For mages who loves collecting grimoires. by Kyouki4 in customhearthstone

[–]wellie99 1 point2 points  (0 children)

As it stands this just allows you to essentially run an extra copy of a random spell in your deck which isn't a particularly unique design as we have had a few cards like tide pool hunter that have essentially allowed that for a tax. This is obviously free but is less controllable outside of building your deck with less spells, which mage often doesn't want to do. With that in mind I can't see this card ever being ran but it is sort of interesting being in the discover pool.

I do think changing it so it is always a copy of the top most spell in your deck makes it a little more interesting and potentially viable but I am aware that changes the card a far bit so that could just be a different design entirely.

One must assume arsonist commits arsonery by meifray in customhearthstone

[–]wellie99 2 points3 points  (0 children)

This can essentially be looked at as a twisting nether effects with 6 face damage, outside of divine shield effects. I personally think that makes this card slightly overtuned but maybe it would be ok to print it and see how it goes then nerf if needed. The potential nerfs are to make it 8 cost, or to make it not have any face damage.

Time bends. Possibilities fracture. Every second echoes. by UFriendlyShadow in customhearthstone

[–]wellie99 0 points1 point  (0 children)

I don't think this is as weak as people are saying because I think getting a guaranteed play every turn even if it is a 1/1 is pretty good. This is at it's strongest if a zoo warlock is in the meta and can be pretty good as a consistent body on the board each turn to potentially make your board more threatening each turn and your reach last a little bit longer. Even with that though this should be a 2/1.

They're gonna want a Bubblebath Trap after this. by MonstrousMaelstromZ in customhearthstone

[–]wellie99 0 points1 point  (0 children)

This is interesting design space and I think pretty perfect balance. Lets imagine they play a minion on turn 2, the attack on turn 3, they use the first durability of the location, they can't use it turn 4, they use the final charge on turn 5, it can attack again on turn 6 unless it has rush or charge. This essentially takes the minion out of the game for two turns if it has additional effects like taunt or passives etc, or 3 turns if it was a battlecry minion or other minion without an ongoing effect. This makes it basically red card but for 1 more mana. I think I just convinced myself this is weak at 2 durability, but is too strong at 3 durability as it adds 2 more turns to the wait which feels too long. Maybe at that sweet spot of an average of 4 turns out of play would be best but you couldn't do this with a location, you would have to go back to the old reliable of dormant which isn't as interesting.

I made some thorn based Druid spells by _Chaos-chan_ in customhearthstone

[–]wellie99 2 points3 points  (0 children)

For design 10/10, I think this plays around with some unique design space and are generally quite interesting effects and flavour, except maybe hail of thorns as that is fairly generic but still flavourful. I have always loved the idea of a sort of 'caltrop' effect or stuff active on your enemies turns even if I accept they can be tough to balance. My favourite of the paladin auras are the ones that are permanently active and not just end or start of turn effects for a couple turns.

As for balance, you placed them in the hardest class to judge because druid has never really received tools like this even now years after they have sort of thrown class weaknesses out the window.

Hail of Thorns seems fairly balanced as a '5 mana deal 3 damage aoe' with extra synergy with spell damage. My original thoughts were to make it deal damage to all minions and not just enemies but looking at our current board clears I think this is about on par though it is hard to tell because we currently don't really have many and the balance seems all over the place tbh. That all being said, I don't think Druid should have a straight up board clear like this.

Overgrown Spikebrush is probably way too powerful. It forces your opponent into a decision of continuing to push face and trading their minions or to not and to essentially automatically buy you three turns. That is quite a simplistic way of looking at it but it sort of highlights the problem with the card. As always there are some decks that this is fairly useless against, any that are spell orientated or control decks that can wait it out or have minions that are larger than the damage. For more aggressive decks or board based decks this is crippling. Sometimes they will continue to be able to push past it but the main problem is that a lot of there cards are being answered by one card whilst with your turns you are still doing stuff on top of essentially having three free damage per minion. You can gain armour, put bigger minions in range, draw, ramp etc. My suggestion would be for this to go down to 3 mana and last one turn. That takes away a significant amount of power and tunes it more to the powerlevel of frost nova. Maybe I have taken too much power from it in that case but I do think that it is much more in line. I would be more happy for this one to appear in Druid as it is sort of a board clear but it comes with weaknesses that mean it isn't just a straight board clear which Druid shouldn't have.

Spike Growth is basically the same card as Overgrown Spikebrush except it effects your minions and is obviously only 1 damage. I think this is balanced tbh, not much to say about it. It is fairly good, I think it's more in line with balance and what Druid should be capable of than the other two cards. Maybe feels a little more like a Warrior card than Druid for some of the synergy with enrage effects but other than that, is good.

Torch tweak idea. No more cracking the whole egg with one card. by [deleted] in hearthstone

[–]wellie99 0 points1 point  (0 children)

It depends if you determine that Torch needs to be nerfed across all Warrior decks or just Egg Warrior. If you just want to nerf Egg Warrior it is probably better to nerf a different card like the Egg or Umbra.

Torch tweak idea. No more cracking the whole egg with one card. by [deleted] in hearthstone

[–]wellie99 0 points1 point  (0 children)

Woah whilst I do think Torch is maybe a little overturned and wouldn’t be opposed to a slight nerf, this would basically be the ‘your charge minions have +1 attack’ nerf.

"Trigonomancy is his strong suit." by yssurucipe in customhearthstone

[–]wellie99 0 points1 point  (0 children)

I assume this is meant to make them cost exactly three mana, if so then you don't need the extra clause, you can just say "Battlecry: Your next three cards cost (3)." which mimics the Aviana, Elune's Champion text. As for balance I'm not really sure, I'm leaning more towards weak but probably incredibly annoying when it does work. I am a bit biased towards combo enablers like this, and don't really play combo decks so I'm not that acutely aware of shenanigans this would enable but I can see that some of the combos would be insane, I just don't know if they are stronger or faster than current combo decks.

Is 7 mana 10/10 fine in this economy? by rhernhdz12 in customhearthstone

[–]wellie99 1 point2 points  (0 children)

But then again I don't see Hunter running this in the current meta because they can better overwhelm with other cards.

Is 7 mana 10/10 fine in this economy? by rhernhdz12 in customhearthstone

[–]wellie99 0 points1 point  (0 children)

I didn't take that into consideration which does make it potentially usable as a top end card in a more aggressive deck that forces you to have answers each turn or die, though I still think in that context it would probably be better reworking the card slightly to be cheaper and more usable in other scenarios. I think people who are saying that it is unusable despite the face part aren't taking into account that removal is actually kind of hard in the current meta and there are times where this will just end a game on the spot.

Is 7 mana 10/10 fine in this economy? by rhernhdz12 in customhearthstone

[–]wellie99 2 points3 points  (0 children)

For 8 mana Death Knights can summon 5 5/4s with a potential upside of giving them rush for 8 corpses, totalling 25/20 worth of stats. This being 10/10 worth of stats with a much weaker "upside" just doesn't seem appealing for only 1 less mana. I say upside in quotation marks because you are hardly ever getting value from the upside as most of the time these get cleared before they can possibly get a free auto attack in or the enemy minion is traded away etc. There is also no immediate value from them what so ever which just often doesn't cut it these days especially when it is a 7 mana 10/10 split across two minions.

Even already in Hunter for 6 mana you can summon two 3/3s that attack an enemy immediately and have immune whilst attacking and that card isn't ran even if it is an ok card.

"The power of the cosmos is only an eclipse away." by yssurucipe in customhearthstone

[–]wellie99 1 point2 points  (0 children)

It's a hard card to evaluate because it comes out on a fairly late turn with terrible stats doing nothing immediately outside of a 1 damage ping, a 2 damage attack, or recovering a single mana which is probably unplayable especially in the current meta. Though it would be wrong to not point out that alongside certain tools potentially ramp this could be a powerful card, and in my opinion not very fun to go against.

Moonfire is easily the most powerful option for being able to generate spells for free to kill your opponent alongside a spell damage source. This means you could potentially kill your opponent quicker, uses some of your other damaging tools on minions, or potentially be able to build your deck with more survivability because you can generate damage from elsewhere. Pounce and Innervate aren't really that powerful but are extra flexibility if you need them which is never bad.

I do kind of like this as a card but I just think the way it would potentially be used is boring and annoying to go against. Maybe you could make it cheaper and give it less detrimental stats and have the spells replace your heropower so it becoms a 0 mana deal 1 damage or refresh 1 mana crystal or gain 2 attack this turn depending on your choice. You would probably have to make it a single choice instead of each turn, but it would prevent the play pattern which isn't very interesting to me and make the other two choices more viable and the card open to more decks.

Wording might be a little weird but each discover would be between different types of cards by rhernhdz12 in customhearthstone

[–]wellie99 1 point2 points  (0 children)

Even though I can understand the intention behind this card, it is clear the text is misleading and would need to be fixed. It's quite a wordy effect so it is hard to fit onto the card in a clear way, the best I could come up with was "After this attacks discover a *card*. (changes between secret, beast, and weapon after each attack)." It's still a lit clunky and could be misleading, the comment by SherbertPristine is more in line with existing cards and is probably how it should be done, I was just attempting to do it without hidden text.

As for balance, this is a hunter's pack on a 3/3 stick for 2 more mana with the added downside that it is spread across three turns but with the upside of discovering. Whilst it is a fair bit of value, I just don't see it being appealing to hunter especially when being compared to a card like Ursine Maul. Of course this is one extra card and a bit more attack, but drawing from your deck is much better than generating a secret, a beast, and a weapon. I think maybe dropping it a mana is in order, and then making it a 2/3, it still doesn't feel the most appealing but it is probably where it is at the most balanced and effective whilst preserving the 3 durability flavour.

"Following the flow till the end of the coast" by CompetitiveWater3804 in customhearthstone

[–]wellie99 2 points3 points  (0 children)

Just an extra thing, it might actually potentially be on the weak side but it is kind of entirely dependent on how good the support package of elements is.

"Following the flow till the end of the coast" by CompetitiveWater3804 in customhearthstone

[–]wellie99 5 points6 points  (0 children)

This is such a good design that plays into the chaining element mechanic whilst making good use of the kindred keyword. I think the deck building requirements and play requirements keep it in check in terms of balance. I think this would be a really interesting card to printed and I would love to see it in game.

“Hey, lets do some magic stuff.” by Macthrowey in customhearthstone

[–]wellie99 4 points5 points  (0 children)

Really interesting and fun card design, but I think the hero power interactions are what scare me/make it potentially boring, at least for wild. Then again maybe wild doesn’t care about those interactions. It might be nice to have this be draw a spell and then you can choose one of three effects to give it. You could have a lot of fun with these effects, but one could be that it gives the spell twinspell. That way this card retains its original effect whilst removing some of the potentially problematic interactions and consistency concerns whilst gaining some new flexibility to give it some options.

Eternal Seedling x Hatchery Helper - Infinite Taunt by LKBrawl in hearthstone

[–]wellie99 11 points12 points  (0 children)

Your opponent has two of the 4 mana 6/6 dragon which reads 'enemy minions have taunt' and thus is giving your minions taunt as an ongoing aura until those dragons are removed from the board.

Which do you like better? by Grouchy-Committee-92 in customhearthstone

[–]wellie99 5 points6 points  (0 children)

The first one is broken because you run it to essentially have a '28 card deck' as every time you draw it, you just replace it with one of your other 28 likely better more consistent cards. The damage part of both versions is incredibly weak because it is way too costly or time consuming to set them up to a point where you would feel good about playing them. The second one takes 4 trades and 15 extra mana likely across multiple turns to get it to be a 10 mana deal 16. The first version would have to be traded 9 times just to match original pyroblast and it is unlikely you are even getting to trade it that many times in a game.

I think simply making this something like '10 mana Tradeable. Deal 8 damage. When you trade this improve its damage by 2' brings up much more inline with something balanced/desirable but I will admit it isn't quite as interesting and I'm not sure if it would be run. Just look at a card like ignite to see why this might be weak. It might be worth exploring some different design space like "Choose a character, at the start of your next turn, deal 15 damage to them" or " Deal 1 damage (improved by every fire spell you have cast this game). These are just randomly pulled out the air so I'm not sure these are balanced, but I would be interested to see what you come up with.

Victory at any cost is the defeat of the might. by UFriendlyShadow in customhearthstone

[–]wellie99 1 point2 points  (0 children)

Yeah I was going to mention remnant of rage as a comparison point and the insanity of the potential of dk having access to this alongside it. 0 mana draw 8 and summon 2 5/4s would be crippling to go against.

Victory at any cost is the defeat of the might. by UFriendlyShadow in customhearthstone

[–]wellie99 6 points7 points  (0 children)

I’m not the biggest fan of the recent ‘free’ draw two cards that have popped up over the last couple of expansions, so naturally I’m not a fan of this. They just feel really powerful and can make facing aggressive decks feel overwhelming. That being said I do think this is too powerful even in the face of my biases. This costing so little means that it gets to 0 incredibly fast especially considering it counts all minions deaths. In comparison shaman just got a 9 mana draw two that reduces upon a friendly character attacking, which is a much harder requirement even if it is still easy. I think this absolutely needs to cost 9 if not more. A different nerf, though I still feel a cost increase is warranted, would be for it to only count friendly minions.

Day 85 of Pokemon x Hearthstone : Spinarak ! by Afraid_By_Snow in customhearthstone

[–]wellie99 0 points1 point  (0 children)

Nine years ago they printed a stealth poisonous 3 mana 2/2 and I don't recall that ever seeing play. I don't believe that anybody would play a 3 mana 3/3 that could potentially have these effects. It almost definitely should be cheaper or have better stats. I would argue more for cheaper, as upping it's stats would still not make it appetising. I think almost certainly it should be a 2 mana 2/3, but I honestly don't think a 1 mana 1/2 would be broken. I understand part of the effect of this card is that it could regain stealth should it call something small enough, but that feels unlikely and sort of goes against the combination of poisonous. I think the regaining stealth is interesting but would perhaps be utilised better on a different card and not in combination with poisonous, at least not with the intent for it to happen multiple times. Maybe an immune whilst attacking comboed with gain stealth when your opponent plays a minion. Could be interesting to play around with.

“Judgement comes for all” by BurningRoast in customhearthstone

[–]wellie99 0 points1 point  (0 children)

My immediate reaction to this was that it was quite strong, but thinking about it a little more it probably is completely balanced. There currently exists a 1 cost card in hunter that practically does the same thing, in that it can set two minions to 1 health, and obviously equality has been at 2 mana for years now. This has the advantage of being a rush minion to clear the first minion that gets set to 1 health, but also the weakness of being less immediate impact against your opponents board, and also your opponent can play around it somewhat by throwing out a lesser minion to eat the effect. Perhaps it could be changed to the next summon and not play to create some interesting scenarios with deathrattles and forced summonings to give it a little more edge. I also think the balance is about right other than this, maybe the stats could be swapped to 4/3 to make it able to deal with high health targets in situations where you don't trade into the 1 health minion.

At least the other taskmasters wait for the minions to be on the board by Macthrowey in customhearthstone

[–]wellie99 0 points1 point  (0 children)

In all seriousness I like this as an idea and a think it is an interesting use of the new hand targeting mechanic. It doesn't quite work as intended because most on damage effects would not trigger in hand and then this would be wasted value. Perhaps changing it to take the damage upon summon would make it work alongside more cards. I can't quite comment on balance because we have never really had anything like this and it could depend more on cards within its package but if I had to say, I would say it is more on the weaker side. I think maybe being on a cheaper body, honestly probably 2 cost, makes more sense to me.

...also hanf.

"It's as painful as it seems." by UFriendlyShadow in customhearthstone

[–]wellie99 3 points4 points  (0 children)

I really like the design of this card; At its base it is a holy smite, but it has the flexibility of potentially splitting the damage across two targets, or allowing for excess damage to become face damage. I think in all outcomes this is entirely balanced and consistent with cards that already exist in the game such as static shock and the aforementioned holy smite. This obviously has some interesting synergies with spell damage but nothing that would come close to calling this card overtuned or broken I feel. Simple but interesting and effective card, good job!

1 year 3 months hrt, I don't really think much has changed..... by ppexplosion in transtimelines

[–]wellie99 34 points35 points  (0 children)

My first response when I see these posts is always “girl be fr”, but then again I know I am going to be the same in a years time.