I'm not sure how much this effect would be worth. I think Shaman can use strong early game, so it loses no stats for the effect. The given card used to cost (3), but I thought that was too steep for it and would make it very hard for the opponent to ever get rid of it without severely crippling their turn. At (2) it will still interfere with their earlier turns and they constantly have to keep in mind that you can't overload. Paying (2) is sort of like them overloading themselves in order for you to also be able to overload again. This dinamic serves to give the same tempo awkwardness to the opponent that the Shaman has to contend with.
Every class should have their own Dragon, and Warlock is the perfect fit for a Dragon like this. It could enable some sort of "Dragon Handlock" Since Handlock already runs Twilight Drake and with a card like this you can make other Dragons like Twilight Guardian viable in Handlock. The Nether Drake will only get a max reduction of (1), since if you look at the text, it just says that it costs (1) less if you have at least one other dragon.So if you have 2+ dragons in hand all your dragons will cost (1) less.
3 mana for a 4/5 is kind of insane. 3 mana for a 4/9 is really insane. This really needs to cost 5 at the very least, but I don't think you can really save its curve-fixing possibilities for a Warlock dragon deck.
What about this? Honestly, I have no idea. I just typed words and then this happened. It let's different play syles come from it, and if you wait, you wait 5 turns, you will get the ultimate version
I feel that is too powerful you keep it turn one and by turn 6 you have Al'akir but much better.
But then you have a dead card for the 1st 6 turns if the game. Why do you think Dragon decks weren't that good until there were cheaper dragons, that weren't dead?
Should it be a legendary too? That would limit the chances of getting it early. I will distribute the stats, to more health, because of the windfury. Probably a 4/7, but that's just my opinion.
And a dragon deck is likely to be stuck with quite a few such cards. That doesn't really excuse this card anywhere else (or, you know, even in Dragon decks), because this card can pretty much turn a game on its own. A 5/6 Al-Akir for 6 mana is nuts. Even at 4/7, you're looking at picking off at least one guy and still having a big fat taunter that they have to deal with.
Yes it would stack, and I can also see how overpowered it would be :P Maybe it should be "While this is in your hand, if you summon a minion with Spell Damage, gain Spell Damage +2"
Hey, this card is in the submission topic also, I hoped people here could express what they think about the card, and to share thoughts and ideas.
Keep in mind that the idea behind this card was to help bring unplayed cards into play.
"The idea behind this card is that you get to play your demons with out the text that is on the card originally.
For example, playing a Doomguard as a 5 mana 5/7, or playing Pit Lord without the deal 5 damage to yourself, playing the Felguard without destroying one of your own mana crystals and so on.
I made this card with the idea in mind of wanting to see these cards that are bad and not played like, Felguard, Pit Lord and Succubus. Plus the fact it is a 3 mana 2/4 taunt means it can be played on turn 3 defensively when you have nothing to play as a Handlock on turn 3, and hopefully would create more diverse, and interesting demon decks. "
Which of these would be better, though? Or maybe change the stats a little? I want it to make a difference later in the game, but if it's too big, it won't be worth using. If it's too small, it's ability won't make much sense. The ability should be on a minion you want to include in the same deck with a 1-Cost minion, but don't ever want in your starting hand.
My take on this week's theme would be a keyword rather than a whole patch of text. I have to admit its a quite difficult one, and design space is quite limited with the actual wording (imho). I decided to create the keyword Reveal (x). Its rule text would read: Once per turn, whilst this card is in your hand, you may reveal it for its reveal cost. Here are some examples:
Some considerations:
Does it qualify for this week's rules?
What about balance issues? Usually the cost of Reveal is pretty high because of the 'infinite value' factor in them. They almost act as a secondary hero power.
I think it opens some design space and could had some interesting mind games.
The word Reveal is not the most flavourful one, but albeit mostly straightforward. Any idea for a cool keyword name? I though of Vision but.. meh.
In game it would work like the Choose One mechanic. When you play the card, two options would appear: left for summoning and right for revealing.
Feedback is really appreciated. And don't forget to push the upvote button if you like my idea.
I see what you mean, from my logic at the time the card is fairly balanced, I feel like getting away with Flame imp with out the 3 damage or pit lord without the damage is in all honestly fine because you require this to be in your hand also, my main concern was Doomguard being too over powered, I basically wanted it to be playable as a 5 mana 5/7 but no charge because with the charge is just too much. The only problem is that with the current card text, it would be played, not throw away the two cards, and once it hits the board, gain back its card text and have charge anyway... so in that regards it needs editing.
Perhaps it should say, while this card is in your hand, your demons on the field and in your hand are silenced. that way you can get these positive upsides, but there would be more of a downside as the card remains silenced when it hits the board, however opens up combos like playing voidcaller and then playing demon master so that it regains the deathrattle.
It seems like something that would be useful and practical for Demon decks. You can summon a big minion a turn early, but you have to pay 2 mana more at some point to get rid of the Curse. You could maybe try to discard the Curse as well, or use it to buff things like Twilight Drake, but it's probably better to just play the Curse next turn or the turn after.
This is a really cool idea, I can imagine this with Floating Watcher as well, haha. Think it's fine as it is.
I'm not sure how much this effect would be worth. I think Shaman can use strong early game, so it loses no stats for the effect. The given card used to cost (3), but I thought that was too steep for it and would make it very hard for the opponent to ever get rid of it without severely crippling their turn. At (2) it will still interfere with their earlier turns and they constantly have to keep in mind that you can't overload. Paying (2) is sort of like them overloading themselves in order for you to also be able to overload again. This dinamic serves to give the same tempo awkwardness to the opponent that the Shaman has to contend with.
It is pretty hard to say if this is balanced or not. I think it'd be safe as a 3/3 or costing 4 or something, but it's totally up to you. Great concept though.
Muted is like being silenced but temporary, its an aura like mal'gannis. if a minion that is muted gets silenced by a minion or effect, then that minion is permanently silenced and the muted effect is over ruled. Honestly the card isnt op, it just brings in some higher value minions into the game for warlocks, and requires this to be in hand for it to work.
I've already submitted this into the competition, but i was just looking for some feedback on balancing. Is this okay as it is, with the 1/1 for 1 mana being justified by the potential 1/2/3 mana discount from overload, or should the stat line be a bit different for its cost? Any comments would be very appreciated :3
Muted is like being silenced but temporary, its an aura like mal'gannis. if a minion that is muted gets silenced by a minion or effect, then that minion is permanently silenced and the muted effect is over ruled. Honestly the card isnt op, it just brings in some higher value minions into the game for warlocks, and requires this to be in hand for it to work.
This is just a bad idea. You shouldn't have a card that affects the board and other cards in your hand while it is in your hand. Your opponent has absolutely no way to play around it. Affecting Voidcaller is barely even a downside, because someone could make a demon deck with all of the bad demons just for this card. Once you get it in your hand, your demons have no downsides for the rest of the game. That's incredibly OP. The mechanic needs some way to end. Either your opponent needs some way to stop it, or it needs to stop working after a limited number of uses.
I've already submitted this into the competition, but i was just looking for some feedback on balancing. Is this okay as it is, with the 1/1 for 1 mana being justified by the potential 1/2/3 mana discount from overload, or should the stat line be a bit different for its cost? Any comments would be very appreciated :3
You're worrying too much about the mana cost when the real issue is that you are sacrificing a card to save a few mana. I think this is actually an incredibly weak card. It's like a delayed Innervate basically.
@Melmoth_The_Wanderer. I really like the reveal idea, though I couldn't tell if it's against the rules or not. I would also say that other than the Grizzly and maybe the Ghoul the other cards are too strong. The Draw a card effect is very powerful if you don't expend a card doing it. So for example the mage card is I think too powerful because you will end up with the same amount of cards as if you casted Arcane Intellect, But you could do it every turn. (2) mana draw a Tracking every turn without card use is also too strong I think. You would never ever want to actually play these cards from hand. The Divine Shield one is probably also broken. Hand of protection costs (1) but you can only use that one time whereas you can do this every turn for (2) and the random effect can be controlled. I'd say some effects are good, the Grizzly seems in line for example, but you should be very careful what effects you put up with this keyword. Not having to use a card to get an effect every turn is like having an extra hero power, and hero powers are cost inefficient for a good reason. Using cards to get effects is part of their cost.
@Merrymaker your card is really cool; I'm just worried that it might be a little on the strong side. 4/7 taunt is a pretty big body and not that far off curve for turn 6, and the 5-cost version is on par with Fen Creeper. Personally, I'd have it swap for a random card with cost 3 or less to make the effect a little less powerful. Could probably get away with cost 2 or less. As it is, I would almost always pick that card in Arena.
@Merrymaker your card is really cool; I'm just worried that it might be a little on the strong side. 4/7 taunt is a pretty big body and not that far off curve for turn 6, and the 5-cost version is on par with Fen Creeper. Personally, I'd have it swap for a random card with cost 3 or less to make the effect a little less powerful. Could probably get away with cost 2 or less. As it is, I would almost always pick that card in Arena.
Well, Fen Creeper is just a bad card. Costs 1 more than Sen'jin Shieldmasta but only has 1 more stat, so you shouldn't really compare to it. Basically, I've valued the cost of the effect at 0.5 mana. I think that's fair given how limited it is. If you don't have it in your starting hand, the ability does absolutely nothing. If I were to nerf it, I would have to take stats off. The problem with your suggestion is that there is no room to add that in the text.
Hello! Nice idea however quite under powered. First of all this needs to be in your hand, secondly you need to then draw a Dragon just to gain one health, when realistically you would want to play this on turn 2 because of the very fast meta right now. This card is on a similar power level to let's say... Bone guard Lieutenant, but maybe even weaker. :) I like the theme though.
Sorry for the potato quality image. I wanted a card that the players bounce back and forth until one of them fumbles and fails to throw it (or chooses not to when it would be for the players benefit). if played when your opponent is ahead on the board, they may be forced to use the mana to get rid of this or have a minion take damage, and if they do play it, you can throw it back or not play it to have the effect trigger. It's a bit wordy right now but I'm not sure how to make the wording shorter.
Does anyone know where I could find better art for this?
I don't think anyone has reviewed this yet. I might change it to 1 mana so you can play it on turn 1. And I still need better art for this, but I can't find any.
Sorry for the potato quality image. I wanted a card that the players bounce back and forth until one of them fumbles and fails to throw it (or chooses not to when it would be for the players benefit). if played when your opponent is ahead on the board, they may be forced to use the mana to get rid of this or have a minion take damage, and if they do play it, you can throw it back or not play it to have the effect trigger. It's a bit wordy right now but I'm not sure how to make the wording shorter.
Does anyone know where I could find better art for this?
I don't think anyone has reviewed this yet. I might change it to 1 mana so you can play it on turn 1. And I still need better art for this, but I can't find any.
I think 2 mana is fine. You could use this site to find the better artwork for the bomb: https://www.deviantart.com/browse/all/contests/2014/hearthstone/?offset=72. I found several good bomb artworks just by scrolling few lines there. Think you will find the artwork you are looking for from there! :)
@Melmoth_The_Wanderer. I really like the reveal idea, though I couldn't tell if it's against the rules or not. I would also say that other than the Grizzly and maybe the Ghoul the other cards are too strong. The Draw a card effect is very powerful if you don't expend a card doing it. So for example the mage card is I think too powerful because you will end up with the same amount of cards as if you casted Arcane Intellect, But you could do it every turn. (2) mana draw a Tracking every turn without card use is also too strong I think. You would never ever want to actually play these cards from hand. The Divine Shield one is probably also broken. Hand of protection costs (1) but you can only use that one time whereas you can do this every turn for (2) and the random effect can be controlled. I'd say some effects are good, the Grizzly seems in line for example, but you should be very careful what effects you put up with this keyword. Not having to use a card to get an effect every turn is like having an extra hero power, and hero powers are cost inefficient for a good reason. Using cards to get effects is part of their cost.
I guess you are right. Infinite value effects could go out of hand. Maybe I should crank some numbers a little bit or change some effects. The Reveal mechanic is very slow and anti-tempo, I'm comparing it to Inspire a lot in my mind. I'm not quite sure where the exact balance is. Maybe paying 4 of your mana to get an extra card this turn still limit what you can do with the rest of your mana. Thanks for the insight!
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@CheeseEatingSurrenderMonster
I like the Dreadlord out of those 3.
Although gaining 2 copies would be more balanced. Honestly it might even still be playable if it were only 1 copy but not quite as cool.
I'm not sure how much this effect would be worth. I think Shaman can use strong early game, so it loses no stats for the effect. The given card used to cost (3), but I thought that was too steep for it and would make it very hard for the opponent to ever get rid of it without severely crippling their turn. At (2) it will still interfere with their earlier turns and they constantly have to keep in mind that you can't overload. Paying (2) is sort of like them overloading themselves in order for you to also be able to overload again. This dinamic serves to give the same tempo awkwardness to the opponent that the Shaman has to contend with.
Yes it would stack, and I can also see how overpowered it would be :P Maybe it should be "While this is in your hand, if you summon a minion with Spell Damage, gain Spell Damage +2"
Hey, this card is in the submission topic also, I hoped people here could express what they think about the card, and to share thoughts and ideas.
Keep in mind that the idea behind this card was to help bring unplayed cards into play.
"The idea behind this card is that you get to play your demons with out the text that is on the card originally.
For example, playing a Doomguard as a 5 mana 5/7, or playing Pit Lord without the deal 5 damage to yourself, playing the Felguard without destroying one of your own mana crystals and so on.
I made this card with the idea in mind of wanting to see these cards that are bad and not played like, Felguard, Pit Lord and Succubus. Plus the fact it is a 3 mana 2/4 taunt means it can be played on turn 3 defensively when you have nothing to play as a Handlock on turn 3, and hopefully would create more diverse, and interesting demon decks. "
I am focusing on this idea that I had:
Which of these would be better, though? Or maybe change the stats a little? I want it to make a difference later in the game, but if it's too big, it won't be worth using. If it's too small, it's ability won't make much sense. The ability should be on a minion you want to include in the same deck with a 1-Cost minion, but don't ever want in your starting hand.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Hello everyone!
My take on this week's theme would be a keyword rather than a whole patch of text. I have to admit its a quite difficult one, and design space is quite limited with the actual wording (imho). I decided to create the keyword Reveal (x). Its rule text would read: Once per turn, whilst this card is in your hand, you may reveal it for its reveal cost. Here are some examples:
Some considerations:
Feedback is really appreciated. And don't forget to push the upvote button if you like my idea.
I see what you mean, from my logic at the time the card is fairly balanced, I feel like getting away with Flame imp with out the 3 damage or pit lord without the damage is in all honestly fine because you require this to be in your hand also, my main concern was Doomguard being too over powered, I basically wanted it to be playable as a 5 mana 5/7 but no charge because with the charge is just too much. The only problem is that with the current card text, it would be played, not throw away the two cards, and once it hits the board, gain back its card text and have charge anyway... so in that regards it needs editing.
Perhaps it should say, while this card is in your hand, your demons on the field and in your hand are silenced. that way you can get these positive upsides, but there would be more of a downside as the card remains silenced when it hits the board, however opens up combos like playing voidcaller and then playing demon master so that it regains the deathrattle.
Any thoughts on what I came up with for this week?
Kinda boring but I wanted to make something for dragon paladin. Similar idea to Alexstrasza's Champion or Wyrmrest Agent.
Also, does anyone know where I could get some good art? What I have now is totally unrelated lol.
This is a really cool idea, I can imagine this with Floating Watcher as well, haha. Think it's fine as it is.
It is pretty hard to say if this is balanced or not. I think it'd be safe as a 3/3 or costing 4 or something, but it's totally up to you. Great concept though.
i created a mechanic that fixes the problem.
Muted is like being silenced but temporary, its an aura like mal'gannis. if a minion that is muted gets silenced by a minion or effect, then that minion is permanently silenced and the muted effect is over ruled. Honestly the card isnt op, it just brings in some higher value minions into the game for warlocks, and requires this to be in hand for it to work.
I've already submitted this into the competition, but i was just looking for some feedback on balancing. Is this okay as it is, with the 1/1 for 1 mana being justified by the potential 1/2/3 mana discount from overload, or should the stat line be a bit different for its cost? Any comments would be very appreciated :3
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@Melmoth_The_Wanderer. I really like the reveal idea, though I couldn't tell if it's against the rules or not. I would also say that other than the Grizzly and maybe the Ghoul the other cards are too strong. The Draw a card effect is very powerful if you don't expend a card doing it. So for example the mage card is I think too powerful because you will end up with the same amount of cards as if you casted Arcane Intellect, But you could do it every turn. (2) mana draw a Tracking every turn without card use is also too strong I think. You would never ever want to actually play these cards from hand. The Divine Shield one is probably also broken. Hand of protection costs (1) but you can only use that one time whereas you can do this every turn for (2) and the random effect can be controlled. I'd say some effects are good, the Grizzly seems in line for example, but you should be very careful what effects you put up with this keyword. Not having to use a card to get an effect every turn is like having an extra hero power, and hero powers are cost inefficient for a good reason. Using cards to get effects is part of their cost.
@Merrymaker your card is really cool; I'm just worried that it might be a little on the strong side. 4/7 taunt is a pretty big body and not that far off curve for turn 6, and the 5-cost version is on par with Fen Creeper. Personally, I'd have it swap for a random card with cost 3 or less to make the effect a little less powerful. Could probably get away with cost 2 or less. As it is, I would almost always pick that card in Arena.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Yeah, okay. I don't think it's necessarily "OP", I'd definitely play it though.
Hello! Nice idea however quite under powered. First of all this needs to be in your hand, secondly you need to then draw a Dragon just to gain one health, when realistically you would want to play this on turn 2 because of the very fast meta right now. This card is on a similar power level to let's say... Bone guard Lieutenant, but maybe even weaker. :) I like the theme though.
May your nets always be full! 🎣
Thanks for the insight!