Interesting idea, tho im not sure if it would be played, healbot was huge underdog, but is played cause u get the effect right away, this is better effect and better body, but 7 mana for "nothing" the moment u play it is probably too slow and if u have 7 mana to just throw out of window for FD/reincarnate/Baron combos, i think u would use better minions. Hard to say, it would definetly have to be tested and might turn out good.
Now let me introduce my idea :) This week is pretty cool for me to continue my 7mana cost "spellbooks" for priest, im pretty happy with the effect. It has basicly the same downsides as KT, need to have some board presence before u play it, or "yolo" it and risk 0 value by Ooze/harrison counter (which can still come anyway). But i think the cost and durability makes it interesting enought to use it. One thing im not sure about is the name ... i still dont know, if space character counts towards 7 characters or not and am not super happy with the name anyway, but i cant for the life of me think of any cool "legendary" name (preferably single word) for a spellbook :D
I personally don't think named weapons have to be legendary, see Gorehowl and Doomhammer. Ashbringer is legendary but only because its dropped from tirion who started as legendary. regardless, Maybe Revival is a good name.
Looking for feedback. I'll try to reciprocate any I get.
I think it's a bit too cheap. Al'Akir the Windlord is a class legendary for 8 with 3/5 and most of the bling. He needs some additional buff to make the windfury work, whereas a spell card can just be put on a body already in play. Card text wise, you could shorten the first blessing to (+1/+1). I guess the deathrattle health goes to the hero?
Also, either my card or your card is against the rules, depending if the word 'seven' in the name counts or not, :P A clarification on that would be nice,
That said, I like the theme of the card. Nice idea!
He's from the WoW RPG and had the 'beloved commander' trait that buffs allies should he die. (Edit: oh yeah, he's a shaman. Thus the choice of class card.)
If I understood the rules correctly, the "Seven" in his name doesn't count - ie, card text and name count as one.
If someone can think of a more elegant way to phrase that the 7 points are distributed to either Attack or Health that would help, so feedback is appreciated.
Balance-wise I think he should be ok. 7/7 for 7 is vanilla, and the buff is +3.5/+3.5 on average, distributed over several minions and a deathrattle. But let me know if you think he's off.
Seems a bit overpowered to me, but is an interesting idea. Maybe try:
"Deathrattle: All friendly minions randomly receive either +7 attack or +7 health."
Looking for feedback. I'll try to reciprocate any I get.
I have rly mixed feelings about this one, it feels weak for the manacost, but at the same time i can see scenarios, where it will be used as a hard removal (divine shield + charge x2 attack), less so as a finisher, but maybe. Guess only thing that seems useless and kinda forced by the rule set is the deathrattle, doesnt rly fit the card, but since u cant target it, i think u should write "Restore 7 Health to your hero.", the current wording would assume the minion, but it is already dead, so it doesnt make sence.
Simple, straightforward, Nefarian-like concept, let the shenaningans begin!
I feel like it needs to have more Attack. Nefarian is a 9 Mana 8/8, and it's already mostly considered a troll card just for fun RNG shenanigans. Either that or maybe three spells?
Flavor Text: He only came to join the brawl because he also heard that a certain Hunter was also coming around...
Thoughts? I know it might seem OP, but take the time to compare it with Bestial Wrath. The one thing I'm unsure about is the Health. Should it be 4? Should it be 6? Should it stay as 5?
I think Immune for a turn is like a slightly better Divine Shield. Considering Argent Protector only loses a stat point for his ability, and that this is a class legendary, I think you could make this a 7 mana 8/7.
Hmm, good point. I think I'll definitely buff it, but by how much I'm not sure.
Holy mother of... I feel like that's as broken AF.
Yeah its crazily overpowered.
Why u guys think so? Too much Durability? I think if this card was a "thing" it would just "force" weapon destroying meta even more than it is now and u would have to work rly hard to get a good value, lets say in general, u have 2-3 minions on board and u might not even get opportunity to suicide them to use this effect, but i guess u would play this only if u would get off at least couple of it. Note that it works even on your opponent turns, so he might keep killing low minions (mby 1drop from Hungry Drake that he gave u) or something like that. I think this has a lot of depth in it :)
Holy mother of... I feel like that's as broken AF.
Yeah its crazily overpowered.
Why u guys think so? Too much Durability? I think if this card was a "thing" it would just "force" weapon destroying meta even more than it is now and u would have to work rly hard to get a good value, lets say in general, u have 2-3 minions on board and u might not even get opportunity to suicide them to use this effect, but i guess u would play this only if u would get off at least couple of tics. Note that it works even on your opponent turn, so he might keep killing low minions (mby 1drop from Hungry Drake that he gave u) or something like that. I think this has a lot of depth in it :)
If something forces a meta, then it is so strong that it requires very specific counterplay and thus is OP.
Can we talk about how Terrifying this card is? This is borderline grim-patron level OTK shenanigans with just 1 tick of Emp Thaus.
Wisp god, Power of the Wild, Savage roar in hand.
Emp Tick goes off, assume Emp gets cleared, next turn.
Play Wisp god, if the enemy has just 1 empty field slot, you get 7 wisps on the board. You have 6 1/1s. Play Power of the Wild for +1/+1 to each. 6 2/2s. Savage Roar. 6 4/2s for the turn. While it's not the most damage I've ever seen in a potential OTK move, 24 damage out of the blue is kind of bananas.
Holy mother of... I feel like that's as broken AF.
Yeah its crazily overpowered.
Why u guys think so? Too much Durability? I think if this card was a "thing" it would just "force" weapon destroying meta even more than it is now and u would have to work rly hard to get a good value, lets say in general, u have 2-3 minions on board and u might not even get opportunity to suicide them to use this effect, but i guess u would play this only if u would get off at least couple of tics. Note that it works even on your opponent turn, so he might keep killing low minions (mby 1drop from Hungry Drake that he gave u) or something like that. I think this has a lot of depth in it :)
If something forces a meta, then it is so strong that it requires very specific counterplay and thus is OP.
The weapon destroying meta is already here, and look at Dr. Boom how he forced heavy BGH meta and is "fine" as well (i know hes OP, but not broken). How much durability u think it would be a good number? i assume that is the biggest OP part of the card?
Simple, straightforward, Nefarian-like concept, let the shenaningans begin!
I feel like it needs to have more Attack. Nefarian is a 9 Mana 8/8, and it's already mostly considered a troll card just for fun RNG shenanigans. Either that or maybe three spells?
Flavor Text: He only came to join the brawl because he also heard that a certain Hunter was also coming around...
Thoughts? I know it might seem OP, but take the time to compare it with Bestial Wrath. The one thing I'm unsure about is the Health. Should it be 4? Should it be 6? Should it stay as 5?
I think Immune for a turn is like a slightly better Divine Shield. Considering Argent Protector only loses a stat point for his ability, and that this is a class legendary, I think you could make this a 7 mana 8/7.
Hmm, good point. I think I'll definitely buff it, but by how much I'm not sure.
yes, definetly get it out of BGH range, the ability aint that strong on itself i think, but mby give it just 6/6. ... oh u need 7 for the rules, so 5/7 then.
Can we talk about how Terrifying this card is? This is borderline grim-patron level OTK shenanigans with just 1 tick of Emp Thaus.
Wisp god, Power of the Wild, Savage roar in hand.
Emp Tick goes off, assume Emp gets cleared, next turn.
Play Wisp god, if the enemy has just 1 empty field slot, you get 7 wisps on the board. You have 6 1/1s. Play Power of the Wild for +1/+1 to each. 6 2/2s. Savage Roar. 6 4/2s for the turn. While it's not the most damage I've ever seen in a potential OTK move, 24 damage out of the blue is kind of bananas.
Thought about that, and that's why I made it 8 mana. You'd have to be crazy lucky to get all of that in one go, and to go off without a hitch. This also assumes that you have a completely empty board, which is possible but unlikely at turn 10.
Hmm... I've been thinking abut it, and maybe some statistics on how many minions have certain amount of attack could help with determining balance. For example, there are no 5 mana yetis making a 5 mana card be pretty safe with 5 health. These are the things we should consider and have when checking balance.
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Seems a bit overpowered to me, but is an interesting idea. Maybe try:
"Deathrattle: All friendly minions randomly receive either +7 attack or +7 health."
Oh no no, that would imply that each minion would get either the full health or attack buff. The idea is to distribute a total of 7 point over all minions health and attack.
Can we talk about how Terrifying this card is? This is borderline grim-patron level OTK shenanigans with just 1 tick of Emp Thaus.
Wisp god, Power of the Wild, Savage roar in hand.
Emp Tick goes off, assume Emp gets cleared, next turn.
Play Wisp god, if the enemy has just 1 empty field slot, you get 7 wisps on the board. You have 6 1/1s. Play Power of the Wild for +1/+1 to each. 6 2/2s. Savage Roar. 6 4/2s for the turn. While it's not the most damage I've ever seen in a potential OTK move, 24 damage out of the blue is kind of bananas.
Thought about that, and that's why I made it 8 mana. You'd have to be crazy lucky to get all of that in one go, and to go off without a hitch. This also assumes that you have a completely empty board, which is possible but unlikely at turn 10.
True. I'm not saying it's a bad card, I actually think it's awesome (It's like Onyxia, but 1 less because it can give the enemy something too)
Looks like my Sen'jin submission is going to be a dud, Oh well I'm glad I was finally able to use that ability, I thought it was fun and interesting but I guess not.
I personally don't think named weapons have to be legendary, see Gorehowl and Doomhammer. Ashbringer is legendary but only because its dropped from tirion who started as legendary. regardless, Maybe Revival is a good name.
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I think it's a bit too cheap. Al'Akir the Windlord is a class legendary for 8 with 3/5 and most of the bling. He needs some additional buff to make the windfury work, whereas a spell card can just be put on a body already in play. Card text wise, you could shorten the first blessing to (+1/+1). I guess the deathrattle health goes to the hero?
Also, either my card or your card is against the rules, depending if the word 'seven' in the name counts or not, :P A clarification on that would be nice,
That said, I like the theme of the card. Nice idea!
Holy mother of... I feel like that's as broken AF.
The reply didn't work for some reason - attempted to fix it. It was for Thugrim Seven Eyes.
Seems a bit overpowered to me, but is an interesting idea. Maybe try:
"Deathrattle: All friendly minions randomly receive either +7 attack or +7 health."
Yeah its crazily overpowered.
I have rly mixed feelings about this one, it feels weak for the manacost, but at the same time i can see scenarios, where it will be used as a hard removal (divine shield + charge x2 attack), less so as a finisher, but maybe. Guess only thing that seems useless and kinda forced by the rule set is the deathrattle, doesnt rly fit the card, but since u cant target it, i think u should write "Restore 7 Health to your hero.", the current wording would assume the minion, but it is already dead, so it doesnt make sence.
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Hmm, good point. I think I'll definitely buff it, but by how much I'm not sure.
Maybe a 6/7 so Big Game Hunter doesn't hit it?
Why u guys think so? Too much Durability? I think if this card was a "thing" it would just "force" weapon destroying meta even more than it is now and u would have to work rly hard to get a good value, lets say in general, u have 2-3 minions on board and u might not even get opportunity to suicide them to use this effect, but i guess u would play this only if u would get off at least couple of it. Note that it works even on your opponent turns, so he might keep killing low minions (mby 1drop from Hungry Drake that he gave u) or something like that. I think this has a lot of depth in it :)
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If something forces a meta, then it is so strong that it requires very specific counterplay and thus is OP.
Can we talk about how Terrifying this card is? This is borderline grim-patron level OTK shenanigans with just 1 tick of Emp Thaus.
Wisp god, Power of the Wild, Savage roar in hand.
Emp Tick goes off, assume Emp gets cleared, next turn.
Play Wisp god, if the enemy has just 1 empty field slot, you get 7 wisps on the board. You have 6 1/1s. Play Power of the Wild for +1/+1 to each. 6 2/2s. Savage Roar. 6 4/2s for the turn. While it's not the most damage I've ever seen in a potential OTK move, 24 damage out of the blue is kind of bananas.
Against the rules. He has four sevens, and it says exactly three. But it's a pretty good idea, just change the damage by one.
The weapon destroying meta is already here, and look at Dr. Boom how he forced heavy BGH meta and is "fine" as well (i know hes OP, but not broken). How much durability u think it would be a good number? i assume that is the biggest OP part of the card?
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He has to fix it by putting Battlecry, and then there will be four 7's again...
It should say, though, "Battlecry: Deal X damage randomly split among all enemy minions."
yes, definetly get it out of BGH range, the ability aint that strong on itself i think, but mby give it just 6/6. ... oh u need 7 for the rules, so 5/7 then.
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Thought about that, and that's why I made it 8 mana. You'd have to be crazy lucky to get all of that in one go, and to go off without a hitch. This also assumes that you have a completely empty board, which is possible but unlikely at turn 10.
Hmm... I've been thinking abut it, and maybe some statistics on how many minions have certain amount of attack could help with determining balance. For example, there are no 5 mana yetis making a 5 mana card be pretty safe with 5 health. These are the things we should consider and have when checking balance.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Hm, maybe the class legendary bonus can carry that. I'm a bit reluctant because you could immediately Reincarnate on T10.
Oh no no, that would imply that each minion would get either the full health or attack buff. The idea is to distribute a total of 7 point over all minions health and attack.
True. I'm not saying it's a bad card, I actually think it's awesome (It's like Onyxia, but 1 less because it can give the enemy something too)
Looks like my Sen'jin submission is going to be a dud, Oh well I'm glad I was finally able to use that ability, I thought it was fun and interesting but I guess not.
Heroic Drakkisath (The Fire Lord?) - #1 Heroic Drakkisath Deck Guide, Featuring Majordomo Executus, by yours truly.
Looking for more card design action? Check out my Artstone Design Challenge:That's So Meta