What do you think about this one guys? Posted it on page 6. Waiting for your opinion.
I think there's something funky about the wording. I think you're saying "When a spell is cast, if its mana cost is Odd add that amount of Attack to this minion, and if it is Even, add that much Health to this minion."
In any event this is SUPER overpowered. There's basically no way to deal with this minion. Even if it were just 6 mana 4/4 Immune it would be too broken - and this thing grows...
This is the best card I can come up with. What do you think about it ? I think the wording is not very good but I don't know how to make it better.
It has not been submitted yet.
This is super broken in my opinion. Basically, if you have 0 minions this reads "3 mana: Summon 7 1/1s" - compare that to Muster for Battle - even if you have 2 minions in play it's "3 mana: Summon 5 1/1s".
Diplomat Baelan: An effect that makes both sides to play around. I'd make it return a minion to hand (aka boot) instead of destroy, since the art's kid prevents the fight instead of massacring the combatants. A side note, should everyone trade their minions leaving him alone, he'd kill himself trying to restore balance XDKappa. 4/5
Note: quote heavily snipped.
Thanks for the feedback! The sort of board play is what I was going for but unfortunately I couldn't quite word it the way I wanted as "even" wouldn't mean the same thing as the rules require (I was trying to "even" or "equalize" the board but that's not the same as the opposite of odd). It got too complicated so I left it as sort of a sac effect. I also thought about the flavor of the minion getting killed by a diplomat but I figured that could be worked out with some witty crafting flavor text joke about diplomat's having to get their hands dirty. The bounce is interesting but I'm afraid even right now he's weaker than I really intended but I'm still pleased in his sort of interesting and flavorful effect.
I also noted he'd sac himself if he were on the board alone and I thought that was kind of cool and flavorful for a guy obsessed with trying to even the battlefield. :) Thanks again!
It feels kind of easy to see like Mech Mage getting to 2 cards in hand and dropping this guy and guaranteeing an 8-drop mech + 8 spare parts to hand though for 6 mana. Feels kind of OP.
I went back to the drawing board... I was kind of hoping for Murloc Shaman week so I just went ahead and made a Murloc Shaman card. Shaman doesn't really have spell damage minions yet, or a good one-drop, so I made one. The idea here is to either drop this on turn 1, and then defend it on turn 2 with something like a boosted Earth Shock, or drop it in the late game when you unload your spells to go lethal.
What do you think about this one guys? Posted it on page 6. Waiting for your opinion.
So you basically turn the match into the facerace. There's no way of enemy stopping it, so if you build a deck around it, he knows it's going to kill him in few turns. I say remove the Immune part and balance it in a different way.
It feels kind of easy to see like Mech Mage getting to 2 cards in hand and dropping this guy and guaranteeing an 8-drop mech + 8 spare parts to hand though for 6 mana. Feels kind of OP.
So if this card itself could be set to 10-mana, it would have a nice idea. While still OP for a little bit
What do you think about this one guys? Posted it on page 6. Waiting for your opinion.
I think there's something funky about the wording. I think you're saying "When a spell is cast, if its mana cost is Odd add that amount of Attack to this minion, and if it is Even, add that much Health to this minion."
In any event this is SUPER overpowered. There's basically no way to deal with this minion. Even if it were just 6 mana 4/4 Immune it would be too broken - and this thing grows...
I think so too. This card immediately needs to be silenced or it spirals out of control. If a Mage pulls this out of an Unstable Portal and then unloads his hand, it gets really ridiculous. And it's not just your own spells, it's the opponent's spell too!? The "immune" part makes it just totally bonkers. Really, what were you thinking? You do realize that your opponent can play this card too, right? How would you counter it!?
However, you could make a reasonable version along the lines of Crowd Favorite: 4 mana 4/4, "When a spell is cast, gain +1 health if its cost is even, or +1 attack if it's odd." That's a card I would really like playing in Tempo Mage, or maybe Rogue.
What do you think about this one guys? Posted it on page 6. Waiting for your opinion.
So you basically turn the match into the facerace. There's no way of enemy stopping it, so if you build a deck around it, he knows it's going to kill him in few turns. I say remove the Immune part and balance it in a different way.
Is it too hard to do 4 damage today ? Flame cannon, weapon, minion with charge. Also you cant grow it fast - more greedy spells you use mean more tempo you loose. And of course noone cancelede silence that easily make this one useless 4/4.
What do you think about this one guys? Posted it on page 6. Waiting for your opinion.
So you basically turn the match into the facerace. There's no way of enemy stopping it, so if you build a deck around it, he knows it's going to kill him in few turns. I say remove the Immune part and balance it in a different way.
Is it too hard to do 4 damage today ? Flame cannon, weapon, minion with charge. Also you cant grow it fast - more greedy spells you use mean more tempo you loose. And of course noone cancelede silence that easily make this one useless 4/4
Umm, you stated it's Immune yourself. Immune means no damage. The only actual way is to silence it. How many of them do you use in your deck? Flamestrike is the ideal follow up for buffing it and probably not losing tempo because of the board clear.
Edit: I take it back, obviously you can destroy by a random destroy effect. Still too OP imo. Also, no targeting so no silence except for the Priest's one.
What do you think about this one guys? Posted it on page 6. Waiting for your opinion.
So you basically turn the match into the facerace. There's no way of enemy stopping it, so if you build a deck around it, he knows it's going to kill him in few turns. I say remove the Immune part and balance it in a different way.
Is it too hard to do 4 damage today ? Flame cannon, weapon, minion with charge. Also you cant grow it fast - more greedy spells you use mean more tempo you loose. And of course noone cancelede silence that easily make this one useless 4/4
Umm, you stated it's Immune yourself. Immune means no damage. The only actual way is to silence it. How many of them do you use in your deck? Flamestrike is the ideal follow up for buffing it and probably not losing tempo because of the board clear.
Probabbly i made wrong description or you read it wrong. Immune mean it cant be target of spells or hero power doesnt mean it unkillable. You play this turn 6 and this will just die from flamestrike turn 7. Also your opponent can just trick you - play some 3 mana spell, it attack will grow to 7 and bgh it.
What do you think about this one guys? Posted it on page 6. Waiting for your opinion.
So you basically turn the match into the facerace. There's no way of enemy stopping it, so if you build a deck around it, he knows it's going to kill him in few turns. I say remove the Immune part and balance it in a different way.
Is it too hard to do 4 damage today ? Flame cannon, weapon, minion with charge. Also you cant grow it fast - more greedy spells you use mean more tempo you loose. And of course noone cancelede silence that easily make this one useless 4/4
Umm, you stated it's Immune yourself. Immune means no damage. The only actual way is to silence it. How many of them do you use in your deck? Flamestrike is the ideal follow up for buffing it and probably not losing tempo because of the board clear.
Probabbly i made wrong. Immune mean it cant be target of spells or hero power doesnt mean it unkillable. You play this turn 6 and this will just die from flamestrike turn 7. Also your opponent can just trick you - play some 3 mana spell, it attack will grow to 7 and bgh it.
"Can't be targeted by spells or hero powers" is the line you're looking for then. Man, that's a lot of text though.
I went back to the drawing board... I was kind of hoping for Murloc Shaman week so I just went ahead and made a Murloc Shaman card. Shaman doesn't really have spell damage minions yet, or a good one-drop, so I made one. The idea here is to either drop this on turn 1, and then defend it on turn 2 with something like a boosted Earth Shock, or drop it in the late game when you unload your spells to go lethal.
It's just a little too strong. I mean, even without the spell damage, 1 mana 1 overload is a good deal. And then this thing gets another spell damage if you play it right? I'd suggest lowering one of it's stats by 1, so as not to tamper with that start.
Since Priest have a lot of cards with odd Manacost (Northshire Cleric , Velen's Chosen etc.) thought this might be a cool mechanic. Even though it's kinda situational it's a Chance for Priest to get Tempo and to flood the Board with small minions. The synergy with the Priests healing ability and the Lightwarden is pretty obvious I guess.
What do you guys think ?
Stats are probably just a bit too high for the cost, considering that you could easily get 2-4 lightwardens, and each single one could be a win condition. I'd probably drop his attack down a bit, so he's more just a healthy body. Other than that, it's a pretty cool card.
It's just a little too strong. I mean, even without the spell damage, 1 mana 1 overload is a good deal. And then this thing gets another spell damage if you play it right? I'd suggest lowering one of it's stats by 1, so as not to tamper with that start.
Balancing early game cards is tough, because every point really matters. The obvious comparison here is Zombie Chow. The question is... What's better? "heal opponent for 5" is no big downside in the early game, but crushing when going for lethal. "Overload 1" is really crushing on turn 2, but no big deal in the late game. But you're probably right. A vanilla 1 mana / 1 overload 2/3 minion could already compete with the Chow. Adding Murloc tribe AND spell damage is too much.
What about making it a 1/3? Maybe even 1/3 but no overload? It would be the Shaman equivalent to Northshire Cleric and Mana Wyrm.
That said, while I really like the Murloc, he really doesn't do that much interesting with the odd/even mechanic.
So I made yet another one and came up with this...
Tyrande has this interesting duality of a fierce warrior and a gentle priestess, which really fits the theme mechanic this week.
This was my submission, which happens to be also themed around Tyrande (coincidence with the above post). I'm pretty happy with the effect, but wonder if the minion is a bit over-statted. I realize this is stronger than Recycle, but it is Legendary, and I feel Recycle should have been a 5-mana card. Should I nerf the minion? Other input?
It's just a little too strong. I mean, even without the spell damage, 1 mana 1 overload is a good deal. And then this thing gets another spell damage if you play it right? I'd suggest lowering one of it's stats by 1, so as not to tamper with that start.
Balancing early game cards is tough, because every point really matters. The obvious comparison here is Zombie Chow. The question is... What's better? "heal opponent for 5" is no big downside in the early game, but crushing when going for lethal. "Overload 1" is really crushing on turn 2, but no big deal in the late game. But you're probably right. A vanilla 1 mana / 1 overload 2/3 minion could already compete with the Chow. Adding Murloc tribe AND spell damage is too much.
What about making it a 1/3? Maybe even 1/3 but no overload? It would be the Shaman equivalent to Northshire Cleric and Mana Wyrm.
That said, while I really like the Murloc, he really doesn't do that much interesting with the odd/even mechanic.
So I made yet another one and came up with this...
Tyrande has this interesting duality of a fierce warrior and a gentle priestess, which really fits the theme mechanic this week.
I agree, removing the overload and making him a 1/3 would make him balanced. Any other time that'd be ridiculous, but class 1-drops seem to just break the rules :P. I like Tyranade's art, and the effect is pretty dang cool. They could both be submitted, but I'd personally give the slight edge to the murloc, solely because he has a structure to fit into already.
This was my submission, which happens to be also themed around Tyrande (coincidence with the above post). I'm pretty happy with the effect, but wonder if the minion is a bit over-statted. I realize this is stronger than Recycle, but it is Legendary, and I feel Recycle should have been a 5-mana card. Should I nerf the minion? Other input?
Hold up, this is much better than Recycle. Are you sure you didn't mean into your opponents deck? As it stands, the entire card should be brought up in cost (and stats). This is a late game effect, something like 8 mana for 4/7 would probably be better.
I think there's something funky about the wording. I think you're saying "When a spell is cast, if its mana cost is Odd add that amount of Attack to this minion, and if it is Even, add that much Health to this minion."
In any event this is SUPER overpowered. There's basically no way to deal with this minion. Even if it were just 6 mana 4/4 Immune it would be too broken - and this thing grows...
Balancing busted cards version 1.0.
This is super broken in my opinion. Basically, if you have 0 minions this reads "3 mana: Summon 7 1/1s" - compare that to Muster for Battle - even if you have 2 minions in play it's "3 mana: Summon 5 1/1s".
Balancing busted cards version 1.0.
Note: quote heavily snipped.
Thanks for the feedback! The sort of board play is what I was going for but unfortunately I couldn't quite word it the way I wanted as "even" wouldn't mean the same thing as the rules require (I was trying to "even" or "equalize" the board but that's not the same as the opposite of odd). It got too complicated so I left it as sort of a sac effect. I also thought about the flavor of the minion getting killed by a diplomat but I figured that could be worked out with some witty crafting flavor text joke about diplomat's having to get their hands dirty. The bounce is interesting but I'm afraid even right now he's weaker than I really intended but I'm still pleased in his sort of interesting and flavorful effect.
I also noted he'd sac himself if he were on the board alone and I thought that was kind of cool and flavorful for a guy obsessed with trying to even the battlefield. :) Thanks again!
Balancing busted cards version 1.0.
No but at 8 there's Sneed's Old Shredder Foe Reaper 4000 and Force-Tank MAX; and at 6 theres Anima Golem Iron Juggernaut Mech-Bear-Cat and Piloted Sky Golem. Then obviously a LOT at 4 and 2. http://www.hearthpwn.com/cards/minion?filter-premium=1&filter-type=4&filter-race=17&display=3 .
It feels kind of easy to see like Mech Mage getting to 2 cards in hand and dropping this guy and guaranteeing an 8-drop mech + 8 spare parts to hand though for 6 mana. Feels kind of OP.
Balancing busted cards version 1.0.
I went back to the drawing board... I was kind of hoping for Murloc Shaman week so I just went ahead and made a Murloc Shaman card. Shaman doesn't really have spell damage minions yet, or a good one-drop, so I made one. The idea here is to either drop this on turn 1, and then defend it on turn 2 with something like a boosted Earth Shock, or drop it in the late game when you unload your spells to go lethal.
So you basically turn the match into the facerace. There's no way of enemy stopping it, so if you build a deck around it, he knows it's going to kill him in few turns. I say remove the Immune part and balance it in a different way.
So if this card itself could be set to 10-mana, it would have a nice idea. While still OP for a little bit
Previlage leads to insolence.
I think so too. This card immediately needs to be silenced or it spirals out of control. If a Mage pulls this out of an Unstable Portal and then unloads his hand, it gets really ridiculous. And it's not just your own spells, it's the opponent's spell too!? The "immune" part makes it just totally bonkers. Really, what were you thinking? You do realize that your opponent can play this card too, right? How would you counter it!?
However, you could make a reasonable version along the lines of Crowd Favorite: 4 mana 4/4, "When a spell is cast, gain +1 health if its cost is even, or +1 attack if it's odd." That's a card I would really like playing in Tempo Mage, or maybe Rogue.
Is it too hard to do 4 damage today ? Flame cannon, weapon, minion with charge. Also you cant grow it fast - more greedy spells you use mean more tempo you loose. And of course noone cancelede silence that easily make this one useless 4/4.
Umm, you stated it's Immune yourself. Immune means no damage. The only actual way is to silence it. How many of them do you use in your deck? Flamestrike is the ideal follow up for buffing it and probably not losing tempo because of the board clear.
Edit: I take it back, obviously you can destroy by a random destroy effect. Still too OP imo. Also, no targeting so no silence except for the Priest's one.
Probabbly i made wrong description or you read it wrong. Immune mean it cant be target of spells or hero power doesnt mean it unkillable. You play this turn 6 and this will just die from flamestrike turn 7. Also your opponent can just trick you - play some 3 mana spell, it attack will grow to 7 and bgh it.
"Can't be targeted by spells or hero powers" is the line you're looking for then. Man, that's a lot of text though.
Bit remade text to not confuse anyone anymore. Waiting for some opinions/suggestions if you like if upvote it on page 5.
P.S. Magic Immune mean - "Can't be targeted of hero power or spells". Made it short cause no more space on card for this text.
It's just a little too strong. I mean, even without the spell damage, 1 mana 1 overload is a good deal. And then this thing gets another spell damage if you play it right? I'd suggest lowering one of it's stats by 1, so as not to tamper with that start.
Stats are probably just a bit too high for the cost, considering that you could easily get 2-4 lightwardens, and each single one could be a win condition. I'd probably drop his attack down a bit, so he's more just a healthy body. Other than that, it's a pretty cool card.
Balancing early game cards is tough, because every point really matters. The obvious comparison here is Zombie Chow. The question is... What's better? "heal opponent for 5" is no big downside in the early game, but crushing when going for lethal. "Overload 1" is really crushing on turn 2, but no big deal in the late game. But you're probably right. A vanilla 1 mana / 1 overload 2/3 minion could already compete with the Chow. Adding Murloc tribe AND spell damage is too much.
What about making it a 1/3? Maybe even 1/3 but no overload? It would be the Shaman equivalent to Northshire Cleric and Mana Wyrm.
That said, while I really like the Murloc, he really doesn't do that much interesting with the odd/even mechanic.
So I made yet another one and came up with this...
Tyrande has this interesting duality of a fierce warrior and a gentle priestess, which really fits the theme mechanic this week.
(Art credit: http://mad-jill.deviantart.com/art/Tyrande-Whisperwind-4310587351)
This was my submission, which happens to be also themed around Tyrande (coincidence with the above post). I'm pretty happy with the effect, but wonder if the minion is a bit over-statted. I realize this is stronger than Recycle, but it is Legendary, and I feel Recycle should have been a 5-mana card. Should I nerf the minion? Other input?
I agree, removing the overload and making him a 1/3 would make him balanced. Any other time that'd be ridiculous, but class 1-drops seem to just break the rules :P. I like Tyranade's art, and the effect is pretty dang cool. They could both be submitted, but I'd personally give the slight edge to the murloc, solely because he has a structure to fit into already.
Hold up, this is much better than Recycle. Are you sure you didn't mean into your opponents deck? As it stands, the entire card should be brought up in cost (and stats). This is a late game effect, something like 8 mana for 4/7 would probably be better.
I'm still wondering wtf the picture for "It's a Prank!" on page 1 is. It looks like two kids beating the crap out of a third kid? o.0
Balancing busted cards version 1.0.