Is it too strong?If you play them both in 1 turn,this Ogre is a 6-Cost 7/6.It likes Overload.You can control the timing.If it's destroyed,you will save your Mana Crystals.
I made it a neutral at first.Warlocks,they did something to Ogre in Wow history. Warlock has Curse of Rafaam.You can discard Soul Chain.If Sealed Ogre is a neutral card,Soul Chain will be a neutral spell.It's a little strange. That's why I made it a Warlock card in the end. It will be more interesting to be a neutral card because you can imagine what will happen when other classes play this card.
I'm thinking I want to change "Blind" to a 2-cost card. If you compare it to curse of rafaam, your opponent WILL take at least 2 damage for 2 mana, while this card actually doesn't have enough setback for your opponent, as you spend 3 mana dealing no damage or anything, and your opponent can remove it for the same price?
Just bumping this :) I would like to know whether or not I should change the cost of "Blind", or any other suggestions :) ?
I feel like this should be a Legendary, and the other thing is, I'm wondering about the card draw ability, should I have it drawing 1 or 2 cards? The original idea is that it could save you from fatigue. Not being a Legendary would mean that we can run 2... It may make it overpowered, what do you guys think?
Hey all, anyone think this is good. I'm happy enough except not sure if the name and lore aspect fits? (started with ''mutant myna''!! ;D )
what if the target of the battlecry doesnt exist anymore.
eg fire ele played Turn 1, Start of Turn 2 = DoM gains ''Battlecry: Deal 3 damage. T2 you play Neptulon. Start of T3 DoM gains Nep Battlecry (replaces the former FE BC)
@Nihls I am not too concerned about his attack because of Big Game Hunter, and high attack is part of the pirate theme, such as Salty Dog. How about a static health instead. Doing some calculations I think it is reasonable to say he will come out with 9 Health, which is very high and makes him hard to deal with without BGH or similar hard removal. If I make his Health a static 6 or 7 he could be, reasonably dealt with without the use of BGH or even make his base HP 0 or 1.. That sound fair? I will admit it is not unreasonable for him to have 16 attack when he comes out either and that is very strong, but if he is not a threat then what is the point?
I don't know if this has already been pointed out but I am seeing a lot of cards that put a token card into a player's hand. The card that produces the token should not describe what that token does. For example Curse of Rafaam. The token should be the card that describes what it does.
Err, Curse of Rafaam does describe what its token does. Most cards in Hearthstone that produce an uncollectable token do describe what it does. That is the standard and preferred practice.
Thanks for the feedback. I will change the cost of Heart Stone to 1. I think you are right because I want it to be more of an annoyance to get rid of than a complete block to your enemy attacking next turn. I think that will work better because it'll be more like a gimmicky card such as elite Tauren chieftain or gelbin mekkatorgue.
I think that's a good call. At 1, it's still a really solid card, and definitely playable (drop it in your warrior deck to turn your weapon into a Gladiator's Longbow!), but by no means broken, and kind of in line with similar powerful 2-drops.
What does everyone think of Holy Mackerel? It is my homage to Holy Cow from last week.
"All of my creatures now have divine shield for free." That's what your card is for beast decks. Granted, beasts are not a strong archetype, but I think they might be if all their creatures had divine shield for free. That's exactly what I was referring to in my above posts. If all you need for the effect to kick in is "this card is in your hand", then it needs to be a fairly weak effect. It can't be something really powerful, like "creatures you play get +1/+1" or "your spells do +2 damage", it needs to be muted, or at least backed up by a significant downside. Because not only is this effect totally free, your opponent has no way to get rid of it. They're going to be dealing with divine shielded Webslingers on turn one and divine shielded Savannah Highmanes on turn 6.
So I went back to the drawing table, and reworked an idea I had long, long ago. What do you think? I'm a bit worried about balancing the stats and cost, depending on when to play it.
Thanks for the feedback. I will change the cost of Heart Stone to 1. I think you are right because I want it to be more of an annoyance to get rid of than a complete block to your enemy attacking next turn. I think that will work better because it'll be more like a gimmicky card such as elite Tauren chieftain or gelbin mekkatorgue.
I think that's a good call. At 1, it's still a really solid card, and definitely playable (drop it in your warrior deck to turn your weapon into a Gladiator's Longbow!), but by no means broken, and kind of in line with similar powerful 2-drops.
What does everyone think of Holy Mackerel? It is my homage to Holy Cow from last week.
"All of my creatures now have divine shield for free." That's what your card is for beast decks. Granted, beasts are not a strong archetype, but I think they might be if all their creatures had divine shield for free. That's exactly what I was referring to in my above posts. If all you need for the effect to kick in is "this card is in your hand", then it needs to be a fairly weak effect. It can't be something really powerful, like "creatures you play get +1/+1" or "your spells do +2 damage", it needs to be muted, or at least backed up by a significant downside. Because not only is this effect totally free, your opponent has no way to get rid of it. They're going to be dealing with divine shielded Webslingers on turn one and divine shielded Savannah Highmanes on turn 6.
Yeah I was mainly going for the pun and expanding on holy cow which I think everyone can agree was robbed last week . XD
So I went back to the drawing table, and reworked an idea I had long, long ago. What do you think? I'm a bit worried about balancing the stats and cost, depending on when to play it.
I feel like it's hard for a minion without taunt or a decent attack value to have "too much" health. Like, compare this to that one 2/7 for 4. Costs 1 more, but the health is guaranteed. When this guy actually does hit the field, he's either not going to have very much health (at which point he's likely to be a 2/3 or 2/4 for 3), or it's going to be way past round 4. I feel like you could make the base stats 3/2 or even 3/3 - at that point, to make it a decent tempo play, you'd need to have already healed or have gained armor at least a few times. Even with something like Armorsmith, it'd be really hard to get that much out of this card. It's certainly not overpowered. I feel like either bump it up to 3 power, or drop it to 2 mana.
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Is it too strong?If you play them both in 1 turn,this Ogre is a 6-Cost 7/6.It likes Overload.You can control the timing.If it's destroyed,you will save your Mana Crystals.
I made it a neutral at first.Warlocks,they did something to Ogre in Wow history. Warlock has Curse of Rafaam.You can discard Soul Chain.If Sealed Ogre is a neutral card,Soul Chain will be a neutral spell.It's a little strange. That's why I made it a Warlock card in the end. It will be more interesting to be a neutral card because you can imagine what will happen when other classes play this card.
I feel like this should be a Legendary, and the other thing is, I'm wondering about the card draw ability, should I have it drawing 1 or 2 cards? The original idea is that it could save you from fatigue. Not being a Legendary would mean that we can run 2... It may make it overpowered, what do you guys think?
Closed Beta Player: 19/8/2013 (NA)/ 5/9/2013 (EU)--- Golden Card Count: 243 (Legendary: 10)
CDC 3.15: Jesus, Our Saviour | 6 Mana Neutral Legendary Minion 6/5 | "Deathrattle: Re-Summon Jesus, Our Saviour at the start of your third turn." |
Hey all, anyone think this is good. I'm happy enough except not sure if the name and lore aspect fits? (started with ''mutant myna''!! ;D )
"After being laid off from The Dead Mines, Blizzard moved Mr. Smite to the Dev Team of Titan..."
This is my submission this week. I like the idea, but I am afraid that the card is too weak and/or too wordy. suggestions?
Hey everyone, I made a too many cards and I really can't decide. Please help me out ^^
Rogue:
Anti reno
Neutral:
anti secret paladin/freeze mage
Paladin:
What do you guys think?
@RexxDraconem : It might be a bit overpowered in a warrior deck. Maybe he should have a static Attack and only the Health would go up.
Slight simplification
Need feedback for these card, please help...
I want to make it anti-deathrattle theme, but is it ok that the effect can generate 1 mana sap like spell when using deathrattle deck?
Can anyone help me balance this card? Is the wording ok?
Any input is appreciated.
@Nihls I am not too concerned about his attack because of Big Game Hunter, and high attack is part of the pirate theme, such as Salty Dog. How about a static health instead. Doing some calculations I think it is reasonable to say he will come out with 9 Health, which is very high and makes him hard to deal with without BGH or similar hard removal. If I make his Health a static 6 or 7 he could be, reasonably dealt with without the use of BGH or even make his base HP 0 or 1.. That sound fair? I will admit it is not unreasonable for him to have 16 attack when he comes out either and that is very strong, but if he is not a threat then what is the point?
Is this too op at 3 mana or fine? Ice Block is also 3 mana btw.
What does everyone think of Holy Mackerel? It is my homage to Holy Cow from last week.
Do this card counts?
So I went back to the drawing table, and reworked an idea I had long, long ago. What do you think? I'm a bit worried about balancing the stats and cost, depending on when to play it.
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
any critique for this? too strong? too weak? feels right?
I wanted to make a fire earth water and air version but rules said one token. also both of these are suppose to be collectable.