dude, this is amazing collection you've created, i absolutely love it, all of it; not to mention you balanced the cards out so well. my favorite has to be falstad, what an amazing card with reincarnate ,and the teritory for shaman as well is fantastic. keep up the amazing work :)
I think the warlock discard synergy cards are done just right: they don't make the deck obviously better than existing warlock decks, but they make it so as it might be quite strong. I like it.
im impressed, on how good and balanced pretty much all the cards are! i think some of the rogue cards can be the cure to make it back top tier in the ladder! great design too, i loved it, really good job!
"Brewchampion: I wanted to make a budget card that really screwed over Dr. Boom, and I say this does it pretty well. It basically sends any minion with Battlecry back into the user's hand once they use it's affect. However, I'm not sure how it work's with Big Game Hunter. I think it sends it back to your hand, but I'm not sure. Also remember it is a mirrored effect."
The answer depends on whether it's implemented as 'whenever you play' or as 'after you play'.
When you play a minion, it is given a target for its Battlecry (if applicable), you pay the mana cost and it enters play, then we proceed through a number of Phases in order - On Play Phase, Battlecry Phase, Secret Activation Phase, After Summon Phase.
If it's implemented as 'whenever you play', Brewchampion bounces the minion in the On Play Phase, before the Battlecry Phase resolves. The minion will then perform its Battlecry from its new location. For example, if it's a Twilight Drake it will gain Health in your hand, and if it's a Defender of Argus it will try to buff the adjacent minions, but it's in your hand so it doesn't work, and if it's a Big Game Hunter it will still destroy the minion it targeted. (Check out our video if you want to see interactions like these: https://www.youtube.com/watch?v=wCKhbmHNLAs&list=PLx2kRadCTuYawUW_vn3fVLauYYwnilgU5&index=8 ). Note that I've never tested Dr. Boom, if it makes Boom Bots on the board, in your hand or does nothing, but Onyxia makes Whelps even if she's bounced before her Battlecry resolves, so Dr. Boom would probably make Boom Bots on the field fine, but it would look a bit buggy.
If it's implemented as 'after you play', presumably Brewchampion would trigger in the Secret Activation Phase (which would be renamed the After Play Phase since it would no longer be only secrets). However, in this new implementation, the Battlecry occurs while the Battlecry minion is on the board, so battlecries like Defender of Argus will work correctly, and if the consequences of the Battlecry destroy/remove from play/silence Brewchampion, then Brewchampion would no longer be able to trigger. For example, BGHing Brewchampion will kill and remove from play Brewchampion, and BGH remains in play.
Its very nice! I always wanted HS to have territorial cards .I liked them in a lot of other card games so I'm happy someone else wants them too. I'll write a few opnions and at the bottom I'll write the cards I thought are way too OP.My biggest concern is some of the territorial cards are planned in a way that you have to have territorial cards in your deck or you'd lose.This is not a good choice.Think about it like secrets it must be a choice to play them not a must.I was going to write about bad cards too but after a while I gave up because bad cards are always ok.
Neutral OPs.
Neutral Common Ops.
Pandarean Scout: 1 mana spesific card draw and 1-2 way too op.Think about why Novice Engineer got nerfed.
Orc-Class Chef: Idea seems nice still way too abuseable and Op.An op combo out of my head is Injured Bladesmith + this.Could be ok if you nerf the stats.
Fungal Giant: Reducing mana from cards opponent plays might be too much .Need to test but my opnion still seems like a stronger molten giant.I understand thats what you wanted to do but what you need to know is the meta is pretty much aggro vs. control and a few mid-ranges.This seems like it'd kill aggro which is bad very very bad.I might be overthinking but still seems a bit dangerous.
BrewProffesional:First change the name please :D.Second seems easy to abuse.If you can get a minion summoning cost reduce on a battlecry damage or another very good battlecry it'd be way too op. and its not hard to pull it off.This would not return bgh if you bgh this card and I know what you had in mind was Dr.Boom when you made this card.But problem is the abuse you can get from combining this with your battlecry minions and its very easy to pull the abuse.
Stormwind City: This card basicly forces all decks to either have territorial or lose.Like if you just have this card in your deck plus Pandarean Scout its 'd have very high win rate.Specially guranteed win if you get 1st turn Pandarean Scout.Play this and have good inspire minions like Savage Combatant and Murloc Knight and nobody can handle it.If you increase the mana cost to somewhere near 7 it might work but 3 mana good lord pls never :D Like you do lose tempo if you play in turn 3 but first you dont have to play it at turn 3 if you dont have board 2nd even if you do all you need to do is inspire and it is easy to do cuz you'll build the deck on inspire.Most of the inspire easy op if you use them twice.
Neutral Rare OPs.
Rare-Competitor: Might seem like way too hard to get it 5-4 but it isnt.Knife Juggler ,Secret Keeper,Aspirant etc. tons of rares being played on those slots and only deck types that doesnt use rare on 1-2 mana are mostly aggros and even they have a few of them.So in short this card is 5-4 when it matters which is OP.
Neutral Epic OPs.
Silver Hand Inspiritor: Could get ugly requires testing.
Neutral Legendary OPs.
Apothecary Puttress: Some classes doesnt have a strong card removal for a reason man this cards needs to be class card not neutral or it gets op.
Arthas / Ner'zhul / Lich King : Problem with this trio is Arthas is a big minion and could be hard to remove and Ner'zhul is easy to play.And even if you dont want to risk of putting them a 3 card combo is not hard at all.You just play Fencing Coach on the previous rounds and get ready for double down with these.Easy to pull a three card combo with Fencing coach because its not a 3 card combo since you can play fencing coach beforehand.And is not easy to just pull a innervate arthas to ner'zhul and hero power since arthas is hard to remove.if you mae the mana cost of ner'zhul higher and ARthas having less health it'd be ok Since Lich King is way too op.And if it is that hard to make , it is fine to be op. But as the way it is Lich King is just an easy win because you can basicly destroy 2 minions each turn then u can just break your opponents face with the sword.
Class OPs.
Druid OPs.
Insect Swarm: A Flamecannon you can target is too stronk.
Shardtooth Mauler: It is not that strong but the machine gunning aggros is the problem here.It basicly destroys playing aggro.
Hunter OPs.
Frenzy: Effect is okay but the Mana cost is way too low for the effect.
Bessy: With timberwolf/Direwolf Alpha/Leokk which are common cards in Hunter decks and newly added Tundra Rhino you'd machinegun the enemy and then he has to deal with Tundra Rhino (5 health) and or needs to silence bessy after getting his board wiped.This is the spoken Warsong+ Dreadstead problem.
Mage OPs.
Frostfire Magus: Ancient of Lore is good.Ancient of Lore that can get you 9 dmg in your freeze mage is easy +%10 win rate.
Paladin OPs.
X-51 Rocket: The reason everyone is not playing paladin is they dont have easy single minion removals.This is the card that prevented an only Paladin heartstone. 5 dmg is too much + low mana cost + spare part.there is 3 things in this card and all of it are too strong.
Priest OPs.
Penance : most of the time its a removal and 2 mana removal is strong.Need to increase mana cost. 3 mana might be ok but 2 is too cheap.
Tyrande Whisperwind: 4 mana 2/7 is strong and it has card text.Needs to increase mana since 2/7 seems ok for what it does.If you lower the stats to fix ,it'd kill the card.
Rogue OPs.
Maiev Shadowsong: bro have you ever seen the card " Conceal" :D ? this is basicly a never dying card %95 of the time .Which returns to you all the evis and buffs you can play on this to your hand pretty much 1-2 turn kill that you cant deal with.You cant taunt against cuz he can still evis you or just conceal it every turn easily.non stop backstabs and evis flying to your minion is not helpful either.I just dont see this working out.
Shaman OPs.
Falstad Wildhammer: Is op but I can we let this one pass since shaman needs buff.Its too strong but it is ok because shaman is a sad class.
Warlock OPs.
Agony: Too strong for what it does.Its basicly 2 minion clear for 1 mana.Effect seems fine but mana cost needs to get increased.
Nethermancy: Discard effects you added are mostly ok but with this card it gets way too unbalanced and OP. You can discard for easy 4/3 on board and lets not forget Fist of Jaraxxus too etc. tons of stuff.
Warrior OPs.
Shield Barrier: NO! Berserker and such easy to abuse hard to remove for most of the classes. 4 Taunts in 1 card is too op. even if they are 0/2
Resolute Weaponmaster: The weapon effect might be cool but 4/5 with taunt is not. Its basicly a stronger Sen'jin (which even seen play till 1 or 2 patch ago ) with an extra effect and the effect could be helpful and is deffinitly easy to avoid being a down side .
Rallying Cry: Brings out an way too OP enrage deck. Would be fine if it was +1 hp then deal damage .Plus 2 mana cost is way too low
These cards are awesome! That said, I think Undercity Mechanic is too OP. As you said, it's a 9/6 for five, adding up to 15 stat points total. Fel Reaver has 16 stat points total for the same cost and a horrendous effect, while UM can trade its 4/1 body (granted it will often be pinged or killed in other ways) with a variety of minions and summon a 4.5 drop on death. I think changing the 5/5 to a 4/4 or a 5/3 would be suitable, as the card would remain very strong but not broken.
Just real quick, i liked this post a lot but especially the art. In particular where did you find the art for the paladin southshore privateer, if you made it props, but could you maybe link me to the full picture? Honestly, where did you get most of these pictures im really intrigued
Just real quick, i liked this post a lot but especially the art. In particular where did you find the art for the paladin southshore privateer, if you made it props, but could you maybe link me to the full picture? Honestly, where did you get most of these pictures im really intrigued
dude, this is amazing collection you've created, i absolutely love it, all of it; not to mention you balanced the cards out so well. my favorite has to be falstad, what an amazing card with reincarnate ,and the teritory for shaman as well is fantastic. keep up the amazing work :)
I think the warlock discard synergy cards are done just right: they don't make the deck obviously better than existing warlock decks, but they make it so as it might be quite strong. I like it.
Great idea with territories and rarity. Blizzard should watch and learn.
Those common cards are very noob-friendly. I liked it well done man!
I'm sorry, I had to.
In Rexxar we trust
im impressed, on how good and balanced pretty much all the cards are! i think some of the rogue cards can be the cure to make it back top tier in the ladder! great design too, i loved it, really good job!
PLEASE BLIZZARD, USE THIS CARDS NEXT EXPANSION
Hi, you asked
"Brewchampion: I wanted to make a budget card that really screwed over Dr. Boom, and I say this does it pretty well. It basically sends any minion with Battlecry back into the user's hand once they use it's affect. However, I'm not sure how it work's with Big Game Hunter. I think it sends it back to your hand, but I'm not sure. Also remember it is a mirrored effect."
The answer depends on whether it's implemented as 'whenever you play' or as 'after you play'.
When you play a minion, it is given a target for its Battlecry (if applicable), you pay the mana cost and it enters play, then we proceed through a number of Phases in order - On Play Phase, Battlecry Phase, Secret Activation Phase, After Summon Phase.
http://hearthstone.gamepedia.com/Advanced_rulebook#Playing.2Fsummoning_a_minion
If it's implemented as 'whenever you play', Brewchampion bounces the minion in the On Play Phase, before the Battlecry Phase resolves. The minion will then perform its Battlecry from its new location. For example, if it's a Twilight Drake it will gain Health in your hand, and if it's a Defender of Argus it will try to buff the adjacent minions, but it's in your hand so it doesn't work, and if it's a Big Game Hunter it will still destroy the minion it targeted. (Check out our video if you want to see interactions like these: https://www.youtube.com/watch?v=wCKhbmHNLAs&list=PLx2kRadCTuYawUW_vn3fVLauYYwnilgU5&index=8 ). Note that I've never tested Dr. Boom, if it makes Boom Bots on the board, in your hand or does nothing, but Onyxia makes Whelps even if she's bounced before her Battlecry resolves, so Dr. Boom would probably make Boom Bots on the field fine, but it would look a bit buggy.
If it's implemented as 'after you play', presumably Brewchampion would trigger in the Secret Activation Phase (which would be renamed the After Play Phase since it would no longer be only secrets). However, in this new implementation, the Battlecry occurs while the Battlecry minion is on the board, so battlecries like Defender of Argus will work correctly, and if the consequences of the Battlecry destroy/remove from play/silence Brewchampion, then Brewchampion would no longer be able to trigger. For example, BGHing Brewchampion will kill and remove from play Brewchampion, and BGH remains in play.
Curator of the Hearthstone Science video series on youtube: https://www.youtube.com/playlist?list=PLx2kRadCTuYawUW_vn3fVLauYYwnilgU5
Curator of the Advanced rulebook, your unofficial guide to the mechanics of Hearthstone: http://hearthstone.gamepedia.com/Advanced_rulebook
Check out my soundcloud for complex, 8-bit music made in Famitracker: http://soundcloud.com/patashu
Its very nice! I always wanted HS to have territorial cards .I liked them in a lot of other card games so I'm happy someone else wants them too.
I'll write a few opnions and at the bottom I'll write the cards I thought are way too OP.My biggest concern is some of the territorial cards are planned in a way that you have to have territorial cards in your deck or you'd lose.This is not a good choice.Think about it like secrets it must be a choice to play them not a must.I was going to write about bad cards too but after a while I gave up because bad cards are always ok.
Neutral OPs.
Neutral Common Ops.
Pandarean Scout: 1 mana spesific card draw and 1-2 way too op.Think about why Novice Engineer got nerfed.
Orc-Class Chef: Idea seems nice still way too abuseable and Op.An op combo out of my head is Injured Bladesmith + this.Could be ok if you nerf the stats.
Fungal Giant: Reducing mana from cards opponent plays might be too much .Need to test but my opnion still seems like a stronger molten giant.I understand thats what you wanted to do but what you need to know is the meta is pretty much aggro vs. control and a few mid-ranges.This seems like it'd kill aggro which is bad very very bad.I might be overthinking but still seems a bit dangerous.
BrewProffesional:First change the name please :D.Second seems easy to abuse.If you can get a minion summoning cost reduce on a battlecry damage or another very good battlecry it'd be way too op. and its not hard to pull it off.This would not return bgh if you bgh this card and I know what you had in mind was Dr.Boom when you made this card.But problem is the abuse you can get from combining this with your battlecry minions and its very easy to pull the abuse.
Stormwind City: This card basicly forces all decks to either have territorial or lose.Like if you just have this card in your deck plus Pandarean Scout its 'd have very high win rate.Specially guranteed win if you get 1st turn Pandarean Scout.Play this and have good inspire minions like Savage Combatant and Murloc Knight and nobody can handle it.If you increase the mana cost to somewhere near 7 it might work but 3 mana good lord pls never :D Like you do lose tempo if you play in turn 3 but first you dont have to play it at turn 3 if you dont have board 2nd even if you do all you need to do is inspire and it is easy to do cuz you'll build the deck on inspire.Most of the inspire easy op if you use them twice.
Neutral Rare OPs.
Rare-Competitor: Might seem like way too hard to get it 5-4 but it isnt.Knife Juggler ,Secret Keeper,Aspirant etc. tons of rares being played on those slots and only deck types that doesnt use rare on 1-2 mana are mostly aggros and even they have a few of them.So in short this card is 5-4 when it matters which is OP.
Neutral Epic OPs.
Silver Hand Inspiritor: Could get ugly requires testing.
Neutral Legendary OPs.
Apothecary Puttress: Some classes doesnt have a strong card removal for a reason man this cards needs to be class card not neutral or it gets op.
Arthas / Ner'zhul / Lich King : Problem with this trio is Arthas is a big minion and could be hard to remove and Ner'zhul is easy to play.And even if you dont want to risk of putting them a 3 card combo is not hard at all.You just play Fencing Coach on the previous rounds and get ready for double down with these.Easy to pull a three card combo with Fencing coach because its not a 3 card combo since you can play fencing coach beforehand.And is not easy to just pull a innervate arthas to ner'zhul and hero power since arthas is hard to remove.if you mae the mana cost of ner'zhul higher and ARthas having less health it'd be ok Since Lich King is way too op.And if it is that hard to make , it is fine to be op. But as the way it is Lich King is just an easy win because you can basicly destroy 2 minions each turn then u can just break your opponents face with the sword.
Class OPs.
Druid OPs.
Insect Swarm: A Flamecannon you can target is too stronk.
Shardtooth Mauler: It is not that strong but the machine gunning aggros is the problem here.It basicly destroys playing aggro.
Hunter OPs.
Frenzy: Effect is okay but the Mana cost is way too low for the effect.
Bessy: With timberwolf/Direwolf Alpha/Leokk which are common cards in Hunter decks and newly added Tundra Rhino you'd machinegun the enemy and then he has to deal with Tundra Rhino (5 health) and or needs to silence bessy after getting his board wiped.This is the spoken Warsong+ Dreadstead problem.
Mage OPs.
Frostfire Magus: Ancient of Lore is good.Ancient of Lore that can get you 9 dmg in your freeze mage is easy +%10 win rate.
Paladin OPs.
X-51 Rocket: The reason everyone is not playing paladin is they dont have easy single minion removals.This is the card that prevented an only Paladin heartstone. 5 dmg is too much + low mana cost + spare part.there is 3 things in this card and all of it are too strong.
Priest OPs.
Penance : most of the time its a removal and 2 mana removal is strong.Need to increase mana cost. 3 mana might be ok but 2 is too cheap.
Tyrande Whisperwind: 4 mana 2/7 is strong and it has card text.Needs to increase mana since 2/7 seems ok for what it does.If you lower the stats to fix ,it'd kill the card.
Rogue OPs.
Maiev Shadowsong: bro have you ever seen the card " Conceal" :D ? this is basicly a never dying card %95 of the time .Which returns to you all the evis and buffs you can play on this to your hand pretty much 1-2 turn kill that you cant deal with.You cant taunt against cuz he can still evis you or just conceal it every turn easily.non stop backstabs and evis flying to your minion is not helpful either.I just dont see this working out.
Shaman OPs.
Falstad Wildhammer: Is op but I can we let this one pass since shaman needs buff.Its too strong but it is ok because shaman is a sad class.
Warlock OPs.
Agony: Too strong for what it does.Its basicly 2 minion clear for 1 mana.Effect seems fine but mana cost needs to get increased.
Nethermancy: Discard effects you added are mostly ok but with this card it gets way too unbalanced and OP. You can discard for easy 4/3 on board and lets not forget Fist of Jaraxxus too etc. tons of stuff.
Warrior OPs.
Shield Barrier: NO! Berserker and such easy to abuse hard to remove for most of the classes. 4 Taunts in 1 card is too op. even if they are 0/2
Resolute Weaponmaster: The weapon effect might be cool but 4/5 with taunt is not. Its basicly a stronger Sen'jin (which even seen play till 1 or 2 patch ago ) with an extra effect and the effect could be helpful and is deffinitly easy to avoid being a down side .
Rallying Cry: Brings out an way too OP enrage deck. Would be fine if it was +1 hp then deal damage .Plus 2 mana cost is way too low
These cards are awesome! That said, I think Undercity Mechanic is too OP. As you said, it's a 9/6 for five, adding up to 15 stat points total. Fel Reaver has 16 stat points total for the same cost and a horrendous effect, while UM can trade its 4/1 body (granted it will often be pinged or killed in other ways) with a variety of minions and summon a 4.5 drop on death. I think changing the 5/5 to a 4/4 or a 5/3 would be suitable, as the card would remain very strong but not broken.
RIP Patron
Just wanted to give this a bump. All these cards are awesome and fair. They're balanced, but they're still fun. My favorite is the Warrior set :)
Enjoyed reading all of the card mechanics. Unique, and well thought out collection of cards.
Cool stuff. Love your shaman stuff.
Great card desing man! Keep it up hope that Blizzard sees this.
I updated a handful of cards. See if you can notice them!
Just real quick, i liked this post a lot but especially the art. In particular where did you find the art for the paladin southshore privateer, if you made it props, but could you maybe link me to the full picture? Honestly, where did you get most of these pictures im really intrigued
AM I A GOD?
My Expansion is just like the newely announced one!
Wow! What a coincidence! Congrats!
So many possibilities: Keenan and Kel'Thuzad
Pfff, you copied this from the new expansion.
Supposedly a new Fate mechanic is added to a Tavern Brawl that is preeetty similar to Territories.