Oh, excuse me, I forgot about your question. I think they would count as destroyed so classes like Donnie's Warden can make use of that and... so Naxxramas minion with deathrattle can be triggererd. ;) Well, emote should probably be different than the one, when they're dying from direct damage or trades. :)
Well, it's probably because of my limited English, but what I wanted to say is - when you play turn 1 Gutless Bounty Hunters, play turn 2 second GBH and 1 mana to previous GBH's salary, then in turn 3 play some 2 mana card so we got no mana for combined salary (2), MAYBE the first GBH, the one played in turn 1 should be paid earlier that the 2nd. In this way only the second one of them will be destroyed because we still got 1 mana for first GBH's salary.
Isn't recovery the act of collecting debts?
Well, Mad Biker ( besides Mage matchup) can kill a minion without taking any damage the same turn he was summoned, and if it was the only enemy minion, he can kill next ones the same way, therefore, stay in the game for much longer (3-4 trades sometimes). Argent Commander would loose his divine shield and die on the second trade.
I'm not really conversant with WoW lore, but I think Medivh staff or sth like that would be to much for a little merchant. :P If I find sth appropriate I will change images and names.
I don't really know how to make your version of Pit Fighter. :P
Hmm... Goblin King would seem very scary with +2/+2 very turn considering the fact that our enemy pays for that. :D
To be honest, with you having said how it should looks like, I feel like both are somehow 'not enough'. :D Maybe I will find something you can use when I will be searching for my cards later. :)
BUT
The first one suggests sth like pirate afterlife... The Curse of the Black Pearl? ^^
This is my classic set so far. I haven't worked it out yet and changes are possible. I wanted to have them compiled so I can have a better picture of the variety in a single view, before going into too detailed work
I would greatly appreciate any feedback, whether balance concerns, style and wording suggestions or simple feedback how you like it. I'm uncertain about two cards in particular, my Legendary and Animate Dead.
Should I include another spell damage card?
Commons:
Frenzy: is some kind of minion removal combined with the hero power (Summon 1/1 with charge that dies and the end of your turn). 8 minion damage for 4 mana that is susceptible to taunt and traps. Compared to Blessing of Might, Power Overwhelming and Rockbiter Weapon it should be balanced due to the lack of versatility and minion-only affix.
Howl of Terror: In WC3's Howl of Terror also lowers the attack of your enemies.
Impale: If a minion health gets reduced to 0, it just dies when you play it. The minion is sapped back FIRST and THEN the health is reduced, meaning a damaged minion is healed first. In WC3 it knocks units up and then deals damage (also briefly stunns them). So this is what I came up for that.
Bone Shield: 4 mana makes it so, that it won't become an insurmountable wall too early and only stop smaller minions later in the game. Against any minion that survives the 2 damage, it acts as a mere +2/3 and taunt, but only when attacked, which makes it overcosted in those circumstances.
Necromancer: A minion version of Violet Teacher for 1 mana more and 1 attack more. Due to the hero power you can more often than not make use of the effect every turn. In WC3 Necromancers summon Skeletons from dead units. Skeleton is already as uncollectable token in the game: Skeleton
Frost Wyrm: Doesn't affect the board presence, but gives you one turn breathing room. In WC3 Frost Wyrm can freeze enemies.
Rares:
Acolyte: Solid minion that can enable some shenanigans with undead synergy cards. Basic WC3 Undead builder, so I wanted it to be a "support" minion for the hero.
Bloodmoon Servant: This cards inherent draw engine. (Cultmasteris a perfect fit for the class as well). Combined with the hero power, that should yield at least 2 cards for 5 mana, IF you can kill both. Can enable to draw a lot more, but requires set up and is somewhat situational. But I might be overlooking something.
Cadaver Explosion: A situational, but very strong AoE, with a lot of flavor. I wasn't sure how I should let it scale, either via mana cost, "original health" or attack. I chose attack because it can be compared with Betrayal with ad- and disadvantages.
Obsidian Destroyer: I just love the idea, so I copied my own entry from the weekly competition from two weeks ago or so. Obsidian Destroyer in WC3 is an unit available to the Undead faction, that can erase magical effects from enemies and heal himself in the process.
Death and Decay: Ultimate of the Lich hero in WC3. It deals AoE % damage. Combined with Cadaver Explosion it makes for the AoEs of the class.
Epics
Scourge Vanguard: He is a key figure when it comes to undead synergy along with Meat Wagon. It's very strong combined with the Hero Power and can be a key card to set up lethal. It's comparable with Timber Wolf and Southsea Captain.
Necropolis: I'm not sure about this card. I like the effect quite a bit (and it lowers the hero power to (1) not BY (1), so you can't abuse it by playing two). It's quite strong combined with Vanguard, Bloodmoon Servant and Acolyte, but is pretty meh on its own, for the most part. Increasing the mana cost would make it unplayable, since a turn 7 this + 3 pings is not particular impactful, so it requires combo cards. Not sure tho, would like to get some feedback. I can't make it 5 mana tho, since I already have two 5 mana minions.
Animate Dead: Summons 6 random skeletons. I'm not sure about the power level. Should I alter any of these? Is the spell UP? The skeletons are:
Legendary:
Rage Winterchill: Frost Armor is from my basic set. Might be too strong in it's current form. Might tweak the stats a bit and/or make it "at the end of your turn.", so it only triggers once per two rounds. Frost Armor is a spell he casts during his WoW encounter.
Ras Frostwhisper: Undead Copy = tinted image, undead archytype, no effect. So it's a vanilla creature. See below:->
I think the second has more flavor. Not sure about the balance. The first has actual impact right away, so that's something I kinda like, but I'm not sure. Which is better / more interesting?
As always, I will return any feedback. Will also give feedback to some entries tomorrow or before I go to bed. Not much time today.
Anyone else some opinions? In particular if the legendaries are any good, and if so, which?
Test
For a detailed introduction of the hero and the application of the hero power, click HERE.
Frenzy : Well, with your hero power, it's like you say, it's always a 4-Mana Assassinate with a slight drawback. The card would be really fun to play with Divine Shield minions.
Howl of Terror : Seems ok. I love the fact that it's really good against Face Hunter.
Impale : The cost looks balanced. :) But the effect looks confusing. At first, I didn't understand what would happen if I targeted a minion with 3 or less Health. And what happend when you have a 0-Health minion in hand?
Maybe the card text could say something like : "Choose a minion. If it has 3 or less Health, destroy it. Else, return it to its owner's hand." (It's wordy...)
I see you can target your own minions, is it intended? I don't really want to impale my own minions. :)
Bone shield : +3 Health and Taunt is worth 1.5 Mana. Having a permanent effect which acts as a Consecrate is worth... at least 4 Mana. The card seems a little bit strong. But the concept is nice.
Necromancer : Really nice.
Frost Wyrm : Good 7 drop. I would like to play it. A Frost Nova is worth 3 mana and a 5/7 vanilla minion is worth... 6 mana. It's a late game minion, so the cost seems right.
Acolyte : Ooooh, interesting.
Bloodmoon Servant : I believe it's not a problem to find a way to kill a 2/2 minion with Charge. :) And it works for all Undead minions? It shouldn't be a problem either to draw cards. A good draw engine. If you compare it to Cultmaster, it costs 1 less Mana, it deals 2 damage and it cycles itself. Ok, a really good draw engine.
Cadaver Explosion : Love it.
Obsidian Destroyer : Good card.
Death and Decay : Hmm, is it stronger than Flamestrike? It deals with any kind of aggro minions. It can even kill giants. It kills Dr. Boom and his boom bots. And even if a minion has more Health than its mana cost, it will probably deal a lot of damage. For example, a 3/5 Violet Teacher will suffer 4 damage, which is on par with Flamestrike.
Scourge Vanguard : If you compare it to Metaltooth Leaper, you notice it is far better. Sure, your minion has 1 less attack. However, the effect applies not only to minions you have played earlier, but also to the minions you play afterwards. And it is excellent with your hero power. 3/1 minions with charge for 2 mana? Neaaaat. Yeah, the card is a bit too strong. Maybe the effect should give only +1 Attack.
Necropolis : This card is, as you suggest, quite strong. Even as a plain 3/5 for 4 mana, you can happily play it on turn 4. Because on turn 5, you can directly use its effect. For example, Scourge Vanguard + 2 Hero Power, or Acolyte + 3 Hero Power. And the longer it stays on board, the more powerful it becomes. I don't know how to change this card yet.
Animate Dead : No, the card is good. There is excellent Undead synergy in your set. Against aggro, your small minions can easily deal with your opponent's small minions. Against a single big target, you will probably have a Skeleton Mage. Skeleton Archer can be really dangerous with some Attack buff. Let's say you have 2 Animate Dead in your deck. Your opponent will probably need to keep its AoE only to deal with this card.
Legendary : Hmm, the two are quite nice. Rage Winterchill looks really strong, because your opponent absolutely need to take care of it, else he can't win. Maybe the stats should be more balanced, like a... don't know, 6/7. Ras Frostwhisper is also very strong. The base stats are excellent and the effect can lock down your opponent quite efficiently.
Which one do I prefer the most? Like you say, Ras has a lot of flavor. And the effect is more interactive. (In fact, my Legendary has a similar effect, it's normal that I like yours.)
I have mostly completed my Classic Set. If someone wants to look at the cards, feel free to comment.
Class : Lorewalker
Hero Power : Put a copy of a random card in your opponent's hand in your hand. It costs (1) more.
Commons
Protect : Good with Wild Pyromancer. Also good with giants in a Hand deck.
Zen Master : A gimmick card. :) The class includes excellent cards with 0 Attack, so this card is (probably) not complete garbage. Except in Arena.
Silent Wanderer : The Lorewalker's Keeper of the Grove. Can hit multiple targets (Leper Gnomes, Loot Hoarders, Imp Masters, Flamewakers...) and has good stats. Its effect isn't immediate and it can't target your own minions.
Diplomacy : Sap and Freezing Trap combined. Your opponent can't play his minion directly during his next turn, which is nice if you want to try to copy it.
Storyteller : Card draw. Good synergy with Studious Librarian (Rare) and Lorewalker Shuchun (Legendary).
Meditate : Excellent in a Hand deck. Can easily restore 16-18 Health.
Rares
Note : Silent Guardian a a token generated by Kun-Lai Guardians.
Elderly Tutor : A card for a Mill deck. Similar to Coldlight Oracle, but you can use its effect multiple times.
Studious Librarian : Works really well with your Hero Power. Can act as an early 2-drop. Its effect becomes much more useful during the late game.
Inner Peace : A stronger Humility.
Peaceful Ways : Unlike Equality, it's a good card on its own. It can affect your own board, which is not always bad...
Kun-Lai Guardians : Big taunts.
Epics
Blank Scroll : Probably too strong, but I love the effect. The problem is, Blizzard hasn't released a lot of 9-mana and 10-mana spells. Thus, you can always play this card on turn 9 or 10 and be sure to obtain a Tree of Life (if you need healing) or a Pyroblast (if you need lethal).
Forgotten Knowledge : A card for a Fatigue deck. Similar to Gang Up, but it costs less and it draws you a card. However, you never know what you may find in an abandoned library...
Highborn Ambassador : Similar to Frost Nova, but better in my opinion. It also works for minions with charge. Your opponent can't silence his own minions to unfreeze them. It's a good Recombobulator target.
Legendary
Lorewalker Shuchun : Works excessively well with your Hero Power and your class cards (like Storyteller). And if the Meta is too predictable (which seems to always be the case), you can add frequently played cards in your deck in hope that your opponent also play them. Like Piloted Shredder and Sludge Belcher.
Note : If you hold the same minion twice, only one minion is summoned.
I have mostly completed my Classic Set. If someone wants to look at the cards, feel free to comment.
Class : Lorewalker
Hero Power : Put a copy of a random card in your opponent's hand in your hand. It costs (1) more.
Commons
Protect : Good with Wild Pyromancer. Also good with giants in a Hand deck.
Zen Master : A gimmick card. :) The class includes excellent cards with 0 Attack, so this card is (probably) not complete garbage. Except in Arena.
Silent Wanderer : The Lorewalker's Keeper of the Grove. Can hit multiple targets (Leper Gnomes, Loot Hoarders, Imp Masters, Flamewakers...) and has good stats. Its effect isn't immediate and it can't target your own minions.
Diplomacy : Sap and Freezing Trap combined. Your opponent can't play his minion directly during his next turn, which is nice if you want to try to copy it.
Storyteller : Card draw. Good synergy with Studious Librarian (Rare) and Lorewalker Shuchun (Legendary).
Meditate : Excellent in a Hand deck. Can easily restore 16-18 Health.
Rares
Note : Silent Guardian a a token generated by Kun-Lai Guardians.
Elderly Tutor : A card for a Mill deck. Similar to Coldlight Oracle, but you can use its effect multiple times.
Studious Librarian : Works really well with your Hero Power. Can act as an early 2-drop. Its effect becomes much more useful during the late game.
Inner Peace : A stronger Humility.
Peaceful Ways : Unlike Equality, it's a good card on its own. It can affect your own board, which is not always bad...
Kun-Lai Guardians : Big taunts.
Epics
Blank Scroll : Probably too strong, but I love the effect. The problem is, Blizzard hasn't released a lot of 9-mana and 10-mana spells. Thus, you can always play this card on turn 9 or 10 and be sure to obtain a Tree of Life (if you need healing) or a Pyroblast (if you need lethal).
Forgotten Knowledge : A card for a Fatigue deck. Similar to Gang Up, but it costs less and it draws you a card. However, you never know what you may find in an abandoned library...
Highborn Ambassador : Similar to Frost Nova, but better in my opinion. It also works for minions with charge. Your opponent can't silence his own minions to unfreeze them. It's a good Recombobulator target.
Legendary
Lorewalker Shuchun : Works excessively well with your Hero Power and your class cards (like Storyteller). And if the Meta is too predictable (which seems to always be the case), you can add frequently played cards in your deck in hope that your opponent also play them. Like Piloted Shredder and Sludge Belcher.
Note : If you hold the same minion twice, only one minion is summoned.
Im impressed (and a little scared) at how nice these cards are. this class looks like something legitamately fun to play. I'm a little worried about the story teller, I think it may be just a little too strong, seeing as it's basically a minion with two Mind Vision for not that much loss of stats, but that might just be me. Other than that, great work.
Final vengeance should be 2 mana. explosive trap is 2 mana and cant be silenced.
That is true, but I want to be careful here. Explosive trap can't be silenced, but there is also no way to use it on your own turn, and no way to make your enemies even detonate it on their turn. However I do see your point. I might consider knocking it down a mana, we'll see
So I wanted to maybe give my class a bit of a more fun card that could still see serious play. Like thoughtsteal, you get two cards from your opponents deck. The difference here is that you actually take them, so your opponent will no longer be able to draw that card as well as being two cards down, just as if he had drawn them himself. However, I have some concerns. Is this card keeping with the theme? Is it too strong? Is the price just too high to justify card draw? would really like feedback on this :)
I have mostly completed my Classic Set. If someone wants to look at the cards, feel free to comment.
Class : Lorewalker
Hero Power : Put a copy of a random card in your opponent's hand in your hand. It costs (1) more.
Commons
Protect : Good with Wild Pyromancer. Also good with giants in a Hand deck.
Zen Master : A gimmick card. :) The class includes excellent cards with 0 Attack, so this card is (probably) not complete garbage. Except in Arena.
Silent Wanderer : The Lorewalker's Keeper of the Grove. Can hit multiple targets (Leper Gnomes, Loot Hoarders, Imp Masters, Flamewakers...) and has good stats. Its effect isn't immediate and it can't target your own minions.
Diplomacy : Sap and Freezing Trap combined. Your opponent can't play his minion directly during his next turn, which is nice if you want to try to copy it.
Storyteller : Card draw. Good synergy with Studious Librarian (Rare) and Lorewalker Shuchun (Legendary).
Meditate : Excellent in a Hand deck. Can easily restore 16-18 Health.
Rares
Note : Silent Guardian a a token generated by Kun-Lai Guardians.
Elderly Tutor : A card for a Mill deck. Similar to Coldlight Oracle, but you can use its effect multiple times.
Studious Librarian : Works really well with your Hero Power. Can act as an early 2-drop. Its effect becomes much more useful during the late game.
Inner Peace : A stronger Humility.
Peaceful Ways : Unlike Equality, it's a good card on its own. It can affect your own board, which is not always bad...
Kun-Lai Guardians : Big taunts.
Epics
Blank Scroll : Probably too strong, but I love the effect. The problem is, Blizzard hasn't released a lot of 9-mana and 10-mana spells. Thus, you can always play this card on turn 9 or 10 and be sure to obtain a Tree of Life (if you need healing) or a Pyroblast (if you need lethal).
Forgotten Knowledge : A card for a Fatigue deck. Similar to Gang Up, but it costs less and it draws you a card. However, you never know what you may find in an abandoned library...
Highborn Ambassador : Similar to Frost Nova, but better in my opinion. It also works for minions with charge. Your opponent can't silence his own minions to unfreeze them. It's a good Recombobulator target.
Legendary
Lorewalker Shuchun : Works excessively well with your Hero Power and your class cards (like Storyteller). And if the Meta is too predictable (which seems to always be the case), you can add frequently played cards in your deck in hope that your opponent also play them. Like Piloted Shredder and Sludge Belcher.
Note : If you hold the same minion twice, only one minion is summoned.
Before I let loose my disregard on the weaker cards of yours I will first clarify, that I judge these cards quality in the mill context your class is going. I have said multiple times, that I don't like this direction, but for the sake of my review, I will put that aside and evaluate them on the basis that it's a cool concept and how I think it's interpreted.
Kunlai Guardians - It seems a bit too pricey for the effect, however it might be well balanced in the class context. But I just don't like the feel of the card, nor the aesthetic. I think you can spice them up someway to give it more appeal, though that might make it hard fitting all the wording on it.
Silent Wanderer - This just feels very out of place. It's great that you are not sticking to a single theme, but this card seems so random compared to your other ones. Lacking flavour and even not considering that, should be priced at a different curve somewhere around 5 manaish with adjusted stats.
Lorewalker Shuchun - While I really dig the effect you've come up with in your legendary and even the design consistency, It doesn't seem useful enough. From your class I would have preferred something along the lines of - 'your hand size is unlimited'. I just don't see it being worth it paying the cost for this card, even with all the stall mechanics, to cheap out a couple random minions. That being said, I feel like I can't let go of my subjectivity on this specific one, so you don't have to dwell on that, and it might also be fine.
So I wanted to maybe give my class a bit of a more fun card that could still see serious play. Like thoughtsteal, you get two cards from your opponents deck. The difference here is that you actually take them, so your opponent will no longer be able to draw that card as well as being two cards down, just as if he had drawn them himself. However, I have some concerns. Is this card keeping with the theme? Is it too strong? Is the price just too high to justify card draw? would really like feedback on this :)
Similar as to mana and hand destruction, it seems blizzard also dislikes you drawing from the opponents deck, so this doesn't fare well with your design in that perspective. Why don't you attempt the inverse and go with a iron juggernaut like effect, where you shuffle some pirates into his deck, that are summoned upon drawing them. They can be summoned on his side, with a detrimental effect or on your side as just pirate bodies. Well, I'm tossing you an idea anyway.
@DonnieMcKarlo Very good point, some cards just aren't meant to be. I may look into an Iron juggernaught effect, but it would have to be with the opponents hand, as milling is not a Pirate's style
So I wanted to maybe give my class a bit of a more fun card that could still see serious play. Like thoughtsteal, you get two cards from your opponents deck. The difference here is that you actually take them, so your opponent will no longer be able to draw that card as well as being two cards down, just as if he had drawn them himself. However, I have some concerns. Is this card keeping with the theme? Is it too strong? Is the price just too high to justify card draw? would really like feedback on this :)
About Mutiny : Usually, you need to pay 3 Mana to draw two cards. Since your card has a slight upside, it should be priced at 4 Mana. Sometimes, you may steal crucial cards in your opponent's deck ; for example, a legendary or a win condition. And sometimes, you may steal cards that you wanted to avoid, like a Flamestrike. So yeah, the card can be useful.
The fact is, I don't know how certain players would react to their cards being stolen. It may look intrusive, or disruptive. I don't mind that much, since this card effect doesn't change my game plan that much, or alter my deck in a significant way.
And you forgot an apostrophe in the card's text : "opponent's" :) I also believe that the card should say "into your hand", like Mind Vision.
About Final Vengeance : The cost is totaly correct at 3 Mana. It's a Consecration with a slight drawback.
If you're not sure about Mutiny, here is a card idea that may inspire you :
That's what I have in mind when I think about a mutiny, your minions rebel against your hero.
This card can punish aggro decks. The drawback may look strong, but there is an interesting OTK combo with this card : Malygos + Mutiny.
Kunlai Guardians - It seems a bit too pricey for the effect, however it might be well balanced in the class context. But I just don't like the feel of theCARD, nor the aesthetic. I think you can spice them up someway to give it more appeal, though that might make it hard fitting all the wording on it.
Silent Wanderer - This just feels very out of place. It's great that you are not sticking to a single theme, but thisCARDseems so random compared to your other ones. Lacking flavour and even not considering that, should be priced at a different curve somewhere around 5 manaish with adjusted stats.
Lorewalker Shuchun - While I really dig the effect you've come up with in your legendary and even the design consistency, It doesn't seem useful enough. From your class I would have preferred something along the lines of - 'your hand size is unlimited'. I just don't see it being worth it paying theCOST for this card, even with all the stall mechanics, to cheap out a couple random minions. That being said, I feel like I can't let go of my subjectivity on this specific one, so you don't have to dwell on that, and it might also be fine.
Kunlai Guardians : It may look pricey, but the effect is still good. Your opponent may have to spend more than an entire turn to get through these taunts. You could say it does something like "prevent 18 damage (8 Health + 1 Divine Shield, twice) and protect your board". But yeah, the aesthetic if off. I don't have something else in mind.
Silent Wanderer : True, this card effect seems out of place. It does not combo with anything, it's a basic control card. I could find another idea.
Lorewalker Shuchun : A "your hand size is unlimited" effect would be really nice, and I truly would love to see it on a card. However, I don't think it's possible, for technical reasons : it would be hard to... squeeze all the cards on the screen, moreover for handhold devices.
And if you think the effect isn't worthwhile, you can compare this card to Mirror Entity. When you know that your opponent has Mirror Entity in play, you probably won't play any minion. This card does approximately the same thing.
But your point is still valid, maybe it should be priced at 4 Mana. Or it doesn't matter that much, because you will probably play this card only when you have copied multiple cards an at that point, you should have enough mana to play it.
And you know what? I personnally don't play Mill decks and I have a hard time when I play against them. :)
So I wanted to maybe give my class a bit of a more fun card that could still see serious play. Like thoughtsteal, you get two cards from your opponents deck. The difference here is that you actually take them, so your opponent will no longer be able to draw that card as well as being two cards down, just as if he had drawn them himself. However, I have some concerns. Is this card keeping with the theme? Is it too strong? Is the price just too high to justify card draw? would really like feedback on this :)
About Mutiny : Usually, you need to pay 3 Mana to draw two cards. Since your card has a slight upside, it should be priced at 4 Mana. Sometimes, you may steal crucial cards in your opponent's deck ; for example, a legendary or a win condition. And sometimes, you may steal cards that you wanted to avoid, like a Flamestrike. So yeah, the card can be useful.
The fact is, I don't know how certain players would react to their cards being stolen. It may look intrusive, or disruptive. I don't mind that much, since this card effect doesn't change my game plan that much, or alter my deck in a significant way.
And you forgot an apostrophe in the card's text : "opponent's" :) I also believe that the card should say "into your hand", like Mind Vision.
About Final Vengeance : The cost is totaly correct at 3 Mana. It's a Consecration with a slight drawback.
If you're not sure about Mutiny, here is a card idea that may inspire you :
That's what I have in mind when I think about a mutiny, your minions rebel against your hero.
This card can punish aggro decks. The drawback may look strong, but there is an interesting OTK combo with this card : Malygos + Mutiny.
I like that idea a lot! Pirate is an aggro-y class, and it does offer a spell in a deck that very much needs them. However, actual application doesn't quite fit into the theme i'm going for, but we shall see. If I do finish with something close to this, i'll be sure to give you credit :)
oh, and that malygos combo sounds both ridiculous and hilarious
The first iteration of the classic set. Organized into 4 tiers: T1 (definitely like, no changes), T2 (like the concept, unbalanced or unrefined), T3 (okay with this card), and T4 (dissatisfaction).
Rarities will be changed soon, suggestions are appreciated.
T1:
T2:
T3:
T4:
The reason I post now instead of trying to rework them is because I need some help or feedback.
I have mostly completed my Classic Set. If someone wants to look at the cards, feel free to comment.
Class : Lorewalker
Hero Power : Put a copy of a random card in your opponent's hand in your hand. It costs (1) more.
Commons
Protect : Good with Wild Pyromancer. Also good with giants in a Hand deck.
Zen Master : A gimmick card. :) The class includes excellent cards with 0 Attack, so this card is (probably) not complete garbage. Except in Arena.
Silent Wanderer : The Lorewalker's Keeper of the Grove. Can hit multiple targets (Leper Gnomes, Loot Hoarders, Imp Masters, Flamewakers...) and has good stats. Its effect isn't immediate and it can't target your own minions.
Diplomacy : Sap and Freezing Trap combined. Your opponent can't play his minion directly during his next turn, which is nice if you want to try to copy it.
Storyteller : Card draw. Good synergy with Studious Librarian (Rare) and Lorewalker Shuchun (Legendary).
Meditate : Excellent in a Hand deck. Can easily restore 16-18 Health.
Rares
Note : Silent Guardian a a token generated by Kun-Lai Guardians.
Elderly Tutor : A card for a Mill deck. Similar to Coldlight Oracle, but you can use its effect multiple times.
Studious Librarian : Works really well with your Hero Power. Can act as an early 2-drop. Its effect becomes much more useful during the late game.
Inner Peace : A stronger Humility.
Peaceful Ways : Unlike Equality, it's a good card on its own. It can affect your own board, which is not always bad...
Kun-Lai Guardians : Big taunts.
Epics
Blank Scroll : Probably too strong, but I love the effect. The problem is, Blizzard hasn't released a lot of 9-mana and 10-mana spells. Thus, you can always play this card on turn 9 or 10 and be sure to obtain a Tree of Life (if you need healing) or a Pyroblast (if you need lethal).
Forgotten Knowledge : A card for a Fatigue deck. Similar to Gang Up, but it costs less and it draws you a card. However, you never know what you may find in an abandoned library...
Highborn Ambassador : Similar to Frost Nova, but better in my opinion. It also works for minions with charge. Your opponent can't silence his own minions to unfreeze them. It's a good Recombobulator target.
Legendary
Lorewalker Shuchun : Works excessively well with your Hero Power and your class cards (like Storyteller). And if the Meta is too predictable (which seems to always be the case), you can add frequently played cards in your deck in hope that your opponent also play them. Like Piloted Shredder and Sludge Belcher.
Note : If you hold the same minion twice, only one minion is summoned.
Protect: Fits the class nicely in design
Zen Master: Depends how many 0 attack minons your class has, I don't think there are that many in the game. Even triggered once, he has insane value tho.
Silent Wanderer: I think he might be too strong and I think all 2/4 3 mana class drops are deck / archetype determining cards. I don't see that here. Maybe swap the effect to another card.
Diplomacy: It's really strong and can render some cards unplayable (Mal Ganis etc). Should be balanced by the fact Freezing Trap exists.
Storyteller: Stats are too good for a draw (2) effect.
Elder Tutor: Just no. At 1 mana you can play him and make pre-nerf Miracle Rogue jelly. It doesn't matter that your opponent also draws a card, if he is dead / too far behind after you are done. That effect belongs to a somewhat higher costing card, like Auctioneer.
Liberian: Nice implementation of Hero Power synergy. I like it.
Inner Peace: It's practically a soft-removal. Could be too strong for 2 mana, but it might be still ok.
Peaceful Ways: How about calling it "Ceasefire"? Sounds uber fitting.
Blank Scroll: Worded uncleanly. After reading the card I thought it works like this: "Turn 3, 3 unspent crystals. Play this card, the spell (ANY spell), then always costs 3 mana). And yes, it's too strong. You could alleviate the problem my having it cost 3 mana or something, but then it's kinda bad. Maybe "it costs (3)" less on top. In any case, you need to reword it.
Forgotten Knowledge: Seems like a fair trade off.
Ambassador: It's strictly better than frost nova and provides a minion on board. Not sure.
Lorewalker: Lot's of flavor and class synergy. I can't judge the power level. Could be UP, could end up being op. Need to see the class in action to judge how many cards you get into your hand.
Your hero power is REALLY strong, so think about when you decide the power level of some cards. See Warlock cards, which are all pretty subpar if you compare them with other classes.
The first iteration of the classic set. Organized into 4 tiers: T1 (definitely like, no changes), T2 (like the concept, unbalanced or unrefined), T3 (okay with this card), and T4 (dissatisfaction).
Rarities will be changed soon, suggestions are appreciated.
T1:
T2:
T3:
T4:
The reason I post now instead of trying to rework them is because I need some help or feedback.
Shadow Fissure makes no sense balance wise, other than to cast it in the hero, and then I hate the concept. Otherwise it's an 7 mana more costing, less good Corruption. Maybe make it a delayed AoE that hits all enemies?
Frost Incarnate seems fine, considering your class cards. Might be even a bit too strong, but I'm not sure.
Deathspeaker: Not a fan of +spell damage gaining cards. I even dislike Malygos heavily. It's such a non-interactive way of winning, which you can do little about.
Fanatic Seer. I like the concept of "copy the top card of your deck", but I think the rest makes the card just do too much. Why not make it a simple Battlecry: Copy the top card of your deck.? With deathrattle and battlecry it's also way too strong imo.
Coldbringer: Like I already said, doesn't feel very legendarily and does literally NOTHING on his own. Do a round of brainstorming.
As for T1/T2: Permafrost: "All characters REMAIN frozen..." sounds more clear.
The first iteration of the classic set. Organized into 4 tiers: T1 (definitely like, no changes), T2 (like the concept, unbalanced or unrefined), T3 (okay with this card), and T4 (dissatisfaction).
Rarities will be changed soon, suggestions are appreciated.
T1:
T2:
T3:
T4:
The reason I post now instead of trying to rework them is because I need some help or feedback.
Shadow Fissure makes no sense balance wise, other than to cast it in the hero, and then I hate the concept. Otherwise it's an 7 mana more costing, less good Corruption. Maybe make it a delayed AoE that hits all enemies?
Frost Incarnate seems fine, considering your class cards. Might be even a bit too strong, but I'm not sure.
Deathspeaker: Not a fan of +spell damage gaining cards. I even dislike Malygos heavily. It's such a non-interactive way of winning, which you can do little about.
Fanatic Seer. I like the concept of "copy the top card of your deck", but I think the rest makes the card just do too much. Why not make it a simple Battlecry: Copy the top card of your deck.? With deathrattle and battlecry it's also way too strong imo.
Coldbringer: Like I already said, doesn't feel very legendarily and does literally NOTHING on his own. Do a round of brainstorming.
As for T1/T2: Permafrost: "All characters REMAIN frozen..." sounds more clear.
With shadow fissure, It's supposed to be pyroblast that takes a turn to activate to allow room for counterplay. In the same way, Pyroblast also sucks if you target a minion with it, since 10 damage to a minion is only worth between 4-5 mana. Is it the wording that makes it seem like it's supposed to be usable against more than one target? Regardless, I'm open to changing this, although I don't know if this class needs another AoE, especially another Shadow AoE on top of Demise. It'll be nice to have this slot freed up, thanks.
Frost Incarnate: What do you think about the base stats being 1/1?
Deathspeaker: If you dislike this card because you dislike an existing game element, that's fine, but I won't change it based on that.
Fanatic Seer: I felt like this card was pretty cool as a 4 mana: 3/3: Battlecry: Copy the top card of your deck. I guess I was sort of in a haze, it felt necessary to fill a 5-drop spot and fulfill my Scheme quota. I agree that it feels a lot better as just copying the top card of your deck. Do you think it would be appropriate to tag Scheme: (1) on the end, so that you're not forced to draw the same card twice?
Coldbringer: Yep, going for a total rework on this one. I'm thinking something along the lines of another "shuffle a powerful thing into your deck".
Permafrost: Just change "stay frozen" to "remain frozen"? Sure, I guess.
Mind Flay: I guess I'll change this, but I'll be pretty upset if it goes longer than 3 lines :(
___
Thanks again for your feedback on my stuff, it's always pretty helpful. A question though, with these critiques, are you implying that the other cards are good?
With shadow fissure, It's supposed to be pyroblast that takes a turn to activate to allow room for counterplay. In the same way, Pyroblast also sucks if you target a minion with it, since 10 damage to a minion is only worth between 4-5 mana. Is it the wording that makes it seem like it's supposed to be usable against more than one target? Regardless, I'm open to changing this, although I don't know if this class needs another AoE, especially another Shadow AoE on top of Demise. It'll be nice to have this slot freed up, thanks.
Frost Incarnate: What do you think about the base stats being 1/1?
Deathspeaker: If you dislike this card because you dislike an existing game element, that's fine, but I won't change it based on that.
Fanatic Seer: I felt like this card was pretty cool as a 4 mana: 3/3: Battlecry: Copy the top card of your deck. I guess I was sort of in a haze, it felt necessary to fill a 5-drop spot and fulfill my Scheme quota. I agree that it feels a lot better as just copying the top card of your deck. Do you think it would be appropriate to tag Scheme: (1) on the end, so that you're not forced to draw the same card twice?
Coldbringer: Yep, going for a total rework on this one. I'm thinking something along the lines of another "shuffle a powerful thing into your deck".
Permafrost: Just change "stay frozen" to "remain frozen"? Sure, I guess.
Mind Flay: I guess I'll change this, but I'll be pretty upset if it goes longer than 3 lines :(
___
Thanks again for your feedback on my stuff, it's always pretty helpful. A question though, with these critiques, are you implying that the other cards are good?
Deathspeaker can quickly spiral out of control is what I mean in this case that can lead to an easy lock down of your opponent's board presence. You can almost permanently freeze a target, and with scheme can aim for any damage spell. You can use 1 damage spells with him like it's a fireball. While Frothing Berserker is himself the threat, he can only attack once, with Deathspeaker EVERY spell becomes one, which you can aim to draw and can use multiple per turn. Use spell to kill minion => next spell gets even stronger => Use enhanced spell to kill minion => next spell gets even stronger... etc I just don't like to see something like that in the game, at least if it is combined with so much CC.
You seem to be sure about T1/T2 so I don't want to fiddle with them too much. They do seem fine. Raise army might be undercosted. With Hero Power Shadow: You can quickly turn that into an asymmetrical thing tho plus it has scheme (2) on top. Feels better at 2.
Countermeasures would be better if it's just scheme enemy. Would also be weird to implement in the game and might take too long.
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Ooooh, explosive pictures! i'll check these out thanks. :) Thank you guys for the input,and Zukuu for pointing out my typo. Helps a lot :D
Anyone else some opinions? In particular if the legendaries are any good, and if so, which?
Test
For a detailed introduction of the hero and the application of the hero power, click HERE.
"The darkness flows within me."
The Necromancer
@Zukuu
Frenzy : Well, with your hero power, it's like you say, it's always a 4-Mana Assassinate with a slight drawback. The card would be really fun to play with Divine Shield minions.
Howl of Terror : Seems ok. I love the fact that it's really good against Face Hunter.
Impale : The cost looks balanced. :) But the effect looks confusing. At first, I didn't understand what would happen if I targeted a minion with 3 or less Health. And what happend when you have a 0-Health minion in hand?
Maybe the card text could say something like : "Choose a minion. If it has 3 or less Health, destroy it. Else, return it to its owner's hand." (It's wordy...)
I see you can target your own minions, is it intended? I don't really want to impale my own minions. :)
Bone shield : +3 Health and Taunt is worth 1.5 Mana. Having a permanent effect which acts as a Consecrate is worth... at least 4 Mana. The card seems a little bit strong. But the concept is nice.
Necromancer : Really nice.
Frost Wyrm : Good 7 drop. I would like to play it. A Frost Nova is worth 3 mana and a 5/7 vanilla minion is worth... 6 mana. It's a late game minion, so the cost seems right.
Acolyte : Ooooh, interesting.
Bloodmoon Servant : I believe it's not a problem to find a way to kill a 2/2 minion with Charge. :) And it works for all Undead minions? It shouldn't be a problem either to draw cards. A good draw engine. If you compare it to Cultmaster, it costs 1 less Mana, it deals 2 damage and it cycles itself. Ok, a really good draw engine.
Cadaver Explosion : Love it.
Obsidian Destroyer : Good card.
Death and Decay : Hmm, is it stronger than Flamestrike? It deals with any kind of aggro minions. It can even kill giants. It kills Dr. Boom and his boom bots. And even if a minion has more Health than its mana cost, it will probably deal a lot of damage. For example, a 3/5 Violet Teacher will suffer 4 damage, which is on par with Flamestrike.
Scourge Vanguard : If you compare it to Metaltooth Leaper, you notice it is far better. Sure, your minion has 1 less attack. However, the effect applies not only to minions you have played earlier, but also to the minions you play afterwards. And it is excellent with your hero power. 3/1 minions with charge for 2 mana? Neaaaat. Yeah, the card is a bit too strong. Maybe the effect should give only +1 Attack.
Necropolis : This card is, as you suggest, quite strong. Even as a plain 3/5 for 4 mana, you can happily play it on turn 4. Because on turn 5, you can directly use its effect. For example, Scourge Vanguard + 2 Hero Power, or Acolyte + 3 Hero Power. And the longer it stays on board, the more powerful it becomes. I don't know how to change this card yet.
Animate Dead : No, the card is good. There is excellent Undead synergy in your set. Against aggro, your small minions can easily deal with your opponent's small minions. Against a single big target, you will probably have a Skeleton Mage. Skeleton Archer can be really dangerous with some Attack buff. Let's say you have 2 Animate Dead in your deck. Your opponent will probably need to keep its AoE only to deal with this card.
Legendary : Hmm, the two are quite nice. Rage Winterchill looks really strong, because your opponent absolutely need to take care of it, else he can't win. Maybe the stats should be more balanced, like a... don't know, 6/7. Ras Frostwhisper is also very strong. The base stats are excellent and the effect can lock down your opponent quite efficiently.
Which one do I prefer the most? Like you say, Ras has a lot of flavor. And the effect is more interactive. (In fact, my Legendary has a similar effect, it's normal that I like yours.)
So, yeah, nice job!
I have mostly completed my Classic Set. If someone wants to look at the cards, feel free to comment.
Class : Lorewalker
Hero Power : Put a copy of a random card in your opponent's hand in your hand. It costs (1) more.
Commons
Protect : Good with Wild Pyromancer. Also good with giants in a Hand deck.
Zen Master : A gimmick card. :) The class includes excellent cards with 0 Attack, so this card is (probably) not complete garbage. Except in Arena.
Silent Wanderer : The Lorewalker's Keeper of the Grove. Can hit multiple targets (Leper Gnomes, Loot Hoarders, Imp Masters, Flamewakers...) and has good stats. Its effect isn't immediate and it can't target your own minions.
Diplomacy : Sap and Freezing Trap combined. Your opponent can't play his minion directly during his next turn, which is nice if you want to try to copy it.
Storyteller : Card draw. Good synergy with Studious Librarian (Rare) and Lorewalker Shuchun (Legendary).
Meditate : Excellent in a Hand deck. Can easily restore 16-18 Health.
Rares
Note : Silent Guardian a a token generated by Kun-Lai Guardians.
Elderly Tutor : A card for a Mill deck. Similar to Coldlight Oracle, but you can use its effect multiple times.
Studious Librarian : Works really well with your Hero Power. Can act as an early 2-drop. Its effect becomes much more useful during the late game.
Inner Peace : A stronger Humility.
Peaceful Ways : Unlike Equality, it's a good card on its own. It can affect your own board, which is not always bad...
Kun-Lai Guardians : Big taunts.
Epics
Blank Scroll : Probably too strong, but I love the effect. The problem is, Blizzard hasn't released a lot of 9-mana and 10-mana spells. Thus, you can always play this card on turn 9 or 10 and be sure to obtain a Tree of Life (if you need healing) or a Pyroblast (if you need lethal).
Forgotten Knowledge : A card for a Fatigue deck. Similar to Gang Up, but it costs less and it draws you a card. However, you never know what you may find in an abandoned library...
Highborn Ambassador : Similar to Frost Nova, but better in my opinion. It also works for minions with charge. Your opponent can't silence his own minions to unfreeze them. It's a good Recombobulator target.
Legendary
Lorewalker Shuchun : Works excessively well with your Hero Power and your class cards (like Storyteller). And if the Meta is too predictable (which seems to always be the case), you can add frequently played cards in your deck in hope that your opponent also play them. Like Piloted Shredder and Sludge Belcher.
Note : If you hold the same minion twice, only one minion is summoned.
Im impressed (and a little scared) at how nice these cards are. this class looks like something legitamately fun to play. I'm a little worried about the story teller, I think it may be just a little too strong, seeing as it's basically a minion with two Mind Vision for not that much loss of stats, but that might just be me. Other than that, great work.
@PupleMD
Thanks! I must say I'm flattered. I really love your class design as well.
About Storyteller... Yes, it's a very good card. Maybe it should be a 3/4 minion. I think I will make that change.
That is true, but I want to be careful here. Explosive trap can't be silenced, but there is also no way to use it on your own turn, and no way to make your enemies even detonate it on their turn. However I do see your point. I might consider knocking it down a mana, we'll see
@OBoily I might actually consider making it a 2/5 rather than a 3/4, since it seems your class puts a lot more priority on health than attack
So I wanted to maybe give my class a bit of a more fun card that could still see serious play. Like thoughtsteal, you get two cards from your opponents deck. The difference here is that you actually take them, so your opponent will no longer be able to draw that card as well as being two cards down, just as if he had drawn them himself. However, I have some concerns. Is this card keeping with the theme? Is it too strong? Is the price just too high to justify card draw? would really like feedback on this :)
T1: Elderly Tutor, Studious Librarian, Highborn Ambassador, Diplomacy, Meditate(Absolutely love this one)
T2: Blank Scroll, Forgotten Knowledge, Protect, Zen Master, Inner Peace, Peaceful Ways, Storyteller.
T3: Kunlai Guardians, Silent Wanderer, Lorewalker Shuchun.
Before I let loose my disregard on the weaker cards of yours I will first clarify, that I judge these cards quality in the mill context your class is going. I have said multiple times, that I don't like this direction, but for the sake of my review, I will put that aside and evaluate them on the basis that it's a cool concept and how I think it's interpreted.
Kunlai Guardians - It seems a bit too pricey for the effect, however it might be well balanced in the class context. But I just don't like the feel of the card, nor the aesthetic. I think you can spice them up someway to give it more appeal, though that might make it hard fitting all the wording on it.
Silent Wanderer - This just feels very out of place. It's great that you are not sticking to a single theme, but this card seems so random compared to your other ones. Lacking flavour and even not considering that, should be priced at a different curve somewhere around 5 manaish with adjusted stats.
Lorewalker Shuchun - While I really dig the effect you've come up with in your legendary and even the design consistency, It doesn't seem useful enough. From your class I would have preferred something along the lines of - 'your hand size is unlimited'. I just don't see it being worth it paying the cost for this card, even with all the stall mechanics, to cheap out a couple random minions. That being said, I feel like I can't let go of my subjectivity on this specific one, so you don't have to dwell on that, and it might also be fine.
Similar as to mana and hand destruction, it seems blizzard also dislikes you drawing from the opponents deck, so this doesn't fare well with your design in that perspective. Why don't you attempt the inverse and go with a iron juggernaut like effect, where you shuffle some pirates into his deck, that are summoned upon drawing them. They can be summoned on his side, with a detrimental effect or on your side as just pirate bodies. Well, I'm tossing you an idea anyway.
@DonnieMcKarlo Very good point, some cards just aren't meant to be. I may look into an Iron juggernaught effect, but it would have to be with the opponents hand, as milling is not a Pirate's style
About Mutiny : Usually, you need to pay 3 Mana to draw two cards. Since your card has a slight upside, it should be priced at 4 Mana. Sometimes, you may steal crucial cards in your opponent's deck ; for example, a legendary or a win condition. And sometimes, you may steal cards that you wanted to avoid, like a Flamestrike. So yeah, the card can be useful.
The fact is, I don't know how certain players would react to their cards being stolen. It may look intrusive, or disruptive. I don't mind that much, since this card effect doesn't change my game plan that much, or alter my deck in a significant way.
And you forgot an apostrophe in the card's text : "opponent's" :) I also believe that the card should say "into your hand", like Mind Vision.
About Final Vengeance : The cost is totaly correct at 3 Mana. It's a Consecration with a slight drawback.
If you're not sure about Mutiny, here is a card idea that may inspire you :
That's what I have in mind when I think about a mutiny, your minions rebel against your hero.
This card can punish aggro decks. The drawback may look strong, but there is an interesting OTK combo with this card : Malygos + Mutiny.
@DonnieMcKarlo
Kunlai Guardians - It seems a bit too pricey for the effect, however it might be well balanced in the class context. But I just don't like the feel of theCARD, nor the aesthetic. I think you can spice them up someway to give it more appeal, though that might make it hard fitting all the wording on it.
Silent Wanderer - This just feels very out of place. It's great that you are not sticking to a single theme, but thisCARDseems so random compared to your other ones. Lacking flavour and even not considering that, should be priced at a different curve somewhere around 5 manaish with adjusted stats.
Lorewalker Shuchun - While I really dig the effect you've come up with in your legendary and even the design consistency, It doesn't seem useful enough. From your class I would have preferred something along the lines of - 'your hand size is unlimited'. I just don't see it being worth it paying theCOST for this card, even with all the stall mechanics, to cheap out a couple random minions. That being said, I feel like I can't let go of my subjectivity on this specific one, so you don't have to dwell on that, and it might also be fine.
Kunlai Guardians : It may look pricey, but the effect is still good. Your opponent may have to spend more than an entire turn to get through these taunts. You could say it does something like "prevent 18 damage (8 Health + 1 Divine Shield, twice) and protect your board". But yeah, the aesthetic if off. I don't have something else in mind.
Silent Wanderer : True, this card effect seems out of place. It does not combo with anything, it's a basic control card. I could find another idea.
Lorewalker Shuchun : A "your hand size is unlimited" effect would be really nice, and I truly would love to see it on a card. However, I don't think it's possible, for technical reasons : it would be hard to... squeeze all the cards on the screen, moreover for handhold devices.
And if you think the effect isn't worthwhile, you can compare this card to Mirror Entity. When you know that your opponent has Mirror Entity in play, you probably won't play any minion. This card does approximately the same thing.
But your point is still valid, maybe it should be priced at 4 Mana. Or it doesn't matter that much, because you will probably play this card only when you have copied multiple cards an at that point, you should have enough mana to play it.
And you know what? I personnally don't play Mill decks and I have a hard time when I play against them. :)
I like that idea a lot! Pirate is an aggro-y class, and it does offer a spell in a deck that very much needs them. However, actual application doesn't quite fit into the theme i'm going for, but we shall see. If I do finish with something close to this, i'll be sure to give you credit :)
oh, and that malygos combo sounds both ridiculous and hilarious
The first iteration of the classic set. Organized into 4 tiers: T1 (definitely like, no changes), T2 (like the concept, unbalanced or unrefined), T3 (okay with this card), and T4 (dissatisfaction).
Rarities will be changed soon, suggestions are appreciated.
T1:
T2:
T3:
T4:
The reason I post now instead of trying to rework them is because I need some help or feedback.
Your hero power is REALLY strong, so think about when you decide the power level of some cards. See Warlock cards, which are all pretty subpar if you compare them with other classes.
Shadow Fissure makes no sense balance wise, other than to cast it in the hero, and then I hate the concept. Otherwise it's an 7 mana more costing, less good Corruption. Maybe make it a delayed AoE that hits all enemies?
Frost Incarnate seems fine, considering your class cards. Might be even a bit too strong, but I'm not sure.
Deathspeaker: Not a fan of +spell damage gaining cards. I even dislike Malygos heavily. It's such a non-interactive way of winning, which you can do little about.
Fanatic Seer. I like the concept of "copy the top card of your deck", but I think the rest makes the card just do too much. Why not make it a simple Battlecry: Copy the top card of your deck.? With deathrattle and battlecry it's also way too strong imo.
Coldbringer: Like I already said, doesn't feel very legendarily and does literally NOTHING on his own. Do a round of brainstorming.
As for T1/T2:
Permafrost: "All characters REMAIN frozen..." sounds more clear.
Mind Flay: Use Bane of Doom wording.
With shadow fissure, It's supposed to be pyroblast that takes a turn to activate to allow room for counterplay. In the same way, Pyroblast also sucks if you target a minion with it, since 10 damage to a minion is only worth between 4-5 mana. Is it the wording that makes it seem like it's supposed to be usable against more than one target? Regardless, I'm open to changing this, although I don't know if this class needs another AoE, especially another Shadow AoE on top of Demise. It'll be nice to have this slot freed up, thanks.
Frost Incarnate: What do you think about the base stats being 1/1?
Deathspeaker: If you dislike this card because you dislike an existing game element, that's fine, but I won't change it based on that.
Fanatic Seer: I felt like this card was pretty cool as a 4 mana: 3/3: Battlecry: Copy the top card of your deck. I guess I was sort of in a haze, it felt necessary to fill a 5-drop spot and fulfill my Scheme quota. I agree that it feels a lot better as just copying the top card of your deck. Do you think it would be appropriate to tag Scheme: (1) on the end, so that you're not forced to draw the same card twice?
Coldbringer: Yep, going for a total rework on this one. I'm thinking something along the lines of another "shuffle a powerful thing into your deck".
Permafrost: Just change "stay frozen" to "remain frozen"? Sure, I guess.
Mind Flay: I guess I'll change this, but I'll be pretty upset if it goes longer than 3 lines :(
___
Thanks again for your feedback on my stuff, it's always pretty helpful. A question though, with these critiques, are you implying that the other cards are good?
Deathspeaker can quickly spiral out of control is what I mean in this case that can lead to an easy lock down of your opponent's board presence. You can almost permanently freeze a target, and with scheme can aim for any damage spell. You can use 1 damage spells with him like it's a fireball. While Frothing Berserker is himself the threat, he can only attack once, with Deathspeaker EVERY spell becomes one, which you can aim to draw and can use multiple per turn. Use spell to kill minion => next spell gets even stronger => Use enhanced spell to kill minion => next spell gets even stronger... etc I just don't like to see something like that in the game, at least if it is combined with so much CC.
You seem to be sure about T1/T2 so I don't want to fiddle with them too much. They do seem fine. Raise army might be undercosted. With Hero Power Shadow: You can quickly turn that into an asymmetrical thing tho plus it has scheme (2) on top. Feels better at 2.
Countermeasures would be better if it's just scheme enemy. Would also be weird to implement in the game and might take too long.