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    posted a message on Possible Rastakhan Buffs

    You lost me on a few of these this time.

    Arcanosaur - No one wants a new Duskbreaker, Arcanosaur would be fair at 5 Mana and probably very strong.

    Scorch - 0 Mana deal 4 is super powerful, especially when it is locked behind something as easy as playing an Elemental last turn. I think it might be fine but you should still be careful.

    Bloodclaw - I think this change is a bit much, it still might not help the card see play but a 0 Mana 2/2 Weapon is overkill.

    Farraki Battleaxe - The focus of the card should be its overkill effect. By reducing the durability and increasing its attack you take away that focus and orient it to being something more aggressive. I feel your change alters the card too heavily.

    Wartbringer - Wartbringer is supposed to support a facet of Spell Shaman that plays many spells at once, token/overload Shaman. Changing it to one spell again changes the general meaning of the card. Either make it do what it does but better or do not touch it.

    Big Bad Voodoo - This is a weird choice as the card is already very powerful and played very often. If your change would go through, Big Shaman players could Muckmorpher into Big Bad Voodoo a turn earlier. I actually think it might be fine, it's just a dangerous change.

    Gurabashi Hypemon - 7 Mana 7/7 with a bunch of high roll potential sounds scary, but I honestly think it should be fine because Rogues have trouble surviving 'till the late game. 

    Spirit of the Bat and Bloodtroll Sapper - I'm not a fan of these two changes for the same reasons, the cards are about sacrificing your own minions. Although the changes you made are clever they alter what the cards do too heavily. If you need to change those two cards you might want to focus on their numbers.

    Overlord's Whip - The whip is already overstatted, making it even more so isn't the right move. A 3/4 weapon is priced at around 5 Mana and would be very very playable at 4 Mana in any class. Giving Assassin's Blade a 2 Mana discount for a negligible drawback is bonkers.

    I like what you're going for, you just have to be more careful when changing cards and take into account a card's original purpose and design.

    Posted in: Fan Creations
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    posted a message on Possible Witchwood Buffs

    Many of these actually seem fair, good job.

    Posted in: Fan Creations
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    posted a message on [Fan] 18 Rastakhan Buffs Ideas! Inspired from the Current Buffs!!

    Okeydokey I'll do a small note for each one.  

    Pounce - 3 Damage for 0 Mana is a bit much. Pounce is a dangerous card as it costs 0 and is already carefully balanced. It has already seen play in miracle decks as one of the better cheap spells.

    Spirit of the Raptor - Passive attack would mean enemy minions take damage while attacking your hero. It also clutters up the card if you give it the correct wording of "on your turn".

    Druid - Maybe you should've hit Stampeding Roar or Gonk, the Raptor as they could both use some help.

    Spirit of the Lynx - This one is a bit spooky but probably fine. Spirit of the Lynx right now is only being held back because of Master's Call and would be playable without it.

    The Beast Within - +2/+2 buffs usually cost 2, the attack a random enemy minion text is by no means a downside. The card isn't weak, super cheap low impact buffs are just naturally not worth a card. At most you could make the card a Beast only [[Divine Strength]] with the random attack strength. (So +1/+2)

    Hunter - Hunter got nice cards from Rastakhan's Rumble and I think you chose the right ones to change.

    Spirit of the Dragonhawk - All spirits are 0/3s, you can't change the Health. 

    Scorch - Probably fine in the modern metagame but it's a super dangerous change. 4 damage for 0 mana is a bit bonkers, it can destroy most turn 3 plays and still let you develop your own minion.

    Mage - Mage seems to have a lot of good choices to buff, but many of them still wouldn't see play because of their specificity. If you want the buffed card to see play, reducing Malacrass's mana cost by 1 would definitely work (might make him too strong). Arcanosaur is also a good target for 1 mana reduction, that would definitely help push elemental mage into playability.

    A New Challenger... - The card is strong and pretty high rolly as is... but this change might push it into playability. Seems fine.

    Farraki Battleaxe - Nice buff, +1 Durability could work as well but they both help you get overkill procs.

    Paladin - I liked your Paladin buffs, but you might want to consider Spirit of the Tiger. It is a focus card in Paladin's set which needs a nudge, seems perfect for a buff.

    Surrender to Madness - This might push the card into playability. Double the power of Keleseth in exchange for the whole mana crystal destruction thing and no conditional. A bit spooky but Priest doesn't have strong tempo tools so it should be fine.

    Sand Drudge - This is probably your worse buff. Violet Teacher is already pretty powerful and your buff would blow that out of the water. Priest has the ability to play many spells and already has a deck which takes advantage of that fact. The +1 Health on the main body is fine and probably fair, but the +1/+1 on the zombies is insane.

    Priest - I do think you chose the right cards to buff, Priest got solid cards in Rumble. The only other card which you might want to consider is Talanji but I think she just needs more support cards.

    Gurabashi Hypemon - A bit spooky but probably fine because of the randomness.

    Stolen Steel - This is fine, it might also make the card pretty solid.

    Rogue - Good job, these are simple and feasible buffs. Bloodsail Howler and Cannon Barrage are also feasible buff targets if you want to push a Pirate Rogue.

    Wartbringer - Doubling the damage seems a bit much as 4 is often a breaking point for damage. I'd suggest changing it to 3 or reducing the requirement by one spell (but that might break up the flavor of the card.) It's a weird card to balance and might not be the right one to buff as buffing it would only shake things up if Shaman got some better ways to cast a bunch of spells. What this card really needs is a buff to its animation, why would it shock an enemy if we have the fungal sprout animation already?

    Zentimo - Zentimo already does powerful things. This would need testing, a stat change would probably be better.

    Shaman - Shaman's set is balanced very well already so it's tough to decide what should be buffed.

    Demonbolt - Zoo can flood the board super easily, they often have 3 or 4 minions down (usually more) and that would make your Demonbolt 3 or 2 mana, which is crazy. If you want to hit Demonbolt don't go so hard into it, maybe just a single mana discount.

    Spirit of the Bat - You've probably seen how fast those dungeon run bosses with the "give all minions in your hand +1/+1" Hero Power get out of hand. This change would make buffing up your future turns super easy. It wouldn't even be nonsensical for a Warlock to get off +3/+3 or +4/+4 worth of buffs with your change. Maybe try supporting the gameplan of Hi'reek by making the buff +2/+2.

    Warlock - They're both very overdone and in my opinion, not the two cards most in need of a buff. Your two choices both support an archetype which isn't having any issues and is already prevalent, Blizzard's buffs were primarily focused on bringing help to archetypes which might need it in order to shake things up. Void Contract being reduced by 2 (or maybe even 3) Mana might shake up the meta a bit by giving Controllocks a way to combat Combo decks or other value decks. Giving Shriek an extra point of damage would 100% bring it into play and support a controlling Warlock, but that might be too much. If you want to help zoo Blood Troll Sapper brings about an interesting style of the deck and could see play if brought down by a mana crystal. If you want to help out handbuff Warlock, Hir'eek, the Bat could do with costing 1 less or having Rush if you want to get fancy.

    Overlord's Whip - This completely changes what is a perfectly ok card and honestly makes it worse. If you must buff it why don't you have it grant +1 Attack whenever it damages a friendly minion?

    Sul'thraze - This card is already strong. Supercollider is just better for completely control based Warriors and Mage's giants. Sul'thraze would see play if warriors were dealing with smaller minions and wanted to hit face a bit.

    Warrior - You chose two fair cards which wouldn't shake things up very much. You really missed out on buffing Heavy Metal which needs a buff more than the others.

    I'm not a fan of your custom card at all, spirits are rare and its effect doesn't demonstrate what Rastakhan's Rumble was about. The card's power level is also all over the place, what type of deck would ever want to use it?

    Posted in: Fan Creations
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    posted a message on [WIP Fan Expansion] The Crystalarium - A Deepholm Expansion | 5/28/19 - 11 New Cards!

    Does Therazane have a hero power?

    Posted in: Fan Creations
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    posted a message on [Class Competition Finalist] - The Enchanter
    Quote from teknician >>
    Quote from LingoGames >>

    Does Prophet Kamuhn trigger Phase?

    I love your set so far, the subtle synergy throughout is really nice and you keep to your themes.

    Thanks! Kamuhn doesn’t directly trigger phase, but directly synergizes with Mistveil Drake (7 mana 5/5, the left-most card in your hand costs (3) less), Superposition (2 mana, reduce the cost of the left and right-most cards in your hand by (2)), and Hidden Strategy (2 mana, deal 2 damage choose a bonus effect if it’s the left-most card in your hand). Through those synergy cards and discounts it can trigger phase on other cards.

     Yeah I realized that right after writing it, thanks for answering anyways!

    Posted in: Fan Creations
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    posted a message on [Class Competition Finalist] - The Enchanter

    I love your set so far, the subtle synergy throughout is really nice and you keep to your themes.

    Posted in: Fan Creations
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    posted a message on [Class Competition Finalist] - The Lich

    I'm thinking Rumble needs a bit more stealth overkill synergy. Nightblood Stalker is nice if it gains stealth but it only has 3 Health so can't really take advantage of it. Maybe something with health and a nice ongoing or end of turn effect? Right now the only solid in set synergy with the spirit is with your loa. (Kilnara and her lifesteal friends work nicely with it too)

    Your class has a lifesteal theme already so pushing Soul Sapper wouldn't be a bad thing to do. You could also make it synergize with Kilnara a bit better as well. High health and low attack means you could squeeze out that Kilnara synergy.

    A big problem I see with lifesteal is that you have so much healing that you probably won't be damaged most of the time to take advantage of it. 

    Your set is probably one of my favorites, so keep it up. Most of these are just nitpicks since I think it's already solid.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase V [Discussion Topic]

    It's super off to have a set with weapon synergies and no weapon, you need at least a little in set synergy.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase V [Discussion Topic]
    Quote from CheeseEtc >>

    Final sets!

    K&C

    Commons

     This should definitely say summon a 1/1, 2/2, 3/3, 4/4, 5/5, and 6/6 Sporeman. It would make it much clearer. I like it though.

    Posted in: Fan Creations
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase V [Discussion Topic]

    I actually disagree with the others, I feel the first one is kinda boring the second is a bit too random.  

    The third I really like, it seems like something which could be printed. The value you can get out of it is a bit bonker so it should probably cost 8, but it'd still be a card I'd love to open.

    Posted in: Fan Creations
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    posted a message on Muckmorphing/Recurring Villain

    The recurring villain synergy is neat, but that Muckmorpher has way too many bad hits to be worth running. 

    Posted in: Muckmorphing/Recurring Villain
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    posted a message on Muckmorpher Big Shaman

    I see no Big Bad Archmage! That card with Muckmorpher will create a Big Bad Muckmorpher deck of beauty. In all seriousness I see Muckmorpher being better in a less combo focused build.

    Posted in: Muckmorpher Big Shaman
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    posted a message on TRIALS AND ERRORS (Class Creation Competition #5) - Phase IV [Discussion Topic]

    @Pircival

    Your Deathknight is cool but the Loot HP just feels unaccessable. Since the card is 10 Mana, do nothing immediately (besides gain 5 Armor), it feels that you'll just die and clear the board. I think maybe making the Hero card be a bit cheaper would be fair and would allow you to taste the HP.

    Posted in: Fan Creations
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    posted a message on Even Apple Taunt Handruid - Competitive

    No problem, just a heads up, I've been running Sea Giants and they've been going swell so you might want to try them out.

    Posted in: Even Apple Taunt Handruid - Competitive
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    posted a message on Even Apple Taunt Handruid - Competitive

    Thanks for the compliment, I hope you enjoy it!

    Posted in: Even Apple Taunt Handruid - Competitive
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