I see. The Mercenaries are quite underpowered I guess now that I look back on them. I actually wanted them to be really strong for their price. Thanks for the heads up.
@Arkasaur. Visions of insanity is a very interesting card, and one that really straddles the line between breaking the game and being unused. I don't think you can really justify adjusting its cost based on the possibility that the player has a perfect curve, for two reasons. First, if it's against aggro, they are going to have an answer, seeing as half their deck is made up of 1-2 cost cards. Second, if it's against control, then they rarely have an exact curve play like that anyway. I don't think having it at two mana would be too bad. You can sabotage your opponent, and they may miss an optimal turn because of it, but remember that you as the person playing it have to take a less optimal turn as well. If you really want it at higher mana, I might consider adding a small bonus effect, like draw a card
Surge of Darkness - I suppose it's borderline bad just for the 1 damage it loses in comparison to fireball. From a constructive perspective we can tell however, that 5 damage is the magic number to kill a lot of widely played minions. I'm just wondering why you made it minions only, at that mana cost, I think the 'able to hit face' option is hardly worth a mana difference either way.
I added the minion restriction since it already felt powerful doing that 5 damage, the magic number to many impactful minions, and i wanted to avoid the possibility of face damage in this form from the class to give the class a bit of a weakness. (two intended now: difficult against super-aggro, and little way of closing out a game other than just out valuing the enemy)
Twisted Elements - Seems abnormally weak. From the wording I understand that if the opponent has just 3 minions, all will be hit, but If the opponent has 2, the card can still be played and will hit 2, but it will always hit 3 times if 3 or more minions are on the enemies board. I can't fathom how you reasoned the mana cost of 7 for this. I guess when you compared it to the mana jump from a cleave to a multishot being 2 mana and the added versatility, it still strikes me as very weak, and very justifiable at 5 mana, considering Explosive shot also available to the hunter class outputs the same amount of damage and isn't random.
Visions of Insanity - I was specifically told by asylum, that blizzard development doesn't endorse effects like discarding cards from your opponents hand, nor destroying his mana crystals. As such, your card simply doesn't make the cut on an official level. I however quite like this sort of thing and your class should be allowed to have it. But that being said, I think this kindof effect is worth 5 mana.
Twisted elements: Is supposed able to hit the same minion more than once regardless of how many minions are on the board, thats partly why i priced it at a higher cost since it would be possible to kill a a 8-9 health minion if you get lucky. I took some cues on balancing from avenging wrath as well which deals 8 damage for 6 mana.
Visions of Insanity: that's a shame about not being liked on an official level, i guess i'll make a replacement card just in case then. 5 mana for pricing though seems really high to me even with the "loss of turn" possibility. Just that possibility might be too powerful or is there something else I'm not considering?
Thanks for the feedback by the way, any thoughts on which faceless corruptor to use however?
I dislike cards that force your opponent to discard cards/destroy mana crystals. However, because of your class I think a forced discard/destruction could be fine under the right circumstances. Maybe you could change your card to destroy both on of yours and one of your opponent's? Maybe call it "Linked Consciousness" and change the art? Still think it should cost 3 mana though as too much use of the spell could be unfun. It shouldn't be a staple card IMO.
First off, a good amount of changes, some new cards, some cool ones some a bit off mark, but on the whole love changes.
I'm going to talk about both of these cards together for 2 reasons. First off I think they are both sweet ideas. Saronite Vapors is old, Dampen Magic is new. I like them both pretty close to equally, however I don't like that they both at least in some way work against spell and have the exact same cost. One of these needs to change in cost IMO for that reason, but that's my opinions its your call.
We've lost World Breaker Shaman for this, seems like a nice exchange especially in your base set. Spot on design, great stuff.
I love the change to this, its probably the best of the changed cards I'm actually annoyed I never thought to take this approach with a transform. Its a bit of a bummer you lost the silence interaction, but a much cleaner nicer happier card.
Here we have 2 versions of the same card with a tweak. You lowered the health, which I think was good, and I do like the symmetrical one better myself but I think the one that only hits them is more flavorful.
I think someone already said this, but this should either hit minions and players or deal 6 to a minion. No need to lower the damage and lose the face element. Warlock already had a 4 damage face spell is why Shadowbolt doesn't go face and mostly sucks.
I kind of like this card, but in your basic cards when you only have a handful of spells this having a whimpy body and very few strong card you can really sneak in with it makes this just feel irrelevant. If you made this your cards so you could get the discount on a few minions and maybe make some moves there it might be more playable in the base set, and I doubt it would be particularly imbalanced outside of that. I mean it costs 5 and the discount only works this turn.
This is an original and still a great card. Glad to see it didn't change.
This is another card, similar to Surge of Darkness that either needs to hit players or see a numbers change. I mean this is worse than almost every aoe board clear type spell and for 7 it won't even kill some minions in the game, A 7 mana card shouldn't be this bad.
Ok, this is where we have to talk about things in some pretty hard terms. This isn't a card you can make. Even if you made this cost 6 you can't make this a card. I know people want to make discard a thing and they want to make mana kill a thing but there is a reason that isn't in the game now. And there is a reason in particular that even in Magic they have moved anyway from land destruction. Its because its only enjoyable to the person playing the cards, its never ever fun for the person on the receiving end. Comparing this to Wild Growth isn't even close. That is a decision you are making to put a card in your deck that is good for you if you get it early, it can help your game plan, you can work with it and build around it. This card is a card you put in your deck to ruin the game for your opponent. They can't choose to do anything about it, they can't build a deck to deal with it. I can't make you decide not to do it, and in the end if you do it you could well get a lot of votes because a lot of people love the idea of playing cards that ruin the game for you opponent rather than just cards that are enjoyable for them the play. Its why so many people who hate face hunter still play it, because they'd rather win with a soul crushing pile of rape than attempt to have fun and lose.
To expound a bit on the Official reasons they don't like this sort of thing, its because they want people to be able to play what they want to play. They don't mind cards that stall thing or temporarily interfere but they don't want you to for example force someone playing a Malygos combo deck to lose their Malygos and just never win. They also want you to be able to play your cards. Its why we just gain mana ever turn and don't have lands or whatever similar thing, because that way both people get to play the game on their terms, not the other players terms. Yes, there is 1 card that destroys a mana crystal, but its one of yours and its your choice to play it, and pretty much no one does, because of how punishing losing a mana crystal is in a game where both players gain them every turn.
I'd give Dampen Magic the ability to do 1 damage to the target aswell. And what if Saronite Vapors gives you 3 Armor aswell but only increases spell cost by (2)?
Thanks,
I'll definitely think about that extra armor, if i go with armor on it though i might do +2 armor on the dampen magic rather than a damage point. I had been considering a small amount of armor in the class considering he's a giant lobster-monster with a hard carapace.
And Twisted Elements should cost at least 6 mana (if not 5). Even though they are different classes i just have to compare it to Flamestrike
I guess i over-weighted the potential for twisted elements to be a bit more bursty to minions.
The way I've worded it though might lend itself to being affected 3 times by spell damage ie. +1 = deals 12 total damage. Any better ways to word it to avoid this if i bring the cost down?
And about Dampen Magic, it feels very weak as some classes don't really make use of Spell Damage. A person suggested it dealing 1 damage aswell, i think you could get away with 2. It would be your class' Holy Smite/Arcane Shot. A bit stronger, but the Hunter's 3 damage spell is stronger than the Warlock's 3 damage spell so why not? I don't think giving yourself armor is appropriate for that card but in other cards, sure.
Twisted elements: Is supposed able to hit the same minion more than once regardless of how many minions are on the board, thats partly why i priced it at a higher cost since it would be possible to kill a a 8-9 health minion if you get lucky. I took some cues on balancing from avenging wrath as well which deals 8 damage for 6 mana.
Visions of Insanity: that's a shame about not being liked on an official level, i guess i'll make a replacement card just in case then. 5 mana for pricing though seems really high to me even with the "loss of turn" possibility. Just that possibility might be too powerful or is there something else I'm not considering?
Thanks for the feedback by the way, any thoughts on which faceless corruptor to use however?
Twisted Elements - Alright, I see, it makes it a rather costly hard removal in that case, thus the cost could still be lowered. Nowadays avenging wrath reallly is used to deal that face damage anyway.
Visions of Insanity - since it seems you've already given up on the idea, I don't know if it's worth talking about it, but the reasoning for 5 mana is as follows. In hearthstone atleast I feel, the reverse ramp is strongest in the early game and late late game. If you played this on 3, it would be too impactful, but late game you can combo this card with your hero power thus rendering 9 mana cards unplayable for a whole turn, and I feel that is quite the big deal, in a surprising amount of cases. Even in general, putting your opponent on effective 8 mana on turn 10 when you have board can mean a huge difference.
As for the corruptor, I think the 2 damage one is fair.
Ok, here is a card I think of adding to the basic set instead of no escape! in an attempt to get a more favourable entry. While I thought no escape was good filler material, people suggest improving it someway and I might be convinced to do that and release it in a later phase. Anyway, without further ado:
It's a weaker freeze in essence. It's supposed to further emphasise the 'hard to kill' concept of my class. I think the drawback of the charachter still attacking a minion might be insignificant enough to warrant this as an actual card. Thoughts? Especially you murloc, as I mostly got duped into this by you, seeing you as the biggest fan of my class so far.
@kingslayer - please consider using my design on those cards should I drop out of the competition "Wardens represent, yo!". As for that example card shown - I don't have any issue with the aesthetic(orc and what not), but that dude just completely blows out of proportion and has quite the legendary feel to it. I think the attack part needs to be scaled down to 2 and even then, the card is still very strong.
1. Dampen magic and Saronite Vapors - I was also a little concerned with that, given Chopycat's suggestion i might consider pushing Saronite Vapors to a more "Shield Block" or "Shiv" type slot. I think Dampen magic needs to stay at 1 mana if i decide to keep that "self damaging spells" idea.
2.Twilight Warden - The idea for Worldbreaker Shaman isn't necessarily gone, just pushed back to the classic set. The evolution of the idea made the card a bit too wordy for the basic set.
3.Surge of Darkness - As i said in my reply to DonnieMcKarlo, i think it should be more usable than shadow bolt at 5 damage due to the impact of a lot of 5 health minions (Thaurissan, sylvanas, etc.). I dont think its too weak in comparison with other spells though considering Lava Burst is essentially 5 mana for 5 damage and any target.
4. Doomseer Matron - Yeah i might make it hit all cards, that's probably reasonable for a 3 health body.
5. Twisted Elements - Again as i mentioned above, i was perhaps over worried about spell damage affecting it.
6. Visions - yeah.. seems pretty divisive so far. I'm definitely reconsidering the effect.
My only concern with adding damage on Dampen Magic is that it can work against the card itself. If you're trying to use it to make the mages flamestrike worse and you hit his minion for 2, it makes it so much easier for him to trade it away and make the spell useless.
It's a weaker freeze in essence. It's supposed to further emphasise the 'hard to kill' concept of my class. I think the drawback of the charachter still attacking a minion might be insignificant enough to warrant this as an actual card. Thoughts? Especially you murloc, as I mostly got duped into this by you, seeing you as the biggest fan of my class so far.
Have you considered "give your hero stealth until the start of your next turn" at a slightly higher cost ? I think it would make a better card, although it would unfortunately push it out of the basic set. Maybe something like it in addition to what you currently have for elusive.
Im afraid stealth on a hero is just simply too strong to ever design in a card. So I'm trying to emulate this kind of effect with Blink and Elusive in conjunction for example. More perseverance is intended in cards that I will release at a later date, but for now, my simple question is - is this card better than no escape in the basic set purely for advancement reasons(appeal and whatnot).
Yes twisted elements triple dips on spell power but at the same time its only 4 damage chunks to 3 minions. And it could way brutally over kill a 3/2 or a 1/1 or a 0/2 totem or something and not kill the big scary guy you want it to kill. If you think about Consecrate or Flamestrike or even Starfall those dip 1 extra damage per target hit, so they can deal 7 (8 for consecrate extra damage) per spell power. Think about it a bit more like a big cone of cold that doesn't freeze. So you lose the control/stall element, you also can't target this its random. and its 7 MANA!!!!! Also, unless you plan to make a bunch of sweet for sure playable low cost spell power minions in your class cards don't fret the spell damage interaction that much.
On the topic of Surge of Darkness, I think there is a mostly cosmetic difference to having it deal 5 versus 6. As noted minions that are commonly played tend to go from 5 max health straight past that to 7, there are very few 6 health minions that actually see play, so the leaving it at 5 isn't the end of the world, but at the same time, if this isn't generally killing 6 health minions because they simply aren't played then is it that big of a deal that it deals that extra damage to the minions its not killing. I think that is the better reason to have it deal 6, but its realistically not likely to matter that much.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Congratulations, glad to see so many well-designed entries making it through!
I suppose I'll start off the discussion with a quandary I'm stuck in.
As you may (or may not) recall, my Hero is the Archivist, Arcanist Doan.
Spellwear refers to the fact that 'After you cast a spell, this weapon lose 1 Durability'.
I have 9 of my Basic cards essentially figured out, and I'll put those in this spoiler if anybody wishes to check them balance-wise.
Two minions that show Spell Damage and weapon synergy at it's most basic level. As with the spells, these minions seem particularly weak, but with the abundance of Spell Damage already in the game and the new weapons I plan to introduce, they have to be this weak so as not to be broken.
A very simple class taunt. Not much to say really.
The spells that straight up state a damage value that can be affected by Spell Damage. Ink Assault works similarly to Cleave, and A New Chapter is a favourite of mine due to it's duality - it can be used as a board wipe or a card draw engine depending on how and when you play it.
A more interesting board clear option. With your Hero Power it becomes a 6 mana (potentially over two turns) 3 damage AOE, to minions only, which seems awful. The real power of this card comes in combining it with the weapons that we have yet to see, and is why I think the minions only justification is needed.
Finally, the non-damaging spells. The first is more an aesthetic card than one that I tried to balance very well - any help on that one would be appreciated. Warded Pages is your lategame 'I have a high Spell Damage weapon that I want to use a lot of spells with' card. Comparable in a way to Commanding Shout.
However, my main issue is deciding on my tenth Basic card. I'm torn between these two:
I think that I much prefer the Scroll Keeper, but I'm also wary in that that would bring the minion/spell split up to 4/6, equal lowest number of spells in any Basic set. In a class so focused on spell interaction, I'm unsure if this is good or not.
I'm also sad that I can't include any weapons in my Basic set, but since they would require the new keyword, I'll just have to hold back and hope the idea can come across well without them.
1. About Spellwear, does it lose durability after playing a non-damaging spell? Cause it sounds like it does, which would make his basic tomnot as good, but gives nice space to explore other tings with the spellwear mechanic besides Spell Damage.
2. Experienced Archivist seems too good and complicated to be a basic card,sounds more like an epic to me, but that's me.
3. I love Word of Power, Ink Assault and A New Chapter, the theme, the art, everything. Maybe Word of Power should cost one mana though, it seems pretty crazy.
4. I like the concept of Scroll Keeper better, but that's broken at it's current mana cost, I'd take up to 3 or 2.
You are right about the card getting alot worse - it's too good right now :D. Your hero power is really the problem, for the card. Any minion played along side yours on curve wouldn't be able to touch it. This also scales into the midgame where any 4 damage minion would suddenly be intimidatable to 3 attack, even handlock would cry when their twilight drake gets shrekked by this card. So in essence, dropping the threshold by 1 still makes it good against 3/2's, but it's harder to get value in the midgame.
And considering the legendary feel, I was reffering more to the effect than the art.
Twisted elements: Is supposed able to hit the same minion more than once regardless of how many minions are on the board, thats partly why i priced it at a higher cost since it would be possible to kill a a 8-9 health minion if you get lucky. I took some cues on balancing from avenging wrath as well which deals 8 damage for 6 mana.
Visions of Insanity: that's a shame about not being liked on an official level, i guess i'll make a replacement card just in case then. 5 mana for pricing though seems really high to me even with the "loss of turn" possibility. Just that possibility might be too powerful or is there something else I'm not considering?
Thanks for the feedback by the way, any thoughts on which faceless corruptor to use however?
Twisted Elements - Alright, I see, it makes it a rather costly hard removal in that case, thus the cost could still be lowered. Nowadays avenging wrath reallly is used to deal that face damage anyway.
Visions of Insanity - since it seems you've already given up on the idea, I don't know if it's worth talking about it, but the reasoning for 5 mana is as follows. In hearthstone atleast I feel, the reverse ramp is strongest in the early game and late late game. If you played this on 3, it would be too impactful, but late game you can combo this card with your hero power thus rendering 9 mana cards unplayable for a whole turn, and I feel that is quite the big deal, in a surprising amount of cases. Even in general, putting your opponent on effective 8 mana on turn 10 when you have board can mean a huge difference.
As for the corruptor, I think the 2 damage one is fair.
Ok, here is a card I think of adding to the basic set instead of no escape! in an attempt to get a more favourable entry. While I thought no escape was good filler material, people suggest improving it someway and I might be convinced to do that and release it in a later phase. Anyway, without further ado:
It's a weaker freeze in essence. It's supposed to further emphasise the 'hard to kill' concept of my class. I think the drawback of the charachter still attacking a minion might be insignificant enough to warrant this as an actual card. Thoughts? Especially you murloc, as I mostly got duped into this by you, seeing you as the biggest fan of my class so far.
@kingslayer - please consider using my design on those cards should I drop out of the competition "Wardens represent, yo!". As for that example card shown - I don't have any issue with the aesthetic(orc and what not), but that dude just completely blows out of proportion and has quite the legendary feel to it. I think the attack part needs to be scaled down to 2 and even then, the card is still very strong.
As the spell's name is "Elusive" it doesn't really fit with the spell's effect as you're the one being elusive, if you understand what I mean? Maybe a card that would give you armor for every killed enemy minion that turn, x amount of armor for each time you've attacked throughout the match etc? Otherwise you could rework the spell and make it something like "Your Hero is Immune next turn" and slap a higher cost on it? Immune would however push it out of the basic set :(
My only concern with adding damage on Dampen Magic is that it can work against the card itself. If you're trying to use it to make the mages flamestrike worse and you hit his minion for 2, it makes it so much easier for him to trade it away and make the spell useless.
My only concern with adding damage on Dampen Magic is that it can work against the card itself. If you're trying to use it to make the mages flamestrike worse and you hit his minion for 2, it makes it so much easier for him to trade it away and make the spell useless.
See it as a spell with versatility instead :) You can use it to force a trade, to kill a minion or to remove spell damage. It would be a spell that has use throughout the match against any class basically. If it is like it is now, it would be a dead card against many classes. Also, compare it to Silence. That card is barely used and it's ALOT better than Dampen Magic in its current form.
Im afraid stealth on a hero is just simply too strong to ever design in a card. So I'm trying to emulate this kind of effect with Blink and Elusive in conjunction for example. More perseverance is intended in cards that I will release at a later date, but for now, my simple question is - is this card better than no escape in the basic set purely for advancement reasons(appeal and whatnot).
Why? Mages got ice block which I would say is stronger as it can be played anytime you have free mana, it's a secret which can be used as a mindgame and it makes them immune to random effects like Ragnaros. Also Hunters could still damage you with their heropower even though your hero would have stealth.
As the spell's name is "Elusive" it doesn't really fit with the spell's effect as you're the one being elusive, if you understand what I mean?
I actually don't understand. But does 'Elusiveness' fix that?
Maybe a card that would give you armor for every killed enemy minion that turn, x amount of armor for each time you've attacked throughout the match etc? Otherwise you could rework the spell and make it something like "Your Hero is Immune next turn" and slap a higher cost on it? Immune would however push it out of the basic set :(
I will probably not include any armor gain for the class, as the concept revolves about being hard to bring down while not actually being 'tanky'. Another card like that would also be too similar to the one I showed off in phase 1.
Also "character" :P
By god, hopefully I can memorise this.
This kind of feedback is really tough. I actually hoped I nailed it on the first try. Anyway, answers to specific parts in the quote, also my main concern was unanswered - should I go with this, or keep no escape?
Im afraid stealth on a hero is just simply too strong to ever design in a card. So I'm trying to emulate this kind of effect with Blink and Elusive in conjunction for example. More perseverance is intended in cards that I will release at a later date, but for now, my simple question is - is this card better than no escape in the basic set purely for advancement reasons(appeal and whatnot).
Why? Mages got ice block which I would say is stronger as it can be played anytime you have free mana, it's a secret which can be used as a mindgame and it makes them immune to random effects like Ragnaros. Also Hunters could still damage you with their heropower even though your hero would have stealth.
Yes, but iceblock has counters in the game for one thing, think kezan, flare, and other fringe case stuff that is enabled from not proccing on your own turn. And in the case of block you actually go down in health still, setting up a situation where you are immediately prone to die next turn.
Stealth however just completely negates damage for a whole turn except for : Ragnaros, suiciding boom bots, leper gnomes, zombie chow with auchenai enraging axe flingers hunter hero power, arcane missiles, bombers, flamewakers, goblin blastmage, flame leviathan, consecration, avenging wrath, hellfire, sinister strike, bladeflurry, mindblast, holy nova and the infamous nightblade. Probably I missed some.
It would be much better than Iceblock. Say a mage, freezes the board, you can still grind at his life total with burn spells or charge minions. I'm afraid stealth is much more abusable on a hero.
I will give another example - ice block costs you x health to activate. Whereas stealthing your hero would probably only cost you some mana and in cases mentioned, you could take some damage. You effectively gain an extra turn. In the first case you are at a life total in between 1-3 health. In the second case you have close life total to pre stealthing and have likely more options to deal with the enemy board and are not susceptible to direct damage spells immediately after, hell, my class even has blink if that's a worry.
So in essence iceblock might seem similar, but the effectiveness is completely different - as in the price you pay for that extra turn.
I'm ok with dampen magic being near useless against Minion heavy decks.
Is -2 spell damage too much?
Im concerned with the spell also dealing damage however as it would make the minion easier to trade away thus negating its own effect.
-> or
Cost change to differentiate the use from dampen magic, Is (3) too much with the draw a card or is it fine?
-> or
Personally, if Saronite Vapors changes to 2 mana I'm leaning towards spells cost (2) less. There shouldnt be much game-winning combo potential from spells hopefully
Outside of those:
I'm going to rework Twisted elements a bit, ill keep you updated.
To fill the new card i needed i had an idea to make the "win condition" of the class a bit more clear as to simply last as long as possible in the game.
Its just a concept at the moment, so it will be based a little bit on your feedback.
Not going with it
Edit: Costs (1) less at the start of your turn.
Basically the idea is: Your win condition is to hit fatigue.
Is it a bit too useless? If so, would it also work at a lower cost, so to artificially make the game shorter?
I see. The Mercenaries are quite underpowered I guess now that I look back on them. I actually wanted them to be really strong for their price. Thanks for the heads up.
@Arkasaur. Visions of insanity is a very interesting card, and one that really straddles the line between breaking the game and being unused. I don't think you can really justify adjusting its cost based on the possibility that the player has a perfect curve, for two reasons. First, if it's against aggro, they are going to have an answer, seeing as half their deck is made up of 1-2 cost cards. Second, if it's against control, then they rarely have an exact curve play like that anyway. I don't think having it at two mana would be too bad. You can sabotage your opponent, and they may miss an optimal turn because of it, but remember that you as the person playing it have to take a less optimal turn as well. If you really want it at higher mana, I might consider adding a small bonus effect, like draw a card
I added the minion restriction since it already felt powerful doing that 5 damage, the magic number to many impactful minions, and i wanted to avoid the possibility of face damage in this form from the class to give the class a bit of a weakness. (two intended now: difficult against super-aggro, and little way of closing out a game other than just out valuing the enemy)
Twisted elements: Is supposed able to hit the same minion more than once regardless of how many minions are on the board, thats partly why i priced it at a higher cost since it would be possible to kill a a 8-9 health minion if you get lucky. I took some cues on balancing from avenging wrath as well which deals 8 damage for 6 mana.
Visions of Insanity: that's a shame about not being liked on an official level, i guess i'll make a replacement card just in case then. 5 mana for pricing though seems really high to me even with the "loss of turn" possibility. Just that possibility might be too powerful or is there something else I'm not considering?
Thanks for the feedback by the way, any thoughts on which faceless corruptor to use however?
I dislike cards that force your opponent to discard cards/destroy mana crystals. However, because of your class I think a forced discard/destruction could be fine under the right circumstances. Maybe you could change your card to destroy both on of yours and one of your opponent's? Maybe call it "Linked Consciousness" and change the art? Still think it should cost 3 mana though as too much use of the spell could be unfun. It shouldn't be a staple card IMO.
@ Arkasaur
First off, a good amount of changes, some new cards, some cool ones some a bit off mark, but on the whole love changes.
I'm going to talk about both of these cards together for 2 reasons. First off I think they are both sweet ideas. Saronite Vapors is old, Dampen Magic is new. I like them both pretty close to equally, however I don't like that they both at least in some way work against spell and have the exact same cost. One of these needs to change in cost IMO for that reason, but that's my opinions its your call.
We've lost World Breaker Shaman for this, seems like a nice exchange especially in your base set. Spot on design, great stuff.
I love the change to this, its probably the best of the changed cards I'm actually annoyed I never thought to take this approach with a transform. Its a bit of a bummer you lost the silence interaction, but a much cleaner nicer happier card.
Here we have 2 versions of the same card with a tweak. You lowered the health, which I think was good, and I do like the symmetrical one better myself but I think the one that only hits them is more flavorful.
I think someone already said this, but this should either hit minions and players or deal 6 to a minion. No need to lower the damage and lose the face element. Warlock already had a 4 damage face spell is why Shadowbolt doesn't go face and mostly sucks.
I kind of like this card, but in your basic cards when you only have a handful of spells this having a whimpy body and very few strong card you can really sneak in with it makes this just feel irrelevant. If you made this your cards so you could get the discount on a few minions and maybe make some moves there it might be more playable in the base set, and I doubt it would be particularly imbalanced outside of that. I mean it costs 5 and the discount only works this turn.
This is an original and still a great card. Glad to see it didn't change.
This is another card, similar to Surge of Darkness that either needs to hit players or see a numbers change. I mean this is worse than almost every aoe board clear type spell and for 7 it won't even kill some minions in the game, A 7 mana card shouldn't be this bad.
Ok, this is where we have to talk about things in some pretty hard terms. This isn't a card you can make. Even if you made this cost 6 you can't make this a card. I know people want to make discard a thing and they want to make mana kill a thing but there is a reason that isn't in the game now. And there is a reason in particular that even in Magic they have moved anyway from land destruction. Its because its only enjoyable to the person playing the cards, its never ever fun for the person on the receiving end. Comparing this to Wild Growth isn't even close. That is a decision you are making to put a card in your deck that is good for you if you get it early, it can help your game plan, you can work with it and build around it. This card is a card you put in your deck to ruin the game for your opponent. They can't choose to do anything about it, they can't build a deck to deal with it. I can't make you decide not to do it, and in the end if you do it you could well get a lot of votes because a lot of people love the idea of playing cards that ruin the game for you opponent rather than just cards that are enjoyable for them the play. Its why so many people who hate face hunter still play it, because they'd rather win with a soul crushing pile of rape than attempt to have fun and lose.
To expound a bit on the Official reasons they don't like this sort of thing, its because they want people to be able to play what they want to play. They don't mind cards that stall thing or temporarily interfere but they don't want you to for example force someone playing a Malygos combo deck to lose their Malygos and just never win. They also want you to be able to play your cards. Its why we just gain mana ever turn and don't have lands or whatever similar thing, because that way both people get to play the game on their terms, not the other players terms. Yes, there is 1 card that destroys a mana crystal, but its one of yours and its your choice to play it, and pretty much no one does, because of how punishing losing a mana crystal is in a game where both players gain them every turn.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Thanks,
I'll definitely think about that extra armor, if i go with armor on it though i might do +2 armor on the dampen magic rather than a damage point. I had been considering a small amount of armor in the class considering he's a giant lobster-monster with a hard carapace.
I guess i over-weighted the potential for twisted elements to be a bit more bursty to minions.
The way I've worded it though might lend itself to being affected 3 times by spell damage ie. +1 = deals 12 total damage. Any better ways to word it to avoid this if i bring the cost down?
And about Dampen Magic, it feels very weak as some classes don't really make use of Spell Damage. A person suggested it dealing 1 damage aswell, i think you could get away with 2. It would be your class' Holy Smite/Arcane Shot. A bit stronger, but the Hunter's 3 damage spell is stronger than the Warlock's 3 damage spell so why not? I don't think giving yourself armor is appropriate for that card but in other cards, sure.
Twisted Elements - Alright, I see, it makes it a rather costly hard removal in that case, thus the cost could still be lowered. Nowadays avenging wrath reallly is used to deal that face damage anyway.
Visions of Insanity - since it seems you've already given up on the idea, I don't know if it's worth talking about it, but the reasoning for 5 mana is as follows. In hearthstone atleast I feel, the reverse ramp is strongest in the early game and late late game. If you played this on 3, it would be too impactful, but late game you can combo this card with your hero power thus rendering 9 mana cards unplayable for a whole turn, and I feel that is quite the big deal, in a surprising amount of cases. Even in general, putting your opponent on effective 8 mana on turn 10 when you have board can mean a huge difference.
As for the corruptor, I think the 2 damage one is fair.
Ok, here is a card I think of adding to the basic set instead of no escape! in an attempt to get a more favourable entry. While I thought no escape was good filler material, people suggest improving it someway and I might be convinced to do that and release it in a later phase. Anyway, without further ado:
It's a weaker freeze in essence. It's supposed to further emphasise the 'hard to kill' concept of my class. I think the drawback of the charachter still attacking a minion might be insignificant enough to warrant this as an actual card. Thoughts? Especially you murloc, as I mostly got duped into this by you, seeing you as the biggest fan of my class so far.
@kingslayer - please consider using my design on those cards should I drop out of the competition "Wardens represent, yo!". As for that example card shown - I don't have any issue with the aesthetic(orc and what not), but that dude just completely blows out of proportion and has quite the legendary feel to it. I think the attack part needs to be scaled down to 2 and even then, the card is still very strong.
@The_Odinson
Thanks , glad you like most of the changes:
1. Dampen magic and Saronite Vapors - I was also a little concerned with that, given Chopycat's suggestion i might consider pushing Saronite Vapors to a more "Shield Block" or "Shiv" type slot. I think Dampen magic needs to stay at 1 mana if i decide to keep that "self damaging spells" idea.
2.Twilight Warden - The idea for Worldbreaker Shaman isn't necessarily gone, just pushed back to the classic set. The evolution of the idea made the card a bit too wordy for the basic set.
3.Surge of Darkness - As i said in my reply to DonnieMcKarlo, i think it should be more usable than shadow bolt at 5 damage due to the impact of a lot of 5 health minions (Thaurissan, sylvanas, etc.). I dont think its too weak in comparison with other spells though considering Lava Burst is essentially 5 mana for 5 damage and any target.
4. Doomseer Matron - Yeah i might make it hit all cards, that's probably reasonable for a 3 health body.
5. Twisted Elements - Again as i mentioned above, i was perhaps over worried about spell damage affecting it.
6. Visions - yeah.. seems pretty divisive so far. I'm definitely reconsidering the effect.
@DialM4Murloc
My only concern with adding damage on Dampen Magic is that it can work against the card itself. If you're trying to use it to make the mages flamestrike worse and you hit his minion for 2, it makes it so much easier for him to trade it away and make the spell useless.
Have you considered "give your hero stealth until the start of your next turn" at a slightly higher cost ? I think it would make a better card, although it would unfortunately push it out of the basic set. Maybe something like it in addition to what you currently have for elusive.
Im afraid stealth on a hero is just simply too strong to ever design in a card. So I'm trying to emulate this kind of effect with Blink and Elusive in conjunction for example. More perseverance is intended in cards that I will release at a later date, but for now, my simple question is - is this card better than no escape in the basic set purely for advancement reasons(appeal and whatnot).
@ Arkasaur
Yes twisted elements triple dips on spell power but at the same time its only 4 damage chunks to 3 minions. And it could way brutally over kill a 3/2 or a 1/1 or a 0/2 totem or something and not kill the big scary guy you want it to kill. If you think about Consecrate or Flamestrike or even Starfall those dip 1 extra damage per target hit, so they can deal 7 (8 for consecrate extra damage) per spell power. Think about it a bit more like a big cone of cold that doesn't freeze. So you lose the control/stall element, you also can't target this its random. and its 7 MANA!!!!! Also, unless you plan to make a bunch of sweet for sure playable low cost spell power minions in your class cards don't fret the spell damage interaction that much.
On the topic of Surge of Darkness, I think there is a mostly cosmetic difference to having it deal 5 versus 6. As noted minions that are commonly played tend to go from 5 max health straight past that to 7, there are very few 6 health minions that actually see play, so the leaving it at 5 isn't the end of the world, but at the same time, if this isn't generally killing 6 health minions because they simply aren't played then is it that big of a deal that it deals that extra damage to the minions its not killing. I think that is the better reason to have it deal 6, but its realistically not likely to matter that much.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
1. About Spellwear, does it lose durability after playing a non-damaging spell? Cause it sounds like it does, which would make his basic tomnot as good, but gives nice space to explore other tings with the spellwear mechanic besides Spell Damage.
2. Experienced Archivist seems too good and complicated to be a basic card,sounds more like an epic to me, but that's me.
3. I love Word of Power, Ink Assault and A New Chapter, the theme, the art, everything. Maybe Word of Power should cost one mana though, it seems pretty crazy.
4. I like the concept of Scroll Keeper better, but that's broken at it's current mana cost, I'd take up to 3 or 2.
You are right about the card getting alot worse - it's too good right now :D. Your hero power is really the problem, for the card. Any minion played along side yours on curve wouldn't be able to touch it. This also scales into the midgame where any 4 damage minion would suddenly be intimidatable to 3 attack, even handlock would cry when their twilight drake gets shrekked by this card. So in essence, dropping the threshold by 1 still makes it good against 3/2's, but it's harder to get value in the midgame.
And considering the legendary feel, I was reffering more to the effect than the art.
As the spell's name is "Elusive" it doesn't really fit with the spell's effect as you're the one being elusive, if you understand what I mean? Maybe a card that would give you armor for every killed enemy minion that turn, x amount of armor for each time you've attacked throughout the match etc? Otherwise you could rework the spell and make it something like "Your Hero is Immune next turn" and slap a higher cost on it? Immune would however push it out of the basic set :(
Also "character" :P
See it as a spell with versatility instead :) You can use it to force a trade, to kill a minion or to remove spell damage. It would be a spell that has use throughout the match against any class basically. If it is like it is now, it would be a dead card against many classes. Also, compare it to Silence. That card is barely used and it's ALOT better than Dampen Magic in its current form.
Why? Mages got ice block which I would say is stronger as it can be played anytime you have free mana, it's a secret which can be used as a mindgame and it makes them immune to random effects like Ragnaros. Also Hunters could still damage you with their heropower even though your hero would have stealth.
This kind of feedback is really tough. I actually hoped I nailed it on the first try. Anyway, answers to specific parts in the quote, also my main concern was unanswered - should I go with this, or keep no escape?
Yes, but iceblock has counters in the game for one thing, think kezan, flare, and other fringe case stuff that is enabled from not proccing on your own turn. And in the case of block you actually go down in health still, setting up a situation where you are immediately prone to die next turn.
Stealth however just completely negates damage for a whole turn except for :
Ragnaros,
suiciding boom bots, leper gnomes, zombie chow with auchenai
enraging axe flingers
hunter hero power,
arcane missiles,
bombers,
flamewakers,
goblin blastmage,
flame leviathan,
consecration,
avenging wrath,
hellfire,
sinister strike,
bladeflurry,
mindblast,
holy nova
and the infamous nightblade.
Probably I missed some.
It would be much better than Iceblock. Say a mage, freezes the board, you can still grind at his life total with burn spells or charge minions. I'm afraid stealth is much more abusable on a hero.
I will give another example - ice block costs you x health to activate. Whereas stealthing your hero would probably only cost you some mana and in cases mentioned, you could take some damage. You effectively gain an extra turn. In the first case you are at a life total in between 1-3 health. In the second case you have close life total to pre stealthing and have likely more options to deal with the enemy board and are not susceptible to direct damage spells immediately after, hell, my class even has blink if that's a worry.
So in essence iceblock might seem similar, but the effectiveness is completely different - as in the price you pay for that extra turn.
How do some of these tweaks feel:
-> or
I'm ok with dampen magic being near useless against Minion heavy decks.
Is -2 spell damage too much?
Im concerned with the spell also dealing damage however as it would make the minion easier to trade away thus negating its own effect.
-> or
Cost change to differentiate the use from dampen magic, Is (3) too much with the draw a card or is it fine?
-> or
Personally, if Saronite Vapors changes to 2 mana I'm leaning towards spells cost (2) less. There shouldnt be much game-winning combo potential from spells hopefully
Outside of those:
I'm going to rework Twisted elements a bit, ill keep you updated.
To fill the new card i needed i had an idea to make the "win condition" of the class a bit more clear as to simply last as long as possible in the game.Its just a concept at the moment, so it will be based a little bit on your feedback.Not going with it
Edit: Costs (1) less at the start of your turn.Basically the idea is: Your win condition is to hit fatigue.Is it a bit too useless? If so, would it also work at a lower cost, so to artificially make the game shorter?