KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
I don't mean to sound mean, really I am just curious. What about Tox's card was appealing to people?
If you are playing a board-based aggro token deck, you won't have too many cards in hand by turn 7 so you probably won't summon more than a single treant in most cases. And even if you do summon 5 treants, that is only slightly better than [Hearthstone Card (forest's aid) Not Found] only without twinspell. If you care more about the hand synergy then there are certainly better cards out there. And you will also probably burn a card the turn after you play this.
No offense to Tox, but all in all the card just looks too slow for 7 mana.
I think Tahm Kench’s Support ability counts as a Keyword, given that Shen has Support and no other keyword. I thought about giving him Challenger, but I wanted him to be a little vulnerable to high attack blockers. He does also cast Delicious Meal though, which can heal him.
You can also cast Unholy Hunger or Thick Skin on him to give him more defensive ability.
Which Keyword do you think would be best?
Looking at all of the keywords, I think Regeneration fits the best. If you were to do that though I would recommend reducing his Health to 5.
Shivershine will update the post sometime later, but here are the Shadow Isles cards:
Show Spoiler
One small thing, Tahm should have a keyword. Every other champion in the game does. I would suggest something defensive so that you can attack with him every round to trigger his ability and it won't be too easy for your opponent to block and kill him.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
One of my favorite cards to play in this mode is Vicious Rumors. Every time you play a 2 cost card, and somtimes a 3 cost card, they have to discard a card. Vicious Rumors isn't useless, but it isn't worth spending a card on, so getting it for free is pretty cool.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
@CursedParrot, my favorite of those cards are Bloody Butcher, Devouring Baron, The Eternal Hunger, Selfish Devourer, and Ravenous Hound.
I am not too sure about An Acquired Taste only because Shadow Isles doesn't have anything else that cares about Vulnerable. So to be able to capture a unit you would either need to play another region or hope your opponent is playing vulnerable creatures.
In terms of balance, I made the Coin token into Delicious Meal:
I really like the cards, I think gluttony fits Shadow Isles really well in a kind of disgusting way. I do feel however that a couple of cards simply don't fit the theme. A lot of the Ephemeral cards are cool, but I would put more focus on "eating" stuff. I would replace Haunted Bastion and War Baron with some other cards that care about killing your stuff to restore health/get bigger, or maybe something that generates more tokens for you to eat. You could do something that gets more Health when it kills an enemy unit, or maybe you could have a chef guy who makes a food unit that gives your minion stats when it dies.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
I dont know why so many people are downvoting you, you make a good point. Warrior gets to pay an extra mana to give a minion +1/+1, and rogue gets to play double cards for the price of one. How is that fair? I really like the idea of this brawl, but some of the classes could use some upgrades to give them a better chance.
I think there are a few problems with the klepto cards. People have already talked about card advantage and Freljord buffs.
But I think one major advantage that frustrates me, is asymmetric information advantage. If my opponent draws my Ruination, not only does he know he needs to play around it less, but I DON'T know what part of my own deck to play around. And it's just frustrating to play around my opponent deck as well as my own deck.
Another example is I once played 2 pilfered goods, and snagged 3 will of ionias. I now know that I don't need to play around it at all, but my opponent has no idea what I'm capable of doing to his units.
I think it would help if they made the stolen cards visible to the player they were stolen from, so at least the victim knows what the opponent knows. If I know to play around a Ruination / Deny etc specifically, it won't be so frustrating when it does come out.
To add to this, even when they play the cards they stole, the game doesn't tell you. If it would just say somewhere "this card was stolen" it would be a lot better.
There is one problem. Blizzard considers only regular cards for their non-duplicate policies, so even I was mising only 2 rares (The SI-7 agent), while opening packs I'm receiving cards which I had either 1 regular 1 golden copy or 2 golden copies, like Blizzard took into account only having collected the regular cards.
Have you disenchanted any SI:7 Agents since the update? If so, then the pack opening algorithm wouldn't give you any because you have already opened them.
If not then I guess golden cards aren't taken into consideration, which is kind of weird, but it makes sense. I don't like to keep golden cards, so it is nice to know that I can safely DE those and still be able to reliably open normal copies.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 6 months ago
I think the main reason Finley is worse than the other Highlander cards is because his ability is best used for tempo on curve. All of the other Highlander cards have big swingy effects which are mainly used in the late-game for value. This means that you want to draw him a lot earlier in the game than all of the other Highlander cards, and when you don't you are at a big disadvantage. I think making it a start of game effect is an interesting way to solve this problem, but start of game effects are always a bit scary. I would be fine just making him a 1 mana 1/3 so that he can be tutored with Crystology.
Not bad. Definitely on a strong side though, could see the nerf to a 2/3 or 3/2, as even Brightwing, which has a similar effect, is a 3/2. And Grimstone would still be a bit better due to his tutor.
I don't want to make him any smaller than a 3/3 as long as he is at 3 mana. If I were to adjust his stats I would also adjust the cost. I am fine with him power-creeping Brightwing for a couple of reasons. One, this is an expansion Legendary, so it should be more powerful than an evergreen legendary, especially when it is part of an adventure. Also, while the two legendaries are similar, they play different roles. Brightwing is mainly for newer players so they have a chance to play with Legendaries that aren't in their collection, or for dragon decks as a small value generator. Grimstone is intended to be used as a tutor, he helps make your deck more consistent.
KANSAS - How exactly is 3/3/4 more AESTHETICALLY pleasing than 3/3/3? I'm curious. Besides that the card is just too strong in its current form.
I think 3/4 looks really good because it is prime stats for 3 mana. You know it will be able to fight against almost any other 3-drop and survive. Also, I think this may just be me, but 3 mana cards feel smooth to play, if you know what I mean. I don't know why, but 3 mana 3/4 is my favourite stat-line, it just feels good to play on curve, and it can trade very efficiently in the early game.
Really though I have no good reason for not making this a 3/3. I shouldn't be picky about things like that, I will update the card tomorrow with reduced stats.
Here is what I cam up with. I am not too sure about it, I am usually not comfortable making unique tokens. If I need to I can make something else.
I will get some feedback out later when more people have posted.
I don't mean to sound mean, really I am just curious. What about Tox's card was appealing to people?
If you are playing a board-based aggro token deck, you won't have too many cards in hand by turn 7 so you probably won't summon more than a single treant in most cases. And even if you do summon 5 treants, that is only slightly better than [Hearthstone Card (forest's aid) Not Found] only without twinspell. If you care more about the hand synergy then there are certainly better cards out there. And you will also probably burn a card the turn after you play this.
No offense to Tox, but all in all the card just looks too slow for 7 mana.
Thank you for clarifying
Can someone tell me what "moderation phase" means?
I had a lot of fun with this. It was a great theme
Looking at all of the keywords, I think Regeneration fits the best. If you were to do that though I would recommend reducing his Health to 5.
One small thing, Tahm should have a keyword. Every other champion in the game does. I would suggest something defensive so that you can attack with him every round to trigger his ability and it won't be too easy for your opponent to block and kill him.
One of my favorite cards to play in this mode is Vicious Rumors. Every time you play a 2 cost card, and somtimes a 3 cost card, they have to discard a card. Vicious Rumors isn't useless, but it isn't worth spending a card on, so getting it for free is pretty cool.
@CursedParrot, my favorite of those cards are Bloody Butcher, Devouring Baron, The Eternal Hunger, Selfish Devourer, and Ravenous Hound.
I am not too sure about An Acquired Taste only because Shadow Isles doesn't have anything else that cares about Vulnerable. So to be able to capture a unit you would either need to play another region or hope your opponent is playing vulnerable creatures.
I don't know what you want us to tell you mate. Just take a deep breath and move on. Disconnects happen to all of us sometimes.
Happy anniversary! It is hard to believe how far we have gotten in a year, imagine where we will be next year!
I really like the cards, I think gluttony fits Shadow Isles really well in a kind of disgusting way. I do feel however that a couple of cards simply don't fit the theme. A lot of the Ephemeral cards are cool, but I would put more focus on "eating" stuff. I would replace Haunted Bastion and War Baron with some other cards that care about killing your stuff to restore health/get bigger, or maybe something that generates more tokens for you to eat. You could do something that gets more Health when it kills an enemy unit, or maybe you could have a chef guy who makes a food unit that gives your minion stats when it dies.
Thanks a lot! I updated Fiddlesticks and now it doesn't look so fuzzy.
I dont know why so many people are downvoting you, you make a good point. Warrior gets to pay an extra mana to give a minion +1/+1, and rogue gets to play double cards for the price of one. How is that fair? I really like the idea of this brawl, but some of the classes could use some upgrades to give them a better chance.
To add to this, even when they play the cards they stole, the game doesn't tell you. If it would just say somewhere "this card was stolen" it would be a lot better.
Have you disenchanted any SI:7 Agents since the update? If so, then the pack opening algorithm wouldn't give you any because you have already opened them.
If not then I guess golden cards aren't taken into consideration, which is kind of weird, but it makes sense. I don't like to keep golden cards, so it is nice to know that I can safely DE those and still be able to reliably open normal copies.
I think the main reason Finley is worse than the other Highlander cards is because his ability is best used for tempo on curve. All of the other Highlander cards have big swingy effects which are mainly used in the late-game for value. This means that you want to draw him a lot earlier in the game than all of the other Highlander cards, and when you don't you are at a big disadvantage. I think making it a start of game effect is an interesting way to solve this problem, but start of game effects are always a bit scary. I would be fine just making him a 1 mana 1/3 so that he can be tutored with Crystology.
I don't want to make him any smaller than a 3/3 as long as he is at 3 mana. If I were to adjust his stats I would also adjust the cost. I am fine with him power-creeping Brightwing for a couple of reasons. One, this is an expansion Legendary, so it should be more powerful than an evergreen legendary, especially when it is part of an adventure. Also, while the two legendaries are similar, they play different roles. Brightwing is mainly for newer players so they have a chance to play with Legendaries that aren't in their collection, or for dragon decks as a small value generator. Grimstone is intended to be used as a tutor, he helps make your deck more consistent.
I reduced his stats to 3/3, what do you think?
I think 3/4 looks really good because it is prime stats for 3 mana. You know it will be able to fight against almost any other 3-drop and survive. Also, I think this may just be me, but 3 mana cards feel smooth to play, if you know what I mean. I don't know why, but 3 mana 3/4 is my favourite stat-line, it just feels good to play on curve, and it can trade very efficiently in the early game.
Really though I have no good reason for not making this a 3/3. I shouldn't be picky about things like that, I will update the card tomorrow with reduced stats.