Bomb Squad is a decent Evolve target, kill a minion then transform it into a 6 drop on turn 6 plus evolving others if you are ahead, pretty good Recombobulator target for wild too
Defias Mercenary: 0/5 For Chrissakes, Rogue's burgle mechanic has finally been settled upon, don't do this. If you really want to force another path for Rogue, make a card that's strong enough to justify it like Raptor and Peddler already has.
Arena Master - Well named for a common card. It has the basic vanilla stats and a good battlecry. May be a bit under-costed though. See Jeweled Scarab for reference. May want to make the master cost 3 mana.
Bound Vortex - Good card, however it could still work without the overload cost. Feels a bit weak in its current state.
I was thinking that the high variance for Arena Master would offset the stats of the minion itself. I mean look at Babbling Book, 1 mana 1/1 with a very high chance of getting a decent spell card. Arena Master can get you anything within the rules of discover. The more I think about it though, some of the best minions in the game is 8 mana. Playing an 8 drop immediately after playing a 2 mana 2/2 is pretty... not fun. 3 mana does sound better I'll be changing that.
As for Bound Vortex, is it really that weak? I am thinking of raising its stats due to it's reliance of not ever being hit. Is the overload unnecessary if I buff it up higher? Also I want it to synergize with cards that activate when an overload card is player. Tunnel Trogg, Unbound Elemental, cards like that
Thanks for the feedback guys, I learned a bunch just now and I going to make adjustments based on feedback
Blue Brothers: I really wanted a splitting minion, like how Echoing Ooze or Wobbling Runts work but for mid game, I am probably going to raise that to 5 mana since I now realize Cairne is 6 mana and it would fit on curve with it. It also doesn't seem that unique compared to other summoning deathrattle minions, I'll call that one off until I have a better idea
Meeting Stone: I though the trade off of not attacking would be sufficient for the high variance (wisps to Deathwings) maybe set it to 5 cost minions? sure it has the highest stat variants but it should be more stable than ANY minion. I rather it be any minion, but I think I'll lay off on that one until a better idea is formed
Highmountain Tracker - I didn't realized how it would effect the other player. How about this: At the start of you turn cast Tracking? That way the effect is still felt like the original card, but if kept up too long it will discards lots of your needed cards. I'll adjust the stats too it does seem too strong statwise
Defias Merc - That one was a tricky idea, I'll probably change it so that it summons a plain 2/1 minion for each coin used. Easily removable minions
Azure Magus - I need to clarify that the MINION gets immune not anything else, Ill get on that
Bound Vortex - I need to clarify that when it takes damage and SURVIVES it goes back into your hand, get on that too
Reckless Raider - WIll clarify that to attack instead of strongest
Drunk Rider - Awww you guys don't like that? I thought Purify needed a boost... In all seriousness, I thought a high stat really weird minion would be cool to mess around with
The rest I await more feedback from... I am going to remake the ones listed
I'm trying to get into that internship for the Hearthstone design and a part of the application is to make a card. I had a couple of ideas, but I want to run it through you guys first to see what seems balanced or what seems at least fun. I would love your opinion on them, good or bad. I want to learn as much as I could.
I once played against a guy that managed to pull Reno out 3 times using young brewmasters and I still won with my Dragon Priest deck. I might not use Reno myself but I am very happy that I no longer see too many aggro decks going around because of Reno. So I think it does what its supposed to and I really don't mind it as much as any other big play card.
Didn't think that the LOE would be introduced so soon, but once again an expansion changes up Mulch and Unstable Portal chances of drawing you that sweet RNG win. I did this before with the Pre/Post GTG Unstable Portal/Much Statistics thread and I want to share my findings for LOE
TGT with percent chances 462 current minions For any specific minion .2% chance 2 - 0 drops .4% chance 42 - 1 drops 9.1% chance 84 - 2 drops 18.2% chance 88 - 3 drops 19% chance 73 - 4 drops 15.8% chance 62 - 5 drops 13.4% chance 50 - 6 drops 10.8% chance 25 - 7 drops 5.4% chance 12 - 8 drops 2.6% chance 17 - 9 drops 3.7% chance 7 - 10+ drops 1.5% chance Minion being played immediately at coin turn 1/turn 2 - 46.8% chance Chance of getting a Legendary Minion 18.8% chance
Post LOE with percent chances (estimated with percentage difference) 496 current minions (+34 new minions) For any specific minion .2% chance (about no change) 3 - 0 drops .6% chance (+.2% change) 46 - 1 drops 9.3% chance (+.2% change) 88 - 2 drops 17.7% chance (-.6% change) 93 - 3 drops 18.8% chance (-.2% change) 83 - 4 drops 16.7% chance (+.9% change) 67 - 5 drops 13.5% chance (+.1% change) 52 - 6 drops 10.5% chance (-.3% change) 26 - 7 drops 5.2% chance (-.2% change) 13 - 8 drops 2.6% chance (about no change) 18 - 9 drops 3.6% chance (-.1% change) 7 - 10+ drops 1.4% chance (-.1% change) Minion being played immediately at coin turn 1/turn 2 - 46.3% chance (-.5% change) Chance of getting a Legendary Minion 18.5% chance (-.3 change) Chance of getting an LOE Minion 6.9% chance
Average mana cost card created by Mulch: 4.1 mana (about no change)
Final Thoughts
Unlike BRM with a steady curve of minions, LOE mainly focusing on early to midgame minions with a ton of 4 drops. Although 4/5 drop percentages increased, Blizz still did a good job keeping the percentages stable as they were before. Mulch is still relatively the same, so plan to use it the same as you always did.
Feel free to add to the list or ask for other random information.
7
I think most people are upset because this replaces this week's regular brawl, if this was a separate game mode then it would be better
9
Bomb Squad is a decent Evolve target, kill a minion then transform it into a 6 drop on turn 6 plus evolving others if you are ahead, pretty good Recombobulator target for wild too
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Knuckles out for HARAMBE
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Treasure Chest
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Whoops, I guess my imgur was messed up, I fixed the pics now you should be able to see em
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I removed some of the harder to balance to plan those out better, while rewording others to make more sense
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Thanks for the feedback guys, I learned a bunch just now and I going to make adjustments based on feedback
Blue Brothers: I really wanted a splitting minion, like how Echoing Ooze or Wobbling Runts work but for mid game, I am probably going to raise that to 5 mana since I now realize Cairne is 6 mana and it would fit on curve with it. It also doesn't seem that unique compared to other summoning deathrattle minions, I'll call that one off until I have a better idea
Meeting Stone: I though the trade off of not attacking would be sufficient for the high variance (wisps to Deathwings) maybe set it to 5 cost minions? sure it has the highest stat variants but it should be more stable than ANY minion. I rather it be any minion, but I think I'll lay off on that one until a better idea is formed
Highmountain Tracker - I didn't realized how it would effect the other player. How about this: At the start of you turn cast Tracking? That way the effect is still felt like the original card, but if kept up too long it will discards lots of your needed cards. I'll adjust the stats too it does seem too strong statwise
Defias Merc - That one was a tricky idea, I'll probably change it so that it summons a plain 2/1 minion for each coin used. Easily removable minions
Azure Magus - I need to clarify that the MINION gets immune not anything else, Ill get on that
Bound Vortex - I need to clarify that when it takes damage and SURVIVES it goes back into your hand, get on that too
Reckless Raider - WIll clarify that to attack instead of strongest
Drunk Rider - Awww you guys don't like that? I thought Purify needed a boost... In all seriousness, I thought a high stat really weird minion would be cool to mess around with
The rest I await more feedback from... I am going to remake the ones listed
0
I'm trying to get into that internship for the Hearthstone design and a part of the application is to make a card. I had a couple of ideas, but I want to run it through you guys first to see what seems balanced or what seems at least fun. I would love your opinion on them, good or bad. I want to learn as much as I could.
Arena Master
Darkspear Throat Slicer
Poxbringer
Highmountain Tracker:
Bound Vortex
Reckless Raider
Drunk Rider
Azure Magus
Defias Mercenary
Flight Master
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its a looks like the lovechild of a muppet and a squid
1
I once played against a guy that managed to pull Reno out 3 times using young brewmasters and I still won with my Dragon Priest deck. I might not use Reno myself but I am very happy that I no longer see too many aggro decks going around because of Reno. So I think it does what its supposed to and I really don't mind it as much as any other big play card.
3
I would like a section with all the joke decks however, would like to find em quickly again if I ever need a quick laugh
0
Didn't think that the LOE would be introduced so soon, but once again an expansion changes up Mulch and Unstable Portal chances of drawing you that sweet RNG win. I did this before with the Pre/Post GTG Unstable Portal/Much Statistics thread and I want to share my findings for LOE
TGT with percent chances
462 current minions
For any specific minion .2% chance
2 - 0 drops .4% chance
42 - 1 drops 9.1% chance
84 - 2 drops 18.2% chance
88 - 3 drops 19% chance
73 - 4 drops 15.8% chance
62 - 5 drops 13.4% chance
50 - 6 drops 10.8% chance
25 - 7 drops 5.4% chance
12 - 8 drops 2.6% chance
17 - 9 drops 3.7% chance
7 - 10+ drops 1.5% chance
Minion being played immediately at coin turn 1/turn 2 - 46.8% chance
Chance of getting a Legendary Minion 18.8% chance
Average mana cost card created by Mulch: 4.1 mana
Post LOE with percent chances (estimated with percentage difference)
496 current minions (+34 new minions)
For any specific minion .2% chance (about no change)
3 - 0 drops .6% chance (+.2% change)
46 - 1 drops 9.3% chance (+.2% change)
88 - 2 drops 17.7% chance (-.6% change)
93 - 3 drops 18.8% chance (-.2% change)
83 - 4 drops 16.7% chance (+.9% change)
67 - 5 drops 13.5% chance (+.1% change)
52 - 6 drops 10.5% chance (-.3% change)
26 - 7 drops 5.2% chance (-.2% change)
13 - 8 drops 2.6% chance (about no change)
18 - 9 drops 3.6% chance (-.1% change)
7 - 10+ drops 1.4% chance (-.1% change)
Minion being played immediately at coin turn 1/turn 2 - 46.3% chance (-.5% change)
Chance of getting a Legendary Minion 18.5% chance (-.3 change)
Chance of getting an LOE Minion 6.9% chance
Average mana cost card created by Mulch: 4.1 mana (about no change)
Final Thoughts
Unlike BRM with a steady curve of minions, LOE mainly focusing on early to midgame minions with a ton of 4 drops. Although 4/5 drop percentages increased, Blizz still did a good job keeping the percentages stable as they were before. Mulch is still relatively the same, so plan to use it the same as you always did.
Feel free to add to the list or ask for other random information.
0
Does it wag its little sword around for the gold animation?