I thought it was JUST magnetic upgrades that get applied, not other buffs?
- kamanchee1
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Member for 8 years, 4 months, and 3 days
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TerryTibbs posted a message on Mechatron , Climbing Rank 5 to legendPosted in: Mechatron , Climbing Rank 5 to legend -
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squidmo posted a message on Omega AgentPosted in: Omega AgentFrom my experience, you don't have to have 10 unused mana crystals, i.e. you can have 5/10 mana crystals unspent and still get the full effects of this card.
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Livtraser posted a message on Blizzard and StanCifka Present: How to Boomsday - Seven Decks of DestructionPosted in: Newsyou are so lucky...it would be so easy to play a counter. I assume that you are high legend allready.
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kitoxme posted a message on Realized something awful. Sorry.Posted in: Fan Creationscool story bro
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Trollbert posted a message on Initial Crafting Advice For Legendary Cards In The Boomsday ProjectPosted in: NewsHarbinger Celestia: Niche card for players who want a giggling inventor but not have to deal with those pesky annoy-trons.
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Billie_Lurk posted a message on Initial Crafting Advice For Legendary Cards In The Boomsday ProjectPosted in: NewsLuna's Pocket Galaxy is one of the worst cards from this set. It's literally 7 mana do nothing when you have the time to play it and 7 mana lose the game when you don't. Maybe something will come out of it some day, but until mage has better abilities to reshuffle things into their decks this card is pure trash. This is why we shouldn't trust stats so early on. I am sure it is mage decks that are winning but the problem is, those mage decks are only running it to judge how good it is.
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GeneralMaximusDM posted a message on Initial Crafting Advice For Legendary Cards In The Boomsday ProjectPosted in: NewsWhoever wrote this should be fired
So many mistakes I will not even bother to point out.
Disgusting article
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lite0 posted a message on Initial Crafting Advice For Legendary Cards In The Boomsday ProjectPosted in: NewsWhat?
How this list can be taken seriously when Harbinger Celestia, probably the worse legendary in the set, with ZERO playability potential is in 'Niche' tier, but the priest's legendary cards, that has SOME potential (even if now they are not being played) to be good in the future is in the 'Trash' tier.
Agreed, that makes no sense. The priest spell is actually in a constructed deck, Velen/Malygos Priest. It's not a great deck but Harbinger Celestia isn't in any decks. It could be in the future, but the Priest spell has much more potential to be used in the future.
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GMAlon posted a message on Initial Crafting Advice For Legendary Cards In The Boomsday ProjectPosted in: NewsWhat?
How this list can be taken seriously when Harbinger Celestia, probably the worse legendary in the set, with ZERO playability potential is in 'Niche' tier, but the priest's legendary cards, that has SOME potential (even if now they are not being played) to be good in the future is in the 'Trash' tier.
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KwayZ posted a message on The power level of zoolock is too damn high!Posted in: General DiscussionI am grateful for zoo. A strong aggro deck is needed to keep this from devolving into a combo druid v. shudderwock "who can draw their cards first" meta.
I would agree with this. Those games are so snooze.
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I'm going to post responses to people's comments and my input on their classes here so I don't clog up the thread.
EDITED: PLS CHECK COMMENTS GUYS
In response to your comment:
I like the idea of a card that makes my biggest guy hit their biggest guy. Interesting idea. I think I'm probably gonna go with the 3/3/3 weapon.
Explosion mage- I think Explosion mage can get away with being a tiny bit stronger. 5 mana Assasinate + 2/2 for 2 extra mana is okay but this has the downside of coming out 2 turns after Assasinate. Also I believe basic cards have some leeway in being slightly overpowered for their cost. I think a 3/3 wouldn't be gamebreaking.
Blood Magic-This seems a little too complex for a basic card. And the flavor seems a little off. I thought the concept of blood mages were mages who pay with their blood for magic. A kind of Cho Gall effect.
Arcane Addiction- This doesn't seem like a weapon class, simpler card text would be "Draw a card, if it's a minion discard it."
Pillar of Fire- Isn't this exactly Flamestrike? I know some basic cards are pretty much the same (Holy Smite, Arcane Shot) but the big cost cards are usually powerful and unique(ish).
In response to your comment:
I agree with you on the hero power thing. I considered buffing it to something like. "Deal 2 damage." or bump up the heal to 4.
I do try to balance my cards against their original mana cost and then have the ascended effect be somewhere above the ascended mana cost. I don't think powercreep on Arcane Explosion is a bad thing (Maelstrom Portal) and it isn't direct power creep. On 2 mana it is exactly the same card. It only gets more powerful on 3 mana. Also the deck won't get much aoe so I think it's pretty well balanced for now.
I think I'm going to go with the 3/3/3 weapon. Yes it is a little powerful but balanced against Fiery War Axe it isn't insane. +1 durability for +1 mana.
Gonna take your advice on Clash of Gods.
With Duality I was either going to go with that or Lightcaller but I think I'm leaning toward Lightcaller for now. I'm gonna edit the wording of Duality if I do end up using it though.
With Fearless Defender I used a few cards to try and balance it. Sen'jin Shieldmasta, Water Elemental, and Stormwind Knight. 1 more mana than senjin for +1 health and charge. Charge is worth about 1 mana so the only differential is +1 health. It's 1 mana more than Stormwind Knight and has +1/+1 and charge. +1/+1 is about .5 mana and charge is about 1 mana. When balancing against neutral cards it's about .5 mana overstatted. Class cards, basic cards especially, are allowed some leeway there. They are usually much better statted than neutral cards. (Ex: Fire Elemental vs StormpikeCommando) I found it was pretty much perfectly balanced against Water Elemental. Freeze is worth about .5 mana and this card is 1 mana over water ele with taunt and charge. The 1 mana makes up for the charge and the lack of freeze makes up for the taunt. Although I do see your point in Charge being strong but my class won't really be able to support aggro. I am considering however making it a 3/5 although I don't think it needs to be.
I like your basic set a lot. The only thing I'd change is to make Worgen Assasin a 4/3 or a 3/3. I know there was a whole hooha about that but aside from that your set looks pretty legit. The legendary minion on the other hand i think is hella unbalanced. The card text also seems a bit clunky. "Inspire: Refresh your hero power" is exactly the same as Coldarra Drake's "You can use your hero power any number of times." This card is essentially Coldarra Drake's effect + Fencing Coach's effect. Now Coldarra drake is understatted and Fencing Coach even moreso. I think this card should be something like a 1/3 for that effect. Not only do you get immediate value from a free hero power and the utility of changing forms while simultaneously developing board presence, you also get access to sick combos with inspire cards due to unlimited hero powers.
In response to your comment:
I think a 3 mana weapon with 3/3 is only pushing the envelope slightly. There are already situational 3/3s for 3 (Cogmaster's Wrench, Eaglehorn Bow, King's Defender) and 3/2 weapons on 3 with an upside. I think the card is worth somewhere around 3.5 mana but my reasoning was the same as yours it's only +1 over Fiery war axe and it comes out 1 turn later. Considered making it a 4/2.
I considered making Behemoth's Sledge a 1/3 with an upside but couldn't think of anything relevant enough to balance out a 1/3 weapon. Also wanted to keep it simple. I did consider a 1 mana 2/2 but that is pretty strong on turn 1 and worth somewhere around 1.5 mana.
Probably gonna take your advice and move Trueshot up to 3 mana. I was thinking something along the lines of Execute balancing but this is stronger in pretty much every case now that I think about it and it requires no setup.
My initial idea for Judgement! was to destroy all enemy minions that cost 3 or less but idk it just seemed a little too complex for basic. I wanted to simplify it a bit.
I already gave you my input on your set-up keyword and tbh I can't really offer any suggestion for your basic set. i like it a lot. Although I do think your Drone Forge sounds really clunky. I initially misread the card and thought it did something different. What I thought it did was "Set-up (3): Summon a 1/1 Survey Drone and give this minion -1 attack, then reset this effect." I thought it spawned 1/1s while in hand which I think is a lot cooler. Every 3 cards you play you get a free 1/1. Not nuts but pretty strong in a zoo deck and it has the downside of leaving a dead card in hand afterwards. I feel like the way it's worded now is just too clunky to actually do much. Let's say you play 9 cards while it's in your hand and it becomes a 5 mana 2/5 deathrattle summon 3 1/1s. That's a lot weaker than Infested wolf 4 mana 3/3 summon 2 1/1s. For 1 more mana you get 1 more stat and 1 more 1/1 after a lot of setup? It just doesn't seem worth it. Also if you don't play it at all after playing 15 cards it becomes useless.
@Mewdrops
In response to your comments:
Yeah I was lazy with naming some of the cards. Gonna work on that later and I'm upping Trueshot to 3 based on a few suggestions. I don't think a 3/3/3 weapon is too powerful tbh. I think it's strong but it comes 1 turn later than war axe which doesn't deal with aggro as well and against midrange/control 3 damage isn't usually enough to kill their guys. It's a strong card for sure though but I don't think it's pushing the envelope too far. Also I tunneled hard on the idea of ascending in the first phase. Gonna make the hero power heal 4.
Your hero power is very strong. Due to this your cards will have to be weak, very similar to warlock.
Stonespeak Mystic just seems a little clunky for a classic card. Maybe change it to something like "When you summon a minion restore 4 health to your hero." and bump it down to 5. It's really overcosted. Antique Healbot heals for 8 ON turn 5 and this card can heal for more potentially, yeah but this can only heal after you have enough mana to play both this and other minions. Sure your hero power makes it possible to play this earlier but if you're wasting early tempo using your hero power you're gonna be so far behind on board the heal is gonna have to be big. Maybe a 5 mana 3/3 that heals for 3 everytime you summon a minion?
I like your other 2 showcases though. I think they're balanced pretty well. maybe the Mentor can be a 3/5?
Entombed horror seems a little too powerful. Balanced against Moat Lurker this thing comes out 1 turn earlier and gives them a less useful minion. Also be careful with designing too many powerful hard removal cards. Destroy is a very powerful keyword. I'd consider the transform. If you want to keep the mumify flavor then I'd recommend making it a 2/2
I think Izanami is alright but doesn't really synergize with the class well. Interesting card though although i think the art is meh. Animeish artwork tends to look pretty meh in hearthstone. Although there is a yugioh card called izanami that I think looks pretty cool if you wanna check out the artwork. Also consider the word resummon rather than return them to life.
@Hurien
I think Latent Power and Creation are reasonably balanced basic cards but I think Ancient Dance needs a hard nerf. Compare to basic cards like the druid 3 mana heal 8. For 3 less healing you give ALL your minions +3 health. +3 health to a minion isn't worth much. Maybe .5 mana? 3 Healing is about worth the same. But an AoE buff could be worth a lot. I think either bumping up the mana cost to 4 or reducing the heal to 3 would balance it out a bit.
@LarryMoments
I think your basic set is a little too convoluted. The idea of the basic set is to have simple cards that don't push your theme too heavily but get the idea across and synergize well with your class and with neutral minions.
Scene Illuminator: Best card in the set I think. Definite showcase. Shows the theme of your deck but is also good on its own, is a powerful spell, and is very simplistic.
Fake Steam Cannon: Another really good card. Not too complex, synergizes well with your class but is also decent on its own.
Sonar Scanner: Seems too repetitive to be in the basic set. Effect is very similar to the hero power and you only have 3 damage dealing cards in your basic set, not including minions.
Overheated Highlighter: I have 2 problems with this card. 1: Your class seems really uninclined to wield weapons. Why is a reporting robot holding a cannon? Second this card is insanely complex for a basic set card.
X10 Zoom Lens: Same problems as highlighter.
Worldwide Spread: Another card that doesn't really feel basic. The basic set is usually meant to be stable and having random 1 drops that can come from any set can really throw off new players. Interesting effect but with basic I think it's a little too complex.
Intrepid Explorer: Not a complex card and reasonably balanced I think but seems a little off in your class. I'm not really seeing how its flavor or effect fits into your theme.
Storm Simulacrum: Another really complex card. 4 lines of text on basic cards is a bit much. Also the first flood light will make enemies take 2 from Simulacrum then the second will make enemies take 3. Power creem of Flamestrike is not good especially when it lets you cast 2 0 mana spells which can trigger spell synergies.
Star of the Scene: Same problem as Intrepid Explorer, not complicated card although probably a bit underpowered but I don't really see how it fits into the theme/flavor of the class.
Also the legendary is severely underpowered. Should be a 3/2 or 2/3 at least. Shuffling cards into your deck is so slow that the minion has to be reasonably statted and the card you shuflle in has to be nuts. (Ex: White Eyes, Elise Starseeker)
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I think a few of your cards are pretty good but a bunch have balancing issues. I won't go into detail on the ones I think are good I'll just tell you what I think you should edit.
Meditation seems a little strong. Might consider making it 3 cost card. I understand Spell damage is a main theme in your class but for the basic set I think it's a lot better to be simple.
Reclaim Energy seems a little off theme for the basic set. It's a little complicated and also severely restricts what kind of minions you can make for this deck. You can't have any really powerful battlecries or deathrattles otherwise this card is just bananas. Even with only existing cards this card is really insane. This + Sylvanas Windrunner = 0 mana take control of an enemy minion. This + Alextraza = 0 mana set enemy health to 15. Rafaam, Medihv, Justicar etc. This is a really insane card. I'd suggest making it cost a few more mana, but even so i don't think it's really the kind of card you want to have in your basic set.
Mithril Dragon Figurine is a way too strong and should be a legendary for sure. Let's balance based off Chillmaw. Both 6 mana. 5/8 taunt is a lot stronger than 6/6 taunt. Chillmaw's deathrattle deals damage immediately but Mithril's is delayed. Although it doesn't immediately deal damage it makes the enemy have to kill the 0/3 otherwise you just pay 4 mana next turn and get a free huge taunt. So it has better stats, a stronger deathrattle, and doesn't require a dragon in hand to activate. Also remember N'zoth is a card. You can just use this one card and have infinite N'zoth value. I'd say the egg should only do 1 aoe (compare to Explosive Sheep which deals 2 damage aoe but doesn't have the added bonus of potentially infinite value) and the big dragon should have a smaller body, maybe 4/6. This allows you to reduce cost a little bit though so I'd say maybe 2 mana egg and empower 3. Cards with potentially infinite value should be balanced heavy (Tentacles for Arms)
I think Fiery Weapon is a bit weak. Compare to Hobart Grapplehammer You get a 2/2 minion with this effect and it sees no play. Although this has the added bonus of not being legendary so you can play 2 it's still not strong enough on its own. You could toss this effect on a 1/2 minion and it would be better. Maybe even a 1/3 wouldn't be too insane due to how slow it is.
I don't understand what Enchanted Conduit is supposed to do... Does it increase the weapon's attack? Or does it make the weapons deal more damage with their effects (Ex: Flame blade dealing 2 damage aoe) because I think both of those are pretty weak for 2 mana. Same reasoning behind Fiery Weapon being too weak.
I think Enchanted Shield is a little too complex for a basic set card. The idea of the basic set is to be easy to use and intuitively be able to use from the get go. Also this game has no counter for spell damage unless you have spells in your hand and you count how much they got boosted.
I think you are right about Disintegrate needing to be a 5 cost spell Polymorph and Hex both give your opponent a minion they can use, a 0/1 is literally useless without buffs or other cards but a 1/1 and 0/1 taunt can still do things.
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@thebangzats
I love the set-up concept but think it might just be a little bit too convoluted. I think set-up should only work from the hand. The phrasing in the keyword is just too wordy. Something like "Set-up: Do something after this card is in your hand for X turns." This also eliminates clunky card text on cards like Patch. Instead of his current text he can read, "Set-up: (1) Transform into Ticker. Battlecry: Give a friendly minion +3 attack." It just seems a little smoother. Also, minor syntax note, I think instead of "Set-up (1):" It should be "Set-up: (1)" with the semicolon coming before the number. I had a concept with similar syntax and I just based mine off Shaman's overload which uses the semicolon after the keyword, not the number. I understand that you want to have the keyword with cards on the field but they can be similar, for example Fabrication Drone can read, "At the end of your turn gain 1 armor." or "At the end of your opponents turn gain 2 armor." Both of which have the same kind of effect that incentivizes opponents to get rid of it quickly although with this effect you get the immediate armor rather than waiting 3 turns to get any kind of return on investment.
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The Titan
Lore
Chronos was once a powerful King who sought out higher power. He reached a higher level of being. Chronos surpassed his mortal limits and was reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential! Titans welcome any and all who strive for true greatness.
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
Titans love war and Warcaller helps the war effort by calling in his allies and pumping them up. This card has a strong body, card draw, and synergizes with Ascended.
For 2 Mana, Giant's Wrath is more like a cool breeze, dealing 1 damage to enemy minions. However, when ascended it becomes a powerful 3 damage typhoon for only 3 mana.
An example of Titan's never ending quest for higher power. Ascended cards gain a flat bonus when they cost a certain amount more but cards like Rising Power can soar to insane heights.
What is this class about?
The Titan's main theme is increasing the costs of your own cards in order to gain more powerful effects but this class is by no means 1 dimensional.
Health and Healing - Much like Paladin, Druid, and Priest, TItans will have several cards that buff their minions health and heal their minions and themselves allowing control Titans to shine.
Holding the Big Guns - Similar to the holding a dragon mechanic some Titan cards will gain additional effects when holding cards with high costs.
Crushing the Weak - Many Titan cards will have the power to manipulate and even outright destroy low cost minions
Ramp - In order to pump out high cost cards Titans will have the ability to increase their mana in the early game to play devastating Ascended cards in the mid-late game.
I envision Titan's having 2 main playstyles.
Tempo/Midrange - Titan's can focus on the tempo game and gain quick advantages by playing Ascended cards on curve. Playing a 3 mana Giant's Wrath can completely swing the game in your favor against aggro. There will be several cards that have powerful effects on curve if they are ascended.
Control - Titan's can play the value game and ramp up their cards to high costs for huge effects. The potential for a 5 mana Pyroblast with Rising Power is incredible although increasing cards more than 2 or 3 times will be very difficult for this deck. The possibility for combo decks is definitely there but since many cards in the class will increase the cost of ALL cards in your hand shenanigans with cards like Malygos won't be easy to pull off.
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My idea with Maturing Titan was to have something kind of like Forbidden cards where it can get stronger for higher mana costs. Rather than limiting it to only 2 although maybe that might still work out. The way you worded it however “If this card costs (2) or more, gain +1/+1. If (4) or more, gain +4/+4 instead.” would make it gain +1/+1 on 2 mana making it a 2 mana 3/4 and +4/4 on 4 mana making it a 4 mana 6/7. Maybe something like, "Battlecry: If this minion costs (3) or more gain +1/+2. If it costs (5) or more, gain +4/+5." That would make it a 2/3 on 2 mana, a 3/5 on 4-5 mana and a 6/8 on 5 mana. At 3 mana a 3/5 is overstatted but it comes with the condition that you boost its cost by 1. On 5 mana a 6/7 with a condition isn't op ex Shadow Pan Rider, so I think the condition of costing 3 more mana is hard enough to get that a 5 mana 6/8 is worth the condition.
Pint Sized Dragon is probably the worst case of overcomplicated/bulky text. I wanted to have synergies similar to the "holding a dragon" synergies although maybe something more like "Battlecry: If you are holding a card that costs 6 or more, Discover a minion." That would simplify it a bit. I do like the idea of cards that activate on having higher cost cards in hand though.
Now that you mention it I do see what you mean with Gigantify's text. I plan on clarifying it to pretty much exactly your suggestion. I'm not really a fan of the permanant mana crystal/cost increase idea. I mean it could possibly be something like "Gain 1 empty Mana Crystal, cards in your hand cost 1 more." for 2-3 mana but I feel like Mana Monster already covers that early ramp slot. Making it cost more and give more mana just seems a bit too slow seeing how ramp is best for the early game. I intended for this card to function as a way to pump out an early tempo swing because I see turns 2-3 being pretty slow with this class unless you open up the 1 drops.
I can see what you mean with Angry Ape as well, I did jump around a bunch of times between 5/6 and 5/7 because I felt that a 5/6 was too weak but for the mostpart you do want to play this on 4. If I did change it to 5/6 though I'd want to change its effect to losing 3/1 instead of 3/2. A vanilla 2/5 isn't insane and a vanilla 2/4 is just pretty weak when compared to 2/4s like flamewaker, brann, imp gang boss etc. I wanted the card to be a decent tempo drop on turns 3-5.
With Blasting Giant I think destroying a targeted minion is pretty insane. The stats would have to be pretty low for an effect like that to be on a 6 drop. Compare with Moat Lurker, a 6 mana 3/3 already pretty weak. It destroys a minion but the downside of bringing it back at full health is pretty severe. Destroying a minion is roughly a 5 mana cost effect. I wanted to make this card a decent tempo card but also have the drawback of not being targeted. I think destroy a random enemy minion is a pretty powerful effect, Stampeding Kodo saw some play before MSOG and it only destroyed random minions that cost 2 or less. I think destroying a random minion might be a little too strong for a 6 mana 5/5. Might turn it into a 5/4 or 4/4. Also I wasn't sure if board or battlefield was the correct terminology to use on this card.
I think Clash of the Titans has some bulky wording but I don't want to make it an aoe. I want some kind of single target removal. The effect you suggested is essentially Shadow Word: Horror. Maybe something like "Deal damage to a minion equal to its cost. If it costs (3) or less, destroy it." The idea is to have some kind of decent mid-early game removal.
Maybe for Inner Strength, "Give a minion +1/+3, if this card costs (4) or more give it +2/+6"?
Right now I'm leaning towards
Mana Monster
Giant's Wrath
Warcaller
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Edit: Misread. This card is bad.
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Wow the 1 drop Patches needed. Rogue Pirate Aggro?