It could turn your newly made recruit into a murloc, or instead an enemy minion, or even itself. It seems like a good combination of fun, powerful, and spooky. Thoughts? Does it need further balancing or is the RNG-ness properly weighted?
The idea is that the skeletons of your minions rise from the dead to fight once more... and they can keep coming back, like pesky skeletons do. It is slow yet potentially infinite value along the lines of Anub'arak, and I imagined it could fit well into a control or Reno lock (and would be sweet with Cho'gall). I'm hoping it is too expensive for zoo, as they don't need much help. Does anyone have any thoughts on the concept and/or balance?
The idea is that the skeletons of your minions rise from the dead to fight once more... and they can keep coming back, like pesky skeletons do. It is slow yet potentially infinite value along the lines of Anub'arak, and I imagined it could fit well into a control or Reno lock (and would be sweet with Cho'gall). I'm hoping it is too expensive for zoo, as they don't need much help. Does anyone have any thoughts on the concept and/or balance?
The deck that would want to use this card is one that floods the board, but it's too expensive for a deck that floods the board would think this is too expensive. It's a gigantic win-more card.
I really love immune thing. I think we can combo immune with some interesting effect like returning minions in opponent's hand in a way or an other. Since we have to heal our minion to use it again I think this is not overpowered and make a good mass removal against all aggro things :) If you want to remove a more than 5 attack minion u will have to boost minion health !
I really love immune thing. I think we can combo immune with some interesting effect like returning minions in opponent's hand in a way or an other. Since we have to heal our minion to use it again I think this is not overpowered and make a good mass removal against all aggro things :) If you want to remove a more than 5 attack minion u will have to boost minion health !
Just having "Immune during your opponent's turn" is pretty OP. Compare with Dreadsteed who is "immune", and that's a 1/1. Why? Because while your opponent cannot target Immune minions, YOU can. Keep buffing this thing and it's an unstoppable force, like in an uninteractive OTK Inner Fire Priest deck. That 5 Health even helps with that.
Since you're doing two rules, I'd say remove the Immune part and it still follows the rules.
I really love immune thing. I think we can combo immune with some interesting effect like returning minions in opponent's hand in a way or an other. Since we have to heal our minion to use it again I think this is not overpowered and make a good mass removal against all aggro things :) If you want to remove a more than 5 attack minion u will have to boost minion health !
Just having "Immune during your opponent's turn" is pretty OP. Compare with Dreadsteed who is "immune", and that's a 1/1. Why? Because while your opponent cannot target Immune minions, YOU can. Keep buffing this thing and it's an unstoppable force, like in an uninteractive OTK Inner Fire Priest deck. That 5 Health even helps with that.
Since you're doing two rules, I'd say remove the Immune part and it still follows the rules.
I prefer the immune thing I think. Maybe set the attack to 1 at turn start or not capable of hitting the ennemy hero
I really love immune thing. I think we can combo immune with some interesting effect like returning minions in opponent's hand in a way or an other. Since we have to heal our minion to use it again I think this is not overpowered and make a good mass removal against all aggro things :) If you want to remove a more than 5 attack minion u will have to boost minion health !
Just having "Immune during your opponent's turn" is pretty OP. Compare with Dreadsteed who is "immune", and that's a 1/1. Why? Because while your opponent cannot target Immune minions, YOU can. Keep buffing this thing and it's an unstoppable force, like in an uninteractive OTK Inner Fire Priest deck. That 5 Health even helps with that.
Since you're doing two rules, I'd say remove the Immune part and it still follows the rules.
I prefer the immune thing I think. Maybe set the attack to 1 at turn start or not capable of hitting the ennemy hero
Then that's entirely possible. An immune minion that's always set to a certain stat. Functions similar to Dreadsteed in that it's a steady stream of guaranteed small damage.
Massive temp gain is balanced by murdering any chance you have of using a combo or using a specific card as a win condition and your deck quality goes down the drain. By the time there's something worth using him on you may only have 15-10 cards left in your deck so that's 33-50% of your deck transformed into Skeletons
It's flexible as in you can target either your or your opponent's minion (pseudo-silence). Might be awesome to turn your enemy's Ragnaros the Firelord into a Flame Imp or upgrade your Possessed Villager token into a Doomguard, but you can never rely on it ...
No. 2:
This card is useful in numerous ways. For one, it's a bit of an OP card - which is what Priest WOULD need right now. It fills the two mana void. It has synergies with silence decks. Unsure if it wouldn't be better to make the enemy hero immune in general, BUT that would favor Warlocks and Weapon Classes vs. others ...
Any comments appreciated!
I despise the first card simply because it's super boring and been done to hell already. For one thing, "random Demon" is super random, ranging from absolute garbage to powerful. You said it yourself, "you can never rely on it", and if so, why would I want it?
Second card, however, has potential. I think 2-mana 4/4 is a bit too much, as making the enemy hero immune is not as valuable as you think. For example, what if I played this card late game? Smash the opponent's face over and over, then play this card. I get none of the drawback the turn it comes out. If you want to keep the effect as is, just give it slightly better stats over vanilla, like a 3/3 or at most, a 3/4. Why is 3/4 vastly more balanced than 4/4? Because a 3/4 can rarely trade up with 4-cost minions, while a 4/4 can. 3 and 4 Attack is vastly different for early-drops, same like how 3/2s and 2/3s are entirely different in terms of power, and how most good 1-drops are 2/3s instead of 3/2s. That's a key concept when designing early-game minions. If you want to keep the 4/4, then make the drawback harder, like simply, "The enemy hero is immune." This means that they can extract value from it too. Balanced when compared to Millhouse Manastorm, no? Especially considering that this is Rare and Millhouse is Legendary.
The fact that Priest is a weak class right now is also not a good reason to make OP cards, because that's what happened to Shaman.
But losing 5 cards in deck is not Worth 6 mana 6/6 + polymorph
Aww but I like the 666. Hmm, I'll try think of a way to make him a bit stronger, Maybe transforming less of your cards or I could make him 4-5 mana as if you want solid tempo out of him (which you'll need to make up for the card loss) he probably wont be useful until turn 8 but maybe that'd be a bit much tempo. I'll think on it!
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I've got three ideas here, all with a similar theme:
Option 1 – This should count as a transform effect, right? It works like Shifter Zerus in that the cards are not permanently transformed. You can simply cast the card to remove it, and adjacent cards return to normal. Function: Deny two cards from your opponent until they waste 2-mana to remove the plague. Now you have to deal with it though. Option 2 – It's either a dead card in your opponent's hand, or can be played tactically to their advantage (e.g. transforming a 1/1 into a Zombie Chow) Option 3 – A bit more complicated. As long as this is in your hand, you will continuously get Zombie Chow transformations. Get rid of it and it's now your opponent's problem. A bigger risk reward.
I'm personally leaning towards Option 1, as it's very unique compared to the rest, and it seems balanced because 1) Casting it gives it to your opponent, and 2) It may or may not be as disruptive as you'd hope, considering you can't control which cards are turned into Zombie Chows. Combos withLoatheb too.
Just some suggestions (I think this is super cool, by the way).
I'd called it 'The' Wandering Plague, not 'a' Wandering Plague, simply because you don't really call diseases 'a'. I mean, you don't really say 'that person has a tuberculosis', for example. It just makes everything sound nicer, and doesn't change what the card actually does.
I think the first one is cool, but: If you Brann Bronzebeard it, both Plagues would get turned into Zombie Chows, and I'm not sure if you'd like that interaction. Also, I'd reword it to: 'While this is in your hand, adjacent cards are 2/3 Zombie Chows. Give your opponent the wandering plague.' That way, you have one effect while its in your hand (zombie chows) and the 'actual' effect of the card is to give it to your opponent.
With the second one, I'd say 'Give this to your opponent', like the first one does. I don't like the third one.
My cards (the ones I'm thinking about):
Spooky Scary Skeletons: The idea here is that the Skeletons jump out and scares everyone (the nearby minions freak out and run back to their owner's hands). Not sure about the balance.
Ghostly Cryomancer: Kind of an anti-aggro card. You can take out a small drop and transform into something that helps slow them down. Could be a bit too strong.
Circe, the Eternal: I couldn't really think up a good name for this, so if there's any warcraft character that would fit this kind of effect, please tell me. It's my idea of an Immune minion that might be balanced (okay, it's probably not). The main problem with Immune is that when you start buffing the minion, it kinda gets out of hand. Now, if you buff it, your opponent also benefits, and I think that alleviates the problem.
I made this card a while ago and I think it fits the competition perfectly. What do you think?
It's fine but it doesn't follow the rules, man.
Oh, I didn't see it said existing card. Thanks.
Okay so I'm sure that this one follows the rules. However, I'm still wondering whether cursed murloc is valid or not since if it existed as a card, it would transform a minion into existing cards (himself). The rules say that the card cannot transform into a new unique token and I don't think the card itself can count as a new token, right?
I've got three ideas here, all with a similar theme:
Option 1 – This should count as a transform effect, right? It works like Shifter Zerus in that the cards are not permanently transformed. You can simply cast the card to remove it, and adjacent cards return to normal. Function: Deny two cards from your opponent until they waste 2-mana to remove the plague. Now you have to deal with it though. Option 2 – It's either a dead card in your opponent's hand, or can be played tactically to their advantage (e.g. transforming a 1/1 into a Zombie Chow) Option 3 – A bit more complicated. As long as this is in your hand, you will continuously get Zombie Chow transformations. Get rid of it and it's now your opponent's problem. A bigger risk reward.
I'm personally leaning towards Option 1, as it's very unique compared to the rest, and it seems balanced because 1) Casting it gives it to your opponent, and 2) It may or may not be as disruptive as you'd hope, considering you can't control which cards are turned into Zombie Chows. Combos withLoatheb too.
Just some suggestions (I think this is super cool, by the way).
I'd called it 'The' Wandering Plague, not 'a' Wandering Plague, simply because you don't really call diseases 'a'. I mean, you don't really say 'that person has a tuberculosis', for example. It just makes everything sound nicer, and doesn't change what the card actually does.
I think the first one is cool, but: If you Brann Bronzebeard it, both Plagues would get turned into Zombie Chows, and I'm not sure if you'd like that interaction. Also, I'd reword it to: 'While this is in your hand, adjacent cards are 2/3 Zombie Chows. Give your opponent the wandering plague.' That way, you have one effect while its in your hand (zombie chows) and the 'actual' effect of the card is to give it to your opponent.
With the second one, I'd say 'Give this to your opponent', like the first one does. I don't like the third one.
My cards (the ones I'm thinking about):
Spooky Scary Skeletons: The idea here is that the Skeletons jump out and scares everyone (the nearby minions freak out and run back to their owner's hands). Not sure about the balance.
Ghostly Cryomancer: Kind of an anti-aggro card. You can take out a small drop and transform into something that helps slow them down. Could be a bit too strong.
Circe, the Eternal: I couldn't really think up a good name for this, so if there's any warcraft character that would fit this kind of effect, please tell me. It's my idea of an Immune minion that might be balanced (okay, it's probably not). The main problem with Immune is that when you start buffing the minion, it kinda gets out of hand. Now, if you buff it, your opponent also benefits, and I think that alleviates the problem.
My card: Hmm, thanks for spotting that Brann interaction. Even without Brann it's a concern, e.g. playing two Plague Eruptors on the same turn. I think an easy fix would be only affecting minions. Makes more sense anyway, how do you turn a spell into a Zombie? It does make it considerably weaker though. What do you think about making it a 4-mana 4/5 instead? Or a 5/4 which has vanilla stats, but the 4-health makes it slightly weaker. I mean, the effect is somewhat symmetrical, right? So 4/5? 5/4?
As for removing the "When cast" wording, I would agree with you but I decided to keep it just because this is the card design competition, so I want to ensure would-be voters get it. As for 'the' and 'a', I was following Blizzard's wording for giving people cards. They refer to the card as the card itself, but using 'the' could be more flavorful and it's not like Blizzard's been 100% consistent with wording anyway. I'll consider it.
Your cards: I like the idea of Spooky Skeletons, but balance wise it might be too powerful. It's a cheaper Vanish with a body. You rarely bounce that many minions with Vanish anyway. The utility makes it very flexible, as you have a little control over who gets bounced through proper positioning. It might make it a bit weaker, but what about "Inspire: Return opposing minions to their owner's hand"? Or, simply make it a sort of Sap with a body that rewards proper positioning by not hitting friendly minions too?
Cryomancer is also pretty interesting. What do you think about "if it survives" instead? In the Adventure Competition I made a card that says "Deal X damage to a minion, if it survives give it "Deathrattle: Resummon this minion", which allows it to both be a tool for Crusher decks (hit your big bombs) or use it to ping off enemies. This way, either you ping off an enemy and be done with it, or slightly damage a friendly minion to transform it into a Demented Frostcaller. Thing is, Frostcaller isn't exactly a super good minion for this effect.
As for Circe, as a 1-mana minion? I don't like it. It's like a 1-mana Dreadsteed that your opponent can use. Seems balanced, until you realize that there are ways for your opponent to work around it, extracting value from the card without giving you the value when it returns under your control. I'm talking about stuff like Power Overwhelming, Abusive Sergeant, Savage Roar, etc. Temporary buffs that would love the extra token. It's actually fine balance-wise, the problem here is that it doesn't deserve a card slot. There's no reason to run this over other 1-drops current decks already use.
I made this card a while ago and I think it fits the competition perfectly. What do you think?
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Is this costed and statted appropriately for what it does? Thx.
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Here's my Idea for this week:
The idea is that the skeletons of your minions rise from the dead to fight once more... and they can keep coming back, like pesky skeletons do. It is slow yet potentially infinite value along the lines of Anub'arak, and I imagined it could fit well into a control or Reno lock (and would be sweet with Cho'gall). I'm hoping it is too expensive for zoo, as they don't need much help. Does anyone have any thoughts on the concept and/or balance?
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
I really love immune thing. I think we can combo immune with some interesting effect like returning minions in opponent's hand in a way or an other. Since we have to heal our minion to use it again I think this is not overpowered and make a good mass removal against all aggro things :) If you want to remove a more than 5 attack minion u will have to boost minion health !
Love the tribes.
Since you're doing two rules, I'd say remove the Immune part and it still follows the rules.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Love the tribes.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Problem is: It will be too wordy :(
I'm trying to find a better way to couple immune and return a minion. Waiting for a better idea i'm trying new things :c
EDIT:
Love the tribes.
My masterpiece!
Massive temp gain is balanced by murdering any chance you have of using a combo or using a specific card as a win condition and your deck quality goes down the drain. By the time there's something worth using him on you may only have 15-10 cards left in your deck so that's 33-50% of your deck transformed into Skeletons
Plus, PUNS!!
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Second card, however, has potential. I think 2-mana 4/4 is a bit too much, as making the enemy hero immune is not as valuable as you think. For example, what if I played this card late game? Smash the opponent's face over and over, then play this card. I get none of the drawback the turn it comes out. If you want to keep the effect as is, just give it slightly better stats over vanilla, like a 3/3 or at most, a 3/4. Why is 3/4 vastly more balanced than 4/4? Because a 3/4 can rarely trade up with 4-cost minions, while a 4/4 can. 3 and 4 Attack is vastly different for early-drops, same like how 3/2s and 2/3s are entirely different in terms of power, and how most good 1-drops are 2/3s instead of 3/2s. That's a key concept when designing early-game minions. If you want to keep the 4/4, then make the drawback harder, like simply, "The enemy hero is immune." This means that they can extract value from it too. Balanced when compared to Millhouse Manastorm, no? Especially considering that this is Rare and Millhouse is Legendary.
The fact that Priest is a weak class right now is also not a good reason to make OP cards, because that's what happened to Shaman.
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Why Rogue is my favourite class:
My submission for this week's card design competition.
Is this version not too powerful?
EDIT: I think I finally have what I wanted, a immune card :c
Love the tribes.
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Hmm, thanks for spotting that Brann interaction. Even without Brann it's a concern, e.g. playing two Plague Eruptors on the same turn. I think an easy fix would be only affecting minions. Makes more sense anyway, how do you turn a spell into a Zombie? It does make it considerably weaker though. What do you think about making it a 4-mana 4/5 instead? Or a 5/4 which has vanilla stats, but the 4-health makes it slightly weaker. I mean, the effect is somewhat symmetrical, right? So 4/5? 5/4?
As for removing the "When cast" wording, I would agree with you but I decided to keep it just because this is the card design competition, so I want to ensure would-be voters get it. As for 'the' and 'a', I was following Blizzard's wording for giving people cards. They refer to the card as the card itself, but using 'the' could be more flavorful and it's not like Blizzard's been 100% consistent with wording anyway. I'll consider it.
Your cards:
I like the idea of Spooky Skeletons, but balance wise it might be too powerful. It's a cheaper Vanish with a body. You rarely bounce that many minions with Vanish anyway. The utility makes it very flexible, as you have a little control over who gets bounced through proper positioning. It might make it a bit weaker, but what about "Inspire: Return opposing minions to their owner's hand"? Or, simply make it a sort of Sap with a body that rewards proper positioning by not hitting friendly minions too?
Cryomancer is also pretty interesting. What do you think about "if it survives" instead? In the Adventure Competition I made a card that says "Deal X damage to a minion, if it survives give it "Deathrattle: Resummon this minion", which allows it to both be a tool for Crusher decks (hit your big bombs) or use it to ping off enemies. This way, either you ping off an enemy and be done with it, or slightly damage a friendly minion to transform it into a Demented Frostcaller. Thing is, Frostcaller isn't exactly a super good minion for this effect.
As for Circe, as a 1-mana minion? I don't like it. It's like a 1-mana Dreadsteed that your opponent can use. Seems balanced, until you realize that there are ways for your opponent to work around it, extracting value from the card without giving you the value when it returns under your control. I'm talking about stuff like Power Overwhelming, Abusive Sergeant, Savage Roar, etc. Temporary buffs that would love the extra token. It's actually fine balance-wise, the problem here is that it doesn't deserve a card slot. There's no reason to run this over other 1-drops current decks already use.
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Which one is better?
casting spell 3 times counts for Priest of the Feast , yogg, Gadgetzan Auctioneer, Northshire Cleric,