The minion with this keyword will not take damage from Spell, Hero Power or Minion effect. It seems powerful but you still can counter the minion using removal card like Sap, Deadly Shot, Shadow Word: Pain, Assassinate, Execute, Rend Blackhand or Hex. You still can target this minion with damage spell to get the secondary effect, so you can still Freeze the minion that have Avatar using Frostbolt or target it with Firelands Portal to summon a minion.
Here are some example cards:
To fit the flavor of the keyword, most of the card is Warrior or neutral Warrior-ish card.
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.
I like this Keyword a lot. Simple shield is the essence of this keyword. I feel cards like this should be reactive, as is the way you've designed. Undead Soulbinder is a great take on Cat Trick too, maybe you could involve that more in the name (just a flavour thought).
I feel the legendary is a bit complex though I like the idea. Is there some way it can be simplified? I can't think of a way just yet. Maybe there is a simpler concept to use?
Time to use an idea I've used in a custom class. This is the Ranged keyword. Look at Gladiator's Longbow. What would happen if we made that a keyword? I'm sure we've all thought to ourselves about how Rexxar uses Eaglehorn Bow like a club. This is where the Ranged keyword comes in.
The Ranged keyword is a keyword that applies to weapons, in which when it attacks, you don't take any retaliation damage. You simply just deal the damage and the durability acts as "ammo" in a sense. This opens up a number of different design spaces for weapons. There are some rules about Ranged weapons. It also is very simple and you know what it means exactly when you see it.
Ranged weapons cannot bypass Taunt, just like regular weapons.
Ranged weapons can still be buffed by cards like Upgrade! or Deadly Poison. You however could make some cards that work specifically with Ranged weapons.
Without further ado, here are some example cards:
Trusty Bow: Your very simple Ranged weapon just to show how this works.
Shadow Huntress: A card that allows you to see how a Ranged weapon synergy card could work out like.
Captain Darksails: So this shows how a Neutral synergy card could be made. Ranged weapons don't have to be in Hunter, they could be in any weapon class. During the time this is on the field, you don't take any retaliation damage from attacking with your weapon and cards like my Shadow Huntress card will work with the weapon.
EDIT: Changed the formatting to fit the rules.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Thank you such for you feedback, if anyone has more to add the new cards are below.
The only problem I see with this is that it punishes the player for going second and drawing an extra card. You have a massive advantage when you go first with this kind of deck, and that's awkward.
2 Keywords I have in mind:
Unearth: Add a minion/weapon that has been destroyed or a spell that has been cast to your hand (I.E. Unearth a friendly Battlecry minion, or Unearth an enemy spell, or whatever.)
Support: When this minion has minions on both sides of it, gain (X). (I.E. Support: +3 attack, or Support: Taunt).
The minion with this keyword will not take damage from Spell, Hero Power or Minion effect. It seems powerful but you still can counter the minion using removal card like Sap, Deadly Shot, Shadow Word: Pain, Assassinate, Execute, Rend Blackhand or Hex. You still can target this minion with damage spell to get the secondary effect, so you can still Freeze the minion that have Avatar using Frostbolt or target it with Firelands Portal to summon a minion.
Here are some example cards:
To fit the flavor of the keyword, most of the card is Warrior or neutral Warrior-ish card.
What do you guys think?
While definitely very flavourful, @GearOFF, I wonder if perhaps it's overvalued. A lot of damage is through combat already, and what removal there is tends to be of the hard variety like Hex and Execute (Execute less so these days). Muradin especially is incredibly poor. Just as a 6 Mana 4/5 Taunt, you're losing out tremendously compared to a Sunwalker; if the opponent has just a Pit Fighter or Stranglethorn Tiger in play and no ping, at least the Sunwalker is taking two hits. The opponent's 5-drop trades up into your 6-drop Muradin and doesn't even die. But if you're playing this as an 8-drop, a 4/5 Taunt that can only be hurt through combat and Battlecry: Gain 2 Armour, that still runs into the same problem of a 5-drop trading so risk-free into it. The Brute is very much the same problem; 3/6 stats is already poor for a 5 drop, 4/5 that can only be hurt through combat is not that much better, and that's the best case.
I will say, as a concept, and a flavor, Avatar does actually have great synergy with Warrior, with the myriad methods of dealing damage to their own minions (Ravaging Ghoul, Whirlwind, Baron Geddon if you counted him in Control Warrior). If it just left it so that the minions didn't take damage from that, the Warrior does fine. But if it still counts as a unit being "damaged," suddenly the Frothing Berserker or the Gurubashi Berserker go absolutely off the rails. Even Acolyte of Pain has the potential to get so much value off of that, which makes Berserker Power actually the best card showing off this keyword.
So, yeah, that's my critique in general; Avatar is to Warrior what Windfury is to Shaman, an interesting concept that is underserved by overcosted/understatted cards.
Thank you such for you feedback, if anyone has more to add the new cards are below.
The only problem I see with this is that it punishes the player for going second and drawing an extra card. You have a massive advantage when you go first with this kind of deck, and that's awkward.
2 Keywords I have in mind:
Unearth: Add a minion/weapon that has been destroyed or a spell that has been cast to your hand (I.E. Unearth a friendly Battlecry minion, or Unearth an enemy spell, or whatever.)
Support: When this minion has minions on both sides of it, gain (X). (I.E. Support: +3 attack, or Support: Taunt).
Thanks for the Feedback, it is obviously much appreciated from a person of your stature (winner!). As that make be the case I feel that is kind of negated by the draw and removal mechanics we have in place. Yes, if the minions started at 1,2 and 3 mana, this could be a issue as (if you 'drew the nuts') you could benefit form these effects and then draw. to that point that's only a 50% likelihood of happening. That is why (not that it matters in this competition really) the lowest cost minion would be 4 mana. I feel this effect is limiting to deck building rather than overpowered. Just the way I see it. Thanks for the comments though, I will take a while to reconsider and your comments may indeed help.
As for you ideas. I like Unearth (as well as being a great band, check them out!) it would be great to have a mini-N'zoth style 'ressurecty-type' mechanic for your hand rather than impacting the board as that is very RNG. Support seems kind of limited to flood deck as apposed to any type of control strategy, unless they were some kind of negative effect... (just food for thought). I look forward to seeing them.
Deception is a minion keyword. When you play a minion with Deception: X, the other player will see it as minion X. Once the minion attacks or takes damage (I changed it from just being targeted by a spell or hero power for simplicity), 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.
Here are my best examples:
False Prophet is my favorite. I just love the idea of playing mind games with your opponent. You could fake them out into doing nothing on turn 2-3 because they think all their minions will die. I think Faceless Assassin is a pretty good idea too. I'm not sure what I should do for the third card, though. Here are some ideas I had:
Infiltrator could be a Deception of Undercity Huckster instead. Not sure which would be better. So, which ones do you like better? Also, please let me know if you think there are any balance issues. I was thinking of making False Prophet a 2/2, or would it even be balanced at 3/2?
Time to use an idea I've used in a custom class. This is the Ranged keyword. Look at Gladiator's Longbow. What would happen if we made that a keyword? I'm sure we've all thought to ourselves about how Rexxar uses Eaglehorn Bow like a club. This is where the Ranged keyword comes in.
The Ranged keyword is a keyword that applies to weapons, in which when it attacks, you don't take any retaliation damage. You simply just deal the damage and the durability acts as "ammo" in a sense. This opens up a number of different design spaces for weapons. There are some rules about Ranged weapons. It also is very simple and you know what it means exactly when you see it.
Ranged weapons cannot bypass Taunt, just like regular weapons.
Ranged weapons can still be buffed by cards like Upgrade! or Deadly Poison. You however could make some cards that work specifically with Ranged weapons.
Without further ado, here are some example cards:
Trusty Bow: Your very simple Ranged weapon just to show how this works.
Shadow Huntress: A card that allows you to see how a Ranged weapon synergy card could work out like.
Captain Darksails: So this shows how a Neutral synergy card could be made. Ranged weapons don't have to be in Hunter, they could be in any weapon class. During the time this is on the field, you don't take any retaliation damage from attacking with your weapon and cards like my Shadow Huntress card will work with the weapon.
EDIT: Changed the formatting to fit the rules.
I'll weigh in with a bit of feedback. To start with I think the cards are Very well designed, they are fairly balanced (Shadow Huntress maybe be a little more powerful than it should but I would exactly call it OP) and the flavour is great.
Unfortunately I feel its a little awkward to have a keyword for (basically) 1 Class but also have a neutral minion, like combo in rouge, this should be Hunter only (do pirates fit into hunter?). As you say this keyword already exists in Gladiator's Longbow, that makes it kind of awkward to slot into the game. It also falls into the category of what is mentioned in the OP, quoting Elusive [can't be targeted by spells or hero powers] and Joust [reveal a minion in your ....] as ones that shouldn't be used. No offence to you but originality is on the low with this too, I have seen many Fan creators use this keyword and I'm sure Noxious (or someone of that ilk) has even talked about it on a video.
I love the design but maybe you may need to take another direction as you may not meet the requirements.
Deception is a minion keyword. When you play a minion with Deception: X, the other player will see it as minion X. Once the minion attacks or takes damage (I changed it from just being targeted by a spell or hero power for simplicity), 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.
Here are my best examples:
False Prophet is my favorite. I just love the idea of playing mind games with your opponent. You could fake them out into doing nothing on turn 2-3 because they think all their minions will die. I think Faceless Assassin is a pretty good idea too. I'm not sure what I should do for the third card, though. Here are some ideas I had:
Infiltrator could be a Deception of Undercity Huckster instead. Not sure which would be better. So, which ones do you like better? Also, please let me know if you think there are any balance issues. I was thinking of making False Prophet a 2/2, or would it even be balanced at 3/2?
This is a great idea, the flavour of False prophet is stunning (seriously), there is one thing I don't get. Can you please explain to me what happens when it is attacked or 'destoryed' by a spell. Can you answer the example below for me.
I play false Prophet [end turn], Opponent attack it with a silver hand recruit, does it die? or does it transform into doomsayer before the damage is dealt?
What happens if it was 'destoryed' with maelstrom portal? Does it come out as a 0/6 (taken 1 damage from portal) Doomsayer?
Another thought? Is your opponent able to see the text on the card while played? Is there a way for your opponent play around false prophet, so it doesn't become a Doomsayer? If not, isn't it a bit simular to deathrattle?
As interesting and flavourful as this idea is, I don't really see how it works.. Maybe this is something you need to look at conveying in a clearer way.
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.
There's a similar idea behind them, but they are still pretty different. I think the strength of my entry is False Prophet, which is something you couldn't do at all with Submerge. With your cards, your opponent knows you've played one of the Submerge cards. With mine, the card looks exactly like the card it's disguised as. With False Prophet, your opponent knows it's either a Doomsayer or a False Prophet. You designed yours to give your opponent no information, basically, and I designed mine to trick your opponent with stuff like the Arcane Apparition trap. Our cards will end up being very different.
Deception is a minion keyword. When you play a minion with Deception: X, the other player will see it as minion X. Once the minion attacks or takes damage (I changed it from just being targeted by a spell or hero power for simplicity), 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.
Here are my best examples:
False Prophet is my favorite. I just love the idea of playing mind games with your opponent. You could fake them out into doing nothing on turn 2-3 because they think all their minions will die. I think Faceless Assassin is a pretty good idea too. I'm not sure what I should do for the third card, though. Here are some ideas I had:
Infiltrator could be a Deception of Undercity Huckster instead. Not sure which would be better. So, which ones do you like better? Also, please let me know if you think there are any balance issues. I was thinking of making False Prophet a 2/2, or would it even be balanced at 3/2?
This is a great idea, the flavour of False prophet is stunning (seriously), there is one thing I don't get. Can you please explain to me what happens when it is attacked or 'destoryed' by a spell. Can you answer the example below for me.
I play false Prophet [end turn], Opponent attack it with a silver hand recruit, does it die? or does it transform into doomsayer before the damage is dealt?
What happens if it was 'destoryed' with maelstrom portal? Does it come out as a 0/6 (taken 1 damage from portal) Doomsayer?
Another thought? Is your opponent able to see the text on the card while played? Is there a way for your opponent play around false prophet, so it doesn't become a Doomsayer? If not, isn't it a bit simular to deathrattle?
As interesting and flavourful as this idea is, I don't really see how it works.. Maybe this is something you need to look at conveying in a clearer way.
The card doesn't have the stats of the thing it is disguised as. It has the stats that are printed on the card. And as soon as it takes damage, it is revealed to your opponent. It doesn't transform, so it doesn't gain any health or anything. If I keep False Prophet as a 3/1, as soon as it takes one damage, it will be revealed to your opponent as a 3/1 with 1 damage taken and will then die. If I made it a 2/2 instead, and it took 1 damage, it would be immediately revealed to your opponent as a 2/1.
I think you're a bit confused about Deception. The card never becomes the X in Deception: X. When you play False Prophet, your opponent sees a Doomsayer. If they mouse over it, they will see the text of Doomsayer, not the text of False Prophet. Once False prophet attacks or takes damage, your opponent will then see it as a False Prophet. Does that make sense?
The minion with this keyword will not take damage from Spell, Hero Power or Minion effect. It seems powerful but you still can counter the minion using removal card like Sap, Deadly Shot, Shadow Word: Pain, Assassinate, Execute, Rend Blackhand or Hex. You still can target this minion with damage spell to get the secondary effect, so you can still Freeze the minion that have Avatar using Frostbolt or target it with Firelands Portal to summon a minion.
Here are some example cards:
To fit the flavor of the keyword, most of the card is Warrior or neutral Warrior-ish card.
What do you guys think?
While definitely very flavourful, @GearOFF, I wonder if perhaps it's overvalued. A lot of damage is through combat already, and what removal there is tends to be of the hard variety like Hex and Execute (Execute less so these days). Muradin especially is incredibly poor. Just as a 6 Mana 4/5 Taunt, you're losing out tremendously compared to a Sunwalker; if the opponent has just a Pit Fighter or Stranglethorn Tiger in play and no ping, at least the Sunwalker is taking two hits. The opponent's 5-drop trades up into your 6-drop Muradin and doesn't even die. But if you're playing this as an 8-drop, a 4/5 Taunt that can only be hurt through combat and Battlecry: Gain 2 Armour, that still runs into the same problem of a 5-drop trading so risk-free into it. The Brute is very much the same problem; 3/6 stats is already poor for a 5 drop, 4/5 that can only be hurt through combat is not that much better, and that's the best case.
I will say, as a concept, and a flavor, Avatar does actually have great synergy with Warrior, with the myriad methods of dealing damage to their own minions (Ravaging Ghoul, Whirlwind, Baron Geddon if you counted him in Control Warrior). If it just left it so that the minions didn't take damage from that, the Warrior does fine. But if it still counts as a unit being "damaged," suddenly the Frothing Berserker or the Gurubashi Berserker go absolutely off the rails. Even Acolyte of Pain has the potential to get so much value off of that, which makes Berserker Power actually the best card showing off this keyword.
So, yeah, that's my critique in general; Avatar is to Warrior what Windfury is to Shaman, an interesting concept that is underserved by overcosted/understatted cards.
Thanks for the feedback! I think the keyword works to make your opponent have less option to remove your minion. I will make the card more balance to show case the keyword, thanks for the input on the minion stat I will try to increase it.
For the synergy with taking damage or being damaged, I don't think it will work. The minion with Avatar only take damage from combat so it will not count because other than combat it will not be damaged.
I will try to edit or show case other card later, once again thanks for the feedback!
Time to use an idea I've used in a custom class. This is the Ranged keyword. Look at Gladiator's Longbow. What would happen if we made that a keyword? I'm sure we've all thought to ourselves about how Rexxar uses Eaglehorn Bow like a club. This is where the Ranged keyword comes in.
The Ranged keyword is a keyword that applies to weapons, in which when it attacks, you don't take any retaliation damage. You simply just deal the damage and the durability acts as "ammo" in a sense. This opens up a number of different design spaces for weapons. There are some rules about Ranged weapons. It also is very simple and you know what it means exactly when you see it.
Ranged weapons cannot bypass Taunt, just like regular weapons.
Ranged weapons can still be buffed by cards like Upgrade! or Deadly Poison. You however could make some cards that work specifically with Ranged weapons.
Without further ado, here are some example cards:
Trusty Bow: Your very simple Ranged weapon just to show how this works.
Shadow Huntress: A card that allows you to see how a Ranged weapon synergy card could work out like.
Captain Darksails: So this shows how a Neutral synergy card could be made. Ranged weapons don't have to be in Hunter, they could be in any weapon class. During the time this is on the field, you don't take any retaliation damage from attacking with your weapon and cards like my Shadow Huntress card will work with the weapon.
EDIT: Changed the formatting to fit the rules.
I'll weigh in with a bit of feedback. To start with I think the cards are Very well designed, they are fairly balanced (Shadow Huntress maybe be a little more powerful than it should but I would exactly call it OP) and the flavour is great.
Unfortunately I feel its a little awkward to have a keyword for (basically) 1 Class but also have a neutral minion, like combo in rouge, this should be Hunter only (do pirates fit into hunter?). As you say this keyword already exists in Gladiator's Longbow, that makes it kind of awkward to slot into the game. It also falls into the category of what is mentioned in the OP, quoting Elusive [can't be targeted by spells or hero powers] and Joust [reveal a minion in your ....] as ones that shouldn't be used. No offence to you but originality is on the low with this too, I have seen many Fan creators use this keyword and I'm sure Noxious (or someone of that ilk) has even talked about it on a video.
I love the design but maybe you may need to take another direction as you may not meet the requirements.
Thank you for the feedback. I think this effect would qualify because this effect hasn't been given a reworded term (like Elusive or Joust) as you mentioned. I thought the mechanic was cool, and the keyword was not meant to be Hunter exclusive (I actually made it for a custom class), I just made two Hunter cards because they have the bows, so they seemed fitting.
To be honest, I wouldn't be too surprised if someone else has also came up with this idea before. You're probably right in that I should think of a new mechanic, but if I can't, I at least have something I can submit.
As for your mechanic, Bolster, I think having effects based off of your deck, and deck size is really cool and there are tons of interesting cards you could make with that base idea, though I would take into account what Mewdrops said about how going first or second matters a lot with these cards and admittedly, it is rather tough to evaluate.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Deception is a minion keyword. When you play a minion with Deception: X, the other player will see it as minion X. Once the minion attacks or takes damage (I changed it from just being targeted by a spell or hero power for simplicity), 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.
Here are my best examples:
False Prophet is my favorite. I just love the idea of playing mind games with your opponent. You could fake them out into doing nothing on turn 2-3 because they think all their minions will die. I think Faceless Assassin is a pretty good idea too. I'm not sure what I should do for the third card, though. Here are some ideas I had:
Infiltrator could be a Deception of Undercity Huckster instead. Not sure which would be better. So, which ones do you like better? Also, please let me know if you think there are any balance issues. I was thinking of making False Prophet a 2/2, or would it even be balanced at 3/2?
This is a great idea, the flavour of False prophet is stunning (seriously), there is one thing I don't get. Can you please explain to me what happens when it is attacked or 'destoryed' by a spell. Can you answer the example below for me.
I play false Prophet [end turn], Opponent attack it with a silver hand recruit, does it die? or does it transform into doomsayer before the damage is dealt?
What happens if it was 'destoryed' with maelstrom portal? Does it come out as a 0/6 (taken 1 damage from portal) Doomsayer?
Another thought? Is your opponent able to see the text on the card while played? Is there a way for your opponent play around false prophet, so it doesn't become a Doomsayer? If not, isn't it a bit simular to deathrattle?
As interesting and flavourful as this idea is, I don't really see how it works.. Maybe this is something you need to look at conveying in a clearer way.
The card doesn't have the stats of the thing it is disguised as. It has the stats that are printed on the card. And as soon as it takes damage, it is revealed to your opponent. It doesn't transform, so it doesn't gain any health or anything. If I keep False Prophet as a 3/1, as soon as it takes one damage, it will be revealed to your opponent as a 3/1 with 1 damage taken and will then die. If I made it a 2/2 instead, and it took 1 damage, it would be immediately revealed to your opponent as a 2/1.
I think you're a bit confused about Deception. The card never becomes the X in Deception: X. When you play False Prophet, your opponent sees a Doomsayer. If they mouse over it, they will see the text of Doomsayer, not the text of False Prophet. Once False prophet attacks or takes damage, your opponent will then see it as a False Prophet. Does that make sense?
Yep, I got it completely the wrong way round, makes much more sense now.
With that in mind, what happens with False prophet if they don't attack it (on their turn), does Doomsayer trigger or does it become False prophet? Or does it just sit there as doomsayer (without going off) to your opponent?
I like this concept. Sorry I got a little confused...
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.
There's a similar idea behind them, but they are still pretty different. I think the strength of my entry is False Prophet, which is something you couldn't do at all with Submerge. With your cards, your opponent knows you've played one of the Submerge cards. With mine, the card looks exactly like the card it's disguised as. With False Prophet, your opponent knows it's either a Doomsayer or a False Prophet. You designed yours to give your opponent no information, basically, and I designed mine to trick your opponent with stuff like the Arcane Apparition trap. Our cards will end up being very different.
You make an excellent point, by the way for cards like False Prophet, I think it is really cool, but like Submerge, Deception might run into the same roadblock, which is that turn effects won't trigger, therefore tipping off your opponent that the card is a fake. I suggest using that to your advantage, since you can. For your third card, how about a Legendary Deceptive minion that copies a minion who has a start of turn effect, but instead does something completely different at the start of your turn? I.e. disguised as Nat, the Darkfisher, but at the start of your turn deals damage to an enemy? it definitely fits in with the mindgames aspect so if you can make a card that really showcases the effect like Prophet you will be golden.
@nurgling should Faceless Assassin maybe specify a non-Battlecry minion? Or else is has a pretty good chance of having its cover immediately blown when played.
Deception is a minion keyword. When you play a minion with Deception: X, the other player will see it as minion X. Once the minion attacks or takes damage (I changed it from just being targeted by a spell or hero power for simplicity), 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.
Here are my best examples:
False Prophet is my favorite. I just love the idea of playing mind games with your opponent. You could fake them out into doing nothing on turn 2-3 because they think all their minions will die. I think Faceless Assassin is a pretty good idea too. I'm not sure what I should do for the third card, though. Here are some ideas I had:
Infiltrator could be a Deception of Undercity Huckster instead. Not sure which would be better. So, which ones do you like better? Also, please let me know if you think there are any balance issues. I was thinking of making False Prophet a 2/2, or would it even be balanced at 3/2?
This is a great idea, the flavour of False prophet is stunning (seriously), there is one thing I don't get. Can you please explain to me what happens when it is attacked or 'destoryed' by a spell. Can you answer the example below for me.
I play false Prophet [end turn], Opponent attack it with a silver hand recruit, does it die? or does it transform into doomsayer before the damage is dealt?
What happens if it was 'destoryed' with maelstrom portal? Does it come out as a 0/6 (taken 1 damage from portal) Doomsayer?
Another thought? Is your opponent able to see the text on the card while played? Is there a way for your opponent play around false prophet, so it doesn't become a Doomsayer? If not, isn't it a bit simular to deathrattle?
As interesting and flavourful as this idea is, I don't really see how it works.. Maybe this is something you need to look at conveying in a clearer way.
The card doesn't have the stats of the thing it is disguised as. It has the stats that are printed on the card. And as soon as it takes damage, it is revealed to your opponent. It doesn't transform, so it doesn't gain any health or anything. If I keep False Prophet as a 3/1, as soon as it takes one damage, it will be revealed to your opponent as a 3/1 with 1 damage taken and will then die. If I made it a 2/2 instead, and it took 1 damage, it would be immediately revealed to your opponent as a 2/1.
I think you're a bit confused about Deception. The card never becomes the X in Deception: X. When you play False Prophet, your opponent sees a Doomsayer. If they mouse over it, they will see the text of Doomsayer, not the text of False Prophet. Once False prophet attacks or takes damage, your opponent will then see it as a False Prophet. Does that make sense?
Yep, I got it completely the wrong way round, makes much more sense now.
With that in mind, what happens with False prophet if they don't attack it (on their turn), does Doomsayer trigger or does it become False prophet? Or does it just sit there as doomsayer (without going off) to your opponent?
I like this concept. Sorry I got a little confused...
Only the card text on False Prophet itself is active. It doesn't have the effects of Doomsayer. Your opponent just thinks it does. If False Prophet survives for one turn, the Doomsayer effect won't trigger. It will still look like Doomsayer to your opponent. But they will now know that it's actually False Prophet because the Doomsayer effect didn't trigger. So, you might as well attack with it at that point.
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.
There's a similar idea behind them, but they are still pretty different. I think the strength of my entry is False Prophet, which is something you couldn't do at all with Submerge. With your cards, your opponent knows you've played one of the Submerge cards. With mine, the card looks exactly like the card it's disguised as. With False Prophet, your opponent knows it's either a Doomsayer or a False Prophet. You designed yours to give your opponent no information, basically, and I designed mine to trick your opponent with stuff like the Arcane Apparition trap. Our cards will end up being very different.
You make an excellent point, by the way for cards like False Prophet, I think it is really cool, but like Submerge, Deception might run into the same roadblock, which is that turn effects won't trigger, therefore tipping off your opponent that the card is a fake. I suggest using that to your advantage, since you can. For your third card, how about a Legendary Deceptive minion that copies a minion who has a start of turn effect, but instead does something completely different at the start of your turn? I.e. disguised as Nat, the Darkfisher, but at the start of your turn deals damage to an enemy? it definitely fits in with the mindgames aspect so if you can make a card that really showcases the effect like Prophet you will be golden.
That could be a good idea. One of the difficulties of coming up with cards is that you can't make the Deception card a lot better than the one it's copying. Like, if I copy Nat, the Darkfisher, and the Deception card were to become popular, the Deception wouldn't be effective because everyone runs the deception card and no one runs Nat, the Darkfisher. That's what might make this better for non-Legendaries, because you could include like one Doomsayer and one False Prophet to really mess with your opponent.
Time to use an idea I've used in a custom class. This is the Ranged keyword. Look at Gladiator's Longbow. What would happen if we made that a keyword? I'm sure we've all thought to ourselves about how Rexxar uses Eaglehorn Bow like a club. This is where the Ranged keyword comes in.
The Ranged keyword is a keyword that applies to weapons, in which when it attacks, you don't take any retaliation damage. You simply just deal the damage and the durability acts as "ammo" in a sense. This opens up a number of different design spaces for weapons. There are some rules about Ranged weapons. It also is very simple and you know what it means exactly when you see it.
Ranged weapons cannot bypass Taunt, just like regular weapons.
Ranged weapons can still be buffed by cards like Upgrade! or Deadly Poison. You however could make some cards that work specifically with Ranged weapons.
Without further ado, here are some example cards:
Trusty Bow: Your very simple Ranged weapon just to show how this works.
Shadow Huntress: A card that allows you to see how a Ranged weapon synergy card could work out like.
Captain Darksails: So this shows how a Neutral synergy card could be made. Ranged weapons don't have to be in Hunter, they could be in any weapon class. During the time this is on the field, you don't take any retaliation damage from attacking with your weapon and cards like my Shadow Huntress card will work with the weapon.
EDIT: Changed the formatting to fit the rules.
I'll weigh in with a bit of feedback. To start with I think the cards are Very well designed, they are fairly balanced (Shadow Huntress maybe be a little more powerful than it should but I would exactly call it OP) and the flavour is great.
Unfortunately I feel its a little awkward to have a keyword for (basically) 1 Class but also have a neutral minion, like combo in rouge, this should be Hunter only (do pirates fit into hunter?). As you say this keyword already exists in Gladiator's Longbow, that makes it kind of awkward to slot into the game. It also falls into the category of what is mentioned in the OP, quoting Elusive [can't be targeted by spells or hero powers] and Joust [reveal a minion in your ....] as ones that shouldn't be used. No offence to you but originality is on the low with this too, I have seen many Fan creators use this keyword and I'm sure Noxious (or someone of that ilk) has even talked about it on a video.
I love the design but maybe you may need to take another direction as you may not meet the requirements.
Thank you for the feedback. I think this effect would qualify because this effect hasn't been given a reworded term (like Elusive or Joust) as you mentioned. I thought the mechanic was cool, and the keyword was not meant to be Hunter exclusive (I actually made it for a custom class), I just made two Hunter cards because they have the bows, so they seemed fitting.
To be honest, I wouldn't be too surprised if someone else has also came up with this idea before. You're probably right in that I should think of a new mechanic, but if I can't, I at least have something I can submit.
As for your mechanic, Bolster, I think having effects based off of your deck, and deck size is really cool and there are tons of interesting cards you could make with that base idea, though I would take into account what Mewdrops said about how going first or second matters a lot with these cards and admittedly, it is rather tough to evaluate.
You may be right. I think it is a cool mechanic and certainly suits hunter. I would go for it and submit it, it just something that I thought of while looking at your cards. Like I say, I feel it would be better as a hunter only mechanic, so you may have to re-think your legendary, it'd make much more sense.
Thanks for the feedback on mine. I will bear it in mind I feel like mechanics are in place such as prince malcheezar to enable this effect to work in a non-RNG way. To that effect, why would you play cards like this in a situation where you only have 50% chance to get the effect? (going first and not having a deck built around it)...
@nurgling should Faceless Assassin maybe specify a non-Battlecry minion? Or else is has a pretty good chance of having its cover immediately blown when played.
Yeah, that's probably a good idea. There are other ways to blow it's cover (e.g., end of turn effects no triggering), but leaving out Battlecry gets rid of a good chunk of them and I can do it with one word.
There's a mechanic that I've submitted to a few competitions and other forum events before that I very much like and very much think has potential, and I've never thought about keywording it before because I didn't think it was necessary, but I realize that keywording it might actually give these sorts of effects a lot more room to exist as more than mere vanilla minions once deck construction is complete and the game begins. Now all that's left is to think of a good name for it. I also probably won't use these exact examples. These are literally just the cards I've created for other stuff before. Thoughts on the concept would not be unappreciated. =)
I guess it'd be "Keyword: Your deck may include these cards." Keyword: Rogue weapons. Keyword: 2 Basic Mage Spells. Keyword: 1 Basic Paladin or Priest card.
Here is my Idea for Keyword:
The minion with this keyword will not take damage from Spell, Hero Power or Minion effect. It seems powerful but you still can counter the minion using removal card like Sap, Deadly Shot, Shadow Word: Pain, Assassinate, Execute, Rend Blackhand or Hex. You still can target this minion with damage spell to get the secondary effect, so you can still Freeze the minion that have Avatar using Frostbolt or target it with Firelands Portal to summon a minion.
Here are some example cards:
To fit the flavor of the keyword, most of the card is Warrior or neutral Warrior-ish card.
What do you guys think?
>>>Check out my Latest Card Design Competition Entry<<<
Would like some feedback on my entry please.
Time to use an idea I've used in a custom class. This is the Ranged keyword. Look at Gladiator's Longbow. What would happen if we made that a keyword? I'm sure we've all thought to ourselves about how Rexxar uses Eaglehorn Bow like a club. This is where the Ranged keyword comes in.
The Ranged keyword is a keyword that applies to weapons, in which when it attacks, you don't take any retaliation damage. You simply just deal the damage and the durability acts as "ammo" in a sense. This opens up a number of different design spaces for weapons. There are some rules about Ranged weapons. It also is very simple and you know what it means exactly when you see it.
Without further ado, here are some example cards:
Trusty Bow: Your very simple Ranged weapon just to show how this works.
Shadow Huntress: A card that allows you to see how a Ranged weapon synergy card could work out like.
Captain Darksails: So this shows how a Neutral synergy card could be made. Ranged weapons don't have to be in Hunter, they could be in any weapon class. During the time this is on the field, you don't take any retaliation damage from attacking with your weapon and cards like my Shadow Huntress card will work with the weapon.
EDIT: Changed the formatting to fit the rules.
Click the image to go to my custom Time Traveler class.
Unearth: Add a minion/weapon that has been destroyed or a spell that has been cast to your hand (I.E. Unearth a friendly Battlecry minion, or Unearth an enemy spell, or whatever.)
Why Rogue is my favourite class:
My submission for this week's card design competition.
While definitely very flavourful, @GearOFF, I wonder if perhaps it's overvalued. A lot of damage is through combat already, and what removal there is tends to be of the hard variety like Hex and Execute (Execute less so these days). Muradin especially is incredibly poor. Just as a 6 Mana 4/5 Taunt, you're losing out tremendously compared to a Sunwalker; if the opponent has just a Pit Fighter or Stranglethorn Tiger in play and no ping, at least the Sunwalker is taking two hits. The opponent's 5-drop trades up into your 6-drop Muradin and doesn't even die. But if you're playing this as an 8-drop, a 4/5 Taunt that can only be hurt through combat and Battlecry: Gain 2 Armour, that still runs into the same problem of a 5-drop trading so risk-free into it. The Brute is very much the same problem; 3/6 stats is already poor for a 5 drop, 4/5 that can only be hurt through combat is not that much better, and that's the best case.
I will say, as a concept, and a flavor, Avatar does actually have great synergy with Warrior, with the myriad methods of dealing damage to their own minions (Ravaging Ghoul, Whirlwind, Baron Geddon if you counted him in Control Warrior). If it just left it so that the minions didn't take damage from that, the Warrior does fine. But if it still counts as a unit being "damaged," suddenly the Frothing Berserker or the Gurubashi Berserker go absolutely off the rails. Even Acolyte of Pain has the potential to get so much value off of that, which makes Berserker Power actually the best card showing off this keyword.
So, yeah, that's my critique in general; Avatar is to Warrior what Windfury is to Shaman, an interesting concept that is underserved by overcosted/understatted cards.
>>>Check out my Latest Card Design Competition Entry<<<
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
>>>Check out my Latest Card Design Competition Entry<<<
>>>Check out my Latest Card Design Competition Entry<<<
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Click the image to go to my custom Time Traveler class.
>>>Check out my Latest Card Design Competition Entry<<<
@nurgling should Faceless Assassin maybe specify a non-Battlecry minion? Or else is has a pretty good chance of having its cover immediately blown when played.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
>>>Check out my Latest Card Design Competition Entry<<<
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
There's a mechanic that I've submitted to a few competitions and other forum events before that I very much like and very much think has potential, and I've never thought about keywording it before because I didn't think it was necessary, but I realize that keywording it might actually give these sorts of effects a lot more room to exist as more than mere vanilla minions once deck construction is complete and the game begins. Now all that's left is to think of a good name for it. I also probably won't use these exact examples. These are literally just the cards I've created for other stuff before. Thoughts on the concept would not be unappreciated. =)
I guess it'd be "Keyword: Your deck may include these cards."
Keyword: Rogue weapons.
Keyword: 2 Basic Mage Spells.
Keyword: 1 Basic Paladin or Priest card.