Oh boy time to see all the things that might have made freeze shaman not a meme, time to throw my hat into the mix.
When I hear of things that revolve around freeze I just feel like it should be a slow and encroaching effect. Glacial Advance moves from one side of the board to the other like an encroaching ice wall, can make the game interesting as players try to formulate the best plan of action leading into the frost, and also has some combo potential with Moorabi.
Ice Shard Elemental also slowly encroaches but instead by filling the board. This card can absolutely snowball the board if you are able to continually proc the effect, and elemental synergy is always nice.
I'm not too sure about the statline or cost on the Ice Shard Elemental, 4 mana 3/6 is pretty reminiscent of water ele, you don't want it to be too high cost because then it becomes difficult to combo anything with but you don't want it to be so small that the encroaching swarm is wiped out with ease. On the Glacial Advance i'm not too sure about the cost or damage.
Nah mate! Even if the stats are similar and it's an elemental for Shaman, the effect is totally different. Yours is permanent slowdown, mine is temporary slowdown/catchup as more of a tech card.
Frost Wyrmling: Really good tech against board flood. Remarkably similar to the paladin card I posted, but yours is symmetric, which perhaps balances it better. Shuts down aggro for sure. Then again, poor Stegodon. 5 mana 3/6?
Glacial Monarch: I really don't see why this is what it is (with the Charge + Divine Shield) instead of just "Taunt. Can't attack. Battlecry: Deal 4 damage to an enemy minion." Feels like shoehorning the freeze keyword into a card.
I suppose I should make that known then.
USING TAUNT + 'PERMANENTLY FROZEN' rather than TAUNT + CAN'T ATTACK WARRANTS A NO VOTE FROM ME! BE ORIGINAL WITH THE FREEZE EFFECTS PLS
Glacial Monarch functions differently tho. It's stopped by taunt, scales with hand-buffs and you don't have to attack. I mean if you play it on an empty field, why go face? Keep the one attack it has for a minion he plays next turn or something. I emphasized how the effect can be seen as well for balance reasons, as someone might think it's OP or something, not because it necessarily only works like that.
As for your cards: Unfreezing is just such a niche thing, I don't think it's worth it. I mean in particular seeing how this is only useful for your OWN minions, making the interaction even nigh impossible to happen against any class apart from Mage basically.
The flavor with Gateguard is not really obvious. I think something along the line of "Freeze thief!" could work if you made it a citywatch with an artwork where he points a crossbow or something. Overall it might be too strong as opponent-only effect for that mana cost tho. As you said, making it affect both players just works out better balance-wise.
Ashazane's interaction isn't really clear. What is "effects"? What does "hand / deck" mean here? Do you draw? Can you play something? How does this work with minions that can attack AND have an effect that triggers at the start of the round? I think just making it "characters" would be enough, so when you play a minion that is in the hand or deck, it is summoned frozen.
I cannot decide on what the numbers should be, or if the Shaman card should be a Mage or vise-versa. Looking more for comment on the effects as a base concept, healing from Freezing:
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
First one is adapted from my worgen class to be a neutral card. Second one could be an efficient way to kill minions. Would it be better in Shaman, though?
First one is adapted from my worgen class to be a neutral card. Second one could be an efficient way to kill minions. Would it be better in Shaman, though?
First one is a pack-filler. Mage is the only class that can consistently freeze, and even there it would not even be effective as it dies to Frostbolt and most mages don't even play any other freeze spell. The second one is very obtuse for no reason. Why word it like that instead of "Destroy a Frozen minion"? They function virtually the same, since it's "this turn".
First one is adapted from my worgen class to be a neutral card. Second one could be an efficient way to kill minions. Would it be better in Shaman, though?
Frostbiter is pretty neat, in my opining. Definetely should go to Shaman, as it doesn't have as much Freezing as Mage. As for the name, Frostbiter is kinda weird. You could change it to Frostwolf-something since Shamans do summon those.
First one is adapted from my worgen class to be a neutral card. Second one could be an efficient way to kill minions. Would it be better in Shaman, though?
Frostbiter is pretty neat, in my opining. Definetely should go to Shaman, as it doesn't have as much Freezing as Mage. As for the name, Frostbiter is kinda weird. You could change it to Frostwolf-something since Shamans do summon those.
My first idea is a recycled card from the Immune card contest that didn't catch on, that I decided to put up here for I don't have a third idea. The idea is a nice tempo minion for Elemental decks, great with Mage and Shaman.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
What do you think? I'll trade feedback for feedback.
My first idea is a recycled card from the Immune card contest that didn't catch on, that I decided to put up here for I don't have a third idea. The idea is a nice tempo minion for Elemental decks, great with Mage and Shaman.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
What do you think? I'll trade feedback for feedback.
Ironclade Inundation is my favorite one (although it is also the most situational). I remember it from before and it's the most unique and original. Chilly Peace Axe is a cliche idea that CheeseEtc plus probably several other people have made, and I don't feel like the Freeze effect is needed on Scourgelord Scarm. It could just say "You can't draw cards" and it's literally the exact same thing.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Cold to the Touch: Should not have card draw. You forget, Kingsbane now exists. None of the Rogue weapon buffs draw cards as that would make them too strong. Remember back in beta when there was a 1 mana draw a card Combo: Draw 2 instead? Just remove the "Draw a card" then it's balanced. Also, change it from an Epic to Rare. There is no reason for it to be an Epic since it doesn't add a new effect.
Flurry Phoenix: LOL Freeze Shaman! (In all seriousness though, this card is broken. It's overstatted for it's cost.) Anyway, LOL Freeze Shaman!
Ice Sculptor: The card is balanced, but the text needs to be changed. "Battlecry: Choose a Frozen minion. Transform into a copy of 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
Oh boy time to see all the things that might have made freeze shaman not a meme, time to throw my hat into the mix.
When I hear of things that revolve around freeze I just feel like it should be a slow and encroaching effect. Glacial Advance moves from one side of the board to the other like an encroaching ice wall, can make the game interesting as players try to formulate the best plan of action leading into the frost, and also has some combo potential with Moorabi.
Ice Shard Elemental also slowly encroaches but instead by filling the board. This card can absolutely snowball the board if you are able to continually proc the effect, and elemental synergy is always nice.
I'm not too sure about the statline or cost on the Ice Shard Elemental, 4 mana 3/6 is pretty reminiscent of water ele, you don't want it to be too high cost because then it becomes difficult to combo anything with but you don't want it to be so small that the encroaching swarm is wiped out with ease. On the Glacial Advance i'm not too sure about the cost or damage.
Unfreezing is just such a niche thing, I don't think it's worth it. I mean in particular seeing how this is only useful for your OWN minions, making the interaction even nigh impossible to happen against any class apart from Mage basically.
easy joke is easy
Click the image to go to my custom Time Traveler class.
Deathwing DOES need a Friendwing apparently. His Old Gods alter-ego isn't enough :p
This isn't powercreeping the other 2 is it? The shuffle is supposed to counteract the freeze effect.
I cannot decide on what the numbers should be, or if the Shaman card should be a Mage or vise-versa. Looking more for comment on the effects as a base concept, healing from Freezing:
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
Not sure if the word 'unfrozen' works or if there is a better way of doing it, any thoughts?
token:
bepisSorry if I'm being dumb, but why would setting its Attack to zero matter? The minion cannot attack is it is Frozen anyways.Hmm, a rather more restrictive theme:
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:
Your thoughts?
Here's my ideas so far:
First one is adapted from my worgen class to be a neutral card. Second one could be an efficient way to kill minions. Would it be better in Shaman, though?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Oh I'm gonna have fun with this one.
My first idea is a recycled card from the Immune card contest that didn't catch on, that I decided to put up here for I don't have a third idea. The idea is a nice tempo minion for Elemental decks, great with Mage and Shaman.
Now that we have that recycled garbage out of the way, here's the real exciting stuff, the original ideas. First we have Chilly War Axe. Yes, this is nerf pandering, I know, my specialty. (Besides making awesome Warlock Quests.) But while Fiery War Axe did need to get nerfed, it was overnerfed in my eye. So I created a new version that is actually -GASP- balanced! Same stats, same cost, only now it freezes your hero, so you can't swing it on the same turn you play it. That will be a tempo loss for some cases as when you play a weapon, you expect to be able to swing it immediately. However this is still a great control tool as you can play it turn two, then turn three be able to remove something. Plus, since the hero gets frozen, Pirate cancer gets fucked in the process! :D
Now this is my pride and joy. Scarm is an OC made by Zeon-in-a-tree on Deviantart, that gave me the perfect idea for the freeze concept. This card is a 4 mana 7/7, however there's a big drawback: While Scarm is alive, your deck is frozen. (Meaning, you cannot draw cards at all until he's dead so your deck can thaw the next turn.) This can be good and bad. On one hand, this is great in fatigue warrior, as you stall card draw, and fatigue damage. On the downside, you don't draw any cards (Even if your opponent plays Coldlight) so if your hand is short on cards, your opponent could just focus on keeping Scarm alive as much as possible, keeping you from getting the answers you need. This I think will be the card I submit, as it's such an interesting concept.
What do you think? I'll trade feedback for feedback.
Click the image to go to my custom Time Traveler class.
My idea for the competition. Any comments?