That being said, is there any reason I can't make a spell legendary?
You should ask the mods. Currently there are no legendary spells however technically it is possible and I've not seen it written anywhere that we can't do it. Still, it is best to ask the mods.
I really don't know which mana cost this spell should be at. Since the effect is pretty strong but really slow it's really hard to decide.
It is a mirrored effect that you have to pay for. I would probably price it at 6 (same as Vanish, Recycle and Entomb. The idea here is that if you play it in anything that isn't COntrol or Combo you are overpaying. If you do play it in Control or Combo you get a huge discount.
I tried to create some Basic Cards for my set. What do you guys think ?
The wording on Swordsman can't be right. The current wording gives your hero 1 PERMANENT attack including during your opponent's turn. That is broken beyond imagination.
Enhanced Revolver might be alright. It depends on the fact if you can buff weapons or no. If it is guaranteed to stay 2/4 (unless you decide to run Captain Greenskin) it is good, if not - then not.
Should I go with "Give your hero +1 Attack this turn" ?
Guys, where do you get your art for the cards? I'm having a hard time pinpointing the exact art I want for some cards, because of some abstract wordings (just to give an example, I made a spell named Crystallize and another one named Tremor).
Ebony Cane - I don't see why it has to be strictly worse than Fiery War axe. I'd give it some minor ability like, "Deathrattle: Add a Coin to your hand'
Seamstress. I don't get the quote. And man is that aggro. I might make her 1/2 instead. A little less aggro a little more chance she survives a turn.
Assassin's guild liscence. I can't spell license. It always looks wrong. But, your card looks good.
Inhumation - Stricltly better than Assassination. I don't mind with your class though.
Corporal.... Many your cards are hard to spell.. of the Watch. - Honestly, I don't like the flavor. Doesn't seem to match the name or art. Maybe a 3/4 that has, 'when an enemy attacks your hero, gain a coin' Now he's taking bribes to let attackers through, seems more flavorful to me.
Alchemist's guild. Looks good.
Warrior is a premier weapon class. It is designed to have THE best weapons in the game (like Mage has the best spot removal). It can't be given a Deathrattle because it is supposed to be the basic card. I might make it have 1 more attack while going face (so you sacrifice potential value for damage).
That was one of the two quotes I had in mind. I will edit the second one right below the first one and also post it here in the spoiler. The entire idea is that she promotes aggro. She has to be a 2/1 so she can be easily taken out if your opponent decides that he wants to. I could also make her a 1/1 that still deals the same 5 damage if she hits you in the face (this way she can be easily taken out by minions as well but then it becomes a sort of trap card).
A survey once found more than 987 women occupied as seamstresses. And two needles.
Sorry for the cards that are hard to spell, it isn't completely my fault.
The thematic is that he is actually looting boots of the fallen enemies. I really like your idea. I wanted to make Bribe if not an actual keyword then at least a theme for a reasonable amount of cards.
The idea behind the entire Basic set is to give some okayish tools for playing Tempo, Midrange and Aggro decks. Control and Combo archetypes would require significantly more spells.
I am not certain on what card draw mechanic my class will be using (or at least have access to). I was thinking about making smth like "Smuggle" that would draw a lot of cards on discount (f.e. 3 cards for 4 mana) but have a drawback attached to it, f.e. giving your opponent The Coin. Essentially you Bribe your opponent to look the other way while you are helping yourself from your deck.
Ok, I got an idea for you.
Spell
Marked for Death
CC - 2?
Enemy minion gains, 'Each time this takes damage you draw a card' Basically a reverse Acolyte. Draws for you instead. If you can get 2 hits on something it's draw 2 for 2. You could also add 'marked for death' to things like weapons or minions.
Great idea! I like it a lot. This however can't be made a card draw mechanic for a basic card (because of the complexity).
You also gave me another idea with it of essentially putting a price on someone's head and when the assassination is pulled off you draw card(s). In the game it would be as giving an enemy minion a Deathrattle: your opponent draws card(s).
Ok, take Anyfin as a great example. It is about the correct power level. How many mana worth of stats/abilities does it put on the baord. If it's a OTK it's at least 30 attack. And at least 7 health. Probably 15 health. Giving you something like 20+ worth of minions for 10. And that's a balanced 10 mana card that sees some play. (it's not like it's taken over the meta or anything)
Anyfin Can Happen is NOT a great example. That card forces you to put garbage into your deck and then kill it. And only then it gives you your HUGE VALUE or OTK. The setup is extremely long both in and outside the game (during the deckbuilding process).
With your card you just put it in and you get value. No setups, no building around. It will be the new Dr.10. You have 10 mana and aren't dead? - Play it and be happy.
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
I think 10 mana spells really need to be strong to see play. Compare with Varian or Deathwing. And even those two cards with HUGE effects aren't strong enough to see play.
Deathwing comes at a very high cost. He discards your entire hand, destroys all minions (including yours) and at least half the time eat a Big Game Hunter. He is generally used as a rich man's Twisting Nether.
Varian has an interesting effect in that he draws you cards. The problems here are: a) as a Control Warrior you generally don't want to draw too many cards that late in the game because it is likely to go to fatigue b) a lot of your minions use battlecry and are put into your deck because of that battlecry. You would much rather not get them thrown onto the board for them to die. It is nearly as bad as discarding them. c) when you actually pull off the wombocombo and get yourself something like Varian+Grom+Ysera+Sylvanas your opponent generally has either Twisting Nether or Lightbomb. In that case you will just fatigue yourself out.
So both of those cards are all-ins. Control players try to shy away from all-in cards because they want to control their win conditions.
Your card however just drops 4 minions onto the board that are extremely hard to clear (they don't die to Flamestike or Lightbomb). The best answers to your card are Brawl that still leaves one guy standing and Twisitng Nether that gives away the initiative.
I tried to create some Basic Cards for my set. What do you guys think ?
The wording on Swordsman can't be right. The current wording gives your hero 1 PERMANENT attack including during your opponent's turn. That is broken beyond imagination.
Enhanced Revolver might be alright. It depends on the fact if you can buff weapons or no. If it is guaranteed to stay 2/4 (unless you decide to run Captain Greenskin) it is good, if not - then not.
Ebony Cane - I don't see why it has to be strictly worse than Fiery War axe. I'd give it some minor ability like, "Deathrattle: Add a Coin to your hand'
Seamstress. I don't get the quote. And man is that aggro. I might make her 1/2 instead. A little less aggro a little more chance she survives a turn.
Assassin's guild liscence. I can't spell license. It always looks wrong. But, your card looks good.
Inhumation - Stricltly better than Assassination. I don't mind with your class though.
Corporal.... Many your cards are hard to spell.. of the Watch. - Honestly, I don't like the flavor. Doesn't seem to match the name or art. Maybe a 3/4 that has, 'when an enemy attacks your hero, gain a coin' Now he's taking bribes to let attackers through, seems more flavorful to me.
Alchemist's guild. Looks good.
Warrior is a premier weapon class. It is designed to have THE best weapons in the game (like Mage has the best spot removal). It can't be given a Deathrattle because it is supposed to be the basic card. I might make it have 1 more attack while going face (so you sacrifice potential value for damage).
That was one of the two quotes I had in mind. I will edit the second one right below the first one and also post it here in the spoiler. The entire idea is that she promotes aggro. She has to be a 2/1 so she can be easily taken out if your opponent decides that he wants to. I could also make her a 1/1 that still deals the same 5 damage if she hits you in the face (this way she can be easily taken out by minions as well but then it becomes a sort of trap card).
A survey once found more than 987 women occupied as seamstresses. And two needles.
Sorry for the cards that are hard to spell, it isn't completely my fault.
The thematic is that he is actually looting boots of the fallen enemies. I really like your idea. I wanted to make Bribe if not an actual keyword then at least a theme for a reasonable amount of cards.
The idea behind the entire Basic set is to give some okayish tools for playing Tempo, Midrange and Aggro decks. Control and Combo archetypes would require significantly more spells.
I am not certain on what card draw mechanic my class will be using (or at least have access to). I was thinking about making smth like "Smuggle" that would draw a lot of cards on discount (f.e. 3 cards for 4 mana) but have a drawback attached to it, f.e. giving your opponent The Coin. Essentially you Bribe your opponent to look the other way while you are helping yourself from your deck.
I thought I could use some feedback on the following card.
Gate Summons the Following 4 minions.
So, you get an instant board. But, it's a board of 3/4 mana minions. Might not be impactful enough by turn 10. My desire was to showcase the 4 classes that I'm trying to represent with my Dungeon Master class. These 4 Legendaries represent the party of adventurers of my class, where my spells are representative of their abilities and spells. It's mostly about flavor for this spell, but, I dont' want the card to be too over or under powered. Would you play this for 10? Would you throw your hands up in frustration if this dropped against you?
Thanks!
At first lets talk balance:
For 10 mana and 1 card you get a 3mana minion, a 4 mana minion (even tho YOU estimate him as 3 mana it is actually a Sen'jin Shieldmasta), 3-4 mana minion (it might even be valued at 5 because it is MUCH better than Emperor Cobra) and a 3 mana minion. So that is at least 13 mana worth of value for 10 mana. It is also only 1 card (if you played each of them manually you would spend 4 cards). The party cannot be taken out by one card except for Twisting Nether (if you REALLY want to keep them, they should ALL die to Flamestrike). The only downside to your card is that it will be a dead card for the big portion of the game however so is Ysera and your card is probably better than Ysera (arguable and requires playtesting).
Onto non-balance:
Keira Llanalor cannot have Stealth because Basic cards are forbidden to. I just checked it... a couple of times because that totally wrecks a significant portion of my concepts.
I've made 6 Basic cards, need the feedback on them (including but not limited to: balance, wording, flavor, art):
It takes a real master at arms to apply poison to a cane.
She is not THAT kind of Seamstress and she is ready to protect herself if needs be. A survey once found more than 987 women occupied as seamstresses. And two needles.
Even an ordinary cook can become an assassin these days.
Nil Mortifi Sine Lucre - No killing without payment.
Don't look at him like THAT! He is human. He even has the papers to prove it. Nobby, show them your papers!
The only voluntary neighbor to the Alchemist's Guild is a Gambler's Guild. Mainly because it provides a stable bet.
Review for your cards below. First some comments about your input. First off, of course it's greatly appreciated. Thank you.
I had Transform-R as a 3 mana version before but it felt way too weak in either circumstance. 2 Mana feels actually good, but maybe I'm missing something. Spending 2 mana for a 4/4 transform effect doesn't seem all that strong, even on a 1 mana minion. The range where you can effectively trade up and then use it is very limited and even then it's a 2 card 3 mana combo for a 4/4. Buffing a nerubian is actually way better and also gives some sort of deterrence against board clears. On your enemy minions it's better imo, but still leaves a 4/4 behind, so in some scenarios it's just a -x/-x debuff, in others it's just a silence and a +-x/+-x. Still unsure. Altering it to 3/4 or something, would maybe make it too strong in this case, since you can trade more effectively.
Overcharge triggering afterwards makes it way, way, WAY worse than Corruption actually, if you think about it, so it needs to happen before. 4 damage is also very deliberately, since I still plan to include my Quickkill in some form or another, since it's another card that has direct synergy with my hero power (and I love these kind of cards):
I need to be careful with buffs. Maybe I even make it a non-mech to avoid cheesy Enhancement OTKs. As for Enhancement itself, I can see why 0 mana is a problem. I will probably change it to 1 mana. This way it's a botched up turn 2 if you buff your 1 drop or you need to coin it out. Making it +0/+1 extra if it's a mech feels too weak imo.
4 mana basic cards? Senjin and Yeti and this one is a combination of both. ^^ I actually plan to introduce Mk 0 and Mk 2 at some point, which will all be fairly simple cards with different mana costs (0 costs less mana, 2 more). I will consider your feedback. 5 mana would translate to 4/7 with taunt (making druids jelly). Dunno how to feel about that yet.
Your feedback:
Soul Extraction
Seems balanced compared to Hex, but I would like to see your other idea.
Fairy Leader I think Fairly Leader might be a bit too weak compared to Stormwind Champion. It's a class card after all and only provides +1 Attack to fairies. Unless you have something in your class that can summon them on-mass, I think it could be slightly buffed. (for instance +1 to ALL friendly fairies (including itself))
Gaia Fairy This could end up being rather good considering your hero power. But then again, it requires you to actually hoard those, which means they cost more mana. Stat-wise it's already punished for it, so it's ok. This is one of these cases which would need to see some test play to see how often you end up with cheap spells in your hand and a board full of fairies.
Sol Summoning (typo?) This cards power level itself is balanced, but you need to always consider this card when you include other cards with fairy-synergies. Could be dangerously easy to push over the top.
Water / Blue Fairy Indirect Hero Power Interaction, which I like, but 2/1 is a fairly poor stat-line tho, but I can see how you can't alter the stats much around without changing the effect. It's balanced, but I'm not sure if it's too viable. Weak turn 1 and an even weaker turn 3. An alternate solution would be to make it a 2+ mana minion of some sort.
Further feedback:
Transform-R: Yeah, I can see what you mean by that. Especially since when you transform a minion of your side, you can't use the minion immediately unlike how the opponent is able to. I think that this card need to be tested a bit to see it's full effects, though you can see the flavour behind it.
For Quickkill, perhaps a "Can't be targeted by Spells" might help? It both solves the problem of buffs (other than your Hero Power) and allows it to stick on the board for a little bit longer as your opponent can't remove it by spells.
Druids have the benefit of Versatility already. :P Some might mind, but I think a 4/7 Taunt is fine if you feel that way haha.
My Cards:
For Soul Extraction 's alternative, I might not make it for the Basic Set, since it's a bit wordy, but the gist of it is that it transforms an enemy minion that does something bad to you if you were to use spells to destroy it, say, a 3-mana spell that transforms a minion into a 1/3 minion with the effect, "Whenever your opponent casts a spell, deal 1 damage to all enemies." (Whenever is chosen so that it doesn't proc as you cast the spell first.)
So, the card can be used by you to becomes an anti-spell against your opponent, or you would have to be careful in dealing with it if you were to cast it on an enemy minion.
Fairy Leader - I wouldn't compare it to Stormwind Champion per se, because it is a Battlecry that grants currrent minions a permament attack buff, even when it is killed. Though I agree that it can be buffed a bit, so I might make it either a 6/6 or a 5/7.
Gaia Fairy - One key consideration is that I probably won't be creating any 1-mana spells (maybe 1 - there's already Spare Parts which synergises well with my class), since the Hero Power does that for you, so it's a bit more balanced out in that sense.
Sol Summoning - Not a typo when I first typed it, just wanted to name something unique. :P The main consideration for this card is that though value is justified (3 mana for 2/2's is fine) it will synergise with existing spell effect cards, since the Spell triggers first before the After Spell effect comes into play.
Water Fairy - I'll probably push this card for the Basic Set, since it's intended to teach players about the various ways that Spells can be used to buff minions, while providing a small card for them to use at the start. I do agree that it is weak though, so I might do a different version of this in the future sets that makes it better. :3
Thanks for the feedback! Really appreciate it~
I've updated my basic set yet again with 2 more cards - hopefully, the synergy will be obvious side-by-side. I've dealt with the AoE spell in an interesting way, so do take a look!
Before anyone comments... yes, it is effectively an Arcane Explosion x2 packed in a single card. But the flavour is a bit different
The idea behind the card is that being a Bullet Hell Game, damage cards are going to be in packs of small burst damage.
Each wave of damage procs Deathrattle/damage effects before moving to the next wave. So, let's say if there's a Haunted Creeper with 1 health on board, this spell will get rid of the minions as well. Of course, there will be some who will enjoy the pain (Acolyte of Pain) so you do have to be careful about how you use this.
Spell Damage buffs the damage of each wave - so, if you were to have Spell Damage +2 on the board, it will deal two waves of 3 damage to all minions. Spell Damage minions might actually work? :O
Thoughts? I wouldn't want to price it at an expensive 5-mana or at a cheap 3-mana due to synergies, but it does has the potential to be that way.
Current Basic Set List:(With updates from feedback, so do take a look if you're interested. Levels where each card is received included as well - there's a trend.)
Given at Start:
Level 2:
Level 4:
Level 8:
The remaining 3 cards will be fun to create, now that the essentials are out of the way!
Once again, I would appreciate for anyone who's seen my class to up it if you enjoy what you see so far! Currently in a tight spot where there's quite a number of entries with the same number of upvotes, so a single upvote will be appreciated. :> Link is over here, #152.
Feedback given will be given back as well~ I'll still give feedback if you requested anyway. xD
Aura Blast is great. If used by itself it is generally a weaker Consecration however the way it synergizes with the SPD minions and spell-synergy overall makes it simple and good.
Air Fairy is a bigger Kobold Geomancer which is alright. By having it you essentially show that your class specializes in spells thus that is its main strength (and its main weakness as well).
I am actually unsure if the Battlecry of Fairy Leader will actually work on itself (because of the hearthstone mechanics). I am almost sure that it won't and I also know that I am at fault for the current wording.
@TheFelix87 I guess people is sometimes "a bit too lazy" to look far into a thread. Also, I suppouse often people votes popular people more often.
By the way, I'm posting here my basic cards, because last time I did it was a lot of time ago and you might give some feedback.
Laspistol: Plain simple 0 mana weapon. Laspistol is one of the most common weapons in the Imperial Guard armory, and one of the weakest too. Any officer wears / has worn one, and Creed of course is no exception.
Eager Recruit: Probably your most reliable 1-drop as a commander. It is important to note that she only gets buffed if the order actually targets her / she get's affected by another way, like with Vox-Caster (see in the Submission thread, page 3), but not with orders like "Move! Move! Move!" or "First Rank, Fire!"
Line Infantry: Reliable 2-drop. As a common first line imperial guardsman, he has taunt. First I thought about making him a 2/3, but then I remembered the Twilight's Hammer class already did that, so in order to keep the common Imperial Guard simple, as a common soldier should be, I just made it 3/2 instead of 2/3. T
Leman Russ Battle Tank: For beginners, this thing is a beast. Trades with Ironbark Protector and eats Boulderfist Ogre alive. Also in arena works well, actually it's pressence makes War Golem a better choice as usual, as it trades with it unlike most other 7 drops!
First three spells:
Infiltration works somehow like Conceal, except it only works on the minions you play that turn (if they are played after Infiltration), but the effect lasts for longer. Keep in mind, still, that Flare, Mass Dispel, Wailing Soul and basic order Take Aim! can reveal your stealth units. And also notice, that this is not an order (orders are easy to recognize, because all of them are exclamations).
Take Cover!: This order is ideal for a taunt (see for an example Line Infantry), a soft taunt (Knife Juggler), something big and scary (Ragnaros the Firelord), or as a way to protect your board after a Vox-Caster is played. This can make an attack deal 0 damage, but naturally, can't deal negative ammounts of damage.
Frag Grenade: Common tool of the Imperial Guard, allows to clear masses of light infantry (aka small minions), is pretty good vs small tokens, though weak against decks like mechmage or control warrior.
And the other spells:
Entrench: One of the core strategies of the Imperial Guard in w40k. Turns your tokens into walls of resilient minions, though you really need a crowded board for this to be good.
Recruitment: If you are going to be an Imperial Guard Commander, you are going to need many minions. This is a full-minion Arcane Intellect (not sure if that's OP combined with basic order Move! Move! Move!, I personally think not), pretty easy to understand.
First Rank, Fire!: This order will often be a key tool for board clear (at least if you play a token commander). If you can get an upper hand in the board, this order makes sure you'll keep it. Does'nt target your own minions, so no Eager Recruit buff. Note: This order may actually be a bit unbalanced, could cost 5 mana or restrict the ammount of targets according by how many minions you control. What do you think?
Eager Conscript CANNOT be a basic card because of the keyword. IT should probably come in the expert set. Also you should be careful with designing orders not to make us another Undertaker.
In the wording of Infiltration I'd probably use "gain" instead of "have"
While Hero Power is interesting and flavorful it IS a mirrored effect. The only advantage you have is that you change the effect however YOU are the one paying for it. Generally in Hearthstone you don't want to pay for mirrored effect. (the only real exception is Coldlight Oracle because in fatigue decks it speeds the game up thus making their win condition happen sooner)
I believe that having this season change be a 1mana Hero Power would be alright. Also you need other indicator of the current season than getting a new Hero Power because Hearthstone is built in a way that getting new Hero Power refreshes it (as you've seen during previous Tavern Brawl).
Your submission doesn't clarify what Whirlwind actually is. There is another problem with this keyword, the problem is called Whirlwind. Having the same name for different things is extremely confusing.
Queen of Ice is worded in a way that makes her effect an Aura. This means that the enemy minions are Frozen permanently and whatever you do you are stuck in Winter (because if you change she will change it back). I believe it should be Battlecry.
You need to clear all those things before we can even tell if we like it or not.
Really nice and simple cards. I've just a couple of questions:
Why not make Soul Extraction transform a minion instead of only enemy minions? It is rare that you'd want to transform your own but might as well keep the option to. And it makes it have less text on the card without changing anything.
At first I thought that Fairy Leader's effect was an aura (like Raid Leader and I was going to suggest changing the text to give all friendly Fairies +1 atk (including self) but now that I noticed its a Battlecry... She should be a 6/6. Then you would at least choose between her and Boulderfist Ogre, as it is now I'd probably run x2 Ogre and 1 Fairy Leader in my basic deck.
None of my proposed changes are actually needed for the balance but you should at least consider it and give it some thought.
Haha, I do reflect on all feedback seriously, no matter how limited they are. It teaches you about how to balance things better. :)
Soul Extraction - I was trying to prevent a Polymorph: Boar from happening, but true, sometimes it might be better to buff your own minion! I'll tweak it that way~
It's quite funny, while creating this card, another possible effect was to "Destroy a minion and summon a 2/2 Fairy Soul." It would be either be UP/OP quite a weak card though lol!
Fairy Leader - Coming up with 5 Attack came right after imagining the zoo-possibilities of this deck - basically, the attack effect should pay off by itself when at least 1 Fairy is on the board, and reward those who played more than 1 on the board.
Hearing your reasoning, I do agree that it should be buffed though. Probably to keep in line with the lower-attack for higher health/effects theme for Fairies, I might go with a 5/7 instead. Do you feel it would be better that way?
Thanks for your feedback, really appreciate it! :)
If you made Soul Extraction "Destroy a minion and summon a 2/2 Fairy Soul", its cost and power level would depend on WHO gets the Fairy Soul.
At first I started comparing Fairy Leader to Boulderfist Ogre. In that comparison she pays 2 stats for her Battlecry. Then I started thinking about if it is too big of a tax or no. I concluded that Stormwind Champion pays 2 stats for his Aura. I think she will be fine as 5/7.
Tomorrow I'll also try to make Basic and Expert set for my hero. Thx for reminding me that I should do it.
I've updated my Basic Class Cards to 4/10 cards currently~ Hopefully, when you read the class cards, you'll understand the direction that the Basic Deck is headed to. :3
[Original Hero Class role can be seen here at comment #152 - do take a look, upvote if you like it and let me know how you feel!]
The idea for the Basic Cards is to be simple - if it's not simple, please sound off.
New Cards:
Soul Extraction -
The Basic Card for hard removal - Giving it 2 health means you can't hero power your way out of killing it. This will be given at level 4 after players have tried the other spell that spawns these souls.
It's different from Polymorph: Boar, if anyone is comparing. I'm deciding between this and another hard removal option - when I finalise that idea, I'll showcase it soon for balancing!
Fairy Leader -
In order to reward players who stuck through with the Fairies, this card gives existing Fairies a much needed boost to compete with the late-game minions. :3
Current Basic Card List:(With Feedback Balancing - thanks to all who feedbacked!)
Edit: Oh dear, I realised most of my cards are 3 mana. Hmm, got to watch out.
Given at Start:
Token:
Level 4:
Level 10:
(Hint: Fairy Zoo!)
Really nice and simple cards. I've just a couple of questions:
Why not make Soul Extraction transform a minion instead of only enemy minions? It is rare that you'd want to transform your own but might as well keep the option to. And it makes it have less text on the card without changing anything.
At first I thought that Fairy Leader's effect was an aura (like Raid Leader and I was going to suggest changing the text to give all friendly Fairies +1 atk (including self) but now that I noticed its a Battlecry... She should be a 6/6. Then you would at least choose between her and Boulderfist Ogre, as it is now I'd probably run x2 Ogre and 1 Fairy Leader in my basic deck.
None of my proposed changes are actually needed for the balance but you should at least consider it and give it some thought.
As instead doesn't necessarily imply that it is better, just clarifies that this is replacing the above text. Ideally if I could implement this, the card would glow yellow when turn is activated, and after a minion attacks, it turns to green, like other cards
That is actually great! I haven't thought that you can just put "instead" at the end and it will make perfect sense.
Definitely don't go with the second one, it is way too powerful. This mechanic is way better than the "Destroy anything damaged by this mechanic" because Medusa can't be killed while attacking. That makes it easy to get a snowball effect if you get this behind a Taunt or something. Every turn, Medusa can attack and neutralize anything the opponent puts out. If you have the advantage with her, it is hard to lose it if your opponent can't kill her with a spell. If you want it to be a 5/3, it should cost 5 and be a Legendary. This effect is too powerful to have on a non-Legendary.
It is significantly better to destroy the enemy minion in most cases.
The only taunt you can put her behind while playing on curve is Deathlord. However you generally won't see them being played in the same deck because they fit different playstyles (Medusa is good for Tempo, Deathlord is good for Control/Fatigue decks).
I was trying to get it made a 5/2 so it can die to literally any spot removal but 5/3 is also okayish.
Off the bat, I noticed the mistake in the Turn() Parenthesis as well as I posted them but wasn't sure about editing submission posts. Playing with the maker I used a bit more showed that it acted weird, so itll likely be a photoshop project in future rounds
Secondly, I think if I could I would use a different card to show off turn( ). While I'll likely keep crash itself (I see it kind of like Eviscerate, rarely will you ever need to cast it for 2 damage, and it fits into your turns for the most part, there are a few cases where going against the norm is better). If I could, I'd instead show a card like:
That way getting the full effect of a card requires you to have a minion that attacked. However for other cards, I'd do something like
Similar to a druids 'chose one', however the way Turn is activated, it can really affect dealing with deathrattle andtaunt minions.
And if I could I'd use a minion other than Sybil to represent Cache, because like you said, I don't think either really help show off the potential decision making of the mechanic.
Woah, Memory() is a heck of a draw spell. I guess Arcane Intellect is getting pretty outpaced by cards like Divine Favor and Battle Rage , but still, is "2 mana draw 2 cards with the possibility of a third" what you meant? And you mean that getting the full value requires you to not have a minion that attacked, right?
What he meant was that in the case of this card the Turn mechanic is a drawback (or limitation). It is peculiarly worded but I don't think that can be fixed. Essentially the wording means "If you haven't attacked this turn, draw a card, else draw 2".
I'm well aware, that would be because we had exactly the same idea for theme. Just like there are plenty of custom Pirate heroes, Death Knight heroes, Monk heroes... I am not going to deviate from my class's theme just because someone else had the same idea but earlier. It's not exactly some crazy unique idea that only one person could ever think of, in fact to me it seems like a very logical/intuitive theme especially because there is plenty of excellent art on google images.
Oh, don't worry about that. Considering that his class is very Secret-centric while yours focuses more on intel and hand manipulations the only things that would be alike are the art and the direction.
If the Discover doesn't attack the opponent's deck and it works alright when Discovering the additional copy of something you have in your hand - that is good. I like it then.
The Twilight Hammer (iirc the name) increased a cost of the next card your opponent plays by 1. The idea behind that was you pay 2 for your opponent to pay 1. So it stalls the game. Even tho you CAN lock people out using it, there is counterplay (Saboteur). Also the debuff was 1-turn only iirc. Borrowed Light gives a permanent increase. It also stacks with both itself and other hand-attacks. Saying that there is already a card that attacks hand in Loatheb by no means invalidates that the mechanic itself is anti-fun.
I never said that you were taking ideas out of his class. The thing I mentioned was that your classes are a bit similar in the flavor (Seer and Oracle are nearly synonyms) so you should be a bit careful not to overlap too much (but of course you might overlap a little bit because there is only so much design space in any given direction). I wasn't calling you out or smth.
That's a bit unfair, differences like this in spells can almost only be compared between different classes. I don't think there are any classes with a spell that does the same thing as another card in its class but costs more and draws exactly 1 more card. Besides, it would be ambiguous as to whether a difference in the power of similar cards was due to balancing and class identity reasons, fault on the part of the developers, or one of he "trap cards" Blizzard uses to teach new players about deck building.
I didn't say that you can't compare cards or that you shouldn't compare cards. Comparing cards cross-class is the only way to figure out which class does certain job better. However taking 1 class-card in a vacuum and comparing it to another and then making conclusions IS inaccurate because they might have been designed for different purposes or to fill different niches.
(About Lullaby even tho it already IS 2 mana) The problem with cards that cycle itself is that their effect should be only desirable for certain playstyles. For example running a Novice Engineer is alright for Control decks because getting a 1/1 body while cycling a card is great considering that if you didn't have it you'd have to just pass the turn (thus making a weaker play but having the same card count). It a Tempo driven deck having a 1/1 body on a cycle card is not a desirable effect because it is a tempo loss. You would much rather just play the bigger body to begin with.
Are you sure you don't want to tax Gaia Fairy a bit for her effect? IF you want her to still be a good tempo play I'd at least recommend to make her 3/2 so classes that have trouble dealing 3 damage that early can actually remove it and not lose the game to a 2drop.
I am not quite sure but I think the Purification Rod might even be considered balanced at 2 mana. Or you could at least give it 1 more durability making it more of a value-over-time sort of weapon as opposed to spot removal.
I think that a Spellcaster class shouldn't have too many weapons and those that it does have should be more of a cool effect sort of weapon as opposed to being extremely efficient spot removal that makes you pay health for value.
I'd say Purification Rod should be expert simply for the "complicated" text. I can't think of any weapon in the basic set that has text.
Gaia Fairy - Hmmm... due to the flavour of the Fairy Class, which trades attack cost for health/spell synergy effects, I'm partially against changing it to a 3/2. Don't forget that the Hero Power gives a +1 Attack, so this card can easily become a 4/2 and burst something down - which goes against the nature of the tribe.
Perhaps, instead of it giving it to all friendly Fairies and allowing it to self-buff itself out of attack range, I would change it to be a 3-mana 2/3, "After you cast a spell, give all other friendly minions +1 Health." This way, it can be used in synergy with spells to buff up your entire board, and since it's a Basic Card, it can be used to teach spell synergy and work in basic decks as well. Sounds better this way? :)
Purification Rod - Card text directly altered from Truesilver Champion on purpose. :P A 2/3 sounds better - it helps in the latish game since you can combine it with your hero power to become a 3/3 if you have spare mana to burn. Just to note though, I've planned it in such a way that class cards wouldn't have a direct healing spell for the hero haha.
I'm partially pushing for this card in the basic set so that it promotes the playstyle of keeping your high health minions alive to continuously trade the board, similarly to a Priest. But I do understand your concerns for it, so let me think about it.
I'll probably tweak it as such - "Whenever your hero attacks, restore 2 health to a damaged friendly minion." Sounds better that way? :)
Burning Hands: Another one of those cards that's not really comparable to anything in the game at the moment. I like this one a lot as well though, I feel like it's very well designed and could make for some interesting matches. The wording may/may not be correct, I think it should read "Give all enemy minions "At the start of each turn, take 1 damage" or "At the start of each turn, deal 1 damage to this minion." A quick question though - with Spell Damage, does this card's damage increase? Or no? And would it be affected by both players' spell damage or just the caster/controller of the minions?'
Given how Curse of Rafaam works, I don't think Spell Damage should do a thing to it. With Spell Damage, this spell could be pretty powerful. :X
I like the flavour of the cards, you really have to think of how to evaluate it since it's so strong. Burning Hands is the same as one of the concepts I had thinking about while designing the AoE cards - it's flavourful, and there are some situations that are not good for using it. (Acolyte of Pain would love burning soooo much.)
I feel that the card could be better costed at 4-mana; while it looks like a Consecrate, it really isn't, since lower-healthed minions can trade first, and higher-healthed minions can still die from it after a few turns. :3
Medusa... Currently, it feels like a weaker Aldor Peacekeeper, especially since Aldor's effect is immediate. Currently, the 3-health cost means that it would often just trade with one big minion to reduce it's cost to zero, while dealing damage to it.
Yes, it might reduce the attack to zero and make it useless for a while, but good decks out there would have methods of buffing minions, especially those who run Nerubian Egg.
Personally, I would make it a bit stronger - maybe as a 2/4 or a 2/5. That way, at least it has the potential to reduce another minion to have zero attack, distinguishing it a bit from Aldor.
Charm is fine, I think some others have stated it would be better as a 9-mana and I do agree with them, since it does give you more health as a taunt. It feels more tech'd towards Control styles, which is always nice to have as an option.
I understand and really like the idea behind the Gaia Fairy. I just want it not be be an auto-win card against classes that have problems dealing 3 damage early on *cough* Priest *cough*.
At first I didn't get what was the difference from the original design so I checked. Yes, new one looks much better (because you'd look silly if it procced on a full hp minion)
Thanks for the comments. I was actively trying to think of board control ideas that we haven't seen. I didn't just want to throw some version of Lightning Storm out there for my board control I wanted some 2 for 1 cards instead.
The latest version of Medusa feels very good to me. It's a 5/3 that only has the effect when it attacks. If you can protect it then it's a beast, if not most 2cost spells or minions can dispatch it. So, you'll need to set things up well to get the value. I'm liking it, I think it'll stick. Maybe it could even be 5/4.
You need to make her alright overall, very good against certain playstyle and average/below average against other playstyle. If you make Medusa a 5/4 she would do some very nasty things to every single Midrange deck out there. As a 5/3 she can be taken out. With some effort but still.
I've heavily borrowed from another TCG, but with some tweaking to make it fit Hearthstone mechanical designspace and style, so I got a pretty big advantage I think in uniform art and theme. Could use some feedback on wording and balance though, I'm unsure about whether a card should say "0-Attack" for example.
I like it, hearthstone doesn't seems to be fan of permanent minus attack but imo as long as it's nothing major I feel like it's just fine. I like the idea and art for Energy Siphon ^-^
I forgot to give feedback to Squiddylicious about his Seamstress so I will give him feedback and also comment your statement:
I've played a bit of Duel of Champions at some point (CCG based on Might and Magic Universe). There is a race of Necropolis (Undead), they specialize in Dark Magic that mainly includes curses. The only thing in the entire game that could really tilt me was to have 8 minions with 0 attack at some point of the game and looking how that annoying Necromancer spawns tons of minions and waits until he has enough power to push through the 0/X and whatever I play afterwards.
In short: there are no permanent debuffs to 0-attack in Hearthstone and I would really like it to stay that way.
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a) as a Control Warrior you generally don't want to draw too many cards that late in the game because it is likely to go to fatigue
b) a lot of your minions use battlecry and are put into your deck because of that battlecry. You would much rather not get them thrown onto the board for them to die. It is nearly as bad as discarding them.
c) when you actually pull off the wombocombo and get yourself something like Varian+Grom+Ysera+Sylvanas your opponent generally has either Twisting Nether or Lightbomb. In that case you will just fatigue yourself out.
It takes a real master at arms to apply poison to a cane.
She is not THAT kind of Seamstress and she is ready to protect herself if needs be.
A survey once found more than 987 women occupied as seamstresses. And two needles.
Even an ordinary cook can become an assassin these days.
Nil Mortifi Sine Lucre - No killing without payment.
Don't look at him like THAT! He is human. He even has the papers to prove it. Nobby, show them your papers!
The only voluntary neighbor to the Alchemist's Guild is a Gambler's Guild. Mainly because it provides a stable bet.
@Dembai
I checked your submission. Here are my thoughts:
While Hero Power is interesting and flavorful it IS a mirrored effect. The only advantage you have is that you change the effect however YOU are the one paying for it. Generally in Hearthstone you don't want to pay for mirrored effect. (the only real exception is Coldlight Oracle because in fatigue decks it speeds the game up thus making their win condition happen sooner)
I believe that having this season change be a 1mana Hero Power would be alright. Also you need other indicator of the current season than getting a new Hero Power because Hearthstone is built in a way that getting new Hero Power refreshes it (as you've seen during previous Tavern Brawl).
Your submission doesn't clarify what Whirlwind actually is. There is another problem with this keyword, the problem is called Whirlwind. Having the same name for different things is extremely confusing.
Queen of Ice is worded in a way that makes her effect an Aura. This means that the enemy minions are Frozen permanently and whatever you do you are stuck in Winter (because if you change she will change it back). I believe it should be Battlecry.
You need to clear all those things before we can even tell if we like it or not.
I think she will be fine as 5/7.
@Dracossack
If the Discover doesn't attack the opponent's deck and it works alright when Discovering the additional copy of something you have in your hand - that is good. I like it then.
The Twilight Hammer (iirc the name) increased a cost of the next card your opponent plays by 1. The idea behind that was you pay 2 for your opponent to pay 1. So it stalls the game. Even tho you CAN lock people out using it, there is counterplay (Saboteur). Also the debuff was 1-turn only iirc.
Borrowed Light gives a permanent increase. It also stacks with both itself and other hand-attacks. Saying that there is already a card that attacks hand in Loatheb by no means invalidates that the mechanic itself is anti-fun.
I never said that you were taking ideas out of his class. The thing I mentioned was that your classes are a bit similar in the flavor (Seer and Oracle are nearly synonyms) so you should be a bit careful not to overlap too much (but of course you might overlap a little bit because there is only so much design space in any given direction). I wasn't calling you out or smth.
It a Tempo driven deck having a 1/1 body on a cycle card is not a desirable effect because it is a tempo loss. You would much rather just play the bigger body to begin with.