Please don't mind that they have a rarity. They're from my collection. This is what I got so far.
First two seem weak, last one is kinda weirdly worded.
I like Love Potion, that could definitely work for this, but in the end, mby a tad weak as well, since you could just play around it same way you play around most hunter secrets in arena ... just dont attack, until you have a minion you want to sacrifice. The card as it is now is perfectly balanced to be a real constructed card, we r goin for something a little more now :D
My honest opinion is that you can stop the trouble of searching for other ideas and submit "Love Potion Trap" , because it will win and I will vote for it. Haha, no but seriously, I think it's a great card and it fit very well the idea of an arena exclusive card for me.
As for me, I guess I could use some older cards I made in the past.. not sure which one would be best to submit, if any:
Note: the fact that "Gift to the Fallen" can re-summon enemy minions is intentional, make it more tricky and interesting to use. Edit: I just realised that the way it's worded, it would re-summon the enemy minions on your side, which is not what I intended.. will have to change the text if it's the idea I choose.
Cheers to all of you! :) I'll stop myself now and go with Love Potion Trap (unless I figure out something completely fitting... meh).
@Warmingbird: The latter two are not so exciting for my taste. I liked "Gift of the Fallen", but thought it was completely bonkers. Like a Bottled one time trigger Kel'Thuzad. Then I realised (which I presume is intended?), that your opponent's minions will get ressurected as well. This is a great card (if intended that way I'm writing), and I really like it. Forces you to really think about how you trade and when you play this card. Mag-neato.
@Warmingbird: I liked "Gift of the Fallen", but thought it was completely bonkers. Like a Bottled one time trigger Kel'Thuzad. Then I realised (which I presume is intended?), that your opponent's minions will get ressurected as well. This is a great card (if intended that way I'm writing), and I really like it. Forces you to really think about how you trade and when you play this card. Mag-neato.
Indeed, that's what I intended. ^^
I reworded the card to make it less confusing and work as wanted, and now I'm content with it. I'll go submit it. Good luck to you, and hopefully we will compete in the final phase!
Is this balanced? And if it is, is it worded correctly? I don't play much Arena so I'm not sure.
Well, im not rly sure what your intent is here, do you mean to freeze them indefinitely? So like changing them into Block of Ice type of thing to just block board space? If so, then the card is not good at all, first of all that kind of interaction is generally frowned upon and second, it affects your board too, so ... rly bad. If your intent is to have them frozen for one turn longer than normal, then we can try to reword that, but such effect would be quite weak kinda. Mby try to come up with something else ;-)
So I have another idea.This time I'm thinking of just making a card which is very simple, but with a somewhat powerful effect. So the idea is that you play the minion, but when you play it you get two cards. I know I have sometimes had the problem of just getting the right cards when playing arena, so I would think this card will be useful because you get to play a '2 drop' plus have two cards to play with next turn. However I would like to hear what you think.
Rollback Post to RevisionRollBack
My Entry for this week's Card Design Competition - Season 8.16:
Alright, I think that this is a little bit better than my last idea. Feedback? And yes, I know that arena specific cards aren't offered as often as other ones, so I may buff it to a 6/6.
I like it, it's probably on par with Blazing Longsword in powerlevel, a "2/3" that has a powerful effect. It seems balanced to me, but look at my last idea, so what do I know. :P
So I have another idea.This time I'm thinking of just making a card which is very simple, but with a somewhat powerful effect. So the idea is that you play the minion, but when you play it you get two cards. I know I have sometimes had the problem of just getting the right cards when playing arena, so I would think this card will be useful because you get to play a '2 drop' plus have two cards to play with next turn. However I would like to hear what you think.
Alright, I think that this is a little bit better than my last idea. Feedback? And yes, I know that arena specific cards aren't offered as often as other ones, so I may buff it to a 6/6.
I see what you are trying to do, but the big problem with this card that I can see that you need more than one to get that effect into play. Whether you would be able to do that or not would depend on the likelihood of getting the same card twice, which I'm going to say is not likely.
However you could try something like recruit a minion effect which is a bit more powerful than the ones in standard play. So a minion could recruit a minion that cost X amount, or even recruit a minion and when it comes onto the board give it a buff. I think you have a good idea, just play around with it and see what else you can do with it.
So I have another idea.This time I'm thinking of just making a card which is very simple, but with a somewhat powerful effect. So the idea is that you play the minion, but when you play it you get two cards. I know I have sometimes had the problem of just getting the right cards when playing arena, so I would think this card will be useful because you get to play a '2 drop' plus have two cards to play with next turn. However I would like to hear what you think.
Ehm, why isnt it just "Battlecry: Draw 2 cards?" lol ... anyway, yeah it works for the prompt i guess ;-)
Alright, I think that this is a little bit better than my last idea. Feedback? And yes, I know that arena specific cards aren't offered as often as other ones, so I may buff it to a 6/6
Well, generally ur offered one Arena Exclusive card per draft on average, so this wouldnt do much im affraid.
I don't mind changing the name of "Armor All" if the meme doesn't resonate.
I know Bubble Hearth will be an extremely polarizing card, but a) your opponent would still get a win, since the effect is essentially the same as "Your opponent left." b) yeah, it's basically an extra life when you're at 2 losses, but that forces you to treat it as a dead card the rest of the time. Depending on the circumstances when you draw it, I could see it indirectly causing more losses than it prevents.
Any thoughts? Still have rarity and stuff, cause I made them not specifically for this competition. Would change before submitting of course.
Evoy of Shadows feels a little too weak compared to some of the other cards, isnt much exciting either Agressive Swarm, this is a better as an arena card than anything else cause effect like that on minions are scary. Even so, buff it once with a Houndmaster or the likes its pretty much a win unless you have Hard removal or some transform effect. Shuriken, a really nice card that fits rogue imo! If you lower its cost to 2 (maybe 1) then it will be on par with the other arena cards!
I don't mind changing the name of "Armor All" if the meme doesn't resonate.
I know Bubble Hearth will be an extremely polarizing card, but a) your opponent would still get a win, since the effect is essentially the same as "Your opponent left." b) yeah, it's basically an extra life when you're at 2 losses, but that forces you to treat it as a dead card the rest of the time. Depending on the circumstances when you draw it, I could see it indirectly causing more losses than it prevents.
Armor All, lel yea... im not getting the name :P i dont think introducing a new mechanic in an arena card is a good idea, even if its pretty straight foward and selfexplanatory. Bouncing Blaze is probably the best one of these you have here, but even though its effect is understandble the wording is pretty clunky and its hard to think of a new one without changing the effect. Bubble Hearth umm... rather not xd The effect doesnt affect the game itself and having a dead 10 mana card at later games can prove disastrous.
Here are my final two, can't decide which is better:
The worst thing about them imo is the titles, can't think of something cool. Feedback for feedback.
The Great Hunt could be called "Timber!" and that would score it a couple of points. I also think it could cost 3 mana, as timber wolves would be pretty easy to pick off. Jungle Expedition, pretty interesting. I like it personally. But im unsure how others might as quest are banned from arena and all...
* I know Silver Hand Knight is already a card, I just need to rename it.
Any feedback on which of these to go for?
Thanks :)
Deepholm Secrets is really simple and cool, a little bit under the powerlevel of some of the other arena cards. Could see it play these secrets instead but ppl might get Mystrious Challenger vibes :D Blessing of Light, Another simple card and really cool card. A very strong defensive card that if you have even some minions on the board would prove certainly very effective. Silver Hand Knight, rather a weaker card, dont like it very much. I think both prievous ones are better.
Now my turn. Got these 2 ideas that it would be nice if i got feedback on:
Polaroid, *ressummons. A card that would help get around cards like Twisting Nether or DOOM! or any other warlock aoe that damages your stuff. An alternative would be a bit costlier but without the "Destroy" part.
Taken In Negative, just a cool concept i came up with. Kinda like a delayed board clear or something to threaten leathal.
The idea is to provide some breathing space for hunters. They're now the only class with no ability to gain health or armor with their own class cards/abilities, something which has been sorely lacking. Something like this would continue to reward aggressive play and/or control while potentially providing a big chunk of armor for their opponents to eat through.
Considering hunters can only gain a little bit of health from one or two neutral minions each game, I don't feel like this would snowball. Also, while armor gain and defensive play isn't hunters flavor, as defined by Blizzard, this would allow the hunter to be more reckless and aggressive which does fit the flavor.
Finally, speaking of flavor, this card evokes something that Blizzard has not really touched on much for the class: the traditional role of a hunter. Hunting for food, crafting materials and trade goods is part of the identity of a hunter. A successful hunt should end with the hunter skinning their prey and earning something back from it. Representing that as armor seemed appropriate enough, though mana, cards, or healing are other options, too.
My main question for this card is weather or not it should have more or less forbidden rituals attached to it but other than that im pretty content with this card its not the most powerful thing in the universe but it is strong and good for value.
Submissions are now up!
You can find me here! Good luck everyone!
Alright, posting again because not sure what should I submit, I guess Forest's Touch could be one of them.
I fixed Forest's Touch wording, but the unbolded Choose Twice was unfixable, tried tons of times, and it didn't worked.
The joke is you.
Is this balanced? And if it is, is it worded correctly? I don't play much Arena so I'm not sure.
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So I have another idea.This time I'm thinking of just making a card which is very simple, but with a somewhat powerful effect. So the idea is that you play the minion, but when you play it you get two cards. I know I have sometimes had the problem of just getting the right cards when playing arena, so I would think this card will be useful because you get to play a '2 drop' plus have two cards to play with next turn. However I would like to hear what you think.
My Entry for this week's Card Design Competition - Season 8.16:
Alright, I think that this is a little bit better than my last idea. Feedback? And yes, I know that arena specific cards aren't offered as often as other ones, so I may buff it to a 6/6.
I like it, it's probably on par with Blazing Longsword in powerlevel, a "2/3" that has a powerful effect. It seems balanced to me, but look at my last idea, so what do I know. :P
any thoughts?
My Entry for this week's Card Design Competition - Season 8.16:
- Click Here To Join Us On Discord! -
Here are my final two, can't decide which is better:
The worst thing about them imo is the titles, can't think of something cool. Feedback for feedback.
Unpopular opinion: Rogue is OP
How's this?
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
As usual, feedback for feedback
Notes
I don't mind changing the name of "Armor All" if the meme doesn't resonate.
I know Bubble Hearth will be an extremely polarizing card, but
a) your opponent would still get a win, since the effect is essentially the same as "Your opponent left."
b) yeah, it's basically an extra life when you're at 2 losses, but that forces you to treat it as a dead card the rest of the time. Depending on the circumstances when you draw it, I could see it indirectly causing more losses than it prevents.
Alright, I reworked the card. Kind of like a balanced version of Spiteful Summoner, although this could probably be buffed to a 5/5.
Agressive Swarm, this is a better as an arena card than anything else cause effect like that on minions are scary. Even so, buff it once with a Houndmaster or the likes its pretty much a win unless you have Hard removal or some transform effect.
Shuriken, a really nice card that fits rogue imo! If you lower its cost to 2 (maybe 1) then it will be on par with the other arena cards!
Bouncing Blaze is probably the best one of these you have here, but even though its effect is understandble the wording is pretty clunky and its hard to think of a new one without changing the effect.
Bubble Hearth umm... rather not xd The effect doesnt affect the game itself and having a dead 10 mana card at later games can prove disastrous.
Jungle Expedition, pretty interesting. I like it personally. But im unsure how others might as quest are banned from arena and all...
Blessing of Light, Another simple card and really cool card. A very strong defensive card that if you have even some minions on the board would prove certainly very effective.
Silver Hand Knight, rather a weaker card, dont like it very much. I think both prievous ones are better.
Mod Working Reaaaaally Hardly
Here are my ideas so far:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
The idea is to provide some breathing space for hunters. They're now the only class with no ability to gain health or armor with their own class cards/abilities, something which has been sorely lacking. Something like this would continue to reward aggressive play and/or control while potentially providing a big chunk of armor for their opponents to eat through.
Considering hunters can only gain a little bit of health from one or two neutral minions each game, I don't feel like this would snowball. Also, while armor gain and defensive play isn't hunters flavor, as defined by Blizzard, this would allow the hunter to be more reckless and aggressive which does fit the flavor.
Finally, speaking of flavor, this card evokes something that Blizzard has not really touched on much for the class: the traditional role of a hunter. Hunting for food, crafting materials and trade goods is part of the identity of a hunter. A successful hunt should end with the hunter skinning their prey and earning something back from it. Representing that as armor seemed appropriate enough, though mana, cards, or healing are other options, too.
What do you think? Does it fit?
My main question for this card is weather or not it should have more or less forbidden rituals attached to it but other than that im pretty content with this card its not the most powerful thing in the universe but it is strong and good for value.