"Your minions deal double damage." as legendary is too boring, isn't it?
I see people use that sort of wording every once in a while in the Weekly Design Competitions, and I'm honestly never quite sure what it means. Like, the implication seems to be that it's when they attack, but it could also mean for Battlecries like Elven Archer or Flame Imp, Deathrattles like Leper Gnome or Unstable Ghoul, or even other card text like from Knife Juggler or Flame Leviathan. It's the ambiguity of the intent that makes me unsure.
"Your minions deal double damage." as legendary is too boring, isn't it?
I would say it's okay, though the class legendaries generally seem a little bit more interesting. It's not really consistent with your design though, is it?
Anyway, I think I have my first batch completed. So here goes:
Commons
Rares
Epics
Ancient of wonders items:
The Legendary
Summons =====>
The first thing I'm not very happy about is the art on some of these. If that's not a major problem in this case I won't fuss over it though. Anywho, which do you think are the weak links up to this point, what should I scrap. My mind is not set on this whole idea yet, but as a first batch, I don't consider this too shabby.
I think your expert set as a whole currently lacks the "wow-factor". Iron Will and Surprise Attack are your best cards but I dislike your legendary and CDG (I think you should scrap it completely but if you don't, at least change the name and art). Also, what is a Blink card?
Maybe rework Moonwell into something like "Whenever a friendly minion takes damage, restore that much health to it". This would mean that all non-lethal attacks would be negated but lethal attacks would still kill the minion.
Throwing Star: I think you should rework this one. its boring and intrudes on Gladiator's Longbow.
I really like the overall feel of your class when it comes to theme, names and artwork. Definitely. I can feel my bones quiver in my body, exactly what you'd expect of a Lich. Here are a very thoughts for you:
@Scheme: I love this mechanic, I really do. I am however missing the feeling of absolute necissity. As it stands, it's nice and handy, but if you can pick cards I'd like to see them working together for things Hearthstone doesn't generally allow: sick combo's like Mimiron's Head or help make cards like Far Sight better. Perhaps you could point out some more combo's that I'm missing?
Also, you're right that your keyword should be featured on at least 50% of your cards, I guess. A lot
@Secret: I dropped out Secret of my design process for the very same reason you should: too few. They have no use being secretive if there is but one of two combinations possible. And most of the time it will be the real obvious one since your trigger conditions vary a lot.
@Lich: He's back! Oh yeah!
@Dominate Mind: I hope this is friendly minion only? With the amount of Freeze in your deck this would be a tad strong I think.
@Permafrost: This is a really cool card. You can see how it works very well in the overall deck and really benefits from your Scheme mechanic.
@Fissure: Pyroblast isn't much fun and even though this is the fun version of that card, I can't see this being cast on a minion. The chances of your opponent killing that minion into one of yours is too big for a 8 mana spell to work. If you compare it to Corruption it's a very, very weak card. So, it will be most of the time a Face Bolt like Pyroblast.
I love how you designed a lot of cards from their Warcraft 3 counterpart to Hearthstone concepts. Really cool. I must say that I feel that your basic card set was more solid though and while you have some interesting cards, like Murloc said, it is missing a wow-factor. Here are some of my thoughts:
@Warning: I feel like this could read: "If a minion died this turn, return an enemy minion to your opponent's hand". It's not a whole lot different than Sap other than that you can't remove Taunts with it. Which makes it a very weak version compared to it. If you can first sacrifice one of your own minions into that Taunt, well, then you could still remove it. Same goes when your opponent only has one minion on the board, it would make it useless and when you're up against Ragnaros the Firelord and Sylvanas Windrunner, almost impossible to use.
@Surprise Attack: Hearthstone really isn't a game in which players decide not to attack, unless you have a big Taunt on the board and even then ... Hoarding up minions in my case always results up in me losing them to AoE. I even trade smaller minions into bigger ones (as long as I'm not playing against a Priest) just to make sure they served a purpose instead of them possibly being blasted by AoE the next turn. I feel like the game is too fast and since you can always attack face without suffering any drama (no interception like M:TG) this card isn't very good. Unless you add Secrets that makes you not want to attack Face like Hunter has.
@Personal Treatment: I really like this card, since it's a cool combo to first destroy your weapon, then play another one and then hit face or a big minion with a buffed Throwing Star. It's cool, clever, well thought out and really fits the Warden.
@Ancient of Wonders: Nice find. Love the WC3 reference lol, same goes for Kelen's Dagger of Escape. Such a good ol' faithful friend. I must say, I do dislike the art quite a lot though. Doesn't seem to fith the rest of your cards.
@Aftermath: Feels a bit underpowered. At full 7 mana, it only draws you 2 cards and leaves you with 2 mana. A Sprint is 7 mana for 4 cards. So it's half a Sprint for 7 and an Innervate of some sort, because it leaves you with 2 mana. I find the math hard on this one, 'cause at 10 unspent mana it is probably a bit too good with 5 draws and 5 mana to use them on? Difficult card my friend.
I've already created all the cards for this Phase of the competition and am quite satisfied with most of them, but there are still two of them which I am unsure about - mostly cost-wise.
Crude Cloning might be OP at 3 mana, maybe raise it's cost to 4?
Plague of Frogs maybe overpriced? 4 Mana instead as well?
Since the class already has 4 Mana secrets, I don't want to put too many spells into the 4 Mana slot. Or do you think the cards should be redone in some way?
Hey everyone. Here is my first batch. There are more cards than there are allowed currently and I'm not to sure about some. I'm just throwing them out there now, you can read some of my thoughts on them at the bottom of this topic.
@Commons: I don't really like the art and flavor of the Sellswords, the Vortex Djin and Demand Supplied.
@Sellswords: is an important and interesting combination with Fresh Reserves (Reshulffe all minions and draw an equal amount of minions) which also works well with Mercenary Army. This 3 card combo gives minions on the board a guaranteed +3/+3 for 10 Mana. @Refreshment: This works well with a lot of the "When you draw this" effects , and with a lot of the influx effects on minions. @Djinn: Will you play it when you get it? Getting it at the right moment can be really, really useful.
@Rares
@Emir: I hope the wording is clear, it is meant to mean that Battlecry effects like Big Game Hunter can be played on any minion. Or even Hungry Crab. Or Hemet Nesingwary. Too strong? Let me know. If you have an alternative how to make tech minions more useful through a card, I'd love to know.
@Mercenary Army: See the spoiler for all the minions it can give you. They are overpowered for their mana cost. I like the flavor of it. Y'know, since war is bad for trading, Trade Princes don't usually keep an army themselves that can go to war, so they need to hire one.
@Epics: Some people tend to go overboard with Epics, as being the best cards the class has to over. I can definitely relate to that, but I feel like Epics should fill niches in the first place. Epics allow certain playstyles, and are awesome at it, but feel a bit flat or broken without the context of a deck.
@Highwayman: I hope the wording is clear. I could use some advice. Obviously a combo with Conspiracy (Destroy all minions with a mana cost of 5 or higher), Vainglorious and my Legendary (When you draw this, destroy the highest cost minion)
@Monopoly: I'm really interested about what you guys think about this card and how I should balance it. It also works well with Deckhand. Please notice that Influx cards only trigger when you DRAW them.
@Legendary: Too underwhelming? Perhaps a bit, I'm afraid. But I think it will be a lot of fun to play with.
@Crude Cloning: I feel it is a tad strong, since you can pick enemy minions as well. But 5 mana would make it worse than Echo of Medivh. I guess it's either alright when you change minion to 'friendly minion' or as a 'enemy minion'. Friendly minion obviously allows you to combo it a lot better; enemy minion allows more mana efficient plays, but is riskier in what you might eventually get.
@Plague of Frogs: I love the art and feel, but I'm afraid I don't like the effects at all. Imagine that I have no minions. So I get a board full of 0/1 Frogs. Now I can't play any minions, until I remove them myself. You could say that you have to remove them in order to get to me, but there are other ways to get at me: spells and milling. Perhaps I need to see the rest of your cards to be a better judge though.
Skip the random part maybe? Then it will look better. Right now "equal" is overlapping the "attack circle".
I remember the mods voicing their opinions that consistent wording is valued higher than text looking slightly out of place on a card. I was aware of the 'e' being out of bounds, but as such figured it was acceptable.
I think your expert set as a whole currently lacks the "wow-factor". Iron Will and Surprise Attack are your best cards but I dislike your legendary and CDG (I think you should scrap it completely but if you don't, at least change the name and art). Also, what is a Blink card?
Maybe rework Moonwell into something like "Whenever a friendly minion takes damage, restore that much health to it". This would mean that all non-lethal attacks would be negated but lethal attacks would still kill the minion.
Throwing Star: I think you should rework this one. its boring and intrudes on Gladiator's Longbow.
Ok, thanks for that. Which part of the legendary don't you like? As for cdg - any idea, how I can make a deal x damage presentable and give it a 'class exclusive' like feeling? Also, Blink was in my basic set, I should have included that, huh.
That was the original intent of the moon well. Do you think such a design is okay? As in, give potentially unlimited healing to it? I could make it 'each turn the first time a frendly charachter takes damage, heal it for x', how's that?
Ok, so would making throwing star into a 3/1 with the same effect make it more appealing in a sense giving it a spell like wibe? Or do I have to go with a different approach entirely? The rare weapon should represent another effective but optional include, similar to kelens dagger, as right now, the basic weapons offer plenty.
I love how you designed a lot of cards from their Warcraft 3 counterpart to Hearthstone concepts. Really cool. I must say that I feel that your basic card set was more solid though and while you have some interesting cards, like Murloc said, it is missing a wow-factor. Here are some of my thoughts:
@Warning: I feel like this could read: "If a minion died this turn, return an enemy minion to your opponent's hand". It's not a whole lot different than Sap other than that you can't remove Taunts with it. Which makes it a very weak version compared to it. If you can first sacrifice one of your own minions into that Taunt, well, then you could still remove it. Same goes when your opponent only has one minion on the board, it would make it useless and when you're up against Ragnaros the Firelord and Sylvanas Windrunner, almost impossible to use.
@Surprise Attack: Hearthstone really isn't a game in which players decide not to attack, unless you have a big Taunt on the board and even then ... Hoarding up minions in my case always results up in me losing them to AoE. I even trade smaller minions into bigger ones (as long as I'm not playing against a Priest) just to make sure they served a purpose instead of them possibly being blasted by AoE the next turn. I feel like the game is too fast and since you can always attack face without suffering any drama (no interception like M:TG) this card isn't very good. Unless you add Secrets that makes you not want to attack Face like Hunter has.
@Personal Treatment: I really like this card, since it's a cool combo to first destroy your weapon, then play another one and then hit face or a big minion with a buffed Throwing Star. It's cool, clever, well thought out and really fits the Warden.
@Ancient of Wonders: Nice find. Love the WC3 reference lol, same goes for Kelen's Dagger of Escape. Such a good ol' faithful friend. I must say, I do dislike the art quite a lot though. Doesn't seem to fith the rest of your cards.
@Aftermath: Feels a bit underpowered. At full 7 mana, it only draws you 2 cards and leaves you with 2 mana. A Sprint is 7 mana for 4 cards. So it's half a Sprint for 7 and an Innervate of some sort, because it leaves you with 2 mana. I find the math hard on this one, 'cause at 10 unspent mana it is probably a bit too good with 5 draws and 5 mana to use them on? Difficult card my friend.
Thanks for your time, and thanks. Adressing each matter. Which cards do you think are the weakest, and I should try coming up with different ideas?
Warning - It's really just another option at damage management. Not all cards have to be strong, this is not a necessary card to use by all means, it has application though and is consistent with the flavour and playstyle of the class. If you are not convinced, I might consider on thinking about a replacement.
Surprise attack - it's a combo dependant card, right now there isn't AS much that shows this off, but with the warden's ability to elude damage and make minions actually unable to attack(spoiler alert: a card that grants the hero stealth is in the works) it sets them up for a surprise attack, after so to say 'eluding her pursuers'. Hell, even warning can help in this respect, you use it on an enemy minion you want to surprise the next turn after. Was that convincing?
Personal treatment - thank you, I take it you have no problems with the design
Ancient of Wonders - I share the cringe regarding the art, but there just isn't any suitable art I can find out there right now, I would appreciate all the help I can get in this respect, as now that I made this piece, I'm really in love with it.
Aftermath - The way I can hear your thought process indeed makes me very happy, as this was just the kind of reaction I wanted to achieve with a dubious epic spell. I think it has many facets to it. Do you think it fits the class though?
Hey everyone. Here is my first batch. There are more cards than there are allowed currently and I'm not to sure about some. I'm just throwing them out there now, you can read some of my thoughts on them at the bottom of this topic.
@Commons: I don't really like the art and flavor of the Sellswords, the Vortex Djin and Demand Supplied.
@Sellswords: is an important and interesting combination with Fresh Reserves (Reshulffe all minions and draw an equal amount of minions) which also works well with Mercenary Army. This 3 card combo gives minions on the board a guaranteed +3/+3 for 10 Mana. @Refreshment: This works well with a lot of the "When you draw this" effects , and with a lot of the influx effects on minions. @Djinn: Will you play it when you get it? Getting it at the right moment can be really, really useful.
@Rares
@Emir: I hope the wording is clear, it is meant to mean that Battlecry effects like Big Game Hunter can be played on any minion. Or even Hungry Crab. Or Hemet Nesingwary. Too strong? Let me know. If you have an alternative how to make tech minions more useful through a card, I'd love to know.
@Mercenary Army: See the spoiler for all the minions it can give you. They are overpowered for their mana cost. I like the flavor of it. Y'know, since war is bad for trading, Trade Princes don't usually keep an army themselves that can go to war, so they need to hire one.
@Epics: Some people tend to go overboard with Epics, as being the best cards the class has to over. I can definitely relate to that, but I feel like Epics should fill niches in the first place. Epics allow certain playstyles, and are awesome at it, but feel a bit flat or broken without the context of a deck.
@Highwayman: I hope the wording is clear. I could use some advice. Obviously a combo with Conspiracy (Destroy all minions with a mana cost of 5 or higher), Vainglorious and my Legendary (When you draw this, destroy the highest cost minion)
@Monopoly: I'm really interested about what you guys think about this card and how I should balance it.
@Legendary: Too underwhelming? Perhaps a bit, I'm afraid. But I think it will be a lot of fun to play with.
I will rate you cards in tiers, how I feel about their balance, artwork, flavour and relevance all in one. I will probably try to do this for any further reviews aswell.
T1 - great in all aspects, love the design, no changes necessary T2 - is in a good place, doesn't necessarily need to be changed, but is less likeable than the first tier cards T3 - either balancing or changes in the effect are advised T4 - borderline unusable in the design due to lack of consistency or broken mechanics
Highwayman - I feel it's too combo-ey in your class context only, I really foresaw this, when you went with the focus on actual card costs on minions to determine the effectiveness of some of your cards and I didn't really like that idea then. I suggest a scrap and rework.
Monopoly - This is a weird one. It seems counterintuitive, since your design promotes usage of your own class minions due to the strength of influx, also, this is generally the case for other class minions aswell. I only see this card as being able to double up on some of your board in a very combo-ey manner. I don't think I like the result. You could make some wild meta calls and try to mirror decks of your opponents, but I just don't like the application of this card as it is right now.
Skywall Emir - I don't quite agree with this card. After I read your thoughts, it also just seems counterintuitive. Your class has the power to make use of tech cards so I don't think you would need this in your arsenal. It also seems very limited in actual usefulness, I don't suppose you expect a mind control tech to suddenly become a mindcontrol. I suggest a replacement.
Vortex Djinn - We need heals I guess, huh... not very likeable, feels like a very random addition.
Black Market Deal - First off, the pricing is based off holy wrath I suppose, but I don't think that's necessary, seeing as getting a weapon for said mana cost is generally weaker than dealing damage. Also, I just don't like this card for the simple fact that there aren't any 8+ mana weapons, and it is unclear what happens at that point. Ok, I reread, the effect, but the need to have to clarify this effect just makes it more clunky. A suggestion I could make is either discarding a card or destroying your own minion for this same effect, and as such lower the cost to 2-3.
@Crude Cloning: I feel it is a tad strong, since you can pick enemy minions as well. But 5 mana would make it worse than Echo of Medivh. I guess it's either alright when you change minion to 'friendly minion' or as a 'enemy minion'. Friendly minion obviously allows you to combo it a lot better; enemy minion allows more mana efficient plays, but is riskier in what you might eventually get.
@Plague of Frogs: I love the art and feel, but I'm afraid I don't like the effects at all. Imagine that I have no minions. So I get a board full of 0/1 Frogs. Now I can't play any minions, until I remove them myself. You could say that you have to remove them in order to get to me, but there are other ways to get at me: spells and milling. Perhaps I need to see the rest of your cards to be a better judge though.
Thanks for the feedback, really appreciate it! :-)
I like keeping Crude Cloning at 3 Mana, therefore only targeting one side of the battlefield is a really nice idea! I guess I'll give that a try! =D "Lorewise" I think it would better fit to the class to only target minions... Hmmm...
And a good objection concerning Pleague of Frogs, I think I haven't put enough thought into it. Swarming the enemie's board with "dead" minions would be definitely a 'no fun' effect. Could a simple change to 1/1 Frogs with Taunt do the deal? I guess I'll sleep another night over it... :D
Thanks for your comments and insights. It has definitely made me reconsider a couple of things. Let me get this clear though: you'd suggest I'd remove all my spells based on Mana Cost? I got your critique that it's a new mechanism, but I actually like it's a new mechanism. It's balanced the same way as most of the Priest removal cards, but is in that sense still unique. I do however understand that Highwayman's function only works in the context of my deck and even worse, only with other cards. It needs to change.
Also, the Emir was a stupid idea. I made a class specifically to cycle tech cards and now I made a minion that allows you to play tech cards so you don't need to cycle them. D'oh.
I remade Monopoly. I still really like this idea of 'shares names'. I want people to cycle through their deck in order to get two cards that share a name and then cash big on them. I feel with the wording as it is now, it is OK. This allows a player to play the first one for free, but not the second one, as it doesn't share names with a card in their hands anymore when the first got played. Here, check it out:
Your ranking system is genious and for that reason I will return the favor:
The thing abuot Felwood Smithy is, I feel like it's too wordy and I don't like the overall feel and style. The mechanic is an interesting one though and you should definitely consider doing something like this. In all honesty, I wouldn't destroy my own weapon in order to deal 2 or 3 or maybe 4 at max damage to a RANDOM enemy minion. I'd just hit in the face and keep the weapon to fight another day ;).
Let me get this clear though: you'd suggest I'd remove all my spells based on Mana Cost?
I remade Monopoly. I still really like this idea of 'shares names'. I want people to cycle through their deck in order to get two cards that share a name and then cash big on them. I feel with the wording as it is now, it is OK. This allows a player to play the first one for free, but not the second one, as it doesn't share names with a card in their hands anymore when the first got played. Here, check it out:
Your ranking system is genious and for that reason I will return the favor:
The thing abuot Felwood Smithy is, I feel like it's too wordy and I don't like the overall feel and style. The mechanic is an interesting one though and you should definitely consider doing something like this. In all honesty, I wouldn't destroy my own weapon in order to deal 2 or 3 or maybe 4 at max damage to a RANDOM enemy minion. I'd just hit in the face and keep the weapon to fight another day ;).
No, just highwayman, the whole context of using mana costs otherwise is acceptable.
I like this rework of monopoly, definitely an improvement in my eyes.
Well, here is the thing I'm struggling with, and why cards like smithy are an actual thing in my design. I don't want to go the rogue route of bladeflurry, poison type of effects. But I do have to give some application to my weaponry aside from hitting with them(making also use of their durability that is generally higher than their power), I'm glad rain of steel and personal treatment seem to be doing well in that respect, but as it stands now, the class just needs a tiny bit more help in that regard. I'm open to suggestions.
In the meanwhile I will attempt work at some potential replacements for coup de grace, throwing star and maybe an alternate legendary.
I actually like Throwing Star and Coup de Grace and your Legendary as well. Throwing Star is basic, but solid. Also, I get the vibe of it being ranged, so rendering you immunity. The latter could use some rework though.
Also, why not go for Armor instead of Health? It fits Maiev so much, I mean, she's a walking tank really. You could also let armor and durability intertwine a lot, boosting eachother's effects. It would the theme of 'durability': can take a pounching, can last with a weapon.
Your Legendary is a bit wordy and slow. Would a Kel'Thuzad effect make him too strong? "At the end of your turn, summon 1/1 Spirit of Vengeances for every friendly minion that died this turn."?
I actually like Throwing Star and Coup de Grace and your Legendary as well. Throwing Star is basic, but solid. Also, I get the vibe of it being ranged, so rendering you immunity. The latter could use some rework though.
Also, why not go for Armor instead of Health? It fits Maiev so much, I mean, she's a walking tank really. You could also let armor and durability intertwine a lot, boosting eachother's effects. It would the theme of 'durability': can take a pounching, can last with a weapon.
Your Legendary is a bit wordy and slow. Would a Kel'Thuzad effect make him too strong? "At the end of your turn, summon 1/1 Spirit of Vengeances for every friendly minion that died this turn."?
Hmm, I see, I guess I'll hold off until more people can give me some feedback, as currently there are few and very differing opinions which makes my design process kinda torn. With latter you meant the legendary I assume.
Well, the whole design is based on flavour really. You ultimate this dude out, and it becomes a huge obstruction and a priority to deal with, while the warden jaunts back and forth dealing the damages. I think the stats are the most troublesome thing, previously when I showcased it, someone suggested 3/8 and I kinda liked it because it dodged fireball, and, well, nothing else really, so I do feel like you can tweak it around that area quite a bit. The tokens produced should in fact be very menacing, and 1/1's just aren't that, at the same time, they are killed immediately if the avatar dies. In comparison to kelthuzad, well, you actually get stuff if you kill the opponents board as well, which favours the design that emphasises gains from destroying stuff so it's not just a 'face class'.
In regards to the armor thing, I think I'm passing on that concept. Visually it's representative, but logically not quite so. Why would armor bolster her fighting capabilities in terms of enhancing her abilities - the warrior makes use of this by using a BIG FAT shield. I really think mass healing effects is the way to go, as the key is to engage and disengage wisely, also to know which fights you can pick. That's how I feel on the whole thing.
I really like the overall feel of your class when it comes to theme, names and artwork. Definitely. I can feel my bones quiver in my body, exactly what you'd expect of a Lich. Here are a very thoughts for you:
@Scheme: I love this mechanic, I really do. I am however missing the feeling of absolute necissity. As it stands, it's nice and handy, but if you can pick cards I'd like to see them working together for things Hearthstone doesn't generally allow: sick combo's like Mimiron's Head or help make cards like Far Sight better. Perhaps you could point out some more combo's that I'm missing?
Also, you're right that your keyword should be featured on at least 50% of your cards, I guess. A lot
@Secret: I dropped out Secret of my design process for the very same reason you should: too few. They have no use being secretive if there is but one of two combinations possible. And most of the time it will be the real obvious one since your trigger conditions vary a lot.
@Lich: He's back! Oh yeah!
@Dominate Mind: I hope this is friendly minion only? With the amount of Freeze in your deck this would be a tad strong I think.
@Permafrost: This is a really cool card. You can see how it works very well in the overall deck and really benefits from your Scheme mechanic.
@Fissure: Pyroblast isn't much fun and even though this is the fun version of that card, I can't see this being cast on a minion. The chances of your opponent killing that minion into one of yours is too big for a 8 mana spell to work. If you compare it to Corruption it's a very, very weak card. So, it will be most of the time a Face Bolt like Pyroblast.
@Secrets: Well, I was going to make it so that the last 3 cards of the set that I hadn't done yet would all be secrets. However, this would have prevented me from making a lot of cool shadow and scheme cards, so I think I will indeed remove it. I'm pretty happy about that, although sad to lose Ice Wall and Unlife (which was going to be the naxx secret).
@Scheme: Ok, I was originally thinking of a few cool combos with scheme. First of all, there's still End of Hope (6 mana: 4/7, if this is sent to the bottom of your deck with scheme, it gains +7/+4), but that's not super exciting. Then the original version of demise was (5 mana: Deal 2-3 damage to all enemy minions. If the top card of your deck is also demise, discard it and repeat the effect). But it was waay too specific and only worked in the one scenario where you run two demises in your deck.
Another idea I had (that came to me in a dream, wtf subconscious) was for a legendary win condition, kind of like how you were talking about mimiron's head. It sounded really cool, until I got out of bed. Placeholder names and stats, of course.
I'll try to go with some kind of "Top card of your deck" interaction, though. Maybe a card like:
Since I've always wanted there to be a way to get multiple copies of those ice combo cards. Or:
For the shadow decks, who will probably have more Scheme. +3 is just temporary, to emphasize the fact that it's A LOT. Problem is, it seems too good with Demise and only mediocre for the other shadow spells that exist (so far).
@Dominate Mind: I guess I can remove this card. It was intended to go to all targets, but I agree that with the amount of freeze it would be pretty strong.
@Fissure: It's not really supposed to reliably target a minion, just like you wouldn't target a minion with Pyroblast unless you were desperate. It's supposed to go face as a strong finisher, but you could also make it a little more reliable against minions using a Freeze effect.
Surge Power is way too strong, in particular combined with Scheme.
Occult keeper's effect is confusing, since it's a permanent effect. I dunno if you would want to draw the same card over and over again. I think it would work way better as battlecry or the other way around. Scheme (3) then draw a card or something.
Spooky Ritual man is weird foremost. Depends on his mana cost I guess, but there could be instances where you get a 12 / 12 onto the field way too fast.
I believe with Occult Keeper you get a copy and can then decide if you want to draw that card again next turn or not, since it says 'then Scheme'. It's a fun card, I don't know if it's balanced. It could definitely be a win more card. If you can just constantly freeze your enemy minions because of this card, it'd be a bit too powerful, but I like the idea.
I love the concept of Spooky Ritual Man, but I don't see how you can draw part X or part Y right after each other, it'd require a lot of scheming for sure. Why not make it "When you draw Y and if X is already drawn, then summon G". A 12/12 Charge is always a bad idea though, I think.
I believe with Occult Keeper you get a copy and can then decide if you want to draw that card again next turn or not, since it says 'then Scheme'. It's a fun card, I don't know if it's balanced. It could definitely be a win more card. If you can just constantly freeze your enemy minions because of this card, it'd be a bit too powerful, but I like the idea.
I love the concept of Spooky Ritual Man, but I don't see how you can draw part X or part Y right after each other, it'd require a lot of scheming for sure. Why not make it "When you draw Y and if X is already drawn, then summon G". A 12/12 Charge is always a bad idea though, I think.
Yeah, valid point about occult keeper.
With SRM, if you send part X to the bottom and if you send part Y to the bottom without any cards in between, they're guaranteed to be next to each other, then you just need to either continuously scheme cards to the bottom to push them to the top or just wait until you draw out the rest of your deck.
Do you think surge of power would be balanced if it was Spell Damage +2?
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"Your minions deal double damage." as legendary is too boring, isn't it?
I see people use that sort of wording every once in a while in the Weekly Design Competitions, and I'm honestly never quite sure what it means. Like, the implication seems to be that it's when they attack, but it could also mean for Battlecries like Elven Archer or Flame Imp, Deathrattles like Leper Gnome or Unstable Ghoul, or even other card text like from Knife Juggler or Flame Leviathan. It's the ambiguity of the intent that makes me unsure.
I would say it's okay, though the class legendaries generally seem a little bit more interesting. It's not really consistent with your design though, is it?
Anyway, I think I have my first batch completed. So here goes:
Commons
Rares
Epics
Ancient of wonders items:
The Legendary
Summons =====>
The first thing I'm not very happy about is the art on some of these. If that's not a major problem in this case I won't fuss over it though. Anywho, which do you think are the weak links up to this point, what should I scrap. My mind is not set on this whole idea yet, but as a first batch, I don't consider this too shabby.
Oh, okay!
Just a thought based on the name of the card :P
Skip the random part maybe? Then it will look better. Right now "equal" is overlapping the "attack circle".
Still think it would be balanced at 1 mana though. Not that much of a difference but still :3
I think your expert set as a whole currently lacks the "wow-factor". Iron Will and Surprise Attack are your best cards but I dislike your legendary and CDG (I think you should scrap it completely but if you don't, at least change the name and art). Also, what is a Blink card?
Maybe rework Moonwell into something like "Whenever a friendly minion takes damage, restore that much health to it". This would mean that all non-lethal attacks would be negated but lethal attacks would still kill the minion.
Throwing Star: I think you should rework this one. its boring and intrudes on Gladiator's Longbow.
@DKPaladinMDL
I really like the overall feel of your class when it comes to theme, names and artwork. Definitely. I can feel my bones quiver in my body, exactly what you'd expect of a Lich. Here are a very thoughts for you:
@Scheme: I love this mechanic, I really do. I am however missing the feeling of absolute necissity. As it stands, it's nice and handy, but if you can pick cards I'd like to see them working together for things Hearthstone doesn't generally allow: sick combo's like Mimiron's Head or help make cards like Far Sight better. Perhaps you could point out some more combo's that I'm missing?
Also, you're right that your keyword should be featured on at least 50% of your cards, I guess. A lot
@Secret: I dropped out Secret of my design process for the very same reason you should: too few. They have no use being secretive if there is but one of two combinations possible. And most of the time it will be the real obvious one since your trigger conditions vary a lot.
@Lich: He's back! Oh yeah!
@Dominate Mind: I hope this is friendly minion only? With the amount of Freeze in your deck this would be a tad strong I think.
@Permafrost: This is a really cool card. You can see how it works very well in the overall deck and really benefits from your Scheme mechanic.
@Fissure: Pyroblast isn't much fun and even though this is the fun version of that card, I can't see this being cast on a minion. The chances of your opponent killing that minion into one of yours is too big for a 8 mana spell to work. If you compare it to Corruption it's a very, very weak card. So, it will be most of the time a Face Bolt like Pyroblast.
@DonnieMcKarlo
I love how you designed a lot of cards from their Warcraft 3 counterpart to Hearthstone concepts. Really cool. I must say that I feel that your basic card set was more solid though and while you have some interesting cards, like Murloc said, it is missing a wow-factor. Here are some of my thoughts:
@Warning: I feel like this could read: "If a minion died this turn, return an enemy minion to your opponent's hand". It's not a whole lot different than Sap other than that you can't remove Taunts with it. Which makes it a very weak version compared to it. If you can first sacrifice one of your own minions into that Taunt, well, then you could still remove it. Same goes when your opponent only has one minion on the board, it would make it useless and when you're up against Ragnaros the Firelord and Sylvanas Windrunner, almost impossible to use.
@Surprise Attack: Hearthstone really isn't a game in which players decide not to attack, unless you have a big Taunt on the board and even then ... Hoarding up minions in my case always results up in me losing them to AoE. I even trade smaller minions into bigger ones (as long as I'm not playing against a Priest) just to make sure they served a purpose instead of them possibly being blasted by AoE the next turn. I feel like the game is too fast and since you can always attack face without suffering any drama (no interception like M:TG) this card isn't very good. Unless you add Secrets that makes you not want to attack Face like Hunter has.
@Personal Treatment: I really like this card, since it's a cool combo to first destroy your weapon, then play another one and then hit face or a big minion with a buffed Throwing Star. It's cool, clever, well thought out and really fits the Warden.
@Ancient of Wonders: Nice find. Love the WC3 reference lol, same goes for Kelen's Dagger of Escape. Such a good ol' faithful friend. I must say, I do dislike the art quite a lot though. Doesn't seem to fith the rest of your cards.
@Aftermath: Feels a bit underpowered. At full 7 mana, it only draws you 2 cards and leaves you with 2 mana. A Sprint is 7 mana for 4 cards. So it's half a Sprint for 7 and an Innervate of some sort, because it leaves you with 2 mana. I find the math hard on this one, 'cause at 10 unspent mana it is probably a bit too good with 5 draws and 5 mana to use them on? Difficult card my friend.
I've already created all the cards for this Phase of the competition and am quite satisfied with most of them, but there are still two of them which I am unsure about - mostly cost-wise.
Crude Cloning might be OP at 3 mana, maybe raise it's cost to 4?
Plague of Frogs maybe overpriced? 4 Mana instead as well?
Since the class already has 4 Mana secrets, I don't want to put too many spells into the 4 Mana slot. Or do you think the cards should be redone in some way?
Thanks for the feedback in advance! :-)
Hey everyone. Here is my first batch. There are more cards than there are allowed currently and I'm not to sure about some. I'm just throwing them out there now, you can read some of my thoughts on them at the bottom of this topic.
@Commons: I don't really like the art and flavor of the Sellswords, the Vortex Djin and Demand Supplied.
@Sellswords: is an important and interesting combination with Fresh Reserves (Reshulffe all minions and draw an equal amount of minions) which also works well with Mercenary Army. This 3 card combo gives minions on the board a guaranteed +3/+3 for 10 Mana.
@Refreshment: This works well with a lot of the "When you draw this" effects , and with a lot of the influx effects on minions.
@Djinn: Will you play it when you get it? Getting it at the right moment can be really, really useful.
@Rares
@Emir: I hope the wording is clear, it is meant to mean that Battlecry effects like Big Game Hunter can be played on any minion. Or even Hungry Crab. Or Hemet Nesingwary. Too strong? Let me know. If you have an alternative how to make tech minions more useful through a card, I'd love to know.
@Mercenary Army: See the spoiler for all the minions it can give you. They are overpowered for their mana cost. I like the flavor of it. Y'know, since war is bad for trading, Trade Princes don't usually keep an army themselves that can go to war, so they need to hire one.
@Epics: Some people tend to go overboard with Epics, as being the best cards the class has to over. I can definitely relate to that, but I feel like Epics should fill niches in the first place. Epics allow certain playstyles, and are awesome at it, but feel a bit flat or broken without the context of a deck.
@Highwayman: I hope the wording is clear. I could use some advice. Obviously a combo with Conspiracy (Destroy all minions with a mana cost of 5 or higher), Vainglorious and my Legendary (When you draw this, destroy the highest cost minion)
@Monopoly: I'm really interested about what you guys think about this card and how I should balance it. It also works well with Deckhand. Please notice that Influx cards only trigger when you DRAW them.
@Legendary: Too underwhelming? Perhaps a bit, I'm afraid. But I think it will be a lot of fun to play with.
@Crude Cloning: I feel it is a tad strong, since you can pick enemy minions as well. But 5 mana would make it worse than Echo of Medivh. I guess it's either alright when you change minion to 'friendly minion' or as a 'enemy minion'. Friendly minion obviously allows you to combo it a lot better; enemy minion allows more mana efficient plays, but is riskier in what you might eventually get.
@Plague of Frogs: I love the art and feel, but I'm afraid I don't like the effects at all. Imagine that I have no minions. So I get a board full of 0/1 Frogs. Now I can't play any minions, until I remove them myself. You could say that you have to remove them in order to get to me, but there are other ways to get at me: spells and milling. Perhaps I need to see the rest of your cards to be a better judge though.
I remember the mods voicing their opinions that consistent wording is valued higher than text looking slightly out of place on a card. I was aware of the 'e' being out of bounds, but as such figured it was acceptable.
Ok, thanks for that. Which part of the legendary don't you like? As for cdg - any idea, how I can make a deal x damage presentable and give it a 'class exclusive' like feeling? Also, Blink was in my basic set, I should have included that, huh.
That was the original intent of the moon well. Do you think such a design is okay? As in, give potentially unlimited healing to it? I could make it 'each turn the first time a frendly charachter takes damage, heal it for x', how's that?
Ok, so would making throwing star into a 3/1 with the same effect make it more appealing in a sense giving it a spell like wibe? Or do I have to go with a different approach entirely? The rare weapon should represent another effective but optional include, similar to kelens dagger, as right now, the basic weapons offer plenty.
Thanks for your time, and thanks. Adressing each matter. Which cards do you think are the weakest, and I should try coming up with different ideas?
Warning - It's really just another option at damage management. Not all cards have to be strong, this is not a necessary card to use by all means, it has application though and is consistent with the flavour and playstyle of the class. If you are not convinced, I might consider on thinking about a replacement.
Surprise attack - it's a combo dependant card, right now there isn't AS much that shows this off, but with the warden's ability to elude damage and make minions actually unable to attack(spoiler alert: a card that grants the hero stealth is in the works) it sets them up for a surprise attack, after so to say 'eluding her pursuers'. Hell, even warning can help in this respect, you use it on an enemy minion you want to surprise the next turn after. Was that convincing?
Personal treatment - thank you, I take it you have no problems with the design
Ancient of Wonders - I share the cringe regarding the art, but there just isn't any suitable art I can find out there right now, I would appreciate all the help I can get in this respect, as now that I made this piece, I'm really in love with it.
Aftermath - The way I can hear your thought process indeed makes me very happy, as this was just the kind of reaction I wanted to achieve with a dubious epic spell. I think it has many facets to it. Do you think it fits the class though?
I will rate you cards in tiers, how I feel about their balance, artwork, flavour and relevance all in one. I will probably try to do this for any further reviews aswell.
T1 - great in all aspects, love the design, no changes necessary
T2 - is in a good place, doesn't necessarily need to be changed, but is less likeable than the first tier cards
T3 - either balancing or changes in the effect are advised
T4 - borderline unusable in the design due to lack of consistency or broken mechanics
T1: Trailblazer, Hiring Sellsword, Consortium Agent, Ethereal Windtrader.
T2: Refreshment, Barrage, Blackwater Deckhand, Demand Supplied, Vainglorious, Mercenary Army, Nexus-Prince Haramad, Venture Co. Leggionaire.
T3: Highwayman, Monopoly, Skywall Emir, Black Market Deal, Vortex Djinn.
Highwayman - I feel it's too combo-ey in your class context only, I really foresaw this, when you went with the focus on actual card costs on minions to determine the effectiveness of some of your cards and I didn't really like that idea then. I suggest a scrap and rework.
Monopoly - This is a weird one. It seems counterintuitive, since your design promotes usage of your own class minions due to the strength of influx, also, this is generally the case for other class minions aswell. I only see this card as being able to double up on some of your board in a very combo-ey manner. I don't think I like the result. You could make some wild meta calls and try to mirror decks of your opponents, but I just don't like the application of this card as it is right now.
Skywall Emir - I don't quite agree with this card. After I read your thoughts, it also just seems counterintuitive. Your class has the power to make use of tech cards so I don't think you would need this in your arsenal. It also seems very limited in actual usefulness, I don't suppose you expect a mind control tech to suddenly become a mindcontrol. I suggest a replacement.
Vortex Djinn - We need heals I guess, huh... not very likeable, feels like a very random addition.
Black Market Deal - First off, the pricing is based off holy wrath I suppose, but I don't think that's necessary, seeing as getting a weapon for said mana cost is generally weaker than dealing damage. Also, I just don't like this card for the simple fact that there aren't any 8+ mana weapons, and it is unclear what happens at that point. Ok, I reread, the effect, but the need to have to clarify this effect just makes it more clunky. A suggestion I could make is either discarding a card or destroying your own minion for this same effect, and as such lower the cost to 2-3.
Thanks for the feedback, really appreciate it! :-)
I like keeping Crude Cloning at 3 Mana, therefore only targeting one side of the battlefield is a really nice idea! I guess I'll give that a try! =D "Lorewise" I think it would better fit to the class to only target minions... Hmmm...
And a good objection concerning Pleague of Frogs, I think I haven't put enough thought into it. Swarming the enemie's board with "dead" minions would be definitely a 'no fun' effect. Could a simple change to 1/1 Frogs with Taunt do the deal? I guess I'll sleep another night over it... :D
Thanks for your comments and insights. It has definitely made me reconsider a couple of things. Let me get this clear though: you'd suggest I'd remove all my spells based on Mana Cost? I got your critique that it's a new mechanism, but I actually like it's a new mechanism. It's balanced the same way as most of the Priest removal cards, but is in that sense still unique. I do however understand that Highwayman's function only works in the context of my deck and even worse, only with other cards. It needs to change.
Also, the Emir was a stupid idea. I made a class specifically to cycle tech cards and now I made a minion that allows you to play tech cards so you don't need to cycle them. D'oh.
I remade Monopoly. I still really like this idea of 'shares names'. I want people to cycle through their deck in order to get two cards that share a name and then cash big on them. I feel with the wording as it is now, it is OK. This allows a player to play the first one for free, but not the second one, as it doesn't share names with a card in their hands anymore when the first got played. Here, check it out:
Your ranking system is genious and for that reason I will return the favor:
T1: Quick Reflexes, Watcher Weaponmaster, Personal Treatment
T2: Warning, Resupply, AftermathT3: Surprise Attack, Felwood Smithy
The thing abuot Felwood Smithy is, I feel like it's too wordy and I don't like the overall feel and style. The mechanic is an interesting one though and you should definitely consider doing something like this. In all honesty, I wouldn't destroy my own weapon in order to deal 2 or 3 or maybe 4 at max damage to a RANDOM enemy minion. I'd just hit in the face and keep the weapon to fight another day ;).
No, just highwayman, the whole context of using mana costs otherwise is acceptable.
I like this rework of monopoly, definitely an improvement in my eyes.
Well, here is the thing I'm struggling with, and why cards like smithy are an actual thing in my design. I don't want to go the rogue route of bladeflurry, poison type of effects. But I do have to give some application to my weaponry aside from hitting with them(making also use of their durability that is generally higher than their power), I'm glad rain of steel and personal treatment seem to be doing well in that respect, but as it stands now, the class just needs a tiny bit more help in that regard. I'm open to suggestions.
In the meanwhile I will attempt work at some potential replacements for coup de grace, throwing star and maybe an alternate legendary.
I actually like Throwing Star and Coup de Grace and your Legendary as well. Throwing Star is basic, but solid. Also, I get the vibe of it being ranged, so rendering you immunity. The latter could use some rework though.
Also, why not go for Armor instead of Health? It fits Maiev so much, I mean, she's a walking tank really. You could also let armor and durability intertwine a lot, boosting eachother's effects. It would the theme of 'durability': can take a pounching, can last with a weapon.
Your Legendary is a bit wordy and slow. Would a Kel'Thuzad effect make him too strong? "At the end of your turn, summon 1/1 Spirit of Vengeances for every friendly minion that died this turn."?
Hmm, I see, I guess I'll hold off until more people can give me some feedback, as currently there are few and very differing opinions which makes my design process kinda torn. With latter you meant the legendary I assume.
Well, the whole design is based on flavour really. You ultimate this dude out, and it becomes a huge obstruction and a priority to deal with, while the warden jaunts back and forth dealing the damages. I think the stats are the most troublesome thing, previously when I showcased it, someone suggested 3/8 and I kinda liked it because it dodged fireball, and, well, nothing else really, so I do feel like you can tweak it around that area quite a bit. The tokens produced should in fact be very menacing, and 1/1's just aren't that, at the same time, they are killed immediately if the avatar dies. In comparison to kelthuzad, well, you actually get stuff if you kill the opponents board as well, which favours the design that emphasises gains from destroying stuff so it's not just a 'face class'.
In regards to the armor thing, I think I'm passing on that concept. Visually it's representative, but logically not quite so. Why would armor bolster her fighting capabilities in terms of enhancing her abilities - the warrior makes use of this by using a BIG FAT shield. I really think mass healing effects is the way to go, as the key is to engage and disengage wisely, also to know which fights you can pick. That's how I feel on the whole thing.
@Secrets: Well, I was going to make it so that the last 3 cards of the set that I hadn't done yet would all be secrets. However, this would have prevented me from making a lot of cool shadow and scheme cards, so I think I will indeed remove it. I'm pretty happy about that, although sad to lose Ice Wall and Unlife (which was going to be the naxx secret).
@Scheme: Ok, I was originally thinking of a few cool combos with scheme. First of all, there's still End of Hope (6 mana: 4/7, if this is sent to the bottom of your deck with scheme, it gains +7/+4), but that's not super exciting. Then the original version of demise was (5 mana: Deal 2-3 damage to all enemy minions. If the top card of your deck is also demise, discard it and repeat the effect). But it was waay too specific and only worked in the one scenario where you run two demises in your deck.
Another idea I had (that came to me in a dream, wtf subconscious) was for a legendary win condition, kind of like how you were talking about mimiron's head. It sounded really cool, until I got out of bed. Placeholder names and stats, of course.
I'll try to go with some kind of "Top card of your deck" interaction, though. Maybe a card like:
Since I've always wanted there to be a way to get multiple copies of those ice combo cards. Or:
For the shadow decks, who will probably have more Scheme. +3 is just temporary, to emphasize the fact that it's A LOT. Problem is, it seems too good with Demise and only mediocre for the other shadow spells that exist (so far).
@Dominate Mind: I guess I can remove this card. It was intended to go to all targets, but I agree that with the amount of freeze it would be pretty strong.
@Fissure: It's not really supposed to reliably target a minion, just like you wouldn't target a minion with Pyroblast unless you were desperate. It's supposed to go face as a strong finisher, but you could also make it a little more reliable against minions using a Freeze effect.
Surge Power is way too strong, in particular combined with Scheme.
Occult keeper's effect is confusing, since it's a permanent effect. I dunno if you would want to draw the same card over and over again. I think it would work way better as battlecry or the other way around. Scheme (3) then draw a card or something.
Spooky Ritual man is weird foremost. Depends on his mana cost I guess, but there could be instances where you get a 12 / 12 onto the field way too fast.
I believe with Occult Keeper you get a copy and can then decide if you want to draw that card again next turn or not, since it says 'then Scheme'. It's a fun card, I don't know if it's balanced. It could definitely be a win more card. If you can just constantly freeze your enemy minions because of this card, it'd be a bit too powerful, but I like the idea.
I love the concept of Spooky Ritual Man, but I don't see how you can draw part X or part Y right after each other, it'd require a lot of scheming for sure. Why not make it "When you draw Y and if X is already drawn, then summon G". A 12/12 Charge is always a bad idea though, I think.
Yeah, valid point about occult keeper.
With SRM, if you send part X to the bottom and if you send part Y to the bottom without any cards in between, they're guaranteed to be next to each other, then you just need to either continuously scheme cards to the bottom to push them to the top or just wait until you draw out the rest of your deck.
Do you think surge of power would be balanced if it was Spell Damage +2?