A strong recovery card that can help you if you're on your last leg? As well as a fairly decent 8 drop? Is it balanced enough to be a submit?
I think it's overcosted. Frost Nova is only three mana. Blizzard is 6 mana and combines Frost Nova and Consecration, a total cost of 7. This card could probably be justified at 6 mana, maybe even 5.
Righto, noted.
this card freeze all enemy character = Frost Nova + Freezing Potion(to the enemy hero) and gain armor = 3 ability in 1 card !!
Ice Barrier and Feral Rage cost 3 mana gain 8 armor. if on opponent's board have 3 minions (+1 enemy hero) your gain 16 armor (Volume 6 mana) if have 5 minions (+1 enemy hero) your gain 24 armor (Volume 9 mana) <<< it's very OP if have 7 minions (+1 enemy hero) your gain 32 armor !!!!?!
i think gain 2 armor for each enemy and cost 6 or 7 is ok. (3minions + 1hero gain 8 armor)
@BGgungame: Hemet is unplayable when you don't have a weapon which may happen quite often. Good conditional cards are cards that are still playable when not activated, yours is a 8mana 3/3 in this case. Besides, Bangalash is supposed to be hunted by Hemet. Seeing it by his side is weird. I advise you to modify the effect or do another card. Dwarven Shieldbearer is extremely weak (you'll rarely get more than a Voidwalker with this), I think it would't be broken if it gained Health equal to the gained Armor, rename the card though there are already too many Shieldbearers! Enchanter-Smith pretty much reads "Immune while attacking" since you generally attack minions as CW. Violet Illusionist is better for that and if VI isn't played your card won't either. Dwarven Shieldbearer (with modifications I suggested) is the best card of the 3. [EDIT: Oh shit I didn't see the combo either LOL. Nevermind then]
@Vilegloom: Broll --> The base effect is super cool but I'm worried about balance. Broll + Feral Rage + Hero Power = 10 damage to face which is huge for a mere 2-card combo that could be expanded with Thaurissan and that gives you a 4/6 body on top of that. 18 Armor, the other option, is equally huge. As I said though the base effect is cool so just tweak it a bit. Ysera's Favor --> Same thing, either this is unplayable or this will be the central piece of a broken OTK in the future.
@Lathy: The Gorehowl isn't that good since you'll get Gladiator's Longbow 50% of the time. That said, it's a dead card when you don't have a weapon and it doesn't always give you more value than Upgrade! which costs (1). Flavor is very good though.
@Zorkknight: Good concept but the difference between this and Blackwing Corruptor is that BC requires you to buid around it and is limited to 3 damage while Farstrider just requires you to have a weapon. That's why Small-Time Buccaneer is more cancerous than Cogmaster and Spirit Claws more cancerous than Cogmaster's Wrench. If you limit the battlecry to minions though I think it's alright. Hunter sucks right now but let's not give it the Shaman treatment.
@Broeck1: Good concept but the effect is more powerful than Shield Slam because it never overdamages, while killing a 8 Health minion with 30 Armor with SS overdamages a lot. You should tweak stats to reflect that. Also give it another name otherwise it will be confused with Ancient Shieldbearer! She's a DK apparently so go in that direction.
@Demonx95: Simple, balanced and useful, but I'm afraid too obvious to win. Also the artwork doesn't feel Warcraft-y enough for me.
@cl4wsHS: The effect is good and seems balanced. However part of me doesn't like the idea of giving weapons to druids. Also "heroes" shouldn't be capitalized while "Durability" should.
@Dxiled: Dwarven Defender --> A very interesting card with an anti-aggro effect that seems balanced. That said it's pretty much a 4mana 3/6 taunt. Monkey see... --> It's underpowered because it's only useful agaist 5 out of 9 classes. Why not extending the mechanic to secrets as well ? It would still be useless most of the time but not as much. I personally prefer Monkey See with the modifications I suggested.
@Entro9: Original concept. Although it enables burst damage, the burst is difficult enough to assemble for this to be balanced.
@LookingForOwls: I don't see where this would be used. Whether you're control,midrange or aggro, a full weapon is always more useful to you than armor which just delays the inevitable when you don't have answers.
@Giz4Gamer: Seems like a good card to me but not enough to make Jade Druid better. Another issue is that it competes with Jade Behemoth for its mana spot.
@Mmrmm: I love the flavor but the effect is totally useless against anything other than Control Warrior which isn't a problem for Kabal classes anyway. I advise you to do something else.
@Muzozond_18: This is unplayable when the condition is not met. Anyway, the effect (a defensive one) doesn't fit Beast Druid's playstyle (an aggro-midrange one)
@Livienna1683: IMO you should go with only one of the "Grandmaster Weaponsmith" because I don't see the point of having a spell to add them to your hand. Imindril is broken af because the weapon she gives you + a single Deadly Poisonpretty much gives you infinite removal for the rest of the game (although you will lose tempo when the card is played). Argo seems more balanced but overcosted so you should go with this one (also recenter the artwork on the card).
@Loknax: Good concept, although maybe not flashy enough for this contest. That said it's underpowered. IMO it could easily cost (4).
@Fortify: The concept seems very far-fetched and hard to retain and understand. There are also formulation issues. It should be "the enemy hero". I suggest you to find another concept. EDIT: Elf Defender is better except the formulation (you forgot the "Battlecry:", the capital A on "Armor" and there's a blank line at the bottom of your card) and the artwork which pictures a paladin, not a druid.
@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.
@Mewdrops: Forged by Fire is too slow and circumstancial to be playable but the other two are cool. Blackwing's Guard might allow the existence of Control Dragon decks while Ironbound Spellbreaker is really nice in CW. For me those two are equally good. Bad formulation for IS though: "Can't be targeted by spell or hero powers while you have Armor" is much better and elegant.
@ThroneofBONE: Not 100% sure this qualify since your hero can sometimes attack without a weapon (but you can add "while attacking with a weapon" for that). The effect is cool though and this might allow the existence of a weapon-based rogue archetype. Bad forumlation though: it's "takes damage" rather than "receive damage" and simply "enemy" rather than "enemy character".
@Hereharehere: Does it trigger when you break your weapon or destroy an enemy weapon with Ooze or something? Although the effect is good, gaining armor doesn't really fit rogue. EDIT: The Coin version is much better. Go with this one.
@AngryChicken: Definitely go with the Hunter Weapon meme. Not everybody knows it but it doesn't matter since the effect itself is good as well. That said it would be better if simply called "Hunter Weapon" and with the "from ANY class" put in italics between parentheses.
@j1633: This is uderpowered and should be "gain 1 Armor" not "gain +1 armor"
@cheepalm: If the effect is permanent it's broken as fuck. If it isn't well, it's underpowered. Besides she's a gnome, not a dwarf.
@SpiderWilliam13: Again, I don't like the concept of giving a druid weapons. Besides this option is too good.
@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.
@WhereAllLifeEnds: Big formulation problem here. "Destroy a friendly Demon, gain Armor equal to its Health" is clearer and in line with other cards. As for the effect, it's alright but rarely better than Sacrificial Pact. Also Armor isn't supposed to be a warlock thing...
@Yukazi: Cards with continuous in-hand effect fundamentaly sucks (see Bolvar Fordragon and Nerubian Prophet) and this will be no exception. I suggest that you find another concept.
@Telefonkabel: I'm afraid this won't be played for the same reason Sacrificial Pact isn't played: because minions are better alive than dead, especially high-cost ones. EDIT: Caleb is much better apart from formulation "Gain Armor equal to the total Cost of all damaged firendly minions" is better.
@gilgamesh1010: Big formulation problem. "Give your weapon 'Return any minion damaged by this minion's to your opponent's hand'" is much better (if it fits in 4 lines). That said it seems very underpowered. Also what happens to minions that are killed ? Are they sent back to your opponent's hand as well? If so it becomes a drawback.
@Co_Ga: Second option is underpowered (because battlecries won't trigger) and, agaain, I don't like the idea of giving druids weapons.
@Fanderay87: "Whenever a Weapon deals damage, gain that much Armor" is clearer. That said, that's a pretty underpowered effect, I don't know any dekc that could play that.
@SolutionXD: It's a troll on the picture, not an elf. I like the effect but it's too easy to play around and sometimes toally useless. "gain Armor equal to twice its Cost" is better though.
@Kilftoon: That's very underpowered. You should imperatively combine this with handbuff cards AND have a weapon equipped to jsut be as powerful as the 1-mana no-condition Upgrade!. No way this would see play.
@Twilint: wat
@Tomerick88: So that's pretty much "Your hero is Immune this turn" ? Violet Illusionist does this better for 1 mana less and is neutral. I'm afraid you will have to find another idea.
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.
Well it's a bit of a stretch but since motorcycles exist I think this card art is within the realm of reason. Had this lying around and though it made a perfect rogue card. Really would have fit the flavor of this expansion too.
Flavor Text: The only thing more worrisome than a dwarven drive by? A drunk dwarven drive by.
I got so excited seeing Elves vs Dwarves that I immediately started designing a bunch of dwarves. Then I realized it had to interact with Weapon/Armor so I had to create all new cards (woops). What does everyone think of my ideas?
'
I went with two very different dwarf themes: One being the crazed dwarves who want to just go crazy and don't care about being hurt (Hence the Cursed Blade), and the strong defensive one who protects those behind him. Dwarven Berserker pushes a more midrange warrior (although SMOrc warrior would use it too) whereas the Platebearer would help reincarnate Control warrior. Would love to get some feedback. If no one likes either of these, I do have another dwarf I'm working on.
What about this one? Flavor is less there, but that's definitely a dwarf.
How about calling it "speed smithing" with the flavor being you see your opponent with a weapon and quickly smithy up an exact copy
The issue there is that all other Hunter secrets (with the exception of Cat Trick) are Traps, and I don't want to deviate from that. I might have to go with this, unless I can find some better art (elf or dwarf, I'm not picky).
Well it's a bit of a stretch but since motorcycles exist I think this card art is within the realm of reason. Had this lying around and though it made a perfect rogue card. Really would have fit the flavor of this expansion too.
Flavor Text: The only thing more worrisome than a dwarven drive by? A drunk dwarven drive by.
I think it's overcosted. Look at Shield Slam. Armor is much easier to stack than weapon Attack. Also, Deal damage equal to your [weapon's Attack] to [a] minion.
I got so excited seeing Elves vs Dwarves that I immediately started designing a bunch of dwarves. Then I realized it had to interact with Weapon/Armor so I had to create all new cards (woops). What does everyone think of my ideas?
'
I went with two very different dwarf themes: One being the crazed dwarves who want to just go crazy and don't care about being hurt (Hence the Cursed Blade), and the strong defensive one who protects those behind him. Dwarven Berserker pushes a more midrange warrior (although SMOrc warrior would use it too) whereas the Platebearer would help reincarnate Control warrior. Would love to get some feedback. If no one likes either of these, I do have another dwarf I'm working on.
lol, I love the Berserker, just because I want Cursed Blade to see more play. I even designed my own card so that Cursed Blade is a tech against it. I am worried though, that it's too big a threat. I don't know for sure though, since the weapon is pretty terrible, so you might just die playing it.
The Platebearer seems one-dimensional though. I don't like it despite being a control player. It feels like you should be more creative, given that you can only showcase one card.
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:
@Hereharehere: Does it trigger when you break your weapon or destroy an enemy weapon with Ooze or something? Although the effect is good, gaining armor doesn't really fit rogue. EDIT: The Coin version is much better. Go with this one.
Thank for the comment Cheese (great post btw!) I went with your weapon activating it and deemed anytime you lose your weapon (0 dur, oozed, replaced) it's 'destroyed. I was thinking the coin version is more rogue-ish (but so typical :/), I do like the idea of the class getting some defense buff. so I was considering stating 'gain 5 armor next turn only' as an alt?
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?
Here's my idea. It's not super flashy, but sometimes that's the best way to go.
Bumping my card because it didn't get any feedback.
I like this card, but it's also very niche. It likely wouldn't see play in rogue, possibly in paladin for an extra Truesilver attack, but not warrior unless they ran Upgrade or Bloodsail Cultist. Someone feeling really gimmicky could try to run it with Jaraxxus. It's a pretty simple common card, and it shows. I'd say it's properly balanced, but just not interesting enough.
Edit: Thank you for the reply @Dxiled. I had the same worries about the beserker too, especially since you get an adition 2 damage weapon. I may drop him to a 4/5 and keep the Cursed Blade.
So, can our cards be weapons? The whole "interact or produce a weapon" requirement is confusing. Does a weapon card produce a weapon? Or would the weapon need to be like Tentacles for Arms?
So I wanted to go with something that interacts with weapons for Rogue. This card borrows the "poison" mechanic from cards like Pit Snake but applies it to your weapon while the minion is in play:
I guess my main question here is regarding balance. The advantages of this over the existing poison minions are (1) you can get the effect on the same turn the minion is played, and (2) there's at least some chance of being able to get the effect more than once. My personal feeling is that the drawback of having to face-tank damage doesn't make this OP as a means for removing big threats, and the 2 cost makes it at least a little slow to come online as a method of early board control.
After Dxiled put forward his Secret, it got me thinking and I was wondering what you make of this?
A secret with inspire, is it a stretch or is it intuitive enough? The card causes very interesting player interaction. The opponent see's you building recruits, thinks 'hmm it must be Village Forge ... or is it a bluff', T3 Secret +hp causes a dilemma as if the Pally can afford to build the weapon, it gets dangerous.
Just the clarify - the Inspire only works when the Secret is unrevealed. And, cheers to Dxiled btw, who ok'ed his idea being used to influence this card.
I got so excited seeing Elves vs Dwarves that I immediately started designing a bunch of dwarves. Then I realized it had to interact with Weapon/Armor so I had to create all new cards (woops). What does everyone think of my ideas?
'
I went with two very different dwarf themes: One being the crazed dwarves who want to just go crazy and don't care about being hurt (Hence the Cursed Blade), and the strong defensive one who protects those behind him. Dwarven Berserker pushes a more midrange warrior (although SMOrc warrior would use it too) whereas the Platebearer would help reincarnate Control warrior. Would love to get some feedback. If no one likes either of these, I do have another dwarf I'm working on.
lol, I love the Berserker, just because I want Cursed Blade to see more play. I even designed my own card so that Cursed Blade is a tech against it. I am worried though, that it's too big a threat. I don't know for sure though, since the weapon is pretty terrible, so you might just die playing it.
The Platebearer seems one-dimensional though. I don't like it despite being a control player. It feels like you should be more creative, given that you can only showcase one card.
Berserker is absolutely balanced. Shaman has a 4 mana 7/7 with a very small drawback that you can even just remove with lava shock anyways.
meanwhile: 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?
@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.
I'll rename it and add the durability, but seeing that the only buffs Hunter have that can hit that (Grimestreet Smuggler, Hidden Cache, Don Han'Cho, and Shaky Zipgunner) are random buffs, and due to the fact that no one runs Don or Smuggler, I estimated that he'll get an average buff of 1 before needing to have to play him to complete an objective. That makes him a 5 mana 4/6 that equips a 4/3...
...
You know what... Yeah... 2 Durability sounds good... Whoops lol.
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.
After Dxiled put forward his Secret, it got me thinking and I was wondering what you make of this?
A secret with inspire, is it a stretch or is it intuitive enough? The card causes very interesting player interaction. The opponent see's you building recruits, thinks 'hmm it must be Village Forge ... or is it a bluff', T3 Secret +hp causes a dilemma as if the Pally can afford to build the weapon, it gets dangerous.
Just the clarify - the Inspire only works when the Secret is unrevealed. And, cheers to Dxiled btw, who ok'ed his idea being used to influence this card.
I'm confused on this... does the weapon gain 1/1 for each time you've hero powered already before the secret triggers? That's not really the inspiring keyword in effect so i don't like how unclear it is. oh or does the WEAPON have inspire gain +1/+1? cause thats neat but i think that needs to be clear. the problem is how pressed for words you are, otherwise i'd reccomend "equip a 1/1 axe with inspire: gain +1/+1". Although that may just be busted beyond belief idk.
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.
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Ah dang it, I was afraid of that.
What about this one? Flavor is less there, but that's definitely a dwarf.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
and gain armor = 3 ability in 1 card !!
Ice Barrier and Feral Rage cost 3 mana gain 8 armor.
if on opponent's board have 3 minions (+1 enemy hero) your gain 16 armor (Volume 6 mana)
if have 5 minions (+1 enemy hero) your gain 24 armor (Volume 9 mana) <<< it's very OP
if have 7 minions (+1 enemy hero) your gain 32 armor !!!!?!
(3minions + 1hero gain 8 armor)
It's Cost 1!
Detailed comments for everyone:
@BGgungame: Hemet is unplayable when you don't have a weapon which may happen quite often. Good conditional cards are cards that are still playable when not activated, yours is a 8mana 3/3 in this case. Besides, Bangalash is supposed to be hunted by Hemet. Seeing it by his side is weird. I advise you to modify the effect or do another card. Dwarven Shieldbearer is extremely weak (you'll rarely get more than a Voidwalker with this), I think it would't be broken if it gained Health equal to the gained Armor, rename the card though there are already too many Shieldbearers! Enchanter-Smith pretty much reads "Immune while attacking" since you generally attack minions as CW. Violet Illusionist is better for that and if VI isn't played your card won't either. Dwarven Shieldbearer (with modifications I suggested) is the best card of the 3. [EDIT: Oh shit I didn't see the combo either LOL. Nevermind then]
@Vilegloom: Broll --> The base effect is super cool but I'm worried about balance. Broll + Feral Rage + Hero Power = 10 damage to face which is huge for a mere 2-card combo that could be expanded with Thaurissan and that gives you a 4/6 body on top of that. 18 Armor, the other option, is equally huge. As I said though the base effect is cool so just tweak it a bit. Ysera's Favor --> Same thing, either this is unplayable or this will be the central piece of a broken OTK in the future.
@Lathy: The Gorehowl isn't that good since you'll get Gladiator's Longbow 50% of the time. That said, it's a dead card when you don't have a weapon and it doesn't always give you more value than Upgrade! which costs (1). Flavor is very good though.
@Zorkknight: Good concept but the difference between this and Blackwing Corruptor is that BC requires you to buid around it and is limited to 3 damage while Farstrider just requires you to have a weapon. That's why Small-Time Buccaneer is more cancerous than Cogmaster and Spirit Claws more cancerous than Cogmaster's Wrench. If you limit the battlecry to minions though I think it's alright. Hunter sucks right now but let's not give it the Shaman treatment.
@Broeck1: Good concept but the effect is more powerful than Shield Slam because it never overdamages, while killing a 8 Health minion with 30 Armor with SS overdamages a lot. You should tweak stats to reflect that. Also give it another name otherwise it will be confused with Ancient Shieldbearer! She's a DK apparently so go in that direction.
@Demonx95: Simple, balanced and useful, but I'm afraid too obvious to win. Also the artwork doesn't feel Warcraft-y enough for me.
@cl4wsHS: The effect is good and seems balanced. However part of me doesn't like the idea of giving weapons to druids. Also "heroes" shouldn't be capitalized while "Durability" should.
@Dxiled: Dwarven Defender --> A very interesting card with an anti-aggro effect that seems balanced. That said it's pretty much a 4mana 3/6 taunt. Monkey see... --> It's underpowered because it's only useful agaist 5 out of 9 classes. Why not extending the mechanic to secrets as well ? It would still be useless most of the time but not as much. I personally prefer Monkey See with the modifications I suggested.
@Entro9: Original concept. Although it enables burst damage, the burst is difficult enough to assemble for this to be balanced.
@LookingForOwls: I don't see where this would be used. Whether you're control,midrange or aggro, a full weapon is always more useful to you than armor which just delays the inevitable when you don't have answers.
@Giz4Gamer: Seems like a good card to me but not enough to make Jade Druid better. Another issue is that it competes with Jade Behemoth for its mana spot.
@Mmrmm: I love the flavor but the effect is totally useless against anything other than Control Warrior which isn't a problem for Kabal classes anyway. I advise you to do something else.
@Muzozond_18: This is unplayable when the condition is not met. Anyway, the effect (a defensive one) doesn't fit Beast Druid's playstyle (an aggro-midrange one)
@Livienna1683: IMO you should go with only one of the "Grandmaster Weaponsmith" because I don't see the point of having a spell to add them to your hand. Imindril is broken af because the weapon she gives you + a single Deadly Poisonpretty much gives you infinite removal for the rest of the game (although you will lose tempo when the card is played). Argo seems more balanced but overcosted so you should go with this one (also recenter the artwork on the card).
@Loknax: Good concept, although maybe not flashy enough for this contest. That said it's underpowered. IMO it could easily cost (4).
@Fortify: The concept seems very far-fetched and hard to retain and understand. There are also formulation issues. It should be "the enemy hero". I suggest you to find another concept. EDIT: Elf Defender is better except the formulation (you forgot the "Battlecry:", the capital A on "Armor" and there's a blank line at the bottom of your card) and the artwork which pictures a paladin, not a druid.
@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.
@Mewdrops: Forged by Fire is too slow and circumstancial to be playable but the other two are cool. Blackwing's Guard might allow the existence of Control Dragon decks while Ironbound Spellbreaker is really nice in CW. For me those two are equally good. Bad formulation for IS though: "Can't be targeted by spell or hero powers while you have Armor" is much better and elegant.
@ThroneofBONE: Not 100% sure this qualify since your hero can sometimes attack without a weapon (but you can add "while attacking with a weapon" for that). The effect is cool though and this might allow the existence of a weapon-based rogue archetype. Bad forumlation though: it's "takes damage" rather than "receive damage" and simply "enemy" rather than "enemy character".
@Hereharehere: Does it trigger when you break your weapon or destroy an enemy weapon with Ooze or something? Although the effect is good, gaining armor doesn't really fit rogue. EDIT: The Coin version is much better. Go with this one.
@AngryChicken: Definitely go with the Hunter Weapon meme. Not everybody knows it but it doesn't matter since the effect itself is good as well. That said it would be better if simply called "Hunter Weapon" and with the "from ANY class" put in italics between parentheses.
@j1633: This is uderpowered and should be "gain 1 Armor" not "gain +1 armor"
@cheepalm: If the effect is permanent it's broken as fuck. If it isn't well, it's underpowered. Besides she's a gnome, not a dwarf.
@SpiderWilliam13: Again, I don't like the concept of giving a druid weapons. Besides this option is too good.
@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.
@WhereAllLifeEnds: Big formulation problem here. "Destroy a friendly Demon, gain Armor equal to its Health" is clearer and in line with other cards. As for the effect, it's alright but rarely better than Sacrificial Pact. Also Armor isn't supposed to be a warlock thing...
@Yukazi: Cards with continuous in-hand effect fundamentaly sucks (see Bolvar Fordragon and Nerubian Prophet) and this will be no exception. I suggest that you find another concept.
@Telefonkabel: I'm afraid this won't be played for the same reason Sacrificial Pact isn't played: because minions are better alive than dead, especially high-cost ones. EDIT: Caleb is much better apart from formulation "Gain Armor equal to the total Cost of all damaged firendly minions" is better.
@gilgamesh1010: Big formulation problem. "Give your weapon 'Return any minion damaged by this minion's to your opponent's hand'" is much better (if it fits in 4 lines). That said it seems very underpowered. Also what happens to minions that are killed ? Are they sent back to your opponent's hand as well? If so it becomes a drawback.
@Co_Ga: Second option is underpowered (because battlecries won't trigger) and, agaain, I don't like the idea of giving druids weapons.
@Fanderay87: "Whenever a Weapon deals damage, gain that much Armor" is clearer. That said, that's a pretty underpowered effect, I don't know any dekc that could play that.
@SolutionXD: It's a troll on the picture, not an elf. I like the effect but it's too easy to play around and sometimes toally useless. "gain Armor equal to twice its Cost" is better though.
@Kilftoon: That's very underpowered. You should imperatively combine this with handbuff cards AND have a weapon equipped to jsut be as powerful as the 1-mana no-condition Upgrade!. No way this would see play.
@Twilint: wat
@Tomerick88: So that's pretty much "Your hero is Immune this turn" ? Violet Illusionist does this better for 1 mana less and is neutral. I'm afraid you will have to find another idea.
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.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Thanks for the feedback!
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...
Well it's a bit of a stretch but since motorcycles exist I think this card art is within the realm of reason. Had this lying around and though it made a perfect rogue card. Really would have fit the flavor of this expansion too.
Flavor Text: The only thing more worrisome than a dwarven drive by? A drunk dwarven drive by.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
I got so excited seeing Elves vs Dwarves that I immediately started designing a bunch of dwarves. Then I realized it had to interact with Weapon/Armor so I had to create all new cards (woops). What does everyone think of my ideas?
'
I went with two very different dwarf themes: One being the crazed dwarves who want to just go crazy and don't care about being hurt (Hence the Cursed Blade), and the strong defensive one who protects those behind him. Dwarven Berserker pushes a more midrange warrior (although SMOrc warrior would use it too) whereas the Platebearer would help reincarnate Control warrior. Would love to get some feedback. If no one likes either of these, I do have another dwarf I'm working on.
RedneckBudha
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
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:
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
@Hereharehere: Does it trigger when you break your weapon or destroy an enemy weapon with Ooze or something? Although the effect is good, gaining armor doesn't really fit rogue. EDIT: The Coin version is much better. Go with this one.
Thank for the comment Cheese (great post btw!) I went with your weapon activating it and deemed anytime you lose your weapon (0 dur, oozed, replaced) it's 'destroyed. I was thinking the coin version is more rogue-ish (but so typical :/), I do like the idea of the class getting some defense buff. so I was considering stating 'gain 5 armor next turn only' as an alt?
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?
RedneckBudha
So, can our cards be weapons? The whole "interact or produce a weapon" requirement is confusing. Does a weapon card produce a weapon? Or would the weapon need to be like Tentacles for Arms?
So I wanted to go with something that interacts with weapons for Rogue. This card borrows the "poison" mechanic from cards like Pit Snake but applies it to your weapon while the minion is in play:
I guess my main question here is regarding balance. The advantages of this over the existing poison minions are (1) you can get the effect on the same turn the minion is played, and (2) there's at least some chance of being able to get the effect more than once. My personal feeling is that the drawback of having to face-tank damage doesn't make this OP as a means for removing big threats, and the 2 cost makes it at least a little slow to come online as a method of early board control.
Would welcome any thoughts from the community.
After Dxiled put forward his Secret, it got me thinking and I was wondering what you make of this?
A secret with inspire, is it a stretch or is it intuitive enough? The card causes very interesting player interaction. The opponent see's you building recruits, thinks 'hmm it must be Village Forge ... or is it a bluff', T3 Secret +hp causes a dilemma as if the Pally can afford to build the weapon, it gets dangerous.
Just the clarify - the Inspire only works when the Secret is unrevealed. And, cheers to Dxiled btw, who ok'ed his idea being used to influence this card.