it's pretty cool, though because it includes Wild cards as well, I don't know how fair this is. I'd make it just include your standard collection, though it would not be as cool.
Well... That's actually a great observation. I did intend for it to include wild cards, but I assume the any part can be presumed as both standard or standard and wild. The reason I want wild cards to be included is because of the name "Swin(e)dler". It seems to be more of a swindle if you can Discover wild cards, so it's merely for flavour. The odds that you get something that fits perfectly in your deck should not be that great given your collection isn't close to nothing. If i capitalise any, as in "Battlecry: Discover ANY card from your collection.", does that show I want wild cards to be included?
I don't really see the flavor, if it's supposed to be a sort of a Theif.
This is probaly the best i could find.
I agree the flavor isn't there it feels abit off for me. Nice idea tho! Punishes players with large collections.
I've come up with 3 ideas so far, struggling to think of better ones atm.
Any feedback? :)
Thanks. As said to Tox, I really thought the card was flavorful. Is it the art you don't find fitting? Or is it the effect? Or something third?
As for you cards, I like the flavour Captain of Un'goro. I'm thinking a name similar to "Imprecise Navigator" to symbolise "how the hell did a pirate end up in Un'goro?"
I did find some artwork, but the image is a bit small. Anyway here's the pic (I checked Armello artists and this came up):
Thanks Fortify - Same as Tox suggested :)
I like the flavor of your card, but (and I know you submitted it already) I think it becomes a bit too wordy. The text shrinks by a far margin. I think it would be very playable if you just made it a Battlecry instead of a recurring effect.
Reverse Googling is a wonderful thing.
If you need the picture in a higher quality, or it being brighter or darker, just tell me.
I feel like the flavor doesn't fit, it it's supposed to be some sort of petty thief. However, with the different art, it looks more like someone who tricks people into making unfavorable deals, which personally fits te effect way better flavorwise. 10/10 i would vote for it with the new art.
This is my idea so far.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
it's pretty cool, though because it includes Wild cards as well, I don't know how fair this is. I'd make it just include your standard collection, though it would not be as cool.
Well... That's actually a great observation. I did intend for it to include wild cards, but I assume the any part can be presumed as both standard or standard and wild. The reason I want wild cards to be included is because of the name "Swin(e)dler". It seems to be more of a swindle if you can Discover wild cards, so it's merely for flavour. The odds that you get something that fits perfectly in your deck should not be that great given your collection isn't close to nothing. If i capitalise any, as in "Battlecry: Discover ANY card from your collection.", does that show I want wild cards to be included?
I don't really see the flavor, if it's supposed to be a sort of a Theif.
This is probaly the best i could find.
I agree the flavor isn't there it feels abit off for me. Nice idea tho! Punishes players with large collections.
I've come up with 3 ideas so far, struggling to think of better ones atm.
Any feedback? :)
Thanks. As said to Tox, I really thought the card was flavorful. Is it the art you don't find fitting? Or is it the effect? Or something third?
As for you cards, I like the flavour Captain of Un'goro. I'm thinking a name similar to "Imprecise Navigator" to symbolise "how the hell did a pirate end up in Un'goro?"
I did find some artwork, but the image is a bit small. Anyway here's the pic (I checked Armello artists and this came up):
Thanks Fortify - Same as Tox suggested :)
I like the flavor of your card, but (and I know you submitted it already) I think it becomes a bit too wordy. The text shrinks by a far margin. I think it would be very playable if you just made it a Battlecry instead of a recurring effect.
Reverse Googling is a wonderful thing.
If you need the picture in a higher quality, or it being brighter or darker, just tell me.
I feel like the flavor doesn't fit, it it's supposed to be some sort of petty thief. However, with the different art, it looks more like someone who tricks people into making unfavorable deals, which personally fits te effect way better flavorwise. 10/10 i would vote for it with the new art.
This is my idea so far.
Cheers again Tox! Unfortunately there's not enough room to get his hand on the bolo-tie in the picture... the very thing that makes him feel like a swindler :D Here's the new version. I decided to make it Combo instead of Battlecry, cause the statline would otherwise be too high, and if I made it a 2/2 it would feel a bit too much like Kabal Courier. Waddayathink?
As for your card. Love the effect, but the name doesn't fit. The name would fit perfectly if it was something like "Battlecry: Target a Beast. When it dies, restore 5 Health to your hero." I'd rather go with something like "Scavenging lookout" or "Loot-Hungry Lookout" - but besides that, the card is really awesome.
EDIT: I know "mark" sounds better than "choose", but it would be the correct term to use ;)
If you need the picture in a higher quality, or it being brighter or darker, just tell me.
I feel like the flavor doesn't fit, it it's supposed to be some sort of petty thief. However, with the different art, it looks more like someone who tricks people into making unfavorable deals, which personally fits te effect way better flavorwise. 10/10 i would vote for it with the new art.
This is my idea so far.
Like what many people said, the name just isn't right for the effect of the card (Neither is the watermark. Eugh). It seems pretty good for punishing plays like Doomsayer because you get the draw for it's effect. However, it seems REALLY underwhelming in any other case. In the best case scenario, it's 3 mana 3/3, AND trade one of your resources (be it a minion, a spell or a weapon swing) for 1 card. Pretty meaningless. I think it should fit a much more control-esque slot, like "Give an enemy minion deathrattle: restore 5 health to your hero" or something like that.
While I have you here, Tox, can I ask what are the criteria for getting your submission into the voting poll? How do you "Narrow down 14 billion appropriate choices into the top 2"?
Bumping my cards for attention:
(Theradras is supposed to be an elemental, aw poop)
If you need the picture in a higher quality, or it being brighter or darker, just tell me.
I feel like the flavor doesn't fit, it it's supposed to be some sort of petty thief. However, with the different art, it looks more like someone who tricks people into making unfavorable deals, which personally fits te effect way better flavorwise. 10/10 i would vote for it with the new art.
This is my idea so far.
Like what many people said, the name just isn't right for the effect of the card (Neither is the watermark. Eugh). It seems pretty good for punishing plays like Doomsayer because you get the draw for it's effect. However, it seems REALLY underwhelming in any other case. In the best case scenario, it's 3 mana 3/3, AND trade one of your resources (be it a minion, a spell or a weapon swing) for 1 card. Pretty meaningless. I think it should fit a much more control-esque slot, like "Give an enemy minion deathrattle: restore 5 health to your hero" or something like that.
While I have you here, Tox, can I ask what are the criteria for getting your submission into the voting poll? How do you "Narrow down 14 billion appropriate choices into the top 2"?
Bumping my cards for attention:
(Theradras is supposed to be an elemental, aw poop)
Thanks for your feedback!
The people who reaches the final polls, are the ones with the highest scores. This would be around 10% of all valid submissions, rounded to the nearest divideable number of 4. As an example, 112 Valid submissions would equal to 12 Finalists, with the potential of Wild Cards.
Healing is a strict no no for Hunter in general. The class has no real healing abilities neither in Hearthstone currently, nor in World of Warcraft. I agree the name should be different, but it's unlikely that i change this to give a person health.
3 Mana 3/3 with Draw a card on it, is in general rather powerful. The Pirate tag also proves valuabe, if you want to put patches in your deck.
Maybe a Stat gain instead of drawing a card? Something like +2/+2? That would fit better with the name, and probaly be more thematic to hunter in general.
If you need the picture in a higher quality, or it being brighter or darker, just tell me.
I feel like the flavor doesn't fit, it it's supposed to be some sort of petty thief. However, with the different art, it looks more like someone who tricks people into making unfavorable deals, which personally fits te effect way better flavorwise. 10/10 i would vote for it with the new art.
This is my idea so far.
Like what many people said, the name just isn't right for the effect of the card (Neither is the watermark. Eugh). It seems pretty good for punishing plays like Doomsayer because you get the draw for it's effect. However, it seems REALLY underwhelming in any other case. In the best case scenario, it's 3 mana 3/3, AND trade one of your resources (be it a minion, a spell or a weapon swing) for 1 card. Pretty meaningless. I think it should fit a much more control-esque slot, like "Give an enemy minion deathrattle: restore 5 health to your hero" or something like that.
While I have you here, Tox, can I ask what are the criteria for getting your submission into the voting poll? How do you "Narrow down 14 billion appropriate choices into the top 2"?
Bumping my cards for attention:
(Theradras is supposed to be an elemental, aw poop)
Maybe a Stat gain instead of drawing a card? Something like +2/+2? That would fit better with the name, and probaly be more thematic to hunter in general.
I'd really go with the card draw. It's one of the things Hunters are seriously lacking, and I think it's a great way to implement it thematically. Also, gaining stats is rather boring. Yeah, card draw isn't the most exciting either, but it fits way better. I've suggested something on the page before, if you want to have a look ;)
Friday morning bump. Feedback for feedback. The Gold Diggers have the same effect; one version's text has a little more flavor, but is smaller. The other has simpler, but larger text. And the pirate treant is still there for your consideration.
When I say that "This can overheal your hero", I mean that if you're at 30 health and you have played 5 elementals, She heals you for 10, leaving you at 40. It can be overpowered, but Priest has so few elementals (4 class specific as of right now) that I think it will be somewhat balanced.
I really dont like how shes a 5 mana 6/6 taunt. That's already too much value. As for the effect, priest can easily run cards like Fire Fly, Igneous Elemental, Lyra the Sunshard, and Servant of Kalimos to abuse the effect. This needs lower stats to be balanced.
It is a pretty cool effect though.
I see your point. I thought I had typed "Last turn", not "This game". Here's a much, much more balanced version (I hope):
Is she absolute trash now? I'm not very good at balancing such cards :P
P.s. One more idea:
Again, it's probably OP, but this is just a 'prototype'.
Lol no she's not trash, but she might be better off in the 7 mana slot only because shes usable once without combos. Don't forget your Elemental tag!
Davy Bones is a pretty funny card too. Not quite sure about balance... maybe a 1/1? Only saying this because the minion you destroy can attack first, so it would make this a better [card]Sanguine Reveler[card], with 1 extra mana for charge.
Okay, after getting some sleep, I've come up with a few new cards. They're better this time around. Thoughts?
Bone Versions:
The original idea was the first one, but it might be too powerful. So, I made a total of three different versions, which one is better?
Murloc Crabhunter: Works as a Murloc, Anti-Murloc tool, Beast (Crab) and Quest Objective.
Tiny Rascal: Helps Deathrattle Priest get that extra Death. Note that the Burried Bone can also be discovered by Shadow Visions.
Surprise Snake: A constant threat and good clearing-minion for Rogue. Also, Deathrattle.
Murloc Crabhunter is at worst a 2 Mana 3/4 Beast in Hunter. At best it's... stronger.
It should probaly be more expensive, or be a Deathrattle.
The second version of the dog bone seems to be the most balanced one overall.
Snake Surprise is probaly overpowered, as it's not only a poisonous minion, but a poisonous minion that requires atleast 3 sources of damage to be removed.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Okay, after getting some sleep, I've come up with a few new cards. They're better this time around. Thoughts?
Bone Versions:
The original idea was the first one, but it might be too powerful. So, I made a total of three different versions, which one is better?
Murloc Crabhunter: Works as a Murloc, Anti-Murloc tool, Beast (Crab) and Quest Objective.
Tiny Rascal: Helps Deathrattle Priest get that extra Death. Note that the Burried Bone can also be discovered by Shadow Visions.
Surprise Snake: A constant threat and good clearing-minion for Rogue. Also, Deathrattle.
Murloc Crabhunter seems quite weird. It seems counterintuitive. I don't like it.
Snake Surprise sounds way more like a spell. Not really for my taste either.
Tiny Rascal seems like a nice card, but the token needs some work. The two first versions (especially the first one) is WAAAAAAY too strong. The third version is way too weak... it's just Journey Below with a new name. I don't have any good ideas myself as of now, but I'd advice you to go with this card and rethink the token, OR go with something completely else.
@NiRaSt: Nice idea, but paying for a 1/5 body isn't worth saving myself an occasional 2 damage, especially with all the healing Warlock has all of the sudden. I would like it to deal it's own damage somehow. Maybe something similar to Abyssal Enforcer. my cards are in comment #167.
thanks for the feedback; i see you already submited, sorry i couldn't reply earlier; good luck.
I think it would be easier just to say "Your hero is immune this turn", as with Violet Illusionist or Shadowblade (FLUX, FIX THE CARD LINKERS!). The current effect seems unnecessarily complex. Also, you can probably get away with a 2/5.
Also:
i really like the voidspinner, it works really well with cards that add copies of your minion, like that 1/1;
sinestra is very powerfull, perhaps too much; i sugest making it a battlecry, or having some other condition to stay on the board; maybe "if you took damage from a card this turn..."
stutterfish is just bad; either give them more health and tweak the cost, or remove the whole cost 3 thing.
Friday morning bump. Feedback for feedback. The Gold Diggers have the same effect; one version's text has a little more flavor, but is smaller. The other has simpler, but larger text. And the pirate treant is still there for your consideration.
i like the golddigger, but it's too easy to kill; either make the effeck at turn end, so you're guaranteed a coin, or increase the card
walking plank is also very cool, especially the name, but i preffer the doggy.
here are some modified versions of my original idea, plus a new one, what do you think?
Friday morning bump. Feedback for feedback. The Gold Diggers have the same effect; one version's text has a little more flavor, but is smaller. The other has simpler, but larger text. And the pirate treant is still there for your consideration.
i like the golddigger, but it's too easy to kill; either make the effeck at turn end, so you're guaranteed a coin, or increase the card
walking plank is also very cool, especially the name, but i preffer the doggy.
here are some modified versions of my original idea, plus a new one, what do you think?
Thanks for the feedback!
On the doggy, you kill it as the rogue's opponent, then you have three Coins stuck in your deck, which become worse and worse draws as the game goes on. Obviously, that's a big hit to Reno decks, but you don't think it's enough of a deterrent? I'm trying to balance the choice between killing the doggy (and leaving the coins in your deck) or letting it pull the coins out of your deck but letting the rogue have them.
I am in favor of the Felemental. I guess I'm not feeling the flavor of the drake. I think you could give the Felemental some additional stats, unless the Hero Power heal effect persists for the whole game. (if that's the case, then the card becomes crazy strong)
Also, I think you need to have "Battlecry" in there, right? I'd say work on the first version, because it's a little more interesting. The second one is a strictly worse Violet Illusionist, which already doesn't see play.
Friday morning bump. Feedback for feedback. The Gold Diggers have the same effect; one version's text has a little more flavor, but is smaller. The other has simpler, but larger text. And the pirate treant is still there for your consideration.
As much as I enjoy the Walking Plank pun, I just don't find the effect exciting.
The way Gold Digger is worded makes me believe the "at the start of your turn..." is attached to the battlecry. It's hard to figure, written as it is now, whether the effect is recurring or a one-timer. Lastly, I'm not sure if the minion has to be alive for the effect to take place, which I don't assume it needs to if the effect is attached to the Battlecry. The idea is great, but I'm not sure it can be executed ceompletely understandable.
Friday morning bump. Feedback for feedback. The Gold Diggers have the same effect; one version's text has a little more flavor, but is smaller. The other has simpler, but larger text. And the pirate treant is still there for your consideration.
i like the golddigger, but it's too easy to kill; either make the effeck at turn end, so you're guaranteed a coin, or increase the card
walking plank is also very cool, especially the name, but i preffer the doggy.
here are some modified versions of my original idea, plus a new one, what do you think?
Thanks for the feedback!
On the doggy, you kill it as the rogue's opponent, then you have three Coins stuck in your deck, which become worse and worse draws as the game goes on. Obviously, that's a big hit to Reno decks, but you don't think it's enough of a deterrent? I'm trying to balance the choice between killing the doggy (and leaving the coins in your deck) or letting it pull the coins out of your deck but letting the rogue have them.
I am in favor of the Felemental. I guess I'm not feeling the flavor of the drake. I think you could give the Felemental some additional stats, unless the Hero Power heal effect persists for the whole game. (if that's the case, then the card becomes crazy strong)
Also, I think you need to have "Battlecry" in there, right? I'd say work on the first version, because it's a little more interesting. The second one is a strictly worse Violet Illusionist, which already doesn't see play.
yeah, i see what you mean about the golddigger; i thaught of that when i wrote the comment, but i still found it too weak; but you might be right.
regarding the felemental, the effect happens while the card is on the board, but you have to have played an elemental the previous turn to trigger it; i didn't want it to be a battlecry because i wanted to use that effect differently; what do you think? too strong? too weak? (also, if you're in deathnight mode, or if you're a hunter or mage, if you've played an elemental the previous turn, the effect still triggers, so there's that)
As much as I enjoy the Walking Plank pun, I just don't find the effect exciting.
The way Gold Digger is worded makes me believe the "at the start of your turn..." is attached to the battlecry. It's hard to figure, written as it is now, whether the effect is recurring or a one-timer. Lastly, I'm not sure if the minion has to be alive for the effect to take place, which I don't assume it needs to if the effect is attached to the Battlecry. The idea is great, but I'm not sure it can be executed ceompletely understandable.
I see what you're saying. What if I changed the second part to "Whenever this minion attacks..."? It loses some of the "dig" flavor, I think, but it better explains what's going on. What do you think?
Friday morning bump. Feedback for feedback. The Gold Diggers have the same effect; one version's text has a little more flavor, but is smaller. The other has simpler, but larger text. And the pirate treant is still there for your consideration.
i like the golddigger, but it's too easy to kill; either make the effeck at turn end, so you're guaranteed a coin, or increase the card
walking plank is also very cool, especially the name, but i preffer the doggy.
here are some modified versions of my original idea, plus a new one, what do you think?
Thanks for the feedback!
On the doggy, you kill it as the rogue's opponent, then you have three Coins stuck in your deck, which become worse and worse draws as the game goes on. Obviously, that's a big hit to Reno decks, but you don't think it's enough of a deterrent? I'm trying to balance the choice between killing the doggy (and leaving the coins in your deck) or letting it pull the coins out of your deck but letting the rogue have them.
I am in favor of the Felemental. I guess I'm not feeling the flavor of the drake. I think you could give the Felemental some additional stats, unless the Hero Power heal effect persists for the whole game. (if that's the case, then the card becomes crazy strong)
Also, I think you need to have "Battlecry" in there, right? I'd say work on the first version, because it's a little more interesting. The second one is a strictly worse Violet Illusionist, which already doesn't see play.
yeah, i see what you mean about the golddigger; i thaught of that when i wrote the comment, but i still found it too weak; but you might be right.
regarding the felemental, the effect happens while the card is on the board, but you have to have played an elemental the previous turn to trigger it; i didn't want it to be a battlecry because i wanted to use that effect differently; what do you think? too strong? too weak? (also, if you're in deathnight mode, or if you're a hunter or mage, if you've played an elemental the previous turn, the effect still triggers, so there's that)
Alright, now I see what you're going for. I'm conditioned to think that it needs a battlecry, because that's how most (all?) of the existing "If you played an elemental last turn" triggers work. So, the effect is interesting for sure, but becomes very weird in the warlock DK mode, because Lifesteal has to deal damage to heal, so you're in effect making the hero power "heal 3" while this is on the board.
Regardless, I think the body's weak. Realistically you have to wait until T7 to get value, and by then a 2/5 "heal 2, draw a card" doesn't do much.
Well, it's a good thing I've been making a Pirate themed expansion, so I've come prepared. I've been developing ways for the non-weapon classes to use Pirates, and here is the first batch of ideas I've come up with.
Firstly, is an early game card for Druids. So when I was making my non-weapon class Pirates, I wanted to find a way for those classes to get use out of Pirates. So what I did was create a token weapon. The 1/1 Flintlock.
This is a 1/1 weapon, so it can only be swung once. This can be useful for two things: 1. You can ping off a minion, or 2. Hold the weapon to take advantage of the weapon Pirates abilities, like Southsea Deckhand. Alternatively, you could just draw a card with her in the late game. An extremely useful 1 drop.
Next, I've made a collectable version of Captain Cookie! This Captain Cookie is designed for Murloc decks, and Shamans that have a lot of pirates. He's basically a better Mistcaller.
The last Pirate I have for you is the Nether Raider. A 3 mana 4/5 with charge. HOWEVER, he removes a card from the top of your deck. Can't use Possessed Lackey or Skull of the Man'ari with him, because he's a Pirate. He's forsaken his Demon heritage to become a treasure hunter.
The Draw on turn one is way too good. I think it should be at least a 2 mana card and the weapon should be a 1/2 or a 2/2 (If it's 2 mana).
Uh I'm not using these ideas anymore. I have new and better ideas on page 10.
Friday morning bump. Feedback for feedback. The Gold Diggers have the same effect; one version's text has a little more flavor, but is smaller. The other has simpler, but larger text. And the pirate treant is still there for your consideration.
i like the golddigger, but it's too easy to kill; either make the effeck at turn end, so you're guaranteed a coin, or increase the card
walking plank is also very cool, especially the name, but i preffer the doggy.
here are some modified versions of my original idea, plus a new one, what do you think?
Thanks for the feedback!
On the doggy, you kill it as the rogue's opponent, then you have three Coins stuck in your deck, which become worse and worse draws as the game goes on. Obviously, that's a big hit to Reno decks, but you don't think it's enough of a deterrent? I'm trying to balance the choice between killing the doggy (and leaving the coins in your deck) or letting it pull the coins out of your deck but letting the rogue have them.
I am in favor of the Felemental. I guess I'm not feeling the flavor of the drake. I think you could give the Felemental some additional stats, unless the Hero Power heal effect persists for the whole game. (if that's the case, then the card becomes crazy strong)
Also, I think you need to have "Battlecry" in there, right? I'd say work on the first version, because it's a little more interesting. The second one is a strictly worse Violet Illusionist, which already doesn't see play.
yeah, i see what you mean about the golddigger; i thaught of that when i wrote the comment, but i still found it too weak; but you might be right.
regarding the felemental, the effect happens while the card is on the board, but you have to have played an elemental the previous turn to trigger it; i didn't want it to be a battlecry because i wanted to use that effect differently; what do you think? too strong? too weak? (also, if you're in deathnight mode, or if you're a hunter or mage, if you've played an elemental the previous turn, the effect still triggers, so there's that)
Alright, now I see what you're going for. I'm conditioned to think that it needs a battlecry, because that's how most (all?) of the existing "If you played an elemental last turn" triggers work. So, the effect is interesting for sure, but becomes very weird in the warlock DK mode, because Lifesteal has to deal damage to heal, so you're in effect making the hero power "heal 3" while this is on the board.
Regardless, I think the body's weak. Realistically you have to wait until T7 to get value, and by then a 2/5 "heal 2, draw a card" doesn't do much.
well... this is embarising... the card is supposed to cost 3.
I want a new title, but Flux won't let me have one,
(Theradras is supposed to be an elemental, aw poop)
I want a new title, but Flux won't let me have one,
I want a new title, but Flux won't let me have one,
Friday morning bump. Feedback for feedback. The Gold Diggers have the same effect; one version's text has a little more flavor, but is smaller. The other has simpler, but larger text. And the pirate treant is still there for your consideration.
Looking for some last feedback on these for tweaks and, then, submitting.
I want a new title, but Flux won't let me have one,
Hello! I'm here to ask politely for a front page post.
Love.