Thank you everyone for your kind words. Some replies to the specific card comments and questions!
Sure
Yeah many of my names are just "place holders" for myself or someone else to name properly later.Spark II[/B]; Though I'd change the name. The ability though, is sound.
With the 40 card minimum, spark I was killed... this would revive the original card.
Hmmm there are many cost 5 abilities that attach in this expansion. The ability to move an attachment from the enemy hero, to your own, or from one ally to another is potentially game reversing. Hence Why it is currently at 5. It might be that 5 is too much, but its always a lot easier to "boost" a card than to "nerf" it. Hence why I started this card at cost 5. If its not played enough at 5, it can go to 4; and re-asses.Transmutation; Though I'd reduce cost to 3.
Problem with that is that warriors can get very high attack values of +1 to +4 or more. It would then make it impossible to attack such a creature. Warrior also already has many attachment-like abilities, so I was looking for a cheap instant that would be very useful in the early game.Preperation; Cost 2, ongoing.
2 is probably too powerful, but 3 might be more proper. Again, same logic as transmutation, test, asses, reduce if needed.Blitz; Make cost 2 or 3.
I agree a condition would be a good idea. I was thinking of a cap amount of boosts you could do, say 3 boosts. We already have wolves that gain attack from other wolves, so I wanted to add some variety, and someone for you to want to stick "pack alpha" onto. Need to think more here.Tiger Wolf[/b]; Though I'd add a condition, maybe only +1/+1 if another wolf is in play. Only if it stacks that is.
But would it still be a viable companion to Soul Seeker? That bow is far better than any of the existing bows and I was afraid that the "2 attack + 3 gain life" was not going to be as enticing as "2 attack, armor loses 2 durability instead of 1" weapon? Soul Seeker is such a great weapon it has set the bar very high.Iron Power Bow[/B]; Though the attack needs reducing to at least 2 with this ability.
The weapon loses endurance every time you attack, so in theory you could deplete it in one turn, if you have enough targets and you are wiling to get hurt. I added the "4" to the description because with "tinkering" you wouldn't lose any endurance from your 4 attacks. Each card I added was in consideration to other cards, for example: Poison card, letting you poison 4 targets in one turn.Fan of Blades[/B]; except 4 is too many, unless you lose durability for each ally attacked, and then, I would give it 6 durability. Either way, 3 allies would be enough. I like the spread damage idea.
Ok, how about this new text for the "Jesus" Templar [sorry for the duplicate name]Templar; (first one with the jesus looking dude on it (sorry n3rd)); Almost guaranteed to get a hit in, especially with human protectors and the other cards you have available to prevent a card being attacked or give it haste. Needs a tweak somewhere.
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Paladin of the Faith
4 COST -- UNIQUE
2-4 attack/life
Your opponent must pay this card (1) Shadow energy each turn, or lose one of their attached hero-abilities at random at the end of their turn.
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At first I started the card off at 4, but then I considered some of the combinations and realized that this card is actually very powerful. You draw a card if you have less resources, but there is no necessity to make any resources on your next turn either; so you can effectively stay at "less than your opponent" for ever. Plus there is plague, and that card is also played at 4; leading to a severe abuse loop-hole if you just start collecting 2-cards a turn to your opponents 1. So I then made it 5. But then I realized that I added a new Human Ability card called "taxation" and that this card could also be used to artificially reduce your resources... so I bumped it to 6. At 6 this card might indeed be overpriced, and again if that were the case we can always bump it back down to 5. Easier to buff than nerf.Law and Justice; By T6, this isn't going to be so useful. I'd probably drop the cost to 5, or 4. You lose tempo by playing it, as you should, so it becomes a tactical choice.
I would have to agree with you, expect a new version at 4 life instead of 5.World Eater; Reduce health. It's a very powerful ability.
The idea here was to make a platform for "alpha" card. I agree that you wouldn't usually want to sacrifice this ally, but consider the following situations:Wulven Predator; This ability would never get used, you paid 5cc and have a 3/5 ally. Sacrificing the card is a too high price. Maybe exhaust for 2 turns.
1.) You need to kill a certain ally, the loss of this ally is circumstantially worth it, you will be thankful then for its "predation" ability. It's a fat wolf, it can take one for the pack.
2.) If you have alpha on it, you can "sac" it to kill something; and then all your other wolves get +1 on that turn. So it combines with Pack Alpha ability... at least, that was the goal of the card.
This set also introduces many "wulven" type allies, which will indirectly make the existing wolves very powerful [maybe even too powerful?] -- it's an aspect that would need serious testing. Because of that, just having "one more wolf" is powerful in and of itself.
This card is tricky. It was meant to have a very serious negative -- I wanted a negative that encouraged Wulven players to not rely 100% on their shadow energy, as they currently do. This card is very useful if you can build a deck where you are not winning soly because of your shadow energy. Note that you can still gain shadow energy from the Shadow Font card, or from other cards. Though at the moment I think Shadow Font is Wulven's only option [none in this set that give Wolf shadow, unless they are facing Elementalists].Inner Blood; None of your "gain extra shadow energy" cards are available for wulven.... unless I missed a shadow ability, which I may have done. This then essentially gives you no shadow energy, and wouldn't see play.
It was just meant as a cheap, somewhat useful card to fill a Nitch and open up some new combos. If you allies could ignore all "prevents your allies from attacking" abilities, then it would have to cost 5 or 6. I'd be open to replacing this card with that 5 or 6-cost alternative, depending on what the community feels is missing from the Rogue and Hunter's arsenal.Thunder Cost; Way to specific a counter. Ignoring ALL "allies can't attack" ability cards would be better.
Was looking for some vanilla armor. Armor that doesn't always have a flame thrower or lazer gun built in. Note that you can destroy your card, draw a new one when the armor has been sufficiently used. So you can think of it as some "borrowed" armor you just pawn back for another card when its used; think of it as REI armor [REI is a dept store in the US that will exchange your stuff for life, no mater how bashed up you made it].Quality Platemail; Meh, at best, and that's being generous.
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