I feel like a lot of ideas just slap the reveal phrase onto something without really doing anything with it. Why not go with the information angle, like I'm trying to? Reveal a BUNCH of stuff at once, for a price?
Wilma Fizzlebang... Really big effect, considering you get information as well as randomly winning the game against combo decks :P .
BAD JOKE ALERT: If it was inspired by Wilfred Fizzlebang, why doesn't it cost 0 mana? Literally unplayable!
Any ideas on how to make it better/more balanced? If it only increased the cost of cards by 1 that would help, but would it still be too powerful? Or if it still increased the cost by 2, but it was an inspire effect? Or what if it was 6/6 or 7/7 for 4 mana and it changed the cost of your opponent's revealed card to 0?
The problem with random cost reductions/increases is that they aren't overpowered or underpowered - they're janky as all hell. The effect varies so greatly dependant on the target hit that it might be everything between game breaking and negligible. The difference here is you know how screwed you are because it was revealed :) . That and hand/deck disruption are very much frowned upon.
I can't say I'm a fan of the idea, but my card ideas never got to 2 digit like numbers, so I must be a terrible person or something.
4 mana 7/7 that makes a random enemy card free... could screw you over majorly. I'd say put it at the start of your turn, then your opponent actually has to take a risk there by letting it live - then it's a bit like Fel Reaver, much more interesting.
@Belzzzz: Sure, go ahead, take it and build something magnificent with it.
@manadgamer: Since the effect is symmetrical the stats can be buffed - why would anyone play this, especially in Warlock where you draw more cards then your opponent. This card could be fine at 3 mana - or as 6 mana 6/7.
@RhadanThanks for the suggestion, changes have been made!
You could play this card a few times each turn in the later turns to really overpower it and it really powers up Yogg. What about changing the wording on the second choice to, "Return this card to your hand at the end of your turn. Increase it's damage by 2" That way, the opponent sees it and you can't spam it. Would this be more balanced at 3 or 4 mana or would it be better to make the damage increase 1 instead of 2? Also, on a side note, what do you think about the card names? Should the main card be called Solar Flare and the damage choice "card" be called Sunfire or is it alright as is?
Also, here are the two choice popups:
Great idea, but i think it might bee to strong. Right now it feels like a more flexible Forbbiden Flame with no target restriction, maybe if you returned it to your hand at the end of the turn like headcrack to prevent chain casting it.
Mind Vision doesn't reveal a card, necessarily, it just makes a copy of a random card. Revealing a card means exactly that: revealing it, and THEN interacting with that reveal. Flame Leviathan reveals, but it doesn't interact with its reveal, instead it interacts with its draw mechanic. I think it's a really fine line, but that's just how I interpret it.
Mind Vision doesn't reveal a card, necessarily, it just makes a copy of a random card.
That makes things even more confusing. "Reveal" isn't used as a keyword in Hearthstone. It is used literally.
re·veal1 rəˈvēl/ verb 1. make (previously unknown or secret information) known to others.
Mind Vision does exactly that. It copies a card from your opponent's hand, and as a result, it is revealing that card to you, and the fact that that card is currently in your opponents hand. Just because it is technically a copy of the original card, it is indirectly revealing information about the original card to you.
Mind Vision doesn't reveal a card, necessarily, it just makes a copy of a random card.
That makes things even more confusing. "Reveal" isn't used as a keyword in Hearthstone. It is used literally.
re·veal1 rəˈvēl/ verb 1. make (previously unknown or secret information) known to others.
Mind Vision does exactly that. It copies a card from your opponent's hand, and as a result, it is revealing that card to you.
I think the difference is, it isn't revealed to your opponent what is revealed to you. He doesn't have the information you do. I think by reveal, and I'm certainly not sure, it's just how interpret it, the card must be revealed to both players.
So, with the exception of Prince Malchezaar, I think so far all cards that shuffle a card into your deck reveal the card you shuffle to the opponent. Maybe it's because they either create a card or interact with one that's already on the board, or maybe we could assume it's the standard way this kind of effect is supposed to work and Malchezaar is an exception.
With that in mind, do you think this version of the card qualifies for the competition? The way I had to write the effect of the other version just hurts my eyes so much.
Mind Vision doesn't reveal a card, necessarily, it just makes a copy of a random card.
That makes things even more confusing. "Reveal" isn't used as a keyword in Hearthstone. It is used literally.
re·vealrəˈvēl/ verb 1. make (previously unknown or secret information) known to others.
Mind Vision does exactly that. It copies a card from your opponent's hand, and as a result, it is revealing that card to you.
I think the difference is, it isn't revealed to your opponent what is revealed to you. He doesn't have the information you do. I think by reveal, and I'm certainly not sure, it's just how interpret it, the card must be revealed to both players.
But like I said, "Reveal" isn't a keyword, yet the rules of this competition seem to be treating it as such. That's what really bugs me. If the rules specifically said that it should reveal the card to both players, then that would make more sense.
I'm trying to find a better way to word it without it becoming too clunky - would "resurrection" be clear to understand, so it could maybe be used with Onyx Bishop too? Any feedback is welcome :)
bump;
Is 3/4 too much? maybe lower it to 2/4? Also, would something like "Reveal a random minion in your hand. It replaces all your dead minions." make sense (to be used with Onyx Bishop, Resurrect and any possible future cards that bring minions back from the "graveyard"?
edit: something like this?
My main concern is, is it clear I mean that every minion that died, becomes the revealed minion (so you could have, for example, 6 dead Sylvanas - to be brought to life by N'Zoth for example)?
2nd copy of this card would override the effect with the new revealed minion, of course.
Repost my card after buffing the Health restore to 6 and fix the wording so it no longer sound ambiguous:
It's a very slow card, not sure it would be playable. You could maybe do something like: "At the end of your turn, reveal a random card in your deck and turn it into a random card with the same cost (from your opponent's class)." and up the stats a bit, maybe remove the Stealth. And maybe draw it as well, though then you shouldn't up the stats :P
EDIT: Also, my eyes just can't do with cards where the text overlaps the attack/health icon(s).
But that would be redundant considering that fact that Thief Rogue doesn't need card draw but some kind of good healing so that they can survive. I can remove the Stealth and up the stats to 6/6 or 6/7 but I still want to keep the idea of an efficient healing for Thief Rogue.
Crazy value-oriented effect, but incredibly slow...
I think it's just a little bit too slow. You're playing 5 mana essentially for a vanilla 4/6, which sucks, and only gets value after it dies. It also looks like it should be a beast. Maybe make it a battlecry, which would allow you to at least play the buffed minion more quickly?
The second one is a variation of the Saboteur effect on a better body. Discourages the enemy from using their hero power the next turn, although they can choose to still do so.
The Undead Frostmage allows you to Freeze a minion in the opponent's hand, forcing it to wait an extra turn before it can attack. Not sure how strong the effect is, so I put it on a normal-stated body.
I like the Patient Sniper the most, but I personally will buff its Health, because the opponent have easier time to play around it than Snipe (Because it's a Secret). I think giving it 2 Health is okay.
My card Idea for this week :
The first one is murloc card that have synergy in non-Battlecry murloc deck. The second one give you the ability to thin your deck faster (good for combo warlock). The third one is a card that can help you play a secret with the cost of giving your opponent information of what to play around.
Which one do you like the most? What do you think about those card?
My personal favorite of the three is the Elite Ranger. It's like a balanced Mad Scientist. It's effect is balanced because, although repeatable unlike Mad Scientist, it requires a Hero Power trigger and it shows your opponent what the Secret is, which is a cool way to implement a Secret-related effect into a card. It's also very rare to see an Inspire card you might consider playing on curve and this is one of them. Overall, very well designed and balanced card.
I agree with Demonxz95. Murloc Trainer and Fel Golem are similar and, while not bad, don't really stand out. Elite Ranger is a much more interesting combo piece, it has excellent stats to play on curve, and Hunters already have 2 mana secrets so it fits well with the Inspire effect. It's also a Secret-themed card for the contest that will likely not feature many secrets, so it stands out more.
Thank you for the comment guys! I will submit Elite Ranger when the Submission Topic is available.
I strongly disagree with people that Elite Ranger is balanced. Mad Scientist was not underpowered. If anything, it was a very powerful card. Elite Ranger should be a 3 mana 2/3 at least. It's much better than Mad Scientist.
Thank you for the input, but I think I will keep it 2 mana 2/3.
As you mention the effect is indeed strong (draw a secret from your deck and play it.) but I think Elite Ranger is still weaker then Mad Scientist. Mad Scientist can be played at 2 mana and you still get the benefit of the secret when the deathrattle trigger. Elite ranger need you to pay 2 extra mana to trigger the inspire effect, so it effectively 4 mana cost to get the secret and the minion in play. Mad Scientist also keep the secret in play a secret, so you still has to guess what secret is in play. Elite Ranger reveal the secret so you can easily play around it.
The problem that I can see with Elite Ranger is when it stick on the battlefield more than 1 turn. The Inspire effect make it easy to snowball, but a 2/3 body is easy to remove at 4 mana. You can play it on 2 mana but a vanilla 2/3 is not very strong in the meta now.
What? You don't balance things based on how good you think they are in the current meta. That's ridiculous. The meta will change, but your card won't. You balance things based on their inherent strength. A vanilla 2/3 is worth 2 mana. That's just how it is. You don't get to say a vanilla 2/3 is weak in the current meta so you need to buff it up. And you can't just ignore the fact that an Inspire can trigger more than once. That's how every single Inspire is balanced. They're balanced against the fact that you can trigger them multiple times. A general rule of thumb is to balance things that can trigger multiple times against 2 triggers. So, you have completely failed to balance this.
Okay I get what you mean but it is a class card. Class card allow some card to have above average stat and an effect. I know the problem of this card is it has inspire effect, as you say it can trigger more than once, but in my opinion the feel of some inspire card sometimes is underwhelming because it only trigger once and act like a battlecry card that you pay extra mana for it, this is why I make it has a good stat and cost.
I also see the snowball potential of this card as a problem, but turn a blind eye because I want to make a strong card that stand out. I will follow your advice on the balance of this card and make it 3 mana 2/3.
I appreciate your concern and thanks for the feedback here is Elite ranger after the balance :
I also have a question. Is the text okay or using "Inspire: Reveal a random Secret in your deck and put it into the battlefield." make it better?
@GearOFF: You don't really need to specify 'random', because it's pretty much a given on cards like these. there is also no way for you to specify which secret to show in the game either, so I think it's OK to keep the wording as-is.
Anybody got anything on these?
Basically, the Infiltrator is a way for you to continuously discourage the enemy from using their hero power. When they do use it, they show you all their cards, cuz the infiltrator goes and gets the information while they're busing shooting/healing/whatever. I think it's cool, but not sure about the balance.
The Undead Frostmage is a card I had in mind for a long while, and I just tweaked it a bit so it would fit into the competition. is the effect too strong for a body with no stat penalty? I think it's fine, but your call.
The Patient Sniper is Snipe-on-a-stick. Except it provides you with a 4/1 body. Note that when he deals the damage he will lose the stealth.
Crazy value-oriented effect, but incredibly slow...
I think it's just a little bit too slow. You're playing 5 mana essentially for a vanilla 4/6, which sucks, and only gets value after it dies. It also looks like it should be a beast. Maybe make it a battlecry, which would allow you to at least play the buffed minion more quickly?
The second one is a variation of the Saboteur effect on a better body. Discourages the enemy from using their hero power the next turn, although they can choose to still do so.
The Undead Frostmage allows you to Freeze a minion in the opponent's hand, forcing it to wait an extra turn before it can attack. Not sure how strong the effect is, so I put it on a normal-stated body.
I like the Patient Sniper the most, but I personally will buff its Health, because the opponent have easier time to play around it than Snipe (Because it's a Secret). I think giving it 2 Health is okay.
My card Idea for this week :
The first one is murloc card that have synergy in non-Battlecry murloc deck. The second one give you the ability to thin your deck faster (good for combo warlock). The third one is a card that can help you play a secret with the cost of giving your opponent information of what to play around.
Which one do you like the most? What do you think about those card?
My personal favorite of the three is the Elite Ranger. It's like a balanced Mad Scientist. It's effect is balanced because, although repeatable unlike Mad Scientist, it requires a Hero Power trigger and it shows your opponent what the Secret is, which is a cool way to implement a Secret-related effect into a card. It's also very rare to see an Inspire card you might consider playing on curve and this is one of them. Overall, very well designed and balanced card.
I agree with Demonxz95. Murloc Trainer and Fel Golem are similar and, while not bad, don't really stand out. Elite Ranger is a much more interesting combo piece, it has excellent stats to play on curve, and Hunters already have 2 mana secrets so it fits well with the Inspire effect. It's also a Secret-themed card for the contest that will likely not feature many secrets, so it stands out more.
Thank you for the comment guys! I will submit Elite Ranger when the Submission Topic is available.
I strongly disagree with people that Elite Ranger is balanced. Mad Scientist was not underpowered. If anything, it was a very powerful card. Elite Ranger should be a 3 mana 2/3 at least. It's much better than Mad Scientist.
Thank you for the input, but I think I will keep it 2 mana 2/3.
As you mention the effect is indeed strong (draw a secret from your deck and play it.) but I think Elite Ranger is still weaker then Mad Scientist. Mad Scientist can be played at 2 mana and you still get the benefit of the secret when the deathrattle trigger. Elite ranger need you to pay 2 extra mana to trigger the inspire effect, so it effectively 4 mana cost to get the secret and the minion in play. Mad Scientist also keep the secret in play a secret, so you still has to guess what secret is in play. Elite Ranger reveal the secret so you can easily play around it.
The problem that I can see with Elite Ranger is when it stick on the battlefield more than 1 turn. The Inspire effect make it easy to snowball, but a 2/3 body is easy to remove at 4 mana. You can play it on 2 mana but a vanilla 2/3 is not very strong in the meta now.
What? You don't balance things based on how good you think they are in the current meta. That's ridiculous. The meta will change, but your card won't. You balance things based on their inherent strength. A vanilla 2/3 is worth 2 mana. That's just how it is. You don't get to say a vanilla 2/3 is weak in the current meta so you need to buff it up. And you can't just ignore the fact that an Inspire can trigger more than once. That's how every single Inspire is balanced. They're balanced against the fact that you can trigger them multiple times. A general rule of thumb is to balance things that can trigger multiple times against 2 triggers. So, you have completely failed to balance this.
Okay I get what you mean but it is a class card. Class card allow some card to have above average stat and an effect. I know the problem of this card is it has inspire effect, as you say it can trigger more than once, but in my opinion the feel of some inspire card sometimes is underwhelming because it only trigger once and act like a battlecry card that you pay extra mana for it, this is why I make it has a good stat and cost.
I also see the snowball potential of this card as a problem, but turn a blind eye because I want to make a strong card that stand out. I will follow your advice on the balance of this card and make it 3 mana 2/3.
I appreciate your concern and thanks for the feedback here is Elite ranger after the balance :
I also have a question. Is the text okay or using "Inspire: Reveal a random Secret in your deck and put it into the battlefield." make it better?
Mad Scientist doesn't say "random", so you shouldn't either.
To play devil's advocate here, I feel like a LOT of submissions for this competition don't really understand its point. Many of them simply "Do X" but reveal the card beforehand for no reason. As in, the card would be functionally the same without the reveal. Sorry to call specific people out but I'll give examples from the submission thread...
Dreadlord N'zeim - Could just be "Summon a copy of a random minion in your opponent's hand and give it Charge." Lorewalker Chang - Could just be "Add a copy of a random spell in your opponent's deck to each player's hand." Divine Avatar - Could just be "Whenever your opponent draws a card, gain a copy of it." Tricks of the Trade - Could just be "Swap this card with a random card in your opponent's hand." Revitalize - Could just be "Choose One - Draw 2 cards; or cast a copy of a random 2-cost spell from your hand."
For some of them, the reveal DOES give slightly more information, but for no real purpose. Example...
Bronze Guardian - Could be "Taunt. Deathrattle: Transform a random card in your hand into a Bronze Guardian." Sure, the reveal shows your opponent which card is no longer in your deck, but that's hardly a good design reason. The reveal here is clearly just to artificially fit the competition rules.
Some are cool but the reveal ruins the flavour. Example...
Hush - It's a Rogue card and it's called "Hush". Why would a card like that show your opponent what you're doing? Surely if you were designing this card in any other situation you would never put the reveal there.
This is mine, as you can see I used the reveal for a purpose, it lets you make decisions based on the reveal and provides counterplay opportunities for your opponent.
Man, I have a lot of ideas this week. Anyways, here are my three favourite ones:
I hope I didn't mess anything up using the name SI:7. I know no lore, but I'm pretty sure it's some sort of spy agency?
@Szkeptik: I think your card is too complicated. I'd just nerf the stats a bit and get rid of the 'if your opponent has 4 or more minions' part. I don't really understand why you have to make it like that. There is no real point in it. I get that it's supposed to be good against zoo, but the problem is you're rarely going to consistently get board clears (which you want) from this, and often you're just gonna show your opponent a card.
@Hackergrad: I'd make it 'Discover a card with the same rarity'. I feel like the word 'equal rarity' just doesn't sit well with me. But that's besides the point. I think it's a cool concept, though I don't understand why it's a 'strategist'.
For SI:7 Infiltrator, make it like "Battlecry: Give control of this minion to your opponent." Otherwise it's pretty cool.
For Undead Frostmage, I like it.
For Patient Sniper, it's a cool card. Will the opponent know what card it is?
For your feedback, I thank you. The strategist part comes from the "Discover a card of equal rarity" part. The reveal a card in your hand is probably that the strategist sent scouts to your opponent's hand.
@Rhadan Thanks for the suggestion, changes have been made!
I'm confused. So something like Mind Vision would not qualify?
Would something like Flame Leviathan qualify?
Mind Vision doesn't reveal a card, necessarily, it just makes a copy of a random card. Revealing a card means exactly that: revealing it, and THEN interacting with that reveal. Flame Leviathan reveals, but it doesn't interact with its reveal, instead it interacts with its draw mechanic. I think it's a really fine line, but that's just how I interpret it.
rəˈvēl/
verb
1.
make (previously unknown or secret information) known to others.
So, with the exception of Prince Malchezaar, I think so far all cards that shuffle a card into your deck reveal the card you shuffle to the opponent. Maybe it's because they either create a card or interact with one that's already on the board, or maybe we could assume it's the standard way this kind of effect is supposed to work and Malchezaar is an exception.
With that in mind, do you think this version of the card qualifies for the competition? The way I had to write the effect of the other version just hurts my eyes so much.
You can't stop the signal.
Warlock card:
2 mana spell:
1st idea: Your hero power costs 0, but you reveal every card you draw from it
2nd idea: Your hero power costs 0, but you have to reveal the card or pay its mana cost with life.
Both effects last for the rest of the game.
I really need some feedback on this pls.
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:
@GearOFF: You don't really need to specify 'random', because it's pretty much a given on cards like these. there is also no way for you to specify which secret to show in the game either, so I think it's OK to keep the wording as-is.
Anybody got anything on these?
Basically, the Infiltrator is a way for you to continuously discourage the enemy from using their hero power. When they do use it, they show you all their cards, cuz the infiltrator goes and gets the information while they're busing shooting/healing/whatever. I think it's cool, but not sure about the balance.
The Undead Frostmage is a card I had in mind for a long while, and I just tweaked it a bit so it would fit into the competition. is the effect too strong for a body with no stat penalty? I think it's fine, but your call.
The Patient Sniper is Snipe-on-a-stick. Except it provides you with a 4/1 body. Note that when he deals the damage he will lose the stealth.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Can I have feedback on my entry this week:
I really like the idea of copying a 2 mana effect (having a third/fourth copy of a spell), but I would like to know what you guys think of it.
All 2 mana spells:
Mark of the Wild
Wild Growth
Mark of Y'Shaarj
Power of the Wild
Wrath
To play devil's advocate here, I feel like a LOT of submissions for this competition don't really understand its point. Many of them simply "Do X" but reveal the card beforehand for no reason. As in, the card would be functionally the same without the reveal. Sorry to call specific people out but I'll give examples from the submission thread...
Dreadlord N'zeim - Could just be "Summon a copy of a random minion in your opponent's hand and give it Charge."
Lorewalker Chang - Could just be "Add a copy of a random spell in your opponent's deck to each player's hand."
Divine Avatar - Could just be "Whenever your opponent draws a card, gain a copy of it."
Tricks of the Trade - Could just be "Swap this card with a random card in your opponent's hand."
Revitalize - Could just be "Choose One - Draw 2 cards; or cast a copy of a random 2-cost spell from your hand."
For some of them, the reveal DOES give slightly more information, but for no real purpose. Example...
Bronze Guardian - Could be "Taunt. Deathrattle: Transform a random card in your hand into a Bronze Guardian." Sure, the reveal shows your opponent which card is no longer in your deck, but that's hardly a good design reason. The reveal here is clearly just to artificially fit the competition rules.
Some are cool but the reveal ruins the flavour. Example...
Hush - It's a Rogue card and it's called "Hush". Why would a card like that show your opponent what you're doing? Surely if you were designing this card in any other situation you would never put the reveal there.
This is mine, as you can see I used the reveal for a purpose, it lets you make decisions based on the reveal and provides counterplay opportunities for your opponent.
After much thought, here's the version I'm going to post to the competition:
<script>// <![CDATA[ window.post_1473986763775_10 = function(win,msg){ win.postMessage(msg,"*"); } // ]]></script> <script>// <![CDATA[ window.post_1473986835761_48 = function(win,msg){ win.postMessage(msg,"*"); } // ]]></script>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:
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.