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).
I get mine from pinterest. :)
Thanks! Will check. I've been lurking DeviantArt and Google Images but either there isn't art for what I'm looking for I can't search for shit.
You are severely overestimating the power of the card. It's strong, but it's not imbalanced.
It's good against control MU's. It's absolutely dead vs aggro because of its cost.
Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.
I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.
Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.
Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).
Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.
Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.
Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play.
Anyfin is the closest example out there. It's a 10 mana spell that summons a bunch of bodies. It's even stronger than Gate because it has all that charge. Will it get nerfed? I dunno. But, like i said, it hasn't taken over the meta or anything. It doesn't appear to be TOO strong.
Varian definitely isn't too strong, it's not even being played.
Deathwing isn't too strong, it's not getting played.
That's about the list. I guess Mind control and Pyroblast. Those get a little play, but, not much.
The thing is it's really difficult to have a 10 mana spell, it's just a dead card for so long and it prevents you from doing anything else on the turn it's played. YOU NEED for it to be stronger than the mana curve for folks to actually use it.
Also, as cards get higher in mana cost, the stronger their effect has to be in proportion to their mana cost compared to lower mana cost cards. This is a phenomena that has been dominating Hearthstone deck-building since the dawn of time.
So pretty much, if a 10-mana card isn't absolutely bad shit insanity, it's not going to see play.
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.
Should I go with "Give your hero +1 Attack this turn" ?
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.
Great idea! I like it a lot. This however can't be made a card draw mechanic for a basic card (because of the complexity).
You also gave me another idea with it of essentially putting a price on someone's head and when the assassination is pulled off you draw card(s). In the game it would be as giving an enemy minion a Deathrattle: your opponent draws card(s).
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)
Anyfin Can Happen is NOT a great example. That card forces you to put garbage into your deck and then kill it. And only then it gives you your HUGE VALUE or OTK. The setup is extremely long both in and outside the game (during the deckbuilding process).
With your card you just put it in and you get value. No setups, no building around. It will be the new Dr.10. You have 10 mana and aren't dead? - Play it and be happy.
This might be okay if all the minions were vanilla, But they provide constant additional value over time by their effects. It's just too much for anything to deal with reasonably.
You are severely overestimating the power of the card. It's strong, but it's not imbalanced.
It's good against control MU's. It's absolutely dead vs aggro because of its cost.
Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.
I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.
Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.
Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).
Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.
Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.
Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play.
This is a horribly flawed analysis. For one thing, the Muster + Hero Power + Quartermaster uses a two card combo plus a hero power. When you combine cards, you inherently get better results than when you use one alone.
Bashing Mind Control is just stupid. You realize it was nerfed up to 10 mana because it was too powerful when it cost a little less? It controlled the meta when cost under 10. You need to learn from these lessons.
And you ignored my analysis completely. When you play a card, you can't get more than 2 times its mana cost plus 1 in stats without a downside. That's just basic design. And this is way over that without a downside. Not being good against certain matchups is NOT a downside, for that last time... You even acknowledged that it gives you 27 points of stats, which is 13 mana worth! How could you possibly, POSSIBLY think that 13 mana worth of stats WITHTOUT A DOWNSIDE is worth 10 mana? Plus, you say "Stealth isn't as strong as you think". Are you kidding me? Does that mean Stealth has negative value? You get 13 mana worth of stats, a stealth minion, a taunt minion, a freeze every turn, a poisoner, and THIRTEEN MANA WORTH OF STATS, and that is somehow worth 10 mana? You are crazy!
Anyfin is the closest example out there. It's a 10 mana spell that summons a bunch of bodies. It's even stronger than Gate because it has all that charge. Will it get nerfed? I dunno. But, like i said, it hasn't taken over the meta or anything. It doesn't appear to be TOO strong.
Varian definitely isn't too strong, it's not even being played.
Deathwing isn't too strong, it's not getting played.
That's about the list. I guess Mind control and Pyroblast. Those get a little play, but, not much.
The thing is it's really difficult to have a 10 mana spell, it's just a dead card for so long and it prevents you from doing anything else on the turn it's played. YOU NEED for it to be stronger than the mana curve for folks to actually use it.
You have got to be kidding me. Use your brain for crying out loud! I laid out in detail why your card is worth at least 15 mana. You seem to think because its a spell it should somehow be more powerful than 10 mana minions? It should break the mana curve? Let me go through it again:
Your card gives 27 points worth of stats. No one will dispute that that is 13 mana worth of stats. That's just basic.
You get a minion with Taunt. Taunt is worth at least 0.5 mana.
You get a minion with Stealth. Stealth is worth at least 0.5 mana.
You get a Freeze every turn. That has got to be worth at least 1 mana. We'll say it's 0.5 mana just to show how OP this is even when being extremely conservative. It also deals 1 random damage. Demolisher deals 2 random damage, which seem to be worth 1 mana based on its cost, so we'll say this is also 0.5 mana.
You have a poisoner. Based on Emperor Cobra, this is worth 1 mana.
You restore 3 random damage each turn. Lightwell's heal is the same, and it seems to be worth 1 mana.
Add all this up and what do you get? 17 mana. 17 mana worth of minions. And it should cost more, even both because I was being conservative, and you have pay a price for getting so many different effects combined into one. Plus the poison effect is on a stealth minion which would make it more powerful.
For the love of god, stop your weak, nebulous defenses of your card and look at the specific points I am making. Your card is almost twice as strong as it should be at 10 mana. Stop denying how OP this is. Don't bring up Anyfin Can Happen again. That card inherently requires a deck build around it and a combo. And it is poorly designed. This card depends on nothing else in the deck or what has happened before.
I really don't know which mana cost this spell should be at. Since the effect is pretty strong but really slow it's really hard to decide.
It is a mirrored effect that you have to pay for. I would probably price it at 6 (same as Vanish, Recycle and Entomb. The idea here is that if you play it in anything that isn't COntrol or Combo you are overpaying. If you do play it in Control or Combo you get a huge discount.
I really don't know which mana cost this spell should be at. Since the effect is pretty strong but really slow it's really hard to decide.
As it's pretty much a mass recycle/twisting nether that doesnt trigger deathrattles but can let your opponent get the card on board later, atleast 7 or 8 mana in my opinion.
I really don't know which mana cost this spell should be at. Since the effect is pretty strong but really slow it's really hard to decide.
It is a mirrored effect that you have to pay for. I would probably price it at 6 (same as Vanish, Recycle and Entomb. The idea here is that if you play it in anything that isn't COntrol or Combo you are overpaying. If you do play it in Control or Combo you get a huge discount.
Except that you are most likely to send back more minions to the opponent then your own, should be at the very least 8 mana.
All right, Phase II has now officially begun! This topic'll be left open a little longer, but you should head over to the Phase II discussion topic if you want to really start throwing ideas for your basic cards out there.
You are severely overestimating the power of the card. It's strong, but it's not imbalanced.
It's good against control MU's. It's absolutely dead vs aggro because of its cost.
Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.
I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.
Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.
Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).
Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.
Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.
Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play.
This is a horribly flawed analysis. For one thing, the Muster + Hero Power + Quartermaster uses a two card combo plus a hero power. When you combine cards, you inherently get better results than when you use one alone.
Bashing Mind Control is just stupid. You realize it was nerfed up to 10 mana because it was too powerful when it cost a little less? It controlled the meta when cost under 10. You need to learn from these lessons.
And you ignored my analysis completely. When you play a card, you can't get more than 2 times its mana cost plus 1 in stats without a downside. That's just basic design. And this is way over that without a downside. Not being good against certain matchups is NOT a downside, for that last time... You even acknowledged that it gives you 27 points of stats, which is 13 mana worth! How could you possibly, POSSIBLY think that 13 mana worth of stats WITHTOUT A DOWNSIDE is worth 10 mana? Plus, you say "Stealth isn't as strong as you think". Are you kidding me? Does that mean Stealth has negative value? You get 13 mana worth of stats, a stealth minion, a taunt minion, a freeze every turn, a poisoner, and THIRTEEN MANA WORTH OF STATS, and that is somehow worth 10 mana? You are crazy!
For the love of god people, use your heads....
You're also forgetting that pieces of a combo can be played on their own. A single 10-Mana card prohibits such versatility. Even if it's not the most effective play, just Hero-powering and Quartermastering or using FoN to clear in dire situations can buy time unlike having a 10 mana card sit in your hand doing nothing.
Your comment on Mind Control - how is it relevant? I'm saying that since it's a 10-mana card with not that strong of an effect for its cost it doesn't see play. What lessons have we learned from the nerf that we can apply to Gate? That a card shouldn't be made if its effects are beyond its cost?
The whole 2-times its mana +1 in stats is a guideline in card design, but it shouldn't be followed that strictly. First of all, there are other factors in-game you need to consider before calling a card OP. The cost of a card itself can be a negative effect. The fact of the matter is, Gate is a pretty slow card. Not only because most of its tokens don't present an immediately overpowered effect, but simply due to its cost. Another way to consider it is to take a 5-mana 4/6 and compare it to a 5 mana 5/5. Are you saying that they are both equally balanced if they have no additional effect or tribe? If so, I'd disagree. Do you think a 4-mana 6/3 would see more play than a 4-mana 3/5? The former has higher stats for its cost, but the latter is plain. But most cases I'd pick the 3/5 over the 6/3. This may seem irrelevant, but I'm just saying that saying that if a card has 13-mana worth of stats for 10 mana that is imbalanced is a bit of a rushed analysis.
It's not just about hard stats. It's also about stat distribution in individual minions, distribution over multiple minions, (immediate) strength of the effect, and the Mana cost itself.
And how did I ever suggest that Stealth has negative value? I said the Stealth minion isn't as strong as you think. I never said anything about the keyword.
You are severely overestimating the power of the card. It's strong, but it's not imbalanced.
It's good against control MU's. It's absolutely dead vs aggro because of its cost.
Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.
I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.
Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.
Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).
Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.
Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.
Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play.
This is a horribly flawed analysis. For one thing, the Muster + Hero Power + Quartermaster uses a two card combo plus a hero power. When you combine cards, you inherently get better results than when you use one alone.
Bashing Mind Control is just stupid. You realize it was nerfed up to 10 mana because it was too powerful when it cost a little less? It controlled the meta when cost under 10. You need to learn from these lessons.
And you ignored my analysis completely. When you play a card, you can't get more than 2 times its mana cost plus 1 in stats without a downside. That's just basic design. And this is way over that without a downside. Not being good against certain matchups is NOT a downside, for that last time... You even acknowledged that it gives you 27 points of stats, which is 13 mana worth! How could you possibly, POSSIBLY think that 13 mana worth of stats WITHTOUT A DOWNSIDE is worth 10 mana? Plus, you say "Stealth isn't as strong as you think". Are you kidding me? Does that mean Stealth has negative value? You get 13 mana worth of stats, a stealth minion, a taunt minion, a freeze every turn, a poisoner, and THIRTEEN MANA WORTH OF STATS, and that is somehow worth 10 mana? You are crazy!
For the love of god people, use your heads....
You're also forgetting that pieces of a combo can be played on their own. A single 10-Mana card prohibits such versatility. Even if it's not the most effective play, just Hero-powering and Quartermastering or using FoN to clear in dire situations can buy time unlike having a 10 mana card sit in your hand doing nothing.
Your comment on Mind Control - how is it relevant? I'm saying that since it's a 10-mana card with not that strong of an effect for its cost it doesn't see play. What lessons have we learned from the nerf that we can apply to Gate? That a card shouldn't be made if its effects are beyond its cost?
The whole 2-times its mana +1 in stats is a guideline in card design, but it shouldn't be followed that strictly. First of all, there are other factors in-game you need to consider before calling a card OP. The cost of a card itself can be a negative effect. The fact of the matter is, Gate is a pretty slow card. Not only because most of its tokens don't present an immediately overpowered effect, but simply due to its cost. Another way to consider it is to take a 5-mana 4/6 and compare it to a 5 mana 5/5. Are you saying that they are both equally balanced if they have no additional effect or tribe? If so, I'd disagree. Do you think a 4-mana 6/3 would see more play than a 4-mana 3/5? The former has higher stats for its cost, but the latter is plain. But most cases I'd pick the 3/5 over the 6/3. This may seem irrelevant, but I'm just saying that saying that if a card has 13-mana worth of stats for 10 mana that is imbalanced is a bit of a rushed analysis.
It's not just about hard stats. It's also about stat distribution in individual minions, distribution over multiple minions, (immediate) strength of the effect, and the Mana cost itself.
And how did I ever suggest that Stealth has negative value? I said the Stealth minion isn't as strong as you think. I never said anything about the keyword.
Yes, that is exactly the lesson to learn from Mind Control.
I just laid out in very specific detail why this worth 17 mana. If you want to say it is balanced, you will need to explain, exactly, why getting a 7 mana discount is warranted here. And don't give me any BS about the stats thing being a "guideline". This isn't about barely going over the statline. This card is way over it, without a downside, again. You seem to keep forgetting that.
Don't respond without responding specifically to why you should get 17 mana worth of minions for 10 mana, or specifically how each of my arguments for where that cost came from is flawed.
Onaxia gives 28 stats on an empty board. For 9. 28 stats is worth 13.5. So you get a bonus 4.5 stats. And NOBODY plays it.
I'll go ahead and drop the health on all the minions to 4. So, that a flamestrike can clear. That might allay some fears. I agree with the other guy that it probably wouldn't see play as is, but I can see I'll get a lot of pushback if I don't nerf it some.
I'll also add a line to make it function as a pseudo-legendary so you can't play 2 copies. Another drawback. (sorta, I don't think you'd run 2x anyway)
@TheFelix87 I would say 7 or 8. It's on par with Twisting nether, and slightly better than Vanish.
@jazzfan27 As for the stat argument, really this has 27 base stats, plus 2 for 1 damage and freeze, + 1 because it has potential to happen again every turn. + poison effect on Keira, which makes the stealth ability and the health more valuable than normal, and off the basis of Blood Imp, Emperor Cobra and Maexxna, that means that Keira's ability is worth about 7 stats, and then you also have Lightwell for an additional 2 stats. plus taunt which is worth about 0.2 stats for each health your minion has, so that's 1 more point. FOR A GRAND TOTAL OF 40 STATS FOR 10 MANA!!!
Dr. 10 anyone?
Also, the other 10 drops have some randomness about them in that you don't know what kind of value you are going to get, but with this, thats 40 GURANTEED stats! It's too strong.
That being said, is there any reason I can't make a spell legendary?
You should ask the mods. Currently there are no legendary spells however technically it is possible and I've not seen it written anywhere that we can't do it. Still, it is best to ask the mods.
Onaxia gives 28 stats on an empty board. For 9. 28 stats is worth 13.5. So you get a bonus 4.5 stats. And NOBODY plays it.
I'll go ahead and drop the health on all the minions to 4. So, that a flamestrike can clear. That might allay some fears. I agree with the other guy that it probably wouldn't see play as is, but I can see I'll get a lot of pushback if I don't nerf it some.
I'll also add a line to make it function as a pseudo-legendary so you can't play 2 copies. Another drawback. (sorta, I don't think you'd run 2x anyway)
And what about the AT LEAST 4 mana worth of card text you get? Once again, you completely ignored my points, even when I laid them out crystal clear. Onyxia gives you zero card text, and how much she gives you above curve is dependent on the board state. Dropping the health of your minions a little isn't going to solve the problem. The effects on them are still too powerful. The best solution would be to cut at least one of them out entirely, or have it give your 3 out of the 4 at random (RNG is a downside)
Siras Terra, the Geomancer
You are severely overestimating the power of the card. It's strong, but it's not imbalanced.
It's good against control MU's. It's absolutely dead vs aggro because of its cost.
Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.
I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.
Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.
Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).
Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.
Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.
Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play.
Anyfin is the closest example out there. It's a 10 mana spell that summons a bunch of bodies. It's even stronger than Gate because it has all that charge. Will it get nerfed? I dunno. But, like i said, it hasn't taken over the meta or anything. It doesn't appear to be TOO strong.
Varian definitely isn't too strong, it's not even being played.
Deathwing isn't too strong, it's not getting played.
That's about the list. I guess Mind control and Pyroblast. Those get a little play, but, not much.
The thing is it's really difficult to have a 10 mana spell, it's just a dead card for so long and it prevents you from doing anything else on the turn it's played. YOU NEED for it to be stronger than the mana curve for folks to actually use it.
Galavant Animation
Also, as cards get higher in mana cost, the stronger their effect has to be in proportion to their mana cost compared to lower mana cost cards. This is a phenomena that has been dominating Hearthstone deck-building since the dawn of time.
So pretty much, if a 10-mana card isn't absolutely bad shit insanity, it's not going to see play.
Gate is just too strong.
This might be okay if all the minions were vanilla, But they provide constant additional value over time by their effects. It's just too much for anything to deal with reasonably.
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
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Except that you are most likely to send back more minions to the opponent then your own, should be at the very least 8 mana.
All right, Phase II has now officially begun! This topic'll be left open a little longer, but you should head over to the Phase II discussion topic if you want to really start throwing ideas for your basic cards out there.
You can find me here! Good luck everyone!
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Onaxia gives 28 stats on an empty board. For 9. 28 stats is worth 13.5. So you get a bonus 4.5 stats. And NOBODY plays it.
I'll go ahead and drop the health on all the minions to 4. So, that a flamestrike can clear. That might allay some fears. I agree with the other guy that it probably wouldn't see play as is, but I can see I'll get a lot of pushback if I don't nerf it some.
I'll also add a line to make it function as a pseudo-legendary so you can't play 2 copies. Another drawback. (sorta, I don't think you'd run 2x anyway)
Galavant Animation
That being said, is there any reason I can't make a spell legendary?
Galavant Animation
@TheFelix87 I would say 7 or 8. It's on par with Twisting nether, and slightly better than Vanish.
@jazzfan27 As for the stat argument, really this has 27 base stats, plus 2 for 1 damage and freeze, + 1 because it has potential to happen again every turn. + poison effect on Keira, which makes the stealth ability and the health more valuable than normal, and off the basis of Blood Imp, Emperor Cobra and Maexxna, that means that Keira's ability is worth about 7 stats, and then you also have Lightwell for an additional 2 stats. plus taunt which is worth about 0.2 stats for each health your minion has, so that's 1 more point.
FOR A GRAND TOTAL OF 40 STATS FOR 10 MANA!!!
Dr. 10 anyone?
Also, the other 10 drops have some randomness about them in that you don't know what kind of value you are going to get, but with this, thats 40 GURANTEED stats! It's too strong.
I like to make cards and discuss game balance.
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Check out my Worgen Class in the Class Competition