BasilAnguis's Avatar

BasilAnguis

Dragon Scholar
Joined 05/29/2019 Achieve Points 835 Posts 426

BasilAnguis's Comments

  • Kazakus is exclusive to mage priest and warlock. He's the tri-class legendary from mean streets. Demon hunter wasn't around so he doesn't get access to any tri class cards.

  • So this is just expedition but you bring your own deck instead of making one as you go.

  • Thanks for the feedback everyone! I made it stealth for only 1 turn and reduced the cost and power of the cards.

  • Simple concept that fits the stealth theme that rogue got this expansion.

  • Skills have a special symbol of a yellow circle and always use the stack. All skills are considered fast spells and interact with anything that works with spells.

  • Do we need to explain what the token does in the original card?

  • This is my idea. Idea is she balances Spell Damage to also buff minions, not only spells, so she evens the scales :). Fits with new the more midrange-ish identity of priest and with the theme of buffing. Maybe this will make zoo/aggro priest a thing.

  • It's a nice break when you're tired of facing meta decks all the time. I never cared about rating, it's just silly fun. Out of all the auto chess type games this is the only one i like because of how simple and straight forward it is compared to stuff like TFT or Dota Auto Chess.

  • It's not about whether the cards are good or bad, it's about the principle. This was nothing but a PR stunt done only for opportunistic reasons, not out of the goodness of their hearts. And all of these except Invoke Prejudice are barely racist. Just unfortunate combinations of names, text and/or art. No one ever thought Cleanse meant kill black people for example, it obviously refers to one of the colors of the game.

  • Problem is people will only really play a handful of cards like N'Zoth, Yogg, DK Guldan and so on. Would be fun, but quickly busted.

  • Well, based on feedback i adjusted the Comet's text. Personally i like Gravity Well the most so i'm not giving it up yet, but i did change the class, since you guys think it's not good as a mage card. Crack in Time is new, works like a weirder Sap. You can think of it as a better freeze as the minion is fully gone from the board.

    And now that is morning, feedback:

    Show Spoiler

    Pokeniner: Nether-terrestrial is the most interesting effect of the 3 but the stats are wrong. For 8 mana why wouldn't you just cast Twisting Nether the card? I think it should cost less, like 6 (with the attack and health adjusted accordingly) so this could be a way to cast Twisting Nether before turn 8, but with a gimmick. Extraterrestrial arcane looks fun but the viability of it is questionable. Mage never really spammed elementals, but i suppose you could do something otk ish with this spell. Kirin Tor Astrologist is strong, but the least interesting of the 3.

    shaveyou: Homemade Shuttle is hard to appreciate. It's just as likely to be a 3 mana 4/4 with an upside as it is to destroy your entire early game presence. Interesting concept, i like it. Hunter's Moon doesn't seem space-ish enough for me, and balance wise it's a bit scary. In the case of the enemy having a bunch of small tokens, a Starfall or Swipe could turn this into a mega buff, though i suppose that's the ideal scenario.

    BloodMefist: Color from Space is my favorite. Great balance, not overwhelming like some of the other Evolve cards, and nice reference too. Algalon is too complicated, too many words to fit into 4 lines of text. Event Horizon seems like a warlock version of Crushing Walls. Flavor wise, wouldn't only the furthest minions from the black hole survive? 

    MenacingBagel: I love me some dragon, but so far all space mage stuff has been tied to elementals, so i think maybe you should change the tribe.

    Wailor: I swear i didn't copy your card. I legit just saw that you made a similar one to my Crack in Time as i'm writing this feedback. If you think it's too similar to yours, i'll abandon it. Now for actual feedback, 4 mana seems a bit too much. It's not really a true removal so i think 3 should be ok. Gravity Crash is my favorite, i made a very similar thing for a custom class once. The Big Freeze is a bit meh, while it is a strong control card, the effect is not as interesting as the other two.

    KANSAS: I like the card, but it bothers me they don't have the same cost if they're supposed to have mirrored effects and stats.

    Xarkkal: Seems a bit too strong. Gather your Party was 6 mana for 1 random minion. I'd reduce the cost of the spell and how many minions it recruits, maybe an 8 mana summon a 3, 4 and 5 minion.

    Man this took me almost an hour.

  • These are my first ideas for now. Love black holes so i made 2 cards about them.

    • Gravity well is an elegant removal spell that is best compared to Deadly Shot. The random element is instead replaced by a unique condition that can be manipulated by both players to some extent. Thematically, the more weight something has, the stronger the gravity force will pull it down.
    • Feed the Void is a more simple removal, everyone knows you can't come back from a black hole so no deathrattles, and priest has the whole void stuff going on.
    • Finally, Comet comes repeats itself. My attempt at mimicking real comets that come back every few years or so.

    It's 1 AM for me so i will give feedback when i wake up ^^;

  • First idea so far. Yes, the effect is very strong, but i wouldn't say OP. 

  • I looked over previous competitions and i was surprised by how low the scores actually are. None are over 4, most are between 2 and 3, maybe 3 and a bit. That to me seems super low, like if someone bombed them with 1 star ratings. How do you people vote on cards? What are your rating systems? Just curious cause now i feel i gave everyone way higher scores than they deserved.

  • Well this is the final version since i submitted it already. Still, if anyone wants to give some feedback feel free too.

  • Quote From thenjax

    It's my first DIY on outofcards and I hope it's not too foolish(or full of grammar errors LOL).

    This has synergy with all the inspire cards, especially the cheap ones. just something to consider

  • This is my first idea so far. Perhaps not the most balanced but i went with maximum flavor this time. Xal'atath corrupting your mind with shadow words. One idea i have, in case you guys deem infinite removal too op, is to just have it as an aura tied to the weapon. So you can lose the weapon and the hero power with it.

  • Problem is they're the only region with good removal AND healing. Sure, P&Z has goo removal too, but all the chip damage that exists in the game now will get ya. Only way to create a non aggro deck that can survive the aggro onslaught of burn is to put shadow isles as one of your regions.

  • Quote From GerritDeMan
    Quote From BasilAnguis

    I think Vi is bad, but not in the way OP said it. Vi is among the champs who their level up is secondary to their baseline versions. This is bad  in my eyes, you should try to level up your champs all the time, that's one of the selling points of the game. Braum and Sejuani suffer from this as well. Their leveled up forms simply aren't worth the time and effort they require to achieve. Sure, no one will complain if Vi levels up and slowly punches the enemy nexus to death, but she's used as just a good challenger unit, not a real build around. Her whole package of drawing cards, spamming 2 cost stuff fell flat. They work better in Jinx decks! And that's the opposite of how it should be thematic wise.

    I partly agree with this, because I think levelling up a champion should something that feels rewarding, but I don't think Braum and Sejuani have the same problem as Vi regarding their level ups.

    Playing against a Braum, especially a buffed one, always forces you to keep his level up in mind, because he will create huge amounts of value once he reaches that point, and therefore his potential to level up is certainly impactful.

    Sejuani may be really hard to level, but she also gives a huge advantage if the player manages to do it, and thereby players are still encouraged to try to level her (or prevent it when playing against her).

    Vi's level up, on the other hand, isn't really in the form of "do X, then I do Y". She levels more gradually, but actually levelling her takes a lot of effort and the payoff just isn't really worth it (at least based on my experiences with her so far). Because of this and her base form already being strong enough, players are not encouraged enough to level her and instead play her as a very strong challenger unit.

    I think better comparisons to Vi are Draven, Vladimir, Shen, Tryndamere, and Heimerdinger, because they are all champions that you don't play more for their base form and not because you want to level them (Although Tryndamere is a bit of an odd one regarding his level up). Draven, like Vi, is just a very solid card on his own that you don't play with the purpose of levelling him. The main difference with Vi is that he is still quite a bit easier to level and his levelled form is also much more threatening compared to his base form. Vladimir is kind of the same in that he is played for his base form effect and his levelled form just gives him a good bonus effect. The same can be said for Shen, because he is mainly played for his unique support effect. Sadly I hardly ever see Shen being played so I can't say for sure whether his level up is rewarding enough for the amount of effort it requires, but I don't think it's encouraging enough to consistently try to level him. Tryndamere, like I mentioned, is a weird one because he levels up very easily, but he is only played because he is a big dude with overwhelm that helps you finish the game, and that also happens to be difficult to deal with because he needs to be killed two times. And finally, Heimerdinger is also a champion that is almost solely played for his base effect, and his level up is just a nice bonus.

    And here is where I partly disagree with the post above, because I don't think every champion should be played for the sole purpose of levelling up. However, I do think that they should at least meet one of the following requirements:

    1. A unique base effect in combination with a fitting level up that is rewarding enough for the amount of effort it requires (like the examples I mentioned above)

    2. A very rewarding level up that players should almost always want to achieve, which can excuse a lackluster base form (e.g. Kalista, Ezreal, Maokai, Thresh and Swain).

    I think Vi certainly doesn't meet requirement 2, and I think it's debatable whether she meets requirement 1. I think I would lean more towards the opinion that her level up isn't rewarding enough for the effort it requires.

    Yes, you are correct. My examples were kinda bad, i just said what came to mind on the moment. Tbh i forgot Shen was even in the game. I disagree on Tyrnda actually, before at least he was played in Warmother's Call decks and one of his strong points was the level up condition (you could use Atrocity and have him survive and get bigger or clear the board with Ruination).

    In reply to Buff Vi.
  • I think Vi is bad, but not in the way OP said it. Vi is among the champs who their level up is secondary to their baseline versions. This is bad  in my eyes, you should try to level up your champs all the time, that's one of the selling points of the game. Braum and Sejuani suffer from this as well. Their leveled up forms simply aren't worth the time and effort they require to achieve. Sure, no one will complain if Vi levels up and slowly punches the enemy nexus to death, but she's used as just a good challenger unit, not a real build around. Her whole package of drawing cards, spamming 2 cost stuff fell flat. They work better in Jinx decks! And that's the opposite of how it should be thematic wise.

    In reply to Buff Vi.