Basically, I figure the only way to maintain class balancing with neutral spells would be to make them mostly luck based. Thus this awkward yet potentially effective removal, and Though I cannot show it, the choosing screen would be similar to that of the pre-game mulligan. To prevent BM there is a 5 second timer for choosing before it is randomized.
Things like "battlecry: taunt to minion next" could work, else "destroy the minion damaged". But not things that require interaccion from others stuff.
I'm gonna be honest. I don't like this week's theme. I think Blizzard is very correct in saying that spells should be for specific classes only. With that said, I can only agree to one type of neutral spell card that benefits the game in a nice way. And that's a -fun- card, existing for the sake of -fun-. Other neutral spells tend to benefit specific classes more than others anyway, and will promote a certain playstyle for all decks that can push one class over the edge (Hunter) , and be useless for another (Priest).
These are just some examples of what -could- happen if you used the card. Ofcourse none of these options are competitive. That's not the point of the card. The possibilities can be expanded later, for fun, adding in new Hearthstone tropes or hilarious moments.
Since the card is considered played before its effect takes place, it isn't taken into account when deciding how many Legendary minions will be added to your hand.
The art is based off of Madam Goya, the owner of the Black Market Auction House in Mists of Pandaria.
Here's my card idea! Universal draw will make a lot of previously unexplored decks very viable now, and the tradeoff between spending your turn 5 to draw cards or waiting until later to draw but not be able to use the cards you drew is a very subtle decision and will involve at least some skill to use perfectly. I think if you're only going to have 1 neutral spell in the game, this should be it.
In disregard to the Context sub-section, in my view, a neutral spell should be the only one and should be a very, very symbolic card and have some relation to the other neutral cards.
You are drawing 5 very, very late-game cards, and you're basically losing an enormous amount of Tempo when playing this. Only suited for the controly-est of the control decks (maybe fatigue warrior?). Considering wich cards are added, the cost and that most of them are kinda bad, I don't think that a 5 mana-cost is OP. It allows you to play a Belcher or some kind of removal alongside, wich making it 7-10 mana wouldn't allow.
I think a lot of people have been going for flashy cards with big effects, and I wanted to counterbalance that with a more balanced card that really feels 'neutral' to me.
A New Approach is designed to be one of many small neutral spells in a set. These spells would not have large effects, nor would they have particularly innovative effects - we'll leave those to the class cards. Instead, they would focus on cards that promote certain styles of gameplay or ideals, without favouring any class. In this case, we have a cycling mechanic which is very weak, but which might help a player thin their deck should they need to.
Edit: The Mana cost has been increased to (2) from (1). This was due to (valid) concerns that the card would be an auto-include in pretty much every deck, allowing you to simply filter out filler cards for this. I don't want a broken card, I want a balanced one. With this change, the card is still playable in the intended way, but isn't so powerful as to be an automatic deck filler.
First of all, yes, the Tendril is an image of Yogg Saron, couldn't find a decente one of C'thun.
Piercing Gaze works like Tournament Obs, you see the other player's hand face up.
Faceless Harbinger deals you fatigue damage even if you have cards left, start at 1, 2... like fatigue. If you actually reach fatigue, it means it would trigger TWICE at the start of your turn. BUT, it doesn't trigger from card draws, just at the start your turn. They stack with each other, if you play 2 Harbingers, you'll take 3 fatigue next turn (1+2).
Whispers of Insanity can give ANY deathrattle, even from spells (Ancestral Spirit and Soul of the Forest come to mind, for example). It gives ONE deathrattle per minion (forgot to clarify that in the card text).
A neutral spell cannot be magical. Why? Because magic is performed by each class. In World of Warcraft each class has its own unique spells none of these were shared by other classes. So I couldn't couldn't make some sort of magical spell that could be used by all classes.
So instead I decided to take a look at what World of Warcraft has that hearthstone is missing. Inventory! When a hero marches into battle, he doesn't come unprepared. No! he grabs his best armor, a couple of potions and some food! With inventory neutral spells you can make your monsters fit for battle!
So I decided to make a list of unique inventory spells that would be a good inclusion into the game, however as it is tradition to submit one card I will showcase the Huge Brown Sack as an inventory spell that is able to grab any inventory spell. If you want to see a few more examples of inventory (and I recommend that you do) they will be in the spoiler!
Want some inventory but don't have the room in your deck or don't even know what to get? Grab a Huge Brown Sack It can hold some stuff for you, but be careful it may not be what you need!
Wish you could heal your minions, but your a warlock? Worry no more with this health potion you can heal them back up so that they can fight a little longer!
For all thoses classes who cant heal, get some chicken and you will be fine! Its a little worse than flash heal, but its better than nothing! Its not like chicken ever replaced a priest in a raid!
A bit short of cash? Grab a couple extra coins to keep you going! Other variants of this spell may be Silver Coins - add 2 coins or Copper Coins - add a coin.
Those minions need items too! give them a necklace for some extra spell damage!
Minions look a little fragile? give them a shield to increase their health! For those classes who are unable to buff minions real well ( Warrior Hunter Mage and Shaman)
Introducing a legendary Item! The Hearthstone can return a friendly minion to your hand and it wont disappear, but make sure you use it wisely because of its long cooldown!
Your hero a little weak? Grab some armor! This item is especially good for those classes that are unable to heal but need to be up and close to the battlefield (rogue).
Some spells out of reach? Quickly learn something in the nick of time. It could be useful!
I was unsure about this one, but thought I should add it anyway. Its worse than your mages fireball but it gets the job done!
Minions look a little empty handed? Give your minions something to hit the enemy with!
Inspire your minions with the medallion! (The wording may look confusing, but what this does is give a friendly minion the trait inspire which increases all friendly minions attack by +2)
Items are all available to everyone in the neutral selection as they are all designed to be better than things like spare parts but also a little worse than hero spells because after all a hero is special for a reason and in no way can items replace a hero.
These items should allow for a more wide range of decks to be used and hopefully spice the meta up a little bit.
With the addition of items Rouges and Warlocks can get better sustain, Warriors could make even stronger control decks and priests could heal more! but it will also allow for unique decks like a control rogue or something totally new!
Oh and I apologize for the quality of images. These are all actual Icons in World of Warcraft so I had to enlarge them a little bit to fit onto the cards :)
(EDIT) added the sword and the medallion to the spoiler
A much needed card, since there is no direct/instant counterplay to silence effect in the game yet. Brewmasters and Reincarnate cannot let you attack with the 'unsilenced' minion but this card can.
Clarifications: Any buffs/debuff applied before silence is reapplied, and any buffs/debuffs applied after the silence is erased. Can be used on any minion but it will whiff if it has not been silenced.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Me Smash!!!
Basically, I figure the only way to maintain class balancing with neutral spells would be to make them mostly luck based. Thus this awkward yet potentially effective removal, and Though I cannot show it, the choosing screen would be similar to that of the pre-game mulligan. To prevent BM there is a 5 second timer for choosing before it is randomized.
"Pick a card. Any card."
Im Ol' Greg
Things like "battlecry: taunt to minion next" could work, else "destroy the minion damaged". But not things that require interaccion from others stuff.
Nice in Mill Rogue/Druid. Could make Lorewalker Cho viable :D Hope you like it.
My submission for this week's Weekly Card Design Competition, Paper Airplane!
I'm gonna be honest. I don't like this week's theme. I think Blizzard is very correct in saying that spells should be for specific classes only. With that said, I can only agree to one type of neutral spell card that benefits the game in a nice way. And that's a -fun- card, existing for the sake of -fun-. Other neutral spells tend to benefit specific classes more than others anyway, and will promote a certain playstyle for all decks that can push one class over the edge (Hunter) , and be useless for another (Priest).
These are just some examples of what -could- happen if you used the card. Ofcourse none of these options are competitive. That's not the point of the card. The possibilities can be expanded later, for fun, adding in new Hearthstone tropes or hilarious moments.
High Justice Grimstone would be proud.
Since the card is considered played before its effect takes place, it isn't taken into account when deciding how many Legendary minions will be added to your hand.
The art is based off of Madam Goya, the owner of the Black Market Auction House in Mists of Pandaria.
Here's my card idea! Universal draw will make a lot of previously unexplored decks very viable now, and the tradeoff between spending your turn 5 to draw cards or waiting until later to draw but not be able to use the cards you drew is a very subtle decision and will involve at least some skill to use perfectly. I think if you're only going to have 1 neutral spell in the game, this should be it.
Yes this spell is a legendary spell, wich means it's a 1-of in a deck.
The cards added to your hand are Alexstrasza, Nozdormu, Malygos, Ysera and Deathwing.
In disregard to the Context sub-section, in my view, a neutral spell should be the only one and should be a very, very symbolic card and have some relation to the other neutral cards.
You are drawing 5 very, very late-game cards, and you're basically losing an enormous amount of Tempo when playing this. Only suited for the controly-est of the control decks (maybe fatigue warrior?). Considering wich cards are added, the cost and that most of them are kinda bad, I don't think that a 5 mana-cost is OP. It allows you to play a Belcher or some kind of removal alongside, wich making it 7-10 mana wouldn't allow.
Two times Card Design Competition winner, with Durotan and Snörn the Treasureater.
Finalist with Baronor Badmouth, M'uru and Void Reaver.
I think a lot of people have been going for flashy cards with big effects, and I wanted to counterbalance that with a more balanced card that really feels 'neutral' to me.
A New Approach is designed to be one of many small neutral spells in a set. These spells would not have large effects, nor would they have particularly innovative effects - we'll leave those to the class cards. Instead, they would focus on cards that promote certain styles of gameplay or ideals, without favouring any class. In this case, we have a cycling mechanic which is very weak, but which might help a player thin their deck should they need to.
Edit: The Mana cost has been increased to (2) from (1). This was due to (valid) concerns that the card would be an auto-include in pretty much every deck, allowing you to simply filter out filler cards for this. I don't want a broken card, I want a balanced one. With this change, the card is still playable in the intended way, but isn't so powerful as to be an automatic deck filler.
You can find me here! Good luck everyone!
REMOVED
Mark of the Frostwolf
5 Mana (Common)
Give a minion +1/+1 for each other friendly minion on the battlefield.
I went full Northshire for this week:
Madness Cards:
Alright, now to the clarifications:
First of all, yes, the Tendril is an image of Yogg Saron, couldn't find a decente one of C'thun.
Piercing Gaze works like Tournament Obs, you see the other player's hand face up.
Faceless Harbinger deals you fatigue damage even if you have cards left, start at 1, 2... like fatigue. If you actually reach fatigue, it means it would trigger TWICE at the start of your turn. BUT, it doesn't trigger from card draws, just at the start your turn. They stack with each other, if you play 2 Harbingers, you'll take 3 fatigue next turn (1+2).
Whispers of Insanity can give ANY deathrattle, even from spells (Ancestral Spirit and Soul of the Forest come to mind, for example). It gives ONE deathrattle per minion (forgot to clarify that in the card text).
And... yes, Devouring Maw is OP AF. Deal with it.
Siras Terra, the Geomancer
Introducing Inventory - Here is why.
A neutral spell cannot be magical. Why? Because magic is performed by each class. In World of Warcraft each class has its own unique spells none of these were shared by other classes. So I couldn't couldn't make some sort of magical spell that could be used by all classes.
So instead I decided to take a look at what World of Warcraft has that hearthstone is missing. Inventory! When a hero marches into battle, he doesn't come unprepared. No! he grabs his best armor, a couple of potions and some food! With inventory neutral spells you can make your monsters fit for battle!
So I decided to make a list of unique inventory spells that would be a good inclusion into the game, however as it is tradition to submit one card I will showcase the Huge Brown Sack as an inventory spell that is able to grab any inventory spell. If you want to see a few more examples of inventory (and I recommend that you do) they will be in the spoiler!
Want some inventory but don't have the room in your deck or don't even know what to get? Grab a Huge Brown Sack It can hold some stuff for you, but be careful it may not be what you need!
Wish you could heal your minions, but your a warlock? Worry no more with this health potion you can heal them back up so that they can fight a little longer!
For all thoses classes who cant heal, get some chicken and you will be fine! Its a little worse than flash heal, but its better than nothing! Its not like chicken ever replaced a priest in a raid!
A bit short of cash? Grab a couple extra coins to keep you going! Other variants of this spell may be Silver Coins - add 2 coins or Copper Coins - add a coin.
Those minions need items too! give them a necklace for some extra spell damage!
Minions look a little fragile? give them a shield to increase their health! For those classes who are unable to buff minions real well ( Warrior Hunter Mage and Shaman)
Introducing a legendary Item! The Hearthstone can return a friendly minion to your hand and it wont disappear, but make sure you use it wisely because of its long cooldown!
Your hero a little weak? Grab some armor! This item is especially good for those classes that are unable to heal but need to be up and close to the battlefield (rogue).
Some spells out of reach? Quickly learn something in the nick of time. It could be useful!
I was unsure about this one, but thought I should add it anyway. Its worse than your mages fireball but it gets the job done!
Minions look a little empty handed? Give your minions something to hit the enemy with!
Inspire your minions with the medallion! (The wording may look confusing, but what this does is give a friendly minion the trait inspire which increases all friendly minions attack by +2)
Items are all available to everyone in the neutral selection as they are all designed to be better than things like spare parts but also a little worse than hero spells because after all a hero is special for a reason and in no way can items replace a hero.
These items should allow for a more wide range of decks to be used and hopefully spice the meta up a little bit.
With the addition of items Rouges and Warlocks can get better sustain, Warriors could make even stronger control decks and priests could heal more! but it will also allow for unique decks like a control rogue or something totally new!
Oh and I apologize for the quality of images. These are all actual Icons in World of Warcraft so I had to enlarge them a little bit to fit onto the cards :)
(EDIT) added the sword and the medallion to the spoiler
Harrison Jones approves. More collections for the Museum!
REMOVED
Somebody had to do it.
If I can't be a good example, I'll just have to be a horrible warning.
Flavor text: "This is why we can't have nice things"
A much needed card, since there is no direct/instant counterplay to silence effect in the game yet. Brewmasters and Reincarnate cannot let you attack with the 'unsilenced' minion but this card can.
Clarifications: Any buffs/debuff applied before silence is reapplied, and any buffs/debuffs applied after the silence is erased. Can be used on any minion but it will whiff if it has not been silenced.