Hey Vultrae, I believe you should word 'Calm Sea' as 'Silence a minion, then give it -2 Health'. Since the effects happen simultaneously, silence would negate the Health change. Right? I think?
No idea if it acts simultaneously but I will change it to "then", makes it easier to understand, thanks.
Congratulations to everyone who made it over the hurtle of the basic set. This is what separates simple ideas from ones that could really exist in game. Now that we're down to 30 entries from 250, I can start to give detailed feedback.
Anyway, I'd like to continue with the discussion regarding my most controversial card to date, the Conductor. I've been busy at school, but it was amazing to see that so many people carried on the conversation! I'm honored that there are more people than just myself who remember my cards. :P
Out of all the feedback, I think at least one thing was common among everyone: Don't make it a "WIN INSTANTLY" condition. Many also wanted more flavor. I have a new effect in place of the insta-win that should help with both of those (please excuse lazy art positioning).
Now there are 3 problems with this:
First, the effect gets significantly stronger every time a new song comes out.
Second, some songs would have to behave in ways determined behind-the-scenes, for example, Song of Imagination always has to apply first, Song of Loyalty would have to target a random friendly minion, Song of Protection is useless, and Song of Chivalry (which is supposed to cost 3, by the way) can actually make it harder to win off of this so-called win condition.
Third, this card's effect is getting so verbose that I had to change "has full health" to "is undamaged". It's because of the compound condition, which Blizzard already said they didn't like to do in their Warsong nerf video.
So I thought, maybe I should tone this card down, out of the absolutely extreme "win the game" level. Either of the conditions on their own can still be interesting. And if it played "two random songs" or "three random songs", it's still a cool effect without straight up winning you the game. The thing that made the "Play EVERY song" effect interesting in the first place was that you would generate INSANE value, since you are guaranteed to control 6 minions. But I think that, so long as you aren't only getting one song at a time, any effect that causes more than 1 song to activate is cool for a similar reason.
So, now there are a bunch of different paths. Since the card isn't an insta-win, its mana cost can afford to drop to 6. We now have 2 mana costs, 2 conditions, and a few different effects to mash together in a good way. Here are a few examples, mashing together a bunch of different elements (mana costs are significant, but stats won't matter until later).
What do you guys think would be the best combination of these effects, or should I abandon this idea entirely?
First off, "The Terminator" or just "Terminator"? Secondly, I'm quite unsure how to balance it. At the moment it feels "alright", but can easily get out of control quickly. There is a bit of play room obviously, but I feel "at the start of your turn" lacks the oomph a class legendary should have. I can alter the stats and mana cost, but 1 attack feels underwhelming, which leaves basically the health and mana cost left or alternatively scrapping the design altogether (initially I played around the same concept with a 0 attack minion, but that was an too easy combo piece). You can combo Abusive Seargent, Squire or my Overcharge with it , for basically a Flame strike (2 card 9 - 10 mana combo tho) or with the hero power for a turn 10 3 damage clear. While strong, it also has very low attack itself and thus isn't a huge threat to push for lethal, but it's certainly a strong control card to keep the board in your favor.
If it's not an instant win anymore, scrap the "enemy at full health" (wasn't a fan of this limitation anyway).
The problem with "songs" is that they aren't fixed, so the value of the card depends entirely on something else and is changing with every new expansion. What is the current list of songs? Can you post them?
@Zukuu I think "The Terminator" sounds cooler to me.
Also that card is insane. I don't think it's overpowered, but it's really strong. I'm impressed by its design.
So for 8 Mana on its own, its a Consecrate (4 Mana) + a 2/7 body (4 Mana Snapjaw). As a class card, I think the numbers work out evenly. And since it's a Legendary, it's even sensible.
The synergy with Abusive sergeant(s) is insane. The synergy with Lance Carrier is insane. If it survives the following turn, then Argus is even crazier. And of course the obvious synergy with your hero power on turn 10.
I really, really like the card. I think the stats for it are pretty much perfect. Although it's probably like Antonidas level of snowball, which I don't really like. But, as long as it doesn't go face, and as long as it promotes board control dynamics, I'm all for it. One of the most impressive card ideas I've seen thus far submitted throughout this competition.
These are just some ideas that I've made, while waiting for Phase 2 to be over. I really have no idea if any are balanced, but you know, they exist now
Break the Flute needs a text change, and if anyone knows some flute art that isn't sunshine and rainbows, just post it, or PM me with it. But right now, it leads to Nuclear Insanity.
Could be too weak, for 2 turns wasted, but idk
What does "Devour" do exactly? 20 HP is pretty lenient. Jaraxxus also takes 2 turns most of the time to get really going (since the Infernal can't attack). I'm not sure I like the "Break the Flute" thing. It kind of waters down the epicness the other hero-replacer have.
@Zukuu I think "The Terminator" sounds cooler to me.
Also that card is insane. I don't think it's overpowered, but it's really strong. I'm impressed by its design.
So for 8 Mana on its own, its a Consecrate (4 Mana) + a 2/7 body (4 Mana Snapjaw). As a class card, I think the numbers work out evenly. And since it's a Legendary, it's even sensible.
The synergy with Abusive sergeant(s) is insane. The synergy with Lance Carrier is insane. If it survives the following turn, then Argus is even crazier. And of course the obvious synergy with your hero power on turn 10.
I really, really like the card. I think the stats for it are pretty much perfect. Although it's probably like Antonidas level of snowball, which I don't really like. But, as long as it doesn't go face, and as long as it promotes board control dynamics, I'm all for it. One of the most impressive card ideas I've seen thus far submitted throughout this competition.
Wow. This really took me by surprise. Thank you very much. :) "The Terminator" it is.
If it's not an instant win anymore, scrap the "enemy at full health" (wasn't a fan of this limitation anyway).
The problem with "songs" is that they aren't fixed, so the value of the card depends entirely on something else and is changing with every new expansion. What is the current list of songs? Can you post them?
The original idea of "If the enemy is at full health" was to promote the peaceful nature of Bard.
Anyway, here's a list of all the songs. Song of Protection and Song of Chivalry are undergoing some changes, but the main concepts are still the same:
Song of protection could become 4 mana - Give all friendly minions Divine Shield until the start of your next turn.
Song of Chivalry could become 3 mana - Give all friendly minions +3 Attack and "Can't attack heroes."
Just spitballin as usual. The idea here is to make playing a minon awkward for your opponent. This isn't a battlecry by design, it's more like an aura than a permanent effect. If your opponent can kill this before he plays a minion there is no harm to him. Or he can just choose to play a weak minion first as a sacrifice if needed. Either way it won't trigger more than once.
I want to try something new to improve the overall quality of the feedback thread and the competition itself:
Who wants to sign up to some sort of agreement, where we would review each other's entire set? - Post the entire 15 card set (optionally with explanation) - Post your class name and Hero Power again - Include the basic cards (in a spoiler or link), so the other person can get a full picture and can see potential synergies - PM the other person once you have posted your set in the discussion thread
Reviewing 15 cards can be very time consuming, this way everyone would be able to get feedback. Not necessarily just with me, others could sign up as well and find partners on their own.
I want to try something new to improve the overall quality of the feedback thread and the competition itself:
Who wants to sign up to some sort of agreement, where we would review each other's entire set? - Post the entire 15 card set (optionally with explanation) - Post your class name and Hero Power again - Include the basic cards (in a spoiler or link), so the other person can get a full picture and can see potential synergies - PM the other person once you have posted your set in the discussion thread
Reviewing 15 cards can be very time consuming, this way everyone would be able to get feedback. Not necessarily just with me, others could sign up as well and find partners on their own.
Anyone up for it?
I would do this. I've kinda been trying to do it informally so far, anyway in the previous steps.
I want to try something new to improve the overall quality of the feedback thread and the competition itself:
Who wants to sign up to some sort of agreement, where we would review each other's entire set? - Post the entire 15 card set (optionally with explanation) - Post your class name and Hero Power again - Include the basic cards (in a spoiler or link), so the other person can get a full picture and can see potential synergies - PM the other person once you have posted your set in the discussion thread
Reviewing 15 cards can be very time consuming, this way everyone would be able to get feedback. Not necessarily just with me, others could sign up as well and find partners on their own.
Anyone up for it?
I wouldn't mind but tbh, I post my cards to be reviewed because others do, I always thought it was strange to help people your up against. Like, if a card you made is completely changed from people idea's on how to fix it, then it's not your creation anymore.
I wouldn't mind but tbh, I post my cards to be reviewed because others do, I always thought it was strange to help people your up against. Like, if a card you made is completely changed from people idea's on how to fix it, then it's not your creation anymore.
There is a difference between providing feedback based on the card itself about its stats, balance, effect, overall design etc and flat out saying "how about [insert entirely new effect]". If he decides to change the card, it's still entirely his creation.
I do really like this, but with new classes, I have a really hard time reviewin cards with brand new effects because I can't compare it to an actual card. Good idea, but I just can't review new class type cards
Powerlevel is pretty comparable. Sometimes it's hard to judge an effect without seeing it in the game or with synergies in mind, but you can still provide general feedback in most cases.
Okay, here's what I've got so far for my expert set:
Explanations:
Wrinkle in Time: This is a cheap removal spell with a downside, since your opponent gets a card. There are several other cards that let you set it up by either putting a specific card on your opponent’s deck or revealing their top card(s). I worded it this way specifically so that it wouldn’t trigger draw effects.
Clever!: This is similar to freezing a minion for a turn, plus you get to draw a card, since that isn’t a very powerful effect. Think of Frost Elemental’s effect and how it only seems to be worth 0.5 mana. Would probably be a useful stall card.
Psychic Paper: Similar to Flare, except it returns the Secrets to hand instead of destroying them, so it’s cheaper. If you aren’t playing a Secret class, then it cycles itself for one mana, which seems like a good deal to me.
Play Back: This card just copies the effect of the last battlecry, no the target. If the last battlecry was targeted, you choose the target, in the same way you would choose the target for any targeted spell. It can’t copy battlecries for legendary minions, because some of those are really powerful. I especially didn’t want people to have three Reno Jackson battlecries per game.
Plan Ahead:: This is the epitome of a Time Lord card. It lets you order your next three cards (which means you can set up for cards that depend on your top card) and you draw one. It’s basically a better Tracking.
Rewind: This is another versatile bouncing card. I made it more limiting because the original version was too powerful. It lets you set up for cards that depend on the top card of the deck for either side.
Aural Lockpick: This would be really useful for dealing with Taunt minions. It's effect is pretty narrow, though, so I think 3 mana 2/3 fits. Would a 2 mana 2/2 be better? Or something else? The attack is not really that important. Note the Silence happens as the attack begins, like Truesilver Champion.
Emo Statue: Like the Weeping Angels, it can't move and is invulnerable while someone is looking at it. What it means by there being a minion across the board is that, if you draw a line straight up from the center of the card, it will intersect another card. This was kinda a weird effect, so I'm not sure if I got it right, or if it's just bad.
Time Cop: This is like Frothing Berserker or Holy Champion, in that it gains help based on the class theme. Here, it is bouncing cards. It is harder to bounce cards that to damage minions or heal, so it has better stats than its counterparts.
Alter Timeline: This would probably be a good control card. You don’t choose the damage target, but how much damage is done is based on a chosen friendly minion. To do a good amount of damage, you need to have a card with a decent mana cost. So if you have one high-cost minion, this is a slightly random, high damage spell. With the downside that you return a card to hand.
Cyborg Man: I’m a little iffy on this card. It is kinda like Grim Patron in that it can keep making more of itself, but it has to kill something to do it. It’s probably too powerful. 5 mana?
Phase Level: This card is similar to Commanding Shout, on a weapon, in that you can trade in to minions without really losing your own minions. It’s best when you have good battlecries, because you will get them again. I’m thinking maybe I should lower the durability though?
K-9 Unit: This card gives you both strategic value in knowing what’s on the bottom of your deck as well as a card draw. Should I maybe put the effect on a smaller body?
Odd Ood: With this card, you have to choose the target first. If you don’t know what your top card is, it is then RNG whether you will heal or damage it. Fortunately, Time Lord has a number of ways to reveal or set the top card (including the Hero Power), which makes this card more reliable.
Ditty “Spoilers” Lake: Knowing both your next three cards would have huge strategic value, and it is an ongoing effect, so it stays powerful the longer it stays out. Note that it is not a Battlecry, but it does have an immediate impact. It is great for setting up a number of Time Lord cards.
Revert: People have been proposing this kind of effect since Alpha (mostly as a new effect for Nozdormu). So, I had to make a card like this. The would work as a good AOE board clear, if used correctly. It would change everything on the board to how it was at the beginning of last turn (not this turn). It would also change the heroes’ health to how it was, but it wouldn’t change mana crystals, hands, or decks. This means that any minions that were played since the beginning of your last turn would be effectively destroyed, without triggering death effects. It would be hard to use, but potentially very powerful, so I made it expensive. Maybe 9 mana, though? Also, I can’t decide if I should call it Big Friendly Button (a reference to the DW episode journey to the centre of the tardis) or just Revert.
Note this is 16 cards, so I definitely need to cut out at least one of these. Please let me know whatever you think of these cards. Also, the rarity distribution is not correct, so I still need to get that figured out, too. Here is my basic set for reference:
Wrinkle in time. I'm wondering if it shouldnt' be, Drawa card instead of put in hand.
Playback - Does thsi just fizzle if there isn't a valid target?
Rewind seems a bit strong ot me. I think it's more asymmetrical than you might imagine. I'd probably bump it to 3. (you have a TON of cheap spells anyway)
Emo Statue. Love it.
Cyborg man - Perhaps Transform it into a Cyborg man and take control of it?
Phase Level - I'd say 5 mana at a minimum. 6 or 7 more likely. It's basically draw 4 cards. Good cards, without having ot draw them. Sure, it is vulnerable to weapon destruction but that's not worth 3 mana.
K-9 unit. I'm having trouble imagining a deck I wouldn't put 2x of this in. Might be too useful for that statline. 3/5 maybe.
Odd Odd - I guess you pick the target before you know if it heals or not? IF so, it's good.
Ditty - Another nice one.
Big Friendly button - I must have missed that episode.
Wrinkle in time. I'm wondering if it shouldnt' be, Drawa card instead of put in hand.
I specifically worded it that way so it wouldn't trigger draw effects. Are you saying you don't like the wording or that I shouldn't be trying to avoid that? I thought it was a huge detriment to be giving your opponent a card anyway.
Playback - Does thsi just fizzle if there isn't a valid target?
It wouldn't be castable, like Cleave when the enemy has < 2 minions. I should put that in the explanation.
Cyborg man - Perhaps Transform it into a Cyborg man and take control of it?
That seems like an even stronger ability. With the current version, they can still get the card back later. Or do you think the shuffling is more powerful?
Phase Level - I'd say 5 mana at a minimum. 6 or 7 more likely. It's basically draw 4 cards. Good cards, without having ot draw them. Sure, it is vulnerable to weapon destruction but that's not worth 3 mana.
What if I decreased the durability? 4 mana 1/3? 5 mana 1/3?
Odd Odd - I guess you pick the target before you know if it heals or not? IF so, it's good.
Yeah, you have to pick the target first. If you haven't combo'd it with something like the Hero Power, it is total RNG whether it heals or hurts.
Big Friendly button - I must have missed that episode.
Oh man! That was one of the best episodes! Hopefully this card hasn't spoiled it for you...
Note: This can't actually kill anything! It just gets them to 0, pretty quick. Also can't attack face, like Avenging Wrath.
Acts as a pseudo Windfury, with a 2/2 buff. I've made a card with this effect before, and it was valued pretty cheap, so it's not too expensive.
Holy Wrath, but for the Heals
This is Cthulhu's prison type deal in the ocean, so it has to have a feel of major power, from the Earth, yet very chained up, you could say, from the Can't Attack. Will work well, with Taunt and Devour cards, but possibly OP with that
He Awakens is way too powerful. If you play this against a full board, you can get your opponent stuck with 7 minions with 0 attack and no way to win the game. You just can't have this card. It's game-breaking.
I'm a little confused on how the Chains spell works. What happens if the adjacent minions have already attacked? Do they get to attack again?
I'm also confused about why you would want to play Ryleh's Curse, if it fills your board up with Can't Attack minions?
It wasn't my time, but good luck to everyone on phase iii
Haha, aw man I mixed up the card sets.
Yeah I think they had this problem with Wild Pyromancer with the word 'after'.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Congratulations to everyone who made it over the hurtle of the basic set. This is what separates simple ideas from ones that could really exist in game. Now that we're down to 30 entries from 250, I can start to give detailed feedback.
Anyway, I'd like to continue with the discussion regarding my most controversial card to date, the Conductor. I've been busy at school, but it was amazing to see that so many people carried on the conversation! I'm honored that there are more people than just myself who remember my cards. :P
Out of all the feedback, I think at least one thing was common among everyone: Don't make it a "WIN INSTANTLY" condition. Many also wanted more flavor. I have a new effect in place of the insta-win that should help with both of those (please excuse lazy art positioning).
Now there are 3 problems with this:
First, the effect gets significantly stronger every time a new song comes out.
Second, some songs would have to behave in ways determined behind-the-scenes, for example, Song of Imagination always has to apply first, Song of Loyalty would have to target a random friendly minion, Song of Protection is useless, and Song of Chivalry (which is supposed to cost 3, by the way) can actually make it harder to win off of this so-called win condition.
Third, this card's effect is getting so verbose that I had to change "has full health" to "is undamaged". It's because of the compound condition, which Blizzard already said they didn't like to do in their Warsong nerf video.
So I thought, maybe I should tone this card down, out of the absolutely extreme "win the game" level. Either of the conditions on their own can still be interesting. And if it played "two random songs" or "three random songs", it's still a cool effect without straight up winning you the game. The thing that made the "Play EVERY song" effect interesting in the first place was that you would generate INSANE value, since you are guaranteed to control 6 minions. But I think that, so long as you aren't only getting one song at a time, any effect that causes more than 1 song to activate is cool for a similar reason.
So, now there are a bunch of different paths. Since the card isn't an insta-win, its mana cost can afford to drop to 6. We now have 2 mana costs, 2 conditions, and a few different effects to mash together in a good way. Here are a few examples, mashing together a bunch of different elements (mana costs are significant, but stats won't matter until later).
What do you guys think would be the best combination of these effects, or should I abandon this idea entirely?
Reminder of my Hero Power:
First off, "The Terminator" or just "Terminator"?
Secondly, I'm quite unsure how to balance it. At the moment it feels "alright", but can easily get out of control quickly. There is a bit of play room obviously, but I feel "at the start of your turn" lacks the oomph a class legendary should have. I can alter the stats and mana cost, but 1 attack feels underwhelming, which leaves basically the health and mana cost left or alternatively scrapping the design altogether (initially I played around the same concept with a 0 attack minion, but that was an too easy combo piece). You can combo Abusive Seargent, Squire or my Overcharge with it , for basically a Flame strike (2 card 9 - 10 mana combo tho) or with the hero power for a turn 10 3 damage clear. While strong, it also has very low attack itself and thus isn't a huge threat to push for lethal, but it's certainly a strong control card to keep the board in your favor.
Any input appreciated.
If it's not an instant win anymore, scrap the "enemy at full health" (wasn't a fan of this limitation anyway).
The problem with "songs" is that they aren't fixed, so the value of the card depends entirely on something else and is changing with every new expansion. What is the current list of songs? Can you post them?
@Zukuu I think "The Terminator" sounds cooler to me.
Also that card is insane. I don't think it's overpowered, but it's really strong. I'm impressed by its design.
So for 8 Mana on its own, its a Consecrate (4 Mana) + a 2/7 body (4 Mana Snapjaw). As a class card, I think the numbers work out evenly. And since it's a Legendary, it's even sensible.
The synergy with Abusive sergeant(s) is insane. The synergy with Lance Carrier is insane. If it survives the following turn, then Argus is even crazier. And of course the obvious synergy with your hero power on turn 10.
I really, really like the card. I think the stats for it are pretty much perfect. Although it's probably like Antonidas level of snowball, which I don't really like. But, as long as it doesn't go face, and as long as it promotes board control dynamics, I'm all for it. One of the most impressive card ideas I've seen thus far submitted throughout this competition.
Just spitballin as usual. The idea here is to make playing a minon awkward for your opponent. This isn't a battlecry by design, it's more like an aura than a permanent effect. If your opponent can kill this before he plays a minion there is no harm to him. Or he can just choose to play a weak minion first as a sacrifice if needed. Either way it won't trigger more than once.
Galavant Animation
Kill it, kill it with fire. Anyway, my attempt to portray an enemy that keeps coming back to life unless you burn it.
I actually added a background to the art on this one. Fear my skillz.
Galavant Animation
I want to try something new to improve the overall quality of the feedback thread and the competition itself:
Who wants to sign up to some sort of agreement, where we would review each other's entire set?
- Post the entire 15 card set (optionally with explanation)
- Post your class name and Hero Power again
- Include the basic cards (in a spoiler or link), so the other person can get a full picture and can see potential synergies
- PM the other person once you have posted your set in the discussion thread
Reviewing 15 cards can be very time consuming, this way everyone would be able to get feedback.
Not necessarily just with me, others could sign up as well and find partners on their own.
Anyone up for it?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I wouldn't mind. :) Given that I'm not in the competition, I don't have to hold back anything haha. Just PM around so that I can see it~
Okay, here's what I've got so far for my expert set:
Explanations:
Wrinkle in Time: This is a cheap removal spell with a downside, since your opponent gets a card. There are several other cards that let you set it up by either putting a specific card on your opponent’s deck or revealing their top card(s). I worded it this way specifically so that it wouldn’t trigger draw effects.
Clever!: This is similar to freezing a minion for a turn, plus you get to draw a card, since that isn’t a very powerful effect. Think of Frost Elemental’s effect and how it only seems to be worth 0.5 mana. Would probably be a useful stall card.
Psychic Paper: Similar to Flare, except it returns the Secrets to hand instead of destroying them, so it’s cheaper. If you aren’t playing a Secret class, then it cycles itself for one mana, which seems like a good deal to me.
Play Back: This card just copies the effect of the last battlecry, no the target. If the last battlecry was targeted, you choose the target, in the same way you would choose the target for any targeted spell. It can’t copy battlecries for legendary minions, because some of those are really powerful. I especially didn’t want people to have three Reno Jackson battlecries per game.
Plan Ahead:: This is the epitome of a Time Lord card. It lets you order your next three cards (which means you can set up for cards that depend on your top card) and you draw one. It’s basically a better Tracking.
Rewind: This is another versatile bouncing card. I made it more limiting because the original version was too powerful. It lets you set up for cards that depend on the top card of the deck for either side.
Aural Lockpick: This would be really useful for dealing with Taunt minions. It's effect is pretty narrow, though, so I think 3 mana 2/3 fits. Would a 2 mana 2/2 be better? Or something else? The attack is not really that important. Note the Silence happens as the attack begins, like Truesilver Champion.
Emo Statue: Like the Weeping Angels, it can't move and is invulnerable while someone is looking at it. What it means by there being a minion across the board is that, if you draw a line straight up from the center of the card, it will intersect another card. This was kinda a weird effect, so I'm not sure if I got it right, or if it's just bad.
Time Cop: This is like Frothing Berserker or Holy Champion, in that it gains help based on the class theme. Here, it is bouncing cards. It is harder to bounce cards that to damage minions or heal, so it has better stats than its counterparts.
Alter Timeline: This would probably be a good control card. You don’t choose the damage target, but how much damage is done is based on a chosen friendly minion. To do a good amount of damage, you need to have a card with a decent mana cost. So if you have one high-cost minion, this is a slightly random, high damage spell. With the downside that you return a card to hand.
Cyborg Man: I’m a little iffy on this card. It is kinda like Grim Patron in that it can keep making more of itself, but it has to kill something to do it. It’s probably too powerful. 5 mana?
Phase Level: This card is similar to Commanding Shout, on a weapon, in that you can trade in to minions without really losing your own minions. It’s best when you have good battlecries, because you will get them again. I’m thinking maybe I should lower the durability though?
K-9 Unit: This card gives you both strategic value in knowing what’s on the bottom of your deck as well as a card draw. Should I maybe put the effect on a smaller body?
Odd Ood: With this card, you have to choose the target first. If you don’t know what your top card is, it is then RNG whether you will heal or damage it. Fortunately, Time Lord has a number of ways to reveal or set the top card (including the Hero Power), which makes this card more reliable.
Ditty “Spoilers” Lake: Knowing both your next three cards would have huge strategic value, and it is an ongoing effect, so it stays powerful the longer it stays out. Note that it is not a Battlecry, but it does have an immediate impact. It is great for setting up a number of Time Lord cards.
Revert: People have been proposing this kind of effect since Alpha (mostly as a new effect for Nozdormu). So, I had to make a card like this. The would work as a good AOE board clear, if used correctly. It would change everything on the board to how it was at the beginning of last turn (not this turn). It would also change the heroes’ health to how it was, but it wouldn’t change mana crystals, hands, or decks. This means that any minions that were played since the beginning of your last turn would be effectively destroyed, without triggering death effects. It would be hard to use, but potentially very powerful, so I made it expensive. Maybe 9 mana, though? Also, I can’t decide if I should call it Big Friendly Button (a reference to the DW episode journey to the centre of the tardis) or just Revert.
Note this is 16 cards, so I definitely need to cut out at least one of these. Please let me know whatever you think of these cards. Also, the rarity distribution is not correct, so I still need to get that figured out, too. Here is my basic set for reference:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Dhole 2nd version + Rusty Horn = OP
Wrinkle in time. I'm wondering if it shouldnt' be, Drawa card instead of put in hand.
Playback - Does thsi just fizzle if there isn't a valid target?
Rewind seems a bit strong ot me. I think it's more asymmetrical than you might imagine. I'd probably bump it to 3. (you have a TON of cheap spells anyway)
Emo Statue. Love it.
Cyborg man - Perhaps Transform it into a Cyborg man and take control of it?
Phase Level - I'd say 5 mana at a minimum. 6 or 7 more likely. It's basically draw 4 cards. Good cards, without having ot draw them. Sure, it is vulnerable to weapon destruction but that's not worth 3 mana.
K-9 unit. I'm having trouble imagining a deck I wouldn't put 2x of this in. Might be too useful for that statline. 3/5 maybe.
Odd Odd - I guess you pick the target before you know if it heals or not? IF so, it's good.
Ditty - Another nice one.
Big Friendly button - I must have missed that episode.
Galavant Animation
I specifically worded it that way so it wouldn't trigger draw effects. Are you saying you don't like the wording or that I shouldn't be trying to avoid that? I thought it was a huge detriment to be giving your opponent a card anyway.
It wouldn't be castable, like Cleave when the enemy has < 2 minions. I should put that in the explanation.
That seems like an even stronger ability. With the current version, they can still get the card back later. Or do you think the shuffling is more powerful?
What if I decreased the durability? 4 mana 1/3? 5 mana 1/3?
Yeah, you have to pick the target first. If you haven't combo'd it with something like the Hero Power, it is total RNG whether it heals or hurts.
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