I watch Kripparian quite a bit, and he has recently been playing Shadowverse. In that game, one of their classes (Runecraft) has the unique mechanic that several cards become stronger each time you play a spell while they sit in your hand, creating some impressive combos. So, I thought Hearthstone could use something similar to that. I chose the Highborne since they were (and still are) addicted to magic. It only makes sense that they would grow in power the more magic you use around them.
I'd love to hear some feedback! In my opinion, it might be a bit strong, but I'm quite proud of it.
If you get this in your starting hand with mage it's game over. It is way overpowered. Make it legendary, make it a class card (please not for mage) and increase it's mana cost. I like the concept but it's a very dangerous one. Has to be correctly balaced so it's not overpowered.
Wow! I really like all of these. Witch Doctor, obviously an 'improved' Voodoo Doctor, with an added bonus. Battle Mage is very flavourful and extreme clever design-wise but may actually be pretty weak; It's certainly interesting. Awakened Ancient; Solid; Glad to see it works with ALL minions, not just friendly. Again very flavourful but slightly on the weak side though it could work.
Thanks for the feedback! I'll probably make Battle Mage a 3 mana 3/4, which would make more sense. About your cards: The Flathrien Scholar is, by far, definitely my favourite. Lord Walden, as has been said, is a little bit too much RNG and craziness (not necessarily a bad thing, but I personally don't like it that much).
The idea is to follow the concept of the Menagerie cards that put specific card types from your deck into your hand to enable a more consistent gameplay. This one is (obviously) aimed at Malygos and Spell Damage Decks in general. Also, I figured (5) Mana would be a good cost to start since you can then go directly into Emperor Thaurissan on turn (6). Combine with The Curator for doubled chance.
Other versions I had in mind: (5) 3/3 - Battlecry: Draw a card with Spell Damage and a Spell. (5) 3/4 - Taunt. Battlecry: Draw a card with Spell Damage
This is my idea. Your opponent has a turn to play around this card but he is also playing around numerous secrets. Advice on balance, wording and flavor appreciated.
Okay, since my first idea was completely ignored, here's my second idea.
I was on the fence about whether to make it a Druid or Hunter spell. It doesn't quite provoke as much thought as my first submission, but maybe that's a good thing. It's much clearer about what it's trying to do.
Alright, so quite a few people stated that my card is way over the top, and would just break mage. Since this would be primarily a combo card, we would want to limit what combos could be played. So, here is take 2:
I kept the effect exactly the same, but made the card MUCH slower. Its still incredibly potent, and is almost on the same line as Malygos. However, Malygos is much harder to kill without hard removal. Making it this slow might be a bit much (I may want to bump it down to 7 mana 6/6), but this does look better than the old version.
I watch Kripparian quite a bit, and he has recently been playing Shadowverse. In that game, one of their classes (Runecraft) has the unique mechanic that several cards become stronger each time you play a spell while they sit in your hand, creating some impressive combos. So, I thought Hearthstone could use something similar to that. I chose the Highborne since they were (and still are) addicted to magic. It only makes sense that they would grow in power the more magic you use around them.
I'd love to hear some feedback! In my opinion, it might be a bit strong, but I'm quite proud of it.
Nobody else has said anything about this, but I'd just like to point out how absurdly broken this card is.
Consider that mage, especially tempo mage, can often play up to 20 spells per game. Let's say they hard mulligan for this card and they get it in their starting hand, which is realistic. Then let's say they play half of their spells, 10, which is also very realistic.
Now let's play out this scenario, you have a 1 mana spell damage +10 in your hand and you've held onto your 2 frostbolts (or ice lance or fireball or anything, but 2 frostbolts is the weakest and is the fairest comparison) and now you play the combo. This is a 5 mana realistic combo. You deal 26 damage with spell damage +10 and also the 2 frostbolts which is an easy otk and every tempo mage would play the card...every mage would play the card...every class would play the card...it's neutral...it's incredibly op...just wanted to point that out.
Ok, so how do you suggest I tone it down? Would making it a bigger minion work? To be honest, I was aiming for something that could easily be used in combo decks.
If it were me, I'd just scrap it and design a new card, there a lots of other safer concepts that would be interesting to pursue, but that's just me. My suggestion is go with what you said here, make it a bigger minion. If it were at least 6 mana or more, at least there are a lot fewer insane combos that you could pull off, but just consider that Malygos is a card and he's played in otk decks.
You could also limit the card too, like say "If you've played at least 3 spells while this is in your hand, gain Spell Damage +3". Hearthstone is a game where combos and otk decks are very strong when they're not held back and this limitation might be good enough or whatever other idea you might have.
Hope this helps.
Edit: Just read your change. Seems better, but I still think putting a cap on it might help like I mentioned here.
After a long time, I think I might actually enter this week! XD I have two variations on the same idea:
The first version is more balanced, the second one seems to be overpowered. Just look at Mini-Mage and Moroes. Permanent effects on minions with stealth require the minion to be easy to remove, and at 3 health that card is scary.
It's 3 in the morning and I didn't notice the totem until after I hit create but I may just leave it with some flavor text considering the name. It started as a 2/5 but with a mighty Spell Damage -2 it seemed like too much of a punish considering it affects the Mage too. I'm even considering making it a 4/5 the more I think about it but I'll wait until someone else chimes in on it before settling.
This was my first idea, a small body, neutral minion, anti early mage, early druid,just to give other classes a bit of tempo.Do you think this is a viable idea?
Wow! I really like all of these. Witch Doctor, obviously an 'improved' Voodoo Doctor, with an added bonus. Battle Mage is very flavourful and extreme clever design-wise but may actually be pretty weak; It's certainly interesting. Awakened Ancient; Solid; Glad to see it works with ALL minions, not just friendly. Again very flavourful but slightly on the weak side though it could work.
Make Awakened Ancient a 2 or 3 mana cost minion and I think you have a solid card.
The one on the right is one I submitted to an earlier competition. It only had limited appeal then, though.
Wow! Guardian is so cool, really original effect! Goodluck. The only thing I think it should be epic? because effect is so powerful!
Yeah, will definately vote for the guardian!!!
Here is my idea (is the wording ok/clear?):
The idea is to get some extra spell damage to get rid of the legendary asap. Most spell damage minions start at 3 mana cost, so it seems balanced to me (unless you get Malygos, than it is game over, haha)
I made this card, and wanted to hear what people think; It's somewhat based on Cenarius (Lunara is also his daughter so that makes sense).
Might be a little too OP, what should be changed; if anything?
I feel like the Treants should have Spell Damage +1 instead. Otherwise, it's just ridiculously powerful. I also feel like you could get better art, but That's just my personal opinion.
@Hiel: I prefer the first one, because the second one is potentially too powerful, especially with the 5 health making it a pain to remove.
Just made this card,if anyone think it's should be balanced,just say it.
Sorry if the image is blurry because i didn't know how to fix it.For anyone who wonder what is the card effect,it's "Whenever you discard a card,gain spell damage +1
About your cards: The Flathrien Scholar is, by far, definitely my favourite. Lord Walden, as has been said, is a little bit too much RNG and craziness (not necessarily a bad thing, but I personally don't like it that much).
Why Rogue is my favourite class:
My submission for this week's card design competition.
The idea is to follow the concept of the Menagerie cards that put specific card types from your deck into your hand to enable a more consistent gameplay. This one is (obviously) aimed at Malygos and Spell Damage Decks in general. Also, I figured (5) Mana would be a good cost to start since you can then go directly into Emperor Thaurissan on turn (6). Combine with The Curator for doubled chance.
Other versions I had in mind:
(5) 3/3 - Battlecry: Draw a card with Spell Damage and a Spell.
(5) 3/4 - Taunt. Battlecry: Draw a card with Spell Damage
This is my idea. Your opponent has a turn to play around this card but he is also playing around numerous secrets. Advice on balance, wording and flavor appreciated.
Okay, since my first idea was completely ignored, here's my second idea.
I was on the fence about whether to make it a Druid or Hunter spell. It doesn't quite provoke as much thought as my first submission, but maybe that's a good thing. It's much clearer about what it's trying to do.
Any and all feedback is appreciated!
After a long time, I think I might actually enter this week! XD
I have two variations on the same idea:
Alright, so quite a few people stated that my card is way over the top, and would just break mage. Since this would be primarily a combo card, we would want to limit what combos could be played. So, here is take 2:
I kept the effect exactly the same, but made the card MUCH slower. Its still incredibly potent, and is almost on the same line as Malygos. However, Malygos is much harder to kill without hard removal. Making it this slow might be a bit much (I may want to bump it down to 7 mana 6/6), but this does look better than the old version.
Again, would love to hear some feedback!
It's 3 in the morning and I didn't notice the totem until after I hit create but I may just leave it with some flavor text considering the name. It started as a 2/5 but with a mighty Spell Damage -2 it seemed like too much of a punish considering it affects the Mage too. I'm even considering making it a 4/5 the more I think about it but I'll wait until someone else chimes in on it before settling.
This was my first idea, a small body, neutral minion, anti early mage, early druid,just to give other classes a bit of tempo.Do you think this is a viable idea?
I made this card, and wanted to hear what people think; It's somewhat based on Cenarius (Lunara is also his daughter so that makes sense).
Might be a little too OP, what should be changed; if anything?
Witch one do you prefer?
Love the tribes.
What do you think about this idea? The name is a wordplay not a misspell and the image clearly just for now.
I need ideas for balance, would it be better as an 1/4 weapon?
Why Rogue is my favourite class:
My submission for this week's card design competition.
Your comment will win the competition.
Just made this card,if anyone think it's should be balanced,just say it.
Sorry if the image is blurry because i didn't know how to fix it.For anyone who wonder what is the card effect,it's "Whenever you discard a card,gain spell damage +1