Summon a 1/1 minion and add 2 cards to your hand for 7 Mana. And you have destroy two of your minions to get these cards. The Cost of this card is way too high, it shouldn't cost more than 3-4. Plus 'Discover' is a keyword, so you should use a capital letter.
Summoned N'Zoth wouldn't trigger its Battlecry. I think he (it?) should be added to the owner's hand instead and the Cost of N'Raqi should be reduced (to 10 for example). Khaldarro seems to be overpowered.
It seems I didn't make my card clear enough; Forgotten Hallway makes you summon the 1/1 AND the two 0/3 Dark Cages onto the board, not into your hand. The discover effect then gives the 0/3 Dark Cages a deathrattle that makes them summon the discovered minion. The way I intended the card to work, no cards were meant to be added to your own hand.
I set the card to 7 mana because I wanted the Dark Cages' health points to be 3. This makes them easy to activate by cards such as hellfire and abyssal enforcer. If the mana cost was too low, let's say 4, then you could theoretically summon two 8/8 Ragnaros the fire lord by turn 5, and I don't think that's fair for the opponent.
Thanks for the feedback tho, I really appreciate it! :)
Is it understandable what this card's trying to achieve? The Darkness saw basically no play, also because of the candles where shuffled into your opponent's deck rather than yours. With 6 candles (instead of just 3), you have double to chance of drawing one and since they're in your deck, you have more control of it.
you might want to add something like: "Discover an elemental invocation", otherwise this might be a dead card if you are out of elementals or just out of cards in general
For me it's complicated for no reason. I think Combo should give Shaku Rush or Charge instead of the current effect. Silence is not Rogue's theme.
Often i'am playing only Rogue, so i've try to make card that I want in standart right now....(really don't want to change it). This effect can be compare to [card]Myra's Unstable Element[/card], it's weird and respectively magnetic for me. And yes i've miss [card]Fal'dorei Strider[/card] too much... P.S. Fal'dorei Strider much better than this card.
This guy packs a punch, and adds his ol' captain to your hand if you play him right. Obviously catered towards a pirate-based deck, but the 6 mana deal 4 with a 4/4 body is already a pretty good deal. Skycap'n Kragg also functions as a decent turn 7 if you didn't already have a play.
@Dewox You'll need to note that the damage is a Battlecry, however I like that with Skycap'n Kragg it continues the four damage line. I think because it's a combo, and so you can play Kragg with it turn 10 (And if you do, it's probably safer at 4/2)
@Froggageddon I love this conceptually; I think getting back those old tokens is a great idea (We hadn't specified it would work like that in the rules though so I am doublechecking with my crew). What I'd reccommend is that you either A) drop the elemental play requirement and give it a giant style cost reduction, because while it should be lategame and tie in with elementals it's too much of a dead turn B) Keep the cost and Twinspell (I'm iffy on whether or not to keep the elemental requirement) and then cast all the evocations or C) make it reeeal cheap, keep the elemental requirements and set a cost for the evocations. However, I think this is a great idea!
@Xanxon (first off I've used that art you have for an icon before so big thumbs up from me) I think this is fantastic, but you're right; there are some issues with how the design works out; I figure you want it to trigger after half the candles are drawn. I don't quite remember if The Darkness sets it's trigger from it's battlecry or if it's hardcoded (Which could be tested with Eureka and an actual copy of The Darkness, if only I had them) BUT. While it reads wonky, mechanically I like it. I think you should keep it's body, perhaps slap Taunt on it but crank it up to 8 mana. The Darkness was a 20/20 for 4 mana, this effect is still technically a .5 mana more consistent The Darkness. I'd argue it wasn't worth the 4 mana plus wait, so I think 6/6 Taunt with a delayed 20/20 as roughly a 1.75 mana effect as a class leg feels right. Still! Great realization of the prompt.
I'm pretty satisfied with the flavor of this card, but I'm not sure if the wording is alright. Referring to MSG as Gadgetzan has some sort of precedent in Elise the Trailblazer, but the "Hog Biker" term is completely made up. I'm not convinced about the artwork, either, since the rider is a human.
I've had this concept for awhile; Basically the old Patches the Pirate concept, but with a detractor to keep it balanced. basically if they never play a minion, you're limited to 1 damage a turn plus any turn you can remove the Dreadsteed yourself (But let's be honest, they won't win if they go 29 turns without playing minions.). What I'm interested in is what I should do with Gorefiend's body; Early on the concept had him as a hero card with the same Start of the Game effect and a Hero Power that could use the Dreadsteed as a resource. Other ideas could be a badly costed Taunt, Rush or Spell Damage +1 minion.
@Hereharehere I like it; I'm mulling over whether the trigger is costed right and also the Trigger it's Battlecry line. I have a nagging feeling that either in an adventure or in a card I straight forgot we had cards that triggered Battlecries but at the moment I don't believe we did. I think slickly it'd be better if he was added to your hand and just became very cheap.
@Wailor Lol road furry... I'd go Furry Road and I personally believe that the effect is clear enough. I do think it'd be funnier if the card just said "Discover a Hog with Charge," gave 4 choices and one option was Stonetusk Boar, but that's not an obvious interaction and probably just a thing for funsies.
Like the concept of Teron a lot and the clever use of Dreadsteed's mechanic. On balance though I'm thinking the drawback is v polarising - you can always trade where possible so it has little effect, but when you can't trade only option is silence or fatigue. To me , it's one of those mechanics that feels too strong except for conceding vs priest/warrior unless you draw silence. On Teron himself, it's the same problem; I can't think of any stat line that would make me not play this as the effect is so strong.
Yep, Hall of Fame counts. This is a simple, but solid, card. If you look a bit deeper, the HoF discover pool is actually very, very strong so this card is an auto-include in a lot of value and highlander decks. *Possibly*, you could make it 4 mana 2/4 like Gnomish Inventor.
I like Mrs. Boom the most, the most creative use of her art for sure.
Mordiggian doesn't seem to have anything to do with Kel'Thuzad (or warcraft, for that matter). I think an undead slavedriver would make more sense as the card art, so that links the Lackeys with a super powerful Lich.
Greenleaf is fine, basically Un'Goro Elise. It's not very, erm, inspired, so I'd go with the above two ideas.
...This is quite complicated. Um. Ok, battlecry. Sure, I guess, but just this card alone should be 5 mana from that Battlecry. Then the combo, you silence everything and summon Sonya. If you're going to summon a silenced Sonya, why not just summon a 2/2 vanilla minion token? I actually don't really see the point of all this, other than just a big ball of stats that's costed way too low.
I actually really like that guy's idea of discovering one of the four giants twice. Basically she's a 10-mana Zephyrus, giving you the *perfect* way to make a huge board.
Sylvanassssss As much as I like her, I'm afraid Khaldarro is way too strong. This is a rogue card... so they can really abuse this. I think she should be 9 mana (makes it harder to combo, but you be the judge of this mana change) and Sylvanas is added to your deck. You still keep the combo-steal though, since that is the strongest part of this card.
While N'Raqi is fine, I like Khaldarro a lot more. He gives priest the option to Seance the N'Zoth which is an interesting play.
All these are nice. I'm not familiar with that part of WoW Lore, but I can only guess Westwind is connected to Mal'ganis somehow.
Patchwerk is legendary for sure. Soggoth the Slitherer was a thing, after all. Just a really clean, slick card design. He is rather high in stats... 4/5 maybe.
Prophet Skeram is a little too complex for my tastes. I'd lower his stats waaay down and just straight up summon 2 Twilight Elders.
I don't get the purpose of the 1/1. It's literally just a 1/1 that does nothing. Even if its was just for card flavour, it doesn't help that much either. Furthermore, the 0/3 cages also do nothing. They can be completely ignored by your opponent. You just spent 7 mana for absolutely nothing.
Here is my wording: 7 mana: Summon three 0/3 Cages with Taunt. Discover a minion that will be summoned by the Cages.
Prevolve is fine, a little strong in current standard Play, but should be ok.
I think the quest reward does not justify the quest condition. Since this card can't be played with Tipping the Scales, you're going to have a really hard time flooding the board.
This is one of my favourites here. Love this. There is one problem, however, and that is this card is useless before Jaraxxus. I'd lower him to 5 mana and give him vanilla stats (5/6) to compensate.
Use watermarks! Many people aren't using them and it takes away a lot of credibility and flavor.
@Thezzy
About Brann the Explorer: I'm not a fan of such obvious effects, but given you have 10 upvotes, I guess most people are. That said, I'd change his statline to 2/4, so that it has the same as Brann Bronzebeard and Dinotamer Brann.
@Shinkkk
I think Mrs. Boom is the best of your cards, I like the interaction with Goblin Bombs. That said, I'm not a huge fan of any of them.
@ZarmFK
About Jade Warehouse: I like that you're giving Rogue a way to improve their Jade decks, since they got the short stick in that regard. That said, the Jade mechanic was exteremly parasitic, so Jade cards don't make a lot of sense outside MSG. So, I'd go with another idea.
@t3lecast3r
Lost Soul of Shadow has more than 4 lines of text, which is usually regarded as the limit. I'd get rid of the Silence part, which I don't really get, to be honest.
@Brightcaller
I like the Giant part, but I find it weird that half of them exist and the other half is made up.
Personally, I'd change the text to "At the end of your turn add a random Giant to your hand (from any set). If you change the text to that, I'd also replace the character for a Titan.
@Nohva
I prefer Khaldarro, but I don't like that she is a made up character who doesn't have anything to do with Sylvanas. I guess that's alright, since Jan'alai, the Dragonhawk doesn't have a lot to do with Ragnaros the Firelord either.
She might be a bit OP too, so I'd probably bump her cost to 9.
@Nohva
I prefer Khaldarro, but I don't like that she is a made up character who doesn't have anything to do with Sylvanas. I guess that's alright, since Jan'alai, the Dragonhawk doesn't have a lot to do with Ragnaros the Firelord either.
She might be a bit OP too, so I'd probably bump her cost to 9.
@YoThats
Patchwerkis a bit dumb, but I like it. I'd put a KFT mark on it, though.
@YoThats
Patchwerkis a bit dumb, but I like it. I'd put a KFT mark on it, though.
Mutanus the Devourer, however, is quite cool. My only problem with him is that Murlocs are often very aggresive, so I'm not sure if having to generate them through spells would slow them too much.
@Covetousj
All your cards are interesting, but I think my favourite is Timetwister. However, if you decide to go with any of the other two, make sure to change the artwork, since those are already in the game.
@DeraVCC
IMO, your card is the best so far. It has a nice flavor and helps to upgrade a loved but forgotten card.
As a slight nitpick, I'd change the statline to 4/4 (the same as the original Wildred Fizzlebang) and the cost of the Hero Power to 2 (the same as all Hero Powers outside adventures).
@XanXon
As with DeraVCC's card, this is one of my favourites. Again, my feedback here is a bit nitpicky:
Put a watermark on it. Rise of Shadows would be fitting.
Change the name to one that seems legendary. Something like Candle Sinner Waks, for instance.
@Froggagedon
The fact that it has no effect if you have no Elementals is quite meh. A
@Froggagedon
What Zanywoop said xD
@Hereharehere
Pretty solid card. The multi-tribe requirement makes it quite cool.
@Zanywoop
I have mixed feelings about this. The concept is interesting, but it looks like a card that will never be made IRL.
Don't know how to improve it, besides capitalizing "Gorefiend".
I wanted to bring Dr. 6 back, but the cost for playing a great card like that will be playing this slow garbage. I actually wanted to give him 1/6 stats with divine shield to make him even harder to kill, but refrained from it as divine shield doesn't really suit it's name and that statline is too garbo. As I called it undead it should prob have reborn, but it does not have that for obvious reasons.
@ Zany I think you could change the drawback - 'Whenever it dies/is summoned (i like latter because of the brill sound effects), destroy your non-demons.' i kinda like as it becomes a build around too although maybe it's too narrow. I think you could keep his stats high then. ''...summoned shuffle your highest health minion into your deck'' as in heavy's are left behind?? dunno, just throwing around :). Also, I realised you could actually fill your board to stop the Dread Steed returning to play as a solution too.
@Wailor - Furry is great, always liked those hog riders. Is a guaranteed discover choice worth more than 1 mana? Could possibly attach it to a minion 1/1 Mama Hog minion for (2).
@Dewox - Big Trig doesn't really feel like a Legendary minion to me and yet got to be aware of rogues and shadow step effects if it's epic. I like sky capn Kragg .... could you look at attaching his return to his Legendary ship for instance (if he has one??) and make it 'bigger and badder' ? ;D
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It seems I didn't make my card clear enough; Forgotten Hallway makes you summon the 1/1 AND the two 0/3 Dark Cages onto the board, not into your hand. The discover effect then gives the 0/3 Dark Cages a deathrattle that makes them summon the discovered minion. The way I intended the card to work, no cards were meant to be added to your own hand.
I set the card to 7 mana because I wanted the Dark Cages' health points to be 3. This makes them easy to activate by cards such as hellfire and abyssal enforcer. If the mana cost was too low, let's say 4, then you could theoretically summon two 8/8 Ragnaros the fire lord by turn 5, and I don't think that's fair for the opponent.
Thanks for the feedback tho, I really appreciate it! :)
Is it understandable what this card's trying to achieve? The Darkness saw basically no play, also because of the candles where shuffled into your opponent's deck rather than yours. With 6 candles (instead of just 3), you have double to chance of drawing one and since they're in your deck, you have more control of it.
I don't know why, but I was sure the Cages add the Discovered card to your hand. Apparently, I can't read, sorry :)
hows this?
you might want to add something like: "Discover an elemental invocation", otherwise this might be a dead card if you are out of elementals or just out of cards in general
Had another idea;
This guy packs a punch, and adds his ol' captain to your hand if you play him right. Obviously catered towards a pirate-based deck, but the 6 mana deal 4 with a 4/4 body is already a pretty good deal. Skycap'n Kragg also functions as a decent turn 7 if you didn't already have a play.
*Edit: Forgot the (Battlecry:)
@Dewox You'll need to note that the damage is a Battlecry, however I like that with Skycap'n Kragg it continues the four damage line. I think because it's a combo, and so you can play Kragg with it turn 10 (And if you do, it's probably safer at 4/2)
@Froggageddon I love this conceptually; I think getting back those old tokens is a great idea (We hadn't specified it would work like that in the rules though so I am doublechecking with my crew). What I'd reccommend is that you either A) drop the elemental play requirement and give it a giant style cost reduction, because while it should be lategame and tie in with elementals it's too much of a dead turn B) Keep the cost and Twinspell (I'm iffy on whether or not to keep the elemental requirement) and then cast all the evocations or C) make it reeeal cheap, keep the elemental requirements and set a cost for the evocations. However, I think this is a great idea!
@Xanxon (first off I've used that art you have for an icon before so big thumbs up from me) I think this is fantastic, but you're right; there are some issues with how the design works out; I figure you want it to trigger after half the candles are drawn. I don't quite remember if The Darkness sets it's trigger from it's battlecry or if it's hardcoded (Which could be tested with Eureka and an actual copy of The Darkness, if only I had them) BUT. While it reads wonky, mechanically I like it. I think you should keep it's body, perhaps slap Taunt on it but crank it up to 8 mana. The Darkness was a 20/20 for 4 mana, this effect is still technically a .5 mana more consistent The Darkness. I'd argue it wasn't worth the 4 mana plus wait, so I think 6/6 Taunt with a delayed 20/20 as roughly a 1.75 mana effect as a class leg feels right. Still! Great realization of the prompt.
Tanaris Hogchopper, Spiked Hogrider, Leatherclad Hogleader
I'm pretty satisfied with the flavor of this card, but I'm not sure if the wording is alright. Referring to MSG as Gadgetzan has some sort of precedent in Elise the Trailblazer, but the "Hog Biker" term is completely made up. I'm not convinced about the artwork, either, since the rider is a human.
I'll give some feedback tonight.
Neptulon, I loved Neptulon.
''Witnesssssssssssss!''
Nightmare Amalgam counts as 1btw.
I've had this concept for awhile; Basically the old Patches the Pirate concept, but with a detractor to keep it balanced. basically if they never play a minion, you're limited to 1 damage a turn plus any turn you can remove the Dreadsteed yourself (But let's be honest, they won't win if they go 29 turns without playing minions.). What I'm interested in is what I should do with Gorefiend's body; Early on the concept had him as a hero card with the same Start of the Game effect and a Hero Power that could use the Dreadsteed as a resource. Other ideas could be a badly costed Taunt, Rush or Spell Damage +1 minion.
@Hereharehere I like it; I'm mulling over whether the trigger is costed right and also the Trigger it's Battlecry line. I have a nagging feeling that either in an adventure or in a card I straight forgot we had cards that triggered Battlecries but at the moment I don't believe we did. I think slickly it'd be better if he was added to your hand and just became very cheap.
Also you should totally make it 7 mana because then it would align with Jan'alai, the Dragonhawk and Dinotamer Brann but also there's that Windshear Stormcaller I'm conflicteeeed@Wailor Lol road furry... I'd go Furry Road and I personally believe that the effect is clear enough. I do think it'd be funnier if the card just said "Discover a Hog with Charge," gave 4 choices and one option was Stonetusk Boar, but that's not an obvious interaction and probably just a thing for funsies.
Thanks Zany, good points, i'll have a think.
Like the concept of Teron a lot and the clever use of Dreadsteed's mechanic. On balance though I'm thinking the drawback is v polarising - you can always trade where possible so it has little effect, but when you can't trade only option is silence or fatigue. To me , it's one of those mechanics that feels too strong except for conceding vs priest/warrior unless you draw silence. On Teron himself, it's the same problem; I can't think of any stat line that would make me not play this as the effect is so strong.
A bit of a numbers reduction edit.
"Hit them very hard"
-Raid Leader
DOING PAGE ONE:
People who asked for feedback, don't forget to return the favour
Yep, Hall of Fame counts. This is a simple, but solid, card. If you look a bit deeper, the HoF discover pool is actually very, very strong so this card is an auto-include in a lot of value and highlander decks. *Possibly*, you could make it 4 mana 2/4 like Gnomish Inventor.
Wording is not very hearthstone-y. "Add 3 cards that summon Jade Golems to your hand." 5 mana is fine if this card is in standard.
...This is quite complicated. Um. Ok, battlecry. Sure, I guess, but just this card alone should be 5 mana from that Battlecry. Then the combo, you silence everything and summon Sonya. If you're going to summon a silenced Sonya, why not just summon a 2/2 vanilla minion token? I actually don't really see the point of all this, other than just a big ball of stats that's costed way too low.
I actually really like that guy's idea of discovering one of the four giants twice. Basically she's a 10-mana Zephyrus, giving you the *perfect* way to make a huge board.
SylvanassssssAs much as I like her, I'm afraid Khaldarro is way too strong. This is a rogue card... so they can really abuse this. I think she should be 9 mana (makes it harder to combo, but you be the judge of this mana change) and Sylvanas is added to your deck. You still keep the combo-steal though, since that is the strongest part of this card.While N'Raqi is fine, I like Khaldarro a lot more. He gives priest the option to Seance the N'Zoth which is an interesting play.
Ooook lots of tokens on this one.
I don't get the purpose of the 1/1. It's literally just a 1/1 that does nothing. Even if its was just for card flavour, it doesn't help that much either. Furthermore, the 0/3 cages also do nothing. They can be completely ignored by your opponent. You just spent 7 mana for absolutely nothing.
Here is my wording: 7 mana: Summon three 0/3 Cages with Taunt. Discover a minion that will be summoned by the Cages.
This is one of my favourites here. Love this. There is one problem, however, and that is this card is useless before Jaraxxus. I'd lower him to 5 mana and give him vanilla stats (5/6) to compensate.
The true Druid wall lmao
In standard, a board full of 1/1 to 7/7.
In wild, a board full of 10+/10+'s.
Either way, it's an 8 mana Frost Nova.
@EVERYONE
Use watermarks! Many people aren't using them and it takes away a lot of credibility and flavor.
@Thezzy
About Brann the Explorer: I'm not a fan of such obvious effects, but given you have 10 upvotes, I guess most people are. That said, I'd change his statline to 2/4, so that it has the same as Brann Bronzebeard and Dinotamer Brann.
@Shinkkk
I think Mrs. Boom is the best of your cards, I like the interaction with Goblin Bombs. That said, I'm not a huge fan of any of them.
@ZarmFK
About Jade Warehouse: I like that you're giving Rogue a way to improve their Jade decks, since they got the short stick in that regard. That said, the Jade mechanic was exteremly parasitic, so Jade cards don't make a lot of sense outside MSG. So, I'd go with another idea.
@t3lecast3r
Lost Soul of Shadow has more than 4 lines of text, which is usually regarded as the limit. I'd get rid of the Silence part, which I don't really get, to be honest.
@Brightcaller
I like the Giant part, but I find it weird that half of them exist and the other half is made up.
Personally, I'd change the text to "At the end of your turn add a random Giant to your hand (from any set). If you change the text to that, I'd also replace the character for a Titan.
@Nohva
I prefer Khaldarro, but I don't like that she is a made up character who doesn't have anything to do with Sylvanas. I guess that's alright, since Jan'alai, the Dragonhawk doesn't have a lot to do with Ragnaros the Firelord either.
She might be a bit OP too, so I'd probably bump her cost to 9.
@Nohva
I prefer Khaldarro, but I don't like that she is a made up character who doesn't have anything to do with Sylvanas. I guess that's alright, since Jan'alai, the Dragonhawk doesn't have a lot to do with Ragnaros the Firelord either.
She might be a bit OP too, so I'd probably bump her cost to 9.
@YoThats
Patchwerk is a bit dumb, but I like it. I'd put a KFT mark on it, though.
@YoThats
Patchwerk is a bit dumb, but I like it. I'd put a KFT mark on it, though.
@Dewox
I feel your Forgotten Hallway is too complex :/
@LorettaBarbosa
Kairozdormu is too similar to Arch-Villain Rafaam.
Mutanus the Devourer, however, is quite cool. My only problem with him is that Murlocs are often very aggresive, so I'm not sure if having to generate them through spells would slow them too much.
@Covetousj
All your cards are interesting, but I think my favourite is Timetwister. However, if you decide to go with any of the other two, make sure to change the artwork, since those are already in the game.
@DeraVCC
IMO, your card is the best so far. It has a nice flavor and helps to upgrade a loved but forgotten card.
As a slight nitpick, I'd change the statline to 4/4 (the same as the original Wildred Fizzlebang) and the cost of the Hero Power to 2 (the same as all Hero Powers outside adventures).
@XanXon
As with DeraVCC's card, this is one of my favourites. Again, my feedback here is a bit nitpicky:
@Froggagedon
The fact that it has no effect if you have no Elementals is quite meh. A
@Froggagedon
What Zanywoop said xD
@Hereharehere
Pretty solid card. The multi-tribe requirement makes it quite cool.
@Zanywoop
I have mixed feelings about this. The concept is interesting, but it looks like a card that will never be made IRL.
Don't know how to improve it, besides capitalizing "Gorefiend".
@xOwleyex
What McF4rtson said xD
Will this card fit the theme? Since pre-nerf cards are a thing of the past.
Last idea;
I wanted to bring Dr. 6 back, but the cost for playing a great card like that will be playing this slow garbage. I actually wanted to give him 1/6 stats with divine shield to make him even harder to kill, but refrained from it as divine shield doesn't really suit it's name and that statline is too garbo. As I called it undead it should prob have reborn, but it does not have that for obvious reasons.
@ Zany I think you could change the drawback - 'Whenever it dies/is summoned (i like latter because of the brill sound effects), destroy your non-demons.' i kinda like as it becomes a build around too although maybe it's too narrow. I think you could keep his stats high then. ''...summoned shuffle your highest health minion into your deck'' as in heavy's are left behind?? dunno, just throwing around :). Also, I realised you could actually fill your board to stop the Dread Steed returning to play as a solution too.
@Wailor - Furry is great, always liked those hog riders. Is a guaranteed discover choice worth more than 1 mana? Could possibly attach it to a minion 1/1 Mama Hog minion for (2).
@Dewox - Big Trig doesn't really feel like a Legendary minion to me and yet got to be aware of rogues and shadow step effects if it's epic. I like sky capn Kragg .... could you look at attaching his return to his Legendary ship for instance (if he has one??) and make it 'bigger and badder' ? ;D