Hey, what do you guys think? I didn't have a name or an art for it, but it might be my entry
Seems a little too strong in Zoolock. Dump your hand onto your board, heal back to full once your hand is empty, life tap to get your hand back, there's a second board, and a third board from Bloodreaver.
Peasant's Struggle is too strong, imo. Just include a lot of card draw, healing, and removal, and you'll win eventually. In Wild, it would be another way for Exodia Paladin decks to win. Telepath's gambit also just seems like a hope-you-drew-enough-removal situation, which doesn't seem very fun.
Demon's Rite seems really cool, though. Turn 1, draw a card and play Demon's Rite, then you have between 7 and 14 turns to beat your opponent, depending on how often you life tap. You won't be able to start dropping the buffed demons until turn 4 or 5 since you'll want to actually be developing a board early on, so it's kind of a mid-range-y Keleseth 2.0. Not sure how balanced it is, it seems really tough to balance, but I like the premise. Plus the flavor crossover with Power Overwhelming makes me happy :)
Submission Topic is now up! Apologies for the incredible lateness, I went to see Infinity War yesterday and in the wake of that I completely forgot about pretty much everything else except Marvel.
I need some advice on cards, I have two choices in mind:
My logic behind them is that Blood to Armor doesn't give you any visible goals, you're just replacing your health with armor, but with cards like Reckless Flurry or Shield Slam it makes removal a little easier or makes cards like Bladed Gauntlet and Gemstudded Golem easier to use.
With Owl's Insight there's no real downside but there's nothing that you really gain either. Sure, you know what cards you're going to draw for the next three turns but some would argue that a good player can just adapt to whatever they draw off the top. Maybe if I changed the text to "Look at the top 3 cards of your deck then place them backin a random order."?
I'm just looking for some opinions on what would best fit the challenge while also being a viable card.
Ok, I came up with new ideas and I would like to hear out your opinion about those. After a while I will continue the reviews. Kthx.
Tokens
Bonus (I would appreciate if you took your time in order to see those)
Note:
1st card - you get an overstated minion with rush, but at the end of the day you have to pay them for staying extra at the work place. If the drawback isn't that big of a deal, I'll increase the cost to 3, make the minion a 4/4 and the discard effect will be 2 cards now.
2nd card - Frozen Crusher, which acknowledges warlocks' biggest weakness. It also gives an information to the opponent about the hand contents.
3rd card - maybe a bit too complicated, but it's an ongoing effect. The more demons you summon, the more damage you will take. Since this happens automatically, you can't prevent the burn and thus your inevitable demise. Also I forgot the tag, Scheisse.
5th card - a more simple version of the card. But I personally prefer the previous one.
4th card - this is the card I submited back in the Echo/Rush competition. It's a punishing reach for the warlocks, especially for zoolocks. Synergy with potential support in the future (self hurt cards).
I need some advice on cards, I have two choices in mind:
My logic behind them is that Blood to Armor doesn't give you any visible goals, you're just replacing your health with armor, but with cards like Reckless Flurry or Shield Slam it makes removal a little easier or makes cards like Bladed Gauntlet and Gemstudded Golem easier to use.
With Owl's Insight there's no real downside but there's nothing that you really gain either. Sure, you know what cards you're going to draw for the next three turns but some would argue that a good player can just adapt to whatever they draw off the top. Maybe if I changed the text to "Look at the top 3 cards of your deck then place them backin a random order."?
I'm just looking for some opinions on what would best fit the challenge while also being a viable card.
I don't think Blood to Armor is eligible because 2 damage isn't a "significant" downside unless you're at such a small Health total. In Wild, it would also be broken with Siege Engine. By itself, the card quite literally does absolutely nothing after the first cast which ultimately defeats the purpose of it being an Echo card, and is something else to consider.
Owl's Insight looks extremely underpowered. Honestly, it could probably cost 0 and I don't know if it would even see play. To put this into perspective, look at the Hero Power for my Time Traveler class, which uses the same mechanic.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Because i'm so insistent on making Blackhand a viable card, I have 3 new iterations that have more presence and a bigger drawback. The 3rd one was what CheeseEtc suggested I do so in essence it makes him an 8 mana 12/9 and damaged right off the bat.
ALSO the first version may be synonymous with the third one. Probably 12/12 for 8 with rush and deal 3 to all other minions (previous idea I had) I WANT TO MAKE THIS CARD WORK
also @Kovachut I am still sold of Mutual Agony, I think it's a perfect card. But with the stat boost and effect of San'layn, I could definitely see that one being really good too!
While I still like my Boom Jr idea (all the memes!) I came up with something better. Looking for art of an actual thrown boot. The Booterang is a Warcraft item that is as it sounds: a boot boomerang. It's used to 'motivate' useless lazy peons. If it's not clear enough, it can become 'Taskmaster's Lash' or something similar.
While I still like my Boom Jr idea (all the memes!) I came up with something better. Looking for art of an actual thrown boot. The Booterang is a Warcraft item that is as it sounds: a boot boomerang. It's used to 'motivate' useless lazy peons. If it's not clear enough, it can become 'Taskmaster's Lash' or something similar.
No, basically turn 1 gain 5 armor then turn 3/4 replace this. The drawback isn't big enough/even there. Maybe make it MAKE your hero attack a friendly minion and/or can't be replaced? because as is, turn 1 play this then turn 2 minion then turn 3 Fiery War Axe, no need to attack at all with this.
I'm thinking of going with this, but I'm unsure if the effect is too powerful (even considering the drawback of permanent* hero power loss (*until you play something which replaces the hero power, such as the warrior DK. You would not keep your upgraded hero power from Baku with this.)) Pirate warrior is a consideration here too. Arms warrior is generally the most dps-y spec, so I thought losing armour up to equip a big 2h weapon was cute.
Of course, warrior has weapon buffs, so despite the pain of sacrificing the flavour here perhaps it would be better in another class (i.e. shaman)
Thank you so much for reviewing my cards again. I just wanted to design more and to get people's opinion about them. I still respect your one and I will take acknowledge it before I make the final decision.
With a small delay (due to my family using the computer) I will start giving my feedback to all of the users starting with you:
I personally think that the first and the third versions don't present that much of a drawback. You can use the first version to either trigger one of your enrage minions or if you are lucky enough to split the damage evenly, so that no of your minions can die. The third card is a nice stated body w/o a drawback in a control warrior list and also in arena. And not to mention, that the effect isn't that exciting. The 3 damage to your own minions would be more significant, if you made a 4 or a 5 mana card. So I would prefer the second drawback.
I won't mind if you replace the taunt with the rush keyword, but the legendary should cost 9 either way. Icehowl is already existing in the game for being an overstated legendary with a purpose of impacting the board only. Ozruk as well (though this one has a condition). Another argument, which I used in my previous posts and some people may have found it to be stupid, but imho we should also take into consideration how popular Spiteful Summoner currently is. I know, that the card itself is the problematic one and it doesn't have anything to do with your card idea, but Spiteful decks are very common and just imagine how you give them yet another high-roll w/o a drawback.
If you don't find it to be logical as others did, then ignore it but see the first 2 examples. Some minions are meant to cost 9.
Hey, what do you guys think? I didn't have a name or an art for it, but it might be my entry
I think this might be a little op, any tips on how could i make this card a bit more balanced?
Submission Topic is now up! Apologies for the incredible lateness, I went to see Infinity War yesterday and in the wake of that I completely forgot about pretty much everything else except Marvel.
You can find me here! Good luck everyone!
So does this qualify? It doesn’t directly harm you but clogs your hand with cards that DO have huge downsides until you’re brave enough to play them.
Click the image to go to my custom Time Traveler class.
Thx all for the feedback. I will design 2 or 3 more cards and I will "fix" my previous ones.
After that I will start my novels. kthx
I need some advice on cards, I have two choices in mind:
My logic behind them is that Blood to Armor doesn't give you any visible goals, you're just replacing your health with armor, but with cards like Reckless Flurry or Shield Slam it makes removal a little easier or makes cards like Bladed Gauntlet and Gemstudded Golem easier to use.
With Owl's Insight there's no real downside but there's nothing that you really gain either. Sure, you know what cards you're going to draw for the next three turns but some would argue that a good player can just adapt to whatever they draw off the top. Maybe if I changed the text to "Look at the top 3 cards of your deck then place them backin a random order."?
I'm just looking for some opinions on what would best fit the challenge while also being a viable card.
Ok, I came up with new ideas and I would like to hear out your opinion about those. After a while I will continue the reviews. Kthx.
Tokens
Bonus (I would appreciate if you took your time in order to see those)
Note:
1st card - you get an overstated minion with rush, but at the end of the day you have to pay them for staying extra at the work place. If the drawback isn't that big of a deal, I'll increase the cost to 3, make the minion a 4/4 and the discard effect will be 2 cards now.
2nd card - Frozen Crusher, which acknowledges warlocks' biggest weakness. It also gives an information to the opponent about the hand contents.
3rd card - maybe a bit too complicated, but it's an ongoing effect. The more demons you summon, the more damage you will take. Since this happens automatically, you can't prevent the burn and thus your inevitable demise. Also I forgot the tag, Scheisse.
5th card - a more simple version of the card. But I personally prefer the previous one.
4th card - this is the card I submited back in the Echo/Rush competition. It's a punishing reach for the warlocks, especially for zoolocks. Synergy with potential support in the future (self hurt cards).
Click the image to go to my custom Time Traveler class.
New idea for Captain Shivers. What do you think?
what's the treasure?
Because i'm so insistent on making Blackhand a viable card, I have 3 new iterations that have more presence and a bigger drawback. The 3rd one was what CheeseEtc suggested I do so in essence it makes him an 8 mana 12/9 and damaged right off the bat.
ALSO the first version may be synonymous with the third one. Probably 12/12 for 8 with rush and deal 3 to all other minions (previous idea I had) I WANT TO MAKE THIS CARD WORK
also @Kovachut I am still sold of Mutual Agony, I think it's a perfect card. But with the stat boost and effect of San'layn, I could definitely see that one being really good too!
Weekly Card Design Competition 10.15
While I still like my Boom Jr idea (all the memes!) I came up with something better. Looking for art of an actual thrown boot. The Booterang is a Warcraft item that is as it sounds: a boot boomerang. It's used to 'motivate' useless lazy peons. If it's not clear enough, it can become 'Taskmaster's Lash' or something similar.
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
No, basically turn 1 gain 5 armor then turn 3/4 replace this. The drawback isn't big enough/even there. Maybe make it MAKE your hero attack a friendly minion and/or can't be replaced? because as is, turn 1 play this then turn 2 minion then turn 3 Fiery War Axe, no need to attack at all with this.
Weekly Card Design Competition 10.15
I'm thinking of going with this, but I'm unsure if the effect is too powerful (even considering the drawback of permanent* hero power loss (*until you play something which replaces the hero power, such as the warrior DK. You would not keep your upgraded hero power from Baku with this.)) Pirate warrior is a consideration here too. Arms warrior is generally the most dps-y spec, so I thought losing armour up to equip a big 2h weapon was cute.
Of course, warrior has weapon buffs, so despite the pain of sacrificing the flavour here perhaps it would be better in another class (i.e. shaman)
Ok new Idea:
I personally think that the first and the third versions don't present that much of a drawback. You can use the first version to either trigger one of your enrage minions or if you are lucky enough to split the damage evenly, so that no of your minions can die. The third card is a nice stated body w/o a drawback in a control warrior list and also in arena. And not to mention, that the effect isn't that exciting. The 3 damage to your own minions would be more significant, if you made a 4 or a 5 mana card. So I would prefer the second drawback.