Thank you so much for your feedback. I want to mention some things regarding my cards before I comment on your last one:
Rock Barrage - "It is somewhat concerning that with just 5 cards, you could turn your hand into a 10 mana "Deal 15 damage", so you may wanna decrease the cost to 2" Did you mean that I should decrease the damage to 2? If this is so, then I kinda want to disagree. I don't see anything concerning regarding the damage of those rocks just because the value you will get depends on your hand size. If you have only 4 cards in hand and use this one, you will get only 3 pebbles to throw. If this isn't enough and you want to increase the rock production, then you can wait but doing so you give your opponent enough time to react and to stabilize.
If you are playing vs control Warrior, then you will most likely be at a reasonable health state to survive the barrage. Not to mention, that the warrior will do 12 damage on the first turn just because they spent 1 mana to replace their cards. But if you made it that late, in order for the warrior to decide to replace their valuable cards with plain Darkbombs, then you are probably playing control yourself and have healing tools in your disposal as well. Fire Plume's Heart would be better in that situation. I actually see this card in a mid-range warrior or in the new Tempo Warrior list. With cards like Battle Rage you can draw lots and lots, in order to transform them into a reach. This is how I'm seeing my card.
Act of Friendship - Not going to disagree on what you or others have said, but if you look at the entries in the submission page, then you will see how many creative and original ones people have come up with. Up until Thursday I only had Totem Fury, which I also consider to be strong but a really simple and boring design. I wanted to make something, which would stand out and be remembered. ------------------------------------------------------------------------------------------------------------------------------------------------------------------
I hope you saw the other post, where I gave you a more detailed feedback. Choose Twice, although mentioning the Choose word, is a completely different keyword. The player has to choose an outcome but twice and out of 3 different possibilities, which are shown at the same time. I agree with what you said, that an interaction with Fandral wouldn't be balanced and that's why it wouldn't be implemented, but I just wanted to clarify this misunderstanding. Anyway go with the first version. It's cleaner than the others.
I must say - the idea behind this is really interesting. A power, that becomes stronger over time and which may exceed over your possibilities, if you don't control it on time, is a nice theme for the warlock class. I will gladly give you my upvote, but you have to modify the card a lot:
- Change the art and also the title. Something like "Focused Chaos" or "Soulburn" or maybe something else (see this list).
- the "each turn" part will make your card useless, if you happen to get it on turn 1. Change it so, that it will increase its cost on your turns (<>Nerubian Prophet).
- The text exceeds over 4 lines and it may have too many things going on. Imho you should reword it like so "At the start of your turn, increase this card's Cost by (1). Deal damage equal to its Cost." or something like that. I think it would be too powerful to damage the opponent's side of the board anyway.
[edit] When you do all of those stuff, post your card on this thread one more time so that we can review it. ;)
Heya, as much as I love the idea behind this, I'm going to advise you to design a different card. Reasons:
- Maybe not that important, but there is already a card called Forbidden Ritual and it would be kinda strange to have two different cards with the same title. Imho if you are planning to design something similar in the future, then use the WotOG watermark and a different art.
- Capital letters and punctuation signs are missing.
- The wording doesn't make that much sense. Either it's a "Start of Game" effect, which takes place since turn 1 until the end of the game, or you get the effect on a single turn. The last sentence of your card kinda indicates, that you would get the double damage buff only on turn 1 and since you only have 1 mana crystal, you are either going to deal 6 damage (Arcane Missiles) or 12 (2x Arcane Missiles) with The Coin. I know that you meant how the buff will be present on your turns only, but you can skip this part, since this interaction is obvious. No one can cast a spell and deal damage on the opponent's turn (except with Explosive Runes).
- This leads me to most important part - this card is super broken in any spell based deck, aka in almost every mage deck. Mage doesn't care about the stats of their minions, Jaina's power comes from her spells. May I remind you how strong Freeze Mage was back in the days?
Hey, your very first card was super interesting, but I wanted to tell you that the cost didn't matter that much.
About the new card and others' advises - do what you think it's best. I personally think, that this card will be super strong in a miracle deck. In order to secure the coin, you will also attack with your weapon. Imho it won't matter that much how you will sequence the attack - either before or after the spell, I just see how the rogue player channels different spells for the Gadgetzan Auctioneer and makes a gigantic Edwin VanCleef. As a disclaimer to my own post I will say that not every strong interaction should be considered as a problematic one, that's why I'm leaving you to decide what would be best for your card.
@Kovachut Thanks for your input. As such, I have dropped Powerful Shot. Here are my different versions of Ambush, and a modified version of Charged Static (And yes, I like Thunderaan too).
The reasoning behind the cards:
Ambush: I wanted to create a smaller version of Kill Command like they do with several other cards like Explosive Shot and Grievous Bite. The version on the left only damages minions, therefore it can probably afford to do more damage. The one on the right can target the opponent hero, so I think it should do less damage. I don't really think it makes a difference at those small values anyways.
Charged Static: I wanted to play around with the concept of having to charge up an effect to have it done on the next turn, similar to charging static. Yes, this is just a powercreeped Earth Shock, but I think it's fairly balanced. You have to wait until the next turn for the silence to proc, therefore is you cast this on, say, an Obsidian Statue, the opponent has a chance to get a hit from the lifesteal, or somehow kill it to benefit from the deathrattle. It also seems quite flexible, because you either can play it for the silence, or the 3 damage to set up a trade or something on your next turn (Due to inconsistencies in coding, interactions differ depending on the patch. Currently, this should cancel a Doomsayer proc, as does Corruption).
Now for other peoples' cards.
- @Hieii
It's a cool concept, but it's a bit complex. I think that the "If this costs (5) or more" bullshit should be cut, because (1) it makes the card absolutely busted when drawn at the right time, and (2) it takes a lot of words. In general, a card shouldn't have more than 4 lines of text. Also, change the wording to "At the start/end of your turn" because otherwise, that makes this card unplayable if drawn early on. Finally, the art doesn't match the card name. I would either change the art or change the name to something like "Doom Meteor" or "Growing Doom" or something like that.
- @scarfdeath
Spells aren't supposed to be legendary. Moreso, this feels like a quest more than a spell that you play. You're going to want to cut down the text by getting rid of words like "Make a sacrifice" and stuff because that makes the card text too long. It's also really poorly valued. Giving ALL your minions -1/-1, just so you can have double damage for one turn? I can't think of any deck that this would fit in, except for an OTK combo deck, like the one back in Un'Goro. This card would have been pretty good before the rotation, but considering the meta (and the fact that Mage kinda sucks right now), it probably won't see play. That doesn't mean it isn't interesting though.
- @Cogito_Ergo_Sum
This is really neat. I think the wording on the third card is the best, but IMO it should go Discover/Draw > Even/Odd > Minion/Spell so that it's a bit more consistent at the end. I think that "Decisions" is a better name than "Investigate", but only for a humour aspect. Also, How would this work with Fandral Staghelm? I'd like to think you Discover and even and odd cost spell and minion, and draw an even or odd cost spell and minion. That's a 2 card draw, AND a 2 card Discover for 1 mana (Technically 5, because Fandral Staghelm costs 4). I mean, even compared to Mage, with its random card generating of 2017, that's pretty fucking insane. If I were to not consider Wild, this would be a very cool card, that can probably replace or be run alongside Branching Paths.
EDIT: I realised that about 17 million other people already told you about [card[Fandral Staghelm[/card]. Oh well.
-@thepowrofcheese
Thematically, it doesn't work. Cutpurses are people that nick maybe a $10 bill that fell from your pocket, and nothing else. They don't kill people. I think a better name would be "Hired Help" or something along those lines. And yes, it is a better WANTED!, but you're more likely to play this card like Mortal Coil, as in it's a 1 damage ping, but if it kills it, woohoo! Free shit! This would probably see the most play in Miracel Rogue, since (A) it costs 1, (B) its' a spell and (C) it potentially gives you a coin. Other than that, I can probbly see it in a Baku Rogue or maybe a Keleseth Rogue list. It is a cool card though.
I must say - the idea behind this is really interesting. A power, that becomes stronger over time and which may exceed over your possibilities, if you don't control it on time, is a nice theme for the warlock class. I will gladly give you my upvote, but you have to modify the card a lot:
- Change the art and also the title. Something like "Focused Chaos" or "Soulburn" or maybe something else (see this list).
- the "each turn" part will make your card useless, if you happen to get it on turn 1. Change it so, that it will increase its cost on your turns (<>Nerubian Prophet).
- The text exceeds over 4 lines and it may have too many things going on. Imho you should reword it like so "At the start of your turn, increase this card's Cost by (1). Deal damage equal to its Cost." or something like that. I think it would be too powerful to damage the opponent's side of the board anyway.
[edit] When you do all of those stuff, post your card on this thread one more time so that we can review it. ;)
the reason i call it hand of gul'dan was the aoe in wow^^
Defence Stance is a good way to gain more armor, however I guess weapon for warrior is more important, and this one is kind slow... I don't know how to make a choice between Fifty Shade of Purple and Cannon Fodder, they are both cool ideas with good balanced. Maybe the hunter card is better cause we could use it in a quest deck. The warlock card is a little weak in build, because warlock has so many ways to clear the battle field.
Thunderstorm is kind of weird which not like a shaman class card. I guess the second part should be '... Overload (1) for each card in your opponent's hand.' Act of Friendship is too complex... though it seems balanced. I like Rock Barrage the most. It gives warrior another way to end the game with a fair cost.
And Bump my idea for the last time... I decide to submit the hunter card, but I don't know which version looks better... Should I make it 2 damage? Or make it could choose the enemy minion only? Please help me to make the choice. Thanks again.
I like the idea of it only targeting enemy minions, to punish them for attacking you. But I'm not sure how an arrow attack translates into damage whenever that minion attacks instead of immediate damage.
Anyway, I'm dropping my Reverse Grip idea and have one more card that I'm likely to submit. It's an arguably better Wanted!, but is that too similar to the existing card?
Thanks for feedback! Your card is very interesting and maybe useful for rogue especially in maracle deck.
Arcane Shot. That's why the third card won't be used.
As for the second card - I would prefer Quick Shot, because a) I can hit the opponent's face and b) there are no requirements. I only have to spend an additional mana. Wild card or not, that card is better. As for standard - Wing Blast.
[edit] I prefer the old version of the card. I really do. But I just don't know if the aggressiveness of the hunter card makes it too good or not. That's why I advised you to ask about others' opinion about this.
What? The start of your turn takes place AFTER the opponent's one finishes. Or are you planning to cancel the effect of your own Doomsayer? You also made a nice comparison to Corruption - in frigid cases the silence would be better than the destructive part itself, so overall using the card as a single-target removal is way, way, way weaker than the warlock equivalent. Imho the effect should take place at the end of your turn - this way it will still feel like a charged one, but stronger. It will feel like a more balanced Lightning Bolt, because it won't have an immediate effect so that you e.g. go through a taunt and smack the opponent in the face. In order to balance the lack of Overload, I think that this should target minions only.
I don't like either. Imho "Focused Chaos" fits better, because normally when you charge a spell or a gun, the focused/concentrated power causes more mayhem. See here.
[edit] Soulburn feels like Soulfire. But is just my opinion.
Arcane Shot. That's why the third card won't be used.
As for the second card - I would prefer Quick Shot, because a) I can hit the opponent's face and b) there are no requirements. I only have to spend an additional mana. Wild card or not, that card is better. As for standard - Wing Blast.
[edit] I prefer the old version of the card. I really do. But I just don't know if the aggressiveness of the hunter card makes it too good or not. That's why I advised you to ask about others' opinion about this.
What? The start of your turn takes place AFTER the opponent's one finishes. Or are you planning to cancel the effect of your own Doomsayer? You also made a nice comparison to Corruption - in frigid cases the silence would be better than the destructive part itself, so overall using the card as a single-target removal is way, way, way weaker than the warlock equivalent. Imho the effect should take place at the end of your turn - this way it will still feel like a charged one, but stronger. It will feel like a more balanced Lightning Bolt, because it won't have an immediate effect so that you e.g. go through a taunt and smack the opponent in the face. In order to balance the lack of Overload, I think that this should target minions only.
Yes, I meant that it should cancel your own Doomsayer. Who knows why this interaction will be useful, but hey, Toast thought DDos Priest was Pointless.
I think you're right about Charged Static. I was worried that 3 damage AND a silence would be too strong in the mid-late game, so I wanted to give the opponent a chance to do something. But I do see why it's weaker than Corruption, and potentially why it could be replaced by Lightning Bolt. My thought process was this: you either use this for its silence, its removal or to set up a trade, or a combination of those. It's sort of like a combination of Corruption, Silence and Lightning Bolt. Also, it says "silence it", so I don't think the minion part is necessary, but it's on Silence, so...
Anyways, I might stick Charged Static in the back pocket for now. I agree that Ambush is just a combination of Arcane Shot and Kill Command, but I think that's what makes it balanced. Arcane Shot deals 2 damage for 1, to that part's fair enough. Kill Command is meant to be a little undercosted, because it has a requirement that can be awkward sometimes. After much deliberation and peer feedback (I went onto Reddit), I think the old version is better too. I don't think the aggro-ness of Hunter will make the card OP because if you're playing an aggro deck, you're probably running Flanking Strike instead. This will probably fit in an aggro deck, but like Backstab, it will be subpar unless the condition is met. Yes, it is a simple condition, but so is Backstab.
And finally, here is my competition submission. I hope it's not too late.
Here are my 3 ideas. My first consideration into entering this competition in months.
Divine Recall Note: "Note: Self-buffing/Self Inflicting Battlecry effects cannot be targeted by this spell."
First issue: the third card uses the same art as Lay on Hands.
Divine Recall is a bit too complex because it can't target every Battlecry. As a rule of thumb (and not just in Hearthstone custom card creation), if your card states a general purpose, but does not work with certain cards, you should probably drop the idea. It will just get lost in translation. Unless, of course, it's something like Fandral Staghelm against a Choose Once card with multiple effects.
Extermination is a cool idea. However, you aren't going to play this in the early game, which is probably where an Overload of 5 is best spent. It feels like you're really going to limit yourself on the next turn, even if you play this on a 12/12 Edwin VanCleef. But hey, Crackling Doom made Shaman probably the best class in arena, so what do I know.
Decapitate sounds like a Warrior card. I don't know what else you would replace it with, but it just doesn't fit in Rogue. The effect is kinda cool, but again, like Exterminate, this is probably USELESS from turns 1-6, therefore limiting this card to only being used in slower, control Rogue (or in the current case, Tempo Rogue with Tess Greymane and Face Collector). Now, when I saw this card, the first thing I thought was "Why wouldn't I just play Vilespine Slayer?" There are a few advantages, in the sense that you don't need another card to combo into this one, but as a whole, I would probably play Vilespine AND this card, but only in Burgle Rogue.
@Kovachut Thanks for your input. As such, I have dropped Powerful Shot. Here are my different versions of Ambush, and a modified version of Charged Static (And yes, I like Thunderaan too).
The reasoning behind the cards:
Ambush: I wanted to create a smaller version of Kill Command like they do with several other cards like Explosive Shot and Grievous Bite. The version on the left only damages minions, therefore it can probably afford to do more damage. The one on the right can target the opponent hero, so I think it should do less damage. I don't really think it makes a difference at those small values anyways.
Charged Static: I wanted to play around with the concept of having to charge up an effect to have it done on the next turn, similar to charging static. Yes, this is just a powercreeped Earth Shock, but I think it's fairly balanced. You have to wait until the next turn for the silence to proc, therefore is you cast this on, say, an Obsidian Statue, the opponent has a chance to get a hit from the lifesteal, or somehow kill it to benefit from the deathrattle. It also seems quite flexible, because you either can play it for the silence, or the 3 damage to set up a trade or something on your next turn (Due to inconsistencies in coding, interactions differ depending on the patch. Currently, this should cancel a Doomsayer proc, as does Corruption).
Now for other peoples' cards.
- @Hieii
It's a cool concept, but it's a bit complex. I think that the "If this costs (5) or more" bullshit should be cut, because (1) it makes the card absolutely busted when drawn at the right time, and (2) it takes a lot of words. In general, a card shouldn't have more than 4 lines of text. Also, change the wording to "At the start/end of your turn" because otherwise, that makes this card unplayable if drawn early on. Finally, the art doesn't match the card name. I would either change the art or change the name to something like "Doom Meteor" or "Growing Doom" or something like that.
- @scarfdeath
Spells aren't supposed to be legendary. Moreso, this feels like a quest more than a spell that you play. You're going to want to cut down the text by getting rid of words like "Make a sacrifice" and stuff because that makes the card text too long. It's also really poorly valued. Giving ALL your minions -1/-1, just so you can have double damage for one turn? I can't think of any deck that this would fit in, except for an OTK combo deck, like the one back in Un'Goro. This card would have been pretty good before the rotation, but considering the meta (and the fact that Mage kinda sucks right now), it probably won't see play. That doesn't mean it isn't interesting though.
- @Cogito_Ergo_Sum
This is really neat. I think the wording on the third card is the best, but IMO it should go Discover/Draw > Even/Odd > Minion/Spell so that it's a bit more consistent at the end. I think that "Decisions" is a better name than "Investigate", but only for a humour aspect. Also, How would this work with Fandral Staghelm? I'd like to think you Discover and even and odd cost spell and minion, and draw an even or odd cost spell and minion. That's a 2 card draw, AND a 2 card Discover for 1 mana (Technically 5, because Fandral Staghelm costs 4). I mean, even compared to Mage, with its random card generating of 2017, that's pretty fucking insane. If I were to not consider Wild, this would be a very cool card, that can probably replace or be run alongside Branching Paths.
EDIT: I realised that about 17 million other people already told you about [card[Fandral Staghelm[/card]. Oh well.
-@thepowrofcheese
Thematically, it doesn't work. Cutpurses are people that nick maybe a $10 bill that fell from your pocket, and nothing else. They don't kill people. I think a better name would be "Hired Help" or something along those lines. And yes, it is a better WANTED!, but you're more likely to play this card like Mortal Coil, as in it's a 1 damage ping, but if it kills it, woohoo! Free shit! This would probably see the most play in Miracel Rogue, since (A) it costs 1, (B) its' a spell and (C) it potentially gives you a coin. Other than that, I can probbly see it in a Baku Rogue or maybe a Keleseth Rogue list. It is a cool card though.
Thanks for the input! Yeah, Fandral Staghelm doesn't work with this. Otherwise, 5 mana "Add 8 cards to your hand" seems a bit...OP. So I'm gonna say it works like Branching Paths. Heh :P
Charged Static: Cool. It's a nice card that forces your opponent to trade and provides some more Silence utility for Shammy (or just hilarity as you Silence the enemy hero). However, Silence should be capitalized. It's also considerably weaker when compared to Embrace Darkness and Corruption which both have a 4 mana discount off of their non-delayed counterpart (Mind Control and Assassinate). Maybe up the damage to 4 or 5?
Ambush: I like Beast synergy cards, but these spells look considerably weaker and would be outshined by Arcane Shot, Quick Shot, and Wing Blast.
Powerful Shot: It is an interesting Enrage proc but is ultimately kinda inconsistent because the friendly minion targeted is random. I think you should make it like Unwilling sacrifice and make the enemy minion damage random and the friendly minion damage targetable.
When you're submitting an entry in the submission topic, does it matter when you submit it? Like, would I have better odds at getting put into the final poll if I were to submit my card earlier? And how exactly do you choose whether a card goes into the final poll?
When you're submitting an entry in the submission topic, does it matter when you submit it? Like, would I have better odds at getting put into the final poll if I were to submit my card earlier? And how exactly do you choose whether a card goes into the final poll?
Our scoring system is found in every Submission Thread starting post, inside the Competition Process spoiler:
( ab ) / ( c ) = x
Where, a = The total number of submissions on the same page as the submission. b = The total number of up-votes that the submission received. c = The total number of up-votes on the same page as the submission. x = The submission's final score.
Submissions on Page 1 will be seen more often than those posted at the last minute; that's just a simple truth. We try to make it fair for everyone regardless of where and when you submit, so your submission is partially weighted toward what page you submit it on. That being said, Page 1 is not a guaranteed fail, nor is submitting on the final page a guaranteed success. Whatever submission "strategy" you want to utilize to get to the finals, that's your prerogative, but the most important part - making a good card - still comes first.
If you're curious about my particular strategy, I can tell you it's a great one:
Post in the Discussion thread + provide feedback.
Wait a day or two to see if anyone remarks on my card.
Forget about it.
Remember I didn't submit, and then do so.
Rollback Post to RevisionRollBack
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
Is the submission thread out yet? I know its been longer than 24 hours but I can't seem to find it. Also, is there a way to be informed whenever a discussion/sub,mission thread goes up?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
what you guys think about my card ? balance too OP ? suggestions ?
Thank you so much for your feedback. I want to mention some things regarding my cards before I comment on your last one:
Rock Barrage - "It is somewhat concerning that with just 5 cards, you could turn your hand into a 10 mana "Deal 15 damage", so you may wanna decrease the cost to 2" Did you mean that I should decrease the damage to 2? If this is so, then I kinda want to disagree. I don't see anything concerning regarding the damage of those rocks just because the value you will get depends on your hand size. If you have only 4 cards in hand and use this one, you will get only 3 pebbles to throw. If this isn't enough and you want to increase the rock production, then you can wait but doing so you give your opponent enough time to react and to stabilize.
If you are playing vs control Warrior, then you will most likely be at a reasonable health state to survive the barrage. Not to mention, that the warrior will do 12 damage on the first turn just because they spent 1 mana to replace their cards. But if you made it that late, in order for the warrior to decide to replace their valuable cards with plain Darkbombs, then you are probably playing control yourself and have healing tools in your disposal as well. Fire Plume's Heart would be better in that situation. I actually see this card in a mid-range warrior or in the new Tempo Warrior list. With cards like Battle Rage you can draw lots and lots, in order to transform them into a reach. This is how I'm seeing my card.
Act of Friendship - Not going to disagree on what you or others have said, but if you look at the entries in the submission page, then you will see how many creative and original ones people have come up with. Up until Thursday I only had Totem Fury, which I also consider to be strong but a really simple and boring design. I wanted to make something, which would stand out and be remembered.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
I hope you saw the other post, where I gave you a more detailed feedback. Choose Twice, although mentioning the Choose word, is a completely different keyword. The player has to choose an outcome but twice and out of 3 different possibilities, which are shown at the same time. I agree with what you said, that an interaction with Fandral wouldn't be balanced and that's why it wouldn't be implemented, but I just wanted to clarify this misunderstanding. Anyway go with the first version. It's cleaner than the others.
As a non english speaker i would like to know if the text in well made and understandable:
(and i think the aoe is to op too but cant figure out how to do that better :'( )
thx !
Love the tribes.
I must say - the idea behind this is really interesting. A power, that becomes stronger over time and which may exceed over your possibilities, if you don't control it on time, is a nice theme for the warlock class. I will gladly give you my upvote, but you have to modify the card a lot:
- Change the art and also the title. Something like "Focused Chaos" or "Soulburn" or maybe something else (see this list).
- the "each turn" part will make your card useless, if you happen to get it on turn 1. Change it so, that it will increase its cost on your turns (<>Nerubian Prophet).
- The text exceeds over 4 lines and it may have too many things going on. Imho you should reword it like so "At the start of your turn, increase this card's Cost by (1). Deal damage equal to its Cost." or something like that. I think it would be too powerful to damage the opponent's side of the board anyway.
[edit] When you do all of those stuff, post your card on this thread one more time so that we can review it. ;)
Heya, as much as I love the idea behind this, I'm going to advise you to design a different card. Reasons:
- Maybe not that important, but there is already a card called Forbidden Ritual and it would be kinda strange to have two different cards with the same title. Imho if you are planning to design something similar in the future, then use the WotOG watermark and a different art.
- Capital letters and punctuation signs are missing.
- The wording doesn't make that much sense. Either it's a "Start of Game" effect, which takes place since turn 1 until the end of the game, or you get the effect on a single turn. The last sentence of your card kinda indicates, that you would get the double damage buff only on turn 1 and since you only have 1 mana crystal, you are either going to deal 6 damage (Arcane Missiles) or 12 (2x Arcane Missiles) with The Coin. I know that you meant how the buff will be present on your turns only, but you can skip this part, since this interaction is obvious. No one can cast a spell and deal damage on the opponent's turn (except with Explosive Runes).
- This leads me to most important part - this card is super broken in any spell based deck, aka in almost every mage deck. Mage doesn't care about the stats of their minions, Jaina's power comes from her spells. May I remind you how strong Freeze Mage was back in the days?
Sorry mate, design something different.
Hey, your very first card was super interesting, but I wanted to tell you that the cost didn't matter that much.
About the new card and others' advises - do what you think it's best. I personally think, that this card will be super strong in a miracle deck. In order to secure the coin, you will also attack with your weapon. Imho it won't matter that much how you will sequence the attack - either before or after the spell, I just see how the rogue player channels different spells for the Gadgetzan Auctioneer and makes a gigantic Edwin VanCleef. As a disclaimer to my own post I will say that not every strong interaction should be considered as a problematic one, that's why I'm leaving you to decide what would be best for your card.
@Kovachut Thanks for your input. As such, I have dropped Powerful Shot. Here are my different versions of Ambush, and a modified version of Charged Static (And yes, I like Thunderaan too).
The reasoning behind the cards:
Ambush: I wanted to create a smaller version of Kill Command like they do with several other cards like Explosive Shot and Grievous Bite. The version on the left only damages minions, therefore it can probably afford to do more damage. The one on the right can target the opponent hero, so I think it should do less damage. I don't really think it makes a difference at those small values anyways.
Charged Static: I wanted to play around with the concept of having to charge up an effect to have it done on the next turn, similar to charging static. Yes, this is just a powercreeped Earth Shock, but I think it's fairly balanced. You have to wait until the next turn for the silence to proc, therefore is you cast this on, say, an Obsidian Statue, the opponent has a chance to get a hit from the lifesteal, or somehow kill it to benefit from the deathrattle. It also seems quite flexible, because you either can play it for the silence, or the 3 damage to set up a trade or something on your next turn (Due to inconsistencies in coding, interactions differ depending on the patch. Currently, this should cancel a Doomsayer proc, as does Corruption).
Now for other peoples' cards.
- @Hieii
It's a cool concept, but it's a bit complex. I think that the "If this costs (5) or more" bullshit should be cut, because (1) it makes the card absolutely busted when drawn at the right time, and (2) it takes a lot of words. In general, a card shouldn't have more than 4 lines of text. Also, change the wording to "At the start/end of your turn" because otherwise, that makes this card unplayable if drawn early on. Finally, the art doesn't match the card name. I would either change the art or change the name to something like "Doom Meteor" or "Growing Doom" or something like that.
- @scarfdeath
Spells aren't supposed to be legendary. Moreso, this feels like a quest more than a spell that you play. You're going to want to cut down the text by getting rid of words like "Make a sacrifice" and stuff because that makes the card text too long. It's also really poorly valued. Giving ALL your minions -1/-1, just so you can have double damage for one turn? I can't think of any deck that this would fit in, except for an OTK combo deck, like the one back in Un'Goro. This card would have been pretty good before the rotation, but considering the meta (and the fact that Mage kinda sucks right now), it probably won't see play. That doesn't mean it isn't interesting though.
- @Cogito_Ergo_Sum
This is really neat. I think the wording on the third card is the best, but IMO it should go Discover/Draw > Even/Odd > Minion/Spell so that it's a bit more consistent at the end. I think that "Decisions" is a better name than "Investigate", but only for a humour aspect. Also, How would this work with Fandral Staghelm? I'd like to think you Discover and even and odd cost spell and minion, and draw an even or odd cost spell and minion. That's a 2 card draw, AND a 2 card Discover for 1 mana (Technically 5, because Fandral Staghelm costs 4). I mean, even compared to Mage, with its random card generating of 2017, that's pretty fucking insane. If I were to not consider Wild, this would be a very cool card, that can probably replace or be run alongside Branching Paths.
EDIT: I realised that about 17 million other people already told you about [card[Fandral Staghelm[/card]. Oh well.
-@thepowrofcheese
Thematically, it doesn't work. Cutpurses are people that nick maybe a $10 bill that fell from your pocket, and nothing else. They don't kill people. I think a better name would be "Hired Help" or something along those lines. And yes, it is a better WANTED!, but you're more likely to play this card like Mortal Coil, as in it's a 1 damage ping, but if it kills it, woohoo! Free shit! This would probably see the most play in Miracel Rogue, since (A) it costs 1, (B) its' a spell and (C) it potentially gives you a coin. Other than that, I can probbly see it in a Baku Rogue or maybe a Keleseth Rogue list. It is a cool card though.
Love the tribes.
Here are my 3 ideas. My first consideration into entering this competition in months.
Divine Recall Note: "Note: Self-buffing/Self Inflicting Battlecry effects cannot be targeted by this spell."
I'm creating a new custom expansion: The Bitter Reaches! Check out the progress on my Imgur page! ( http://lemondude617.imgur.com/ )
Thanks for the input! Yeah, Fandral Staghelm doesn't work with this. Otherwise, 5 mana "Add 8 cards to your hand" seems a bit...OP. So I'm gonna say it works like Branching Paths. Heh :P
Yo mod bois:
When you're submitting an entry in the submission topic, does it matter when you submit it? Like, would I have better odds at getting put into the final poll if I were to submit my card earlier? And how exactly do you choose whether a card goes into the final poll?
is it a good idea or may be a plagiarism?
Submissions on Page 1 will be seen more often than those posted at the last minute; that's just a simple truth. We try to make it fair for everyone regardless of where and when you submit, so your submission is partially weighted toward what page you submit it on. That being said, Page 1 is not a guaranteed fail, nor is submitting on the final page a guaranteed success. Whatever submission "strategy" you want to utilize to get to the finals, that's your prerogative, but the most important part - making a good card - still comes first.
If you're curious about my particular strategy, I can tell you it's a great one:
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
Hey now. Don't go around assuming our genders.Jkjk. Ignore me as I try to pretend I'm edgier than I really am.Wished to be pink.
Then did.
Then fired myself.
Then did again.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Is the submission thread out yet? I know its been longer than 24 hours but I can't seem to find it. Also, is there a way to be informed whenever a discussion/sub,mission thread goes up?