Taking the card control mechanic from the Priest class.
Clarification of the effect: At the end of your turn (including the turn this card is played) one random enemy minion will swap sides of the board, thus reducing the number of usable minions on your opponents turn. After the opponent ends their turn they will get their minion back again.
If Charm totem is destroyed before returning the enemy minion, that minion will stay on your side of the board.
Positive Effects:
- Can help the shaman slow the game down and gain some control of the board, which it desperately needs.
- If a Taunt is stolen it could clear the enemy board, or prevent heavy damage.
- Could prevent an effect from occurring during the opponents turn (I.e Brann Bronzebeard, etc)
Here is my idea for the card design competition this week. I think I have a good idea but wanted an opinion on the mana cost and the wording of the effect.
Class: Shaman
Taking the card control mechanic from the priest class.
Clarification of the effect: At the end of your turn (including the turn this card is played) one random enemy minion will swap sides of the board, thus reducing the number of usable minions on your opponents turn. After the opponent ends their turn they will get their minion back again.
If Charm totem is destroyed before returning the enemy minion, that minion will stay on your side of the board.
Positive Effects:
- Can help the shaman slow the game down and gain some control of the board.
- If a Taunt is stolen it could clear the enemy board, or prevent heavy damage.
- Could prevent and effect from occurring during the opponents turn.
Balancing Effects:
- The totem itself has a weak body and can be removed by most spells.
- Since it is RNG it could potentially steal a weak minion, giving it less value.
Need help deciding which one to submit this week. Also any constructive criticism is useful. I think the Gobfather needs to be rethought but I've hit a wall. I wanted to use some type of mechanic where you give the opponent something and then penalize them if they can't repay you later.
"He's you friendly neighbourhood Gob Hoblin".
"He will make you an offer moderately challenging to refuse".
Thanks for the feedback! I completely agree with you, I think I was trying to make the card too flashy which is why I directed it at legendary minions. After pondering the concept a but more it may note the most balanced, I'll work on making the card more a bit more playable.
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Hello and Good luck to all;
My submission this week.
AWESOME Inventions for reference: Homing Chicken, Emboldener 3000, Poultryizer, Repair Bot
Quick Notes:
1. Many of the AWESOME inventions synergise well with mech based deck archetypes.
2. At 3 cost the card could be played on tempo, or late game to combo into its effect.
3. Give insentive to play cards that give spare parts outside of Mage decks.
4. Who wouldn't want a board full of awesome inventions.
5. Since all of the inventions are mechs this card would synergise well with Mimiron's Head.
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Hello again;
Here is my submission for this weeks card creation competition.
Notes:
1. Could cause some mages to run low cost beasts in there deck, making a new archetype.3.
2. Has synergy with Flamewaker, Sorcerer's Apprentice and Archmage Antonidas.
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Hello Everyone;
Class: Neutral
Concept: Giving the opponent something.
My thoughts:
- This card is simple, yet effective I think and is something that could be developed.
- The card is a mixture between Mad Scientist and Spellslinger.
- This card would be interesting to play around strategically, do you attack first then play it, or do you play it at the end of your turn.
Thank and Good Luck to all.
7
Hello Fellow Card Creators;
Class: Shaman
Taking the card control mechanic from the Priest class.
Clarification of the effect: At the end of your turn (including the turn this card is played) one random enemy minion will swap sides of the board, thus reducing the number of usable minions on your opponents turn.
After the opponent ends their turn they will get their minion back again.
If Charm totem is destroyed before returning the enemy minion, that minion will stay on your side of the board.
Positive Effects:
- Can help the shaman slow the game down and gain some control of the board, which it desperately needs.
- If a Taunt is stolen it could clear the enemy board, or prevent heavy damage.
- Could prevent an effect from occurring during the opponents turn (I.e Brann Bronzebeard, etc)
- Synergy with Tuskarr Totemic.
Balancing Effects:
- The totem itself has a weak body and can be removed by most spells.
- Since it is RNG it could potentially steal a weak minion, giving it less value.
Thanks and Goo luck to all!
0
Hey;
Here is my idea for the card design competition this week. I think I have a good idea but wanted an opinion on the mana cost and the wording of the effect.
Class: Shaman
Taking the card control mechanic from the priest class.
Clarification of the effect: At the end of your turn (including the turn this card is played) one random enemy minion will swap sides of the board, thus reducing the number of usable minions on your opponents turn.
After the opponent ends their turn they will get their minion back again.
If Charm totem is destroyed before returning the enemy minion, that minion will stay on your side of the board.
Positive Effects:
- Can help the shaman slow the game down and gain some control of the board.
- If a Taunt is stolen it could clear the enemy board, or prevent heavy damage.
- Could prevent and effect from occurring during the opponents turn.
Balancing Effects:
- The totem itself has a weak body and can be removed by most spells.
- Since it is RNG it could potentially steal a weak minion, giving it less value.
Thanks for any feedback.
6
Happy holidays Everyone:
I present (no pun intended) my submission for the Holiday Card Creation competition.
"He thinks all Gnomes are Tiny Tim".
Background:
- Rogue needs a good one drop.
- Rogue needs some early game combo activators to advance the class.
- This card could fit in well with a tempo rogue archetype.
0
Hi guys;
Love the card creation competition this week. Just wanted to put my submission up to get some feedback, and to ensure it is a valid entry.
Background:
- Rogue currently doesn't have a great 1 drop.
- Rogue needs something that can activate combo's in later turns.
- Could work well in a Tempo Rogue.
Thanks for the feedback and HAPPY HOLIDAYS.
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Welcome Shinjo Greatpaw
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REMOVED
(Reminder: Deleting Submission Topic posts is against the rules.)
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3
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Flavour Text: "Where else would a Rogue come from?"
0
Need help deciding which one to submit this week. Also any constructive criticism is useful. I think the Gobfather needs to be rethought but I've hit a wall. I wanted to use some type of mechanic where you give the opponent something and then penalize them if they can't repay you later.
"He's you friendly neighbourhood Gob Hoblin".
"He will make you an offer moderately challenging to refuse".
0
Here's the revised version of the card. Still would like feedback if it can be improved. Thanks.
0
Thanks for the feedback! I completely agree with you, I think I was trying to make the card too flashy which is why I directed it at legendary minions. After pondering the concept a but more it may note the most balanced, I'll work on making the card more a bit more playable.
Thank you PurpleMD for feedback as well.