This is a thread for all the cards I made throughout the years. Please feel free to comment and help me become a better card designer. As for my personal style, I aim for the sweet spot between simple design and complex decision making. Many of my cards are therefore not very flashy at first glance, but have some depth. Sometimes the cards are a reinterpretation of a class's theme. I will try to post cards on a regular basis.
Let's start with this one. It's meant as anti-combo tech, but of course also sometimes works against aggro. From my experience with Hidden Wisdom, I think it is quite balanced, since you can somewhat play around it.
Another interpretation of counterplay. You only take the cards from your opponent's hand. This is an example of the reinterpretation of the rogue's tempo theme: Taking a short term risk and tempo loss for later gains. Maybe the mana cost needs to be upped though.
To be blunt, some of these cards are too strong or too weak.
I think timeout is fun and a noob killer but could be a 3 mana do nothing against a good player.
Slight of hand is too op on turn 1. Turn one it's often 1 mana draw two cards.
The illiterate goblin is probably to weak to be played early game and not strong enough to counter fatigue when elise, deadman's hand, kingsbane, and other anti fatigue cards exist.
Storm caller is a fair card but shaman already has reincarnate in wild and reprinting reincarnate while adding minion stats is not that exciting.
Bloodthirsty brawler is a interesting idea and I have no idea if it could see play. It would need to be in a deck that benefits from minion deaths anyway so that it would just be a 2 mana draw two cards.
I think curse of totems is fine but might be too weak at overload 2 and too strong at overload 1. I would make it overload 1 and summon 3 basic totems or something. Zolah's stare should probably overload 2 at least because otherwise it will only be a tempo loss if it kills a 1 cost minion. That's too strong
Thanks for the feedback! I agree with you on some points. I am not a Johnny, but a Spike. Therefore I dislike the assessment on pure viability on ladder and appreciate other aspects such as innovativeness and new mechanics much more. This is not meant as defending my cards, but an explanation why some of the cards might appear too weak at first glance.
Time Out: This is not meant as a soft lock like Rat Trap, but a combo hoser. Especially Star Aligner and Malygos Druid have some difficulties to meet that condition before going off.
Sleight of Hand: You are right! Mana cost should be 3 at least. I am not sure if it is possible to balance this card at all.
Illiterate Goblin: It is a weak card. I like that. Not every card needs to be crazy. This is at best a mid-level arena card. Nothing wrong with that.
Storm Caller: Yes it is a reprint on a body. This was done by Blizzard several times already, sometimes a body is just what's missing to make an effect playable. But you are right, nothing out of the box here.
Bloodthirsty Brawler: Normally it is 3 mana draw 2. This card needs some setup to make it work and therefore I believe the discount is justified. You can also check for Snipe or Explosive Runes with this card.
Zola's Stare: For balancing I had Vaporize in mind (which btw never saw any play). If you compare the two cards, the cost is reasonable. Your opponent can make the decision which minion to test it with, when to overload you and also gets a Frog. I disagree with it being too strong.
Once again, thanks for sharing your opinion. You have very valid points (especially the more competitive nature of cards), that I do not fully consider while making cards. Maybe this was the igniting spark for a fruitful discussion :)
I think that clockwork archivist is definetely too weak. It has the same stats like that gnome wich draws you a card, which don't see play beyonde new players, and putting card in hand is much better than putting it in deck. Of course it can protect you from fatigue for one more turn, but it has possibility of changing one of your draws to garbage, since the card is random. I think it can be even 5/4 for the same mana cost, and probably won't see competitive play. But if you want to make fun cards, you can increase it's stats to 4/4 or 5/4, and it will be nice design.
Welcome everyone,
This is a thread for all the cards I made throughout the years. Please feel free to comment and help me become a better card designer. As for my personal style, I aim for the sweet spot between simple design and complex decision making. Many of my cards are therefore not very flashy at first glance, but have some depth. Sometimes the cards are a reinterpretation of a class's theme. I will try to post cards on a regular basis.
Let's start with this one. It's meant as anti-combo tech, but of course also sometimes works against aggro. From my experience with Hidden Wisdom, I think it is quite balanced, since you can somewhat play around it.
Another interpretation of counterplay. You only take the cards from your opponent's hand. This is an example of the reinterpretation of the rogue's tempo theme: Taking a short term risk and tempo loss for later gains. Maybe the mana cost needs to be upped though.
Flavor: "Unless you got an art degree."
Simple and straight forward design.
A minion I designed several years ago. It offers a method to silence, heal or unsilence a minion.
Had some busy times at work, so now I am back to post more cards. I would highly appreciate some feedback!
A concept to make flexibly costed Secrets.
Wow thanks for all the insightful feedback and help! Way to engage people into card design :)
To be blunt, some of these cards are too strong or too weak.
I think timeout is fun and a noob killer but could be a 3 mana do nothing against a good player.
Slight of hand is too op on turn 1. Turn one it's often 1 mana draw two cards.
The illiterate goblin is probably to weak to be played early game and not strong enough to counter fatigue when elise, deadman's hand, kingsbane, and other anti fatigue cards exist.
Storm caller is a fair card but shaman already has reincarnate in wild and reprinting reincarnate while adding minion stats is not that exciting.
Bloodthirsty brawler is a interesting idea and I have no idea if it could see play. It would need to be in a deck that benefits from minion deaths anyway so that it would just be a 2 mana draw two cards.
I think curse of totems is fine but might be too weak at overload 2 and too strong at overload 1. I would make it overload 1 and summon 3 basic totems or something. Zolah's stare should probably overload 2 at least because otherwise it will only be a tempo loss if it kills a 1 cost minion. That's too strong
Time for a new batch... Starting with a very slow anti-tempo card.
An alternative win condition that involves some gambling.
I think that clockwork archivist is definetely too weak. It has the same stats like that gnome wich draws you a card, which don't see play beyonde new players, and putting card in hand is much better than putting it in deck. Of course it can protect you from fatigue for one more turn, but it has possibility of changing one of your draws to garbage, since the card is random. I think it can be even 5/4 for the same mana cost, and probably won't see competitive play. But if you want to make fun cards, you can increase it's stats to 4/4 or 5/4, and it will be nice design.
Continuing with a tricky card. Would it see play?
Naga Sea Witch + Resurrect/Eternal Servitude/Barnes. Really just big priest, but instead the deck can be completely focused on removal, draw and stall.
Or something with Spirit of the Dead.
Bidding Un'Goro farewell. You'll be missed...
Feel free to help me close the loophole!
Any class but priest, really. Or perhaps a different battlecry.