The first version is too strong in spell heavy decks. I like version 2 is good for combo play. Pretty much the same thing as the 3rd version except it must be those spells you drew. Version 3 is good in its own way. Definitely would like someone else's opinion as well.
Again, you brought up Ancestor's Call previously. That is a card a large number of people thought was at least decent, they tried it, it worked kind of but not really can they let it go, and that card was an Epic from and expansion. This card doesn't a similar thing to that. You put some big nasties in your deck, you hope to draw a couple of them and this, and you get a turn 4 Rag, Ysera, Maly, Ony (because you actually get the Battlecry unlike Ancestors), Nefarian, Alex, Dr. Boom. Some of these cards are already playable and you may not need two of them to win the game especially if you're getting one of them on turn 4. Each of these also has advantages and weaknesses. Yes in the base set you're probably not ramping to much, but that's ok, if you're playing base set you can probably ramp to a Boulderfist or War Golem and steal a quick win.
Moreover, Moonfire WAS a thing when miracle druid was still possible (when Gadgetzan Auctioneer used to be 5 mana). That deck was a very fun one to play with and actually had a decent winrate, it's just that all other druid decks were on average better. Heroic Strike also saw play in the facerush warrior deck, that used to work for a while. Corruption, Sacrificial Pact and Mind Vision are fairly priced for what they do, they just don't do enough to include them in a deck.
Deal 1 damage is worth 0 mana, Deal 4 damage for 2 mana is fair when you do it with your hero's face, Deal 4 damage for 1 mana is fair when you make it over 4 turns and with your own face, Destroy a target minion for 1 mana is fair when that happens at the start of your next turn, Destroy a Demon and heal your hero for 5 is fair for 0 mana... you see my point? Its fair, that doesn't make it desirable.
Divine Spirit relies too heavy on having a good minion to buff with it and when you do that, the result is risky against removal. I guess its similar to Bling Bling where Divine Spirit can be a 2 mana +6 health or even more, but its far less conditional, far less risky and far cheaper than Bling Bling. Divine Spirit > Bling Bling, i think that says a lot!
Totemic Might is a great example of a card that simply does not have enough cards to combo with. Shaman does not have any other totem synergy except Totemic Might. Furthermore, he only has 3 totems outside the ones his Hero Power gives him, and out of those 3 only Flametongue Totem is an actually desirable totem at this point. Vitality Totem is pretty much never a choice over Antique Healbot. That does not mean that if they were to release some other really good totems or cards that interact with totems and an actual totem shaman deck comes around, you won't consider actually playing Totemic Might in that. Also, Vanish IS being played in the new Gang Up mill rogue deck. Its not very effective for meta reasons (too much aggro still), that doesn't mean its a bad deck.
Pretty much the only cards i would call bad out of those you listed are Succubus and the now completely overnerfed Starving Buzzard. But, hey! Keep in mind that Warsong Commander was overnerfed as well and it didn't see any play for a long time, but then they made the Grim Patron which makes an OP combo with the Warsong Commander, and suddenly he's viable again. They can do the same to make Starving Buzzard viable for huntards too.
Also i brought up Ancestor's Call as an example of a card that looked good but turned out not good so i can prove my point against people that were calling Bling Bling a good card, which it is not. I was not comparing the 2 cards. :)
Ok, you also never replied to any of my examples of what you could actually do with this, some of which seem way way better than anything you can do with Ancestor's Call, at least on turn 4. You seem to refuse to believe this card has any considerations as a Basic card. If Totemic Might doesn't have enough stuff to make it good why can't this be a similar idea for a card? And you should be comparing the two cards, they are very comparable. In fact I'd say in most cases if Bling Bling were a real card it would probably lead to more wins than Ancestor's Call. You also talk about some cards being better or worse at certain times and in certain decks, most notably the current use of Vanish, and the Resurgence of the nerfed Warsong Commander. We are in the stages where we haven't seen more than 13 of his 36 cards, and we don't know everything about the class yet, so your suggestion is to buff it into a card you couldn't help but play. I personally hate the idea of people playing a 7+ mana card on turn 1 or 2. Even double innervate + Coin can jump you 5 mana, this can jump you 6 as it is, and would have the power to jump you 8 or 9 mana, waaayyy too much for 1 card.
Ok, you want to compare, lets compare. Ancestor's Call is a symmetrical effect. It will give you a minion and your enemy a minion. Ancestor's Call's pretty much ideal case is when your opponent has no minions. And the card can work that way, its not like you can't cast it if your opponent doesn't have a minion. On average, both of you get a minion. Furthermore, you can use it when you don't have a minion, to try and pull out a big legendary your opponent's been saving for the right moment and hex it immediately. There are a couple of ways that Ancestor's Call can work wonders. Why does Ancestor's Call not work? IMO its because Shaman simply can't make use of it. Shamans have very poor card draw to support this sort of combo, furthermore Ancestor's Call fits a control style and Shaman is particularly bad at sporting a control style deck at the moment.
Now, Bling Bling... 8,9 mana for 1 card? How is this done by 1 card exactly when it requires you to discard an additional card for it to even do something? Innervate simply gives you 2 mana for 0. It's a good card on its own, and so its a Druid staple. This makes you spend 4 mana, DISCARD A CARD, and then give yourself that much mana for 1 turn. So, you would need Bling Bling, a Dr. Boom and another 7 mana card to get the effect on turn 4. If your hand looks like this... what exactly do you do for the first 3 turns? And then you throw away 1 potential win condition to get out earlier another potential win condition. And if your opponent deals with it, you loose! Its a terrible card outside of extremely specific combos.
Ancestor's Call can be used past turn 4 and can still have an incredible impact. Bling Bling gets substentially worse with every turn past turn 4. Sure, in the late game you can choose to play a 7 mana card, discard another 7 mana card and then play another 7 mana card... i actually can not even realistically imagine this scenario occurring.
Now because i'm on a roll here, lets keep comparing. Let's compare to Nourish, because i think it has more basis for comparison there. Nourish for 5 mana gives you 2 mana crystals. It does cost 1 more and is a rare, but it gives you the crystals permanently. It can't give you more than 2 crystals but it does not require you to discard cards from your hand to be effective. You throw away that Nourish card once, and then turn 6 you can play Ragnaros, turn 7 you can play Cenarius, turn 10 whatever you heart desires. Nourish also benefits from having an additional effect of drawing 3 cards that you can choose instead (and that one is on average the more preferred effect). Nourish sees no play.
I am not saying the idea of Bling Bling is bad. I think its just far too expensive. This makes it far too difficult for the card to do what it's supposed to do. When, IMO, what it could do is nothing too gamebreaking. It's not a V0-L7-TR-0N (or however its spelled), its not a miracle rogue combo... Its pretty much a Dr. Boom potentially 3 turns earlier and ONLY if you discard your Ragnaros before that. The card feels like it's a very high risk very high reward. In truth, its an extremely high risk, very good reward, but nothing too mindblowing. Usually, when a card is unable to perform what its meant to do, its bad. And i do claim that it's a bad consideration for a basic card. Basic cards are meant to be a bit worse than the rest, but not by that much. This is significantly worse than any other similar cards, be it rare or epic. It's far worse than Innervate if you insist on comparing it to a basic. It's not a balanced but useless card, its just a straight out bad card IMO.
Also, keep in mind, these sort of plays are far less strong than they used to be. Long gone are the times when Turn 1 Yeti was an auto-win. That type of Midrange Watcher druid is actually non-existent at the moment. Everyone is running BGH. We have incredible new 3 and 5 drops. Combos are crazy. Druid's turn 3 Innervate Innervate Dr. Boom is not unmanageable.
I'll concede that I said 1 card, when I was comparing the amount of mana you can get, and I should have said 2, but still double Innervate costs you 2 cards and can still provide less total mana than this card plus another card, if this card only cost 1 or 2 mana then that ratio would be much much higher. Also, if the card cost 1 or 2 mana you could do other abusing combos by stocking up on cards and having 2 of these. Because of the high base cost you can't abuse it as easily or chain it together for a crazy ass 16 mana combo turn. You mention that one reason Ancestor's Call doesn't really work in Shaman is because it doesn't have good card draw/selection, but this guys Hero Power is exactly that, card selection. That means you could choose to just keep Bling Bling and not keep any big minions and then if you get an aggro opponent just skip that plan and shuffle the card away.
You specifically shoot down the potential value of a turn 4 Dr. Boom, but what about turn 4 Onyxia, or Axelstrasza, even some aggro deck could lose to something like this. Something like, and those are classic legendaries. Also, we have no idea what his class legendary will do and how great it could be to ramp out. Its true that later in the game this doesn't do as much, but it still lets you play a higher number than average of game enders knowing you can ditch one to jump another out for 4 mana.
I will concede there is a decent chance this doesn't really belong in Basic, since there aren't any basic minions that cost more than 7 which means this isn't ever a more than an average ramp spell in perfect case, but in no way is lowering the mana cost a solution, and I still think with druid having both Wild Growth and Innervate as Basic cards you could still make a solid enough case for this card, mostly because the class is about selection and incremental advantages, IE his other cards like Fresh Meat (Which I think is getting some sort of name change, might I suggest Fresh off the Boat/Dock), Picking, and the hero power itself. This allows you more room in your classic cards to explore or expand concepts. You've got to fit in and balance round your keywords where basic allows you to develop the class idea of basic card selection. Selecting which card is worth using to get out which other card, or if that value is even really worth it.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Guys I wanted to word this card in some way that didn't take too much space, as I'll be using "At the end/begining of the next X turns, etc.." quite a lot for my class. Any ideas? I'm having a hard time ><
Thanks!
Perhaps I'll need some sort o keyword that is (Betterwordthan"Duration") -> at the end of his turn, your opponent loses health blablabla.
"At the next 3 starts of your turn, deal damage to the enemy hero equal to the number of his unspent Mana Crystals." This is just as long but this is how it would be worded when compared to existing cards. I suggest just reworking the concept since it is very wordy for a basic card. How about "At the start of your next 3 turns, deal 3 damage to the enemy hero if they have any unspent Mana."?
"At the next 3 starts of your turn, deal damage to the enemy hero equal to the number of his unspent Mana Crystals." This is just as long but this is how it would be worded when compared to existing cards. I suggest just reworking the concept since it is very wordy for a basic card. How about "At the start of your next 3 turns, deal 3 damage to the enemy hero if they have any unspent Mana."?
Do you suppose a change in concept is better than making a "Duration" keyword?
If you put a Keyword on the card you can't use it in your base set. I think on the whole though this sort of idea is too complex for base set anyway, even without a keyword its a confusing concept that is hard to track. I think its part of why blizzard hasn't implemented any DoT effects already.
I have an idea that could work, I'll PM you.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
This seems pretty reasonable, obviously its has high synergy with the hero power in particular. It could also be problematic that this has 4 health for that reason and might be better served as a 1/3.
This buff is probably worth close to 1 mana, and its nice to see a twist on Deadly Shot, since its not duplicated anywhere else.
I like this card a lot. Its one of the more elegant designs you have. Its good against a lot of small minions, but its still just about average for a 6 drop. The buff isn't great when trading on your turn either, its a nicely balanced basic high cost minion.
This rate is probably pretty close to right. I think like most heals this won't see much play outside of basic decks, but that is perfect. It shows you what you need to know about healing.
This is a decent design idea for your low cost direct damage spell. It teaches people RNG and to hate it early, great stuff.
This is definitely a weird one. There is a chance its a tad confusion for new players, especially because its going to show them a bunch of cards they've not seen yet. I think this should probably be considered for a Classic card for that reason. Most notably if you're playing as a new player with a small collection you'll be matched up against people also playing decks with mostly basic cards and this will do some really awful variance things and potentially turn off a lot of players. I mean losing in a basic deck battle because you gave the other guy a sick legendary is going to be soul crushing. They could get Tirion or Sylvanas or Ysera or Deathwing. Also this is likely to slow down some games for new players as this likely to be some players first introduction to a number of the games mechanics and cards. I know this cleans part of if not all of a lot of high cost minions but this could still cause you to lose games to cards your opponent clearly doesn't have.
I almost think you should have pushed and undead theme and made this only affect undead, because it is odd that you can heal whatever you want with a Death Coil, but I understand that you also don't want to have to deal with making your minions a new race and having to talk about all the ones that would also be included. Otherwise great design.
This is an interesting concept for a card draw spell. I'm not sure if I like it or not, but its a different approach and that at least makes your entry unique. I do think the cost is correct, 1 is too cheap and 3 is too much.
This is another nicely designed card, but its starting to get a bit clogged with different death triggers. You have when a friendly minion dies, when a enemy minion dies, probably some with just when a minion dies, and you have then this kills a minion. I know you class is all about death and killing, but I feel like it could go a long way to pick 2 of these 4 trigger types and just stick with that. Every card triggering off different things, and almost every card having a trigger in general clogs up the in game History Tracker, making it harder to look back at what happened, something that is probably fine to most seasoned players but potentially frustrating to new ones. Plus in general heaps of triggers slow the game down, IE when Patron Warrior or Tempo Mage goes off.
This is honestly one of the coolest cards. I like the idea that a card could outright kill a guy up to a certain point but then a stronger guy not only won't die but won't even be hurt as badly. A+ on that side. Its a tad strong considering the naturally high health you put on most of your minions, so I think that 6 cost is a good balance considering this is fairly close to Hellfire on paper.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
If you read the rules that is 100% fine, and if you're looked through this post a lot of people have already done that. Its important to note that you need to contribute to other people discussion not just ask for a bunch of help though, this is about working toward everyone reaching their potential.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
"At the next 3 starts of your turn, deal damage to the enemy hero equal to the number of his unspent Mana Crystals." This is just as long but this is how it would be worded when compared to existing cards. I suggest just reworking the concept since it is very wordy for a basic card. How about "At the start of your next 3 turns, deal 3 damage to the enemy hero if they have any unspent Mana."?
Do you suppose a change in concept is better than making a "Duration" keyword?
I think you need to completely overhaul the card, I remember people saying it's too weak, so you attempted an improvement of getting 'more for your buck'. Maybe tell what it is you want to achieve with this card and we can help you come up with a wording. As the cards effect stands now, I just dont't think it can ever reach likeable level, so a new concept should be attempted.
Hey guys, I'm thinking about changing one of my cards but I'm not sure which version to choose and would like to have your opinion.
1. Give it 2 mana cost and i think its balanced.
2. Spells costing (2) less might be too much, imagine if Preparation also drew you a card, (1) less might be better. (This might also depend on how expensive all of the classes other spells will be, the more at 2-4 mana and the more combo potential the more this card needs to be priced i think)
3. I think this is a little bit too powerful (again based on how many spells/combos in the deck) A better version might be "Draw 2 cards, if a spell was drawn gain 2 mana crystals this turn only" for 4 mana, just so it doesnt have the possibility of doubling up.
This ones interesting to think about for balancing I think about "if" effects kind of like rogue combo cards, if this read "4 mana, Draw 2 cards combo: Costs (2) less" i think it would be about right
Edit: Answering your question, I like the second option best (but I'm biased towards cost affecting mechanics myself =P)
So, for the people who care about stuff like that ~~~ Where do you get your artwork from? Artwork is really important to me and while I am making good progress with the cards, I got some real problems finding good art for some. I browsed the WoW tcg art - and there is some good stuff there, but most of it doesn't fit my theme. I mostly look for night elf stuff btw, as it fits my class the most.
The card creation sticky in the fan creations forum has good links to where a lot of the artwork can be found, sometimes you just cant though i know many a times i've been forced to use some grainy card image from the WoW TCG game since many of the actual artworks used arent anywhere online.
Sometimes you just have to scroll through google images for hours, I find that using the "view similar" (Related images) option that google has been very useful for this.
Yeah, you and me will have our hands full on that one. I usually try various phrases on google, I get creative at times. For example, this is the one I used for the moon sword:
@kingslayer, I was curious if you are going to stick with the border scheme you chose originally, or would you consider applying the design me and mokthol got together specifically for this class. Still, the cards you showcased up till now, sure do go well with the darker blueish theme.
@Kingslayer: I always go to wow.tcgbrowser.com and look through all the cards until I find something that fits my taste. Warcraft also has a very unique style, so I wouldn't advice on using D&D or MT:G artwork. Only general fantasy Orcs and Goblins tend to have similarity with those in the game.
Also, one more thing, when I thought about your class: where does all that Attack removal lead to? Better trades only? With Shrinkmeister coming in GvG for the Priest you couldn't instantly see the use of that -2 Attack on some minions: Shadow Word, Cabal Shadow Priest, etc. I'm missing more cards like Death Sentence.
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I'd like to share a preview with you guys in order to make my basic card set a bit better and more balanced. A lot of you commented on Fresh Meat (now Reserves) to be too pricey. But as it seems, it might be an impotant combo card for my class. It's giving me some trouble as to do with it.
These are some minions that work well with the shuffle mechanic and a lot of the draw spells:
I feel both are fairly balanced. When it comes to shuffling them back in the deck and redrawing them you might at best get a 7/7 Consortium Thief for 5 and in rare cases a 9/9. They are both very vulnerable for Silence as well. Trailblazer might be better off as a 3 Mana minion.
The real difficulties emerge here:
This could be a real power house combo. It's probably worse than FoN + Savage Roar though, since you might not have any minions on the board or you might not have a lot of minions in your hand to shuffle back and redraw any minions. For that reason I made this card, which I think suits the theme well. War is bad for business and armies are expensive, so Trade Princes don't tend to keep an army. When war does happen, it's time to strike a contract with some mercenaries to defend you:
All possible Mercenary minions:
So, as it is, you can't play this combo yet: Mercenary Army and Fresh Supplies into Fresh Meat (Reserves). You need to take two turns. But when reducing Fresh Meat (Reserves) to 1 mana, you can do it. A 3 card combo is a big thing, so I can't see this happening very consistently, but with the card draw mechanics of my class it might. Also, you might have a lot of minions in your hand and boost every minion's Attack with 5. Even if you have only 2 minions on the board, that's a lot. What do you guys think?
I'd like to share a preview with you guys in order to make my basic card set a bit better and more balanced. A lot of you commented on Fresh Meat (now Reserves) to be too pricey. But as it seems, it might be an impotant combo card for my class. It's giving me some trouble as to do with it.
These are some minions that work well with the shuffle mechanic and a lot of the draw spells:
I feel both are fairly balanced. When it comes to shuffling them back in the deck and redrawing them you might at best get a 7/7 Consortium Thief for 5 and in rare cases a 9/9. They are both very vulnerable for Silence as well. Trailblazer might be better off as a 3 Mana minion.
The real difficulties emerge here:
This could be a real power house combo. It's probably worse than FoN + Savage Roar though, since you might not have any minions on the board or you might not have a lot of minions in your hand to shuffle back and redraw any minions. For that reason I made this card, which I think suits the theme well. War is bad for business and armies are expensive, so Trade Princes don't tend to keep an army. When war does happen, it's time to strike a contract with some mercenaries to defend you:
All possible Mercenary minions:
So, as it is, you can't play this combo yet: Mercenary Army and Fresh Supplies into Fresh Meat (Reserves). You need to take two turns. But when reducing Fresh Meat (Reserves) to 1 mana, you can do it. A 3 card combo is a big thing, so I can't see this happening very consistently, but with the card draw mechanics of my class it might. Also, you might have a lot of minions in your hand and boost every minion's Attack with 5. Even if you have only 2 minions on the board, that's a lot. What do you guys think?
I will only comment on mercenary army, as I think the rest of the cards are in an okay spot. One could only make balancing changes after sufficient enough testing on how consistent your proposed combo would work out. So yeah, I think Mercenary army considering the individual merc cards is heavily overpriced, and while it does combo nicely with fresh meat(a little bit of a double edged sword too, because you are drawing really underpowered cards from your deck later). Compare it to Neptulon, who gives you 4 murlocs who are stronger on average than your mercs, also gives a 7/7 body and is only 7 mana. The overload I believe is just a consequence on the cards added being murlocs, as if you could unload all 4 of them next turn, it might be too impactful. So yeah, I would totally reduce the cost of mercenary army to 4.
Guess I will just add, that in the context of your deck, I don't think fresh meat is too pricey at all, even if I hadn't seen the classic set, that's actually what's so beautiful about your concept. The playstyle suggested by just the phase 1 submissions was so indicative that every single card you add just makes it more exciting rather than revealing, and I value that very highly.
I think I've got a good set of basic cards that kind of represent my class and the mechanics it might use, while maintaining the "basic" feel, Theres a few cards that i need some outside views on however to just figure out the balancing appropriately:
A number of my previous ideas got scrapped, redesigned, repurposed or pushed back to the classic set.
Class philosophy: Take and maintain board control by denying your enemies the chance to use their spells and cards as effectively.
Dampen Magic - Helps prevent board wipes, Also opens the possibility for future spells that are balanced by your hero taking damage (a la Flame Imp, using it on your own minions would make those spells have less drawback). It felt too strong at 0 mana since it could be used perfectly on curve to throw out an opponents board clear, at 1 mana it at least forces you to make a tempo loss on that turn.
Saronite Vapors - Similar vein to Dampen magic, another anti-spell card, but works more against combo-spell decks and also actually works against "Destroy" board clears.
Twilight Warden - Its a slightly better Frostwolf Grunt, also would make it the only collectible 2/3 taunt.
Curse of Flesh - Polymorph, but punishes you slightly if you lack board control and cant remove the trogg, also very useless against aggro.
Not sure which faceless corrupter to use, thoughts?
Faceless Corruptor - Both built to punish combo-plays, 1 damage effect may be too low impact for that purpose however.
Surge of Darkness - A playable variant of Shadow Bolt?
Doomseer Matron - Makes a nice combo piece with Dampen Magic or Saronite Vapors to allow for some board building while denying a clear.
Saronite Animus - Big guy, rewards you for having board control (so he doesnt get traded away). "Can't be targeted by spells and Hero Powers" doesnt show up on any basic cards, i think its acceptable for it to do so here since there is a mechanical focus on denying the enemies effective use of their spells.
Twisted Elements - A big Cleave, its able to hit the same target more than once simply to offset the opportunity cost that playing a 7 mana spell comes with.
Trogg Token:
Theres one spell that I'm a little hesitant on the balancing in particular:
In theory it functions the same way Wild Growth does (Puts you 1 mana ahead of opponent). The problem with this one is that it has the capability of making the opponent lose a turn if they would have otherwise had a perfect curve (1,2,3,4 drops etc.) and im not sure how to weight the cost against that possibility.
Another interesting consideration is that while Wild Growth can technically help against aggro, I dont think visions helps as much since aggro makes use of early turns with little mana.
No Escape seems awful as your class doesn't have anything like Equality. In Paladin that card would be good but in your class it feels awful, barely worth 0 mana. The other card I like, it like the Warden's Blessing of Wisdom :) I think it's balanced at 2 mana.
The point of no escape is to bad on paper and sometimes very useful. Anyway, does this mean I can change my 2 cards in the spoiler bracket in the submission topic?
When will it ever be useful? :P Why not just use Wild Pyro + Spell? It would be more versatile.
The other mods seem to be fine with the idea so go ahead. But I really do think you should skip No Escape. Maybe change it to destroy and silence all damaged enemy minions? For a higher cost ofc. I think that would be flavorful. The injured minions can't escape the Warden's wrath and are never found again...
Pre expansions: You can deny armor from armorsmith, draw from acolyte, bypass divine shields. After expansions: Kill off imps from a gang boss without spawning new ones, kill low hp patrons, without making new ones, theres probably some other cases.
Your suggestion wouldn't work as I can't use silence as well. In any case, aoe is somewhat of a deliberate weakness in the class for now.
Pretty gimmicky situations. Maybe if you changed it to attack instead of health it would be more useful?
Yeah, didn't think about that :'D However you could maybe save the card for a future round and add silence?
I think I've got a good set of basic cards that kind of represent my class and the mechanics it might use, while maintaining the "basic" feel, Theres a few cards that i need some outside views on however to just figure out the balancing appropriately:
A number of my previous ideas got scrapped, redesigned, repurposed or pushed back to the classic set.
Class philosophy: Take and maintain board control by denying your enemies the chance to use their spells and cards as effectively.
Dampen Magic - Helps prevent board wipes, Also opens the possibility for future spells that are balanced by your hero taking damage (a la Flame Imp, using it on your own minions would make those spells have less drawback). It felt too strong at 0 mana since it could be used perfectly on curve to throw out an opponents board clear, at 1 mana it at least forces you to make a tempo loss on that turn.
Saronite Vapors - Similar vein to Dampen magic, another anti-spell card, but works more against combo-spell decks and also actually works against "Destroy" board clears.
Twilight Warden - Its a slightly better Frostwolf Grunt, also would make it the only collectible 2/3 taunt.
Curse of Flesh - Polymorph, but punishes you slightly if you lack board control and cant remove the trogg, also very useless against aggro.
Not sure which faceless corrupter to use, thoughts?
Faceless Corruptor - Both built to punish combo-plays, 1 damage effect may be too low impact for that purpose however.
Surge of Darkness - A playable variant of Shadow Bolt?
Doomseer Matron - Makes a nice combo piece with Dampen Magic or Saronite Vapors to allow for some board building while denying a clear.
Saronite Animus - Big guy, rewards you for having board control (so he doesnt get traded away). "Can't be targeted by spells and Hero Powers" doesnt show up on any basic cards, i think its acceptable for it to do so here since there is a mechanical focus on denying the enemies effective use of their spells.
Twisted Elements - A big Cleave, its able to hit the same target more than once simply to offset the opportunity cost that playing a 7 mana spell comes with.
Trogg Token:
Theres one spell that I'm a little hesitant on the balancing in particular:
In theory it functions the same way Wild Growth does (Puts you 1 mana ahead of opponent). The problem with this one is that it has the capability of making the opponent lose a turn if they would have otherwise had a perfect curve (1,2,3,4 drops etc.) and im not sure how to weight the cost against that possibility.
Another interesting consideration is that while Wild Growth can technically help against aggro, I dont think visions helps as much since aggro makes use of early turns with little mana.
Any thoughts on how it should be costed?
Everything up to the 4 mana slot in my eyes is fine and well in line with your class. Now, before I give my spice to some of those spells, I'll have to quote elmo1191's thought's on this 'dont compare your spells to mage spells, they are designed to be the best' and my opinion that that is not an objective truth, but there is merit to follow this line of thought if you desire to appeal to a certain audience.
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.
Doomseer Matron - Seems weak, seems also usable, nice design.
Saronite Animus - Quite okay as a class heavy hitter, you yourself justify it splendidly.
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.
Fresh Supplies sounds good! But maybe change the art so something less "piratey"? It's fine as it is, but it could be better :3 Also it should be "amount" and not "number" if I'm not mistaken.
And about Bling: Well, if you regain the mana crystals used I think it's quite fine. Druids could basically do the same thing but better. Turn 2 - Wild Growth. Turn 3 - Double Innervate into something huge. So I think Bling is fine as it is, but you could perhaps up the mana cost to 5 to appease the others. It wouldn't matter that much as you will regain the mana crystals that turn anyway if you discard something big.
Hey guys, I'm thinking about changing one of my cards but I'm not sure which version to choose and would like to have your opinion.
@Shanksyo
The first version is too strong in spell heavy decks. I like version 2 is good for combo play. Pretty much the same thing as the 3rd version except it must be those spells you drew. Version 3 is good in its own way. Definitely would like someone else's opinion as well.
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I'll concede that I said 1 card, when I was comparing the amount of mana you can get, and I should have said 2, but still double Innervate costs you 2 cards and can still provide less total mana than this card plus another card, if this card only cost 1 or 2 mana then that ratio would be much much higher. Also, if the card cost 1 or 2 mana you could do other abusing combos by stocking up on cards and having 2 of these. Because of the high base cost you can't abuse it as easily or chain it together for a crazy ass 16 mana combo turn. You mention that one reason Ancestor's Call doesn't really work in Shaman is because it doesn't have good card draw/selection, but this guys Hero Power is exactly that, card selection. That means you could choose to just keep Bling Bling and not keep any big minions and then if you get an aggro opponent just skip that plan and shuffle the card away.
You specifically shoot down the potential value of a turn 4 Dr. Boom, but what about turn 4 Onyxia, or Axelstrasza, even some aggro deck could lose to something like this. Something like, and those are classic legendaries. Also, we have no idea what his class legendary will do and how great it could be to ramp out. Its true that later in the game this doesn't do as much, but it still lets you play a higher number than average of game enders knowing you can ditch one to jump another out for 4 mana.
I will concede there is a decent chance this doesn't really belong in Basic, since there aren't any basic minions that cost more than 7 which means this isn't ever a more than an average ramp spell in perfect case, but in no way is lowering the mana cost a solution, and I still think with druid having both Wild Growth and Innervate as Basic cards you could still make a solid enough case for this card, mostly because the class is about selection and incremental advantages, IE his other cards like Fresh Meat (Which I think is getting some sort of name change, might I suggest Fresh off the Boat/Dock), Picking, and the hero power itself. This allows you more room in your classic cards to explore or expand concepts. You've got to fit in and balance round your keywords where basic allows you to develop the class idea of basic card selection. Selecting which card is worth using to get out which other card, or if that value is even really worth it.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Guys I wanted to word this card in some way that didn't take too much space, as I'll be using "At the end/begining of the next X turns, etc.." quite a lot for my class. Any ideas? I'm having a hard time ><
Thanks!
Perhaps I'll need some sort o keyword that is (Betterwordthan"Duration") -> at the end of his turn, your opponent loses health blablabla.
"Not all those who wander are lost."
- Velen R. R. Tolkien
"At the next 3 starts of your turn, deal damage to the enemy hero equal to the number of his unspent Mana Crystals." This is just as long but this is how it would be worded when compared to existing cards. I suggest just reworking the concept since it is very wordy for a basic card. How about "At the start of your next 3 turns, deal 3 damage to the enemy hero if they have any unspent Mana."?
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Do you suppose a change in concept is better than making a "Duration" keyword?
"Not all those who wander are lost."
- Velen R. R. Tolkien
@ Ethenil
If you put a Keyword on the card you can't use it in your base set. I think on the whole though this sort of idea is too complex for base set anyway, even without a keyword its a confusing concept that is hard to track. I think its part of why blizzard hasn't implemented any DoT effects already.
I have an idea that could work, I'll PM you.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@ Elmo1191
This seems pretty reasonable, obviously its has high synergy with the hero power in particular. It could also be problematic that this has 4 health for that reason and might be better served as a 1/3.
This buff is probably worth close to 1 mana, and its nice to see a twist on Deadly Shot, since its not duplicated anywhere else.
I like this card a lot. Its one of the more elegant designs you have. Its good against a lot of small minions, but its still just about average for a 6 drop. The buff isn't great when trading on your turn either, its a nicely balanced basic high cost minion.
This rate is probably pretty close to right. I think like most heals this won't see much play outside of basic decks, but that is perfect. It shows you what you need to know about healing.
This is a decent design idea for your low cost direct damage spell. It teaches people RNG and to hate it early, great stuff.
This is definitely a weird one. There is a chance its a tad confusion for new players, especially because its going to show them a bunch of cards they've not seen yet. I think this should probably be considered for a Classic card for that reason. Most notably if you're playing as a new player with a small collection you'll be matched up against people also playing decks with mostly basic cards and this will do some really awful variance things and potentially turn off a lot of players. I mean losing in a basic deck battle because you gave the other guy a sick legendary is going to be soul crushing. They could get Tirion or Sylvanas or Ysera or Deathwing. Also this is likely to slow down some games for new players as this likely to be some players first introduction to a number of the games mechanics and cards. I know this cleans part of if not all of a lot of high cost minions but this could still cause you to lose games to cards your opponent clearly doesn't have.
I almost think you should have pushed and undead theme and made this only affect undead, because it is odd that you can heal whatever you want with a Death Coil, but I understand that you also don't want to have to deal with making your minions a new race and having to talk about all the ones that would also be included. Otherwise great design.
This is an interesting concept for a card draw spell. I'm not sure if I like it or not, but its a different approach and that at least makes your entry unique. I do think the cost is correct, 1 is too cheap and 3 is too much.
This is another nicely designed card, but its starting to get a bit clogged with different death triggers. You have when a friendly minion dies, when a enemy minion dies, probably some with just when a minion dies, and you have then this kills a minion. I know you class is all about death and killing, but I feel like it could go a long way to pick 2 of these 4 trigger types and just stick with that. Every card triggering off different things, and almost every card having a trigger in general clogs up the in game History Tracker, making it harder to look back at what happened, something that is probably fine to most seasoned players but potentially frustrating to new ones. Plus in general heaps of triggers slow the game down, IE when Patron Warrior or Tempo Mage goes off.
This is honestly one of the coolest cards. I like the idea that a card could outright kill a guy up to a certain point but then a stronger guy not only won't die but won't even be hurt as badly. A+ on that side. Its a tad strong considering the naturally high health you put on most of your minions, so I think that 6 cost is a good balance considering this is fairly close to Hellfire on paper.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
If you read the rules that is 100% fine, and if you're looked through this post a lot of people have already done that. Its important to note that you need to contribute to other people discussion not just ask for a bunch of help though, this is about working toward everyone reaching their potential.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I think you need to completely overhaul the card, I remember people saying it's too weak, so you attempted an improvement of getting 'more for your buck'. Maybe tell what it is you want to achieve with this card and we can help you come up with a wording. As the cards effect stands now, I just dont't think it can ever reach likeable level, so a new concept should be attempted.
Glad you're here, really looking forward to your additions. The initial concept was very likeable, just wondering if you can scrap a full set from it.
@Shanksyo
1. Give it 2 mana cost and i think its balanced.
2. Spells costing (2) less might be too much, imagine if Preparation also drew you a card, (1) less might be better. (This might also depend on how expensive all of the classes other spells will be, the more at 2-4 mana and the more combo potential the more this card needs to be priced i think)
3. I think this is a little bit too powerful (again based on how many spells/combos in the deck) A better version might be "Draw 2 cards, if a spell was drawn gain 2 mana crystals this turn only" for 4 mana, just so it doesnt have the possibility of doubling up.
This ones interesting to think about for balancing I think about "if" effects kind of like rogue combo cards, if this read "4 mana, Draw 2 cards combo: Costs (2) less" i think it would be about right
Edit: Answering your question, I like the second option best (but I'm biased towards cost affecting mechanics myself =P)
The card creation sticky in the fan creations forum has good links to where a lot of the artwork can be found, sometimes you just cant though i know many a times i've been forced to use some grainy card image from the WoW TCG game since many of the actual artworks used arent anywhere online.
Heres a few of the links: Official TCG artworks, WoW Fan art, WoW TCG card viewer
Sometimes you just have to scroll through google images for hours, I find that using the "view similar" (Related images) option that google has been very useful for this.
Yeah, you and me will have our hands full on that one. I usually try various phrases on google, I get creative at times. For example, this is the one I used for the moon sword:
http://pre03.deviantart.net/cdf0/th/pre/f/2015/026/1/2/maiev_shadowsong_by_nyogtha_art-d8fgox7.png
I thought this was a valid contender as well:
http://www.zerochan.net/full/500759
@kingslayer, I was curious if you are going to stick with the border scheme you chose originally, or would you consider applying the design me and mokthol got together specifically for this class. Still, the cards you showcased up till now, sure do go well with the darker blueish theme.
@Kingslayer: I always go to wow.tcgbrowser.com and look through all the cards until I find something that fits my taste. Warcraft also has a very unique style, so I wouldn't advice on using D&D or MT:G artwork. Only general fantasy Orcs and Goblins tend to have similarity with those in the game.
Also, one more thing, when I thought about your class: where does all that Attack removal lead to? Better trades only? With Shrinkmeister coming in GvG for the Priest you couldn't instantly see the use of that -2 Attack on some minions: Shadow Word, Cabal Shadow Priest, etc. I'm missing more cards like Death Sentence.
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I'd like to share a preview with you guys in order to make my basic card set a bit better and more balanced. A lot of you commented on Fresh Meat (now Reserves) to be too pricey. But as it seems, it might be an impotant combo card for my class. It's giving me some trouble as to do with it.
These are some minions that work well with the shuffle mechanic and a lot of the draw spells:
I feel both are fairly balanced. When it comes to shuffling them back in the deck and redrawing them you might at best get a 7/7 Consortium Thief for 5 and in rare cases a 9/9. They are both very vulnerable for Silence as well. Trailblazer might be better off as a 3 Mana minion.
The real difficulties emerge here:
This could be a real power house combo. It's probably worse than FoN + Savage Roar though, since you might not have any minions on the board or you might not have a lot of minions in your hand to shuffle back and redraw any minions. For that reason I made this card, which I think suits the theme well. War is bad for business and armies are expensive, so Trade Princes don't tend to keep an army. When war does happen, it's time to strike a contract with some mercenaries to defend you:
All possible Mercenary minions:
So, as it is, you can't play this combo yet: Mercenary Army and Fresh Supplies into Fresh Meat (Reserves). You need to take two turns. But when reducing Fresh Meat (Reserves) to 1 mana, you can do it. A 3 card combo is a big thing, so I can't see this happening very consistently, but with the card draw mechanics of my class it might. Also, you might have a lot of minions in your hand and boost every minion's Attack with 5. Even if you have only 2 minions on the board, that's a lot. What do you guys think?
I will only comment on mercenary army, as I think the rest of the cards are in an okay spot. One could only make balancing changes after sufficient enough testing on how consistent your proposed combo would work out. So yeah, I think Mercenary army considering the individual merc cards is heavily overpriced, and while it does combo nicely with fresh meat(a little bit of a double edged sword too, because you are drawing really underpowered cards from your deck later). Compare it to Neptulon, who gives you 4 murlocs who are stronger on average than your mercs, also gives a 7/7 body and is only 7 mana. The overload I believe is just a consequence on the cards added being murlocs, as if you could unload all 4 of them next turn, it might be too impactful. So yeah, I would totally reduce the cost of mercenary army to 4.
Guess I will just add, that in the context of your deck, I don't think fresh meat is too pricey at all, even if I hadn't seen the classic set, that's actually what's so beautiful about your concept. The playstyle suggested by just the phase 1 submissions was so indicative that every single card you add just makes it more exciting rather than revealing, and I value that very highly.
I think I've got a good set of basic cards that kind of represent my class and the mechanics it might use, while maintaining the "basic" feel, Theres a few cards that i need some outside views on however to just figure out the balancing appropriately:
A number of my previous ideas got scrapped, redesigned, repurposed or pushed back to the classic set.
Class philosophy: Take and maintain board control by denying your enemies the chance to use their spells and cards as effectively.
Dampen Magic - Helps prevent board wipes, Also opens the possibility for future spells that are balanced by your hero taking damage (a la Flame Imp, using it on your own minions would make those spells have less drawback). It felt too strong at 0 mana since it could be used perfectly on curve to throw out an opponents board clear, at 1 mana it at least forces you to make a tempo loss on that turn.
Saronite Vapors - Similar vein to Dampen magic, another anti-spell card, but works more against combo-spell decks and also actually works against "Destroy" board clears.
Twilight Warden - Its a slightly better Frostwolf Grunt, also would make it the only collectible 2/3 taunt.
Curse of Flesh - Polymorph, but punishes you slightly if you lack board control and cant remove the trogg, also very useless against aggro.
Not sure which faceless corrupter to use, thoughts?
Faceless Corruptor - Both built to punish combo-plays, 1 damage effect may be too low impact for that purpose however.
Surge of Darkness - A playable variant of Shadow Bolt?
Doomseer Matron - Makes a nice combo piece with Dampen Magic or Saronite Vapors to allow for some board building while denying a clear.
Saronite Animus - Big guy, rewards you for having board control (so he doesnt get traded away). "Can't be targeted by spells and Hero Powers" doesnt show up on any basic cards, i think its acceptable for it to do so here since there is a mechanical focus on denying the enemies effective use of their spells.
Twisted Elements - A big Cleave, its able to hit the same target more than once simply to offset the opportunity cost that playing a 7 mana spell comes with.
Trogg Token:
Theres one spell that I'm a little hesitant on the balancing in particular:In theory it functions the same way Wild Growth does (Puts you 1 mana ahead of opponent). The problem with this one is that it has the capability of making the opponent lose a turn if they would have otherwise had a perfect curve (1,2,3,4 drops etc.) and im not sure how to weight the cost against that possibility.Another interesting consideration is that while Wild Growth can technically help against aggro, I dont think visions helps as much since aggro makes use of early turns with little mana.Card idea was reworked.
Pretty gimmicky situations. Maybe if you changed it to attack instead of health it would be more useful?
Yeah, didn't think about that :'D However you could maybe save the card for a future round and add silence?
Everything up to the 4 mana slot in my eyes is fine and well in line with your class. Now, before I give my spice to some of those spells, I'll have to quote elmo1191's thought's on this 'dont compare your spells to mage spells, they are designed to be the best' and my opinion that that is not an objective truth, but there is merit to follow this line of thought if you desire to appeal to a certain audience.
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.
Doomseer Matron - Seems weak, seems also usable, nice design.
Saronite Animus - Quite okay as a class heavy hitter, you yourself justify it splendidly.
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.
Fresh Supplies sounds good! But maybe change the art so something less "piratey"? It's fine as it is, but it could be better :3 Also it should be "amount" and not "number" if I'm not mistaken.
And about Bling: Well, if you regain the mana crystals used I think it's quite fine. Druids could basically do the same thing but better. Turn 2 - Wild Growth. Turn 3 - Double Innervate into something huge. So I think Bling is fine as it is, but you could perhaps up the mana cost to 5 to appease the others. It wouldn't matter that much as you will regain the mana crystals that turn anyway if you discard something big.