Seems okay, but not great. Cost reduction + discover is always playable, but this is druid we are talking about, which has a mixed bag of spells. Primordial Glyph has a more consistent cardpool, Haunting Visions has a stronger effect and Shadow Visions has the best cardpool to dicover from.
It's nice to see that a deck gets support from several expansions, but I do not see it in anything but spell druid.
Very nice! Cards look balanced and the art is a good fit. But I'd change a few names:
All legendary minions should have unique names, and a lot of yours don't. Also, you do not have to add pandaren to everything with a panda on it, it's mostly clear enough.And you could also drop the "Jade" from your druid card, since most people would still think of an other set by the naem
I really can't find anything to critize except the names, so I really look forward to seeing the rest of the set. Especially the commons and rares, since they are less flashy, but should represent the set as a whole.- and now I now what you could improve: the cards are solid, but mainly the legendary cards play it safe- summon beasts/demons, equip a weapon, etc. - and while that makes it easier to balance, they are also not as interesting as the truly unique effects of a lot of recent legendaries. So maybe try to go for a little bit of crazy.
And as a suggestion: Your set is centered around a race. Up untill now there is little to really showcast this. You could add some cards that make use of first/last. First minion to attack, last spell to be cast in a turn, first hero to drop below 15HP...- this would show some relation to a race, while also encouraging intelligent plays while being easy to understand. (Huh. I think I'd suggest this as theme, should I ever win a competition.)
Please don't wait so lang for the next competition, I feel it is the main appeal of this site. Given the first teasers, there could be a great expansion-themed competition, where in the end the cards are also evaluated on closeness to the really set.
As for suggestions:
Either make it impossible for finalists to vote at all, or at least make it impossible for them to vote on their own cards.
make it possible to see the creators notes on a card after you voted.
Maybe add a "are you sure?" page after submitting your own card, where you can see the competition's rules again, and maybe even see the other already submitted cards, so that you can check whether you used the same art. (there were like three etheral worgen in the last comp)
Little late to comment, but I did recently open the Quest. After a single game in wild, where I dropped Jade after Jade I had enough of that, so came here to look for something less repetitive and more playful, and a quest highlander seems to be that. Any suggestions what to replace Maiev,Vulpera Scoundrel and Cristal Merchant with? Is it worth crafting the epics?
So, my feedback. This week it is a little harsh, since a lot of the cards do not look like pirates or classcards.
@Demonxz95
Show Spoiler
Storm Captain: fairs stats and effect, but doesn’t feel like a pirate, yarr know? It is well worth the mana cost, and every overload (maybe also some weird evolve decks) would want to play it. The effect is simple enough-frankly, simple enough for a lower rarity.
@Linkblade91
Show Spoiler
Terror of the Tides: flavorful and playable. Maybe even increase the stats, since pirates are harder to find than lackeys or demons.
Kul Tiran Staffwielder: Sadly, I am not a fan. Paladin and pirates do not fit together well, and this somewhat strong card has an effect more suited to other tribes- also the art is more fitting for a legendary card.
Grand Duelist: a wonderful card, would look good in any buff paladin- seems strong. But: while it is a nice card, it looks way more like a goody-two-shoe legendary, than a rowdy pirate rare.
@KANSAS
Show Spoiler
Davy Jones: as seen somewhere else: Deathrattle would be more flavorful. The Flying Dutchman is a great card, well worth its rarity. Now to the critic: Davy Jones and Flying Dutchman are two different tales, thus the cards do not fit together well. And the effect of gaining Stealth is very rogue-y, and I do not see why it should be warlock- priest would be a better fit (except for the resurrect possibilities) Also, it’s way too good for its cost. A 5/7 with perma-stealth is worth 7 mana, and two huge bodies are too good to be printed.
Seen the update: the cursed Sailors are not necessary, right now Davy Jones looks like a Dungeon Run treasure.
Orc Raider: It’s okay? But boring. But the updated art helps.
@Xarkkal:
Show Spoiler
Captain Imp Beard: Pretty unsure how to balance this- but the effect is warlocky, and weak. There are few options to get a lot of pirates for warlocks – Hench-Clan Hag is the only one with more than one pirate per card- and even in a pirate themed set you’d probably have to invest several cards to gain pirates, which is not worth it. So the cost is okay, but the effect is (outside of a pirate *heavy* set )useless.
@CursedParrot
Show Spoiler
Arcane Quartermaster: I like the first version better, since it is worded shorter and less redundant. While the idea seems weird at the start, I could see the idea also work from a flavor stand point. Something dark and cursed, which turns pirates into spectres/spells. If you make it legendary, as far as I know there are no epic Start of Game cards, and reduce the stats, since all start of game minions are under-statted.
Mage-Cap’n Carla: Whoa. That is a heck of a card. Would work in cyclone builds that want to dump their useless gains? I’d drop the “this starts in your opening hand”, the effect is strong enough as it is—even a single run with the staff is almost worth the cost. You could also add a “Transmuter” in her name, to clarify what is going on.
@Pokeniner:
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Captain Robin: I like the idea of protecting a small minion, but I don’t think the (only once) is necessary. Stats and effect seem fair enough already.
Zelaton Bonebeard: not great, sorry. Pirates=other tribe is a simple idea, and any deck using Bonebeard is probably weak until you find him, and immensely strong afterwards (o.c. provided support cards) which is not fun for you or the opponent.
@Valor1204:
Show Spoiler
DeMeza: Weirdly, I’m getting a sense of Déjà vu. Your card definitely fits hunter – battlecry to summon, deathrattle to hand- and seems okay from the stats. But maybe change the Art (Pokeniner was first, and it doesn’t fit hunters to well), and drop the “Dread”.
Possessed Raider: simple and balanced, might be too good in both of those to score high.
@Me0203
Show Spoiler
Swortwraith Freebooter: interesting fantasy, but the cost seems too high. For one stat, you forego at least one swing with a weapon,which is not worth it.
Sprectral Cannoneer: Huh. Good effect, could get dangerous. Echo does not seem necessary with the cost, but is a good fit for spectral pirates. To make it seem more like a druid card, maybe change it to a Dryad, treespirits can work well with ships.
Gurgling Gravedigger: what a fun card! I love it. But is there a more watery term for grave? Maybe something with mutiny?
@Bigcums:
Show Spoiler
Captain Cookie: not great, sorry. Pirates=other tribe is a simple idea, which also is hard to balance.
@Anchorm4n
Show Spoiler
Response: I do not know yet, which card to use, but if I decide against Seawind Seeker,I'll send you the art. May I know why you don't like the helmsman?
Admiral Kent Goldfang: that’s scary. Echo fits very well in paladin, and it is a good card precisely because of the few pirates paladin has access to. 5/5
Southsea Bladedancer: DH and pirates? Seems like a nightmare. But this card seems mostly fair (following DH-standards) and has a good effect. Maybe increase health and manacost by one? Else this card can win the early game by itself.
Possessed Brigadier: fair and simple, but seems a bit to similar to possessed Raider of Valor1204, and less interesting than your others.
Edit: after anchorm4n's feedback, I would change the text of accursed corsair to: "whenever this minion is resurrected, two additional random pirates are summoned".
I am looking for some other art for the helmsman, this one is not playeful enough, and the hook is not visible enough.
Also, do you think Seawind seeker would be better with +1 health?
The second card is obviously not perfect yet, I'm not sure about capitalization, wording, and am sold on the image either. I had a third idea, but couldn't find a combination of pirate-y and storms or anything else shaman-related - any pointers or images would be welcome! Added a third card.
So the Felfire Festival ist drawing to a close, gifting us some packs, an adventure with little replayability, and no arena rotation. So what is the next big thing to look forward too? How long to the next expansion, any chance of something inbetween? To have a better basis of discussion, I'd suggest implementing a calender where you can see the biggest events of this and former hearthstone years- expansions, midway shake-ups, arena rotations, maybe even large nerfs, or possible the biggest E-sports happenings.
Also, I'd bet that at the end of the Felfire Festival the replacements for Leeroy and co. will finally be introduced, as well a new arena rotation.
Excuse my incoherent rambling, most opinons only came while writing:
Looks interesting, but I really don't know how to evaluate these cards. But: I do not see a spell based build from the start, just transitioning later into one- except for Medievh and Nielas Aran there is no guaranted method to cast spells. The come-back mechanic of Crazed Mage would be great in Battlegrounds, keeping the game surprising.
I really like that your updated cards have unique effects, that are strictly better than just doubling numbers. (Small caveat: why do you use Magnificent Inventor instead of Wee Spellstopper? This card would also protect key minions from Ragnaros' and Nefarians Hero powers).
Queen Ashara seems way to weak. In a good case, you may have three spells at the beginning of your turn - with even odds that they benefit from spelldamage. Most boards later in the game won't die to the first ~11 damage due to divine shields, huge stats and generated tokens, but yours just might, since there is no possibility for you to grow your minions. But with 3 random spells there is a 57%+ chance for one symmetric effect, which is probably more deadly for you than for your opponent. The strong spells are those, that are not as dependant on spell damage, like Betrayal, Consume Magic and Deadly Shot- just those that won't get better by her hero power. I'd therefore suggest changing it to 2 Mana, and getting set back to 1 Spelldamage after each use.
Aegwynn+Mage Hunter: . To make spells viable, a 6 star card seems to expensive. Mage Hunter is the only card hard countered by Aegwynn, and that is an imbalance- to block a fringe strategy you only need a single 4star card-and to counter this countering, you need a 6 star card! Mage Hunter is to influential, winning you the game against any spell players-similar to Zapp Slywick,while less universal, it is also cheaper, and a lot of players will keep one in hand for the confrontation.
To the spellpool: It seems mostly fine, but Blessing of the ancients is really bad here - spells are costly to cast,they are worth at least a 2star minion., you could change it for a modified Desperate Measures, - secrets are already in battlegrounds0,- or a Soul of the Forest, or even Radiance- coming back is a theme of those mages, isn't it?
Also, I'd like to see the 5star cards which are not displayed here.
To further clarify: does it have to be a collectible card? Or would a card that adds a Flame Elemental, coin or a specific animal companion to your hand be valid?
I think Baduu suggested heading to the Black Temple herself- which had been a holy place of the Draenei I think?-, since she knew no Demons were there, even though she didn't exactly know who had taken residence. Upon meeting Illidan, she left, because he was too demony for her taste.
So, here is my feedback! Let me apologize in advance for any unclear wording,english is not my first language.
@linkblade91:
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Savage Moonkin – good concept, art and stats are fine, but do you only gain the attack if you gain Attack anyway, or do you start the turn with +2 Attack?
The Essence Drainer/Leacher cards are weird. They’d be a better fit in Shaman or in Warlock, as neutrals they are too strong. But the first wording is better, while I like the second name more.
@Demonxz95:
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arecgosa- interesting idea, but it’s too strong. An Arcane Explosion would be a better Flamestrike while also leaving a body one board. And maybe change the statline to something more dragonly?
@Xarkkal:
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Thalyssra- looks a lot like Solarion Prime, and the resurrect effect doesn’t fit mage.
Arcane Brillance- nice and simple, would promote including spell damage cards.
Mana Droplet – the cutest card yet, and quite interesting. But I’d reduce the spell damage or the health by 1, since right now it is just a fully stated tribal card with potential strong benefits.
@MenancingBagel:
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Los The Summoner- what does it do?! Maybe use the word Spell Damage somewhere, and change the capitalization.
Sdpc- Somewhat comparable to Spellzerker, but the effect is not worth a legendary rarity, since it is easy to clear and you’d have to invest your own spells to ramp up the spell damage.
MEGABLAST!- A good looking finisher. But I think it would still be fair if it only cost 9, most Spell Damage cards are easy to clear.
@TheHoax91
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Felo’melorn- beautiful art and a strong and unique effect, well worth the mana, BUT: Mages can’t use weapons, there is the keyword Overkill, and Spell Damage is always coupled with a card on the field. You can’t have Spell Damage on this weapon if the weapon is already broken, so the effect should read: Your spells additionally deal the excess damage this turn only.
@BloodMefist
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Grennan Stromspeaker- Nice and simple, seems fair I guess?
Meryl Felstorm- a good card for a control warlock, but potentially to good, since it mitigates the problem of warlocks- life as a finite resource.
Cyanigosa- Nope. Nice theme, good fit in the set, but this seems absurdly strong. If you manage to have just one or two spell damage, this wins you the game. There is a reason that Kirin Tor Tricaster makes your spells more expensive.
@grumpymonk:
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Kirin Tor Chaincaster- looks balanced and polished.
Riptide- I’d take the second one, it’s more in line with Holy Light , and maybe even reduce the healing to 5, since it can scale. But the wording is somewhat complicated, alas I don’t see how you could make it more clear.
@DestroyerR
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Isiset-due to the weird effect which is not intuitive but probably insanely strong, I’d reduce the statline, to make it somewhat fair. You could also change the watermark to Uldum.
Foxtrotter – cute, but I don’t see a place for him.
Anzu,the Dark Watcher-nice theme, looks like an interesting build around, but maybe place it in Outland?
@Pokeninger:
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Akira, Arcane Breaker- great effect, seems fair and playable, makes an interesting build around for a control and greedy mage.
@anchorm4n:
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@anchorm4n : Shard Mage- It’s very strong, and should probably be an epic from a strong expansion. +4 Spell Damage seems too much, if you can combo it with a spell the same turn. While the idea in principle is good, the immediate effect is more powerful then Malygos’. You could change the price to 7, or make it a druid card, maybe a moonkin, with battlecry: At the end of your turn, gain Spell Damage +1 for each of your unspent Mana Crystals.
@Me0203:
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Lightning Aspect- Seems fair, I especially like the ‘after’, while it could still make some spell/overload shaman builds viable. Maybe change the art to something more Un Goro like, this looks more like witchwood.
Enraged Sporemancer – while this is a fair and fun effect, I believe there are too few Adapt Cards to make this work. Also, the card art and name don’t fit in Ungoro at all, since there are no Sporelings there.
Lightning Totem: Strong effect, at least it is not even cost, but I’d suggest reducing the health by 1 or 2.
@BasilAnguis:
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Cleric of Scales- I don’t see this. Priest has no Spell Damage at all, and this is a powerhouse which synergizes with herself, basically a 3 Mana 3 /4 which gives all friendly minions +1/+1 and it even has Spell Damage! While I appreciate your pun, I also think that the art doesn’t look like a dragon and any tribe synergy here is too much.
A question, since this is only my second one of these - what do the rating stars mean to y'all? What d'you think about when you make your decisions?
@Me0203: I also find this quite interesting, and would like other people to tell us about their method to determine a star ranking.
I myself am generous with my stars, if a card seems fair and somewhat pleasant to look at, I give 4 stars. The most important aspect for me is realism, or could this card be printed - if that isn't a given because of an unclear or overly strong effect, I deduct a lot of stars. Flashy isn't always better, being overpowered or being a legendary if epic or rare would suffice, makes me deduct a star, while being somewhat weak won't, not untill it's blatantly worse than a real unplayable card. To get 5 stars, the card should either tell a little story, or it's just well done while being a good fit in the set and having nice art and somewhat logical wording.
I'm also a sucker for flavour text, and I give lower ratings if the image is mostly showing off attractive female body parts - this isn't a valid strategy, while also not fitting in Hearthstone as it is today.
Would this be more interesting/better if it was only +1/+1 but would repeat once for each spell damage you had? Would it thematically be a better fit in Descent of Dragons or Rise of Shadows, since those are better suited for Spell Damage?
Will post feedback as soon as I have time to formulate something.
Yay for more tauren representation! A fluffy studiuos one, that will be included in any burst deck, my vote for cute card.
This guys looks like Ron Weasley, doesn't he? With you from the beginning, somewhat simple but sturdy.
Is there a tempo-midrange paladin yet? Seems like this year's schtick.
Seconding Starscreams question here: how often can you trigger the effect? And why is a paladin in a necromancy school?!
Seems okay, but not great. Cost reduction + discover is always playable, but this is druid we are talking about, which has a mixed bag of spells. Primordial Glyph has a more consistent cardpool, Haunting Visions has a stronger effect and Shadow Visions has the best cardpool to dicover from.
It's nice to see that a deck gets support from several expansions, but I do not see it in anything but spell druid.
The frequency of asking for it has certainly gone up, could be a good sign!
Very nice! Cards look balanced and the art is a good fit. But I'd change a few names:
All legendary minions should have unique names, and a lot of yours don't. Also, you do not have to add pandaren to everything with a panda on it, it's mostly clear enough.And you could also drop the "Jade" from your druid card, since most people would still think of an other set by the naem
I really can't find anything to critize except the names, so I really look forward to seeing the rest of the set. Especially the commons and rares, since they are less flashy, but should represent the set as a whole.- and now I now what you could improve: the cards are solid, but mainly the legendary cards play it safe- summon beasts/demons, equip a weapon, etc. - and while that makes it easier to balance, they are also not as interesting as the truly unique effects of a lot of recent legendaries. So maybe try to go for a little bit of crazy.
And as a suggestion: Your set is centered around a race. Up untill now there is little to really showcast this. You could add some cards that make use of first/last. First minion to attack, last spell to be cast in a turn, first hero to drop below 15HP...- this would show some relation to a race, while also encouraging intelligent plays while being easy to understand. (Huh. I think I'd suggest this as theme, should I ever win a competition.)
Please don't wait so lang for the next competition, I feel it is the main appeal of this site. Given the first teasers, there could be a great expansion-themed competition, where in the end the cards are also evaluated on closeness to the really set.
As for suggestions:
Seem mostly reasonable, good thing I have stacks of the rares. Will sadly nerf two out of my 3 playable decks.
Little late to comment, but I did recently open the Quest. After a single game in wild, where I dropped Jade after Jade I had enough of that, so came here to look for something less repetitive and more playful, and a quest highlander seems to be that. Any suggestions what to replace Maiev,Vulpera Scoundrel and Cristal Merchant with? Is it worth crafting the epics?
So, my feedback. This week it is a little harsh, since a lot of the cards do not look like pirates or classcards.
@Demonxz95
Storm Captain: fairs stats and effect, but doesn’t feel like a pirate, yarr know? It is well worth the mana cost, and every overload (maybe also some weird evolve decks) would want to play it. The effect is simple enough-frankly, simple enough for a lower rarity.
@Linkblade91
Terror of the Tides: flavorful and playable. Maybe even increase the stats, since pirates are harder to find than lackeys or demons.
Kul Tiran Staffwielder: Sadly, I am not a fan. Paladin and pirates do not fit together well, and this somewhat strong card has an effect more suited to other tribes- also the art is more fitting for a legendary card.
Grand Duelist: a wonderful card, would look good in any buff paladin- seems strong. But: while it is a nice card, it looks way more like a goody-two-shoe legendary, than a rowdy pirate rare.
@KANSAS
Davy Jones: as seen somewhere else: Deathrattle would be more flavorful. The Flying Dutchman is a great card, well worth its rarity. Now to the critic: Davy Jones and Flying Dutchman are two different tales, thus the cards do not fit together well. And the effect of gaining Stealth is very rogue-y, and I do not see why it should be warlock- priest would be a better fit (except for the resurrect possibilities) Also, it’s way too good for its cost. A 5/7 with perma-stealth is worth 7 mana, and two huge bodies are too good to be printed.
Seen the update: the cursed Sailors are not necessary, right now Davy Jones looks like a Dungeon Run treasure.
Orc Raider: It’s okay? But boring. But the updated art helps.
@Xarkkal:
Captain Imp Beard: Pretty unsure how to balance this- but the effect is warlocky, and weak. There are few options to get a lot of pirates for warlocks – Hench-Clan Hag is the only one with more than one pirate per card- and even in a pirate themed set you’d probably have to invest several cards to gain pirates, which is not worth it. So the cost is okay, but the effect is (outside of a pirate *heavy* set )useless.
@CursedParrot
Arcane Quartermaster: I like the first version better, since it is worded shorter and less redundant. While the idea seems weird at the start, I could see the idea also work from a flavor stand point. Something dark and cursed, which turns pirates into spectres/spells. If you make it legendary, as far as I know there are no epic Start of Game cards, and reduce the stats, since all start of game minions are under-statted.
Mage-Cap’n Carla: Whoa. That is a heck of a card. Would work in cyclone builds that want to dump their useless gains? I’d drop the “this starts in your opening hand”, the effect is strong enough as it is—even a single run with the staff is almost worth the cost. You could also add a “Transmuter” in her name, to clarify what is going on.
@Pokeniner:
Captain Robin: I like the idea of protecting a small minion, but I don’t think the (only once) is necessary. Stats and effect seem fair enough already.
Zelaton Bonebeard: not great, sorry. Pirates=other tribe is a simple idea, and any deck using Bonebeard is probably weak until you find him, and immensely strong afterwards (o.c. provided support cards) which is not fun for you or the opponent.
@Valor1204:
DeMeza: Weirdly, I’m getting a sense of Déjà vu. Your card definitely fits hunter – battlecry to summon, deathrattle to hand- and seems okay from the stats. But maybe change the Art (Pokeniner was first, and it doesn’t fit hunters to well), and drop the “Dread”.
Possessed Raider: simple and balanced, might be too good in both of those to score high.
@Me0203
Swortwraith Freebooter: interesting fantasy, but the cost seems too high. For one stat, you forego at least one swing with a weapon,which is not worth it.
Sprectral Cannoneer: Huh. Good effect, could get dangerous. Echo does not seem necessary with the cost, but is a good fit for spectral pirates. To make it seem more like a druid card, maybe change it to a Dryad, treespirits can work well with ships.
Gurgling Gravedigger: what a fun card! I love it. But is there a more watery term for grave? Maybe something with mutiny?
@Bigcums:
Captain Cookie: not great, sorry. Pirates=other tribe is a simple idea, which also is hard to balance.
@Anchorm4n
Response: I do not know yet, which card to use, but if I decide against Seawind Seeker,I'll send you the art. May I know why you don't like the helmsman?
Admiral Kent Goldfang: that’s scary. Echo fits very well in paladin, and it is a good card precisely because of the few pirates paladin has access to. 5/5
Southsea Bladedancer: DH and pirates? Seems like a nightmare. But this card seems mostly fair (following DH-standards) and has a good effect. Maybe increase health and manacost by one? Else this card can win the early game by itself.
Possessed Brigadier: fair and simple, but seems a bit to similar to possessed Raider of Valor1204, and less interesting than your others.
Edit: after anchorm4n's feedback, I would change the text of accursed corsair to: "whenever this minion is resurrected, two additional random pirates are summoned".
I am looking for some other art for the helmsman, this one is not playeful enough, and the hook is not visible enough.
Also, do you think Seawind seeker would be better with +1 health?
The second card is obviously not perfect yet, I'm not sure about capitalization, wording, and am sold on the image either. I had a third idea, but couldn't find a combination of pirate-y and storms or anything else shaman-related - any pointers or images would be welcome! Added a third card.
As usual, feedback as I had time for it.
So the Felfire Festival ist drawing to a close, gifting us some packs, an adventure with little replayability, and no arena rotation. So what is the next big thing to look forward too? How long to the next expansion, any chance of something inbetween? To have a better basis of discussion, I'd suggest implementing a calender where you can see the biggest events of this and former hearthstone years- expansions, midway shake-ups, arena rotations, maybe even large nerfs, or possible the biggest E-sports happenings.
Also, I'd bet that at the end of the Felfire Festival the replacements for Leeroy and co. will finally be introduced, as well a new arena rotation.
Excuse my incoherent rambling, most opinons only came while writing:
Looks interesting, but I really don't know how to evaluate these cards. But: I do not see a spell based build from the start, just transitioning later into one- except for Medievh and Nielas Aran there is no guaranted method to cast spells. The come-back mechanic of Crazed Mage would be great in Battlegrounds, keeping the game surprising.
I really like that your updated cards have unique effects, that are strictly better than just doubling numbers. (Small caveat: why do you use Magnificent Inventor instead of Wee Spellstopper? This card would also protect key minions from Ragnaros' and Nefarians Hero powers).
Queen Ashara seems way to weak. In a good case, you may have three spells at the beginning of your turn - with even odds that they benefit from spelldamage. Most boards later in the game won't die to the first ~11 damage due to divine shields, huge stats and generated tokens, but yours just might, since there is no possibility for you to grow your minions. But with 3 random spells there is a 57%+ chance for one symmetric effect, which is probably more deadly for you than for your opponent. The strong spells are those, that are not as dependant on spell damage, like Betrayal, Consume Magic and Deadly Shot- just those that won't get better by her hero power. I'd therefore suggest changing it to 2 Mana, and getting set back to 1 Spelldamage after each use.
Aegwynn+Mage Hunter: . To make spells viable, a 6 star card seems to expensive. Mage Hunter is the only card hard countered by Aegwynn, and that is an imbalance- to block a fringe strategy you only need a single 4star card-and to counter this countering, you need a 6 star card! Mage Hunter is to influential, winning you the game against any spell players-similar to Zapp Slywick,while less universal, it is also cheaper, and a lot of players will keep one in hand for the confrontation.
To the spellpool: It seems mostly fine, but Blessing of the ancients is really bad here - spells are costly to cast,they are worth at least a 2star minion., you could change it for a modified Desperate Measures, - secrets are already in battlegrounds0,- or a Soul of the Forest, or even Radiance- coming back is a theme of those mages, isn't it?
Also, I'd like to see the 5star cards which are not displayed here.
To further clarify: does it have to be a collectible card? Or would a card that adds a Flame Elemental, coin or a specific animal companion to your hand be valid?
Does that mean that discovering from a Pool limited by name (e. G. Breaths, Explorers, Librams) is fine?
I think Baduu suggested heading to the Black Temple herself- which had been a holy place of the Draenei I think?-, since she knew no Demons were there, even though she didn't exactly know who had taken residence. Upon meeting Illidan, she left, because he was too demony for her taste.
I like the sense of progession, of getting better each turn. It also works a bit like gambling, refreshing to find the perfect minion.
So, here is my feedback! Let me apologize in advance for any unclear wording,english is not my first language.
@linkblade91:
The Essence Drainer/Leacher cards are weird. They’d be a better fit in Shaman or in Warlock, as neutrals they are too strong. But the first wording is better, while I like the second name more.
@Demonxz95:
@Xarkkal:
Arcane Brillance- nice and simple, would promote including spell damage cards.
Mana Droplet – the cutest card yet, and quite interesting. But I’d reduce the spell damage or the health by 1, since right now it is just a fully stated tribal card with potential strong benefits.
@MenancingBagel:
Sdpc- Somewhat comparable to Spellzerker, but the effect is not worth a legendary rarity, since it is easy to clear and you’d have to invest your own spells to ramp up the spell damage.
MEGABLAST!- A good looking finisher. But I think it would still be fair if it only cost 9, most Spell Damage cards are easy to clear.
@TheHoax91
@BloodMefist
Meryl Felstorm- a good card for a control warlock, but potentially to good, since it mitigates the problem of warlocks- life as a finite resource.
Cyanigosa- Nope. Nice theme, good fit in the set, but this seems absurdly strong. If you manage to have just one or two spell damage, this wins you the game. There is a reason that Kirin Tor Tricaster makes your spells more expensive.
@grumpymonk:
Riptide- I’d take the second one, it’s more in line with Holy Light , and maybe even reduce the healing to 5, since it can scale. But the wording is somewhat complicated, alas I don’t see how you could make it more clear.
@DestroyerR
Foxtrotter – cute, but I don’t see a place for him.
Anzu,the Dark Watcher-nice theme, looks like an interesting build around, but maybe place it in Outland?
@Pokeninger:
@anchorm4n:
@anchorm4n : Shard Mage- It’s very strong, and should probably be an epic from a strong expansion. +4 Spell Damage seems too much, if you can combo it with a spell the same turn. While the idea in principle is good, the immediate effect is more powerful then Malygos’. You could change the price to 7, or make it a druid card, maybe a moonkin, with battlecry: At the end of your turn, gain Spell Damage +1 for each of your unspent Mana Crystals.
@Me0203:
Enraged Sporemancer – while this is a fair and fun effect, I believe there are too few Adapt Cards to make this work. Also, the card art and name don’t fit in Ungoro at all, since there are no Sporelings there.
Lightning Totem: Strong effect, at least it is not even cost, but I’d suggest reducing the health by 1 or 2.
@BasilAnguis:
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@Me0203: I also find this quite interesting, and would like other people to tell us about their method to determine a star ranking.
I myself am generous with my stars, if a card seems fair and somewhat pleasant to look at, I give 4 stars. The most important aspect for me is realism, or could this card be printed - if that isn't a given because of an unclear or overly strong effect, I deduct a lot of stars. Flashy isn't always better, being overpowered or being a legendary if epic or rare would suffice, makes me deduct a star, while being somewhat weak won't, not untill it's blatantly worse than a real unplayable card. To get 5 stars, the card should either tell a little story, or it's just well done while being a good fit in the set and having nice art and somewhat logical wording.
I'm also a sucker for flavour text, and I give lower ratings if the image is mostly showing off attractive female body parts - this isn't a valid strategy, while also not fitting in Hearthstone as it is today.
Will post feedback as soon as I have time to formulate something.