BloodMefist - I like Rain of Chaos: it's a good play on the Warcraft III subtitle, while also being a neat ramp-up clear.
BasilAnguis - I like Freeze Shaman a lot, but Freeze Mage is a pain in the ass; I think they're doing different things, though, which is where the hatred partially stems from. Shaman is (supposed to be) playing for the board, while the Mage is just stalling for its OTK. Anyway, I like Pacifism the most even though you can circumvent the condition with hero attacks.
Demonxz95 - Voodoo Grounds could win the whole thing, but that would be very disappointing to me because I think it's too on-the-nose. "They gave the Rogue Baron Rivendare; I'll give the Shaman Brann Bronzebeard." It's low-hanging fruit :/ Icewing Bunker is more interesting, IMO, giving the Warrior some draw.
Wailor - I believe the "three" should be a number, but beyond that it's a neat idea. The payoff is way too low for such a long time to wait, in my opinion; one of those should be fixed. I'd lower the turn count, as you suggested.
Two Shaman ideas for this week, both placed in earlier expansions:
Shaman never got a C'Thun card for whatever reason, so I gave it one in Twilight Hammer's Den. Wave of Ooze is a Control card to deny stuff like Dudeadin, Zoolock or a Hunter summoning a bunch of small Beasts. Edit: Added in a Sigil, Sigil of Momentum. Finding art for Sigils is hard, with the added difficulty of trying to phrase it right. My example is, if you have 7 Attack at the end of your current turn, next turn you would go back up to 7 Attack again for that turn (before adding in anything else). You carried your momentum into the next swing.
Not sure how I feel about using the "Lasts X turns" formatting since it didn't exist back then, but it definitely allows me room to fit the effect. When I came up with two Alraune cards using a multi-turn effect over a year ago, I explained the whole thing more verbosely:
Not everyone plays enough to earn a golden hero for every class. I don't have a single one, and I've been around since Vanilla :/ Only recently ramped up my Ranked play, but even then I'm still not there.
Wailor - As AeroJulwin alluded to, a 1-drop with Divine Shield (or at least 3 Health) will be a pain to remove immediately, allowing you to get Alone in the Woods up (possibly via the Coin if you're going second) and reliably set it off. I'm not sure how often you'll proc the Secret later in the game, but it's that initial opening that'll be problematic. +4/+4 is just too high; IMO it has that "woah that's OP!" initial read that'll put people off.
AeroJulwin - Overkill is a carry-over from Rastakhan's Rumble, so that'll upset some people (like Demon lol). It's a neat card, it just…would not exist in its current form.
Nirast - I'm okay with it being 3-mana, as a "tax" for the flexibility the card has. You're either using it against the enemy Subdue-style, or buffing something small like with Dark Conviction; they both cost 2, but the ability to have both options should make it cost 3. Choose One is a good example of this: the Druid often pays a convenience tax for being allowed a choice.
Demonxz95 - I understand why you pre-nerfed Magatha, however that decision also makes her rather boring if I'm being honest. You've flooded the board with random Totems, which is nice for buffing, but unless they were all the one with Taunt you haven't impacted the enemy's board or its ability to go face. The art is great; if you can find a more impactful/interesting effect this could be a winning combination.
At Rank 1 Impale appears to be worse than Diablo's Doom Charge, before eventually reaching the same state. It's fine as Diablo's regular/no-cooldown ability, but I wouldn't replicate it here as Anub'arak's third ability.
If you're looking for additional references or whatnot, I would look at his Heroes of the Storm abilities. Maybe Burrow Charge or Cocoon?
I think he lacks a way to improve himself in his main kit, like boosting his Attack, or gaining Taunt. He can heal, which is nice, but most of the time I expect your opponent to ignore him because his overall impact seems low...unless you have Crypt Lord Claws, like dapperdog mentioned.
A solid start, though, all things considered :) I've always liked Anub'arak for whatever reason.
Freeze Shaman has been doing me wonders so far: I'm the farthest I've ever been in Ranked - Standard and Wild - and yesterday I got the final tier "Win 12 in a row" achievement. Meta's been fine for me.
Here's my feedback, a day late and a dollar short. Meant to get it up yesterday but I was having too much fun playing Gunfire Reborn lel:
Show Spoiler
Demonxz95 - You really like resetting the game to the start lol :P I am not a fan, to be honest, because as AeroJulwin alluded to there isn't much advantage to be had here. Celestial Alignment's positives can be exploited; this is just a hard reset that drags out the game and/or forces you to double-down on the ramp to get back up to speed.
R - Going the Prime route is a great idea; kind of upset I didn't think of it first. That said Xavius Prime should not produce Dream cards, unless it is explicitly Nightmare. It's a major disconnect to the whole flavor. I would not be against something as simple as "Add three copies of Nightmare to your hand", to try and extend for lethal, although I imagine there are more creative things to do with it.
AeroJulwin - I think the card is neat, but I wonder if I would ever use it. Theoretically the Druid wouldn't be as punished because ramp can mitigate the cost, but I wonder if such a thing would make more sense in the Warlock. That or some other class that can burn through its deck faster; lets you screw with your opponent without hurting yourself as much. If your deck is slower, you have more to lose from this.
Wailor - My concern with this effect is that you would just use it to guarantee someone's death: if they're low on Health they literally can't do anything but skip their turn and await your lethal hit. Fever Dream is especially bad because you can cast it twice in a round for double the trouble. Xavius might be fine, given it's an expensive Legendary, but it's definitely not a fun card to be around IMO.
BasilAnguis - Immune is dangerous; always makes me nervous. Two turns is a lot, as well. I don't know, it just seems like a small downside when you can turn off like a token or something small for what could be a major play.
TheHoax91 - It's certainly an interesting idea: you would naturally play this last in a turn, after doing what damage you can. I think it might seem unintuitive for some, and that could cost you points.
Now the Corrupt is blatantly better, summoning upgraded Treants. They also can feed into Nightmare's Embrace immediately (by trading), meaning Corrupted Ysera gets a head-start on her Hero Power usage. I kept regular-Ysera's Hero Power as Play instead of Summon mostly because it wouldn't fit without looking ugly.
Sadly can't show you the Treant token, 'cause I've run out of room *shrugs* It would just be an evil tree, functioning as a "vanilla" 4/4/4 with Rush.
I will say that I'm not personally as thrilled about this current iteration, because I wanted to keep the Twisting Nether/better Poison Seeds connection to the Nightmare, being a realm of death, but if people prefer this version than that's fine. I'd rather win than soothe my ego lol.
How about...a Corruptible Hero card? I had the art for a Nightmare-Ysera, and found a similar pose for regular-Ysera, so why not, right? Edit: No wonder that art exists: it's the art for Ysera the Green, the Battlegrounds skin lol whoops.
I see this card kind of like the split between Drek'Thar and Vanndar Stormpike, to be honest: you play the regular version or the Corrupted version for different reasons. The original is the top-end of a Treant or Aggro/Token deck, where you play a bunch of cheap minions and then turn them into badasses. The Corrupted Ysera card, conversely, is for a Control Druid that wants to keep removing the enemy's board before turning the tables with the Hero Power.
The former's Hero Power is stupid easy to upgrade, so I am concerned about that, but I want the base effects to remain the same for each (because that's what Blizzard would probably do, I think, to keep things simple and understandable). Only the Battlecry and the upgrade part are different. Edit: Maybe they should both say "Give a minion +1/+1 this turn"? That way the normal version would run out of steam, and the minions would revert to their small selves afterward.
In building your deck towards one or the other, normal or Corrupted, you are demonstrating your allegiance between The Dream or The Nightmare.
For those not in the know, the Emerald Nightmare is a corrupting influence on the Emerald Dream, which is a spirit realm watched over by Ysera. Those affected by the Nightmare are driven to madness and (generally) lost forever, but it can also make them incredibly powerful in the process. The Emerald Nightmare originated from when the roots of the World Tree grew so far into the ground that they touched the prison of Yogg-Saron, Hope's End, although N'Zoth, the Corruptor has also had an influence as well. It is also a WoW raid, featuring numerous bosses (including Il'gynoth, a corrupted Cenarius, and Xavius as the final boss).
If you're looking to create Legendary minions, I would start with either "Xavius, Nightmare Lord" or a corrupted version of Ysera or Cenarius. There are also the "Dragons of Nightmare", which include Emeriss. For non-Legendaries, satyrs are a good one: corrupted minions in general are a great starting point. Druids of all races, night elves, wildlife, and green dragons are the most susceptible to the Nightmare. "Evil" spells focused on death and decay are another option.
In terms of art, red is the primary color of the Nightmare, followed by black and purple.
In terms of expansions, either a custom watermark, Whispers of the Old Gods, or Madness at the Darkmoon Faire would probably be best, unless you can find a reason for the card to be situated elsewhere.
That should be enough to get you started; you can always dig deeper if you'd like :)
Some early feedback:
BloodMefist - I like Rain of Chaos: it's a good play on the Warcraft III subtitle, while also being a neat ramp-up clear.
BasilAnguis - I like Freeze Shaman a lot, but Freeze Mage is a pain in the ass; I think they're doing different things, though, which is where the hatred partially stems from. Shaman is (supposed to be) playing for the board, while the Mage is just stalling for its OTK. Anyway, I like Pacifism the most even though you can circumvent the condition with hero attacks.
Demonxz95 - Voodoo Grounds could win the whole thing, but that would be very disappointing to me because I think it's too on-the-nose. "They gave the Rogue Baron Rivendare; I'll give the Shaman Brann Bronzebeard." It's low-hanging fruit :/ Icewing Bunker is more interesting, IMO, giving the Warrior some draw.
Wailor - I believe the "three" should be a number, but beyond that it's a neat idea. The payoff is way too low for such a long time to wait, in my opinion; one of those should be fixed. I'd lower the turn count, as you suggested.
Congratulations to BasilAnguis! Almost came back for the win, but it was not to be :P
Two Shaman ideas for this week, both placed in earlier expansions:
Shaman never got a C'Thun card for whatever reason, so I gave it one in Twilight Hammer's Den. Wave of Ooze is a Control card to deny stuff like Dudeadin, Zoolock or a Hunter summoning a bunch of small Beasts. Edit: Added in a Sigil, Sigil of Momentum. Finding art for Sigils is hard, with the added difficulty of trying to phrase it right. My example is, if you have 7 Attack at the end of your current turn, next turn you would go back up to 7 Attack again for that turn (before adding in anything else). You carried your momentum into the next swing.
Not sure how I feel about using the "Lasts X turns" formatting since it didn't exist back then, but it definitely allows me room to fit the effect. When I came up with two Alraune cards using a multi-turn effect over a year ago, I explained the whole thing more verbosely:
Not everyone plays enough to earn a golden hero for every class. I don't have a single one, and I've been around since Vanilla :/ Only recently ramped up my Ranked play, but even then I'm still not there.
I understood like half of what you said. Oh God, is this what getting old is like? D:
Feedback, as promised:
Wailor - As AeroJulwin alluded to, a 1-drop with Divine Shield (or at least 3 Health) will be a pain to remove immediately, allowing you to get Alone in the Woods up (possibly via the Coin if you're going second) and reliably set it off. I'm not sure how often you'll proc the Secret later in the game, but it's that initial opening that'll be problematic. +4/+4 is just too high; IMO it has that "woah that's OP!" initial read that'll put people off.
AeroJulwin - Overkill is a carry-over from Rastakhan's Rumble, so that'll upset some people (like Demon lol). It's a neat card, it just…would not exist in its current form.
Nirast - I'm okay with it being 3-mana, as a "tax" for the flexibility the card has. You're either using it against the enemy Subdue-style, or buffing something small like with Dark Conviction; they both cost 2, but the ability to have both options should make it cost 3. Choose One is a good example of this: the Druid often pays a convenience tax for being allowed a choice.
Demonxz95 - I understand why you pre-nerfed Magatha, however that decision also makes her rather boring if I'm being honest. You've flooded the board with random Totems, which is nice for buffing, but unless they were all the one with Taunt you haven't impacted the enemy's board or its ability to go face. The art is great; if you can find a more impactful/interesting effect this could be a winning combination.
anchorm4n - As the others noted, it's Belligerent Gnome crossed with Cyclopian Horror; that's okay, but not very interesting. Don't give up :(
That's exactly what I was thinking :)
I'll have feedback tomorrow.
Yep: either Shadows, Demon, or myself will work. We'll share it amongst ourselves on the staff Discord, and then get back to you :)
Back to my roots with the Paladin cards. All aboard the Yrel train, toot toot! lol
She probably needs to cost more, thinking about it.
Spiked Carapace is really cool; that was a great change imo :)
Congratulations to AeroJulwin!
At Rank 1 Impale appears to be worse than Diablo's Doom Charge, before eventually reaching the same state. It's fine as Diablo's regular/no-cooldown ability, but I wouldn't replicate it here as Anub'arak's third ability.
If you're looking for additional references or whatnot, I would look at his Heroes of the Storm abilities. Maybe Burrow Charge or Cocoon?
I think he lacks a way to improve himself in his main kit, like boosting his Attack, or gaining Taunt. He can heal, which is nice, but most of the time I expect your opponent to ignore him because his overall impact seems low...unless you have Crypt Lord Claws, like dapperdog mentioned.
A solid start, though, all things considered :) I've always liked Anub'arak for whatever reason.
Good luck everyone :)
Freeze Shaman has been doing me wonders so far: I'm the farthest I've ever been in Ranked - Standard and Wild - and yesterday I got the final tier "Win 12 in a row" achievement. Meta's been fine for me.
Here's my feedback, a day late and a dollar short. Meant to get it up yesterday but I was having too much fun playing Gunfire Reborn lel:
Demonxz95 - You really like resetting the game to the start lol :P I am not a fan, to be honest, because as AeroJulwin alluded to there isn't much advantage to be had here. Celestial Alignment's positives can be exploited; this is just a hard reset that drags out the game and/or forces you to double-down on the ramp to get back up to speed.
R - Going the Prime route is a great idea; kind of upset I didn't think of it first. That said Xavius Prime should not produce Dream cards, unless it is explicitly Nightmare. It's a major disconnect to the whole flavor. I would not be against something as simple as "Add three copies of Nightmare to your hand", to try and extend for lethal, although I imagine there are more creative things to do with it.
AeroJulwin - I think the card is neat, but I wonder if I would ever use it. Theoretically the Druid wouldn't be as punished because ramp can mitigate the cost, but I wonder if such a thing would make more sense in the Warlock. That or some other class that can burn through its deck faster; lets you screw with your opponent without hurting yourself as much. If your deck is slower, you have more to lose from this.
Wailor - My concern with this effect is that you would just use it to guarantee someone's death: if they're low on Health they literally can't do anything but skip their turn and await your lethal hit. Fever Dream is especially bad because you can cast it twice in a round for double the trouble. Xavius might be fine, given it's an expensive Legendary, but it's definitely not a fun card to be around IMO.
BasilAnguis - Immune is dangerous; always makes me nervous. Two turns is a lot, as well. I don't know, it just seems like a small downside when you can turn off like a token or something small for what could be a major play.
TheHoax91 - It's certainly an interesting idea: you would naturally play this last in a turn, after doing what damage you can. I think it might seem unintuitive for some, and that could cost you points.
How's this for an update on the Hero card?
Now the Corrupt is blatantly better, summoning upgraded Treants. They also can feed into Nightmare's Embrace immediately (by trading), meaning Corrupted Ysera gets a head-start on her Hero Power usage. I kept regular-Ysera's Hero Power as Play instead of Summon mostly because it wouldn't fit without looking ugly.
Sadly can't show you the Treant token, 'cause I've run out of room *shrugs* It would just be an evil tree, functioning as a "vanilla" 4/4/4 with Rush.
I will say that I'm not personally as thrilled about this current iteration, because I wanted to keep the Twisting Nether/better Poison Seeds connection to the Nightmare, being a realm of death, but if people prefer this version than that's fine. I'd rather win than soothe my ego lol.
I'll provide feedback later.
How about...a Corruptible Hero card? I had the art for a Nightmare-Ysera, and found a similar pose for regular-Ysera, so why not, right? Edit: No wonder that art exists: it's the art for Ysera the Green, the Battlegrounds skin lol whoops.
I see this card kind of like the split between Drek'Thar and Vanndar Stormpike, to be honest: you play the regular version or the Corrupted version for different reasons. The original is the top-end of a Treant or Aggro/Token deck, where you play a bunch of cheap minions and then turn them into badasses. The Corrupted Ysera card, conversely, is for a Control Druid that wants to keep removing the enemy's board before turning the tables with the Hero Power.
The former's Hero Power is stupid easy to upgrade, so I am concerned about that, but I want the base effects to remain the same for each (because that's what Blizzard would probably do, I think, to keep things simple and understandable). Only the Battlecry and the upgrade part are different. Edit: Maybe they should both say "Give a minion +1/+1 this turn"? That way the normal version would run out of steam, and the minions would revert to their small selves afterward.
In building your deck towards one or the other, normal or Corrupted, you are demonstrating your allegiance between The Dream or The Nightmare.
Congratulations to BloodMefist for the victory (and it being their own comp to boot!) :D
For those not in the know, the Emerald Nightmare is a corrupting influence on the Emerald Dream, which is a spirit realm watched over by Ysera. Those affected by the Nightmare are driven to madness and (generally) lost forever, but it can also make them incredibly powerful in the process. The Emerald Nightmare originated from when the roots of the World Tree grew so far into the ground that they touched the prison of Yogg-Saron, Hope's End, although N'Zoth, the Corruptor has also had an influence as well. It is also a WoW raid, featuring numerous bosses (including Il'gynoth, a corrupted Cenarius, and Xavius as the final boss).
If you're looking to create Legendary minions, I would start with either "Xavius, Nightmare Lord" or a corrupted version of Ysera or Cenarius. There are also the "Dragons of Nightmare", which include Emeriss. For non-Legendaries, satyrs are a good one: corrupted minions in general are a great starting point. Druids of all races, night elves, wildlife, and green dragons are the most susceptible to the Nightmare. "Evil" spells focused on death and decay are another option.
In terms of art, red is the primary color of the Nightmare, followed by black and purple.
In terms of expansions, either a custom watermark, Whispers of the Old Gods, or Madness at the Darkmoon Faire would probably be best, unless you can find a reason for the card to be situated elsewhere.
That should be enough to get you started; you can always dig deeper if you'd like :)
Control F: "Freeze Shaman"
"No results found"
Sadness.