Need help with balancing some cards

I made some cards, posted them on reddit and was told some of them were too strong due to how they can reliably deal damage without enough of a downside. On the other hand, a few days ago I made another similar card and was told it was too weak due to how expensive it is to use to deal damage. I am confused. Can you tell me which of these cards are overpowered and how to properly balance them?
Here are the cards:


This is the card I was told was too weak due to the high mana requirement: 

Comments

  • I kinda just want to talk on Balthanzar, since his mana cost is too low to facilitate such a plethora of abilities. Not only is he a reliable way to keep your opponent's power pieces of the board, but he also facilitates powerful creatures and turns them into mana dorks so you can wipe the board again and again. If I were to balance him, I would raise his mana cost to {4}{u}{r} and get rid of the turning all wizards into mana dorks thing - he already generates so much mana it's a bit much.
  • I will take a time to look through them and tell you whether these might appear to be too strong or weak for its mana cost and its downside.
  • edited April 19
    Balthazar Gelt
    With merely one red mana, one blue, and two any mana, this legendary creature is flying 1/3.

    He gives +1/+1 to other Wizards under its controller control.

    Once a turn, he can be tapped as 6 any mana spent to it to have him deal 10 damage to target creature or planeswalker.

    The Wizards under its controller control can be tapped to gain a colorless mana.

    Whenever a planeswalker or creature that was dealt damage this turn by Balthazar Gelt, put it into its owner's graveyards. Create a Treasure.

    What makes Balthazar Gelt so overpowered?
    Hard to kill
    With all of that abilities and they didn't even decrease power/toughness for that to happen. There are three abilities that doesn't require anything will reduce power/toughness to 1/1 or 0/2.

    Too cheap to activate ability to gain mana
    Even if it is only used for Balthazar Gelt, it can give you a lot of free mana because blue love to make copies of any creatures, and red/blue contains a lot of wizards. Additionally, they are quite cheap to cast too. Consider increasing ability cost to one any mana per two Wizards. Make it so that one mana is any, not colorless or color. ({1} instead of {c})

    Overrides indestructible ability
    Perhaps this is the reason why people in Reddit saying that Balthazar Gelt is too overpowered. If you take a look at the final ability. It will not care whether creature is going to die or not. However, it cares whether it takes damage or not. Once took damage, it is instantly put into the graveyard and you get to create single Treasure. This way also avoid triggering death ability. Blue would do this beside black, but red certainly wouldn't do this. If you would take a look at this card I made a while ago, you will see similar as mine card avoids triggering opponent's death ability but only mine.


    How can I fix it?

    As I suggested;

    Balthazar Gelt, [Adjective word] {2}{u}{r}

    1/1 Legendary creature - Human Wizard

    Flying

    Other Wizards you control gets +1/+1.

    {6},{t}: Balthazar Gelt deals 10 damage to target creature or planeswalker.

    Tap two untapped Wizards you control: Add {1}. Spend only on Balthazar Gelt's abilities.

    [Whenever a creature or planeswalker is dealt uncombat damage by Balthazar Gelt then dies this turn, exile that. You create a Treasure token.]

    OR

    [Whenever a creature or planeswalker is dealt uncombat damage by Balthazar Gelt, put it into its owner's graveyard. You and its controller creates a Treasure token.]

    OR

    [Whenever a creature or planeswalker is dealt damage by Balthazar Gelt, destroy it. You create a Treasure token.]

  • Ironblaster
    It's a red artifact costing one red mana and four any mana with only two abilities. First ability requires 5 any mana, and when spent, it gives its controller few choices;
    - Ironblaster will do 6 damage to target creature or player.
    - Ironblaster will do 2 damage to up to 3 target creatures and/or players.

    Last ability calls for first ability can't be activated unless the controller has an Orc under control.

    What makes Ironblaster so weak?
    Overpriced
    The mana cost isn't the issue. Ability cost is the issue. Because Ironclaster is red, red gives discount mana require to deal damage. You can safely cut ability cost down to {3}. However, since it requires an Orc to operate, you can cut it even more down to "Tap an untapped Orc you control, {t}: Choose one -..."

    Wording makes it weak rather than strong
    When ability was activated, Ironblaster gives two options; it deals 6 damage to target creature or player, or 2 damage to three target creatures or players. Perhaps the second option makes it somewhat weak, but it may be fixed by the ability cost issue. Otherwise;
    "* Ironblaster deals 6 damage divided as you choose target one, two, or three among creatures and/or players."

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