Hi! I tried my hands at designing some cards, would love to hear some thoughts about them. The Cursed First Mate, I believe was a card in an early stage of HS shown back at Blizzcon. I don't know what it was supposed to do, but the name inspired me :P So anyway, here are the cards.
@KAKYBAC: It's not only about Druid of the Claw. It's about all summoning effects. I thought it's possible to copy combo and choose one effects just as every other battlecry with this minion. Modded denied and said that it isn't possible to copy a combo effect, but a choose one effect, like that from Ancient of War (gain +5 attack or +5 health and taunt). IMO this can't be done, since it doesn't contain the word battlecry and other class-specific effcts (combo) can't be copied.
@elajv: Is there a word missing in the effect text of time thief? Though I don't know how to rate it. Played in late game, this card is (if not silenced) a huge game changer.
Gambler seems like an unstable Leeroy, which I prefer over that card.
Maybe Gambler needs to have even higher attack?
No its the correct text but maybe its confusing. It would absolutely be a game changer but you can kill before its your opponents turn so silence is not the only thing that would stop this card. It needs to survive your opponents turn :)
I hate to be so blunt... but no. Blizzard has already said they won't do cards with "enemy player discards" partly because it's no fun to be against.
Yes, other TCGs do it, but those games have graveyards. Hearthstone has no graveyard mechanic. When a card is used/dies, it's gone for ever (with the exception of some card effects that return a minion right after it dies). This means that each Hearthstone deck has a strict 30 cards and no more, this makes it that forcing a player to discard is just far too strong for this game to handle. The only time this will be considered is if Blizzard adds a graveyard of some kind.
Edit: I would like to add that the reason Warlocks have a discard mechanic in some of their cards, is because its a form of sacrifice which is very different from mill style cards that other TCGs run.
The cards are interesting (not Warcraft based, but it doesn't matter. I'm more interesting if they're balanced).
I like how you've got this set revolving around Soul Anchors, which is interesting. But I will say I think that, if you're going that rout, then perhaps the set should be almost reliant on Soul Anchors to be good. Some of these cards have good value even before their effects take place.
Spiritual Warden: Basically, you have a 4/4 for 3 mana. It's not too bad, considering early on, those could be killed quickly, but later in the game you can combo them easily with other cards and not worry about mana costs. Hard to say if a change is needed. Increase the mana cost or reduce it to a 1/1 would make it too weak so... fine for now.
Easthide's Blacksmith: I'll say it's ok because it relies on the Soul Anchors.
Enchanted Armor: 4/3 for 4 + a 1/1 after death, I would say make it a 3/3, because it's already un-targettable by spells and card effects.
Infernal Rustung: Too strong. these cards are almost garenteing you to have Soul Anchors. Right away, you will have a 6/5 for 6 mana... that's good. Having any soul anchors out will just mean you are getting too much value for this one card. Not to mention that this guy is feeding you more soul anchors to power your other cards' effects. Nerf this guy please.
Soul Snatcher: I don't know about this guy. He's essentially a 1/2 for 2 and destroys a mana crystal. I'm temped to say too good because you get 2 minions from this... not too sure how to nerf it though. I would say take a look at him though.
Iron Bone Smasher: Hmm... this guy is interesting. At the very least, you deal 4 damage to yourself (im guessing he can't deal damage to himself). The fact that you have to wait for him to attack to really get any benefit from him is good, gives the enemy some time to consider his potential on the field compared to what ever else you have.
Thankyou for your imput. https://imgur.com/a/GS8dI#0 maybe you could tell me what else is imbalanced(I think there is a lot) I plan to make a more balanced deck with some time later.
@KAKYBAC: It's not only about Druid of the Claw. It's about all summoning effects. I thought it's possible to copy combo and choose one effects just as every other battlecry with this minion. Modded denied and said that it isn't possible to copy a combo effect, but a choose one effect, like that from Ancient of War (gain +5 attack or +5 health and taunt). IMO this can't be done, since it doesn't contain the word battlecry and other class-specific effcts (combo) can't be copied.
@elajv: Is there a word missing in the effect text of time thief? Though I don't know how to rate it. Played in late game, this card is (if not silenced) a huge game changer.
Gambler seems like an unstable Leeroy, which I prefer over that card.
The difference between combo and pick one:
Combo is conditional, not guaranteed when you play the card.
Pick one is a battlecry, it always triggers.
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Unless explicitly stated, my posts are my opinion and mine only.
Thankyou for your imput. https://imgur.com/a/GS8dI#0 maybe you could tell me what else is imbalanced(I think there is a lot) I plan to make a more balanced deck with some time later.
Ok.
Full Metal Juggernaut : You have a Boulderfist Ogre that costs 1 more with Taunt, Deathrattle to other minions and can't be targeted by spells. Stats need to be slightly lower for that I think.
Iron Clasher: Should probably be a 1/1 seeing how you're cards almost almost garenteeing you to have a Soul Anchor.
Ironclad : costs is too low. Silverback Patriarch is a 1/4 for 3 with taunt. This one has a deathrattle and costs 1 less.
Soul Keeper: Making your Soul Anchors immune? A bit too strong. Perhaps reduce its attack. I might recommend making it a 0/5 for 4, this way its not within the easily killed 4 health area, but its not really good with it being able to attack. If you have a Soul Anchor with taunt, then the player wil need to rely on spells alone to get through this guy.... Hmm.. hard to say really. But I do think its a bit too strong. Perhaps just make its attack 0 will be all that's needed.
Steelclad: Reduce it's life to 2 and it'll be fine. Maybe to 1 considering most 2 cost minions only have 1 battlecry.
Darksteel Scorpian: Interesting... hard to say seeing how we've never encountered a silence like this. Maybe make its health 4 or increase it's mana cost to 6.
Lord Eisen: Hard to say where he stands. After the battlecry, you'll have 10/13 for 8. Maybe make the Goliath a 6/9 and make Lord Eisen a 2/3, this one is harder to say exactly what's needed.
Darksteel CHampion: This one is ok, would probably need to go through some testing, but I think it's alright.
Darksteel Legion: I like this one, very similar to Savannah Highmane, just weaker in health. Considering it has charge i think you could reduce its cost by 1 to make it 6. This would also need to be tested to be sure. Other than that it's good.
Iron Executioner: I'm ok with this, maybe reduce its attack to 4, MAYBE. I think this one is well done.
Darksteel Warlord: this is alright where it is.
Darksteel Marksman: Reduce its health by 1 i think.
Warclad Guardsman: Way too much better than Silverback Patriarch. Needs its stats reduced.
Thankyou. I will tweak some stats and maybe make a more balanced set of cards.
Here is what I have in mind, Ironclad: 1/3 for (2) Steelclad: 1/2 Darksteel Marksman: 3/4 Warclad Guardsman: 2/3 for (3) Lord Eisen: same stats but for 9 mana, Goliath changed to 7/8 Darksteel Scorpian: costs (6) Fullmetal Juggernaut: (8) mana cost Ill probably just make new more balanced cards, cause to remake these I gotta find all those images. :p
Swelling Ooze: I am not a particularly big fan of exponential growth - especially when the starting point is basically a match for an existing card (Feral Spirit). Assuming you can make it past the first round, you'll have a free-self replicating board of really massive minions (only a Mage or Warlock is in a position to do something about 4xYeti - and nobody can deal with 6xBoulderfist)
Note: Do NOT compare stuff to Silverback Patriarch, that card fails the Vanilla test, no one uses it for a reason.
You're right, the card is really bad. I was using it as an example because the stats are very similar. That's the only reason I went to it.
There are better 3 cost minions for sure. Also, note that Silverback isn't the only 3 cost that's ignored. Ironfur Grizzly and Tauren Warrior (also Felguard) aren't used. Few need a taunt that early in the game. Not only that but Blizz seems to sacrifice some stats for taunt, making them less desirable.
Anyways, the cards i compared to Silverback are just too good, there's too much value for their mana cost.
Hi! I tried my hands at designing some cards, would love to hear some thoughts about them. The Cursed First Mate, I believe was a card in an early stage of HS shown back at Blizzcon. I don't know what it was supposed to do, but the name inspired me :P So anyway, here are the cards.
First off, I love the idea behind these cards - so even as I critique, I'm eager to see more.
Blackwater Raider - Solid. If anything, perhaps a little on the weak side - but I tend to prefer that with new cards because there are almost always unforeseen combinations that make them stronger than they appear.
Gnoll Plunderer - Too strong. If you take a look at other minions that charge up, the first charge makes them roughly equal to other cards of the same cost. Most weapon using classes would have a weapon in play or on deck before they played the Plunderer anyway, so he should probably be a 2/3 for 3 (like theFlesheating Ghoul). I don't mind that the Plunderer gains health when the Ghoul doesn't, as there is no real cap on the number of deaths in a turn, but there is a cap on the number of weapon attacks.
South Sea Cutthroat - Solid. Well balanced for most weapon decks. Might be OP in a rogue deck, where a T3 weapon can be assured.
Treasure Hunter - OP. Compare to Novice Engineer, same price, better stats, better card selection. Also, since there is no "shuffle" mechanic "top and bottom" is irrelevant. It might as well just be a choice of two cards.
Bloodsail Swashbuckler - Looks good.
Cursed First Mate - I like the idea, but I'm worried by how easily it could be abused by Priest. Not that they're particularly dominant right now anyway.
Defias Squallshaper - WAAYYYY OP! The Battlecry alone is worth more than 5-mana (Arcane Explosion + Frost Nova + affects enemy hero, which neither of those class cards do).
Dread Ship Vazuvius - OP. The body alone is worth 6-mana. If you look at Abomination you can see that the Deathrattle is worth another 1-mana. And anything with the potential for multiple card draw has it's cost pushed up by another 1-mana. This should be an 8-mana card.
Deal X damage to all characters where X is amount of your crystals. Shuffle it back into your deck.
Yeah, it was this good.
I think you are trying to compare 2 different card games with different environments and different states of development.
I'm not comparing them, i just point out (the obvious) that in HS Hellfire sucks, while in WoW TCG it was (not-obviously for most of people here) great. I'm not stating that it should work like in quoted text in hearthstoned as it's different game.
Did you heard about Mazu'kon ? It was 6/6 charge minion for 6 that had deathrattle: Summon 6/6 charge minion ><. And it wasn't even auto-include pick.
BUT, on some level, those two card games share fair amount of game mechanic, and comparisons between those cannot be dismissed (assuming both sides have some advanced knowledge of WoW TCG, i assume you have none).
Deal X damage to all characters where X is amount of your crystals. Shuffle it back into your deck.
Yeah, it was this good.
But Hellfire is, in fact, good. Most Warlock decks run it, it's a standard inclusion in both Zoo and Handlock as a cheap board clear when you're behind that speeds up your Molten Giants.
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Hearthstone is a math game. If you think it's overpowered, do the math, compare it to other similar cards, and then if it doesn't all add up, complain about it being overpowered.
The cards are interesting (not Warcraft based, but it doesn't matter. I'm more interesting if they're balanced).
I like how you've got this set revolving around Soul Anchors, which is interesting. But I will say I think that, if you're going that rout, then perhaps the set should be almost reliant on Soul Anchors to be good. Some of these cards have good value even before their effects take place.
Spiritual Warden: Basically, you have a 4/4 for 3 mana. It's not too bad, considering early on, those could be killed quickly, but later in the game you can combo them easily with other cards and not worry about mana costs. Hard to say if a change is needed. Increase the mana cost or reduce it to a 1/1 would make it too weak so... fine for now.
Easthide's Blacksmith: I'll say it's ok because it relies on the Soul Anchors.
Enchanted Armor: 4/3 for 4 + a 1/1 after death, I would say make it a 3/3, because it's already un-targettable by spells and card effects.
Infernal Rustung: Too strong. these cards are almost garenteing you to have Soul Anchors. Right away, you will have a 6/5 for 6 mana... that's good. Having any soul anchors out will just mean you are getting too much value for this one card. Not to mention that this guy is feeding you more soul anchors to power your other cards' effects. Nerf this guy please.
Soul Snatcher: I don't know about this guy. He's essentially a 1/2 for 2 and destroys a mana crystal. I'm temped to say too good because you get 2 minions from this... not too sure how to nerf it though. I would say take a look at him though.
Iron Bone Smasher: Hmm... this guy is interesting. At the very least, you deal 4 damage to yourself (im guessing he can't deal damage to himself). The fact that you have to wait for him to attack to really get any benefit from him is good, gives the enemy some time to consider his potential on the field compared to what ever else you have.
I mostly agree with Mokthol. Here is where I differ.
Enchanted Armor is fine as is. Cannot be targeted by spells is a double-edged sword, since it also makes it hard to buff or heal the minion.
Infernal Rustung: I agree that he's too strong, but for different reasons. A 6/5 body with no abilities would normally go for 5-mana. Adding in a repeating card draw (especially when it's a card you know will be useful) should bring that up to 6-mana. And then there's the battlecry, where you give a +3/+2 bonus to multiple minions, That's worth another 3 mana right there. With the current stat line and abilities, I'd probably make it a 9-mana card. However, since there is some level of uncertainty, I'd probably make it a 6/4 with an 8-mana cost.
Soul Snatcher: Seeing as I've already said that I consider a 2-mana 1/1 that destroys a mana crystal to be OP - doing the same thing and gaining an additional 1/2 is VERY OP.
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So these stats is better for Gambler then you think?
2 more ideas for tonight. :)
May your nets always be full! 🎣
Hi!
I tried my hands at designing some cards, would love to hear some thoughts about them. The Cursed First Mate, I believe was a card in an early stage of HS shown back at Blizzcon. I don't know what it was supposed to do, but the name inspired me :P So anyway, here are the cards.
Maybe Gambler needs to have even higher attack?
No its the correct text but maybe its confusing. It would absolutely be a game changer but you can kill before its your opponents turn so silence is not the only thing that would stop this card. It needs to survive your opponents turn :)
I hate to be so blunt... but no. Blizzard has already said they won't do cards with "enemy player discards" partly because it's no fun to be against.
Yes, other TCGs do it, but those games have graveyards. Hearthstone has no graveyard mechanic. When a card is used/dies, it's gone for ever (with the exception of some card effects that return a minion right after it dies). This means that each Hearthstone deck has a strict 30 cards and no more, this makes it that forcing a player to discard is just far too strong for this game to handle. The only time this will be considered is if Blizzard adds a graveyard of some kind.
Edit: I would like to add that the reason Warlocks have a discard mechanic in some of their cards, is because its a form of sacrifice which is very different from mill style cards that other TCGs run.
These are just some of my ideas :3
https://imgur.com/a/GS8dI#0
@jonultra
The cards are interesting (not Warcraft based, but it doesn't matter. I'm more interesting if they're balanced).
I like how you've got this set revolving around Soul Anchors, which is interesting. But I will say I think that, if you're going that rout, then perhaps the set should be almost reliant on Soul Anchors to be good. Some of these cards have good value even before their effects take place.
Spiritual Warden: Basically, you have a 4/4 for 3 mana. It's not too bad, considering early on, those could be killed quickly, but later in the game you can combo them easily with other cards and not worry about mana costs. Hard to say if a change is needed. Increase the mana cost or reduce it to a 1/1 would make it too weak so... fine for now.
Easthide's Blacksmith: I'll say it's ok because it relies on the Soul Anchors.
Enchanted Armor: 4/3 for 4 + a 1/1 after death, I would say make it a 3/3, because it's already un-targettable by spells and card effects.
Infernal Rustung: Too strong. these cards are almost garenteing you to have Soul Anchors. Right away, you will have a 6/5 for 6 mana... that's good. Having any soul anchors out will just mean you are getting too much value for this one card. Not to mention that this guy is feeding you more soul anchors to power your other cards' effects. Nerf this guy please.
Soul Snatcher: I don't know about this guy. He's essentially a 1/2 for 2 and destroys a mana crystal. I'm temped to say too good because you get 2 minions from this... not too sure how to nerf it though. I would say take a look at him though.
Iron Bone Smasher: Hmm... this guy is interesting. At the very least, you deal 4 damage to yourself (im guessing he can't deal damage to himself). The fact that you have to wait for him to attack to really get any benefit from him is good, gives the enemy some time to consider his potential on the field compared to what ever else you have.
Thankyou for your imput. https://imgur.com/a/GS8dI#0 maybe you could tell me what else is imbalanced(I think there is a lot) I plan to make a more balanced deck with some time later.
The difference between combo and pick one:
Combo is conditional, not guaranteed when you play the card.
Pick one is a battlecry, it always triggers.
Unless explicitly stated, my posts are my opinion and mine only.
Ok.
Full Metal Juggernaut : You have a Boulderfist Ogre that costs 1 more with Taunt, Deathrattle to other minions and can't be targeted by spells. Stats need to be slightly lower for that I think.
Iron Clasher: Should probably be a 1/1 seeing how you're cards almost almost garenteeing you to have a Soul Anchor.
Ironclad : costs is too low. Silverback Patriarch is a 1/4 for 3 with taunt. This one has a deathrattle and costs 1 less.
Soul Keeper: Making your Soul Anchors immune? A bit too strong. Perhaps reduce its attack. I might recommend making it a 0/5 for 4, this way its not within the easily killed 4 health area, but its not really good with it being able to attack. If you have a Soul Anchor with taunt, then the player wil need to rely on spells alone to get through this guy.... Hmm.. hard to say really. But I do think its a bit too strong. Perhaps just make its attack 0 will be all that's needed.
Steelclad: Reduce it's life to 2 and it'll be fine. Maybe to 1 considering most 2 cost minions only have 1 battlecry.
Darksteel Scorpian: Interesting... hard to say seeing how we've never encountered a silence like this. Maybe make its health 4 or increase it's mana cost to 6.
Lord Eisen: Hard to say where he stands. After the battlecry, you'll have 10/13 for 8. Maybe make the Goliath a 6/9 and make Lord Eisen a 2/3, this one is harder to say exactly what's needed.
Darksteel CHampion: This one is ok, would probably need to go through some testing, but I think it's alright.
Darksteel Legion: I like this one, very similar to Savannah Highmane, just weaker in health. Considering it has charge i think you could reduce its cost by 1 to make it 6. This would also need to be tested to be sure. Other than that it's good.
Iron Executioner: I'm ok with this, maybe reduce its attack to 4, MAYBE. I think this one is well done.
Darksteel Warlord: this is alright where it is.
Darksteel Marksman: Reduce its health by 1 i think.
Warclad Guardsman: Way too much better than Silverback Patriarch. Needs its stats reduced.
Good job, needs some more work done.
Note: Do NOT compare stuff to Silverback Patriarch, that card fails the Vanilla test, no one uses it for a reason.
Unless explicitly stated, my posts are my opinion and mine only.
Thankyou. I will tweak some stats and maybe make a more balanced set of cards.
Here is what I have in mind,
Ironclad: 1/3 for (2)
Steelclad: 1/2
Darksteel Marksman: 3/4
Warclad Guardsman: 2/3 for (3)
Lord Eisen: same stats but for 9 mana, Goliath changed to 7/8
Darksteel Scorpian: costs (6)
Fullmetal Juggernaut: (8) mana cost
Ill probably just make new more balanced cards, cause to remake these I gotta find all those images. :p
Swelling Ooze: I am not a particularly big fan of exponential growth - especially when the starting point is basically a match for an existing card (Feral Spirit). Assuming you can make it past the first round, you'll have a free-self replicating board of really massive minions (only a Mage or Warlock is in a position to do something about 4xYeti - and nobody can deal with 6xBoulderfist)
You're right, the card is really bad. I was using it as an example because the stats are very similar. That's the only reason I went to it.
There are better 3 cost minions for sure. Also, note that Silverback isn't the only 3 cost that's ignored. Ironfur Grizzly and Tauren Warrior (also Felguard) aren't used. Few need a taunt that early in the game. Not only that but Blizz seems to sacrifice some stats for taunt, making them less desirable.
Anyways, the cards i compared to Silverback are just too good, there's too much value for their mana cost.
First off, I love the idea behind these cards - so even as I critique, I'm eager to see more.
Blackwater Raider - Solid. If anything, perhaps a little on the weak side - but I tend to prefer that with new cards because there are almost always unforeseen combinations that make them stronger than they appear.
Gnoll Plunderer - Too strong. If you take a look at other minions that charge up, the first charge makes them roughly equal to other cards of the same cost. Most weapon using classes would have a weapon in play or on deck before they played the Plunderer anyway, so he should probably be a 2/3 for 3 (like theFlesheating Ghoul). I don't mind that the Plunderer gains health when the Ghoul doesn't, as there is no real cap on the number of deaths in a turn, but there is a cap on the number of weapon attacks.
South Sea Cutthroat - Solid. Well balanced for most weapon decks. Might be OP in a rogue deck, where a T3 weapon can be assured.
Treasure Hunter - OP. Compare to Novice Engineer, same price, better stats, better card selection. Also, since there is no "shuffle" mechanic "top and bottom" is irrelevant. It might as well just be a choice of two cards.
Bloodsail Swashbuckler - Looks good.
Cursed First Mate - I like the idea, but I'm worried by how easily it could be abused by Priest. Not that they're particularly dominant right now anyway.
Defias Squallshaper - WAAYYYY OP! The Battlecry alone is worth more than 5-mana (Arcane Explosion + Frost Nova + affects enemy hero, which neither of those class cards do).
Dread Ship Vazuvius - OP. The body alone is worth 6-mana. If you look at Abomination you can see that the Deathrattle is worth another 1-mana. And anything with the potential for multiple card draw has it's cost pushed up by another 1-mana. This should be an 8-mana card.
But Hellfire is, in fact, good. Most Warlock decks run it, it's a standard inclusion in both Zoo and Handlock as a cheap board clear when you're behind that speeds up your Molten Giants.
Hearthstone is a math game. If you think it's overpowered, do the math, compare it to other similar cards, and then if it doesn't all add up, complain about it being overpowered.
I mostly agree with Mokthol. Here is where I differ.
Enchanted Armor is fine as is. Cannot be targeted by spells is a double-edged sword, since it also makes it hard to buff or heal the minion.
Infernal Rustung: I agree that he's too strong, but for different reasons. A 6/5 body with no abilities would normally go for 5-mana. Adding in a repeating card draw (especially when it's a card you know will be useful) should bring that up to 6-mana. And then there's the battlecry, where you give a +3/+2 bonus to multiple minions, That's worth another 3 mana right there. With the current stat line and abilities, I'd probably make it a 9-mana card. However, since there is some level of uncertainty, I'd probably make it a 6/4 with an 8-mana cost.
Soul Snatcher: Seeing as I've already said that I consider a 2-mana 1/1 that destroys a mana crystal to be OP - doing the same thing and gaining an additional 1/2 is VERY OP.