Can't wait to craft this in gold to play alongside my golden Baku the Mooneater and Prince Malchezaar. Hopefully the 15 second turns won't count the 30 seconds of animations that play at the start of each game.
Although not strictly hearthstone themed, after seeing this art I knew it had to be done. Archon Form is somewhat different to Galakrond, with lower value Invoking cards, but a higher power Invoke effect. It starts off as 'Deal 3 damage to a random enemy. Overload: (1)', but by the time you upgrade and play the twilight archon, it can be 'Deal 4 damage to four random enemies. Overload: (4)', operating like Arcane Missiles. And yes, it Overloads for each Lightning Bolt cast.
The intent is that the player becomes surging with ever increasing power, dealing massive damage to the opponent, and either winning, or destroying yourself in the process. Each time you use your hero power, is another time you've Invoked, so you'll Overload yourself further and further, dealing more damage, but limiting your own ability to do anything else.
"We're fairly certain your old weapons are just being stolen, broken, and sold back to you."
Serrated Tooth, Necrium Blade, Waggle Pick... the possibilities are endless!* *The three weapons are branded as Endless™. Sethrak Excavation Inc. accepts no refunds.
Starting off with a simple concept here. Being able to draw a weapon with a battlecry and reasonable stats is pretty powerful, but it comes at the cost of nerfing the weapon itself. Hopefully it's equally balanced and thematic - unearthing an ancient, but fragile weapon.
I'll be giving more feedback if I participate more in the thread, but my favourite so far is @Shatterstar1998's Plague of Decay. With the recent Uldum plagues, this feels like a really nice way to introduce the effect, and fits in well with existing plagues. There are some other interesting cards like @Wailor's Harrison, Reckless Explorer, but feel like it's balanced in such a way that it'd be unfun to play against.
"They said to 'Ride the Lightning', so we slapped a saddle on a Dread Raven!"
I felt the best way to embody a Shaman / Paladin Dual Class card was to make a card that interacts with both the Divine Shield and Overload keywords. Rather than just slapping an overload cost on a strong minion, I decided to create a more versatile card, which acquires its 'paladin-themed' power by interacting with a shaman exclusive mechanic.
Clarification: This minion's Overload means it grants itself Divine Shield. Unlike Battlecry effects, however, it does so *after* successfully being summoned, which means it can still be killed by secrets such as Snipe.
It was a close call, but I managed to beat him from full health with Reno. Had the treasure that let you play your hero power for free after playing an even cost card, and filled my deck with even cost minions from then on. With the Arcane Trickery hero power, and a bunch of hero power buffing minions, it was pretty easy to keep the board clear for most of the game, while also dealing excess damage to the Plague Lord.
"Runes? Totems? I don't believe this Tauren have ever been to Druidic school!"
I had a couple of ideas this week, but eventually settled on this. Hamuul essentially doubles all healing you do, and any armour you gain for the rest of the game. Since Druid tends to focus mostly on single target heals, and armour being harder to gain without duplicates, I think this is a strong yet thematic card, without being too unbalanced. He doesn't provide any immediate benefit, but the long term benefit might just be worth building a Highlander deck around.
I have a couple of ideas this week. Hamuul essentially doubles all healing you do, and any armour you gain for the rest of the game. Since Druid tends to focus mostly on single target heals, and armour being harder to gain without duplicates, I think this might be a card worth building a highlander deck around. As for Li Li - Her effect summons a permanent 'minion' akin to Nether Portal, where it takes up a board space, but is unable to die, be removed, or otherwise interact.
Though granting spell damage is rather generic, I felt summoning a permanent buff is pretty unique, and a little more flavourful and balanced than simply granting permanent spell damage as an aura. I'm honestly not sure which one I prefer - I think Hamuul works well in concept, but Li Li is more reasonably balanced. Let me know what you think!
As for feedback, I'll focus mostly on the cards I like the mechanics / flavour of:
I'm quite the fan of this one, since Dalaran Heist is one of my favourite adventures, but for how interesting it is, I think it's a tad understatted, or doesn't impact gameplay enough. I'd make it a Start of Game effect akin to Genn Greymane, where you select your hero power at the start of the game. It'd also be nice to choose the default hero power if you want to, making the effect a little more flexible.
I'd say "past Classic card" or "Classic card from the past," but none of them seemed to make sense.
I'm a big fan of this one, it fits in well with the existing Toki card, but gives a unique twist, rewarding the highlander restriction with discovering from a limited pool. I think it might be better balanced / worded as 'Discover a classic card from the Hall of Fame', but I can see how that might take up some text space.
Not sure if this is strong enough, has some use with most 2 drop elementals for shaman.. Could also be used with Mountain Giant for 5 giants with 10 cards in hand.
Missed the Elemental Tag on this one XD
Quite the fan of the effect on this one, but I think it's a bit too low cost given how powerful it is, even in highlander. Somewhere around the 5 mana mark would make it just as impactful in the long run, without early game shenanigans with 1-2 mana minions. Based on Frost Lich Jaina, the wording would work better as 'Your Elementals have Echo this game.' Perhaps the heart itself could be an elemental too.
0
Can't even delete the duplicate post from the goldens hogging my bandwidth. Great.
4
Loving the readability...
12
I have waited so very long for this moment.
0
Can't wait to craft this in gold to play alongside my golden Baku the Mooneater and Prince Malchezaar.
Hopefully the 15 second turns won't count the 30 seconds of animations that play at the start of each game.
1
"Power... OVERWHELMING!"
Although not strictly hearthstone themed, after seeing this art I knew it had to be done. Archon Form is somewhat different to Galakrond, with lower value Invoking cards, but a higher power Invoke effect. It starts off as 'Deal 3 damage to a random enemy. Overload: (1)', but by the time you upgrade and play the twilight archon, it can be 'Deal 4 damage to four random enemies. Overload: (4)', operating like Arcane Missiles. And yes, it Overloads for each Lightning Bolt cast.
The intent is that the player becomes surging with ever increasing power, dealing massive damage to the opponent, and either winning, or destroying yourself in the process. Each time you use your hero power, is another time you've Invoked, so you'll Overload yourself further and further, dealing more damage, but limiting your own ability to do anything else.
As an Archon might say:
"We... BURN!"
3
0
Something tells me it's more of a reference to the mythical dragon Níðhöggr.
https://en.wikipedia.org/wiki/N%C3%AD%C3%B0h%C3%B6ggr
4
3
"We're fairly certain your old weapons are just being stolen, broken, and sold back to you."
Serrated Tooth, Necrium Blade, Waggle Pick... the possibilities are endless!*
*The three weapons are branded as Endless™. Sethrak Excavation Inc. accepts no refunds.
0
Starting off with a simple concept here. Being able to draw a weapon with a battlecry and reasonable stats is pretty powerful, but it comes at the cost of nerfing the weapon itself. Hopefully it's equally balanced and thematic - unearthing an ancient, but fragile weapon.
I'll be giving more feedback if I participate more in the thread, but my favourite so far is @Shatterstar1998's Plague of Decay. With the recent Uldum plagues, this feels like a really nice way to introduce the effect, and fits in well with existing plagues. There are some other interesting cards like @Wailor's Harrison, Reckless Explorer, but feel like it's balanced in such a way that it'd be unfun to play against.
4
"They said to 'Ride the Lightning', so we slapped a saddle on a Dread Raven!"
I felt the best way to embody a Shaman / Paladin Dual Class card was to make a card that interacts with both the Divine Shield and Overload keywords. Rather than just slapping an overload cost on a strong minion, I decided to create a more versatile card, which acquires its 'paladin-themed' power by interacting with a shaman exclusive mechanic.
Clarification: This minion's Overload means it grants itself Divine Shield. Unlike Battlecry effects, however, it does so *after* successfully being summoned, which means it can still be killed by secrets such as Snipe.
8
"Shooting seven minions, with only six arms? N'Zoth works in mysterious ways..."
0
It was a close call, but I managed to beat him from full health with Reno. Had the treasure that let you play your hero power for free after playing an even cost card, and filled my deck with even cost minions from then on. With the Arcane Trickery hero power, and a bunch of hero power buffing minions, it was pretty easy to keep the board clear for most of the game, while also dealing excess damage to the Plague Lord.
1
"Runes? Totems? I don't believe this Tauren have ever been to Druidic school!"
I had a couple of ideas this week, but eventually settled on this. Hamuul essentially doubles all healing you do, and any armour you gain for the rest of the game. Since Druid tends to focus mostly on single target heals, and armour being harder to gain without duplicates, I think this is a strong yet thematic card, without being too unbalanced. He doesn't provide any immediate benefit, but the long term benefit might just be worth building a Highlander deck around.
0
I have a couple of ideas this week. Hamuul essentially doubles all healing you do, and any armour you gain for the rest of the game. Since Druid tends to focus mostly on single target heals, and armour being harder to gain without duplicates, I think this might be a card worth building a highlander deck around. As for Li Li - Her effect summons a permanent 'minion' akin to Nether Portal, where it takes up a board space, but is unable to die, be removed, or otherwise interact.
Though granting spell damage is rather generic, I felt summoning a permanent buff is pretty unique, and a little more flavourful and balanced than simply granting permanent spell damage as an aura. I'm honestly not sure which one I prefer - I think Hamuul works well in concept, but Li Li is more reasonably balanced. Let me know what you think!
As for feedback, I'll focus mostly on the cards I like the mechanics / flavour of:
I'm quite the fan of this one, since Dalaran Heist is one of my favourite adventures, but for how interesting it is, I think it's a tad understatted, or doesn't impact gameplay enough. I'd make it a Start of Game effect akin to Genn Greymane, where you select your hero power at the start of the game. It'd also be nice to choose the default hero power if you want to, making the effect a little more flexible.
I'm a big fan of this one, it fits in well with the existing Toki card, but gives a unique twist, rewarding the highlander restriction with discovering from a limited pool. I think it might be better balanced / worded as 'Discover a classic card from the Hall of Fame', but I can see how that might take up some text space.
Quite the fan of the effect on this one, but I think it's a bit too low cost given how powerful it is, even in highlander. Somewhere around the 5 mana mark would make it just as impactful in the long run, without early game shenanigans with 1-2 mana minions. Based on Frost Lich Jaina, the wording would work better as 'Your Elementals have Echo this game.' Perhaps the heart itself could be an elemental too.