I want to say this is by far the most disappointing competition parameters for me. Narrowing the creation of a card to a single character with an important but rather narrow story line/role feels like it's going to be impossible to avoid such tremendous overlap in ideas/concepts.
She's pretty powerful when it comes to value but if she/Medivh isn't silenced/transformed before they die they give your opponent one dandy of a minion. I was thinking about making Sargeras "Immune" instead?
Immune doesn't protect from battlecries to my knowledge it'd just mean you can't taunt Sargeras which is probably not what you're going for? maybe immune to enemy battlecries, hero powers and spells or something IDK.
And yeah the overlap is gonna be horrible this week which is why I just went with something not related to the whole Sargeras shit which I imagine everyone will be going for soon enough
Immune, to my knowledge, is short hand for "cannot be targeted by the enemy, cannot receive damage" - in other words, even BGH wouldn't take him down as opponent can't target him with it and even if he was 20/1, a Flamestrike wouldn't kill him as damage is negated.
My concern was that as the Avatar he can actually be defeated which is why I thought Immune would be a flavor-fail, but I'd imagine some dwarf with a rifle which would easily be an auto-include in any deck running Aegwyn here (maybe even a 2-of in this spot) could one shot him would also be a flavorfail.
This whole contest is likely going to revolve around her having very powerful Mage centered abilities and/or her ties to Medivh/Sargeras which is why I think it's kind of weak. :(
Just that Arcane Power, as an ability, is really far from this Hero Power's description. It's a DPS cooldown, not a damaging spell, so this would be more fitting for a Spell card that increased the damage of your other spells.
You can literally name it anything, but it's preferable to do so in a "nuke" way. Descriptively, something with "Arcane" (Arcane Barrage, Arcane Shock, Arcane Brand...) with Mana (Mana Burst, Mana Discharge...), with Magic (like Unleashed Magic), etc. Or just give it a themed name instead of a descriptive one, something like Guardian's Wrath (as she's the last Guardian of Tirisfal after all).
Just that Arcane Power, as an ability, is really far from this Hero Power's description. It's a DPS cooldown, not a damaging spell, so this would be more fitting for a Spell card that increased the damage of your other spells.
You can literally name it anything, but it's preferable to do so in a "nuke" way. Descriptively, something with "Arcane" (Arcane Barrage, Arcane Shock, Arcane Brand...) with Mana (Mana Burst, Mana Discharge...), with Magic (like Unleashed Magic), etc. Or just give it a themed name instead of a descriptive one, something like Guardian's Wrath (as she's the last Guardian of Tirisfal after all).
Okay, I came up with a new idea. Bear with me because it involves 7 unique cards. Here is the collectible card:
You can discover these 5 cards (remember that discover shows 3 at a time):
When you play one of these and Apprentice Aegwynn is still on the board, she is transformed into:
These cards represent Aegwynn's life story. As an apprentice, she translated the ancient elven Meitre scrolls. They were powerful and no one had been able to do it. Because of this, she was made Guardian of Tirisfal. In terms of design, the card is meant to give you a versatile choice for a pretty powerful spell. You are rewarded for keeping Aegwynn alive for a turn by transforming her into a more powerful minion. And she'll heal up, too. Anyone have any suggestions on the balance of the scroll cards?
The thing about "Your hero's Health" seems kind of unnecessary. It only does anything if you have exactly 1 Health. Card seems kind of busted to me. On turn 10 you can play hero + Pyroblast for the price of just Pyroblast. Basically, if she survives, a turn after being played at 10 mana, which unless you're against like CW or control Priest seems likely given 2 attack and 10 health, you can play any 5 spells in your hand the next turn. That could be Pyro Pyro Fireball Fireball + ??? for 32+??? damage. Any class that doesn't have access to armor just gets OTK'ed.
The thing about "Your hero's Health" seems kind of unnecessary. It only does anything if you have exactly 1 Health. Card seems kind of busted to me. On turn 10 you can play hero + Pyroblast for the price of just Pyroblast. Basically, if she survives, a turn after being played at 10 mana, which unless you're against like CW or control Priest seems likely given 2 attack and 10 health, you can play any 5 spells in your hand the next turn. That could be Pyro Pyro Fireball Fireball + ??? for 32+??? damage. Any class that doesn't have access to armor just gets OTK'ed.
I considered making it 9 mana instead and without the hero attack effect, which means when you play this below 10 mana, all your spell cards cost are adjusted to your health. This would mean you can effectively cast 1 mana spells after ice block triggers at 1 hp. But i thought that was too easy to play around. I even considered a 10 mana version so that you cant even cast a spell in the same turn unless you played emperor..Even this current card could see its health being reduced significantly such that it will unlikely survive.. was hoping somone would discuss the card with me :/
I cant wait for the final poll with 20 cards with similar names. I see no way that could possibly have any problems.
Well, you could use the username of the poster...
Anyway, I think this one should be called "My Aegwynn can beat up your Aegwynn!!" And as I promised not to troll this time, my troll entry will remain in the discussion thread, tehehe...
Okay, I came up with a new idea. Bear with me because it involves 7 unique cards. Here is the collectible card:
You can discover these 5 cards (remember that discover shows 3 at a time):
When you play one of these and Apprentice Aegwynn is still on the board, she is transformed into:
These cards represent Aegwynn's life story. As an apprentice, she translated the ancient elven Meitre scrolls. They were powerful and no one had been able to do it. Because of this, she was made Guardian of Tirisfal. In terms of design, the card is meant to give you a versatile choice for a pretty powerful spell. You are rewarded for keeping Aegwynn alive for a turn by transforming her into a more powerful minion. And she'll heal up, too. Anyone have any suggestions on the balance of the scroll cards?
These cards are almost on the level of Rafaam's artifacts, this is a bit too much power for a 6-drop. A 6 Mana 5/5 w/ Spell Power is already decent, and then a card that reads "Full heal Aegwynn, then give her +1/+2 as well as 3 Spells to your hand" is too much. Maybe as a 7.
These cards are almost on the level of Rafaam's artifacts, this is a bit too much power for a 6-drop. A 6 Mana 5/5 w/ Spell Power is already decent, and then a card that reads "Full heal Aegwynn, then give her +1/+2 as well as 3 Spells to your hand" is too much. Maybe as a 7.
I would counter that a 6 mana 5/5 with Spell Damage +1 is actually pretty bad by itself for a class legendary. I tried to design it so that the spells would be balanced, or a bit underpowered, by themselves as 6 mana cards. Even the 3 spells in hand I think is the right cost. Compare it to Sprint, or Arcane Intellect, which draw from your deck, rather than giving you potentially useless random cards (e.g. Deadly Poison, Eye for an Eye). They are supposed to be powerful when combined with the transformation effect. However, your opponent has a turn to remove Apprentice Aegwynn before you can cast the spell, which I think balances it. That's why I costed everything as 6. It is very difficult to cast both the minion and spell in the same turn.
I am, however, open to balance changes. I'm not sure I want to increase her cost, but what about stat changes? Would you think it would be balanced if I took a stat or 2 of the minions?
The thing is, 5 Health is actually rather difficult to remove for most decks from an empty board (and Mage has no problems with taking down boards), and if they don't remove her, you've almost certainly won that game. Admittedly, Mage doesn't have too many must-remove minions, but I think this is intentional, and giving them one means it has to be a bit more fragile. You could also make it a 5/4 for 6 I guess, but 7 Mana makes more sense to me.
My concern was that as the Avatar he can actually be defeated which is why I thought Immune would be a flavor-fail, but I'd imagine some dwarf with a rifle which would easily be an auto-include in any deck running Aegwyn here (maybe even a 2-of in this spot) could one shot him would also be a flavorfail.
This whole contest is likely going to revolve around her having very powerful Mage centered abilities and/or her ties to Medivh/Sargeras which is why I think it's kind of weak. :(
Balancing busted cards version 1.0.
Arcane Burst
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
It's done
New name: Arcane power
I cant wait for the final poll with 20 cards with similar names. I see no way that could possibly have any problems.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
?
Hey guys, i decided to scrap that Hero Replacement Idea.
Let me know what you think of this concept!!
Synergies with Ice Block and Emperor Thaurissan.
The best i can think is: Aegwynn Power
Here's an idea I had:
I'm worried that it's kinda slow, like Chromaggus. Is a 3 cost reduction enough?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Thoughts? Maybe I should even add "The discovered spell costs (1) more" to the Meitre Scrolls description.
Okay, I came up with a new idea. Bear with me because it involves 7 unique cards. Here is the collectible card:
You can discover these 5 cards (remember that discover shows 3 at a time):
When you play one of these and Apprentice Aegwynn is still on the board, she is transformed into:
These cards represent Aegwynn's life story. As an apprentice, she translated the ancient elven Meitre scrolls. They were powerful and no one had been able to do it. Because of this, she was made Guardian of Tirisfal. In terms of design, the card is meant to give you a versatile choice for a pretty powerful spell. You are rewarded for keeping Aegwynn alive for a turn by transforming her into a more powerful minion. And she'll heal up, too. Anyone have any suggestions on the balance of the scroll cards?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Balancing busted cards version 1.0.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
The thing is, 5 Health is actually rather difficult to remove for most decks from an empty board (and Mage has no problems with taking down boards), and if they don't remove her, you've almost certainly won that game. Admittedly, Mage doesn't have too many must-remove minions, but I think this is intentional, and giving them one means it has to be a bit more fragile. You could also make it a 5/4 for 6 I guess, but 7 Mana makes more sense to me.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.