You may cast this card on a friendly minion to buff your other minions, or cast this on a enemy minion to increase its Attack. And i make it a Paladin card to run with the quest.
It's a simple and useful card. I like it! It should cost 3 or 4 though because it's a pseudo-hard removal AND it heals you. Also, it's not useless on Auchenai Soulpriest because Back to the Light wasn't casted by Auchenai Soulpriest's owner ("YOUR cards and powers that restore Health now deal damage instead").Any thoughts on my cards?
Thanks for feedback. Also you're right for Auchenai.
Covert Ops seems really cool and flavourful. I think it's balanced enough. Does the Secret get triggered by the minion attacking (e.g. I put Covert Ops on a minion. That minion attacks my hero and puts Explosive Trap into play. Does Explosive Trap trigger?)? Also, it should read "put a random hunter Secret into the battlefield." (compared to Mad Scientist)
Love Potion seems like a roundabout way of Entomb. I'd definitely go with Covert Ops.Any thoughts for my cards?
Thanks man :) ! Covert Ops it is. The intention was for it to be able to trigger right away, thought that was a bit more fun. Is it obvious enough (I think it is compared to Mad Scientist and Blessing of Wisdom) that YOU are the one getting the secret? This is the "final version" as for now:
As for your cards: I don't really like Firmly Rooted. Rebuke and Mind Flay are both nice and flavorful cards in my opinion. The only thing is, that both cards should probably read "enemy minion", as I don't see you'd ever put Rebuke on a friendly minion, and putting Mind Flay on a friendly minion (say it might have windfury... say it might be a damn Vicious Fledgling), it could simply escalate too much. I would probably go with Rebuke.
Thanks for the feedback! I didn't put "enemy minion" because a) the text box looks cleaner and b) you can use it to cycle a card if the effect is too useless for Rebuke. Also, putting Mind Flay on a windfury minion wouldn't exactly make you go "OH NO I TOOK 3 DAMAGE! I'M GOING TO DIE!". Otherwise, everyone would freak out if a Priest played Mind Blast. Is there a way to balance Firmly Rooted? Or is the idea just unlikable?I think it's obvious enough that you get the Secret because a) why the heck would you play this card otherwise and b) Mad Scientist has the same wording, and everyone knew what he was going to do. Anyways, I think your card is good to go! There's not much else I can say here. I guess you could make it cost 2 mana; it wouldn't make it too OP.
Thanks again!
Firmly Rooted is not unbalanced, it's simply because it's a bit too bland for my liking. The two others are not! I imagined that the reason for no "enemy minion" was exactly cause of aesthetics, and I think that's a very fair reason.
The reason I think Mind Flay >MIGHT< be an issue, is due to its potential to spiral. I could honestly see some sort of aggro priest coming up. You're right, 3 damage is not a lot. But what about the turn afterwards? It's 7 damage there. Imagine this (and this is actually not a very unlikely combo): Turn 1 Young Dragonhawk, Turn 2 two Mind Flays. That's 10 damage in turn 2 from fatigue alone, and imagine it can't be dealt with there, you'd have a turn 3 dealing 26 damage from fatigue alone. Given that priests have the ability to also give minions health makes this a scary combo (in my opinion).
A Paladin 'weapon', it's meant to be a legendary, but no dragon showed up on the art border :/ Anyway, it's a holy shield that heals the Paladin upon play and then permanently debuffs anything attacking them until it breaks. I made it legendary because I wanted it to be strong, but not to allow the player to play two in their deck.
What do you all think about the effects for the cost? Too cheap or it is alright?
I think it's perfectly balanced in a vacuum, as it combines the two cards Humility and Hunter's Mark with Choose One keyword and its costed at 2 Mana as it provides flexibility. But Druid is not supposed to have access to good hard removals(Druid gets removals with downside, but there's no downside here). Also, Hunter's Mark is not powerful in Hunter because Hunter doesn't have many ways of dealing 1 damage easily(they have Unleash the Hounds, or neutral options like Elven Archer), but Druid can easily deal 1 damage with it's Hero Power.
I would suggest making it 2 Health(and also Attack) and probably change its cost to 1. I think you can make this change even after submitting the card.
I've been almost entirely inactive out here after season 5 had ended - just to come back and realize that season 6 has just begun. This timing is simply terrific.
I've got about two ideas so far - tha first one being a card that i already used in a previous competition, but it fits just so nicely.
I'll do some reviewing later. In the meantime, if anybody likes to share his thougths on these, i'd be very grateful and try to return the favor of course. :)
Also i'm open to suggestions on the art on 'Forced Equality'. It's still kinda temporary and i'm really struggling to find anything that fits it better.
Welcome back :D
I really like Stonebrew Pint (As you already know because i wrote that last time you submitted it). But it might be removed. Since the Debuff isen't permanent.
Forced Equality is also pretty great. I like how it can act as an Aoe, 'single' target removal and as a massive buff. However it might be broken. And not for its defensive qualities.
My biggest problem is how goddamn insane it is with Lost in the Jungle. Play LInJ, play any big dude that costs 7 or less inbetween. And Pow. You have 3 big dudes.
And it is so god damn hard finding any good art for the name.
And please don't review my cards. I have already a card, with immediate regret.
I really like Rebuke- while you can save yourself against a big minion, it doesn't immediately give you the board. Mana cost seems fair, but this card is much better in the lategame. Definite Flappybird counter though.
Not sure about Mind Flay, simply because Fatigue is activated when you run out of cards and only then– the damage indicator from fatigue indicates the cause; "You're out of cards! Take [x] damage." It would be super overpowered when playing into fatigue, especially when you have board control... I don't like it, I guess.
Firmly Rooted has good flavour (not sure about art) but it should cost 3 or 4 mana, as it's forcing your opponent to sacrifice (likely) their highest value minion if they want to return to normal play.
Here are my ideas thus far. Will submit tomorrow or something like it.
Just like how Dinosize is technically a debuff... Could be used to up your own board survivability or ruin your opponent's. I want the effect to be that as long as that minion is in play it puts Mass Entanglement on a minion adjacent to it— not that the spell recasts itself on your next turn. Suggestions on wording?
I feel like this is a debuff enough, especially if you're expecting your opponent to burst you down with cards in hand. Sort of Sorcerer's Apprentice with a downside. Not sure if it needs more downside or more upside.
Similar wording to Ancestral Healing and Dream, reflecting a paladin spell in WoW. I think of this as situational lethal; if your opponent is sitting at ten HP behind a 12hp Taunt, and you've managed to get that down to 2 health, you can use this to sidestep the taunt and use the minion against the player. I think of it as a debuff even though it 'buffs' the minion technically... Is this a gray area? I feel like restoring health at the expense of damage to your hero is fair enough as a debuff, as there are healing cards that have no hero HP downside and are considered neutral- not really even buffs.
EDIT: One more!
Synergy with Unbound Elemental on your own minion, and mana denial on your opponent's.
I've been almost entirely inactive out here after season 5 had ended - just to come back and realize that season 6 has just begun. This timing is simply terrific.
I've got about two ideas so far - tha first one being a card that i already used in a previous competition, but it fits just so nicely.
I'll do some reviewing later. In the meantime, if anybody likes to share his thougths on these, i'd be very grateful and try to return the favor of course. :)
Also i'm open to suggestions on the art on 'Forced Equality'. It's still kinda temporary and i'm really struggling to find anything that fits it better.
Oh, and you missed out on the Expansion Competition ;). Don't worry, you have 3 days left to submit. Stonebrew Pint seems like a great card that is simple yet flexible, but Forced Equality seems a lot more innovative (AND it helps Buff Pally. I'm not sure what Stonebrew Pint supports in Warrior). I'd definitely go with Forced Equality. I can't find any good art for Forced Equality either. Here's the best I've got:
Any thoughts on my cards?
Oh goodie, surely i will come up with something amazing within just three days - damn :D
Out of your cards Mind Flay interests me the most - but it is also the one card i'm really torn about whether i like it or not. That is mainly because of how easy this effect can spiral out of control if you use it early on in the game - maybe even on one of your own minions. I like its versatility as you could also somewhat effectively slow down minion-based aggro decks and force out some unfavorable trades, but it seems borderline broken to me as a burn tool for priest. I think you could limit the effect to enemy minions exclusively but it might lose some of its appeal due to less versatility - as i mentioned, i'm really unsure about this.. x)
Rebuke and Firmly Rooted can both be somewhat useful cards, but i think their effects are kinda generic and don't bring much innovation to the table. So i'd suggest keeping and trying to refine Mind Flay and maybe thinking of at least one more new card concept to compare it to. :)
I've been almost entirely inactive out here after season 5 had ended - just to come back and realize that season 6 has just begun. This timing is simply terrific.
I've got about two ideas so far - tha first one being a card that i already used in a previous competition, but it fits just so nicely.
I'll do some reviewing later. In the meantime, if anybody likes to share his thougths on these, i'd be very grateful and try to return the favor of course. :)
Also i'm open to suggestions on the art on 'Forced Equality'. It's still kinda temporary and i'm really struggling to find anything that fits it better.
Welcome back :D
I really like Stonebrew Pint (As you already know because i wrote that last time you submitted it). But it might be removed. Since the Debuff isen't permanent.
Forced Equality is also pretty great. I like how it can act as an Aoe, 'single' target removal and as a massive buff. However it might be broken. And not for its defensive qualities.
My biggest problem is how goddamn insane it is with Lost in the Jungle. Play LInJ, play any big dude that costs 7 or less inbetween. And Pow. You have 3 big dudes.
And it is so god damn hard finding any good art for the name.
And please don't review my cards. I have already a card, with immediate regret.
Hey there again :D
The dude-synergy the card has in paladin is the one big balancing problem with Forced Equality. Surprisingly i completely overlooked the combo potential with Lost in the Jungle (mainly because it's one of those cards which i sometimes forget that they even exist). I really like the placement utilizing aspect of the card that can turn a shitty board into a handful of beatsticks - the problem is: how much do you account for that when calculating the mana cost without making it too expensive and banishing it to combo-only land?
Maybe bumping the cost to 3 is already enough though. This way the card pool for the Lost in the Jungle-combo is limited to 6 drops and lower (preventing f.e. some Grimestreet Protector- or Bog Creeper-shenanigans). This way you can still be rewarded by comboing the card at 10 mana but have to jump through a reasonable number of hoops to get there. The only card left that could create a maybe "broken" tempo swing (at least by my books unless i'm missing something again) would be Bittertide Hydra - although that would be a turn 9 combo and i'd argue that a deck that includes Hydra isn't really planning to let the game "stretch out" that long anyways...
Also since you asked me not to, i wont give a review in return - but just this much: I wouldn't necessarily regret your decision but i agree - you can definately do better :)
I really like Rebuke- while you can save yourself against a big minion, it doesn't immediately give you the board. Mana cost seems fair, but this card is much better in the lategame. Definite Flappybird counter though.
Not sure about Mind Flay, simply because Fatigue is activated when you run out of cards and only then– the damage indicator from fatigue indicates the cause; "You're out of cards! Take [x] damage." It would be super overpowered when playing into fatigue, especially when you have board control... I don't like it, I guess.
Firmly Rooted has good flavour (not sure about art) but it should cost 3 or 4 mana, as it's forcing your opponent to sacrifice (likely) their highest value minion if they want to return to normal play.
Here are my ideas thus far. Will submit tomorrow or something like it.
Just like how Dinosize is technically a debuff... Could be used to up your own board survivability or ruin your opponent's. I want the effect to be that as long as that minion is in play it puts Mass Entanglement on a minion adjacent to it— not that the spell recasts itself on your next turn. Suggestions on wording?
I feel like this is a debuff enough, especially if you're expecting your opponent to burst you down with cards in hand. Sort of Sorcerer's Apprentice with a downside. Not sure if it needs more downside or more upside.
Similar wording to Ancestral Healing and Dream, reflecting a paladin spell in WoW. I think of this as situational lethal; if your opponent is sitting at ten HP behind a 12hp Taunt, and you've managed to get that down to 2 health, you can use this to sidestep the taunt and use the minion against the player. I think of it as a debuff even though it 'buffs' the minion technically... Is this a gray area? I feel like restoring health at the expense of damage to your hero is fair enough as a debuff, as there are healing cards that have no hero HP downside and are considered neutral- not really even buffs.
EDIT: One more!
Synergy with Unbound Elemental on your own minion, and mana denial on your opponent's.
I really like Rebuke- while you can save yourself against a big minion, it doesn't immediately give you the board. Mana cost seems fair, but this card is much better in the lategame. Definite Flappybird counter though.
Not sure about Mind Flay, simply because Fatigue is activated when you run out of cards and only then– the damage indicator from fatigue indicates the cause; "You're out of cards! Take [x] damage." It would be super overpowered when playing into fatigue, especially when you have board control... I don't like it, I guess.
Firmly Rooted has good flavour (not sure about art) but it should cost 3 or 4 mana, as it's forcing your opponent to sacrifice (likely) their highest value minion if they want to return to normal play.
Here are my ideas thus far. Will submit tomorrow or something like it.
Just like how Dinosize is technically a debuff... Could be used to up your own board survivability or ruin your opponent's. I want the effect to be that as long as that minion is in play it puts Mass Entanglement on a minion adjacent to it— not that the spell recasts itself on your next turn. Suggestions on wording?
I feel like this is a debuff enough, especially if you're expecting your opponent to burst you down with cards in hand. Sort of Sorcerer's Apprentice with a downside. Not sure if it needs more downside or more upside.
Similar wording to Ancestral Healing and Dream, reflecting a paladin spell in WoW. I think of this as situational lethal; if your opponent is sitting at ten HP behind a 12hp Taunt, and you've managed to get that down to 2 health, you can use this to sidestep the taunt and use the minion against the player. I think of it as a debuff even though it 'buffs' the minion technically... Is this a gray area? I feel like restoring health at the expense of damage to your hero is fair enough as a debuff, as there are healing cards that have no hero HP downside and are considered neutral- not really even buffs.
EDIT: One more!
Synergy with Unbound Elemental on your own minion, and mana denial on your opponent's.
Glad you liked Rebuke and Firmly Rooted! Although it seems like a lot more people like Mind Flay cause it's weirder.
Mind Flay isn't exactly overpowered unless you go into Fatigue, which is very situational. Also, Mind Flay doesn't really do much to the actual state of the game besides tickle the enemy hero. Regardless, it, at best, deals 3 damage to the enemy hero. Also, Mind Blast deals 5 damage, and it's unplayable, so I think Mind Flay is balanced. All it really changes is that your opponent is going to try to draw less.Mass Entanglement: I'm not really fond of it. It's mostly useless against aggro decks, and it's not very powerful when compared to something like Hunter's Mark. Yes, it can get out of control if your opponent tries to destroy the "Entangled" minion, but here's the thing: this spell helps with that by setting the minion's Health to a lower one. So, basically all you did was that you made a minion run into another one, which it was already going to do. Okay then.
Arcane Momentum: I really like this card. It's so flexible, and it's a great combo destroyer/spell counter, sort of like Loatheb. It's also a good combo enabler with spell synergy cards like Archmage Antonidas. I think it's balanced enough, and your opponent might question if they even want to get rid of the debuffed card (especially if they are Rogue). Light of the Martyr: It's a worse Ancestral Healing and useless against aggro decks. Also, it doesn't apply a negative effect to the minion; it only applies one to the Hero. Plus, the effect isn't "permanent".
Overcharge: It's a nice card, but it's kind of generic. I've already seen a card like this. A definite pass on this one.
You may cast this card on a friendly minion to buff your other minions, or cast this on a enemy minion to increase its Attack. And i make it a Paladin card to run with the quest.
Some suggstions?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Removal for Druid. Is it balanced. I was considering upping the damage to 3.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
A Paladin 'weapon', it's meant to be a legendary, but no dragon showed up on the art border :/ Anyway, it's a holy shield that heals the Paladin upon play and then permanently debuffs anything attacking them until it breaks. I made it legendary because I wanted it to be strong, but not to allow the player to play two in their deck.
What do you all think about the effects for the cost? Too cheap or it is alright?
Kinda late to this, but I'll give it a shot anyway.
I want a new title, but Flux won't let me have one,
It has to be a spell
Description:
Poor Stewart, he was always slow as a child
Note:
Good luck to all
Hishamsa
@ThisOtherGuyTox
Thanks for the feedback! I think 2 damage is fine. 3 will be too much. Druid has got some ways of increasing it's minion's Health.
Feedback on your card. Since you have already submitted Furborg Brew, I am giving feedback on that card only.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Here's my second idea. thoughts?
I want a new title, but Flux won't let me have one,
0 attack gorehowl its a removal now (?
If you dont have a weapon equiped or your weapon has more attack than the enemy minion's heatl, you wouldn't be able to cast it
if you liked it vote! :D
I want a new title, but Flux won't let me have one,
sorry, my bad i didnt read all
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I think you could limit the effect to enemy minions exclusively but it might lose some of its appeal due to less versatility - as i mentioned, i'm really unsure about this.. x)
The only card left that could create a maybe "broken" tempo swing (at least by my books unless i'm missing something again) would be Bittertide Hydra - although that would be a turn 9 combo and i'd argue that a deck that includes Hydra isn't really planning to let the game "stretch out" that long anyways...
SoonTM
Mass Entanglement: I'm not really fond of it. It's mostly useless against aggro decks, and it's not very powerful when compared to something like Hunter's Mark. Yes, it can get out of control if your opponent tries to destroy the "Entangled" minion, but here's the thing: this spell helps with that by setting the minion's Health to a lower one. So, basically all you did was that you made a minion run into another one, which it was already going to do. Okay then.
Light of the Martyr: It's a worse Ancestral Healing and useless against aggro decks. Also, it doesn't apply a negative effect to the minion; it only applies one to the Hero. Plus, the effect isn't "permanent".
Page 4 is the killer page. Why did I post here ? :(
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)