Power creep isn't the issue - it's better than Flame Lance, but worse than Assassinate and has meaningful trades against Siphon Soul (the latter is important because it is in-class.) It's a fair card. The occasional time you get to punish another Warlock for using Wrathguard doesn't matter - It's like using Sacrificial Pact against Lord Jaraxxus. At worst, it means you can't 'print' Finger of Death until Wrathguard rotates out of Standard.
My problem with it is it doesn't do anything exciting or new, and the number on it is high enough to kill virtually any creature. (There are quite a few end-game threats that Flame Lance will not remove. Functionally, it's a destroy effect with the frustration of being a big spell that won't even kill Argent Squire. This is a competition about creativity. You wouldn't vote for Murloc Raider if someone submitted it to this contest.
I don't get to force your hand. If you think you nailed the flavor of Finger of Death, then ignore me and submit it. See what the voters think.
But you asked if I (or anyone reading this thread) preferred Finger of Death or Spell Immunity and I told you the truth. No current card grants 'Elusive/Shroud' to other cards, and it's an interesting way to help protect important minions.
Wailing Banshee seems Really OP (3 mana semi targetable mind Control), but it has the most interesting effect out of all of these
@Chond: It's an interesting effect, but what happens when your opponent has 2 or less creature in their deck?
Anyways, here are the cards I've come up with this week. Let me know what you think of them
The idea for Banshee was it being easy to play around. It's almost like an Emperor Cobra. Thanks for the feedback! Although, I've already seen a couple of Banshee ideas.
For your cards, I think Raise Dead seems the coolest. It could probably be re-worded to start with "If a minion died this turn," and then not need the second sentence.
Goblin Zeppelin should trigger at the beginning of your turn, like Alarm-o-Bot, so your opponent has an opportunity to do something about it before it drops a 10-mana minion into play on turn 5.
It was meant to be a start of turn effect, oops. Had balanced around Alarm-o-Bot, only it doesn't go back to your hand.
Power creep isn't the issue - it's better than Flame Lance, but worse than Assassinate and has meaningful trades against Siphon Soul (the latter is important because it is in-class.) It's a fair card. The occasional time you get to punish another Warlock for using Wrathguard doesn't matter - It's like using Sacrificial Pact against Lord Jaraxxus. At worst, it means you can't 'print' Finger of Death until Wrathguard rotates out of Standard.
My problem with it is it doesn't do anything exciting or new, and the number on it is high enough to kill virtually any creature. (There are quite a few end-game threats that Flame Lance will not remove. Functionally, it's a destroy effect with the frustration of being a big spell that won't even kill Argent Squire. This is a competition about creativity. You wouldn't vote for Murloc Raider if someone submitted it to this contest.
I don't get to force your hand. If you think you nailed the flavor of Finger of Death, then ignore me and submit it. See what the voters think.
But you asked if I (or anyone reading this thread) preferred Finger of Death or Spell Immunity and I told you the truth. No current card grants 'Elusive/Shroud' to other cards, and it's an interesting way to help protect important minions.
Yes, this is what I'm getting at. In summary, I don't like your changes (I find them boring), but I want to know if you genuinely like and dislike each of my cards (your initial response seemed tepid towards Spell Immunity). I'll try to make a decision based on the conflicting responses I've gotten to them or come up with a new one.
What if Raise Dead was 'Summon two 1/1 Skeletons for each (friendly?) minion that died this turn'? Might need to cost more, but seems a little cleaner than a 'play only if' limit.
What if Raise Dead was 'Summon two 1/1 Skeletons for each (friendly?) minion that died this turn'? Might need to cost more, but seems a little cleaner than a 'play only if' limit.
One might argue the culling was done by a Death Knight, not a Paladin.
I like the new version of Raise Dead better, but the reason I suggested 'two 1/1s' instead of a 2/2 is that way you keep the reference to the Necromancer summoning two skeletons from one corpse.
Acid Bomb is one of the Alchemist's abilities that does area damage over time (yes, it also reduces armor, but there isn't room for additional effects). In HS, it would serve as an additional AOE for Rogues, which they really need. For clarity, the damage starts at the end of the turn you cast it, and then it will deal damage on your opponent's turn and then your next turn. Critical Strike is a Blademaster ability. In HS, it would serve a similar function to Hunter's Mark. It is not quite as good as Hunter's Mark, though, which allows you to take out anything with any source of damage.
Here are my old ideas:
The left one is based off of one of Archimonde's abilities that does an unnecessary amount of damage to insta-gib basically anything except Heroes (hence the 20 damage) and the right one is based on a passive ability of a number of neutral units like golems Finger of Death is a more useful single target removal than Siphon Soul, which is a little too expensive. Spell Immunity would work well in combination with cards like Flamewaker.
Which ones do you like? Personally, I really like Finger of Death for its flavor, and I will probably go for it unless people like one of the others a lot.
Urgh, I don't suppose we're allowed to make text fit with a third party program? The idea I have is literally 1 fricken' 'n' away from fitting.
If you're using hearthcards, you can hit the Enter key after after some text to force it to be its own line. May or may not work with whatever you have, but you can force the formatting that way.
Does the "created cards count towards the 3 lines" mean that each card can only have 1 line if you crate 3 cards or that the text of all three combined has to fit into 3 lines? I can't fit a potion related card into 3 lines otherwise. There is like 1 word too much, so one card is on 2 lines, while the other barely fill 1, so all 3 combined would fit 3 lines.
Alternatively, these are what I came up with in the meantime:
It only REFILLS the mana, it doesn't grant additional mana. It's arguably a worse Innervate, but for a class that has spell synergies, so it would probably see play in tempo mage.
Based on the ability of the same name from the Firelord neutral hero, which "Wreaths an enemy unit in magical flames which cause damage over time, prevent the casting of spells and reduce attack damage."
Anything remarkable about them? Otherwise I feel I have to try and make the potions work somehow.
If you're using hearthcards, you can hit the Enter key after after some text to force it to be its own line. May or may not work with whatever you have, but you can force the formatting that way.
Nah, no matter what I cannot get the text I had in mind to fit without it going down to 4 lines. I think I know how to make it work tho, the effect just won't be exactly the same.
Corruption and Mind Control mixed into a 4-Mana 4/3 body. Might be too strong. Based upon the Banshee's Possession spell.
5-Mana 4/4 body that casts Power Word: Tentacles upon itself if it can survive one turn. Only triggers once, since it's a Battlecry. Based on the Mountain King's Avatar spell.
Orcish Barracks is like Mana Tithe Totem and Summoning Portal, at the same time, with 9 Health because apparently it wasn't OP enough.
Banshee is overpowered, but it's an interesting concept because Attack is actually a drawback for the card; the higher the Attack, the easier it is for your opponent to attack into the Banshee to kill the Banshee's target before you gain control (assuming no Taunts or Freezes). I think it would be quite balanced as a 6/3 for 5 mana, because it could be either a 6/1 or 6/2 Kodo, a randomly high-Attack Big Game Hunter which hits 7+ Health enemies instead of 7+ Attack, or just an Assassinate... and what it gains in flexibility it can lose to cards like Power Overwhelming or simply Anduin being too low on Health. Definitely your most interesting concept.
Mountain King feels like an overpowered 4mana Gruul. While I like it more than the Barracks, it's definitely not as good as the Banshee.
@zukuu I think mana gem is a fine card. Innervate would be too strong in mage, so toneing it down for mana gem works for me. I think your soul burn would be too strong in zoo, flood the board with minions then cast soul burn. this is an even stronger effect then loatheb for much cheaper. of the two I'd definitely say mana gem.
@Anybody Here's my current concept
Based on the mob spawned by the fire lord hero's summon lava spawn spell, Lava spawns consume the flesh of their target and eventually split into two.
Alas, you don't get the 5/5 body along with it. For both you need an established board, but Loathheb adds to the threat and is one of its own, while Soul Burn isn't by itself.
As for Lawa Spawn (should be capitalized in the card text), I think "break even" stats are too strong for this kind of effect, at least in the early mana region. On the other hand, I struggle to find a good fit for it on later mana slots. It would wreck havoc in paladin / priest / druid buff decks. 3 mana 2/3 or 5 mana 4/4 or 2 mana 2/2 seems more fair and would encourage to play it along with buffs. It might be a bit undertuned then however. It's kind of difficult to balance, since it's so snowbally. In case of doubt I think I would keep it as it is.
I like the flavor of the card. It's a nice translation of the effect into HS.
Power creep isn't the issue - it's better than Flame Lance, but worse than Assassinate and has meaningful trades against Siphon Soul (the latter is important because it is in-class.) It's a fair card. The occasional time you get to punish another Warlock for using Wrathguard doesn't matter - It's like using Sacrificial Pact against Lord Jaraxxus. At worst, it means you can't 'print' Finger of Death until Wrathguard rotates out of Standard.
My problem with it is it doesn't do anything exciting or new, and the number on it is high enough to kill virtually any creature. (There are quite a few end-game threats that Flame Lance will not remove. Functionally, it's a destroy effect with the frustration of being a big spell that won't even kill Argent Squire. This is a competition about creativity. You wouldn't vote for Murloc Raider if someone submitted it to this contest.
I don't get to force your hand. If you think you nailed the flavor of Finger of Death, then ignore me and submit it. See what the voters think.
But you asked if I (or anyone reading this thread) preferred Finger of Death or Spell Immunity and I told you the truth. No current card grants 'Elusive/Shroud' to other cards, and it's an interesting way to help protect important minions.
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.
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I think if I was going to was change Raise Dead, it would be this:
Raise Dead (4)
Summon a 2/2 Skeleton for each minion that died this turn.
Thoughts on this?
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One might argue the culling was done by a Death Knight, not a Paladin.
I like the new version of Raise Dead better, but the reason I suggested 'two 1/1s' instead of a 2/2 is that way you keep the reference to the Necromancer summoning two skeletons from one corpse.
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.
Okay, I came up with some new ideas:
Acid Bomb is one of the Alchemist's abilities that does area damage over time (yes, it also reduces armor, but there isn't room for additional effects). In HS, it would serve as an additional AOE for Rogues, which they really need. For clarity, the damage starts at the end of the turn you cast it, and then it will deal damage on your opponent's turn and then your next turn. Critical Strike is a Blademaster ability. In HS, it would serve a similar function to Hunter's Mark. It is not quite as good as Hunter's Mark, though, which allows you to take out anything with any source of damage.
Here are my old ideas:
The left one is based off of one of Archimonde's abilities that does an unnecessary amount of damage to insta-gib basically anything except Heroes (hence the 20 damage) and the right one is based on a passive ability of a number of neutral units like golems Finger of Death is a more useful single target removal than Siphon Soul, which is a little too expensive. Spell Immunity would work well in combination with cards like Flamewaker.
Which ones do you like? Personally, I really like Finger of Death for its flavor, and I will probably go for it unless people like one of the others a lot.
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Looking for feedback and help deciding between these two.
Does the "created cards count towards the 3 lines" mean that each card can only have 1 line if you crate 3 cards or that the text of all three combined has to fit into 3 lines? I can't fit a potion related card into 3 lines otherwise. There is like 1 word too much, so one card is on 2 lines, while the other barely fill 1, so all 3 combined would fit 3 lines.
Alternatively, these are what I came up with in the meantime:
It only REFILLS the mana, it doesn't grant additional mana. It's arguably a worse Innervate, but for a class that has spell synergies, so it would probably see play in tempo mage.
Based on the ability of the same name from the Firelord neutral hero, which "Wreaths an enemy unit in magical flames which cause damage over time, prevent the casting of spells and reduce attack damage."
Anything remarkable about them? Otherwise I feel I have to try and make the potions work somehow.
It's a total of three lines. So you can have a two line card that creates a one-line card. Or any number of textless cards.
My entry is three lines across 4 cards, for instance.
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.
Orcish Barracks is like Mana Tithe Totem and Summoning Portal, at the same time, with 9 Health because apparently it wasn't OP enough.
Banshee is overpowered, but it's an interesting concept because Attack is actually a drawback for the card; the higher the Attack, the easier it is for your opponent to attack into the Banshee to kill the Banshee's target before you gain control (assuming no Taunts or Freezes). I think it would be quite balanced as a 6/3 for 5 mana, because it could be either a 6/1 or 6/2 Kodo, a randomly high-Attack Big Game Hunter which hits 7+ Health enemies instead of 7+ Attack, or just an Assassinate... and what it gains in flexibility it can lose to cards like Power Overwhelming or simply Anduin being too low on Health. Definitely your most interesting concept.
Mountain King feels like an overpowered 4mana Gruul. While I like it more than the Barracks, it's definitely not as good as the Banshee.
@zukuu I think mana gem is a fine card. Innervate would be too strong in mage, so toneing it down for mana gem works for me. I think your soul burn would be too strong in zoo, flood the board with minions then cast soul burn. this is an even stronger effect then loatheb for much cheaper. of the two I'd definitely say mana gem.
@Anybody Here's my current concept
Based on the mob spawned by the fire lord hero's summon lava spawn spell, Lava spawns consume the flesh of their target and eventually split into two.
Heroic Drakkisath (The Fire Lord?) - #1 Heroic Drakkisath Deck Guide, Featuring Majordomo Executus, by yours truly.
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Alas, you don't get the 5/5 body along with it. For both you need an established board, but Loathheb adds to the threat and is one of its own, while Soul Burn isn't by itself.
As for Lawa Spawn (should be capitalized in the card text), I think "break even" stats are too strong for this kind of effect, at least in the early mana region. On the other hand, I struggle to find a good fit for it on later mana slots. It would wreck havoc in paladin / priest / druid buff decks. 3 mana 2/3 or 5 mana 4/4 or 2 mana 2/2 seems more fair and would encourage to play it along with buffs. It might be a bit undertuned then however. It's kind of difficult to balance, since it's so snowbally. In case of doubt I think I would keep it as it is.
I like the flavor of the card. It's a nice translation of the effect into HS.
Here's a few ideas I've been working on,
Any preferences or think the balance is off?