Here I will post some cards that may show you some ideas or concepts that can make Hearthstone even more interesting.
Neutral cards:
This cards are absolutely balanced and has some unique effects that may be used is some decs in some combinations or just heal some minions or your hero. Margin cards with interesting mechanics.
7 mana 6/7 is bad, but in Just duels it's good enough to win your duels in most cases. Not too good, but not too bad. You may try to play it. Maybe it needs a higher cost, but it's playable. I think there already were this type of cards, so it's not new.
Crazy cards. But it's not overpowered i think. It will work only on your first turn and don't really win you the game or give some real advantage, but it makes some crazy mind games when it works. Some interesting card to have in game, even if it will never be played.
It just may feet in some specific decks.
It may look strong, but it's easy to play around.
Why not? Usual giant. 11 mana cost is OK, maybe 10 is better it's hard to say.
Maybe more sinergi for some murlocs.
When enemy minion with deathrattle dies this minion becomes the source of produced effect. Its some kind of deathrattle counter. With 5 mana cost you can use some removal at the same turn.
This card may be not to well balanced, but its some type of control for all that spell combos and control. The main aspect is that all targets are absolutely random, so you can't do all damage to your opponent your hero and minions can be targeted as well. And this minion can't die, so there always be some target to every spell. You may think that it's absolutely insane card, but if you don't play to much spells this is not so strong 7 drop to win all the games. It's situational and it may work bad for you.
This is something special. It's hard to imagine how you can play with this minion, or how to play around it. This one is really may be overpowered, but maybe not. It can be countered with silence or attack and heals swap, so there are ways to play around it.
There must be some kind anti removal mechanics.
Good sometimes, but it's just an option.
Druid cards:
10 mana board clear or combo breaker. Situational, but not overpowered I think. Just good card.
Maybe it's too strong for 6 mana, but this is some kind of replacement for Force of Nature. Maybe 7 mana cost be better.
Some deck value mechanik that may create some interesting decks. Its also a dragon.
Rogue cards:
Mana Cost may be to low (3 was an option), but it works only on spells and its rogue class card. So it's not too useful in most cases, it prevents some spell combos, but don't give you too much advantage. Sometimes good, sometimes give you nothing or garbage.
Some secret counter for rogue with interesting mechanics.
Some interesting mechanics. I think rogue need something like this.
Take it and RUN!
It must cost more i think 6 or 7 maybe. It is crazy with some cards.
Mage cards:
Some interesting mechanic. More secrets it's good i think, maybe we may see some secret sinergy based decks in future.
There are some decks that may use this thing. Some inspire sinergy.
Shaman cards:
It hard to use but sometimes it's crazy. But in most cases it's 1 minion for all your turn. It's hard to use this card to gain some imbalance advantage.
I will add more cards when i will have some free time.
I must say that the wording on most cards is just awful, but some ideas r rly great. I love Undiscovered ;-)
Y i know. Write me about my mistakes in PM pls.
There is just too many man, wrong use of plural/singular, using wrong terms like "life" instead of "Health", not writing correctly keywords like Divine Shield/Charge etc ., so they aint bold and just in general rly wierdly formulated sentences. Just go through existing cards with similar effects that u want to create and see how they r worded so u know how to formulate your words and which to use ;-)
I really don't like most of these. The flavor is wierd, most are worded really poorly and some effects I would not like to see in the game, specifically the whole stealing thing. Copy is fine, but stealing really doesn't resonate with me. I design all of my cards trying my best to adhere to Blizzards own philosophies. King of Beasts is a perfect example. Aside from having the exact same name of an already existing card, the card just defies the entire theme of beasts. The beast archetype is built on you controlling beasts on the board, not having them in your deck. Having minions in your deck is apparently going to be C'Thun's theme, just like dragons interact with your hand.
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Here I will post some cards that may show you some ideas or concepts that can make Hearthstone even more interesting.
Neutral cards:
This cards are absolutely balanced and has some unique effects that may be used is some decs in some combinations or just heal some minions or your hero. Margin cards with interesting mechanics.
7 mana 6/7 is bad, but in Just duels it's good enough to win your duels in most cases. Not too good, but not too bad. You may try to play it. Maybe it needs a higher cost, but it's playable. I think there already were this type of cards, so it's not new.
Crazy cards. But it's not overpowered i think. It will work only on your first turn and don't really win you the game or give some real advantage, but it makes some crazy mind games when it works. Some interesting card to have in game, even if it will never be played.
It just may feet in some specific decks.
It may look strong, but it's easy to play around.
Why not? Usual giant. 11 mana cost is OK, maybe 10 is better it's hard to say.
Maybe more sinergi for some murlocs.
When enemy minion with deathrattle dies this minion becomes the source of produced effect. Its some kind of deathrattle counter. With 5 mana cost you can use some removal at the same turn.
This card may be not to well balanced, but its some type of control for all that spell combos and control. The main aspect is that all targets are absolutely random, so you can't do all damage to your opponent your hero and minions can be targeted as well. And this minion can't die, so there always be some target to every spell. You may think that it's absolutely insane card, but if you don't play to much spells this is not so strong 7 drop to win all the games. It's situational and it may work bad for you.
This is something special. It's hard to imagine how you can play with this minion, or how to play around it. This one is really may be overpowered, but maybe not. It can be countered with silence or attack and heals swap, so there are ways to play around it.
There must be some kind anti removal mechanics.
Good sometimes, but it's just an option.
Druid cards:
10 mana board clear or combo breaker. Situational, but not overpowered I think. Just good card.
Maybe it's too strong for 6 mana, but this is some kind of replacement for Force of Nature. Maybe 7 mana cost be better.
Some deck value mechanik that may create some interesting decks. Its also a dragon.
Rogue cards:
Mana Cost may be to low (3 was an option), but it works only on spells and its rogue class card. So it's not too useful in most cases, it prevents some spell combos, but don't give you too much advantage. Sometimes good, sometimes give you nothing or garbage.
Some secret counter for rogue with interesting mechanics.
Some interesting mechanics. I think rogue need something like this.
Take it and RUN!
It must cost more i think 6 or 7 maybe. It is crazy with some cards.
Mage cards:
Some interesting mechanic. More secrets it's good i think, maybe we may see some secret sinergy based decks in future.
There are some decks that may use this thing. Some inspire sinergy.
Shaman cards:
It hard to use but sometimes it's crazy. But in most cases it's 1 minion for all your turn. It's hard to use this card to gain some imbalance advantage.
I will add more cards when i will have some free time.
I must say that the wording on most cards is just awful, but some ideas r rly great. I love Undiscovered ;-)
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Overloaded summons sound like a PERFECT card. I would love the synergy it'd make.
Wants to play Captain Cookie Druid because why not?
Silent Monk sounds like a cool card to go with Wailing Soul or the Silence cards that Priest has. I think it could cost one less mama though.
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I really like most of your ideas, especially the steal spell card for rogues.
I thought about this in the new update! (Warlock)
[Insert cool/funny thing here]
I really don't like most of these. The flavor is wierd, most are worded really poorly and some effects I would not like to see in the game, specifically the whole stealing thing. Copy is fine, but stealing really doesn't resonate with me. I design all of my cards trying my best to adhere to Blizzards own philosophies. King of Beasts is a perfect example. Aside from having the exact same name of an already existing card, the card just defies the entire theme of beasts. The beast archetype is built on you controlling beasts on the board, not having them in your deck. Having minions in your deck is apparently going to be C'Thun's theme, just like dragons interact with your hand.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!