Whenever I tried to make this mechanic work as a tactical advantage, it ended up underpowered or unimpactful. I thought maybe enabling it to multiply burn could make it viable, but perhaps it ended up a little too powerful. Depends whether Freeze Mage could ever become a thing again in Standard.
Some quick reviews of what I've seen so far.
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@linkblade91 Warrior version has the best wording, best framing for the art and is probably the best class out of the two, but it could be neutral as well.
Thank you for the review. Without any additional help from Open the Waygate or whatever, Infinite Chromie can be a 16-damage burst with Fireball + Pyroblast on turn 10. Seems fairly reasonable for a three-card-combo, but that's also the bare minimum amount of effort. I think the card is cool - I could even see Blizzard making such a card - but I think it would follow with community angst pushing for a nerf.
Assuming it was supported well enough to be more than a meme combo/archetype, that is.
I've always hated discard and remove/burn, so this should be a fun week :/
They're all technically the same; it's just a question of the art's position, how to phrase the text, and class placement.
I think the warrior one is the strongest, the art matches the red color scheme and it looks like it would fit nicely into a Tempo Dragon Warrior Deck. Nice signature too btw
...
And now for mine:
Maybe too strong? I didn't want to make it cost 4 or 5 because the potential downside is so large.
Thanks for the review. I have to agree with Demon in-that Kobold Giant seems like a crazy one-up on Howlfiend. At least make it 4-mana for the meme lol :P
A few concepts off the bat, not as much flavor as I'd like but I think they're balanced.
I completely agree with Demon's assessment. Spurious Hero allows you to "mana cheat" the more expensive Hero Powers out really early, which would be absolutely insane for the Warlock. However, beyond that scenario, it's too restricting to warrant use. The other two have the Gnomeferatu frustration of burning cards but heightened even more-so, especially because you get to choose.
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
A few concepts off the bat, not as much flavor as I'd like but I think they're balanced.
Spurious Hero and Arcane Sniper need Battlecry in their card text. Aside from that, Spurious Hero is too specific to be useful, makes the heroes feel less unique and it's not balanced around every Hero card, since some Hero Powers are not as good or more situational than others (Siphon Life is basically both parts of Plague Lord combined without needing Fandral*). Running a Hero card just to discard it and get the Hero Power also seems a bit counter-intuitive when you can just play the Hero card instead, which also gives you Armor and a useful Battlecry.
Arcane Sniper and Lobotomize also might be too unfair and frustrating for the opponent.
*Yes, Plague Lord gives Armor instead of Health which is marginally better, but it also requires you to hit your target with your hero and lose Health in the process, so it roughly evens out.
The point of Spurious Hero is to gain an advanced hero power before you can actually play them which could help earlier in the game, like Dr. Boom, Frost Lich Jaina, Deathseer Thrall, etc., but maybe you're right.
Ok, so I'm ditching the Kobold Giant idea because it seems too boring/broken. Here are some more ideas I came up with:
Flame of Yama:
Thoughts on any of them?
Extra Feedback:
@Demonxyz95 I think Witch Hunter is really cool, It brings back memories of Moat Lurker and goes well with the Witchwood theme. Only change I'd make is to maybe raise the attack a bit, because 5 mana minions generally need to have good stats to be playable.
@waterwalker seems too easy to enable the Antonidas combo. You could play double sorcerer's apprentice + chromie, then double molten reflection into antonidas. Thats only a 6 card combo that doesn't require a build around like the quest does. Maybe nerf it to 7 mana so that you need to integrate cost reduction mechanics somehow?
@ChildoftheAtom12 I think its actually a little underpowered. Aggro can't use it because they should've been barfing their minions on board already, and control warrior isn't really looking to create a slightly worse Dragoncaller Alanna board. I would keep the cost and change the expansion to Witchwood.
I suspect that this idea is horribly unbalanced, so I'd be interested to see any feedback on how to fix it.
Thanks for your feedback on my card :)
The flavor's good, but when we strip that away the token is simply a Sen'jin Shieldmasta. Protect the King! is 3-mana for a collection of conditional 1/1 Taunts, and they're summoned from the ether. Spectral Army, conversely, requires that you destroy your minion reserves for an immediate benefit, Cataclysm-style...even though it's definitely easier to game with stuff like Fire Fly.
I'm rambling because I don't really know what I'm talking about, so I say up its mana to 6 and call it a day lol DX
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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
Question, are taking cards from other games and making them hearthstone cards count as valid submissions? As a MTG player, one of the main ways one of the colors plays proactively is by making the opponent discard certain cards (through cards like Thoughtseize, Transgress the Mind, Duress, etc.). I know it isn't creative at all to just transform these cards into hearthstone cards, but is there any rule that prohibits this type of stuff from happening?
Sorry if this question is a bit weird, not really sure if I can explain it any better.
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I don't have something witty about this deck, I just like it because Malygos is fun.
Question, are taking cards from other games and making them hearthstone cards count as valid submissions? As a MTG player, one of the main ways one of the colors plays proactively is by making the opponent discard certain cards (through cards like Thoughtseize, Transgress the Mind, Duress, etc.). I know it isn't creative at all to just transform these cards into hearthstone cards, but is there any rule that prohibits this type of stuff from happening?
Sorry if this question is a bit weird, not really sure if I can explain it any better.
Funny thing: There was actually a competition last year that had this exact prompt.
If you literally just made a carbon copy of the card in Hearthcards, some people may have a problem with that, but if the only thing it shares in common is the effect, it should be fine as long as it's not blatantly ripping off the card.
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Click the image to go to my custom Time Traveler class.
Funny thing: There was actually a competition last year that had this exact prompt.
If you literally just made a carbon copy of the card in Hearthcards, some people may have a problem with that, but if the only thing it shares in common is the effect, it should be fine as long as it's not blatantly ripping off the card.
Gotcha thank you very much. It's just hard for me to think of any good submission for this competition without immediately thinking of MTG since I've spent more time playing.
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I don't have something witty about this deck, I just like it because Malygos is fun.
So I really like cards like Mind twist from MTG and wanted to try and create a similar effect. Since there is no paying extra mana thing yet in Hearthstone, I went with what was on the forbidden card stuff. That being said, I'm kinda worried about the mana cost of this card.
Originally I thought it would be fine at 5, but then it could lead to some stupid things with counterfeit coins to get make the opponent discard a lot and preparations so I put it up to 6 so it's harder to do that. Another thing I'm kinda worried about is just the effect itself. Is nuking the opponent's hand just too strong? Like obviously it is against control, hence why I gave it to rogue (between rogue and priest) because it has worse match ups against control, but I feel like the effect might still be a bit polarizing. Is there any changes I could make to the card to make it feel more balanced or should I just move onto a new idea?
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I don't have something witty about this deck, I just like it because Malygos is fun.
First of all, thanks guys for your feedback. I realize some of you are having trouble figuring out how the card's supposed so work, so I'll try to explain while using this as an excuse to bump the card.
When you start your turn over, it's just like Toki's Hero Power: it undoes everything you've done that turn. Any minions you played are bounced back to your hand, any weapons that might have broken are restored to their previous durability, and so on. So you can't set up for an Antonidas combo, nor does it work like Quest reward, 'cus you must already have an established board before playing it - and then you'll get to attack twice with each minion - otherwise it'll just return your minions to the hand.
Now to another round of feedback.
@MattyHooba Spurious Hero reminds me of that Tavern Brawl we had recently. And we all know how it turned out. The other cards, well... Being able to choose what your opponent's gonna discard is a HUGE deal but I think out of all classes, Hunter is the one who would benefit the least from it, due to the aggressive nature of most of its strategies, so you might get away with Arcane Sniper. Definitely not Lobotomize though, fuck that shit.
@Noah_McGrath Card seems weak, honestly. If it could destroy minions on board as well, like that Arena-only Warrior weapon, then I think it would be playable.
@ChildOfTheAtom12 Like linkblade91 said, it's probably fine at 6. Maybe even at 5, after all, it's worse than Spreading Plague.
@ColinthePyro Mage card feels somewhat generic. I'm pretty sure I've seen that Druid card done many times already. So we're left with the Warrior minion, which is actually pretty decent, if not a little overcosted. Good thing is you can Magnetize it to anything and get value out of this effect straight away.
@Echo_ Definitely don't like this kind of design. It costs a lot and sometimes you can't play it, even if you have the mana to do so, 'cus it just won't do anything.
Definitely Big Game Tracker for me. It reminds me of a card Toble made a while back that won its comp. Astral Curse looks like either an enabler for even more Druid combos or a way to drop Deathwing on 5 and immediately decide the game. Not a fan.
Witch Hunter is a very basic way to go about this theme, but it could be a good one. I would've made it discard any card, but the flavor only makes sense with minions. The hunter catches a witch, puts it in prison, and then when the hunter dies, you break it out.
Also, Coin Rogue support, but I couldn't think of a decent name. Dark Peddler and Shady Dealer are already taken.
EDIT: Rogue card now named Mysterious Merchant (special thanks to allanime01)
Some Neutral hand disruption may be what we need, but the potential for Silence and bounce shenanigans makes me hesitant. Mysterious Merchant, though, is pretty solid. It just has the issue that plagues every Coin Rogue card which is that there are precious few Coin generators.
I've always hated discard and remove/burn, so this should be a fun week :/
They're all technically the same; it's just a question of the art's position, how to phrase the text, and class placement.
I prefer the second art and wording, though the third wording is probably the most "correct". As for class, the effect seems most fitting to Priest, though the flavor is wrong. As-is, I'd put the card in Warrior.
Whenever I tried to make this mechanic work as a tactical advantage, it ended up underpowered or unimpactful. I thought maybe enabling it to multiply burn could make it viable, but perhaps it ended up a little too powerful. Depends whether Freeze Mage could ever become a thing again in Standard.
Some quick reviews of what I've seen so far.
@CheeseEtc I prefer the Hunter card just because the other is too similar to Astral Communion.
@Demonxz95 I like Witch Hunter better. The game could benefit from effects like this and, while the Rogue card is good on its own, I think Coin/Miracle synergy is quite boring. Tbh so is discard synergy, just nothing can be done about it this time around.
@linkblade91 Warrior version has the best wording, best framing for the art and is probably the best class out of the two, but it could be neutral as well.
@BOOOOOOO... Too disruptive. Could change it to only discard and redraw 1 card - and alter stats accordingly - but then it would be just another Gnomeferatu.
I feel like this card would mainly be used for burst damage combos like the old Force of Nature, so I'm not huge on it, though the flavor is great. That being said, it is a little weird that even though she's a minion, you can never use her as a minion.
My idea for now. Allows you to deal with all those pesky shuffle rogue, and maybe gain an advantage in mirror matches (you can target your own stuff).
Unless you're against Pogo-Hopper or a mirror match, this isn't that useful. If you do go with this, it might be good as a minion Battlecry so that even if the effect isn't good, you at least get a body.
Dragon Snatcher's flavor is that he snatches the Dragon from your hand, and when he dies, the Dragon goes free, similar to Demon's Witch Hunter. He'd be most at-home in Priest, though a Deathrattle Dragon Hunter or Rogue isn't out of the question either. Fleeting Vision is recycled from the Big Comp. It gives you (potentially) lots of value as well as information. Picky Looter could be good in a midrange strategy where you just want higher-value cards but aren't worried about fatigue, or you can use it to dig for a key card.
Since I didn't do some responses, I'll do some now.
@Zartgruen: I just don't know what to say. That card just screams Patches to me in the way where if you draw it, chances are you would just lose the game off the bat (unless you are doing some dinomancer cheese deck) just because you didn't draw a card for a turn. On the other hand, you'd just run it in some deck that summons a tribal thing from your deck. I'd maybe trim down the stats a bit so it's not some unkillable threat for all non-control decks? Even something like a 12/12 or a 15/15 is much better. I'd also go and make it draw a card when you discard it because otherwise the card is just way too high variance in my opinion. Sorry I don't have a name for it, the entire thing just baffles me, including the art lmao.
@Acegamerperson: The card feels a bit too weak in my opinion. Since it's at 10 mana, chances are you'd run this in a control deck and I think that in most cases it is better to just be able to choose which removal to use at a certain time and avoid the random chance. Sure you can double dip on some removals, which might be pretty strong, but it still boils down to chance if you have a hand of like 5-7 cards. The downside just feels like it should be lessened but changing the whole discard thing just ruins the point of the card. Maybe make it draw 3 cards instead of just 2?
@TheProgenitor: Out of the three cards, I think that Picky Looter is the most interesting. Dragon Snatcher feels a bit strong to me just because of current deathrattle decks in the meta. Maybe I'm just overestimating it though since you don't want to keep the deathrattle trigger cards for the late game and it doesn't work with cube, but it just looks like it lends itself to having the same type of feeling Cube has, that being you win if you silence it and if you can't then you are in for a bad time. As for Fleeting Visions, I would just increase the mana by 1. The knowledge you get is negligent since you'd run that type of card in a control deck to help your match ups against control, but then you just get so much card advantage by casting it, even if it is for one turn only. Making it 4 mana makes it still be powerful, but then cuts off the ability to play a lot of cards.
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I don't have something witty about this deck, I just like it because Malygos is fun.
Going to give a quick-fire review of each suggestion (deep breath);
@CheeseEtc: Astral curse feels pretty similar to Astral Communion, and I'm not sure what to make of it balance wise, because it seems too 'swingy'. It could give you a turn 5 Deathwing (sooner with Coin / Innervate), but if you have a few low cost cards, it's effectively dead weight. I like the flavour for Big Game Tracking, it works as a lower cost Hemet, and could help bring out a Hunter deck that focuses on bigger minions.
@Demonxz95: Absolutely love Witch Hunter's effect, it offers the potential to delay powerful combos, without shutting them down outright, though if the text can fit, I believe the proper card text should say 'random minion'. Mysterious Merchant is a nice change of pace too, we've seen cards that give coins, but none that really interact with them - the flavour of 'buying cards' is nifty, and the balancing seems spot on.
@linkblade91: I prefer the second text for Wyrmfire Commander, it's simple while conveying what it means. Due to the number of big Dragons, I worry it could be a little too powerful, but given the cost and conditions required, I think that's a good thing; making a dragon deck work revolves around keystone cards like these. (Hate to be nitpicky, though I believe it should clarify a 'random dragon').
@BOOOOOOOOOOM: Feels way too uninteractive and powerful; Illidan used to have an effect like this and they changed it due to it simply not being fun to play, or play against. If it revolved around burning your own cards in order to draw, it'd be pretty good, but cards like Dirty Rat work because they present the opportunity to summon a big minion in exchange, and this does none of that.
@waterwalker: The flavour and potential for this card is brilliant- that said, it might be better to make it a 7 Mana card, to avoid too many shenanigans with Fireball. I understand that's the intended concept, but having this and a single fireball could result in a 12 damage burst, 18 damage if you have two, which seems a little too oppressive. The wording seems clunky, but I'm not sure how to fix it.
@MattyHooba: I'm not sure what the intended idea for Spurious hero is, because while it could mean an early hero power upgrade, it's dependant on a single card, which means it'll almost never activate. Arcane Sniper and Lobotomise just feel way too powerful and frustrating to play against - even if their mana costs were increased significantly, their effects aren't fun in a game like Hearthstone.
@ChildOfTheAtom12: Honestly I feel this is pretty good, albeit a little 'swingy' - It could vary from 5 mana 'discard a minion and summon a 3/5 taunt', to a downright Deathwing power level card on turn 5. In an aggro deck with plenty of draw, this'd be great for upgrading your minions into bigger ones, but I can't see it working in traditional control too much. Solid card that promotes a alternative playstyle. Nice.
@ColinthePyro: I like the flavour of Agni - i.e. converting your spells into minions, but it does feel a little 'uninmpactful', in that we have other legendaries that summon multiple other minions. Going with my usual status for Automation; not a fan of cards that discard from the opponent's hand. Zealous Cultist seems pretty well balanced, and I like the abilitiy to choose the target (that card text placement though).
@zartgruen: Acts as free fodder for Discard warlock and cards that summon from your deck. Perfect. Honestly, I love the idea of it just having ??? as it's name, as if the hearthstone team went ahead and put it in the game, with absolutely no discernible reason for its existence other than finding it funny. One of the few semi-joke cards that I'm absolutely voting for if you submit it.
@Echo_: *Incomprehensible rant about how cards that discard opponent's cards are unfun to play against, and often unbalanced given hearthstone's lack of graveyard interaction*. Really though, I don't know what I'd change, the entire concept of the card is just something I'm vehemently against, regardless of how powerful it might be, even if you nerfed it significantly, it's not something I'd vote for.
@acegamerperson: I love the flavour for this card, in that you discard your cards and 'reanimate' them as undead, though I'd change it to only discard / summon your minions, allowing you to hold onto your spells / weapons. In terms of balancing, it feels a little underpowered almost - perhaps reducing the cost of the card, and increasing the hero power cost slightly (also can't say I like the artwork chosen)
@TheProgenitor: Dragon Snatcher feels a little too sticky and powerful for my tastes - it's effectively 3 mana to summon a 9 mana card as a deathrattle, and it should say 'random dragon' in the card text. Fleeting vision is fantastic, but it could do with costing more; given you're almost certainly going to play your opponent's cards, it's like a better Arcane Intellect. Picky Looter is solid and I like the concept.
@Turkeybag: I really like the idea of this card, in that it helps enable Mecha'thun's effect by discarding a card (or two if you've played two Mechoners). I think it'd be best to clarify that the Discard effect activates before Mecha'thun's effect when you submit it though. Other than that, can't say I have any issues or improvements I can offer.
Going to post my suggestion(s) in a different comment later on if that's alright, to make quoting / referencing easier, and give me some time to think of more ideas / balancing.
So this is my idea for this week. It's a combination of Sorcerer's Apprentice that went total warlockish combining the discard mechanism (warlock themed) with the possibility of casting spells more early ( like Sorcerer's Apprentice cost reduction).
I don't think its OP cause it can backfire when discarding a bad spell but its rewarding when discarding for ex: Flamestrike and you can kill her at 5 mana thus causing her to cast Flamestrike with its deathrattle.
Either way, name change, text change, balance feedback is greatly appreciated. Good luck to all
I've had three ideas so far. I think It's Alive! is miles better than the other two, but let me know what you think.
It's Alive! lets you skip the Zombeast crafting restriction. You can combine two Beasts that cost more than 5 Mana, two Beasts with text... Or heck, even two regular Zombeasts! Therefore, I think 10 Mana is more than justified, even though it literally costs 3 cards to play.
Nuclear Fission is the process to transform matter into energy. It might allow you to draw enough spells to finish your opponent, but that's it.
Drakkari Harmonizer fuses several 1-Cost minions into a bigger one. It's flavour is supposed to be the "One With The Universe" thing from eastern religions, that's why I made it a Shaman card.
I will give some feedback later, as I don't have time now. I'll priorize people who also feedback my cards, of course.
It's Alive! lets you skip the Zombeast crafting restriction. You can combine two Beasts that cost more than 5 Mana, two Beasts with text.
The cost is too high for the random effect. I would rather write "Choose 2 beast, discard them and then summon a zombeast." kinda text so that you at least get to choose the 2 minions you wantto fuse. Playing a 10 cost mana that fuses two 2 mana beasts isnt really fun.
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Why is the rum gone?
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Thank you for the review. Without any additional help from Open the Waygate or whatever, Infinite Chromie can be a 16-damage burst with Fireball + Pyroblast on turn 10. Seems fairly reasonable for a three-card-combo, but that's also the bare minimum amount of effort. I think the card is cool - I could even see Blizzard making such a card - but I think it would follow with community angst pushing for a nerf.
Assuming it was supported well enough to be more than a meme combo/archetype, that is.
Thanks for the review. I have to agree with Demon in-that Kobold Giant seems like a crazy one-up on Howlfiend. At least make it 4-mana for the meme lol :P
I completely agree with Demon's assessment. Spurious Hero allows you to "mana cheat" the more expensive Hero Powers out really early, which would be absolutely insane for the Warlock. However, beyond that scenario, it's too restricting to warrant use. The other two have the Gnomeferatu frustration of burning cards but heightened even more-so, especially because you get to choose.
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
The point of Spurious Hero is to gain an advanced hero power before you can actually play them which could help earlier in the game, like Dr. Boom, Frost Lich Jaina, Deathseer Thrall, etc., but maybe you're right.
Ok, so I'm ditching the Kobold Giant idea because it seems too boring/broken. Here are some more ideas I came up with:
Flame of Yama:
Thoughts on any of them?
Extra Feedback:
@Demonxyz95 I think Witch Hunter is really cool, It brings back memories of Moat Lurker and goes well with the Witchwood theme. Only change I'd make is to maybe raise the attack a bit, because 5 mana minions generally need to have good stats to be playable.
@waterwalker seems too easy to enable the Antonidas combo. You could play double sorcerer's apprentice + chromie, then double molten reflection into antonidas. Thats only a 6 card combo that doesn't require a build around like the quest does. Maybe nerf it to 7 mana so that you need to integrate cost reduction mechanics somehow?
@ChildoftheAtom12 I think its actually a little underpowered. Aggro can't use it because they should've been barfing their minions on board already, and control warrior isn't really looking to create a slightly worse Dragoncaller Alanna board. I would keep the cost and change the expansion to Witchwood.
Unpopular opinion: Rogue is OP
Thanks for your feedback on my card :)
The flavor's good, but when we strip that away the token is simply a Sen'jin Shieldmasta. Protect the King! is 3-mana for a collection of conditional 1/1 Taunts, and they're summoned from the ether. Spectral Army, conversely, requires that you destroy your minion reserves for an immediate benefit, Cataclysm-style...even though it's definitely easier to game with stuff like Fire Fly.
I'm rambling because I don't really know what I'm talking about, so I say up its mana to 6 and call it a day lol DX
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
Question, are taking cards from other games and making them hearthstone cards count as valid submissions? As a MTG player, one of the main ways one of the colors plays proactively is by making the opponent discard certain cards (through cards like Thoughtseize, Transgress the Mind, Duress, etc.). I know it isn't creative at all to just transform these cards into hearthstone cards, but is there any rule that prohibits this type of stuff from happening?
Sorry if this question is a bit weird, not really sure if I can explain it any better.
I don't have something witty about this deck, I just like it because Malygos is fun.
Funny thing: There was actually a competition last year that had this exact prompt.
If you literally just made a carbon copy of the card in Hearthcards, some people may have a problem with that, but if the only thing it shares in common is the effect, it should be fine as long as it's not blatantly ripping off the card.
Click the image to go to my custom Time Traveler class.
Gotcha thank you very much. It's just hard for me to think of any good submission for this competition without immediately thinking of MTG since I've spent more time playing.
I don't have something witty about this deck, I just like it because Malygos is fun.
So I really like cards like Mind twist from MTG and wanted to try and create a similar effect. Since there is no paying extra mana thing yet in Hearthstone, I went with what was on the forbidden card stuff. That being said, I'm kinda worried about the mana cost of this card.
Originally I thought it would be fine at 5, but then it could lead to some stupid things with counterfeit coins to get make the opponent discard a lot and preparations so I put it up to 6 so it's harder to do that. Another thing I'm kinda worried about is just the effect itself. Is nuking the opponent's hand just too strong? Like obviously it is against control, hence why I gave it to rogue (between rogue and priest) because it has worse match ups against control, but I feel like the effect might still be a bit polarizing. Is there any changes I could make to the card to make it feel more balanced or should I just move onto a new idea?
I don't have something witty about this deck, I just like it because Malygos is fun.
First of all, thanks guys for your feedback. I realize some of you are having trouble figuring out how the card's supposed so work, so I'll try to explain while using this as an excuse to bump the card.
When you start your turn over, it's just like Toki's Hero Power: it undoes everything you've done that turn. Any minions you played are bounced back to your hand, any weapons that might have broken are restored to their previous durability, and so on. So you can't set up for an Antonidas combo, nor does it work like Quest reward, 'cus you must already have an established board before playing it - and then you'll get to attack twice with each minion - otherwise it'll just return your minions to the hand.
Now to another round of feedback.
@MattyHooba Spurious Hero reminds me of that Tavern Brawl we had recently. And we all know how it turned out. The other cards, well... Being able to choose what your opponent's gonna discard is a HUGE deal but I think out of all classes, Hunter is the one who would benefit the least from it, due to the aggressive nature of most of its strategies, so you might get away with Arcane Sniper. Definitely not Lobotomize though, fuck that shit.
@Noah_McGrath Card seems weak, honestly. If it could destroy minions on board as well, like that Arena-only Warrior weapon, then I think it would be playable.
@ChildOfTheAtom12 Like linkblade91 said, it's probably fine at 6. Maybe even at 5, after all, it's worse than Spreading Plague.
@ColinthePyro Mage card feels somewhat generic. I'm pretty sure I've seen that Druid card done many times already. So we're left with the Warrior minion, which is actually pretty decent, if not a little overcosted. Good thing is you can Magnetize it to anything and get value out of this effect straight away.
@Echo_ Definitely don't like this kind of design. It costs a lot and sometimes you can't play it, even if you have the mana to do so, 'cus it just won't do anything.
Definitely Big Game Tracker for me. It reminds me of a card Toble made a while back that won its comp. Astral Curse looks like either an enabler for even more Druid combos or a way to drop Deathwing on 5 and immediately decide the game. Not a fan.
Some Neutral hand disruption may be what we need, but the potential for Silence and bounce shenanigans makes me hesitant. Mysterious Merchant, though, is pretty solid. It just has the issue that plagues every Coin Rogue card which is that there are precious few Coin generators.
I prefer the second art and wording, though the third wording is probably the most "correct". As for class, the effect seems most fitting to Priest, though the flavor is wrong. As-is, I'd put the card in Warrior.
I feel like this card would mainly be used for burst damage combos like the old Force of Nature, so I'm not huge on it, though the flavor is great. That being said, it is a little weird that even though she's a minion, you can never use her as a minion.
Unless you're against Pogo-Hopper or a mirror match, this isn't that useful. If you do go with this, it might be good as a minion Battlecry so that even if the effect isn't good, you at least get a body.
here's what i'm going with.
Here are my ideas:
Dragon Snatcher's flavor is that he snatches the Dragon from your hand, and when he dies, the Dragon goes free, similar to Demon's Witch Hunter. He'd be most at-home in Priest, though a Deathrattle Dragon Hunter or Rogue isn't out of the question either. Fleeting Vision is recycled from the Big Comp. It gives you (potentially) lots of value as well as information. Picky Looter could be good in a midrange strategy where you just want higher-value cards but aren't worried about fatigue, or you can use it to dig for a key card.
My first idea for this week:
Reference to Beckoner of Evil.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Since I didn't do some responses, I'll do some now.
@Zartgruen: I just don't know what to say. That card just screams Patches to me in the way where if you draw it, chances are you would just lose the game off the bat (unless you are doing some dinomancer cheese deck) just because you didn't draw a card for a turn. On the other hand, you'd just run it in some deck that summons a tribal thing from your deck. I'd maybe trim down the stats a bit so it's not some unkillable threat for all non-control decks? Even something like a 12/12 or a 15/15 is much better. I'd also go and make it draw a card when you discard it because otherwise the card is just way too high variance in my opinion. Sorry I don't have a name for it, the entire thing just baffles me, including the art lmao.
@Acegamerperson: The card feels a bit too weak in my opinion. Since it's at 10 mana, chances are you'd run this in a control deck and I think that in most cases it is better to just be able to choose which removal to use at a certain time and avoid the random chance. Sure you can double dip on some removals, which might be pretty strong, but it still boils down to chance if you have a hand of like 5-7 cards. The downside just feels like it should be lessened but changing the whole discard thing just ruins the point of the card. Maybe make it draw 3 cards instead of just 2?
@TheProgenitor: Out of the three cards, I think that Picky Looter is the most interesting. Dragon Snatcher feels a bit strong to me just because of current deathrattle decks in the meta. Maybe I'm just overestimating it though since you don't want to keep the deathrattle trigger cards for the late game and it doesn't work with cube, but it just looks like it lends itself to having the same type of feeling Cube has, that being you win if you silence it and if you can't then you are in for a bad time. As for Fleeting Visions, I would just increase the mana by 1. The knowledge you get is negligent since you'd run that type of card in a control deck to help your match ups against control, but then you just get so much card advantage by casting it, even if it is for one turn only. Making it 4 mana makes it still be powerful, but then cuts off the ability to play a lot of cards.
I don't have something witty about this deck, I just like it because Malygos is fun.
Going to give a quick-fire review of each suggestion (deep breath);
@CheeseEtc: Astral curse feels pretty similar to Astral Communion, and I'm not sure what to make of it balance wise, because it seems too 'swingy'. It could give you a turn 5 Deathwing (sooner with Coin / Innervate), but if you have a few low cost cards, it's effectively dead weight. I like the flavour for Big Game Tracking, it works as a lower cost Hemet, and could help bring out a Hunter deck that focuses on bigger minions.
@Demonxz95: Absolutely love Witch Hunter's effect, it offers the potential to delay powerful combos, without shutting them down outright, though if the text can fit, I believe the proper card text should say 'random minion'. Mysterious Merchant is a nice change of pace too, we've seen cards that give coins, but none that really interact with them - the flavour of 'buying cards' is nifty, and the balancing seems spot on.
@linkblade91: I prefer the second text for Wyrmfire Commander, it's simple while conveying what it means. Due to the number of big Dragons, I worry it could be a little too powerful, but given the cost and conditions required, I think that's a good thing; making a dragon deck work revolves around keystone cards like these. (Hate to be nitpicky, though I believe it should clarify a 'random dragon').
@BOOOOOOOOOOM: Feels way too uninteractive and powerful; Illidan used to have an effect like this and they changed it due to it simply not being fun to play, or play against. If it revolved around burning your own cards in order to draw, it'd be pretty good, but cards like Dirty Rat work because they present the opportunity to summon a big minion in exchange, and this does none of that.
@waterwalker: The flavour and potential for this card is brilliant- that said, it might be better to make it a 7 Mana card, to avoid too many shenanigans with Fireball. I understand that's the intended concept, but having this and a single fireball could result in a 12 damage burst, 18 damage if you have two, which seems a little too oppressive. The wording seems clunky, but I'm not sure how to fix it.
@MattyHooba: I'm not sure what the intended idea for Spurious hero is, because while it could mean an early hero power upgrade, it's dependant on a single card, which means it'll almost never activate. Arcane Sniper and Lobotomise just feel way too powerful and frustrating to play against - even if their mana costs were increased significantly, their effects aren't fun in a game like Hearthstone.
@ChildOfTheAtom12: Honestly I feel this is pretty good, albeit a little 'swingy' - It could vary from 5 mana 'discard a minion and summon a 3/5 taunt', to a downright Deathwing power level card on turn 5. In an aggro deck with plenty of draw, this'd be great for upgrading your minions into bigger ones, but I can't see it working in traditional control too much. Solid card that promotes a alternative playstyle. Nice.
@ColinthePyro: I like the flavour of Agni - i.e. converting your spells into minions, but it does feel a little 'uninmpactful', in that we have other legendaries that summon multiple other minions. Going with my usual status for Automation; not a fan of cards that discard from the opponent's hand. Zealous Cultist seems pretty well balanced, and I like the abilitiy to choose the target (that card text placement though).
@zartgruen: Acts as free fodder for Discard warlock and cards that summon from your deck. Perfect. Honestly, I love the idea of it just having ??? as it's name, as if the hearthstone team went ahead and put it in the game, with absolutely no discernible reason for its existence other than finding it funny. One of the few semi-joke cards that I'm absolutely voting for if you submit it.
@Echo_: *Incomprehensible rant about how cards that discard opponent's cards are unfun to play against, and often unbalanced given hearthstone's lack of graveyard interaction*. Really though, I don't know what I'd change, the entire concept of the card is just something I'm vehemently against, regardless of how powerful it might be, even if you nerfed it significantly, it's not something I'd vote for.
@acegamerperson: I love the flavour for this card, in that you discard your cards and 'reanimate' them as undead, though I'd change it to only discard / summon your minions, allowing you to hold onto your spells / weapons. In terms of balancing, it feels a little underpowered almost - perhaps reducing the cost of the card, and increasing the hero power cost slightly (also can't say I like the artwork chosen)
@TheProgenitor: Dragon Snatcher feels a little too sticky and powerful for my tastes - it's effectively 3 mana to summon a 9 mana card as a deathrattle, and it should say 'random dragon' in the card text. Fleeting vision is fantastic, but it could do with costing more; given you're almost certainly going to play your opponent's cards, it's like a better Arcane Intellect. Picky Looter is solid and I like the concept.
@Turkeybag: I really like the idea of this card, in that it helps enable Mecha'thun's effect by discarding a card (or two if you've played two Mechoners). I think it'd be best to clarify that the Discard effect activates before Mecha'thun's effect when you submit it though. Other than that, can't say I have any issues or improvements I can offer.
Going to post my suggestion(s) in a different comment later on if that's alright, to make quoting / referencing easier, and give me some time to think of more ideas / balancing.
So this is my idea for this week. It's a combination of Sorcerer's Apprentice that went total warlockish combining the discard mechanism (warlock themed) with the possibility of casting spells more early ( like Sorcerer's Apprentice cost reduction).
I don't think its OP cause it can backfire when discarding a bad spell but its rewarding when discarding for ex: Flamestrike and you can kill her at 5 mana thus causing her to cast Flamestrike with its deathrattle.
Either way, name change, text change, balance feedback is greatly appreciated. Good luck to all
Why is the rum gone?
Is this the Weekly Card design that comes after the Spooky Scary Weekly Card Design?
- Williamo's card gallery -
Idea for this week. And ask for a better art, thank you.
I've had three ideas so far. I think It's Alive! is miles better than the other two, but let me know what you think.
It's Alive! lets you skip the Zombeast crafting restriction. You can combine two Beasts that cost more than 5 Mana, two Beasts with text... Or heck, even two regular Zombeasts! Therefore, I think 10 Mana is more than justified, even though it literally costs 3 cards to play.
Nuclear Fission is the process to transform matter into energy. It might allow you to draw enough spells to finish your opponent, but that's it.
Drakkari Harmonizer fuses several 1-Cost minions into a bigger one. It's flavour is supposed to be the "One With The Universe" thing from eastern religions, that's why I made it a Shaman card.
I will give some feedback later, as I don't have time now. I'll priorize people who also feedback my cards, of course.
The cost is too high for the random effect. I would rather write "Choose 2 beast, discard them and then summon a zombeast." kinda text so that you at least get to choose the 2 minions you wantto fuse. Playing a 10 cost mana that fuses two 2 mana beasts isnt really fun.
Why is the rum gone?