Blizz even made this an end-of-the-week post, knowing full well that we'd have to wait the weekend before maybe learning what it means on Monday :/ That's just rude.
What happens if your opponent doesn't have hard removal in hand, and must rely on "the old fashioned way" to get rid of a 10/7 or a 15/12 with several Divine Shields on it?
Maybe even just a 6/6/3 would help *shrugs* It's hard to say what the right move is when you can't test it: is it okay at 5? Would it be healthier at 6? Is it simply too much of a concern to where it shouldn't exist? Whatever you feel is right: I'll probably give you at least a 4 regardless hehe. Not that other voices wouldn't hurt; you've still got time for feedback.
Please note that it's possible to upgrade it by killing your own minions, which is not unheard of in Deathrattle decks.
It's also not unheard of in Questline Hunter, if you don't play your own minions for them to kill off lel. Resurrect those stupid Leper Gnomes D:
I like the changed requirement: you're fueling death with, well, more death. It would go great in the new expansion with Infuse, but alas that is not allowed. Still, I think you're ready.
I like the Opal version a lot more, fits Shaman very well. My main question with both versions is if the Battlecries have random targets or if it lets you pick the target.
If this was a modern card, I would maybe suggest that you can target the Battlecries after targeting the friendly minion you want to repeat. But with it being from Kobolds & Catacombs, I have to assume it would be random :/
Regarding your card, making a minion super difficult to remove via multiple Divine Shields is an awesome design in theory....but being that it's from the Paladin, where buffing is prevalent, this could be a problem. What happens if your opponent doesn't have hard removal in hand, and must rely on "the old fashioned way" to get rid of a 10/7 or a 15/12 with several Divine Shields on it? Yumna can just go face while you laugh off their damage.
If she was stuck as a 5/2 Yumna would be more balanced, but still really cool; in her current form the potential synergies seem scary to me.
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All that being said I'd probably still give you a 4, 'cause I like it so much lol :P
It's on the to-do- list, friend :) A deckbuilder has to be...well, built, and these things take time.
It might get pushed up the list if more people here played Snap - both members and staff - but that's unfortunately not something we can control right now, with Second Dinner's rollout being what it is.
Some tweaks to my card: now it's an Opal Spellstone, and thus the Dragon requirement has changed too. Also the Nature spell school was added; I completely failed to notice that 8/9 Spellstones have a spell school.
Transforming a minion or minions can be a rare occurrence, so I figured only the once per upgrade made sense (let's forget about Unstable Evolution being in the same set >_>). This card could be used to repeat a Battlecry even for a minion that didn't get to use theirs - like, say, when you transform into a Battlecry minion! :D
Feedback:
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AeroJulwin - You're the reason I even double-checked to see that Spellstones have schools, so thank you for that haha. I gave you a 4, if you're curious: it's a solid card, but not enough for the elusive 5. Goes nicely with Explosive Runes from the set, though.
anchorm4n - I also prefer the art on the right. I also also agree with Aero: it's very powerful, could maybe be for a different expansion, and a different requirement beyond simply waiting a turn could help curb the edge off it.
Wailor - I've been making Coin Rogue cards off-and-on for a while now, 'cause it just feels right, yeah? My only concern is how "realistic" can the archetype's payoff cards be when giving them a Coin for going second could be a problem *shrugs* Don't want The Coin to swing the games too much.
MrRhapsody - Tanya is too close to Dreadlich Tamsin, neat as it is. The Bounty Hunter is more unique and thus better, in my opinion.
Demonxz95 - Cool card. The only issue is how exactly does it upgrade: the Shadows could become bigger, or it could summon more Shadows. Not every upgrade card explains it perfectly, though, so I think you're good to go.
Shaman is the Battlecry King, so I might as well go that route: precedent exists for Battlecry shenanigans in Kobolds & Catacombs, with Murmuring Elemental and Grumble, Worldshaker. That and it's not like the current Lesser Sapphire Spellstone connected to the other cards that well, anyway.
I originally wanted to do a Spellstone for the DH, but it's a hard ask. I could slide this over to the Mage, maybe, since they're more Dragon-friendly. I also have art for a Citrine or Opal Spellstone, as well, if the Dragon Shaman connection is too out there.
Edited Taran Zhu to say "poison darts" instead of shurikens, to maximize flavor and intention. Probably should have made him a Rogue card while I was at it, but I like the idea of him being available to everyone.
Feedback:
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BasilAnguis - Chain healing is neat, but I don't think anyone really needs it in their deck. How often will Cascade just be "Restore 20 Health to a minion; excess goes back to your face"? As in, a Greater Healing Potion with more steps. Roll the Wheel might win flavor-votes but I don't think it's a good idea for the game, personally.
Wailor - Spare Parts were interesting, to me at least, so this has my vote :) I like it more than either Unreliable Witness, mostly because I don't like the idea of messing with new mechanics before we've had a chance to experience them ourselves and get a good idea of balance.
Demonxz95 - It's hard to evaluate Clock Tower when we have zero experience with Locations right now. I would personally avoid them. Stringpuller is a fine card; I'd stick with that one.
R - The tiny text of Lady Sarevess implies to me that the card is too complicated, trying to make sure that everything fits on there that is "appropriate". I also think she's just dangerous in general, as a cheap late-game refill. Marin is more amusing; just change his first name to avoid conflict with Marin the Fox.
AeroJulwin - I like it; don't have much to add. I will say that it is rather similar to Clever Disguise, though.
Alright, scrapping the weapon. How about I rebalance an idea of mine I really liked from last Season?
You can hit a wide board and possibly kill off something weak (anything that falls to 0 Health would die), or maybe you can triple up on a tall minion and really reduce their threat level. It's like a Neutral version of Devolving Missiles.
The name is referring to Moxie Lockspinner, a gnome thief. Not a major character, but still something lol. Keep in mind that the randomness is not limited by class: you might end up with a Woecleaver or a Silver Sword, or maybe just something stupid like Molten Blade.
I have to assume it's the actual numericals that change, for each Relic:
Numbers that are written out are usually set in stone.
Less than five hours left to submit! Good luck to everyone :)
Blizz even made this an end-of-the-week post, knowing full well that we'd have to wait the weekend before maybe learning what it means on Monday :/ That's just rude.
Could work with Sanguine Depths: she has the Health to take the hit, and each swing will benefit from the bonus Attack.
I wonder if Queen Azshara's Ancient Relics count as a "Relic".
Oh, right lol. This is practically just like Moonfang >_> Totally forgot about that card.
She's fine as-is, Wailor: if Moonfang isn't terrorizing the game, Yumna should be fine.
Maybe even just a 6/6/3 would help *shrugs* It's hard to say what the right move is when you can't test it: is it okay at 5? Would it be healthier at 6? Is it simply too much of a concern to where it shouldn't exist? Whatever you feel is right: I'll probably give you at least a 4 regardless hehe. Not that other voices wouldn't hurt; you've still got time for feedback.
It's also not unheard of in Questline Hunter, if you don't play your own minions for them to kill off lel. Resurrect those stupid Leper Gnomes D:
I like the changed requirement: you're fueling death with, well, more death. It would go great in the new expansion with Infuse, but alas that is not allowed. Still, I think you're ready.
If this was a modern card, I would maybe suggest that you can target the Battlecries after targeting the friendly minion you want to repeat. But with it being from Kobolds & Catacombs, I have to assume it would be random :/
Regarding your card, making a minion super difficult to remove via multiple Divine Shields is an awesome design in theory....but being that it's from the Paladin, where buffing is prevalent, this could be a problem. What happens if your opponent doesn't have hard removal in hand, and must rely on "the old fashioned way" to get rid of a 10/7 or a 15/12 with several Divine Shields on it? Yumna can just go face while you laugh off their damage.
If she was stuck as a 5/2 Yumna would be more balanced, but still really cool; in her current form the potential synergies seem scary to me.
It's on the to-do- list, friend :) A deckbuilder has to be...well, built, and these things take time.
It might get pushed up the list if more people here played Snap - both members and staff - but that's unfortunately not something we can control right now, with Second Dinner's rollout being what it is.
Some tweaks to my card: now it's an Opal Spellstone, and thus the Dragon requirement has changed too. Also the Nature spell school was added; I completely failed to notice that 8/9 Spellstones have a spell school.
Transforming a minion or minions can be a rare occurrence, so I figured only the once per upgrade made sense (let's forget about Unstable Evolution being in the same set >_>). This card could be used to repeat a Battlecry even for a minion that didn't get to use theirs - like, say, when you transform into a Battlecry minion! :D
Feedback:
AeroJulwin - You're the reason I even double-checked to see that Spellstones have schools, so thank you for that haha. I gave you a 4, if you're curious: it's a solid card, but not enough for the elusive 5. Goes nicely with Explosive Runes from the set, though.
anchorm4n - I also prefer the art on the right. I also also agree with Aero: it's very powerful, could maybe be for a different expansion, and a different requirement beyond simply waiting a turn could help curb the edge off it.
Wailor - I've been making Coin Rogue cards off-and-on for a while now, 'cause it just feels right, yeah? My only concern is how "realistic" can the archetype's payoff cards be when giving them a Coin for going second could be a problem *shrugs* Don't want The Coin to swing the games too much.
MrRhapsody - Tanya is too close to Dreadlich Tamsin, neat as it is. The Bounty Hunter is more unique and thus better, in my opinion.
Demonxz95 - Cool card. The only issue is how exactly does it upgrade: the Shadows could become bigger, or it could summon more Shadows. Not every upgrade card explains it perfectly, though, so I think you're good to go.
Ancient Harbinger: "Why, hello there."
Taelan Fordring: "Not so fast!"
Shaman is the Battlecry King, so I might as well go that route: precedent exists for Battlecry shenanigans in Kobolds & Catacombs, with Murmuring Elemental and Grumble, Worldshaker. That and it's not like the current Lesser Sapphire Spellstone connected to the other cards that well, anyway.
I originally wanted to do a Spellstone for the DH, but it's a hard ask. I could slide this over to the Mage, maybe, since they're more Dragon-friendly. I also have art for a Citrine or Opal Spellstone, as well, if the Dragon Shaman connection is too out there.
I mean, Hadronox is a significant Deathrattle minion, and Kobolds & Catacombs had numerous DR cards. Not much, but definitely not never.
Maybe I can dust off my Taunt DR Druid deck from ages ago! Hadronox, Sludge Belcher, Grizzled Guardian, N'Zoth, the Corruptor; those were the days. Throw in new stuff like Scrapyard Colossus, Mo'arg Forgefiend, and Archspore Msshi'fn.
I saw Chaos Orb's art in the thumbnail and was like "why even bother with Unglued cards? Isn't that cheating?" Completely forgot that was real XD
Edited Taran Zhu to say "poison darts" instead of shurikens, to maximize flavor and intention. Probably should have made him a Rogue card while I was at it, but I like the idea of him being available to everyone.
Feedback:
BasilAnguis - Chain healing is neat, but I don't think anyone really needs it in their deck. How often will Cascade just be "Restore 20 Health to a minion; excess goes back to your face"? As in, a Greater Healing Potion with more steps. Roll the Wheel might win flavor-votes but I don't think it's a good idea for the game, personally.
Wailor - Spare Parts were interesting, to me at least, so this has my vote :) I like it more than either Unreliable Witness, mostly because I don't like the idea of messing with new mechanics before we've had a chance to experience them ourselves and get a good idea of balance.
Demonxz95 - It's hard to evaluate Clock Tower when we have zero experience with Locations right now. I would personally avoid them. Stringpuller is a fine card; I'd stick with that one.
R - The tiny text of Lady Sarevess implies to me that the card is too complicated, trying to make sure that everything fits on there that is "appropriate". I also think she's just dangerous in general, as a cheap late-game refill. Marin is more amusing; just change his first name to avoid conflict with Marin the Fox.
AeroJulwin - I like it; don't have much to add. I will say that it is rather similar to Clever Disguise, though.
Alright, scrapping the weapon. How about I rebalance an idea of mine I really liked from last Season?
You can hit a wide board and possibly kill off something weak (anything that falls to 0 Health would die), or maybe you can triple up on a tall minion and really reduce their threat level. It's like a Neutral version of Devolving Missiles.
The name is referring to Moxie Lockspinner, a gnome thief. Not a major character, but still something lol. Keep in mind that the randomness is not limited by class: you might end up with a Woecleaver or a Silver Sword, or maybe just something stupid like Molten Blade.
Congratulations to BloodMefist!