Hello, first time i post here, i hope you like my creations.
PD: If a card is bad worded its because english is not my native language.
Interesting thoughts.
Entangling Roots - This is, in effect, an indefinite freeze. I would make it cost 3-mana as it effectively takes most cards out of play.
Accelerated Decay - Druid already has a the cheapest kill effect and one of the few "kill all" cards in the game. Most other classes are lucky to have one. They do not need another kill card. If these other cards did not exist, I'd say your pricing is fair. Since they do, I think Accelerated Decay would need to do somewhere between 6 and 8 points of healing (after all, you're now entering the territory where the Druid could just auto kill a good chunk of their opponent's minions).
Putrid Treant - IIRC rotted and corrupted treants are Warlock units. As for the mechanic - I have a real issue with a single card that can make a 3 layer deep taunt defense. Technically the price is right, but the amount of essentially unavoidable delay is absurd - especially since you can run these along side Sludge Belchers.
Protector of Nature - Non-targetable on a high health minion is worth .5 mana. As an area effect you would multiply that by 4. As an aura divide by 2, so the special ability is worth 1 mana (which I honestly think is absurdly discounted). The body itself is worth 4 mana (though for an ability like this, I would rather something like 3/6 so that at least some classes can get a 1 hit kill). Even with the mana reduction, I feel like 5-mana would be the better price, as this minion has basically been built in a manner that it must be taken care of.
Torborg - Your battlecry basically describes "charge." As a 7/9 charge minion it should cost the same as a 14/9 minion. The proper price for a minion with 23 points worth of stats is 11. As a class legendary you could probably get away with having it cost only 10 (or maybe 9, it is basically a King Krush variant).
9 mana 5/8 with charge and summons a 6/6 which also subsequently has charge as well? lol #Balanced
I agree with FillOrFeedNA - you've made this card way too strong.
First up, a 5/8 with charge is worth 8.5 mana on its own. The ability to give charge to minions under 3 attackis worth 1 mana (see Warsong Commander). The ability to create a 6/6 charge on the turn this card is summoned is worth 9 mana. The fact that this is a recurring ability is another 9 mana.
All told, this monstrosity is worth a minimum of 28.5 mana.
I didn't know that kind of treant (putrid treant) was a warlock type minion, sorry, i just wanted it to be an efficient anti-aggro creature but forgot when it teamed with Sludge Belcher. Yep i first though Protector of nature costing 5 crystal mana but the reducing crystal ability i thought it was too much. Torborg was just something nice i wanted to create =), i had in mind shaman's Fire Elemental when creating my legendary and wanted it to survive a fight with Ragnaros. Thanks for your advice
I didn't know that kind of treant (putrid treant) was a warlock type minion, sorry, i just wanted it to be an efficient anti-aggro creature but forgot when it teamed with Sludge Belcher. Yep i first though Protector of nature costing 5 crystal mana but the reducing crystal ability i thought it was too much. Torborg was just something nice i wanted to create =), i had in mind shaman's Fire Elemental when creating my legendary and wanted it to survive a fight with Ragnaros. Thanks for your advice
Well, there's no card for it yet, I'm just going by the lore.
And you priced it right, it's just that there's another card that basically does the same thing and is something of a staple card. Making a better version of a staple card is usually the sign that you're doing something that's going to push the power curve of the whole game (and/or make one class unbeatable).
I'm not sure if it is balanced or usefull, but here it is.
Early game it would be a boring 2/3 for 2, maybe dealing 2 damage when used with Backstab. Later it would get a far cheaper, slightly stronger Avenging Wrath. The Spell part is on one hand a little flavour because he dances so fast you can not get him and on the other hand a way to prevent something like 30 Damage to the opponents board using Shadowstep. The other thing that would make it a little more balanced is, that it can not hurt the enemy hero.
Maybe I should add that Rogue is my least played class overall. :P
The way I understand it, is that you want to use this late game, but at the start of the combo, dealing at max 8 damage, randomly split among enemy characters. Seems like a pretty good concept, but I would much rather see you add a mana, and make it go across all characters, as dealing 7 to the enemy characters seems a smidge wrong.
While it looks like a good concept on paper, you basically have to accept that it's a mage-only card. The only other class that would even come close to getting a reasonable price would be the Shaman, and they'd have to spend several cards to do so.
Deathrattles are valued at 1/2 the price of Battlecries. If Cairne gave you a Yeti as a Battlecry it would be an 8 mana card.
I wouldn't say exactly 1/2 in all circumstances though, for example Sludge belchers and Harvest golems would be worse without their deathrattle being a deathrattle, same arguably with haunted creeper. So Idk really, the card could work at its current cost as a deathrattle and I think that'd be good.
I had one of those "Eureka!" moments, so I would like to share a couple cards :)
- Wrathion: Based on the quest; something around if you slay a black dragon you earn the Fangs of the Father. Anyways, instead now you have to kill any enemy minion, which is a lot like a combo in rogue except harder to accomplish. I also wanted something else Miracle could fool around with, using deadly poison. Edit: I think the Fangs of the Father should actually cost 2 (not a big difference).
- Blackhand: Since he was a brutal commander and tactician, I equipped him with a couple of catapults. Also, having them spawn when you draw him is crazy; I might need to nerf it. However, you can't have the Demolishers spawn if you have it in your opening hand at least.
- Mannoroth: This is alike the pre-nerf Pit Lord, however this one works because of 4 words: "When you draw this..." This poses 2 major drawbacks; 1. Your opponent expects the card, so they'll save their heavy removal when they see you take 10 damage. 2. The 10 damage is involuntary, so if you're at 10 health and you draw Mannoroth, you have lost. This was also really hard to balance though, so it is also subject to change from you guys' input.
Wrathion is effectively a 3/4 battlecry deal 8+ damage. OP. If anything Wrathion should be the 10 mana one because Blackhand is overpriced. Wrathion should probably be at least 8 mana. And Blackhand should be at maximum 9. Mannaroth is cute but dealing 10 to yourself would mean no one would play it.
Wrathion is effectively a 3/4 battlecry deal 8+ damage. OP. If anything Wrathion should be the 10 mana one because Blackhand is overpriced. Wrathion should probably be at least 8 mana. And Blackhand should be at maximum 9. Mannaroth is cute but dealing 10 to yourself would mean no one would play it.
I'd expect mannoroth to be in Handlocks so they can put out moltens as early as they would for mountain giants.
Here's what was going on mind when I balanced my cards:
Wrathion - 3 mana body + 4 mana weapon, however it requires you to have already killed an enemy minion in order to take place, so it would cause you to sacrifice a card that will specifically kill another minion or a friendly minion itself that you still have on the board. Also, keeping in mind that legendaries are usually 1 mana efficient.
Blackhand - 5 mana body + 2, 3 mana bodies that don't need to be summoned along with the card = ~12 mana worth of stats, eh?
Mannoroth didn't seem to be criticized except for the fact that it deals to you 10 damage... maybe if I give it taunt.
Deathrattles are valued at 1/2 the price of Battlecries. If Cairne gave you a Yeti as a Battlecry it would be an 8 mana card.
I wouldn't say exactly 1/2 in all circumstances though, for example Sludge belchers and Harvest golems would be worse without their deathrattle being a deathrattle, same arguably with haunted creeper. So Idk really, the card could work at its current cost as a deathrattle and I think that'd be good.
Yes, but they are valued at 1/2 their vanilla mana price - it's just that 1/2 of 1 is still 1 when you can only have integer values on the cards.
Remove "Windfury" from Fangs of the Father, and I will 100% agree with the pricing of Wrathion. He's basically a non-rogue combo card. Without the combo effect he's only worth 3 mana, with it (assuming no windfury) he's worth 7. 5 is the middle ground between those two options.
However, if his weapon keeps Windfury, then I think Wrathion needs to be at least 7 mana (a weapon that can be used up the turn it is summoned is a weapon that cannot be countered).
Blackhand the Destroyer
10 is actually the fair price. He has a 4.5 mana body and summons two 3-mana minions. Normally that would be 10.5 mana - but he's a class card so it can be dropped to 10.
Mannoroth
On paper, 6 seems about right. He has a 9.5 mana body, 3-mana worth of face damage to the person playing him (dropping him to a 6.5) and is a legendary, justifying a cost of 6.
That said, I don't like him. Even more than other Legendaries, he warps the rest of the playing field around his presence (and he single handedly guarantees that Molten Giants become playable on T7).
- Blackhand: Since he was a brutal commander and tactician, I equipped him with a couple of catapults. Also, having them spawn when you draw him is crazy; I might need to nerf it. However, you can't have the Demolishers spawn if you have it in your opening hand at least.
Nope! Many of the people who reviewed Blackhand seem to have missed a point - you don't have to play Blackhand! You can just let him stew in your hand. In this regard, you lose a card (the unused card in your hand) but you summon two Demolishers for 0 mana.
Think about it - it is actually equivalent to drawing a card that says (0 mana: Summon two Demolishers. Draw a card that's a 10 mana 4/6). Now that's OP!
- Blackhand: Since he was a brutal commander and tactician, I equipped him with a couple of catapults. Also, having them spawn when you draw him is crazy; I might need to nerf it. However, you can't have the Demolishers spawn if you have it in your opening hand at least.
Nope! Many of the people who reviewed Blackhand seem to have missed a point - you don't have to play Blackhand! You can just let him stew in your hand. In this regard, you lose a card (the unused card in your hand) but you summon two Demolishers for 0 mana.
Think about it - it is actually equivalent to drawing a card that says (0 mana: Summon two Demolishers. Draw a card that's a 10 mana 4/6). Now that's OP!
You're right. I had missed that. Bringing two 3-mana cards into play for free with the only cost being a (temporary) shrinkage of max hand size is abusively powerful.
Hey every one I was thinking about Christmas card today so I done 2 fun cards that are really random but a lot fun : >>>> Same stats as BrewMaster, it's a fun card that can give you either an Eye for an Eye or aPyroblast :3
The other one is a mech that give presents too, I didn't find any artwork for the mech present but at least I got a good santa Mech : >>>> Could give you advantage if you play a mech deck and the other is not. The Mecha Grandfather is like Elite Tauren Cheiftain or Horreb in stats. The mech present is like a webspinner for mech !
9 mana 5/8 with charge and summons a 6/6 which also subsequently has charge as well? lol #Balanced
Thanks FOO(The Banner God)!
Interesting thoughts.
Entangling Roots - This is, in effect, an indefinite freeze. I would make it cost 3-mana as it effectively takes most cards out of play.
Accelerated Decay - Druid already has a the cheapest kill effect and one of the few "kill all" cards in the game. Most other classes are lucky to have one. They do not need another kill card. If these other cards did not exist, I'd say your pricing is fair. Since they do, I think Accelerated Decay would need to do somewhere between 6 and 8 points of healing (after all, you're now entering the territory where the Druid could just auto kill a good chunk of their opponent's minions).
Putrid Treant - IIRC rotted and corrupted treants are Warlock units. As for the mechanic - I have a real issue with a single card that can make a 3 layer deep taunt defense. Technically the price is right, but the amount of essentially unavoidable delay is absurd - especially since you can run these along side Sludge Belchers.
Protector of Nature - Non-targetable on a high health minion is worth .5 mana. As an area effect you would multiply that by 4. As an aura divide by 2, so the special ability is worth 1 mana (which I honestly think is absurdly discounted). The body itself is worth 4 mana (though for an ability like this, I would rather something like 3/6 so that at least some classes can get a 1 hit kill). Even with the mana reduction, I feel like 5-mana would be the better price, as this minion has basically been built in a manner that it must be taken care of.
Torborg - Your battlecry basically describes "charge." As a 7/9 charge minion it should cost the same as a 14/9 minion. The proper price for a minion with 23 points worth of stats is 11. As a class legendary you could probably get away with having it cost only 10 (or maybe 9, it is basically a King Krush variant).
I agree with FillOrFeedNA - you've made this card way too strong.
First up, a 5/8 with charge is worth 8.5 mana on its own. The ability to give charge to minions under 3 attack is worth 1 mana (see Warsong Commander). The ability to create a 6/6 charge on the turn this card is summoned is worth 9 mana. The fact that this is a recurring ability is another 9 mana.
All told, this monstrosity is worth a minimum of 28.5 mana.
Uh, true. I made some changes to make it more real.
I didn't know that kind of treant (putrid treant) was a warlock type minion, sorry, i just wanted it to be an efficient anti-aggro creature but forgot when it teamed with Sludge Belcher. Yep i first though Protector of nature costing 5 crystal mana but the reducing crystal ability i thought it was too much. Torborg was just something nice i wanted to create =), i had in mind shaman's Fire Elemental when creating my legendary and wanted it to survive a fight with Ragnaros. Thanks for your advice
Well, there's no card for it yet, I'm just going by the lore.
And you priced it right, it's just that there's another card that basically does the same thing and is something of a staple card. Making a better version of a staple card is usually the sign that you're doing something that's going to push the power curve of the whole game (and/or make one class unbeatable).
The way I understand it, is that you want to use this late game, but at the start of the combo, dealing at max 8 damage, randomly split among enemy characters. Seems like a pretty good concept, but I would much rather see you add a mana, and make it go across all characters, as dealing 7 to the enemy characters seems a smidge wrong.
I Designed A Card This Week
My first go. Taunt Immune let's you bypass taunt. Thoughts?
First submission but I honestly don't know if this would be under or over powered considering the fact that freeze mage exists
Compare to Sea Giant.
While it looks like a good concept on paper, you basically have to accept that it's a mage-only card. The only other class that would even come close to getting a reasonable price would be the Shaman, and they'd have to spend several cards to do so.
I wouldn't say exactly 1/2 in all circumstances though, for example Sludge belchers and Harvest golems would be worse without their deathrattle being a deathrattle, same arguably with haunted creeper. So Idk really, the card could work at its current cost as a deathrattle and I think that'd be good.
I had one of those "Eureka!" moments, so I would like to share a couple cards :)
- Wrathion: Based on the quest; something around if you slay a black dragon you earn the Fangs of the Father. Anyways, instead now you have to kill any enemy minion, which is a lot like a combo in rogue except harder to accomplish. I also wanted something else Miracle could fool around with, using deadly poison. Edit: I think the Fangs of the Father should actually cost 2 (not a big difference).
- Blackhand: Since he was a brutal commander and tactician, I equipped him with a couple of catapults. Also, having them spawn when you draw him is crazy; I might need to nerf it. However, you can't have the Demolishers spawn if you have it in your opening hand at least.
- Mannoroth: This is alike the pre-nerf Pit Lord, however this one works because of 4 words: "When you draw this..." This poses 2 major drawbacks; 1. Your opponent expects the card, so they'll save their heavy removal when they see you take 10 damage. 2. The 10 damage is involuntary, so if you're at 10 health and you draw Mannoroth, you have lost. This was also really hard to balance though, so it is also subject to change from you guys' input.
-
Wrathion is effectively a 3/4 battlecry deal 8+ damage. OP. If anything Wrathion should be the 10 mana one because Blackhand is overpriced. Wrathion should probably be at least 8 mana. And Blackhand should be at maximum 9. Mannaroth is cute but dealing 10 to yourself would mean no one would play it.
I Designed A Card This Week
I'd expect mannoroth to be in Handlocks so they can put out moltens as early as they would for mountain giants.
Thanks FOO(The Banner God)!
Here's what was going on mind when I balanced my cards:
Wrathion - 3 mana body + 4 mana weapon, however it requires you to have already killed an enemy minion in order to take place, so it would cause you to sacrifice a card that will specifically kill another minion or a friendly minion itself that you still have on the board. Also, keeping in mind that legendaries are usually 1 mana efficient.
Blackhand - 5 mana body + 2, 3 mana bodies that don't need to be summoned along with the card = ~12 mana worth of stats, eh?
Mannoroth didn't seem to be criticized except for the fact that it deals to you 10 damage... maybe if I give it taunt.
-
Yes, but they are valued at 1/2 their vanilla mana price - it's just that 1/2 of 1 is still 1 when you can only have integer values on the cards.
Wrathion
Remove "Windfury" from Fangs of the Father, and I will 100% agree with the pricing of Wrathion. He's basically a non-rogue combo card. Without the combo effect he's only worth 3 mana, with it (assuming no windfury) he's worth 7. 5 is the middle ground between those two options.
However, if his weapon keeps Windfury, then I think Wrathion needs to be at least 7 mana (a weapon that can be used up the turn it is summoned is a weapon that cannot be countered).
Blackhand the Destroyer
10 is actually the fair price. He has a 4.5 mana body and summons two 3-mana minions. Normally that would be 10.5 mana - but he's a class card so it can be dropped to 10.
Mannoroth
On paper, 6 seems about right. He has a 9.5 mana body, 3-mana worth of face damage to the person playing him (dropping him to a 6.5) and is a legendary, justifying a cost of 6.
That said, I don't like him. Even more than other Legendaries, he warps the rest of the playing field around his presence (and he single handedly guarantees that Molten Giants become playable on T7).
Nope! Many of the people who reviewed Blackhand seem to have missed a point - you don't have to play Blackhand! You can just let him stew in your hand. In this regard, you lose a card (the unused card in your hand) but you summon two Demolishers for 0 mana.
Think about it - it is actually equivalent to drawing a card that says (0 mana: Summon two Demolishers. Draw a card that's a 10 mana 4/6). Now that's OP!
You're right. I had missed that. Bringing two 3-mana cards into play for free with the only cost being a (temporary) shrinkage of max hand size is abusively powerful.
Hey every one I was thinking about Christmas card today so I done 2 fun cards that are really random but a lot fun :
>>>>
Same stats as BrewMaster, it's a fun card that can give you either an Eye for an Eye or aPyroblast :3
The other one is a mech that give presents too, I didn't find any artwork for the mech present but at least I got a good santa Mech :
>>>>
Could give you advantage if you play a mech deck and the other is not. The Mecha Grandfather is like Elite Tauren Cheiftain or Horreb in stats.
The mech present is like a webspinner for mech !