100% going with this one. Unless you totally hate it.
Edit: The empty was a mistake. That would be bonkers.
Love this one, I do belive it will be picked to the finals, and I'll vote for it! But maybe make it a 2 mana cost? Since your weapon already gives 1 mana by itself (without taunts).
@Teknician - Thanks a lot for the feedback, already made Elemental Capacitor a 4 mana card, and thinking about making it 3 mana... But not sure if will become too powerful. About Mannoroth's Blood, I will rework the card, I do love the theme, giving fel power, which has a price later, but probabily it's too much, will think this one over some more...
Here's how this one works. Let's say this is used on turn 5, giving 10 mana. At turn 6, you'll have 9 mana. Turn 7, 8. Turn 8, 7. Turn 9, 6. And turn 10, 5 mana, and now you're capped at 5 mana a turn for the rest of the game, or until you find a second Mannoroth's Blood. Also useful for tempo plays late in the game, using a 5 mana card and then Mannoroth's Blood to effectively reset your mana crystals. Not sure if balanced however... Thoughts?
This one I love the idea, but very hard to balance... Not sure if I should lower the mana cost and make the spark do 1 damage, or something similar... But I love the Unbound Elemental synergy! Thoughts?
Would love some feedback on the balance of the quest, and if it can participate, since it doesn't use the Voodoo mechanic directly, but interacts with it.
This is awesome you gotta submit it dude
Thanks man, but ended up with another design!
Wasn't sure if it was balanced and if it could participate, since the quest didn't use the Voodoo mechanic, but only interacted with it, so ended up with a Warrior Neutral Minion :P
Could that work? It could give a boost to Control Hunter by giving it some sort of board clear, but it comes at a price.
Take the Poisonous keyword out, it'll get Poisonous if the deck has no duplicates anyway, and punishes not meeting the criteria more, making the card more interesting, in my opinion.
Forgot to add expansion watermark, is it necessary?
I do belive the mana cost needs to be ajusted to 4, at least, since it's a better Deadly Shot, and Hunter's control cards are usually better than other classes'. Maybe up the Voodoo cost to 6 as well, since Warriors are one of the most resilient classes.
Would love some feedback on the balance of the quest, and if it can participate, since it doesn't use the Voodoo mechanic directly, but interacts with it.
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"Clarity comes after the storm. Hopefully your victory as well."
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Remember the good old days of 26+ damage in 1 turn with fireballs and frostbolts? Kael'thas Sunstrider remembers.
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Biteweed
Happy Halloween!
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Here's how this one works. Let's say this is used on turn 5, giving 10 mana. At turn 6, you'll have 9 mana. Turn 7, 8. Turn 8, 7. Turn 9, 6. And turn 10, 5 mana, and now you're capped at 5 mana a turn for the rest of the game, or until you find a second Mannoroth's Blood.
Also useful for tempo plays late in the game, using a 5 mana card and then Mannoroth's Blood to effectively reset your mana crystals.
Not sure if balanced however... Thoughts?
This one I love the idea, but very hard to balance... Not sure if I should lower the mana cost and make the spark do 1 damage, or something similar... But I love the Unbound Elemental synergy! Thoughts?
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Edit: The "h" from "Headhunter" was not Capital H.
Edit 2: After the first edit, I forgot to put the Voodoo cost of the card... Silly me.
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Other than that, great design!
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Hey guys,
Would love some feedback on the balance of the quest, and if it can participate, since it doesn't use the Voodoo mechanic directly, but interacts with it.