This is a very hard call, as the cards are radically different.
Of course, Massive Macaw is the safest choice, but I think I'd go with Izzy. I'd probably remark she's meant to be a freebie legendary, as her effect really feels like one.
Demonxz95
Very flavorful card, I really like it.
As a very minor note, I'd probably make the adult version a 4/7 in order to make the Attack-Health difference consistent in both versions.
AeroJulwin
I like the first version a bit more, although I'd specify it casts copies of the spells you generated. As it is right now, I think it'd consume the spells you haven't cast already, which I believe is not intentional.
R
Very cool card. I don't believe it's broken, since Rogue doesn't have many big weapons.
adamsleungcn
My favorite here is probably Arcaneburst Dawngrasp, but it should read "If any minion dies" instead of "If any die".
BladeFlurry is a also a pretty cool card for Enrage Warrior, but it has several flaws:
It's name is too similar to Blade Flurry (a card which is already very similar to).
The wording is quite iffy. I'd go with something like "Destroy your weapon. Cast 'Whirlwind" a number of times equal to its Attack.".
The Mana Cost seems a bit too expensive. Blade Flurry is very similar to it and costs 2, so I'm inclined to say your card should cost 1. However, there might be a broken combo with Enrage minions I'm not taking into account.
I don't enjoy the other two cards, unfortunately. Relic Chest is just not my cup of tea and Ice Manipulator Dawngrasp's double damage effect is broken against heroes but almost worthless against minions.
Moondreamer
My absolute favorite card here. The flavor is outstanding.
That said, I'd probably give it Taunt, as right now seems a bit weak: it's effectively a four Mana minion that forces you to play badly in the following turns. Considering that, 3/8 Taunt doesn't seem broken.
About the wording, it should say "cast 'BEEEES!!!' on this" or "cast 'BEEEES!!!' on this minion". I'd say the word "any" is also expendable, in case you run out of space.
Jerry Rig Carpenter - Nerf to 3 mana. That's the fair cost for draw 2, plus you still get the 2/1.
Wildheart Guff - Set maximum mana to 12. 20 is ludicrous. It would also help blunt the power of having so many ramp cards in the deck. They should be much weaker in the late game instead of continuing to give an enormous advantage.
Kael'thas Sinstrider - Not sure how to phrase/implement it, but exclude itself from its effect. Add a trigger to it that counts up when you play a minion, but it starts at 0 when it comes into play rather than passively track your actions from that turn. That'll kill it in most instances it's currently being used with Brann Bronzebeard and Sire Denathrius, but could still make for some interesting interactions down the line rather than simply nerfing it to 4 minions.
Massive Macaw looks good. Even though it looks like it should be OP, it seems to be fine following Grey Sage Parrot logic, which can do many similar things. I'd say this is probably the safer of the two cards to go with as Izzy seems like it could be an "all-or-nothing" type of submission.
Izzy the Overachiever is an extremely bold idea. There's probably an extremely easy way to utterly break it, but until one of us figures out what that is, it might be an okay card to submit. I'm just afraid that some people might be slightly put off by the fact that it breaks a fundamental rule of the game, and some others might also mistake the spell as being added to your deck (if my own Time Traveler set for Murder at Castle Nathria is anything to go off of).
Wailor
Comparing Silver Hand Commander and Sacredgill Champion, my first inclination is to say that the latter is easier to balance since Murlocs are things that you actually have to put some effort into playing as opposed to SHRs which can be summoned by just using your Hero Power repeatedly.
Erudite Cockatoo is a neat card, although unfortunately I must agree that it is too similar to the two cards you use as comparison.
AeroJulwin
I prefer the second version since it's easier to use and control.
R
I think a Selfless Sidekick effect counts. The effect is okay, even though it's quite powerful at that small size. It's not difficult for this to pull a weapon from your deck and get a big Rusher on turn 4 or even 3.
And even though Rogue doesn't really have big weapons to cheat out with this, it does prevent them from getting some later because of how easy/quick you could cheat them out.
Adamsleungcn
Ice Manipulator Dawngrasp is suspiciously incredibly similar to my Lady Frostheart card from the previous comp. Granted, I didn't submit that card and instead chose a different one, but it's still not a good look on you to go with something so incredibly similar to a card that someone else made very, very recently. I'm not also a big fan of the fact that it affects the enemy hero as well since it allows for some very quick burst damage (hence why I made Frostheart's effect only apply to minions), and it also should say "enemies" instead of "enemy".
Arcaneburst Dawngrasp is okay. There's always the chance that you just deal 3 damage to the enemy hero, but with some luck, it does become a relatively strong board clearing effect.
Relic Chest is alright I guess. It's not exactly the type of design I'd go for if I were to design Relic support, although I suppose it needs to be that way for it to be eligible for the competition. It looks like it's also missing the word "one".
I'm not sure what's up with the name BladeFlurry, and more to the point is that Blade Flurry is already a taken name. The effect itself is okay, though like your other cards, it has some wording mistakes.
Moondreamer
I DO notice a textual inconsistency. The card shouldn't say "on me" since that's Legends of Runeterra wording and I must admit that I'm not the biggest fan of the wording conventions in that game in the first place.
As for the card, I feel like I probably don't like it very much? If you play it on turn 3, then it's just a 3 mana 3/8 with no downside and as long as you keep playing on curve (which is ideally something that you want to do on your following turns anyway), then there isn't really any downside. Well, it appears that I didn't quite get the card correctly the first time. I guess it's a bit better balanced now
I however do like the synergy it has with minions that trigger their effects off of other minions dying. Admittedly, Druid doesn't really have a lot of ways to take advantage of this, but if more good ones were to exist, then this could be a clever and cool way to use that.
They won't look at Renathal for the same reason they won't look at Guff: they like what they've done and are indifferent to the implications until the latter becomes intolerable for their own future design. Recall how long it took for Celestial Alignment to be fixed.
Theotar, the Mad Duke will, I agree, get nerfed, but it will likely only be a mana hit. Reducing its stats is meaningless and changing its effect would be considered a nuclear option. Do recall how many steps it took to bring Mindrender Illucia to heel. If they go straight for the jungular and hit the effect, not only would I be wrong, but it would be a good sign that the devs are finally not overvaling their designs.
Quest Mage, much like Neptulon, is an evergreen problem in Wild and should be dealt with directly instead of resetting the time bomb by crushing some other card that happens to trigger its ascendancy once more.
Theotar is just too cheap. You don't make a sacrifice by playing him, you just toss him out whenever you think you can get value out of him and you're not just dead on board.
It's not even just a anti-win condition, he can just straight up ruin your … curve and tempo just by being played on curve.
For what he is able to do he should probably cost 5-mana. Right now there just isn't any downside to playing him, even if your opponent isn't playing a lategame strategy.
@YourPrivateNightmare: I think you missed the word(s) opponent's in the second paragraph ^_^
On-topic again, this time I do not think a mana cost nerf is sufficient. The card is too overpowered even at a higher mana cost. It straight up needs to be redesigned to become something completely different or at the very least become random, ditching the discover ability. Depending on how strong the design nerf might be, it could even keep it's current mana cost if it's balanced.
No fix and no feedback yet. Has anyone else noticed these mobile issues? Scrolling even stops for quite a few seconds. What is causing this? These lag/freeze issues are very annoying.
Can confirm this when opening the site on mobile. There is a delay of several seconds, after the main page shows up, during which I cannot click anything, for example
And the thing is (at least for h0lysatan me) is that the click eventually does go through and misfires on the wrong article/link/etc. and then you have to go back and the whole issue restarts again. Especially if you do not want to wait for the whole page to completely load itself, which was not necessary before the big site update.
I mean, we have mutanus that IMO is best example of a good and balanced disruption card, is random, depends on the opponent have the good minion in hand and cost 7 mana, we can put vol'jin here too. Theo looks like a priest card disguised as a neutral, you have the option to choose what card you will stole and is pretty cheap, you can play him on 7 with Brann and fk with you opponent strategy. I'm not saying here that he is too strong like Ilucia, but is for me so frustrating seeing played like her was back on the day.
We can say that now, because the good classes can either match or stall enough that wild spirits seems just fine. It all depends on what team5 is nerfing and whether the nerf is going to diversify the current meta. Maybe hunter would just be good, so there's no need for a nerf, but I can definitely see some arguments hitting this card, given that allegedly in development the card was originally 4 mana.
Looking at the meta before the nerfs though, Im not 100% sure that wild spirits will be just good. Seems like the sort of card you'll slot in and mulligan keep in every hunter deck regardless of whether the other wildseed cards sees play.
No fix and no feedback yet. Has anyone else noticed these mobile issues? Scrolling even stops for quite a few seconds. What is causing this? These lag/freeze issues are very annoying.
Can confirm this when opening the site on mobile. There is a delay of several seconds, after the main page shows up, during which I cannot click anything, for example
Theotar is just too cheap. You don't make a sacrifice by playing him, you just toss him out whenever you think you can get value out of him and you're not just dead on board.
It's not even just a anti-win condition, he can just straight up ruin your curve and tempo just by being played on curve.
For what he is able to do he should probably cost 5-mana. Right now there just isn't any downside to playing him, even if your opponent isn't playing a lategame strategy.
Yeah but Wild Spirits is just a good card to play. It doesn't win you the game by itself, it's just gives you the tempo you need to compete with other decks.
Wildseeds already got a pretty brutal nerf with the Stag (which carried you against Mage and Druid harder than anything else in the deck).
We don't nerf good cards for being good, we nerf them for being too good or somehow warping the meta around them. Wild Spirits does neither.
I just felt that if we're going to nerf all three good classes then the natural winner would be hunter, as evident before the last nerf. Wild Spirits has such a crazy winrate then, and I cant see why it wouldn't be the case if both rogue and druid gets nerfed. That card is one of the best card in quest hunter of all things, kinda shows us alot.
This time, I think team5 would scale everything down to give the bad classes a chance, and outside of buffs, I think rogue, druid, mage and hunter needs some toning down to accomplish that. Maybe warlock as well, but I wouldn't push it.
I think I've seen somewhere a graphic with runestones bundles and they were indeed the exact amounts you need to buy certain things, like preorder bundles etc
but how that will actually turn out only time will tell, it's blizzard in the end
Why would they nerf Hunter and more importantly why Wild Spirits of all things? The class is already close to dead and only Quest Hunter is a thing and Wild Spirits is certainly not what breaks that deck
I know that the plan is to nerf standard cards, but I wish they would nerf Grey Sage Parrot in wild. Changing it to spells that cost 6 or more. The endless extra turn in wild quest mage is almost impossible to beat once they have the pieces. They can have 5 extra turns.
My proposal for this week. Honestly very proud of this design. This is my final design unless some textual inconsitency pops up that I might have missed.
Some quick feedback:
Show Spoiler
Linkblade - Massive Macaw is cool, I dig the design. I'd say go for that one. I personally despise designs like Izzy and I think they will never be printed as they just pose way too many problems. From the moment an effect like this is printed the design space for expensive spells in any class will be forever restricted because every class can have every spell, they can allow classes to work around inteded weaknesses (imagine giving, for example, a Standard Ramp Druid access to powerful board clears such as Whirlpool or Twisting Nether), they can create silly and overpowered combos (you've suddenly given every single class access to Potion of Illusion), they would complicate the UI during deckbuilding (something Hearthstone really cares about, rightfully).
Wailor - I'd go with the Murloc. Having an incentive to put spells in Murloc decks is a concept I'm fond of, especially considering how minion-heavy Murloc decks usually are, and Silver Hand Commander is probably too strong as is, especially at an odd mana cost.
Demonxz & AeroJulvin - Good designs! I'd personally go for the second wording on Yogg though, so that it's consistent with other similar effects. The text also doesn't visually look any worse, so there's no reason not to.
R - Incorporating weapons is a cool idea, but the card is most likely quite overpowered at 4 mana. The amount of value and stats you could get on turn 4 or even turn 3 with coin is just absurd. This should be at least 5 mana. And even then, it would be quite an insane card.
Adam - I'd go with Arcaneburst Dawngrasp.Relic Chest is fundamentally broken: if it's supposed to upgrade after each played Relic then it's both extremely overpowered at 3 Mana (this would be, like, a 7-8 Mana effect) and the wording is incorrect. If it's not supposed to upgrade after each use, then it shouldn't be called a Relic. The other two cards are okay-ish but have incorrect wording/spelling mistakes in them.
I think they are both problems, but the feelsbad is quite different. Sire Denathrius can be replaced by another win condition and that card would again be a problem on its own. However, with Theotar, the Mad Duke you can easily disrupt/remove your opponent's win condition for which they worked all game long on and that is just so annoying/punishing. All slow decks have to run this problem card just to either draw your opponent's win condition or hopefully get your own win condition back (before they play it) which is just stupid.
The disruption cost is too low and the probability to pull it off is too high because it is tied to the discover ability which is overpowered.
Take a look at the other distruption cards in this set in rogue (you gotta have secrets and you dont get to delete a card, but rather shuffle it back) and in priest (you actually have to invest the mana playing the copy to steal the original while Harvester of envy is on the board). The only thing these cards have over Theo is that they are 3/4/3, but when so many start at 40hp and some have abundant stalling, the tempo loss efeect is reduced.
Take a look at another disruption lego - Mutanus. It costs 7, it can't target spells (you can tailor more easily against this narrower ability) and most importantly, you don't get to discover the best of 3 options. Granted, Mutanus may sometimes be a good tempo play, gaining stats of a huge minion, but again with 40hp and so much freeze or freeze-like (solid alibi) effects tempo is not as dominant as it used to be.
I agree that Illucia generates a worse feeling (not by much), but at least it was limited to one class. As an aside - with all her power, even pre first nerf, at 2 mana, she wouldn't have been able to disrupt Denathrius by herself
Cast On, Cast Off - Card Design Competition Discussion Thread
Feedback:
Of course, Massive Macaw is the safest choice, but I think I'd go with Izzy. I'd probably remark she's meant to be a freebie legendary, as her effect really feels like one.
As a very minor note, I'd probably make the adult version a 4/7 in order to make the Attack-Health difference consistent in both versions.
BladeFlurry is a also a pretty cool card for Enrage Warrior, but it has several flaws:
I don't enjoy the other two cards, unfortunately. Relic Chest is just not my cup of tea and Ice Manipulator Dawngrasp's double damage effect is broken against heroes but almost worthless against minions.
That said, I'd probably give it Taunt, as right now seems a bit weak: it's effectively a four Mana minion that forces you to play badly in the following turns. Considering that, 3/8 Taunt doesn't seem broken.
About the wording, it should say "cast 'BEEEES!!!' on this" or "cast 'BEEEES!!!' on this minion". I'd say the word "any" is also expendable, in case you run out of space.
Riot Reveals 4 New Cards from Legends of Runeterra's Upcoming "Awakening" Expansion
Targon has a card named Celestial Impact but it’s not a Celestial card? Sigh..
Hearthstone Is Getting Another Balance Patch - Coming Soon!
Here are my suggested fixes (not predictions).
Aquatic Form - Nerf to 1 mana. Why does it cost less than Tracking?
Jerry Rig Carpenter - Nerf to 3 mana. That's the fair cost for draw 2, plus you still get the 2/1.
Wildheart Guff - Set maximum mana to 12. 20 is ludicrous. It would also help blunt the power of having so many ramp cards in the deck. They should be much weaker in the late game instead of continuing to give an enormous advantage.
Defend the Dwarven District - well actually, I want to nerf Take the High Ground. Nerf it the way they did Raza the Chained back in the day, and have it "Set the cost of your Hero Power to (1). It still might be a good deck! If not, good riddance.
Nightcloak Sanctum - Reduce the durability to 2. It's a subtle change that will nicely lower the power of the deck.
Magister Dawngrasp - Revert Arcane Burst to 1 damage. Same as above.
Edwin, Defias Kingpin - Revert. Revert. Revert.
Wildpaw Gnoll - Fix the card's interaction with Maestra of the Masquerade. That, or nerf the stats into oblivion accordingly.
Theotar, the Mad Duke - Increase stats to be a 6 mana 5/4.
Kael'thas Sinstrider - Not sure how to phrase/implement it, but exclude itself from its effect. Add a trigger to it that counts up when you play a minion, but it starts at 0 when it comes into play rather than passively track your actions from that turn. That'll kill it in most instances it's currently being used with Brann Bronzebeard and Sire Denathrius, but could still make for some interesting interactions down the line rather than simply nerfing it to 4 minions.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
I just played Wild for the first time all season, and my opponent played FOUR Ice Blocks by turn 9 with Commander Sivara. That was enough for me
Cast On, Cast Off - Card Design Competition Discussion Thread
Feedback time, let's go.
Massive Macaw looks good. Even though it looks like it should be OP, it seems to be fine following Grey Sage Parrot logic, which can do many similar things. I'd say this is probably the safer of the two cards to go with as Izzy seems like it could be an "all-or-nothing" type of submission.
Izzy the Overachiever is an extremely bold idea. There's probably an extremely easy way to utterly break it, but until one of us figures out what that is, it might be an okay card to submit. I'm just afraid that some people might be slightly put off by the fact that it breaks a fundamental rule of the game, and some others might also mistake the spell as being added to your deck (if my own Time Traveler set for Murder at Castle Nathria is anything to go off of).
Comparing Silver Hand Commander and Sacredgill Champion, my first inclination is to say that the latter is easier to balance since Murlocs are things that you actually have to put some effort into playing as opposed to SHRs which can be summoned by just using your Hero Power repeatedly.
Erudite Cockatoo is a neat card, although unfortunately I must agree that it is too similar to the two cards you use as comparison.
I think a Selfless Sidekick effect counts. The effect is okay, even though it's quite powerful at that small size. It's not difficult for this to pull a weapon from your deck and get a big Rusher on turn 4 or even 3.
And even though Rogue doesn't really have big weapons to cheat out with this, it does prevent them from getting some later because of how easy/quick you could cheat them out.
Ice Manipulator Dawngrasp is suspiciously incredibly similar to my Lady Frostheart card from the previous comp. Granted, I didn't submit that card and instead chose a different one, but it's still not a good look on you to go with something so incredibly similar to a card that someone else made very, very recently. I'm not also a big fan of the fact that it affects the enemy hero as well since it allows for some very quick burst damage (hence why I made Frostheart's effect only apply to minions), and it also should say "enemies" instead of "enemy".
Arcaneburst Dawngrasp is okay. There's always the chance that you just deal 3 damage to the enemy hero, but with some luck, it does become a relatively strong board clearing effect.
Relic Chest is alright I guess. It's not exactly the type of design I'd go for if I were to design Relic support, although I suppose it needs to be that way for it to be eligible for the competition. It looks like it's also missing the word "one".
I'm not sure what's up with the name BladeFlurry, and more to the point is that Blade Flurry is already a taken name. The effect itself is okay, though like your other cards, it has some wording mistakes.
I DO notice a textual inconsistency. The card shouldn't say "on me" since that's Legends of Runeterra wording and I must admit that I'm not the biggest fan of the wording conventions in that game in the first place.
As for the card, I feel like I probably don't like it very much? If you play it on turn 3, then it's just a 3 mana 3/8 with no downside and as long as you keep playing on curve (which is ideally something that you want to do on your following turns anyway), then there isn't really any downside. Well, it appears that I didn't quite get the card correctly the first time. I guess it's a bit better balanced now
I however do like the synergy it has with minions that trigger their effects off of other minions dying. Admittedly, Druid doesn't really have a lot of ways to take advantage of this, but if more good ones were to exist, then this could be a clever and cool way to use that.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
They won't look at Renathal for the same reason they won't look at Guff: they like what they've done and are indifferent to the implications until the latter becomes intolerable for their own future design. Recall how long it took for Celestial Alignment to be fixed.
Theotar, the Mad Duke will, I agree, get nerfed, but it will likely only be a mana hit. Reducing its stats is meaningless and changing its effect would be considered a nuclear option. Do recall how many steps it took to bring Mindrender Illucia to heel. If they go straight for the jungular and hit the effect, not only would I be wrong, but it would be a good sign that the devs are finally not overvaling their designs.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
Or at least make the quest only count progression for unique cards played. This should tone it's power down by a level or 2.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
Quest Mage, much like Neptulon, is an evergreen problem in Wild and should be dealt with directly instead of resetting the time bomb by crushing some other card that happens to trigger its ascendancy once more.
List of Runeterra Daily Quests
I may have missed this but anyway:
0/8
Hearthstone Is Getting Another Balance Patch - Coming Soon!
@YourPrivateNightmare: I think you missed the word(s) opponent's in the second paragraph ^_^
On-topic again, this time I do not think a mana cost nerf is sufficient. The card is too overpowered even at a higher mana cost. It straight up needs to be redesigned to become something completely different or at the very least become random, ditching the discover ability. Depending on how strong the design nerf might be, it could even keep it's current mana cost if it's balanced.
Out of Cards Changelog - 2022-07-04
And the thing is (at least for h0lysatan me) is that the click eventually does go through and misfires on the wrong article/link/etc. and then you have to go back and the whole issue restarts again. Especially if you do not want to wait for the whole page to completely load itself, which was not necessary before the big site update.
I am beginning to sound like a broken record…
Hearthstone Is Getting Another Balance Patch - Coming Soon!
I mean, we have mutanus that IMO is best example of a good and balanced disruption card, is random, depends on the opponent have the good minion in hand and cost 7 mana, we can put vol'jin here too. Theo looks like a priest card disguised as a neutral, you have the option to choose what card you will stole and is pretty cheap, you can play him on 7 with Brann and fk with you opponent strategy. I'm not saying here that he is too strong like Ilucia, but is for me so frustrating seeing played like her was back on the day.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
We can say that now, because the good classes can either match or stall enough that wild spirits seems just fine. It all depends on what team5 is nerfing and whether the nerf is going to diversify the current meta. Maybe hunter would just be good, so there's no need for a nerf, but I can definitely see some arguments hitting this card, given that allegedly in development the card was originally 4 mana.
Looking at the meta before the nerfs though, Im not 100% sure that wild spirits will be just good. Seems like the sort of card you'll slot in and mulligan keep in every hunter deck regardless of whether the other wildseed cards sees play.
Out of Cards Changelog - 2022-07-04
Can confirm this when opening the site on mobile. There is a delay of several seconds, after the main page shows up, during which I cannot click anything, for example
Hearthstone Is Getting Another Balance Patch - Coming Soon!
Theotar is just too cheap. You don't make a sacrifice by playing him, you just toss him out whenever you think you can get value out of him and you're not just dead on board.
It's not even just a anti-win condition, he can just straight up ruin your curve and tempo just by being played on curve.
For what he is able to do he should probably cost 5-mana. Right now there just isn't any downside to playing him, even if your opponent isn't playing a lategame strategy.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
Yeah but Wild Spirits is just a good card to play. It doesn't win you the game by itself, it's just gives you the tempo you need to compete with other decks.
Wildseeds already got a pretty brutal nerf with the Stag (which carried you against Mage and Druid harder than anything else in the deck).
We don't nerf good cards for being good, we nerf them for being too good or somehow warping the meta around them. Wild Spirits does neither.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
I just felt that if we're going to nerf all three good classes then the natural winner would be hunter, as evident before the last nerf. Wild Spirits has such a crazy winrate then, and I cant see why it wouldn't be the case if both rogue and druid gets nerfed. That card is one of the best card in quest hunter of all things, kinda shows us alot.
This time, I think team5 would scale everything down to give the bad classes a chance, and outside of buffs, I think rogue, druid, mage and hunter needs some toning down to accomplish that. Maybe warlock as well, but I wouldn't push it.
All Hearthstone Battlegrounds Changes and Updates for the Upcoming Patch 24.2 - Minions, Heroes, Systems, Monetization
https://twitter.com/Celestalon/status/1562136962328174592
I think I've seen somewhere a graphic with runestones bundles and they were indeed the exact amounts you need to buy certain things, like preorder bundles etc
but how that will actually turn out only time will tell, it's blizzard in the end
Hearthstone Is Getting Another Balance Patch - Coming Soon!
Why would they nerf Hunter and more importantly why Wild Spirits of all things? The class is already close to dead and only Quest Hunter is a thing and Wild Spirits is certainly not what breaks that deck
Hearthstone Is Getting Another Balance Patch - Coming Soon!
I know that the plan is to nerf standard cards, but I wish they would nerf Grey Sage Parrot in wild. Changing it to spells that cost 6 or more. The endless extra turn in wild quest mage is almost impossible to beat once they have the pieces. They can have 5 extra turns.
Cast On, Cast Off - Card Design Competition Discussion Thread
My proposal for this week. Honestly very proud of this design. This is my final design unless some textual inconsitency pops up that I might have missed.
Some quick feedback:
Linkblade - Massive Macaw is cool, I dig the design. I'd say go for that one. I personally despise designs like Izzy and I think they will never be printed as they just pose way too many problems. From the moment an effect like this is printed the design space for expensive spells in any class will be forever restricted because every class can have every spell, they can allow classes to work around inteded weaknesses (imagine giving, for example, a Standard Ramp Druid access to powerful board clears such as Whirlpool or Twisting Nether), they can create silly and overpowered combos (you've suddenly given every single class access to Potion of Illusion), they would complicate the UI during deckbuilding (something Hearthstone really cares about, rightfully).
Wailor - I'd go with the Murloc. Having an incentive to put spells in Murloc decks is a concept I'm fond of, especially considering how minion-heavy Murloc decks usually are, and Silver Hand Commander is probably too strong as is, especially at an odd mana cost.
Demonxz & AeroJulvin - Good designs! I'd personally go for the second wording on Yogg though, so that it's consistent with other similar effects. The text also doesn't visually look any worse, so there's no reason not to.
R - Incorporating weapons is a cool idea, but the card is most likely quite overpowered at 4 mana. The amount of value and stats you could get on turn 4 or even turn 3 with coin is just absurd. This should be at least 5 mana. And even then, it would be quite an insane card.
Adam - I'd go with Arcaneburst Dawngrasp. Relic Chest is fundamentally broken: if it's supposed to upgrade after each played Relic then it's both extremely overpowered at 3 Mana (this would be, like, a 7-8 Mana effect) and the wording is incorrect. If it's not supposed to upgrade after each use, then it shouldn't be called a Relic. The other two cards are okay-ish but have incorrect wording/spelling mistakes in them.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
I think they are both problems, but the feelsbad is quite different. Sire Denathrius can be replaced by another win condition and that card would again be a problem on its own. However, with Theotar, the Mad Duke you can easily disrupt/remove your opponent's win condition for which they worked all game long on and that is just so annoying/punishing. All slow decks have to run this problem card just to either draw your opponent's win condition or hopefully get your own win condition back (before they play it) which is just stupid.
The disruption cost is too low and the probability to pull it off is too high because it is tied to the discover ability which is overpowered.
Hearthstone Is Getting Another Balance Patch - Coming Soon!
It's still too strong.
Take a look at the other distruption cards in this set in rogue (you gotta have secrets and you dont get to delete a card, but rather shuffle it back) and in priest (you actually have to invest the mana playing the copy to steal the original while Harvester of envy is on the board). The only thing these cards have over Theo is that they are 3/4/3, but when so many start at 40hp and some have abundant stalling, the tempo loss efeect is reduced.
Take a look at another disruption lego - Mutanus. It costs 7, it can't target spells (you can tailor more easily against this narrower ability) and most importantly, you don't get to discover the best of 3 options. Granted, Mutanus may sometimes be a good tempo play, gaining stats of a huge minion, but again with 40hp and so much freeze or freeze-like (solid alibi) effects tempo is not as dominant as it used to be.
I agree that Illucia generates a worse feeling (not by much), but at least it was limited to one class. As an aside - with all her power, even pre first nerf, at 2 mana, she wouldn't have been able to disrupt Denathrius by herself
Hearthstone Is Getting Another Balance Patch - Coming Soon!
the main problem of the whole game is Renathal. Remove him and it will be a good game again
Cast On, Cast Off - Card Design Competition Discussion Thread
some ideas