Well it's certainly not working the way it's now, people won't even bother to read the relatively large amount of text.. Seems like you're desperately trying to countering Patron, so much that it affects the quality of your cards. If you absolutely need to make this idea happen, maybe "Costs (1) less for each enemy minion on the battlefield." And remove the space between the effects, it affects the text size.
Still a mess, but looks like the amount of text Blizzard would use. I bet Blizzard will never introduce a card with so much text like your card has now
That's only good if your opponent has like 7 minions on board, that rarely happens or it's too late or doesn't change anything. The effect is way too weak for 2 mana+a card slot. At least make it cost 0 or 1 mana. To bring balance the way you want, you would need something like 1 mana - "Enemy characters can't attack next turn."
Wasn't this topic supposed to be the topic of discussion? Because a lot of people people is discussing at submission topic. I would want to discuss too about some interesting cards but needs some changes, but i don't know if it is allowed, is it or not?
Wasn't this topic supposed to be the topic of discussion? Because a lot of people people is discussing at submission topic. I would want to discuss too about some interesting cards but needs some changes, but i don't know if it is allowed, is it or not?
It's not allowed, it's just people who can't read the rules. you will find their comments deleted shortly.
Wasn't this topic supposed to be the topic of discussion? Because a lot of people people is discussing at submission topic. I would want to discuss too about some interesting cards but needs some changes, but i don't know if it is allowed, is it or not?
It's not allowed, it's just people who can't read the rules. you will find their comments deleted shortly.
What's the point of the "When Mirror Master comes into play, ... "?? The whole reason for Battlecry is to shorten down that exact text you added.... You can also buff the stats to like 3/2
Alright, balance wise, I don't think you need the random attack gains. It's already uncontrollable enough relying on your enemies minions. Perhaps keep it at 1, and raise the attack? Or keep it at 2, but make his cost 6.
Becomes better the more enemy minions are in play. Balanced to be slightly below average for 3 enemy minions and slightly above average for 4 enemy minions. Check below to see Spirit Beasts.
Results From: 0 enemy minions in play.
Results From: 1 enemy minion in play.
Results From: 2 enemy minions in play.
Results From: 3 enemy minions in play.
Results From: 4 enemy minions in play.
Results From: 5 enemy minions in play.
Results From: 6 enemy minions in play.
Results From: 7 enemy minions in play.
What do you guys think? I debated making this card a non-legendary but decided it would be too crushing if two of these were dropped at the same time.
It's pretty much garbage if the enemy has 0-2 minion (which is should be) and is a "yeti" if played against 3 minions but with its own pros and cons. At 4 enemy minions the unfairness starts to kick in with 5-6 of stats and a deathrattle that might matter. At 5 enemy minions the card is dangerous to leave alive because of the inspire but you COULD choose to keep flooding the board with garbage and ignore it. At 6 enemy minions, the beast summoned is guaranteed to stop at least 6 damage but still, it can be ignored (though leaving it alive for 2 turns will probably be game swinging). 7 enemy minions brings out the wall, forcing the enemy to deal with the card by either silencing it and 'activating' the minion or by running creature(s) into it, guaranteeing to stop 7 damage and punch back.
The card seems to be "fine" if there are 2 enemy minions (an average of 4/7 stats), kind of balanced like Yeti. 3 enemy minions is a 5 mana 5/7 or 6/7. I feel like 3 enemy minions is too common for this to be a strictly better ogre. I'm just picturing you dropping 2 of these guys on the same turn and getting like a 7/7 and a 9/7. It should probably cost 1 more mana or have 1 less health considering it is a neutral non-legendary. If this was a class card or a legendary I think it would be perfect. Cool idea bro.
Rules-legal? Yeah! And it avoids blending into the background by using the number of minions on the battlefield to produce a random effect, so that's cool. Balance-wise, though, I'd agree with the assessment that it's slightly over-powered, and I think that decreasing the Health from 7 to 6 should help. =)
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Well it's certainly not working the way it's now, people won't even bother to read the relatively large amount of text.. Seems like you're desperately trying to countering Patron, so much that it affects the quality of your cards. If you absolutely need to make this idea happen, maybe "Costs (1) less for each enemy minion on the battlefield." And remove the space between the effects, it affects the text size.
Still a mess, but looks like the amount of text Blizzard would use. I bet Blizzard will never introduce a card with so much text like your card has now
Hearthpwn Community's Balancing of Cards.
Its not so much countering patron... its a cool effect that rogues don't have yet.
I'm going for an effect feels like "I'm an assassin and I got a job to take out the royal family. "
It also somewhat counters arena's where people can draft more than one of the same minion.
That's only good if your opponent has like 7 minions on board, that rarely happens or it's too late or doesn't change anything. The effect is way too weak for 2 mana+a card slot. At least make it cost 0 or 1 mana. To bring balance the way you want, you would need something like 1 mana - "Enemy characters can't attack next turn."
Hearthpwn Community's Balancing of Cards.
Wasn't this topic supposed to be the topic of discussion? Because a lot of people people is discussing at submission topic. I would want to discuss too about some interesting cards but needs some changes, but i don't know if it is allowed, is it or not?
Maybe... nah nah nah nah
It's not allowed, it's just people who can't read the rules. you will find their comments deleted shortly.
Just another tool for freeze mages against the aggro tide. Nothing OP, just annoying enough to help get the answer you really need.
Oh, thanks for warning :))
Maybe... nah nah nah nah
I think a 2/1 or even a 2/2 is ok, maybe at least 2/3 or 3/2. 1/1 is not op for its effect.
Maybe... nah nah nah nah
So, would cards similar to Mimiron's Head be eligible as well?
What's the point of the "When Mirror Master comes into play, ... "?? The whole reason for Battlecry is to shorten down that exact text you added.... You can also buff the stats to like 3/2
Hearthpwn Community's Balancing of Cards.
I also put some references
Enter: War... The War Never Changes (Fallout)
Attack: Show me what you got (Rick and Morty)
Death: This is just the beginning... (My self)
You can gain 1-2 attack for each minion or at max 2 attack? Because if its 1-2 attack for each minion this is super op
Maybe... nah nah nah nah
Alright, balance wise, I don't think you need the random attack gains. It's already uncontrollable enough relying on your enemies minions. Perhaps keep it at 1, and raise the attack? Or keep it at 2, but make his cost 6.
@Djjest3r Yes I believe so. as always, if you're unsure, message a moderator.
Sure! =)
Becomes better the more enemy minions are in play. Balanced to be slightly below average for 3 enemy minions and slightly above average for 4 enemy minions. Check below to see Spirit Beasts.
Results From: 0 enemy minions in play.
Results From: 1 enemy minion in play.
Results From: 2 enemy minions in play.
Results From: 3 enemy minions in play.
Results From: 4 enemy minions in play.
Results From: 5 enemy minions in play.
Results From: 6 enemy minions in play.
Results From: 7 enemy minions in play.
What do you guys think? I debated making this card a non-legendary but decided it would be too crushing if two of these were dropped at the same time.
It's pretty much garbage if the enemy has 0-2 minion (which is should be) and is a "yeti" if played against 3 minions but with its own pros and cons. At 4 enemy minions the unfairness starts to kick in with 5-6 of stats and a deathrattle that might matter. At 5 enemy minions the card is dangerous to leave alive because of the inspire but you COULD choose to keep flooding the board with garbage and ignore it. At 6 enemy minions, the beast summoned is guaranteed to stop at least 6 damage but still, it can be ignored (though leaving it alive for 2 turns will probably be game swinging). 7 enemy minions brings out the wall, forcing the enemy to deal with the card by either silencing it and 'activating' the minion or by running creature(s) into it, guaranteeing to stop 7 damage and punch back.
Check out the WCD #34 finalists HERE
For each ENEMY minion :P
BTY @Asylum_Rhapsody my card looks good?
The card seems to be "fine" if there are 2 enemy minions (an average of 4/7 stats), kind of balanced like Yeti. 3 enemy minions is a 5 mana 5/7 or 6/7. I feel like 3 enemy minions is too common for this to be a strictly better ogre. I'm just picturing you dropping 2 of these guys on the same turn and getting like a 7/7 and a 9/7. It should probably cost 1 more mana or have 1 less health considering it is a neutral non-legendary. If this was a class card or a legendary I think it would be perfect. Cool idea bro.
Check out the WCD #34 finalists HERE
Rules-legal? Yeah! And it avoids blending into the background by using the number of minions on the battlefield to produce a random effect, so that's cool. Balance-wise, though, I'd agree with the assessment that it's slightly over-powered, and I think that decreasing the Health from 7 to 6 should help. =)