Really funny Paladin buff card, because you need to get rid of it immediatly ;)
On the whole I like this set - however...
Lava Golem is still too cheap (even with the change). 6/6 that casts Arcane Explosion every turn should cost 8 up front. You've chosen to put some of that into an overload - but overload typically comes at a premium. I would either make it 6 mana with 3 overload, or 5 mana with 4 overload.
I have misgivings about some of the others, but not more than 1/2 mana worth - so I'm not going to suggest any changes.
I think the wording could be improved but I can't really think how! The final bit should be changed to "This loses 1 Durability" (Like (Sword of Justice))
"Deal 1 damage to a minion. This loses 1 Durability." is enough I think. Alternatively, it could be limited to "an enemy minion" if you don't want it as an enabler for enraged minions etc?
High Instructor Campbell: Is this a Battlecry effect or an ongoing one? Stats are spot on if a Battlecry. If ongoing effect the wording and cost would need a rethink.
Expulsion: I think maybe a 1 or even 0 cost may be more suitable as it is likely to be used similar to Silence. Interesting idea nonetheless especially with all these deathrattle minions running around since Naxx! Maybe a card draw?
Sinister Shuriken: I think the wording could be improved but I can't really think how! The final bit should be changed to "This loses 1 Durability" (Like (Sword of Justice))
Thanks a lot :) I improved my cards so they should be better now.
When creating Expulsion I thought of cards like Deathlord. You dont want to silence him because he is a good taunter, but you normally dont want to give your opponent a free minion, so just use Expulsion on the Deathlord and be all happy. Or you dont want to use one of your silences for a Nerubian Egg? The solution: Expulsion! xD
More cards (yay!) - I'm aiming to get two done for each class and chuck in a few Neutrals as we go. Many Elves below. :P
Shaman
I really like all of these cards and i think the most of them are well-balanced and so except the Voodoo Troll.
Sure, its a really nice card and i know that feeling when you just have a bunch of (more or less) useless Totems on the board, but look at the Raid Leader. He has the same stats as your card but gives the buff to all of your minions. Your Troll gives it just to Totems but in return he has a good Deathrattle, especially for early-game. So I think you should either make this card 3 mana, remove the battlecry or give him a higher rarity because for common this is just too good.
Some ideas for cards. This is the first bunch of cards that I made so I have no idea how balanced they are so please give me some criticism.
Legendary:
Spell:
Paladin:
Priest:
Rogue:
Warrior:
My thoughts:
Gallywix: He does cost quite a bit for that statline but if you keep him alive for two turns then he'll pay for that over cost. Maybe play him on turn 6 on a empty board then next turn use your free coin to get rag out on turn 7. Maybe save up the coins so that when you play Malygos you can cast a spell right away.
Intro: Time is money!
Attack: Heeheehee...
Death: Uncle! Uncle!
Lor'themar Theron: The anti-giants deck legend.When I look back to this card I'm pretty sure that he's to powerful.
Intro: The blood elves will endure any hardship.
Attack: You die in vain!
Death: M-my hair...
Nefarian: Like his sister he's a 8/8 for 9 with the ability that at the start of your turn you use the enemy's hero power, so against a hunter you deal 2 dmg to the enemy hero, against a priest you can heal anything for 2 etc. If it isnt clear it's free. This was inspired by his classic fight.
Intro: Greetings "heroes"!
Attack: Flesh turns to ash!
Death: Defeat has never tasted so bitter...
Chromie: So here's how the board is, the enemy is a control warrior, he has kept your board clear almost the whole fight and now he starts dropping his late game legends and all you have is a shieldmasta, just plop down Chromie, board wipe for the warrior and you have a yeti and a taunt left, he already spent all his removals trying to get to the late game, gg.
Intro: Lets rewrite this part.
Attack: Here we go again.
Death: I don't remeber this.
Duty bound: the enemy has lethal and all you have is a core hound, first you rethink your life because you should never have a core hound and then you plop this card on it and suddenly you've bought yourself some time
Mindflip:Basiclly misdirection only its permently on a minion, can also ignore taunt
Resourcefulness: Speaks for it self
Talisman of the Horde: Like avenge only weaker, a deathrattle and for every friendly minion
Coward:The enemy has a hard taunt out, put this on him and run a 1/1 into it. You have a charge minion, put this on him and attack someone, get him back and play him again.
ehm priest mass dispell does same without any cost for yourself. So this is kinda pretty bad card compared to that. Maybe you should fix more not so bad cost?
Some ideas for cards. This is the first bunch of cards that I made so I have no idea how balanced they are so please give me some criticism.
Legendary:
Spell:
Paladin:
Priest:
Rogue:
Warrior:
My thoughts:
Gallywix: He does cost quite a bit for that statline but if you keep him alive for two turns then he'll pay for that over cost. Maybe play him on turn 6 on a empty board then next turn use your free coin to get rag out on turn 7. Maybe save up the coins so that when you play Malygos you can cast a spell right away.
Intro: Time is money!
Attack: Heeheehee...
Death: Uncle! Uncle!
Lor'themar Theron: The anti-giants deck legend.When I look back to this card I'm pretty sure that he's to powerful.
Intro: The blood elves will endure any hardship.
Attack: You die in vain!
Death: M-my hair...
Nefarian: Like his sister he's a 8/8 for 9 with the ability that at the start of your turn you use the enemy's hero power, so against a hunter you deal 2 dmg to the enemy hero, against a priest you can heal anything for 2 etc. If it isnt clear it's free. This was inspired by his classic fight.
Intro: Greetings "heroes"!
Attack: Flesh turns to ash!
Death: Defeat has never tasted so bitter...
Chromie: So here's how the board is, the enemy is a control warrior, he has kept your board clear almost the whole fight and now he starts dropping his late game legends and all you have is a shieldmasta, just plop down Chromie, board wipe for the warrior and you have a yeti and a taunt left, he already spent all his removals trying to get to the late game, gg.
Intro: Lets rewrite this part.
Attack: Here we go again.
Death: I don't remeber this.
Duty bound: the enemy has lethal and all you have is a core hound, first you rethink your life because you should never have a core hound and then you plop this card on it and suddenly you've bought yourself some time
Mindflip:Basiclly misdirection only its permently on a minion, can also ignore taunt
Resourcefulness: Speaks for it self
Talisman of the Horde: Like avenge only weaker, a deathrattle and for every friendly minion
Coward:The enemy has a hard taunt out, put this on him and run a 1/1 into it. You have a charge minion, put this on him and attack someone, get him back and play him again.
Thats all folks
Gallywix is perfect. A 4 mana body with a recurring 1-mana ability for an additional 2 mana.
Lor'themar is a 6 mana body combined with Shadow Word: Death. He should cost 9.
Nefarian his balance is fine, but I'm not quite sure how the mechanic would work when you're facing a Mage or Priest (the two classes that have to target their hero abilities).
Chromie I don't really like "reset to beginning" type cards. They really are unfair to control players, who have to fight through the rush decks' strong point and the mid-range decks' strong point before coming into their own. That said, I do like that you roll back to T4 rather than T1. As for balance issues, it would be practically impossible to say without actual play experience. My gut instinct is that the body left behind is too strong - but since the effect targets both players it might balance out.
Duty Bound is basically a weaker Ancestral Healing. It should cost 0 mana.
Mindflip is a bit hard to price, but I'm going to try and do so starting from Misdirection. Secrets typically produce effects equivalent to spending 2 additional mana - so "attack a random character other than the enemy hero" would be 4 mana. Since a Mindflipped character can still attack the enemy hero, let's drop that to 3. Next - persistent effects normally cost twice as much as 1-off effects. With this in mind, I would suggest that Mindflip start as a 6-mana spell.
Resourcefulness is probably priced right - but I'd want to see some minions with this effect built in before giving the Rogue the ability to assign it at will. Because Rogue is also the only class that has the ability to assign stealth at will, and because both effects have a huge amount of synergy, I would be tempted to push the cost of Resourcefulness up to 4 mana.
Talisman of the Horde may actually be overpriced. It typically costs 1 mana to permanently give 1 minion 2 stat points. Board wide effects are typically priced as if there are 4 minions on the board (so it's now a 4 mana effect). Things hidden behind deathrattle typically have their cost halved (reducing it to 2 mana). I might make this a 3-mana card anyway, but you would be justified for starting it at 2.
EDIT: I forgot that Blizzard charges a 1-mana premium on the massive minion-based burst spells (see Savage Roar and Bloodlust), so this card should probably be 3 or 4 mana, and I'd actually lean towards the 4 since it has a persistent effect.
Coward looks like a weaker Sap to me. I'd reduce the cost to 1 and still not expect Warriors to run it often. (Given the choice between a 1-mana sap that requires me to do damage or a 1-mana kill that requires me to do damage, I'd pick the kill).
EDIT: On further thought, I think this should probably be a 0-mana card. When used on your opponent, it's weaker than Execute, and when used on yourself it's weaker than Shadowstep.
On the whole I like this set - however...
Lava Golem is still too cheap (even with the change). 6/6 that casts Arcane Explosion every turn should cost 8 up front. You've chosen to put some of that into an overload - but overload typically comes at a premium. I would either make it 6 mana with 3 overload, or 5 mana with 4 overload.
I have misgivings about some of the others, but not more than 1/2 mana worth - so I'm not going to suggest any changes.
Looks great!
This is my favorite card in this thread, even the art is on point. Well played.
Phoenix Shaman deck + guide:
How did you manage to bold Battlecry, Deathrattle, and etc like they are in game? :o
http://www.hearthcards.net/
For some anti-Zoo-ness. :P
Okay, let's test this out since there's no preview post. I'll edit it after. :x
Okay, working as intended.
Galakrond - Extremely situational anti-dragon meta card. Yeah, sure. You can use it on your own Dragon, too.
I'd like to see weapons expanded to other classes, but used in a form other than Attacking with your face, such as this Mage card below:
EDIT: Haha, looking through some previous posts, this is by far NOT a new idea. Nothing to see here folks...
Creating Warcraft 3 campaign. Will update with the rest of the chapters.
http://www.hearthpwn.com/forums/off-topic/general-chat/15978-story-mode-warcraft-3-campaign
Every help is welcome, especially wording help ;D
Hey! I like you!
"Deal 1 damage to a minion. This loses 1 Durability." is enough I think. Alternatively, it could be limited to "an enemy minion" if you don't want it as an enabler for enraged minions etc?
You can't stop the signal.
Great thread! This is my contribution:
1. One single point of armor can save Warriors, Druids and Mages. This could be useful.
2. Paladin needs more synergy with Divine Shield.
i like cards, especially warlock and rogue ones
Living and die by the blade
I really like the shadowburn card.
Thanks a lot :) I improved my cards so they should be better now.
When creating Expulsion I thought of cards like Deathlord. You dont want to silence him because he is a good taunter, but you normally dont want to give your opponent a free minion, so just use Expulsion on the Deathlord and be all happy. Or you dont want to use one of your silences for a Nerubian Egg? The solution: Expulsion! xD
Hey! I like you!
I really like all of these cards and i think the most of them are well-balanced and so except the Voodoo Troll.
Sure, its a really nice card and i know that feeling when you just have a bunch of (more or less) useless Totems on the board, but look at the Raid Leader. He has the same stats as your card but gives the buff to all of your minions. Your Troll gives it just to Totems but in return he has a good Deathrattle, especially for early-game. So I think you should either make this card 3 mana, remove the battlecry or give him a higher rarity because for common this is just too good.
Nevertheless really cool cards. I like them :D
Hey! I like you!
Some ideas for cards. This is the first bunch of cards that I made so I have no idea how balanced they are so please give me some criticism.
Legendary:
Spell:
Paladin:
Priest:
Rogue:
Warrior:
My thoughts:
Gallywix: He does cost quite a bit for that statline but if you keep him alive for two turns then he'll pay for that over cost. Maybe play him on turn 6 on a empty board then next turn use your free coin to get rag out on turn 7. Maybe save up the coins so that when you play Malygos you can cast a spell right away.
Intro: Time is money!
Attack: Heeheehee...
Death: Uncle! Uncle!
Lor'themar Theron: The anti-giants deck legend.When I look back to this card I'm pretty sure that he's to powerful.
Intro: The blood elves will endure any hardship.
Attack: You die in vain!
Death: M-my hair...
Nefarian: Like his sister he's a 8/8 for 9 with the ability that at the start of your turn you use the enemy's hero power, so against a hunter you deal 2 dmg to the enemy hero, against a priest you can heal anything for 2 etc. If it isnt clear it's free. This was inspired by his classic fight.
Intro: Greetings "heroes"!
Attack: Flesh turns to ash!
Death: Defeat has never tasted so bitter...
Chromie: So here's how the board is, the enemy is a control warrior, he has kept your board clear almost the whole fight and now he starts dropping his late game legends and all you have is a shieldmasta, just plop down Chromie, board wipe for the warrior and you have a yeti and a taunt left, he already spent all his removals trying to get to the late game, gg.
Intro: Lets rewrite this part.
Attack: Here we go again.
Death: I don't remeber this.
Duty bound: the enemy has lethal and all you have is a core hound, first you rethink your life because you should never have a core hound and then you plop this card on it and suddenly you've bought yourself some time
Mindflip:Basiclly misdirection only its permently on a minion, can also ignore taunt
Resourcefulness: Speaks for it self
Talisman of the Horde: Like avenge only weaker, a deathrattle and for every friendly minion
Coward:The enemy has a hard taunt out, put this on him and run a 1/1 into it. You have a charge minion, put this on him and attack someone, get him back and play him again.
Thats all folks
ehm priest mass dispell does same without any cost for yourself. So this is kinda pretty bad card compared to that. Maybe you should fix more not so bad cost?
Living and die by the blade
Gallywix is perfect. A 4 mana body with a recurring 1-mana ability for an additional 2 mana.
Lor'themar is a 6 mana body combined with Shadow Word: Death. He should cost 9.
Nefarian his balance is fine, but I'm not quite sure how the mechanic would work when you're facing a Mage or Priest (the two classes that have to target their hero abilities).
Chromie I don't really like "reset to beginning" type cards. They really are unfair to control players, who have to fight through the rush decks' strong point and the mid-range decks' strong point before coming into their own. That said, I do like that you roll back to T4 rather than T1. As for balance issues, it would be practically impossible to say without actual play experience. My gut instinct is that the body left behind is too strong - but since the effect targets both players it might balance out.
Duty Bound is basically a weaker Ancestral Healing. It should cost 0 mana.
Mindflip is a bit hard to price, but I'm going to try and do so starting from Misdirection. Secrets typically produce effects equivalent to spending 2 additional mana - so "attack a random character other than the enemy hero" would be 4 mana. Since a Mindflipped character can still attack the enemy hero, let's drop that to 3. Next - persistent effects normally cost twice as much as 1-off effects. With this in mind, I would suggest that Mindflip start as a 6-mana spell.
Resourcefulness is probably priced right - but I'd want to see some minions with this effect built in before giving the Rogue the ability to assign it at will. Because Rogue is also the only class that has the ability to assign stealth at will, and because both effects have a huge amount of synergy, I would be tempted to push the cost of Resourcefulness up to 4 mana.
Talisman of the Horde may actually be overpriced. It typically costs 1 mana to permanently give 1 minion 2 stat points. Board wide effects are typically priced as if there are 4 minions on the board (so it's now a 4 mana effect). Things hidden behind deathrattle typically have their cost halved (reducing it to 2 mana). I might make this a 3-mana card anyway, but you would be justified for starting it at 2.
EDIT: I forgot that Blizzard charges a 1-mana premium on the massive minion-based burst spells (see Savage Roar and Bloodlust), so this card should probably be 3 or 4 mana, and I'd actually lean towards the 4 since it has a persistent effect.
Coward looks like a weaker Sap to me. I'd reduce the cost to 1 and still not expect Warriors to run it often. (Given the choice between a 1-mana sap that requires me to do damage or a 1-mana kill that requires me to do damage, I'd pick the kill).
EDIT: On further thought, I think this should probably be a 0-mana card. When used on your opponent, it's weaker than Execute, and when used on yourself it's weaker than Shadowstep.