First is a fix for Mimiron's Head. The new removal for mech
2nd is Armageddon. A spell to force your opponent to constantly heal. Same for you but warlocks got quite a bit of healing so would be able to survive.
3rd is Tribe Hunter to stop tribes owning the meta.
4th is Cursed Hero. A powerful looking card but is weak when you think about it.By the way last strike means it takes damage first than hits the enemy.
5th is Hateful Mage. Deadly to most aggro decks.
.
6th is my most unsure-est card. the Collector's Blade. sorry misspelling looked right to me when I was making it.
7th is Clumsy warrior. so for your opponent it is a 3/2 and when you use him he is a 3/1.
last 2 are just some adjustments to cards that I think what it should be like.
Armaggedon: I don't think Blizzard (or players) are into the whole idea of a card that is played an then constantly does something for the rest of the game. That's why a lot of cards say this turn only.
Tribe Hunter: How would this work? Is there just a list of all of them? It couldn't be a discover effect because there's way more than three tribes.
Cursed Hero: I don't see how Last Strike is relevant on this card, and the effect doesn't make much sense to begin with. This card also isn't balanced. It would lead to a Crazed Alchemist + Charge OTK on turn 8.
Hateful Mage: I think I like it.
Collector's Blade: Too much information, too OP. There are cards that cancel out a specific type of card (Loatheb) but making it so your opponent must stop playing Rare, Epic, and Legendary cards is too much. This should either cost more or target a specific rarity, like the adventure-only Rare Spear.
Clumsy Warrior: Seems overpowered. Assuming it survives to your next turn it's still a 3/1 for 1, which is better than almost anything. a Priest could also use it and just heal it to get a 3/3 on turn 2. It's not a bad idea, but maybe a 2/3 or something instead.
Twisting Nether: We have no cards in the game right now that do something like this, the closest being Vanish. "Destroy" is already a pretty premium ability, considering even hard removal cards like Hex and Polymorph leave something behind. The only card that I can think of that silences and deals damage is Earth Shock. Even though Twisting Nether doesn't see play, I don't think this is the right answer.
Sea Reaver: Why even have the effect then? I still don't understand why this card was made. I don't think it could be changed though, as I think Blizzard should continue to work on Enrage effects (which they haven't in a long time). This is an example of one of those cards that will be bad for awhile until an expansion that allows it to thrive, much like Secretkeeper.
Armaggedon: I don't think Blizzard (or players) are into the whole idea of a card that is played an then constantly does something for the rest of the game. That's why a lot of cards say this turn only.
Tribe Hunter: How would this work? Is there just a list of all of them? It couldn't be a discover effect because there's way more than three tribes.
Cursed Hero: I don't see how Last Strike is relevant on this card, and the effect doesn't make much sense to begin with. This card also isn't balanced. It would lead to a Crazed Alchemist + Charge OTK on turn 8.
Hateful Mage: I think I like it.
Collector's Blade: Too much information, too OP. There are cards that cancel out a specific type of card (Loatheb) but making it so your opponent must stop playing Rare, Epic, and Legendary cards is too much. This should either cost more or target a specific rarity, like the adventure-only Rare Spear.
Clumsy Warrior: Seems overpowered. Assuming it survives to your next turn it's still a 3/1 for 1, which is better than almost anything. a Priest could also use it and just heal it to get a 3/3 on turn 2. It's not a bad idea, but maybe a 2/3 or something instead.
Twisting Nether: We have no cards in the game right now that do something like this, the closest being Vanish. "Destroy" is already a pretty premium ability, considering even hard removal cards like Hex and Polymorph leave something behind. The only card that I can think of that silences and deals damage is Earth Shock. Even though Twisting Nether doesn't see play, I don't think this is the right answer.
Sea Reaver: Why even have the effect then? I still don't understand why this card was made. I don't think it could be changed though, as I think Blizzard should continue to work on Enrage effects (which they haven't in a long time). This is an example of one of those cards that will be bad for awhile until an expansion that allows it to thrive, much like Secretkeeper.
Sea Reaver in a particular Enrage deck is actually really strong, the problem with it is, it can draw at awkward times. other than that i've been able to set up one turn kills after drawing Sea reaver.
ok thanks on what ineed to do on my cards. by the way these were my first ever cards. here is my winter vial card
Confused priest effect is quite simple. If there is a board full minions and they all come from different expansions and only one of those have taunt. The taunt minion can only be attacked by spells or from minions that the taunt minions expansion, or a expansion that is not on the taunt minions side of the field.
changers I will make when I have the chance.
Armaggedon: It might be not a liked area design wise but I just like the card.
Tribe Hunter: there will be a list of each type of tribe and you choose one from it.
Cursed Hero: needs to add can not attack enemy hero and can not be silenced.
Collector's Blade: just wrong so well think of a new idea to replace it.
I don't like any of these for various reasons, but clumsy warrior is pretty alright...
I just wanted to say that twisting nether does NOT need any changes. It may not see much play, but that doesn't mean it's bad. Plus, it's awesome in dreadlock.
I just wanted to say that twisting nether does NOT need any changes. It may not see much play, but that doesn't mean it's bad. Plus, it's awesome in dreadlock.
Some cards are just niche.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I would like to know if they are balanced. here is the Imgur link to the cards
First is a fix for Mimiron's Head. The new removal for mech
2nd is Armageddon. A spell to force your opponent to constantly heal. Same for you but warlocks got quite a bit of healing so would be able to survive.
3rd is Tribe Hunter to stop tribes owning the meta.
4th is Cursed Hero. A powerful looking card but is weak when you think about it.By the way last strike means it takes damage first than hits the enemy.
5th is Hateful Mage. Deadly to most aggro decks.
.
6th is my most unsure-est card. the Collector's Blade. sorry misspelling looked right to me when I was making it.
7th is Clumsy warrior. so for your opponent it is a 3/2 and when you use him he is a 3/1.
last 2 are just some adjustments to cards that I think what it should be like.
Mimiron's Head: eh, fine change I guess
Armaggedon: I don't think Blizzard (or players) are into the whole idea of a card that is played an then constantly does something for the rest of the game. That's why a lot of cards say this turn only.
Tribe Hunter: How would this work? Is there just a list of all of them? It couldn't be a discover effect because there's way more than three tribes.
Cursed Hero: I don't see how Last Strike is relevant on this card, and the effect doesn't make much sense to begin with. This card also isn't balanced. It would lead to a Crazed Alchemist + Charge OTK on turn 8.
Hateful Mage: I think I like it.
Collector's Blade: Too much information, too OP. There are cards that cancel out a specific type of card (Loatheb) but making it so your opponent must stop playing Rare, Epic, and Legendary cards is too much. This should either cost more or target a specific rarity, like the adventure-only Rare Spear.
Clumsy Warrior: Seems overpowered. Assuming it survives to your next turn it's still a 3/1 for 1, which is better than almost anything. a Priest could also use it and just heal it to get a 3/3 on turn 2. It's not a bad idea, but maybe a 2/3 or something instead.
Twisting Nether: We have no cards in the game right now that do something like this, the closest being Vanish. "Destroy" is already a pretty premium ability, considering even hard removal cards like Hex and Polymorph leave something behind. The only card that I can think of that silences and deals damage is Earth Shock. Even though Twisting Nether doesn't see play, I don't think this is the right answer.
Sea Reaver: Why even have the effect then? I still don't understand why this card was made. I don't think it could be changed though, as I think Blizzard should continue to work on Enrage effects (which they haven't in a long time). This is an example of one of those cards that will be bad for awhile until an expansion that allows it to thrive, much like Secretkeeper.
ok thanks on what ineed to do on my cards. by the way these were my first ever cards. here is my winter vial card
Confused priest effect is quite simple. If there is a board full minions and they all come from different expansions and only one of those have taunt. The taunt minion can only be attacked by spells or from minions that the taunt minions expansion, or a expansion that is not on the taunt minions side of the field.
changers I will make when I have the chance.
Armaggedon: It might be not a liked area design wise but I just like the card.
Tribe Hunter: there will be a list of each type of tribe and you choose one from it.
Cursed Hero: needs to add can not attack enemy hero and can not be silenced.
Collector's Blade: just wrong so well think of a new idea to replace it.
Clumsy Warrior: needs to be 2/3.
I don't like any of these for various reasons, but clumsy warrior is pretty alright...
I just wanted to say that twisting nether does NOT need any changes. It may not see much play, but that doesn't mean it's bad. Plus, it's awesome in dreadlock.