Thoughts? I really want to make a Warlock card...and the best match for Warlock is Rogue, in my opinion.
And the reason warlock wants to play this comes in where? This is absurd and way stronger in a Rogue deck and a +1 attack Yeti in Warlock. Also the artwork doesn't fit. Also #2 "THE" points to a unique character - aka a Legendary. This is just any minion.
I absolutely love the concept behind this card, especially how you're taking the idea of a dual-class card to another level. However, the Eviscerate part just convolutes the card for me, and I'm not sure how that makes sense for a Priest. Also, the art is just a little bit... off. It just doesn't quite look like Hearthstone art- a little too intense, realistic.
If Katrina hits the front lines, that means her plan is in motion, and she's going to claw your damn head off. But Evis is probably kinda broken, so I'll probably change it to sinister strike. No commentry on the artwork, I just find what google images finds.
Thoughts? I really want to make a Warlock card...and the best match for Warlock is Rogue, in my opinion.
And the reason warlock wants to play this comes in where? This is absurd and way stronger in a Rogue deck and a +1 attack Yeti in Warlock. Also the artwork doesn't fit. Also #2 "THE" points to a unique character - aka a Legendary. This is just any minion.
Ritual of Darkness embraces the "Magic" side of Mage and Warlock, but differs from other cards of the fashion in that it discovers not only spells, but minions. Additional flexibility adds 1 cost to this spell.
Durotar Orc is an interesting idea that I decided to lump into the two "Orc" classes. However, I'm not sure if the stats are too blatantly OP, despite the fact that the downside is...fairly large (Would this be balanced at 6 mana????). Thoughts??? I'm interested in pursuing this sort of mechanic.
Finally, Arcane Confiner is a strong minion, but I'm not sure if this ability has been utilized before. Interested in what you guys think of it though. Would probably work well with AoE spells, and it's essentially "can't be targeted by single-target removal", which is cool.
Ritual of Darkness: I like the idea of this card, but only with one big problem: The 7-cost slot of Warlock suck. They only have Cho'gall while Mage has Flamestrike and Firelands Portal, making this card heavily skewed for the Mage.
Durotar Orc: Good, but not really a Shaman or a Warrior effect.
Arcane Confiner: Like someone said, good effect but reside in the wrong class.
My first idea, based on the idea of demon forging people's soul into weapon. There're no cards that represent this currently in HS, most likely due to Warlock isn't suppose to be a weapon class, but combining it with Warrior in this CDC...it just works.
The weapon is just a vanilla 4/2. Ideally, you want to destroy a small token, or a heavily damaged minion to get the most out of this effect. I hope it's not too plain...?
If you want to make the destroy a friendly minion mandatory, change the wording to "destroy a friendly minion to equip..."
Here is my submission Idea: beast for the Druid and Hunter
Solas's is insanely strong for six mana. Cabalist's Tome fills your hand for 3 cards and that is without the body and the additional option.
Repost the two version of my cards that I'm most happy with. Which of these should I submit?
To address an opinion: I want more decision making process in activating Wrathion's effect and not just making him draw 2 cards, which is why I put him at 3 mana.
Ritual of Darkness embraces the "Magic" side of Mage and Warlock, but differs from other cards of the fashion in that it discovers not only spells, but minions. Additional flexibility adds 1 cost to this spell.
Durotar Orc is an interesting idea that I decided to lump into the two "Orc" classes. However, I'm not sure if the stats are too blatantly OP, despite the fact that the downside is...fairly large (Would this be balanced at 6 mana????). Thoughts??? I'm interested in pursuing this sort of mechanic.
Finally, Arcane Confiner is a strong minion, but I'm not sure if this ability has been utilized before. Interested in what you guys think of it though. Would probably work well with AoE spells, and it's essentially "can't be targeted by single-target removal", which is cool.
Ritual of Darkness: I like the idea of this card, but only with one big problem: The 7-cost slot of Warlock suck. They only have Cho'gall while Mage has Flamestrike and Firelands Portal, making this card heavily skewed for the Mage.
Durotar Orc: Good, but not really a Shaman or a Warrior effect.
Arcane Confiner: Like someone said, good effect but reside in the wrong class.
My first idea, based on the idea of demon forging people's soul into weapon. There're no cards that represent this currently in HS, most likely due to Warlock isn't suppose to be a weapon class, but combining it with Warrior in this CDC...it just works.
The weapon is just a vanilla 4/2. Ideally, you want to destroy a small token, or a heavily damaged minion to get the most out of this effect. I hope it's not too plain...?
If you want to make the destroy a friendly minion mandatory, change the wording to "destroy a friendly minion to equip..."
Here is my submission Idea: beast for the Druid and Hunter
Solas's is insanely strong for six mana. Cabalist's Tome fills your hand for 3 cards and that is without the body and the additional option.
Repost the two version of my cards that I'm most happy with. Which of these should I submit?
To address an opinion: I want more decision making process in activating Wrathion's effect and not just making him draw 2 cards, which is why I put him at 3 mana.
I prefer Wrathion, It looks like he would have a bigger impact and I feel that Empowering Light is kinda weak. under power even
Ritual of Darkness embraces the "Magic" side of Mage and Warlock, but differs from other cards of the fashion in that it discovers not only spells, but minions. Additional flexibility adds 1 cost to this spell.
Durotar Orc is an interesting idea that I decided to lump into the two "Orc" classes. However, I'm not sure if the stats are too blatantly OP, despite the fact that the downside is...fairly large (Would this be balanced at 6 mana????). Thoughts??? I'm interested in pursuing this sort of mechanic.
Finally, Arcane Confiner is a strong minion, but I'm not sure if this ability has been utilized before. Interested in what you guys think of it though. Would probably work well with AoE spells, and it's essentially "can't be targeted by single-target removal", which is cool.
Ritual of Darkness: I like the idea of this card, but only with one big problem: The 7-cost slot of Warlock suck. They only have Cho'gall while Mage has Flamestrike and Firelands Portal, making this card heavily skewed for the Mage.
Durotar Orc: Good, but not really a Shaman or a Warrior effect.
Arcane Confiner: Like someone said, good effect but reside in the wrong class.
My first idea, based on the idea of demon forging people's soul into weapon. There're no cards that represent this currently in HS, most likely due to Warlock isn't suppose to be a weapon class, but combining it with Warrior in this CDC...it just works.
The weapon is just a vanilla 4/2. Ideally, you want to destroy a small token, or a heavily damaged minion to get the most out of this effect. I hope it's not too plain...?
If you want to make the destroy a friendly minion mandatory, change the wording to "destroy a friendly minion to equip..."
Here is my submission Idea: beast for the Druid and Hunter
Solas's is insanely strong for six mana. Cabalist's Tome fills your hand for 3 cards and that is without the body and the additional option.
Repost the two version of my cards that I'm most happy with. Which of these should I submit?
To address an opinion: I want more decision making process in activating Wrathion's effect and not just making him draw 2 cards, which is why I put him at 3 mana.
I know it is strong ability of Stolas just cost six mana,but if you want to fill up your hand, you have to make your hand empty first. For most of the mid range hunter or beast druid, they are very hard to use up all the cards in hand around turn 6 to 8.
Also, you might need to cast another card to empty your hand before play Stolas. So I choose it became a 6 mana card. Stolas could be playable in quest hunter (mostly 1 cost that easy run out of hand) and ramp/token druid (not enough stable card draw in construct).
Apart from my design, Wrathion is useful but not strong or unique as a legendary.How about "combo: also Discover a rogue spell. ". For Meme, Wrathion doesn't want other know that he is a dragon!!!
But seriously, how do these cards look? Too powerful? Too costly? Some other third possible problem?
Good reasons ;)
Compare to Pilfered Power... The first option feels a little too weak (though I suppose Warlock can flood the board more easily- but they have less to gain), while the second is a little strong: on curve, it's a 4/4. If you topdeck this, it's a 10/10.
Okay, made some adjustments.
I left the first option as-is for now, because I'm kinda worried that, while Druids don't really have access to demons outside of neutral cards, Warlocks do. Besides, in an ideal world, Druid would probably have more druidic-turned demons anyway.
The imps I made a bit more powerful, but also increased their requirement to "every 3 crystals".
Hmm... on second thought, maybe I shouldn't have buffed the imps' health...
You know what? Why don't we take a moment to look at other people's cards now?
Here is my submission Idea: beast for the Druid and Hunter
So is Beast Druid viable yet?
Jokes aside, I can probably imagine more than a few decks that this card could fit into. Plus, I like going from being stuck in Topdeck mode to suddenly having a hand full of cards. Of course, if you didn't Topdeck Stolas, I'm just worried there might be a chance that you might have to mill a card, depending on what card you played before, and what cards you are given afterward.
And the reason warlock wants to play this comes in where? This is absurd and way stronger in a Rogue deck and a +1 attack Yeti in Warlock. Also the artwork doesn't fit. Also #2 "THE" points to a unique character - aka a Legendary. This is just any minion.
What if it's a Demon?
... Well, I suppose now Warlock has some reason to play it. And I imagine that, in an ideal, Warlock would also have a few weapons they could use.
I think its stats are too powerful for its cost though. For comparison, Chillwind Yeti has 4 attack, 5 health, and no card text. Your card has +1 attack and could potentially buff a weapon, with no drawbacks. Anub'ar Ambusher has the same stats, but its trade-off is that it will essentially Sap one of your own minions, forcing you to play that minion again (which could be either good or bad, depending on who got bounced back).
Note that Bloodbloom's wording means you're "paying Health", not "dealing damage". No free healing here. So does Cho'gall.
It also has the limitation of affecting only the cards you draw, which involves a bit of deckbuilding around and some RNG.
Do you think the possible added value warrants a cost of 4 instead of a "better" Arcane Intellect? Or is it a build-around card whose discount rewards your janky deckbuilding? (Janky because all those Warlock cards positively affected aren't exactly being played at the moment except Flame Imp).
Note that Bloodbloom's wording means you're "paying Health", not "dealing damage". No free healing here. So does Cho'gall.
It also has the limitation of affecting only the cards you draw, which involves a bit of deckbuilding around and some RNG.
Do you think the possible added value warrants a cost of 4 instead of a "better" Arcane Intellect? Or is it a build-around card whose discount rewards your janky deckbuilding? (Janky because all those Warlock cards positively affected aren't exactly being played at the moment except Flame Imp).
Any card that's dual class automatically has to be worse than a Mage card, especially since one of the two classes it's a dual of is Warlock.
Note that Bloodbloom's wording means you're "paying Health", not "dealing damage". No free healing here. So does Cho'gall.
It also has the limitation of affecting only the cards you draw, which involves a bit of deckbuilding around and some RNG.
Do you think the possible added value warrants a cost of 4 instead of a "better" Arcane Intellect? Or is it a build-around card whose discount rewards your janky deckbuilding? (Janky because all those Warlock cards positively affected aren't exactly being played at the moment except Flame Imp).
Any card that's dual class automatically has to be worse than a Mage card, especially since one of the two classes it's a dual of is Warlock.
Yeah I thought as much, I might make it cost 4, considering all the other "draw with an upside unless you get shitty draws" are more expensive.
Not sure about the wording, i would want to add the ability to the weapon to deal 1-2 damage each time the weapon is used
If you want to deal 1-2 damage to all enemy minions, maybe change the wording to: Give your weapon "Whenever you attack with your weapon, deal 1-2 damage to all enemy minions." Cut out the +1/+1, the ability is good enough on its own.
Now the question is, are you being tempted by the Light? Or by the Darkness? ;)
Casual Bump
Well, it's a nice removal for Paladin, a class that lacks clean removal, but the art makes it feel more of a priest card thematically (with the purple light coming from everywhere). So either change the art, or make it Priest/Warlock card.
The feedback for Prowl made me realize that it is impossible to make it acceptable without making me go insane first. Despite that, thanks to everyone who reviewed it :) I am still considering just submiting it, as it is one of the only cards that i have ever made, that i feel rather confident is a good design.
I got some other ideas, and one that looks similar to Prowl, but with a different kind of mechanic.
For those of you wondering why Camouflage heals, it is because of how the WoW version works. Where it heals you for 3% of your health every turn. Camouflage also does not make you unable to be hit, but you become untargetable for some time, which makes it hard for Rangeds and Casters to hit you.
I am thinking about bumping Cleansing Flames heal effect to 8, to make it a more viable effect.
The feedback for Prowl made me realize that it is impossible to make it acceptable without making me go insane first. Despite that, thanks to everyone who reviewed it :) I am still considering just submiting it, as it is one of the only cards that i have ever made, that i feel rather confident is a good design.
I got some other ideas, and one that looks similar to Prowl, but with a different kind of mechanic.
For those of you wondering why Camouflage heals, it is because of how the WoW version works. Where it heals you for 3% of your health every turn. Camouflage also does not make you unable to be hit, but you become untargetable for some time, which makes it hard for Rangeds and Casters to hit you.
I am thinking about bumping Cleansing Flames heal effect to 8, to make it a more viable effect.
Cleansing Flame= buff of Yurt Saron
Smoke trap: Secret do not trigger during your turn
Camouflage: this card look like Druid-Rogue card more than a Hunter-Rogue card.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Here is my submission Idea: beast for the Druid and Hunter
Please upvote my submission: Weekly Card Design Competition 6.12 - Submission Topic
My Recent Competition Design:
Warlock lover! Fan Card Designer! Low dust high win rate deck builder! Redqueen is here!
Recent Deck: R5 Budget Zoolock against priest
Design Post: Redqueen Cards design every day
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I prefer Wrathion, It looks like he would have a bigger impact and I feel that Empowering Light is kinda weak. under power even
Please upvote my submission: Weekly Card Design Competition 6.12 - Submission Topic
My Recent Competition Design:
Warlock lover! Fan Card Designer! Low dust high win rate deck builder! Redqueen is here!
Recent Deck: R5 Budget Zoolock against priest
Design Post: Redqueen Cards design every day
You know what? Why don't we take a moment to look at other people's cards now?
How does this look?
Better art for the token would be much appreciated. Also, I will move host over to Imgur when I submit.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Some notable cards affected:
Flame Imp and Pit Lord now likes you.
Chittering Tunneler doesn't murderize your face if you pick Twisting Nether.
Unlicensed Apothecary is no longer a suicide inclusion in zoo decks.
Circle of Healing and Flash Heal doesn't need Auchenai Soulpriest to combo.
Darkshire Alchemist becomes a better Blazecaller.
Note that Bloodbloom's wording means you're "paying Health", not "dealing damage". No free healing here. So does Cho'gall.
It also has the limitation of affecting only the cards you draw, which involves a bit of deckbuilding around and some RNG.
Do you think the possible added value warrants a cost of 4 instead of a "better" Arcane Intellect? Or is it a build-around card whose discount rewards your janky deckbuilding? (Janky because all those Warlock cards positively affected aren't exactly being played at the moment except Flame Imp).
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Okay, I got three ideas:
Basically, a way to gain more health. I have no fitting art for this one, so If someone knows some good art fitting for this, let me know.
Some armor regeneration on a Totem pole.
Some silencing for Priest and a tool for Mages to silence minions like the quest tokens.
Will give feedback to other cards. Thoughts?
Vote for my card in the WDC 6.03: Prof. Putricide! Check out the Fan Creations FAQ!
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
What do you think about :
Not sure about the wording, i would want to add the ability to the weapon to deal 1-2 damage each time the weapon is used
Card Design Competition : Check out my creation -> Here ! // Finalist : #5.07 #5.09 #5.11 #5.17
Vote for my card in the WDC 6.03: Prof. Putricide! Check out the Fan Creations FAQ!
Vote for my card in the WDC 6.03: Prof. Putricide! Check out the Fan Creations FAQ!
The feedback for Prowl made me realize that it is impossible to make it acceptable without making me go insane first. Despite that, thanks to everyone who reviewed it :) I am still considering just submiting it, as it is one of the only cards that i have ever made, that i feel rather confident is a good design.
I got some other ideas, and one that looks similar to Prowl, but with a different kind of mechanic.
For those of you wondering why Camouflage heals, it is because of how the WoW version works. Where it heals you for 3% of your health every turn. Camouflage also does not make you unable to be hit, but you become untargetable for some time, which makes it hard for Rangeds and Casters to hit you.
I am thinking about bumping Cleansing Flames heal effect to 8, to make it a more viable effect.
And i will return feedback offcourse :)
I want a new title, but Flux won't let me have one,
Please upvote my submission: Weekly Card Design Competition 6.12 - Submission Topic
My Recent Competition Design:
Warlock lover! Fan Card Designer! Low dust high win rate deck builder! Redqueen is here!
Recent Deck: R5 Budget Zoolock against priest
Design Post: Redqueen Cards design every day