Would this follow this weeks rules? More or less, just trying to figure out how the text should be. Maybe it's correct. Feels like I could shorten it down though.
(How do I post an image in the post? It is my first card posted here)
At first, sorry for the homemade image.
I know that this is not a thing from Warcraft but I do not really remember any characters from the lore who would fit into this card(suggestions?)
Obviously this is inspired by the card "Void Terror", a Warlock Minion with 3 Cost and 3/3 stats that devourers the minions next to it when played.
This card would be great in a control deck, because you obviously you play big dudes there.
I do not know if this card is too overpowered, but I have a reason that it might not be too strong:
Imagine this card is absolutely in the meta and every control deck uses it. People will know that and try to play around that card. So they will kill your big guys at first, and your dreams are shattered. So you either use exclusively huge minions to set up the Graveyard Terror or loose value. Your decision.
Of course you can also kill of one of your big minions with low health to combo this out!
This card obviously has synergy with every big minion but also with Midrange bodies. I don't think the Demon Tribe will matter too much, I just edited it for the Void Terror reference.
What do you think about this card? Please tell me.
PS: This card IS supposed to also work with minions you stole(does mindgames count? You decide) and copies of enemy minions, if they died on your side of the board.
There is an image button at the top of the edit textbox. And it needs to be a direct link (.png/.jpg) not the image's album.
I think better wording would be, "Battlecry: Gain the Attack and Health of the last friendly minion that died this game."
Anyway. Here's my current idea... Basically, you can guarantee yourself a good curve from turn 6 -> 7, but only if you're running a lot of larger minions (giant druid, perhaps?). Hopefully this will enable a slightly slower meta...
Does this seem balanced? Interesting? And, of course, fun?
The most important question is: would I play this card?
At the biggest mana savings (3), the card is decent, because you essentially pay 3 mana for a 3/5. At a discount of (2), however, you are paying 4 mana for a 3/5, which is sub-par. And at a (1) mana discount, you are severely overpaying for a 3/5. If no discount, it becomes trash. This doesn't take into account how difficult it is to be playing such a slow card on Turn 6, since the only immediate effect is getting a sub-par 4 drop. Even in a slower meta, that seems like a poor turn. And of course, the real value here is only if you can get the discount on Turn 6, which means always pulling a big minion at the start of Turn 6. Any later, and you're probably just better off playing the big minion for full cost.
So no, I probably wouldn't play that card. A more aggressive stat line would not break it. 5/5 seems reasonable, since even a 1 mana reduction means you played a Stranglethorn Tiger. Alternatively, the text could be altered to give straight mana discounts to big cards. For instance: Battlecry: If the last card you drew cost (8) or more, reduce its cost by (3). That would open up bigger swing turns. In this instance, it might be worth extending the effect of this card to (7) cost cards as well, since it would hit Ancient of War and Lore.
OBS: When you end your turn, the mana that you spent stays the same, so if it dies while in an opposing turn, its effect will trigger in the current mana pool leaving you with no additional mana in your active turn.
It is not a Battlecry so you can't synergize with cards that costs 5 mana on the same turn, but can still be used with cards like Deathwing and get a spare 10 mana. Magic Necromancer also has solid stats so you cannot just sacrifice it into another minion and get a absurd value. Its main wakness and also a strength is the fact that your opponent can just remove it completely negating its deathrattle since mana resets every turn, effect making it a very good bait for removal like Mulch when you want to play something like Archmage Antonidas.
I like the text on this minion, however I'm unsure what to do about the Mana cost and stats. What do you think this Choose One effect should be valued at and what would you suggest for stats / Mana cost? Thank you for the help.
This is an amazing card IMO. I'm not entirely sure if it's balanced or not, but I think that the effect is very creative, and something that more people should definitely appreciate. The fact that its effect is a Choose One adds to its versatility (and usability). I love the fact that you can get to 'copy' one of your opponent's cards and maybe use it against them. Not sure how it would interact with Fandral, but oh well...
Rogue weapon. Synergies with Hero Power and Blade Flurry. If you hero power into this, it becomes a 3/4 weapon. But my concern is that it is strictly better than Assassin's Blade. What's your thought on that? Should I change the stats?
Gates to the Underworld should, ideally, work like this: on your turn, you ram 3 of your small minions into one big minion, dealing large damage to it but not killing it, then you summon them back again. I'm not sure about the cost, however.
Lupine Healer is fairly straightforward. The effect isn't particularly powerful, so I think -1 attack as a penalty is enough.
Gates to the Underworld is overcosted. It costs too much to be able to benefit you and your opponent as well. You do have some control over what gets resurrected, but this is pretty much a dead card if you're behind (as it also revives enemy minion, provided your opponent traded with you earlier), and this may even screw you over if you accidentally resummoned, say, an enemy Ragnaros, Firelord. Maybe 4 or 5 mana? I'm no expert in balance though, so don't take my word for it.
Lupine Healer is fine, I guess. There's nothing much to say about it. It's definitely the lesser of your two creations, but I think it's easier to balance (or is already balanced).
@Everborne: Dunno about wording- the clearest way I can think of takes up an extra line, which won't work too well. As for balance, (3)-cost is pretty good. The only thing you really need to worry about is Reno Jackson- a full heal and a 33/35 for 9 is pretty OP...
Shoot, you're right... back to the drawing board, I guess.
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These were the 3 cards I came up with first. Which one is the best idea wise?
All 3 of the cards are awesome, but I'll Be Just Like You is by far the best (and funniest) of the three. It can be used to trade efficiently, 'remove and silence' powerful enemy minions, go through Taunts (if the last minion played had no Taunt), or combo into hard removal. This also counters N'Zoth decks if you can combo this with a board clear since the Deathrattle minions didn't 'die', they only got transformed. Or you this can also be used in a N'Zoth deck, e.g. the last minion played was a Sylvanas Windrunner, so everyone becomes Sylvanas, trade with everyone, then play N'Zoth at turn 10. Brilliant! Or you could attempt to finish off your opponent by transforming every minion into Ragnaros, Firelord and just hoping they all go face (unlikely, I know but still something to consider). The other two cards pale in comparison IMO, so this is your best bet.
Is the mana cost right? I feel like at 3 or below, the card is way too "combo"able, with lerroy or something but I don't know if 4 mana is enough
I believe the cost, and the card as a whole is all right. Sure, this has some pretty insane combos with other cards, but then again, so does Evolve (which costs a whole lot less than this).
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
I thinks it's good, the fantasy is that you and your minions remember your Past Crimes and go on a path of Retribution, inspiring themselves to fight. I'm not sure if that makes sense.
Also, I am not exactly sure of the mana cost this could have...
I don't think this really fits this week's restrictions since it doesn't interact with the last instance of something specifically.
This may be too powerful, but I'm not sure since when you play it it will activate as long as 1 damage was dealt to your hero and it does nothing on the turn you are taking damage.
The crazy librarian should be 2/2. The supporter is mostly here to give a real tempo swing when you play shadowform and would fit in a midrange shadow priest (if it ever exists with more cards).
@Tomerick88 : It seems like we had the same idea. Regarding Reanimate I think it's too powerful as it is since you can just choose which minion to ressurect. It should be the one that died last during your opponent's turn maybe.
@Zukuu : Lore wise the card makes no sense imo but aside from that it can be used as a big innervate but for what? Druid can ramp to 10 mana really fast already and at this point you want to play a big threat right away, not wait to play two the following turn. I'd make a spell that stocks the unspent mana crystals from each turn while it's in your hand since ramp druid sometimes have gaps in his curve. Then at some point you have a big innervate to actually get a real tempo swing. I would actually play this card. Maybe it's a bit too powerful. Idk it's just an idea.
@Nihls Great minds think alike I guess lol. I think I am going to go with Echoing Shade though if that's ok?
I thought this could be a nice counter to Zoo. If your opponent floods the board, counter his small minions with this card. It's "summoned", so it works with spells like Forbidden Ritual. Because it's just "minions", you could use it strategically to kill 2 enemies and enrage one of yours. If nothing works, it's still a (3) 3/4.
Basically Shifter Zerus as a spell. At the beginning of your turn, it'll turn into the last spell cast LAST TURN (aka your opponent). Of course, the mana cost will change, just like it does with Zerus. I imagine there would be a blue shimmer around it as well. I made it a priest card mostly because there are no neutral spells (yet), but also because I felt it fits priest and their theme of 'copying' spells. On the opponent's side, you might wanna reconsider the order of spells if you play against Priest.
I felt that this could maybe help against the annoying sticky deathrattle minions. It's similar to the raptor, only that it also works with enemy deathrattles and (more importantly) deathrattles of minions that already died.
I love the idea of interaction with more frozen minions, as there has been very little outside of dealing damage or destroying a frozen minion. Actually I thought it's quite brilliant, as it'll never be super-op, because even if you copy a 12/12, your opponent needs to play that 12/12 first, BUT this would also work on your own minions, right? Then it might be OP. Imagine Playing a strong minion, then ice-lancing it for (1) and playing the Cryomancer right after it. So maybe change it to the last frozen enemy minion? Or is that too wordy? Not sure. Love the idea though :)
I thought this could be a nice counter to Zoo. If your opponent floods the board, counter his small minions with this card. It's "summoned", so it works with spells like Forbidden Ritual. Because it's just "minions", you could use it strategically to kill 2 enemies and enrage one of yours. If nothing works, it's still a (3) 3/4.
Basically Shifter Zerus as a spell. At the beginning of your turn, it'll turn into the last spell cast LAST TURN (aka your opponent). Of course, the mana cost will change, just like it does with Zerus. I imagine there would be a blue shimmer around it as well. I made it a priest card mostly because there are no neutral spells (yet), but also because I felt it fits priest and their theme of 'copying' spells. On the opponent's side, you might wanna reconsider the order of spells if you play against Priest.
I felt that this could maybe help against the annoying sticky deathrattle minions. It's similar to the raptor, only that it also works with enemy deathrattles and (more importantly) deathrattles of minions that already died.
I like Moroes' Chesspartner, though I'm not sure if 3 damage would be too strong (it is the magic number in the current meta, though, I'll grant you that). Zerus Laughs is great flavor-wise, and I could see a great spot for it in OTK Priest - extra copy of Mind Blast, anyone? Forsaken Apothecary is cool, but I would say it's the least interesting out of the three, personally.
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Good idea, and would work well with Garrison Commander, and either Flash Heal (2+1+2+2+2=9 mana combo) or Mind Blast(10 mana combo) as either a massive heal or 15 damage finisher. Miracle Priest?
My only concerns are that it could be a 10 mana combo with Entomb, unless the hero power matches the spell cost? Also, without restricting it to spells cast this turn, could be horribly, horribly broken with Mind Control.
Thanks for the feedback! Personally, I would not mind some Garrison Commander shenanigans. I do not think the hero power needs to match the spell's cost, since you can use the more powerful spells only once anyways without passing the turn. And concerning Mind Control, it reads "the most recent spell" so it also is affected by your opponent's spells. To get any MC value, you need to set it up in a very cumbersome way, so I think that would also be balanced.
Would this follow this weeks rules? More or less, just trying to figure out how the text should be. Maybe it's correct. Feels like I could shorten it down though.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Here's my Idea:
OBS: When you end your turn, the mana that you spent stays the same, so if it dies while in an opposing turn, its effect will trigger in the current mana pool leaving you with no additional mana in your active turn.
It is not a Battlecry so you can't synergize with cards that costs 5 mana on the same turn, but can still be used with cards like Deathwing and get a spare 10 mana. Magic Necromancer also has solid stats so you cannot just sacrifice it into another minion and get a absurd value. Its main wakness and also a strength is the fact that your opponent can just remove it completely negating its deathrattle since mana resets every turn, effect making it a very good bait for removal like Mulch when you want to play something like Archmage Antonidas.
Tries to put Swamp King Dred in every Hunter deck
Favorite Deck: Spell Damage Druid (Old days)
Favorite card: Ancient of Lore
Least favorite card: Ice Block
Rogue weapon. Synergies with Hero Power and Blade Flurry. If you hero power into this, it becomes a 3/4 weapon. But my concern is that it is strictly better than Assassin's Blade. What's your thought on that? Should I change the stats?
THERE IS NO GAME.
Please check out my submission for this week's Card Design Competition here, and vote for it if you like it! Thanks!
@WestonSmith- is this version better? This way it's roughly balanced with an 8-cost, and gets better from there.
#gNOmeferatu
My Idea for this week:
What do you guys think?
This may be too powerful, but I'm not sure since when you play it it will activate as long as 1 damage was dealt to your hero and it does nothing on the turn you are taking damage.
Thoughts on balance and legality? Will be giving my own on others tomorrow, need to sleep tho
My three initial ideas:
I thought this could be a nice counter to Zoo. If your opponent floods the board, counter his small minions with this card. It's "summoned", so it works with spells like Forbidden Ritual. Because it's just "minions", you could use it strategically to kill 2 enemies and enrage one of yours. If nothing works, it's still a (3) 3/4.
Basically Shifter Zerus as a spell. At the beginning of your turn, it'll turn into the last spell cast LAST TURN (aka your opponent). Of course, the mana cost will change, just like it does with Zerus. I imagine there would be a blue shimmer around it as well. I made it a priest card mostly because there are no neutral spells (yet), but also because I felt it fits priest and their theme of 'copying' spells. On the opponent's side, you might wanna reconsider the order of spells if you play against Priest.
I felt that this could maybe help against the annoying sticky deathrattle minions. It's similar to the raptor, only that it also works with enemy deathrattles and (more importantly) deathrattles of minions that already died.
Good with OOZE!
Just an idea
Here's another stab at it - trying to promote discardlock in a balanced manner. What do you guys think about the wording, and the cost/stats?
Please check out my submission for this week's Card Design Competition here, and vote for it if you like it! Thanks!
Please check out my submission for this week's Card Design Competition here, and vote for it if you like it! Thanks!