At 2 mana, the card is to be compared to cards like Arcane Explosion, Spirit Lash, Maelstrom Portal and the likes. Do note that both effects are double sided, so enemy Beasts get buffed and your own non-Beasts take damage. Very sketchy in mirror matches as well.
Yeah i know, i suppose it would actually pass as a 2-cost spell in Blizz's mind.
Hello everyone, I'm new to this competition but i have some ideas and want to participate this week. I need, however, some help with wording, balance, etc.
Paladin card is intended to work extremely well with Sunkeeper Tarim but i'm not sure if this buff is balanced (also considering +0/+3 or changing 'each 3/3 minion' to 'each 3/3 friendly minion').
Warlock card is an overcosted Darkbomb, but greatly helps with quest completion. I'm afraid howevwer that it is too op. Would it be more balanced if i changed it to 2 mana/2 damage/discard 2 cards?
Priest card targets 4-mana creatures that can't be killed by other shadow words. Im not sure about Lifesteal here. Is it ok or would it be more balanced without this keyword?
Druid card is just a preemptive strike against Skulking Geist but i'm not sure if something like this would be worth playing.
What do you think? Are these cards balanced or not? And ofc, which one is the best choice for the competition?
Thanks in advance for any feedback!
I like Shadow Word: Balance, but it's to op. if you're lucky you can get so much value... maybe 5 mana?
Got two names narrowed down to at the moment, Vicious Hunt and Feral Dominance. Also updated to have the KotFT watermark instead of Classic.
Feral Dominance is better name in my opinion.
About my cards Call Of The Puppies turned out to be against the rules, Demons' Forces didn't get nice feedback, so I nerfed Possessed Recruits a bit and here it is:
Tho I'm not sure about the name yet... And maybe I should change it to be Old Gods set card?
Looks fine. The only thing I've spotted is that cards that summon Silver Hand Recruits (Vinecleaver, Muster for Battle, even their Hero Power) always specify that the Silver Hand Recruits are 1/1. Everyone knows what they are, but this change could still be made for consistency amongst other cards, even though Hearthstone itself is known for its inconsistent wording. You could also replace "and" with a period, but I suppose that doesn't matter too much.
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Well, after completely missing last week's contest, I'm planning to submit this one this week :) those following the expansion competition know this is a tribute to my Warm mechanic. It works in the same way as Nerubian Prophet and Shifter Zerus: at the beginning of each turn, the text would become "Deal *2* damage" etc.!
This isn't bad to keep in your mulligan in a control-style druid deck, and is best drawn mid-game. The chance of top-decking this in the late game (and how bad that would be) is what makes this card balanced. Ideally, it fits the hole of the druid's lack of single-target removal since Mulch rotated. Hope you like!!
OI, GET BACK TO WORKING ON YOUR EXPANSION!
In all seriousness, this seems like a great Warm card that promotes a Control style. It can grow to be a hard removal card, which is expecially good in Druid, a class that has none. I think it's balanced when compared to Shield Slam.
About my cards Call Of The Puppies turned out to be against the rules, Demons' Forces didn't get nice feedback, so I nerfed Possessed Recruits a bit and here it is:
Tho I'm not sure about the name yet... And maybe I should change it to be Old Gods set card?
The good news: It's a solid buff card that provides more minions as buffing targets (or just swarming the board)!
The bad news: It's kinda boring. It's basically just Lost in the Jungle with a buff.
Dont like Puppet Mastery much, way too much value for a 5-cost card.
Quill Spray: i think the second one is most balanced, the return to your deck, even tho it might still be quite powerful for what can one card do in terms of providing tons of AOE effects, dunno.
Shadow Quill: Damn! LOVE the art <3 (do u have the full image somewhere?:o), but the effect is just too broken ... u can get so much value/dmg from this ... too much. Also imagine this in arena, no thanks lol :d
What u could do with Shadow Quill mby is: keep 1-cost, but "Deal 2 damage. Combo: Shuffle this into your deck, it costs (2) more and deals (2) more damage." That way u get kinda Forgotten Torch like ramp up dmg spellthat starts off small and gets bigger faster, but u cannot use it that many times and also u have to w8 to draw it.
One thing tho ... how would it interact with Preparation? If u prep it and cast it with 3 less cost, would it remember the original cost and went up from there or from the "new" cost that u cast it with? hmm :)
You usually have low card advantage despite Life Tap
Lack of good healing
You have very little resources to control the board/push for face damage
Solution to 4 of those problems?
"When you can't obliterate and enslave an entire town with your fiery destruction powers, try and try again!"
Uses:
Construct your wrath as it helps to synergize with Discard effects while keeping supreme card advantage!
The more you lose, the more you gain! By discarding this spell, this multiplies in your hand; ergo, discarding Second Reign will reduce the chances of discarding the cards you want to keep!
Feel the agonizing fear of your opponents as you slowly work your way up to building a split Pyroblast with chosen targets! No RNG here!
Laugh maniacally as you cast a LOT of damaging spells in control the board or rush the enemy hero down to 0 Health! You don't have to cast all of them though! You can keep some resources for future damaging endeavors...that multiply even more! MWHAHAHAHA!
Deathwing will no longer give you an empty hand with this spell! So unleash the Destroyer! Add a little Lakkari Sacrifice if you wish! And watch the horror of your opponent has you destroy his board while keeping a handful of cards to protect the Black Dragon and destroy the enemy hero! Discardlock is coming, and there will be no survivors!
I like the idea behind Power Word: Courage, though the card is underpowered as it is. Without the bonus, it's just worse Kabal Talonpriest, and the bonus would be pretty hard to pull off, especially in the kind of deck you'd be using this in. Giant's Call is okay-could lead to some crazy stuff with The Lich King or Y'Shaarj and the like while able to be countered by Giants and Battlecry minions. It just doesn't really stand out to me. Arcane Barrage feels just a little bit clunky, but I do like the idea of having limited charges and the improvement over Steamwheedle Sniper.
I like Arcane Barrage. I like that idea, looks balanced and the concept is good. Giant's Call seems like a ok card compared to Shadow Essence. Power Word: Courage is underpowered, look at Kabal Talonpriest or at Dark Cultist, maybe if you could draw a card?
You usually have low card advantage despite Life Tap
Lack of good healing
You have very little resources to control the board/push for face damage
Solution to 4 of those problems?
"When you can't obliterate and enslave an entire town with your fiery destruction powers, try and try again!"
Uses:
Construct your wrath as it helps to synergize with Discard effects while keeping supreme card advantage!
The more you lose, the more you gain! By discarding this spell, this multiplies in your hand; ergo, discarding Second Reign will reduce the chances of discarding the cards you want to keep!
Feel the agonizing fear of your opponents as you slowly work your way up to building a split Pyroblast with chosen targets! No RNG here!
Laugh maniacally as you cast a LOT of damaging spells in control the board or rush the enemy hero down to 0 Health! You don't have to cast all of them though! You can keep some resources for future damaging endeavors...that multiply even more! MWHAHAHAHA!
Deathwing will no longer give you an empty hand with this spell! So unleash the Destroyer! Add a little Lakkari Sacrifice if you wish! And watch the horror of your opponent has you destroy his board while keeping a handful of cards to protect the Black Dragon and destroy the enemy hero! Discardlock is coming, and there will be no survivors!
Seems pretty good to me.
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Click the image to go to my custom Time Traveler class.
I had 2 Ideas for this but couldn't decided to go big or little with my druid idea so I made both. Druids path is power creep but I kept the mana at 2 to play off the theme. Malfurion's choice is too wordy but its an attempt. let me know what you guys think.
@kegs: I'm sorry but I can't decide. They're both good but not spectacular. Perhaps the dragon is more thematic.
@Mentat Canis: I really like the double choose one of Druids Path. Make it 3 mana and it would be balanced I think. Wild Growth (gain an empty mana crystal) is 2 mana. You can use 'a' or 'an' to represent '1' and count towards the restriction. With modifications I would vote for it.
My second idea (scraping the my first idea on page 3) for this week theme:
The idea of this card is providing (1) cost minion to fuel The Marsh Queen quest. With this card you can skip playing the quest on turn 1 and play a Hunter deck that can provide you with a wide board presence (Card that can be useful for this purpose: Alleycat, Rat Pack, Infested Wolf, Snake Trap, and Unleash the Hounds). If this card hit 3 minions, you can get six (1) cost minions and play your quest at the moment you ready to trigger it with one additional (1) cost minion. This way you not lose tempo on turn 1 and exhaust your hand in mid game because you only build your deck filled with (1) cost minions.
What do you guys think? Please give me feedback, I'll return the favor.
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Got two names narrowed down to at the moment, Vicious Hunt and Feral Dominance. Also updated to have the KotFT watermark instead of Classic.
Click the image to go to my custom Time Traveler class.
Click the image to go to my custom Time Traveler class.
puppet mastery
Quill Spray
Hi there..
OI, GET BACK TO WORKING ON YOUR EXPANSION!- Click Here To Join Us On Discord! -
Here're a few other ideas I had. Thougts?
Final Draft! Your thoughts?
Main Weaknesses of Discardlock:
Solution to 4 of those problems?
"When you can't obliterate and enslave an entire town with your fiery destruction powers, try and try again!"
Uses:
Last post. I'll go with one of these based on any feedback I receive (and I will return reviews of your cards, too)
Draconic for Dummies: https://wow.gamepedia.com/Quest:Draconic_for_Dummies
has anyone yet pointed out to the mods that the threads are labelled wrong? (at the top of the original posts)
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
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I made a cute card. I don't know if this is playable... obviously is only good with spell damage. Feedback on viableness would be appreciated.
Click the image to go to my custom Time Traveler class.
I had 2 Ideas for this but couldn't decided to go big or little with my druid idea so I made both. Druids path is power creep but I kept the mana at 2 to play off the theme. Malfurion's choice is too wordy but its an attempt. let me know what you guys think.
@kegs: I'm sorry but I can't decide. They're both good but not spectacular. Perhaps the dragon is more thematic.
@Mentat Canis: I really like the double choose one of Druids Path. Make it 3 mana and it would be balanced I think. Wild Growth (gain an empty mana crystal) is 2 mana. You can use 'a' or 'an' to represent '1' and count towards the restriction. With modifications I would vote for it.
I've modified my idea and got a new one.Please give me more feedback. Thank you very much.
My second idea (scraping the my first idea on page 3) for this week theme:
The idea of this card is providing (1) cost minion to fuel The Marsh Queen quest. With this card you can skip playing the quest on turn 1 and play a Hunter deck that can provide you with a wide board presence (Card that can be useful for this purpose: Alleycat, Rat Pack, Infested Wolf, Snake Trap, and Unleash the Hounds). If this card hit 3 minions, you can get six (1) cost minions and play your quest at the moment you ready to trigger it with one additional (1) cost minion. This way you not lose tempo on turn 1 and exhaust your hand in mid game because you only build your deck filled with (1) cost minions.
What do you guys think? Please give me feedback, I'll return the favor.