It's hard enough to play around all the random effects in the game, not to mention some decks respond better to being teched against than others. I think I'd prefer if more tech cards were viable instead.
There are certain archetypes like mill rogue and reno which become substantially weaker or simply impossible to construct at 40 cards.
For example reno would have to slot in cards which might water down their overall power and consistency, the latter of which is already in short supply for some reno decks. Mill also does not really have the tools to deal with the opponent having 10 more cards on top of having their deck watered down with more "stuff". It also gives the opponent another turn or 2 to lethal a mill deck before it can kill you.
Not everyone likes these decks, but enough people do that such a change would require giving these archetypes more useful cards.
When I first made this, I couldn't complete friends with my quest unless I sustained lethal damage. I did not know you could surrender and get quest credit at any point.
Thanks for your comment, I'll do some testing myself both with surrendering and with Sense Demons and see if that improves performance.
Fandral is too weak these days. Back when you could play idol and discover 2 cards for just one mana on the same turn it was much easier to extract value from him.
He will probably be plenty strong in Wild as choose one remains a staple feature in druid and blizzard will forget to balance cards around him soon.
It would be interesting if each of the cities became an emblem (like the darkness before he activates) that takes up 3 squares and provides a powerful passive in exchange for the loss in board space.
For example, maybe make Undercity's ability "At the end of each turn summon zombie whose power and toughness equal the number of minions that died this turn with taunt", or Make Silvermoon "At the end of each turn, give your minions divine shield".
Something worth 10 mana and losing 3 minion slots permanently, but doesn't just immediately bust the board by summoning huge stuff that'll kill you in one hit if you don't have Twisting Nether in hand.
You need to be more creative. These cards are pretty uninteractive and would create a stale and boring game where everyone runs silence (sounds familiar). First of all, each capital needs to have different stat lines from each other so they can be unique and have a flavor of thier own. Secondly, at most 1 or 2 should feature Divine Shield. Thirdly, do not use Taunt on every card either. It reeks of poor design. You need to understand if a card has a powerful ability on it and remains a future threat, then it has taunt without saying it. That is a mark of good design.
The capitals should not all be Nuetrals as well. There is likely some completely broken synergies with existing cards. I would look at adding the tri-class tags to most of these capitals so you have some control in future designs. For example, Ironforge would be fine in the goons class because Warrior, Hunter, and Paladin all have a history with Taunt.
You also should look for unique abilities or come up with your own to give to each capital that sets them apart. For example, instead of Darnassus having Lifesteal; lets put it in the Kabal tri-class (Mage, Priest, and Warlock) and give it the Bolf Ramshield wording. This way we are not giving powerful healing to classes like Rogue and keeping class identity with the classes that already have some form healing while doing so in an unorthodox and interactive way.
Well aren't you just full of sweetness and light. For a moment there I forgot this was the Internet. Thanks for the reminder. :-)
He was being genuinely critical. Someone taking your designs seriously (unlike I did) is the greatest compliment of all.
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Sorry I haven't had a friend on HS this weekend to try it. I'll find out soon though!
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It's hard enough to play around all the random effects in the game, not to mention some decks respond better to being teched against than others. I think I'd prefer if more tech cards were viable instead.
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Nice, first time participating, this was a fun topic!
"Going once, going twice, SOLD. A rusty horn, to the lady and her meteor!"
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There's too many ways to lock the game up on an unending combo.
Warlock could cast Undead Private > Treachery > Defile and deal infinite damage to the board for example.
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i wanna show mech rogue some love!
"Going once, going twice, SOLD. A rusty horn, to the lady and her meteor!"
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I would pick Knife Juggler , Stubborn Gastropod , or Primalfin Champion . They all have some decent synergy with the deck.
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There are certain archetypes like mill rogue and reno which become substantially weaker or simply impossible to construct at 40 cards.
For example reno would have to slot in cards which might water down their overall power and consistency, the latter of which is already in short supply for some reno decks. Mill also does not really have the tools to deal with the opponent having 10 more cards on top of having their deck watered down with more "stuff". It also gives the opponent another turn or 2 to lethal a mill deck before it can kill you.
Not everyone likes these decks, but enough people do that such a change would require giving these archetypes more useful cards.
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When I first made this, I couldn't complete friends with my quest unless I sustained lethal damage. I did not know you could surrender and get quest credit at any point.
Thanks for your comment, I'll do some testing myself both with surrendering and with Sense Demons and see if that improves performance.
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Fandral is too weak these days. Back when you could play idol and discover 2 cards for just one mana on the same turn it was much easier to extract value from him.
He will probably be plenty strong in Wild as choose one remains a staple feature in druid and blizzard will forget to balance cards around him soon.
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It would be interesting if each of the cities became an emblem (like the darkness before he activates) that takes up 3 squares and provides a powerful passive in exchange for the loss in board space.
For example, maybe make Undercity's ability "At the end of each turn summon zombie whose power and toughness equal the number of minions that died this turn with taunt", or Make Silvermoon "At the end of each turn, give your minions divine shield".
Something worth 10 mana and losing 3 minion slots permanently, but doesn't just immediately bust the board by summoning huge stuff that'll kill you in one hit if you don't have Twisting Nether in hand.
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The Black Knight -"We need to show this to Blizzard, I think it's a great idea!"
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Oaken Summons has negative synergy with Jade Spirit . I would not recommend keeping it.
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Best thread of 2018.