Is mycard Refocus in page 2 of the submission thread OP? (I did not link it because i am using my table rihjt now)
Seems pretty reasonable for the costs/damage it incurs to rogue damage spells, but does the increase apply to itself too? I might opt for "your other spells" wording.
supposed to be called Mana Spring Totem. copy/pasted the wrong text.
card desription: While this is in your hand, whenever you would gain overload, any unspent mana from your previous turn is used instead of gaining overload.
need a lot of help on reducing the word count of this down a lot to atleast 3 lines since im basically trying to explain a mechanic that i dont believe is in hearthstone yet. the basic idea of this card is to use leftover/unspent mana from your previous turn to circumvent your current costs. lets say you have 3 mana left over from your previous turn, and you play Elemental Destruction this turn. while you have this in your hand, it will use the 3 mana from your last turn and make you only gain 2 overloard crystals instead of the full amount.
any ideas on how to reword this?
EDIT:
got it down to 4 lines but i've had to take out a lot of detail
While this is in your hand, use unspent mana from your prvious turn instead of gaining overload.
I have a few ideas for this week, and I'm not sure which one to use. Any suggestions?
(For Twilight Wyrm and Shadowy Manipulator, they would be revealed when drawn. Twilight Wyrm would give you the Spell Damage on your hero like Jungle Moonkin, and Shadowy Manipulator would glow orange (like Cursed!) on trigger, then add the Cursed into your opponent's hand, with the animation showing it coming directly from the Manipulator.)
@Zekana I think "While this is in your hand, whenever you Overload, Overload your unspent mana from your last turn first." would work a bit better, and it fits in 4 lines as well.
ok. 2 things for this post. first some redesigned cards (these ones i'll be posting). second, I was hoping to make a fire, earth, water, air version of each, but the rules say one token so I'm guessing I can't make 4 and enter it validly can I?
fire is to attack and earth to defend. simple enough. but maybe you want some more attack to make trading better on the opponents turn or maybe you want to use that +3 hp as a pseudo heal. simple design with complex thinking :D.
I have a few ideas for this week, and I'm not sure which one to use. Any suggestions?
(For Twilight Wyrm and Shadowy Manipulator, they would be revealed when drawn. Twilight Wyrm would give you the Spell Damage on your hero like Jungle Moonkin, and Shadowy Manipulator would glow orange (like Cursed!) on trigger, then add the Cursed into your opponent's hand, with the animation showing it coming directly from the Manipulator.)
@Zekana I think "While this is in your hand, whenever you Overload, Overload your unspent mana from your last turn first." would work a bit better, and it fits in 4 lines as well.
would make twilight wyrm a 6/6 or 6/7. 5/6 doesn't justify running it in a dragon priest deck to me for a spell damage I may not use. other wise all the cards seem fine. whirling zephyr seems slow but that's because its a 4/8 with windfury :P.
Maybe i post here too late cause I already submitted my idea, but after seeing many other fan creations I started to feel that my cards might be a little underwhelming so I value feedback a lot:). So here they are.. balanced or underpowered (or even overpowered and I can't think straight :D)?
well it is within the rules so it is valid if that's one question you had. as for balance. seems fine, maybe one more attack or hp if you want to try pushing it.
Arcane Capacitor is control spell that can become very powerful if you hold it in your hand for awhile. Because it could be a 3 mana Pyroblast, I set it to be minions only. I was thinking of calling it Lightning Capacitor and making it a Shaman card, too. Benevolent Spirit transforms itself into a better card while in your hand. I'm not sure how useful a card that would be, though. Good against aggro probably.
hm, i like the wording a lot and most importantly is that it sounds like how it would be worded in hearthstone. changed the stat line cause well, you never want it on the board but if it does end up on the board, you still want to get SOME, even if super minor value out of it i guess.
So, I can't decide on which of these three I want to submit, or if they're balanced. Each has a different trigger. One of them is most useful when it's still in your hand, while the other two gain Taunt and extra stats while in your hand.
This is my idea for this week. What do you think? The mana cost is what troubles me a bit. The spell when cast shouldn't cost too much, else it will be pretty worthless, so I think 1 mana is ok.
This idea is not originally mine, but the concept fits this, and I wanted to use this. You can play him turn 8 as an inferior Tirion Fordring (or a bigger Sunwalker, take it or leave it), or use it as a major Hail Mary (or YOLO, whatever floats your boat) card, that can save you until you can restabilize. The Hail Mary part can be bad against Mage, but good against Control Warrior.
Is this idea taken or considered before? Is this minion balanced as is? Which aesthetic detail should I use, a human paladin, or an archangel?
This is my idea for this weeks card design competition, it works just like Tiny Knight of Evil but in your hand. The stats aren't band, but you have to discard a card and risk you discard this card to give him a buff. Do you think this should only be 2/2 or 1/1? I would like to hear your thoughts.
Anyway, is it me or is this week's theme an invitation to create HOLY SHIT BROKEN cards?
I think a large part of it is that there are so few examples of this sort of mechanic in the game that there aren't many reference points for balance. XP
The Idea with this card is that while in hand the effect benefits you but the stats are good enough so that you still want to play it. The thing is I don't know if this minions stats are too weak right now or If I should make it a 5/5 for 5 mana.
So, inspiration kind of hit me like a lightning bolt this morning, and I am in love with the idea of this effect. The only thing I can't decide on is the art:
Basically, while you have this in your hand, your chance to win Jousts skyrockets. The penalty being that the card itself is dead for the majority of the game and then even when you can play it if you really need a body it's an exceptionally crappy one. I had considered having it cost (10) and be a guaranteed Joust win except all but Deathwing and Giants, but I think still giving your opponent the chance to tie with common cards like Lord Jaraxxus and Alexstraza might be a better idea. I also considered making a legendary and bumping its stats up to 8/8, but I think I like this better. Those are all minor tweaks though. =)
And yeah, I considered having it do stuff like shuffle itself back into the deck afterward, or maybe do that and draw a card, but that all just got more complicated than it needed to be or I wanted it to be.
EDIT: Actually, now thinking about "If you're holding a Dragon" cards, I wonder if I shouldn't just go ahead and have it cost 10 and have 10/10 stats. It's still not a great card itself, but if Dragon-holding-synergy cards get to just be powerful for their cost just because you're holding a Dragon, why shouldn't Joust cards get to just be powerful for their cost just because you're holding this guy?
From that perspective, what would think about just going all-out with it?
I wanted to come up with something with a Valentine's theme for February and so here it is. The idea is that The enemy becomes infatuated with your hero and so cannot attack or order it to be attacked until it can break the spell.
is it balanced?
No. Spider Tank is a card that sees play in quite a few decklists. 3/4 for 3 is competitive and easily passes the vanilla test, with most of the 3/4 for 3+ability cards ranking as extremely noteworthy despite the fact that they die to shredder (Dark Cultist comes to mind - that card is really good). This guy is no "+3 health to another dude if you have other dudes", it makes you straight-up immune. If they want to attack you, they have to waste a turn and lose a significant amount of tempo to do so. Either this guy needs to cost closer to 5 mana, or the card he gives them has to cost closer to 1.
Anyway, is it me or is this week's theme an invitation to create HOLY SHIT BROKEN cards?
I think a large part of it is that there are so few examples of this sort of mechanic in the game that there aren't many reference points for balance. XP
Yes, but you think "creature that passes the vanilla test and costs the opponent 3 mana to make you not immune" or "Unremovable no-cost mechwarper" or "weapon that could do 30 damage on its own" might be a little on the off side.
A lot of the cards offer absurd effects simply for the cost of them being in your hand - Book of Medivh comes to mind. Guys, "it's gonna clog up your hand" is not a very big downside, so long as you don't cram your deck full of them. Rule of thumb: you should not get huge effects for free. Especially without a significant downside. "All of your beasts get divine shield" is kind of a huge thing. That's the kind of effect that should be really expensive. Not "free, but you have to keep this kinda crappy card in your hand". "Always win jousts" is IMO still okay - most joust cards are pretty meh anyways, and the one that's really relevant outside of arena doesn't work if you don't do a "real" joust. :P "All random damage aims at minions first"? Not so much.
And then there are the "freebies". QuantumStar, if your opponent starts the game with t1 Coin -> Blade Spinner -> Blade Spinner -> Defias Bandit, is that game over yet? The answer may surprise you! That card would be kinda dumb as a 2/2 for 2; giving a card that you can theoretically play for free on the first turn 7 attack is bananas. Kenzomaster, T1 Flame Imp is already a great play, so T1 Flame Imp + 2 more 3/2s with charge for no additional cost is probably a little bit dumb, especially when it's not like the card is unplayable on its own - a 3/2 charge for 4 is only a little below the curve, and pretty much any decent warlock deck is running at least a few demons. He can even proc off himself for a 2-for-1 if nothing else works.
The balance on some of these things is gonna be tricky, I don't disagree, but some of these are just bizarre.
Like, Arrogant Druid seems IMO way too aggressive, but I at least get where it's coming from. Losing your turn one, essentially a "reverse Totem Golem", is not exactly trivial. But it's still a 3/4 for 2, and I honestly think that losing one mana on turn 3 is a lot worse than losing one mana on turn 1, particularly for midrange and aggro Druid decks that don't typically run a lot of 1-drops. I think Arrogant Druid is a little overpowered... But I get why it could nominally be balanced.
supposed to be called Mana Spring Totem. copy/pasted the wrong text.
card desription: While this is in your hand, whenever you would gain overload, any unspent mana from your previous turn is used instead of gaining overload.
need a lot of help on reducing the word count of this down a lot to atleast 3 lines since im basically trying to explain a mechanic that i dont believe is in hearthstone yet. the basic idea of this card is to use leftover/unspent mana from your previous turn to circumvent your current costs. lets say you have 3 mana left over from your previous turn, and you play Elemental Destruction this turn. while you have this in your hand, it will use the 3 mana from your last turn and make you only gain 2 overloard crystals instead of the full amount.
any ideas on how to reword this?
EDIT:
got it down to 4 lines but i've had to take out a lot of detail
While this is in your hand, use unspent mana from your prvious turn instead of gaining overload.
I have a few ideas for this week, and I'm not sure which one to use. Any suggestions?
(For Twilight Wyrm and Shadowy Manipulator, they would be revealed when drawn. Twilight Wyrm would give you the Spell Damage on your hero like Jungle Moonkin, and Shadowy Manipulator would glow orange (like Cursed!) on trigger, then add the Cursed into your opponent's hand, with the animation showing it coming directly from the Manipulator.)
@Zekana I think "While this is in your hand, whenever you Overload, Overload your unspent mana from your last turn first." would work a bit better, and it fits in 4 lines as well.
ok. 2 things for this post. first some redesigned cards (these ones i'll be posting). second, I was hoping to make a fire, earth, water, air version of each, but the rules say one token so I'm guessing I can't make 4 and enter it validly can I?
fire is to attack and earth to defend. simple enough. but maybe you want some more attack to make trading better on the opponents turn or maybe you want to use that +3 hp as a pseudo heal. simple design with complex thinking :D.
totally love the art for these two cards, who knew man looks good with mascara too
Here are the ideas I've had so far:
Arcane Capacitor is control spell that can become very powerful if you hold it in your hand for awhile. Because it could be a 3 mana Pyroblast, I set it to be minions only. I was thinking of calling it Lightning Capacitor and making it a Shaman card, too. Benevolent Spirit transforms itself into a better card while in your hand. I'm not sure how useful a card that would be, though. Good against aggro probably.
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hm, i like the wording a lot and most importantly is that it sounds like how it would be worded in hearthstone. changed the stat line cause well, you never want it on the board but if it does end up on the board, you still want to get SOME, even if super minor value out of it i guess.
So, I can't decide on which of these three I want to submit, or if they're balanced. Each has a different trigger. One of them is most useful when it's still in your hand, while the other two gain Taunt and extra stats while in your hand.
Hi all,
This is my idea for this week. What do you think?
The mana cost is what troubles me a bit. The spell when cast shouldn't cost too much, else it will be pretty worthless, so I think 1 mana is ok.
Do you think the orb is ok at 3 mana?
This idea is not originally mine, but the concept fits this, and I wanted to use this. You can play him turn 8 as an inferior Tirion Fordring (or a bigger Sunwalker, take it or leave it), or use it as a major Hail Mary (or YOLO, whatever floats your boat) card, that can save you until you can restabilize. The Hail Mary part can be bad against Mage, but good against Control Warrior.
Is this idea taken or considered before? Is this minion balanced as is? Which aesthetic detail should I use, a human paladin, or an archangel?
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
Of course, any thoughts are welcome.
Thanks!
Sorry for all the edits, had some trouble adding the pic. There's a first time for everything.
This is my idea for this weeks card design competition, it works just like Tiny Knight of Evil but in your hand. The stats aren't band, but you have to discard a card and risk you discard this card to give him a buff. Do you think this should only be 2/2 or 1/1? I would like to hear your thoughts.
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My idea for the week, it's very rare I go for legendaries, but this felt like it would fit.
However, I'm a bit worried about the amount of text.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
The Idea with this card is that while in hand the effect benefits you but the stats are good enough so that you still want to play it. The thing is I don't know if this minions stats are too weak right now or If I should make it a 5/5 for 5 mana.
*PANICS*
So, inspiration kind of hit me like a lightning bolt this morning, and I am in love with the idea of this effect. The only thing I can't decide on is the art:
Basically, while you have this in your hand, your chance to win Jousts skyrockets. The penalty being that the card itself is dead for the majority of the game and then even when you can play it if you really need a body it's an exceptionally crappy one. I had considered having it cost (10) and be a guaranteed Joust win except all but Deathwing and Giants, but I think still giving your opponent the chance to tie with common cards like Lord Jaraxxus and Alexstraza might be a better idea. I also considered making a legendary and bumping its stats up to 8/8, but I think I like this better. Those are all minor tweaks though. =)
And yeah, I considered having it do stuff like shuffle itself back into the deck afterward, or maybe do that and draw a card, but that all just got more complicated than it needed to be or I wanted it to be.
EDIT: Actually, now thinking about "If you're holding a Dragon" cards, I wonder if I shouldn't just go ahead and have it cost 10 and have 10/10 stats. It's still not a great card itself, but if Dragon-holding-synergy cards get to just be powerful for their cost just because you're holding a Dragon, why shouldn't Joust cards get to just be powerful for their cost just because you're holding this guy?
From that perspective, what would think about just going all-out with it?