Nerf Psychic Scream to 8 or 9, such a devastating card in slower match ups and could at least rein in Priests ability to clear the board (Soul Mirror is fairer anyway).
Doing the calculations, between turn 1 and turn 8 a player gains 36 mana crystals. You should probably specify on the card that it is only affected by mana gained in excess, such as through Innervate and Nourish.
I believe what Doom1491 was getting at was that gaining 1 armor for every minion on the field isn't justifiable on a 3 mana 3/3 that disables your hero power for 2 turns, when a card exists which guarantees 5 armor for 3 mana and draws a card exists without drawbacks, and even that sees no play currently. Other cards like the 5 mana 4/4 apothecary or the 4 mana 3/3 cyclopian horror don't justify this type of effect either.
If your opponents side of the field is full, the 7 armor wont save you from death, and keeping seven of your own minions alive means your already winning. The armor gained is negligible in most situations.
I would consider significantly increasing the armor gain (such as 2 for every minion) as well as tying the effect into your hero power to keep the flavour, such as "For X turns, your hero power becomes "Gain armor equal to the amount of minions on the field".
With sets being designed months in advanced, how do you go about designing, balancing and releasing hard counter tech cards (such as Eater of Secrets, Golakka Crawler, etc.) Is an anti-elemental card already in the works?
3 Mana minion + 3 0-Mana spells would equal using your hero power three times on the the same turn with ten mana. At best, you'll only ever cast your hero power twice, or at least have it refresh once per turn.
1
Nerf Psychic Scream to 8 or 9, such a devastating card in slower match ups and could at least rein in Priests ability to clear the board (Soul Mirror is fairer anyway).
1
Genn Greymane
0
You can't guarantee that Electra's second spell will have the same target though, just like Toki's Double Time treasure in monster hunt.
0
Doing the calculations, between turn 1 and turn 8 a player gains 36 mana crystals. You should probably specify on the card that it is only affected by mana gained in excess, such as through Innervate and Nourish.
2
I believe what Doom1491 was getting at was that gaining 1 armor for every minion on the field isn't justifiable on a 3 mana 3/3 that disables your hero power for 2 turns, when a card exists which guarantees 5 armor for 3 mana and draws a card exists without drawbacks, and even that sees no play currently. Other cards like the 5 mana 4/4 apothecary or the 4 mana 3/3 cyclopian horror don't justify this type of effect either.
If your opponents side of the field is full, the 7 armor wont save you from death, and keeping seven of your own minions alive means your already winning. The armor gained is negligible in most situations.
I would consider significantly increasing the armor gain (such as 2 for every minion) as well as tying the effect into your hero power to keep the flavour, such as "For X turns, your hero power becomes "Gain armor equal to the amount of minions on the field".
0
Ravaging Ghoul
2
Pretty good in any stage of the game. Can set up some pretty gross early game presence.
0
With sets being designed months in advanced, how do you go about designing, balancing and releasing hard counter tech cards (such as Eater of Secrets, Golakka Crawler, etc.) Is an anti-elemental card already in the works?
0
Got to be Devolve.
The "Revolver" Shaman will rise!
3
So they couldn't make it a battle-cry, a pirate, have better stats or have it affect enemy minions?
Welcome to the new open design space. Population: Rogue
44
RIP Fatigue damage
-16
Double coin somehow?
6
Shame it wasn't considered a mech.
0
3 Mana minion + 3 0-Mana spells would equal using your hero power three times on the the same turn with ten mana. At best, you'll only ever cast your hero power twice, or at least have it refresh once per turn.
8
Typical Shaman Evolve Turn:
Turn 5 Finja, next turn attack and pull two Corrupted Seer's
Hero power and Evolve
2-Mana minion, two 7-mana minions and one 6-mana minion on Turn 6