Mostly an arena card. I am leaning towards the first one but aggro hurts, so I'll probably end up with the 2nd one.
To add on to what Link said, even if it didn't have Taunt, you could just use Sunfury Protector to give it Taunt. This effect is way too dangerous to print in Constructed, which is why Team 5 will never do it.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Mostly an arena card. I am leaning towards the first one but aggro hurts, so I'll probably end up with the 2nd one.
I believe you are vastly underestimating the power level of this card. I was willing to let it the effect slide originally, but adding Taunt makes the situation much worse: there's a reason The Walking Fort is a Rumble Run "champion" card. This card would need to be a Legendary, not a Common...or a strong Epic, at the minimum.
I had no idea that card existed lol. Guess I'll remove the taunt and make it a 2-5 then. Thanks.
I hope this is ok. I clearly didn't think how op the card will be with taunt. The class doesn't have reliable health buffs so it won't go out of control.
As many people said, Nymm, the Traitor is OP. I also don't like how incredibly polarizing he (or she?) is. I'd personally redesign the card from scratch.
I really like your Quest, it's very original. However, I have several questions about it. Do the turns need to be consecutive? Does it count friendly turns, enemy turns or both? Depending on the answer of these questions it could be too easy or too hard to fulfill.
Moss Prophet is very weak. I'd buff it to 3/4, or give it Taunt.
I don't think Primal Rage would work as you intend. Each minion would have its own trigger, because there is no such thing as a collective trigger.
Perma-Stealth is a mechanic Blizzard tends to avoid, so I'd change your DK's Battlecry. The Hero Power is probably fine because you can't choose the keyword.
Ice Crawler's downside is pretty minimal, especially when played on curve. I'd either reduce one stat point or make it a permanent effect as long as the minion is alive.
@IceKing16
Tribal synergies have a lot of potential, but I don't think you're implementing them in the right way. Right now, you could just put those cards in a deck focused around one specific tribe and it would work. I think it would be much more interesting if it forced you to go mixed. For instance, the Ancestral Ritual could be reworded as "Play 5 minions from different tribes" and Chimeric Vision as "Draw two minions from different tribes".
Also, if you're focusing on multi-tribes, you should probably add other ones besides Beasts and Elementals. Murlocs and Dragons are more or less present in Un'goro, so they would be a good choice.
Some comments on individual cards:
Adapting Spark is very weak if you compare it to Crackling Razormaw. With its current stats, I'd change the effect to target all friendly Elementals (or even tribal minions).
Hot Spring Shifter is quite weak too, if you consider it's mainly a Boulderfist Ogre with two preconditions. Either make it cost 4 or 5 with Taunt.
The new Spikeshell Defender without Taunt is okay balance-wise, but the effect is too "special" for a Common (which tend to be more bland). Remember, rarity is more about originality than about power level.
Humanoid beasts (such as Worgen or Tortollan) aren't considered Beasts in Hearthstone. Therefore, you should remove the Beast tag from Beast Tracker or change the artwork.
In order to make Artemis, the Huntress more fitting in the expansion, I'd replace Puffer with Raptors or some other dinosaur.
@Pircival
A lot of my feedback is gonna be about flavor, because I think you have a lot of potential you aren't capitalizing.
Some comments on individual cards:
I love that your Quest is about Discovering stuff, because it really fits an Archeologist class (heck, the mechanic was introduced in LoE for a reason). That said, Save Un'goro! doesn't capture the flavor at all. What about calling it "Search the Lost Ark" or some other ancient artifact? Of course, the Reward would have to be said artifact.
Something similar could be said about Magician Paven: while the effect fits the flavor, it seems completely unrelated to Un'goro and to Archeologists in general. How about making it a living statue or elemental? It would also fit the theme, while being more appropriate for your class lore.
Dinomight artwork is weird, and a bit lacking in flavor.
Stalagmite Stomper needs another statline. 4/6 would be fine, IMO.
Mystic is a very cool idea, but some Adaptations make no sense for heroes. I'm thinking about the ones that give Health and the Deathrattle one.
Inmortal Coiler is probably OP. I mean, one of my Basic cards had that effect, but it was a spell and it costed 4. I think your card should probably cost 4, too.
I don't get the parenthesized text in Faraghoul. What does it mean?
I think the Battlecry version of Izzy the Defiler is preferable.
Of all your KFT cards, only Izzy the Defiler, Faraghoul and Divvy Digger have something to do with archeology. Flavor is very important.
Quest and reward unchanged (posted them as a refference).
As for the quest, both yours and your opponent's turns count. The counter does not reset after you lose health, it just doesn't proceed.
So e.g. if you have 4/7 on quest and lose health on a turn, nothing happens, and if you do not lose health next turn, it is 5/7 on quest (kinda complicated ik).
The new Submission and Discussion topics are up now! Let me know if you have any questions in the new Discussion topic or via PM. I've left this post unlocked so that you can easily copy and paste over any posts from here to the new Discussion Topic as needed.
As many people said, Nymm, the Traitor is OP. I also don't like how incredibly polarizing he (or she?) is. I'd personally redesign the card from scratch.
I really like your Quest, it's very original. However, I have several questions about it. Do the turns need to be consecutive? Does it count friendly turns, enemy turns or both? Depending on the answer of these questions it could be too easy or too hard to fulfill.
Moss Prophet is very weak. I'd buff it to 3/4, or give it Taunt.
I don't think Primal Rage would work as you intend. Each minion would have its own trigger, because there is no such thing as a collective trigger.
Perma-Stealth is a mechanic Blizzard tends to avoid, so I'd change your DK's Battlecry. The Hero Power is probably fine because you can't choose the keyword.
Ice Crawler's downside is pretty minimal, especially when played on curve. I'd either reduce one stat point or make it a permanent effect as long as the minion is alive.
@IceKing16
Tribal synergies have a lot of potential, but I don't think you're implementing them in the right way. Right now, you could just put those cards in a deck focused around one specific tribe and it would work. I think it would be much more interesting if it forced you to go mixed. For instance, the Ancestral Ritual could be reworded as "Play 5 minions from different tribes" and Chimeric Vision as "Draw two minions from different tribes".
Also, if you're focusing on multi-tribes, you should probably add other ones besides Beasts and Elementals. Murlocs and Dragons are more or less present in Un'goro, so they would be a good choice.
Some comments on individual cards:
Adapting Spark is very weak if you compare it to Crackling Razormaw. With its current stats, I'd change the effect to target all friendly Elementals (or even tribal minions).
Hot Spring Shifter is quite weak too, if you consider it's mainly a Boulderfist Ogre with two preconditions. Either make it cost 4 or 5 with Taunt.
The new Spikeshell Defender without Taunt is okay balance-wise, but the effect is too "special" for a Common (which tend to be more bland). Remember, rarity is more about originality than about power level.
Humanoid beasts (such as Worgen or Tortollan) aren't considered Beasts in Hearthstone. Therefore, you should remove the Beast tag from Beast Tracker or change the artwork.
In order to make Artemis, the Huntress more fitting in the expansion, I'd replace Puffer with Raptors or some other dinosaur.
@Pircival
A lot of my feedback is gonna be about flavor, because I think you have a lot of potential you aren't capitalizing.
Some comments on individual cards:
I love that your Quest is about Discovering stuff, because it really fits an Archeologist class (heck, the mechanic was introduced in LoE for a reason). That said, Save Un'goro! doesn't capture the flavor at all. What about calling it "Search the Lost Ark" or some other ancient artifact? Of course, the Reward would have to be said artifact.
Something similar could be said about Magician Paven: while the effect fits the flavor, it seems completely unrelated to Un'goro and to Archeologists in general. How about making it a living statue or elemental? It would also fit the theme, while being more appropriate for your class lore.
Dinomight artwork is weird, and a bit lacking in flavor.
Stalagmite Stomper needs another statline. 4/6 would be fine, IMO.
Mystic is a very cool idea, but some Adaptations make no sense for heroes. I'm thinking about the ones that give Health and the Deathrattle one.
Inmortal Coiler is probably OP. I mean, one of my Basic cards had that effect, but it was a spell and it costed 4. I think your card should probably cost 4, too.
I don't get the parenthesized text in Faraghoul. What does it mean?
I think the Battlecry version of Izzy the Defiler is preferable.
Of all your KFT cards, only Izzy the Defiler, Faraghoul and Divvy Digger have something to do with archeology. Flavor is very important.
I thought about different tribes too but i was set on the number 7 and I thought it would be too hard. I will change it and make some other changes to a few cards to make tribal synergies between tribes. Thanks for the tips.
I hope this is ok. I clearly didn't think how op the card will be with taunt. The class doesn't have reliable health buffs so it won't go out of control.
Or i could make it take 1 less damage. It just hit me. I ll play around that and see what happens
To add on to what Link said, even if it didn't have Taunt, you could just use Sunfury Protector to give it Taunt. This effect is way too dangerous to print in Constructed, which is why Team 5 will never do it.
Click the image to go to my custom Time Traveler class.
I had no idea that card existed lol. Guess I'll remove the taunt and make it a 2-5 then. Thanks.
I hope this is ok. I clearly didn't think how op the card will be with taunt. The class doesn't have reliable health buffs so it won't go out of control.
@SunnoxPL
@IceKing16
Tribal synergies have a lot of potential, but I don't think you're implementing them in the right way. Right now, you could just put those cards in a deck focused around one specific tribe and it would work. I think it would be much more interesting if it forced you to go mixed. For instance, the Ancestral Ritual could be reworded as "Play 5 minions from different tribes" and Chimeric Vision as "Draw two minions from different tribes".
Also, if you're focusing on multi-tribes, you should probably add other ones besides Beasts and Elementals. Murlocs and Dragons are more or less present in Un'goro, so they would be a good choice.
Some comments on individual cards:
@Pircival
A lot of my feedback is gonna be about flavor, because I think you have a lot of potential you aren't capitalizing.
Some comments on individual cards:
Thakns everyone for the feedback. Changes:
Un'Goro
====>>>>>
====>>>>
====>>>>
Quest and reward unchanged (posted them as a refference).
As for the quest, both yours and your opponent's turns count. The counter does not reset after you lose health, it just doesn't proceed.
So e.g. if you have 4/7 on quest and lose health on a turn, nothing happens, and if you do not lose health next turn, it is 5/7 on quest (kinda complicated ik).
KotFT
====>>>>
Hero Power stays the same.
====>>>>
Feedback for others will come tomorrow.
...Soul of Wyrm. Soul of Root. Heart of Void...
The new Submission and Discussion topics are up now! Let me know if you have any questions in the new Discussion topic or via PM. I've left this post unlocked so that you can easily copy and paste over any posts from here to the new Discussion Topic as needed.
You can find me here! Good luck everyone!
I thought about different tribes too but i was set on the number 7 and I thought it would be too hard. I will change it and make some other changes to a few cards to make tribal synergies between tribes. Thanks for the tips.
Or i could make it take 1 less damage. It just hit me. I ll play around that and see what happens
You guys mind moving to the discussion topic? I see no point being split up like this.