First card: Playable under normal conditions by turn 8/9 for free, exponential growth which makes it a bit "op" in my honest opinion. The only similar card going by turns is Nerubian Prophet which is still a linear growth.
Second card: Ok card, freezes the opponent (assuming he trades his minions in and gets them back at full health). Maybe even a tad weak compared to the 4 Mana 7/7 as it heals your opponent's minions after trading in or even proccing their deathrattles for free but overall a balanced card in my opinion.
Third card: Inbalanced, Warlock is kinda useless in the current meta (Zoolock and Discardlock mostly only have Soulfire as a damaging spell. Warrior: 2 Mana 5/3? Definitly needs some more balancing in my opinion but a good idea.
1. The mana golem has a cool mechanic and rewards you for your opponent using all of thier mana each turn. And if they use all of thier mana each turn you can play it by turn 7 for 7 mana and that's pretty good. The only thing I would change is the art because that's the art for Anomalous.
2. An 8/8 for 4 mana is crazy... but the deathrattle effect makes it work, making this basically a mini N'Zoth The Corruptor for your opponent. It can still be removed by things likeShadow Word: Death, Polymorph, and Hex but by this point no 4 cost damage spell is enough to kill it. If you can go face with this thing for at least 1 turn that would make a huge difference in the game.
3. Those extra powers are insane. I think it might have to be changed a bit because some of them feel way too overpowered for me.
Feels a bit under powered, it's stat line is so low and the two 1/1's with charge could easily be killed on you opponents turn anyways, making the charge useless.
Im not an expert at balancing though, maybe give it divine shield? Giving it charge might make it too strong idk. Or maybe just raise its stats?
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Hi, i recently created a hearthpwn account which is this neat little website. I became aware i could post my custom card creations here, so i did.
Neutral:
Rogue: Combo's can trigger after you use your hero power
Warlock: All damage spells heal you for half its damage
Druid: Your power becomes gain 1 armor and deal 1 damage to all enemy minions.
Shaman: You can't overload
Paladin: Every minion you summon gains +1/+2
Mage: Your hero has +1 spell damage
Warrior: Your hero power costs (0)
Hunter: Your hero power can target minions
Priest: At the end of every other turn cast holy nova
First card: Playable under normal conditions by turn 8/9 for free, exponential growth which makes it a bit "op" in my honest opinion. The only similar card going by turns is Nerubian Prophet which is still a linear growth.
Second card: Ok card, freezes the opponent (assuming he trades his minions in and gets them back at full health). Maybe even a tad weak compared to the 4 Mana 7/7 as it heals your opponent's minions after trading in or even proccing their deathrattles for free but overall a balanced card in my opinion.
Third card: Inbalanced, Warlock is kinda useless in the current meta (Zoolock and Discardlock mostly only have Soulfire as a damaging spell. Warrior: 2 Mana 5/3? Definitly needs some more balancing in my opinion but a good idea.
Here's my thoughts:
1. The mana golem has a cool mechanic and rewards you for your opponent using all of thier mana each turn. And if they use all of thier mana each turn you can play it by turn 7 for 7 mana and that's pretty good. The only thing I would change is the art because that's the art for Anomalous.
2. An 8/8 for 4 mana is crazy... but the deathrattle effect makes it work, making this basically a mini N'Zoth The Corruptor for your opponent. It can still be removed by things likeShadow Word: Death, Polymorph, and Hex but by this point no 4 cost damage spell is enough to kill it. If you can go face with this thing for at least 1 turn that would make a huge difference in the game.
3. Those extra powers are insane. I think it might have to be changed a bit because some of them feel way too overpowered for me.
i made some changes to anduin
heres another one