The bonus attack isn't active on your hero on your opponents turn (just like weapons).
Basic cards
Minions:
Quickkill is intended to be similar to Frothing Berserker, except less crazy. It's lethal and trade potential exponentially grows with buffs on your turn, but it trades weakly on your opponents turn. It's a threat for your opponent that he needs to remove. Synergy with Hero Power.
Striker is just a solid minion. Again, it's way more effective on your turn. Stats suffer due to its effect. I think it's balanced, but I'm not sure if I'm missing something.
Laser Turret will probably be never played, but I like how the idea of a "turret" would work in Hearthstone.
Combat Engineer is also just a solid minion. The effect won't be very crazy too often and if it is, it means your enemy has 7 minions or something anyway.
I'm quite unsure how to balance The Terminator. 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, Lance or Enhancement and Overcharge from my basic cards with it , for basically a Flame strike (2 card 8 - 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.
Weapons
Basically, you deal 2 damage to a minion if it attacks your hero. This has direct synergy with the hero power, but that also means it increases the cost of the effect indirectly. Essentially this is a tempo card since you can translate the effect to "attack more than once", but since the effect is entirely passive it's up to your opponent to play around or into it.
Spells
Acquire Target is basically a worse Hunter's Mark if you think about it. It allows for efficient trades. There are some fringe cases where it could be better (like against Wrathguard or some future minions).
Cool Down is pretty straight forward, but I love the flexibility of the effect.
Reboot needs probably rewording, but I don't know how to write it. The card resets all minions to how they appear on the card itself. So essentially it removes any buffs (like Velen's Chosen or Defender of Argus), and de-silences minions with effect that were silenced. A silenced Void Caller with would regain its Deathrattle. A silence Taunt minion whose attack was also set to 1 by Peackeeper would regain its original attack and gain its taunt back. A Twilight Drake would be set to 4/1 (since that is what's on the card). You can use the card to remove buffs on your opponents minions or de-silence your minions. It has many situational applications.
Scrap Junk can be used to get more bang for your buck from a damaged minion, as last resort removal, but is primarily intended as finisher. For instance, with Leeroy + Hero Power it's a 2 card 10 mana 12 damage combo from hand, similar to other classes. With abusive a 3 card 9 mana 14 damage combo. I hope I haven't overlooked any shenanigans that makes this card broken.
Virus destroys the highest Attack minion on the board, meaning it can also kill yours. If there are more than one minion with the same highest attack, it will destroy all of them. e.g. If both have a Dr. Boom on the field, it'll destroy both. This allows for synergies with Attack buffs (like the Hero Power), so you can kill 2 for one or to only kill your opponents card instead of yours.
Rocket Punch is the first direct damage spell of the class. Those will remain to be a rare sight.
Armor Plating is similar to Frost Nova with ad- and disadvantages. While you still can receive damage (tho not much), you can also make use of it to during your turn to attack with your hero for reduced damage. Anti aggression/lethal card and can help to buy time to turn things around. It's pretty useless if you are leading tho.
Power Surge is a pretty unique draw. 3 cards for 3 mana is very undecosted, but it's pretty bad if you are late into the game and you top deck it. It's yields insane value if you can spend your mana before tho.
Core Upgrade just makes your big minion even bigger. Loses much tempo if silenced / destroyed. Has its situation, but I don't expect it to be all that playable, which is honestly fine.
Which cards need to be balanced? Is anything off or missing? Which cards are the most interesting and should be presented in the 5 card preview?
The bonus attack isn't active on your hero on your opponents turn (just like weapons).
Basic cards
Minions:
Quickkill is intended to be similar to Frothing Berserker, except less crazy. It's lethal and trade potential exponentially grows with buffs on your turn, but it trades weakly on your opponents turn. It's a threat for your opponent that he needs to remove. Synergy with Hero Power.
Striker is just a solid minion. Again, it's way more effective on your turn. Stats suffer due to its effect. I think it's balanced, but I'm not sure if I'm missing something.
Laser Turret will probably be never played, but I like how the idea of a "turret" would work in Hearthstone.
Combat Engineer is also just a solid minion. The effect won't be very crazy too often and if it is, it means your enemy has 7 minions or something anyway.
I'm quite unsure how to balance The Terminator. 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, Lance or Enhancement and Overcharge from my basic cards with it , for basically a Flame strike (2 card 8 - 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.
Weapons
Basically, you deal 2 damage to a minion if it attacks your hero. This has direct synergy with the hero power, but that also means it increases the cost of the effect indirectly. Essentially this is a tempo card since you can translate the effect to "attack more than once", but since the effect is entirely passive it's up to your opponent to play around or into it.
Spells
Acquire Target is basically a worse Hunter's Mark if you think about it. It allows for efficient trades. There are some fringe cases where it could be better (like against Wrathguard or some future minions).
Cool Down is pretty straight forward, but I love the flexibility of the effect.
Reboot needs probably rewording, but I don't know how to write it. The card resets all minions to how they appear on the card itself. So essentially it removes any buffs (like Velen's Chosen or Defender of Argus), and de-silences minions with effect that were silenced. A silenced Void Caller with would regain its Deathrattle. A silence Taunt minion whose attack was also set to 1 by Peackeeper would regain its original attack and gain its taunt back. A Twilight Drake would be set to 4/1 (since that is what's on the card). You can use the card to remove buffs on your opponents minions or de-silence your minions. It has many situational applications.
Rocket Punch is the first direct damage spell of the class. Those will remain to be a rare sight.
Recycle can be used to get more bang for your buck from a damaged minion, as last resort removal or primarily as finisher. For instance, with Leeroy + Hero Power it's a 2 card 10 mana 12 damage combo from hand, similar to other classes. With abusive a 3 card 9 mana 14 damage combo. I hope I haven't overlooked any shenanigans that makes this card broken.
Armor Plating is similar to Frost Nova with ad- and disadvantages. While you still can receive damage (tho not much), you can also make use of it to during your turn to attack with your hero for reduced damage. If it's too strong, I could reduce the duration to "start of your turn", so you don't get 2 almost free rounds of attack. Anti aggression card and can help to turn things around. It's pretty useless if you are leading tho.
You NEED to have a minion on the board for Virus to be playable. It's very rewarding with your hero power and cards like Abusive or Overcharge, since you can affect which minions will be killed.
Energy Surge is a pretty unique draw. 3 cards for 4 mana is very undecosted, but it's pretty bad if you are late into the game and you top deck it, but it's yields very good value if you can spend your mana before.
Core Upgrade just makes your big minion even bigger. Loses much tempo if silenced.
Which cards need to be balanced? Is anything off or missing? Which cards are the most interesting and should be presented in the 5 card preview?
Any feedback will be returned.
Feedback:
Quickkill 42b - I'm a little confused by your explanation of this card. You say it's attack can grow exponentially, but the card text doesn't seem to suggest that. From what it says, it seems to me that it deals double damage when it's attacking. Is that not what happens? If you're going for something where it's damage when attacking doubles every time it attacks and stays that way, but it's damage when defending is always the same, that seems really confusing. I like it as a minion that deals double damage when attacking.
Striker - This seems a little on the strong side given how easy your class can buff it. I also don't think it should be a common cuz it would be crazy in Arena. I think it would be better as a higher cost minion with 2 attack but more health.
Laser Turret - I think this minion may be broken in that it completely shuts down Aggro decks. If they can’t directly remove it and they have no minions with more than 2 health (possible in face decks), they cannot win.
Combat Engineer - I think this may be a little strong considering it can heal for up to 14 armor. Seems like in a lot of cases, you would be getting at least as much armor as from Shieldmaiden, but with a better statline for its cost. I think you should limit it to either only friendly or only enemy minions.
The Terminator - I thought your hero was already supposed to be The Terminator? This card seems too strong, since you can just buff it every turn with your Hero Power and never attack, and eventually your opponent just won’t be able to put anything down. I think you should change the effect to be just to one random enemy minion, and you could buff it’s attack (but probably also nerf its health).
Supercharge - Seems fine. Effect isn’t overwhelming for its cost.
Acquire Target - I think this should be reworded “All damage dealt to it is doubled.”
Cool Down - This seems a little underwhelming. Giving a friendly minion taunt isn’t even worth 0 mana (See Ancestral Healing). Freezing a minion is worth less than 1 mana (See Ice Lance, Frost Elemental). You can easy Freeze an enemy minion, but with the disadvantage of giving it Taunt, or give a friendly minion Taunt, but with the disadvantage of Freezing it. This could be 0 cost and still be underwhelming I think. The card also seems a little at odds with the rest of the class design. It just seems a little off somehow.
Reboot - This seems too strong, considering it affects all minions. Mass Dispel costs 4, and this only costs 1 to undo it. I think this should be 4-cost, since it is about the same strength, maybe stronger (but without the card draw). That, or make it single target.
Rocket Punch - Is it supposed to be strictly better than Shadow Bolt? Shadow Bolt isn't great, so probably that's fine.
Recycle - There’s already a card called Recycle. Maybe call it Reuse? Recommision? It also seems kinda underwhelming in a lot of cases. It is good as a finisher, since it basically lets you attack twice with a minion, but doesn’t seem very good otherwise, since you have to sac a minion.
Armor Plating - I think it should be until the start of your next turn, because if you get two turns of attack out of it, it seems a lot better than Frost Nova.
Virus - Great against control decks, but pretty much worthless against Aggro. I wonder if you could reduce the cost of this? It seems kinda penalizing already. I would say the fact that you have to sac a minion justifies a lower cost than Deadly Shot.
Energy Surge - Basically, a 1 mana discount for the requirement that you end your turn. Very penalizing in the late game. I wonder if it’s worth it? Definitely not too powerful, at least.
Core Upgrade - I would say this is balanced against Blessed Champion, but it costs too much to ever be used, probably. Is getting both the attack and the health really worth it? It could make a really great play sometimes, but only if your opponent doesn’t have any direct removal (they probably do) and it takes up so much mana…
Suggestions for 5 example cards: Quickkill 42b, Supercharge, Acquire Target, Energy Surge, Armor Plating
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: That epic Molten Giant reveal, ouch. Overall it's probably a bit too strong as "damage anything". It would be pretty decently balanced if it would deal damage only against the enemy hero, since it puts the card into your opponents hand and on average we can expect below <5 damage, which makes it slightly weaker than Mind Blast, but since it's 0 mana you can combo it with +Spell Damage and would only ever use it for lethal. Could be very scary with Malygos: 3 card, turn 9 combo for potentially anywhere between 12 - 30+ damage. I would make it 1 mana, since the potential is pretty big and that would make Malygos shenanigans a bit harder. The tempo you can get from this card is just insane. Soulfire was nerfed for that very reason. With your hero power you can also easily circumvent it.
Clever! feels redundant seeing Freeze Time. Also seems too wordey. I don't like it for those reasons. Rather make it a flat out freeze. Potential candidate to kick out imo.
Psychic Paper: 1 mana draw effects are always worrisome as they allow you to essentially make a 28 card deck. It's balanced seeing Flare (tho do notice that it was nerfed and not because it destroys secrets, but because it was an auto include due to the reason stated above).
Play Back reads a bit weird. I think "Copy the last Battlecry from a friendly non-Legendary minion" sounds better. Or maybe make it in parenthesis and/or with flavor. E.g. (Not from Legendary minions, mind you). Even better, you could limit it to "this turn" and scrap the non-legendary limitation altogether. Every powerful legendary effect either doesn't make sense to use in the same round (like Reno, Onyxia) or can't be played normally due to mana limitations (like Rafaam, Nefarian etc). The best you can actually get are 2 additional boom bots... for 2 mana on turn 9 or destroying a second taunt or making spells cost 10 more for the next turn or deal additional 4 damage. Pretty balanced imo. That would probably be the way if it was truly implemented in the game. Neither you, nor your opponent will remember what battlecry you played 5 turns ago and you are required to TARGET something sometimes, so that can backfire quickly. It's very much against the easy design of HS imo.
Plan Ahead is too strong I feel. It not only allows you to order your cards, which means you draw the card you want (Tracking without discarding) AND you know which cards you will draw and when so you can play around. +Synergy with your Hero power. Either limit it to 2 or just make it "Look at the top 3 cards of your deck. Draw 1 of them.", so you don't order your cards (you still know which you will draw the next two turns, which makes some other cards of you very rewarding to play around).
Rewind: Much better than the previous iteration. Very flavorful. I like it very much.
Lockpick: Very flavorful. "Battlecry: Silence a minion with taunt" would probably more useful. At the moment it seems rather weak, but nothing against having those cards as well.
Emo Statue: Lmao. Nice touch. Not sure if it fits the theme, but whatever. ^^ I would reword it tho. "Across the board" doesn't sound right. "in front of it" sounds a lot more natural in the context of HS.
Time Cop: Could be fine, but 3 mana 3/4 are pretty hefty stats for a scaling effect. Tho, that effect requires "cards" to be played, so it's probably fine.
Alter Timeline: Feels like a Anti-Fist of Jaraxxus. Probably very broken with Molten Giant in some situations. The randomness probably makes it ok tho.
Cyborg Man needs rewording."Whenever this minion kills an enemy minion, shuffle that minion into its owners deck and summon a Cyborg Man". Should be balanced due to the weak stats. 5 mana would make it really, really bad.
Phase Level: Not sure what "Level" is in this context. This card is an insane late game powerhouse. This will single handedly will win you control mirros. Effectively it's "draw 4 cards" for 4 mana, although it's spread across turns. Needs reconsideration. Btw, the way it is worded it doesn't trigger Deathrattles.
K-9 Unit is VERY strong. It should be balanced considering it's a class card, but it's almost most likely an auto include in most decks.
Odd Odd is very interesting. Spells are rarer, so the good effect won't trigger so often. I think the artwork doesn't fit the rest of the cards. Very much like the rest of it.
Ditty feels uber pretty weak. It has zero impact on the board and can't be comboed due to the high cost. The statline is also entirely against the spirit of its effect. Probably one of the weakest class legendaries around. The same effect limited to the top card would be much better on a smaller, but durable body (e.g. 4 mana 3/6 statline) and also a lot more realistic and easy to implement. I would scrap her tbh.
BFB: This would be hilarious after a Flame Strike. The value depends on what has happened during the turn, but I don't think there are scenarios where grants you true value, since it resets to the START of your turn. If you play something big, he BGH's it and you play this the turn afterwards, you don't have that big minion back and his BGH is also gone, so it effectively does nothing much in that case. I guess this would only be useful if you have an established board and he clears it and dumbs a bunch of minions or something big. Not sure if it's worth 8 mana. It's hard to judge. In what kind of scenarios would you see the card being played and what value would it bring? It costs you an entire turn. It's pretty late, so maybe I'm missing something obvious. AS for the name, I prefer "Revert"... or even better "Total Recall" :p
I would throw out Clever! from those 16 and feature Aural Lockpick, Emo Statue, Rewind, Odd Odd and a New legendary,
Quickkill 42b - I'm a little confused by your explanation of this card. You say it's attack can grow exponentially, but the card text doesn't seem to suggest that. From what it says, it seems to me that it deals double damage when it's attacking. Is that not what happens? If you're going for something where it's damage when attacking doubles every time it attacks and stays that way, but it's damage when defending is always the same, that seems really confusing. I like it as a minion that deals double damage when attacking.
With exponentially I mean that every 1 attack translates to 2 damage more. So any attack buff and/or hero power make this quickly rack up damage. e.g. Enhancement + Abusive make this deal 10 damage already.
Striker - This seems a little on the strong side given how easy your class can buff it. I also don't think it should be a common cuz it would be crazy in Arena. I think it would be better as a higher cost minion with 2 attack but more health.
I had Arena in mind with this. Is it too strong? It's essentially a Divine Shield that has the HUGE disadventage that your opponent can ignore it on his turn, so in a lot of cases you wast tempo by playing a 3 mana 2/3. Even if it trades, it's not more than a normal divine shield the first time you attack (which is already included due to the 3 mana and weak statline). You would effectively need to trade at least 2 times, before you get value out of it.
Laser Turret - I think this minion may be broken in that it completely shuts down Aggro decks. If they can’t directly remove it and they have no minions with more than 2 health (possible in face decks), they cannot win.
If all they have on turn 5+ are 2 health minions and no silence or removal, then they deserve to lose the game, don't you think? The card has no tempo on the current board and doesn't trade at all nor is a threat to the enemy hero. I actually made it quite weak on purpose, that you consider it broken is kind of surprising to me, but maybe I'm missing something.
Combat Engineer - I think this may be a little strong considering it can heal for up to 14 armor. Seems like in a lot of cases, you would be getting at least as much armor as from Shieldmaiden, but with a better statline for its cost. I think you should limit it to either only friendly or only enemy minions.
CAN is the important factor. On an empty field it gives you just 1. On a field with 4 minions (which you don't see that often around turn 7) you just get shield-maiden value (a class which also has Shield Slam). I originally had it at 5/7, but compared to Guardian of Kings which guarantees 6 health, it felt really bad (since that requires 5+ minion to get even).I could take it down to 5/7, but that would kinda make it a bit subpar in a lot of cirumstances.
The Terminator - I thought your hero was already supposed to be The Terminator? This card seems too strong, since you can just buff it every turn with your Hero Power and never attack, and eventually your opponent just won’t be able to put anything down. I think you should change the effect to be just to one random enemy minion, and you could buff it’s attack (but probably also nerf its health).
1 Random enemy minion would make the card laughably bad. I would rather tweak the stats a bit and keep the effect. Keep in mind that it's a turn 10 play if you use it along your hero power, so 3 damage isn't that much at that point of the game.
Supercharge - Seems fine. Effect isn’t overwhelming for its cost.
Acquire Target - I think this should be reworded “All damage dealt to it is doubled.”
Cool Down - This seems a little underwhelming. Giving a friendly minion taunt isn’t even worth 0 mana (See Ancestral Healing). Freezing a minion is worth less than 1 mana (See Ice Lance, Frost Elemental). You can easy Freeze an enemy minion, but with the disadvantage of giving it Taunt, or give a friendly minion Taunt, but with the disadvantage of Freezing it. This could be 0 cost and still be underwhelming I think. The card also seems a little at odds with the rest of the class design. It just seems a little off somehow.
I probably could make it 0 mana, you're right.
Reboot - This seems too strong, considering it affects all minions. Mass Dispel costs 4, and this only costs 1 to undo it. I think this should be 4-cost, since it is about the same strength, maybe stronger (but without the card draw). That, or make it single target. It doesn't silence tho (at least in most cases). If your enemy has no auxiliary buff on his minions it does absolutely nothing. Mass Dispel is entirely different.
Rocket Punch - Is it supposed to be strictly better than Shadow Bolt? Shadow Bolt isn't great, so probably that's fine.
Yeah. Shadowbolt is flat out bad. I never compare that card when it comes to balance. Also, Warlock has been intentionally shafted when it comes to spell efficiency.
Recycle - There’s already a card called Recycle. Maybe call it Reuse? Recommision? It also seems kinda underwhelming in a lot of cases. It is good as a finisher, since it basically lets you attack twice with a minion, but doesn’t seem very good otherwise, since you have to sac a minion.
You are right, I forgot! Will think of a new name. The armor is supposed to stay, but it can't fit on the card so it's temporary now. It also allows you to basically give a minion charge or windfury, when it comes to face damage. I think it's alright considering the combo potential.
Armor Plating - I think it should be until the start of your next turn, because if you get two turns of attack out of it, it seems a lot better than Frost Nova.
Ok.
Virus - Great against control decks, but pretty much worthless against Aggro. I wonder if you could reduce the cost of this? It seems kinda penalizing already. I would say the fact that you have to sac a minion justifies a lower cost than Deadly Shot.
I thought about 2, too. I will think about it some more. You are probably right. Or how about I just make it "Destroy the enemy minion with the highest Attack" or "Destroy the minion with the highest attack" and keep it at 3?
Energy Surge - Basically, a 1 mana discount for the requirement that you end your turn. Very penalizing in the late game. I wonder if it’s worth it? Definitely not too powerful, at least.
Depends if you look at Arcane Intellect or at Sprint. I could either increase the draw by 1 or reduce the mana cost by 1. What do you think would be better?
Core Upgrade - I would say this is balanced against Blessed Champion, but it costs too much to ever be used, probably. Is getting both the attack and the health really worth it? It could make a really great play sometimes, but only if your opponent doesn’t have any direct removal (they probably do) and it takes up so much mana…
Tbh, I just wanted a "high mana cost spell". Doesn't even need to be all that good. Not every card needs to be playable. It has some niche applications and should be balanced, so I'm pretty happy about it. xD
Suggestions for 5 example cards: Quickkill 42b, Supercharge, Acquire Target, Energy Surge, Armor Plating
Discussion in the spoiler in bold! Hope we can fine tune our sets with the help of each other.
edit: Updated the original post with some of the changes.
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: That epic Molten Giant reveal, ouch. Overall it's probably a bit too strong as "damage anything". It would be pretty decently balanced if it would deal damage only against the enemy hero, since it puts the card into your opponents hand and on average we can expect below <5 damage, which makes it slightly weaker than Mind Blast, but since it's 0 mana you can combo it with +Spell Damage and would only ever use it for lethal. Could be very scary with Malygos: 3 card, turn 9 combo for potentially anywhere between 12 - 30+ damage. I would make it 1 mana, since the potential is pretty big and that would make Malygos shenanigans a bit harder. The tempo you can get from this card is just insane. Soulfire was nerfed for that very reason. With your hero power you can also easily circumvent it.
Clever! feels redundant seeing Freeze Time. Also seems too wordey. I don't like it for those reasons. Rather make it a flat out freeze. Potential candidate to kick out imo.
Psychic Paper: 1 mana draw effects are always worrisome as they allow you to essentially make a 28 card deck. It's balanced seeing Flare (tho do notice that it was nerfed and not because it destroys secrets, but because it was an auto include due to the reason stated above).
Play Back reads a bit weird. I think "Copy the last Battlecry from a friendly non-Legendary minion" sounds better. Or maybe make it in parenthesis and/or with flavor. E.g. (Not from Legendary minions, mind you). Even better, you could limit it to "this turn" and scrap the non-legendary limitation altogether. Every powerful legendary effect either doesn't make sense to use in the same round (like Reno, Onyxia) or can't be played normally due to mana limitations (like Rafaam, Nefarian etc). The best you can actually get are 2 additional boom bots... for 2 mana on turn 9 or destroying a second taunt or making spells cost 10 more for the next turn or deal additional 4 damage. Pretty balanced imo. That would probably be the way if it was truly implemented in the game. Neither you, nor your opponent will remember what battlecry you played 5 turns ago and you are required to TARGET something sometimes, so that can backfire quickly. It's very much against the easy design of HS imo.
Plan Ahead is too strong I feel. It not only allows you to order your cards, which means you draw the card you want (Tracking without discarding) AND you know which cards you will draw and when so you can play around. +Synergy with your Hero power. Either limit it to 2 or just make it "Look at the top 3 cards of your deck. Draw 1 of them.", so you don't order your cards (you still know which you will draw the next two turns, which makes some other cards of you very rewarding to play around).
Rewind: Much better than the previous iteration. Very flavorful. I like it very much.
Lockpick: Very flavorful. "Battlecry: Silence a minion with taunt" would probably more useful. At the moment it seems rather weak, but nothing against having those cards as well.
Emo Statue: Lmao. Nice touch. Not sure if it fits the theme, but whatever. ^^ I would reword it tho. "Across the board" doesn't sound right. "in front of it" sounds a lot more natural in the context of HS.
Time Cop: Could be fine, but 3 mana 3/4 are pretty hefty stats for a scaling effect. Tho, that effect requires "cards" to be played, so it's probably fine.
Alter Timeline: Feels like a Anti-Fist of Jaraxxus. Probably very broken with Molten Giant in some situations. The randomness probably makes it ok tho.
Cyborg Man needs rewording."Whenever this minion kills an enemy minion, shuffle that minion into its owners deck and summon a Cyborg Man". Should be balanced due to the weak stats. 5 mana would make it really, really bad.
Phase Level: Not sure what "Level" is in this context. This card is an insane late game powerhouse. This will single handedly will win you control mirros. Effectively it's "draw 4 cards" for 4 mana, although it's spread across turns. Needs reconsideration. Btw, the way it is worded it doesn't trigger Deathrattles.
K-9 Unit is VERY strong. It should be balanced considering it's a class card, but it's almost most likely an auto include in most decks.
Odd Odd is very interesting. Spells are rarer, so the good effect won't trigger so often. I think the artwork doesn't fit the rest of the cards. Very much like the rest of it.
Ditty feels uber pretty weak. It has zero impact on the board and can't be comboed due to the high cost. The statline is also entirely against the spirit of its effect. Probably one of the weakest class legendaries around. The same effect limited to the top card would be much better on a smaller, but durable body (e.g. 4 mana 3/6 statline) and also a lot more realistic and easy to implement. I would scrap her tbh.
BFB: This would be hilarious after a Flame Strike. The value depends on what has happened during the turn, but I don't think there are scenarios where grants you true value, since it resets to the START of your turn. If you play something big, he BGH's it and you play this the turn afterwards, you don't have that big minion back and his BGH is also gone, so it effectively does nothing much in that case. I guess this would only be useful if you have an established board and he clears it and dumbs a bunch of minions or something big. Not sure if it's worth 8 mana. It's hard to judge. In what kind of scenarios would you see the card being played and what value would it bring? It costs you an entire turn. It's pretty late, so maybe I'm missing something obvious. AS for the name, I prefer "Revert"... or even better "Total Recall" :p
I would throw out Clever! from those 16 and feature Aural Lockpick, Emo Statue, Rewind, Odd Odd and a New legendary,
Thanks for the feedback!
Psychic Paper - What if it were 2 mana and put a random enemy secret into your hand, instead?
Phase Level - A level is a type of measuring tool. But now that you mention it, that's probably not what people will think of first. Now I'm thinking Phase Calipers. I really like this effect, and I think the problem is just the cost/durability. What if it were 2 durability?
Ditty - I thought her effect would be really valuable strategically, in that you know what's coming up, which also comboes with Time Lord cards. I can see why you would think it was weak, though. What if it also revealed the top 3 enemy cards? Or what if you could see your top card and play it as if it were in your hand?
Total Recall - Nice suggestion, I think I'll use that name. This card has the potential to be very powerful, so I intentionally made it really difficult to use. It would be good if you had some stuff on the board at the beginning of your last turn (preferably some really good stuff), and then your opponent did some big play. I could see lowering the cost, though. Maybe 7?
Psychic Paper - What if it were 2 mana and put a random enemy secret into your hand, instead?
Phase Level - A level is a type of measuring tool. But now that you mention it, that's probably not what people will think of first. Now I'm thinking Phase Calipers. I really like this effect, and I think the problem is just the cost/durability. What if it were 2 durability?
Ditty - I thought her effect would be really valuable strategically, in that you know what's coming up, which also comboes with Time Lord cards. I can see why you would think it was weak, though. What if it also revealed the top 3 enemy cards? Or what if you could see your top card and play it as if it were in your hand?
Total Recall - Nice suggestion, I think I'll use that name. This card has the potential to be very powerful, so I intentionally made it really difficult to use. It would be good if you had some stuff on the board at the beginning of your last turn (preferably some really good stuff), and then your opponent did some big play. I could see lowering the cost, though. Maybe 7?
Anything with 2 mana would be fine. I'm thinking that it might be even balanced that you gain a copy of each of them.
How about "Phase Meter"? I think 3 durability would be ok.
Even then I don't see the appeal. Seeing "the next 3" also doesn't seem to be easily implementable into the actual game. "top card of each players deck" just makes more sense. Again, that's not legendary worthy tho. I don't think you can make her playable without altering the stats greatly (mid cost and high value), adding more effects (which is kind of bad imo) or changing the effect altogether. Maybe think about some other concepts and post them and maybe you will also end up liking another one more.
The thing is that even if your opponent clears your board, you spend the next turn to play that very card so essentially you trade 1 entire turn for a potential card advantage. I'm not sure. I hope someone else will give some input, I don't think I can say for certain if it's too weak or not.
Yeah, I'm playing around with the landmine type effect right now. Trying to come up with something cool. Maybe a Genie or Leprecaun or Mimic. Just something cooler than a landmine.
Lets say you put Pot of Gold into your opponent's deck. How many stat points do you think that you could give to your Djinn?
2 mana worth?
1?
Lets say it's 2. Could you have a balanced 4/5 for 2 mana that shuffles a pot of gold into your opponent's deck? Or would it have to be a 3/4 and then be too unbalanced the other way?
Really what I'd like to do is make a 2 cc Zombie Chow that shuffles a healing mine into your opponent's deck. Like a 2/4 with taunt for 2 that gives a healbomb. I don't know if there is any D&D lore that makes sense for that though. If anyone has any ideas I'm all ears.
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:
I really, really like where this class is headed. I only have a few things to say balance-wise:
Psychic Paper: Needs to be 2 mana minimum. I have no real comment on the effect, which may need to be buffed with a mana increase, but 1 mana draw a card is incredibly powerful - I realised this in my Basic set, and we've seen it before in Flare.
Phase Level: Should definitely be 1/3. If deathrattles still trigger, I'd bump it down to a 1/2 or make it 5 mana 1/3, but by the wording I think they don't?
Now, I have some naming suggestions. Well, less suggestions, more things to think about. You've avoided using too many direct examples of names lifted from DW, though things like the Psychic Paper are understandable. My suggestion is to keep with this theme of renaming iconic characters and items in a comedic way, and changing the names of K-9 Unit and Odd Ood. There's a difference between a reference and straight up lifting something from somewhere else. My humble suggestion for the Ood would be to simply change it to The Odd, but I'm struggling to find an alternative for K-9. Of course, that's just a thematic suggestion, I still love the ideas you've presented overall.
I must missed something again, but why was the Pokemon trainer class forced to change his hero power to exclude new key words if other classes got away with it?
Was it because the hero power would not work if stolen by other classes or just because of the evolve key word?
I must missed something again, but why was the Pokemon trainer class forced to change his hero power to exclude new key words if other classes got away with it?
It wasn't that the Hero Power included a new keyword - which was fine - it was that their Hero Power would be useless in their Basic set, as none of their Basic cards could have the Evolve keyword. So from a design standpoint, it made no sense to have a class that couldn't use their Hero Power with their Basic cards - you literally had to buy packs to be able to play the class.
I must missed something again, but why was the Pokemon trainer class forced to change his hero power to exclude new key words if other classes got away with it?
It wasn't that the Hero Power included a new keyword - which was fine - it was that their Hero Power would be useless in their Basic set, as none of their Basic cards could have the Evolve keyword. So from a design standpoint, it made no sense to have a class that couldn't use their Hero Power with their Basic cards - you literally had to buy packs to be able to play the class.
Ok, here is what I came up with. Seems to work, but, could use some tweaking.
And the Wishes
I couldn't resist letting you wish for more wishes.
Become a Lich?
So, your life gets set to 15, you get a vanilla 2/8 weapon, and your hero power becomes Wild Magic.
Damn you went balls deep with this one, didn't you? I think several of the Wishes are broken. The double-Innervate one, the extra mana crystal seems useless, since the Wish card itself costs 9. The one that makes you immune... And unless you get terribly unlucky with the RNG getting 3 Twisted Wishes, you're getting 3 draws for 9 mana, plus really powerful effects (see Lay on Hands for example, for 1 more mana you're getting the same draw amount, plus a potentially Wish for Health which heals even more). I would either nerf them hard, make a lesser amount, or use the currents Wish cards in-game (the ones from the LoE boss).
The Djinni seems pretty crappy, it has good stats, but unless you have some way of damaging him when it comes down, you're giving your opponent free Wishes. I would adjust the stats and mana cost, and probably make it work like Acolyte of Pain (again, tweaking the Wishes because right now, they're OP AF).
Ok, here is what I came up with. Seems to work, but, could use some tweaking.
And the Wishes
I couldn't resist letting you wish for more wishes.
Become a Lich?
So, your life gets set to 15, you get a vanilla 2/8 weapon, and your hero power becomes Wild Magic.
I love the idea behind that Djinni. However its stats don't justify the drawback (if your opponent deals with it by using minions or spot removal the Djinni doesn't generate any card advantage because the wishes cycle). I would probably make its effect mirrored.
@DKPaladinMDL
What if you made Conductor play a random Song at the end of EACH turn? This way it is both flavorful and actually wins the game (the songs will snowball any board really fast).
Ok. Wish Costs 9 and gives you 3 cards. At the very least each card should have a 3 mana effect. Fair?
Each card has card draw, worth 1.5. So, now each card has about 1.5 left of value.
One of the cards has a pretty strong drawback. I'd say that gives you a little wiggle room on the 1.5. Maybe 2 mana. And that's not giving any discount for being a high cost spell. Just right on curve valuing.
So, Which of the card effects is worth more than 2 mana?
Heal for 10? Sure, that's worth more than 2. Well, 2 Flash heal gives you 10, but, that's 2 cards. Holy Light gives 6 Health for 2. So, I'll drop the Healing from 10 to 6 to balance. (although have you ever seen anyone play Holy Light?)
Shuffle 3 minions that died into your deck? I'm not sure what that should cost. But, I think 2 mana has it covered.
Draw a card? Thats a 1.5 mana effect, perfectly fine.
4 mana Innervate? Well, Innervate costs 0. If we pay 2 mana to get 4 Innervate we're still getting a net of 2 mana. So, that seems balanced to me. (0 for 2 free mana or 2 for 4 free mana, same net mana)
Summon a random friendly minon that died? That's exactly a 2 mana effect.
Summon a random 3 cost minion? I'd say about worth 2 mana.
Immunity for 1 turn. Not sure. Ice Block costs 3, but, it's delayed and can be put ito play by Mad Scientist. I'd say 2 mana is close.
Add a Copy of Wish to your deck? Probably not worht 2.
Transform into a Lich. I think this is probably a dead card most of the time, so more of a drawback than a benefit on average. I'd say less than 2 most of the time.
Seems close to me. Other than the healing. That might be OP. I don't really think it is, as I think Health is overcosted in this game, but, I'll drop it to 6 anyway.
Furthermore, the entirely random nature of this card probably would justifiy an even lower cost to cast than 9 I would think. But, I'll leave it there.
Wish is alright even with the current Wishes (could you make the spell giving you Wishes not called Wish? its confusing). Even tho some of the spells you can get are worth more than 3 mana chances are that you won't get the Wish you actually want.
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A work in progress. Pretty hard to balance.
Galavant Animation
The bonus attack isn't active on your hero on your opponents turn (just like weapons).
Basic cards
Minions:
Weapons
Spells
Which cards need to be balanced?
Is anything off or missing?
Which cards are the most interesting and should be presented in the 5 card preview?
Any feedback will be returned.
Quickkill 42b - I'm a little confused by your explanation of this card. You say it's attack can grow exponentially, but the card text doesn't seem to suggest that. From what it says, it seems to me that it deals double damage when it's attacking. Is that not what happens? If you're going for something where it's damage when attacking doubles every time it attacks and stays that way, but it's damage when defending is always the same, that seems really confusing. I like it as a minion that deals double damage when attacking.
Striker - This seems a little on the strong side given how easy your class can buff it. I also don't think it should be a common cuz it would be crazy in Arena. I think it would be better as a higher cost minion with 2 attack but more health.
Laser Turret - I think this minion may be broken in that it completely shuts down Aggro decks. If they can’t directly remove it and they have no minions with more than 2 health (possible in face decks), they cannot win.
Combat Engineer - I think this may be a little strong considering it can heal for up to 14 armor. Seems like in a lot of cases, you would be getting at least as much armor as from Shieldmaiden, but with a better statline for its cost. I think you should limit it to either only friendly or only enemy minions.
The Terminator - I thought your hero was already supposed to be The Terminator? This card seems too strong, since you can just buff it every turn with your Hero Power and never attack, and eventually your opponent just won’t be able to put anything down. I think you should change the effect to be just to one random enemy minion, and you could buff it’s attack (but probably also nerf its health).
Supercharge - Seems fine. Effect isn’t overwhelming for its cost.
Acquire Target - I think this should be reworded “All damage dealt to it is doubled.”
Cool Down - This seems a little underwhelming. Giving a friendly minion taunt isn’t even worth 0 mana (See Ancestral Healing). Freezing a minion is worth less than 1 mana (See Ice Lance, Frost Elemental). You can easy Freeze an enemy minion, but with the disadvantage of giving it Taunt, or give a friendly minion Taunt, but with the disadvantage of Freezing it. This could be 0 cost and still be underwhelming I think. The card also seems a little at odds with the rest of the class design. It just seems a little off somehow.
Reboot - This seems too strong, considering it affects all minions. Mass Dispel costs 4, and this only costs 1 to undo it. I think this should be 4-cost, since it is about the same strength, maybe stronger (but without the card draw). That, or make it single target.
Rocket Punch - Is it supposed to be strictly better than Shadow Bolt? Shadow Bolt isn't great, so probably that's fine.
Recycle - There’s already a card called Recycle. Maybe call it Reuse? Recommision? It also seems kinda underwhelming in a lot of cases. It is good as a finisher, since it basically lets you attack twice with a minion, but doesn’t seem very good otherwise, since you have to sac a minion.
Armor Plating - I think it should be until the start of your next turn, because if you get two turns of attack out of it, it seems a lot better than Frost Nova.
Virus - Great against control decks, but pretty much worthless against Aggro. I wonder if you could reduce the cost of this? It seems kinda penalizing already. I would say the fact that you have to sac a minion justifies a lower cost than Deadly Shot.
Energy Surge - Basically, a 1 mana discount for the requirement that you end your turn. Very penalizing in the late game. I wonder if it’s worth it? Definitely not too powerful, at least.
Core Upgrade - I would say this is balanced against Blessed Champion, but it costs too much to ever be used, probably. Is getting both the attack and the health really worth it? It could make a really great play sometimes, but only if your opponent doesn’t have any direct removal (they probably do) and it takes up so much mana…
Suggestions for 5 example cards: Quickkill 42b, Supercharge, Acquire Target, Energy Surge, Armor Plating
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I would throw out Clever! from those 16 and feature Aural Lockpick, Emo Statue, Rewind, Odd Odd and a New legendary,
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
How about "Phase Meter"? I think 3 durability would be ok.
Even then I don't see the appeal. Seeing "the next 3" also doesn't seem to be easily implementable into the actual game. "top card of each players deck" just makes more sense. Again, that's not legendary worthy tho. I don't think you can make her playable without altering the stats greatly (mid cost and high value), adding more effects (which is kind of bad imo) or changing the effect altogether. Maybe think about some other concepts and post them and maybe you will also end up liking another one more.
The thing is that even if your opponent clears your board, you spend the next turn to play that very card so essentially you trade 1 entire turn for a potential card advantage. I'm not sure. I hope someone else will give some input, I don't think I can say for certain if it's too weak or not.
Yeah, I'm playing around with the landmine type effect right now. Trying to come up with something cool. Maybe a Genie or Leprecaun or Mimic. Just something cooler than a landmine.
Lets say you put Pot of Gold into your opponent's deck. How many stat points do you think that you could give to your Djinn?
2 mana worth?
1?
Lets say it's 2. Could you have a balanced 4/5 for 2 mana that shuffles a pot of gold into your opponent's deck? Or would it have to be a 3/4 and then be too unbalanced the other way?
Really what I'd like to do is make a 2 cc Zombie Chow that shuffles a healing mine into your opponent's deck. Like a 2/4 with taunt for 2 that gives a healbomb. I don't know if there is any D&D lore that makes sense for that though. If anyone has any ideas I'm all ears.
Galavant Animation
Psychic Paper: Needs to be 2 mana minimum. I have no real comment on the effect, which may need to be buffed with a mana increase, but 1 mana draw a card is incredibly powerful - I realised this in my Basic set, and we've seen it before in Flare.
Phase Level: Should definitely be 1/3. If deathrattles still trigger, I'd bump it down to a 1/2 or make it 5 mana 1/3, but by the wording I think they don't?
Now, I have some naming suggestions. Well, less suggestions, more things to think about. You've avoided using too many direct examples of names lifted from DW, though things like the Psychic Paper are understandable. My suggestion is to keep with this theme of renaming iconic characters and items in a comedic way, and changing the names of K-9 Unit and Odd Ood. There's a difference between a reference and straight up lifting something from somewhere else. My humble suggestion for the Ood would be to simply change it to The Odd, but I'm struggling to find an alternative for K-9. Of course, that's just a thematic suggestion, I still love the ideas you've presented overall.
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K-10? Like K-9 2.0?
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Siras Terra, the Geomancer
I must missed something again, but why was the Pokemon trainer class forced to change his hero power to exclude new key words if other classes got away with it?
Was it because the hero power would not work if stolen by other classes or just because of the evolve key word?
You can find me here! Good luck everyone!
Why is it that recently there seems to appear a "space" out of nowhere at the beginning of a post, if you quote someone.
Ok, here is what I came up with. Seems to work, but, could use some tweaking.
And the Wishes
I couldn't resist letting you wish for more wishes.
Become a Lich?
So, your life gets set to 15, you get a vanilla 2/8 weapon, and your hero power becomes Wild Magic.
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Siras Terra, the Geomancer
Ok. Wish Costs 9 and gives you 3 cards. At the very least each card should have a 3 mana effect. Fair?
Each card has card draw, worth 1.5. So, now each card has about 1.5 left of value.
One of the cards has a pretty strong drawback. I'd say that gives you a little wiggle room on the 1.5. Maybe 2 mana. And that's not giving any discount for being a high cost spell. Just right on curve valuing.
So, Which of the card effects is worth more than 2 mana?
Heal for 10? Sure, that's worth more than 2. Well, 2 Flash heal gives you 10, but, that's 2 cards. Holy Light gives 6 Health for 2. So, I'll drop the Healing from 10 to 6 to balance. (although have you ever seen anyone play Holy Light?)
Shuffle 3 minions that died into your deck? I'm not sure what that should cost. But, I think 2 mana has it covered.
Draw a card? Thats a 1.5 mana effect, perfectly fine.
4 mana Innervate? Well, Innervate costs 0. If we pay 2 mana to get 4 Innervate we're still getting a net of 2 mana. So, that seems balanced to me. (0 for 2 free mana or 2 for 4 free mana, same net mana)
Summon a random friendly minon that died? That's exactly a 2 mana effect.
Summon a random 3 cost minion? I'd say about worth 2 mana.
Immunity for 1 turn. Not sure. Ice Block costs 3, but, it's delayed and can be put ito play by Mad Scientist. I'd say 2 mana is close.
Add a Copy of Wish to your deck? Probably not worht 2.
Transform into a Lich. I think this is probably a dead card most of the time, so more of a drawback than a benefit on average. I'd say less than 2 most of the time.
Seems close to me. Other than the healing. That might be OP. I don't really think it is, as I think Health is overcosted in this game, but, I'll drop it to 6 anyway.
Furthermore, the entirely random nature of this card probably would justifiy an even lower cost to cast than 9 I would think. But, I'll leave it there.
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Wish is alright even with the current Wishes (could you make the spell giving you Wishes not called Wish? its confusing). Even tho some of the spells you can get are worth more than 3 mana chances are that you won't get the Wish you actually want.