Inverted some classic Qiraji themed cards. Hoping for comments and feedback. :)
I really like the idea of an AQ themed deck, AQ was one of my favorite raids from vanilla. Battleguard sartura is really underpowered in my opinion, she's basically a wind fury harpy that requires enrage and hurts your own hero with one extra attack. If she did damage to the enemy hero instead I could see her being played.
I think the egg minions need to be buffed to compensate for the randomness of the card, one hp to each of the minions would possibly be a good buff. I love the idea behind the twins would be a really cool mechanic. What would happen if hard removal was used on one? I could see viscidus and cthun also having really cool mechanics to experiment with.
So, did a couple more cards for your consideration. I've also got notes for each one.
Banshee : Has the battlecry Possess. It takes over a minion with a mana cost of 6 or less and the player who used Banshee gains control of it. This will place a Possessed buff on the target. It gains +1/+1 while the target is buffed. You can silence the minion, and if you do, you will gain control of it again and the Banshee will return to the enemy side of the field. If you destroy the minion (using a card like Assassinate) then the Banshee will be killed also. If you kill the minion through damage, the Banshee will return to the field.
Dark Ranger : Has roughly the same stats as Sylvanas, but instead will only summon a 2/2 if it kills something. Would have no issue making it weaker if you think it's too strong.
The Headless Horseman : I'm surprised this card isn't already in the game. This is just a first attempt at the card, I feel like it needs to be more fun. Wasn't too sure how and would like to hear everyone's opinion. So far the way he works is this. He'll summon 2 Pumpkin Minions with Cleave (When they attack, they deal 2 damage divided among 2 adjacent minions, if there are non, the damage is dealt to the hero). The Pumpkined effect is this, the affected minions next attack will instead hit a random target.
Pumpkin Minion : Summoned by The Headless Horseman.
Banshee: a 4-mana minion that can steal any (non-stealthy) 6-mana minion is OP on its face. The +1/+1 effects of Possession make it even more OP.
Dark Ranger: Compare with Hogger (and remember, he's a legendary).
Headless Horseman: If you have an effect in mind, put that on the card - not "Get Pumpkined." It's not like Pumpkining is likely to become a new keyword (on the other hand, Confusion might). Otherwise, it's basically a neutral Savanah Highmane.
I personally think that 6-mana for 8/9 worth of stats is a bit much from a neutral card (even a legendary) - but since Highmane exists I can abide. Adding another ability on top of that seems excessive (especially one that Blizzard clearly values at more than 2-mana, since that's the ability's cost when it is part of a secret).
Pumpkin Minion: How exactly do the Cleave mechanics work? Are the targets random? Do you attack one target at will and then randomly target one of its adjacent minions? Do you take damage from one of the minions? Both of them? Neither?
Even though this is a token minion, it should have a mana cost - there are cards that can return minons to the hand and 2/2 with a special ability is not a freebie. I'd probably cost it at 2-mana unless it takes damage from both minions it attacks (in which case 1 will suffice).
Battlefield Medic - 4 mana 2/4. At the end of the turn Restore 2 health to adjacent minions.
Doesn't synergise well with Warrior enrage strategies. Again would work rather well as a neutral.
Goldshire Scout: Giving a Minion Divine Shield would be helpful to everyone, but only Paladins get access to it. Superior positioning strikes me as a Paladin, Warrior, and potentially Rogue shtick. I don't feel like it should be open to everyone.
Cauterize: Most spells would be useful to everyone. This one has a fire theme, so I felt that Mage fit best. If it were made neutral, I would get rid of the Card Draw effect.
Battlefield Medic: Not all Warriors run with Enrage - and buffs like Inner Rage and Rampage remain even after a minion has been restored to full health. Also, most classes already have a healer or healing spell of some sort. This gives Warriors a healer, but one that they have to think twice about before running.
Banshee : I suppose I didn't word it correctly. While the minion is possessed, the Banshee isn't on the field. You are right though, I was originally hesitant to give it the +1/+1 buff but I put it in anyways, but changes can and will be made.
Edit : I'll also make changes to the Possess effect... and stats.
Dark Ranger : As for Hogger, keep in mind that he's a token generator. You're guaranteed a 2/2 with taunt at the end of each of your turns. You are right though, her stats are high for something that can create minions. I'll be sure to bring her stats down.
The Headless Horseman. You are right about the fact that the effect should be written there. I'm going to make changes to him. I just wanted something that's interesting to play, but balanced at the same time. I'll work in it.
Pumpkin Minion : I completely forgot about cards that return minions to hand, I can't think of a reason why I did. I'll be sure to make that change.
As for Cleave, I can give senario's to help explain it.
-If the minion with Cleave attack something, the minions adjacent to it will take 1 damage each.
-If there's only one minion on the board, then the Cleave damage will instead hit the enemy hero (2 damage).
-The extra Cleave damage will do nothing if the minion attacks the enemy hero directly.
-The attacking minion will not take damage from the adjacent minions it damages. As well, the Cleave effect only takes place when the minion with it is attacking, so it's a purely offensive effect, not defensive.
Battlefield Medic - 4 mana 2/4. At the end of the turn Restore 2 health to adjacent minions.
Doesn't synergise well with Warrior enrage strategies. Again would work rather well as a neutral.
Goldshire Scout: Giving a Minion Divine Shield would be helpful to everyone, but only Paladins get access to it. Superior positioning strikes me as a Paladin, Warrior, and potentially Rogue shtick. I don't feel like it should be open to everyone.
Cauterize: Most spells would be useful to everyone. This one has a fire theme, so I felt that Mage fit best. If it were made neutral, I would get rid of the Card Draw effect.
Battlefield Medic: Not all Warriors run with Enrage - and buffs like Inner Rage and Rampage remain even after a minion has been restored to full health. Also, most classes already have a healer or healing spell of some sort. This gives Warriors a healer, but one that they have to think twice about before running.
Alright, made some changes to the card, some more drastic than others... sort of.
Banshee : Now costs 6 mana for the same stats. Also decided to change the Possession effect. When Banshee Possess a minion, she will disappear from the field. If the Possessed minion is silenced, that will return the minion to its original owner and Banshee will return to the field as a 4/3. If the minion is killed or destroyed, both the minion and Banshee die.
I hope that clears things up for Banshee and is more satisfactory.
Dark Ranger : Changed her to a 4/6 for 6 and the minions she spawns when she kills something are now 2/1's. They're still generic and don't have anything special about them. She is also now a Death Knight card, but if it turns out she's now balanced enough to be Neutral than that could be changed.
The Headless Horseman : I changed his effect to make things less confusing and possibly more fun for players. He's now a 7 cost minion. The minions he spawns cant attack... and won't ever attack actually. At the start of the players next turn, they'll die and deal 1 damage to random enemy minions. The Horseman himself is still a 4/5 and does nothing else. If you feel he's too strong, it can be changed. I feel like he could be fun, he wouldn't be great for someone who relies on building up armies because his "army" won't last, but he should, hopefully, be fun to play in certain decks.
Soo. Headless Horseman summons 4 Pumpkins the first turn? Maybe just remove the battlecry and lower the cost to 6 or 5?
You make a good point. Made some changes. Also made a slight change to he minions. In order for the card to have more potential. I made a change so that the damage dealt by the Pumpkins is equal to their attack, instead of just 1 damage. This way, if you're able to get out, and keep a card that'll buff their attack damage, they will in turn deal a bit more damage. I'm pretty sure getting extra damage like that won't necessarily be easy, especially considering the player has a turn to deal with the problem at hand before the damage is dealt.
Soo. Headless Horseman summons 4 Pumpkins the first turn? Maybe just remove the battlecry and lower the cost to 6 or 5?
You make a good point. Made some changes. Also made a slight change to he minions. In order for the card to have more potential. I made a change so that the damage dealt by the Pumpkins is equal to their attack, instead of just 1 damage. This way, if you're able to get out, and keep a card that'll buff their attack damage, they will in turn deal a bit more damage. I'm pretty sure getting extra damage like that won't necessarily be easy, especially considering the player has a turn to deal with the problem at hand before the damage is dealt.
What does everyone think?
A bit better. However, the new text for the pumpkins is a tad unneccesary. Since they die at the start of the turn, you have no chance to buff their attack power. Maybe make it them: 1/1 "Can't attack. At the end of your turn, dies and deal damage equal to its attack to a random enemy minion/character"? Is it intended that it can't hit the hero, or just something you oversaw? :)
Really, "whenever" any minion dies and has stealth? It doesnt take a genius to combo that with AOE to make a 10/10 - possibly 2x 10/10s.
Agreed on this. +2/+2 per enemy minion killed is extremely strong. I don't reckon any minion that gains health per minion kill. Frothing Berserker gains +1/0 per damaged minion, Flesheating Ghoul just gets +1/0 per minion that dies. Even without the stealth, it would be too strong
Really, "whenever" any minion dies and has stealth? It doesnt take a genius to combo that with AOE to make a 10/10 - possibly 2x 10/10s.
Agreed on this. +2/+2 per enemy minion killed is extremely strong. I don't reckon any minion that gains health per minion kill. Frothing Berserker gains +1/0 per damaged minion, Flesheating Ghoul just gets +1/0 per minion that dies. Even without the stealth, it would be too strong
I would also point out that the Scavenging Hyena only adds +2/+1 per death and there are two conditions on those death
They must be friendly minions
They must be beasts
If the Shinigami had to be the one to get the kill, that would potentially be a different matter, though you should still make the effect take place after Shinigami kills an enemy minion (otherwise the Shinigami's ability would guarantee that it stays alive after any "mutual kill").
Also - while I know that the assassins are all random tokens, there already is a price for a 4/2 minion with Stealth: 4 mana. Even if you wanted to discount the minion for being a random pull, it shouldn't be less than 3.
Also - while I know that the assassins are all random tokens, there already is a price for a 4/2 minion with Stealth: 4 mana. Even if you wanted to discount the minion for being a random pull, it shouldn't be less than 3.
Jungle Panther is 3-mana. costing at 2-mana also allows for possible synergy with shadowstep.
Oops - you're right. I withdraw my previous objection. I don't cost things for their ability to combo - but the fact that it's a random generation means that the cost can be dropped by 1.
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I really like the idea of an AQ themed deck, AQ was one of my favorite raids from vanilla. Battleguard sartura is really underpowered in my opinion, she's basically a wind fury harpy that requires enrage and hurts your own hero with one extra attack. If she did damage to the enemy hero instead I could see her being played.
I think the egg minions need to be buffed to compensate for the randomness of the card, one hp to each of the minions would possibly be a good buff. I love the idea behind the twins would be a really cool mechanic. What would happen if hard removal was used on one? I could see viscidus and cthun also having really cool mechanics to experiment with.
Banshee: a 4-mana minion that can steal any (non-stealthy) 6-mana minion is OP on its face. The +1/+1 effects of Possession make it even more OP.
Dark Ranger: Compare with Hogger (and remember, he's a legendary).
Headless Horseman: If you have an effect in mind, put that on the card - not "Get Pumpkined." It's not like Pumpkining is likely to become a new keyword (on the other hand, Confusion might). Otherwise, it's basically a neutral Savanah Highmane.
I personally think that 6-mana for 8/9 worth of stats is a bit much from a neutral card (even a legendary) - but since Highmane exists I can abide. Adding another ability on top of that seems excessive (especially one that Blizzard clearly values at more than 2-mana, since that's the ability's cost when it is part of a secret).
Pumpkin Minion: How exactly do the Cleave mechanics work? Are the targets random? Do you attack one target at will and then randomly target one of its adjacent minions? Do you take damage from one of the minions? Both of them? Neither?
Even though this is a token minion, it should have a mana cost - there are cards that can return minons to the hand and 2/2 with a special ability is not a freebie. I'd probably cost it at 2-mana unless it takes damage from both minions it attacks (in which case 1 will suffice).
Goldshire Scout:
Giving a Minion Divine Shield would be helpful to everyone, but only Paladins get access to it. Superior positioning strikes me as a Paladin, Warrior, and potentially Rogue shtick. I don't feel like it should be open to everyone.
Cauterize:
Most spells would be useful to everyone. This one has a fire theme, so I felt that Mage fit best. If it were made neutral, I would get rid of the Card Draw effect.
Battlefield Medic:
Not all Warriors run with Enrage - and buffs like Inner Rage and Rampage remain even after a minion has been restored to full health. Also, most classes already have a healer or healing spell of some sort. This gives Warriors a healer, but one that they have to think twice about before running.
Banshee : I suppose I didn't word it correctly. While the minion is possessed, the Banshee isn't on the field. You are right though, I was originally hesitant to give it the +1/+1 buff but I put it in anyways, but changes can and will be made.
Edit : I'll also make changes to the Possess effect... and stats.
Dark Ranger : As for Hogger, keep in mind that he's a token generator. You're guaranteed a 2/2 with taunt at the end of each of your turns. You are right though, her stats are high for something that can create minions. I'll be sure to bring her stats down.
The Headless Horseman. You are right about the fact that the effect should be written there. I'm going to make changes to him. I just wanted something that's interesting to play, but balanced at the same time. I'll work in it.
Pumpkin Minion : I completely forgot about cards that return minions to hand, I can't think of a reason why I did. I'll be sure to make that change.
As for Cleave, I can give senario's to help explain it.
-If the minion with Cleave attack something, the minions adjacent to it will take 1 damage each.
-If there's only one minion on the board, then the Cleave damage will instead hit the enemy hero (2 damage).
-The extra Cleave damage will do nothing if the minion attacks the enemy hero directly.
-The attacking minion will not take damage from the adjacent minions it damages. As well, the Cleave effect only takes place when the minion with it is attacking, so it's a purely offensive effect, not defensive.
Goldshire Scout:
Giving a Minion Divine Shield would be helpful to everyone, but only Paladins get access to it. Superior positioning strikes me as a Paladin, Warrior, and potentially Rogue shtick. I don't feel like it should be open to everyone.
Cauterize:
Most spells would be useful to everyone. This one has a fire theme, so I felt that Mage fit best. If it were made neutral, I would get rid of the Card Draw effect.
Battlefield Medic:
Not all Warriors run with Enrage - and buffs like Inner Rage and Rampage remain even after a minion has been restored to full health. Also, most classes already have a healer or healing spell of some sort. This gives Warriors a healer, but one that they have to think twice about before running.
Alright, made some changes to the card, some more drastic than others... sort of.
Banshee : Now costs 6 mana for the same stats. Also decided to change the Possession effect. When Banshee Possess a minion, she will disappear from the field. If the Possessed minion is silenced, that will return the minion to its original owner and Banshee will return to the field as a 4/3. If the minion is killed or destroyed, both the minion and Banshee die.
I hope that clears things up for Banshee and is more satisfactory.
Dark Ranger : Changed her to a 4/6 for 6 and the minions she spawns when she kills something are now 2/1's. They're still generic and don't have anything special about them. She is also now a Death Knight card, but if it turns out she's now balanced enough to be Neutral than that could be changed.
The Headless Horseman : I changed his effect to make things less confusing and possibly more fun for players. He's now a 7 cost minion. The minions he spawns cant attack... and won't ever attack actually. At the start of the players next turn, they'll die and deal 1 damage to random enemy minions. The Horseman himself is still a 4/5 and does nothing else. If you feel he's too strong, it can be changed. I feel like he could be fun, he wouldn't be great for someone who relies on building up armies because his "army" won't last, but he should, hopefully, be fun to play in certain decks.
Can summon:
Soo. Headless Horseman summons 4 Pumpkins the first turn? Maybe just remove the battlecry and lower the cost to 6 or 5?
Here's one, ain't going to happen, but fun.
You make a good point. Made some changes. Also made a slight change to he minions. In order for the card to have more potential. I made a change so that the damage dealt by the Pumpkins is equal to their attack, instead of just 1 damage. This way, if you're able to get out, and keep a card that'll buff their attack damage, they will in turn deal a bit more damage. I'm pretty sure getting extra damage like that won't necessarily be easy, especially considering the player has a turn to deal with the problem at hand before the damage is dealt.
What does everyone think?
I'd love that artwork to be an alternative for Pyroblast.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Really, "whenever" any minion dies and has stealth?
It doesnt take a genius to combo that with AOE to make a 10/10 - possibly 2x 10/10s.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
A bit better. However, the new text for the pumpkins is a tad unneccesary. Since they die at the start of the turn, you have no chance to buff their attack power. Maybe make it them: 1/1 "Can't attack. At the end of your turn, dies and deal damage equal to its attack to a random enemy minion/character"?
Is it intended that it can't hit the hero, or just something you oversaw? :)
Agreed on this. +2/+2 per enemy minion killed is extremely strong. I don't reckon any minion that gains health per minion kill. Frothing Berserker gains +1/0 per damaged minion, Flesheating Ghoul just gets +1/0 per minion that dies.
Even without the stealth, it would be too strong
I would also point out that the Scavenging Hyena only adds +2/+1 per death and there are two conditions on those death
If the Shinigami had to be the one to get the kill, that would potentially be a different matter, though you should still make the effect take place after Shinigami kills an enemy minion (otherwise the Shinigami's ability would guarantee that it stays alive after any "mutual kill").
Also - while I know that the assassins are all random tokens, there already is a price for a 4/2 minion with Stealth: 4 mana. Even if you wanted to discount the minion for being a random pull, it shouldn't be less than 3.
Right, forgot the Scavenging Hyena, but yea, the conditions are much higher
Also Jungle Panther is a 3 drop, so 2 mana with the random factor might be ok
Shaman secrets!
Only Priest and Druid remain.
Priest secrets!
Yes, Retribution can end the game in a draw.
Oops - you're right. I withdraw my previous objection. I don't cost things for their ability to combo - but the fact that it's a random generation means that the cost can be dropped by 1.