This is a card I just recently made for an expansion and I'm not sure if it applies here.
The reason that this card says "1" is because it's affected by spell damage. When you have a card that's affected by spell damage, mousing over the card will show the increased damage surrounded by asterisks, so it would be rather strange if the card goes from "Draw a card" to "Draw **2** cards." It also clarifies exactly how spell damage affects this card, as that might normally be ambiguous, but by using the "1" it becomes pretty clear that the spell damage is affecting that number.
I see what you're trying to do, which is to cover the possible weaknesses of secrets. But this is something that you inherently shouldn't do... the thing that makes secrets somewhat interactive is that you can actually play around them, but when you make cards like these with reverse triggers it makes it so that there's literally nothing you can do aside from guessing based on which card is more viable or more common to draft in arena, even if you have a hand full of cards to deal with it with.
From the thread title itself, it seems like you want to punish people for playing a certain way with regard to secrets, and from the triggers, it seems like you want to punish people for correctly playing around existing secrets. Why would you want to punish your opponent for doing the right thing? That's inherently unfair gameplay, and one of the reasons that Molten Giant got nerfed (and while I disagree with the extremity of the nerf, I think their reason was valid).
I will probably make Shadowmourne a 2/2 since it is really strong right now.
With this quest, there are plenty of cards that generate runes, so you don't need to run only the 1 mana runes (In fact, I'd expect you to only run two Unholy Runes and two Blood Runes). The Omega Rune itself doesn't count towards the quest, however, Death Runes will count as two runes since you play them and the rune that they generate.
- Generally, poisonous minions don't have more than 2-3 attack.
- There's (almost) no reason for this card to say "attacks and kills a minion" since it has Poisonous. The only time that this effect isn't the equivalent of "Whenever this attacks a minion" or "Whenever this kills a minion" is against Divine Shield, which isn't a big enough case to design around.
- What are the "Vodoo Rituals"? (It should be Voodoo, by the way)
- Depending on how strong the Rituals are this card seems weak, a 5 mana 4/4 is really easy to kill and this card doesn't do anything unless it lives through the turn, and even then it might not be very powerful.
While trying to see how I would go making a quest DK is stumbled on the card Shadowmourne
Text is : "whenever this kills a minion, restore health to your Hero equal to its attack"
I think the "its" is a little confusing because it could mean :
The minion attack (anything from 0 to 30
The hero (2 or 3 depending of the hero power or more if there is a weapon buff card) The most probable meaning
The weapon (meaning 2 unless in can be buffed with a card)
"Its" has probably been used to keep the description short but I think the description could be clearer:
1) "whenever this kills a minion, restore health equal to its attack to your hero"
2) "whenever this kills a minion, restore health equal to your hero attack to it " (following Truesliver Champion text instead of Ivory Knigth)
3) "whenever this kills a minion restore health equal to your weapon attack to your hero"
I was definitely worried that this wording would lead to some confusion and I'm not surprised that it did. I was actually referring to the attack of the minion you killed. My main concern wasn't really spacing, as you can see this full text fits on the card:
I just don't like having to repeat the word "Minion" twice in the same sentence, it feels like the kind of thing you really shouldn't have to do (but you do). What do you think, should I change it?
Also, if "While trying to see how I would go making a quest DK" means what I think it means and you're theorycrafting decks, that's AWESOME. It turns out I actually will be updating my playtesting software for DK since some other people wanted to use it - what made me hesitate is the fact that I don't usually get much value out of playtesting as a result of my poor deckbuilding skills - but if you're making decklists then that's great and I'd be super interested to see and try out what you come up with.
I think burning is a generally bad mechanic as Blizz doesn't like DoT to be too prevalent, as it's really hard to keep track of. Furthermore, relative to Corruption, DoT is usually going to be really weak (Especially in this case - 1 damage at the start of each of your opponent's turns is really weak). Cards that deal or take damage over time are best limited to a few instead of making it into a mechanic.
Furthermore, Burn has a really small design space, much like Poison or the "Freeze any character damaged by this character" mechanic. If you're making a keyword, you generally want it to be applicable in a variety of settings, and I'm not sure that this is the case with Burn.
The cards themselves aren't too bad (except for the legendary which is concerning, as it puts your opponent on a rope that gives them no room to outplay from the brink of death, especially against a class like mage that can already poke people down) but I don't think it's worth a keyword.
Okay, I guess we're going to go through with this. It might take me a while to get stuff up and running as I haven't used this program in a while.
The first step is that you guys need to enter your cards into my card data formatter. Link Here.
Type in the name of the card, capitalization and all, in the leftmost column. It will then automatically generate the image name. After you're finished with that, fill in the middle column with the name of your class. Use "Heroes" for hero portraits and hero powers, and "Token" for tokens. For the worgen class, use "Worgen" as the set name for your class cards (there's already a worgen class in the plugin, but it's called Worgen Hero, so you should be ok with just Worgen), and for Pillager use "Pillager."
You can use my cards that I've entered as an example.
Wish we could simulate your Classic Pillager deck versus my Classic Warden deck!!! If there's a way, I'm SO down. :P
I may have what you're looking for, but it's very tedious. Here's an old screenshot of what it looked like playtesting my very first class, Monk.
Basically, by inputting all of you class's cards into a tabletop simulator, you can simulate games with custom cards. I've done it with the 3 classes I've made, although I'm hesistant to do it with this one as I haven't use it in a long time and I don't want to have to update all the neutrals since like LOE by hand.
If you're willing to put in the work, however, then maybe I can hook you up.
As for this class itself, I might review it eventually. There's some stuff I like but also a fair amount that I don't. I'd be down to do a review trade if you wanted.
The card writeups seem to be fine, but in the part above the cards that explains the Frost archetype, Shatterstrike is still shown as Common despite now being moved to Basic.
Thank you so much for taking a look, the rarity should be fixed.
I've also added a section about review trades if anyone's interested.
- Lots of set changes to put spell synergy in classic as per feedback
- A few balance changes, some based on feedback others pushing new ground
- A few remove/replace and card reworks based on feedback
Swapping rarities and sets and moving the writeups appropriately was a ton of work and I wouldn't be surprised if I made any mistakes. Please, if you're looking through the sets and notice there are too many or too few cards, either in total or of a particular rarity, or a writeup is missing or it doesn't make sense, please comment so that I can fix it, like you guys have been doing so well so far :)
Feedback has seemed to calm down, so here are the patch notes for 1.2, in no particular order. If no one has any objections, then I'll get to work!
1.2 Ghoul wording "Charge. At the end of your turn, destroy this minion." Frozen Fanatic capitalize T Seer of Endless Ice reworded Vrykul Icebringer Health 5 -> 4 Unstable Abomination damage 5 -> 4 Ebon Queen attack 6 -> 4 Crater Cultist -> 2 mana 2/1 "Reduce the cost of spells in your hand by (1)." Frost Fever -> "Freeze a minion. Reduce its attack by 3, but not to less than 1." Patient Zero -> Loses taunt. Glacial Advance -> TGT Soulguard Bonecaster -> Classic Shatterstrike -> Basic Army of the Dead -> GvG Horn of Winter -> Classic Vrykul icebringer -> Wotog Encase in Ice -> TGT Ravenous Skelesaur -> Ice Elemental
Destroying all mana crystals is pretty anti-fun, especially in the way you described. Druid already suffers enough from being win-more, and a card like this just makes the problem worse. A 10-mana twisting nether also won't do very much to help you get back on board, unless your opponent is grossly overextended.
Also the lack of the period and the extra linebreak at the bottom of the text bother me.
I like your concept of runes, but I don't like the way you distributed their synergy between the sets. In Basic and Classic, you created an additional way to get each rune, but you didn't create any rune synergy here. It seems to all be in later expansions. I think this should be the primary theme of the class, considering how you made the runes Basic spells. Stuff like Deathrattle and summoning token already has synergy from neutral cards. You need to have some synergy for your runes anchored in the Classic set where it will never get rotated out of Standard. I think some of the token generation or synergy cards, like Ghoul, Soulblade, Army of the Dead, Plague Eruptor, March of the Damned, or Froustmourne, should be swapped with the Rune synergy cards from another expansion. You have way too much of this in the Classic set, and absolutely no Rune synergy. If this were a real class, it would be like the developers only came up with the idea of rune synergy a year after the class was created. I also think you don't need so much Freeze and Freeze synergy in the Classic set. Iceborn Knight in particular seems unnecessary, since it only even interacts with two Classic cards.
I think I generally agree with what you're saying here and I am indeed planning to move some of the spell synergy into the classic set. I'm not sure about Rune synergy specifically though, mostly because there aren't that many cards that are supposed to synergize exclusively with Runes.
Interesting how you said "If this were a real class, it would be like the developers only came up with the idea of rune synergy a year after the class was created" since this was actually my intention with moving all the spell synergy out of the basic set. Created classes and their mechanics have been slowly evolving over time, since as you said the designers wouldn't think years and years into the future. I think I was mistaken on this one though, since spell synergy is so important to DK as a whole. I'm happy to move some into the classic set, any suggestions? Right now I'm looking at moving a nerfed version of Soulguard Bonecaster, along with Gathering Storm and maybe Horn of Winter into the classic set, in exchange for some of the redundant token cards as you said.
I disagree with you on Iceborn Knight though. It's not really supposed to have any particularly large synergy with Death Knight in particular - it's just supposed to be a simple, flavorful, maybe interesting minion that players who are super new to the game run. I don't expect it to see play in any decks even when there is more synergy for it, and I'm fine with that - I think one generally shouldn't try to make every single card in their class viable. Furthermore this card is one of the last remnants of my initiative to make an incredibly simple basic set.
0
This is a card I just recently made for an expansion and I'm not sure if it applies here.
The reason that this card says "1" is because it's affected by spell damage. When you have a card that's affected by spell damage, mousing over the card will show the increased damage surrounded by asterisks, so it would be rather strange if the card goes from "Draw a card" to "Draw **2** cards." It also clarifies exactly how spell damage affects this card, as that might normally be ambiguous, but by using the "1" it becomes pretty clear that the spell damage is affecting that number.
2
I see what you're trying to do, which is to cover the possible weaknesses of secrets. But this is something that you inherently shouldn't do... the thing that makes secrets somewhat interactive is that you can actually play around them, but when you make cards like these with reverse triggers it makes it so that there's literally nothing you can do aside from guessing based on which card is more viable or more common to draft in arena, even if you have a hand full of cards to deal with it with.
From the thread title itself, it seems like you want to punish people for playing a certain way with regard to secrets, and from the triggers, it seems like you want to punish people for correctly playing around existing secrets. Why would you want to punish your opponent for doing the right thing? That's inherently unfair gameplay, and one of the reasons that Molten Giant got nerfed (and while I disagree with the extremity of the nerf, I think their reason was valid).
1
Hero powers are really hard to design and so I made this google doc for that exact reason.
https://docs.google.com/document/d/1ZKPQwlbXOSktip3dle_gQCgZePshNG-T-gWFlT8qJog/edit?usp=sharing
You can also take a look at my Death Knight concept if you need any inspiration.
0
I will probably make Shadowmourne a 2/2 since it is really strong right now.
With this quest, there are plenty of cards that generate runes, so you don't need to run only the 1 mana runes (In fact, I'd expect you to only run two Unholy Runes and two Blood Runes). The Omega Rune itself doesn't count towards the quest, however, Death Runes will count as two runes since you play them and the rune that they generate.
0
- Generally, poisonous minions don't have more than 2-3 attack.
- There's (almost) no reason for this card to say "attacks and kills a minion" since it has Poisonous. The only time that this effect isn't the equivalent of "Whenever this attacks a minion" or "Whenever this kills a minion" is against Divine Shield, which isn't a big enough case to design around.
- What are the "Vodoo Rituals"? (It should be Voodoo, by the way)
- Depending on how strong the Rituals are this card seems weak, a 5 mana 4/4 is really easy to kill and this card doesn't do anything unless it lives through the turn, and even then it might not be very powerful.
0
0
I think burning is a generally bad mechanic as Blizz doesn't like DoT to be too prevalent, as it's really hard to keep track of. Furthermore, relative to Corruption, DoT is usually going to be really weak (Especially in this case - 1 damage at the start of each of your opponent's turns is really weak). Cards that deal or take damage over time are best limited to a few instead of making it into a mechanic.
Furthermore, Burn has a really small design space, much like Poison or the "Freeze any character damaged by this character" mechanic. If you're making a keyword, you generally want it to be applicable in a variety of settings, and I'm not sure that this is the case with Burn.
The cards themselves aren't too bad (except for the legendary which is concerning, as it puts your opponent on a rope that gives them no room to outplay from the brink of death, especially against a class like mage that can already poke people down) but I don't think it's worth a keyword.
0
The first step is that you guys need to enter your cards into my card data formatter. Link Here.
1
0
0
After about 2 hours of work, 1.2 is out!
- Writeups updated through ONiK
- Lots of set changes to put spell synergy in classic as per feedback
- A few balance changes, some based on feedback others pushing new ground
- A few remove/replace and card reworks based on feedback
Swapping rarities and sets and moving the writeups appropriately was a ton of work and I wouldn't be surprised if I made any mistakes. Please, if you're looking through the sets and notice there are too many or too few cards, either in total or of a particular rarity, or a writeup is missing or it doesn't make sense, please comment so that I can fix it, like you guys have been doing so well so far :)
0
Feedback has seemed to calm down, so here are the patch notes for 1.2, in no particular order. If no one has any objections, then I'll get to work!
1.2
Ghoul wording "Charge. At the end of your turn, destroy this minion."
Frozen Fanatic capitalize T
Seer of Endless Ice reworded
Vrykul Icebringer Health 5 -> 4
Unstable Abomination damage 5 -> 4
Ebon Queen attack 6 -> 4
Crater Cultist -> 2 mana 2/1 "Reduce the cost of spells in your hand by (1)."
Frost Fever -> "Freeze a minion. Reduce its attack by 3, but not to less than 1."
Patient Zero -> Loses taunt.
Glacial Advance -> TGT
Soulguard Bonecaster -> Classic
Shatterstrike -> Basic
Army of the Dead -> GvG
Horn of Winter -> Classic
Vrykul icebringer -> Wotog
Encase in Ice -> TGT
Ravenous Skelesaur -> Ice Elemental
1
Note sure if it's as good as you're looking for, but I happen to have recently made this card.
Next: A stronger, but balanced version of this card.
0
Destroying all mana crystals is pretty anti-fun, especially in the way you described. Druid already suffers enough from being win-more, and a card like this just makes the problem worse. A 10-mana twisting nether also won't do very much to help you get back on board, unless your opponent is grossly overextended.
Also the lack of the period and the extra linebreak at the bottom of the text bother me.
0