Explain how a 4 mana 4/10 taunt rush with 2 mana effect attached is balanced.
Amani War Bear
loses 2/1 worth of tempo for those two keywords alone. Also most of your cards are way overtuned. Like an
Arcane Intellect
that doesnt bring you closer to fatigue is still 3 mana, and then you have a 4 mana 3/3 to follow up on that draws you those 2 same cards.
I assume you're referring to this card (and
Dead Man's Hand
)? Onsite doesn't shuffle copies of cards of your hand into your deck, but it shuffles your actual hand into your deck, making it a risky inclusion because once you play it, your hand is gone. There are no more cards in your hand. Initially, it was a 4/8, but some people on discord said that losing your hand was worth more than 2.5 mana worth. Should I change it back?
Additionally, yeah, this doesn't bring you any closer to fatigue. Is shuffling four cards into your deck worth 1 more mana? Personally, I don't think so, but I could be wrong. Additionally, I can't change Witchwood cards, because I completed them in the previous phase. This includes...
Excavatorc, which does nothing if you don't combo it with cards like the aforementioned Corrupting Woods. This can be compared to
Elven Minstrel
, which does have 1 less Health, but I believed that since Archaeologist had less shuffle support (at the time, it had only appeared on 2 Archaeologist cards) that Excavatorc could be pushed. Additionally, there are some downsides to Excavatorc, the key ones being that it can draw cards that your opponent shuffled into your deck. Although It may be strong, those interactions should tune it down.
Alright the Onsite Enforcer, that's my bad, I'm bad at reading. Its stats are fine given how little draw there is within this class. The only problem with that is for design space, you cannot create high cost, high stats minions that draw cards. Right now a 4 cost 4/10 rush taunt is a massive tempo advantage and board presence, even though it has the downside of making you netdeck for most of the game. I think its mana cost is too low and you'd need to make it at least a 6 cost so it has less of an ability to combo with other board swinging cards, but raise its stats accordingly.
And yes adding 4 more cards to your deck is worth 1 more mana because it shuffles 1 more card than
Lab Recruiter
and instead of a 3/2 body (worth around 2 mana) you get to draw 2 cards (worth around 3 mana) which, I would argue is better than the body as you have built Archeologist to be a very control oriented class. Also,
Lab Recruiter
sees no play, while
Arcane Intellect
has seen a lot of play.
Excavatorc is by itself, yes, a worse
Elven Minstrel
but I was more referring to those two cards working in tandem and ridiculously high synergy. Corrupting woods turns a 1 star card (worse
Chillwind Yeti
) into a 5 star card (better
Gnomish Inventor
) and they tempo into one another. Additionally you said that you could draw cards shuffled into your deck by your opponent, which I would argue is not a bad thing. I believe for the most part you were referring to bombs but as an armour class you don't really care about the damage but you do also get to draw a card you decided to put into your deck (with how cast when drawn works). Moreover if you get
Psychic Scream
'ed then you remove bad topdecks with this card as well.
P.S. I dont know how this competition thing worked I just saw this page on the home page and wanted to look your cards. I love the flavor but some of the cards are a little too much
Explain how a 4 mana 4/10 taunt rush with 2 mana effect attached is balanced. Amani War Bear loses 2/1 worth of tempo for those two keywords alone. Also most of your cards are way overtuned. Like an Arcane Intellect that doesnt bring you closer to fatigue is still 3 mana, and then you have a 4 mana 3/3 to follow up on that draws you those 2 same cards.
Alright the Onsite Enforcer, that's my bad, I'm bad at reading. Its stats are fine given how little draw there is within this class. The only problem with that is for design space, you cannot create high cost, high stats minions that draw cards. Right now a 4 cost 4/10 rush taunt is a massive tempo advantage and board presence, even though it has the downside of making you netdeck for most of the game. I think its mana cost is too low and you'd need to make it at least a 6 cost so it has less of an ability to combo with other board swinging cards, but raise its stats accordingly.
And yes adding 4 more cards to your deck is worth 1 more mana because it shuffles 1 more card than Lab Recruiter and instead of a 3/2 body (worth around 2 mana) you get to draw 2 cards (worth around 3 mana) which, I would argue is better than the body as you have built Archeologist to be a very control oriented class. Also, Lab Recruiter sees no play, while Arcane Intellect has seen a lot of play.
Excavatorc is by itself, yes, a worse Elven Minstrel but I was more referring to those two cards working in tandem and ridiculously high synergy. Corrupting woods turns a 1 star card (worse Chillwind Yeti ) into a 5 star card (better Gnomish Inventor ) and they tempo into one another. Additionally you said that you could draw cards shuffled into your deck by your opponent, which I would argue is not a bad thing. I believe for the most part you were referring to bombs but as an armour class you don't really care about the damage but you do also get to draw a card you decided to put into your deck (with how cast when drawn works). Moreover if you get Psychic Scream 'ed then you remove bad topdecks with this card as well.
P.S. I dont know how this competition thing worked I just saw this page on the home page and wanted to look your cards. I love the flavor but some of the cards are a little too much
Explain how a 4 mana 4/10 taunt rush with 2 mana effect attached is balanced. Amani War Bear loses 2/1 worth of tempo for those two keywords alone. Also most of your cards are way overtuned. Like an Arcane Intellect that doesnt bring you closer to fatigue is still 3 mana, and then you have a 4 mana 3/3 to follow up on that draws you those 2 same cards.