It is, it's meant to supplement an ogre control lock, and many of the ogre spells are aoe in origin with rare choose a character cards but the ogre murloc hurler is special!
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Ha, Bu'dah! You just couldn't resist using that art could you? Though I think you forgot to make his effect a Battlecry, unless he's meant to gain/lose health dynamically...
Gah I did forget to add Battlecry there, r.i.p. And I really couldn't it was just to perfect :p
Many of these cards get made really late at night before I post them so there tends to be mistakes here and there in card effects, I'll get to fixin' 'em here in a wee bit.
Bu'dah is pretty awesome, with or without a Battlecry.
Mystical Smashing seems crazy OP if it does what I think it does. So if your opponent has 7 1/1s, you destroy a 6 Attack ogre, does that smash 7 x 5 into the hero? :D
Yes, yes it does. Granted if you have an aggro deck playing against the Sorcerer King deck they should know better, really the entire point of the class was the idea that if it was introduced it'd push heavier control decks, more midranged because that low cost aggro play is the Meta right now, so this would drastically force a change. My only problem I have with this creation of mine is it'd be broken in arena if you got to choose Sorcerer king.
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My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
TgT set done! Only some word changes and maybe a card or two being moved around to better represent the areas they're in. e.g. some death rattle effects in the basic set and things like that.
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My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
I love all the cards, this is an awesome hero, really well done.
The only card that bothers me now is Ogre Strength. It's really too weak for a rare card. I know that with Smash its strong, but not all your minions have it. So you can definitely buff the card. You could make the bonus permanent, maybe add a "and gains Smash", or increase the attack gained this turn only. Your call!
The Gorian Mender has one little problem. The Inspire can't let you target a minion you want , so it should be a random friendly minion. So at this point you could change it to something like "restore 2 health to a random friendly injured minion." or something like that. It could also heal for 3 damage without becoming too strong.
@Thelkuzad Aye that was my thought process there! Though jumping up a rarity to be worse does sound pretty bad.
@Mechahunter I can see your logic, that was my primary concern was adding smash onto it or increasing the attack would combo to well. I'll go back and increase the attack bonus, maybe "+4 attack and gain Smash this turn" as the effect?
You're right on the Mender so i'll get to rewording his effect, glad to hear the concerns were being a wee bit under the power radar! Trying to make sure the smash effects don't go -too- overboard was the biggest thing I wanted to pay attention to as stated in that earlier thread comment by the other fellow experimenting with the smash mechanic!
Edit: Somehow i missed the amazing synergy TGT introduced with joust! So heres a joustin' ogre!
Apologies for interrupting all the positivity, but the hero power is weird. It has the same problem like overload, in that you move around mana between turns, but you never really gain tempo because the overall mana you spend remains the same. Compare Druid, who gains ramp by trading in card advantage and then regains that advantage by dropping Ancient of Lore.
In general, any class concept that relies on playing huge minions early will always suffer from the fact that your opponent can easily get rid of the big guys for paying much less than you did, with the usual Execute / Hex / BGH / SW:D... It works for Handlock because that guy has multiple methods to cheat mana and more big guys than the usual deck has removals. When Handlock plays a 4/10 or 8/8 on turn 4, he gained card advantage on the way there and he doesn't burden himself with overload. Where druid uses cards to pay for temp, Handlock pays in health.
If this class is expected to compete with druid or handlock, it needs a ramp mechanic that essentially cheats. In a way, the current writeup is fair, and that's the problem.
One option would be to make the hero power mirrored: "The next minion you play costs (3) less, your opponent's costs (1) less."
It is, it's meant to supplement an ogre control lock, and many of the ogre spells are aoe in origin with rare choose a character cards but the ogre murloc hurler is special!
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
GvG update and commentary added in.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Ha, Bu'dah! You just couldn't resist using that art could you? Though I think you forgot to make his effect a Battlecry, unless he's meant to gain/lose health dynamically...
Gah I did forget to add Battlecry there, r.i.p. And I really couldn't it was just to perfect :p
Many of these cards get made really late at night before I post them so there tends to be mistakes here and there in card effects, I'll get to fixin' 'em here in a wee bit.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Bu'dah is pretty awesome, with or without a Battlecry.
Mystical Smashing seems crazy OP if it does what I think it does. So if your opponent has 7 1/1s, you destroy a 6 Attack ogre, does that smash 7 x 5 into the hero? :D
Yes, yes it does. Granted if you have an aggro deck playing against the Sorcerer King deck they should know better, really the entire point of the class was the idea that if it was introduced it'd push heavier control decks, more midranged because that low cost aggro play is the Meta right now, so this would drastically force a change. My only problem I have with this creation of mine is it'd be broken in arena if you got to choose Sorcerer king.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
TgT set done! Only some word changes and maybe a card or two being moved around to better represent the areas they're in. e.g. some death rattle effects in the basic set and things like that.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Like it, especially Furious Upheaval. Ogre Strength is strictly a worse Rockbiter, but then, Mortal Strike is a strictly worse Fireball.
I love all the cards, this is an awesome hero, really well done.
The only card that bothers me now is Ogre Strength. It's really too weak for a rare card. I know that with Smash its strong, but not all your minions have it. So you can definitely buff the card. You could make the bonus permanent, maybe add a "and gains Smash", or increase the attack gained this turn only. Your call!
The Gorian Mender has one little problem. The Inspire can't let you target a minion you want , so it should be a random friendly minion. So at this point you could change it to something like "restore 2 health to a random friendly injured minion." or something like that. It could also heal for 3 damage without becoming too strong.
@Thelkuzad Aye that was my thought process there! Though jumping up a rarity to be worse does sound pretty bad.
@Mechahunter I can see your logic, that was my primary concern was adding smash onto it or increasing the attack would combo to well. I'll go back and increase the attack bonus, maybe "+4 attack and gain Smash this turn" as the effect?
You're right on the Mender so i'll get to rewording his effect, glad to hear the concerns were being a wee bit under the power radar! Trying to make sure the smash effects don't go -too- overboard was the biggest thing I wanted to pay attention to as stated in that earlier thread comment by the other fellow experimenting with the smash mechanic!
Edit: Somehow i missed the amazing synergy TGT introduced with joust! So heres a joustin' ogre!
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Apologies for interrupting all the positivity, but the hero power is weird. It has the same problem like overload, in that you move around mana between turns, but you never really gain tempo because the overall mana you spend remains the same. Compare Druid, who gains ramp by trading in card advantage and then regains that advantage by dropping Ancient of Lore.
In general, any class concept that relies on playing huge minions early will always suffer from the fact that your opponent can easily get rid of the big guys for paying much less than you did, with the usual Execute / Hex / BGH / SW:D... It works for Handlock because that guy has multiple methods to cheat mana and more big guys than the usual deck has removals. When Handlock plays a 4/10 or 8/8 on turn 4, he gained card advantage on the way there and he doesn't burden himself with overload. Where druid uses cards to pay for temp, Handlock pays in health.
If this class is expected to compete with druid or handlock, it needs a ramp mechanic that essentially cheats. In a way, the current writeup is fair, and that's the problem.
One option would be to make the hero power mirrored: "The next minion you play costs (3) less, your opponent's costs (1) less."
How about LoE class challenge?
Do you Want to have a bad Time?
LoE is up! As for the Hero power I do see what you mean the intent was for it to stack up but into the later game it wouldn't be as useful.
The rare got misworded i'll swap it here soon it should be the next time you activate your hero power rather than that turn.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]