Any suggestion to help me choose between two versions of a card?
Tokens would be weaker something like 2 mana "give all pirates +1/+1"
The token would be much stronger than a normal card, i don't know if +3/+3 for 3 mana would be over the top but the requirement is also a bit RNG, you can only increase your chances, not guarantee.
Without the token, there is no telling which one would be better. But if its supposed to be +3/+3 for 3 mana, then i think to get one in total is enough.
looking at it the cards that would be good/great would be: bear trap, dart trap, explosive trap, freezing trap, snake trap, snipe, duplicate, effigy, ice barrier, vaporize, avenge, competitive spirit, noble sac, and repentance.
cards that would do nothing: misdirection (no character is attacking you), counterspell (no opposing spell is being played), ice block (cause you'd be immune on your turn so unless you have a weapon its pointless), mirror entitiy (cause no minion was played), eye for an eye (cause no damage was dealt so it would do zero damage), redemption (no minion died so nothing to res), and sacred trial (its rng to get this and your opponent would have to have 4 minions).
I could see the cost being closer to 6. mc plays a copy of each secret and gives you a 6/6 body so that's y I see it as 6. my card only plays each effect once and then replaces them (not necessarily one for one, you could have a snake trap and bear trap both become sacred trials). I don't see the last part costing much cause you don't even know what class you got unless you're holding a secret and you have to play them for full mana cost. mage secrets may be good but they are a tempo loss outside of things like mad scientist and pally secrets don't lose much tempo but have less punch then mage secrets. although I do agree with raising the cost. after looking at it you could run a dart trap, snipe, explosive trap, and freezing trap and completely empty their board for 4 mana. that is a bit too good. 8 mana seems way too much, as well as 7 mana. 8 mana would be too expensive to even bothering. a control card that you need control cards to use and by 8 mana u probably pulled most of your secrets. same with 7.
Having a weapon in both your deck and hand is a little harder to pull off than the Southsea Deckhand.
Im not sure if i like it for shaman windfury combos or warrior enrage/buffs. The condition isnt that easy, but neither crazy hard. If u take down some stats to further balance it, its gonna be unplayable without the combo. I guess its about as right as it can be considering.
It incentivizes you to run Basic minions that you might not otherwise include. You could make it really powerful, but to do so, you'd have to pack your deck with Basic minions, which probably wouldn't be such a great idea.
It incentivizes you to run Basic minions that you might not otherwise include. You could make it really powerful, but to do so, you'd have to pack your deck with Basic minions, which probably wouldn't be such a great idea.
What about referencing healing spells instead? Like Flash Heal, Holy Nova, etc.?
It incentivizes you to run Basic minions that you might not otherwise include. You could make it really powerful, but to do so, you'd have to pack your deck with Basic minions, which probably wouldn't be such a great idea.
What about referencing healing spells instead? Like Flash Heal, Holy Nova, etc.?
I think something that won't change as more cards is introduced would be better. If it was something like Healing spells, then it would become more powerful in Wild as time went on. Besides, Priest doesn't need any incentive to put Healing spells in their deck. They already combo really well with Auchenai Soulpriest, and I don't want to make that combo even better. I thought priest was the best class for this card, but if you think it would fit better elsewhere, I'm open to that.
I really like the effect as it is rather unique compared to what I've seen from other participants, however it seems to be too strong in the early game. I've already thought about nerfing the effect to either +1 Attack or +1 Health or applying it only on 4+ Mana Dragons. What do you guys think?
Same mana cost as two Shadowforms with the benefit of being one card as opposed to two. The card for card swap is a wash so I did not factor it into the cost as it could be a pro or a con of the card. The Mind Shatter Hero Power is certainly powerful late game, but I wonder if the tempo cost is even worth it.
Same mana cost as two Shadowforms with the benefit of being one card as opposed to two. The card for card swap is a wash so I did not factor it into the cost as it could be a pro or a con of the card. The Mind Shatter Hero Power is certainly powerful late game, but I wonder if the tempo cost is even worth it.
Perhaps you could use 'Replace your Class spells with Warlock spells' just in case someone gets it from 'random spell' sources.
@Asylum I like the elegance but very strong 2m 5/2 weapon if your ONLY weapon in your deck.
Yes, but it's working off of the same principle that Reno is. Reno is balanced because have only one-of's makes your deck much less consistent overall. You're missing out on something key and important to most decks, consistency. Similarly, playing Last Resort as the only weapon in your Warrior deck means that you're missing out on something key and important to most Warrior decks, weapons. Warriors don't have a ton of good removal or board control options outside of their weapons. Running only one weapon just to get this benefit may very well be balanced.
out of the ones I've made just wondering which people think are better balanced. I lean towards the 4th one personally. also last post for tonight i'm tired.
@ the standoff card. how would you determine the card played? what if there isn't a card that both decks use?
- Click Here To Join Us On Discord! -
looking at it the cards that would be good/great would be: bear trap, dart trap, explosive trap, freezing trap, snake trap, snipe, duplicate, effigy, ice barrier, vaporize, avenge, competitive spirit, noble sac, and repentance.
cards that would do nothing: misdirection (no character is attacking you), counterspell (no opposing spell is being played), ice block (cause you'd be immune on your turn so unless you have a weapon its pointless), mirror entitiy (cause no minion was played), eye for an eye (cause no damage was dealt so it would do zero damage), redemption (no minion died so nothing to res), and sacred trial (its rng to get this and your opponent would have to have 4 minions).
I could see the cost being closer to 6. mc plays a copy of each secret and gives you a 6/6 body so that's y I see it as 6. my card only plays each effect once and then replaces them (not necessarily one for one, you could have a snake trap and bear trap both become sacred trials). I don't see the last part costing much cause you don't even know what class you got unless you're holding a secret and you have to play them for full mana cost. mage secrets may be good but they are a tempo loss outside of things like mad scientist and pally secrets don't lose much tempo but have less punch then mage secrets. although I do agree with raising the cost. after looking at it you could run a dart trap, snipe, explosive trap, and freezing trap and completely empty their board for 4 mana. that is a bit too good. 8 mana seems way too much, as well as 7 mana. 8 mana would be too expensive to even bothering. a control card that you need control cards to use and by 8 mana u probably pulled most of your secrets. same with 7.
- Click Here To Join Us On Discord! -
- Click Here To Join Us On Discord! -
Here is an idea I had:
It incentivizes you to run Basic minions that you might not otherwise include. You could make it really powerful, but to do so, you'd have to pack your deck with Basic minions, which probably wouldn't be such a great idea.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
this better?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So this is my contribution to the contest..
I really like the effect as it is rather unique compared to what I've seen from other participants, however it seems to be too strong in the early game. I've already thought about nerfing the effect to either +1 Attack or +1 Health or applying it only on 4+ Mana Dragons. What do you guys think?
First attempt at card creation
Same mana cost as two Shadowforms with the benefit of being one card as opposed to two. The card for card swap is a wash so I did not factor it into the cost as it could be a pro or a con of the card. The Mind Shatter Hero Power is certainly powerful late game, but I wonder if the tempo cost is even worth it.
I like this initial concept, but I'm worried it's too boring. >_<
@Asylum I like the elegance but very strong 2m 5/2 weapon if your ONLY weapon in your deck.
@Sinti Your card has a spelling error in it and I am not sure if its supposed to be a Battlecry effect or not.
What do you guys think of this?
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
I have a question: Based on the rules, Can I make a card that gives you cards that are from your opponent deck?
Similarly, playing Last Resort as the only weapon in your Warrior deck means that you're missing out on something key and important to most Warrior decks, weapons. Warriors don't have a ton of good removal or board control options outside of their weapons. Running only one weapon just to get this benefit may very well be balanced.
I like it then, usually the elegant cards do well IF they can make it to the finals.
out of the ones I've made just wondering which people think are better balanced. I lean towards the 4th one personally. also last post for tonight i'm tired.
@ the standoff card. how would you determine the card played? what if there isn't a card that both decks use?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition