Alright... I'm spitballing a few more concepts, a few more bodies, a few more costs. If you didn't see the first one, it prevented your other minions from attacking while the Dreadsteed's alive.
@jjroks354 I'm not sure what angle could honestly balance Tad's Best Friend, it's just a far too strong refuel engine in the current meta. The Coffer of Promise is cute but thematically it's strange with Explore Un'goro, it's utilizing a kobolds and catacombs mechanic that you'd need to be in wild for, and to be honest with you decksize wasn't the reason people weren't playing explore un'goro, putting aside locking it behind a quest gate. The last one I think is fine, but other than the flavor it's a bit obvious. I like where you went with a lot of these older cards, I just think the individual concepts need a bit of fine-tuning.
@Deravcc The issue I have with this card is it's basically a 3200-dust legendary; It takes another legendary to activate, and if Lord Jaraxxus is the last card in your deck and this is your first draw it feels really bad. I'm not a huge fan of 3-cost hero powers either.
@Soulbattle To be honest I like all of these. Tireless cleric makes Resurrect a lot less broken and thus I don't mind the generation. Tipsi is I think the most RNG dependent, so perhaps not the best for the contest. I love the flavor on Sadistic Blacksmith, though part of me thinks instead of extra stats he should be loaded down with Keywords. All in all great stuff though!
@Imhappyfou I actually really like this concept; i'd advise that you smack Battlecry on it though.
@Frogageddon The Totem Golem's Right, and I fear I've steered you in the wrong direction. It'll definitely need to be a pay-off for playing elementals to really be useful, or high cost. I'm going to recommend it start at 12 cost and get cheaper each elemental (Let's be honest, even non elemental shamans play 2-3 eles per game so Discovering it won't be too much of an issue). If you went that way with cost, I think either discover two different ones to trigger or another one triggers randomly would be good.
@Blightcaller How does the Yogg interaction work? In any case, I think this is a much slicker way of triggering a battlecry/end of turn effect. Admittedly the wording's very Yu-Gi-Oh but what can ya do.
@b1ack1ce I'll set aside the logistic arguments, and I respect that you know them already, but here's my question... 4 mana? Rogue already has a generally low-cost pool to choose from (I don't think they had a Joust card even), and if it's not a guaranteed discover effect there's no point playing it. From the wording it doesn't sound like the opponent ever gets the card, but if that's what you're intending, I see no reason I'd ever want to pay 4 mana to give my opponent a card of their choosing. if you want to gate this effect to later turns in the game, I'd reccomend you slap it onto a minion. If not, a 1 mana spell, if not 0 considering it is a gamble. But in it's current form, I'd say it wouldn't be fun to play. Maybe whoever's card cost more gets reduced to the cost of the opponent's card or something, maybe the person who took more expensive gets two copies. Sorry if I sound too negative; The name's absolutely dope and I appreciate an attempt at jousting.
@Dewox If you want to gate mysterious challenger's effect, stick it on an 8-cost minion that has better stats. Challenger couldn't be handdled turn 6-7 and that was the problem. It could probably be in the game if it was just gated behind some kid of 10 cost spell or 8-mana divine shield taunt minion.
@Thearcanist236 Great concept, I'd say Discover instead. Considering she's older and theoretically wiser than Toki, she'd be able to pull it off. Also, mirror stats or do stats+1, She's way stronger than Toki in the Adventure.
@Cheese Dog Mushhuckster is soooooo broken. Have the activation cost be like cards from another class because right now you need to play a spell.... and he'll give you a 1 mana spell. He loops himself harder than Lyra the Sunshard, and she was busted. I like the The Great escape, both flavorfully and mechanically. Nerubian queen is really, really slow. If you rebalance the Mushhuckster go for that one.
I've had this concept for awhile; Basically the old Patches the Pirate concept, but with a detractor to keep it balanced. basically if they never play a minion, you're limited to 1 damage a turn plus any turn you can remove the Dreadsteed yourself (But let's be honest, they won't win if they go 29 turns without playing minions.). What I'm interested in is what I should do with Gorefiend's body; Early on the concept had him as a hero card with the same Start of the Game effect and a Hero Power that could use the Dreadsteed as a resource. Other ideas could be a badly costed Taunt, Rush or Spell Damage +1 minion.
@Hereharehere I like it; I'm mulling over whether the trigger is costed right and also the Trigger it's Battlecry line. I have a nagging feeling that either in an adventure or in a card I straight forgot we had cards that triggered Battlecries but at the moment I don't believe we did. I think slickly it'd be better if he was added to your hand and just became very cheap.
@Wailor Lol road furry... I'd go Furry Road and I personally believe that the effect is clear enough. I do think it'd be funnier if the card just said "Discover a Hog with Charge," gave 4 choices and one option was Stonetusk Boar, but that's not an obvious interaction and probably just a thing for funsies.
@Dewox You'll need to note that the damage is a Battlecry, however I like that with Skycap'n Kragg it continues the four damage line. I think because it's a combo, and so you can play Kragg with it turn 10 (And if you do, it's probably safer at 4/2)
@Froggageddon I love this conceptually; I think getting back those old tokens is a great idea (We hadn't specified it would work like that in the rules though so I am doublechecking with my crew). What I'd reccommend is that you either A) drop the elemental play requirement and give it a giant style cost reduction, because while it should be lategame and tie in with elementals it's too much of a dead turn B) Keep the cost and Twinspell (I'm iffy on whether or not to keep the elemental requirement) and then cast all the evocations or C) make it reeeal cheap, keep the elemental requirements and set a cost for the evocations. However, I think this is a great idea!
@Xanxon (first off I've used that art you have for an icon before so big thumbs up from me) I think this is fantastic, but you're right; there are some issues with how the design works out; I figure you want it to trigger after half the candles are drawn. I don't quite remember if The Darkness sets it's trigger from it's battlecry or if it's hardcoded (Which could be tested with Eureka and an actual copy of The Darkness, if only I had them) BUT. While it reads wonky, mechanically I like it. I think you should keep it's body, perhaps slap Taunt on it but crank it up to 8 mana. The Darkness was a 20/20 for 4 mana, this effect is still technically a .5 mana more consistent The Darkness. I'd argue it wasn't worth the 4 mana plus wait, so I think 6/6 Taunt with a delayed 20/20 as roughly a 1.75 mana effect as a class leg feels right. Still! Great realization of the prompt.
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Dreadsteed
Alright... I'm spitballing a few more concepts, a few more bodies, a few more costs. If you didn't see the first one, it prevented your other minions from attacking while the Dreadsteed's alive.
@jjroks354 I'm not sure what angle could honestly balance Tad's Best Friend, it's just a far too strong refuel engine in the current meta. The Coffer of Promise is cute but thematically it's strange with Explore Un'goro, it's utilizing a kobolds and catacombs mechanic that you'd need to be in wild for, and to be honest with you decksize wasn't the reason people weren't playing explore un'goro, putting aside locking it behind a quest gate. The last one I think is fine, but other than the flavor it's a bit obvious. I like where you went with a lot of these older cards, I just think the individual concepts need a bit of fine-tuning.
@Deravcc The issue I have with this card is it's basically a 3200-dust legendary; It takes another legendary to activate, and if Lord Jaraxxus is the last card in your deck and this is your first draw it feels really bad. I'm not a huge fan of 3-cost hero powers either.
@Soulbattle To be honest I like all of these. Tireless cleric makes Resurrect a lot less broken and thus I don't mind the generation. Tipsi is I think the most RNG dependent, so perhaps not the best for the contest. I love the flavor on Sadistic Blacksmith, though part of me thinks instead of extra stats he should be loaded down with Keywords. All in all great stuff though!
@Imhappyfou I actually really like this concept; i'd advise that you smack Battlecry on it though.
@Frogageddon The Totem Golem's Right, and I fear I've steered you in the wrong direction. It'll definitely need to be a pay-off for playing elementals to really be useful, or high cost. I'm going to recommend it start at 12 cost and get cheaper each elemental (Let's be honest, even non elemental shamans play 2-3 eles per game so Discovering it won't be too much of an issue). If you went that way with cost, I think either discover two different ones to trigger or another one triggers randomly would be good.
@Blightcaller How does the Yogg interaction work? In any case, I think this is a much slicker way of triggering a battlecry/end of turn effect. Admittedly the wording's very Yu-Gi-Oh but what can ya do.
@b1ack1ce I'll set aside the logistic arguments, and I respect that you know them already, but here's my question... 4 mana? Rogue already has a generally low-cost pool to choose from (I don't think they had a Joust card even), and if it's not a guaranteed discover effect there's no point playing it. From the wording it doesn't sound like the opponent ever gets the card, but if that's what you're intending, I see no reason I'd ever want to pay 4 mana to give my opponent a card of their choosing. if you want to gate this effect to later turns in the game, I'd reccomend you slap it onto a minion. If not, a 1 mana spell, if not 0 considering it is a gamble. But in it's current form, I'd say it wouldn't be fun to play. Maybe whoever's card cost more gets reduced to the cost of the opponent's card or something, maybe the person who took more expensive gets two copies. Sorry if I sound too negative; The name's absolutely dope and I appreciate an attempt at jousting.
@Dewox If you want to gate mysterious challenger's effect, stick it on an 8-cost minion that has better stats. Challenger couldn't be handdled turn 6-7 and that was the problem. It could probably be in the game if it was just gated behind some kid of 10 cost spell or 8-mana divine shield taunt minion.
@Thearcanist236 Great concept, I'd say Discover instead. Considering she's older and theoretically wiser than Toki, she'd be able to pull it off. Also, mirror stats or do stats+1, She's way stronger than Toki in the Adventure.
@Cheese Dog Mushhuckster is soooooo broken. Have the activation cost be like cards from another class because right now you need to play a spell.... and he'll give you a 1 mana spell. He loops himself harder than Lyra the Sunshard, and she was busted. I like the The Great escape, both flavorfully and mechanically. Nerubian queen is really, really slow. If you rebalance the Mushhuckster go for that one.
I've had this concept for awhile; Basically the old Patches the Pirate concept, but with a detractor to keep it balanced. basically if they never play a minion, you're limited to 1 damage a turn plus any turn you can remove the Dreadsteed yourself (But let's be honest, they won't win if they go 29 turns without playing minions.). What I'm interested in is what I should do with Gorefiend's body; Early on the concept had him as a hero card with the same Start of the Game effect and a Hero Power that could use the Dreadsteed as a resource. Other ideas could be a badly costed Taunt, Rush or Spell Damage +1 minion.
@Hereharehere I like it; I'm mulling over whether the trigger is costed right and also the Trigger it's Battlecry line. I have a nagging feeling that either in an adventure or in a card I straight forgot we had cards that triggered Battlecries but at the moment I don't believe we did. I think slickly it'd be better if he was added to your hand and just became very cheap.
Also you should totally make it 7 mana because then it would align with Jan'alai, the Dragonhawk and Dinotamer Brann but also there's that Windshear Stormcaller I'm conflicteeeed@Wailor Lol road furry... I'd go Furry Road and I personally believe that the effect is clear enough. I do think it'd be funnier if the card just said "Discover a Hog with Charge," gave 4 choices and one option was Stonetusk Boar, but that's not an obvious interaction and probably just a thing for funsies.
@Dewox You'll need to note that the damage is a Battlecry, however I like that with Skycap'n Kragg it continues the four damage line. I think because it's a combo, and so you can play Kragg with it turn 10 (And if you do, it's probably safer at 4/2)
@Froggageddon I love this conceptually; I think getting back those old tokens is a great idea (We hadn't specified it would work like that in the rules though so I am doublechecking with my crew). What I'd reccommend is that you either A) drop the elemental play requirement and give it a giant style cost reduction, because while it should be lategame and tie in with elementals it's too much of a dead turn B) Keep the cost and Twinspell (I'm iffy on whether or not to keep the elemental requirement) and then cast all the evocations or C) make it reeeal cheap, keep the elemental requirements and set a cost for the evocations. However, I think this is a great idea!
@Xanxon (first off I've used that art you have for an icon before so big thumbs up from me) I think this is fantastic, but you're right; there are some issues with how the design works out; I figure you want it to trigger after half the candles are drawn. I don't quite remember if The Darkness sets it's trigger from it's battlecry or if it's hardcoded (Which could be tested with Eureka and an actual copy of The Darkness, if only I had them) BUT. While it reads wonky, mechanically I like it. I think you should keep it's body, perhaps slap Taunt on it but crank it up to 8 mana. The Darkness was a 20/20 for 4 mana, this effect is still technically a .5 mana more consistent The Darkness. I'd argue it wasn't worth the 4 mana plus wait, so I think 6/6 Taunt with a delayed 20/20 as roughly a 1.75 mana effect as a class leg feels right. Still! Great realization of the prompt.