Thanks for the insight, I tried to rework the problematic ones. Are they better this way? Also, about the First Mate, would he be better if he couldn't be targeted by spells/hero powers? That way he will always trade with something, and couldn't be buffed up to the heavens. Although, Lightspawn could be turned into a 28/28 badass, but honestly, I've only seen that happen once. So, here are the new versions:
While "cannot be targeted" is sometimes warranted - I think it needs to be part of the purpose or flavor of the card, and not just a mechanical fix.
The real issue with the First Mate is that his Attack will revert to 6 if he ever gets silenced. Of course this would also require the use of a 2nd card - so I suppose he's fine.
Gnome Cleanser could probably be 4-mana, since he hits friend as well as foe.
Berserker should be much more expensive. In general, Windfury minions should be priced as if their Attack was 1.5 times the list value. If they have Charge that should go up to 2x the list value. The Berserker's ability is even stronger than Windfury. With the current stat values, 10-mana would not be too much to ask for this character.
Frenzy Can't Attack is an inherent property of a 0-Attack minion. I think it would cause undo confusion to change that for just this card. Also, I'm not entirely clear, if you cast it on an enemy minion, will they attack one of your character's, or one of your opponent's character's?
If the former, you can probably reduce the cost to 1-mana as it's effectively a random, 1-shot Windfury. If it's the latter, it can be used as either a Windfury OR a Shadow Madness (caster's choice) - and while the target of the attack is random, the damage is not capped at 3, so it should probably cost 4 or 5 mana.
I hate to be so blunt... but no. Blizzard has already said they won't do cards with "enemy player discards" partly because it's no fun to be against.
Yes, other TCGs do it, but those games have graveyards. Hearthstone has no graveyard mechanic. When a card is used/dies, it's gone for ever (with the exception of some card effects that return a minion right after it dies). This means that each Hearthstone deck has a strict 30 cards and no more, this makes it that forcing a player to discard is just far too strong for this game to handle. The only time this will be considered is if Blizzard adds a graveyard of some kind.
Edit: I would like to add that the reason Warlocks have a discard mechanic in some of their cards, is because its a form of sacrifice which is very different from mill style cards that other TCGs run.
This is not an "enemy player discard" card cause this card effects both you and your enemy
I find Voodoo priestess is too OP for 2 mana cost. Even the stats itself are worth more than 2 mana + although her ability can harm yourself too, the damage she does is just too massive for 2 mana cost.
I like the idea of Quartermaster. He can work in early game, but his ability keeps him as a danger for the player too.
Captain Turncoat is far too OP. Imagine turn 3 (turn 2 with coin), you drop in the captain and the next turn, you silence him with the owl or with the spellbreaker. Bang, you got yourself a war golem for 3 mana. That's just nonono.
I find Voodoo priestess is too OP for 2 mana cost. Even the stats itself are worth more than 2 mana + although her ability can harm yourself too, the damage she does is just too massive for 2 mana cost.
I like the idea of Quartermaster. He can work in early game, but his ability keeps him as a danger for the player too.
Captain Turncoat is far too OP. Imagine turn 3 (turn 2 with coin), you drop in the captain and the next turn, you silence him with the owl or with the spellbreaker. Bang, you got yourself a war golem for 3 mana. That's just nonono.
I added so that he couldn't be attacked with spells or hero powers cause someone said that silence would make this card insanely good. Well If he survives then my opponent will give him back as soon as he attacks anyway. So it will just bounce around.
How would like the text to be like and what stats and cost would you like him to have?
The major problem with Voodoo priestess is that her 2 damage every turn eliminates all the most common 2 health minions in game from rounds 1-3 and when combined with a warrior enrage deck, her ability allows minions like Frostling Berserker and Raging Worgen to get buffed without any extra cards or attacks meaning as long as she doesn't deal damage to your own hero, her ability got benefits to you. If the ability triggered only at the end of your turn, it would be more tolerable. Pretty much a combination of Demolisher and Mad Bomber.
Captain Turncoat is still the issue. Now you can combine him with Sunfury Protector and get yourself a massive taunter that cannot be even targeted with spells and even in addition to that he can be used to finish off the opponent or opponent's biggest minion if the damage kills the captain too and in both cases, he had no benefit to the other player.
Could die really fast, but could also be a really hard opponent as it could be healed with spells or the priest power. Could also be a cheap and big taunt. Maybe legendary, what do you think?
New effect: Poison. Poison deals 2 damage to one specific character for 3 rounds (every round 2 damage). It could be higher if one of your cards increases your spell damage. It could also infect the hero.
New effect: Fly. Minions with fly ignore the taunt effect of any enemy creature and can still attack the enemy hero directly.
The problem with Flizzle is that he could be used as a 2/8 taunter for 3 mana while Mogu'shan Warden is 1/7 taunter for 4 mana and in addition he would be worthy attacker too, better than Thrallmar Overseer which is also 3 mana cost minion Meaning in both cases, he's far too powerful for 3 mana.
I like the idea of Poisoned Pike, wouldn't suprise if something like that was added into game. :)
Same with Fly ability. I wouldn't be too suprise if they added something like that into game although I think a 3 mana cost card that would allow Azure Drake, Twilight Drake, Emerald Drake, Onyxia and Aspects to ignore taunters would be just too powerful spell for that amount of mana.
New effect: Fly. Minions with fly ignore the taunt effect of any enemy creature and can still attack the enemy hero directly.
I thought about flying. But the ruling I had in mind is: Flying (This minion can only be attacked by characters with Flying, and it can ignore Taunt from minions without flying.)
I hate to be so blunt... but no. Blizzard has already said they won't do cards with "enemy player discards" partly because it's no fun to be against.
Yes, other TCGs do it, but those games have graveyards. Hearthstone has no graveyard mechanic. When a card is used/dies, it's gone for ever (with the exception of some card effects that return a minion right after it dies). This means that each Hearthstone deck has a strict 30 cards and no more, this makes it that forcing a player to discard is just far too strong for this game to handle. The only time this will be considered is if Blizzard adds a graveyard of some kind.
Edit: I would like to add that the reason Warlocks have a discard mechanic in some of their cards, is because its a form of sacrifice which is very different from mill style cards that other TCGs run.
This is not an "enemy player discard" card cause this card effects both you and your enemy
It's still a forced discard. The card in it's current stat would mean that, even if the enemy player can deal with it the turn after it comes out, they've lost 2 cards to this one. There's almost no reason for everyone to NOT run 2 of this card in every one of their decks because the enemy will ALAWYS loose card advantage. Here's how things would go.
Turn 4 : Player 1 plays Crippled.
Player 2 : Draws card, discards random card. Cast card that destroys Cripple.
Already, that card just made a 2 for 1 exchange, guaranteed. The best thing Player 2 can hope for is to already have something on the field to deal with it, in which case Player 1 just needed to get something out on the field. Regardless, the opponent is for sure to loose 1 more card than the player who used it.
Personally, I really don't like cards that force you to discard, I really don't like the idea of discarding in Hearthstone, because there is no graveyard.
The only thing that would make this card work is to have the discard at the END of the turn. Even then, I don't like it because if Player 1 has an empty hand, then they can just top deck until Crippled is gone (not the best plan, but heck, it works in their favor if they're not discarding. In the end, forced discard is not fun.
With Flizzle you shouldn't forget that he loses health everytime you attack with him. I know that he looks OP at the first moment but I think that he is not as OP as you might think. Yes, you can use him as a taunter, but that will make you stop attacking with him except you're a priest. another possibility is to silence him before you make a taunter out of him, but that would also kill his windfury ability. And all in all it would cost much more mana then Mogu'shan Warden I guess with just 1 more attack and defence. Maybe he could cost 4 mana but that's the reason why I've asked if he should be a legendary ;) I think he would definitely do best in a priest deck. What would have been the changes you would do to Flizzle?
If he remained as a neutral, legendary card, I would change him to be 4 mana cost minion and to lose 1 base health every time he attacks. That way priests couldn't overuse him but he would remain as a legendary alternative to Mogu'shan Warden or Thrallmar Farseer.
Hey!
Thanks for the insight, I tried to rework the problematic ones. Are they better this way? Also, about the First Mate, would he be better if he couldn't be targeted by spells/hero powers? That way he will always trade with something, and couldn't be buffed up to the heavens. Although, Lightspawn could be turned into a 28/28 badass, but honestly, I've only seen that happen once. So, here are the new versions:
While "cannot be targeted" is sometimes warranted - I think it needs to be part of the purpose or flavor of the card, and not just a mechanical fix.
The real issue with the First Mate is that his Attack will revert to 6 if he ever gets silenced. Of course this would also require the use of a 2nd card - so I suppose he's fine.
Gnome Cleanser could probably be 4-mana, since he hits friend as well as foe.
Berserker should be much more expensive. In general, Windfury minions should be priced as if their Attack was 1.5 times the list value. If they have Charge that should go up to 2x the list value. The Berserker's ability is even stronger than Windfury. With the current stat values, 10-mana would not be too much to ask for this character.
Frenzy Can't Attack is an inherent property of a 0-Attack minion. I think it would cause undo confusion to change that for just this card. Also, I'm not entirely clear, if you cast it on an enemy minion, will they attack one of your character's, or one of your opponent's character's?
If the former, you can probably reduce the cost to 1-mana as it's effectively a random, 1-shot Windfury. If it's the latter, it can be used as either a Windfury OR a Shadow Madness (caster's choice) - and while the target of the attack is random, the damage is not capped at 3, so it should probably cost 4 or 5 mana.
Really cool! :)
This is not an "enemy player discard" card cause this card effects both you and your enemy
I find Voodoo priestess is too OP for 2 mana cost. Even the stats itself are worth more than 2 mana + although her ability can harm yourself too, the damage she does is just too massive for 2 mana cost.
I like the idea of Quartermaster. He can work in early game, but his ability keeps him as a danger for the player too.
Captain Turncoat is far too OP. Imagine turn 3 (turn 2 with coin), you drop in the captain and the next turn, you silence him with the owl or with the spellbreaker. Bang, you got yourself a war golem for 3 mana. That's just nonono.
May your nets always be full! 🎣
better?
I added so that he couldn't be attacked with spells or hero powers cause someone said that silence would make this card insanely good. Well If he survives then my opponent will give him back as soon as he attacks anyway. So it will just bounce around.
How would like the text to be like and what stats and cost would you like him to have?
Thanks for liking the idea :)
The major problem with Voodoo priestess is that her 2 damage every turn eliminates all the most common 2 health minions in game from rounds 1-3 and when combined with a warrior enrage deck, her ability allows minions like Frostling Berserker and Raging Worgen to get buffed without any extra cards or attacks meaning as long as she doesn't deal damage to your own hero, her ability got benefits to you. If the ability triggered only at the end of your turn, it would be more tolerable. Pretty much a combination of Demolisher and Mad Bomber.
Captain Turncoat is still the issue. Now you can combine him with Sunfury Protector and get yourself a massive taunter that cannot be even targeted with spells and even in addition to that he can be used to finish off the opponent or opponent's biggest minion if the damage kills the captain too and in both cases, he had no benefit to the other player.
May your nets always be full! 🎣
May your nets always be full! 🎣
I thought about flying. But the ruling I had in mind is: Flying (This minion can only be attacked by characters with Flying, and it can ignore Taunt from minions without flying.)
OP?
It's still a forced discard. The card in it's current stat would mean that, even if the enemy player can deal with it the turn after it comes out, they've lost 2 cards to this one. There's almost no reason for everyone to NOT run 2 of this card in every one of their decks because the enemy will ALAWYS loose card advantage. Here's how things would go.
Turn 4 : Player 1 plays Crippled.
Player 2 : Draws card, discards random card. Cast card that destroys Cripple.
Already, that card just made a 2 for 1 exchange, guaranteed. The best thing Player 2 can hope for is to already have something on the field to deal with it, in which case Player 1 just needed to get something out on the field. Regardless, the opponent is for sure to loose 1 more card than the player who used it.
Personally, I really don't like cards that force you to discard, I really don't like the idea of discarding in Hearthstone, because there is no graveyard.
The only thing that would make this card work is to have the discard at the END of the turn. Even then, I don't like it because if Player 1 has an empty hand, then they can just top deck until Crippled is gone (not the best plan, but heck, it works in their favor if they're not discarding. In the end, forced discard is not fun.
If he remained as a neutral, legendary card, I would change him to be 4 mana cost minion and to lose 1 base health every time he attacks. That way priests couldn't overuse him but he would remain as a legendary alternative to Mogu'shan Warden or Thrallmar Farseer.
May your nets always be full! 🎣