That effect happens before their start-of-turn draw, but still happens within your own turn's timer, or else it would be kind of dumb with Nozdormu and animations.
I'm not sure about the keyword, though, and perhaps another term would be more befitting of the effect. The idea is that these effects are forced upon the opponent upon the beginning of their turn, as if provoking them into doing it? Something like that. Anyway, not sure about the keyword as of yet.
Any assistance about balance is welcome.
Yes, the first card's picture is unimpressive. Shush. :p
The first card's idea is that small minions will be forced to attack it, dying (if they have 1 or 2 health) when the opponent normally would want them to go face. The attack order would be from left to right until they are out of minions or this minion dies. It DOES use their regular attack for the turn, so once they have proper control of their turn, the opponent cannot attack with their minions that have attacked into this minion from this effect.
The second card's idea is simply that you have two turns of seeing your opponent's hand at the beginning of their turn. As this effect (the keyword) happens before their draw, you don't get to see what they drew at the beginning of their turn.
The third card makes an opponent's minion attack another, in the manner listed (left minion attacks right minion). Both minions take damage, as if they had battled normally. If the leftmost minion has 0 attack, he cannot attack and thus doesn't take damage back from that nonexistant attack. If there is only one minion, nothing happens. I know next to nothing about Warcraft lore, so I may have gotten the character a bit off. It's supposed to be based on the Lich King arc of his existence, hence why he's a warlock minion, not a shaman minion.
Last Stand: Activates when played and you have 10 or less health
Stalwart Defender: Gives you the general concept for the theme. Could be more aggressively costed, but I wanted to make it 'OK' to show off the theme and how it gives vanilla cards more visbility.
Recuperate: Both effects trigger.
Argo Stongstout: The nice thing about Last Stand, is that cards can be aggressively costed and are flexible due to the relatively tight restriction. This card I like a lot, because it's actually worse in an aggro game. In Control vs Control, you can get below 10 health, play this card and heal yourself with a shield block, armor-up, healing wave, etc. Or, potentially, vs Paladin/Priest, you can play this and sit below 10 health just fine.
The general idea is to counter Aggro decks without being completely useless in Control matchups. It would also help bring back Combo decks, since they would largely ignore Last Stand.
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.
The problem with this concept is that it makes balance a lot harder. You suddenly have to worry about how class cards combo with other class cards.
Aura: an effect that affects the board as long as the card that has it is in your hand or deck
First Strike: Becomes active is this is the first minion you play this turn (combo in reverse)
Arcane: can use unused mana crystals from last turn to be played (let's say you skipped turn 1, and the arcane card costs 3, then you can play it in turn 2)
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.
While I agree with nurgling in that it makes it a bit harder to balance things, I can't deny the creativity. I've always wanted more deckbuilding restriction mechanics. I also think this can be open to a variety of deckbuilding rules, not just adding class cards. e.g. "Keyword: Your deck can have up to 35 cards.", or even drawbacks like "Keyword: Your deck can have up to 20 cards."
As for keyword ideas: Top of my head says Multi-Class, Rulebreak, or Graft.
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.
Thanks for the feedback. If there is only 1 minion on the board with unity and Zoobot comes into play it get +3/+3 because it is a random dragon, random beast and random murloc. That i why the "Satir" card I made is so powerful.
Unearth: Add a card that has been destroyed/used this game to your hand. Could be both yours and your opponent's.
Undersea Expedition: You know how N'zoth looks like a giant Kraken? That's where I got inspiration for this. Not sure how balanced this is. If your opponent doesn't play many minions, you could get a ton of value from this. Note that you keep the non-Deathrattle one. Flavour being that you're on an expedition to the abandoned crevasses of the ocean to look for the corpses of Deathrattle minions in order to study them. I'm thinking of making it 'Unearth Deathrattle minions until you find one that costs (X) or more', which would have the added flavour of the operation coming to an abrupt end because they tried to catalogue something a bit too dangerous.
Elana Starseeker: Elise Starseeker's long-lost sister, who chose the path of archaeology over that of exploration. She will keep supplying you with relics of the past until your opponent kills her or you run out of space in your hand. Again, not sure how powerful this is.
Arcane Archivist: This guy's been cooped up in Karazhan's libraries for ages, trying to figure out how to cast Arcane Missiles. He's got a understatted body, but a strong effect. Balance is hard.
It's sort of link. Nexus - its abilities that activates when you summon minions with other Nexus ability.
The number after this is amount of Nexus minions that should be summoned for activate this ability. I think its allow make really strong effects.
For example - Sand Spectre transform into opponent's legendary after you summon second minion with nexus after summon a sand spectre. (Sand spectre - sand spectre- Desert scavenger -Nat Pagle from 1 sand spectre). It's can create effect of very value snowball. But I make a minions that activate them effect from only 1 summoned nexus minion. (in spoiler)
And look to Nexus Legendary Sha'mu- it's amasing for make really strong combinations.
What you think about this? pls help me with balance or wording. And help me choose cards for submission. Thnks so much guys, goodluck for all!
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?
I like the idea, I just worry that instead of bringing in cool new cards, you just ruin old cards. Now you just always hit a low cost minion into water elemental to see if its deceiving you, you now hit your low attack minion into doomsayer just incase its that 3/1. Although the faceless assassin I think bypasses this rule, though if you see a terrible and questionable 4-drop it would make you wonder. That aside, I really like the idea with this keyword
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"
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.
While I agree with nurgling in that it makes it a bit harder to balance things, I can't deny the creativity. I've always wanted more deckbuilding restriction mechanics. I also think this can be open to a variety of deckbuilding rules, not just adding class cards. e.g. "Keyword: Your deck can have up to 35 cards.", or even drawbacks like "Keyword: Your deck can have up to 20 cards."
As for keyword ideas: Top of my head says Multi-Class, Rulebreak, or Graft.
The unique thing about keyword is that the strength of it is on the text not the keyword it self, in this case I agree with you and nurgling that we must think about the balance, but we can judge the balance of it by the example card. For example it can be a Paladin class card with "Deck that include this may also include two 'Sacrificial Pact' spell." we automatically assume this will be useless because it have no synergy with Paladin but in the meta with many Lord Jaraxxus this card can give you a tech choice.
I vote for Rulebreak for the name! I like the mechanic that have presence on deck building and this is really interesting in my opinion.
@Hieii - interesting concept. But shouldn't silence work on both? It would be much more intuitive if you detach the chain from one, both are free.
Mmmh. Take the golem example. Two minions will have to attack this golem until they die or the golem die. But the golem is free to attack other minions because he wasn't hit by enchain. The "chain" is only in one way like a leash. Maybe I should call it leash.
EDIT: Or maybe I should say both minion are enchained so have to attack each other.
@Telefonkabel Thanks for the feedback! Fuse is probably too complex, luckily I have another idea!
Don't believe this needs much explanation, BUT... it might be too boring? It's pretty much as simple as Divine Shield, but sometimes less is more! Mana Shield would mainly be a Mage keyword, but would also be on neutral minions - just like Divine Shield is mainly for Paladin, but is also found on Neutral minions. As for the Tooltip, I'm not sure if it needs to say "current player's" ?
My new keyword is Sustenance. Spell with such keyword usually has no immediate effect, but similarly to Secrets, will last as "Active spell" of "Sustained spell" for at least one round (when active spell is in play it is reflected by his Sustenance value under hero portrait). Active spell loses 1 point of Sustenance at the beginning of player's turn and each time effect of spell is triggered. The effect is not hidden as in Secrets — it is visible for both players and can influence both sides, additionally — you can sustain only one spell at time. I developed this mechanic for mages exclusively, so all three cards are from Mage class:
Thermal Void: Have similar mechanics to Demented Frostcaller but more reactive in style.
Summoning Seal: Anti zoo card, suitable for Freeze Mage, or any heavy spell affinitive deck.
Transmute Energy: Rain missiles on your enemies with alternate use of Sustained spell.
But now that I read again I also think it's not clear. And perhaps being enchained should be in both way. What about: "Enchain: Enchained minions can only attack each other until one die." ?
@Telefonkabel Thanks for the feedback! Fuse is probably too complex, luckily I have another idea!
Don't believe this needs much explanation, BUT... it might be too boring? It's pretty much as simple as Divine Shield, but sometimes less is more! Mana Shield would mainly be a Mage keyword, but would also be on neutral minions - just like Divine Shield is mainly for Paladin, but is also found on Neutral minions. As for the Tooltip, I'm not sure if it needs to say "current player's" ?
I feel like the keyword is a bit too specialised and specific, although that could be just me. I feel like it's interesting enough to be on a single minion as a standalone effect, but as a keyword, it feels kind of forced. As for your cards, Gnomish Cryomancer is OK, nothing much to say, although it's probably a bit too weak (I feel that way because you're essentially forced to save some mana for it, or you're playing a 3 mana 2/2). Arcane Power: Does it give that effect to the minions you currently have, or is it just this turn, or is it a permanent effect? Aegwynn is pretty cool, and I like it, although it could be a 5/6 probably.
Unearth: Add a card that has been destroyed/used this game to your hand. Could be both yours and your opponent's.
Undersea Expedition: You know how N'zoth looks like a giant Kraken? That's where I got inspiration for this. Not sure how balanced this is. If your opponent doesn't play many minions, you could get a ton of value from this. Note that you keep the non-Deathrattle one. Flavour being that you're on an expedition to the abandoned crevasses of the ocean to look for the corpses of Deathrattle minions in order to study them. I'm thinking of making it 'Unearth Deathrattle minions until you find one that costs (X) or more', which would have the added flavour of the operation coming to an abrupt end because they tried to catalogue something a bit too dangerous.
Elana Starseeker: Elise Starseeker's long-lost sister, who chose the path of archaeology over that of exploration. She will keep supplying you with relics of the past until your opponent kills her or you run out of space in your hand. Again, not sure how powerful this is. Alternately, it's effect could be a completely different 'You Discover cards you Unearth', meaning you get 3 choices.
Arcane Archivist: This guy's been cooped up in Karazhan's libraries for ages, trying to figure out how to cast Arcane Missiles. He's got a understatted body, but a strong effect. Not sure about how good it is.
That effect happens before their start-of-turn draw, but still happens within your own turn's timer, or else it would be kind of dumb with Nozdormu and animations.
I'm not sure about the keyword, though, and perhaps another term would be more befitting of the effect. The idea is that these effects are forced upon the opponent upon the beginning of their turn, as if provoking them into doing it? Something like that. Anyway, not sure about the keyword as of yet.
Any assistance about balance is welcome.
Yes, the first card's picture is unimpressive. Shush. :p
The first card's idea is that small minions will be forced to attack it, dying (if they have 1 or 2 health) when the opponent normally would want them to go face. The attack order would be from left to right until they are out of minions or this minion dies. It DOES use their regular attack for the turn, so once they have proper control of their turn, the opponent cannot attack with their minions that have attacked into this minion from this effect.
The second card's idea is simply that you have two turns of seeing your opponent's hand at the beginning of their turn. As this effect (the keyword) happens before their draw, you don't get to see what they drew at the beginning of their turn.
The third card makes an opponent's minion attack another, in the manner listed (left minion attacks right minion). Both minions take damage, as if they had battled normally. If the leftmost minion has 0 attack, he cannot attack and thus doesn't take damage back from that nonexistant attack. If there is only one minion, nothing happens. I know next to nothing about Warcraft lore, so I may have gotten the character a bit off. It's supposed to be based on the Lich King arc of his existence, hence why he's a warlock minion, not a shaman minion.
There are a lot of remedies we don't yet know a disease for.
Works with Goon Pally's various hand buffs and Control Pally in general. Divine Shield at the end of every turn if you have Advantage.
Bullet Time:
Works for Miracle Rogue (Draw three cards with Gadgetzan Auctioneer) but also Mill Rogue (since your opponent probably has Advantage).
Works with Goon Hunter, or the elusive Control Hunter. A replacement for Quick Shot when it rotates, with a buff attached if you have Advantage.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Last Stand: Activates when played and you have 10 or less health
Stalwart Defender: Gives you the general concept for the theme. Could be more aggressively costed, but I wanted to make it 'OK' to show off the theme and how it gives vanilla cards more visbility.
Recuperate: Both effects trigger.
Argo Stongstout: The nice thing about Last Stand, is that cards can be aggressively costed and are flexible due to the relatively tight restriction. This card I like a lot, because it's actually worse in an aggro game. In Control vs Control, you can get below 10 health, play this card and heal yourself with a shield block, armor-up, healing wave, etc. Or, potentially, vs Paladin/Priest, you can play this and sit below 10 health just fine.
The general idea is to counter Aggro decks without being completely useless in Control matchups. It would also help bring back Combo decks, since they would largely ignore Last Stand.
Also, for fun, a balanced Dr. Boom.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Nice. Two ideas:
Aura: an effect that affects the board as long as the card that has it is in your hand or deck
First Strike: Becomes active is this is the first minion you play this turn (combo in reverse)
Arcane: can use unused mana crystals from last turn to be played (let's say you skipped turn 1, and the arcane card costs 3, then you can play it in turn 2)
Intimidate: Any enemy character with less attack than this character can't attack.
the idea with the Intimidate mechanic is that it will discourage aggro and encourage control decks.
PS is this the proper way to format it?
"quz wsxed crafvtg byhn jmikolp?" ~zsxefvh
As for keyword ideas: Top of my head says Multi-Class, Rulebreak, or Graft.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Okay, my idea (not sure about balancing):
Unearth: Add a card that has been destroyed/used this game to your hand. Could be both yours and your opponent's.
Undersea Expedition: You know how N'zoth looks like a giant Kraken? That's where I got inspiration for this. Not sure how balanced this is. If your opponent doesn't play many minions, you could get a ton of value from this. Note that you keep the non-Deathrattle one. Flavour being that you're on an expedition to the abandoned crevasses of the ocean to look for the corpses of Deathrattle minions in order to study them. I'm thinking of making it 'Unearth Deathrattle minions until you find one that costs (X) or more', which would have the added flavour of the operation coming to an abrupt end because they tried to catalogue something a bit too dangerous.
Elana Starseeker: Elise Starseeker's long-lost sister, who chose the path of archaeology over that of exploration. She will keep supplying you with relics of the past until your opponent kills her or you run out of space in your hand. Again, not sure how powerful this is.
Arcane Archivist: This guy's been cooped up in Karazhan's libraries for ages, trying to figure out how to cast Arcane Missiles. He's got a understatted body, but a strong effect. Balance is hard.
Why Rogue is my favourite class:
My submission for this week's card design competition.
New keyword from me is Nexus.It's sort of link. Nexus - its abilities that activates when you summon minions with other Nexus ability.
The number after this is amount of Nexus minions that should be summoned for activate this ability. I think its allow make really strong effects.
For example - Sand Spectre transform into opponent's legendary after you summon second minion with nexus after summon a sand spectre. (Sand spectre - sand spectre- Desert scavenger -Nat Pagle from 1 sand spectre). It's can create effect of very value snowball. But I make a minions that activate them effect from only 1 summoned nexus minion. (in spoiler)
And look to Nexus Legendary Sha'mu- it's amasing for make really strong combinations.
What you think about this? pls help me with balance or wording. And help me choose cards for submission. Thnks so much guys, goodluck for all!
"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"
Enchain: Can only attack the minion they are enchained with until one dies.After telefonkabel note:
Enchain: Enchained minions can only attack each other until one dies.
Tip: If you want to free a minion from an enchain effect, you have to silence the minions enchained and not the minion that have the enchain effect.After telefonkabel note:
We can silence one of the minions to free him from his chain.
Note that taunt minions can be bypass. They are enchain, they don't care if you taunt them, it's logical :)
Love the tribes.
Love the tribes.
@Telefonkabel
Thanks for the feedback! Fuse is probably too complex, luckily I have another idea!
Don't believe this needs much explanation, BUT... it might be too boring? It's pretty much as simple as Divine Shield, but sometimes less is more! Mana Shield would mainly be a Mage keyword, but would also be on neutral minions - just like Divine Shield is mainly for Paladin, but is also found on Neutral minions. As for the Tooltip, I'm not sure if it needs to say "current player's" ?
My new keyword is Sustenance. Spell with such keyword usually has no immediate effect, but similarly to Secrets, will last as "Active spell" of "Sustained spell" for at least one round (when active spell is in play it is reflected by his Sustenance value under hero portrait). Active spell loses 1 point of Sustenance at the beginning of player's turn and each time effect of spell is triggered. The effect is not hidden as in Secrets — it is visible for both players and can influence both sides, additionally — you can sustain only one spell at time. I developed this mechanic for mages exclusively, so all three cards are from Mage class:
Thermal Void: Have similar mechanics to Demented Frostcaller but more reactive in style.
Summoning Seal: Anti zoo card, suitable for Freeze Mage, or any heavy spell affinitive deck.
Transmute Energy: Rain missiles on your enemies with alternate use of Sustained spell.
My favorite colour is blue!
Love the tribes.
My keyword is Infinite. It represents a number, which equals to the Infinite cards played in your last turn.
Minions with Infinite keyword normally cost more than 4. Infinite minions means the amount of minions, not minions with Infinite.
I primarily intent to create some strategy-based variable. Maybe it is not so ideal.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Curve: Activate an effect if you play card in the same turn as it's current mana cost.
of course removing duplicates remove only single copy of specific card.