Have been looking at rogue recently with how bad they are, and I am planning on posting a redo of the rogue class for what I would have done for it eventually. Put all the cards in a spoiler as there are quite a few. Will post a few things about each one after.
Tricks of the trade: Basically a play on the actual rogue spell. Since there is no threat in this game, I figured turning any minion (including an enemy minion) into a bolf ramshield for a turn would be a good effect instead. Especially because you can do things like if they have 2 minions out, you can use this on one, attack the other with your weapon and do damage to both, etc. Might be under costed but not sure.
Leeching Poison: This is basically a PW: Glory but for rogue weapons. Gives them some much needed healing so they can do things other than try and rush people down as soon as possible before they die (backspace rogue, oil rogue, miracle rogue).
Freezing Poison: Basically turns your weapon into a continuous coolant spare part until its durability is gone. This is a modification of the rogues paralysis poison in WoW, used freeze since it does the same thing as paralysis would.
Wounding Poison: Cool little effect, not sure if it would ever be played since it is slow, but it does do 4 damage by the start of your next turn, so it can kill some things deadly poison alone can't.
Shadow Poison: This one is more of a tech card, could be useful against priest and now possible shaman. Was adapted from the rogue poison in WoW that reduces healing taken by minion.
Mind-Numbing Poison: Also adapted from a rogue poison in WoW, this gives rogue an earth shock like effect but at the cost of their health.
Defias Poisoner: Basically the rogues version of mad scientist. If you don't have a weapon it just draws the poison into your hand to play later.
Poison Eater: Gives you added synergy with your poison cards, so you don't have to have a weapon to play them, and so you can play the effect ones even if they are already on a weapon. The combo means that poison eater costs 1 less, not the poison played on him if that wasn't clear.
Poison Vendor: This card I added as I thought it was a really cool idea, especially to generate some of the poisons you would like as the effect is ok but you don't have room to include in your deck, plus added the next minion to gives rogues another way to generate coins aside from cutpurse.
Goblin Recycler: This was made both as a value card, and to synergize with the card above. It gives rogues a slight bit of ramp that is less effect than druid but would help longer game oriented rogues reach that poin even without poison vendor.
Multistrike: Basically a new card that allows you to do something similar to blade flurry but applying your poison effects. It would also buff some of the weapons rogues have with higher durability. I am torn between it costing 2 or 3.
Shadow Strike: A card to actually help rogues use their weapon without taking so much damage from it, making their weapons more useful. Can also be used with the above to clear a larger minion or a few smaller minions without taking damage.
Anyway, that is it for now, let me know what you think, doing some other class cards now as well (so much time at work with nothing to do :().
Do you think the stats and the mana cost are too good for this effect or balanced enough:
I think it would be perfectly reasonable for this card to have the Fencing Coach effect in that it makes your next hero power usage cost zero. Since it costs 6 mana It's like you're playing a Chillwind Yeti AND investing 2 mana for later to be used in your Hero Power. As it is the card is just underpowered because it can trigger your opponent's effects too and sometimes just does nothing.
You're too afraid that the cards that you make will be too strong and end up making them too weak as a result.
Didn't think about fencing coach. Yeah this card absolutely deserves better stats. I'll work on that
Thank you!
Having whats effectivley a 6 mana Fencing Coach is really nice because you can go turn 6 Inspiring Teacher into turn 7 Confessor Paletress and summon a random Legendary.
So here's the buffed Teacher:
This one i think is ACTUALLY a tiny bit too strong. I think it would be fair as a a 5/6 or 5/5 because as it is it's basically strictly better than Boulderfist Ogre and is a bit too efficient against cards like Sludge Belcher and Emperor Thaurissan. If it was a 5/6 it would trade with Emperor Thaurissan and then your opponent would only have to do 1 damage to it. Keep in mind that Fencing Coach has really bad stats for it's cost because its effect is so powerful. The same should apply here.
Yes, compared to Worgen Infiltrator seems OP. But look to Mana Wyrm (common) and Northshire Cleric (basic). Do you think are OP or simply good cards?. Mimic Shadow is not so far from them, maybe a little better; that's why is an epic card.
@Drathdarkstar - largely good synergies, but Martyr of the Light OP. Sylvanas is a legendary and takes control of a minion - this costs 1 more and is a guaranteed board clear if your opponent does not have Silence. :/
Here are some cards I had thought up for one of the previous WCDCs - they weren't quite unique enough but I like the ideas.
@Drathdarkstar - largely good synergies, but Martyr of the Light OP. Sylvanas is a legendary and takes control of a minion - this costs 1 more and is a guaranteed board clear if your opponent does not have Silence. :/
Here are some cards I had thought up for one of the previous WCDCs - they weren't quite unique enough but I like the ideas.
Tah'kran is completely insane just with the "destroy a minion" part. It's a priest card though and Priest has been dead for forever so i think its really cool.
@Teknician: Thanks. I costed it based on the fact that it's 1 more mana than equality + consecrate but 1 card and vulnerable to silence so not always guaranteed. My other thought with that one was deathrattle: heal all friendly characters 10 health. But in my mind priests have a hard time clearing late game boards for a control class so was trying to fill that gap.
Ok, here is my first card creation. I think in most pirate decks its not worth using Captain's Parrot so here's my idea ;)
Let me know what you guys think, thanks.
It's a really bad card. You can't put a card in your deck that only works with one particular card if they're both bad on there own. This card is both ultra specific AND awful on its own. You can't make a bad card to incentevise people to use other bad cards. It would be better and easier to just buff Captain's Parrot.
Heal Power works as Spell Power, but for healing effects. The effect stacks which would enable more Priest combos.
EDIT: I am not sure if the wording is correct, but I meant the Heal Power +1 to trigger before the healing effect. Example: Temple Priest + Light of Naaru (heals for 4) + Light of Naaru (heals for 5).
@ouchalargerock: I like them all, and all of them seem fine (I think waterspeaker would be fine even with overload 1) except camouflage which seems a tad bit undercosted.
@ouchalargerock: I like them all, and all of them seem fine (I think waterspeaker would be fine even with overload 1) except camouflage which seems a tad bit undercosted.
I made it Overload 2 to further incentivise of use Lava Shock and using your Hero Power turn 4. Maybe you are right though, because haveing 3 Mana might allow you to overload into turn 5, giving you fire ele turn 6. Aside from Earth Elemental I don't think any cards really mess with that formula.
Have been looking at rogue recently with how bad they are, and I am planning on posting a redo of the rogue class for what I would have done for it eventually. Put all the cards in a spoiler as there are quite a few. Will post a few things about each one after.
Tricks of the trade: Basically a play on the actual rogue spell. Since there is no threat in this game, I figured turning any minion (including an enemy minion) into a bolf ramshield for a turn would be a good effect instead. Especially because you can do things like if they have 2 minions out, you can use this on one, attack the other with your weapon and do damage to both, etc. Might be under costed but not sure.
Leeching Poison: This is basically a PW: Glory but for rogue weapons. Gives them some much needed healing so they can do things other than try and rush people down as soon as possible before they die (backspace rogue, oil rogue, miracle rogue).
Freezing Poison: Basically turns your weapon into a continuous coolant spare part until its durability is gone. This is a modification of the rogues paralysis poison in WoW, used freeze since it does the same thing as paralysis would.
Wounding Poison: Cool little effect, not sure if it would ever be played since it is slow, but it does do 4 damage by the start of your next turn, so it can kill some things deadly poison alone can't.
Shadow Poison: This one is more of a tech card, could be useful against priest and now possible shaman. Was adapted from the rogue poison in WoW that reduces healing taken by minion.
Mind-Numbing Poison: Also adapted from a rogue poison in WoW, this gives rogue an earth shock like effect but at the cost of their health.
Defias Poisoner: Basically the rogues version of mad scientist. If you don't have a weapon it just draws the poison into your hand to play later.
Poison Eater: Gives you added synergy with your poison cards, so you don't have to have a weapon to play them, and so you can play the effect ones even if they are already on a weapon. The combo means that poison eater costs 1 less, not the poison played on him if that wasn't clear.
Poison Vendor: This card I added as I thought it was a really cool idea, especially to generate some of the poisons you would like as the effect is ok but you don't have room to include in your deck, plus added the next minion to gives rogues another way to generate coins aside from cutpurse.
Goblin Recycler: This was made both as a value card, and to synergize with the card above. It gives rogues a slight bit of ramp that is less effect than druid but would help longer game oriented rogues reach that poin even without poison vendor.
Multistrike: Basically a new card that allows you to do something similar to blade flurry but applying your poison effects. It would also buff some of the weapons rogues have with higher durability. I am torn between it costing 2 or 3.
Shadow Strike: A card to actually help rogues use their weapon without taking so much damage from it, making their weapons more useful. Can also be used with the above to clear a larger minion or a few smaller minions without taking damage.
Anyway, that is it for now, let me know what you think, doing some other class cards now as well (so much time at work with nothing to do :().
This one i think is ACTUALLY a tiny bit too strong. I think it would be fair as a a 5/6 or 5/5 because as it is it's basically strictly better than Boulderfist Ogre and is a bit too efficient against cards like Sludge Belcher and Emperor Thaurissan. If it was a 5/6 it would trade with Emperor Thaurissan and then your opponent would only have to do 1 damage to it. Keep in mind that Fencing Coach has really bad stats for it's cost because its effect is so powerful. The same should apply here.
@Joey1509
Yes, compared to Worgen Infiltrator seems OP. But look to Mana Wyrm (common) and Northshire Cleric (basic). Do you think are OP or simply good cards?. Mimic Shadow is not so far from them, maybe a little better; that's why is an epic card.
Really cool card. It's definitely a control card since in Oil you can't hit the face with it well.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Here are some priest minions I came up with in addition to the rogue stuff above:
@Drathdarkstar - largely good synergies, but Martyr of the Light OP. Sylvanas is a legendary and takes control of a minion - this costs 1 more and is a guaranteed board clear if your opponent does not have Silence. :/
Here are some cards I had thought up for one of the previous WCDCs - they weren't quite unique enough but I like the ideas.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
This is my Idea, there are currently no cards that can destroy Armor, I think a Dragon is fitting.
Tah'kran is completely insane just with the "destroy a minion" part. It's a priest card though and Priest has been dead for forever so i think its really cool.
This card is for aggro shaman more than anything else. Closest comparison is to Glaivezooka.
Cute bit of flavor in how Flametongue Totem gives minions +2 Attack.
or maybe something like this.....
@Teknician: Thanks. I costed it based on the fact that it's 1 more mana than equality + consecrate but 1 card and vulnerable to silence so not always guaranteed. My other thought with that one was deathrattle: heal all friendly characters 10 health. But in my mind priests have a hard time clearing late game boards for a control class so was trying to fill that gap.
Comapre it with Houndmaster... So your card is rly bad.
We need more tools for mill decks! Here's one I made up, just an idea.
It's a really bad card. You can't put a card in your deck that only works with one particular card if they're both bad on there own. This card is both ultra specific AND awful on its own. You can't make a bad card to incentevise people to use other bad cards. It would be better and easier to just buff Captain's Parrot.
Heal Power works as Spell Power, but for healing effects. The effect stacks which would enable more Priest combos.
EDIT: I am not sure if the wording is correct, but I meant the Heal Power +1 to trigger before the healing effect. Example: Temple Priest + Light of Naaru (heals for 4) + Light of Naaru (heals for 5).
I like it. Funnily enough, back when spell damage was called spell power it did use to work with heal effects.
I won't take this topic from Garlicnerd, and I'll just post some of my own cards.
These are all of my card draw cards. Any ideas on balance, or just any misc. thoughts on them?
P.S. Buff Text on Hammer of Faith obviously would be Hammer Time
Wow. Just... wow.
@ouchalargerock: I like them all, and all of them seem fine (I think waterspeaker would be fine even with overload 1) except camouflage which seems a tad bit undercosted.
I made it Overload 2 to further incentivise of use Lava Shock and using your Hero Power turn 4. Maybe you are right though, because haveing 3 Mana might allow you to overload into turn 5, giving you fire ele turn 6. Aside from Earth Elemental I don't think any cards really mess with that formula.
What makes you think it is undercosted though?
Wow. Just... wow.