I like the idea of Vi's card - and I love the character of Vi - but I don't like the rest of Piltover/Zaun :( I've left it at zero progress.
Good news: there are a ton of decks right now where Vi is the only P&Z card they run. :-)
P&Z is kinda in a weird state right now--the burn cards and shroom generators are super-popular, yet the original discard package and multiple-spells package are practically unplayed and all their new Rising Tides cards lack clear homes.
I agree that 4 damage is a lot, but at the same time, I asked myself: besides making it fast speed, honestly how much damage would this card need to do to make me want to play it again? At the least, it would need to be able to clear vanilla Crimson Disciple, L1 Fiora, Elise, and War Chefs; however even up'ed to 3 damage I still don't think I'd actually play it because it still doesn't clear cards like Loyal Badgerbear, Boomcrew Rookie or the aforementioned post-bannerman and it's easily answered by cards like Transfusion, Ranger's Resolve, barrier, and Deny.
At slow speed AND hitting both sides of the board, it's play style is like a "lite" version of Ruination, so comparably it needs to have a significant impact on board. Maybe if it also cleansed everything, or obliterated instead of killing? Or keep at 2 damage but reduce cost to 3 mana so it could be played at the end of Round 2 or with pure spell mana? Frankly, I think this card wants to be anti-aggro so making it fast speed is a superior answer but I was brainstorm other changes that maintained the card's original attributes.
I think I'd make it a "Slow 4 mana deal 3." Because it's symmetric, I don't think you gain a ton by making it fast - it's not like you'll be using it often as a combat trick, as it will kill your units before they can attack or block. In fact, I think making it fast will produce a lot of scenarios where a player misplays and blames the card/game for it (because they didn't realize their units would die before damage, or failed to account for how the lower HP would impact an Overwhelming attacker, etc.). It's just a lot safer and more straightforward to keep it slow.
Making it deal 4 damage for the reasons you describe seems to over-index the problems of the existing meta game. Boomcrew Rookie. for instance, is an overtuned card that needs to be nerfed, so I wouldn't use its 4 Health as my yardstick for measuring good balance.
Warmother's Call is tricky to balance, because while Deny exists, if you aren't Ionia, you can pray your opponent doesn't have as many good stalling tools and as many finishing moves. Warmother Control with Shadow Isles may not be as popular, but it's still a decent deck that uses Warmother (so does mine with Freljord and Piltover xd). If too cheap, your opponent can easily overwhelm you. I ftoo expensive, it becomes a niche tool. I don't think this should ever be cheap enough, even if it didn't summon a minion at the time of cast, which is gating the power level of the card.
Probably reduce the cost of Aurora Porealis to 6. That card is hella expensive and laughable, but same could be said about Poros in general.
Yeah, Warmother's Call is definitely hard to balance. I think it needs to be cheaper to be worth playing, so perhaps it needs a more radical change. I haven't thought too critically about this, but what if the text were "Whenever you attack, summon the top ally from your deck." There are rally effects that could make this problematic, but if you aren't running Demacia you're probably only summoning one unit every other round.
Regarding Aurora Porealis, it's certainly good at 6, but I'm not actually convinced it needs to be cheaper. Compare it to Progress Day! - another expensive burst spell that generates card advantage. With the cost reduction, Progress Day! is kind of like "5 mana draw 3," and Aurora Porealis is kind of like "7 mana draw 4." In a lot of CCGs, that's a fair difference in terms of cost. Now, you could argue that the former draws cards from your deck, while the latter gives you random cards, so the difference isn't actually fair. But we know that a) you're playing Poros, so all of those random cards are relevant to your win condition, and b) you have very high odds of getting cheap units, so if you have any leftover mana you can often play a Poro immediately.
It's not a good card today, but I think that's more because of how weak Poros are, not because the card is the wrong cost.
I've never run into this issue myself, but I also just use the standalone program instead of the Epic Games Launcher. I have had issues in the past where the launcher gets stuck at different parts of it loading though, which might be the same type of issue. When that happens, I just close it down and try relaunching and usually it does the trick.
KANSAS - I still prefer the Blacksmith, although 5 Health can be kinda scary; if the nerfs to EVIL Miscreant and Shadowjeweler Hanar are anything to go off of, this might see the same treatment.
It was a 1/4 but everybody said it would be too easy to kill and you probably wouldn't be able to get more than a single axe off of it. But I agree that 1/5 is kind of big for a 2 mana card. I kind of want to make it 1 mana, but I also don't want it to feel too similar to Dwarven Sharpshooter.
Some feedback for the other people on this page; didn't mean to pick out thenjax exclusively:
Show Spoiler
Conduit - I'm not a fan of it, to be totally honest. I understand it's from KFT so the flavor of the Lich King is supposed to be there, but it still feels weird to me as a Paladin card. Not that I have any idea where it should go. Also not a fan of the art choices: you're hyper-zoomed in for the main graphic, which is very noticeable, and Dead Soldiers is reusing [Hearthstone Card (Army of the Dead') Not Found]s art.
BasilAnguis - I have to agree with KANSAS: you essentially have an infinite-removal generator in the Hero Power. I think making it an aura would really help.
MrRhapsody - For being "a lot less Inspired", you still managed 6 ideas, so I'd say not bad all-in-all. My favorite is the Passive iteration of Cursed Blood. Element Extractor is hell-a busted with the right cards, and would warp the game around whatever oppressive Battlecry you could pull off best. Final Form is probably too good, Zedzer isn't very interesting to me (and steps on Zephrys the Great's toes a lot), and the second version of Cursed Blood doesn't change the Hero Power enough for me. The Passive version can be more readily exploited via cards such as Diseased Vulture, which I think is a cool way to go.
Sinth - I like the inherent idea behind the card, but I agree in-that it reads clunky and doesn't look appealing on a visual level - especially the lengthy Hero Power. I'm not sure how I would fix it, though, so I'm sorry about that.
KANSAS - I still prefer the Blacksmith, although 5 Health can be kinda scary; if the nerfs to EVIL Miscreant and Shadowjeweler Hanar are anything to go off of, this might see the same treatment.
Am I the only one who has to watch the loading screen for an hour before it opens? The game seems to be stuck on "Checking for Updates" forever. Does anyone else have the same problem or is it just me?
I really want Avalanche to be better, and I like your suggested changes to it in general. 4 damage might be a little high for a card that can come down on turn 3, but it definitely needs either a speed or damage buff. I also like the Poro Herder change (I've been trying to make a Poro deck work recently), but I don't know that it will make for a major improvement to a dedicated Poro deck - if you don't have one or more Poros in play most of the game, you're probably losing. It would make running a small "Poro Package" feasible in some other deck, but I'm not sure it has the flexibility of the spiders package to be worth it.
I agree that 4 damage is a lot, but at the same time, I asked myself: besides making it fast speed, honestly how much damage would this card need to do to make me want to play it again? At the least, it would need to be able to clear vanilla Crimson Disciple, L1 Fiora, Elise, and War Chefs; however even up'ed to 3 damage I still don't think I'd actually play it because it still doesn't clear cards like Loyal Badgerbear, Boomcrew Rookie or the aforementioned post-bannerman and it's easily answered by cards like Transfusion, Ranger's Resolve, barrier, and Deny.
At slow speed AND hitting both sides of the board, it's play style is like a "lite" version of Ruination, so comparably it needs to have a significant impact on board. Maybe if it also cleansed everything, or obliterated instead of killing? Or keep at 2 damage but reduce cost to 3 mana so it could be played at the end of Round 2 or with pure spell mana? Frankly, I think this card wants to be anti-aggro so making it fast speed is a superior answer but I was brainstorm other changes that maintained the card's original attributes.
I think Paladin could use a new Libram with Discover effect attached to it, something like a Twisted Knowledge but as a Libram (so base cost should be overcosted ofc).
That way you add some extra Value AND variation within an archetype that honestly feels quite dull - which shouldn't since we're talking of books here, and books should never feel dull!
It's my first DIY on outofcards and I hope it's not too foolish(or full of grammar errors LOL).
Welcome to the website, and our little area :D
In terms of grammar, formatting and whatnot the card looks great. I think the only thing you're missing is a watermark. Balance seems fine, as well, although it can be hard to tell with Start of Game effects; hopefully a dead Hero Power and a useless draw later in the game equate to an extra Mana Crystal *shrugs*
When you write the name of a card, you can do this "[card.]Kill Command[/card.]" (only without the periods) and you will be able to hover over it and see the card. To change the name, you have too do this "[.card text="Skill Command".]Kill Command[/card.]" and then it looks like this: Skill Command
I'm torn on this because while on one hand, the new system is strictly better in terms of value, but on the other hand I don't like crafting golden cards but love the animations. I'm in an awkward boat where I'm not a whale, but have been playing for so long that I can afford pretty much any cards I would want to craft. Its the type of thing where I miss it, but the current system is going to be better pretty much every time.
I feel like Shaman would be the best anti-aggro class if it had zap to easily activate those cards. Too bad it rotated out. As I see others play with libram pally, I start to wonder whether hand of whatever is really worth the inclusion.
Another thing that might be impacting your matchmaking is the time of day you queue and the format. One of my friends plays in the US server around the middle of the night in wild to test something and found out that he was queueing against low plat, even high gold just because of the lack of players.
Its probably still all just MMR stuff, but a lack of players might also play some role.
Amazing Vi Decks for Runeterra's Rising Tides Expansion
Good news: there are a ton of decks right now where Vi is the only P&Z card they run. :-)
P&Z is kinda in a weird state right now--the burn cards and shroom generators are super-popular, yet the original discard package and multiple-spells package are practically unplayed and all their new Rising Tides cards lack clear homes.
Freljord Buff Ideas
I think I'd make it a "Slow 4 mana deal 3." Because it's symmetric, I don't think you gain a ton by making it fast - it's not like you'll be using it often as a combat trick, as it will kill your units before they can attack or block. In fact, I think making it fast will produce a lot of scenarios where a player misplays and blames the card/game for it (because they didn't realize their units would die before damage, or failed to account for how the lower HP would impact an Overwhelming attacker, etc.). It's just a lot safer and more straightforward to keep it slow.
Making it deal 4 damage for the reasons you describe seems to over-index the problems of the existing meta game. Boomcrew Rookie. for instance, is an overtuned card that needs to be nerfed, so I wouldn't use its 4 Health as my yardstick for measuring good balance.
Friendly reminder for burn deck users
Define a burn deck please. I am new and do not know the ter
I would probably drop Shellshockers and Black Spears for Salvage and Jaull Hunters.
An Atrocity or two as a finisher wouldn't hurt either.
Friendly reminder for burn deck users
You aren’t actually good if you win games. Good luck climbing when it’s nerfed and you actually need to think.
:)
Freljord Buff Ideas
Yeah, Warmother's Call is definitely hard to balance. I think it needs to be cheaper to be worth playing, so perhaps it needs a more radical change. I haven't thought too critically about this, but what if the text were "Whenever you attack, summon the top ally from your deck." There are rally effects that could make this problematic, but if you aren't running Demacia you're probably only summoning one unit every other round.
Regarding Aurora Porealis, it's certainly good at 6, but I'm not actually convinced it needs to be cheaper. Compare it to Progress Day! - another expensive burst spell that generates card advantage. With the cost reduction, Progress Day! is kind of like "5 mana draw 3," and Aurora Porealis is kind of like "7 mana draw 4." In a lot of CCGs, that's a fair difference in terms of cost. Now, you could argue that the former draws cards from your deck, while the latter gives you random cards, so the difference isn't actually fair. But we know that a) you're playing Poros, so all of those random cards are relevant to your win condition, and b) you have very high odds of getting cheap units, so if you have any leftover mana you can often play a Poro immediately.
It's not a good card today, but I think that's more because of how weak Poros are, not because the card is the wrong cost.
Amazing Vi Decks for Runeterra's Rising Tides Expansion
I like the idea of Vi's card - and I love the character of Vi - but I don't like the rest of Piltover/Zaun :( I've left it at zero progress.
The Golden Classic Bundle is Now Available - 6 Golden Classic Packs for $15
I'm sorry to hear that :( I could also be wrong, in which case I do apologize for my error.
MtGA Bugged?
I've never run into this issue myself, but I also just use the standalone program instead of the Epic Games Launcher. I have had issues in the past where the launcher gets stuck at different parts of it loading though, which might be the same type of issue. When that happens, I just close it down and try relaunching and usually it does the trick.
By Your Powers Combined - Card Design Competition Discussion Thread
It was a 1/4 but everybody said it would be too easy to kill and you probably wouldn't be able to get more than a single axe off of it. But I agree that 1/5 is kind of big for a 2 mana card. I kind of want to make it 1 mana, but I also don't want it to feel too similar to Dwarven Sharpshooter.
Nemsy Necrofizzle's Redemption Period Extended Until May 26 - A Fix for the Shop Bug Coming Later This Week
I thought the redemption window was kinda small to begin with, and the shop bug just screwed some people hardcore. Glad to see they're extending it.
The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes
Picked up 800 dust from classes I never play. Sweet!
By Your Powers Combined - Card Design Competition Discussion Thread
Some feedback for the other people on this page; didn't mean to pick out thenjax exclusively:
Conduit - I'm not a fan of it, to be totally honest. I understand it's from KFT so the flavor of the Lich King is supposed to be there, but it still feels weird to me as a Paladin card. Not that I have any idea where it should go. Also not a fan of the art choices: you're hyper-zoomed in for the main graphic, which is very noticeable, and Dead Soldiers is reusing [Hearthstone Card (Army of the Dead') Not Found]s art.
BasilAnguis - I have to agree with KANSAS: you essentially have an infinite-removal generator in the Hero Power. I think making it an aura would really help.
MrRhapsody - For being "a lot less Inspired", you still managed 6 ideas, so I'd say not bad all-in-all. My favorite is the Passive iteration of Cursed Blood. Element Extractor is hell-a busted with the right cards, and would warp the game around whatever oppressive Battlecry you could pull off best. Final Form is probably too good, Zedzer isn't very interesting to me (and steps on Zephrys the Great's toes a lot), and the second version of Cursed Blood doesn't change the Hero Power enough for me. The Passive version can be more readily exploited via cards such as Diseased Vulture, which I think is a cool way to go.
Sinth - I like the inherent idea behind the card, but I agree in-that it reads clunky and doesn't look appealing on a visual level - especially the lengthy Hero Power. I'm not sure how I would fix it, though, so I'm sorry about that.
KANSAS - I still prefer the Blacksmith, although 5 Health can be kinda scary; if the nerfs to EVIL Miscreant and Shadowjeweler Hanar are anything to go off of, this might see the same treatment.
MtGA Bugged?
Am I the only one who has to watch the loading screen for an hour before it opens? The game seems to be stuck on "Checking for Updates" forever. Does anyone else have the same problem or is it just me?
Epic Games is the launcher I use, if this helps.
Freljord Buff Ideas
I agree that 4 damage is a lot, but at the same time, I asked myself: besides making it fast speed, honestly how much damage would this card need to do to make me want to play it again? At the least, it would need to be able to clear vanilla Crimson Disciple, L1 Fiora, Elise, and War Chefs; however even up'ed to 3 damage I still don't think I'd actually play it because it still doesn't clear cards like Loyal Badgerbear, Boomcrew Rookie or the aforementioned post-bannerman and it's easily answered by cards like Transfusion, Ranger's Resolve, barrier, and Deny.
At slow speed AND hitting both sides of the board, it's play style is like a "lite" version of Ruination, so comparably it needs to have a significant impact on board. Maybe if it also cleansed everything, or obliterated instead of killing? Or keep at 2 damage but reduce cost to 3 mana so it could be played at the end of Round 2 or with pure spell mana? Frankly, I think this card wants to be anti-aggro so making it fast speed is a superior answer but I was brainstorm other changes that maintained the card's original attributes.
The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes
I think Paladin could use a new Libram with Discover effect attached to it, something like a Twisted Knowledge but as a Libram (so base cost should be overcosted ofc).
That way you add some extra Value AND variation within an archetype that honestly feels quite dull - which shouldn't since we're talking of books here, and books should never feel dull!
By Your Powers Combined - Card Design Competition Discussion Thread
Welcome to the website, and our little area :D
In terms of grammar, formatting and whatnot the card looks great. I think the only thing you're missing is a watermark. Balance seems fine, as well, although it can be hard to tell with Start of Game effects; hopefully a dead Hero Power and a useless draw later in the game equate to an extra Mana Crystal *shrugs*
The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes
Thank you very much!
The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes
Thank you!
The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes
Warglaives needs to be Fool's Bane.
The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes
When you write the name of a card, you can do this "[card.]Kill Command[/card.]" (only without the periods) and you will be able to hover over it and see the card. To change the name, you have too do this "[.card text="Skill Command".]Kill Command[/card.]" and then it looks like this: Skill Command
The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes
Just add // text="name you want" // like I did in the picture.
Anyone else ticked about losing golden epic rewards?
I'm torn on this because while on one hand, the new system is strictly better in terms of value, but on the other hand I don't like crafting golden cards but love the animations. I'm in an awkward boat where I'm not a whale, but have been playing for so long that I can afford pretty much any cards I would want to craft. Its the type of thing where I miss it, but the current system is going to be better pretty much every time.
The Latest Hearthstone Nerfs and Buffs Are Here! Our Thoughts on the Card Changes
I feel like Shaman would be the best anti-aggro class if it had zap to easily activate those cards. Too bad it rotated out. As I see others play with libram pally, I start to wonder whether hand of whatever is really worth the inclusion.
Legends vs Diamond 9/10
Another thing that might be impacting your matchmaking is the time of day you queue and the format. One of my friends plays in the US server around the middle of the night in wild to test something and found out that he was queueing against low plat, even high gold just because of the lack of players.
Its probably still all just MMR stuff, but a lack of players might also play some role.