Hi guys! I have some ideas pls tell me what is better? and pls help with balance or wording! thanks for ALL) and goodluck!
I'd like Backstage Spirit change Rogue class cards into your opponent's class card, which is more 'rogue-like'. And the Lord Pumpkinhead is ruin the zone of minions in disguise; I think it too powerful for even a 8-mana 5/4 legendary card.
Looks like a substantial portion of the entries this week are going to be headless horsemen. If you are making a headless horseman card and haven't submitted it yet, you may want to rethink it. Unless its stunningly well-designed, I really doubt people are going to be upvoting the 10th headless horseman card they see after the first few pages.
Oh, now I've noticed that it's quite similiar to CheeseEatingMonkey's card. Anyways, i wanted to post it. I think I need some help with proper wording.
My idea of this card is to serve as a conditional boardclear( Turn them spirit wolves and totems into shreds or get rid of zoolock's imps). Sometimes you would need some preparation (like Wrath or Moonfire to reduce health of some of stronger minions).
Skeletons is definitely my favourite, although I could use some feedback on its balance. The flavour is that the skeletons scare the bejeezers out of the minions in front of it, and they run back to their owner's hand. I'm pretty much set on the effect, so it's just balance I need feedback on.
Circe is just a fun immune minion to mess around with. I like it, but it's probably not that good. Maybe at 0 mana?
The Cryomancer is kind an anti-aggro card. You can take out a small drop and get a nice 2/4 body along with an effect that helps slow the enemy down. Or you can ping off a divine shield or something.
Spooky scary skeletons - are...scary potential doubie sap - especially against control decks,holy smokes...interesting design,but too strong for me,maybe for 6 mana?
Circe - Is interesting and funny card but...zoo - yep,1/1 immune token is last thing that i want in zoo warlock : D...how buffs work on this card? or it cannot be affected by spells/battlecries?
Ghostly cryomancer - I like that the most from all three - is flavorful,versatile and not OP - great design : D!
Mm. I'll probably make the Skeletons 6 mana and buff its stats a bit. Like this (reworded based on Kharazhan chess pieces wording):
Circe will be affected by any buff cards, just like a normal minion. The idea was to balance this by allowing your opponent to take advantage of any buffs you apply to her as well. Irrelevant, but just out of curiosity, if you give Divine Shield to a minion with Immune, would the shield pop when it attacks another minion? Probably won't, but I was just wondering.
Also, random other idea:
I don't know, I just found the image of a Pumpkin man setting your minions on fire and throwing them at people amusing.
Here is my idea. I wonder if i worded it correctly. Basically the way I want it to work is to minions trade immunity when they attack each other and survival. What do you think?
It's interesting idea and cool picture, can you take me link for this art?
Came up with a cool idea but I've already used my submission so I guess I'll just share it here. Might give some inspiration!
Helps control warlock as they get the benefits of TN without committing to likely another 8 mana card. It isn't just flat out better than TN though as it wont transform until you have 10 mana thus it takes 2 turns longer to use when desperate, also if you draw it from tap you won't be able to use it, same if you tap to see other options or play a card before it as it will transform back. That can be used to your advantage if you'd be better off using the 4 mana version.
Skeletons is definitely my favourite, although I could use some feedback on its balance. The flavour is that the skeletons scare the bejeezers out of the minions in front of it, and they run back to their owner's hand. I'm pretty much set on the effect, so it's just balance I need feedback on.
Circe is just a fun immune minion to mess around with. I like it, but it's probably not that good. Maybe at 0 mana?
The Cryomancer is kind an anti-aggro card. You can take out a small drop and get a nice 2/4 body along with an effect that helps slow the enemy down. Or you can ping off a divine shield or something.
Spooky scary skeletons - are...scary potential doubie sap - especially against control decks,holy smokes...interesting design,but too strong for me,maybe for 6 mana?
Circe - Is interesting and funny card but...zoo - yep,1/1 immune token is last thing that i want in zoo warlock : D...how buffs work on this card? or it cannot be affected by spells/battlecries?
Ghostly cryomancer - I like that the most from all three - is flavorful,versatile and not OP - great design : D!
Mm. I'll probably make the Skeletons 6 mana and buff its stats a bit. Like this (reworded based on Kharazhan chess pieces wording):
Circe will be affected by any buff cards, just like a normal minion. The idea was to balance this by allowing your opponent to take advantage of any buffs you apply to her as well. Irrelevant, but just out of curiosity, if you give Divine Shield to a minion with Immune, would the shield pop when it attacks another minion? Probably won't, but I was just wondering.
Also, random other idea:
I don't know, I just found the image of a Pumpkin man setting your minions on fire and throwing them at people amusing.
I guess you really like the chess mechanic. I'm usually the one who's advocating for strong cards but you're just massively power creeping Kidnapper which isn't outstanding as we all know, but with some stat changes it really could be decent. Just look how much stats Kidnapper loses and for what power - then add maybe 2 stat points so that you make it good.
I'm probably being too scientific about it but let's go - 6 mana no text has 13 stat points, Kidnapper lost 5 to get Combo: Sap 1 thing. Yours is battlecry instead of combo so it should lose 2 stats just from that, and potentially double the effect but not always so let's say instead of 5 he should lose 8 then you add 2 so that it's still better than Kidnapper. So for this to be somewhat balanced you have to have a 6 mana with 5 stats so maybe a 3/2. Would've reached the same result without going through bad cards by just looking at it like 2x Sap for 4 mana and then the minion has to be a 2 drop.
That said it's still 3 cards into 1 which has proven to be devastating with Call of the Wild, hell even 2 into 1 with the old Muster for Battle cancer and I dunno... Dr. Boom.
Hey, thanks for the feedback.
Yeah, the Chess mechanic has pretty much been on my mind forever, and I always end up trying to incorporate it into some sort of card. I mean, it just makes sense. It could be just me, though.
I looked at the card and thought 'Well, you can either sap one or sap two depending on the board state, with the second one being restricted to two minions next to each other, so that's weaker. You're also not going to be able to guarantee it, in fact, if your opponent's board is a lot larger, you might not even be able to sap the one(s) you want to sap. So, altogether, it's probably worth about 3 mana. Slap that onto a 3 mana body and you get a 6 mana card.'
I did forget about the 'multiple-cards-in-one-should-be-weaker principle, though'. Do you think making it a 3/3 or a 4/2 would be enough? Should it be 7 mana, or would making it a 3/2 be better? I don't really think powercreeping Kidnapper is a problem - If you're gonna stick underpowered cards in the classic set, you shouldn't be scared to make cards that are stronger than it. That's just my philosophy though.
6 - Kidnapper, Sylvanas Windrunner, The Black Knight, The Skeleton Knight
7 - Chillmaw
8 - Fossilized Devilsaur, Kel’thuzad
9 - Anub’arak
First idea was a spell (The Graves are Open: 4 mana, each turn for the rest of the game, summon a random Undead on the active player's side), but it didn't meet the requirements, so it became (Dance Macabre: 4 mana, each turn for the rest of the game, transform a random minion on the active player's side into an Undead of equal or lower cost), but I realised it was too much RNG, not enough related to Hallow's End and WoW for my liking and maybe a bit too complicated in the wording.
So I thought: well, at Halloween the barrier between living and dead is thinner, so a necromancer might abuse that to summon an army. I remembered Zanzil, so I gave him the original "summoning an Undead" effect, the "Immune while controlling an Undead" ability to meet the requirements of the competition (which is still fitting), and the drawback of losing mana crystals to compensate the RNG of the summoning. Stats and mana cost aren't really that thought out, they're like that only because currently in the game there are 2/3 minions of every mana cost from 1 to 6 except 5 and that triggers some kind of OCD in me. :D Aside from that, I thought that 5 as a mana cost would be all in all reasonable, since you would be losing mana crystals afterwards.
What do you think? Is 2 mana crystals too much? Stats too high or too low for the effect?
Short version: this card needs a buff.
Long version: my first thought when I see this card is "what qualifies as 'Undead'?" Since we don't have any cards that reference Undead in the game yet, this'll likely confuse some people despite your list (and probably cost you a couple votes). Second thought, upon reading the list: this is way too swingy- you have a chance to pay 5 mana and destroy 2 mana crystals in order to summon a 2/3 and a 1/1? Or to get Kel'Thuzad on turn 5... I would say trim it down to a much smaller range of minions (preferably no Wisp, and no cards above 6-cost), maybe as few as 3 or 4? Until then, it's hard to really say how powerful it is, but note- destroying 2 mana crystals is a huge downside. Each mana crystal destroyed is worth 2-3 mana, putting this guy's effective cost around 10. Based off of the minions summoned, this is roughly a 6/7 worth of stats, which means he costs 4 mana too much. I would probably reduce the mana crystal cost to 1. Additionally, 'start of turn' effects are very weak- as you have him now, he's going to be a 5 mana 2/3 in most situations. If you want him to actually activate his effect, you'll need to bump up his health substantially.
My suggestion: 5 mana, 3/6 'At the start of your turn, summon an Undead instead of gaining a mana crystal. Immune while you control an Undead.' Undead list: Zombie Chow, Unstable Ghoul, Deathlord, Flesheating Ghoul, Shifting Shade. Might still be a bit UP, but you get the idea- go ahead and take whatever you want of this, this is just how I'd modify the card.
My current idea for a card:
Idea being, when a minion would die it gets reanimated- but then nearby minions get spooked and run away. Very potent in a control deck, as you can ping Imps to send their allies back to their hand, or kill Totems to scare off Flamewreathed Faceless. Or you can use it in conjunction with Sylvanas or the like to make some value plays (especially if you've got some Battlecry minions nearby)... Does it feel balanced? Unique? And, of course, is it fun?
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
Is this card too powerful? I'm afraid that a semi-Twisting Nether will end up being too dominant, especially in a class that lacks both hard-removal and board clears.
Also, how do you specify which version of a card to pop up when the card has multiple versions, like "Wisp" or "Treant"
this seems pretty obvious but i've not seen it on either page.
I think the flavour/name is veering away from hunter a little but I think I can overlook that (although I am considering limiting it to 'beasts' only, is that necessary?). Technically it seems solid helping to keep a beast on the board and then its anti synergy with taunt helps the balance as it can be ignored, played around to some extent.
Appreciate any thoughts. Will have a look to give feedback on the above.
edit- possible alt : 'when one of your beasts is attacked by a non beast, it becomes immune this turn'
6 - Kidnapper, Sylvanas Windrunner, The Black Knight, The Skeleton Knight
7 - Chillmaw
8 - Fossilized Devilsaur, Kel’thuzad
9 - Anub’arak
First idea was a spell (The Graves are Open: 4 mana, each turn for the rest of the game, summon a random Undead on the active player's side), but it didn't meet the requirements, so it became (Dance Macabre: 4 mana, each turn for the rest of the game, transform a random minion on the active player's side into an Undead of equal or lower cost), but I realised it was too much RNG, not enough related to Hallow's End and WoW for my liking and maybe a bit too complicated in the wording.
So I thought: well, at Halloween the barrier between living and dead is thinner, so a necromancer might abuse that to summon an army. I remembered Zanzil, so I gave him the original "summoning an Undead" effect, the "Immune while controlling an Undead" ability to meet the requirements of the competition (which is still fitting), and the drawback of losing mana crystals to compensate the RNG of the summoning. Stats and mana cost aren't really that thought out, they're like that only because currently in the game there are 2/3 minions of every mana cost from 1 to 6 except 5 and that triggers some kind of OCD in me. :D Aside from that, I thought that 5 as a mana cost would be all in all reasonable, since you would be losing mana crystals afterwards.
What do you think? Is 2 mana crystals too much? Stats too high or too low for the effect?
Short version: this card needs a buff.
Long version: my first thought when I see this card is "what qualifies as 'Undead'?" Since we don't have any cards that reference Undead in the game yet, this'll likely confuse some people despite your list (and probably cost you a couple votes). Second thought, upon reading the list: this is way too swingy- you have a chance to pay 5 mana and destroy 2 mana crystals in order to summon a 2/3 and a 1/1? Or to get Kel'Thuzad on turn 5... I would say trim it down to a much smaller range of minions (preferably no Wisp, and no cards above 6-cost), maybe as few as 3 or 4? Until then, it's hard to really say how powerful it is, but note- destroying 2 mana crystals is a huge downside. Each mana crystal destroyed is worth 2-3 mana, putting this guy's effective cost around 10. Based off of the minions summoned, this is roughly a 6/7 worth of stats, which means he costs 4 mana too much. I would probably reduce the mana crystal cost to 1. Additionally, 'start of turn' effects are very weak- as you have him now, he's going to be a 5 mana 2/3 in most situations. If you want him to actually activate his effect, you'll need to bump up his health substantially.
My suggestion: 5 mana, 3/6 'At the start of your turn, summon an Undead instead of gaining a mana crystal. Immune while you control an Undead.' Undead list: Zombie Chow, Unstable Ghoul, Deathlord, Flesheating Ghoul, Shifting Shade. Might still be a bit UP, but you get the idea- go ahead and take whatever you want of this, this is just how I'd modify the card.
My current idea for a card:
Idea being, when a minion would die it gets reanimated- but then nearby minions get spooked and run away. Very potent in a control deck, as you can ping Imps to send their allies back to their hand, or kill Totems to scare off Flamewreathed Faceless. Or you can use it in conjunction with Sylvanas or the like to make some value plays (especially if you've got some Battlecry minions nearby)... Does it feel balanced? Unique? And, of course, is it fun?
@simenon, I think you need to stay within the boundaries of current Hearthstone keywords, undead not being one. you work around 'deathrattle triggers makes this immune' but summoning a deathrattle minion is very powerful, only a 10 cost minion currently does it and N'Zoth has pre-requirments.
@Sdh - Graveyard is interesting but way to impactful for a 3 cost minion. I like the idea of these kind of cards in the game, ones that cause a major effect on play for both players and I suppose Lorewalker Cho might be a reasonable comparison (i regularly try to get him into my decks). However, cho significantly effects spell decks where as graveyard is a huge bonus for those without any drawback. I think it at least needs some jigging around, might be too mechanically too impactful. (it would also trigger from itself? just curious)
Is this card too powerful? I'm afraid that a semi-Twisting Nether will end up being too dominant, especially in a class that lacks both hard-removal and board clears.
Also, how do you specify which version of a card to pop up when the card has multiple versions, like "Wisp" or "Treant"
It would be good to see a druid mass control card, and I don't think this is too far from the mark. It might be under costed as, say, wisps of the old gods is only a mana less for 7 stats, but then that's never really played. It seems fairly right to me :)
This is my final submission. If you're tired of all those turn two Fiery Win Axes swinging at your poor minions, that's an interesting answer. After all these brutal murders, your opponent's heart will melt as he sees this adorable guy. As we can see, it's battlecry require certain circumstances to occur, so it won't trigger everytime. But even if it doesn't, we do still get a nice minion on our side. It also can serve as a pretty nice finisher, countered only by taunts or aoe freeze. Or some secrets. Well, almost everyone has a way to get rid of it.
PS: How do i put the full-sized card into the post? I mean, not by adding it as attachment. Im a little new in this kind of stuff. :D
Long version: my first thought when I see this card is "what qualifies as 'Undead'?" Since we don't have any cards that reference Undead in the game yet, this'll likely confuse some people despite your list (and probably cost you a couple votes). Second thought, upon reading the list: this is way too swingy- you have a chance to pay 5 mana and destroy 2 mana crystals in order to summon a 2/3 and a 1/1? Or to get Kel'Thuzad on turn 5... I would say trim it down to a much smaller range of minions (preferably no Wisp, and no cards above 6-cost), maybe as few as 3 or 4? Until then, it's hard to really say how powerful it is, but note- destroying 2 mana crystals is a huge downside. Each mana crystal destroyed is worth 2-3 mana, putting this guy's effective cost around 10. Based off of the minions summoned, this is roughly a 6/7 worth of stats, which means he costs 4 mana too much. I would probably reduce the mana crystal cost to 1. Additionally, 'start of turn' effects are very weak- as you have him now, he's going to be a 5 mana 2/3 in most situations. If you want him to actually activate his effect, you'll need to bump up his health substantially.
My suggestion: 5 mana, 3/6 'At the start of your turn, summon an Undead instead of gaining a mana crystal. Immune while you control an Undead.' Undead list: Zombie Chow, Unstable Ghoul, Deathlord, Flesheating Ghoul, Shifting Shade. Might still be a bit UP, but you get the idea- go ahead and take whatever you want of this, this is just how I'd modify the card.
My current idea for a card:
Idea being, when a minion would die it gets reanimated- but then nearby minions get spooked and run away. Very potent in a control deck, as you can ping Imps to send their allies back to their hand, or kill Totems to scare off Flamewreathed Faceless. Or you can use it in conjunction with Sylvanas or the like to make some value plays (especially if you've got some Battlecry minions nearby)... Does it feel balanced? Unique? And, of course, is it fun?
Thanks for the feedback. I agree that it needs a buff. Right after I posted the card, I made some calculation: the average mana cost of a summoned Undead is 3.66, confront this with Hogger which is a 3.5-mana body that summons every turn a 2-mana minion without drawbacks and yeah, it needs a serious buff. I don't like restricting the Undead list that much though...
How about "at the end of your turn, transform a random minion into a Flesheating Ghoul"?
About your card, I have a few thoughts: 1, I personally don't like locations or places as minions; 2, probably too powerful (think of possible combos with chargers and Reincarnate: Graveyard + Leeroy + Reincarnate = 10 mana, 3 cards, 18 damage from hand); 3, I like the idea, but I really don't see a Flamewreathed Faceless (for example) getting spooked... maybe a mana or attack restriction to indicate that only "small" or "weak" minions get scared?
I think that change is pretty good, though you might consider making it transform other minions (if you've got the text space, ofc). Also, will you be buffing the body at all?
I do agree that locations as minions feels awkward, and we haven't seen any in game yet- would it work better as a necromancer? Secondly, I would argue that it isn't too OP with Charge- Leeroy + Graveyard + Reincarnate is a 10 mana 18 damage combo, but in that situation it's just a weaker 2nd Reincarnate- 2 Reincarnates would be 9 mana 18 damage instead. For your final point- what would be a good way to do this? I could probably do something like this:
But it feels kind of clunky... With this wording it would scare off your own minions, and potentially even itself. Can you think of a more elegant way to scare off weaker minions? Otherwise I might just stick with the less literal 'adjacent minions'.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
This is my final submission. If you're tired of all those turn two Fiery Win Axes swinging at your poor minions, that's an interesting answer. After all these brutal murders, your opponent's heart will melt as he sees this adorable guy. As we can see, it's battlecry require certain circumstances to occur, so it won't trigger everytime. But even if it doesn't, we do still get a nice minion on our side. It also can serve as a pretty nice finisher, countered only by taunts or aoe freeze. Or some secrets. Well, almost everyone has a way to get rid of it.
PS: How do i put the full-sized card into the post? I mean, not by adding it as attachment. Im a little new in this kind of stuff. :D
It's a pretty interesting card, but my only concern that it's a bit too hard to trigger. Look at Eerie Statue - it's basically a 'Can't Attack' minion. You'll rarely ever see a matchup where neither of you have any minions. If I had to make a suggestion, I'd say 'If you control no minions' instead of 'there are no minions', simply because that makes it a lot easier to trigger, and it isn't going to be run in decks like Zoo where you rely on having heavy board presence. It could potentially be a great tool for control decks that way.
About images: upload the image into imgur or something, then look at the top bar of the editing box. There's a picture of a picture on it. Click that, input the 'direct URL' of the image (on imgur) and then it should work.
@SDhn2a: I think 'adjacent minions' is fine. It makes sense for the minions next to the minion that just sprang back to life to freak out.
My cards, if anyone has anything. I still can't decide which one to submit ;-;
The idea behind Pun'Pkin is that he's coming around and setting your minions on fire, then throwing them at people.
I'm also considering making Spooky Scary Skeletons a 7 mana card.
So, the Spooky Scary Skeletons interact with the minions opposite them. Does this follow full Hearthstone Chess rules where, if you play the Skeletons "between" two minions, it Saps them both? If so, it'd definitely have to be a 7 mana card, being a 3 mana 4/3 with two 2 mana Saps to go with it.
I do like the idea of Pun'Pkin, like a sort of reverse Archmage Antonidas that gurantees you a lot of Fireballs, although the anti-synergy with Sorcerer's Apprentice (in hand) is a limiter. Of the three, Pun'Pkin is my favourite.
I'd like Backstage Spirit change Rogue class cards into your opponent's class card, which is more 'rogue-like'. And the Lord Pumpkinhead is ruin the zone of minions in disguise; I think it too powerful for even a 8-mana 5/4 legendary card.
Looks like a substantial portion of the entries this week are going to be headless horsemen. If you are making a headless horseman card and haven't submitted it yet, you may want to rethink it. Unless its stunningly well-designed, I really doubt people are going to be upvoting the 10th headless horseman card they see after the first few pages.
Oh, now I've noticed that it's quite similiar to CheeseEatingMonkey's card. Anyways, i wanted to post it. I think I need some help with proper wording.
My idea of this card is to serve as a conditional boardclear( Turn them spirit wolves and totems into shreds or get rid of zoolock's imps). Sometimes you would need some preparation (like Wrath or Moonfire to reduce health of some of stronger minions).
Why Rogue is my favourite class:
My submission for this week's card design competition.
Came up with a cool idea but I've already used my submission so I guess I'll just share it here. Might give some inspiration!
Helps control warlock as they get the benefits of TN without committing to likely another 8 mana card. It isn't just flat out better than TN though as it wont transform until you have 10 mana thus it takes 2 turns longer to use when desperate, also if you draw it from tap you won't be able to use it, same if you tap to see other options or play a card before it as it will transform back. That can be used to your advantage if you'd be better off using the 4 mana version.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Why Rogue is my favourite class:
My submission for this week's card design competition.
#gNOmeferatu
Is this card too powerful? I'm afraid that a semi-Twisting Nether will end up being too dominant, especially in a class that lacks both hard-removal and board clears.
Also, how do you specify which version of a card to pop up when the card has multiple versions, like "Wisp" or "Treant"
hey all,
this seems pretty obvious but i've not seen it on either page.
I think the flavour/name is veering away from hunter a little but I think I can overlook that (although I am considering limiting it to 'beasts' only, is that necessary?). Technically it seems solid helping to keep a beast on the board and then its anti synergy with taunt helps the balance as it can be ignored, played around to some extent.
Appreciate any thoughts. Will have a look to give feedback on the above.
edit- possible alt : 'when one of your beasts is attacked by a non beast, it becomes immune this turn'
My first card,please be free to judge.
I think is kinda balanced,not sure if it should be epic or legendary though
http://www.hearthcards.net/cards/32e8eb4a.png
This is my final submission. If you're tired of all those turn two Fiery Win Axes swinging at your poor minions, that's an interesting answer. After all these brutal murders, your opponent's heart will melt as he sees this adorable guy. As we can see, it's battlecry require certain circumstances to occur, so it won't trigger everytime. But even if it doesn't, we do still get a nice minion on our side. It also can serve as a pretty nice finisher, countered only by taunts or aoe freeze. Or some secrets. Well, almost everyone has a way to get rid of it.
PS: How do i put the full-sized card into the post? I mean, not by adding it as attachment. Im a little new in this kind of stuff. :D
#gNOmeferatu
I'm also considering making Spooky Scary Skeletons a 7 mana card.Why Rogue is my favourite class:
My submission for this week's card design competition.
@Mewdrops
So, the Spooky Scary Skeletons interact with the minions opposite them. Does this follow full Hearthstone Chess rules where, if you play the Skeletons "between" two minions, it Saps them both? If so, it'd definitely have to be a 7 mana card, being a 3 mana 4/3 with two 2 mana Saps to go with it.
I do like the idea of Pun'Pkin, like a sort of reverse Archmage Antonidas that gurantees you a lot of Fireballs, although the anti-synergy with Sorcerer's Apprentice (in hand) is a limiter. Of the three, Pun'Pkin is my favourite.
Happy Halloween! ^_^
And that's all for this week, folks. Take the next 24 hours to look over the entries and up-vote your favorites. =)
Final Poll is now up! Go see what spooky cards made the finals this week, and vote for your favourites.
You can find me here! Good luck everyone!