Any thoughts on my intended submissions for the week? I actually had this idea a while back when thinking of a SCII themed expansion, so you can see the theme. Not too sure about balance for the murlocs' though.
I actually have a keyword in this thread with the exact same name on page 1, but it works differently. So, I don't know if this counts as a duplicate or not. It might be a better idea to call it something else.
I did actually notice, I just decided until it was finalized I could go with Ranged. Maybe something like "Advanced weaponry" would work, and it fits the theme of the cards, too.
Rollback Post to RevisionRollBack
"In a universe where there are infinite boundaries and infinite time, any and all possibilities are definite. Thus, somewhere, at some point, the person who calls themselves "MrCheezles" isn't a Hearthstone addict"
So what happens when you Fuse? 1. All card text, health, attack (in their CURRENT state) and any other applied buffs are transfered to the Fused minion. If the minions Fuse by Deathrattle, 0 Health will get transfered (as the minion has 0 Health). 2. Minions don't get destroyed (meaning Deathrattle will NOT trigger), they get Fused. 3. There wont be any new art. It's always the minion getting Fused to that will keep art and name - meaning Battlecry minions with Fuse will keep their art and name, while Deathrattle minions with Fuse will have the art and name of the minion being Fused to. 4. I'm aware Professor Putricide could get way out of hand, but I liked the effect, so I went with it. 5. This is probably too much explanation for one keyword, but thought I'd give it a try.
Banish: to remove a card (or cards), from the game without triggering its effects, or attached effects. Effects on non-banished cards may still trigger. Banished cards are REVEALED before they are removed if they were in a hidden zone.
Uses the same animation as burning cards from overdraw, and Game mechanics may be changed treat all Overdrawn cards as having been Banished.
Ok, gonna be the feedbacker on page 2 cards, here it is my opinion (Except in the ones I already said):
@DoctorWhoops Cured Keyword: I like the concept in general, like Mmrmm, however, the same, the balance is a bit poor but to the OP side, however, I just really like the idea behind Madame Tharesa.
@Tomerick88 Burn Keyword (Put it on the fire! Real good!): Simple concept, yet I like it, however, its a bit broken in the terms of versatility, it disables just too much, I think that just that receives damage everyturn is just fine, however, I would make a small change to Scorch, make it 1 mana, and deal 2 damage, however, just Burns if you have a dragon in your hand. However, not necesarily, it may still be important for not making it OP or too useless, however, just my opinion.
@LittleOgreHearthEtc Unity Keyword: SImple, yet I like it, may it have some problems with Zoobot and those types of things, but I like it, well not too much, but its balanced enough.
@LukeLavablade First Blood Keyword (Better First Strike of Hit, sounds better): I LOVE THIS IDEA, I love it a LOT, I like the balance, you got my vote surely 100%.
@Lathy Prepare Keyword: I like it, however, it feels so unflexible to me, but I like the concept behind, however, not the idea with the cards, I would like something like typo of Arcane Missiles on a minion or something ilke that, but the idea is pretty nice.
Gonna go with the other´s (on 2nd page) tomorrow, I don´t have too much time now, unfortunaly.
The Bolster mechanic enables deck size to matter in another fashion than just Fatigue. Deck-thinning and card draw a generally good ways to play a Aggro/Midrange or tempo deck. While not a key word deck thinning exists in cards like Mad Scientist or Divine Favour and Mysterious Challenger. Apart from fatigue there has been no other way to counter (take advantage) of your opponent doing this.
The general idea behind bolster is the cards in your deck are supporting the minion/giving it power to become stronger. Only evident in these cards (would be implemented as a running theme) is the synergy with Taunt. Considering the card Bolster already exists it would be silly not to have any synergy with it.
As the wording implies this is an effect that can change from turn to turn. If I were to play Hallowed Cleric on my turn, it may have taunt, but my opponent may naturalise one of my other minions, it would then lose Taunt (if I now have less cards in my deck than my opponent) and vice-versa. It also has massive synergies with Gang Up and Prince Malchezar
EDIT: I might change Hallowed Cleric to be a 2/6 or 1/7, is 2/7 a bit too much?
So what happens when you Fuse? 1. All card text, health, attack (in their CURRENT state) and any other applied buffs are transfered to the Fused minion. If the minions Fuse by Deathrattle, 0 Health will get transfered (as the minion has 0 Health). 2. Minions don't get destroyed (meaning Deathrattle will NOT trigger), they get Fused. 3. There wont be any new art. It's always the minion getting Fused to that will keep art and name - meaning Battlecry minions with Fuse will keep their art and name, while Deathrattle minions with Fuse will have the art and name of the minion being Fused to. 4. I'm aware Professor Putricide could get way out of hand, but I liked the effect, so I went with it. 5. This is probably too much explanation for one keyword, but thought I'd give it a try.
Abominable Fusion has some synergy with Demons that have low mana cost but some harmful Battlecry.
Now you might be thinking, 'Why play this? I can just try to play stealth or elusive... won't it be the same?' To answer the question, no, it does not. You see, this mechanic preys on your opponent using the element of surprise. They can target it, but at their own risk. They will have no way of knowing what surprise you have for them, because all Submerged cards look like this on the field:
The stats will never change on it if you buff it or damage it. If it gains stealth it will have the cloudy cover on it as usual and it can't be targeted etc.. The only way to know what the cards current condition is is for the player who owns it to highlight it with your mouse (or finger if on mobile), or if it dies, then it will be revealed to both you and your opponent. This opens up very crafty game play as your opponent may have to tiptoe around it. Here are some examples.
As you can see, VERY sneaky mechanic, and it would be the first true stealth minions. Also, this mechanic never has specific keywords that give it away (Battlecry, Joust, End/Start of turn effects), and if implemented all submerged cards whether class or neutral would have another submerged card with the same mana cost as to not give itaway ;).
I have a very interesting keyword that nothing has ever really come close to but I think I got the balance decent.
Collect: "Add the collect card to your hand. The collect card is a card of the appropriate type selected during deck building".
When you put a minion into your deck with collect, it will auto narrow down your options to valid ones for the collect effect. You then choose one of the cards and it will be attached to that minion. When the collect is triggered in game, it gets added to your hand. This makes deck building far more interesting and makes it harder to read your opponents. You can get cards from other classes this way reliably but the limitations mean no super cheesing the effect. It's probably most comparable to discover.
EG: Someone wants to play control shaman so they add a hired bodyguard into their deck and select brawl. When it's played in game, it adds brawl to their hand. A warrior could also use this to get two extra copies of shield slam if he so desired.
Thinking over it I think main healer should collect a spell that solely restores health, taking out the option for moonglade portal, lay on hands, siphon soul etc as that might be too strong. Limited it to flash heal, healing touch, circle of healing etc might be more balanced. Updated the card.
Edit: Made a new card that I'll probably use over the warlock if I submit these:
Injure mechanic: Warlock specific keyword which reads as: "Injure(x): When your hero takes x (cumulative) damage this turn, you can play this card for free.
With this keyword, you can make use of cards like Pit Lord, Wrathguard, Flame Imp and will probably introduce a new way to play warlocks which is Suicidelock/zoo. This might also be expanded to neutral cards and would probably be used by weapon classes.
My mechanic for this week is Assistance. Hearthstone has this difference, between "play" and "summon". Assistance, in this sense, is the exact opposite of Battlecry: it does something when the card is summoned, but not played from your hand. This mechanic is viable in hearthstone for a few reasons, mainly: (1): it's beginner friendly: you don't need to have the card in your collection to benefit from it (2): this improves the RNG while also giving it more reliability. Even though this may seem paradoxical, it means that making this a constant keyword would make cards like Evolve or all the new portal (eg: Moonglade Portal) much better, because they coould give you the swing needed to turn the table (3): it's Hearthstone we're talking about: Deceptively Simple. Insanely Fun.
Now, onto the cards:
Flavor: If you call for help, be sure you can pay for it later...with your soul
A clear, simple example of this mechanic. Could be played on curve but gets better if summoned from something like Alarm-o-Bot or Resurrect
Flavor: You know what feels really epic, besides having a purple gem? Having seven purple gems.
A more complex yet balanced example. Nothing sucks more than getting a Nerubian Prophet from a Moonglade Portal: this card is the opposite, it would suck if played on curve from your hand. However, if you can find another way to summon it without playing it, then it really shines. The text is made on purpose: since this card has to be summoned to activate its effect, basically, it will create a copy, which, since it was summoned, will create a copy until no more minions can be played. So, best case scenario, you get 7 2/2 for 6 mana. Some might say it's unbalaced, but take a look at Wisps of the Old Gods for example: it is less cost effective but at the same much more viable than this card, since it can be played on any turn. The Epic Shadowmancer, however, requires good planning or good luck!
Flavor: leffts' alll dfrink fogether!
This one was my favourite of all the possible Assistance cards I could think of. I really don't have much to say on this one. A situational yet awesome Vanish on steroids? Count me in! It's not as OP as it seems: if it is in your hand, it thus requires at least another card to be played, so you would be spending 2 cards from your hand (which is sometimes more valuable than spending mana) to get a body and a Vanish Effect. If played right, this can make for a HUGE tempo swing, but that's why it's a class legendary, right?
So, these are my cards for this week. I put a lot of time and thoughtt on this, so it would be really nice to get some feedback, specially on balance. Anyway, good luck for everyone!
The Bolster mechanic enables deck size to matter in another fashion than just Fatigue. Deck-thinning and card draw a generally good ways to play a Aggro/Midrange or tempo deck. While not a key word deck thinning exists in cards like Mad Scientist or Divine Favour and Mysterious Challenger. Apart from fatigue there has been no other way to counter (take advantage) of your opponent doing this.
The general idea behind bolster is the cards in your deck are supporting the minion/giving it power to become stronger. Only evident in these cards (would be implemented as a running theme) is the synergy with Taunt. Considering the card Bolster already exists it would be silly not to have any synergy with it.
As the wording implies this is an effect that can change from turn to turn. If I were to play Hallowed Cleric on my turn, it may have taunt, but my opponent may naturalise one of my other minions, it would then lose Taunt (if I now have less cards in my deck than my opponent) and vice-versa. It also has massive synergies with Gang Up and Prince Malchezar
EDIT: I might change Hallowed Cleric to be a 2/6 or 1/7, is 2/7 a bit too much?
So far, my favourite mechanic :) Talking about balance, though, they all need a really thinking. Bolster is easily played around and punishes drawing, so it's not hard to have more cards than your opponent, actually I imagine in a Bolster oriented deck you could easily activate the cards 80% of the time. So yes, 2/7 is a bit too much! even if Bolster isn't activated, it would be too OP. Spider Tank which was the way-to-go cost 3 no effect card, is a 3/4, so I think the first card shouldn't be too far from this: maybe a 2/5 even is enough to be fair. The second one, again: it's easy to have it as a 6/6 taunt by the end of the turn. If you want to make it a 5/5, maybe its wording should be "at the beginning of your turn" and it would still be great. Finally, Danath is the one I found the best balanced, 3/7 can't really make a lot of trades, but if you manage to get the most out of its effect, it's a great card! Nice work and lemme know if I got something wrong or if you disagree!
Any thoughts on my intended submissions for the week? I actually had this idea a while back when thinking of a SCII themed expansion, so you can see the theme. Not too sure about balance for the murlocs' though.
I actually have a keyword in this thread with the exact same name on page 1, but it works differently. So, I don't know if this counts as a duplicate or not. It might be a better idea to call it something else.
I did actually notice, I just decided until it was finalized I could go with Ranged. Maybe something like "Advanced weaponry" would work, and it fits the theme of the cards, too.
How about Sharpshooter? It's a word known for range attackers.
Rollback Post to RevisionRollBack
My Entry for this week's Card Design Competition - Season 8.16:
Hmm @nurgling13, I'm looking at your keyword now and I see that mine is super similar to it, that's disheartening for me cause iv'e been safeguarding it for about half a year just in case we had a design competition like it :( , but if more than one person can come up with the same idea then its a great one.
Any thoughts on my intended submissions for the week? I actually had this idea a while back when thinking of a SCII themed expansion, so you can see the theme. Not too sure about balance for the murlocs' though.
I actually have a keyword in this thread with the exact same name on page 1, but it works differently. So, I don't know if this counts as a duplicate or not. It might be a better idea to call it something else.
I did actually notice, I just decided until it was finalized I could go with Ranged. Maybe something like "Advanced weaponry" would work, and it fits the theme of the cards, too.
How about Sharpshooter? It's a word known for range attackers.
A nice mechanic from Duelyst is that Ranged minions do not get counter-attacked by non-ranged minions., only by other ranged minions. Maybe you could incorporate this. "Ranged minions are immune while attacking non-ranged minions", to make things a little more balanced!
My idea for this submissions is "Dual-Wield" Basically, if a card or weapon has dual wield while it's on the field you can equip a second weapon in your "off hand". This second weapon would appear where your normal weapon usually is, and your normal weapon would be moved slightly to the left (You won't be able to play with the board but it won't obscure your turn minions.) When Dual Wielding you can attack with both weapons in one turn, however, if that card or minion that has Dual-Wield is destroyed then the weapon in your off hand is also destroyed so you need to be careful about how you manage them.
Honestly, I just really like weapons and wish they were stronger, so this is my answer to that.
Sacrifice: Summon from your hand if the stated condition is met.
A tricky keyword to balance because it could provide insane tempo if done wrong. I'm not sure if sacrifice is the best name for the effect and advice on names in general would be appreciated. Keen to hear peoples thoughts.
Looking at the cards I might change Undead Soulbinder to say 'Sacrifice: A friendly minion died to a spell this turn' for consistancy.
It's a nice idea, but the rules need to be fleshed out a bit more. Would you be able to attack with both weapons in one turn, where would the second weapon be displayed, etc. Also, I think Dagger Master is a bit on the OP side as it's a 2 mana 2/4 with an upside.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Any thoughts on my intended submissions for the week? I actually had this idea a while back when thinking of a SCII themed expansion, so you can see the theme. Not too sure about balance for the murlocs' though.
I actually have a keyword in this thread with the exact same name on page 1, but it works differently. So, I don't know if this counts as a duplicate or not. It might be a better idea to call it something else.
I did actually notice, I just decided until it was finalized I could go with Ranged. Maybe something like "Advanced weaponry" would work, and it fits the theme of the cards, too.
How about Sharpshooter? It's a word known for range attackers.
A nice mechanic from Duelyst is that Ranged minions do not get counter-attacked by non-ranged minions., only by other ranged minions. Maybe you could incorporate this. "Ranged minions are immune while attacking non-ranged minions", to make things a little more balanced!
That's a fair point, to the balance idea. It does make more sense in the context, too, that they could be damaged by other ranged minions.. And as to the name, sharpshooter might not completely fit, because, well, these are fishmen and cows using the weapons, accuracy isn't exactly a common theme, but maybe something like "Gunner" would fit appropriately.
Rollback Post to RevisionRollBack
"In a universe where there are infinite boundaries and infinite time, any and all possibilities are definite. Thus, somewhere, at some point, the person who calls themselves "MrCheezles" isn't a Hearthstone addict"
The Bolster mechanic enables deck size to matter in another fashion than just Fatigue. Deck-thinning and card draw a generally good ways to play a Aggro/Midrange or tempo deck. While not a key word deck thinning exists in cards like Mad Scientist or Divine Favour and Mysterious Challenger. Apart from fatigue there has been no other way to counter (take advantage) of your opponent doing this.
The general idea behind bolster is the cards in your deck are supporting the minion/giving it power to become stronger. Only evident in these cards (would be implemented as a running theme) is the synergy with Taunt. Considering the card Bolster already exists it would be silly not to have any synergy with it.
As the wording implies this is an effect that can change from turn to turn. If I were to play Hallowed Cleric on my turn, it may have taunt, but my opponent may naturalise one of my other minions, it would then lose Taunt (if I now have less cards in my deck than my opponent) and vice-versa. It also has massive synergies with Gang Up and Prince Malchezar
EDIT: I might change Hallowed Cleric to be a 2/6 or 1/7, is 2/7 a bit too much?
So far, my favourite mechanic :) Talking about balance, though, they all need a really thinking. Bolster is easily played around and punishes drawing, so it's not hard to have more cards than your opponent, actually I imagine in a Bolster oriented deck you could easily activate the cards 80% of the time. So yes, 2/7 is a bit too much! even if Bolster isn't activated, it would be too OP. Spider Tank which was the way-to-go cost 3 no effect card, is a 3/4, so I think the first card shouldn't be too far from this: maybe a 2/5 even is enough to be fair. The second one, again: it's easy to have it as a 6/6 taunt by the end of the turn. If you want to make it a 5/5, maybe its wording should be "at the beginning of your turn" and it would still be great. Finally, Danath is the one I found the best balanced, 3/7 can't really make a lot of trades, but if you manage to get the most out of its effect, it's a great card! Nice work and lemme know if I got something wrong or if you disagree!
Thank you so much for your (Great, Really!) Feedback. The issue is see with Bolster effect is you really have to sacrifice draw (in your deck) enable them, so finding them when needed, may be quite difficult. That was my first thought. But really you do get benefits from going first (or is it second) too, so really they can't be too powerful. To fix this I have decided that there would be no Bolster cards below 4 Mana. So I have re-done Hallowed Cleric.
I think you may be right with the 6 Mana taunt too, so on your advise, it only at the end of your turn. I don't feel a 6/6 taunt is too overpowered. Obviously if left, it can spiral out of control.
I'm glad you liked Danath Trollbane, Its a really powerful card, being a neutral too. That is if you an enable it, if you can't its a little underwhelming.
Thank you such for you feedback, if anyone has more to add the new cards are below.
"In a universe where there are infinite boundaries and infinite time, any and all possibilities are definite. Thus, somewhere, at some point, the person who calls themselves "MrCheezles" isn't a Hearthstone addict"
Trying something new:
So what happens when you Fuse?
1. All card text, health, attack (in their CURRENT state) and any other applied buffs are transfered to the Fused minion. If the minions Fuse by Deathrattle, 0 Health will get transfered (as the minion has 0 Health).
2. Minions don't get destroyed (meaning Deathrattle will NOT trigger), they get Fused.
3. There wont be any new art. It's always the minion getting Fused to that will keep art and name - meaning Battlecry minions with Fuse will keep their art and name, while Deathrattle minions with Fuse will have the art and name of the minion being Fused to.
4. I'm aware Professor Putricide could get way out of hand, but I liked the effect, so I went with it.
5. This is probably too much explanation for one keyword, but thought I'd give it a try.
Trying to get an early start this week.
Banish: to remove a card (or cards), from the game without triggering its effects, or attached effects. Effects on non-banished cards may still trigger. Banished cards are REVEALED before they are removed if they were in a hidden zone.
Uses the same animation as burning cards from overdraw, and Game mechanics may be changed treat all Overdrawn cards as having been Banished.
Ok, gonna be the feedbacker on page 2 cards, here it is my opinion (Except in the ones I already said):
@DoctorWhoops Cured Keyword: I like the concept in general, like Mmrmm, however, the same, the balance is a bit poor but to the OP side, however, I just really like the idea behind Madame Tharesa.
@Tomerick88 Burn Keyword (Put it on the fire! Real good!): Simple concept, yet I like it, however, its a bit broken in the terms of versatility, it disables just too much, I think that just that receives damage everyturn is just fine, however, I would make a small change to Scorch, make it 1 mana, and deal 2 damage, however, just Burns if you have a dragon in your hand. However, not necesarily, it may still be important for not making it OP or too useless, however, just my opinion.
@LittleOgreHearthEtc Unity Keyword: SImple, yet I like it, may it have some problems with Zoobot and those types of things, but I like it, well not too much, but its balanced enough.
@LukeLavablade First Blood Keyword (Better First Strike of Hit, sounds better): I LOVE THIS IDEA, I love it a LOT, I like the balance, you got my vote surely 100%.
@Lathy Prepare Keyword: I like it, however, it feels so unflexible to me, but I like the concept behind, however, not the idea with the cards, I would like something like typo of Arcane Missiles on a minion or something ilke that, but the idea is pretty nice.
Gonna go with the other´s (on 2nd page) tomorrow, I don´t have too much time now, unfortunaly.
The joke is you.
The Bolster mechanic enables deck size to matter in another fashion than just Fatigue. Deck-thinning and card draw a generally good ways to play a Aggro/Midrange or tempo deck. While not a key word deck thinning exists in cards like Mad Scientist or Divine Favour and Mysterious Challenger. Apart from fatigue there has been no other way to counter (take advantage) of your opponent doing this.
The general idea behind bolster is the cards in your deck are supporting the minion/giving it power to become stronger. Only evident in these cards (would be implemented as a running theme) is the synergy with Taunt. Considering the card Bolster already exists it would be silly not to have any synergy with it.
As the wording implies this is an effect that can change from turn to turn. If I were to play Hallowed Cleric on my turn, it may have taunt, but my opponent may naturalise one of my other minions, it would then lose Taunt (if I now have less cards in my deck than my opponent) and vice-versa. It also has massive synergies with Gang Up and Prince Malchezar
EDIT: I might change Hallowed Cleric to be a 2/6 or 1/7, is 2/7 a bit too much?
>>>Check out my Latest Card Design Competition Entry<<<
Now you might be thinking, 'Why play this? I can just try to play stealth or elusive... won't it be the same?' To answer the question, no, it does not. You see, this mechanic preys on your opponent using the element of surprise. They can target it, but at their own risk. They will have no way of knowing what surprise you have for them, because all Submerged cards look like this on the field:
The stats will never change on it if you buff it or damage it. If it gains stealth it will have the cloudy cover on it as usual and it can't be targeted etc.. The only way to know what the cards current condition is is for the player who owns it to highlight it with your mouse (or finger if on mobile), or if it dies, then it will be revealed to both you and your opponent. This opens up very crafty game play as your opponent may have to tiptoe around it. Here are some examples.
As you can see, VERY sneaky mechanic, and it would be the first true stealth minions. Also, this mechanic never has specific keywords that give it away (Battlecry, Joust, End/Start of turn effects), and if implemented all submerged cards whether class or neutral would have another submerged card with the same mana cost as to not give itaway ;).
I have a very interesting keyword that nothing has ever really come close to but I think I got the balance decent.
Collect: "Add the collect card to your hand. The collect card is a card of the appropriate type selected during deck building".
When you put a minion into your deck with collect, it will auto narrow down your options to valid ones for the collect effect. You then choose one of the cards and it will be attached to that minion. When the collect is triggered in game, it gets added to your hand. This makes deck building far more interesting and makes it harder to read your opponents. You can get cards from other classes this way reliably but the limitations mean no super cheesing the effect. It's probably most comparable to discover.
EG: Someone wants to play control shaman so they add a hired bodyguard into their deck and select brawl. When it's played in game, it adds brawl to their hand. A warrior could also use this to get two extra copies of shield slam if he so desired.
Thinking over it I think main healer should collect a spell that solely restores health, taking out the option for moonglade portal, lay on hands, siphon soul etc as that might be too strong. Limited it to flash heal, healing touch, circle of healing etc might be more balanced.Updated the card.Edit: Made a new card that I'll probably use over the warlock if I submit these:
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I'm still working on cards, but here's the idea.
Injure mechanic: Warlock specific keyword which reads as: "Injure(x): When your hero takes x (cumulative) damage this turn, you can play this card for free.
With this keyword, you can make use of cards like Pit Lord, Wrathguard, Flame Imp and will probably introduce a new way to play warlocks which is Suicidelock/zoo. This might also be expanded to neutral cards and would probably be used by weapon classes.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
My mechanic for this week is Assistance. Hearthstone has this difference, between "play" and "summon". Assistance, in this sense, is the exact opposite of Battlecry: it does something when the card is summoned, but not played from your hand. This mechanic is viable in hearthstone for a few reasons, mainly:
(1): it's beginner friendly: you don't need to have the card in your collection to benefit from it
(2): this improves the RNG while also giving it more reliability. Even though this may seem paradoxical, it means that making this a constant keyword would make cards like Evolve or all the new portal (eg: Moonglade Portal) much better, because they coould give you the swing needed to turn the table
(3): it's Hearthstone we're talking about: Deceptively Simple. Insanely Fun.
Now, onto the cards:
Flavor: If you call for help, be sure you can pay for it later...with your soul
A clear, simple example of this mechanic. Could be played on curve but gets better if summoned from something like Alarm-o-Bot or Resurrect
Flavor: You know what feels really epic, besides having a purple gem? Having seven purple gems.
A more complex yet balanced example. Nothing sucks more than getting a Nerubian Prophet from a Moonglade Portal: this card is the opposite, it would suck if played on curve from your hand. However, if you can find another way to summon it without playing it, then it really shines. The text is made on purpose: since this card has to be summoned to activate its effect, basically, it will create a copy, which, since it was summoned, will create a copy until no more minions can be played. So, best case scenario, you get 7 2/2 for 6 mana. Some might say it's unbalaced, but take a look at Wisps of the Old Gods for example: it is less cost effective but at the same much more viable than this card, since it can be played on any turn. The Epic Shadowmancer, however, requires good planning or good luck!
Flavor: leffts' alll dfrink fogether!
This one was my favourite of all the possible Assistance cards I could think of. I really don't have much to say on this one. A situational yet awesome Vanish on steroids? Count me in! It's not as OP as it seems: if it is in your hand, it thus requires at least another card to be played, so you would be spending 2 cards from your hand (which is sometimes more valuable than spending mana) to get a body and a Vanish Effect. If played right, this can make for a HUGE tempo swing, but that's why it's a class legendary, right?
So, these are my cards for this week. I put a lot of time and thoughtt on this, so it would be really nice to get some feedback, specially on balance. Anyway, good luck for everyone!
My Entry for this week's Card Design Competition - Season 8.16:
Hmm @nurgling13, I'm looking at your keyword now and I see that mine is super similar to it, that's disheartening for me cause iv'e been safeguarding it for about half a year just in case we had a design competition like it :( , but if more than one person can come up with the same idea then its a great one.
My idea for this submissions is "Dual-Wield" Basically, if a card or weapon has dual wield while it's on the field you can equip a second weapon in your "off hand". This second weapon would appear where your normal weapon usually is, and your normal weapon would be moved slightly to the left (You won't be able to play with the board but it won't obscure your turn minions.) When Dual Wielding you can attack with both weapons in one turn, however, if that card or minion that has Dual-Wield is destroyed then the weapon in your off hand is also destroyed so you need to be careful about how you manage them.
Honestly, I just really like weapons and wish they were stronger, so this is my answer to that.
Sacrifice: Summon from your hand if the stated condition is met.
A tricky keyword to balance because it could provide insane tempo if done wrong. I'm not sure if sacrifice is the best name for the effect and advice on names in general would be appreciated. Keen to hear peoples thoughts.
Looking at the cards I might change Undead Soulbinder to say 'Sacrifice: A friendly minion died to a spell this turn' for consistancy.
@Spiderwilliam13
It's a nice idea, but the rules need to be fleshed out a bit more. Would you be able to attack with both weapons in one turn, where would the second weapon be displayed, etc. Also, I think Dagger Master is a bit on the OP side as it's a 2 mana 2/4 with an upside.
Click the image to go to my custom Time Traveler class.
"In a universe where there are infinite boundaries and infinite time, any and all possibilities are definite. Thus, somewhere, at some point, the person who calls themselves "MrCheezles" isn't a Hearthstone addict"
>>>Check out my Latest Card Design Competition Entry<<<