Endless corruption options are cool. How many do you need to make this a good card? It would need to sit in your opening hand or be drawn by turn three and be corrupted for at least 3-4 turns to make a good minion coming down. So a turn 5 two mana 5/5 or turn 6 two mana 6/6 is what you hope for?
This is pretty powerful for aggressive Paladin decks--insane tempo with Argent Squire, Air Raid, and so many other cards. I don't know if aggro Paladin will be good enough, but this card definitely steps it in that direction.
I calculated for myself, who plays minimally but passes all the quests, I get less gold, but with other rewards I get almost the same value (albeit still less than before).
That would be okay for me, if for all of this I didn't have to more than double my play time. The key here are weekly quests, which are specific and/or require winning, which is much more demanding than before. You don't want to play that BG weekly? You can switch! Oh look, another BG quest.. And you'll find yourself entering the game every day just so you can switch those, which creates pressure, at least for me. Also, there will be times when luck fails you and those 7 ranked wins will be painful.
If you truly want the same reward fot the same time as they promised, you have to count out all xp from weekly quests, and the majority of xp from achievements (plus, xp from passive gameplay is much lower than they have stated in their calculations). See where that amount will get you on the reward track. All this without mentioning the lame old packs on later levels and the upcoming miniset. They openly lied and the backlash is deserved.
Yeah, that is my biggest gripe with the system as well, lot of those Quests are WIN not PLAY, which can actually mean dozen or tens of dozen of hours a difference during the expansion cycle spend playing, if you lose a lot.
I get it, they try to incentivize playing Ranked and make ppl buy the new packs, i cant say if being more pro-community friendly and getting better PR wouldnt help the sales more while making the players happy overall, guess we will never know.
I do hope they change it to PLAY eventually. Not to mention that they disallowed for some reason to complete certain quests (play X class) in Tavern Brawl (havent really checked them in other game modes), which just sounds stupid.
I am facing a dilemma. I have a good card idea, but I can't find any good art. Then I have some good art, but I don't have a good card to go with it.
Here is the card without good art:
Here is the card where I couldn't think of a good effect:
I just realized that they need to be class cards, I will stick this in a class later. Maybe warlock with some minor adjustments
Feedback:
Show Spoiler
MenacingBagel, First off, I love the flavor. The guy in the murloc costume being corrupted and turned into an actual murloc is really cool. As for balance, it feels bit swingy. If you can't corrupt it, it is really bad. Corrupt cards should be sub-par in their pre-corrupted version, but I think this is just too bad. Also, in a dedicated murloc deck, you probably aren't playing anything that costs 6+ mana. I would reduce the cost and stats a little, and make the effect a bit smaller just to make it a bit more practical in a murloc deck.
Wailor, Becoming a copy of the target minion feels a bit random. It is fine in terms of balance and playability, but the second ability doesn't seem to have any connection to the flavor of the card.
DavnanKillder, I like the shaman card. But the corrupted version feels like kind of a lot for only a 2 mana corrupt card. I would increase the base health, and reduce the stats of the corrupted version. Murloc Gardener is probably my least favorite of the three. By turn 8, I think you could just say "fill your board with treants" instead of "for each spell you've cast this game". Also, corrupting an 8 cost minion is super card, especially for a token deck, and the reward feels a bit disappointing for the amount of work you would have to put into it. I do like the warrior card, but I think reducing the cost of your weapon is kind of useless since you will probably only equip one weapon over the coarse of this minions life. Similarly, buffing weapons as you equip them isn't very useful since you will probably only buff one. I would make him buff the attack of the weaopns in your hand, and when corrupted buff their durability as well.
Demonxz95, I like it. Browser references aside, I am a big fan of spell damage and would love to see more of it. I think you have hit a good balance of having it be playable on curve, but also worth hanging onto to corrupt in the future.
Linkblade91, I am a fan of 9 mana corrupt cards since the one we got in the expansion is a little bit of a letdown. The effect is pretty good for the cost, but I think it should pull 3 copies on the corrupt version instead of 2. Also, you should fix the wording to make it more consistent. Either, have the first version specify summoning a copy. Or, change the second version to pull two minions out of your deck.
TheHoax91, As Demon mentioned, you need to use the corrupt mechanic. Right now you would be disqualified.
FungusABoa, First off, you should say "an" instead of "a" since the following word (enemy) starts with a vowel. Concerning Balance, I don't think the corrupted version is good enough to justify how hard it would be to corrupt it. Dealing 7 damage is arguably better than having +7/+7 since it is more proactive and helps you to control the board. I would have the base version lose taunt, and have the second version gain taunt, and +7/+7, and keep the 7 damage battlecry.
BloodMefist, for the first version, I think it should cost a little more since straight up discarding a card from your opponents hand is really powerful. And even if it isn't that powerful, it is a very tilting mechanic and shouldn't be easily accessible. For the second version, I would put it in another class since warlock already has a double corrupt card at 4 mana epic, and it would feel weird if they go another and no other class got any. I think the effect is fine, but you should adjust the wording so that you don't have that one weird line in the middle with only one word in it.
Arkasaur, I love it. It is very flavorful with Shamans dragon breath having the same effect. I would love to have more proactive and efficient removal in shaman that doesn't have overload. I would reduce the cost and health to 5 to make it a bit easier to corrupt, but aside from that I think it is great!
Neoguli, This is really hard to evaluate, which isn't necessarily a good thing when people are judging your card. Having the cost increased is an interesting mechanic and not something we see a lot of. And when combined with corrupt it is even stranger. The higher the cost is, the harder it is to corrupt, but then once you do corrupt it it is a 0 mana 4/4 with rush. You could alternatively just not play cards and drop him on turn 3. I am not entirely sure what to make of this in terms of playability and balance, but I will say this; mage is a class which recently has taken on a theme of extreme spellslinging. They use cards like Sorcerer's Apprentice and Evocation to cast a ton of spells in one turn, and usually they don't play a lot of big expensive cards. Your card wants the opposite, it fits into a deck that plays only a few, more expensive cards. The design of this card clashes with the general design of the mage class.
Really strong new Secret for Hunter, and the perfect combination with Petting Zoo since you can make sure it sticks around by keeping a narrow board and then go wide with the Striders, triggering the Secret on your next turn.
This one is interesting. As with other cards, it looks strong by itself, but what deck do you put it in? A full murloc deck doesn't want to generate random legendaries. Decks without a lot of murlocs just won't generate consistent board states where this is useful.
I'm going to go out on a limb and say that this is bad. It doesn't remove the minion, just Silences them and becomes a copy. You're getting greedy thinking about all the Rattlegores and Librams that you can steal when in reality this is just a Silence on an OK body. Control decks don't usually run Silence on an OK body.
Great to combine with weapons to clear pretty much any minion at no cost to your health, and maybe you even get a big heal if you're wielding Aldrachi Warblades. Really strong.
Good enough to run out on turn one or later game to find an extra copy of something to deal with a board. I think this will go in a mindrange style hunter.
Ugh... I love the effect, but do I really want to run a Paladin Secret in the main deck? Would it be enough to just occasionally get this from Snack Run or Wandmaker or something?
This on turn three makes at least one secret in your deck have the added effect of summoning the body. Anything sticking on future turns is just mana discounts. Still, if there are good enough secrets to run, this could become a staple in secret mage.
I mean... it's a free 2/3 on Turn 3 if you were planning on playing a Secret anyway? I feel like you don't really need this compared to all the other fantastic Secret stuff that Mage has.
This will be interesting if Hunter gets enough deathrattles to make this worthwhile. I saw someone earlier commentin about the option to trigger this after the leper gnome quest completion. I'm not sure Hunter will want to do that with eight mana, but maybe it works out. They might be low enough on cards by that point that an eight mana spell to bring up 6 face damage is sufficient.
Should be fun as a cheap body that finds a Secret to play the following turn. Probably only makes it in Hunter decks specifically looking to play a lot of Secrets.
I love him. He's bad, but I love him. I've come to learn that if you make any card random enough (and slap the word Legendary on it somewhere) then I'm going to want to play it.
Nice little protection for Rogues while keeping in flavour for them - it's a pseudo-heal that doesn't feel bad to see them run, unlike their previous straight healing options from Neutral cards.
It might actually be OK for a faster deck, considering that your opponent would still have to play the 4-drop--but giving your opponent resources is rarely a winning strategy. But probably still not that good.
Multiple corrupt mechanics is pretty exciting. I think this and one neutral card are the only ones that corrupt more than once. This will be a good card for many warlock decks.
Madness at the Darkmoon Faire
Hah, Priest's new resurrect cards would be in the top 10 if folks, myself included, hadn't rated it a 1 on principle. It was the moral thing to do!
New Neutral Minion - Horrendous Growth
Endless corruption options are cool. How many do you need to make this a good card? It would need to sit in your opening hand or be drawn by turn three and be corrupted for at least 3-4 turns to make a good minion coming down. So a turn 5 two mana 5/5 or turn 6 two mana 6/6 is what you hope for?
New Paladin Minion - Carnival Barker
This is pretty powerful for aggressive Paladin decks--insane tempo with Argent Squire, Air Raid, and so many other cards. I don't know if aggro Paladin will be good enough, but this card definitely steps it in that direction.
Blizzard LIED and it's NOT FINE
Yeah, that is my biggest gripe with the system as well, lot of those Quests are WIN not PLAY, which can actually mean dozen or tens of dozen of hours a difference during the expansion cycle spend playing, if you lose a lot.
I get it, they try to incentivize playing Ranked and make ppl buy the new packs, i cant say if being more pro-community friendly and getting better PR wouldnt help the sales more while making the players happy overall, guess we will never know.
I do hope they change it to PLAY eventually. Not to mention that they disallowed for some reason to complete certain quests (play X class) in Tavern Brawl (havent really checked them in other game modes), which just sounds stupid.
Old Gods, New Tricks - Card Design Competition Discussion Thread
I am facing a dilemma. I have a good card idea, but I can't find any good art. Then I have some good art, but I don't have a good card to go with it.
Here is the card without good art:
Here is the card where I couldn't think of a good effect:
I just realized that they need to be class cards, I will stick this in a class later. Maybe warlock with some minor adjustments
Feedback:
Wailor, Becoming a copy of the target minion feels a bit random. It is fine in terms of balance and playability, but the second ability doesn't seem to have any connection to the flavor of the card.
DavnanKillder, I like the shaman card. But the corrupted version feels like kind of a lot for only a 2 mana corrupt card. I would increase the base health, and reduce the stats of the corrupted version. Murloc Gardener is probably my least favorite of the three. By turn 8, I think you could just say "fill your board with treants" instead of "for each spell you've cast this game". Also, corrupting an 8 cost minion is super card, especially for a token deck, and the reward feels a bit disappointing for the amount of work you would have to put into it. I do like the warrior card, but I think reducing the cost of your weapon is kind of useless since you will probably only equip one weapon over the coarse of this minions life. Similarly, buffing weapons as you equip them isn't very useful since you will probably only buff one. I would make him buff the attack of the weaopns in your hand, and when corrupted buff their durability as well.
Demonxz95, I like it. Browser references aside, I am a big fan of spell damage and would love to see more of it. I think you have hit a good balance of having it be playable on curve, but also worth hanging onto to corrupt in the future.
Linkblade91, I am a fan of 9 mana corrupt cards since the one we got in the expansion is a little bit of a letdown. The effect is pretty good for the cost, but I think it should pull 3 copies on the corrupt version instead of 2. Also, you should fix the wording to make it more consistent. Either, have the first version specify summoning a copy. Or, change the second version to pull two minions out of your deck.
TheHoax91, As Demon mentioned, you need to use the corrupt mechanic. Right now you would be disqualified.
FungusABoa, First off, you should say "an" instead of "a" since the following word (enemy) starts with a vowel. Concerning Balance, I don't think the corrupted version is good enough to justify how hard it would be to corrupt it. Dealing 7 damage is arguably better than having +7/+7 since it is more proactive and helps you to control the board. I would have the base version lose taunt, and have the second version gain taunt, and +7/+7, and keep the 7 damage battlecry.
BloodMefist, for the first version, I think it should cost a little more since straight up discarding a card from your opponents hand is really powerful. And even if it isn't that powerful, it is a very tilting mechanic and shouldn't be easily accessible. For the second version, I would put it in another class since warlock already has a double corrupt card at 4 mana epic, and it would feel weird if they go another and no other class got any. I think the effect is fine, but you should adjust the wording so that you don't have that one weird line in the middle with only one word in it.
Arkasaur, I love it. It is very flavorful with Shamans dragon breath having the same effect. I would love to have more proactive and efficient removal in shaman that doesn't have overload. I would reduce the cost and health to 5 to make it a bit easier to corrupt, but aside from that I think it is great!
Neoguli, This is really hard to evaluate, which isn't necessarily a good thing when people are judging your card. Having the cost increased is an interesting mechanic and not something we see a lot of. And when combined with corrupt it is even stranger. The higher the cost is, the harder it is to corrupt, but then once you do corrupt it it is a 0 mana 4/4 with rush. You could alternatively just not play cards and drop him on turn 3. I am not entirely sure what to make of this in terms of playability and balance, but I will say this; mage is a class which recently has taken on a theme of extreme spellslinging. They use cards like Sorcerer's Apprentice and Evocation to cast a ton of spells in one turn, and usually they don't play a lot of big expensive cards. Your card wants the opposite, it fits into a deck that plays only a few, more expensive cards. The design of this card clashes with the general design of the mage class.
New Hunter Spell - Open the Cages
Really strong new Secret for Hunter, and the perfect combination with Petting Zoo since you can make sure it sticks around by keeping a narrow board and then go wide with the Striders, triggering the Secret on your next turn.
New Shaman Minion - Magicfin
This one is interesting. As with other cards, it looks strong by itself, but what deck do you put it in? A full murloc deck doesn't want to generate random legendaries. Decks without a lot of murlocs just won't generate consistent board states where this is useful.
New Priest Minion - The Nameless One
I'm going to go out on a limb and say that this is bad. It doesn't remove the minion, just Silences them and becomes a copy. You're getting greedy thinking about all the Rattlegores and Librams that you can steal when in reality this is just a Silence on an OK body. Control decks don't usually run Silence on an OK body.
New Demon Hunter Spell - Relentless Pursuit
Great to combine with weapons to clear pretty much any minion at no cost to your health, and maybe you even get a big heal if you're wielding Aldrachi Warblades. Really strong.
New Hunter Minion - Mystery Winner
Good enough to run out on turn one or later game to find an extra copy of something to deal with a board. I think this will go in a mindrange style hunter.
New Paladin Spell - Oh My Yogg!
Ugh... I love the effect, but do I really want to run a Paladin Secret in the main deck? Would it be enough to just occasionally get this from Snack Run or Wandmaker or something?
New Mage Minion - Game Master
This on turn three makes at least one secret in your deck have the added effect of summoning the body. Anything sticking on future turns is just mana discounts. Still, if there are good enough secrets to run, this could become a staple in secret mage.
New Warrior Spell - Stage Dive
I'm into more tutors, and this one even gives it a bonus if you wait on it - which is very easy, since the better Rush targets are higher mana anyway.
New Shaman Minion - Pit Master
It's good for Evolve Shaman decks, especially to come down the turn after Boggspine Knuckles. Otherwise, it's probably not going to see play.
Madness at the Darkmoon Faire
Rager is back in the Rager category, all's right with the world. Not really, but you know ...
New Mage Spell - Ring Toss
Favourite card, favourite card, TURTLE TURTLE TURTLE!
Obviously I'll be running this in every Mage deck until it rotates. Good if it Corrupts... but is it worth losing that art?
New Demon Hunter Spell - Felscream Blast
Better Shooting Star. I don't expect Souls Demon Hunter to run it, but they probably wouldn't be upset if they get it off Wandmaker.
New Mage Minion - Game Master
I mean... it's a free 2/3 on Turn 3 if you were planning on playing a Secret anyway? I feel like you don't really need this compared to all the other fantastic Secret stuff that Mage has.
New Hunter Spell - Jewel of N'Zoth
This will be interesting if Hunter gets enough deathrattles to make this worthwhile. I saw someone earlier commentin about the option to trigger this after the leper gnome quest completion. I'm not sure Hunter will want to do that with eight mana, but maybe it works out. They might be low enough on cards by that point that an eight mana spell to bring up 6 face damage is sufficient.
Dragoon Custom Class
Oh btw one card reveal now! And then I'll reveal everything in an hour before launch!
New Hunter Minion - Mystery Winner
Should be fun as a cheap body that finds a Secret to play the following turn. Probably only makes it in Hunter decks specifically looking to play a lot of Secrets.
New Shaman Minion - Magicfin
I love him. He's bad, but I love him. I've come to learn that if you make any card random enough (and slap the word Legendary on it somewhere) then I'm going to want to play it.
New Rogue Spell - Cloak of Shadows
Nice little protection for Rogues while keeping in flavour for them - it's a pseudo-heal that doesn't feel bad to see them run, unlike their previous straight healing options from Neutral cards.
New Neutral Minion - K'thir Ritualist
It might actually be OK for a faster deck, considering that your opponent would still have to play the 4-drop--but giving your opponent resources is rarely a winning strategy. But probably still not that good.
New Warlock Spell - Cascading Disaster
Multiple corrupt mechanics is pretty exciting. I think this and one neutral card are the only ones that corrupt more than once. This will be a good card for many warlock decks.