Permanent spell damage opens up a lot of abuse. Permanent spell cost reduction opens up a lot of abuse. 1 mana saps, 1 mana eviscerate, 2 mana fan of knives, 3 mana sabotage, 4 mana assassinates, 6 mana sprints. All of these cost reduction for a single 1 mana card, that also makes your spells far stronger.
Proposition: (1) Mana 1/3 dagger. " Battlecry: +1 spell damage this turn. Combo: Your spells cost (1) less this turn. "
Permanent spell damage opens up a lot of abuse. Permanent spell cost reduction opens up a lot of abuse. 1 mana saps, 1 mana eviscerate, 2 mana fan of knives, 3 mana sabotage, 4 mana assassinates, 6 mana sprints. All of these cost reduction for a single 1 mana card, that also makes your spells far stronger.
Proposition: (1) Mana 1/3 dagger. " Battlecry: +1 spell damage this turn. Combo: Your spells cost (1) less this turn. "
Hey, Thx u for your reply!
I like your proposition, however giving 'This turn only' to Both Battlecry and Combo would make this card medicore again just like many other card Rogue had received. Imho Rogue spell really lack behind game update and expansion, if any changes, i would think 'Combo: Your spells cost (1) less this turn' is sufficient. Come to think about it, the effect isn't permanent, once the weapon break, all effect gone. and the cheap basic 2 Mana Acidic Swamp Ooze can easily counter this.
Just want to point out from the original version:
Compare 2 Mana Sap > 2 Mana Freeze Trap, althought sap is a good enough card at 2 mana but very situational. To benefit from the spell cost 1 less, 3 card is always required, furthermore for combo card the requirement might even be 4 card if its see play over 2 turn. 5 Mana Assassinates dont see play, 4 mana maybe do. Sprint is too clunky at 7 mana, really or really and really. unless paired with Preparation. than we are back to the same story again, Rogue need too many core card, not much free space for creating new deck and new arch type.
The card comparisons are all mostly right. A few are wrong tho, since Sap you can target a big minion, and more times than not freeze trap hits the worst minion on the board because you can counter it with just attacking with a weak minion. Rogue needs a few more great cards, but trying to solve all of the rogues mediocre spells with a 1 mana dagger isn't the way to do it. And yes, the effect is permanent. Nobody would ever actually use this weapon lol. Or at least not the third charge unless they drew a second one. Its to powerful to break.
Also, you never balance a weapon by saying. "well, this COULD happen. It COULD be oozed." A 10/10 weapon COULD be oozed, that doesn't mean its fair or balanced. Rogue needs a lot of things, but one hugely overpowered weapon isn't the fix. Rogue needs an efficient temp weapon (2/4 for 3 mana maybe? like shamen one) and another two or three good creatures, and some class based damage mitigation imo.
Basic Issues for rogues
1) They have no way to mitigate damage, no heal or damage reduction. (Ice barrior, healing ect) So they are forced to use healbots and farseers. These are not efficient enough.
2) Rogues need an efficient weapon. Such as like stated above. a 2/4 or 1/4 weapon. Something to deadily or oil and get value out of. Assassins blade costs to much and is fairly mediocre.
3) Rogues rely on many basic cards for there decks. They run far more basic cards than rogue cards. They have very few strong class cards.
Maybe make only the combo "this turn only". It won't feel so bad if we play it turn 1 + having continuously 1 less in all spells from a weapon feels too OP.
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'There is nothing more deceptive than an obvious fact'
Thx! i am happy with all of yours input. And i follow up with a edited version with the Combo suggested because i feel you guys are right in a way.
But to say, alot of time Rogue is force to use dagger to maintain board, even with this good effect there is a limit to keeping the dagger, not to mention, there is a limit of spell available to rogue, and most are average/below average by itself. Countering it is as easy as tech-ing with a Basic card like acidic.
Surely this card must be good (maybe even overpower), but is it going to be broken like what other class have? i really don't think so. :)
So your solution is to use the dagger, then use sir finley to replace your hero power and just keep the 1 drop weapon the entire game to abuse its constant, no cost effect. Then never play another weapon in a weapon based class?
Here is my solution to all of these problems. I hope you like it.
This weapon now ENCOURAGES you to attack with it, instead of punishing you for it. Kill 1 health minions, hit the enemy hero. Just swing with it and your rewarded with a heathy spell damage bonus to all of your spells. You also keep the spell cost reduction, encouraging you to do high value plays. Don't equip the dagger on turn 1, hold onto it. Wait until you want to make a play.
Equip the dagger for only 1 cost, triggering all of your combo's for the turn. Swing with the weapon, gain +1 spell damage this turn. Play Eviscerate for 1 mana, deal 6 damage, use another eviscerate, deal 6 damage. (3 mana total!) Sap an enemy minion for 1 mana. Then Sabotage there last remaining minion for 3 mana, and destroy their weapon. Or just blade flurry after you attack, so your blade flurry gains the spell damage from the weapon u just used! 2 damage AOE for 2 mana!
Thoughts, criticism? Is it not the permanent spell power weapon originally planned anymore? Or does it still have that same feel but now it feels like a real weapon instead of just a Permanent passive spell that just happens to take up your weapon slot?
So your solution is to use the dagger, then use sir finley to replace your hero power and just keep the 1 drop weapon the entire game to abuse its constant, no cost effect. Then never play another weapon in a weapon based class?
Here is my solution to all of these problems. I hope you like it.
This weapon now ENCOURAGES you to attack with it, instead of punishing you for it. Kill 1 health minions, hit the enemy hero. Just swing with it and your rewarded with a heathy spell damage bonus to all of your spells. You also keep the spell cost reduction, encouraging you to do high value plays. Don't equip the dagger on turn 1, hold onto it. Wait until you want to make a play.
Equip the dagger for only 1 cost, triggering all of your combo's for the turn. Swing with the weapon, gain +1 spell damage this turn. Play Eviscerate for 1 mana, deal 6 damage, use another eviscerate, deal 6 damage. (3 mana total!) Sap an enemy minion for 1 mana. Then Sabotage there last remaining minion for 3 mana, and destroy their weapon. Or just blade flurry after you attack, so your blade flurry gains the spell damage from the weapon u just used! 2 damage AOE for 2 mana!
Thoughts, criticism? Is it not the permanent spell power weapon originally planned anymore? Or does it still have that same feel but now it feels like a real weapon instead of just a Permanent passive spell that just happens to take up your weapon slot?
Hey! nice thinking! giving u a upvote. so that we would not get to abuse the spell damage +1 permanently. Its just ashamed that backstab can mostly only deal 2 damage unless dealing with 2 minion or more, going face to trigger the effect for 1 damage isnt worth it.
But to say, in order for the combo part to trigger for 'cost 1 less for spell' another card have to be play prior to this dagger, so your calculation is abit off.
xxx card > Runesong Dagger > Hit something > Eviscerate, than the Eviscerate will cost 1Mana, deal 5 damage, not 6.
Oh yea..I forgot about that. Something does need to be played first. Prep! Prep > Runesong dagger > etc.
And backstab has always been the most efficient rogue card in my opinion. It's already so strong. There is something to be said for a 0 mana card that deals 2 damage. Its the only 0 mana card that's used very commonly. Also, I would hit the face just to trigger a 3 damage backstab. You have 3 charges on the dagger, so you can use the first one fairly liberally. Killing a Piloted Shredder that easy is totally worth a single weapon charge. If you had any other weapon you'd have to backstab it, then hit the shredder with your weapon, taking 4 damage. So in this scenario you can equate 1 charge of the Runesong Dagger to 4 life. Pretty good to me!
Changed the name to runesong dagger as I was searching through wow tcg card art earlier yesterday and saw it. Definitely looked like a neat magic dagger.
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Intention of this weapon:
Original Idea of the weapon was 1Mana 1/2 "Gain Spell Damage equal to the durability of the weapon. Combo: +1 Durability"
Permanent spell damage opens up a lot of abuse. Permanent spell cost reduction opens up a lot of abuse. 1 mana saps, 1 mana eviscerate, 2 mana fan of knives, 3 mana sabotage, 4 mana assassinates, 6 mana sprints. All of these cost reduction for a single 1 mana card, that also makes your spells far stronger.
Proposition: (1) Mana 1/3 dagger. " Battlecry: +1 spell damage this turn. Combo: Your spells cost (1) less this turn. "
than we are back to the same story again, Rogue need too many core card, not much free space for creating new deck and new arch type.The card comparisons are all mostly right. A few are wrong tho, since Sap you can target a big minion, and more times than not freeze trap hits the worst minion on the board because you can counter it with just attacking with a weak minion. Rogue needs a few more great cards, but trying to solve all of the rogues mediocre spells with a 1 mana dagger isn't the way to do it. And yes, the effect is permanent. Nobody would ever actually use this weapon lol. Or at least not the third charge unless they drew a second one. Its to powerful to break.
Also, you never balance a weapon by saying. "well, this COULD happen. It COULD be oozed." A 10/10 weapon COULD be oozed, that doesn't mean its fair or balanced. Rogue needs a lot of things, but one hugely overpowered weapon isn't the fix. Rogue needs an efficient temp weapon (2/4 for 3 mana maybe? like shamen one) and another two or three good creatures, and some class based damage mitigation imo.
Basic Issues for rogues
1) They have no way to mitigate damage, no heal or damage reduction. (Ice barrior, healing ect) So they are forced to use healbots and farseers. These are not efficient enough.
2) Rogues need an efficient weapon. Such as like stated above. a 2/4 or 1/4 weapon. Something to deadily or oil and get value out of. Assassins blade costs to much and is fairly mediocre.
3) Rogues rely on many basic cards for there decks. They run far more basic cards than rogue cards. They have very few strong class cards.
Maybe make only the combo "this turn only". It won't feel so bad if we play it turn 1 + having continuously 1 less in all spells from a weapon feels too OP.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Seems pretty OP. You would just never use the charges on your weapon to keep the spell damage
Thx! i am happy with all of yours input. And i follow up with a edited version with the Combo suggested because i feel you guys are right in a way.
But to say, alot of time Rogue is force to use dagger to maintain board, even with this good effect there is a limit to keeping the dagger, not to mention, there is a limit of spell available to rogue, and most are average/below average by itself. Countering it is as easy as tech-ing with a Basic card like acidic.
Surely this card must be good (maybe even overpower), but is it going to be broken like what other class have? i really don't think so. :)
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Oh yea..I forgot about that. Something does need to be played first. Prep! Prep > Runesong dagger > etc.
And backstab has always been the most efficient rogue card in my opinion. It's already so strong. There is something to be said for a 0 mana card that deals 2 damage. Its the only 0 mana card that's used very commonly. Also, I would hit the face just to trigger a 3 damage backstab. You have 3 charges on the dagger, so you can use the first one fairly liberally. Killing a Piloted Shredder that easy is totally worth a single weapon charge. If you had any other weapon you'd have to backstab it, then hit the shredder with your weapon, taking 4 damage. So in this scenario you can equate 1 charge of the Runesong Dagger to 4 life. Pretty good to me!
Changed the name to runesong dagger as I was searching through wow tcg card art earlier yesterday and saw it. Definitely looked like a neat magic dagger.