KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
I think I will go with Small Frog (now named Icky Toad) mainly because I couldn't find any fitting art for Zookeeper. If anybody can find good art of a Murloc or a Dragon or something taking care of some animals, please let me know.
I am still not entirely set on the ability. Should it have more base stats and less corrupted stats? Should it deal more or less damage? Should the full battlecry be on the base version, and the corrupted version just get extra stats? Feedback is greatly appreciated.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
I am facing a dilemma. I have a good card idea, but I can't find any good art. Then I have some good art, but I don't have a good card to go with it.
Here is the card without good art:
Here is the card where I couldn't think of a good effect:
I just realized that they need to be class cards, I will stick this in a class later. Maybe warlock with some minor adjustments
Feedback:
Show Spoiler
MenacingBagel, First off, I love the flavor. The guy in the murloc costume being corrupted and turned into an actual murloc is really cool. As for balance, it feels bit swingy. If you can't corrupt it, it is really bad. Corrupt cards should be sub-par in their pre-corrupted version, but I think this is just too bad. Also, in a dedicated murloc deck, you probably aren't playing anything that costs 6+ mana. I would reduce the cost and stats a little, and make the effect a bit smaller just to make it a bit more practical in a murloc deck.
Wailor, Becoming a copy of the target minion feels a bit random. It is fine in terms of balance and playability, but the second ability doesn't seem to have any connection to the flavor of the card.
DavnanKillder, I like the shaman card. But the corrupted version feels like kind of a lot for only a 2 mana corrupt card. I would increase the base health, and reduce the stats of the corrupted version. Murloc Gardener is probably my least favorite of the three. By turn 8, I think you could just say "fill your board with treants" instead of "for each spell you've cast this game". Also, corrupting an 8 cost minion is super card, especially for a token deck, and the reward feels a bit disappointing for the amount of work you would have to put into it. I do like the warrior card, but I think reducing the cost of your weapon is kind of useless since you will probably only equip one weapon over the coarse of this minions life. Similarly, buffing weapons as you equip them isn't very useful since you will probably only buff one. I would make him buff the attack of the weaopns in your hand, and when corrupted buff their durability as well.
Demonxz95, I like it. Browser references aside, I am a big fan of spell damage and would love to see more of it. I think you have hit a good balance of having it be playable on curve, but also worth hanging onto to corrupt in the future.
Linkblade91, I am a fan of 9 mana corrupt cards since the one we got in the expansion is a little bit of a letdown. The effect is pretty good for the cost, but I think it should pull 3 copies on the corrupt version instead of 2. Also, you should fix the wording to make it more consistent. Either, have the first version specify summoning a copy. Or, change the second version to pull two minions out of your deck.
TheHoax91, As Demon mentioned, you need to use the corrupt mechanic. Right now you would be disqualified.
FungusABoa, First off, you should say "an" instead of "a" since the following word (enemy) starts with a vowel. Concerning Balance, I don't think the corrupted version is good enough to justify how hard it would be to corrupt it. Dealing 7 damage is arguably better than having +7/+7 since it is more proactive and helps you to control the board. I would have the base version lose taunt, and have the second version gain taunt, and +7/+7, and keep the 7 damage battlecry.
BloodMefist, for the first version, I think it should cost a little more since straight up discarding a card from your opponents hand is really powerful. And even if it isn't that powerful, it is a very tilting mechanic and shouldn't be easily accessible. For the second version, I would put it in another class since warlock already has a double corrupt card at 4 mana epic, and it would feel weird if they go another and no other class got any. I think the effect is fine, but you should adjust the wording so that you don't have that one weird line in the middle with only one word in it.
Arkasaur, I love it. It is very flavorful with Shamans dragon breath having the same effect. I would love to have more proactive and efficient removal in shaman that doesn't have overload. I would reduce the cost and health to 5 to make it a bit easier to corrupt, but aside from that I think it is great!
Neoguli, This is really hard to evaluate, which isn't necessarily a good thing when people are judging your card. Having the cost increased is an interesting mechanic and not something we see a lot of. And when combined with corrupt it is even stranger. The higher the cost is, the harder it is to corrupt, but then once you do corrupt it it is a 0 mana 4/4 with rush. You could alternatively just not play cards and drop him on turn 3. I am not entirely sure what to make of this in terms of playability and balance, but I will say this; mage is a class which recently has taken on a theme of extreme spellslinging. They use cards like Sorcerer's Apprentice and Evocation to cast a ton of spells in one turn, and usually they don't play a lot of big expensive cards. Your card wants the opposite, it fits into a deck that plays only a few, more expensive cards. The design of this card clashes with the general design of the mage class.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
There are two changes I think Hearthstone should make to help players get better cards. One, adjust the dusting system to be a 1-in-3 instead of the current 1-in-4. Legendary cards craft for 900 and dust for 300, epics craft for 300 and dust for 100, rares craft for 100 and dust for 30, commons craft for 30 and dust for 10. It isn't quite as drastic as your 1-in-2 exchange rate, but I think this system is good enough.
Second, I think we should focus less on pack quantity and more on pack quality. More than half of the packs people open are simple 40 dust packs, the worst possible outcome. I think that the lowest value pack shouldn't appear nearly as often as it does, only about one every 3 packs should be 40 dust, every other pack should have at least one extra rarity or golden card. Right now, legendaries appear one in every 40, and they get more likely after 20. And epics appear every one in 10, and are more likely after 5. Instead, legendaries should come every 30, and get more likely after 10. And epics should come every 7, and get more likely after 3.
These two changes would go a long way in helping players get better cards for their collections and let you get more dust with fewer packs.
Just lost a my third loss in Duels game mode because the game is a buggy mess.
Be me, opponent is a paladin with 5 health with ysera, and double lich king on board because he swung with his weapon the turn before then played lich king, and since he had the treasure the double legendaries he has 2 now.
It's fine i think, since i have the double battlecries treasure and a Shadowlight Scholar in hand, and since i had previously played a Spirit Jailer and had only drawnONEof the soul fragments, i figured it would be an easy win. But when i play the Shadowlight Scholar, it only does three damage, not the six it should have done. I end my turn because i can't do shit against 2 lich kings and he plays Anti-Magic Shell instantly BTFO-ing me from a previously one-sided game where i had close to full health(he hit me twice in the face with his treasure weapon).
Nice. Game. Activision.
This is how it is supposed to work. The condition and reward of Shadowlight Scholar are both part of the battlecry. You destroy a soul fragment, and deal 3 damage. If you do that a second time then you will destroy another soul fragment and deal another 3 damage. If you don't have a soul fragment to destroy, then you won't deal 3 damage. It is the same as casting a shaman spell twice and getting double the overload.
read the whole thing. Then rethink your comment
Well then I don't know what to say. Maybe you drew more soul fragments than you remember, or maybe something else happened to your deck.
The game might have glitched, but that seems really weird that one card would have double battlecry work but the other card wouldn't.
Just lost a my third loss in Duels game mode because the game is a buggy mess.
Be me, opponent is a paladin with 5 health with ysera, and double lich king on board because he swung with his weapon the turn before then played lich king, and since he had the treasure the double legendaries he has 2 now.
It's fine i think, since i have the double battlecries treasure and a Shadowlight Scholar in hand, and since i had previously played a Spirit Jailer and had only drawnONEof the soul fragments, i figured it would be an easy win. But when i play the Shadowlight Scholar, it only does three damage, not the six it should have done. I end my turn because i can't do shit against 2 lich kings and he plays Anti-Magic Shell instantly BTFO-ing me from a previously one-sided game where i had close to full health(he hit me twice in the face with his treasure weapon).
Nice. Game. Activision.
This is how it is supposed to work. The condition and reward of Shadowlight Scholar are both part of the battlecry. You destroy a soul fragment, and deal 3 damage. If you do that a second time then you will destroy another soul fragment and deal another 3 damage. If you don't have a soul fragment to destroy, then you won't deal 3 damage. It is the same as casting a shaman spell twice and getting double the overload.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
People seem to like my new design, but I do think that overall the card is a bit underwhelming for it's cost. I am thinking of either changing the cost of the hero down to 5, or the cost of the hero power down to 1. What do you think? Should I change the cost of either the hero or the power? Or should I keep it as it is?
Someone also said I should change Ol' Faithfuls border since the Monster Hunt treasure has the warrior border, so here is Ol' Faithful with the hunter border.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
I got Ringmaster Whatley as my legendary. I am very happy since The Curator is one of my favorite legendaries and just doesn't get the time of day anymore. My epic was Deathmatch Pavilion, which I am also very happy about since Shaman is my favorite class and I am very interested in this new Weapon Shaman archetype.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Battlegrounds card? I think this will be played in various aggro decks. A 2/2 buff with a 2/1 body isn't bad for 2 mana. And if you played an Alleycat or had a Patches the Pirate or something similar on turn 1, then this is very powerful tempo play.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
Interesting. This does silence your own minions meaning that you will be restricted in what you will be able to do, but you can use this to your advantage in a Silence Priest type deck. Also, the deathrattle means that your opponent will have some agency in deciding when it triggers. It also gives them some time to make use of their abilities before they are silenced, and also some warning to not play more minions ahead of time which will cause them to make slow plays. In this way you can use it in the same way you might use a Doomsayer, playing it on an empty or near empty board just to threaten your opponent and scare them away from playing minions.
One other thing I find interesting about this card is that it is the only silence card vulnerable to other silence effects.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 1 month ago
I find the taunt on this card hilariously ironic. It is almost like blizzard was trying to make the most comically useless rager card ever while still giving it just enough of a buff to give people like me as much hope as possible. I love this card aesthetically, I really like the awkward stats/cost ratio, and the art is pretty good too. This will never see play no doubt about it, but I will look at it every now and then and dream about playing it. Kind of like how I do with Silverback Patriarch.
@Neoguli, I like it! I think it is definitely better if the corruption ties in with the battlecry better.
@Wailor, I want to do more than just stats, but I do think you are right and that it should be simplified. How does this look?
I think I will go with Small Frog (now named Icky Toad) mainly because I couldn't find any fitting art for Zookeeper. If anybody can find good art of a Murloc or a Dragon or something taking care of some animals, please let me know.
I am still not entirely set on the ability. Should it have more base stats and less corrupted stats? Should it deal more or less damage? Should the full battlecry be on the base version, and the corrupted version just get extra stats? Feedback is greatly appreciated.
Thanks for featuring my deck! I created it relatively early in the reveal season so there are probably some good cards I didn't add.
I am facing a dilemma. I have a good card idea, but I can't find any good art. Then I have some good art, but I don't have a good card to go with it.
Here is the card without good art:
Here is the card where I couldn't think of a good effect:
I just realized that they need to be class cards, I will stick this in a class later. Maybe warlock with some minor adjustments
Feedback:
Wailor, Becoming a copy of the target minion feels a bit random. It is fine in terms of balance and playability, but the second ability doesn't seem to have any connection to the flavor of the card.
DavnanKillder, I like the shaman card. But the corrupted version feels like kind of a lot for only a 2 mana corrupt card. I would increase the base health, and reduce the stats of the corrupted version. Murloc Gardener is probably my least favorite of the three. By turn 8, I think you could just say "fill your board with treants" instead of "for each spell you've cast this game". Also, corrupting an 8 cost minion is super card, especially for a token deck, and the reward feels a bit disappointing for the amount of work you would have to put into it. I do like the warrior card, but I think reducing the cost of your weapon is kind of useless since you will probably only equip one weapon over the coarse of this minions life. Similarly, buffing weapons as you equip them isn't very useful since you will probably only buff one. I would make him buff the attack of the weaopns in your hand, and when corrupted buff their durability as well.
Demonxz95, I like it. Browser references aside, I am a big fan of spell damage and would love to see more of it. I think you have hit a good balance of having it be playable on curve, but also worth hanging onto to corrupt in the future.
Linkblade91, I am a fan of 9 mana corrupt cards since the one we got in the expansion is a little bit of a letdown. The effect is pretty good for the cost, but I think it should pull 3 copies on the corrupt version instead of 2. Also, you should fix the wording to make it more consistent. Either, have the first version specify summoning a copy. Or, change the second version to pull two minions out of your deck.
TheHoax91, As Demon mentioned, you need to use the corrupt mechanic. Right now you would be disqualified.
FungusABoa, First off, you should say "an" instead of "a" since the following word (enemy) starts with a vowel. Concerning Balance, I don't think the corrupted version is good enough to justify how hard it would be to corrupt it. Dealing 7 damage is arguably better than having +7/+7 since it is more proactive and helps you to control the board. I would have the base version lose taunt, and have the second version gain taunt, and +7/+7, and keep the 7 damage battlecry.
BloodMefist, for the first version, I think it should cost a little more since straight up discarding a card from your opponents hand is really powerful. And even if it isn't that powerful, it is a very tilting mechanic and shouldn't be easily accessible. For the second version, I would put it in another class since warlock already has a double corrupt card at 4 mana epic, and it would feel weird if they go another and no other class got any. I think the effect is fine, but you should adjust the wording so that you don't have that one weird line in the middle with only one word in it.
Arkasaur, I love it. It is very flavorful with Shamans dragon breath having the same effect. I would love to have more proactive and efficient removal in shaman that doesn't have overload. I would reduce the cost and health to 5 to make it a bit easier to corrupt, but aside from that I think it is great!
Neoguli, This is really hard to evaluate, which isn't necessarily a good thing when people are judging your card. Having the cost increased is an interesting mechanic and not something we see a lot of. And when combined with corrupt it is even stranger. The higher the cost is, the harder it is to corrupt, but then once you do corrupt it it is a 0 mana 4/4 with rush. You could alternatively just not play cards and drop him on turn 3. I am not entirely sure what to make of this in terms of playability and balance, but I will say this; mage is a class which recently has taken on a theme of extreme spellslinging. They use cards like Sorcerer's Apprentice and Evocation to cast a ton of spells in one turn, and usually they don't play a lot of big expensive cards. Your card wants the opposite, it fits into a deck that plays only a few, more expensive cards. The design of this card clashes with the general design of the mage class.
I think you mean Faceless Corruptor, not Faceless Manipulator when talking about Stage Dive.
There are two changes I think Hearthstone should make to help players get better cards. One, adjust the dusting system to be a 1-in-3 instead of the current 1-in-4. Legendary cards craft for 900 and dust for 300, epics craft for 300 and dust for 100, rares craft for 100 and dust for 30, commons craft for 30 and dust for 10. It isn't quite as drastic as your 1-in-2 exchange rate, but I think this system is good enough.
Second, I think we should focus less on pack quantity and more on pack quality. More than half of the packs people open are simple 40 dust packs, the worst possible outcome. I think that the lowest value pack shouldn't appear nearly as often as it does, only about one every 3 packs should be 40 dust, every other pack should have at least one extra rarity or golden card. Right now, legendaries appear one in every 40, and they get more likely after 20. And epics appear every one in 10, and are more likely after 5. Instead, legendaries should come every 30, and get more likely after 10. And epics should come every 7, and get more likely after 3.
These two changes would go a long way in helping players get better cards for their collections and let you get more dust with fewer packs.
please stop making me feel so jealous.
Same brother. Dwarves are by far the coolest fantasy race.
Well I am sorry for your poor luck. I am sure that if there is a bug the devs will fix it soon. Hope you do better next game.
Well then I don't know what to say. Maybe you drew more soul fragments than you remember, or maybe something else happened to your deck.
The game might have glitched, but that seems really weird that one card would have double battlecry work but the other card wouldn't.
This is how it is supposed to work. The condition and reward of Shadowlight Scholar are both part of the battlecry. You destroy a soul fragment, and deal 3 damage. If you do that a second time then you will destroy another soul fragment and deal another 3 damage. If you don't have a soul fragment to destroy, then you won't deal 3 damage. It is the same as casting a shaman spell twice and getting double the overload.
People seem to like my new design, but I do think that overall the card is a bit underwhelming for it's cost. I am thinking of either changing the cost of the hero down to 5, or the cost of the hero power down to 1. What do you think? Should I change the cost of either the hero or the power? Or should I keep it as it is?
Someone also said I should change Ol' Faithfuls border since the Monster Hunt treasure has the warrior border, so here is Ol' Faithful with the hunter border.
I got Ringmaster Whatley as my legendary. I am very happy since The Curator is one of my favorite legendaries and just doesn't get the time of day anymore. My epic was Deathmatch Pavilion, which I am also very happy about since Shaman is my favorite class and I am very interested in this new Weapon Shaman archetype.
That Mill Warlock looks like a lot of fun. If I get Tickatus and Y'shaarj I will definitely try and build a Wild adaptation for it.
I have three favorite cards. My favorite "pet" card is Rock Rager since looking at it makes me happy.
My favorite card in terms of the one I am most excited to play is either Stormstrike or Man'ari Mosher.
My favorite card in terms of the one I think is going to be the most powerful is Sword Eater.
You are constantly posting mentioning cards that fill in certain squares, and nearly half of the posts in this comment section are yours.
Battlegrounds card? I think this will be played in various aggro decks. A 2/2 buff with a 2/1 body isn't bad for 2 mana. And if you played an Alleycat or had a Patches the Pirate or something similar on turn 1, then this is very powerful tempo play.
Interesting. This does silence your own minions meaning that you will be restricted in what you will be able to do, but you can use this to your advantage in a Silence Priest type deck. Also, the deathrattle means that your opponent will have some agency in deciding when it triggers. It also gives them some time to make use of their abilities before they are silenced, and also some warning to not play more minions ahead of time which will cause them to make slow plays. In this way you can use it in the same way you might use a Doomsayer, playing it on an empty or near empty board just to threaten your opponent and scare them away from playing minions.
One other thing I find interesting about this card is that it is the only silence card vulnerable to other silence effects.
I find the taunt on this card hilariously ironic. It is almost like blizzard was trying to make the most comically useless rager card ever while still giving it just enough of a buff to give people like me as much hope as possible. I love this card aesthetically, I really like the awkward stats/cost ratio, and the art is pretty good too. This will never see play no doubt about it, but I will look at it every now and then and dream about playing it. Kind of like how I do with Silverback Patriarch.