KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I agree with most of these nerfs.
Reducing the cost of cards to 0 is, as many people have pointed out for a long time, pretty dangerous. Though I do think that it would be nice if they reduced Dragonqueen Alexstrasza's mana cost to 8. That way you can still play both dragons on the same turn, but it has to happen one turn later. Alternatively they could have upped her to 10 mana and kept her ability as it is, but I don't think either of those things would solve the problem. She is just too powerful as a neutral highlander card. Though I am not sure if she is even worth playing now since you will only be able to play a single dragon on the same turn as her, and it will have to happen one turn later.
I am very happy about the Warglaives nerf. Both because I the card is very frustrating to play against, but also because now I can disenchant it and get some dust :).
I don't feel too strongly about any of the other nerfs since I don't play too much with or against those cards, but they all look pretty good.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
The cards this time around weren't too popular. The only cards to get a score above 3 were the top 8 that made it to the finalists. And there were 4 cards that got a score below 2.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Personally, I think Demon Hunter is a boring class to play, but I can understand other people having fun with it. I don't enjoy playing as it, or against it. What I don't want to see is more nerfs for the class. 4 rounds of nerfs in 4 months is simply ridiculous. I think the best way to fix Demon Hunter is to wait it out. Over time as more cards get added Illidan will have more cards to play, which means he will have more decks to play, which will hopefully make the class more interesting as a whole.
I do think as time passes we will see a handful of nerfs to some of Demon Hunters existing cards, but right now when those are the only cards the class has to play, they do need to be powerful. The main issue with the class is the low number of available cards. When a class only has 50 cards, and only half of them are good, then it makes sense for that class to feel repetitive and boring. The devs had to choose between a class that is repetitive and powerful, or a class that is repetitive and weak. Either way I feel a lot of people were going to be disappointed by the lack of variety in what the class does.
I like the mirror stats of Davy and the ship. Summoning the Sailor is a good idea. The watermark fits well and is a nice alternative to the Palm Tree most of us used. You found great art, they are fitting together very well.
Concerns:
1) It's still a huge chunk of stats. You'll get 13/13 over 3 bodies for 7 mana! That's almost Dragonqueen Alexstrasza's powerlevel for 2 mana less. I think I'd prefer the effect to be a Deathrattle, which would also make it easier to fulfill the condition because Davy himself counts toward it.
2) Davy's art looks a little too big, is it possible to zoom out a tiny bit? If not, at least try to move him a bit to the right - the legendary dragon's horn is too close to Davy's head for my taste.
3) Are you sure you want The Flying Dutchman to summon a sailor at the end of each turn? That way, your opponent has to deal with 2 of them each of their turns if he can't remove the ship the turn after it was summoned (one sailor at the end of your opponen'ts turn, one at the end of yours). That's really powerful!
4) While the flavor is there if you look at the art and the effects, I don't see a reason why this should be a warlock card. I guess that can't be helped, though.
2, thanks for mentioning the thing about the art. I will fix that before submitting. 4, I might make him neutral if it was allowed, but with the class restrictions Warlock seems like the best class. 3, I wanted it to make pirates on both players turns because otherwise it just felt like a slightly bigger Hogger. 1, I wanted him to have more stats than average because he is the only payoff for playing pirates in warlock, so I wanted it to be worth it. You compared him to Dragonqueen Alexstrasza, who is a build around late game card with way more stats than you would expect from a 9 mana card. Davy Jones is filling that same role for Pirate decks.
I decided to re-do Davy Jones's ability. He is really flavorful and interesting, but the infinite Stealth and all of the stats were too scary. I decided to re-do his ability to make him a powerful build around card, and hopefully not too OP.
Do you think the "give it Taunt" part is necessary? I wasn't going to put it there but otherwise it doesn't feel like enough of a reward for building a Pirate Warlock deck. Also, do you think I should change it to a Battlecry instead of Deathrattle?
My biggest concern is that The Flying Dutchman will be able to summon Davy Jones himself, and his Deathrattle will trigger again when he dies (and giving him Taunt will only make that a bigger problem).
I hadn't considered that. I could always add a line that says "can't summon Davy Jones" but that feels kind of like cheating and also just lazy design. One thing I could do is have it summon this guy:
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I decided to re-do Davy Jones's ability. He is really flavorful and interesting, but the infinite Stealth and all of the stats were too scary. I decided to re-do his ability to make him a powerful build around card, and hopefully not too OP.
Do you think the "give it Taunt" part is necessary? I wasn't going to put it there but otherwise it doesn't feel like enough of a reward for building a Pirate Warlock deck. Also, do you think I should change it to a Battlecry instead of Deathrattle?
I agree with Demonxz95. Southsea Bladedancer is probably your best card, but you need to change the art. I also might increase the cost to 3 mana. 2 mana to hit three things for 2 damage is really good, especially when they aren't random targets like with Cleave or other similar cards. Also if she had more health you could set up some interesting trades running her into smaller minions and then killing the ones with higher attack through the ability, but with 1 Health she will die no matter what she hits. *edit* I really like the 6 mana 5/2 statline and the art is pretty good. All around nice card.
Thank you! But it actually is a 6 mana 6/2 right now and since the statline is my last issue with her do you think I should drop the attack to 5? Are there any meta cards at 6 health that ask for removal at the moment?
I saw your card and accidentally thought it was a 5/2. 6/2 statline is fine, though I don't think the 1 attack will matter a whole lot.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Feedback:
Valor1204
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Personally I don't like Dread Captain DeMeza that much, but balance wise I think the card is fine. I really like Possessed Raider, but I don't think he needs Rush. If it was a 2 mana 2/2 with that ability I would like it better.
Me0203
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Swordwraith Freebooter isn't a bad card, but it is my least favorite of the three. Spectral Cannoneer is really cool, but I would like it if he was smaller. Echo cards shouldn't cost more than 3 mana. Maybe as a 2 mana 1/2? Gurgling Gravedigger is pretty cool. I can't decide if I like this one or Spectral Cannoneer better. It is maybe a bit too efficient, but I think it is fine. Also, I like the name Low-Tide Treasure Hunter better, but I don't think it matters a whole lot.
Elfensilver
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I like Seaweed Seeker the best. Though when compared to Whirling Zap-o-matic I think you could afford to increase the stats. Though I am not sure if 2 mana 3/2 with Windfury would make the cut in any decks since Whirling Zap-o-Matic isn't played. I would make it a 3 mana 3/4 with the same ability.
anchorm4n
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I agree with Demonxz95. Southsea Bladedancer is probably your best card, but you need to change the art. I also might increase the cost to 3 mana. 2 mana to hit three things for 2 damage is really good, especially when they aren't random targets like with Cleave or other similar cards. Also if she had more health you could set up some interesting trades running her into smaller minions and then killing the ones with higher attack through the ability, but with 1 Health she will die no matter what she hits. *edit* I really like the 6 mana 5/2 statline and the art is pretty good. All around nice card.
BloodMefist
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I like Parrot Tamer the best. Jerias Bloodvein isn't particularly useful and also is missing the Pirate tag, and Amalgam-mate is just like Nightmare Amalgam but harder to use. Parrot Tamer is a cool callback to a forgotten card, it is powerful, but being the only hunter card that cares about Pirates I think it is fine. The only thing you need to change is the wattermark.
Linkblade91
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I still like Kul Tiran Enforcer best (I also really like the new name). It is balanced and fun. I like that it has synergy with Pirates, whereas Riona only has a Pirate tag. I would give it 4/5 stars.
CursedParrot
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I still think transforming your spells into pirates is kind of a weird ability to have. It doesn't feel like a strategy you could use in a real deck, and I don't see the synergy between pirates and spells. I just don't understand how you are supposed to use this card.
Cg8889
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Captain Flintlock is my favorite. My only gripe is that you used the same art on the token as on the card. Other than that I think it is great! Tuskar Privateer is pretty cool. I think if Demon Hunters had just a few more weapons they could make use of some weapon synergy. I don't really like Dragon Corsair because all of the different themes don't really add up. She is a pirate, who, when magically enhanced, empowers your dragons. It doesn't feel Pirate-y enough.
bananenparty
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Booty Trogg is way too expensive. You could probably make him exactly as he is for 3 mana and be okay. That being said I think Fishy Freebooter is just all around the better card. Though you really shouldn't have both tribes in the tribe tag spot. I would either have it listed as either Pirate or Murloc on the tribe tag, and then have it say "This also counts as aPirate/Murloc". Or, you could have it just be a Murloc.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Apparently Davy Jones has way too many stats for his cost, and the permanent stealth on The Flying Dutchman scares people. I adjusted the Battlecry and the stats to make him a bit slower, and also give him some Pirate synergy. I can understand why 8 Health permanent Stealth is scary, so I made it a 4/5 to be more susceptible to board clears. And I also changed the Battlecry to draw Pirates instead of summoning them so that now you can really only play him in a Pirate deck.
A few things I would like to mention about the balance. If your opponent kills Davy Jones on their turn, they can also attack The Flying Dutchman before it gains Stealth. Also, because it is 7 mana, it probably won't be relevant against an aggro deck. And most control decks have either a board clear that can deal 5 damage, or enough taunts to force it to trade. Getting 4 damage every turn in an aggro deck is strong, getting 4 damage every turn from turn 8+ in an aggro deck is less strong, getting 4 damage every turn from 8+ which can be killed by an AOE is probably nothing to freak out about.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Feedback:
Demonxz95
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I really like the card. It is interesting to have the cost reduction equal to the overloaded mana crystals since it basically removes the effect of overload. In that way, it is similar to Lava Shock or Eternal Sentinel. I would make the card a bit smaller and reduce the cost. Even if the ability makes the card cheaper to cast, you will still only be able to play this on turn 5, unless you have Zap! and can overload extra mana on the current turn.
Linkblade91
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I like Kul Tiran Staffwielder the best. It is balanced, synergistic, and more flavorful than Grand Duelist. The only thing I could maybe change would be to remove the Rush and make it a 2 mana 3/2 or something. But honestly it is fine as it is.
Xarkkal
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I agree with everything Demonxz91 said. With [Hearthstone Card (Patches) Not Found] and Parachute Brigand, you can get a lot of Pirates out really early. And the potential to get a Voidlord or Mal'Ganis that early is dangerous. The flavor isn't bad, mixing tribes is something at least I would like to see more of. But as it is now it is way too random.
CursedParrot
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There are a couple of things I don't like about this card. For one, I don't think it needs to start in your opening hand, and if it does it should cost less. Also I would rather it just straight up equips the weapon instead of adding it to your hand, unless you do reduce the cost. You also probably don't need to say "playable" pirates since most pirates cost 4 or less anyway. I like the spell/pirate mix, but it really seems more like a novel idea than an actual theoretical deck. How would playing a few random pirates for 3 turns in a row help your all-spell Mage deck to win? If you want to make a spell/pirate deck work, I would have some kind of ability that makes your pirates generate random spells or vice versa. Maybe if the weapon said "Whenever you play a Pirate/Spell this turn, add a Pirate/Spell to your hand". I don't know if it is better to have your pirates give you spells, or you spells give you pirates. Personally, I would lean towards the pirates giving you spells since I think a few random spells would help an aggro deck more than a few random pirates would help a spell-based deck.
I updated my cards based on feedback. It seemed Davy Jones had too many stats, so I decided to make it a Deathrattle instead of a Battlecry. I also added a different battlecry to make him more impactful the turn he enters to compensate for him being a 7 mana 7/4. I don't think he is too powerful, since it is 7 mana for just raw stats and no other abilities. But if people still think he is too powerful I can always make him 8 mana.
I got one comment on Orc Raider saying that the card wasn't Pirate-y enough. So I changed the art.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
I haven't made any Pirate cards prior to this competition. So I went to the internet, collected some cool arts, and made these two cards. What do you think?
I am not too sure on the Balance of Davy Jones. Is it too slow? Is it too hard to deal with? Are the stats/cost good?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
It is definitely worth buying drafts. Yes if you screw up you could waste gold, but if you learn how to get good at draft you can earn a ton of extra gold and gems.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Probably Vito, Thorn of the Dusk Rose. Partly because I will take any excuse to play mono-black, but mostly because he just looks like a fun build-around card.
I decided to make another card since I don't really like my current card. How does this one look?
A 1-mana 3/3 scared me at first-glance, but thinking about it some more I guess the card is a different brand of Flame Imp. +1 Health, but your opponent gets a minion instead of 3 damage to your own face. It might turn off those who have that same initial thought process, though.
Any thoughts on my updated Yrel?
I really like it. The only thing that I would change, if I had to change anything, would be to make it target a friendly minion and give it +2/+2 instead of giving only Yrel +2/+2. Though I think it is fine as it is.
i decided to scrap my other idea because of the token limit. what about this one?
I really like it. But I don't think you need the text on the Carrot. You could just make them 2 mana spells and be fine. Also I think he should be a 3/3. 3 mana 2/3, even if it is immune for a turn, just feels really bad tempo wise. But I really like the Curse of Rafaam-like effect.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 5 months ago
Yeah I thought my upgraded twice-a-turn-for-free Demon Hunter Hero Power was super OP. Then I fought against a Hunter who buffed all of his Boombots every turn and thought that was incredibly OP, then I fought against a Druid who got to cast Fireball on my face every turn for free and decided to take my free pack and leave.
I agree with most of these nerfs.
Reducing the cost of cards to 0 is, as many people have pointed out for a long time, pretty dangerous. Though I do think that it would be nice if they reduced Dragonqueen Alexstrasza's mana cost to 8. That way you can still play both dragons on the same turn, but it has to happen one turn later. Alternatively they could have upped her to 10 mana and kept her ability as it is, but I don't think either of those things would solve the problem. She is just too powerful as a neutral highlander card. Though I am not sure if she is even worth playing now since you will only be able to play a single dragon on the same turn as her, and it will have to happen one turn later.
I am very happy about the Warglaives nerf. Both because I the card is very frustrating to play against, but also because now I can disenchant it and get some dust :).
I don't feel too strongly about any of the other nerfs since I don't play too much with or against those cards, but they all look pretty good.
The cards this time around weren't too popular. The only cards to get a score above 3 were the top 8 that made it to the finalists. And there were 4 cards that got a score below 2.
Personally, I think Demon Hunter is a boring class to play, but I can understand other people having fun with it. I don't enjoy playing as it, or against it. What I don't want to see is more nerfs for the class. 4 rounds of nerfs in 4 months is simply ridiculous. I think the best way to fix Demon Hunter is to wait it out. Over time as more cards get added Illidan will have more cards to play, which means he will have more decks to play, which will hopefully make the class more interesting as a whole.
I do think as time passes we will see a handful of nerfs to some of Demon Hunters existing cards, but right now when those are the only cards the class has to play, they do need to be powerful. The main issue with the class is the low number of available cards. When a class only has 50 cards, and only half of them are good, then it makes sense for that class to feel repetitive and boring. The devs had to choose between a class that is repetitive and powerful, or a class that is repetitive and weak. Either way I feel a lot of people were going to be disappointed by the lack of variety in what the class does.
2, thanks for mentioning the thing about the art. I will fix that before submitting. 4, I might make him neutral if it was allowed, but with the class restrictions Warlock seems like the best class. 3, I wanted it to make pirates on both players turns because otherwise it just felt like a slightly bigger Hogger. 1, I wanted him to have more stats than average because he is the only payoff for playing pirates in warlock, so I wanted it to be worth it. You compared him to Dragonqueen Alexstrasza, who is a build around late game card with way more stats than you would expect from a 9 mana card. Davy Jones is filling that same role for Pirate decks.
Ok, I think I have finally perfected the card, but I want to ask for feedback one more time before submitting.
I hadn't considered that. I could always add a line that says "can't summon Davy Jones" but that feels kind of like cheating and also just lazy design. One thing I could do is have it summon this guy:
I decided to re-do Davy Jones's ability. He is really flavorful and interesting, but the infinite Stealth and all of the stats were too scary. I decided to re-do his ability to make him a powerful build around card, and hopefully not too OP.
Do you think the "give it Taunt" part is necessary? I wasn't going to put it there but otherwise it doesn't feel like enough of a reward for building a Pirate Warlock deck. Also, do you think I should change it to a Battlecry instead of Deathrattle?
I saw your card and accidentally thought it was a 5/2. 6/2 statline is fine, though I don't think the 1 attack will matter a whole lot.
Feedback:
Valor1204
Me0203
Elfensilver
anchorm4n
BloodMefist
Linkblade91
CursedParrot
Cg8889
bananenparty
Apparently Davy Jones has way too many stats for his cost, and the permanent stealth on The Flying Dutchman scares people. I adjusted the Battlecry and the stats to make him a bit slower, and also give him some Pirate synergy. I can understand why 8 Health permanent Stealth is scary, so I made it a 4/5 to be more susceptible to board clears. And I also changed the Battlecry to draw Pirates instead of summoning them so that now you can really only play him in a Pirate deck.
A few things I would like to mention about the balance. If your opponent kills Davy Jones on their turn, they can also attack The Flying Dutchman before it gains Stealth. Also, because it is 7 mana, it probably won't be relevant against an aggro deck. And most control decks have either a board clear that can deal 5 damage, or enough taunts to force it to trade. Getting 4 damage every turn in an aggro deck is strong, getting 4 damage every turn from turn 8+ in an aggro deck is less strong, getting 4 damage every turn from 8+ which can be killed by an AOE is probably nothing to freak out about.
I will get some more feedback out later.
Feedback:
Demonxz95
Linkblade91
Xarkkal
CursedParrot
I updated my cards based on feedback. It seemed Davy Jones had too many stats, so I decided to make it a Deathrattle instead of a Battlecry. I also added a different battlecry to make him more impactful the turn he enters to compensate for him being a 7 mana 7/4. I don't think he is too powerful, since it is 7 mana for just raw stats and no other abilities. But if people still think he is too powerful I can always make him 8 mana.
I got one comment on Orc Raider saying that the card wasn't Pirate-y enough. So I changed the art.
I haven't made any Pirate cards prior to this competition. So I went to the internet, collected some cool arts, and made these two cards. What do you think?
I am not too sure on the Balance of Davy Jones. Is it too slow? Is it too hard to deal with? Are the stats/cost good?
This deck is a lot of fun! And it got me 7 wins in the Gauntlet with only 3 losses.
It is definitely worth buying drafts. Yes if you screw up you could waste gold, but if you learn how to get good at draft you can earn a ton of extra gold and gems.
I will try out the Shaman and Druid deck. They look really fun and I have all of the cards.
Probably Vito, Thorn of the Dusk Rose. Partly because I will take any excuse to play mono-black, but mostly because he just looks like a fun build-around card.
I really like it. The only thing that I would change, if I had to change anything, would be to make it target a friendly minion and give it +2/+2 instead of giving only Yrel +2/+2. Though I think it is fine as it is.
I really like it. But I don't think you need the text on the Carrot. You could just make them 2 mana spells and be fine. Also I think he should be a 3/3. 3 mana 2/3, even if it is immune for a turn, just feels really bad tempo wise. But I really like the Curse of Rafaam-like effect.
I decided to make another card since I don't really like my current card. How does this one look?
If people like it I will make tokens.
*edit* I just realized I forgot the "r" in "your". But other than that what do you think?
Yeah I thought my upgraded twice-a-turn-for-free Demon Hunter Hero Power was super OP. Then I fought against a Hunter who buffed all of his Boombots every turn and thought that was incredibly OP, then I fought against a Druid who got to cast Fireball on my face every turn for free and decided to take my free pack and leave.