• 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion
     
    Blazing rune follows along the same line of thinking as Whirlwind. 1 more mana 1 more damage kind of deal. Sort of how shiv and hammer of wrath operate. Hammer of wrath is two more mana and does two more damage. I don't think it's that overpowered and I don't believe any mage would ever play volcanic potion either, unless they got it from the spell tome. Isn't it considered a fairly weak card, especially in mage. Besides both classes do function differently.
     
     You can't use that comparison to balance your card. Single target damage does not have the same kind of balancing as AoE. With AoE it is typically +2 mana for +1 damage. Examples: Whirlwind->Volcanic Potion->Excavated Evil. Hellfire->Felfire Potion. Cleave->Multi-Shot. Cone of Cold->Blizzard. It's not just a specific class kind of rule it's a rule that pretty much every class follows. Obviously, as with any rule, there are going to be some exceptions (Dragonfire Potion) but a 2 mana 2 damage AoE is pretty overpowered.
    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

     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 

    @ZardozSpeaks

    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).

    @nurgling13

    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.

    @thebangzats

    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)


    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion
    Quote from Malencia >>
    Quote from Malencia >>

    Hey everyone, so here's my first draft of my basic set.  I would appreciate any feedback!

    Class Reminder:

     

    My three example cards:

    Explanation:

    Flame Blade: The class is a weapon based class, and so I need a weapon as an example card.  The other weapon in the basic set is rather boring, so I figured I'd go with this one.  I think a 3/3 weapon is weaker than a 4/2, which balances the effect being a Battlecry instead of Deathrattle when compared to Death's Bite.

    Meditation: A draw spell that can get out of hand in the right circumstances (but not really any more than Solemn Vigil or Divine Favor).  The class is supposed to have access to a lot of draw, burning through their deck really quickly, and this with a few points of Spell Damage is one of the ways they will achieve that.

    Meteor Storm: The flashy 10 mana spell that any good spell based class should have.  Extreme scaling with Spell Damage (for fun, this + Malygos would deal 60 damage to the enemy board), and should pretty much always clear your opponent's board, which I think is fine for 10 mana as it doesn't let you develop anything else the turn you play it.  Can't hit face, which I think keeps this under control.

     The challenge cards:

    Explanation:

    Mithril Dragon Figurine: Likely a worse Explosive Sheep if you play it for 3 mana, you can instead get a decent (but not great) taunt minion at 7 mana.  Flavour here is that you imbue your dragon figurine and it comes alive; when it dies, it reverts back to a statue.  If the statue is destroyed, then excess magical energy is released in a giant burst.

    Tome of Ancient Teachings: A value card for the class, you can combo this with a few Empower cards to get huge value.  Just don't expect it to survive a turn.

     The rest of the basic set:

    Longsword: A weapon focused class needs access to cheap weapons.

    Reclaim Energy: Flavour here is that you siphon the mana back out of an artifact so that you can use it again.  Can give you up to 10 extra mana, but then you need to sacrifice a 10 mana minion, so I think this is ok.  I figure it compares to Shadowstep, although better with Deathrattles instead of Battlecries.

    Enchant: Fiery Weapon: A spell that pushes the class mechanic of permanently buffing your weapons; this does it in the most simplistic way possible.

    Enchant: Conduit: Another spell that pushes the weapon buff mechanic, again with a very simple implementation.  The combination of this with Fiery Weapon allows the future weapon buff mechanics to be more complex.

    Volcanic Storm: Whirlwind + Draw, similar to Fan of Knives vs Arcane Explosion

    Enchanted Shield: The only minion of the set, this synergizes with the hero power to give you a 2/4 taunt on Turn 3 (or Turn 2 if you coin hero power), or can get bigger.  Comparisons are cards like Bloodsail Raider and Dread Corsair.

    Disintegrate: A strong single target removal.  Slightly better than Polymorph, slightly worse than Hex.  I could see this being priced at 5 instead.

     

     Bumping for additional feedback before I go home for the day :)

     

    Thanks for the feedback, dude. I really appreciate it.
    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.
    Posted in: Fan Creations
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase II Discussion

    @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.

    Posted in: Fan Creations
  • 14

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Submission


    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. 

    Posted in: Fan Creations
  • 1

    posted a message on Azure Drake too powerful? nerf?
    Quote from Alexhrr >>

    TBH I have always wondered why Bloodmage Thalnos is a legendary and Azure Drake isn't. They are very similar cards, understated for their cost, spell power +1 and draw a card, only difference is that Bloodmage Thalnos draws the card after it dies and Azure Drake when it's played (which is a big deal when you are trying to dig into your deck). Not complaining about Azure Drake but it feels like it should at least be an epic. Oh and it's a Dragon. 

     Thalnos is only 2 mana and can be used to cheaply deal tons of damage in decks like freeze mage or for to make small aoe cards big like in midrange Shaman. Azure Drake is strong, but not strong enough to warrant making it so you can only have 1 copy.
    Posted in: Card Discussion
  • 1

    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Discussion
    Quote from thebangzats >>  

    Maturing Titan. It’s an interesting effect, but awkwardly worded. I’d rather it just get a straight buff, such as “If this card costs (2) or more, gain +1/+1. If (4) or more, gain +4/+4 instead.” This means that if it costs 3, it still only gets +1, if more than 4, it gets +4. The card itself should also only be a 2-mana 2/3. A 2-mana 2/4 vanilla is already above the curve. Also note how Hearthstone words cost. The use brackets.

    Giant’s Wrath. A fine thematic AoE. This is a definite showcase.

    Mana Monster is good, but as you said yourself, you should choose between this or Maturing Titan. I personally prefer Mana Monster.

    Pint-Sized Dragon is another overcomplicated card.

    Tyrant in Training is great.

    Gigantify might be good, but may need consise wording. “Gain 3 mana crystals this turn. Cards in your hand cost (2) more this turn.” Otherwise, it’s ambiguous. People could think you gain 3 mana crystals permanently, then cards in your hand cost (2) less this turn only. One idea for Gigantify, what do you think about “Gain X mana crystals. Cards in your hand cost (X) more.” A permanent effect.

    Angry Ape is okay, but a 4-mana 5/7 is devastating. Yes you could argue “But it can be a 5-mana 5/7”, but if that’s the case then the player did not play this card efficiently. Plus, a 5-mana 5/6 still ain’t bad. I would nerf it to 5/6.

    Blasting Titan can be simplified to “If this minion has the highest cost on the battlefield, destroy a minion.” plus a slightly smaller body. If it’s random, it’s not worth it.

    Intimidator is fine. Again, just remember how HS words costs. “Enemy minions cost (2) more next turn.” Minions should also not be capitalized.

    Warcaller is also good.

    Clash of the Titans is cost-based removal, but I don’t like it. Instead, why not “Destroy all minions that cost (X) or less.” Think of it a better Enter the Coliseum.

    Inner Strength is again, awkward to read. Just give a flat buff according to a flat cost, not the whole “every point above X” thing.

    Slab of Iron is an excellent weapon for this class, but King’s Axe not so much.

    Overall, pretty interesting. The biggest downfall here is some cards being overcomplicated and even worse, the art. I’m sure some there are better art for Angry Ape out there, for example. I would highlight:

    1. Mana Monster
    2. Giant’s Wrath / a reworked Clash of the Titans
    3. Warcaller / Intimidator / Slab of Iron

    Thanks a lot for the feedback. I agree with you on the wording being awkward on some of the cards, and yeah the artwork is mostly from random yugioh/mtg cards or old rpgs I used to play. This is still just a pretty rough idea of what I plan on making. I'm gonna go down your list of suggestions and try to address them.

    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


    Posted in: Fan Creations
  • 1

    posted a message on Mean Steets of Gadgetzan: Arena Impact
     

    Unlicensed Apothecary Rating 5(Terrible): I love that he's big and cheap, but if you can't Silence him immediately there is no reason you should be playing this card.

     I don't understand your reasoning on this card. Unlicensed Apothecary is a 3 mana 5/5 play this on turn 3. Next turn trade into their 3 drop and live most likely and then play your 4 drop and take 5 damage. It's either going to get killed off by your opponent then or you can trade it into their 4 drop if you're lucky. In most cases it's +2/2 over the average 3 drop and only costs you 5 health. Arena is a game of Tempo, not health. A card that can potentially kill a spider tank and a yeti for 3 mana is just ridiculous. Even if it cost you 10 health assuming it survives that long it's still an amazing card. Additional reasoning: Flame Imp is only 1/1 over the standard 1 drop and costs 3 health and it's an amazing card. In most cases you'd be happy with trading Flame Imp up into a 2 drop and dying. Unlicensed Apothecary has the potential to trade up into a 4 drop and live.
    Posted in: The Arena
  • 1

    posted a message on New Card - Blubber Baron

    Edit: Misread. This card is bad. 

    Posted in: Card Discussion
  • 7

    posted a message on New Card - Small-Time Buccaneer

    Wow the 1 drop Patches needed. Rogue Pirate Aggro?

    Posted in: Card Discussion
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