You can only have 4 tokens, so I don't see how you could make it work on other classes with this wording. Also, I really dislike the idea of Legendary spells, and I generally don't like custom cards that replace your hero, so I am kinda biased against the premise of your card.
Isn't the purpose of the competition to replace your hero though? Or did I get that wrong? I'll probably change the legendary to epic.
Yeah, so I'm having a hard time with it. Your card will have to pass an extremely high standard for me to like it if it replaces your hero, is what I'm saying.
After all three hero powers are chosen, you can choose any and start the cycle again. Balanced (in my eyes) because he only has ten health. This pushes a more control shaman, and would possibly bring BogChamp shaman into competitive hearthstone. All thoughts are appreciated! :) @Shinkan_pl thank you for helping me putting my pictures in my post!
Edit: The main thing about it is that once you choose one of the hero powers, you can't choose that one again until the other two are chosen. For example, if you choose earth elemental, you cant choose that again until you choose fire and water.
This breaks the rules because you have too many tokens. The Hero Portrait is 1, the Hero Power is another, and the three Elemental Hero Powers bring the number of tokens to 5, but you are only allowed to make 4 new tokens total. You could fix this by getting rid of "Elemental Control" and putting its effect on the initial spell.
Beyond that, I think the Elemental Hero Powers aren't balanced. An Earth Elemental is just strictly better than a Fire Elemental (since you don't get the Battlecry or pay overload), and it's much more powerful than a Water Elemental. So, why would you ever choose Water or Fire? It's also way too powerful to be able to summon one for 0 mana every turn. Jaraxxus still takes 2 mana to summon a 6/6.
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
Here is my "try to submit something and get sucessfull" card:
Maybe the wrench is too OP? Should I reduce the effect to +1/+1?
Since no one else has made any comment on it, I will. Overall there are 2 main problems: 1 it is overpowered. Play this turn 10 and use the hero power, you suddenly have 3 3/2 with charge, and you can swing for an additional 4. While it may be offset by having 10 life, Lord Jaraxxus is significantly weaker than this. You get +5 health, but the hero power does not give you an immediate advantage after being used, and the weapon is just a base 3/8 (or was it 3/6? I can't remember right now). This may be tweaked and fixed up though. Maybe make the hero 10 mana and only summon 1 or 2 1/1's with charge. Or just scrap the weapon altogether, and buff the life. This then brings me to my next point: You're limited to 4 tokens. You've shown 5 here. Because of this, I say scrap the weapon and buff the life, leave the rest. That should fix you up and give you a solid submission.
Here is my "try to submit something and get sucessfull" card:
Maybe the wrench is too OP? Should I reduce the effect to +1/+1?
Since no one else has made any comment on it, I will. Overall there are 2 main problems: 1 it is overpowered. Play this turn 10 and use the hero power, you suddenly have 3 3/2 with charge, and you can swing for an additional 4. While it may be offset by having 10 life, Lord Jaraxxus is significantly weaker than this. You get +5 health, but the hero power does not give you an immediate advantage after being used, and the weapon is just a base 3/8 (or was it 3/6? I can't remember right now). This may be tweaked and fixed up though. Maybe make the hero 10 mana and only summon 1 or 2 1/1's with charge. Or just scrap the weapon altogether, and buff the life. This then brings me to my next point: You're limited to 4 tokens. You've shown 5 here. Because of this, I say scrap the weapon and buff the life, leave the rest. That should fix you up and give you a solid submission.
The "main" card itself aint a token, so it's only 4 tokens as the rules say :)
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
and gives the following tokens:
You need to include the hero for Garona. And since the minion only has 2 hp, your hero will have a maximum of 2 HP as well. Also, while the weapon and power are nice, Acidic Swamp Ooze will make the hero power worthless unless you have a lot of rogue weapons in your deck. Also for continuities sake, you may want to use the rogue template for the weapon and hero power. Right now the weapon looks like it's for a neutral class and the hero power is either mage or shaman.
Here is my "try to submit something and get sucessfull" card:
Maybe the wrench is too OP? Should I reduce the effect to +1/+1?
Since no one else has made any comment on it, I will. Overall there are 2 main problems: 1 it is overpowered. Play this turn 10 and use the hero power, you suddenly have 3 3/2 with charge, and you can swing for an additional 4. While it may be offset by having 10 life, Lord Jaraxxus is significantly weaker than this. You get +5 health, but the hero power does not give you an immediate advantage after being used, and the weapon is just a base 3/8 (or was it 3/6? I can't remember right now). This may be tweaked and fixed up though. Maybe make the hero 10 mana and only summon 1 or 2 1/1's with charge. Or just scrap the weapon altogether, and buff the life. This then brings me to my next point: You're limited to 4 tokens. You've shown 5 here. Because of this, I say scrap the weapon and buff the life, leave the rest. That should fix you up and give you a solid submission.
The "main" card itself aint a token, so it's only 4 tokens as the rules say :)
I went back and checked. I stand corrected. My apologies. I've been really off this past month. I still stand by my recommendations for balancing the card though.
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
and gives the following tokens:
dang! same idea as me! :) check a few posts above! btw, I don't quite get how OP this is. Isn't quite de opposite? It doesn't matter how OP is the power or the weapon if you have 1-2 health. Or did I misunderstand your card? :o
I'm thinking about going a lot more simple than most entries are likely to be:
Cycle through powers until you hit one you like, then kill the minion off. Note that this effectively gives a Coldarra Drake effect, only you can't plan around your hero power uses doing anything specific.
I'm thinking about going a lot more simple than most entries are likely to be:
Cycle through powers until you hit one you like, then kill the minion off. Note that this effectively gives a Coldarra Drake effect, only you can't plan around your hero power uses doing anything specific.
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
and gives the following tokens:
You need to include the hero for Garona. And since the minion only has 2 hp, your hero will have a maximum of 2 HP as well. Also, while the weapon and power are nice, Acidic Swamp Ooze will make the hero power worthless unless you have a lot of rogue weapons in your deck. Also for continuities sake, you may want to use the rogue template for the weapon and hero power. Right now the weapon looks like it's for a neutral class and the hero power is either mage or shaman.
Just quoting myself here: "When your hero is replaced, you will have the same health as when Garona died." - and by that I mean that if you have 27 health when the deathrattle triggers, you hero will be replaced by Garona and have 27 health.
As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power" - which I also wrote ;)
The Weapon is actually the rogue template. You can see a black border around the text. That's just how it looks.
Hero Powers are actually always in the "neutral" blue color. Just look at Inferno!.
I'm thinking about going a lot more simple than most entries are likely to be:
Cycle through powers until you hit one you like, then kill the minion off. Note that this effectively gives a Coldarra Drake effect, only you can't plan around your hero power uses doing anything specific.
If it was just that simple. It has to replace your hero, not your hero power ;)
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
and gives the following tokens:
dang! same idea as me! :) check a few posts above! btw, I don't quite get how OP this is. Isn't quite de opposite? It doesn't matter how OP is the power or the weapon if you have 1-2 health. Or did I misunderstand your card? :o
Hehe, you're right. Though they have quite different effects though ;) But you will not have the same health as Garona, you will have the health you had when the Deathrattle triggers.
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
and gives the following tokens:
You need to include the hero for Garona. And since the minion only has 2 hp, your hero will have a maximum of 2 HP as well. Also, while the weapon and power are nice, Acidic Swamp Ooze will make the hero power worthless unless you have a lot of rogue weapons in your deck. Also for continuities sake, you may want to use the rogue template for the weapon and hero power. Right now the weapon looks like it's for a neutral class and the hero power is either mage or shaman.
Just quoting myself here: "When your hero is replaced, you will have the same health as when Garona died." - and by that I mean that if you have 27 health when the deathrattle triggers, you hero will be replaced by Garona and have 27 health.
As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power" - which I also wrote ;)
The Weapon is actually the rogue template. You can see a black border around the text. That's just how it looks.
Hero Powers are actually always in the "neutral" blue color. Just look at Inferno!.
You'll need to specify the health part then for Garona, because look back at Jaraxxus and Ragnaros. Both times the hero gets the health of the card. Because of that, you may need to specify the different ruling in the card. As for the hero power, instead of adding that why not make it re-equip the weapon? Because I personally like the hero power. It's just limited. As for the template, you are again correct (I really need to focus up), and again with the neutral blue as well. With that in mind, since you and I have a bit of back and forth going on, could you take a look at what I came up with? I'll need to fix the neutral blue, I know that, but balancing is more the issue at hand. I like what I have as far as design, I just need to tweak it:
I wanted to keep it true to the Druid/Night Elf feel. Since Illidan once trained under Cenarius before becoming a mage, then in turn a Demon Hunter, I thought he'd be perfect (not to mention he's also Malfurion's brother). My main concern is the weapon with the power. Essentially playing this allows the player to deal 16 damage two turns in a row (TTK is still as cancerous as a OTK) but once the weapon is gone, the hero power is still a threat, albeit not as crazy. Compared to DIE, INSECT! or Inferno! I feel the hero power is balanced, and it would make other druid hero-attack-buff cards more likely to see play. Thoughts?
Here is my "try to submit something and get sucessfull" card:
Maybe the wrench is too OP? Should I reduce the effect to +1/+1?
Since no one else has made any comment on it, I will. Overall there are 2 main problems: 1 it is overpowered. Play this turn 10 and use the hero power, you suddenly have 3 3/2 with charge, and you can swing for an additional 4. While it may be offset by having 10 life, Lord Jaraxxus is significantly weaker than this. You get +5 health, but the hero power does not give you an immediate advantage after being used, and the weapon is just a base 3/8 (or was it 3/6? I can't remember right now). This may be tweaked and fixed up though. Maybe make the hero 10 mana and only summon 1 or 2 1/1's with charge. Or just scrap the weapon altogether, and buff the life. This then brings me to my next point: You're limited to 4 tokens. You've shown 5 here. Because of this, I say scrap the weapon and buff the life, leave the rest. That should fix you up and give you a solid submission.
The "main" card itself aint a token, so it's only 4 tokens as the rules say :)
Hey, Redneck, I don´t wanna change the Dinos, because that´s how they are summoned (Well, in the game), in groups of 3 or 4, not 2, however, I wanna know a nerf of the weapon, a bonus of only +1/+1 and just a 4/2, and buff the life? I am not sure of what to do with it, but surely I am gonna do him.
Never thought on the cost, that´s gonna be surely changed.
Changed it so it's easier understandable AND so the Hero Power is usable if you don't have a weapon. But is it okay that Garona has 3 attack even though it gives a 1 attack weapon, or should I change the stats to something like 1/5? Just seems like a weird useless stat distribution to me.
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Nurgling13 you have really good insight on card designs, could you please give some feedback on mine? Its on page 1, thanks in advance!
Right now that's what I'm thinking about (notice that it is a DEATHRATTLE, not a battlecry)
I also consider bringing back Exarch Jaraas, my submission from context #4.07, but I'm not sure people like seeing the same card twice.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
and gives the following tokens:
RedneckBudha
RedneckBudha
RedneckBudha
I'm thinking about going a lot more simple than most entries are likely to be:
Cycle through powers until you hit one you like, then kill the minion off. Note that this effectively gives a Coldarra Drake effect, only you can't plan around your hero power uses doing anything specific.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
misread the rule and thought it was "hero power". Nevermind.
Came up with this just now:
RedneckBudha
The joke is you.
Changed it so it's easier understandable AND so the Hero Power is usable if you don't have a weapon. But is it okay that Garona has 3 attack even though it gives a 1 attack weapon, or should I change the stats to something like 1/5? Just seems like a weird useless stat distribution to me.
Simply because I love the GTA-rogue archtype :) Not sure if it's too OP though? Maybe I should make a damage restriction on the weapon? And maybe it should just add a random a card instead of discovering? When your hero is replaced, you will have the same health as when Garona died. As for the Hero Power, I was thinking about adding "If you don't have a weapon, restore your basic Hero Power".
and gives the following tokens:
The Hero Power is worded like Upgrade!