Well, hi guys, my name is Larry (Do you really read the name?), and I love making cards (Especially minions), so I´ll make cards proggresively over time for the different classes. Any feedback or thoughts are appreciated
Chlorosaur: For example, if there are 7 minions on board damaged and someone makes Circle of Healing, it will only give Chlorosaur +1/+1, not +7/+7, this is for avoid abuse of this mechanic
Elemental Lord is insanely overpowered. Who needs a 4 mana 7/7 when you can have a 4 mana 12/9? And 6/6 of those stats have Charge! Sarcasm aside, this a 6/3 with the potential to give a permanent +6/+6 buff. Even if it completely whiffs, it's 2 permanent +1/+1 buffs and a strong body.
The Overload is basically meaningless for the same reason it's meaningless on Flamewreathed Faceless: you really don't need a follow-up to a minion that big. Hell, with Tunnel Trogg, Overloading by absolutely absurdly stupid amounts is a BENEFIT.
Also, text should never be longer than 4 lines. It looks messy.
I made a rebalanced, rewritten version (emergency art was used).
I still think that's completely broken by the way. I didn't want to change the spirit of the card, but I think it's just too strong of an effect.
The other two are fine. Unstable Shocktrooper is actually kinda interesting, being an almost well-statted Bomb Lobber with a downside to compensate, and the other is mostly whatever. The health on Thunder Elemental is WAAAY too high (should be 6), but the effect is good.
As a request of brokeness I changed completely Elemental Lord. Making it more passive, but keeping like the same thing of Overload.
Oh, and Thunder Elemental is a class card, I compared it heavily with Captured Jormungar, additionaly of giving it an interesting effect, so its stronger than Jormugar as its a class card, but still needs some mana next turn, as its cost is pretty high
PD: Locked mana crystals are the mana crystals you dont have that turn, so if you played a Lightning Storm that turn, its effect wont activate, however if you wait the next turn, you´ll have 2 mana crystals locked, so its effect activates
I like the idea behind Bitebitter Plants, but I think you should rephrase the text. The way it's at it makes me believe that EACH turn enemy minions' stats go down, in which case I find it too op. If the effect is only on your turn it's OK. So maybe: "On your turn enemy minions have -1/-1. Their health cannot go below 1."
Dragon of Chaos is a bit OP. For 7 mana you get a card that's better than a naked C'Thun, both in effect and stats. If the card is a 5/5 I believe it'd be better balanced. Avenging Wrath is only one damage more for one less mana, but doesn't have a body attached to it. That strong a body, even if it needs a dragon activator, is too good.
I like the idea behind Bitebitter Plants, but I think you should rephrase the text. The way it's at it makes me believe that EACH turn enemy minions' stats go down, in which case I find it too op. If the effect is only on your turn it's OK. So maybe: "On your turn enemy minions have -1/-1. Their health cannot go below 1."
Dragon of Chaos is a bit OP. For 7 mana you get a card that's better than a naked C'Thun, both in effect and stats. If the card is a 5/5 I believe it'd be better balanced. Avenging Wrath is only one damage more for one less mana, but doesn't have a body attached to it. That strong a body, even if it needs a dragon activator, is too good.
Well, for the Bitebitter Plants, the effect activates on your turn, not on EACH turn and its to ALL other minions, included yours, I putted that its health and attack cannot got below 1 for not disrupt too much minions at time.
I´ll see what to do with Dragon of Chaos, I´ll keep the attack I think, but I´ll try to reduce its effect on the board. I think a cost of 8 and a reduction of damage of the battlecry to 4-5 should be fine?
Changed Dragon of Chaos cost to 9, reduced its attack from battlecry to 5 and increased hp to 6 to avoid UPness.
Added 3 new rogue cards
And I am gonna to require a bit of feedback on the cards for know if they are balanced, idk, and like an actual example of a deck or combo too, if I forgot it.
All of the shaman cards look pretty good to me after all the changes, some interesting stuff. Shocktrooper could maybe push some kind of control shaman, taking advantage of having few to no minions on board. The other 2 push some kind of overload archetype, but idk, the thunder elemental seems slow? Balanced but maybe slow.
Nerubian Guardian seems op to me, also consider that warlock cards are usually neutral card in power level (most class cards are a little stronger than neutral cards, but warlock is a special case because of its hero power). I'd say the card needs to cost 5 or maybe even 6. Could see some play in zoo. Bitebitter plants on the other hand seems weak to me, it's basically a 3/6 for 5 now and a "4/7" for 5 on your next turn. It does create an interesting dynamic, but I don't think any warlock deck cares about that kind of thing at the moment. It maybe pushes some kind of control warlock, but even there, it probably wouldn't see play, too slow. Dragon of chaos seems fine, I'd like to see a dragon warlock, though again, probably too slow.
Edit: About the nerubian guardian, warlock zoo used to run nerubian egg back before standard and this minion is basically 2 of them in one card with a 4/2 minion as a bonus. That's why it's op, even though it's a little slow, it's extremely sticky and is anti board clear which is incredible for zoo, especially in the current meta.
On the other hand, I like all the rogue cards. Fox scout is a cool control card, rogues would love that. Nerubian archer might even be enough to make mill competitive by itself if you can conceal it. Cottontail explorer is also really cool and pushes the control variant of rogue too, encourages you to play big stuff and gives you coins to either ramp into them or help your combo removal like SI-7 agents.
Yeah, overall, I like the rogue cards the most, keep it up.
I love the Nerubian Guardian, however it is a bit overpowered, particularly for a common. For 4 mana, it has an alright body of 4/2, however with the deathrattle giving it TWO Nerubian Eggs that makes it extremely powerful. Granted it requires both deathrattles to go off, it still synergies remarkably with both Barnes and N'Zoth. Simply for balancing purposes, it's stats should either be reduced to 1/1 (similar to Faceless Summoner), or Make it cost 5 mana and drop only a single egg for balancing purposes. Also, the card should be of uncommon quality at least, more likely rare.
I feel that the Fox Scout's health should be higher. The whole point (as I see it) of the Fox Scout is to keep it stealthed. However, with just one health, it is vulnerable to removal like Fan of Knives, Maelstrom Portal, Whirlwind, Ravaging Ghoul, Swipe or even Arcane Explosion. Hence, I feel that if you changed its stats to 1/3 or 2/2, it would be better and balances out the drawback.
Overall, your cards are really good and are really creative. Thank you for sharing your ideas! (I really like Thunder Elemental btw)
Hello,i am new in this site and also still inexperienced in hearthstone,but i want to post a card and also see what do you guys think about it.Thanks for reading !
Reaper, if you just copy + paste the image you can get the full card in the comments. Also, next time you can create your own thread so you're not promoting your own card on someone else's topic
Thanks guys by the feedback, I knew Nerubian Egg was highly played before with Warlock, that´s why I made this card, however should I revert the stats (2/4)or just increase the cost to 5?
Oh, and also for Reaper, I like the concept, oh, and it isn´t prohibited for me to publish your creations on this thread, as long as you dont post like +4 posts filled with cards, y´know what I am refering.
I am not gonna change Fox Scout, seems fine to me, its a beautiful trader, but yeah, AoE is its con, but who even plays 1 damage AoE more than druid? Most of them are mages, wich bring the 7 mana deal 4 damage to all enemy minions, that´s why I putted to it stealth, to make it non targeteable easily, so you can trade better than before. I feel its balanced, but its gonna need a specific deck for it.
Thank's for your guys sincerity,also sorry if i post a card in you forum 'cause i didn't know the rulues in this site yet.
Btw,i think that the cost for Nerubian Guardian should be increased to 5 and keep the stats,because if you change it,the possibility of triggering the deathrattle will be decreased.Although you can trigger it faster by using spells like Mortal Coil,Power Overwhelming,or any other warlock's spells,i think you would want to save them for Nerubian Egg,'cause the enemy wouldn't want to destroy the egg and see a 4/4 spider ready to attack them next turn.But this is just my opinion and you are free to decide what you wanted.
Also,thank's RedneckBudha for your tips,i will be sure to remember it next time.
Will Chlorosaur get more buff if a friendly character healed one by one ?
Nope, the buff its gonna be get once, as it says per instance, if not, it could be easily a 13/13, however, heal from different sources, if there are like 2 Lightwell, he is gonna gain +2/+2 because there are different sources
I feel like the wording on Chlorosaur is a bit off. "Instances" aren't a thing in Hearthstone the same way they are in Magic: The Gathering. It may be easier/better (for balance as well) to simply put it: "Once per turn, if a character is healed, gain +1/+1." That will keep to the theme of the card while also making your opponent need to deal with it before healing themself as well.
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RedneckBudha
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Well, hi guys, my name is Larry (Do you really read the name?), and I love making cards (Especially minions), so I´ll make cards proggresively over time for the different classes. Any feedback or thoughts are appreciated
Shaman
Warlock
Nerubian Egg
Rogue
Paladin
Chlorosaur: For example, if there are 7 minions on board damaged and someone makes Circle of Healing, it will only give Chlorosaur +1/+1, not +7/+7, this is for avoid abuse of this mechanic
Loyal Messager possible secrets: Effigy, Mirror Entity, Spellbender, Bear Trap, Cat Trick, Snake Trap and Noble Sacrifice
Hunter
Mage
I´ll create more cards soon, so stay warny!
The joke is you.
Elemental Lord is insanely overpowered. Who needs a 4 mana 7/7 when you can have a 4 mana 12/9? And 6/6 of those stats have Charge! Sarcasm aside, this a 6/3 with the potential to give a permanent +6/+6 buff. Even if it completely whiffs, it's 2 permanent +1/+1 buffs and a strong body.
The Overload is basically meaningless for the same reason it's meaningless on Flamewreathed Faceless: you really don't need a follow-up to a minion that big. Hell, with Tunnel Trogg, Overloading by absolutely absurdly stupid amounts is a BENEFIT.
Also, text should never be longer than 4 lines. It looks messy.
I made a rebalanced, rewritten version (emergency art was used).
I still think that's completely broken by the way. I didn't want to change the spirit of the card, but I think it's just too strong of an effect.
The other two are fine. Unstable Shocktrooper is actually kinda interesting, being an almost well-statted Bomb Lobber with a downside to compensate, and the other is mostly whatever. The health on Thunder Elemental is WAAAY too high (should be 6), but the effect is good.
As a request of brokeness I changed completely Elemental Lord. Making it more passive, but keeping like the same thing of Overload.
Oh, and Thunder Elemental is a class card, I compared it heavily with Captured Jormungar, additionaly of giving it an interesting effect, so its stronger than Jormugar as its a class card, but still needs some mana next turn, as its cost is pretty high
PD: Locked mana crystals are the mana crystals you dont have that turn, so if you played a Lightning Storm that turn, its effect wont activate, however if you wait the next turn, you´ll have 2 mana crystals locked, so its effect activates
The joke is you.
Added 3 new Warlock cards
The joke is you.
I like the idea behind Bitebitter Plants, but I think you should rephrase the text. The way it's at it makes me believe that EACH turn enemy minions' stats go down, in which case I find it too op. If the effect is only on your turn it's OK. So maybe: "On your turn enemy minions have -1/-1. Their health cannot go below 1."
Dragon of Chaos is a bit OP. For 7 mana you get a card that's better than a naked C'Thun, both in effect and stats. If the card is a 5/5 I believe it'd be better balanced. Avenging Wrath is only one damage more for one less mana, but doesn't have a body attached to it. That strong a body, even if it needs a dragon activator, is too good.
The joke is you.
Changed Dragon of Chaos cost to 9, reduced its attack from battlecry to 5 and increased hp to 6 to avoid UPness.
Added 3 new rogue cards
And I am gonna to require a bit of feedback on the cards for know if they are balanced, idk, and like an actual example of a deck or combo too, if I forgot it.
The joke is you.
All of the shaman cards look pretty good to me after all the changes, some interesting stuff. Shocktrooper could maybe push some kind of control shaman, taking advantage of having few to no minions on board. The other 2 push some kind of overload archetype, but idk, the thunder elemental seems slow? Balanced but maybe slow.
Nerubian Guardian seems op to me, also consider that warlock cards are usually neutral card in power level (most class cards are a little stronger than neutral cards, but warlock is a special case because of its hero power). I'd say the card needs to cost 5 or maybe even 6. Could see some play in zoo. Bitebitter plants on the other hand seems weak to me, it's basically a 3/6 for 5 now and a "4/7" for 5 on your next turn. It does create an interesting dynamic, but I don't think any warlock deck cares about that kind of thing at the moment. It maybe pushes some kind of control warlock, but even there, it probably wouldn't see play, too slow. Dragon of chaos seems fine, I'd like to see a dragon warlock, though again, probably too slow.
Edit: About the nerubian guardian, warlock zoo used to run nerubian egg back before standard and this minion is basically 2 of them in one card with a 4/2 minion as a bonus. That's why it's op, even though it's a little slow, it's extremely sticky and is anti board clear which is incredible for zoo, especially in the current meta.
On the other hand, I like all the rogue cards. Fox scout is a cool control card, rogues would love that. Nerubian archer might even be enough to make mill competitive by itself if you can conceal it. Cottontail explorer is also really cool and pushes the control variant of rogue too, encourages you to play big stuff and gives you coins to either ramp into them or help your combo removal like SI-7 agents.
Yeah, overall, I like the rogue cards the most, keep it up.
I love the Nerubian Guardian, however it is a bit overpowered, particularly for a common. For 4 mana, it has an alright body of 4/2, however with the deathrattle giving it TWO Nerubian Eggs that makes it extremely powerful. Granted it requires both deathrattles to go off, it still synergies remarkably with both Barnes and N'Zoth. Simply for balancing purposes, it's stats should either be reduced to 1/1 (similar to Faceless Summoner), or Make it cost 5 mana and drop only a single egg for balancing purposes. Also, the card should be of uncommon quality at least, more likely rare.
RedneckBudha
I feel that the Fox Scout's health should be higher. The whole point (as I see it) of the Fox Scout is to keep it stealthed. However, with just one health, it is vulnerable to removal like Fan of Knives, Maelstrom Portal, Whirlwind, Ravaging Ghoul, Swipe or even Arcane Explosion. Hence, I feel that if you changed its stats to 1/3 or 2/2, it would be better and balances out the drawback.
Overall, your cards are really good and are really creative. Thank you for sharing your ideas! (I really like Thunder Elemental btw)
Subaru better get with Rem
Hello,i am new in this site and also still inexperienced in hearthstone,but i want to post a card and also see what do you guys think about it.Thanks for reading !
Also,can you guys tell me how to upload your card in the comment('cause i'm new).Thanks for your help.
Reaper, if you just copy + paste the image you can get the full card in the comments. Also, next time you can create your own thread so you're not promoting your own card on someone else's topic
RedneckBudha
Thanks guys by the feedback, I knew Nerubian Egg was highly played before with Warlock, that´s why I made this card, however should I revert the stats (2/4)or just increase the cost to 5?
Oh, and also for Reaper, I like the concept, oh, and it isn´t prohibited for me to publish your creations on this thread, as long as you dont post like +4 posts filled with cards, y´know what I am refering.
I am not gonna change Fox Scout, seems fine to me, its a beautiful trader, but yeah, AoE is its con, but who even plays 1 damage AoE more than druid? Most of them are mages, wich bring the 7 mana deal 4 damage to all enemy minions, that´s why I putted to it stealth, to make it non targeteable easily, so you can trade better than before. I feel its balanced, but its gonna need a specific deck for it.
The joke is you.
Thank's for your guys sincerity,also sorry if i post a card in you forum 'cause i didn't know the rulues in this site yet.
Btw,i think that the cost for Nerubian Guardian should be increased to 5 and keep the stats,because if you change it,the possibility of triggering the deathrattle will be decreased.Although you can trigger it faster by using spells like Mortal Coil,Power Overwhelming,or any other warlock's spells,i think you would want to save them for Nerubian Egg,'cause the enemy wouldn't want to destroy the egg and see a 4/4 spider ready to attack them next turn.But this is just my opinion and you are free to decide what you wanted.
Also,thank's RedneckBudha for your tips,i will be sure to remember it next time.
Changed stats of Nerubian Guardian to 2/4 from a 4/2, increasing its cost would be a ENORMOUS lose of tempo, so I changed its stats.
In a bit more time I am gonna bring 3 new cards, lets see wich class its gonna be!
The joke is you.
Added the 3 new paladin cards
The joke is you.
Will Chlorosaur get more buff if a friendly character healed one by one ?
The joke is you.
I feel like the wording on Chlorosaur is a bit off. "Instances" aren't a thing in Hearthstone the same way they are in Magic: The Gathering. It may be easier/better (for balance as well) to simply put it: "Once per turn, if a character is healed, gain +1/+1." That will keep to the theme of the card while also making your opponent need to deal with it before healing themself as well.
RedneckBudha