The reason why I think Pneumatic Hammer and Laser Cannon are too strong is that they might grant too much tempo/value.
Pneumatic with 2 minions on board turns into a sort of 5/2 weapon, if you put some resilient stuff it's much likely to have that effect. I might be wrong (I was with many other cards printed before), but at first sight it looks very scary, at least as a 1-off.
Laser Cannon might be too strong (it's not blatantly broken, if I claimed that -or looked like I had done it-) then I apologize, because I simply think it might should have some theoretical limitation (restriction to non-mechs might be an "overkill" because of shredder). Most 1 mana deal 2 damage are'nt used against face anyways, but still you might have a point here.
I thought I could use some feedback on the following card.
Gate Summons the Following 4 minions.
So, you get an instant board. But, it's a board of 3/4 mana minions. Might not be impactful enough by turn 10. My desire was to showcase the 4 classes that I'm trying to represent with my Dungeon Master class. These 4 Legendaries represent the party of adventurers of my class, where my spells are representative of their abilities and spells. It's mostly about flavor for this spell, but, I dont' want the card to be too over or under powered. Would you play this for 10? Would you throw your hands up in frustration if this dropped against you?
Thanks!
At first lets talk balance:
For 10 mana and 1 card you get a 3mana minion, a 4 mana minion (even tho YOU estimate him as 3 mana it is actually a Sen'jin Shieldmasta), 3-4 mana minion (it might even be valued at 5 because it is MUCH better than Emperor Cobra) and a 3 mana minion. So that is at least 13 mana worth of value for 10 mana. It is also only 1 card (if you played each of them manually you would spend 4 cards). The party cannot be taken out by one card except for Twisting Nether (if you REALLY want to keep them, they should ALL die to Flamestrike). The only downside to your card is that it will be a dead card for the big portion of the game however so is Ysera and your card is probably better than Ysera (arguable and requires playtesting).
Onto non-balance:
Keira Llanalor cannot have Stealth because Basic cards are forbidden to. I just checked it... a couple of times because that totally wrecks a significant portion of my concepts.
I've made 6 Basic cards, need the feedback on them (including but not limited to: balance, wording, flavor, art):
It takes a real master at arms to apply poison to a cane.
She is not THAT kind of Seamstress and she is ready to protect herself if needs be. A survey once found more than 987 women occupied as seamstresses. And two needles.
Even an ordinary cook can become an assassin these days.
Nil Mortifi Sine Lucre - No killing without payment.
Don't look at him like THAT! He is human. He even has the papers to prove it. Nobby, show them your papers!
The only voluntary neighbor to the Alchemist's Guild is a Gambler's Guild. Mainly because it provides a stable bet.
Ebony Cane - I don't see why it has to be strictly worse than Fiery War axe. I'd give it some minor ability like, "Deathrattle: Add a Coin to your hand'
Seamstress. I don't get the quote. And man is that aggro. I might make her 1/2 instead. A little less aggro a little more chance she survives a turn.
Assassin's guild liscence. I can't spell license. It always looks wrong. But, your card looks good.
Inhumation - Stricltly better than Assassination. I don't mind with your class though.
Corporal.... Many your cards are hard to spell.. of the Watch. - Honestly, I don't like the flavor. Doesn't seem to match the name or art. Maybe a 3/4 that has, 'when an enemy attacks your hero, gain a coin' Now he's taking bribes to let attackers through, seems more flavorful to me.
I thought I could use some feedback on the following card.
Gate Summons the Following 4 minions.
So, you get an instant board. But, it's a board of 3/4 mana minions. Might not be impactful enough by turn 10. My desire was to showcase the 4 classes that I'm trying to represent with my Dungeon Master class. These 4 Legendaries represent the party of adventurers of my class, where my spells are representative of their abilities and spells. It's mostly about flavor for this spell, but, I dont' want the card to be too over or under powered. Would you play this for 10? Would you throw your hands up in frustration if this dropped against you?
Thanks!
The thing is, It just doesn't seem like a basic card, It seems like a legendary card, something you should only be able to have 1 of. Your minions have and all these other crazy effects that It's not just a board presence. Basically, with your hero power, you're going to choose a minion to be frozen each turn, including the turn you played it, and you will be able to kill any other threats with Kiera while healing Kiera up with Jozan, and on your opponent's turn they have to get through a taunt before they can even kill the important minions.
Just imagine. Turn 9 some 7 drop and Hero power. Turn 10 Gate. Turn 11 Gate. Who can do anything to that?
Additionally I think the name of the card should be 'Party Time!'.
I thought I could use some feedback on the following card.
Gate Summons the Following 4 minions.
So, you get an instant board. But, it's a board of 3/4 mana minions. Might not be impactful enough by turn 10. My desire was to showcase the 4 classes that I'm trying to represent with my Dungeon Master class. These 4 Legendaries represent the party of adventurers of my class, where my spells are representative of their abilities and spells. It's mostly about flavor for this spell, but, I dont' want the card to be too over or under powered. Would you play this for 10? Would you throw your hands up in frustration if this dropped against you?
Thanks!
The thing is, It just doesn't seem like a basic card, It seems like a legendary card, something you should only be able to have 1 of. Your minions have and all these other crazy effects that It's not just a board presence. Basically, with your hero power, you're going to choose a minion to be frozen each turn, including the turn you played it, and you will be able to kill any other threats with Kiera while healing Kiera up with Jozan, and on your opponent's turn they have to get through a taunt before they can even kill the important minions.
Just imagine. Turn 9 some 7 drop and Hero power. Turn 10 Gate. Turn 11 Gate. Who can do anything to that?
Additionally I think the name of the card should be 'Party Time!'.
You are right, it should be legendary. Good point. Since spells can't be legendary I'll add, 'You may only have one copy of this in your deck' to the Gate Spell. And if you don't mind I'll use "Party Time!" as my flavor. Thanks for the feedback.
ON balance I'd compare this with Varian. Both are 10 mana minion. At a minimum with Varian you get 6.5 mana body and 3 cards worth 1.5 each. So, minimally you get 11 mana value from him. You'll average quite a bit more than that though. And he never sees play. I think you can throw out the usual card values when you get up to 10 mana. Waiting til turn 10 and using your whole turn is a pretty big drawback that we don't really have a system to account for that I'm aware of.
Ebony Cane - I don't see why it has to be strictly worse than Fiery War axe. I'd give it some minor ability like, "Deathrattle: Add a Coin to your hand'
Seamstress. I don't get the quote. And man is that aggro. I might make her 1/2 instead. A little less aggro a little more chance she survives a turn.
Assassin's guild liscence. I can't spell license. It always looks wrong. But, your card looks good.
Inhumation - Stricltly better than Assassination. I don't mind with your class though.
Corporal.... Many your cards are hard to spell.. of the Watch. - Honestly, I don't like the flavor. Doesn't seem to match the name or art. Maybe a 3/4 that has, 'when an enemy attacks your hero, gain a coin' Now he's taking bribes to let attackers through, seems more flavorful to me.
Alchemist's guild. Looks good.
Warrior is a premier weapon class. It is designed to have THE best weapons in the game (like Mage has the best spot removal). It can't be given a Deathrattle because it is supposed to be the basic card. I might make it have 1 more attack while going face (so you sacrifice potential value for damage).
That was one of the two quotes I had in mind. I will edit the second one right below the first one and also post it here in the spoiler. The entire idea is that she promotes aggro. She has to be a 2/1 so she can be easily taken out if your opponent decides that he wants to. I could also make her a 1/1 that still deals the same 5 damage if she hits you in the face (this way she can be easily taken out by minions as well but then it becomes a sort of trap card).
A survey once found more than 987 women occupied as seamstresses. And two needles.
Sorry for the cards that are hard to spell, it isn't completely my fault.
The thematic is that he is actually looting boots of the fallen enemies. I really like your idea. I wanted to make Bribe if not an actual keyword then at least a theme for a reasonable amount of cards.
The idea behind the entire Basic set is to give some okayish tools for playing Tempo, Midrange and Aggro decks. Control and Combo archetypes would require significantly more spells.
I am not certain on what card draw mechanic my class will be using (or at least have access to). I was thinking about making smth like "Smuggle" that would draw a lot of cards on discount (f.e. 3 cards for 4 mana) but have a drawback attached to it, f.e. giving your opponent The Coin. Essentially you Bribe your opponent to look the other way while you are helping yourself from your deck.
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
I tried to create some Basic Cards for my set. What do you guys think ?
The wording on Swordsman can't be right. The current wording gives your hero 1 PERMANENT attack including during your opponent's turn. That is broken beyond imagination.
Enhanced Revolver might be alright. It depends on the fact if you can buff weapons or no. If it is guaranteed to stay 2/4 (unless you decide to run Captain Greenskin) it is good, if not - then not.
I tried to create some Basic Cards for my set. What do you guys think ?
Enchanced Revolver is a better Stormforged Axe. Durability on a weapon is worth a lot. You need to make it three durability to be balanced.
I already forgot Stormforged Axe exists ^^ But I think I'll just increase the mana cost to 4. I have a card with some cool synergy concerning durability coming up later. that's why I want to keep the durability high.
Okay. Just keep in mind that if you have too many high-durability weapons, it may be difficult to include more than a few in your deck.
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
I think 10 mana spells really need to be strong to see play. Compare with Varian or Deathwing. And even those two cards with HUGE effects aren't strong enough to see play.
Guys, where do you get your art for the cards? I'm having a hard time pinpointing the exact art I want for some cards, because of some abstract wordings (just to give an example, I made a spell named Crystallize and another one named Tremor).
Ebony Cane - I don't see why it has to be strictly worse than Fiery War axe. I'd give it some minor ability like, "Deathrattle: Add a Coin to your hand'
Seamstress. I don't get the quote. And man is that aggro. I might make her 1/2 instead. A little less aggro a little more chance she survives a turn.
Assassin's guild liscence. I can't spell license. It always looks wrong. But, your card looks good.
Inhumation - Stricltly better than Assassination. I don't mind with your class though.
Corporal.... Many your cards are hard to spell.. of the Watch. - Honestly, I don't like the flavor. Doesn't seem to match the name or art. Maybe a 3/4 that has, 'when an enemy attacks your hero, gain a coin' Now he's taking bribes to let attackers through, seems more flavorful to me.
Alchemist's guild. Looks good.
Warrior is a premier weapon class. It is designed to have THE best weapons in the game (like Mage has the best spot removal). It can't be given a Deathrattle because it is supposed to be the basic card. I might make it have 1 more attack while going face (so you sacrifice potential value for damage).
That was one of the two quotes I had in mind. I will edit the second one right below the first one and also post it here in the spoiler. The entire idea is that she promotes aggro. She has to be a 2/1 so she can be easily taken out if your opponent decides that he wants to. I could also make her a 1/1 that still deals the same 5 damage if she hits you in the face (this way she can be easily taken out by minions as well but then it becomes a sort of trap card).
A survey once found more than 987 women occupied as seamstresses. And two needles.
Sorry for the cards that are hard to spell, it isn't completely my fault.
The thematic is that he is actually looting boots of the fallen enemies. I really like your idea. I wanted to make Bribe if not an actual keyword then at least a theme for a reasonable amount of cards.
The idea behind the entire Basic set is to give some okayish tools for playing Tempo, Midrange and Aggro decks. Control and Combo archetypes would require significantly more spells.
I am not certain on what card draw mechanic my class will be using (or at least have access to). I was thinking about making smth like "Smuggle" that would draw a lot of cards on discount (f.e. 3 cards for 4 mana) but have a drawback attached to it, f.e. giving your opponent The Coin. Essentially you Bribe your opponent to look the other way while you are helping yourself from your deck.
Ok, I got an idea for you.
Spell
Marked for Death
CC - 2?
Enemy minion gains, 'Each time this takes damage you draw a card' Basically a reverse Acolyte. Draws for you instead. If you can get 2 hits on something it's draw 2 for 2. You could also add 'marked for death' to things like weapons or minions.
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
I think 10 mana spells really need to be strong to see play. Compare with Varian or Deathwing. And even those two cards with HUGE effects aren't strong enough to see play.
Still, see what happened with Anyfin Can Happen, it's a 10-mana spell that can potentially give you an OTK, extremely strong board pressence, or a board clear.
But Anyfin Can Happen requires you to build your deck in a certain way. It's also a combo-based finisher, making it less consistent. With Gate, you can build your deck however you want and still play the card and still get its full effect.
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
I think 10 mana spells really need to be strong to see play. Compare with Varian or Deathwing. And even those two cards with HUGE effects aren't strong enough to see play.
No, if you want to make a 10 mana spell, you need to make it intentionally weak, because making it 10 mana leaves little room to nerf it if it proves to be too strong. As AsylumRhapsody pointed out before that this is Hearthstone's design strategy. The only 10 mana spells that exist were nerfed there from lower costs. They have never made a 10 mana spell, probably for this reason. And your card is way too powerful for 10 mana. It gives you 8/19 in stats, for crying out loud. Are you insane? That's 13 mana worth of stats. And there is absolutely zero drawback to it (being vulnerable to AOE is NOT a drawback). Plus, you Freeze an enemy minion every turn (with one guaranteed) and you will get at least one kill on any minion (in almost all circumstances) from the stealth poisoner. When you combine all the abilities of the summoned minions, it is worth at least 15 mana, and it only costs 10. This is just insanely overpowered. It is nowhere close to being balanced.
Ok, take Anyfin as a great example. It is about the correct power level. How many mana worth of stats/abilities does it put on the baord. If it's a OTK it's at least 30 attack. And at least 7 health. Probably 15 health. Giving you something like 20+ worth of minions for 10. And that's a balanced 10 mana card that sees some play. (it's not like it's taken over the meta or anything)
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
I think 10 mana spells really need to be strong to see play. Compare with Varian or Deathwing. And even those two cards with HUGE effects aren't strong enough to see play.
Deathwing comes at a very high cost. He discards your entire hand, destroys all minions (including yours) and at least half the time eat a Big Game Hunter. He is generally used as a rich man's Twisting Nether.
Varian has an interesting effect in that he draws you cards. The problems here are: a) as a Control Warrior you generally don't want to draw too many cards that late in the game because it is likely to go to fatigue b) a lot of your minions use battlecry and are put into your deck because of that battlecry. You would much rather not get them thrown onto the board for them to die. It is nearly as bad as discarding them. c) when you actually pull off the wombocombo and get yourself something like Varian+Grom+Ysera+Sylvanas your opponent generally has either Twisting Nether or Lightbomb. In that case you will just fatigue yourself out.
So both of those cards are all-ins. Control players try to shy away from all-in cards because they want to control their win conditions.
Your card however just drops 4 minions onto the board that are extremely hard to clear (they don't die to Flamestike or Lightbomb). The best answers to your card are Brawl that still leaves one guy standing and Twisitng Nether that gives away the initiative.
Ok, take Anyfin as a great example. It is about the correct power level. How many mana worth of stats/abilities does it put on the baord. If it's a OTK it's at least 30 attack. And at least 7 health. Probably 15 health. Giving you something like 20+ worth of minions for 10. And that's a balanced 10 mana card that sees some play. (it's not like it's taken over the meta or anything)
That's a terrible example. Anyfin can Happen was a huge mistake and will probably be nerfed. Blizzard did not foresee the OTK potential. And you should know by now that they hate OTK's/
Also, did you even read what I wrote? I laid out in detail why your card is way too powerful. How could you possibly think that at least 15 mana worth of minions for 10 mana is a good idea? From what you're saying, you are trying to purposefully design an OP card, which is just a terrible idea.
@Zukuu
The reason why I think Pneumatic Hammer and Laser Cannon are too strong is that they might grant too much tempo/value.
Pneumatic with 2 minions on board turns into a sort of 5/2 weapon, if you put some resilient stuff it's much likely to have that effect. I might be wrong (I was with many other cards printed before), but at first sight it looks very scary, at least as a 1-off.
Laser Cannon might be too strong (it's not blatantly broken, if I claimed that -or looked like I had done it-) then I apologize, because I simply think it might should have some theoretical limitation (restriction to non-mechs might be an "overkill" because of shredder). Most 1 mana deal 2 damage are'nt used against face anyways, but still you might have a point here.
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It takes a real master at arms to apply poison to a cane.
She is not THAT kind of Seamstress and she is ready to protect herself if needs be.
A survey once found more than 987 women occupied as seamstresses. And two needles.
Even an ordinary cook can become an assassin these days.
Nil Mortifi Sine Lucre - No killing without payment.
Don't look at him like THAT! He is human. He even has the papers to prove it. Nobby, show them your papers!
The only voluntary neighbor to the Alchemist's Guild is a Gambler's Guild. Mainly because it provides a stable bet.
Ebony Cane - I don't see why it has to be strictly worse than Fiery War axe. I'd give it some minor ability like, "Deathrattle: Add a Coin to your hand'
Seamstress. I don't get the quote. And man is that aggro. I might make her 1/2 instead. A little less aggro a little more chance she survives a turn.
Assassin's guild liscence. I can't spell license. It always looks wrong. But, your card looks good.
Inhumation - Stricltly better than Assassination. I don't mind with your class though.
Corporal.... Many your cards are hard to spell.. of the Watch. - Honestly, I don't like the flavor. Doesn't seem to match the name or art. Maybe a 3/4 that has, 'when an enemy attacks your hero, gain a coin' Now he's taking bribes to let attackers through, seems more flavorful to me.
Alchemist's guild. Looks good.
Galavant Animation
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
ON balance I'd compare this with Varian. Both are 10 mana minion. At a minimum with Varian you get 6.5 mana body and 3 cards worth 1.5 each. So, minimally you get 11 mana value from him. You'll average quite a bit more than that though. And he never sees play. I think you can throw out the usual card values when you get up to 10 mana. Waiting til turn 10 and using your whole turn is a pretty big drawback that we don't really have a system to account for that I'm aware of.
Galavant Animation
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Galavant Animation
Guys, where do you get your art for the cards? I'm having a hard time pinpointing the exact art I want for some cards, because of some abstract wordings (just to give an example, I made a spell named Crystallize and another one named Tremor).
Siras Terra, the Geomancer
Galavant Animation
Siras Terra, the Geomancer
But Anyfin Can Happen requires you to build your deck in a certain way. It's also a combo-based finisher, making it less consistent. With Gate, you can build your deck however you want and still play the card and still get its full effect.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Ok, take Anyfin as a great example. It is about the correct power level. How many mana worth of stats/abilities does it put on the baord. If it's a OTK it's at least 30 attack. And at least 7 health. Probably 15 health. Giving you something like 20+ worth of minions for 10. And that's a balanced 10 mana card that sees some play. (it's not like it's taken over the meta or anything)
Galavant Animation
a) as a Control Warrior you generally don't want to draw too many cards that late in the game because it is likely to go to fatigue
b) a lot of your minions use battlecry and are put into your deck because of that battlecry. You would much rather not get them thrown onto the board for them to die. It is nearly as bad as discarding them.
c) when you actually pull off the wombocombo and get yourself something like Varian+Grom+Ysera+Sylvanas your opponent generally has either Twisting Nether or Lightbomb. In that case you will just fatigue yourself out.
Is there a specified time on when the phase 2 thread will come out? I'm really interested on if I made it.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition