Pretty straight-forward, but very powerful when used right. I think it's a good combination of flavor and gameplay, considering the Hunter's current head-space and the flavor of Sylvanas Windrunner. Compare it to Play Dead; Necrium Vial costs 5 for two procs of a Deathrattle, but that's Preparation's fault.
Edit: ...I think it might be "too late" for such a card, considering the potential for Goblin Bomb kills. YOLO?
This + Mechanical Whelp seems a bit scary. And this + Necromechanic + Goblin Bomb could probably be an OTK. Might be better if reworked to a Twinspell but then it can't be a Hunter card right? Maybe something like 'Trigger the Deathrattle from 1 card in your hand (Upgrades each turn!)' given there's Oblivitron.
EDIT: IGNORE THIS - I APPARENTLY CAN'T READ AND MISSED THE PART ABOUT HAVING TO BE A SPELL...
Seems like most people are trying schemes, so let's give "reformed villains" a try. Flavor-wise, she keeps the same stats as E.V.I.L Hagatha, and the battelcry functions similarly although now instead of summoning some crossed spell-horror, she enlists two new fighters to help defend Dalaran. I think the RNG chance to high/low roll on discover also fits, as Hagatha is new to this "nice" thing, so who knows who she can drum up to help fight with her...thoughts?
As you all know, in Rise of Shadows, classes are divided in two sides: Dalaran Defenders and Lesgue of EVIL.
Dalaran Defenders are composed of Mages, Druids, Paladins and Hunters, and present a very classic aesthetic. If we ignore new mechanics and the occasional Dalaran Eye in the artwork, cards like Kirin Tor Tricaster, Keeper Stalladris, Rapid Fire or Duel! have a very plain flavor that wouldn't feel out of place in the Classic set.
Now, EVIL classes are a different story, since each of them callbacks to a specific previous expansion:
Warrior has mechs, wrenches and bombs as a callback to GvG and BDP.
Priest has facelesses, silithids and creatures twisted by the Old Golds to reference WOG.
Rogue has a lot of kobolds, as well as a looter and a pick, as a recall to K&C.
Shaman has a lot of swamp creatures, especially (but not limited to) murlocs, referencing the Witchwood.
However, not a single Warlock card has any thematic relation with League of Explorers. No ancient artifacts, no mysterious curses, no nothing. What's more, there's only one card has something to do with Rafaam at all (besides himself and his scheme): Plot Twist, since Ethereals are good at dimensional traveling.
And... What did Warlock get instead of cool archeology stuff? Demons! And Demons have only been this prevalent in... You guessed! The Classic set!
So, here rests my case. Rafaam is obviously a Dalaran Defender in disguise. We'll see what he's up to.
And I was thinking - are we allowed to design spells, that feature one of the villains betraying the E.V.I.L. league and joining the good guys (and vise-versa)? Would it be ok to stick to the current reality and just continue the story instead of following the "parallel universe" mind-set, where everything is turned about?
Sooo, may I get an answer to my question? Are we allowed to follow the current reality of RoS and just continue the story?
I just picked deathwing because I could not think of anyone else and I needed a name. so I am open to any other character that you think would work better.
I'm not really knowledgeable with the warcraft lore, so another user might help you more. The current mage legendary minions can be seen in this list:
So I apologize I wasn't really here. Life happened. I thought of one card for both sides.
Something I realized is that all existing Twinspell cards have the Kirin Tor eye in their artwork. I've chosen not to follow this because it would restrict things way too much. We're not Blizzard, who can simply just commission artists for them.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Another idea, goes well with the Silence theme for Priest:
You get to choose between using Silence on two different minions, or using both on the same target and also draw a card.
Any thoughts?
It's a bit of a powercreep over Purify, which can Silence ANY minion (as opposed to just friendly minions) and draw a card. Then again, powercreeping Purify is not really saying much.
I quite like this card. I also like how you can Silence something previously Silenced to draw a card, as well as removing any enchantments put on it again.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
@Demonxz95: Yeah I know it creeps over Purify but that card is so niche for what it does. It might be slightly better now that RoS added a few decent Silence targets but still. I mostly compare my card to the regular 0 mana Silence, making it cost 1 for the Twinspell and the possible draw effect.
@JARVIS: Silencing only friendly minions feels too restrictive and goes to much towards Purify. I'd make it 0 mana if that was the case. I'd rather keep it able to be used on enemy minions though.
Mimiron's Head The idea is that it can be use vs control decks as removal . Having 3 of them as Mimiron's Head will make it V-07-TR-0N which may or may not be a good idea depending on your deck .
Mimiron's Head The idea is that it can be use vs control decks as removal . Having 3 of them as Mimiron's Head will make it V-07-TR-0N which may or may not be a good idea depending on your deck .
Keep in mind that this can't get any stronger than 7 due to space on the board. And who gets the 4/5? The wording is a bit odd. Your opponent will get the 4/5's right? There is also no number to increment per turn.
The wording should probably be something like: "Transform 1 random enemy minion into a 4/5 Mimiron's Head. (Upgrades each turn!)" Note that the random effect makes it a worse Deadly Shot when you use it straight away. You'd rather spend one more mana to just kill an enemy minion instead of turning it into a 4/5 (which can be a buff depending on the target). And once it hits 3 enemy minions or more you're giving your opponent a huge threat.
Mimiron's Head The idea is that it can be use vs control decks as removal . Having 3 of them as Mimiron's Head will make it V-07-TR-0N which may or may not be a good idea depending on your deck .
Keep in mind that this can't get any stronger than 7 due to space on the board. And who gets the 4/5? The wording is a bit odd. Your opponent will get the 4/5's right? There is also no number to increment per turn.
The wording should probably be something like: "Transform 1 random enemy minion into a 4/5 Mimiron's Head. (Upgrades each turn!)" Note that the random effect makes it a worse Deadly Shot when you use it straight away. You'd rather spend one more mana to just kill an enemy minion instead of turning it into a 4/5 (which can be a buff depending on the target). And once it hits 3 enemy minions or more you're giving your opponent a huge threat.
That is according to plan, yes the opponent gets to keep the mimiron head. I just think it could be a good counter vs late game threats although I am not too sure .Plus having voltron on enemy's side is not always a bad idea if you have taunts.
As for your card Power Word: Silence I think it is ok, not too good not too bad.
For Reverberating Echo, I tried to balance the cost around Mass Dispel. You lose the card draw, which is a negative, but gain Twinspell. Silencing your own minions is a drawback in a vacuum, although obviously Priest can run a bunch of cards that you may want to silence, like Quartz Elemental, in addition to a bunch of neutral minions where high stats are offset by bad text. But 3 mana feels too cheap when I think about the decks that want to run this.
For Cyclical Destruction, Twisting Nether was my baseline, but I’m really thinking about token Druid with this one. The potential 7 damage is a lot, but feels fair for the effect of silencing tokens that would otherwise summon 2/2 Treants. Not sure any current Standard Warlock deck would want to run such a card, but for a wild Control Warlock it could be a powerful late game option.
Both are cool, but I like Reverberating Echo more. The artwork quality is a bit low, though, so try to find another one with a better resolution.
So I apologize I wasn't really here. Life happened. I thought of one card for both sides.
Something I realized is that all existing Twinspell cards have the Kirin Tor eye in their artwork. I've chosen not to follow this because it would restrict things way too much. We're not Blizzard, who can simply just commission artists for them.
I like Re-Energize, although its flavor is a bit bland. Then again, all Twinspells in the game have the same problem, so I guess it's ok.
Mimiron's Head The idea is that it can be use vs control decks as removal . Having 3 of them as Mimiron's Head will make it V-07-TR-0N which may or may not be a good idea depending on your deck .
This card is really bad. Turning your opponent's board into Yetis is a detrimental effect most of the time.
That's without mentioning they can merge into a Mega-Windfury minion.
So I have my idea for the card ready, now I just need an opinion on the theme: Khadgar, or Medivh?
Khadgar is more appropriate given what his legendary card already does, but it also seems a bit too obvious? Like, this won't be the only Khadgar's Scheme in the lineup. Medivh is a bit tangential, but he is theoretically more powerful than Khadgar, plus there's a nice little lore pop if you have Khadgar the minion facilitating Medivh's "Scheme."
Also, this card could easily be 6 mana, but it didn't feel right having a Scheme cost more than 5 mana, since that was one of their design philosophies for the Scheme mechanic overall for it to be somewhat inexpensive.
Why not both? Anyway, this card is pretty slow, and might be on the bad side, but it sure would be great in some sort of control-mage.
This one walks an interesting balancing act. There are a lot of cards that are very dangerous to give Twinspell; in Wild, if you get a hand of x2 Frost Bolt and x2 Ice Lance (plus a Sorcerer's Apprentice to squeeze out 12 mana worth of spells on turn 6 at a minimum), that's 32 damage before any Spell Damage effects. On the other hand, that's 4 mana for "do nothing," which can be a hefty cost. I'm wondering if the card is not as scary as it looks, if I'm falling into the overestimation trap for Twinspell as the design team did for Windfury.
Mimiron's Head The idea is that it can be use vs control decks as removal . Having 3 of them as Mimiron's Head will make it V-07-TR-0N which may or may not be a good idea depending on your deck .
As has been pointed out, the idea is cute, but incredibly bad for you, especially since you don't get an "easy" way to deal with V-07-TR-0N until after he's punched you in the face 4 times. The "combo breaker" aspect doesn't work nearly as well since, by the time they've "assembled all the pieces" and got them all in play, you usually don't have the turn to "break" their combo that already kills you.
So I apologize I wasn't really here. Life happened. I thought of one card for both sides.
Something I realized is that all existing Twinspell cards have the Kirin Tor eye in their artwork. I've chosen not to follow this because it would restrict things way too much. We're not Blizzard, who can simply just commission artists for them.
...Hey, you're right...!
Anyway, between the two, Re-Energize is the more interesting, plus it has some cute parallels to Lava Shock and Eternal Sentinel, since this also "costs" two mana, but instead of damage or a 3/2 body, you basically get to do the effect twice. It's one of those humble effects that are charming and just well balanced.
So I have my idea for the card ready, now I just need an opinion on the theme: Khadgar, or Medivh?
Khadgar is more appropriate given what his legendary card already does, but it also seems a bit too obvious? Like, this won't be the only Khadgar's Scheme in the lineup. Medivh is a bit tangential, but he is theoretically more powerful than Khadgar, plus there's a nice little lore pop if you have Khadgar the minion facilitating Medivh's "Scheme."
Also, this card could easily be 6 mana, but it didn't feel right having a Scheme cost more than 5 mana, since that was one of their design philosophies for the Scheme mechanic overall for it to be somewhat inexpensive.
I'd still say Khadgar over Medivh. More thematically appropriate, and the artwork also matches the effect better.
@Kovachut & @Wailor: Thanks for feedback. Sorry Kovachut, but the CustomHS Discord also agrees Penance is cool (it's also my own favorite), but disagrees on balance. I made a 3 mana restore 5 version.
The 3mana version is still a powercreep on Holy Fire (which is arguably bad) because it's more flexible, but it's not as flexible as the 2mana one.
I also tried new art.
@Wailor: Kel'Thuzad's Scheme is the best, but I'd make it cost 2. Freezing 2 enemies is already very good.
@CheeseEtc - Going by the Evil Heckler/Faceless Rager method, it's probably fine to powercreep on a card that was already not seeing more than really fringe play (or just the arena), and, if the Orc art is the new art, I agree with you on it. The gnome art is more spell and priest appropriate, but the orc art gets across the damage and health aspect.
Weird sticking point to me, though, is it being Rare. If it is powercreep on Holy Fire, maybe make it Common or Epic, just to make it less explicit?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This + Mechanical Whelp seems a bit scary. And this + Necromechanic + Goblin Bomb could probably be an OTK. Might be better if reworked to a Twinspell but then it can't be a Hunter card right? Maybe something like 'Trigger the Deathrattle from 1 card in your hand (Upgrades each turn!)' given there's Oblivitron.
Intresting card.
The only thought i have is to apply a picture of sad goblin tinkering with bomb -then you can name your card "why it is no exploding?"
of course current flavour is good enough.
EDIT: IGNORE THIS - I APPARENTLY CAN'T READ AND MISSED THE PART ABOUT HAVING TO BE A SPELL...
Seems like most people are trying schemes, so let's give "reformed villains" a try. Flavor-wise, she keeps the same stats as E.V.I.L Hagatha, and the battelcry functions similarly although now instead of summoning some crossed spell-horror, she enlists two new fighters to help defend Dalaran. I think the RNG chance to high/low roll on discover also fits, as Hagatha is new to this "nice" thing, so who knows who she can drum up to help fight with her...thoughts?
Sooo, may I get an answer to my question? Are we allowed to follow the current reality of RoS and just continue the story?
I like Rhonin's scheme also, it seems to fit best.
I don't know where I can find good art though. I have not made very many cards, where do you usually find art?
Rejoice, for even in death, you have become children of Thanos.
So I apologize I wasn't really here. Life happened. I thought of one card for both sides.
Something I realized is that all existing Twinspell cards have the Kirin Tor eye in their artwork. I've chosen not to follow this because it would restrict things way too much. We're not Blizzard, who can simply just commission artists for them.
Click the image to go to my custom Time Traveler class.
Another idea, goes well with the Silence theme for Priest:
You get to choose between using Silence on two different minions, or using both on the same target and also draw a card.
Any thoughts?
It's a bit of a powercreep over Purify, which can Silence ANY minion (as opposed to just friendly minions) and draw a card. Then again, powercreeping Purify is not really saying much.
I quite like this card. I also like how you can Silence something previously Silenced to draw a card, as well as removing any enchantments put on it again.
Click the image to go to my custom Time Traveler class.
I think it would be better if it could only silence friendly minions. compare it to Purify. but you can also use it to silence two different guys.
I think this card would be pretty neat in silence priest because being able to silence two guys with one card would help with consistency.
Rejoice, for even in death, you have become children of Thanos.
Thanks for the feedback!
@Demonxz95: Yeah I know it creeps over Purify but that card is so niche for what it does. It might be slightly better now that RoS added a few decent Silence targets but still. I mostly compare my card to the regular 0 mana Silence, making it cost 1 for the Twinspell and the possible draw effect.
@JARVIS: Silencing only friendly minions feels too restrictive and goes to much towards Purify. I'd make it 0 mana if that was the case. I'd rather keep it able to be used on enemy minions though.
Mimiron's Head The idea is that it can be use vs control decks as removal . Having 3 of them as Mimiron's Head will make it V-07-TR-0N which may or may not be a good idea depending on your deck .
Keep in mind that this can't get any stronger than 7 due to space on the board. And who gets the 4/5? The wording is a bit odd. Your opponent will get the 4/5's right? There is also no number to increment per turn.
The wording should probably be something like: "Transform 1 random enemy minion into a 4/5 Mimiron's Head. (Upgrades each turn!)"
Note that the random effect makes it a worse Deadly Shot when you use it straight away. You'd rather spend one more mana to just kill an enemy minion instead of turning it into a 4/5 (which can be a buff depending on the target). And once it hits 3 enemy minions or more you're giving your opponent a huge threat.
That is according to plan, yes the opponent gets to keep the mimiron head. I just think it could be a good counter vs late game threats although I am not too sure .Plus having voltron on enemy's side is not always a bad idea if you have taunts.
As for your card Power Word: Silence I think it is ok, not too good not too bad.
Penance is really cool and flexible, I think you should go with it.
Snake Oil is also interesting, but it's too similar to a card that already won a competition, which had Echo instead of Twinspell.
Both are cool, but I like Reverberating Echo more. The artwork quality is a bit low, though, so try to find another one with a better resolution.
I like Re-Energize, although its flavor is a bit bland. Then again, all Twinspells in the game have the same problem, so I guess it's ok.
Pretty cool card.
I'd reword it as: "Silence a minion. If it's already Silenced, draw a card."
This card is really bad. Turning your opponent's board into Yetis is a detrimental effect most of the time.
That's without mentioning they can merge into a Mega-Windfury minion.
Why not both? Anyway, this card is pretty slow, and might be on the bad side, but it sure would be great in some sort of control-mage.
So I have my idea for the card ready, now I just need an opinion on the theme: Khadgar, or Medivh?
Khadgar is more appropriate given what his legendary card already does, but it also seems a bit too obvious? Like, this won't be the only Khadgar's Scheme in the lineup. Medivh is a bit tangential, but he is theoretically more powerful than Khadgar, plus there's a nice little lore pop if you have Khadgar the minion facilitating Medivh's "Scheme."
Also, this card could easily be 6 mana, but it didn't feel right having a Scheme cost more than 5 mana, since that was one of their design philosophies for the Scheme mechanic overall for it to be somewhat inexpensive.
This one walks an interesting balancing act. There are a lot of cards that are very dangerous to give Twinspell; in Wild, if you get a hand of x2 Frost Bolt and x2 Ice Lance (plus a Sorcerer's Apprentice to squeeze out 12 mana worth of spells on turn 6 at a minimum), that's 32 damage before any Spell Damage effects. On the other hand, that's 4 mana for "do nothing," which can be a hefty cost. I'm wondering if the card is not as scary as it looks, if I'm falling into the overestimation trap for Twinspell as the design team did for Windfury.
As has been pointed out, the idea is cute, but incredibly bad for you, especially since you don't get an "easy" way to deal with V-07-TR-0N until after he's punched you in the face 4 times. The "combo breaker" aspect doesn't work nearly as well since, by the time they've "assembled all the pieces" and got them all in play, you usually don't have the turn to "break" their combo that already kills you.
...Hey, you're right...!
Anyway, between the two, Re-Energize is the more interesting, plus it has some cute parallels to Lava Shock and Eternal Sentinel, since this also "costs" two mana, but instead of damage or a 3/2 body, you basically get to do the effect twice. It's one of those humble effects that are charming and just well balanced.
I'd still say Khadgar over Medivh. More thematically appropriate, and the artwork also matches the effect better.
Thank you for the feedback.
Click the image to go to my custom Time Traveler class.
@Kovachut & @Wailor: Thanks for feedback. Sorry Kovachut, but the CustomHS Discord also agrees Penance is cool (it's also my own favorite), but disagrees on balance. I made a 3 mana restore 5 version.
The 3mana version is still a powercreep on Holy Fire (which is arguably bad) because it's more flexible, but it's not as flexible as the 2mana one.
I also tried new art.
@Wailor: Kel'Thuzad's Scheme is the best, but I'd make it cost 2. Freezing 2 enemies is already very good.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@CheeseEtc - Going by the Evil Heckler/Faceless Rager method, it's probably fine to powercreep on a card that was already not seeing more than really fringe play (or just the arena), and, if the Orc art is the new art, I agree with you on it. The gnome art is more spell and priest appropriate, but the orc art gets across the damage and health aspect.
Weird sticking point to me, though, is it being Rare. If it is powercreep on Holy Fire, maybe make it Common or Epic, just to make it less explicit?