You can Faceless Manipulator it for the charge ? You can ping it for 1 to charge ? You can mind control it for charge ?
Yes, I thought of those options but at that mana cost (each of the combos are 10 mana or 5, hope it survives and then 5 more or offensive 5 and the ping being possibly 7.. 5 for a warrior) the value is completely lost... I suppose it's a basic card so..
Nightbane is stupid OP. If he were a spell and you didn't get a 10/10 minion he still might be viable. I'd change it to 1 damage to all enemies, else make you discard your whole hand like Deathwing.
You can Faceless Manipulator it for the charge ? You can ping it for 1 to charge ? You can mind control it for charge ?
Yes, I thought of those options but at that mana cost (each of the combos are 10 mana or 5, hope it survives and then 5 more or offensive 5 and the ping being possibly 7.. 5 for a warrior) the value is completely lost... I suppose it's a basic card so..
6/4 for 5 is good body. Ok, not good - but good enough. The ability is freebie, and can help arena warrior (cruel taskmaster, inner rage). or arena mage (7 drop 6/3 charge).
Or pyro on the board with a next turn drop + kings for 10/7 charge.
Warpstalker - This card seems like it has some very impressive combo potential - especially since health after a stat swap is always considered max, so the enrage ability would trigger every time it took damage. I would probably increase the cost to 2-mana. (And do a lot of playtest to make sure it doesn't need more).
Great Crust Burster - This card is significantly more powerful and more durable than the Worgen Infiltrator. I would increase the cost to 2-mana.
Shinor Talonite - As other people have mentioned, this original version is pure OP. It is a cheaper Thrallmar Farseer with a higher attack. I'm torn on the revised version, but I think that it works better and wouldn't tinker with it further until there had been some actual testing.
Shaleskin Flayer - So long as the instant kill effect is not triggered the first time the Flayer takes damage, I like it. Unfortunately, right now Enrage processes before Poison - so I think this would just end up being a cheap Emperor Cobra.
Son of Grull - I just want to confirm that the +3/+3 is only if you kill a dragon. The way it's worded is ambiguous and a 7/4 for 2 is massively overpowered. In fact, it's probably already OP, since the Faerie Dragon is a dragon card. +1/+1 would probably be more balanced (especially given how hard most dragons are to remove in the first place).
Gurgthok & Wodin - I like that you downgraded these. I do not like that you made Wodin's base health 0. Nobody should be able to be killed by a Silence effect (unless it is supposed to be a creature made of sound).
Ghostrider of Karabor - You've put his raw stats slightly ahead of curve and given an ability - that says OP to me, though not horribly so.
Bloodscale Wavecaller - Compare to Priestess of Elune. There's no way that a difference of 1 attack should justify a difference of 2 mana.
Nether Dragon - While I know this was meant to be the answer to the Twilight Drake, I actually think it's slightly more powerful. I'd be tempted to make it a 5-mana minion.
Fell Reaver - Massively OP. At the very least this should cost the same as the [card]Ravenholdt Assassin[/card]. I would be tempted to make it cost more. Like Divine Shield, Stealth favors cards with high attack and low health.
Lady Vashj - She has the stats of a Dragon, I'd probably give her the cost of a dragon as well and push her up to an 8-cost.
Ethereal Crypt Raider - May require rewording. At the moment, Enrage is in effect so long as a minion is below full health - but stealth is only in effect until the minion causes damage. What is intended to happen if the Crypt Raider gets injured and then attacks? Gets injured while attacking? Gets injured, attacks, and gets injured again? Gets injured, attacks, get healed to full, and gets injured again?
Chain Heal - As currently worded, I think it's fine. However, if it heals three random friendly injured characters, I think it's OP.
The difference here is you can play Flame Imp turn 1, you can never ever ever ever ever ever play the Obsidian Warbeads turn 1.
fel reaver, 9/3 with stealth.
I LOLed! dont even remember how many times he snuck up on me
What good is a card with 'enrage: charge'?
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
Yes, I thought of those options but at that mana cost (each of the combos are 10 mana or 5, hope it survives and then 5 more or offensive 5 and the ping being possibly 7.. 5 for a warrior) the value is completely lost... I suppose it's a basic card so..
'Go home and be a family man!'
Decks (Current as of 12/28):
Sonic boom! | Iron Juggernaut | Rogue
Nightbane is stupid OP. If he were a spell and you didn't get a 10/10 minion he still might be viable. I'd change it to 1 damage to all enemies, else make you discard your whole hand like Deathwing.
Physika #1165
Or pyro on the board with a next turn drop + kings for 10/7 charge.
Thoughts (from the top)
Warpstalker - This card seems like it has some very impressive combo potential - especially since health after a stat swap is always considered max, so the enrage ability would trigger every time it took damage. I would probably increase the cost to 2-mana. (And do a lot of playtest to make sure it doesn't need more).
Great Crust Burster - This card is significantly more powerful and more durable than the Worgen Infiltrator. I would increase the cost to 2-mana.
Shinor Talonite - As other people have mentioned, this original version is pure OP. It is a cheaper Thrallmar Farseer with a higher attack. I'm torn on the revised version, but I think that it works better and wouldn't tinker with it further until there had been some actual testing.
Shaleskin Flayer - So long as the instant kill effect is not triggered the first time the Flayer takes damage, I like it. Unfortunately, right now Enrage processes before Poison - so I think this would just end up being a cheap Emperor Cobra.
Son of Grull - I just want to confirm that the +3/+3 is only if you kill a dragon. The way it's worded is ambiguous and a 7/4 for 2 is massively overpowered. In fact, it's probably already OP, since the Faerie Dragon is a dragon card. +1/+1 would probably be more balanced (especially given how hard most dragons are to remove in the first place).
Gurgthok & Wodin - I like that you downgraded these. I do not like that you made Wodin's base health 0. Nobody should be able to be killed by a Silence effect (unless it is supposed to be a creature made of sound).
Ghostrider of Karabor - You've put his raw stats slightly ahead of curve and given an ability - that says OP to me, though not horribly so.
Bloodscale Wavecaller - Compare to Priestess of Elune. There's no way that a difference of 1 attack should justify a difference of 2 mana.
Nether Dragon - While I know this was meant to be the answer to the Twilight Drake, I actually think it's slightly more powerful. I'd be tempted to make it a 5-mana minion.
Fell Reaver - Massively OP. At the very least this should cost the same as the [card]Ravenholdt Assassin[/card]. I would be tempted to make it cost more. Like Divine Shield, Stealth favors cards with high attack and low health.
Lady Vashj - She has the stats of a Dragon, I'd probably give her the cost of a dragon as well and push her up to an 8-cost.
Ethereal Crypt Raider - May require rewording. At the moment, Enrage is in effect so long as a minion is below full health - but stealth is only in effect until the minion causes damage. What is intended to happen if the Crypt Raider gets injured and then attacks? Gets injured while attacking? Gets injured, attacks, and gets injured again? Gets injured, attacks, get healed to full, and gets injured again?
Chain Heal - As currently worded, I think it's fine. However, if it heals three random friendly injured characters, I think it's OP.
Some of your cards are ridiculously overpowered but I like the idea! :)