You discover a mage spell and then a warlock spell. If you are too greedy, you might end up with a 11+ mana cost card or cards that don't mesh well together, e.g. Mirror Images + Hellfire. I'm unsure about the balance. It might be too weak. I also have a version in mind with "It costs (2) less." to give a bit of leeway and actually be able to cast more spell combos. Alternatively, I could limit the effect to 5 or less mana costing spells to ensure castability.
Anything game breaking in mind? Anything unclear? Which version do you like more?
I think I'm going to work around Enrage and healing. I like it. PS: forget the Mana cost and stats of this card, they aren't balanced.
Not balanced? I'd say you're pretty close......maybe make it 8 mana, and you'll be good!
Otherwise, this is a pretty damn cool card. You have to deal the full damage to it in order to kill it, otherwise your punished for not doing so. I like it.....I like it alot.
That is pretty good! I def like the idea of a healing/dragon priest/pally card. Works well. I'd consider rewording it to "...spell that restores Health...". Also, this could prob be safe as a 5/6.
You discover a mage spell and then a warlock spell. If you are too greedy, you might end up with a 11+ mana cost card or cards that don't mesh well together, e.g. Mirror Images + Hellfire. I'm unsure about the balance. It might be too weak. I also have a version in mind with "It costs (2) less." to give a bit of leeway and actually be able to cast more spell combos. Alternatively, I could limit the effect to 5 or less mana costing spells to ensure castability.
Anything game breaking in mind? Anything unclear? Which version do you like more?
The balance might actually be ok.......sure, on the lowend, you may get 2 spells that contradict each other, but you could also end up with a 7 mana Pyroblast (Fireball+Soulfire).
I'd say go for the first idea, since it will punish you if you screw up. Interesting idea all around.
You discover a mage spell and then a warlock spell. If you are too greedy, you might end up with a 11+ mana cost card or cards that don't mesh well together, e.g. Mirror Images + Hellfire. I'm unsure about the balance. It might be too weak. I also have a version in mind with "It costs (2) less." to give a bit of leeway and actually be able to cast more spell combos. Alternatively, I could limit the effect to 5 or less mana costing spells to ensure castability.
Anything game breaking in mind? Anything unclear? Which version do you like more?
Ohh boy. Pyroblast and Doooom! the best card that you will never see played.
I would think the left one is more interesting. First of all it is more simple, and looks less messy, which is always great.
Furthermore, there is a lot of really great Mage and Warlock 6 mana cards. Like Meteor, Siphon and Felfire Potion. The card generated will often feel like a less good Kazakus potion, but still pretty good.
Making it able to reach further than 10 mana also gives the card a skill cap. Do i want this Flamestrike, or is it too risky?
What i don't like about the card is that it is 2 minions in one. That dosen't fit that well with how minions are currently made in Hearthstone. Even if they're twins.
All in all interesting, a high skill cap card with extreme flexibility. Would probaly be amazing in either Handlock or Control Mage.
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I want a new title, but Flux won't let me have one,
You discover a mage spell and then a warlock spell. If you are too greedy, you might end up with a 11+ mana cost card or cards that don't mesh well together, e.g. Mirror Images + Hellfire. I'm unsure about the balance. It might be too weak. I also have a version in mind with "It costs (2) less." to give a bit of leeway and actually be able to cast more spell combos. Alternatively, I could limit the effect to 5 or less mana costing spells to ensure castability.
Anything game breaking in mind? Anything unclear? Which version do you like more?
I think the right version is better, because the cards that are expensive also aren't ones that wouldn't combine well (e.g., Twisting Nether). Also what would happen if you combined two damage dealing cards, where one of them can target anything and one can target only minions? Like Shadow Bolt and Fireball? What would the merged spell look like? I'm assuming it would say "Deal 10 damage to a minion". Or, how would Sacrificial Pact merge with something like Frostbolt?
Good for Control Shaman or Beast Druid, Can be a great board clear vs. Aggro, but can hit face for sad days. Just like any Hearthstone Card, it has RNG. Fire Plume theme from Fire Plume Harbinger :)
EDIT: For Clarification, the 1 damage counts towards the proc
I want to be honest. I don't get that "wauw" feeling from these cards, and Dora's feel pretty Clunky, having to play a ton of spells, and also having to decide which card you want. You only have that much time each turn.
Good for Control Shaman or Beast Druid, Can be a great board clear vs. Aggro, but can hit face for sad days. Just like any Hearthstone Card, it has RNG. Fire Plume theme from Fire Plume Harbinger :)
Wouldn't this be better for Druid and Hunter? Sure, the name is similar to a Shaman card, but I feel this would work better with Hunter.
The balance might actually be ok.......sure, on the lowend, you may get 2 spells that contradict each other, but you could also end up with a 7 mana Pyroblast (Fireball+Soulfire).
I'd say go for the first idea, since it will punish you if you screw up. Interesting idea all around.
Also, my card:
Thanks for the feedback. Here is mine: I think the card is way too strong. The overload doesn't add much, really, since in most cases you win the game when you play this. Just imagine playing getting 2 Murloc Warleader and Bluegill Warrior. That's 13 damage on turn 5 + a whole bunch of minions with more HP than any board clear around can clear on turn 5. It becomes worse if you have other buffs or Flame Tongue totem or something. It also triggers the shaman quest too easily. Maybe removing the charge would be enough to also lower its mana cost or overload. You could also reduce the summoning to 2 and in return scrap 1 overload off instead. It's hard to evaluate really, so maybe I'm wrong about its power level. The effect itself is strong and fitting. The chosen classes make sense. Artwork is a bit too realistic for my taste for the game.
I want to be honest. I don't get that "wauw" feeling from these cards, and Dora's feel pretty Clunky, having to play a ton of spells, and also having to decide which card you want. You only have that much time each turn.
=O really?? I thought she felt way too Priesty... well i guess I'll post her again xD and a dino, for funsies.
I want to be honest. I don't get that "wauw" feeling from these cards, and Dora's feel pretty Clunky, having to play a ton of spells, and also having to decide which card you want. You only have that much time each turn.
=O really?? I thought she felt way too Priesty... well i guess I'll post her again xD and a dino, for funsies.
What I don't like is that Maternal Longneck is literally a -1 cost Tomb Spider if you choose the Discover option.
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Click the image to go to my custom Time Traveler class.
=O really?? I thought she felt way too Priesty... well i guess I'll post her again xD and a dino, for funsies.
Well. . . Yrel IS a Paladin after all (or a vindicator to be exact).
But Maternal Longneck is pretty good. Probaly too strong compared to Tomb Spider. Making it a 3/2 or 2/2 would probaly make it a lot more balanced . The card is interesting, as it have the flexability of granting either Tempo or Value.
I want to be honest. I don't get that "wauw" feeling from these cards, and Dora's feel pretty Clunky, having to play a ton of spells, and also having to decide which card you want. You only have that much time each turn.
=O really?? I thought she felt way too Priesty... well i guess I'll post her again xD and a dino, for funsies.
What I don't like is that Maternal Longneck is literally a -1 cost Tomb Spider if you choose the Discover option.
GOOD. CALL. well again, proof that i need to stop rushing to post on this thread xD
I considered the artworks for the cards, and this is the results.
So three different Artpieces, and two different effects. Note that while the effects are different. It is only because i am too lazy to post 2 versions with the same art piece.
I feel like the armor version is more simple and polished. Whereas the stealth version is more exicting and fits better flavorwise. I might change it to have the conceal effect instead, but that might be too boring.
I want to note that the main effect of giving your hero stealth is not as broken as it looks. Let me explain.
The Combo trigger prevents it from being innervated or Prebed out. It is also not useable on a miracle turn, since you have to play it FIRST!
Secound of all, you won't be able to attack with your weapons, not use damaging spells, since these effects remove the stealth. This is a strong survial tool, but has to be played very carefully to be worth it.
As of the artpieces, i am leaning towards the one on the left.
Thanks for your feedback, here is mine: I don't really like the idea of Combo: Do something weaker / different. Combo should always be a stronger version of a given effect or an enable, since you have to play something else before. That's the whole idea behind it and its budget, so making a card that counteracts that is weird. This is basically a shitty "Choose one". You could easily do Combo: Deal 2 damage or increase the mana cost by 1 (see Bash). I like the second artwork the most.
Stealth is probably stronger than Iceblock, since it's proactive. The only cards that can damage you are AoE (mostly warlock) and non-target spells, which don't see much play. The idea of Prowl would rather be "Gain stealth. At the start of your next turn gain +4 attack" or something. You could make such a card, but it should be adequated costed. I'm not sure how much hero-stealth is worth, but it should be at least 4 or 5.
This is my preliminary idea. What I wanted to go for was a Priest/Warlock card that was something like "Stare into the Abyss" which would discover a Shadow card (Shadow Words, Shadow Flame, Shadow Bolt, etc) but then I realised Rogue has quite a few Shadow cards too, so it didn't really work out.
My final idea will probably involving discovering cards from either class, hopefully united by a theme (like Shadow cards).
What do you think about this card, though?
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A first idea
As always, I return feedback.
You discover a mage spell and then a warlock spell. If you are too greedy, you might end up with a 11+ mana cost card or cards that don't mesh well together, e.g. Mirror Images + Hellfire. I'm unsure about the balance. It might be too weak. I also have a version in mind with "It costs (2) less." to give a bit of leeway and actually be able to cast more spell combos. Alternatively, I could limit the effect to 5 or less mana costing spells to ensure castability.
Anything game breaking in mind? Anything unclear? Which version do you like more?
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I want a new title, but Flux won't let me have one,
Considering both Paladin and Priest have healing spells, it could be from either.........that's my guess anyway.
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Check out my Worgen Class in the Class Competition
Thoughts?
Good for Control Shaman or Beast Druid, Can be a great board clear vs. Aggro, but can hit face for sad days. Just like any Hearthstone Card, it has RNG. Fire Plume theme from Fire Plume Harbinger :)
EDIT: For Clarification, the 1 damage counts towards the proc
I want a new title, but Flux won't let me have one,
I think the card is way too strong. The overload doesn't add much, really, since in most cases you win the game when you play this. Just imagine playing getting 2 Murloc Warleader and Bluegill Warrior. That's 13 damage on turn 5 + a whole bunch of minions with more HP than any board clear around can clear on turn 5. It becomes worse if you have other buffs or Flame Tongue totem or something. It also triggers the shaman quest too easily. Maybe removing the charge would be enough to also lower its mana cost or overload. You could also reduce the summoning to 2 and in return scrap 1 overload off instead. It's hard to evaluate really, so maybe I'm wrong about its power level. The effect itself is strong and fitting. The chosen classes make sense. Artwork is a bit too realistic for my taste for the game.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Click the image to go to my custom Time Traveler class.
I want a new title, but Flux won't let me have one,
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I don't really like the idea of Combo: Do something weaker / different. Combo should always be a stronger version of a given effect or an enable, since you have to play something else before. That's the whole idea behind it and its budget, so making a card that counteracts that is weird. This is basically a shitty "Choose one". You could easily do Combo: Deal 2 damage or increase the mana cost by 1 (see Bash). I like the second artwork the most.
Alright.....so how about swapping out one the Overload crystals, and adding it to the cost? Bumps it back a turn.
This is my preliminary idea. What I wanted to go for was a Priest/Warlock card that was something like "Stare into the Abyss" which would discover a Shadow card (Shadow Words, Shadow Flame, Shadow Bolt, etc) but then I realised Rogue has quite a few Shadow cards too, so it didn't really work out.
My final idea will probably involving discovering cards from either class, hopefully united by a theme (like Shadow cards).
What do you think about this card, though?