Thanks for the comments. I was actively trying to think of board control ideas that we haven't seen. I didn't just want to throw some version of Lightning Storm out there for my board control I wanted some 2 for 1 cards instead.
The latest version of Medusa feels very good to me. It's a 5/3 that only has the effect when it attacks. If you can protect it then it's a beast, if not most 2cost spells or minions can dispatch it. So, you'll need to set things up well to get the value. I'm liking it, I think it'll stick. Maybe it could even be 5/4.
For the 6 mana, the effect only on attack seems less appealing even as a 5/4. Its going to be traded quickly against at that point in the curve and maybe only see its effect applied once. Maexxna is a hearty 6 mana 2/8 that destroys on both attack and defense and never gets played, that iteration of Medusa doesn't feel significantly better. Adding stealth back in might help, so you definitely get a use from it and have more of a chance to defend it. But I prefer your 4 mana, 2/4, always on effect more. If anything, even cheaper/squishier versions of this seem better - forces cheap spell/silence for removal. Its not a threat to face, but you'll slowly reduce their board to uselessness (just 1 per round, because they wouldn't be attacking it with their minions obviously).
Thanks for the comments. I was actively trying to think of board control ideas that we haven't seen. I didn't just want to throw some version of Lightning Storm out there for my board control I wanted some 2 for 1 cards instead.
The latest version of Medusa feels very good to me. It's a 5/3 that only has the effect when it attacks. If you can protect it then it's a beast, if not most 2cost spells or minions can dispatch it. So, you'll need to set things up well to get the value. I'm liking it, I think it'll stick. Maybe it could even be 5/4.
For the 6 mana, the effect only on attack seems less appealing even as a 5/4. Its going to be traded quickly against at that point in the curve and maybe only see its effect applied once. Maexxna is a hearty 6 mana 2/8 that destroys on both attack and defense and never gets played, that iteration of Medusa doesn't feel significantly better. Adding stealth back in might help, so you definitely get a use from it and have more of a chance to defend it. But I prefer your 4 mana, 2/4, always on effect more. If anything, even cheaper/squishier versions of this seem better - forces cheap spell/silence for removal. Its not a threat to face, but you'll slowly reduce their board to uselessness (just 1 per round, because they wouldn't be attacking it with their minions obviously).
At that version Medusa was a 4 drop. Seems like 4 drop 5/3 is the sweet spot. I'll keep her there.
Definitely don't go with the second one, it is way too powerful. This mechanic is way better than the "Destroy anything damaged by this mechanic" because Medusa can't be killed while attacking. That makes it easy to get a snowball effect if you get this behind a Taunt or something. Every turn, Medusa can attack and neutralize anything the opponent puts out. If you have the advantage with her, it is hard to lose it if your opponent can't kill her with a spell. If you want it to be a 5/3, it should cost 5 and be a Legendary. This effect is too powerful to have on a non-Legendary.
Definitely don't go with the second one, it is way too powerful. This mechanic is way better than the "Destroy anything damaged by this mechanic" because Medusa can't be killed while attacking. That makes it easy to get a snowball effect if you get this behind a Taunt or something. Every turn, Medusa can attack and neutralize anything the opponent puts out. If you have the advantage with her, it is hard to lose it if your opponent can't kill her with a spell. If you want it to be a 5/3, it should cost 5 and be a Legendary. This effect is too powerful to have on a non-Legendary.
It is significantly better to destroy the enemy minion in most cases.
The only taunt you can put her behind while playing on curve is Deathlord. However you generally won't see them being played in the same deck because they fit different playstyles (Medusa is good for Tempo, Deathlord is good for Control/Fatigue decks).
I was trying to get it made a 5/2 so it can die to literally any spot removal but 5/3 is also okayish.
Definitely don't go with the second one, it is way too powerful. This mechanic is way better than the "Destroy anything damaged by this mechanic" because Medusa can't be killed while attacking. That makes it easy to get a snowball effect if you get this behind a Taunt or something. Every turn, Medusa can attack and neutralize anything the opponent puts out. If you have the advantage with her, it is hard to lose it if your opponent can't kill her with a spell. If you want it to be a 5/3, it should cost 5 and be a Legendary. This effect is too powerful to have on a non-Legendary.
I agree. Didn't think of that, forgot she wouldn't take damage.
I've updated my Basic Class Cards to 4/10 cards currently~ Hopefully, when you read the class cards, you'll understand the direction that the Basic Deck is headed to. :3
[Original Hero Class role can be seen here at comment #152 - do take a look, upvote if you like it and let me know how you feel!]
The idea for the Basic Cards is to be simple - if it's not simple, please sound off.
New Cards:
Soul Extraction -
The Basic Card for hard removal - Giving it 2 health means you can't hero power your way out of killing it. This will be given at level 4 after players have tried the other spell that spawns these souls.
It's different from Polymorph: Boar, if anyone is comparing. I'm deciding between this and another hard removal option - when I finalise that idea, I'll showcase it soon for balancing!
Fairy Leader -
In order to reward players who stuck through with the Fairies, this card gives existing Fairies a much needed boost to compete with the late-game minions. :3
Current Basic Card List:(With Feedback Balancing - thanks to all who feedbacked!)
Edit: Oh dear, I realised most of my cards are 3 mana. Hmm, got to watch out.
As instead doesn't necessarily imply that it is better, just clarifies that this is replacing the above text. Ideally if I could implement this, the card would glow yellow when turn is activated, and after a minion attacks, it turns to green, like other cards
Definitely don't go with the second one, it is way too powerful. This mechanic is way better than the "Destroy anything damaged by this mechanic" because Medusa can't be killed while attacking. That makes it easy to get a snowball effect if you get this behind a Taunt or something. Every turn, Medusa can attack and neutralize anything the opponent puts out. If you have the advantage with her, it is hard to lose it if your opponent can't kill her with a spell. If you want it to be a 5/3, it should cost 5 and be a Legendary. This effect is too powerful to have on a non-Legendary.
I agree. Didn't think of that, forgot she wouldn't take damage.
For some reason, I keep having the impression that it was after attacking the minion, she would change their minion attack to 0. If that's the case, then a simple change of wording to After would solve it.
If the whenever was working as intended, well... yeah I agree it's quite powerful.
Hey guys, I just submitted my idea to the board, where the hero power is based around buffing all minions (yours AND opponents) as they enter.
While Winter, Spring and summer effects seem pretty workable, I'm not too sure about FALL.
Winter = all minions that enter are silenced. Spring = all minions that enter gain taunt. Summer = all minions that enter gain +1/-1 Fall = all minions that enter gain STEALTH.
Stealth seemed fun when I first thought this up, allowing for wonky combos on the side of the opponant, with them hoping you don't have anything that can see through stealth (new ability called "Keen").
However, even if I limit the health of all the "Wild One" cards so that a flamestrike could take them out (biggest AOE removal via damage), I think neutral cards would tip the "Fall" buff over the top, even if the "Keen" (see through stealth) was made into neutral cards.
Since it's a bit of a game breaker, I was thinking I should change it completely.
I really do want the theme to be about board-wide nonsense, and I'm not exactly interested in just doing the reverse of Summer (where fall would be -1/+1), but perhaps Fall could be "Stealth until the start of your next turn"? That would allow for some interesting plays without being too overpowered, but I'm not sure how insane it would be.
I've updated my Basic Class Cards to 4/10 cards currently~ Hopefully, when you read the class cards, you'll understand the direction that the Basic Deck is headed to. :3
[Original Hero Class role can be seen here at comment #152 - do take a look, upvote if you like it and let me know how you feel!]
The idea for the Basic Cards is to be simple - if it's not simple, please sound off.
New Cards:
Soul Extraction -
The Basic Card for hard removal - Giving it 2 health means you can't hero power your way out of killing it. This will be given at level 4 after players have tried the other spell that spawns these souls.
It's different from Polymorph: Boar, if anyone is comparing. I'm deciding between this and another hard removal option - when I finalise that idea, I'll showcase it soon for balancing!
Fairy Leader -
In order to reward players who stuck through with the Fairies, this card gives existing Fairies a much needed boost to compete with the late-game minions. :3
Current Basic Card List:(With Feedback Balancing - thanks to all who feedbacked!)
Edit: Oh dear, I realised most of my cards are 3 mana. Hmm, got to watch out.
Given at Start:
Token:
Level 4:
Level 10:
(Hint: Fairy Zoo!)
Really nice and simple cards. I've just a couple of questions:
Why not make Soul Extraction transform a minion instead of only enemy minions? It is rare that you'd want to transform your own but might as well keep the option to. And it makes it have less text on the card without changing anything.
At first I thought that Fairy Leader's effect was an aura (like Raid Leader and I was going to suggest changing the text to give all friendly Fairies +1 atk (including self) but now that I noticed its a Battlecry... She should be a 6/6. Then you would at least choose between her and Boulderfist Ogre, as it is now I'd probably run x2 Ogre and 1 Fairy Leader in my basic deck.
None of my proposed changes are actually needed for the balance but you should at least consider it and give it some thought.
As instead doesn't necessarily imply that it is better, just clarifies that this is replacing the above text. Ideally if I could implement this, the card would glow yellow when turn is activated, and after a minion attacks, it turns to green, like other cards
That is actually great! I haven't thought that you can just put "instead" at the end and it will make perfect sense.
Really nice and simple cards. I've just a couple of questions:
Why not make Soul Extraction transform a minion instead of only enemy minions? It is rare that you'd want to transform your own but might as well keep the option to. And it makes it have less text on the card without changing anything.
At first I thought that Fairy Leader's effect was an aura (like Raid Leader and I was going to suggest changing the text to give all friendly Fairies +1 atk (including self) but now that I noticed its a Battlecry... She should be a 6/6. Then you would at least choose between her and Boulderfist Ogre, as it is now I'd probably run x2 Ogre and 1 Fairy Leader in my basic deck.
None of my proposed changes are actually needed for the balance but you should at least consider it and give it some thought.
Haha, I do reflect on all feedback seriously, no matter how limited they are. It teaches you about how to balance things better. :)
Soul Extraction - I was trying to prevent a Polymorph: Boar from happening, but true, sometimes it might be better to buff your own minion! I'll tweak it that way~
It's quite funny, while creating this card, another possible effect was to "Destroy a minion and summon a 2/2 Fairy Soul." It would be either be UP/OP lol!
Fairy Leader - Coming up with 5 Attack came right after imagining the zoo-possibilities of this deck - basically, the attack effect should pay off by itself when at least 1 Fairy is on the board, and reward those who played more than 1 on the board.
Hearing your reasoning, I do agree that it should be buffed though. Probably to keep in line with the lower-attack for higher health/effects theme for Fairies, I might go with a 5/7 instead. Do you feel it would be better that way?
Thanks for your feedback, really appreciate it! :)
Really nice and simple cards. I've just a couple of questions:
Why not make Soul Extraction transform a minion instead of only enemy minions? It is rare that you'd want to transform your own but might as well keep the option to. And it makes it have less text on the card without changing anything.
At first I thought that Fairy Leader's effect was an aura (like Raid Leader and I was going to suggest changing the text to give all friendly Fairies +1 atk (including self) but now that I noticed its a Battlecry... She should be a 6/6. Then you would at least choose between her and Boulderfist Ogre, as it is now I'd probably run x2 Ogre and 1 Fairy Leader in my basic deck.
None of my proposed changes are actually needed for the balance but you should at least consider it and give it some thought.
Haha, I do reflect on all feedback seriously, no matter how limited they are. It teaches you about how to balance things better. :)
Soul Extraction - I was trying to prevent a Polymorph: Boar from happening, but true, sometimes it might be better to buff your own minion! I'll tweak it that way~
It's quite funny, while creating this card, another possible effect was to "Destroy a minion and summon a 2/2 Fairy Soul." It would be either be UP/OP quite a weak card though lol!
Fairy Leader - Coming up with 5 Attack came right after imagining the zoo-possibilities of this deck - basically, the attack effect should pay off by itself when at least 1 Fairy is on the board, and reward those who played more than 1 on the board.
Hearing your reasoning, I do agree that it should be buffed though. Probably to keep in line with the lower-attack for higher health/effects theme for Fairies, I might go with a 5/7 instead. Do you feel it would be better that way?
Thanks for your feedback, really appreciate it! :)
If you made Soul Extraction "Destroy a minion and summon a 2/2 Fairy Soul", its cost and power level would depend on WHO gets the Fairy Soul.
At first I started comparing Fairy Leader to Boulderfist Ogre. In that comparison she pays 2 stats for her Battlecry. Then I started thinking about if it is too big of a tax or no. I concluded that Stormwind Champion pays 2 stats for his Aura. I think she will be fine as 5/7.
Tomorrow I'll also try to make Basic and Expert set for my hero. Thx for reminding me that I should do it.
(Post about Fall Discussion - This is done to prevent cluttering of posts, that's all!)
Stealth until your next turn sounds okay for now!
I've looked through your cards, they seem alright. However, I'm just concerned that you may be including too many class keywords in the future - for example, what is Whirlwind? The explanation isn't really clear enough from what I see.
Beyond just being hard to play, I think enemy heroes will find it tough to play against this class as well, since it can get quite unpredictible, and your class is the only one able to play around certain threats. Hmm.
(Post about Fall Discussion - This is done to prevent cluttering of posts, that's all!)
Stealth until your next turn sounds okay for now!
I've looked through your cards, they seem alright. However, I'm just concerned that you may be including too many class keywords in the future - for example, what is Whirlwind? The explanation isn't really clear enough from what I see.
Beyond just being hard to play, I think enemy heroes will find it tough to play against this class as well, since it can get quite unpredictible, and your class is the only one able to play around certain threats. Hmm.
Whirlwind is already in the game. It's a Shammy class power, but is also found on neutral cards as well. I may just remove whirlwind from the card though.
And really, anyone who plays even slightly beyond casually already plays the prediction game. you don't play a pile of 2 health creatures before a Pally's fourth turn or a priest's fifth turn. You always assume that turn 4, if a pally has one minion out, and you don't have consecrate targets, it'll be getting a 4/4 buff.
So you'd hold onto that 1/3 with passive for 1 card through winter, drop the zombie chow instead, and play it in spring or summer when it'll get a better buff.
Or you'd save a high health minion for spring, to drop it and make life miserable.
Or you save all your Nerubian eggs and other 0 attack creatures and watch them fly. Or of you're hosting something that lets you draw when a mob dies, drop a one health minion in summer, and watch it die instantly, card draw immediately.
It changes the undercurrent of the game and makes the other player THINK about their cards all the time. Sort of like a shifting Tavern Brawl.
While Hero Power is interesting and flavorful it IS a mirrored effect. The only advantage you have is that you change the effect however YOU are the one paying for it. Generally in Hearthstone you don't want to pay for mirrored effect. (the only real exception is Coldlight Oracle because in fatigue decks it speeds the game up thus making their win condition happen sooner)
I believe that having this season change be a 1mana Hero Power would be alright. Also you need other indicator of the current season than getting a new Hero Power because Hearthstone is built in a way that getting new Hero Power refreshes it (as you've seen during previous Tavern Brawl).
Your submission doesn't clarify what Whirlwind actually is. There is another problem with this keyword, the problem is called Whirlwind. Having the same name for different things is extremely confusing.
Queen of Ice is worded in a way that makes her effect an Aura. This means that the enemy minions are Frozen permanently and whatever you do you are stuck in Winter (because if you change she will change it back). I believe it should be Battlecry.
You need to clear all those things before we can even tell if we like it or not.
(Post about Fall Discussion - This is done to prevent cluttering of posts, that's all!)
Stealth until your next turn sounds okay for now!
I've looked through your cards, they seem alright. However, I'm just concerned that you may be including too many class keywords in the future - for example, what is Whirlwind? The explanation isn't really clear enough from what I see.
Beyond just being hard to play, I think enemy heroes will find it tough to play against this class as well, since it can get quite unpredictible, and your class is the only one able to play around certain threats. Hmm.
Whirlwind is already in the game. It's a Shammy class power, but is also found on neutral cards as well. I may just remove whirlwind from the card though.
And really, anyone who plays even slightly beyond casually already plays the prediction game. you don't play a pile of 2 health creatures before a Pally's fourth turn or a priest's fifth turn. You always assume that turn 4, if a pally has one minion out, and you don't have consecrate targets, it'll be getting a 4/4 buff.
So you'd hold onto that 1/3 with passive for 1 card through winter, drop the zombie chow instead, and play it in spring or summer when it'll get a better buff.
Or you'd save a high health minion for spring, to drop it and make life miserable.
Or you save all your Nerubian eggs and other 0 attack creatures and watch them fly. Or of you're hosting something that lets you draw when a mob dies, drop a one health minion in summer, and watch it die instantly, card draw immediately.
It changes the undercurrent of the game and makes the other player THINK about their cards all the time. Sort of like a shifting Tavern Brawl.
I'm thinking of making a Haste spell. I thought it might be something like:
Haste
5cc
This turn your minions gain a free attack.
Not sure about the wording, but the effect I'm looking for is that minions played this turn without charge get charge, and your other minions gain windfury.
I'm thinking of making a Haste spell. I thought it might be something like:
Haste
5cc
This turn your minions gain a free attack.
Not sure about the wording, but the effect I'm looking for is that minions played this turn without charge get charge, and your other minions gain windfury.
Just til the end of the turn.
So, yeah I'm inviting in grim patron.
I made the exact same spell for my custom class, except I costed it at 6. I worded it "Friendly characters may attack an additional time this turn." I guess mine is slightly different though since I specifically meant for it to include the hero, as well. I intended for it not to give Charge, though (that's just kinda too powerful, probably, with Molten Giants), and WIndfury minions would be able to attack three times.
Galavant Animation
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@theDeivore Definently, I'll add that in there when I finalize the card :D
I've updated my Basic Class Cards to 4/10 cards currently~ Hopefully, when you read the class cards, you'll understand the direction that the Basic Deck is headed to. :3
[Original Hero Class role can be seen here at comment #152 - do take a look, upvote if you like it and let me know how you feel!]
The idea for the Basic Cards is to be simple - if it's not simple, please sound off.
New Cards:
Soul Extraction -
The Basic Card for hard removal - Giving it 2 health means you can't hero power your way out of killing it. This will be given at level 4 after players have tried the other spell that spawns these souls.
It's different from Polymorph: Boar, if anyone is comparing. I'm deciding between this and another hard removal option - when I finalise that idea, I'll showcase it soon for balancing!
Fairy Leader -
In order to reward players who stuck through with the Fairies, this card gives existing Fairies a much needed boost to compete with the late-game minions. :3
Current Basic Card List: (With Feedback Balancing - thanks to all who feedbacked!)
Edit: Oh dear, I realised most of my cards are 3 mana. Hmm, got to watch out.
Given at Start:
Token:
Level 4:
Level 10:
(Hint: Fairy Zoo!)
@layrit
Memory()
Draw 2 cards
Turn: Draw 1 card instead
As instead doesn't necessarily imply that it is better, just clarifies that this is replacing the above text. Ideally if I could implement this, the card would glow yellow when turn is activated, and after a minion attacks, it turns to green, like other cards
Hey guys, I just submitted my idea to the board, where the hero power is based around buffing all minions (yours AND opponents) as they enter.
While Winter, Spring and summer effects seem pretty workable, I'm not too sure about FALL.
Winter = all minions that enter are silenced.
Spring = all minions that enter gain taunt.
Summer = all minions that enter gain +1/-1
Fall = all minions that enter gain STEALTH.
Stealth seemed fun when I first thought this up, allowing for wonky combos on the side of the opponant, with them hoping you don't have anything that can see through stealth (new ability called "Keen").
However, even if I limit the health of all the "Wild One" cards so that a flamestrike could take them out (biggest AOE removal via damage), I think neutral cards would tip the "Fall" buff over the top, even if the "Keen" (see through stealth) was made into neutral cards.
Since it's a bit of a game breaker, I was thinking I should change it completely.
I really do want the theme to be about board-wide nonsense, and I'm not exactly interested in just doing the reverse of Summer (where fall would be -1/+1), but perhaps Fall could be "Stealth until the start of your next turn"? That would allow for some interesting plays without being too overpowered, but I'm not sure how insane it would be.
THE BABY BUNNIES COMMAND YOU! VOTE FOR The Wild One!
I think she will be fine as 5/7.
And really, anyone who plays even slightly beyond casually already plays the prediction game. you don't play a pile of 2 health creatures before a Pally's fourth turn or a priest's fifth turn. You always assume that turn 4, if a pally has one minion out, and you don't have consecrate targets, it'll be getting a 4/4 buff.
So you'd hold onto that 1/3 with passive for 1 card through winter, drop the zombie chow instead, and play it in spring or summer when it'll get a better buff.
Or you'd save a high health minion for spring, to drop it and make life miserable.
Or you save all your Nerubian eggs and other 0 attack creatures and watch them fly. Or of you're hosting something that lets you draw when a mob dies, drop a one health minion in summer, and watch it die instantly, card draw immediately.
It changes the undercurrent of the game and makes the other player THINK about their cards all the time. Sort of like a shifting Tavern Brawl.
THE BABY BUNNIES COMMAND YOU! VOTE FOR The Wild One!
@Dembai
I checked your submission. Here are my thoughts:
While Hero Power is interesting and flavorful it IS a mirrored effect. The only advantage you have is that you change the effect however YOU are the one paying for it. Generally in Hearthstone you don't want to pay for mirrored effect. (the only real exception is Coldlight Oracle because in fatigue decks it speeds the game up thus making their win condition happen sooner)
I believe that having this season change be a 1mana Hero Power would be alright. Also you need other indicator of the current season than getting a new Hero Power because Hearthstone is built in a way that getting new Hero Power refreshes it (as you've seen during previous Tavern Brawl).
Your submission doesn't clarify what Whirlwind actually is. There is another problem with this keyword, the problem is called Whirlwind. Having the same name for different things is extremely confusing.
Queen of Ice is worded in a way that makes her effect an Aura. This means that the enemy minions are Frozen permanently and whatever you do you are stuck in Winter (because if you change she will change it back). I believe it should be Battlecry.
You need to clear all those things before we can even tell if we like it or not.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I'm thinking of making a Haste spell. I thought it might be something like:
Haste
5cc
This turn your minions gain a free attack.
Not sure about the wording, but the effect I'm looking for is that minions played this turn without charge get charge, and your other minions gain windfury.
Just til the end of the turn.
So, yeah I'm inviting in grim patron.
Galavant Animation
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Wow, great minds think so ke. I'll do something else instead.
Galavant Animation