Added Kael'thas Sunstrider. It's a Varian Wrynn for Mages.
The Triple Pyroblast in Arena...
This card is actually more like the opposite of Varian Wrynn. Whereas Carian lets you put down a huge threat n=but doesn't let you answer anything, this allows you to spend your entire turn answering something or straight-up winning with FireballFireballPyroblast in freeze mage or Flamestrikeing something..
I think this is ridiculously OP ... better Bloodlust if u want to use it as a finisher and if u want to use it as a board clear, since its basicly Twisting Nether, u get 6/6 body for 1 mana (if u subtract 8 mana for Twsting Nether effect = kill everything). Just cray cray :)
I think this is ridiculously OP ... better Bloodlust if u want to use it as a finisher and if u want to use it as a board clear, since its basicly Twisting Nether, u get 6/6 body for 1 mana (if u subtract 8 mana for Twsting Nether effect = kill everything). Just cray cray :)
Do you think they should die at the START of your turn instead? And maybe make it +3/+3. I was considering that when I made it since as it is it's insane. It's also neat how sometimes this will mess up your voidcallers sometimes and lose the battlecry although even then it's not a disaster.
I think this is ridiculously OP ... better Bloodlust if u want to use it as a finisher and if u want to use it as a board clear, since its basicly Twisting Nether, u get 6/6 body for 1 mana (if u subtract 8 mana for Twsting Nether effect = kill everything). Just cray cray :)
Do you think they should die at the START of your turn instead? And maybe make it +3/+3. I was considering that when I made it since as it is it's insane. It's also neat how sometimes this will mess up your voidcallers sometimes and lose the battlecry although even then it's not a disaster.
I feel this card needs some sort of explanation as to how it can be balanced since its pretty crazy. Usually when you're playing against a control deck, when you want Hunter's Mark most of the time, they won't have to many minions which means you won't be able to get to many marks and against aggro decks, when the most minions are going to die, Hunter's Mark isn't great.
Created some new cards to Showcase a new mechanic I came up with to push for more control decks.
Just a clarification, the effect works like Twilight Drake and Quick Shot where it checks how many cards are in your hand AFTER you play it. That is to say, you need to have that many OTHER cards in your hand.
First up we have a pretty simple one, just to demonstrate the concept. So this card, if you have 6 other cards in your hand will be slightly better than Fireball! Exciting because Fireball is already INCREDIBLY strong! But thankfully the mechanic is there to stop the card from being used to its greatest potential in Face Hunter. Regardless, they still would probably use it.
Next up we have an example of how Concentration could be used as a downside on some cards. If you only have 2 other cards in your hand, like in an aggro deck, this is a 3 mana 5/4! If you don't however... it does nothing. Just to clarify, Concentration works like battlecry and combo.
Lastly we have a card for Rogues, the effect is obviously incredibly strong and can even be used the turn after Sprint.
What do you think? Do you prefer this style of me explaining each card I make or do you prefer to analyze them on your own? Let me know what your thoughts.
I think Mannoroth needs the adjective "friendly" before Minions....otherwise he's an uber broken version of Deathwing ... or that they don't die until your next turn. As it is written ALL minions get pumped and then it's a Nether Void minus your 6/6 demon....
I think Mannoroth needs the adjective "friendly" before Minions....otherwise he's an uber broken version of Deathwing ... or that they don't die until your next turn. As it is written ALL minions get pumped and then it's a Nether Void minus your 6/6 demon....
Yeah, I meant to change it to 'die at the start of your turn' and make the buff +3/+3. It was just a while ago so I forgot.
First of all, great job, I love these. Too many to review all at once, so let me start with Mage. In general, I think it's a cool idea to push cards that reward playing big, expensive spells. We now have tempo mage who specializes on playing many cheap spells, so why not push in the other direction too.
Nexus Spellbinder - The problem with this card is that you'll nearly always want to play this over Spellslinger. You can only put big spells in your deck and feed Flamewaker / Antonidas with generated spare parts. If you have a choice between two 3/4 3-drops that add a spell to your hand, and one has a downside that can lose you the game, the choice is clear. Not sure how to change the Spellbinder, maybe a 2/3 for 2 mana, similar to King's Elekk? The other option would be to make it a 4-drop with an appropriate body, like 3/5 or 4/4.
Cobalt Broodling - Great card, but again, just a little bit too good. Blackwing Corruptor is an amazing card that you absolutely want in every dragon deck. In comparison, this card has -2 attack, but that's more than made up for by -1 mana cost, added freeze AND added Dragon type. That's too much. If you reduce the battlecry to 2 damage it's still a very powerful card, but no longer an auto-include over Corruptors.
Freeze Mage - 4 mana for a 3 mana spell and a 2/2 minion... Sounds about right.
Magna Aegwynn - Whoa, it's Summoner Brawl in a minion. Memories of Flamestrike with a free Velen and Pyroblast with a free Deathwing are still fresh. It's really hard to judge this one. The closest spell is Effigy, that's a one-off and already 3 mana. Another comparison would be Confessor Paletress. I guess the balance comes from the fact that there are only so many high-mana spells you can put in your deck. She could also be used as a token generator along the lines of Violet Teacher, but Mage doesn't have any multibuffs along the lines of Power of the Wild yet. My gut instinct says that she's good, but would she be good enough to create a new big spell / token mage archetype on her own?
Kael'Thas - Mage equivalent of Varian Wrynn. I like that both he and Magna support a big spell mage archetype. This could be a very interesting deck. Now what we need are more high-cost spells!
Let's look at Priest next. I'm not quite sure whether your Priest stuff has a theme, it seems all over the place. I like #4, the rest... not so much.
Mind Flay - This card is surprisingly anti-combo. Usually, when you Shrinkmeister a card, you want to steal it. If you want to steal it, you want it to come in one piece, so -2/-3 is bad. If you just want to get rid of something big, SW:Death it for a mana more. Of course, the card is still good as a generic 2 mana 3 damage, i.e. Darkbomb, or an enabler in a pinch when you don't have a Shrinkmeister and want to Cabal a Dragon, but it just feels like the card has two purposes that don't quite match up.
Stormwind Scholar - There are "If the opponent casts a spell, gain a card" effects in the game, but they are both Legendaries (Lorewalker Cho and Trade Prince Gallywix, of course), and both significantly worse than this card. And this is a common. Just for the sheer draw potential of this card it should be a legendary too.
Auchenai Apprentice - Shadow Priest needs more love but was the problem that you need 4 Auchenai Soulpriests instead of 2? Of course, a card that further supports the archetype is great but just outright making another similar card feels a bit ... uncreative? Why not try something related but different, like "whenever your hero is healed, deal the same amount as damage to the enemy hero". Card still gets bonus points for having a hot chick.
Holy Vindicator - Sure, Resurrect is a bit of a meh spell, it's better if you put an additional body on the board. I think this can still be tinkered with. Maybe make the ressurection a bit more targeted? "Summon a priest class minion" or "summon a minion with 3 attack or more", "summon a minion with battlecry" ... just throwing out ideas.
Blessed Sorceress - The most harmless-looking OP card I've seen. Coin this out on turn 1, get PW:Shield and... let's assume the opponent wasn't lucky to get winaxe/frostbolt/wrath/darkbomb. Play Northshire Cleric and PW:Shield either of the girls, draw a card, get another PW:Shield. Next turn, opponent has enough and removes the minion we didn't PW:Shield... well too bad, now we can play another PW:Shield, draw a card, and either heal (draw another card!) or get another PW:Shield, which will again draw a card. - Wow, it's only turn 3 and we're already in danger of self-milling, while the opponent could do nothing but scramble for removals. Even if this card was "Battlecry: Add a PW:Shield to your hand" instead, it would be a great card. Don't overdo it.
Mindbender - Why not just play a minion with 3 or less attack in the first place? Ok, this card is kinda-good when you steal something like a Belcher, because you invested a card and 2 mana to get a 5 mana minion, while costing your opponent 5 mana and a card. Maybe I just don't like the card because I know that if it was released, it would always steal a Spectral Spider for me and give my opponent a Twilight Guardian.
Divine Purifier - Interesting card. A bit obvious as a counter to Piloted Shredder. I like it, but as with Cobalt Broodling in the Mage collection, you made another card that is a better Blackwing Corruptor. And sorry, that card and Fire Elemental should set an upper limit. Silence is a very powerful effect, and there are many minions with very annoying Deathrattles. Just think about Sneeds and Sylvanas, or Chillmaw. Or Voidcaller. This minion would still be played at 6 mana, and that's what the cost should be.
Darkwood Imp - Fun little card. I like it.
Corrupted Hellraiser - Interesting. Kind of a weaker but cheaper Mistcaller. Maybe a bit anti-synergy because the minions you really want to buff with this, your imps, are generated by cards like Implosion and wouldn't be affected. Also doesn't help much in a Dreadsteed deck. Is the 2 extra health worth playing this over Mukla's Champion? How many demons can you stuff in a Warlock deck? Demon handlock runs around 6, and this Zoolock has 10. So it would buff 1 in 5, or 1 in 3 cards in your hand. The card is ok as is.
Mannoroth - Man, I really like this one. It's a big nasty finisher for Zoolocks. The only issue I have is that the Battlecry doesn't work well that with Voidcaller. Not as bad as accidentally pulling Jaraxxus, since you get a 6/6 after all, but still. On the other hand, in matchups where you don't hope to build a great board until turn 9 it's not that bad to pull him with a Voidcaller. So yeah, great card. Too bad Zoolock absolutely wouldn't have the space to run this guy, Mal'ganis and Jaraxxus.
Wyrmwood Naturalist - The problem with this card is that it gives 4/4 stats for 3 mana, and then the option between charge and taunt on top. It's almost Animal Companion with the ability to choose between Misha and Huffer. A 4 mana 2/3 that summons a 2/2 with charge or taunt would be fine.
Feral Dominance - Interesting card. Druid suffers a bit in that their main AOE only deals 1 damage to all except one targets. This an alternative, plus it offers beast synergy. It's better than Powershot though.
Emerald Consort - I like the idea of giving Druid a variant of Dragon Consort, but do they really need it? They can already ramp and Innervate. Also, Druid can already Mark of the Wild if he needs a taunt. Other classes would kill for this card (Mage! Rogue!), in Druid it's a bit meh.
Earthen Goliath - A 7 mana 5/5 in druid should really be called Ancient of _____. Apart from that, good card. Well, except Starfall would go and cry in a dark corner if this is ever released.
This card is actually more like the opposite of Varian Wrynn. Whereas Carian lets you put down a huge threat n=but doesn't let you answer anything, this allows you to spend your entire turn answering something or straight-up winning with Fireball Fireball Pyroblast in freeze mage or Flamestrikeing something..
Thanks! ^^
I think this is ridiculously OP ... better Bloodlust if u want to use it as a finisher and if u want to use it as a board clear, since its basicly Twisting Nether, u get 6/6 body for 1 mana (if u subtract 8 mana for Twsting Nether effect = kill everything). Just cray cray :)
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Do you think they should die at the START of your turn instead? And maybe make it +3/+3. I was considering that when I made it since as it is it's insane. It's also neat how sometimes this will mess up your voidcallers sometimes and lose the battlecry although even then it's not a disaster.
I suppose that would be better, yes.
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Added Tag Team and Cobalt Broodling.
very good
i like all the mage cards
specially this one and this one
Thanks!
Added Darkspear Scouter.
I feel this card needs some sort of explanation as to how it can be balanced since its pretty crazy. Usually when you're playing against a control deck, when you want Hunter's Mark most of the time, they won't have to many minions which means you won't be able to get to many marks and against aggro decks, when the most minions are going to die, Hunter's Mark isn't great.
Buffed Spirit Beast. The original is on the right.
Created some new cards to Showcase a new mechanic I came up with to push for more control decks.
Just a clarification, the effect works like Twilight Drake and Quick Shot where it checks how many cards are in your hand AFTER you play it. That is to say, you need to have that many OTHER cards in your hand.
First up we have a pretty simple one, just to demonstrate the concept. So this card, if you have 6 other cards in your hand will be slightly better than Fireball! Exciting because Fireball is already INCREDIBLY strong! But thankfully the mechanic is there to stop the card from being used to its greatest potential in Face Hunter. Regardless, they still would probably use it.
Next up we have an example of how Concentration could be used as a downside on some cards. If you only have 2 other cards in your hand, like in an aggro deck, this is a 3 mana 5/4! If you don't however... it does nothing. Just to clarify, Concentration works like battlecry and combo.
Lastly we have a card for Rogues, the effect is obviously incredibly strong and can even be used the turn after Sprint.
What do you think? Do you prefer this style of me explaining each card I make or do you prefer to analyze them on your own? Let me know what your thoughts.
I think Mannoroth needs the adjective "friendly" before Minions....otherwise he's an uber broken version of Deathwing ... or that they don't die until your next turn. As it is written ALL minions get pumped and then it's a Nether Void minus your 6/6 demon....
Balancing busted cards version 1.0.
lol at muster for totem. that art is amazing.
Yeah, I meant to change it to 'die at the start of your turn' and make the buff +3/+3. It was just a while ago so I forgot.
As it is it's definitely broken.
FeelsGoodMan
Got higher res art for Maelstrom Weapon.
Decided to make a neutral card to counter Piloted Shredder and other Deathrattle minions like Haunted Creeper and Mad Scientist.
First of all, great job, I love these. Too many to review all at once, so let me start with Mage. In general, I think it's a cool idea to push cards that reward playing big, expensive spells. We now have tempo mage who specializes on playing many cheap spells, so why not push in the other direction too.
Nexus Spellbinder - The problem with this card is that you'll nearly always want to play this over Spellslinger. You can only put big spells in your deck and feed Flamewaker / Antonidas with generated spare parts. If you have a choice between two 3/4 3-drops that add a spell to your hand, and one has a downside that can lose you the game, the choice is clear. Not sure how to change the Spellbinder, maybe a 2/3 for 2 mana, similar to King's Elekk? The other option would be to make it a 4-drop with an appropriate body, like 3/5 or 4/4.
Cobalt Broodling - Great card, but again, just a little bit too good. Blackwing Corruptor is an amazing card that you absolutely want in every dragon deck. In comparison, this card has -2 attack, but that's more than made up for by -1 mana cost, added freeze AND added Dragon type. That's too much. If you reduce the battlecry to 2 damage it's still a very powerful card, but no longer an auto-include over Corruptors.
Freeze Mage - 4 mana for a 3 mana spell and a 2/2 minion... Sounds about right.
Magna Aegwynn - Whoa, it's Summoner Brawl in a minion. Memories of Flamestrike with a free Velen and Pyroblast with a free Deathwing are still fresh. It's really hard to judge this one. The closest spell is Effigy, that's a one-off and already 3 mana. Another comparison would be Confessor Paletress. I guess the balance comes from the fact that there are only so many high-mana spells you can put in your deck. She could also be used as a token generator along the lines of Violet Teacher, but Mage doesn't have any multibuffs along the lines of Power of the Wild yet. My gut instinct says that she's good, but would she be good enough to create a new big spell / token mage archetype on her own?
Kael'Thas - Mage equivalent of Varian Wrynn. I like that both he and Magna support a big spell mage archetype. This could be a very interesting deck. Now what we need are more high-cost spells!
(to be continued...)
Let's look at Priest next. I'm not quite sure whether your Priest stuff has a theme, it seems all over the place. I like #4, the rest... not so much.
Mind Flay - This card is surprisingly anti-combo. Usually, when you Shrinkmeister a card, you want to steal it. If you want to steal it, you want it to come in one piece, so -2/-3 is bad. If you just want to get rid of something big, SW:Death it for a mana more. Of course, the card is still good as a generic 2 mana 3 damage, i.e. Darkbomb, or an enabler in a pinch when you don't have a Shrinkmeister and want to Cabal a Dragon, but it just feels like the card has two purposes that don't quite match up.
Stormwind Scholar - There are "If the opponent casts a spell, gain a card" effects in the game, but they are both Legendaries (Lorewalker Cho and Trade Prince Gallywix, of course), and both significantly worse than this card. And this is a common. Just for the sheer draw potential of this card it should be a legendary too.
Auchenai Apprentice - Shadow Priest needs more love but was the problem that you need 4 Auchenai Soulpriests instead of 2? Of course, a card that further supports the archetype is great but just outright making another similar card feels a bit ... uncreative? Why not try something related but different, like "whenever your hero is healed, deal the same amount as damage to the enemy hero". Card still gets bonus points for having a hot chick.
Holy Vindicator - Sure, Resurrect is a bit of a meh spell, it's better if you put an additional body on the board. I think this can still be tinkered with. Maybe make the ressurection a bit more targeted? "Summon a priest class minion" or "summon a minion with 3 attack or more", "summon a minion with battlecry" ... just throwing out ideas.
Blessed Sorceress - The most harmless-looking OP card I've seen. Coin this out on turn 1, get PW:Shield and... let's assume the opponent wasn't lucky to get winaxe/frostbolt/wrath/darkbomb. Play Northshire Cleric and PW:Shield either of the girls, draw a card, get another PW:Shield. Next turn, opponent has enough and removes the minion we didn't PW:Shield... well too bad, now we can play another PW:Shield, draw a card, and either heal (draw another card!) or get another PW:Shield, which will again draw a card. - Wow, it's only turn 3 and we're already in danger of self-milling, while the opponent could do nothing but scramble for removals. Even if this card was "Battlecry: Add a PW:Shield to your hand" instead, it would be a great card. Don't overdo it.
Mindbender - Why not just play a minion with 3 or less attack in the first place? Ok, this card is kinda-good when you steal something like a Belcher, because you invested a card and 2 mana to get a 5 mana minion, while costing your opponent 5 mana and a card. Maybe I just don't like the card because I know that if it was released, it would always steal a Spectral Spider for me and give my opponent a Twilight Guardian.
Divine Purifier - Interesting card. A bit obvious as a counter to Piloted Shredder. I like it, but as with Cobalt Broodling in the Mage collection, you made another card that is a better Blackwing Corruptor. And sorry, that card and Fire Elemental should set an upper limit. Silence is a very powerful effect, and there are many minions with very annoying Deathrattles. Just think about Sneeds and Sylvanas, or Chillmaw. Or Voidcaller. This minion would still be played at 6 mana, and that's what the cost should be.
Darkwood Imp - Fun little card. I like it.
Corrupted Hellraiser - Interesting. Kind of a weaker but cheaper Mistcaller. Maybe a bit anti-synergy because the minions you really want to buff with this, your imps, are generated by cards like Implosion and wouldn't be affected. Also doesn't help much in a Dreadsteed deck. Is the 2 extra health worth playing this over Mukla's Champion? How many demons can you stuff in a Warlock deck? Demon handlock runs around 6, and this Zoolock has 10. So it would buff 1 in 5, or 1 in 3 cards in your hand. The card is ok as is.
Mannoroth - Man, I really like this one. It's a big nasty finisher for Zoolocks. The only issue I have is that the Battlecry doesn't work well that with Voidcaller. Not as bad as accidentally pulling Jaraxxus, since you get a 6/6 after all, but still. On the other hand, in matchups where you don't hope to build a great board until turn 9 it's not that bad to pull him with a Voidcaller. So yeah, great card. Too bad Zoolock absolutely wouldn't have the space to run this guy, Mal'ganis and Jaraxxus.
Wyrmwood Naturalist - The problem with this card is that it gives 4/4 stats for 3 mana, and then the option between charge and taunt on top. It's almost Animal Companion with the ability to choose between Misha and Huffer. A 4 mana 2/3 that summons a 2/2 with charge or taunt would be fine.
Feral Dominance - Interesting card. Druid suffers a bit in that their main AOE only deals 1 damage to all except one targets. This an alternative, plus it offers beast synergy. It's better than Powershot though.
Emerald Consort - I like the idea of giving Druid a variant of Dragon Consort, but do they really need it? They can already ramp and Innervate. Also, Druid can already Mark of the Wild if he needs a taunt. Other classes would kill for this card (Mage! Rogue!), in Druid it's a bit meh.
Earthen Goliath - A 7 mana 5/5 in druid should really be called Ancient of _____. Apart from that, good card. Well, except Starfall would go and cry in a dark corner if this is ever released.