I think this might be a bit too overpowered. I see you're using a similar ability to Hellfire, and subtracing it from the six mana cost of drawing three cards, but Hellfire actually costs four, so the cost would be something like ten. The card is great, but the mana cost is too low.
I hope I didn't mess this up and have it end up as a huge image, but I thought this up. The card Defensive Stance was also in the original WoW Card Game, but it used the art for the War Golem. I think it could be great if your opponent has a slow start early, or if you want your minions protected and you have huge amounts of armor. The one thing I had trouble with was cost.
I love the concept of this card. Could we use this one for our homemade game?
I was thinking that hunters need another viable weapon, something for the early game. So i got to thinking about Gladiators longbow and I came up with the little brother to that card, so low and behold I give you the Gladiator's crossbow. Its basic use is to help in the early game with removal of enemy minions while you try to get your board set up. I realize the early game is better now with webspinners and haunted creepers but I still think this is pretty cool, and could help stop the tempo from zoo decks a little.
This is way unbalanced. Take a look at Novice Engineer, it is a battlecry which costs 2 and draws a card. Ignoring the virtually useless 1/1 body it leaves you, you're paying 2 mana for 1 card draw. On that scale we can assume that a spell (which grants a battlecry esque effect) is worth 6 mana if it is drawing 3 cards. Being a class card we can probably drop it to 5 mana and it'd be acceptable. The 1 damage to all minions isn't really a drawback depending on what is on the board and should cost 1-2 mana as well.
Hi there guys. So i decided to make a Kael'Thas card, but since I think he is such a cool lore character, with such a deep story I couldn't just put together the first thing I came up with. I really want him to feel unique, yet strong and viable, but not too unbalanced as well. So I decided I would post several versions of him, and I would really appreciate it if you took your time to tell me which one you think is the best and why and even throw in your suggestions for Kael'Thas Sunsrider card. In these three versions I focused on his affinity for magic, but we could also do a corrupted version on him that focuses on this affiliation with the Burning Legion, or even both in one card.
The first version:
This one is the simplest of the three. I imagine the animation as the famous three green orbs levitating around him, popping out at the end of the turn and homing towards enemies. I believe the balance is quite right with this one, but I can never be too sure, might have to either reduce his attack to 4 or the damage of the missiles to 2. What do you think? Also do you think a cost of 9 is alright for him or should he cost less with lesser stats?
The second version:
==>
What do you think about this one. Again I tried to emphasize his affinity towards magic. All three of the spells fell a bit too powerful, but not too much and this is adjustable. Do you think I should lower his stats and keep the spells as they are or do you think I should keep the stats and nerf the spells? Or both? Also I don't think if a Sun spell is the right way to call it, or should it be Sunsrider spell?
And the third version (the one I like the most):
The wording is a bit pretentious, but again adjustable. Basically on every third spellcast you deal 7 damage to an enemy. I imagine the animation as: Whenever you cast a spell an Orb pops up. When three orbs gather floating above him on the board they all fly towards an enemy character hitting him for 7. A variation of this version would be when the 3 orbs gather above him, you can actually click them and pop a UI allowing you to target a character and deal 7 damage. That would be a bit clumsy since there isn't such type of mechanic ingame yet but I really think it would be cool if they were to introduce it for such an awesome character and make him even more unique. Do you think the balance is right on this one and if it were to be the second variation would increasing the cost by 1 solve the balance problems? Also do you think the wording should be adjusted for better readability or should it stay as it is?
Let me know what you think about these three versions of Kael'Thas, which one you like better, and do you have even better ideas on how to make him. Also you noticed I used different artworks for all 3 versions. Which of the three is your favorite?
1st version: The body on this alone is far too powerful. His ability has to be changed to a battlecry otherwise he is a perpetual spell that can attack and be boosted to ungodly levels. The body needs to be 4/7 and the ability needs to be either 2 damage to 2 enemies or a battlecry. Since he practically clears the board and keeps it clear. He is board control.
2nd version: Okay first off, how does the mana spending for this work? You're forced to cast a spell at the end of your turn... that costs mana. What happens if you spent mana? Does it spend it off your next turn? IF it does then I'd say this card is actually super balanced and carries a major drawback to its benefits.
3rd version: spell counters, nice touch! I think you could nerf his stats given that ability, 5/6 would suffice. I would also lower the cost to 6 mana. Make it so you could turn 9 cast 3 1mana spells and him for an instant 7 damage combo. Maybe keep the cost at 7 mana and add an option to do like 3 damage AoE for the opponent.
Final thoughts: I like all three, I like the art for all three. If I were you I'd create a final card; think Ritual Summoning from Yu-Gi-Oh. Let it put one of his incarnate forms you've made on the board at random. That'd let all three forms exist, showing his versatility as a spell caster. Finally change Sunsrider Barrier to being just a standard Divine Shield and put it on a random friendly minion.
I have used the hearthcards card generator, thanks for the recommendation NamelessDream3r. Here are some of my cards, a few are the same but have been tweaked and there's a couple of new ones.
Twisted Powers and Therezane are completely new, Neptulon is basically a card i made earlier called Ice Giant however a giant didn't suit the description. Ol' Sooty is a card i also made earlier in this thread but it's now a beast from World of Warcraft and the card has been nerfed. Amarok is just a different picture. Sense light is now 1 mana instead of 2, Banshee is now 8 mana instead of 9 and finally Dryad costs 5 mana instead of 3 and has a different name instead of Leshy.
I like the changes you've made to all of the cards. I think Neptuion the Tidehunter fits the new changes best.
I would be perfectly fine with you using my card idea.
@Shakrazam - I like the first art the best, easily. And I think the last card (while it has some wording issues) would be the most unique and balanced and just my favorite. :)
Instructor is a little strong. As Is Patwerk, and I would suggest Faerlina be a Battlecry effect for simplicities sake.
What do you think about reducing Instructor's health to 4 and Patchwerk's to 6?
I decided to give Faerlina an "aura" instead of a Battlecry because a big part of her encounter in Hearthstone is the continuous pressure Rain of Fire puts on you. Also, I thought it would be cool if there was a legendary that kinda felt like an AoE version of Ragnaros the Firelord.
Reduce Instructors Attack and Reduce Patchwerks as well. It will limit the number of stuffs they can kill, thus limiting the effectiveness of the ability. I understand your Faerlina argument, it just seems like at the start of all of your turns would take for ever, and hearthstone is designed to be moderately fast paced.
While I understand your concern about Faerlina's effect being too slow, the delay is the only thing keeping her remotely balanced. A 6/6 that can attack (unlike Ragnaros) and deal 4 damage every turn for just 6 Mana is really strong. I could have reduced her Attack/Health or made her unable to attack, but I didn't want her to just be a "turret" like Rag is. I also wanted her to be a respectable attacker when trading as a bit of a homage to her Enrage mechanic in WoW.
As for Patchwerk and Instructor Rezuvious, I took your advice and think they look much better now. Thanks for the feedback. :3
I couldn't think of a better way to word Totemic Mastery and I didn't want to just make "Greater Totem" a race because it would clutter up card descriptions. Some things to keep in mind:
1. Earthmender would completely replace Totemic Might.
2.Elemental Awakening can give you an Elemental card that wasn't actually in your deck, similar to Webspinner.
3. "Greater Totems" are classified as Totems for the sake of card interactions (Earthmender, Soothsayer, Elemental Awakening, etc).
4. If you use Totemic Mastery on a "Greater Totem" it'll be replaced with a new copy of itself; basically it'll just be healed to full health. Totemic Mastery "replaces" rather than "destroys" the target, so it cannot be used to duplicate minions with Ancestral Spirit.
5. Totemic Mastery cannot be used on Primal Totem and there is no "Greater Primal Totem".
Greater Totems:
Elementals:
Balance Changes:
- Magma Rager's stats increased from 5/1 -> 5/2.
- Al'Akir the Windlord's stats increased from 3/5 -> 4/5.
Somohexual, I think Elemental Awakening would be better if it was a 4 mana "Destroy a random friendly totem and put a random Elemental into play." because situational 3 mana card draw is just plain bad. That way, it's more balanced because you have a better chance at getting something good , as compared to Mind Games (most of the Elementals are 5+ mana), with the bad side of having to destroy a friendly totem. Also, Totemic Mastery is OP.
King793, the two cards I can see that wouldn't be that good is Murmur and Ursoc and Ursol. For Murmur, it's stats are a little low for it's effect. Try to think of Baron Geddon's stats. Ursoc and Ursol is a little weak for being an epic card, so I would make it's stats better; keeping in mind Windfury Harpy is better and it's known to be a pretty bad card.
Somohexual, I think Elemental Awakening would be better if it was a 4 mana "Destroy a random friendly totem and put a random Elemental into play." because situational 3 mana card draw is just plain bad. That way, it's more balanced because you have a better chance at getting something good , as compared to Mind Games (most of the Elementals are 5+ mana), with the bad side of having to destroy a friendly totem. Also, Totemic Mastery is OP.
Thanks for the feeback. :3
I made Elemental Awakening a card draw because I didn't want it to feel bad when you pulled a battlecry like Fire Elemental, but in retrospect it does make a lot more sense as a summon.
I don't think Totemic Mastery itself is really OP, but the Greater Totems might require a few tweaks to be balanced.
Just a few things to keep in mind:
1. Greater Totems have the cost of a 4 or 5 drop, which would allow a vanilla card an 8-10 stat total.
2. Each Greater Totem requires 2 specific cards or a specific card + specific RNG Hero Power minion to play, making them more difficult to get out than many 4 or 5 drops.
3. Greater Totems are class cards, so they're allowed to be a bit stronger or more efficient than their neutral counterparts.
Somosexual, I actually really like Grounding Totem. They should definitely make that a card. And it plays on the spell in WoW very well, because you basically force the opponent to target that card first with the spells.
Because of the upcoming Starving Buzzard nerf, this would give a card draw ability, mainly for hunters but neutral so all classes could use it. To not make it way OP for hunters using it with UTH I added in the "When you PLAY a beast minion", so simply summoning multiple hounds or Snake Trap would not work with it.
I've created few cards and would like to know your opinion if they're well balanced
Sliest Troll: Forcing your opponent to discard is very powerful (especially with how small the decks are in Hearthstone). Blizzard has indicated that they're unlikely to use this mechanic at all. A card that forces a full hand discard is definitely OP regardless of cost.
Sybil the Freezer: A nice, balanced card. Probably a bit on the weak side, but I imagine it would see a lot of play in Mage decks.
Tern the Spellblocker: Going on the limited precedent that Blizzard has provided, this card is technically priced accurately (+5 spell mana cost for 1 turn at 1/2 mana. Forbidding spells altogether is roughly equivalent to +10 mana cost - for 1 turn that should cost 1 mana. As a persistent effect you would normally double that to 2 mana. Add that to a 4-mana body and 6 mana would seem to be right). That said, a persistent anti-magic effect is very strong and I would seriously consider pushing the price up higher.
Card Madness - 1.5 mana to get a limited insight into your opponent's hand? Sure, go for it. I don't expect it will get that much play since you're giving up a card slot for very limited additional information - but I could be wrong.
Earthmender: Using the Murloc Warleader as a base case - this is probably priced correctly.
Elemental Awakening: At an effective cost of 4-mana, you can probably put the elemental card directly into play rather than having it go to the hand.
Primal Totem: This card needs some fine tuning. Does it copy all effects, or just printed effects? Does it respect "silence"? Should it really kill your opponent's totems as well as your own? Even with the most modest answers, this card is still stronger than a Void Terror. I would probably treat 4 as the minimum cost.
Grounding Totem: Immune to spell or hero power is a 0-1/2 mana effect. 0/3 is a 1 mana body. You could probably make this a 2-mana card.
Stoneskin Totem: +2 stats to all minions is a 1/2 mana effect. The "hidden" 2 health heal to all minions is a 1 mana effect. A 0/3 body is worth 1 mana. This is a 2.5 mana card - I would err towards making it 3 mana.
Soothsayer: Seems fair.
Totemic Mastery: Totems are not exactly hard for a Shaman to come by. I would probably price this at 3-mana so that it's more in line with the size of the stat bonuses you're granting. Also, you've gone a touch overboard with the Greater Stoneclaw and Greater Healing totems.
So, here are 6 of my cards. The first four are all completely new, having never played World of Warcraft i had to do a bit of research. The last two are some of my older cards that i would also like to hear some opinions on. Thanks
Prince Thunderaan: I've said this elsewhere, but I'm not really a fan of giving other minions the Ashbringer, it's effectively a DG to the Paladin Legendary. But yes, if you have a 3-mana body that gives a 6-mana weapon as a Battlecry, I would normally price it at 9-mana.
Murmur: In spite of the bigger AoE effect, Murmur is basically weaker than Baron Geddon across the board. 6-mana should suffice.
Garr: Simple, straightforward, balanced.
Ursoc & Ursol: Windfury is typically priced at attack x1.5 - so a 6/4 with Windfury is priced like a 9/4 - in other words, 6-mana would probably suffice. That said, the Windfury Harpy did charge a premium, so 7-mana would not be unreasonable.
Neptulon the Tidehunter: 5 mana body + Frost Nova. Yep 8-mana is right.
Dryad: A bit oddly placed. Probably a touch weak for 5 mana, but definitely stronger than the typical 4 mana critter.
Wildhammer Eagleeye is well balanced - nice concept, love it.
Demonhunter is okay, as long as the mana crystals are not destroyed. However, that's still a '2-mana' 3/3 with a very useful battlecry in situations (stops Mage Flamestrike turn, Paladin Equality-Consecration turn) etc. I would make it deplete only 2 mana crystals, in return for a bigger guy (4/3).
Elemental of Fury... that's too difficult for me to comprehend. I suppose it would be good in some kind of Warrior enrage deck? I dunno.
I think this might be a bit too overpowered. I see you're using a similar ability to Hellfire, and subtracing it from the six mana cost of drawing three cards, but Hellfire actually costs four, so the cost would be something like ten. The card is great, but the mana cost is too low.
I would be perfectly fine with you using my card idea.
@Shakrazam - I like the first art the best, easily. And I think the last card (while it has some wording issues) would be the most unique and balanced and just my favorite. :)
Also, thanks for the feedback for my cards. :)
Card I created for nice combos with deathrattles, better with his companion Baron Rivendare.
https://soundcloud.com/zenkreyofficial/danny-darko-hurricane-zenkrey-remix
i re-Tweaked the card
and i think everyone agrees we need a card that is a counter to secrets
I would totally play both or either of those, nice job balancing.
Updated card and thanks to Shakrazam for his "aesthetic" suggestions.
https://soundcloud.com/zenkreyofficial/danny-darko-hurricane-zenkrey-remix
http://www.hearthpwn.com/forums/off-topic/general-chat/18333-a-hearthstone-adventure-the-siege-of-ogrimmar
While I understand your concern about Faerlina's effect being too slow, the delay is the only thing keeping her remotely balanced. A 6/6 that can attack (unlike Ragnaros) and deal 4 damage every turn for just 6 Mana is really strong. I could have reduced her Attack/Health or made her unable to attack, but I didn't want her to just be a "turret" like Rag is. I also wanted her to be a respectable attacker when trading as a bit of a homage to her Enrage mechanic in WoW.
As for Patchwerk and Instructor Rezuvious, I took your advice and think they look much better now. Thanks for the feedback. :3
I've created few cards and would like to know your opinion if they're well balanced
I decided to make some Totem cards.
I couldn't think of a better way to word Totemic Mastery and I didn't want to just make "Greater Totem" a race because it would clutter up card descriptions. Some things to keep in mind:
1. Earthmender would completely replace Totemic Might.
2. Elemental Awakening can give you an Elemental card that wasn't actually in your deck, similar to Webspinner.
3. "Greater Totems" are classified as Totems for the sake of card interactions (Earthmender, Soothsayer, Elemental Awakening, etc).
4. If you use Totemic Mastery on a "Greater Totem" it'll be replaced with a new copy of itself; basically it'll just be healed to full health. Totemic Mastery "replaces" rather than "destroys" the target, so it cannot be used to duplicate minions with Ancestral Spirit.
5. Totemic Mastery cannot be used on Primal Totem and there is no "Greater Primal Totem".
Greater Totems:
Elementals:
Balance Changes:
- Magma Rager's stats increased from 5/1 -> 5/2.
- Al'Akir the Windlord's stats increased from 3/5 -> 4/5.
Somohexual, I think Elemental Awakening would be better if it was a 4 mana "Destroy a random friendly totem and put a random Elemental into play." because situational 3 mana card draw is just plain bad. That way, it's more balanced because you have a better chance at getting something good , as compared to Mind Games (most of the Elementals are 5+ mana), with the bad side of having to destroy a friendly totem. Also, Totemic Mastery is OP.
King793, the two cards I can see that wouldn't be that good is Murmur and Ursoc and Ursol. For Murmur, it's stats are a little low for it's effect. Try to think of Baron Geddon's stats. Ursoc and Ursol is a little weak for being an epic card, so I would make it's stats better; keeping in mind Windfury Harpy is better and it's known to be a pretty bad card.
-
Thanks for the feeback. :3
I made Elemental Awakening a card draw because I didn't want it to feel bad when you pulled a battlecry like Fire Elemental, but in retrospect it does make a lot more sense as a summon.
I don't think Totemic Mastery itself is really OP, but the Greater Totems might require a few tweaks to be balanced.
Just a few things to keep in mind:
1. Greater Totems have the cost of a 4 or 5 drop, which would allow a vanilla card an 8-10 stat total.
2. Each Greater Totem requires 2 specific cards or a specific card + specific RNG Hero Power minion to play, making them more difficult to get out than many 4 or 5 drops.
3. Greater Totems are class cards, so they're allowed to be a bit stronger or more efficient than their neutral counterparts.
That's the biggest lull I've ever seen in this thread... am I too late to join the party? Or am I still allowed to post here?
Anyway:
I'm not familiar with WoW Lore, so I couldn't think of good names :/ Any suggestions/comments/balancing help is welcome :D
Somosexual, I actually really like Grounding Totem. They should definitely make that a card. And it plays on the spell in WoW very well, because you basically force the opponent to target that card first with the spells.
Because of the upcoming Starving Buzzard nerf, this would give a card draw ability, mainly for hunters but neutral so all classes could use it. To not make it way OP for hunters using it with UTH I added in the "When you PLAY a beast minion", so simply summoning multiple hounds or Snake Trap would not work with it.
Sliest Troll: Forcing your opponent to discard is very powerful (especially with how small the decks are in Hearthstone). Blizzard has indicated that they're unlikely to use this mechanic at all. A card that forces a full hand discard is definitely OP regardless of cost.
Sybil the Freezer: A nice, balanced card. Probably a bit on the weak side, but I imagine it would see a lot of play in Mage decks.
Tern the Spellblocker: Going on the limited precedent that Blizzard has provided, this card is technically priced accurately (+5 spell mana cost for 1 turn at 1/2 mana. Forbidding spells altogether is roughly equivalent to +10 mana cost - for 1 turn that should cost 1 mana. As a persistent effect you would normally double that to 2 mana. Add that to a 4-mana body and 6 mana would seem to be right). That said, a persistent anti-magic effect is very strong and I would seriously consider pushing the price up higher.
Card Madness - 1.5 mana to get a limited insight into your opponent's hand? Sure, go for it. I don't expect it will get that much play since you're giving up a card slot for very limited additional information - but I could be wrong.
Earthmender: Using the Murloc Warleader as a base case - this is probably priced correctly.
Elemental Awakening: At an effective cost of 4-mana, you can probably put the elemental card directly into play rather than having it go to the hand.
Primal Totem: This card needs some fine tuning. Does it copy all effects, or just printed effects? Does it respect "silence"? Should it really kill your opponent's totems as well as your own? Even with the most modest answers, this card is still stronger than a Void Terror. I would probably treat 4 as the minimum cost.
Grounding Totem: Immune to spell or hero power is a 0-1/2 mana effect. 0/3 is a 1 mana body. You could probably make this a 2-mana card.
Stoneskin Totem: +2 stats to all minions is a 1/2 mana effect. The "hidden" 2 health heal to all minions is a 1 mana effect. A 0/3 body is worth 1 mana. This is a 2.5 mana card - I would err towards making it 3 mana.
Soothsayer: Seems fair.
Totemic Mastery: Totems are not exactly hard for a Shaman to come by. I would probably price this at 3-mana so that it's more in line with the size of the stat bonuses you're granting. Also, you've gone a touch overboard with the Greater Stoneclaw and Greater Healing totems.
Prince Thunderaan: I've said this elsewhere, but I'm not really a fan of giving other minions the Ashbringer, it's effectively a DG to the Paladin Legendary. But yes, if you have a 3-mana body that gives a 6-mana weapon as a Battlecry, I would normally price it at 9-mana.
Murmur: In spite of the bigger AoE effect, Murmur is basically weaker than Baron Geddon across the board. 6-mana should suffice.
Garr: Simple, straightforward, balanced.
Ursoc & Ursol: Windfury is typically priced at attack x1.5 - so a 6/4 with Windfury is priced like a 9/4 - in other words, 6-mana would probably suffice. That said, the Windfury Harpy did charge a premium, so 7-mana would not be unreasonable.
Neptulon the Tidehunter: 5 mana body + Frost Nova. Yep 8-mana is right.
Dryad: A bit oddly placed. Probably a touch weak for 5 mana, but definitely stronger than the typical 4 mana critter.
Wildhammer Eagleeye is well balanced - nice concept, love it.
Demonhunter is okay, as long as the mana crystals are not destroyed. However, that's still a '2-mana' 3/3 with a very useful battlecry in situations (stops Mage Flamestrike turn, Paladin Equality-Consecration turn) etc. I would make it deplete only 2 mana crystals, in return for a bigger guy (4/3).
Elemental of Fury... that's too difficult for me to comprehend. I suppose it would be good in some kind of Warrior enrage deck? I dunno.