kinda got skipped over T_T but I did cut back on what cards I'm thinking of entering! quick thing, I already have some changes in mind i'll put in "note:" under the card.
note: going to give it one or two attack because silence hurts this too much. maybe 2/2 or 1/3.
note: definitely giving this some overload. haven't decided if it'll be on cast or per totem buff. if its on totem buff maybe i'll increase to +2/+1 or vice versa.
note: for the most part I like this one. still useful as an 8 drop. down side is to make it a 12/16 your opponent gets 20 hp. silenceable, in bgh range. great for priest with the auchenai synergy (seriously I would run it to try and get the 6 chow 1 auchenai circle of healing combo). I consider it an 8 drop because unless you draw this turn one and do nothing but zombie chow, you have to spend a full turn to get the 12/16 and unless you're ahead you usually want to do something different.
Thanks for the tips everyone. This is my new and improved. Think it's ready for submission, any other suggestions or does it look okay?
While I like the idea, for what reason would anyone want to play this card? Every game you would just keep both in your hand and never play them. IMO, give them some stats to make them worth playing, or a detriment of some kind to just sit on your hand (like, hero power costs 1 more).
Im not entirely sure if this is balanced, this is only the second card Ive ever created. But in my mind, it potentially is balanced because the player will be inclined to keep it in their hand, and when they play the card, they lose 2 card slots, but gain a 3rd or potentially 4th death's bits, as well as restoring health. So the loss of 2 card slots may be balanced in this sense
Also I dont play warrior so Ive made this card purely from observation
This is my thought this week. Took me awhile to think of the wording, wanted to build on the mech agro deck
Any Thoughts?
sorry to say this but WAY overpowered. force tank max, sneeds, iron juggernaut, sky golem, clockwork giant. any of those on turn 3 without some kind of cheese like mill druid would break the game. I'd say make it "cost (1) less" and make it a 3/4. not a bad 3 drop if you need it and still get value if u don't.
Thanks for the feedback, I can see how it'd very quickly get OP especially when you add the synergy with other cards. I've heading a slightly different direction with it and may need help again with the wording. Any feedback always appreciated
now I feel its a bit useless. I'd never run this if it gave a mana. I'd get out tempo'd by trying to keep tempo. I think ditch the mana gain and it's fine.
Im not entirely sure if this is balanced, this is only the second card Ive ever created. But in my mind, it potentially is balanced because the player will be inclined to keep it in their hand, and when they play the card, they lose 2 card slots, but gain a 3rd or potentially 4th death's bits, as well as restoring health. So the loss of 2 card slots may be balanced in this sense
Also I dont play warrior so Ive made this card purely from observation
this will help if you don't need to use removal but have 10 cards. should probably be 5 mana since a death's bite is 4 and 6 is worth about 2 mana. fairly decent but not much reason to keep though since the on use is a lot more powerful.
Sorry to say this but WAY overpowered. force tank max, sneeds, iron juggernaut, sky golem, clockwork giant. any of those on turn 3 without some kind of cheese like mill druid would break the game. I'd say make it "cost (1) less" and make it a 3/4. not a bad 3 drop if you need it and still get value if u don't.
I always had a problem with overpowering my cards :p Haha.
This Better?
EDIT: Just saw you said make 3/4 - I'll do that now
I feel like, since this is a giant, it should be an 8/8. Perhaps even a 12-15 cost with the additional "whenever a mech is played, reduce the cost of this card by (1)", to be in line with the other giants. Not necessarily something you may want to do, but just an idea I just had :)
Edit: This will generate some sort of reason to remove this card from your hand in mid-late game, rather than just holding on to it for the mana cost reduction
Im not entirely sure if this is balanced, this is only the second card Ive ever created. But in my mind, it potentially is balanced because the player will be inclined to keep it in their hand, and when they play the card, they lose 2 card slots, but gain a 3rd or potentially 4th death's bits, as well as restoring health. So the loss of 2 card slots may be balanced in this sense
Also I dont play warrior so Ive made this card purely from observation
this will help if you don't need to use removal but have 10 cards. should probably be 5 mana since a death's bite is 4 and 6 is worth about 2 mana. fairly decent but not much reason to keep though since the on use is a lot more powerful.
A yeah the mana cost is true, however, the 2-mana heal is to restore 6 health to any character, not specifically to the hero, so in my mind that sort of a heal is only worth 1-1.5 mana. I do still agree though since this could be used as it is as a flat replacement for death's bite, with the addition of being able to hold more cards while in hand, AND restoring health to your hero. So I think that an additional 1 mana for the heal is a decent trade-off for losing 2 hand slots
Im not entirely sure if this is balanced, this is only the second card Ive ever created. But in my mind, it potentially is balanced because the player will be inclined to keep it in their hand, and when they play the card, they lose 2 card slots, but gain a 3rd or potentially 4th death's bits, as well as restoring health. So the loss of 2 card slots may be balanced in this sense
Also I dont play warrior so Ive made this card purely from observation
this will help if you don't need to use removal but have 10 cards. should probably be 5 mana since a death's bite is 4 and 6 is worth about 2 mana. fairly decent but not much reason to keep though since the on use is a lot more powerful.
A yeah the mana cost is true, however, the 2-mana heal is to restore 6 health to any character, not specifically to the hero, so in my mind that sort of a heal is only worth 1-1.5 mana. I do still agree though since this could be used as it is as a flat replacement for death's bite, with the addition of being able to hold more cards while in hand, AND restoring health to your hero. So I think that an additional 1 mana for the heal is a decent trade-off for losing 2 hand slots
holy light is a 2 mana heal 6 pally spell so it is valued at 2. if it's meant to be to heal anything then maybe 6 mana since healing isn't a warrior thing. not sure at that point.
I see what you're saying, I had that problem when making it.. but I really wanted a card that effected other cards while in your hand?!
Your card can still keep that reduced cost for Mechs effect, but there is then no reason to ever play the card unless you have no other useful cards in hand, so I thought maybe at the additional "Giant" effect to it. Then it has 2 effects while in hand. It makes it easier to play mechs, and its cost is reduced each time you do
Im not entirely sure if this is balanced, this is only the second card Ive ever created. But in my mind, it potentially is balanced because the player will be inclined to keep it in their hand, and when they play the card, they lose 2 card slots, but gain a 3rd or potentially 4th death's bits, as well as restoring health. So the loss of 2 card slots may be balanced in this sense
Also I dont play warrior so Ive made this card purely from observation
this will help if you don't need to use removal but have 10 cards. should probably be 5 mana since a death's bite is 4 and 6 is worth about 2 mana. fairly decent but not much reason to keep though since the on use is a lot more powerful.
A yeah the mana cost is true, however, the 2-mana heal is to restore 6 health to any character, not specifically to the hero, so in my mind that sort of a heal is only worth 1-1.5 mana. I do still agree though since this could be used as it is as a flat replacement for death's bite, with the addition of being able to hold more cards while in hand, AND restoring health to your hero. So I think that an additional 1 mana for the heal is a decent trade-off for losing 2 hand slots
holy light is a 2 mana heal 6 pally spell so it is valued at 2. if it's meant to be to heal anything then maybe 6 mana since healing isn't a warrior thing. not sure at that point.
Perhaps it could be to add 4 armour instead then? This is more in line with the warrior style of gameplay, and it may be more balanced as a 5-mana spell
Anyway, is it me or is this week's theme an invitation to create HOLY SHIT BROKEN cards? I don't want to point fingers at any card in particular, but there are so many effects where you just leave a card in hand for 5 turns or so and you can completely steamroll the opponent.
The problem with positive in-hand effects is that you gain them at zero cost to tempo. For example, Mechwarper, you have to use 2 mana to put it down, and your opponent can easily stop the effect with a Frostbolt, Darkbomb, Fiery War Axe and so on.
Add the same effect to a card in your hand, and you can play cheap mechs from turn 1 (about 50% chance if you mulligan hard) until the end of the game. Your opponent can do jack shit to stop that, he can only watch. (Unless HS gains hand attacks, which is unlikely).
So please keep this in mind if you create a card that has any sort of tempo effect while in your hand.
well I'm pretty sure mine aren't in the tempo broken, other then ascendance but I plan on giving it an overload cost per buff if I remake it for submission. still anything to help is welcome.
Personally, I'm not a huge fan of Curse of Rafaam clones. I'd prefer something like my first idea:
She used to whisper sweet nothings in Kel'Thuzad's earhole. But I don't think it's really unique. So after some more thinking, I came up with this:
The Argus Choir is composed entirely of Eredar warlocks shouting "Inferno!". A little more unique, and a potentially huge boon for zoolock. However, it can backfire and summon Infernals for your opponent. It's cost and stats are designed to make it worth playing if you don't want it summoning anymore. So, what do you think?
Anyway, is it me or is this week's theme an invitation to create HOLY SHIT BROKEN cards? I don't want to point fingers at any card in particular, but there are so many effects where you just leave a card in hand for 5 turns or so and you can completely steamroll the opponent.
The problem with positive in-hand effects is that you gain them at zero cost to tempo. For example, Mechwarper, you have to use 2 mana to put it down, and your opponent can easily stop the effect with a Frostbolt, Darkbomb, Fiery War Axe and so on.
Add the same effect to a card in your hand, and you can play cheap mechs from turn 1 (about 50% chance if you mulligan hard) until the end of the game. Your opponent can do jack shit to stop that, he can only watch. (Unless HS gains hand attacks, which is unlikely).
So please keep this in mind if you create a card that has any sort of tempo effect while in your hand.
It does seem like the "buffs to other actions while this is in your hand" cards become a free unanswerable passive that don't give a lot of motivation to play them. They also don't really seem in the same spirit of the example cards which gain strength themselves until played, but so far most of the submissions are trending in that hidden passive direction so maybe I'm just way off base.
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kinda got skipped over T_T but I did cut back on what cards I'm thinking of entering! quick thing, I already have some changes in mind i'll put in "note:" under the card.
note: going to give it one or two attack because silence hurts this too much. maybe 2/2 or 1/3.
note: definitely giving this some overload. haven't decided if it'll be on cast or per totem buff. if its on totem buff maybe i'll increase to +2/+1 or vice versa.
note: for the most part I like this one. still useful as an 8 drop. down side is to make it a 12/16 your opponent gets 20 hp. silenceable, in bgh range. great for priest with the auchenai synergy (seriously I would run it to try and get the 6 chow 1 auchenai circle of healing combo). I consider it an 8 drop because unless you draw this turn one and do nothing but zombie chow, you have to spend a full turn to get the 12/16 and unless you're ahead you usually want to do something different.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Im not entirely sure if this is balanced, this is only the second card Ive ever created. But in my mind, it potentially is balanced because the player will be inclined to keep it in their hand, and when they play the card, they lose 2 card slots, but gain a 3rd or potentially 4th death's bits, as well as restoring health. So the loss of 2 card slots may be balanced in this sense
Also I dont play warrior so Ive made this card purely from observation
definitely.
I feel disgusted. I have submitted my first "token card", but I totally blame this weeks theme!
Is it clear what it does, or do I have to add something to emphasize that the second effect occurs when it's played?
You could simply add "When played," to the beginning of the Discard sentence
@Zukuu: I know that card art from somewhere...
Anyway, is it me or is this week's theme an invitation to create HOLY SHIT BROKEN cards? I don't want to point fingers at any card in particular, but there are so many effects where you just leave a card in hand for 5 turns or so and you can completely steamroll the opponent.
The problem with positive in-hand effects is that you gain them at zero cost to tempo. For example, Mechwarper, you have to use 2 mana to put it down, and your opponent can easily stop the effect with a Frostbolt, Darkbomb, Fiery War Axe and so on.
Add the same effect to a card in your hand, and you can play cheap mechs from turn 1 (about 50% chance if you mulligan hard) until the end of the game. Your opponent can do jack shit to stop that, he can only watch. (Unless HS gains hand attacks, which is unlikely).
So please keep this in mind if you create a card that has any sort of tempo effect while in your hand.
well I'm pretty sure mine aren't in the tempo broken, other then ascendance but I plan on giving it an overload cost per buff if I remake it for submission. still anything to help is welcome.
Personally, I'm not a huge fan of Curse of Rafaam clones. I'd prefer something like my first idea:
She used to whisper sweet nothings in Kel'Thuzad's earhole.
But I don't think it's really unique. So after some more thinking, I came up with this:
The Argus Choir is composed entirely of Eredar warlocks shouting "Inferno!".
A little more unique, and a potentially huge boon for zoolock. However, it can backfire and summon Infernals for your opponent. It's cost and stats are designed to make it worth playing if you don't want it summoning anymore.
So, what do you think?
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Is mycard Refocus in page 2 of the submission thread OP? (I did not link it because i am using my table rihjt now)