Hey guys! I just submitted an entry, and would love to hear some feedback! My entry is in the spoiler below.
Hello Everybody! In honor of the new World of Warcraft: Legion expansion, I figured I'd make the artifact weapons that came with it! I also love Priest, and since the class is in need of some pretty powerful cards, I figured "why not?".
Anyway, these artifacts are meant to powerful, late game weapons that support a particular style of Priest play. However, in order to get one of these weapons, you need the appropriate spell card.
These weapons are POWERFUL, and possibly even WAY over the top. In order to equip one, not only do you have to choose only one of the 3 artifacts, it will also cost a combined 10 mana in order to equip them. What are these artifacts? Well...
First we have Xal'atath, The Blade of the Black Empire! Even though Priests are not usually aggressive, they do have their moments, and this weapon helps compliment that. You choose this when you say to yourself "I need to end this game." And what better way of doing that than embracing the shadow, and ripping your enemy to shreds? However, if your opponent is still alive once this weapon finally breaks, you'll cause even more nightmares for them by taking control of one their minions.
Next we have T'uure, The Beacon of the Naaru! Like I said, Priests are not usually aggressive. In fact, most of them like to sit back, and heal through all of the damage they take. This weapon does exactly that. The heal at first is not impressive, but over time, it gets more and more potent. By the time you are down to only 1 durability on this weapon, your next attack will heal you completely, with a whopping 32 health healed. Take that Reno!
And lastly, we have Light's Wrath! Sometimes, you can't decide whether to be defensive or aggressive, so why not try something with a little bit of both? This weapon makes your minions harder to kill, but it also makes them far more dangerous. If you happen to have a board full of minions, this weapon's effect will give you a stunning +7 Spell Damage, and it only gets better with every attack! Malygos, eat your heart out.
Anyone willing to give some feedback on my submission? I felt I did great job designing these, but the upvotes arent really showing it right now.
Hey guys! I just submitted an entry, and would love to hear some feedback! My entry is in the spoiler below.
Hello Everybody! In honor of the new World of Warcraft: Legion expansion, I figured I'd make the artifact weapons that came with it! I also love Priest, and since the class is in need of some pretty powerful cards, I figured "why not?".
Anyway, these artifacts are meant to powerful, late game weapons that support a particular style of Priest play. However, in order to get one of these weapons, you need the appropriate spell card.
These weapons are POWERFUL, and possibly even WAY over the top. In order to equip one, not only do you have to choose only one of the 3 artifacts, it will also cost a combined 10 mana in order to equip them. What are these artifacts? Well...
First we have Xal'atath, The Blade of the Black Empire! Even though Priests are not usually aggressive, they do have their moments, and this weapon helps compliment that. You choose this when you say to yourself "I need to end this game." And what better way of doing that than embracing the shadow, and ripping your enemy to shreds? However, if your opponent is still alive once this weapon finally breaks, you'll cause even more nightmares for them by taking control of one their minions.
Next we have T'uure, The Beacon of the Naaru! Like I said, Priests are not usually aggressive. In fact, most of them like to sit back, and heal through all of the damage they take. This weapon does exactly that. The heal at first is not impressive, but over time, it gets more and more potent. By the time you are down to only 1 durability on this weapon, your next attack will heal you completely, with a whopping 32 health healed. Take that Reno!
And lastly, we have Light's Wrath! Sometimes, you can't decide whether to be defensive or aggressive, so why not try something with a little bit of both? This weapon makes your minions harder to kill, but it also makes them far more dangerous. If you happen to have a board full of minions, this weapon's effect will give you a stunning +7 Spell Damage, and it only gets better with every attack! Malygos, eat your heart out.
Anyone willing to give some feedback on my submission? I felt I did great job designing these, but the upvotes arent really showing it right now.
Most of them are OP and really wordy, that's why the upvotes don't show up. Sadly if you already submitted it you won't be able to modify it.
I think your biggest problem is that your card is too complicated. Hearthstone is all about keeping it simple, while expanding the possibilities. That's what made it so popular. Take a card like Barnes as an example. You immediately know what it does, but you don't know all the things people might do with it. I think your card shouldn't be more complex then Arch-Thief Rafaam.
I appreciate the effort though. I especially like the art that you chose. Keep it up!
I don't think its that complicated, except for maybe T'uure (I can see how people would get confused on that), but maybe Im just a bit more complicated than most other people (I'm not trying to brag or bash anyone, its just a statement). I guess I'll try something less complicated next time.
As for the artwork (except for the spell artwork) it actually isnt artwork at all. Its just pictures of the in game models of the weapons. Since these are so new, I guess people haven't made specific artwork for them. But thanks!
This card is in the style of Lord Jaraxxus. The Hero does come with a weapon, so...
The weapon may be a bit overpowered? But you have 10 less max health, so... I don't know. feedback in next post!
I'd say the Hero Power is too weak in compare to Jaraxxus. What made him powerful is how active he is with a 6/6 for 2 mana AND the 3/8 weapon. Maybe increase the damage to 4?
I apologise for not seeing this earlier. Compared to Jaraxxus, it costs less and has more health as a Hero. The Hero Power, if you're not attacking, is deal 3 restore 2. With other Spell Damage sources, it becomes stronger faster. I suppose I can increase the damage on the power by one, if you feel it is an improvement.
I was trying to create a card to help Control Priest reestablish itself and this was the concept I came up with. I would love to read any feedback on flavor or balancing. Based on Anduin and his rise as King.
Personally I think either the spell cost or the durability of the weapon has to rise, or both.
I was trying to create a card to help Control Priest reestablish itself and this was the concept I came up with. I would love to read any feedback on flavor or balancing. Based on Anduin and his rise as King.
Personally I think either the spell cost or the durability of the weapon has to rise, or both.
play one of these on turn 5, play the next one turn 6 and BAM, you win the game. Broken.
I was trying to create a card to help Control Priest reestablish itself and this was the concept I came up with. I would love to read any feedback on flavor or balancing. Based on Anduin and his rise as King.
Personally I think either the spell cost or the durability of the weapon has to rise, or both.
play one of these on turn 5, play the next one turn 6 and BAM, you win the game. Broken.
Yeah. That card should have been a Legendary.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I was trying to create a card to help Control Priest reestablish itself and this was the concept I came up with. I would love to read any feedback on flavor or balancing. Based on Anduin and his rise as King.
Personally I think either the spell cost or the durability of the weapon has to rise, or both.
play one of these on turn 5, play the next one turn 6 and BAM, you win the game. Broken.
I was trying to create a card to help Control Priest reestablish itself and this was the concept I came up with. I would love to read any feedback on flavor or balancing. Based on Anduin and his rise as King.
Personally I think either the spell cost or the durability of the weapon has to rise, or both.
play one of these on turn 5, play the next one turn 6 and BAM, you win the game. Broken.
Good points! Now what are your thoughts on the ability? Instead of changing the rarity, would it be better as for example 'heal your hero to full' or 'buff your minions by such and such.' What ability would it need for you to want to run the card or is the ability in line with a card of this nature?
You can either use this as immediate, slightly overcosted, damage (4 mana for 5 and you have to facetank) or wait with attacking to get value out of the minion as well. Do you think i got the balance right? Do you think this is interesting enough?
I think this card works really well to discourage trading into the weaponsmith assuming player rationalize that you'll kill your minion without their help. Balance wise I think it's higher up on the power charts based on stats alone. I would never under any circumstances play this in a deck with Brann Bronzebeard haha.
If you aren't happy with the ability maybe something similar to Djinni of Zephyrs where buffing one buffs the other? Maybe rebalance the cards so they both destroy the other?
I think the only glaring problem with your card is the amount of damage the weapon starts with and how powerful that would be in a Rogue deck. Best of Luck if you make a version 2.
It's my ideas for this week (weapons for warlock, mage and druid), whats better, what you think about it? pls help me guys with balance and wording! Thanks!
p.s.: and some words about ring - maybe it better to do 4 durability for 3 spell power on third turn?
Ring of Sea Power is easily my favorite card of the three. Maul of Roots is too weak, considering that Druid is a class that focus more on tempo while Damnation is too RNG-relied for my liking.
Wow i thought maul of roots is a best of three, i think it s good for more control druid decks like y'shaarj deck, or astral communion deck why you think this is weak? thks for your answer!
It's my ideas for this week (weapons for warlock, mage and druid), whats better, what you think about it? pls help me guys with balance and wording! Thanks!
p.s.: and some words about ring - maybe it better to do 4 durability for 3 spell power on third turn?
Ring of Sea Power is easily my favorite card of the three. Maul of Roots is too weak, considering that Druid is a class that focus more on tempo while Damnation is too RNG-relied for my liking.
Wow i thought maul of roots is a best of three, i think it s good for more control druid decks like y'shaarj deck, or astral communion deck why you think this is weak? thks for your answer!
My opinion of Maul of Roots is weak because it is not what Druid needs right now. Sure, the heal is nice but what good does it make if Druid can't follow it up with board clear or removal? The only good Druid board clear are Swipe and MAYBE C'Thun in C'thun Druid. Current Druid deck usually focus on summon a big minion or draw into their small removal at the right time to keep up with tempo.
This is my previous idea, with updated Hero Power. Feedback is appreciated!
I'll give feedback in the morning!
Let me take a look at this thing...
The only way this thing ever hits the field without activating its battlecry would be Barnes or Deathlord, right? So is there a reason to have different stats than the hero?
When I look a the weapon, it seems to be shadowpriest themed, yet it has anti-synergy with shadowform itself. Can't say I'm a fan of that, in terms of flavor. There is also no reason to ever use the weapon. It's just a passive effect that stays until some museum guy comes along. No reason for this to be on a weapon in that case, no? Might as well just make it a passive of the hero then. I know it wouldn't fit the design competition, but in terms of general design, that's my opinion ( and that opinion is also true for a LOT of other submissions! It's like 50% of people just think "good effects that don't last when on minions" ). Weapons need durability interaction to function properly (at least you embraced your aura concept, and didn't just slam on "-1 durability per turn", while still having 1 attack in a pinch).
As for other things, there's a somewhat synergy with spawn of shadows and the like, as in healing back up to 20 after losing a lot to its inspire. I like the new hero power you gave him, would like to see it boosted by shadowform though, as mentioned.
There. Picked it apart. It's really not a bad concept, for some sort of more aggressive priest. There just should be some incentive to using the weapon. Like whenever you kill something with it, draw a card (which is what an aggro priest would really like to have!). Would make the text really long though.
Thank you for your feedback. For the stats, 1/20 is a bit of an overkill for 6 mana, 3/15 is okay for 9 mana, if you apply the fact stats should be the mana cost, doubled then add 1. Jaraxxus' stats are 18, which is 9 doubled, so 1 stat less. 1/20 is 21, while it should be about 13. I suppose I could change it if it annoys you that they are different, but a 2/20 (Due to the weapon change) is quite powerful for Y'Shaarj, Rage Unbound. As for the weapon, it fits the idea of a priest 'equipment', more so than a weapon. I am redesigning it, however, to be more in line with what you say as 'Affected by Spell Damage' fits in the Hero Power text. How would I work in Shadowform synergy? I suppose I could mention to where it basically gives your Hero Spell Damage +1 to buff the Shadow Priest ability? Like fit it on Harro's card? Care to critique it again? I appreciate your feedback! :)
The text on Haro still happens when he is the Hero, just like Jaraxxus keeps the Demon tag.
A 1/20 at that point in the game (let's ignore baby Y'shaarj from Barnes) is kind of terrible though unless you play inner fire. Back in the day, pulling Jaraxxus onto the field was a death sentence for the warlock in the control matchup, and he has good-ish stats.
Alright, let's look at this one.
For 6 mana, you get healed/damaged to 20. You get another use of your hero power, which now deals at least 4 damage, 6 at max without any additional spelldamage on the field.. In addition to that you get a weapon that deals 16 damage and can draw up to 8 cards in total over 8 turns.
I felt like the drawing a card thing would be alright on a 1/3 weapon. But with 8 charges, that's way too much if it has that effect (Also the wording "and powers" is no longer necessary, considering it's on the hero power now). I mean, 8 cards in the best case. At turn 6, you have 21 cards left in your deck, worst case. So 8 is like 40% of your deck, and your hero power is good for softening things up before attacking. You could say it's inevitability in an aggro environment, compared to the inevitability Jaraxxus signifies in the control environment. The tradeoff Jaraxxus has for this is lower HP though, and Haro here can heal himself very, VERY efficiently. More HP does make sense in priest of course, so where is the tradeoff for running him? The hero power is strictly better in its base form when it comes to hero survivability and clearing enemy boards. You have lower hp but you can heal yourself while clearing minions, and you get a weapon to make use of that hero power healing, while slowly drawing a third of your deck (if you decide to do so!).
I kinda feel like I'm ruining your idea here, to be honest. I'm trying to force balance onto something that's just supposed to be like "lookit me, I'm interesting".
You're really not ruining my idea here. I do, in fact, appreciate any feedback you can give me. The Hero Power was much weaker earlier, but someone was dead set on comparing it to 'Summon a 6/6', even though this costs (3) less, and it's tha point you can probably play it as soon as you can, and not lose anything. So would the weapon as, say, a 2/3, be okay? You normally wouldn't want to use it, but you could if you needed that card. Just a note, the original power was deal 2, heal 1. Does that make more sense for this? Especially with the Hero Power being affected by Spell Damage. As for the 'and powers' on the weapon, it needs to be there as it affects the healing, whereas without the weapon, only the damage gets buffed.
I was trying to create a card to help Control Priest reestablish itself and this was the concept I came up with. I would love to read any feedback on flavor or balancing. Based on Anduin and his rise as King.
Personally I think either the spell cost or the durability of the weapon has to rise, or both.
play one of these on turn 5, play the next one turn 6 and BAM, you win the game. Broken.
Good points! Now what are your thoughts on the ability? Instead of changing the rarity, would it be better as for example 'heal your hero to full' or 'buff your minions by such and such.' What ability would it need for you to want to run the card or is the ability in line with a card of this nature?
The only real problem I see is that the intended use is for you to use all 10 charges, but the "win the game" trigger happens if the weapon is destroyed any other way (so your opponent can't even Ooze to stop you). I would say change the ability from a deathrattle to a "when this weapon's Durability hits zero" trigger. Then you actually have to use all ten weapon charges, and your opponent CAN stop you with Ooze or by racing you.
And yes, if you use your Hero Power AND attack, you'll use two weapon charges, but you'll have 3 Attack and 3 Armor (like you played Claw and HP'd).
How is this different that a basic weapon? Because you effectively have to choose what you're spending your Durability on: Armor, or attacks, or some combination thereof. I thought it would fit in well with the "Choose One" class.
I though about a mage staff that has the same attack as the last damage dealt by a spell you cast. Cost would be 5 base attack 0 and durability 2. Is it balanced? Can I get help with wording? PD: If you flamestrike without spell damage it would get 4 as long as you hit a minion , not 4 for each minion hit
I was trying to create a card to help Control Priest reestablish itself and this was the concept I came up with. I would love to read any feedback on flavor or balancing. Based on Anduin and his rise as King.
Personally I think either the spell cost or the durability of the weapon has to rise, or both.
play one of these on turn 5, play the next one turn 6 and BAM, you win the game. Broken.
Good points! Now what are your thoughts on the ability? Instead of changing the rarity, would it be better as for example 'heal your hero to full' or 'buff your minions by such and such.' What ability would it need for you to want to run the card or is the ability in line with a card of this nature?
The only real problem I see is that the intended use is for you to use all 10 charges, but the "win the game" trigger happens if the weapon is destroyed any other way (so your opponent can't even Ooze to stop you). I would say change the ability from a deathrattle to a "when this weapon's Durability hits zero" trigger. Then you actually have to use all ten weapon charges, and your opponent CAN stop you with Ooze or by racing you.
This + Blingtron in Wild O_O!
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I was trying to create a card to help Control Priest reestablish itself and this was the concept I came up with. I would love to read any feedback on flavor or balancing. Based on Anduin and his rise as King.
Personally I think either the spell cost or the durability of the weapon has to rise, or both.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
This is my previous idea, with updated Hero Power. Feedback is appreciated!
I'll give feedback in the morning!
Any advice on my submission? The idea is to turn it into a kill anything weapon with Auchenai Soulpriest or Embrace the Shadow.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
The text on Haro still happens when he is the Hero, just like Jaraxxus keeps the Demon tag.
Okay, so here's my idea for the contest:
And yes, if you use your Hero Power AND attack, you'll use two weapon charges, but you'll have 3 Attack and 3 Armor (like you played Claw and HP'd).
How is this different that a basic weapon? Because you effectively have to choose what you're spending your Durability on: Armor, or attacks, or some combination thereof. I thought it would fit in well with the "Choose One" class.
I though about a mage staff that has the same attack as the last damage dealt by a spell you cast.
Cost would be 5 base attack 0 and durability 2.
Is it balanced? Can I get help with wording?
PD: If you flamestrike without spell damage it would get 4 as long as you hit a minion , not 4 for each minion hit