Krag'wa, the Toad works with Totems because of the promotional trailer, but I've received feedback it's not exciting enough :(
As Heavy Metal! showed us, Armor is probably going to be Warrior's theme this expansion, hence I made Tortolla, the Tortoise. I am worried it's not very fitting for a Legendary minion, given Crypt Lord has a very similar effect and it's a Common :_D
Finally, there's Spirit of the Hawk, which I believe to be my best card. I think Rush is a great way to make Windfury relevant, as it allows them to use their ability immediately without enabling huge damage burst like Doomhammer used to do back in the Shamanstone decks. 1 mana might be a tad too cheap, but Windfury needs A LOT of support to work.
Krag'Wa, the Toad - I don't think its that special, considering you have Corpsetaker wich does way more and is a Epic card. (You don't have that many unique totems in standard right now, wild is a different story (could see play).)
Tortolla, the Tortoise - I like the card alot. but it is way too strong, it should never be printed as odd cost (as long as Baku is around in standard.) I think it would still be fine as a 6 mana 5/5.
Spirit of the Hawk - Hawk is loa of the mage class so it doesnt really fit into shaman. And I think its pretty weak considering shaman doesn't have that many windfury minions.
Much like last week I'm looking to combat Deathstalker Rexxar's rotation, believing the Hunter will need new tools to thrive as a match progresses into the late-game. My specific intention is to push an Even Hunter with Shadra, allowing the 1-mana Hero Power to transition from early pressure into board control.
A 4/7 is a beefy body, maybe make it 4/6 to have it be on par with Skulking Geist Shadra has to be alive for it to work too, so I think it would be fairly balanced as a 4/6. But it could also just spiral out of control with cubes and stuff.
I try to put the "official" ability of Mueh'zala into this card (His figure is indistinct. His form is always shifting, his shadow melting from one shape to another).
Anyway..i'm not sure about the wording, so please correct me if I’m wrong!
I try to put the "official" ability of Mueh'zala into this card (His figure is indistinct. His form is always shifting, his shadow melting from one shape to another).
Anyway..i'm not sure about the wording, so please correct me if I’m wrong!
Cheers!
Is your intend to actually summon the other card too? Or just discover a card and switch the Health and Attack. (I like the idea, but its really hard to word it in a card.)
Also summoning the other card too, is too strong for 3 mana and stealth as you could endlessly summon random minions.
I try to put the "official" ability of Mueh'zala into this card (His figure is indistinct. His form is always shifting, his shadow melting from one shape to another).
Anyway..i'm not sure about the wording, so please correct me if I’m wrong!
Cheers!
Is your intend to actually summon the other card too? Or just discover a card and switch the Health and Attack. (I like the idea, but its really hard to word it in a card.)
Also summoning the other card too, is too strong for 3 mana and stealth as you could endlessly summon random minions.
I don't want to summon the chosen card, actually it's just Attack and Health discovery...
This is my idea of the Mage new Loa. I don't know if it is too OP or not, but seeing Paladin's new Loa i think it's balanced. Does it need to have the Beast tag? Anyway, hope you like it, feedback is appreciated.
This is my idea of the Mage new Loa. I don't know if it is too OP or not, but seeing Paladin's new Loa i think it's balanced. Does it need to have the Beast tag? Anyway, hope you like it, feedback is appreciated.
Loa's are beasts so yes it needes a beast tag.
As for the card. I really don't know what to think about it. Its an interesting idea. But with Archmage Antonidas I don't see a reason why you would run this over that. I guess it could be ran in Reno decks for an additional value generator. But in standard there arent that many decks that could use this card.
I try to put the "official" ability of Mueh'zala into this card (His figure is indistinct. His form is always shifting, his shadow melting from one shape to another).
Anyway..i'm not sure about the wording, so please correct me if I’m wrong!
Cheers!
Is your intend to actually summon the other card too? Or just discover a card and switch the Health and Attack. (I like the idea, but its really hard to word it in a card.)
Also summoning the other card too, is too strong for 3 mana and stealth as you could endlessly summon random minions.
I don't want to summon the chosen card, actually it's just Attack and Health discovery...
Okay then I guess you should change its text to
Stealth At the start of your turn Discover a random minion, swap its Attack and Health with this card.
PS* Don't forget to change the watermark on you card, to that of the expansion it belongs to (in this case Rastkhan's Rumble) I heard mods like to nitpick on it :)
So, this is the new version. I still like the initial one as it can be run in decks that don't run Antonidas for tempo plays, but this can also be rewarding.
So, this is the new version. I still like the initial one as it can be run in decks that don't run Antonidas for tempo plays, but this can also be rewarding.
I think this is weak. 5/5 for 6 and if OS you only get one spell (at random so it can be totaly trash). Maybe make it a 4/7? That said, you can combo with ping or other little damages but it makes overcosted for the effect. It wont see plays in this shape :/
I think this is weak. 5/5 for 6 and if OS you only get one spell (at random so it can be totaly trash). Maybe make it a 4/7? That said, you can combo with ping or other little damages but it makes overcosted for the effect. It wont see plays in this shape :/
First i thought of mking it "Each time it takes damage, add a spell you played this game to your hand." for synergy purposes. Maybe ill change it to that and also the stats. I wanted it to be in relation to the new Mage Legendary that copies the starting hand so it does something along those lines.
Problem with mage in standard is that it does not have enough fuel to maintain itself until you pop up DK Jaina or until you draw the otk combo.
I think this is weak. 5/5 for 6 and if OS you only get one spell (at random so it can be totaly trash). Maybe make it a 4/7? That said, you can combo with ping or other little damages but it makes overcosted for the effect. It wont see plays in this shape :/
First i thought of mking it "Each time it takes damage, add a spell you played this game to your hand." for synergy purposes. Maybe ill change it to that and also the stats. I wanted it to be in relation to the new Mage Legendary that copies the starting hand so it does something along those lines.
Problem with mage in standard is that it does not have enough fuel to maintain itself until you pop up DK Jaina or until you draw the otk combo.
I think if you'd make it 6 mana 4/8 "Whenever this minion takes damage, add a spell you played this game to your hand." it would be balanced and it would see play.
How about this one? Meant to support bounce Rogue, unsure about the extra effect
This is a poor Van Cleef with Stealth. Considering you can bounce back only a couple of times, this will result in an 8 mana 7/7 most of the time imo. It should do a bit more for a Legendary.
How about this one? Meant to support bounce Rogue, unsure about the extra effect
This is a poor Van Cleef with Stealth. Considering you can bounce back only a couple of times, this will result in an 8 mana 7/7 most of the time imo. It should do a bit more for a Legendary.
How about Vanish? that would make this card pretty powerful, not to mention it doesn’t need to be crazy powerful to be worthy of legendary status... but if comparing to VanCleef, should I make the bonus/body bigger?
I was trying to think of some synergies with for the arguably terrible card Surrender to Madness. Since the mana crystal would be provided via aura, it couldn't be destroyed unless the minion itself dies or is silenced, giving the priest a bit of leeway to play such a card. However, the Spirit itself seems viable enough on it's own and if the priest can protect it, they can benefit from the temporary ramp in mana.
I think your heart is in a good place in trying to reverse-engineer a card that makes Surrender to Madness more appealing. However, I would counter with the consideration that people have been fairly perturbed over fast ramping and mana-cheating for like a year and a half now, if-not longer. I'm inclined to agree with them.
Considering the class in question you could potentially ramp into faster Big Priest or revive gimmicks, which is something I heavily frown upon. Yeah the Spirits dilute the revive pool, but Eternal Servitude can readily dodge that problem.
It's a fine idea at its core, but I think it might be the wrong time to introduce such a card.
I actually agree with you that ramp in Priest feels out of place. Of course, I actually think that about destroying mana crystals in Priest as well. The only ways I can think to make a card like Surrender to Madness work is through some form of ramping or through cost reduction. Maybe cost reduction would fit the class better? We've already seen Shadowfiend so maybe something along those lines would be a better fit.
This perhaps?
This would achieve almost the same thing, but has more of a priest aesthetic to it. It's a slight nerf in the early game because you wouldn't gain the benefit immediately like the ramping version, unless I specified "not including this" in the card's text (which doesn't sound right IMO, though that may just be me). On the other hand, it would have it's use late game as you could still benefit from it at 10 mana crystals.
@DestroyerR maybe make it " Has +1/+1 for each minion returne to it's owner had." so it can also count the ones returned to the enemy's hand (maybe it's too OP but otherwise i don't see why i would run this 8 mana card that doesn't guarantee at least 8/8 stats. And shouldn't it have the text as a battlecry with "gain +1/+1"? Or you want it to gain stats even after you play it?
Last review: New Mage Loa -Jan'alai, the Dragonhawk
Hraz'actl, the Bat : Feeds of the a possible Lifesteal synnergy in warlock. Get's bigger the more you lifesteal off stuff. He can get quite big, but a silence in enough to reduce it to a frog.
Icarus, the Pheonix : Basicly, priest has a lot of healing, but if you go full heal, you have no win condition. This can be that. If you are at 2 hp, and you haven't healed or armored at all, it'll do 7 to all enemies and heal you for 7. To otk your enemy you'll need to have taken 120 damage minimum. Not that easy to do.
Vixtraus, the Rat: Quest synnergy! Simmilar to Queen Carnassa, but can potentially give you more than 15 minions. The rats buff every newly played 1 drop, so if you play 7 of them in a turn you'll have the perfect board for a Defile ;(.
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Spirit of the Rhino "Real unicorns have curves Akali said."
Akali, the Rhino - "TIME TO PAY FOR YOUR MANY TRESSPASSES!"
Gral, the Shark - "He is wise and takes a long view on things. Gral is quite powerful and when it comes to his knowledge none can compare."
- Williamo's card gallery -
Krag'Wa, the Toad - I don't think its that special, considering you have Corpsetaker wich does way more and is a Epic card. (You don't have that many unique totems in standard right now, wild is a different story (could see play).)
Tortolla, the Tortoise - I like the card alot. but it is way too strong, it should never be printed as odd cost (as long as Baku is around in standard.) I think it would still be fine as a 6 mana 5/5.
Spirit of the Hawk - Hawk is loa of the mage class so it doesnt really fit into shaman. And I think its pretty weak considering shaman doesn't have that many windfury minions.
- Williamo's card gallery -
A 4/7 is a beefy body, maybe make it 4/6 to have it be on par with Skulking Geist
Shadra has to be alive for it to work too, so I think it would be fairly balanced as a 4/6. But it could also just spiral out of control with cubes and stuff.
- Williamo's card gallery -
Hi!
I try to put the "official" ability of Mueh'zala into this card (His figure is indistinct. His form is always shifting, his shadow melting from one shape to another).
Anyway..i'm not sure about the wording, so please correct me if I’m wrong!
Cheers!
Is your intend to actually summon the other card too? Or just discover a card and switch the Health and Attack. (I like the idea, but its really hard to word it in a card.)
Also summoning the other card too, is too strong for 3 mana and stealth as you could endlessly summon random minions.
- Williamo's card gallery -
I don't want to summon the chosen card, actually it's just Attack and Health discovery...
New Mage Loa - Jan'alai, the Dragonhawk
This is my idea of the Mage new Loa. I don't know if it is too OP or not, but seeing Paladin's new Loa i think it's balanced. Does it need to have the Beast tag? Anyway, hope you like it, feedback is appreciated.
Why is the rum gone?
Loa's are beasts so yes it needes a beast tag.
As for the card. I really don't know what to think about it. Its an interesting idea. But with Archmage Antonidas I don't see a reason why you would run this over that. I guess it could be ran in Reno decks for an additional value generator. But in standard there arent that many decks that could use this card.
- Williamo's card gallery -
Okay then I guess you should change its text to
Stealth
At the start of your turn Discover a random minion, swap its Attack and Health with this card.
PS* Don't forget to change the watermark on you card, to that of the expansion it belongs to (in this case Rastkhan's Rumble) I heard mods like to nitpick on it :)
- Williamo's card gallery -
Love the tribes.
New Mage Loa - Jan'alai, the Dragonhawk
So, this is the new version. I still like the initial one as it can be run in decks that don't run Antonidas for tempo plays, but this can also be rewarding.
Why is the rum gone?
I think this is weak. 5/5 for 6 and if OS you only get one spell (at random so it can be totaly trash). Maybe make it a 4/7? That said, you can combo with ping or other little damages but it makes overcosted for the effect. It wont see plays in this shape :/
Love the tribes.
First i thought of mking it "Each time it takes damage, add a spell you played this game to your hand." for synergy purposes. Maybe ill change it to that and also the stats. I wanted it to be in relation to the new Mage Legendary that copies the starting hand so it does something along those lines.
Problem with mage in standard is that it does not have enough fuel to maintain itself until you pop up DK Jaina or until you draw the otk combo.
Why is the rum gone?
How about this one? Meant to support bounce Rogue, unsure about the extra effect
I think if you'd make it 6 mana 4/8 "Whenever this minion takes damage, add a spell you played this game to your hand." it would be balanced and it would see play.
- Williamo's card gallery -
This is a poor Van Cleef with Stealth. Considering you can bounce back only a couple of times, this will result in an 8 mana 7/7 most of the time imo. It should do a bit more for a Legendary.
Why is the rum gone?
How about Vanish? that would make this card pretty powerful, not to mention it doesn’t need to be crazy powerful to be worthy of legendary status... but if comparing to VanCleef, should I make the bonus/body bigger?
I actually agree with you that ramp in Priest feels out of place. Of course, I actually think that about destroying mana crystals in Priest as well. The only ways I can think to make a card like Surrender to Madness work is through some form of ramping or through cost reduction. Maybe cost reduction would fit the class better? We've already seen Shadowfiend so maybe something along those lines would be a better fit.
This perhaps?
This would achieve almost the same thing, but has more of a priest aesthetic to it. It's a slight nerf in the early game because you wouldn't gain the benefit immediately like the ramping version, unless I specified "not including this" in the card's text (which doesn't sound right IMO, though that may just be me). On the other hand, it would have it's use late game as you could still benefit from it at 10 mana crystals.
@DestroyerR maybe make it " Has +1/+1 for each minion returne to it's owner had." so it can also count the ones returned to the enemy's hand (maybe it's too OP but otherwise i don't see why i would run this 8 mana card that doesn't guarantee at least 8/8 stats. And shouldn't it have the text as a battlecry with "gain +1/+1"? Or you want it to gain stats even after you play it?
Last review: New Mage Loa - Jan'alai, the Dragonhawk
Why is the rum gone?
Here are some synergy-ending loa's:
Hraz'actl, the Bat : Feeds of the a possible Lifesteal synnergy in warlock. Get's bigger the more you lifesteal off stuff. He can get quite big, but a silence in enough to reduce it to a frog.
Icarus, the Pheonix : Basicly, priest has a lot of healing, but if you go full heal, you have no win condition. This can be that. If you are at 2 hp, and you haven't healed or armored at all, it'll do 7 to all enemies and heal you for 7. To otk your enemy you'll need to have taken 120 damage minimum. Not that easy to do.
Vixtraus, the Rat: Quest synnergy! Simmilar to Queen Carnassa, but can potentially give you more than 15 minions. The rats buff every newly played 1 drop, so if you play 7 of them in a turn you'll have the perfect board for a Defile ;(.