Here's mine, i've seen one person review the idea so far as i didn't have a card made yet, and they liked it. Thoughts?
Even with 6 cost, this seems like it would be broken in combination with Assassin's Blade and/or Deadly Poison. I do think with just 1 of the 2 effects you could reduce the cost to 5, maybe in conjunction with reducing the health to 4. If I had to pick one of the two effects, I think the windfury is more powerful: You could get some ridiculous burst damage with proper setup.
Doom hammer rockbiter weapon says hello. But I see where you're coming from. I may raise the price, but I think the 3 card combo is deserved if you get it, and rogue especially needs something to boost it up.
I have finalized my card by changing its stats completely. It was too expensive and too weak at the same time, so I changed the stats to a 1/4 so that it can't be killed by most weapons, but also won't do much damage and also lowered the mana cost to 3.
@MyChalee: I like the base concept but I don't know about balance. Technically, you're never gonna have enough Armor against aggro-midrange to make this good and control matchups have ways to deal with a fat-ass 30/30 Frostborn Golem (but in control matchups Armor is sometimes more important) so I don't think there currently are any circumstances where this would be OP. In fact I think it will be UP most of the time. Formulation is bad though, "Summon a Frostborn Golem and give it +1/+1 for each destroyed Armor" seems better to me.
Thank for the comment I have problems with gamma. LOL
I updated the Dwarven Guardian and came up with another idea so below there are both cards:
Which one is better? I'm pretty unsure about Shady Smith's stats...
Bump
Also some thoughts about some cards:
You shall not pass!: Apart from the cost that is off, this card looks to me like a stronger Consecration;
Dwarven Berserker: I like this card, but considering there are 4 mana 7/7s out there, it may look a bit underpowered (I don't know though, since you still get a weapon);
Pikel Bouldershoulder: I'm not really a fan of Druid Weapons;
Grimestreet Sentinel: I like this card, also because the Hunter doesn't have any good Weapon apart from Eaglehorn Bow, I'd change the text to make it more similar to that of Dispatch Kodo but it looks fine like this;
Bloodsmith Caleb: I'm afraid this card could give you giant weapons (10/8 after eating Grommash Hellscream), but since it takes two turns to set up the combo it might be fine. Another concern is that it is similar to giving charge to a minion while also making it more difficult to remove;
High Priest Rohan: I'd give it better stats, since it becomes quite underwhelming against non-weapon classes;
Forge Trap: When I see this card I imagine an anvil falling on the enemy hero xD. But I'm not a fan of this card since it is a dead weight against non-weapon classes;
Farstrider: Nothing to say, I really like this card (about the wording I think it would look better if it was like Dispatch Kodo but it is readable also like this).
Hi all. Well I'm torn between two ideas (one coming from the other). Not sure if "Hire Smithy" is too complicated/contrived. The 2nd card is below the spoiler, and is the simplified version.
Tokens:
Hero power (for both):
so yeah the alternative simpler version looks something like this:
I updated the Dwarven Guardian and came up with another idea so below there are both cards:
Which one is better? I'm pretty unsure about Shady Smith's stats...
Bump
Also some thoughts about some cards:
You shall not pass!: Apart from the cost that is off, this card looks to me like a stronger Consecration;
Dwarven Berserker: I like this card, but considering there are 4 mana 7/7s out there, it may look a bit underpowered (I don't know though, since you still get a weapon);
Pikel Bouldershoulder: I'm not really a fan of Druid Weapons;
Grimestreet Sentinel: I like this card, also because the Hunter doesn't have any good Weapon apart from Eaglehorn Bow, I'd change the text to make it more similar to that of Dispatch Kodo but it looks fine like this;
Bloodsmith Caleb: I'm afraid this card could give you giant weapons (10/8 after eating Grommash Hellscream), but since it takes two turns to set up the combo it might be fine. Another concern is that it is similar to giving charge to a minion while also making it more difficult to remove;
High Priest Rohan: I'd give it better stats, since it becomes quite underwhelming against non-weapon classes;
Forge Trap: When I see this card I imagine an anvil falling on the enemy hero xD. But I'm not a fan of this card since it is a dead weight against non-weapon classes;
Farstrider: Nothing to say, I really like this card (about the wording I think it would look better if it was like Dispatch Kodo but it is readable also like this).
Hmmm... Shady smith seems very strong. But less so in rogue, so that's good. I much prefer Dwarven Guardian, I think it's a really cool way to make use of mana :) strong card, unique, I'd upvote it ;)
Everything is great about it except for the Hero Power. Being able to give your weapon 1/1 repeatedly like that makes it spiral out of control really quickly if you find your opponent with no weapon tech. That being said it gets a little more complicated because your hero power is permanent, making cards like Poisoned Blade suddenly OP out of nowhere (give your weapon +2/+1 each turn for 2 mana is a pretty sick deal!)
Nerf the Hero Power to something less snowbally and I think its okay.
Btw I like how both options go for a different type of Rogue. Imindril is easier to get and although expensive helps with great spell and burst synergy, while Argo is slightly less convenient but now promotes Control and N'Zoth Rogue.
I believe if you make the hero power weaker but still useful and you can also drop the stats on the minions to make them more playable. As of now 7 mana is pretty steep.
I'm quoting Zence, I think that the Hero Power is too strong when you have a weapon, but gets crushed if your opponent manages to destroy your weapon.
So, about Imindril Spearsong I think the solution would be just swapping the Hero Power and the Inspire (maybe changing it to +1 Attack instead of +1/+1), about Argo Strongstout I don't really know... maybe make a Passive Hero Power that renders you immune during you turn?
Everything is great about it except for the Hero Power. Being able to give your weapon 1/1 repeatedly like that makes it spiral out of control really quickly if you find your opponent with no weapon tech. That being said it gets a little more complicated because your hero power is permanent, making cards like Poisoned Blade suddenly OP out of nowhere (give your weapon +2/+1 each turn for 2 mana is a pretty sick deal!)
Nerf the Hero Power to something less snowbally and I think its okay.
Btw I like how both options go for a different type of Rogue. Imindril is easier to get and although expensive helps with great spell and burst synergy, while Argo is slightly less convenient but now promotes Control and N'Zoth Rogue.
I believe if you make the hero power weaker but still useful and you can also drop the stats on the minions to make them more playable. As of now 7 mana is pretty steep.
I'm quoting Zence, I think that the Hero Power is too strong when you have a weapon, but gets crushed if your opponent manages to destroy your weapon.
So, about Imindril Spearsong I think the solution would be just swapping the Hero Power and the Inspire (maybe changing it to +1 Attack instead of +1/+1), about Argo Strongstout I don't really know... maybe make a Passive Hero Power that renders you immune during you turn?
Awesome, thank you both for the feedback. I knew there was something off with this, and you nailed it.
Final question is if the art for Hire Smithy is crap, haha xD
I've got a concept together, but I'm not sure how to finalize it. Ideally this is an endgame card/form, so the original hero wouldn't have to come back, but I'm not sure how to balance it properly otherwise at the moment. Kur'talos/Dontalionax himself is also extremely weak to hard removal, but at the same time would make your hero Immune forever if he was transformed (different wording is possible but I haven't figured it out just yet).
Just to be clear, Kur'talos remains on the board when you summon him, its only your Hero Power that's effected.
I've always liked the idea of an alternative, "summoned" hero and a minion interacting with each other, so I really hope this can be properly made. The Hero Power/post-Kur'talos-death/removal hero are the hardest parts for me to balance at the moment. I'd love to hear input/advice!
P.S. Yes, Dontalionax is a demon, so Sacrificial Pact would kill him.
On Betray the Cult - i prefer 'destroy' as then you can technically get C'thun back (the 7/8 guy *name*) which is nice interaction. Cool card! hmm wait now I remember getting annoyed with C'thun warriors earning XXX armor haha... what about removing the 'double' and 'discard' elements?
Removing "discard" would be too weird and removing "twice" would make it very unreliable. I don't know I could improve it further.
@Zence: Can't really decide which one I like best between C'Thun's Executioner and Grimestreet Sentinel. I'm tempted to suggest Sentinel because of flavor (Paladin aren't really friends with Old Gods lore-wise and their WOTOG cards reflect that). That said I would make the Gun only 2 Durability and you should mention the Durability somewhere in the card as well. Also, yes, rename it.
In the meantime I also reviewed my own cards and here is my new selection:
Moonsail Assassin stayed the same.
Cenarion Guardian has been changed to 3mana 4/3 in order not to compete with other good taunt minions and to replace Savage Combatant for Beast Druid. You're unlikely to generate tons of tempo with this because you generally don't have Armor on turn 3.
Betray the Cult is a bit risky. It allows you to sacrifice your C'Thun to gain a shit ton of armor (it won't do anything if you don't have it). Synergizes perfectly with last week's winner haha. Note that you can simply put C'Thun without support in your deck to gain 12 armor but of course this requires you to put a useless card in your deck.
I think 5 mana for Betray the Cult is too much. It could cost 4 or even 3 but I'm not sure.
Moonsail Assassin: Same as before
Cenarion Guardian: Better! I actually like how this conflicts with Feral Rage so it isn't a perfect play! Still strong T4 but its a nice way to dillute it.... Actually it has taunt... Maybe a 3/3 instead?
5 mana gain 40 Armor is incredible... Then you can still play 2 Doomcaller's the following turns and 2 Ancient Shieldbearer will still trigger... Doesn't beat a Jade Druid but it destroys everything else. I know Jade Druid is still superior but I consider it on its own level of Miracle/Tempo so I wouldn't use it as an excuse to keep it the way it is... Maybe only equal to its attack? Because double will get ridiculous real quick.
Doomcaller and Ancient Shieldbearer won't work if you discarded C'Thun and if you are able to play Betray with it on the board... you're already winning. Gaining a ridiculous amount of Armor with this is kind of the point because the sacrifice is absolutely huge : it won't do anything if C'Thun is already dead! This means you HAVE TO give it up to gain the armor.
For the bear I don't know. 3/3 when you can't reliably have the effect seems really weak to me.
I made two version of each of those card. One Betray with twice and one without that cost only 2 (but again seems weak to me):
@Livienna1683 Well... it's not crap, but it isn't even spectacular. Maybe if you manage to find something more Smithy-themed it will be better...
yeahhhh the problem I had was for the challenge there needs to be an elf or a dwarf in the pic, and it feels weird to only have one of those in a spell that can go either way.
tbh I've started down a completely different path. Will post the new idea soon. :P Thanks again for ur feedback!!
So my original idea was Reforge, but it seems like a lot of people had similar ideas. Been trying to come up with something else, but not going so well. Got one extra idea, but it's not so exciting. Should I think of something else, or go with one of these two? Aurum for Armor can potentially become a huuuuuuuge amount of armor, might be too overpowered.
@Lathy I prefer reforge. Aurum for Armor feels off in terms of flavor/lore... even if you change it to less armor per coin, the rogue can end up with 10+ armor and that just feels so off.
On Betray the Cult - i prefer 'destroy' as then you can technically get C'thun back (the 7/8 guy *name*) which is nice interaction. Cool card! hmm wait now I remember getting annoyed with C'thun warriors earning XXX armor haha... what about removing the 'double' and 'discard' elements?
Removing "discard" would be too weird and removing "twice" would make it very unreliable. I don't know I could improve it further.
@Zence: Can't really decide which one I like best between C'Thun's Executioner and Grimestreet Sentinel. I'm tempted to suggest Sentinel because of flavor (Paladin aren't really friends with Old Gods lore-wise and their WOTOG cards reflect that). That said I would make the Gun only 2 Durability and you should mention the Durability somewhere in the card as well. Also, yes, rename it.
In the meantime I also reviewed my own cards and here is my new selection:
Moonsail Assassin stayed the same.
Cenarion Guardian has been changed to 3mana 4/3 in order not to compete with other good taunt minions and to replace Savage Combatant for Beast Druid. You're unlikely to generate tons of tempo with this because you generally don't have Armor on turn 3.
Betray the Cult is a bit risky. It allows you to sacrifice your C'Thun to gain a shit ton of armor (it won't do anything if you don't have it). Synergizes perfectly with last week's winner haha. Note that you can simply put C'Thun without support in your deck to gain 12 armor but of course this requires you to put a useless card in your deck.
I think 5 mana for Betray the Cult is too much. It could cost 4 or even 3 but I'm not sure.
Moonsail Assassin: Same as before
Cenarion Guardian: Better! I actually like how this conflicts with Feral Rage so it isn't a perfect play! Still strong T4 but its a nice way to dillute it.... Actually it has taunt... Maybe a 3/3 instead?
5 mana gain 40 Armor is incredible... Then you can still play 2 Doomcaller's the following turns and 2 Ancient Shieldbearer will still trigger... Doesn't beat a Jade Druid but it destroys everything else. I know Jade Druid is still superior but I consider it on its own level of Miracle/Tempo so I wouldn't use it as an excuse to keep it the way it is... Maybe only equal to its attack? Because double will get ridiculous real quick.
Doomcaller and Ancient Shieldbearer won't work if you discarded C'Thun and if you are able to play Betray with it on the board... you're already winning. Gaining a ridiculous amount of Armor with this is kind of the point because the sacrifice is absolutely huge : it won't do anything if C'Thun is already dead! This means you HAVE TO give it up to gain the armor.
For the bear I don't know. 3/3 when you can't reliably have the effect seems really weak to me.
I made two version of each of those card. One Betray with twice and one without that cost only 2 (but again seems weak to me):
... and two with 4/3 and 3/3 respectively:
Seems like you got a C'thun fetish, just like I got with rogue cards ^^ Cenarion guardian is boring, the C'thun card is great. I'm only thinking if people would really sacrifice their C'thun when Doomercaller wont work.
@Hereharehare: I think you should reword your card to become "When(ever?) your weapon is destroyed..." - it's more in line with the wording we already know from the game :)
Here's my next idea, I'm pretty sure I'm going with this. Looking for stats/cost feedback especially.
Tokens and explanation:
As a major Windrunner fangirl, I wanted to show Sylv some love this week after the sad news of her move to Wild.
What I really like about this card is how the later you play Ranger-General Sylvanas, the more likely you are to get the +5 Attack for The Banshee Queen. This encourages a control strategy, which is my fave. Of course, you can play the card on 7 and still be very happy, as a 5/5 that becomes a 5/5 with stealth is pretty damn good (comparable to Cairne Bloodhoof ). And if the first 5/5 gets transformed or stolen (I'm lookin' at you, Entomb ) at least you get the Battlecry of a strong weapon (and an extra draw for fatigue, if it gets there). And of course, there's N'Zoth, the Corruptor synergy ;)
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Restricted the effect to minions, and gave it +1 attack. Any more suggestions?
I have finalized my card by changing its stats completely. It was too expensive and too weak at the same time, so I changed the stats to a 1/4 so that it can't be killed by most weapons, but also won't do much damage and also lowered the mana cost to 3.
Thank for the comment
I have problems with gamma. LOL
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
@Livienna1683
Everything is great about it except for the Hero Power. Being able to give your weapon 1/1 repeatedly like that makes it spiral out of control really quickly if you find your opponent with no weapon tech. That being said it gets a little more complicated because your hero power is permanent, making cards like Poisoned Blade suddenly OP out of nowhere (give your weapon +2/+1 each turn for 2 mana is a pretty sick deal!)
Nerf the Hero Power to something less snowbally and I think its okay.
Btw I like how both options go for a different type of Rogue. Imindril is easier to get and although expensive helps with great spell and burst synergy, while Argo is slightly less convenient but now promotes Control and N'Zoth Rogue.
I believe if you make the hero power weaker but still useful and you can also drop the stats on the minions to make them more playable. As of now 7 mana is pretty steep.
I'm quoting Zence, I think that the Hero Power is too strong when you have a weapon, but gets crushed if your opponent manages to destroy your weapon.
So, about Imindril Spearsong I think the solution would be just swapping the Hero Power and the Inspire (maybe changing it to +1 Attack instead of +1/+1), about Argo Strongstout I don't really know... maybe make a Passive Hero Power that renders you immune during you turn?
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I've got a concept together, but I'm not sure how to finalize it. Ideally this is an endgame card/form, so the original hero wouldn't have to come back, but I'm not sure how to balance it properly otherwise at the moment. Kur'talos/Dontalionax himself is also extremely weak to hard removal, but at the same time would make your hero Immune forever if he was transformed (different wording is possible but I haven't figured it out just yet).
Just to be clear, Kur'talos remains on the board when you summon him, its only your Hero Power that's effected.
I've always liked the idea of an alternative, "summoned" hero and a minion interacting with each other, so I really hope this can be properly made. The Hero Power/post-Kur'talos-death/removal hero are the hardest parts for me to balance at the moment. I'd love to hear input/advice!
P.S. Yes, Dontalionax is a demon, so Sacrificial Pact would kill him.
@Livienna1683 Well... it's not crap, but it isn't even spectacular. Maybe if you manage to find something more Smithy-themed it will be better...
EDIT: I didn't see Kur'Talos Ravencrest, sincerely I don't understand how the Hero Power works.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
So my original idea was Reforge, but it seems like a lot of people had similar ideas. Been trying to come up with something else, but not going so well. Got one extra idea, but it's not so exciting. Should I think of something else, or go with one of these two? Aurum for Armor can potentially become a huuuuuuuge amount of armor, might be too overpowered.
@Lathy I prefer reforge. Aurum for Armor feels off in terms of flavor/lore... even if you change it to less armor per coin, the rogue can end up with 10+ armor and that just feels so off.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Here's my next idea, I'm pretty sure I'm going with this. Looking for stats/cost feedback especially.
Tokens and explanation:
As a major Windrunner fangirl, I wanted to show Sylv some love this week after the sad news of her move to Wild.
What I really like about this card is how the later you play Ranger-General Sylvanas, the more likely you are to get the +5 Attack for The Banshee Queen. This encourages a control strategy, which is my fave. Of course, you can play the card on 7 and still be very happy, as a 5/5 that becomes a 5/5 with stealth is pretty damn good (comparable to Cairne Bloodhoof ). And if the first 5/5 gets transformed or stolen (I'm lookin' at you, Entomb ) at least you get the Battlecry of a strong weapon (and an extra draw for fatigue, if it gets there). And of course, there's N'Zoth, the Corruptor synergy ;)
"The Slayer" custom class
"The Great Thaw" expansion competition finalist