[quote='WatcherOfSky' pid='8344' dateline='1437434712']
I made some cards, IDK if they are any good, but I like them:
[url=http://www.bfcardcreator.com?task=quicklink&cid=9508]Floating Lifetree[/url]
[url=http://www.bfcardcreator.com?task=quicklink&cid=8930]Twilight Unite[/url]
[url=http://www.bfcardcreator.com?task=quicklink&cid=8929]Twilight Hulk[/url]
[url=http://www.bfcardcreator.com?task=quicklink&cid=8931]Bandit Mine[/url]
[/quote]
Out of these the Floating Lifetree is waaay too weak, the Twilight Unite and the Bandit Mine are extremely overpowered and the Twilight Hulk is kinda fair i'd say.
The problem with the Floating Lifetree is that it's way too expensive for a t2 turret, and has way too weak abilities, spawning a werewolf on t2 while the tower itself costs 275 is just useless... And pure nature already has a very expensive t2 tower, what's called living tower. To be honest i don't really like this concept.
Twilight Unite: t2 spell, heal 1600 over 20 seconds. Compared to Ravage, what heals 750 over 20 seconds and only costs 10 less power it is just something that would be insane... On the other hand to deal 50% more for 60 mana is a little bit too weak in my opinion. The Warlock card in pure fire gives the same buff for free, and the minion only costs 5 more (65) power.
Bandit Mine: knocking back S, M is probably ok and still would be used in all bandit decks, because the bandit doesn't have any other cc, but 30 mana for knocking back the L units as well?! I believe it would be used even without dealing any damage, because this ability in controlling the field is that crazy! Not to mention that knockback is not counted as a cc in the game, so the units will get knocked up every time and won't have resist against this...
Twilight Hulk: I think this card is quite fair, but only because it has 3 fixed orb-colors. Without 3 fixed orb-colors it could be used in other splashes that would make the card little bit strong in my opinion.
[quote='veryhasted' pid='8304' dateline='1437425226']
Tried to make a card: [url=http://www.bfcardcreator.com/?task=quicklink&cid=10884]http://www.bfcardcreator.com?task=quicklink&cid=10884[/url]
That happened.
[/quote]
Sorry to say that, but i don't like the concept of a M sized M counter in shadow splashes due to a really good card called Nightcrawler. And especially do not like it in a Shadow-Nature, where we already have the Amii Phantom as well. The "Rush" ability is also something the shadow-nature cannot use to it's full potential, that would be much better in a bandit deck, where you can use banner of command to take your minions down with full hp after making this teleport. If you really want to make a shadow-nature card I would advice you to make something cheaper as well, 110 power is too much for a M unit and if you make it into a L minion, well in the S-N it has to be very expensive, or too weak, because other ways it will simply end up with huge nerfs (see what happened to the Deep One, the S-N was one of the main reasons it became a pure nature card). L sized unit in S-N on t2 would be even more OP than the lost reaver due to the support spells. I honestly believe the S-N is the class that has the most potential, and if it would get some other decent cards (don't need to make any OP cards, just decent would be fine) it easily could become the strongest deck out of all.