Congratulations, glad to see so many well-designed entries making it through!
I suppose I'll start off the discussion with a quandary I'm stuck in.
As you may (or may not) recall, my Hero is the Archivist, Arcanist Doan.
Spellwear refers to the fact that 'After you cast a spell, this weapon lose 1 Durability'.
I have 9 of my Basic cards essentially figured out, and I'll put those in this spoiler if anybody wishes to check them balance-wise.
Two minions that show Spell Damage and weapon synergy at it's most basic level. As with the spells, these minions seem particularly weak, but with the abundance of Spell Damage already in the game and the new weapons I plan to introduce, they have to be this weak so as not to be broken.
A very simple class taunt. Not much to say really.
The spells that straight up state a damage value that can be affected by Spell Damage. Ink Assault works similarly to Cleave, and A New Chapter is a favourite of mine due to it's duality - it can be used as a board wipe or a card draw engine depending on how and when you play it.
A more interesting board clear option. With your Hero Power it becomes a 6 mana (potentially over two turns) 3 damage AOE, to minions only, which seems awful. The real power of this card comes in combining it with the weapons that we have yet to see, and is why I think the minions only justification is needed.
Finally, the non-damaging spells. The first is more an aesthetic card than one that I tried to balance very well - any help on that one would be appreciated. Warded Pages is your lategame 'I have a high Spell Damage weapon that I want to use a lot of spells with' card. Comparable in a way to Commanding Shout.
However, my main issue is deciding on my tenth Basic card. I'm torn between these two:
I think that I much prefer the Scroll Keeper, but I'm also wary in that that would bring the minion/spell split up to 4/6, equal lowest number of spells in any Basic set. In a class so focused on spell interaction, I'm unsure if this is good or not.
I'm also sad that I can't include any weapons in my Basic set, but since they would require the new keyword, I'll just have to hold back and hope the idea can come across well without them.
1. About Spellwear, does it lose durability after playing a non-damaging spell? Cause it sounds like it does, which would make his basic tomnot as good, but gives nice space to explore other tings with the spellwear mechanic besides Spell Damage.
2. Experienced Archivist seems too good and complicated to be a basic card,sounds more like an epic to me, but that's me.
3. I love Word of Power, Ink Assault and A New Chapter, the theme, the art, everything. Maybe Word of Power should cost one mana though, it seems pretty crazy.
4. I like the concept of Scroll Keeper better, but that's broken at it's current mana cost, I'd take up to 3 or 2.
Okay, here's the card I'm planning on submitting tomorrow, although I don't know exactly what I want to do with it. So, I have a general concept that I want the card to accomplish, and to fit this week's theme, I've made 7 possible versions of this card that I'm considering submitting (two of them are unnamed, they will get a name with 7 letters). I don't think any of them are perfect, each one does something that I want to do while falling short somewhere else, so I wanted to see which you guys think is the best, if any of them are any good at all.
The idea: Ever since the release of implosion, and now imp gang boss, as well as cards like haunted creeper, I've more and more found myself playing my modified zoolock having a really large number of tiny minions on the board, more so than any other class. I really wanted to synergize with this, but unfortunately, cards like Raid Leader or Stormwind Champion just aren't strong enough for me to run. The closest I've gotten to a card that synergizes with a huge board is Sea Giant, but that got pushed out of the way by Dr. Boom.
When this contest came up, I realized that a nice way to include the number 7 was through controlling 7 minions, a completely full board. This is pretty hard to achieve, even with warlock, but getting it should give you a massive tempo swing, value play, or even become a likely win condition, like voltron.
If this card were to be introduced, it would be pretty easy to see coming from a zoolock, and have a decent amount of counterplay given that most of the board is just imps that can easily be trimmed out.
The following cards are all aimed at causing a truly epic effect if you get 7 minions. This isn't some "costs 1 less for each minion you control" hedging your benefits, this is an all-in, all-or-nothing chance to push for victory.
v1
Cool in that it's really simple. The problem I have with it is that it's actually rather weak - rather than being a stronger effect when you have 7 minions, it's just easier to play, because you can play 7 mana worth of minions while you have this card and then end your turn with it instead of having to already have a full or almost full board from the previous turn. Still, it's a huge tempo swing and a hard thing to achieve.
v2
I think this one is okay. It is an absolute game-changer if you pull it off, so that's one good thing. The idea isn't really to use this to wipe a massive enemy board as much as it is to swat away one or two minions to clear the way to victory, since it would be kind of strange to expect to get high value out of this card from your opponent having a lot of minions, but even though they had a lot of minions they let you get 7. It might be a little on the strong side but not that much, the only problem with it is that like mentioned above it is stronger when your opponent controls a lot of minions, but in situations that they do you probably won't be able to play this.
v3
This one I think isn't very fair. It's a lot more on the strong side, but it much better accomplishes the damage of a finisher. The problem I have with it is that it's too strong, but there's no way to nerf it. Nerfing the damage bonus at 7 minions makes it feel less epic when you get 7 minions, nerfing the base damage makes the card far too weak at a base value, and changing the mana cost can't be done.
v4
Next, we move into the buff variation. This one, like the first one, is simple, and I like it. The problem is that while it is a huuge tempo swing, we all know that whatever you buff is going to die to any number of the million ways of removing something with high attack. It can get 7 damage in on the turn you play it, it can be crazy powerful if it survives, but this card will mostly end up being sadness for you when it gets bghed and all you got out of your epic 7 minion setup was 7 damage. This problem is present in all of the tempo swing variants, because a tempo swing isn't really that epic, especially if it can get counteracted by 1 card.
v5
Another tempo swing variant for an AoE buff. I think this one is pretty nice. At a base value the card is pretty hunky because of its mana cost of 7, even if it does give a nice board solidification. However because you can play a bunch of minions in one turn, then solidify your board for 0 mana and attack for some extra damage, it actually accomplishes all tasks really well.
v6
Harder to play than the previous version, but more rewarding. This card is supposed to be pretty much "if you manage to play it, you probably win unless your opponent has a hard board wipe" (which only paladins and warlocks do). The massive health buff as well as attack is supposed to dodge pretty much everything, while not being a literally "win instantly" card.
v7
Another single target buff variant. I really don't like this one. It's either win on the turn you play it or else it gets popped and you are sad, it's really hard to pull of and somehow feels both OP and UP.
0
so, i craft tess cause she's the new bad yogg but donesn't kill herself, nut now the nerf her without reason and I get no refund?
4
Really, if this is beyond your comprehension maybe you just need to get a better comprehension of how the game works...
0
REMOVED
0
I'm gonna try it with
-1 Sylvanas (don't have it)
-1 Cabal Shadow Priest
+2 Fencing Coach
For ensured lulz with Saraad and Confessor Paletress
0
Does this work in adventure mode?
1
Sunwalker
0
exactly, it should be a 2/3, 3/3, or 3/2 for 7 mana, then we could have some fun...
3
so true, blizzard pls, you dun goofed
0
Well, I'm getting Nefarian vs Rag again, which blows
0
1. About Spellwear, does it lose durability after playing a non-damaging spell? Cause it sounds like it does, which would make his basic tomnot as good, but gives nice space to explore other tings with the spellwear mechanic besides Spell Damage.
2. Experienced Archivist seems too good and complicated to be a basic card,sounds more like an epic to me, but that's me.
3. I love Word of Power, Ink Assault and A New Chapter, the theme, the art, everything. Maybe Word of Power should cost one mana though, it seems pretty crazy.
4. I like the concept of Scroll Keeper better, but that's broken at it's current mana cost, I'd take up to 3 or 2.
0
You're smoking some dank shit man
0
ninja edit
0
Coastal Snapjaw?
seems solid anyways