Since the card is given by a minion it might be well priced actually. I even think Luna the Love Wing will get away with being a 2/4.
The minion in question is right on curve for recurring card draw, so any cards it generates should be balanced same as collectable cards.
While I would use a slightly different calculation for Valantine's Date - the ideas that Shakrazam and Yohk bring up are entirely valid and not at all sarcastic.
Here are the "tools" I would use for pricing.
A 2/3 weapon already exists, it's priced at somewhere between 2 and 3 mana, but is a class card
Kill a Random Minion is priced at 3 mana
Kill a Target Minion is priced at 5 mana
Other considerations: giving someone a weapon can be used offensively - it can also be used to power Harrison Jones. For both these reasons, I would prefer giving out a high attack low durability weapon to a low attack high durability weapon.
I would probably build the card as follows:
Kill a target minion (5 mana) and give your opponent a 3/2 weapon (-2 mana). Final cost: 3 mana, and fewer chances to abuse the combination with other cards. You'll still make a Warrior with Gorehowl or Shaman with Doomhammer weep, but for most other weapons the trade will at least be fair.
3/2 makes it maybe too overpowered. 2/4 is much better beacuse there are weapon boosts like rogue have + captain greenskin so i would rather use low atk and high durability beacuse nobody wants 5 atk weapon or 4/3 weapon for opponent. and i'm thinking raise mana cost to 4-5 beacuse it would make it less OP then :)
Picking stats because your opponent might run a legendary that could synergize with a weapon that they have no reason to know they are going to receive is a poor design philosophy. Picking stats because of a legendary that someone playing the card has reason to expect would be useful is a far more serious consideration.
and that isnt reason picking stats, i pick stats more that it can synergize with deck more better. ofc i'm thinking rising that mana cost so it would be more solid card.
The fact that this is an infinitely respawning cycle means that you've basically just given Priests the Rogue hero power, only stronger. Was that your intent?
I like them both. Each is technically balanced, though they both feel like they're just a touch on the strong side, which is just what Paladin needs right now.
My biggest concern with the SH Protector would be the potential Blood Knight synergy.
I would argue an OP Legendary for every Minion based Deck.
Magni has 14 points of stats which is worth just a touch under 7 mana, and that's before you give him any ability at all.
+1/+1 is worth 1 mana x2 because he gives double the "base bonus" x2 because the bonus is recurring x.5 because the target is random ----- = 2 mana for the ability
Magni should cost between 8 and 9 mana. Because he is neutral, I would lean towards 9.
1) It is a guaranteed 2:1 card against anyone except Mage. It comes into play before any minion capable of making favorable trades and then delays the ability to play those very minions, and not just by a little bit, but by 3 whole turns. Moreover, at Health 6, there are only 3 spells in the game that stand a real chance of taking it out on a 1:1 basis - Fireball, Mortal Strike, and Assassinate.
2) Shy of running a deck without any minions that do 5+ damage, there is no way to play around the card.In fact, not only is it hard to play around, but a good portion of late game cards become literally unplayable (everything form Ironbark Protector to Deathwing become incapable of reaching the board).
3) Even if someone does manage to kill the Darkweaver, the amount of mana they would need to expend to do so would basically render them incapable of playing any particularly large minions anyway.
In other words, Darkweaver doesn't just hamper the targeted deck type (control), it kills it outright.
Also, changing the stat line from 4/6 to 3/7 in no way mitigates these problems. If anything, it aggrivates them because it makes it even harder to get the kill. A minion like this. A minion that makes it so very, very hard to bring high-attack minions into play, should at the very least be vulnerable to the minions that it does still allow.
I would either reduce the imposed mana-cost significantly or I would flip the stat line so that it is a 6/4 (which also has the added benefit of making it very difficult to bring two of these cards into play at the same time).
here some valentine cards again :). Maybe little bit weak but always cant have strong cards
In a Shaman deck, Pinkomancer isn't bad at all. However, it should really only cost 1 mana.
The Pinkomancer is worth 1 mana. Each of the Skeletons is worth 1.5 mana. Killing a random friendly minion is a cost of 3 mana.
you get pinkomancer from Luna The Love wind effect :D All valentine cards comes from her. Only brutal Personal trainer dont come from her and he is neutral card :P
I like them both. Each is technically balanced, though they both feel like they're just a touch on the strong side, which is just what Paladin needs right now.
My biggest concern with the SH Protector would be the potential Blood Knight synergy.
Yeah its strong but you need to have at least 2 minions on the bord in round 3, which isnt that easy because 3 Heroes are able to kill your tokens or many little minions you may play, and the others have stuff like Forked Lightning, Cruel Taskmaster or Northshire Cleric. It would be easier to play this combo in lategame, but then its more likely that your opponent has a silence or just destroys the Blood Knight, so I think the Protector is really well-balanced.
The fact that this is an infinitely respawning cycle means that you've basically just given Priests the Rogue hero power, only stronger. Was that your intent?
My intent was for Priest to have a weapon that fit with the light/dark duality and functioned similar to the staffs in WoW (they can transform into one another). At first, I thought about giving both weapons 0 attack so they functioned more like passive buffs than actual weapons, but that wouldn't really work because eventually you'd run out of damaging spell cards and just get stuck in Anathema. I tried to balance the infinite respawn by forcing you to use the defensive weapon first (slowing it down) and having Anathema return Benediction to your hand rather than re-equip it (sacrificing tempo).
Maybe...
- Benediction could be changed to 0/4; this would make it take longer to cycle through the two weapons without introducing the possibility of getting stuck in Benediction. Anathema could also be changed to 1/3 to give it the same stat total as Benediction.
- Benediction's Deathrattle could be changed to "Put an Anathema card into your hand." and Anathema's cost could be increased to 4. This would make maintaining the infinite chain a larger hit to tempo while also significantly slowing down the weapon's respawn cycle.
Does the wind dragon summonef by Ryo have some kind of drawback for your opponent?
well i think so, not sure here is wind dragon tho :D
Reason for deathrattle = Beacuse minion is low atk and hp, i had to somehow cover that so it would be worth for opponent too. Drawing a card is maybe most solid for that purpose.
Greed: I think this card is priced fairly, but it may become a serious drawback or tempo gain depending on what and where it is used. You stated that Miracle Rogue would love it, but I think this would fit into a tempo deck with Deathrattles such as the egg.
Lava Golem: For me, there are some irregularities with the pricing with this card. This has the stats of a chocolate 6 drop and has an internal Arcane Explosion type effect. If anything, I think it should have an Overload of 3, but the card is pretty fair otherwise.
Armored Berserker: This card has an odd potential. Unprovoked, it's stats are slightly under curve. Once provoked, it's stats are slightly over curve. It fits in the design with most cards that have the Enrage ability, and works well with a lot of the warrior cards that already exist.
Undead Set: I think that the commander is too powerful to be honest. Having an attack buff of +3 and a beneficial Deathrattle make it's value increase above the curve pretty well. In mt opinion, if it was a 5/4, it would displace and even out it's beneficial abilities. The other 2 are pretty fair, but I would make the token a 1 cost at least.
Bloodseeker: This card is essentially a 5/3 for 5. Even though the second half of the damage is RNG based, good trading can essentially make this hit where you want up to 50% of the time. I can't really tell how to "balance" the card as it is already balanced.
Inner Light: This is basically a Blessing of Kings junior. Compared to Mark of the Wild, this card costs 1 more, doesn't give taunt, and continuously gives the minion a +1/+1 buff. I think this card is actually undervalued for what it is.
@TheSilverHandL... With exception of the undeads I really really like these cards. I think they are very well rounded, have balanced stats and cool card arts. The only think I don't like for some of them is the wording. I would change them like this to suite the established game standards better:
Greed - Destroy a friendly minion and add/put 2 Coins to/in your hand.
Lava Golem - After this minion attacks, deal 1 damage to all enemy minions. or Whenever this minion attacks, ... depending on how you want it to work, hence should it trigger before or after the attack, but I don't really see how it can be before the attack so the first variation is the obvious choice.
Bloodseeker - Same as Lava Golem.
Inner Light - Give a minion +1/+1. In the end of your turn it gains +1/+1.
As for the Undeads unless the undead race brings some kind of drawback to the minion they are way too powerful. Possible changes may include limiting the attack buff aura of the Scourge Commander only to undead characters and the Skeletal Companion being 3/1. Also you should give the Skeletal Companion some cost in case it gets returned to hand. In his case 3 may be a good idea. Even with the changes I proposed I still think there is a bit too much power to the Scourge Warrior when compared to Dragonling Mechanic, on top off the better raw stats it is also an Undead, but being an Epic I think it can get away with it.
Nevertheless very nice cards.
@ParryDox didn't notice you commented on the same guy, glad out views align. Maybe a possible buff for Inner Light would be +1/+1 at the end of each turn instead just at the end of yours. But this might make it a bit too powerfull.
Thanks for the help, I am German so i´m not so familiar with English wording :D
I updated my cards according to yours and ParryDox´s suggestions, so i hope they are better now.
i made ryo little better and lowered wandering spirit mana, and now i'm going create whole new class and hero + hero power :).
Stun = a minion can't attack until the end of it takes damage.
so i have project and i will gladly take people help me out. This new hero class will have 65 minion and 35 spells. Personal message to me your joining message. Message need have example card in it and i choose 10 best player for project which created balanced cards :):
Now they really seem like actual cards that could be added to the game. I am especially big fan of the Rogue card. I would pay to have it in the game. Not because I think it is powerful but because I think it is an awesome concept. Halten Sie sich die gute Arbeit.
Google Translate xD I think you meant: Mach weiter so gute Arbeit. But for your friendly feedback, its nice to read that someone really likes your cards. I like the Rouge card too, it´s just really funny. Think of: Round 4 Combo SI:7, round 5 Gadgetzan, attack with SI:7, Prep Greed, Coin, Coin, Shiv. So much card draw :O
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and that isnt reason picking stats, i pick stats more that it can synergize with deck more better. ofc i'm thinking rising that mana cost so it would be more solid card.
Living and die by the blade
My ideas for a better Pala earlygame.
A good Legendary for every Minion-based Deck.
Just some fun Cards :)
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The fact that this is an infinitely respawning cycle means that you've basically just given Priests the Rogue hero power, only stronger. Was that your intent?
I like them both. Each is technically balanced, though they both feel like they're just a touch on the strong side, which is just what Paladin needs right now.
My biggest concern with the SH Protector would be the potential Blood Knight synergy.
I would argue an OP Legendary for every Minion based Deck.
Magni has 14 points of stats which is worth just a touch under 7 mana, and that's before you give him any ability at all.
+1/+1 is worth 1 mana
x2 because he gives double the "base bonus"
x2 because the bonus is recurring
x.5 because the target is random
-----
= 2 mana for the ability
Magni should cost between 8 and 9 mana. Because he is neutral, I would lean towards 9.
here some valentine cards again :). Maybe little bit weak but always cant have strong cards
Living and die by the blade
There are some other problems with Darkweaver.
1) It is a guaranteed 2:1 card against anyone except Mage. It comes into play before any minion capable of making favorable trades and then delays the ability to play those very minions, and not just by a little bit, but by 3 whole turns. Moreover, at Health 6, there are only 3 spells in the game that stand a real chance of taking it out on a 1:1 basis - Fireball, Mortal Strike, and Assassinate.
2) Shy of running a deck without any minions that do 5+ damage, there is no way to play around the card. In fact, not only is it hard to play around, but a good portion of late game cards become literally unplayable (everything form Ironbark Protector to Deathwing become incapable of reaching the board).
3) Even if someone does manage to kill the Darkweaver, the amount of mana they would need to expend to do so would basically render them incapable of playing any particularly large minions anyway.
In other words, Darkweaver doesn't just hamper the targeted deck type (control), it kills it outright.
Also, changing the stat line from 4/6 to 3/7 in no way mitigates these problems. If anything, it aggrivates them because it makes it even harder to get the kill. A minion like this. A minion that makes it so very, very hard to bring high-attack minions into play, should at the very least be vulnerable to the minions that it does still allow.
I would either reduce the imposed mana-cost significantly or I would flip the stat line so that it is a 6/4 (which also has the added benefit of making it very difficult to bring two of these cards into play at the same time).
In a Shaman deck, Pinkomancer isn't bad at all. However, it should really only cost 1 mana.
The Pinkomancer is worth 1 mana.
Each of the Skeletons is worth 1.5 mana.
Killing a random friendly minion is a cost of 3 mana.
There is actually a much simpler way to go about Shadow Word: Madness (and it would even line up with Shakrazam's comments)
1 mana
Swap the Attack and Health of a Minion.
you get pinkomancer from Luna The Love wind effect :D All valentine cards comes from her. Only brutal Personal trainer dont come from her and he is neutral card :P
Living and die by the blade
Yeah its strong but you need to have at least 2 minions on the bord in round 3, which isnt that easy because 3 Heroes are able to kill your tokens or many little minions you may play, and the others have stuff like Forked Lightning, Cruel Taskmaster or Northshire Cleric. It would be easier to play this combo in lategame, but then its more likely that your opponent has a silence or just destroys the Blood Knight, so I think the Protector is really well-balanced.
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My intent was for Priest to have a weapon that fit with the light/dark duality and functioned similar to the staffs in WoW (they can transform into one another). At first, I thought about giving both weapons 0 attack so they functioned more like passive buffs than actual weapons, but that wouldn't really work because eventually you'd run out of damaging spell cards and just get stuck in Anathema. I tried to balance the infinite respawn by forcing you to use the defensive weapon first (slowing it down) and having Anathema return Benediction to your hand rather than re-equip it (sacrificing tempo).
Maybe...
- Benediction could be changed to 0/4; this would make it take longer to cycle through the two weapons without introducing the possibility of getting stuck in Benediction. Anathema could also be changed to 1/3 to give it the same stat total as Benediction.
- Benediction's Deathrattle could be changed to "Put an Anathema card into your hand." and Anathema's cost could be increased to 4. This would make maintaining the infinite chain a larger hit to tempo while also significantly slowing down the weapon's respawn cycle.
Thoughts?
made two new class spesific cards and one neutral :)
Living and die by the blade
well i think so, not sure here is wind dragon tho :D
Reason for deathrattle = Beacuse minion is low atk and hp, i had to somehow cover that so it would be worth for opponent too. Drawing a card is maybe most solid for that purpose.
Living and die by the blade
This would make Miracle Rouge insane :D
A nice Shaman 5 drop beside Earth Elemental.
Really funny Paladin buff card, because you need to get rid of it immediatly ;)
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These are some interesting cards.
Greed: I think this card is priced fairly, but it may become a serious drawback or tempo gain depending on what and where it is used. You stated that Miracle Rogue would love it, but I think this would fit into a tempo deck with Deathrattles such as the egg.
Lava Golem: For me, there are some irregularities with the pricing with this card. This has the stats of a chocolate 6 drop and has an internal Arcane Explosion type effect. If anything, I think it should have an Overload of 3, but the card is pretty fair otherwise.
Armored Berserker: This card has an odd potential. Unprovoked, it's stats are slightly under curve. Once provoked, it's stats are slightly over curve. It fits in the design with most cards that have the Enrage ability, and works well with a lot of the warrior cards that already exist.
Undead Set: I think that the commander is too powerful to be honest. Having an attack buff of +3 and a beneficial Deathrattle make it's value increase above the curve pretty well. In mt opinion, if it was a 5/4, it would displace and even out it's beneficial abilities. The other 2 are pretty fair, but I would make the token a 1 cost at least.
Bloodseeker: This card is essentially a 5/3 for 5. Even though the second half of the damage is RNG based, good trading can essentially make this hit where you want up to 50% of the time. I can't really tell how to "balance" the card as it is already balanced.
Inner Light: This is basically a Blessing of Kings junior. Compared to Mark of the Wild, this card costs 1 more, doesn't give taunt, and continuously gives the minion a +1/+1 buff. I think this card is actually undervalued for what it is.
Thanks for the help, I am German so i´m not so familiar with English wording :D
I updated my cards according to yours and ParryDox´s suggestions, so i hope they are better now.
Hey! I like you!
i made ryo little better and lowered wandering spirit mana, and now i'm going create whole new class and hero + hero power :).
Stun = a minion can't attack until the end of it takes damage.
so i have project and i will gladly take people help me out. This new hero class will have 65 minion and 35 spells. Personal message to me your joining message. Message need have example card in it and i choose 10 best player for project which created balanced cards :):
Living and die by the blade
Google Translate xD I think you meant: Mach weiter so gute Arbeit. But for your friendly feedback, its nice to read that someone really likes your cards. I like the Rouge card too, it´s just really funny. Think of: Round 4 Combo SI:7, round 5 Gadgetzan, attack with SI:7, Prep Greed, Coin, Coin, Shiv. So much card draw :O
Hey! I like you!