Cheap delayed removal to stop and prevent early game damage or disable large threats later, provided they don't have an aura effect, taunt or trigger effect, so it would be pretty useless against Gadgetzan Auctioneer, Ironbark Protector or Ragnaros the Firelord. Also, has some fringe use to kill your own Devilsaur Egg or something.
Thoughts?
My first instinct was to say, maybe it should be increased to 3 mana, but then I compared it to Blessing of Wisdom and Power Word: Glory, which basically act do the same thing with a different benefit, the other two costing one less and having effects that can trigger multiple times. After looking at those two cards, which never really saw play despite their perks, this looks good.
My main card in Poison Vial on page 1. I have another card which isn't eligible (I didn't read the rules), but you can still do that as a bonus if you wish.
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Cheap delayed removal to stop and prevent early game damage or disable large threats later, provided they don't have an aura effect, taunt or trigger effect, so it would be pretty useless against Gadgetzan Auctioneer, Ironbark Protector or Ragnaros the Firelord. Also, has some fringe use to kill your own Devilsaur Egg or something.
Thoughts?
That should say after. Rn the way it functions, it'll trigger mid attack and kill itself. As for the card itself I think 2 mana is a bit on the low side. Not saying its OP, but Warlock already has great removal, yet this still feels stronger than all of them.
Hmmmm. Do cards with silence meet the criteria for this? since it debuffs some minions...? Specifically this card:
Yeah it should qualify, because mine seems to.
Its a really cool card, the Combo isnt as strong as others but the damage is premium and the added silence can definitely mess up an opponent with a plan.
Pseudo-removal that nulifies both players ability to target until the affected minion dies. Allows you to not play around removal, but also allows your opponent to do so. It is a tool that must be managed with caution. Thematically, it fits in thse two classes, but gameplay wise i'm not sure wich one would require it, given the removal options they already have (Shadow Word: Death and Sap respectively).
Edit: Made changes on the wording of the card, taking the suggestions of Demonxz95 on account. Thanks!
Seems pretty cool! It's a nice little control card. I'm not sure about its uses with friendly minions though; Devilsaur Egg usually gets destroyed anyways when you buff it. But I can definitely see its uses against those aggro decks or those powerful late game cards. My only concern here is that it may be a cliché card because that was my first idea for a card. (Except it was for Mage)
That why it's a fringe use. :D You might want to kill off your minions for one reason or another. There might be other cards in the future where that plays a role as well, but it's obviously intended as control tool against your opponent's minions.
I haven't seen the idea posted yet (or maybe I have missed it) and most ideas are pretty straightforward, so it's all about the implementation, balance and flavor.
Shadowword I like the idea of scaling damage and since the Fatigue system is already in place, it's a pretty neat idea to make use of it. That said, this also presents a kind of unfun deck type, where you play heavy fatigue fat priest and bring down your opponents by quite a few turns already (and with Shadow Vision you can get more of these). That is a pretty unfun archetype. That said, the card isn't inherently abusable. I would change the name tho. Just doesn't read very Warcrafty. I'd stick with a spell from WoW, e.g. "Shadow Word: Void". Also, I don't think you can call it "Fatigue cards". It's not a card. Just make it "Whenever it attacks, your opponent takes Fatigue damage." Definetly the card you should go with.
It comes at night. Too clunky to implement. What happens when the minion dies otherwise? Your opponent sees when you target with spells, so this is pretty pointless as "secret". Also, secrets are auto-trigger, which is essential to their mechanism and identity, this could just as well be a normal spell. Also feels too similar to flame trap.
Turn evil Not a good design imo. 1) Seems unfitting in Paladin. 2) The +1/+1 feels very tacked on. The main effect is independent of the effect. 3) This could lead to a permanent 0 attack minion, which should never happen.
I would say change the word 'When' to 'Whenever' because it fits the terminology of the game and it should push the word 'destroy' to the third line to prevent that single word at the bottom.
Whenever is a repeatable effect and this isn't for obvious reasons. Even if it might read differently, it is the correct wording, but maybe it can be changed in another way. I will definitely look into your other suggestion!
3 is definitely overpriced. It's similar to blessing of wisdom on an enemy minion. I think it can safely be put at 1 mana. You already spend 1 mana AND a card, so for this to generate value, your opponent needs to attack at least twice. With 3 mana that means 4 attacks(!) to break even. That said, I'm afraid this card can't work in HS and its engine, since there is no trigger "before you attack" without already committing to attack (e.g. whenever you attack effects). Draining mana isn't possible if your opponent has none left, so after attack effects are pointless too and it would be too weak to leave that counterplay in, which leads me to the only solution I can think of: Make it give Overload (1) and a shaman card! It's less punishing then and would probably better on a body, but still, I could see it as 0 mana spell or 1 mana spell with overload (2).
My first instinct was to say, maybe it should be increased to 3 mana, but then I compared it to Blessing of Wisdom and Power Word: Glory, which basically act do the same thing with a different benefit, the other two costing one less and having effects that can trigger multiple times. After looking at those two cards, which never really saw play despite their perks, this looks good.
My main card in Poison Vial on page 1. I have another card which isn't eligible (I didn't read the rules), but you can still do that as a bonus if you wish.
Yeah at 3 you are already in the straight removal region. Also, it has the downside to not be useful without an enemy minion, where as the other are also good on your own minions. I balanced it around Corruption, which guarantees that it destroys, but your opponent gets a last attack in.
Poison Vial is a pretty obvious idea, but imo a worthy effect, which just depends on the implementation. That said, 1 damage is pretty negligible so the main draw would be a 0 mana spell for Auctioneer, where I feel it's also far too slow. I would definitely increase the damage to 2 or 3 and increase the mana cost accordingly. It needs to find a niche where it belongs without being pointless compared to straight removal, for that you should also consider to give it to another class (Warlock seems fitting with burning or an affliction dot). You could even combine straight damage with the debuff ala Immolation, which dealt a bit of damage straight away, and then the same amount as dot over a certain amount of time. 2 mana Deal 2 at the start of EVERY turn or 3 mana deal 2 damage and 2 at the end of your turns / start of your opponent turns (the former allows your opponent to attack with deathrattle spawns).
The ineligible card isn't worth a dedicated spell imo, neither as buff nor debuff.
That should say after. Rn the way it functions, it'll trigger mid attack and kill itself. As for the card itself I think 2 mana is a bit on the low side. Not saying its OP, but Warlock already has great removal, yet this still feels stronger than all of them.
After makes no sense. Then it's a worse Corruption. Dying mid-attack is nothing new in HS, e.g. Flame Trap. Warlock has expensive removal and this gives them some breather early and is still viable later. That's exactly the idea behind it.^^
Embargo I kinda struggle to find a use for it. As generic silence on your minions it's pretty unfit, since it either removes all buffs or prevents you from healing / buffing the card, which is essential in priest's playstyle. On an opponent's minion, it's a strictly worse Silence. I like the idea of silence + buff and you should definetly explore that concept, but the current version doesn't make sense to me from a gameplay-standpoint.
Pseudo-removal that nulifies both players ability to target until the affected minion dies. Allows you to not play around removal, but also allows your opponent to do so. It is a tool that must be managed with caution. Thematically, it fits in thse two classes, but gameplay wise i'm not sure wich one would require it, given the removal options they already have (Shadow Word: Death and Sap respectively).
Just note that there's an unofficial rule that states that a card can't have more than 4 lines of text (as of now, there's not a single card in the English language versions that has more than 4 lines of text), so the wording will need to be changed so it fits. "Stealth" should also be capitalized because it's a keyword. "Can't Attack" also doesn't need to be in bold, but rather in quotations as it's not a keyword. It won't necessarily disqualify you if you don't follow this rule, but almost no people are going to vote for a card like this.
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My first instinct was to say, maybe it should be increased to 3 mana, but then I compared it to Blessing of Wisdom and Power Word: Glory, which basically act do the same thing with a different benefit, the other two costing one less and having effects that can trigger multiple times. After looking at those two cards, which never really saw play despite their perks, this looks good.
My main card in Poison Vial on page 1. I have another card which isn't eligible (I didn't read the rules), but you can still do that as a bonus if you wish.
Yeah at 3 you are already in the straight removal region. Also, it has the downside to not be useful without an enemy minion, where as the other are also good on your own minions. I balanced it around Corruption, which guarantees that it destroys, but your opponent gets a last attack in.
Poison Vial is a pretty obvious idea, but imo a worthy effect, which just depends on the implementation. That said, 1 damage is pretty negligible so the main draw would be a 0 mana spell for Auctioneer, where I feel it's also far too slow. I would definitely increase the damage to 2 or 3 and increase the mana cost accordingly. It needs to find a niche where it belongs without being pointless compared to straight removal, for that you should also consider to give it to another class (Warlock seems fitting with burning or an affliction dot). You could even combine straight damage with the debuff ala Immolation, which dealt a bit of damage straight away, and then the same amount as dot over a certain amount of time. 2 mana Deal 2 at the start of EVERY turn or 3 mana deal 2 damage and 2 at the end of your turns / start of your opponent turns (the former allows your opponent to attack with deathrattle spawns).
The ineligible card isn't worth a dedicated spell imo, neither as buff nor debuff.
Would something like this be better?
I thought of making it 3 mana and deal 2 damage right away, and turn 2 damage at the end of turns, like you suggested, but I decided to do this as half the time, that would literally just be a Shadow Bolt. This is a lot like Darkbomb, but Darkbomb has rotated out so I feel it's more justifiable here.
Perhaps you could think of the flavor as 1 of the damage it the liquids inside the vial, and the other damage is the impact of throwing the glass at someone's face. After all, if I threw glass at someone, I would expect it to hurt pretty badly.
@Zence: I get your theme, personally i like it alot, even if it's a bit situationally on the second effect, besides paladin buffs decks and silence priest decks. However if you go with that, you should find a better art, none of those 4 represent correctly your "embargo" theme. Maybe the second one, but its too small and i can't apreciate it.
@Gamenstein: The warlock spell it's more interesting, you should use a art more warcraft alike. Maybe the tokens should be 1/1's, since its says whenever it kills, no attacks and kill, so you can trade and get minions at the same time.
I thought of making it 3 mana and deal 2 damage right away, and turn 2 damage at the end of turns, like you suggested, but I decided to do this as half the time, that would literally just be a Shadow Bolt. This is a lot like Darkbomb, but Darkbomb has rotated out so I feel it's more justifiable here.
Perhaps you could think of the flavor as 1 of the damage it the liquids inside the vial, and the other damage is the impact of throwing the glass at someone's face. After all, if I threw glass at someone, I would expect it to hurt pretty badly.
That works nicely. Might be a bit strong (for warlock), but we all know they deserve a good spell for once and this has a obvious downside to even Darkbomb, as it doesn't remove the minion right away. It IS a wasted opportunity to finally have Immolate as spell in HS tho... :p
Cheap delayed removal to stop and prevent early game damage or disable large threats later, provided they don't have an aura effect, taunt or trigger effect, so it would be pretty useless against Gadgetzan Auctioneer, Ironbark Protector or Ragnaros the Firelord. Also, has some fringe use to kill your own Devilsaur Egg or something.
Thoughts?
Really good card and miles better than Corruption.
I thought of making it 3 mana and deal 2 damage right away, and turn 2 damage at the end of turns, like you suggested, but I decided to do this as half the time, that would literally just be a Shadow Bolt. This is a lot like Darkbomb, but Darkbomb has rotated out so I feel it's more justifiable here.
Perhaps you could think of the flavor as 1 of the damage it the liquids inside the vial, and the other damage is the impact of throwing the glass at someone's face. After all, if I threw glass at someone, I would expect it to hurt pretty badly.
That works nicely. Might be a bit strong (for warlock), but we all know they deserve a good spell for once and this has a obvious downside to even Darkbomb, as it doesn't remove the minion right away. It IS a wasted opportunity to finally have Immolate as spell in HS tho... :p
Shatterstar1998 The first one seems better, although the name it's a bit bland and the taunt bonus doesn't fit with your "meditation" theme, maybe you can change that for a better spell damage or another debuff. The second its a worse Betrayal and the third one has been done too many times.
Your new card doesn't fit the rules since it should be a one single target spell.
Shatterstar1998 The first one seems better, although the name it's a bit bland and the taunt bonus doesn't fit with your "meditation" theme, maybe you can change that for a better spell damage or another debuff. The second its a worse Betrayal and the third one has been done too many times.
Your new card doesn't fit the rules since it should be a one single target spell.
Any thoughts on my cards?
I quite like Fel Overload even though it might be too strong, particularly when I look at Power Overwhelming which a lot of the time is simply just dealing 4 damage since you'd use it if you had lethal and here, the minion stays alive (granted, it only has 1 Health so it will most likely die next turn). I do also like that it has flexibility. You can use it on one of your own minions as an attack boost, or you can use it on an enemy minion as a Hunter's Mark. You may or may not want to consider changing the name because of the Overload Shaman mechanic though.
Fury of Goldrinn is a nice idea, but I don't think I prefer it to Fel Overload.
Paranoia is worded very weirdly. The grammar isn't particularly good here.
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Shatterstar1998 The first one seems better, although the name it's a bit bland and the taunt bonus doesn't fit with your "meditation" theme, maybe you can change that for a better spell damage or another debuff. The second its a worse Betrayal and the third one has been done too many times.
Your new card doesn't fit the rules since it should be a one single target spell.
Any thoughts on my cards?
Oops. I forgot about the fact that it needs to be single target. How about this one?
What do you think is a good name for the first card? Power Word: Serenity? What do you think the bonus should be to replace the Taunt? More Spell Damage? Stealth? Extra Health?
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Hmmmm. Do cards with silence meet the criteria for this? since it debuffs some minions...? Specifically this card:
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Here are some of my early ideas. Any comments?
I have this ideas so far, how do they look?
Pseudo-removal that nulifies both players ability to target until the affected minion dies. Allows you to not play around removal, but also allows your opponent to do so. It is a tool that must be managed with caution. Thematically, it fits in thse two classes, but gameplay wise i'm not sure wich one would require it, given the removal options they already have (Shadow Word: Death and Sap respectively).
Edit: Made changes on the wording of the card, taking the suggestions of Demonxz95 on account. Thanks!
So I was told my card could use some fresher art...
Which is the one I should go with?
Embargo I kinda struggle to find a use for it. As generic silence on your minions it's pretty unfit, since it either removes all buffs or prevents you from healing / buffing the card, which is essential in priest's playstyle. On an opponent's minion, it's a strictly worse Silence. I like the idea of silence + buff and you should definetly explore that concept, but the current version doesn't make sense to me from a gameplay-standpoint.
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https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
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@Zence: I get your theme, personally i like it alot, even if it's a bit situationally on the second effect, besides paladin buffs decks and silence priest decks. However if you go with that, you should find a better art, none of those 4 represent correctly your "embargo" theme. Maybe the second one, but its too small and i can't apreciate it.
@Gamenstein: The warlock spell it's more interesting, you should use a art more warcraft alike. Maybe the tokens should be 1/1's, since its says whenever it kills, no attacks and kill, so you can trade and get minions at the same time.
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Class Creation Finalist: The Astromancer
Best cards vote by community:
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bepisShatterstar1998 The first one seems better, although the name it's a bit bland and the taunt bonus doesn't fit with your "meditation" theme, maybe you can change that for a better spell damage or another debuff. The second its a worse Betrayal and the third one has been done too many times.
Your new card doesn't fit the rules since it should be a one single target spell.
Any thoughts on my cards?
Click the image to go to my custom Time Traveler class.
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: