Expanding on my counter-attack idea which seems to be appreciated given the number of upvotes (I hope they'll be there for my real submission), I made those two cards which adds more diversity to what you can do with the mechanic. I also came with the new formulation for the tooltip.
This way is simplier and creates less ambiguities but would make small differences in regards to spells like Shadow Word: Pain for example.
The new cards:
I'm thinking about replacing Mojo of Tenacity with either of the two, what do you think ?
Simple but pretty neat, I remember watching the thread too, and I liked it.
And I think its better for you to submit Zul´Jin, Paladin already has Noble Sacrifice wich makes a LOT of better synergy (Well, with Tiki one with Taunters only)
Essentially Undying is similar to deathrattle, however you ALWAYS get your minion back, with changes. For my base example I took the generic "undying" mechanic from MTG, however it is not limited to this. Not sure if this is unique enough for the competition though.
PS. That's supposed to be "Raging Ghoul." Not sure if that matters or not, this card won't be my submission, just looking for ideas on the keyword.
I never got a response on this.. Anyone want to give me feedback please?
Elana Starseeker: Elise Starseeker's sister, who decided to take up archaeology instead of exploration. She's a value-generating machine, refilling your hand with a bunch of stuff during the late game and continuing to do so until she dies.
The Arcane Archivist is here to help you decipher the text on the ancient scrolls you found, thereby increasing their power.
Undersea Expedition is a kind of draw for N'zoth Rogue (one of my favourite decks), and it allows you to make use of Cairne and Sylvy more than once to be brought back by N'zoth.
Alternate Versions of the cards (with completely different effects):
Undersea Expedition - This version captures the flavour of the expedition coming to an abrupt end when they tried to investigate something too dangerous, but the text is a little weird (having two bolded words next to each other looks awkward).
Elana Starseeker - Basically, when you Unearth a card, you get 3 choices of which one to Unearth. Not sure how this would function if only two cards of that type have been played, but I assume it'll just show one of the options twice.
Arcane Archivist - nothing too special here, although I wonder if this version is too powerful.
Expanding on my counter-attack idea which seems to be appreciated given the number of upvotes (I hope they'll be there for my real submission), I made those two cards which adds more diversity to what you can do with the mechanic. I also came with the new formulation for the tooltip.
This way is simplier and creates less ambiguities but would make small differences in regards to spells like Shadow Word: Pain for example.
The new cards:
I'm thinking about replacing Mojo of Tenacity with either of the two, what do you think ?
It might be cleaner and more consistent with the game if it was similar to Overload and written as Counter-attack (3). I think Zul'Jin should be included in your entry, as it's an interesting card that can add interactivity on your opponent's turn. I would make it cost 5 or less though, as seems like it's supposed to be anti-aggro tech, and 4-5 mana seems to be the sweet spot for powerful anti-aggro tech (Belcher, Healbot, and most sweepers)
Essentially Undying is similar to deathrattle, however you ALWAYS get your minion back, with changes. For my base example I took the generic "undying" mechanic from MTG, however it is not limited to this. Not sure if this is unique enough for the competition though.
PS. That's supposed to be "Raging Ghoul." Not sure if that matters or not, this card won't be my submission, just looking for ideas on the keyword.
I never got a response on this.. Anyone want to give me feedback please?
Sure. I'll keep it short and simple. It's a good idea, but might be a little hard to keep track on some of the cards (whether they have died or not) unless there's some animation that shows it... Well, that's given all cards aren't as simpe as the one you've already posted, where it's pretty clear it has died. As for the card: it's a nice, but my god it is overpowered. Compare to Argent Horserider. After your minion has attacked, it becomes a 3/2 minion, again with Charge, while Argent Horserider is just a 2/1 that can't do anymore.
EDIT: I know you said, you wouldn't post that card, but I just feel like also giving balance critique before you make anything ;)
I rebalanced a couple cards from my previous post, and also generated a few new ones:
Any thoughts? Balanced or no?
It's a good idea, although I think it would be more balanced as "Reduce all damage by X, but not to less than to 1." That way you get consistent value out of it, and it's not an autowin keyword against aggro, midrange, and ping cards. It's okay to force them into really inefficient trades and reduce the power of buffs, but I don't think it would be fun to get wrecked by an ironclad taunt when your deck only has 2 or 3 cards that can damage it.
Umm I think you're missing the point of the keyword. It's supposed to make it so that the Ironclad character griefs things that are slightly smaller than itself, but slightly bigger things can damage (and usually kill) the Ironclad character. Your version is completely different, and makes it so that a bunch of 1 damage pings are better than a single Fireball, which is the exact opposite of what I'm going for.
Also, the reasoning behind the Bolstered Brave is that most 5-drops have 4 or 5 attack, so one of those can kill it for free due to its measly 3 attack. However, a 2-drop and a 3-drop are completely useless against it since most 3 drops have less than 4 attack. Since low drops are usually completely broken compared to high drops (try multiplying the stats of a 1-drop), this encourages the play of higher-drop cards.
Also, I want to submit really soon, any ideas on which three cards I should use?
@nurgling13: I really like this concept, but it's very tricky to make sure you balance it right. I think False Prophet and Faceless Assassin are both balanced, but I dislike how Faceless Assassin has to be worded. Feels very clunky. I understand it, just don't like it aesthetically. I like Surprise Sentry the most of the other three, as it encourages playing around with actual Alarm-o-Bots as well, which is cool.
@Marshmeow: We very recently did a competition with this exact keyword, so I'm not sure people will take to it very well.
@Anderthemage: A cool concept, but I'd have to see more cards to get an idea of how interesting the mechanic is.
Updated two of my cards to hopefully make them a little more balanced. As a reminder, my keyword is:
So if this is the second (or even third or fourth) copy of a card with Echo that you've played this game, it's Echo effect will activate, like Combo would. I picked each card below for a specific reason, but there's other design space I could work with if people aren't as interested in these cards.
Dwarven Researcher: A simple spell searcher for any class which is quite weak by itself, but when played again gives you two spells. This also synergises with other Echo cards in a way, as if you Discovered a spell with Echo, you wouldn't need to already be running one for its Echo effect to be activateable.
Multiplython: A simple 3/3 Beast when first played, but the second copy gives you much more value. Mostly done because of the name I could give it, but it also demonstrates how simple Echo could be, not needing to be a hugely complex idea.
Wetland Wildcaller: Comparable to Dreadsteed in terms of power, I think that having to replay it is a fair trade off for how much continuous value you can get from it, making sure you don't run out of steam in the later stages of a game.
I think I'm probably gonna go with these as my submission, but any feedback would be great. Is there a particular one that you don't like, or one that you think is unbalanced?
I agree with Lathy that you made these pretty underpowered. The Echo effect is really slow, so you barely need to understat the minions to make them balanced. Dwarven Researcher is pretty weak as it stands now. I think it needs another stat point. Like a 2/4. Multiplython sounds weird, like a typo. Do you really need the L in there for the pun? This one is well-balanced, though, I think. Wetlands Wildcaller is also super slow. This is much worse than Dreadsteed because you need to keep paying 4 mana for a 1/1. This needs a buff.
Keyword - Auto-Cast (I think I can find a more suitable keyword but I can't settle on one.. trying to find something more 'in-gameie' themed, 'Strive' 'Strike', 'Incursion')
When a card with Auto-Cast is in your hand, if you have the mana it must be cast before any other. If you've 2 or more Auto-Cast cards, the first to appear in your hand is active, none of the others are (Only one active per turn).
The advantage is the cards are powerful, but the disadvantage is that it can make your hand sub-optimal due to off-curving. You can hold cards, skip turns to create a optimal/catch-up turns, or you can hero-power to effectively deactivate the Auto-Cast mechanic as it is ONLY active when you've sufficient mana.
Here are the cards.
Work in progress here and I don't feel I'm making the most out of the mechanic yet. Any advice would be great. :)... lot of work this week, will have a look at the page now.
How about calling it Precedence, Urgent, Paramount, or Vanguard? I think Infilitration Report is really bad. A Spell with Auto-Cast is much worse than a minion with it. With this card, you are probably going to be forced to play it when you don't really have anything you can use it with. And changing the mana cost wouldn't really help you out much in this regard. The problem is mostly that you made an Auto-cast spell that requires you to play stuff after it. That's just not going to work well, because you are going to be forced to use all your mana to play it.
@ Nurgling. Cheers for the advice! Interesting keywords, and I think Vanguard works really well for minions, it might be right overall. I'm not totally with you on the spells not working in general, but just because I feel I haven't investigated enough. I agree it's trickier, and Infiltration Report is a bit off atm... maybe the spells need to be detrimental to opp, instead of support. i do like the difference posed by making a spell
On you cards. I honestly don't think it feels like a keyword/ability that would be generalised, but some of the mechanics/implications are interesting. False Profit and Forsaken Informant are my favourits by far. Surprise Sentry is cool, but unfortunately because no one plays AoBot, it doesn't work very well, I suppose. If this mechanic existed I'd prefer it to be on a legendary that somehow discovered its deception, or you chose a minion from somewhere etc, but this poses more probs. There's too a bit of an issue with class balance where ping classes are favoured somewhat.
How's this idea? Based off Cyber Dragon from Yu-Gi-Oh!
Any better way to put this keyword? I don't think Alone will cut it, as if there are enemy minions while you are the only friendly minion, you are not alone: there are hostile forces.
@nurgling13: I really like this concept, but it's very tricky to make sure you balance it right. I think False Prophet and Faceless Assassin are both balanced, but I dislike how Faceless Assassin has to be worded. Feels very clunky. I understand it, just don't like it aesthetically. I like Surprise Sentry the most of the other three, as it encourages playing around with actual Alarm-o-Bots as well, which is cool.
@Marshmeow: We very recently did a competition with this exact keyword, so I'm not sure people will take to it very well.
@Anderthemage: A cool concept, but I'd have to see more cards to get an idea of how interesting the mechanic is.
Updated two of my cards to hopefully make them a little more balanced. As a reminder, my keyword is:
So if this is the second (or even third or fourth) copy of a card with Echo that you've played this game, it's Echo effect will activate, like Combo would. I picked each card below for a specific reason, but there's other design space I could work with if people aren't as interested in these cards.
Dwarven Researcher: A simple spell searcher for any class which is quite weak by itself, but when played again gives you two spells. This also synergises with other Echo cards in a way, as if you Discovered a spell with Echo, you wouldn't need to already be running one for its Echo effect to be activateable.
Multiplython: A simple 3/3 Beast when first played, but the second copy gives you much more value. Mostly done because of the name I could give it, but it also demonstrates how simple Echo could be, not needing to be a hugely complex idea.
Wetland Wildcaller: Comparable to Dreadsteed in terms of power, I think that having to replay it is a fair trade off for how much continuous value you can get from it, making sure you don't run out of steam in the later stages of a game.
I think I'm probably gonna go with these as my submission, but any feedback would be great. Is there a particular one that you don't like, or one that you think is unbalanced?
I agree with Lathy that you made these pretty underpowered. The Echo effect is really slow, so you barely need to understat the minions to make them balanced. Dwarven Researcher is pretty weak as it stands now. I think it needs another stat point. Like a 2/4. Multiplython sounds weird, like a typo. Do you really need the L in there for the pun? This one is well-balanced, though, I think. Wetlands Wildcaller is also super slow. This is much worse than Dreadsteed because you need to keep paying 4 mana for a 1/1. This needs a buff.
Keyword - Auto-Cast (I think I can find a more suitable keyword but I can't settle on one.. trying to find something more 'in-gameie' themed, 'Strive' 'Strike', 'Incursion')
When a card with Auto-Cast is in your hand, if you have the mana it must be cast before any other. If you've 2 or more Auto-Cast cards, the first to appear in your hand is active, none of the others are (Only one active per turn).
The advantage is the cards are powerful, but the disadvantage is that it can make your hand sub-optimal due to off-curving. You can hold cards, skip turns to create a optimal/catch-up turns, or you can hero-power to effectively deactivate the Auto-Cast mechanic as it is ONLY active when you've sufficient mana.
Here are the cards.
Work in progress here and I don't feel I'm making the most out of the mechanic yet. Any advice would be great. :)... lot of work this week, will have a look at the page now.
How about calling it Precedence, Urgent, Paramount, or Vanguard? I think Infilitration Report is really bad. A Spell with Auto-Cast is much worse than a minion with it. With this card, you are probably going to be forced to play it when you don't really have anything you can use it with. And changing the mana cost wouldn't really help you out much in this regard. The problem is mostly that you made an Auto-cast spell that requires you to play stuff after it. That's just not going to work well, because you are going to be forced to use all your mana to play it.
@ Nurgling. Cheers for the advice! Interesting keywords, and I think Vanguard works really well for minions, it might be right overall. I'm not totally with you on the spells not working in general, but just because I feel I haven't investigated enough. I agree it's trickier, and Infiltration Report is a bit off atm... maybe the spells need to be detrimental to opp, instead of support. i do like the difference posed by making a spell
On you cards. I honestly don't think it feels like a keyword/ability that would be generalised, but some of the mechanics/implications are interesting. False Profit and Forsaken Informant are my favourits by far. Surprise Sentry is cool, but unfortunately because no one plays AoBot, it doesn't work very well, I suppose. If this mechanic existed I'd prefer it to be on a legendary that somehow discovered its deception, or you chose a minion from somewhere etc, but this poses more probs. There's too a bit of an issue with class balance where ping classes are favoured somewhat.
You're probably right that it's not bad for spells in general. I could see, like, an efficient burn spell with it, where you'd get good damage for your mana, but you may have to play it on an inefficient target. It's probably just because you made a spell that depends on playing cards after it, and that anti-synergizes with your keyword.
Yeah, no one runs Alarm-o-Bot right now, but part of the thing with Deception is it might cause people to start running it. And you could put a Surprise Sentry and an Alarm-o-Bot in your deck to really confuse your opponent. Also, I think you're the first person who actually like Forsaken Informant. Well, besides me. I like all 5 cards I made, and I'm having trouble figuring out which three to choose...
So I had several ideas for what to submit, with mechanics inspired from other card games, but I think this one would be the most interesting, while also the most simple to understand from just a quick look.
Cards being played out refers to spells, while cards that have been destroyed include both minions you played from hand, were summoned by abilities or spells, or generated as tokens. While, flavour-wise, this keyword would fit most in Warlock, neutral cards can be easily exploited by Token Druid or Resurrect Priest or just the Paladin hero power straight up, opening the door for Paladin and Priest cards using the same keyword. It works best for Warlock, though, as their hero power encourages them to burn through their deck quickly, potentially adding to their Graveyard at a rapid pace. However, cards discarded from your hand by effects like Doomguard, or burned from your deck through overdraw or mill effects like Fel Reaver, do not count towards the Graveyard, much like how cards destroyed that way can't be hit with Resurrect or Onyx Bishop.
Here are the example cards I came up with, the first two easily getting across what the keyword is all about, while the third touches on the potential fun that could be had with it.
Zombie Knight is a fairly plain 1-Mana 1/2, well below the power curve. However, with just one spell played or one minion or token destroyed, it becomes a Zombie Chow with no downside, or a Twilight Whelp or Gadgetzan Jouster without further condition. This usually comes after Turn 1, making it still fair...unless your play is Turn 1 Coin -> Zombie Knight -> Zombie Knight, and you have Life Tap to refill your stores... (Zombie Knight artwork by Noxypia)
Forsaken Grand Healer is below the stat curve for its cost, but it's closer to its cost than Antique Healbot for only slightly less healing, and is a point ahead of Guardian of Kings for having a condition to be met on its own battlecry. Played strictly on curve, Forsaken Grand Healer is a fairly weak play, but in a deck that's burned through a lot of cards early, or in a control deck late into the game, the Grand Healer is a much bigger swing than everyone's favourite anti-kill Mech.
Cry of the Haunted is where we start to have some fun. Board clears for Warlock are few, and often costly, given they can just as much affect your board as your opponent's. Cry of the Haunted is a more expensive Arcane Explosion without enough cards in the graveyard, but it becomes a cheaper Consecration if you can play through enough cards, albeit one that doesn't affect the health of your opposing hero. Given the two-hit nature of the spell, it also works great against cards like Harvest Golem or Rat Pack, or, with a bit of Spell Power, even Savannah Highmane. While the Graveyard cost is too high to be strictly played on curve, if you played minions that spawned tokens to go along with it...
I think I finally thought up a satisfactory name for my keyword!
There's really not much explanation necessary beyond that, I don't think. It's simplicity and straightforwardness is part of what I think makes it fit in really well into Hearthstone. When you add an Insight card to your deck in the deck builder, the relevant class tab(s) will appear and let you select the relevant card(s) to add to your deck. If you remove the Insight card from your deck, cards in your deck that would be illegal without it will also automatically be removed, of course. Let's take a look at some examples...
As you can see, the keyword is very versatile. It can allow for specifically named cards or some category of cards, it can allow for access to one class or multiple classes, it can allow multiple cards or only one (though putting two copies of an Insight card in your deck would indeed allow you to benefit twice), and on more powerful cards like Aegwynn, it can even allow for modifications to the Insight-granted cards!
Imagine the possibilities! A Druid card with "Insight: Two different Beasts." A Warlock card with "Insight: Rogue Weapons." (an unlimited number!). A Warrior card with "Insight: One non-Legendary Taunt minion." A Shaman card with "Insight: One 1-cost card. It has Overload: (1)." It can be a tough thing to balance just right, especially for Neutral cards, but I think that the innovative possibilities for new deck-building strategies are well worth it.
So let me know what you think and if these three cards do a good job of showcasing the concept. ^_^
So I did some rethinking and I came up with a different idea. This is more based on WoW and the Warcraft TCG game, but with a Hearthstone twist. Anyway here's the keyword:
And the cards:
Thoughts?
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My Entry for this week's Card Design Competition - Season 8.16:
So I did some rethinking and I came up with a different idea. This is more based on WoW and the Warcraft TCG game, but with a Hearthstone twist. Anyway here's the keyword:
And the cards:
Thoughts?
What about just call it 'Quest'? Like, you're embarking on a Quest for a reward? I feel like that's what you were going for anyways.
The main problem I see here is that it's basically a battlecry. You could change the word Quest to Battlecry in every single one of them and it would still be functional, and have the exact same effect. Instead, why not make it an ongoing effect that will trigger the instant the condition is met, like the definition seems to imply? Using your hunter card as an example, why not: 'Request: Kill a minion with a Beast. Reward: Gain +1/+2.' It would keep the flavour while differentiating it from a Battlecry.
My stuff, if anyone wants to give feedback, mainly about balancing:
Elana Starseeker: Elise Starseeker's sister, who decided to take up archaeology instead of exploration. She's a value-generating machine, refilling your hand with a bunch of stuff during the late game and continuing to do so until she dies.
The Arcane Archivist is here to help you decipher the text on the ancient scrolls you found, thereby increasing their power.
Undersea Expedition is a kind of draw for N'zoth Rogue (one of my favourite decks), and it allows you to make use of Cairne and Sylvy more than once to be brought back by N'zoth.
Alternate Versions of the cards (with completely different effects):
Undersea Expedition - This version captures the flavour of the expedition coming to an abrupt end when they tried to investigate something too dangerous, but the text is a little weird (having two bolded words next to each other looks awkward).
Elana Starseeker - Basically, when you Unearth a card, you get 3 choices of which one to Unearth. Not sure how this would function if only two cards of that type have been played, but I assume it'll just show one of the options twice.
Arcane Archivist - nothing too special here, although I wonder if this version is too powerful.
I'll make the cards and are later, but here's my idea.
Keyword: Persist: At the start of the game, reveal this card and trigger its effect.
Basically, take Prince Malchezzar and give a similar animation and effect to other minions. Most of these minions would be Legendary as duplicating their effects wouldn't change anything. If such a card enters the game under your control, in any way, reveal it immediately and trigger its effect.
Explination: All Dragons you play this game, in your deck or added to your hand by draw or steal or Discover effects, also count as Beasts. So if you have only Ysera on the battlefield, you can buff her with Houndmaster or deal 5 damage with Kill Command.
Other effects would be similar and be given to what would otherwise be minions with vanilla stats. The minions being weak or boring offsets their unique advantages which your opponent will immidately know and can try to counter. Finally, the effect persists wherever our minion is, deck, hand, battlefield, or dead.
Hi can I create a card like muster for battle ? this spell Create tokens so its legit ? or not
Lastly no the rules say this:
Because you're already submitting multiple collectible cards as part of your entry, NONE of your cards may produce any unique tokens. This also means that inventing new keywords like Spare Parts is out of the question.
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My Entry for this week's Card Design Competition - Season 8.16:
So I did some rethinking and I came up with a different idea. This is more based on WoW and the Warcraft TCG game, but with a Hearthstone twist. Anyway here's the keyword:
And the cards:
Thoughts?
What about just call it 'Quest'? Like, you're embarking on a Quest for a reward? I feel like that's what you were going for anyways.
The main problem I see here is that it's basically a battlecry. You could change the word Quest to Battlecry in every single one of them and it would still be functional, and have the exact same effect. Instead, why not make it an ongoing effect that will trigger the instant the condition is met, like the definition seems to imply? Using your hunter card as an example, why not: 'Request: Kill a minion with a Beast. Reward: Gain +1/+2.' It would keep the flavour while differentiating it from a Battlecry.
My stuff, if anyone wants to give feedback, mainly about balancing:
Elana Starseeker: Elise Starseeker's sister, who decided to take up archaeology instead of exploration. She's a value-generating machine, refilling your hand with a bunch of stuff during the late game and continuing to do so until she dies.
The Arcane Archivist is here to help you decipher the text on the ancient scrolls you found, thereby increasing their power.
Undersea Expedition is a kind of draw for N'zoth Rogue (one of my favourite decks), and it allows you to make use of Cairne and Sylvy more than once to be brought back by N'zoth.
Alternate Versions of the cards (with completely different effects):
Undersea Expedition - This version captures the flavour of the expedition coming to an abrupt end when they tried to investigate something too dangerous, but the text is a little weird (having two bolded words next to each other looks awkward).
Elana Starseeker - Basically, when you Unearth a card, you get 3 choices of which one to Unearth. Not sure how this would function if only two cards of that type have been played, but I assume it'll just show one of the options twice.
Arcane Archivist - nothing too special here, although I wonder if this version is too powerful.
I see what you mean, that's a nice idea. Will make the changes.
So let's talk about your cards and keyword. Firstly, I like the idea of being able to receive cards your own and your opponents cards. That kind of affect could both be amazing or worrying based on what you could get.
When it comes to the cards, Elana Starseeker I like the 4/5 idea get three (two if no weapons were used) random cards, but for 7 mana and a RNG effect is something which could put people off, So would go for the 5 mana 5/6 version.
With Arcane Archivist again I would go for the 3/3 version just based on the fact that at the moment the only way a spell would do spell damage is if there is a spell damage minion on the board. And while I like the idea of adding spell damage onto a card, most player would be used to the idea of get something from a battlecry and deathrattle.
And for your Undersea Expedition I would go with the one which will let you keep drawing until you get a non-deathrattle minion. However you may want to add a limit or another condition because there are some conditions where a person could get a whole hand full, which is a little broken.
But again I do like the idea of something like this because it could help a player to counter a deck that they may not usually are able to counter. But it would also be nice for newer players if they were playing against a deck which have cards they don't have but at the same not having to use a Priest to achieve that.
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My Entry for this week's Card Design Competition - Season 8.16:
Hi can I create a card like muster for battle ? this spell Create tokens so its legit ? or not
Lastly no the rules say this:
Because you're already submitting multiple collectible cards as part of your entry, NONE of your cards may produce any unique tokens. This also means that inventing new keywords like Spare Parts is out of the question.
React: I like it. However, does it also trigger if the minion dies ? If so is it triggered before deathrattle ? Lazy Party member is op.
Undying: How would you know whether the minion died once ? The point of this keyword seems marginal compared to a deathrattle that summons stuff. Raging Ghoul itself is cool but the artwork isn't warcraft'y at all. An artwork of a ghoul isn't that difficult to find.
Unearth: I love this one! It's like discover and plenty of stull can be done with it! The cards have some issues though. First, you can"t give a specific spell spell damage without affecting the rest and both version of Undersea Expedition seem potentially op to me (but the concept is good).
Linger: I don't like it. The possibilities with this seems limited and not very powerful, also it's confusing since you have to take into account bot the trigger condition and the resulting effect.
Ironclad(X): This is waaay too OP, only one card with an ironclad over 3 and taunt this would be enough to screw up board-centric aggro decks like zoolock or eboladin. Maybe you don't like those and that's why you did this keyword but I think reducing archetype diversity is never good.
Against all Odds: I don't know if I'm the only one but doesn't sound like a keyword at all, also seems too complex to me.
Graveyard(X): While this would certainly increase HS' skill cap, the invisibility of the graveyard in HS would make this too hard to pilot.
Insight: While I like the concept, this would be extremely hard to balance over the long term for generalist insights like Aegwynn. Fireball would be broken in a lot of other classes.
Aether/Taint/Powerlock/Deft: Aether is OP; Taint is way too specific and Deft would cause problems for weapons with a battlecry/combo with a target (since you would also have to target the character you want to equip as well). Powerlock is the only one I like but people generally don't like cards that meddles with theirs.
Reserve: Too complex to me. Also those seem like tech cards that would be useless in most matchups.
It might be cleaner and more consistent with the game if it was similar to Overload and written as Counter-attack (3). I think Zul'Jin should be included in your entry, as it's an interesting card that can add interactivity on your opponent's turn. I would make it cost 5 or less though, as seems like it's supposed to be anti-aggro tech, and 4-5 mana seems to be the sweet spot for powerful anti-aggro tech (Belcher, Healbot, and most sweepers)
Simple but pretty neat, I remember watching the thread too, and I liked it.
And I think its better for you to submit Zul´Jin, Paladin already has Noble Sacrifice wich makes a LOT of better synergy (Well, with Tiki one with Taunters only)
Thanks for feedback. I plan to go with this, is that good ?
Surrogate is a variation on taunt. The most direct parallel to draw is that it's a keyword form for Bolf Ramshield's effect, but not constrained only to one minion, or only to your hero and the minion. When a minion is protected by another with Surrogate, attacking the protected minion will deal damage to the Surrogate, but will use the attacked minion's attack as retaliation. Transformation, silence, and direct destruction effects work normally on Surrogate minions.
Card Explanations:
Ruins Guardian: Protection for your key minions, but without much bite of its own. Be sure that one of the minions it's covering doesn't have zero attack, or the Guardian can be chipped away at for free, much like Bolf can. Doesn't protect your hero any. Could be handy in Priest.
Bind Soul: Sacrifice your minion's attack for health and make it your meat(?) shield. Meant for the controlling Warlock who needs to buy time and force a friendly minion to protect them, taunt or not. However, since your hero doesn't have any attack, the minion often will die without fighting back. Possibly useful with minions with powerful end of turn effects, avoiding attack based removal, or just to block some of Freeze Mage's burn headed towards your face.
Recalled Goblin Bodyguard: A way to close out games for the 5000 armor Warrior. Any damage this minion takes, goes to your face instead. Perhaps too powerful, especially if taunt is given to it, but I feel 8+ mana cards should be ways to end the match. Be aware of spells that only damage minions, such as Flame Lance or Elemental Destruction, as they can now technically be cast on your hero. Like all Surrogate effects, is vulnerable to transformation, silence, or direct destruction removal. Be careful of having two on the board, as AOE spells like Consecration would deal triple damage to your hero.
I dunno, maybe I just dislike Aggro. I think Goblin Bodyguard is probably too strong, but any feedback would be appreciated.
The joke is you.
RedneckBudha
Okay, dropping my idea here for some feedback:
(Note that they don't have to be yours).
Elana Starseeker: Elise Starseeker's sister, who decided to take up archaeology instead of exploration. She's a value-generating machine, refilling your hand with a bunch of stuff during the late game and continuing to do so until she dies.
The Arcane Archivist is here to help you decipher the text on the ancient scrolls you found, thereby increasing their power.
Undersea Expedition is a kind of draw for N'zoth Rogue (one of my favourite decks), and it allows you to make use of Cairne and Sylvy more than once to be brought back by N'zoth.
Alternate Versions of the cards (with completely different effects):
Undersea Expedition - This version captures the flavour of the expedition coming to an abrupt end when they tried to investigate something too dangerous, but the text is a little weird (having two bolded words next to each other looks awkward).
Elana Starseeker - Basically, when you Unearth a card, you get 3 choices of which one to Unearth. Not sure how this would function if only two cards of that type have been played, but I assume it'll just show one of the options twice.
Arcane Archivist - nothing too special here, although I wonder if this version is too powerful.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
How's this idea? Based off Cyber Dragon from Yu-Gi-Oh!
Any better way to put this keyword? I don't think Alone will cut it, as if there are enemy minions while you are the only friendly minion, you are not alone: there are hostile forces.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So I had several ideas for what to submit, with mechanics inspired from other card games, but I think this one would be the most interesting, while also the most simple to understand from just a quick look.
Cards being played out refers to spells, while cards that have been destroyed include both minions you played from hand, were summoned by abilities or spells, or generated as tokens. While, flavour-wise, this keyword would fit most in Warlock, neutral cards can be easily exploited by Token Druid or Resurrect Priest or just the Paladin hero power straight up, opening the door for Paladin and Priest cards using the same keyword. It works best for Warlock, though, as their hero power encourages them to burn through their deck quickly, potentially adding to their Graveyard at a rapid pace. However, cards discarded from your hand by effects like Doomguard, or burned from your deck through overdraw or mill effects like Fel Reaver, do not count towards the Graveyard, much like how cards destroyed that way can't be hit with Resurrect or Onyx Bishop.
Here are the example cards I came up with, the first two easily getting across what the keyword is all about, while the third touches on the potential fun that could be had with it.
Zombie Knight is a fairly plain 1-Mana 1/2, well below the power curve. However, with just one spell played or one minion or token destroyed, it becomes a Zombie Chow with no downside, or a Twilight Whelp or Gadgetzan Jouster without further condition. This usually comes after Turn 1, making it still fair...unless your play is Turn 1 Coin -> Zombie Knight -> Zombie Knight, and you have Life Tap to refill your stores... (Zombie Knight artwork by Noxypia)
Forsaken Grand Healer is below the stat curve for its cost, but it's closer to its cost than Antique Healbot for only slightly less healing, and is a point ahead of Guardian of Kings for having a condition to be met on its own battlecry. Played strictly on curve, Forsaken Grand Healer is a fairly weak play, but in a deck that's burned through a lot of cards early, or in a control deck late into the game, the Grand Healer is a much bigger swing than everyone's favourite anti-kill Mech.
Cry of the Haunted is where we start to have some fun. Board clears for Warlock are few, and often costly, given they can just as much affect your board as your opponent's. Cry of the Haunted is a more expensive Arcane Explosion without enough cards in the graveyard, but it becomes a cheaper Consecration if you can play through enough cards, albeit one that doesn't affect the health of your opposing hero. Given the two-hit nature of the spell, it also works great against cards like Harvest Golem or Rat Pack, or, with a bit of Spell Power, even Savannah Highmane. While the Graveyard cost is too high to be strictly played on curve, if you played minions that spawned tokens to go along with it...
I think I finally thought up a satisfactory name for my keyword!
There's really not much explanation necessary beyond that, I don't think. It's simplicity and straightforwardness is part of what I think makes it fit in really well into Hearthstone. When you add an Insight card to your deck in the deck builder, the relevant class tab(s) will appear and let you select the relevant card(s) to add to your deck. If you remove the Insight card from your deck, cards in your deck that would be illegal without it will also automatically be removed, of course. Let's take a look at some examples...
As you can see, the keyword is very versatile. It can allow for specifically named cards or some category of cards, it can allow for access to one class or multiple classes, it can allow multiple cards or only one (though putting two copies of an Insight card in your deck would indeed allow you to benefit twice), and on more powerful cards like Aegwynn, it can even allow for modifications to the Insight-granted cards!
Imagine the possibilities! A Druid card with "Insight: Two different Beasts." A Warlock card with "Insight: Rogue Weapons." (an unlimited number!). A Warrior card with "Insight: One non-Legendary Taunt minion." A Shaman card with "Insight: One 1-cost card. It has Overload: (1)." It can be a tough thing to balance just right, especially for Neutral cards, but I think that the innovative possibilities for new deck-building strategies are well worth it.
So let me know what you think and if these three cards do a good job of showcasing the concept. ^_^
So I did some rethinking and I came up with a different idea. This is more based on WoW and the Warcraft TCG game, but with a Hearthstone twist. Anyway here's the keyword:
And the cards:
Thoughts?
My Entry for this week's Card Design Competition - Season 8.16:
Why Rogue is my favourite class:
My submission for this week's card design competition.
I'll make the cards and are later, but here's my idea.
Keyword: Persist: At the start of the game, reveal this card and trigger its effect.
Basically, take Prince Malchezzar and give a similar animation and effect to other minions. Most of these minions would be Legendary as duplicating their effects wouldn't change anything. If such a card enters the game under your control, in any way, reveal it immediately and trigger its effect.
Examples:
Fenreor Steeltoe - (4) 3/5 Legendary Hunter minion.
Persist: Your Dragons are also Beasts
Explination: All Dragons you play this game, in your deck or added to your hand by draw or steal or Discover effects, also count as Beasts. So if you have only Ysera on the battlefield, you can buff her with Houndmaster or deal 5 damage with Kill Command.
Other effects would be similar and be given to what would otherwise be minions with vanilla stats. The minions being weak or boring offsets their unique advantages which your opponent will immidately know and can try to counter. Finally, the effect persists wherever our minion is, deck, hand, battlefield, or dead.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
My Entry for this week's Card Design Competition - Season 8.16:
My Entry for this week's Card Design Competition - Season 8.16:
My Entry for this week's Card Design Competition - Season 8.16:
Comments on the keywords/cards posted after mine:
React: I like it. However, does it also trigger if the minion dies ? If so is it triggered before deathrattle ? Lazy Party member is op.
Undying: How would you know whether the minion died once ? The point of this keyword seems marginal compared to a deathrattle that summons stuff. Raging Ghoul itself is cool but the artwork isn't warcraft'y at all. An artwork of a ghoul isn't that difficult to find.
Unearth: I love this one! It's like discover and plenty of stull can be done with it! The cards have some issues though. First, you can"t give a specific spell spell damage without affecting the rest and both version of Undersea Expedition seem potentially op to me (but the concept is good).
Linger: I don't like it. The possibilities with this seems limited and not very powerful, also it's confusing since you have to take into account bot the trigger condition and the resulting effect.
Ironclad(X): This is waaay too OP, only one card with an ironclad over 3 and taunt this would be enough to screw up board-centric aggro decks like zoolock or eboladin. Maybe you don't like those and that's why you did this keyword but I think reducing archetype diversity is never good.
Against all Odds: I don't know if I'm the only one but doesn't sound like a keyword at all, also seems too complex to me.
Graveyard(X): While this would certainly increase HS' skill cap, the invisibility of the graveyard in HS would make this too hard to pilot.
Insight: While I like the concept, this would be extremely hard to balance over the long term for generalist insights like Aegwynn. Fireball would be broken in a lot of other classes.
Aether/Taint/Powerlock/Deft: Aether is OP; Taint is way too specific and Deft would cause problems for weapons with a battlecry/combo with a target (since you would also have to target the character you want to equip as well). Powerlock is the only one I like but people generally don't like cards that meddles with theirs.
Reserve: Too complex to me. Also those seem like tech cards that would be useless in most matchups.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Surrogate is a variation on taunt. The most direct parallel to draw is that it's a keyword form for Bolf Ramshield's effect, but not constrained only to one minion, or only to your hero and the minion. When a minion is protected by another with Surrogate, attacking the protected minion will deal damage to the Surrogate, but will use the attacked minion's attack as retaliation. Transformation, silence, and direct destruction effects work normally on Surrogate minions.
Card Explanations:
Ruins Guardian: Protection for your key minions, but without much bite of its own. Be sure that one of the minions it's covering doesn't have zero attack, or the Guardian can be chipped away at for free, much like Bolf can. Doesn't protect your hero any. Could be handy in Priest.
Bind Soul: Sacrifice your minion's attack for health and make it your meat(?) shield. Meant for the controlling Warlock who needs to buy time and force a friendly minion to protect them, taunt or not. However, since your hero doesn't have any attack, the minion often will die without fighting back. Possibly useful with minions with powerful end of turn effects, avoiding attack based removal, or just to block some of Freeze Mage's burn headed towards your face.
Recalled Goblin Bodyguard: A way to close out games for the 5000 armor Warrior. Any damage this minion takes, goes to your face instead. Perhaps too powerful, especially if taunt is given to it, but I feel 8+ mana cards should be ways to end the match. Be aware of spells that only damage minions, such as Flame Lance or Elemental Destruction, as they can now technically be cast on your hero. Like all Surrogate effects, is vulnerable to transformation, silence, or direct destruction removal. Be careful of having two on the board, as AOE spells like Consecration would deal triple damage to your hero.
I dunno, maybe I just dislike Aggro. I think Goblin Bodyguard is probably too strong, but any feedback would be appreciated.