I really like this class, keep up the great work man :)
On Excavation Hulk. "Discover a minion" is worth about 1.5 mana. Resummoning that minion is more complicated. We have to assume an average cost for the minion you get, which I would say if you can choose should be around 5. So that's a 6.5ish cost effect. It's a deathrattle though, so that reduces aboit .5 of cost. 6 mana effect. Normally you'd think you can't put an effect like that on a hulklike body, but at mana costs above 8 things get weird. Aviana is worth 11.5 mana most times but she costs 9. So, using that logic, I think a 9 cost 5/6 works for excavation hulk.
But seriously, I like the card. If you get to fatigue +5 cards without dying, you kind of deserve to win, plus you'll get 5 dead draws before being able to cast the guy. The payoff for that is you instawin against control. The art quality is a bit low, but that's ok. It's cool :)
EDIT: I am a terrible person and replied instead of quoting. In case anyone was wondering, the card I was talking about was Malencia's, The Demon Soul.
This is a card I took from one of my personal expansions for this contest (unreleased). In case you were wondering, the powerful Artifacts (weird capitalization, I know. Blame Blizzard) are the ones you get from Arch- Thief Rafaam. The costs 2 more is so you can't just get 1 Emperor hit on it to cast it. You need Emperor and, say, Sorcerer's Apprentice. The first thing I'm wondering about it is if it actually fits the contest guidelines. The card costs 12 after the cost change, but does that still count as above 10? Secondly of course, the normal stuff. OP, UP, hate the art, needs a better name, badly statted? And finally, would you actually vote for it? Thanks guys! :)
I'm playing miracle rogue against a paladin. He has 6 health, and I'm at 1. His board is a 1/1 Taunt, a 2/2 Taunt, a 9/8 Taunt, and a 2/1, as well as a secret that could be anything. Mine is a 4/4 and a 2/3, as well as a 1/1 dagger. I have Thistle Tea and Cold Blood in my hand. He passes, and I topdeck Deadly Poison. Then I Thistle Tea into Backstab. I backstab his 1/1 Taunt, checking for Repentence. Secret doesn't trigger. I then backstab both of the other taunts, leaving him with a 9/6 Taunt and a 2/1. Then I Cold Blood the 2/3 into a 6/3 and slam it into the 9/6. Noble Sac doesn't trigger. I Deadly Poison, and attack his face for 3. Eye for an Eye doesn't trigger. And then I slam my 4/4 into his face and win. It felt SO good. Dodged 3 good secrets as well as topdecked perfect cards to get around his taunts and find lethal. The best comeback I've had in a long time.
I think 1-3 is the best range for this card. There are a large number of useless spells, many neutral spells, and a select few super OP cards. That should be a good enough range to not be a "good" card, but definitely be fun.
One problem is that whenever a minion deals damage when they have stealth, the stealth is lost. You can see this on cards such as Flamewalker. If it gains stealth, it immediately loses it after it's effect is triggered. One way you could get around this is by having it gain stealth at the end of the turn. I do like the idea of the card though, a board clear on a minion. Good job :)
This is amazing. All of the bosses are interesting and hard, but balanced, the cards are very well made and balanced, and the new guide mechanic is unique as well as sensible and interesting. I love it. Good job :)
A rogue 1-drop. If you compare this to Buccaneer, Buccaneer usually gets you a 2/2 weapon, while this usually gets you a 2/1. However, Shady Poisoner's body is bigger and will survive more often, allowing you to possibly get greater benefits.
I think the first one is ok, albeit the effect is basically taunt. The second can attack minions too, and a flexible 3 mana deal 5 damage to a minion seems pretty powerful. However the effect is cool.
That's true. However, with the new hero power, that combo is reduced to 14 damage. I generally don't take Leeroy into account, because his design is literally only to OTK and makes it so cheap windfury cards can never exist. I will change the card in the next update, though- I wouldn't want another Druid combo running around. Thank you for the pointer :)
Thank you everyone for your help. I am going to change the hero power to 'Give a minion +1 attack this turn.' This way it generally only deals 1 damage unless the minion survives to attack again, or has windfury. You need an active minion on board for this to work like other hero powers, so the attack is permanent.
Wait I read your comment wrong. Sorry about that. Which do you like more? I think 1 attack forever is not as good as 2 for 1 turn, because after you get the attack your minion should be trading, and if he survive the trade hell probably die next turn. So 2 attacks of 1 mana roughly equals 1 attack of 2. However, this won't happen in every case. What is your opinion?
0
I really like this class, keep up the great work man :)
On Excavation Hulk. "Discover a minion" is worth about 1.5 mana. Resummoning that minion is more complicated. We have to assume an average cost for the minion you get, which I would say if you can choose should be around 5. So that's a 6.5ish cost effect. It's a deathrattle though, so that reduces aboit .5 of cost. 6 mana effect. Normally you'd think you can't put an effect like that on a hulklike body, but at mana costs above 8 things get weird. Aviana is worth 11.5 mana most times but she costs 9. So, using that logic, I think a 9 cost 5/6 works for excavation hulk.
24
The artifacts are the ones from Arch-Thief Rafaam. And yes, that is weirdly the capitalization
EDIT: My card got turned into a box with an x :( I just fixed it.
0
Rekt by Vanish Kappa.
But seriously, I like the card. If you get to fatigue +5 cards without dying, you kind of deserve to win, plus you'll get 5 dead draws before being able to cast the guy. The payoff for that is you instawin against control. The art quality is a bit low, but that's ok. It's cool :)
EDIT: I am a terrible person and replied instead of quoting. In case anyone was wondering, the card I was talking about was Malencia's, The Demon Soul.
3
This is a card I took from one of my personal expansions for this contest (unreleased). In case you were wondering, the powerful Artifacts (weird capitalization, I know. Blame Blizzard) are the ones you get from Arch- Thief Rafaam. The costs 2 more is so you can't just get 1 Emperor hit on it to cast it. You need Emperor and, say, Sorcerer's Apprentice. The first thing I'm wondering about it is if it actually fits the contest guidelines. The card costs 12 after the cost change, but does that still count as above 10? Secondly of course, the normal stuff. OP, UP, hate the art, needs a better name, badly statted? And finally, would you actually vote for it? Thanks guys! :)
0
I'm playing miracle rogue against a paladin. He has 6 health, and I'm at 1. His board is a 1/1 Taunt, a 2/2 Taunt, a 9/8 Taunt, and a 2/1, as well as a secret that could be anything. Mine is a 4/4 and a 2/3, as well as a 1/1 dagger. I have Thistle Tea and Cold Blood in my hand. He passes, and I topdeck Deadly Poison. Then I Thistle Tea into Backstab. I backstab his 1/1 Taunt, checking for Repentence. Secret doesn't trigger. I then backstab both of the other taunts, leaving him with a 9/6 Taunt and a 2/1. Then I Cold Blood the 2/3 into a 6/3 and slam it into the 9/6. Noble Sac doesn't trigger. I Deadly Poison, and attack his face for 3. Eye for an Eye doesn't trigger. And then I slam my 4/4 into his face and win. It felt SO good. Dodged 3 good secrets as well as topdecked perfect cards to get around his taunts and find lethal. The best comeback I've had in a long time.
1
All of the spells you can get from this guy:
http://www.hearthpwn.com/cards?filter-cost-val=1&filter-cost-op=3&filter-premium=0&filter-type=5&display=3
http://www.hearthpwn.com/cards?filter-cost-val=2&filter-cost-op=3&filter-premium=0&filter-type=5&display=3
http://www.hearthpwn.com/cards?filter-cost-val=3&filter-cost-op=3&filter-premium=0&filter-type=5&display=3
I think 1-3 is the best range for this card. There are a large number of useless spells, many neutral spells, and a select few super OP cards. That should be a good enough range to not be a "good" card, but definitely be fun.
Thanks to http://www.hearthpwn.com/members/TheDuckOfDestiny for helping me balance this card.
0
One problem is that whenever a minion deals damage when they have stealth, the stealth is lost. You can see this on cards such as Flamewalker. If it gains stealth, it immediately loses it after it's effect is triggered. One way you could get around this is by having it gain stealth at the end of the turn. I do like the idea of the card though, a board clear on a minion. Good job :)
1
0
This is amazing. All of the bosses are interesting and hard, but balanced, the cards are very well made and balanced, and the new guide mechanic is unique as well as sensible and interesting. I love it. Good job :)
2
A rogue 1-drop. If you compare this to Buccaneer, Buccaneer usually gets you a 2/2 weapon, while this usually gets you a 2/1. However, Shady Poisoner's body is bigger and will survive more often, allowing you to possibly get greater benefits.
0
I think the first one is ok, albeit the effect is basically taunt. The second can attack minions too, and a flexible 3 mana deal 5 damage to a minion seems pretty powerful. However the effect is cool.
0
Thank you! I really appreciate the compliment :)
0
That's true. However, with the new hero power, that combo is reduced to 14 damage. I generally don't take Leeroy into account, because his design is literally only to OTK and makes it so cheap windfury cards can never exist. I will change the card in the next update, though- I wouldn't want another Druid combo running around. Thank you for the pointer :)
0
Thank you everyone for your help. I am going to change the hero power to 'Give a minion +1 attack this turn.' This way it generally only deals 1 damage unless the minion survives to attack again, or has windfury. You need an active minion on board for this to work like other hero powers, so the attack is permanent.
0
Wait I read your comment wrong. Sorry about that. Which do you like more? I think 1 attack forever is not as good as 2 for 1 turn, because after you get the attack your minion should be trading, and if he survive the trade hell probably die next turn. So 2 attacks of 1 mana roughly equals 1 attack of 2. However, this won't happen in every case. What is your opinion?