Thanks so much! The wording is going to be complicated, but I will go with some variant of the second one.
Alternatively, you can take a page from the Tortellan and just have it be "Discover a beast; transform a random minion into it." Or even further, increase the mana cost and have it be "Discover a beast; transform a random minion into it and add a copy to your hand."
If you transform the minion into the card AND add the card to your hand, then Arrow of Polymorph needs to cost more. It also loses some of the flavor. I think it would be worth it if he went with more complex wording to make it clear you don't add the Beast to your hand.
I agree. And I think nurgling nailed the correct wording - "Choose a minion. Discover a Beast to transform it into." (but dont bold transform, hearthpwn is just doing that automatically)
Very cool card!!!
Thanks everyone for all the positive feedback, but I just realized that three mana might be too cheap. Imagine what happens if an aggro hunter gets a Swamp Kimg Dred, or an Ultrasaur on turn 3! That would be horrible! Since your discovering a beast, your probably always going to get at least one powerful option due to the generally high stats of beasts. I feel 4 mana is kinda clunky as a mana slot, and 5 is too slow especially if your targeting a friendly minion. Any thoughts on how I can fix this? Maybe make a 5 mana 2/2 Polymorph Archer with the same effect? Bumping the price to 4 mana? What are your thoughts?
I think you should keep it as a spell, because it's appeal is partly in its simplicity. If you're really worried about turn 3 King Krush or something, you could make this purely control and have it only target enemy minions. Another thing you could do is have it discover a non-Legendary Beast, but that's a little clunky.
Just don't change it too much. You have a winning formula right here. Polymorph Arrow could win a competition, but I don't think Polymorph Archer could.
I thought of that, and it would increase the power level of the card in Mage, and lower the Power level in Hunter. That said, it really takes the fun factor away when the beast is random, and in mage's case, it makes the card weaker than the original Polymorph. I think my best bet is one of three options. Making it only target enemies (again, makes the card less fun), bumping the cost to 4, or keeping it as is and letting the card be controversial
*edit* I think 4 mana would successfully thwart the aggro decks while not ruining the card as that's when removal becomes more available. But it's still tempting to keep it at three. something about the low odd numbered mana cost just makes the card more appealing in my eyes. I'm really split at the moment.
I thought of that, and it would increase the power level of the card in Mage, and lower the Power level in Hunter. That said, it really takes the fun factor away when the beast is random, and in mage's case, it makes the card weaker than the original Polymorph. I think my best bet is one of three options. Making it only target enemies (again, makes the card less fun), bumping the cost to 4, or keeping it as is and letting the card be controversial
*edit* I think 4 mana would successfully thwart the aggro decks while not ruining the card as that's when removal becomes more available. But it's still tempting to keep it at three. something about the low odd numbered mana cost just makes the card more appealing in my eyes. I'm really split at the moment.
I think the best option is just making it 4 mana. People are more forgiving of a power level problem (whether too weak or too powerful) than a problem with the flavor or clunkiness with the card.
@HenryXLII Yeah, I agree with everything @nurglin13 and @SvagoCorp are saying. Arrow of Polymorph is one of the most unique cards I've seen this week. Keeping it a *SPELL* and keeping the text as simple and clear as possible will make this a winning submission. Because you have to choose the target before you can Discover I think it's safe to cost 3. There are a lot of weak and medium Beasts and it would be easy to accidentally weaken your own minion or give your opponent something good. Even so it's a clever and potent card. Keep it as a spell, and make it 4 if you are worried about the cost, but don't touch anything else!
Beyond the Dark Portal. Flavor-wise, there's a justification for this card being mage and warlock. The Dark Portal was created by the coordonated effort of Medivh [Mage] on Azeroth's side and Gul'dan [Warlock] on Draenor's side. Gameplay-wise it combines the zoo side of Warlock and the casino side of Mage. "Beyond the Dark Portal" is also the name of the add-on of Warcraft 2.
Communion (1). A pseudo-removal and/or an early-game buff for both Priest and Paladin. Combines the "set to x" mechanic of Paladin and the big health buffs of Priest. Comparable to Humility for Paladins but can sometimes be an upside.
Communion (2). Well this one is definitely more of a removal except maybe for Priest (Inner Fire).
Beyond the Dark Portal. Flavor-wise, there's a justification for this card being mage and warlock. The Dark Portal was created by the coordonated effort of Medivh [Mage] on Azeroth's side and Gul'dan [Warlock] on Draenor's side. Gameplay-wise it combines the zoo side of Warlock and the casino side of Mage. "Beyond the Dark Portal" is also the name of the add-on of Warcraft 2.
Communion (1). A pseudo-removal and/or an early-game buff for both Priest and Paladin. Combines the "set to x" mechanic of Paladin and the big health buffs of Priest. Comparable to Humility for Paladins but can sometimes be an upside.
Communion (2). Well this one is definitely more of a removal except maybe for Priest (Inner Fire).
Bump
My one concern with the Communion (1) is it'd be pretty OP in Inner Fire decks. You could easily have a 6/6 attacking on turn 2, and people though a 7/7 on turn 4 was bad...
Beyond the Dark Portal. Flavor-wise, there's a justification for this card being mage and warlock. The Dark Portal was created by the coordonated effort of Medivh [Mage] on Azeroth's side and Gul'dan [Warlock] on Draenor's side. Gameplay-wise it combines the zoo side of Warlock and the casino side of Mage. "Beyond the Dark Portal" is also the name of the add-on of Warcraft 2.
Bump
The Dark Portal has neat flavor, but the effect doesn't really match. Maybe you should get random 1 cost demons? Or a bunch or orc tokens? Getting Jeweled Macaws and Alleycats and Murlocs would be weird.
Beyond the Dark Portal. Flavor-wise, there's a justification for this card being mage and warlock. The Dark Portal was created by the coordonated effort of Medivh [Mage] on Azeroth's side and Gul'dan [Warlock] on Draenor's side. Gameplay-wise it combines the zoo side of Warlock and the casino side of Mage. "Beyond the Dark Portal" is also the name of the add-on of Warcraft 2..
Bump
By definetion Beyond the Dark Portal is your best card, but like Zardoz said, it is weird that Elementals, Beasts and Pirates are streaming out amoung the other 1 drops from the Dark Portal. Furthermore the card is pretty weak. Most 1 drops has 1 health, so the card loses you the game if the opponent class has any viable Aoe.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Beyond the Dark Portal. Flavor-wise, there's a justification for this card being mage and warlock. The Dark Portal was created by the coordonated effort of Medivh [Mage] on Azeroth's side and Gul'dan [Warlock] on Draenor's side. Gameplay-wise it combines the zoo side of Warlock and the casino side of Mage. "Beyond the Dark Portal" is also the name of the add-on of Warcraft 2..
Bump
By definetion Beyond the Dark Portal is your best card, but like Zardoz said, it is weird that Elementals, Beasts and Pirates are streaming out amoung the other 1 drops from the Dark Portal. Furthermore the card is pretty weak. Most 1 drops has 1 health, so the card loses you the game if the opponent class has any viable Aoe.
I agree. The dark portal has high potential for flavor, and I like that the Mage /Warlock combination represents Medeive and Guldan, but the card is not there yet. Gice it a little more time and you'll have a solid entry
Thanks everyone for feedback. I balanced the card around Wisps of the Old Gods since most 1-Cost minions are better than Wisps I made it cost more, and not every class has effective AOEs to deal with seven 1-Cost minions. Also, flavor-wise, the portal works both ways so it's not shocking to see e.g. a Goldshire Footman popping from it. There are a lot of beasts in the Blasted Lands too.
And honestly, what would a Doppelgangster in the Firelands ??
Beyond the Dark Portal. Flavor-wise, there's a justification for this card being mage and warlock. The Dark Portal was created by the coordonated effort of Medivh [Mage] on Azeroth's side and Gul'dan [Warlock] on Draenor's side. Gameplay-wise it combines the zoo side of Warlock and the casino side of Mage. "Beyond the Dark Portal" is also the name of the add-on of Warcraft 2..
Bump
By definetion Beyond the Dark Portal is your best card, but like Zardoz said, it is weird that Elementals, Beasts and Pirates are streaming out amoung the other 1 drops from the Dark Portal. Furthermore the card is pretty weak. Most 1 drops has 1 health, so the card loses you the game if the opponent class has any viable Aoe.
I agree. The dark portal has high potential for flavor, and I like that the Mage /Warlock combination represents Medeive and Guldan, but the card is not there yet. Gice it a little more time and you'll have a solid entry
I actually feel like Beyond the Dark Portal is quite okay as is. As Cheese has mentioned, both Medivh and Gul'Dan open the portal which means 1 cost minions from both sides can come through, including random weenies. Besides, limiing this factor takes away the casino mage aspect which would be unfortunate. On balance, Wisps of the Old Gods isn't exactly the best comparison since it isn't played at all and when it is played it is almost only played for the buff rather than the wisps. Because of this choice given to you and the fact that most 1 drops are even then not exactly threathening, making it 7 mana wouldn't be too bad.
I also have some cards:
Stormweaver I feel has a really interesting effect with a soft taunt as this one can snowball out of control pretty quickly, especially with the combo (next turn it already is a spell damage +2 and the turn after a +5!) which can be used to good effect both in Shaman and Rogue, with the latter also having the option to apply Stealth. The balance might be hard to hit as it is rather slow.
Embalming is a buff spell that works for both Aggro Druid and Buff Paladin as they both have multiple 1 cost spells where a card like this could really help with consistency. I'm only afraid this might be too much Paladin, not enough Druid. There's also a consideration in making the draw a standalone, 1 mana spell which just draws two 1-Cost spells.
Weapon is not actually a weapon since Warlocks don't run weapons. What it is tho is a rather flavourful card with the option of turning something into a buffed demon or outright killing it. That said, it doesn't have any foreseeable practical appliance and might be hard to slot into current decks, since both classes already have good removal and don't need buffs.
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
Your third card is the best of the bunch. The first one is too complicated, and the second one is rather over powered, and I don't really see how it fits Druid. The only issue I have with Weapon of Choice is the name, I don't really get it. But I really like the versatility of the effect.
Looking through the submissions so far, there are a LOT of over complicated effects. I probably won't vote for a single card with the word 'and' anywhere in it.
Recommendation for the creator of Horrormoonculus: your card is fairly cool but also /wildly/ underpowered right now. You'd have a lot better design if the Ingreediessence tokens drew a card when used - because right now drawing one is literally just -1 card advantage if you don't draw Horrormoonculus, which means that anyone running it will run out of resources /extremely/ quickly. If the card's going to be any good, it needs to have that. (You also end up really far behind on mana, since they don't have board effects.) Overall, it's a lot of effort for something that, while it /can/ be stronger, is often going to end up as something like 10/10 across 2 bodies for 8, with some decent deathrattle - extremely strong in a vacuum, but not in this context.
An alternative to having them draw is if the Ingreediessence were more like the C'thun cards that buff C'thun, but also have other effects - but in this case, as spells instead of minions. So, for example, I Have The Might! could add a minion's attack to Horrormoonculus, then set that minion's attack to 1. We Are Many could become something like Entomb, except it transforms the minion into a Horrormoonculus. May I Get a Pet? could summon a copy immediately, etc etc. (Obviously, in this case, they would probably not all be 2 mana.)
Just some thoughts - the core idea is rather interesting, but the expected outcome is actually really bad currently.
isnt the first one just....Brawl? or are you selecting the winner? cuz if that's the case you should have it be "Choose a minion. Destroy all others." or something :P
I feel like the first one is too weak and the second one is too strong. Idk. Some feedback would be nice.
I think I'd word Singularity as 'Choose a minion. Destroy all other ones', which I think is what you're getting at. Yeah, it is a little weak. In fact, I'd even say 8 mana would be fair, since Twisting Nether doesn't leave anything alive if you don't have a board. Anduin Lothar doesn't make sense - Enrage effects have to be passive, although I understand what you're getting at. A better wording would be 'Whenever this minion survives damage, restore it to full health.' It's definitely extremely OP as it stands (not a lot of people can deal 7 damage in one hit), so I'd maybe lower the cost and lower the health by a good amount as well.
isnt the first one just....Brawl? or are you selecting the winner? cuz if that's the case you should have it be "Choose a minion. Destroy all others." or something :P
I feel like the first one is too weak and the second one is too strong. Idk. Some feedback would be nice.
I think I'd word Singularity as 'Choose a minion. Destroy all other ones', which I think is what you're getting at. Yeah, it is a little weak. In fact, I'd even say 8 mana would be fair, since Twisting Nether doesn't leave anything alive if you don't have a board. Anduin Lothar doesn't make sense - Enrage effects have to be passive, although I understand what you're getting at. A better wording would be 'Whenever this minion survives damage, restore it to full health.' It's definitely extremely OP as it stands (not a lot of people can deal 7 damage in one hit), so I'd maybe lower the cost and lower the health by a good amount as well.
First of all, that's a good way to word it. Thanks! Secondly, I had previously thought about you what you said concerning leaving an enemy minion alive on board when your board is empty. Often, you'll be able to choose a weak minion in this situation. In that case, it is not as strong as Twisting Nether. On the other hand, If a priest or paladin has a large buffed minion on board, this would be much better than Twisting Nether. And as for Anduin Lothar... I'll probably just trash that idea. Again, thanks for the feedback!
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I thought of that, and it would increase the power level of the card in Mage, and lower the Power level in Hunter. That said, it really takes the fun factor away when the beast is random, and in mage's case, it makes the card weaker than the original Polymorph. I think my best bet is one of three options. Making it only target enemies (again, makes the card less fun), bumping the cost to 4, or keeping it as is and letting the card be controversial
*edit* I think 4 mana would successfully thwart the aggro decks while not ruining the card as that's when removal becomes more available. But it's still tempting to keep it at three. something about the low odd numbered mana cost just makes the card more appealing in my eyes. I'm really split at the moment.
"Science isn't about why! Its about why not!"
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@HenryXLII Yeah, I agree with everything @nurglin13 and @SvagoCorp are saying. Arrow of Polymorph is one of the most unique cards I've seen this week. Keeping it a *SPELL* and keeping the text as simple and clear as possible will make this a winning submission. Because you have to choose the target before you can Discover I think it's safe to cost 3. There are a lot of weak and medium Beasts and it would be easy to accidentally weaken your own minion or give your opponent something good. Even so it's a clever and potent card. Keep it as a spell, and make it 4 if you are worried about the cost, but don't touch anything else!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Balancing busted cards version 1.0.
I want a new title, but Flux won't let me have one,
"Science isn't about why! Its about why not!"
Thanks everyone for feedback. I balanced the card around Wisps of the Old Gods since most 1-Cost minions are better than Wisps I made it cost more, and not every class has effective AOEs to deal with seven 1-Cost minions. Also, flavor-wise, the portal works both ways so it's not shocking to see e.g. a Goldshire Footman popping from it. There are a lot of beasts in the Blasted Lands too.
And honestly, what would a Doppelgangster in the Firelands ??
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
"Science isn't about why! Its about why not!"
I actually feel like Beyond the Dark Portal is quite okay as is. As Cheese has mentioned, both Medivh and Gul'Dan open the portal which means 1 cost minions from both sides can come through, including random weenies. Besides, limiing this factor takes away the casino mage aspect which would be unfortunate. On balance, Wisps of the Old Gods isn't exactly the best comparison since it isn't played at all and when it is played it is almost only played for the buff rather than the wisps. Because of this choice given to you and the fact that most 1 drops are even then not exactly threathening, making it 7 mana wouldn't be too bad.
I also have some cards:
Stormweaver I feel has a really interesting effect with a soft taunt as this one can snowball out of control pretty quickly, especially with the combo (next turn it already is a spell damage +2 and the turn after a +5!) which can be used to good effect both in Shaman and Rogue, with the latter also having the option to apply Stealth. The balance might be hard to hit as it is rather slow.
Embalming is a buff spell that works for both Aggro Druid and Buff Paladin as they both have multiple 1 cost spells where a card like this could really help with consistency. I'm only afraid this might be too much Paladin, not enough Druid. There's also a consideration in making the draw a standalone, 1 mana spell which just draws two 1-Cost spells.
Weapon is not actually a weapon since Warlocks don't run weapons. What it is tho is a rather flavourful card with the option of turning something into a buffed demon or outright killing it. That said, it doesn't have any foreseeable practical appliance and might be hard to slot into current decks, since both classes already have good removal and don't need buffs.
I'm just another one of those. You know, those who do things. Things that need to be done by those that do these things in order to do those things that don't do these things themselves. Has the word 'things' lost meaning to you already?
[Game] Name another card that has the same...
Your third card is the best of the bunch. The first one is too complicated, and the second one is rather over powered, and I don't really see how it fits Druid. The only issue I have with Weapon of Choice is the name, I don't really get it. But I really like the versatility of the effect.
"Science isn't about why! Its about why not!"
Looking through the submissions so far, there are a LOT of over complicated effects. I probably won't vote for a single card with the word 'and' anywhere in it.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Recommendation for the creator of Horrormoonculus: your card is fairly cool but also /wildly/ underpowered right now. You'd have a lot better design if the Ingreediessence tokens drew a card when used - because right now drawing one is literally just -1 card advantage if you don't draw Horrormoonculus, which means that anyone running it will run out of resources /extremely/ quickly. If the card's going to be any good, it needs to have that. (You also end up really far behind on mana, since they don't have board effects.) Overall, it's a lot of effort for something that, while it /can/ be stronger, is often going to end up as something like 10/10 across 2 bodies for 8, with some decent deathrattle - extremely strong in a vacuum, but not in this context.
An alternative to having them draw is if the Ingreediessence were more like the C'thun cards that buff C'thun, but also have other effects - but in this case, as spells instead of minions. So, for example, I Have The Might! could add a minion's attack to Horrormoonculus, then set that minion's attack to 1. We Are Many could become something like Entomb, except it transforms the minion into a Horrormoonculus. May I Get a Pet? could summon a copy immediately, etc etc. (Obviously, in this case, they would probably not all be 2 mana.)
Just some thoughts - the core idea is rather interesting, but the expected outcome is actually really bad currently.
I have two ideas so far...
I feel like the first one is too weak and the second one is too strong. Idk. Some feedback would be nice.
isnt the first one just....Brawl? or are you selecting the winner? cuz if that's the case you should have it be "Choose a minion. Destroy all others." or something :P
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Why Rogue is my favourite class:
My submission for this week's card design competition.
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.