This is the idea I have planned to this competition, as a result of my impractifull 2 votes card. And please, I need feedback, at least of balance, because I wanna keep the concept
My first thought is that the Beast should be of the same Cost as the spell, like Summoning Stone.
My second thought is that I'm not sure if you mean "a spell that gained a benefit from some amount of spell damage" or "a spell that would have gained a benefit if you had any spell damage, regardless of whether or not you do". If you have no sources of spell damage, does the effect still trigger?
What are your thoughts on this? I was trying to think of another benefit to spell damage aside from the damage itself. Having a minion get cheated out based on spell damage seems interesting to me. Malygos [/card] would make this cost 2, so you'd still need to coin or [card]innervate.
This is the idea I have planned to this competition, as a result of my impractifull 2 votes card. And please, I need feedback, at least of balance, because I wanna keep the concept
My first thought is that the Beast should be of the same Cost as the spell, like Summoning Stone.
My second thought is that I'm not sure if you mean "a spell that gained a benefit from some amount of spell damage" or "a spell that would have gained a benefit if you had any spell damage, regardless of whether or not you do". If you have no sources of spell damage, does the effect still trigger?
Yes, you are correct on your 2nd thought, however, it only activates with damaging ones, like Innervate, wont activate its effect because it doesn´t gets affected by spell damage, however a Moonfire yes, if you have any spell damage of course
On the first one not, the beast its gonna cost 2 mana or less, by not beign abused in many cases, as it would be an upgraded Summoning Stone
On a side note, could I get some feedback on my card aswell?
Maybe it should have some innate spell damage itself? Like, make it overload for 1 itself which then ensures you have at least spell damage +1 if you throw this card out by itself. Just a thought. I like the idea though.
Arcane Defender: I figure part of the problem with spell damage minions is that they are taken down too easily, this should help with that.
Arcane Consumption: Not sure on the balancing. If you don't have any spell damage it's a dead card, if you have +1 it's mediocre, if you have +2, etc. it's quite good. Also not sure about class. It would probably go in a class that uses buffs and would benefit from spell damage. Thinking about it, I feel like Warlock might be better.
What are your thoughts on this? I was trying to think of another benefit to spell damage aside from the damage itself. Having a minion get cheated out based on spell damage seems interesting to me. Malygos [/card] would make this cost 2, so you'd still need to coin or [card]innervate.
I like this concept a lot. My only concern is that unless you have more than +2 spell damage it's not even going to be as good as Pit Fighter.
What are your thoughts on this? I was trying to think of another benefit to spell damage aside from the damage itself. Having a minion get cheated out based on spell damage seems interesting to me. Malygos [/card] would make this cost 2, so you'd still need to coin or [card]innervate.
I like this concept a lot. My only concern is that unless you have more than +2 spell damage it's not even going to be as good as Pit Fighter.
Thanks. I was thinking this would give the Jungle Moonkin a reason to exist. :) But maybe I can rework the stat distribution.
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.
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.
That is a nice concept. The only issue with the card is that it need to be written like this Spell Damage +1. Not the way you have it at the moment.
So, what's our policy on non-Blizzard crossovers? Because I was working on an expansion set that I intend to post later, but there was this card, one of the first ones made for the set, that seemed like a natural fit, made when Blizzard released those deck recipes and included Dragon Mage in the first rotation.
Certainly a more vanilla effect than some of the ones pitched, but with Blackrock next on the chopping block as far as Standard/Wild rotations go, thought there might be some voids in dragon synergy that might need filling in, and Spell Damage is always good to have on a Mage card.
So, what's our policy on non-Blizzard crossovers? Because I was working on an expansion set that I intend to post later, but there was this card, one of the first ones made for the set, that seemed like a natural fit, made when Blizzard released those deck recipes and included Dragon Mage in the first rotation.
Certainly a more vanilla effect than some of the ones pitched, but with Blackrock next on the chopping block as far as Standard/Wild rotations go, thought there might be some voids in dragon synergy that might need filling in, and Spell Damage is always good to have on a Mage card.
Cool card, though, I think the stats may be a bit much, especially since its such a potent threat. Probably bump the health down 1 or 2 points?
Arcane Defender: I figure part of the problem with spell damage minions is that they are taken down too easily, this should help with that.
Arcane Consumption: Not sure on the balancing. If you don't have any spell damage it's a dead card, if you have +1 it's mediocre, if you have +2, etc. it's quite good. Also not sure about class. It would probably go in a class that uses buffs and would benefit from spell damage. Thinking about it, I feel like Warlock might be better.
I agree that's a big problem with Spell Damage minions, given they tend to be a little bit or drastically understatted. The problem with Arcane Defender is whether you mean that to be a Battlecry or a Recurring effect. If it's a Battlecry, to get the most out of the effect you'd want to play your spell damage minions and the Arcane Defender on the same turn, and if you're already doing that, why not just play the spell you want to have the damage amped? If it's a Recurring effect, like Steward of Darkshire, the text should be worded "Whenever you summon a minion with Spell Damage, give it Divine Shield."
The way it's worded now, it almost sounds like an ongoing effect like Leokk's +1 Attack to your minions, or Tundra Rhino giving your beasts Charge, implying that the minute Arcane Defender is removed from the field, the Divine Shields go with him, which defeats the point, and is probably not what's intended.
I know it's unintentional, but what I love about Arcane Consumption is the idea that, you get Emperor Thaurissan to hit your hand, you slap down Malygos, then you play Arcane Consumption on another minion already in play, and suddenly that's +10/+10 with charge. It'd be a rare thing to pull off, but might be a BIT insane.
What are your thoughts on this? I was trying to think of another benefit to spell damage aside from the damage itself. Having a minion get cheated out based on spell damage seems interesting to me. Malygos [/card] would make this cost 2, so you'd still need to coin or [card]innervate.
I like this concept a lot. My only concern is that unless you have more than +2 spell damage it's not even going to be as good as Pit Fighter.
Thanks. I was thinking this would give the Jungle Moonkin a reason to exist. :) But maybe I can rework the stat distribution.
If you were to reword the card so that it included ALL spell damage, rather than just your own, it would definitely combo well with Jungle Moonkin as intended.
Arcane Defender: I figure part of the problem with spell damage minions is that they are taken down too easily, this should help with that.
Arcane Consumption: Not sure on the balancing. If you don't have any spell damage it's a dead card, if you have +1 it's mediocre, if you have +2, etc. it's quite good. Also not sure about class. It would probably go in a class that uses buffs and would benefit from spell damage. Thinking about it, I feel like Warlock might be better.
I agree that's a big problem with Spell Damage minions, given they tend to be a little bit or drastically understatted. The problem with Arcane Defender is whether you mean that to be a Battlecry or a Recurring effect. If it's a Battlecry, to get the most out of the effect you'd want to play your spell damage minions and the Arcane Defender on the same turn, and if you're already doing that, why not just play the spell you want to have the damage amped? If it's a Recurring effect, like Steward of Darkshire, the text should be worded "Whenever you summon a minion with Spell Damage, give it Divine Shield."
The way it's worded now, it almost sounds like an ongoing effect like Leokk's +1 Attack to your minions, or Tundra Rhino giving your beasts Charge, implying that the minute Arcane Defender is removed from the field, the Divine Shields go with him, which defeats the point, and is probably not what's intended.
I know it's unintentional, but what I love about Arcane Consumption is the idea that, you get Emperor Thaurissan to hit your hand, you slap down Malygos, then you play Arcane Consumption on another minion already in play, and suddenly that's +10/+10 with charge. It'd be a rare thing to pull off, but might be a BIT insane.
Thank you for the great feedback! I was intending it to be a battlecry, even though I failed to include that in the text. I definitely didn't intend for it to be an ongoing effect. Now that you've got me thinking I am really liking the idea of it being a recurring effect, although I'd probably change some things so that it doesn't look like an exact replica of Steward of Darkshire.
With Arcane Consumption I was trying to design with Malygos in mind, to avoid making an easy OTK. As it is, I think a combo like that seems like it probably would be a bit over the top when compared to something like Arch-Thief Rafaam followed by Lantern of Power, which is the closest thing I can think of, but definitely different in terms of cost. The thing is, other than that scenario, most of the time it wouldn't be nearly that useful. If I increased the cost to 3 it might help balance things, but if you had Arcane Consumption and Malygos in your hand when you drop Emperor Thaurissan you could still pull off the same combo, but it would be a bit trickier.
I'm really excited for Peddler Rogue and wanted to create my entry this week around that concept. I'm hoping the wording comes across that this minion's Spell Damage will fluctuate and is not a permanent gain.
Lady Deathwhisper card is a conditional Spell Damage that rely on having a Frozen character. To make it more powerful (Because the condition to gain Spell Damage is hard to get), Lady Deathwhisper have an additional effect that make a Frozen character last longer. The rule of Freeze mechanic in this game make the duration of Freeze effect varies depending on whether the character has already attacked that turn. (More detail: http://hearthstone.gamepedia.com/Freeze). Lady Deathwhisper add an additional turn before the character become un-Freeze so if the character Frozen duration "become un-Freeze after player ends their turn" it will change to "become un-Freeze after player ends their next turn".
This card is a "what if..." card, the same as Ragnaros, Lightlord. The idea of this card is "What if Valeera can control her power to absorb fel and arcane energy and stay sane after that." In this case she now can use her power to absorb and control magic energy and this makes her can't be affected by a spell. If the opponent dare to play a spell when she is on the board, she gain Spell Damage because she absorb some of that spell energy.
How do you guys think? Which one do you think more interesting? All kinds of feedback is appreciated.
What are your thoughts on this? I was trying to think of another benefit to spell damage aside from the damage itself. Having a minion get cheated out based on spell damage seems interesting to me. Malygos [/card] would make this cost 2, so you'd still need to coin or [card]innervate.
The joke is you.
Ok, as my card isn´t getting nice votes (And I dont think I am gonna qualify)
Should be my card a 5 cost 5/5 for druid that has: Your spell damage minions have Spell Damage +1?
The joke is you.
These are just a couple ideas I had:
Arcane Defender: I figure part of the problem with spell damage minions is that they are taken down too easily, this should help with that.
Arcane Consumption: Not sure on the balancing. If you don't have any spell damage it's a dead card, if you have +1 it's mediocre, if you have +2, etc. it's quite good. Also not sure about class. It would probably go in a class that uses buffs and would benefit from spell damage. Thinking about it, I feel like Warlock might be better.
Hey guys! This here is my idea for this week.
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.
Ah! thank you. I'll fix that.
So, what's our policy on non-Blizzard crossovers? Because I was working on an expansion set that I intend to post later, but there was this card, one of the first ones made for the set, that seemed like a natural fit, made when Blizzard released those deck recipes and included Dragon Mage in the first rotation.
Certainly a more vanilla effect than some of the ones pitched, but with Blackrock next on the chopping block as far as Standard/Wild rotations go, thought there might be some voids in dragon synergy that might need filling in, and Spell Damage is always good to have on a Mage card.
Here is my concept.
I'm really excited for Peddler Rogue and wanted to create my entry this week around that concept. I'm hoping the wording comes across that this minion's Spell Damage will fluctuate and is not a permanent gain.
Some card Idea I have for this week :
Lady Deathwhisper card is a conditional Spell Damage that rely on having a Frozen character. To make it more powerful (Because the condition to gain Spell Damage is hard to get), Lady Deathwhisper have an additional effect that make a Frozen character last longer. The rule of Freeze mechanic in this game make the duration of Freeze effect varies depending on whether the character has already attacked that turn. (More detail: http://hearthstone.gamepedia.com/Freeze). Lady Deathwhisper add an additional turn before the character become un-Freeze so if the character Frozen duration "become un-Freeze after player ends their turn" it will change to "become un-Freeze after player ends their next turn".
This card is a "what if..." card, the same as Ragnaros, Lightlord. The idea of this card is "What if Valeera can control her power to absorb fel and arcane energy and stay sane after that." In this case she now can use her power to absorb and control magic energy and this makes her can't be affected by a spell. If the opponent dare to play a spell when she is on the board, she gain Spell Damage because she absorb some of that spell energy.
How do you guys think? Which one do you think more interesting? All kinds of feedback is appreciated.