@NOVEX0R yeah, i kinda realised it's overpowered after i posted it, but i made it late at nigth, so i could't be bothered to change it (also, it was supposed to be only friendly minions; still op, i know); here are the new versions:
which of them do you like more? here's the original for reference:
the dark magician seems like a good card, but i honestly like the dragons more; maybe make the regular eyes a 7 mana 4/12 and the ultimate a 10 mana 12/12? also, you wrote "blu" in the card text;
Orginally i wanted it to say something like "This minion takes 2 turns to get ready".
But this basically does the same thing.
Incase people don't know how Freeze works, then it skips the next possible possible Attack. So this would be able to Attack on turn 4 at the earliest. (Turn 3 with coin, and Turn 2 with Coin + Silence )
hahaha, it fits the pokemon perfectly; a little slow though; maybe make it 1 mana? or give it taunt?
I decided to keep her + 3(00) ATK, but make it depending on Spell Damage instead of other dead minion of certain names. The latter feels really awkward in Hearthstone
Pretty straight forward 1 Mana Secret, following the trend of Paladin cards in KoFT, i.e lose Divine Shield and gain something, such as Bolvar, Fireblood and Light's Sorrow
i LOVE the concept for dark magician girl, but i feel like +3 attack is a little much, especially if you have malyogs on the board, it would be a 19/5; that's ridiculous; maybe tone it down to 2; holy barrier is also pretty neat, but you have to keep the original name (the rulez).
I used Sacrifice as a substitute for Evolution which means you need to first destroy friendly minions ( number depends on the cards requirement) before you can summon it. I hope team 5 can introduce this idea to the game.
good to see a fellow duel master here, however, i don't see how you'd make the sacrifice mechanic work, unless you make it random; also, since you're using a custom keyword, you'd have to make a pannel that explains it (like I have above); also, might be a tad overpowered.
Ignoring my previous (rather silly) card-posts, I'm more interested in submitting a card based around my favorite Pokemon:
Is the ability unusual? Well, considering the source material, that's the hope: while you may be healing one damaged enemy minion, you could very-well be killing a different enemy minion, and/or piling on the face damage. I think making it targetable would be messy (and possibly OP), but I think with clever usage of this passive ability you could snipe key targets behind a Taunt, or other similar "work-arounds". I made him a Warlock minion because it seemed fitting (the color didn't hurt, either <3)
Edit: ...but then again, it's like a wonky Demolisher. Boosting the numbers is probably not enough; how do I "move" damage between enemy targets in a way that's appealing?
Hopefully that's still readable. I'm pulling specifically from its passive/Pokemon Power: "Once during your turn (before your attack), you may move 1 damage counter from 1 of your opponent's Pokemon to another (even if it would Knock Out the other Pokemon)."
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Unless I'm missing something, you're jumping through a lot of hoops to accomplish very little. You're avoiding spell-synergies (and/or Secrets) once per conversion, but at least you get a super-odd means by-which to activate Inspire?
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I think I have settled on using my Eevee idea from my original post.
The idea is that, similar to Doomsayer, you get a big pay out if you can ensure the minion survives. An Alternate idea would be to make Eevee slightly more durable (maybe a 2/3) and have the player discover Fire Stone, Thunder Stone or Water Stone, and make these 1 mana spells that transform Eevee into the corresponding Eeveelution. This is technically truer to the videogame mechanics, but was never implemented in the tcg, and I'm not sure if it is better in HS terms. Thoughts?
I've realised I do not need to make the choice cards, as I have called it Discover, the player will just have a choice of the three actual choice. I have however had an idea to incorporate the other Eeveelutions, and make it three random choices out of the possible eight, but I am not sure if I need to adjust the power level if I do this. Any thoughts on this idea too? Originals - http://imgur.com/FZOgKpg&nbsp;http://imgur.com/aKCOrDo&nbsp;http://imgur.com/xt4pLcQ&nbsp;http://imgur.com/24AGzEr
A game named "Legends of the Three Kingdoms TCG",and now... is dead.
Which one is better? Please give me feedback. Thank you very much!
Fa Zheng - Far too strong for that mana cost. It is Cairne Bloodhoof, but 2 cheaper and with extra flexibility. I am also not sure if the two deathrattles are really comparable, or on what basis you would make the decision. Fatespinner is an interesting card because your decision is based on an assessment of the board state and doublebluffing your opponent. With this card, you would pretty much always pick one or the other depending on what deck you were running, regardless of the state of the game. Whatever you do to the effect, if you keep the resummoning part it has to be at least 6 mana.
Narcotic - The immobilising effect of is far too powerful, as it effectively acts as a slightly worse Ice Block (in terms of ensuring you survive, as they can still get in one minion attack and spells) but it also forces the opponent to trade all but one minion before they can test for it. This would effectively make all Mage secrets better, because it would force the opponent to trade their minions before they can check for this, Ice Block, or Ice Barrier. I would suggest just sticking with the healing effect, but with this alone it is probably too weak for 3 mana. I can't read the original text, so I am not sure how it might be better to convert the flavour into HS.
Alright I've bumped one card up while also having two more. FYI, these are based off the CCG Duelyst if you didn't know. As is the respectable way, I'll swap feedback for feedback.
Just to help understand. Duelyst is a CCG but in-game it plays like a CCG isometric grid turn base strategy hybrid.
Blast-Damages all enemies in a line.
Flying- Move to any unoccupied space on the map
Battle Pet- Battle Pets are minions that are controlled by the AI. They'll move to attack the closet target to them and you have no control over them.
Provoke- Basically taunt
Shadow creep- This is an addition to a tile on the map. Any enemy minion that is on them will take one damage at the end of your turn.
A game named "Legends of the Three Kingdoms TCG",and now... is dead.
Which one is better? Please give me feedback. Thank you very much!
Fa Zheng - Far too strong for that mana cost. It is Cairne Bloodhoof, but 2 cheaper and with extra flexibility. I am also not sure if the two deathrattles are really comparable, or on what basis you would make the decision. Fatespinner is an interesting card because your decision is based on an assessment of the board state and doublebluffing your opponent. With this card, you would pretty much always pick one or the other depending on what deck you were running, regardless of the state of the game. Whatever you do to the effect, if you keep the resummoning part it has to be at least 6 mana.
Narcotic - The immobilising effect of is far too powerful, as it effectively acts as a slightly worse Ice Block (in terms of ensuring you survive, as they can still get in one minion attack and spells) but it also forces the opponent to trade all but one minion before they can test for it. This would effectively make all Mage secrets better, because it would force the opponent to trade their minions before they can check for this, Ice Block, or Ice Barrier. I would suggest just sticking with the healing effect, but with this alone it is probably too weak for 3 mana. I can't read the original text, so I am not sure how it might be better to convert the flavour into HS.
Thank you for feedback! I've modified Fa Zheng, how about now?
And for the original text of Narcotic,the rough meaning is "At the preparation phase, you can put this card into the battlefield,which can be triggered in any phase of this turn. Enemy current hero can't use abilities or skills when this card is triggered."
A game named "Legends of the Three Kingdoms TCG",and now... is dead.
Which one is better? Please give me feedback. Thank you very much!
Fa Zheng - Far too strong for that mana cost. It is Cairne Bloodhoof, but 2 cheaper and with extra flexibility. I am also not sure if the two deathrattles are really comparable, or on what basis you would make the decision. Fatespinner is an interesting card because your decision is based on an assessment of the board state and doublebluffing your opponent. With this card, you would pretty much always pick one or the other depending on what deck you were running, regardless of the state of the game. Whatever you do to the effect, if you keep the resummoning part it has to be at least 6 mana.
Narcotic - The immobilising effect of is far too powerful, as it effectively acts as a slightly worse Ice Block (in terms of ensuring you survive, as they can still get in one minion attack and spells) but it also forces the opponent to trade all but one minion before they can test for it. This would effectively make all Mage secrets better, because it would force the opponent to trade their minions before they can check for this, Ice Block, or Ice Barrier. I would suggest just sticking with the healing effect, but with this alone it is probably too weak for 3 mana. I can't read the original text, so I am not sure how it might be better to convert the flavour into HS.
Thank you for feedback! I've modified Fa Zheng, how about now?
And for the original text of Narcotic,the rough meaning is "At the preparation phase, you can put this card into the battlefield,which can be triggered in any phase of this turn. Enemy current hero can't use abilities or skills when this card is triggered."
Is the "copy of this minion with -1/-1" summoned for the original owner of the card, or the opponent? If the former, this is an interesting decision for the opponent to either hamper their own card advantage and combo potential, or give the opponent a new body. If the copy has the same text, which I am assuming it does, then you might say that it is always better to discard right away than give your opponent a minion and have to do it eventually anyway, however, if the opponent has a key win condition in their hand, they might well be willing to sacrifice board control for combo potential. However, I unfortunately don't think there is a feasible way to give your opponent a Choose One, as it is possible to activate it on your own turn (by trading, etc.). Perhaps some more experienced card designers around here can help you tweak this to fit into HS's turn framework.
I think I have settled on using my Eevee idea from my original post.
The idea is that, similar to Doomsayer, you get a big pay out if you can ensure the minion survives. An Alternate idea would be to make Eevee slightly more durable (maybe a 2/3) and have the player discover Fire Stone, Thunder Stone or Water Stone, and make these 1 mana spells that transform Eevee into the corresponding Eeveelution. This is technically truer to the videogame mechanics, but was never implemented in the tcg, and I'm not sure if it is better in HS terms. Thoughts?
I've realised I do not need to make the choice cards, as I have called it Discover, the player will just have a choice of the three actual choice. I have however had an idea to incorporate the other Eeveelutions, and make it three random choices out of the possible eight, but I am not sure if I need to adjust the power level if I do this. Any thoughts on this idea too? Originals - http://imgur.com/FZOgKpg&nbsp;http://imgur.com/aKCOrDo&nbsp;http://imgur.com/xt4pLcQ&nbsp;http://imgur.com/24AGzEr
I guess I would make Eevee a minion of Shaman,which can evolution according to the totems that summoned by hero power or other ways.Immature advice, hope it would help.
A game named "Legends of the Three Kingdoms TCG",and now... is dead.
Which one is better? Please give me feedback. Thank you very much!
Fa Zheng - Far too strong for that mana cost. It is Cairne Bloodhoof, but 2 cheaper and with extra flexibility. I am also not sure if the two deathrattles are really comparable, or on what basis you would make the decision. Fatespinner is an interesting card because your decision is based on an assessment of the board state and doublebluffing your opponent. With this card, you would pretty much always pick one or the other depending on what deck you were running, regardless of the state of the game. Whatever you do to the effect, if you keep the resummoning part it has to be at least 6 mana.
Narcotic - The immobilising effect of is far too powerful, as it effectively acts as a slightly worse Ice Block (in terms of ensuring you survive, as they can still get in one minion attack and spells) but it also forces the opponent to trade all but one minion before they can test for it. This would effectively make all Mage secrets better, because it would force the opponent to trade their minions before they can check for this, Ice Block, or Ice Barrier. I would suggest just sticking with the healing effect, but with this alone it is probably too weak for 3 mana. I can't read the original text, so I am not sure how it might be better to convert the flavour into HS.
Thank you for feedback! I've modified Fa Zheng, how about now?
And for the original text of Narcotic,the rough meaning is "At the preparation phase, you can put this card into the battlefield,which can be triggered in any phase of this turn. Enemy current hero can't use abilities or skills when this card is triggered."
Is the "copy of this minion with -1/-1" summoned for the original owner of the card, or the opponent? If the former, this is an interesting decision for the opponent to either hamper their own card advantage and combo potential, or give the opponent a new body. If the copy has the same text, which I am assuming it does, then you might say that it is always better to discard right away than give your opponent a minion and have to do it eventually anyway, however, if the opponent has a key win condition in their hand, they might well be willing to sacrifice board control for combo potential. However, I unfortunately don't think there is a feasible way to give your opponent a Choose One, as it is possible to activate it on your own turn (by trading, etc.). Perhaps some more experienced card designers around here can help you tweak this to fit into HS's turn framework.
Yes...It's the former, summon for the original owner of the card.It seems this card should be modified more...Thank you all the way!
I guess I would make Eevee a minion of Shaman,which can evolution according to the totems that summoned by hero power or other ways.Immature advice, hope it would help.
That is actually a really cool idea, but unfortunately with 4 possible totems, I am not sure how it would work. 25% chance to just do nothing doesn't seem fair. I could go Flareon for Searing, Jolteon for Wrath of Air, and Vaporeon for Healing (by effects rather than colour coordination), then Stoneclaw can be... Umbreon? It uses Taunt. But then I leave out Espeon and the other Eeveelutions. And I can't see a sensible way to assign them to Flametongue, Mana Tide, etc.
I guess I would make Eevee a minion of Shaman,which can evolution according to the totems that summoned by hero power or other ways.Immature advice, hope it would help.
That is actually a really cool idea, but unfortunately with 4 possible totems, I am not sure how it would work. 25% chance to just do nothing doesn't seem fair. I could go Flareon for Searing, Jolteon for Wrath of Air, and Vaporeon for Healing (by effects rather than colour coordination), then Stoneclaw can be... Umbreon? It uses Taunt. But then I leave out Espeon and the other Eeveelutions. And I can't see a sensible way to assign them to Flametongue, Mana Tide, etc.
Hey guys. I tried adapting the core mechanics of Gwent and Elder Scrolls: Legends to fit hearthstone. Feedback appreciated ^^
Sources:
I really like these.
Arachas - Manipulating the individual card limit is something Hearthstone hasn't messed with at all, despite the fact Legendaries make it a part of the game already. Actually, now that I say it, I suppose Highlander decks are that to a degree, but still, increasing it is novel. And regardless of the mechanic's potential, Arachas is a 3 mana 3/3 of stats, so I can't see it being abused at all. Obviously that is under powered over all, but with the the split among three minions and potential deck thinning benefits on one side, and the potential to accidentally draw another Arachas on the other, I think it balances out.
Fire Storm - A new idea for HS, and one the opponent can play around to a degree. I had sudden flashes of Blizzard's version of this card where it costs 3 mana but targets a random half and I got a cold shiver... This is much better! I like how this furthers the trend of Mage becoming the "counter me with positioning" class, after Cone of Cold and Meteor.
I haven't gone through all the cards yet, hopefully this hasn't been posted already.
Nice! I thought about Ditto, but I wasn't sure how to not just make it a copy (ironically) of Faceless Manipulator. This is a fun way of doing it, and I like that it follows on from Priest's 1/1 copy generation with Mirage Caller and Herald Volazj, but with the extra spin that it's an enemy minion. Very cool.
I guess I would make Eevee a minion of Shaman,which can evolution according to the totems that summoned by hero power or other ways.Immature advice, hope it would help.
That is actually a really cool idea, but unfortunately with 4 possible totems, I am not sure how it would work. 25% chance to just do nothing doesn't seem fair. I could go Flareon for Searing, Jolteon for Wrath of Air, and Vaporeon for Healing (by effects rather than colour coordination), then Stoneclaw can be... Umbreon? It uses Taunt. But then I leave out Espeon and the other Eeveelutions. And I can't see a sensible way to assign them to Flametongue, Mana Tide, etc.
You could use other totems (flametongue, mana tide, etc) to proc the rarer eeveelutions ^^. Pretty sure there's enough totems for all of them
It's not so much that there aren't enough, but more that they don't fit the other Eeveeultions at all. Vitality Totem kinda fits Leafeon, but Flametongue and Searing could both only really be Flareon. And Primalfin fits none of them but Vaporeon, and that's at a push. I also don't want to weaken the card by forcing anyone that plays it to fill their deck with otherwise unplayed totems. :/
Well, I didn't go through all the pages of discussion, but here's what I'm thinking:
I know the effect isn't the same, but there's no real equivalent and I really wanted to connect it to the Jade Lotus. I also considered giving it Stealth itself, but that seemed too strong. Feedback very welcome!!
@NOVEX0R yeah, i kinda realised it's overpowered after i posted it, but i made it late at nigth, so i could't be bothered to change it (also, it was supposed to be only friendly minions; still op, i know); here are the new versions:
which of them do you like more? here's the original for reference:
the dark magician seems like a good card, but i honestly like the dragons more; maybe make the regular eyes a 7 mana 4/12 and the ultimate a 10 mana 12/12? also, you wrote "blu" in the card text;
hahaha, it fits the pokemon perfectly; a little slow though; maybe make it 1 mana? or give it taunt?
i LOVE the concept for dark magician girl, but i feel like +3 attack is a little much, especially if you have malyogs on the board, it would be a 19/5; that's ridiculous; maybe tone it down to 2; holy barrier is also pretty neat, but you have to keep the original name (the rulez).
good to see a fellow duel master here, however, i don't see how you'd make the sacrifice mechanic work, unless you make it random; also, since you're using a custom keyword, you'd have to make a pannel that explains it (like I have above); also, might be a tad overpowered.
Someone had to do it...
Ignoring my previous (rather silly) card-posts, I'm more interested in submitting a card based around my favorite Pokemon:
Is the ability unusual? Well, considering the source material, that's the hope: while you may be healing one damaged enemy minion, you could very-well be killing a different enemy minion, and/or piling on the face damage. I think making it targetable would be messy (and possibly OP), but I think with clever usage of this passive ability you could snipe key targets behind a Taunt, or other similar "work-arounds". I made him a Warlock minion because it seemed fitting (the color didn't hurt, either <3)
Edit: ...but then again, it's like a wonky Demolisher. Boosting the numbers is probably not enough; how do I "move" damage between enemy targets in a way that's appealing?
Hopefully that's still readable. I'm pulling specifically from its passive/Pokemon Power: "Once during your turn (before your attack), you may move 1 damage counter from 1 of your opponent's Pokemon to another (even if it would Knock Out the other Pokemon)."
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I think I have settled on using my Eevee idea from my original post.
The idea is that, similar to Doomsayer, you get a big pay out if you can ensure the minion survives. An Alternate idea would be to make Eevee slightly more durable (maybe a 2/3) and have the player discover Fire Stone, Thunder Stone or Water Stone, and make these 1 mana spells that transform Eevee into the corresponding Eeveelution. This is technically truer to the videogame mechanics, but was never implemented in the tcg, and I'm not sure if it is better in HS terms. Thoughts?
I've realised I do not need to make the choice cards, as I have called it Discover, the player will just have a choice of the three actual choice. I have however had an idea to incorporate the other Eeveelutions, and make it three random choices out of the possible eight, but I am not sure if I need to adjust the power level if I do this. Any thoughts on this idea too?
Originals - http://imgur.com/FZOgKpg&nbsp;http://imgur.com/aKCOrDo&nbsp;http://imgur.com/xt4pLcQ&nbsp;http://imgur.com/24AGzEr
A game named "Legends of the Three Kingdoms TCG",and now... is dead.
Which one is better? Please give me feedback. Thank you very much!
Alright I've bumped one card up while also having two more. FYI, these are based off the CCG Duelyst if you didn't know. As is the respectable way, I'll swap feedback for feedback.
Just to help understand. Duelyst is a CCG but in-game it plays like a CCG isometric grid turn base strategy hybrid.
Blast-Damages all enemies in a line.
Flying- Move to any unoccupied space on the map
Battle Pet- Battle Pets are minions that are controlled by the AI. They'll move to attack the closet target to them and you have no control over them.
Provoke- Basically taunt
Shadow creep- This is an addition to a tile on the map. Any enemy minion that is on them will take one damage at the end of your turn.
@Fergardstratoavis
I think my favorite would be Red-Eye scorpion. It has a LOT of synergy with different druid archetypes (Ramp, Quest, Tempo, etc)
I'm gonna start off with a simple but pretty scary design
YES. All will tremble before the might of the arrogant egg!
Strong with a few buffs or the Taunt gain, this is nothing to sniff at, and Aggro will definitely have a bad day.
Reference:
I haven't gone through all the cards yet, hopefully this hasn't been posted already.
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
From MtG. But I think I can do better. Heroes of Might and Magic have much nicer artwork, probably will go for something like that.
Well, I didn't go through all the pages of discussion, but here's what I'm thinking:
I know the effect isn't the same, but there's no real equivalent and I really wanted to connect it to the Jade Lotus. I also considered giving it Stealth itself, but that seemed too strong. Feedback very welcome!!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Which name should I put if the cards are not available in English?
I want to adapt cards from a LCG based on Valencian mythology. So, the cards are only written in Catalonian.