Made more changes... again... don't really want to repost the cards again. https://imgur.com/a/OQede so here's the album. Cards changed were:
Cleave effect : When this minion attacks another minion, deal 2 damage divided among the adjacent minions. If there are no other minions, the damage is dealt to the enemy hero.
Festering Ghoul : Went from 3 mana to 2.
Blood Maggots (wording change)
Gargoyle : Went from 3/3 to a 4/4.
Skeletal Warrior : Went from a 3/2 to a 4/2.
Frost Wyrm : Wording change. Plus 1 to health, Cleave now gives it a bonus 2 damage essentially.
Touch of the Darkfallen : Mana cost went up to 3.
Icebound Fortitude and Bone Shield : Now grant armor instead of damage reduction. Bone shield now also costs 5.
Death Pact : Heal increased to 6 from 4.
Rune Blade : Now costs 2 instead of 3.
Frostmourne : Now a 3/4, removed the "Doesn't loose durability if it kills a minion" effect.
Ice Dragon is probably over priced. If he dies on your turn, you take the bigger penalty. I would only charge 5-mana for him.
Fire Dragon is definitely over priced. If you look at Dread Infernal, you'll see that 1-damage to everyone does not alter base mana cost. I would only charge 4-mana for him.
Thunder Dragon looks balanced but powerful. I'm trying to decide if it would show up in every Shaman Malygos deck, or just displace Malygos altogether.
These cards are alright. Ice Dragon might be more of a hindrance than a blessing if anything. I would imagine that, when the other player kills it, it'll freeze your minions for his next turn so he won't have to worry about it. Mean while his minions will be unfrozen by the following turn.
Fire Dragon is alright, gives you some more aoe, but it doesn't do much else. It's an alright card, but I think it could be better.
Thunder Dragon is the same, he's alright. You won't be casting any spells after you play him though, he'll eat up your mana pool when you get the chance.
Ice Dragon is probably over priced. If he dies on your turn, you take the bigger penalty. I would only charge 5-mana for him.
Fire Dragon is definitely over priced. If you look at Dread Infernal, you'll see that 1-damage to everyone does not alter base mana cost. I would only charge 4-mana for him.
Thunder Dragon looks balanced but powerful. I'm trying to decide if it would show up in every Shaman Malygos deck, or just displace Malygos altogether.
I forgot about the Dread Infernal. I then agree with you that he's over priced. 4 Mana sounds good to me.
I don't think he'll replace Malygos, with Malygos you get 5 ability power as opposed to 2 with Thunder Dragon. His stats are almost the same as well.
These cards are alright. Ice Dragon might be more of a hindrance than a blessing if anything. I would imagine that, when the other player kills it, it'll freeze your minions for his next turn so he won't have to worry about it. Mean while his minions will be unfrozen by the following turn.
Fire Dragon is alright, gives you some more aoe, but it doesn't do much else. It's an alright card, but I think it could be better.
Thunder Dragon is the same, he's alright. You won't be casting any spells after you play him though, he'll eat up your mana pool when you get the chance.
If someone gets frozen on your turn, they stay frozen through your next turn.
Maybe not a suiting picture, would be cooler with a juicy hammer! Thoughts?
Nice idea but perhaps should be a 1 drop to allow it to build up. On the other hand Harrison Jones would be its new best friend. I really like the idea just numbers need re-ijigging. I would like to see that power upon a minion too. Some kind of meditating monk who doesn't attack and receives greater stats. Nice decision for the player.
Yeah, this comes out WAY too late to be useful, compare to Gorehowl.
Rollback Post to RevisionRollBack
Unless explicitly stated, my posts are my opinion and mine only.
Didn't make it clear on the card but the effect only lasts for the attackk, it returns to whatever stats it had before the attack after the combat is resolved
Didn't make it clear on the card but the effect only lasts for the attackk, it returns to whatever stats it had before the attack after the combat is resolved
While this is a cool concept for a tabletop card, it seems hard to implement in the current UI. How would you make the selection? What if you change your mind about attacking?
EDIT: Also - it should probably be 5 mana, since choices are quite powerful, especially when one is effectively a self-heal.
Attack and Health propably aren't balanced, but the general concept is: big, almost indestructible, will make you lose the game after few turns (in case you give him taunt). He could just deal about 3 damage to you every turn, but discarding the deck is more fun.
Curse of the Wild: When/how does it trigger? Even late game, 2/5 Taunt as a Deathrattle might be kinda OP Reforestation: Overpriced or needs more armor, compared to Ice Barrier Cenarion Watcher: Needs rewording, but otherwise works like a Questing Adventurer. Like it Cenarion Longbow: Extremely OP. Technicly that bow lasts forever vs minions, unless Oozed/Jones'd
What class should I do next? Priest? Druid? Shaman? Warrior?
P.S. Damn, I want each class to have a unique mana cost for secrets (like paly is 1, hunter 2, mage 3, my version of rogue 0 and now warlock 4) but it's going to get crazy when I get to 5-6-7-8 cost secrets.
Snuff life is weird. Why 7 damage? Why not just say it destroys the minion? Or you could change it to: When an enemy character attacks a friendly character, deal 7 damage to that enemy. With character this also implies the enemy hero. (warrior with weapon, druid, mage,...)
Reaper Scythe should be 1/2 (2 attack has no use if you kill the minion anyway) and I think giving your hero immunity is over the top. Remember you get 2 for 1 with this weapon (unless ooze or jones)
The other two are nice especially death pact. Very nice balanced card. Raise dead is doubtfull. I would make it When a minion dies during your opponents turn return it to the battlefield under your control.
Sunff: Already implies it can damage the enemy hero. Reaper Scythe you only get by Death Pact, so I think it's fine that you're immune. Raise Dead: Your secrets only work during your opponent's turn anyway as per the game rules- so not sure what your wording would add.
The thing about Secrets is that they all cost the same. For paladins, secrets cost 1 mana, hunter secrets cost 2, mage secrets cost 3. This way you can't tell which secret the enemy played based on how much mana it costs.
Your weapon is going to last forever and only get stronger over time, there is no downside to running it.
Your creature simply gets stronger over time and there's nothing the enemy can do about it. And considering the number of buff cards druids run, that thing would be massive very quickly.
Stats might be all messed up but the texting would be cool.
Thoughts?
Made more changes... again... don't really want to repost the cards again. https://imgur.com/a/OQede so here's the album. Cards changed were:
Cleave effect : When this minion attacks another minion, deal 2 damage divided among the adjacent minions. If there are no other minions, the damage is dealt to the enemy hero.
Festering Ghoul : Went from 3 mana to 2.
Blood Maggots (wording change)
Gargoyle : Went from 3/3 to a 4/4.
Skeletal Warrior : Went from a 3/2 to a 4/2.
Frost Wyrm : Wording change. Plus 1 to health, Cleave now gives it a bonus 2 damage essentially.
Touch of the Darkfallen : Mana cost went up to 3.
Icebound Fortitude and Bone Shield : Now grant armor instead of damage reduction. Bone shield now also costs 5.
Death Pact : Heal increased to 6 from 4.
Rune Blade : Now costs 2 instead of 3.
Frostmourne : Now a 3/4, removed the "Doesn't loose durability if it kills a minion" effect.
Ice Dragon is probably over priced. If he dies on your turn, you take the bigger penalty. I would only charge 5-mana for him.
Fire Dragon is definitely over priced. If you look at Dread Infernal, you'll see that 1-damage to everyone does not alter base mana cost. I would only charge 4-mana for him.
Thunder Dragon looks balanced but powerful. I'm trying to decide if it would show up in every Shaman Malygos deck, or just displace Malygos altogether.
These cards are alright. Ice Dragon might be more of a hindrance than a blessing if anything. I would imagine that, when the other player kills it, it'll freeze your minions for his next turn so he won't have to worry about it. Mean while his minions will be unfrozen by the following turn.
Fire Dragon is alright, gives you some more aoe, but it doesn't do much else. It's an alright card, but I think it could be better.
Thunder Dragon is the same, he's alright. You won't be casting any spells after you play him though, he'll eat up your mana pool when you get the chance.
I forgot about the Dread Infernal. I then agree with you that he's over priced. 4 Mana sounds good to me.
I don't think he'll replace Malygos, with Malygos you get 5 ability power as opposed to 2 with Thunder Dragon. His stats are almost the same as well.
If someone gets frozen on your turn, they stay frozen through your next turn.
Limbo: Suggested Wording
Stealth. Neither hero can drop below 1 health.
Also, one of those cards Blizzard would never let happen.
Yeah, this comes out WAY too late to be useful, compare to Gorehowl.
Unless explicitly stated, my posts are my opinion and mine only.
Here's what I have so far
Didn't make it clear on the card but the effect only lasts for the attackk, it returns to whatever stats it had before the attack after the combat is resolved
While this is a cool concept for a tabletop card, it seems hard to implement in the current UI. How would you make the selection? What if you change your mind about attacking?
EDIT: Also - it should probably be 5 mana, since choices are quite powerful, especially when one is effectively a self-heal.
Attack and Health propably aren't balanced, but the general concept is: big, almost indestructible, will make you lose the game after few turns (in case you give him taunt). He could just deal about 3 damage to you every turn, but discarding the deck is more fun.
Curse of the Wild: When/how does it trigger? Even late game, 2/5 Taunt as a Deathrattle might be kinda OP
Reforestation: Overpriced or needs more armor, compared to Ice Barrier
Cenarion Watcher: Needs rewording, but otherwise works like a Questing Adventurer. Like it
Cenarion Longbow: Extremely OP. Technicly that bow lasts forever vs minions, unless Oozed/Jones'd
Some Mage cards I thought of. Any feedback is welcome :)
Sorcerer's Hat is extremly OP. Considering the amount of spells that can be used, this basically goes into gorehowl direction, just to the face.
Warlock secrets!!!
What class should I do next? Priest? Druid? Shaman? Warrior?
P.S. Damn, I want each class to have a unique mana cost for secrets (like paly is 1, hunter 2, mage 3, my version of rogue 0 and now warlock 4) but it's going to get crazy when I get to 5-6-7-8 cost secrets.
Sunff: Already implies it can damage the enemy hero.
Reaper Scythe you only get by Death Pact, so I think it's fine that you're immune.
Raise Dead: Your secrets only work during your opponent's turn anyway as per the game rules- so not sure what your wording would add.
These cards are far too good.
The thing about Secrets is that they all cost the same. For paladins, secrets cost 1 mana, hunter secrets cost 2, mage secrets cost 3. This way you can't tell which secret the enemy played based on how much mana it costs.
Your weapon is going to last forever and only get stronger over time, there is no downside to running it.
Your creature simply gets stronger over time and there's nothing the enemy can do about it. And considering the number of buff cards druids run, that thing would be massive very quickly.