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.
Hmm maybe Tenacious? Determined? Steadfast?
Decided to go with Braveheart:
Basically, for Braveheart, your opponent needs a minion and, if it is in a spell or weapon, you need to control NO minions, or if it is in a minion, it has to be the only minion there.
Here is my idea. Feedback would be nice but I've already submitted.
The general idea is that it promotes a more strategic and thought-provoking game, where you have to build your deck carefully and be mana-efficient in game to ensure the full value out of your cards. It functions as an extension to Battlecry (like Combo and Choose One) but lets you 'decide' the power of the effect. The Hero Power helps in getting the amount of mana you want left unspent.
CLARIFICATIONS:
-X can still take the value of 0, but you won't get the FULL value of the card (or in Ethereal Harbinger's case, no value).
-Note that you can still spend the unspent mana that you have left over. The effect only wants the amount of them you have left, but doesn't spend them.
Ethereal Harbinger - A nice easy example of Expend. Compares to Avenging Wrath and C'Thun. On 10 unspent mana crystals you can unleash a 7 damage split onslaught. This card only targets minions so once all enemy minion's health has dropped to 0, the effect stops. Promotes board control.
High-Seas Harrier - With 0 mana left over, the discovered pirate will still get Taunt but not any buff. Pirate support with a neat effect. Does not count as having a Pirate itself when you play it (you must have another pirate).
Xuen, The White Tiger - This one may be a bit tricky to understand. The +2X on the attack means that it will double the value of (X) here. The resummon effect is treated as follows. If X is 0, the minion will be resummoned immediately on death. If X is 1, the minion will be summoned at the start of your next turn. If X is 2, the minion will be summoned at the start of your following turn after that and so on. If you target an enemy minion, they will get the resummoned minion. Interesting card that may see some experimenting. Compares with Ancestral Spirit and Reincarnate. The higher the value of X, the longer you have to wait for it to come back.
I think it would be better to make it actually spend the unspent mana on the effect. The Ethereal Harbinger might be broken in Rogue. (on 10 mana, use Harbinger, get 7 pings, Shadowstep it, get 6 more pings).
Just by itself without any combos it is an incredible topdeck. Could you please move the word "Deathrattle" in Xuen's text onto the next line? That way the effect will be in the same place as the type of the effect and those "(X) turns" won't feel so lonely.
Basically, for Braveheart, your opponent needs a minion and, if it is in a spell or weapon, you need to control NO minions, or if it is in a minion, it has to be the only minion there.
Is this better?
Pacify is essentially a mass Humility. It is difficult to understand what the keyword does with spells and weapons. Samuro's text should probably be "Braveheart: At the end of your turn..." I am unsure if Braveheart is intuitively associated with the effect you designed. I think I would have gone with "Lonely" or something.
(For clarification: you get the card the first second the condition is met)
So, the idea here is that you get a certain cards only under certain circumstances BUT that this doesn't thin the deck (as opposed to some other ideas), as that would create insane 25- card decks. You get a Saboteur, 'cause theme ('cause your desired reserves don't show), and because it's a mildly decent card that's not TOO punishing BUT doesn't see play in constructed by itself (why would you play X if you could play a reserve card and get it anyway).
I'd love to get some feedback as to which cards you like the best, because there's just SO MUCH stuff you can do with this mechanic. The first two represent the rather obvious counter strategy. The second two demonstrate how the mechanic can be used to reward players with a tight game plan. The last two demonstrate the more extreme (some would say fun) angle, to be used in a more win-condition kinda sense.
Aight, that's. I'd appreciate if ya could pick your three (or less I guess) favourites.
PS: If any admins read this, I think I accidentally posted this in the submission topic first. I deleted it, ehr... Is that alright?
First, I think it would be better to describe your keyword as "Add this to your hand when something happens. Shuffle a Saboteur into your deck". Second, only arena players know what "Saboteur" actually is. This means that people will not understand how your keyword works. Third, Last Shadow Word is broken beyond belief. Dealing 15 dmg for 6 mana is incredibly good especially for a class that is famous for having no *good* burst options. Fourth, the way your cards are worded means that when the conditions are met you will draw all copies of the card from your deck. If the condition is easy to achieve or control then cards like Gang Up in conjuction with yours can break the game.
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?
In the current iteration your "Request" is a "Battlecry". You could try to make it more like a quest or make it into an ongoing effect. Both of these options would force you to redesign your cards.
I decided to make overbudgeted minions/buffs that will have the drawback of "After this minion attacks deal damage to it equal to its attack". The art is some little guy with a greatsword that is obviously too big for him. So when he strikes something he is very likely to injure himself in the process.
The art for buff is a huge greatsword that you can't possibly weild safely unless you are Gruul.
I am having trouble coming up with a name for the keyword. I'd like some suggestions.
I've picked out the three cards I want to present now, I think. Here is the description of my keyword again:
When you play a minion with Deception: X, the other player will see it as minion X. Once the minion attacks or takes damage, then the other player sees what the card really is. From your point of view, you will see the card's true text and stats, but you will see the fake name and art. The card will also glow purple to you, like Shifter Zerus, so that you can easily remember a Deception is occurring. If your opponent tries to play something like Shadow Word: Pain that only works on cards with certain stats and such, it will act like it has the fake stats while the Deception is occurring. Naturally, X has to be a minion with the same cost, otherwise the Deception will be exceedingly obvious when you play it.
First, I'm definitely featuring False Prophet. But I'd like some feedback on which stat line is better:
As a 2/2, it isn't so easy to kill. No being killed by a ping, now. But, you can't do as much damage with it. Would it actually be better as a 3/1? Or could I even justify making it a 3/2? How much is the Deception really worth?
I think I've got these other two balanced, but let me know if you have any concerns about them. Also, here are the other two ideas I had, if anyone thinks they'd be a better choice.
Any thoughts on balancing? Overall I think this would be a really cool keyword for Hearthstone. Let me know what you guys think!
Keyword: Timewarp: (X) The minion returns to the field at the beginning of your (X) turn.
Spirit Tiger: When he dies, he will resummon at the start of your third turn. So if he dies on your Turn 3, he will be summoned at the beginning of your Turn 6. He gets a lot of value as the game progresses, but wont effect the game too drastically because of his small body.
Martial Arts Trainee: The turn you play him, he will timewarp off the field and be summoned two turns later. So if you play him turn 1, he will be summoned at the beginning of your Turn 3. He is an investment card that also works well with combo pieces. I think he might be a little too weak.
Bosch Verigan: When you play him, he will timewarp a minion on the field, which will then be summoned at the start of your second turn after playing him. His effect is like a two turn sap that returns the minion to the field without your opponent paying the mana to summon the minion again. Hes a great tempo play that can get you board control before the minion returns to the field. He can also timewarp a friendly minion, if that's relevant.
Hello folks! Apparently I was not clear when I wrote this week's rules. I worded the formatting concern in a way that made it seem like it was only a matter of courtesy and that it was actually options. But no, it is part of the rules and it is a rule. If you're unnecessarily formatting your post in a way that makes the thread difficult to get through, you will be disqualified.
Just to let you know, when working on submissions the box that shows cards is different than the posting one. I made sure to put my cards in a way that all three were in one row, and then when I posted my response the cards were not lined up. I think a lot of the submissions are doing this on accident. This is because the place where you type your initial response is actually larger than the place where your final result is placed, meaning that even if all three cards are in one row where you are creating your post they may not be when it actually saves your response. I don't know how to word it properly, sorry if that leads to confusion
If I made cards with a keyword that meant "When you draw this minion" would it be okay for a submission, since there are already two cards that have that effect so it's not exactly original?
This is what shows up when we are attempting to write our reply:
And this is what shows up in the end result after we click post reply
So basically we think we're adhering to the rules when we accidentally aren't. While this can be fixed by just having the cards be smaller, it's difficult to know that right away.
For those posting in the future, or editing right now, image proportions 200x272 seems to be a good size for getting three in a single line both in the text box and the actual forum post.
This is what shows up when we are attempting to write our reply:
And this is what shows up in the end result after we click post reply
So basically we think we're adhering to the rules when we accidentally aren't. While this can be fixed by just having the cards be smaller, it's difficult to know that right away.
To get three cards to fit in a line, the width needs to be 262 or smaller.
First off, I'm sorry if something similar was already done, I don't have the time to go through the entire thread right now, so if someone knows, feel free to warn me; thanks.
Concerned about balance, so any feedback is very welcome:
I'm not really happy with what I've posted so far, so I hope you can bear with me that I post a new idea. This idea is not something new and flashy. It's quite simple, probably been done by others, but I hope some good card ideas can make up for it. I'm not really sure if I should make the effect trigger if the minion dies in addition to how it currently works, so NOT similar to Deathrattle. Just asking if the killing blow on a minion should also trigger the React effect?
Lathy: Well, if you make the effect trigger if the minion dies, that's just Deathrattle with another name.
AUzg: It's a unique concept, but there's a critical question involved: does the countdown start on the turn you play it? Because at 8 mana per card, unless you have 1 or 2 mana cards (depending on if you have 9 or 10 mana), you only get one turn to play with these cards, two with Ogrimmar and Ironforge. And if you're spending turn 8 to essentially pass, in the hopes of sitting up a huge swing on the next turn, that can almost be a game losing turn, right there.
Specifically, look at Darnassus vs Fandral Staghelm. For half the mana, you get a 3/5 body, so you can more easily play other cards to go along with it, and, while realistically he'll only be on the board for a turn, if that, before the opponent kills him, if they CAN'T remove him, he has the opportunity to just go completely off. But it's really the 4 mana for a 1-turn swing vs 8 mana for a 1-turn swing that makes one so much better than the other.
I like the concept, it just seems incredibly greedy. I honestly think the payoffs are worth it, this is just not the kind of game where you can afford to pass Turn 8 (7 with the coin) to set up for that kind of a swing.
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The Ethereal Harbinger might be broken in Rogue. (on 10 mana, use Harbinger, get 7 pings, Shadowstep it, get 6 more pings).
Could you please move the word "Deathrattle" in Xuen's text onto the next line? That way the effect will be in the same place as the type of the effect and those "(X) turns" won't feel so lonely.
It is difficult to understand what the keyword does with spells and weapons.
Samuro's text should probably be "Braveheart: At the end of your turn..."
I am unsure if Braveheart is intuitively associated with the effect you designed. I think I would have gone with "Lonely" or something.
Second, only arena players know what "Saboteur" actually is. This means that people will not understand how your keyword works.
Third, Last Shadow Word is broken beyond belief. Dealing 15 dmg for 6 mana is incredibly good especially for a class that is famous for having no *good* burst options.
Fourth, the way your cards are worded means that when the conditions are met you will draw all copies of the card from your deck. If the condition is easy to achieve or control then cards like Gang Up in conjuction with yours can break the game.
You could try to make it more like a quest or make it into an ongoing effect. Both of these options would force you to redesign your cards.
I decided to make overbudgeted minions/buffs that will have the drawback of "After this minion attacks deal damage to it equal to its attack".
The art is some little guy with a greatsword that is obviously too big for him. So when he strikes something he is very likely to injure himself in the process.
The art for buff is a huge greatsword that you can't possibly weild safely unless you are Gruul.
I am having trouble coming up with a name for the keyword. I'd like some suggestions.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Any thoughts on balancing? Overall I think this would be a really cool keyword for Hearthstone. Let me know what you guys think!
Keyword: Timewarp: (X) The minion returns to the field at the beginning of your (X) turn.
Spirit Tiger: When he dies, he will resummon at the start of your third turn. So if he dies on your Turn 3, he will be summoned at the beginning of your Turn 6. He gets a lot of value as the game progresses, but wont effect the game too drastically because of his small body.
Martial Arts Trainee: The turn you play him, he will timewarp off the field and be summoned two turns later. So if you play him turn 1, he will be summoned at the beginning of your Turn 3. He is an investment card that also works well with combo pieces. I think he might be a little too weak.
Bosch Verigan: When you play him, he will timewarp a minion on the field, which will then be summoned at the start of your second turn after playing him. His effect is like a two turn sap that returns the minion to the field without your opponent paying the mana to summon the minion again. Hes a great tempo play that can get you board control before the minion returns to the field. He can also timewarp a friendly minion, if that's relevant.
Check out some fun original deck lists!
Hello folks! Apparently I was not clear when I wrote this week's rules. I worded the formatting concern in a way that made it seem like it was only a matter of courtesy and that it was actually options. But no, it is part of the rules and it is a rule. If you're unnecessarily formatting your post in a way that makes the thread difficult to get through, you will be disqualified.
Just to let you know, when working on submissions the box that shows cards is different than the posting one. I made sure to put my cards in a way that all three were in one row, and then when I posted my response the cards were not lined up. I think a lot of the submissions are doing this on accident. This is because the place where you type your initial response is actually larger than the place where your final result is placed, meaning that even if all three cards are in one row where you are creating your post they may not be when it actually saves your response. I don't know how to word it properly, sorry if that leads to confusion
tl;dr: it looks like they fit and then they don't
That is fair. I'm willing to be lenient on posts where that appears to be the case. However, if you have the opportunity, you can edit your post. =)
Edit: Accidentally submitted post into discussion thread, not submission thread. Deleting because of large size
Check out some fun original deck lists!
If I made cards with a keyword that meant "When you draw this minion" would it be okay for a submission, since there are already two cards that have that effect so it's not exactly original?
To maybe demonstrate what I'm trying to say-
This is what shows up when we are attempting to write our reply:
And this is what shows up in the end result after we click post reply
So basically we think we're adhering to the rules when we accidentally aren't. While this can be fixed by just having the cards be smaller, it's difficult to know that right away.
did it again...
Check out some fun original deck lists!
Also, I edited mine so now it's the proper dimensions =)
For those posting in the future, or editing right now, image proportions 200x272 seems to be a good size for getting three in a single line both in the text box and the actual forum post.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
First off, I'm sorry if something similar was already done, I don't have the time to go through the entire thread right now, so if someone knows, feel free to warn me; thanks.
Concerned about balance, so any feedback is very welcome:
Keyword
You can't stop the signal.
Just bumping this:
I'm not really happy with what I've posted so far, so I hope you can bear with me that I post a new idea. This idea is not something new and flashy. It's quite simple, probably been done by others, but I hope some good card ideas can make up for it. I'm not really sure if I should make the effect trigger if the minion dies in addition to how it currently works, so NOT similar to Deathrattle. Just asking if the killing blow on a minion should also trigger the React effect?
Lathy: Well, if you make the effect trigger if the minion dies, that's just Deathrattle with another name.
AUzg: It's a unique concept, but there's a critical question involved: does the countdown start on the turn you play it? Because at 8 mana per card, unless you have 1 or 2 mana cards (depending on if you have 9 or 10 mana), you only get one turn to play with these cards, two with Ogrimmar and Ironforge. And if you're spending turn 8 to essentially pass, in the hopes of sitting up a huge swing on the next turn, that can almost be a game losing turn, right there.
Specifically, look at Darnassus vs Fandral Staghelm. For half the mana, you get a 3/5 body, so you can more easily play other cards to go along with it, and, while realistically he'll only be on the board for a turn, if that, before the opponent kills him, if they CAN'T remove him, he has the opportunity to just go completely off. But it's really the 4 mana for a 1-turn swing vs 8 mana for a 1-turn swing that makes one so much better than the other.
I like the concept, it just seems incredibly greedy. I honestly think the payoffs are worth it, this is just not the kind of game where you can afford to pass Turn 8 (7 with the coin) to set up for that kind of a swing.