Hello fellow hearthstoners, my name is smycroft1. I am a casual Hearthstone player and enjoy making my own card sets in my free time. I've made a couple of small sets and I'm working on a large set by myself right now. I decided, however, to take the process one step further and design not just a small set of cards but how they would essentially look on the board. Don't worry, the promise of animations in the title is not clickbait. I decided that as long as I was going to try and make cards that showed animations on the board I should also do something a little more. So I made up a new Keyword:
Basically, this is a keyword exclusive to spells. The wording might be a little confusing so perhaps it would be best if I showed you an example. I give you the first Battleground: Deepholm!
What this does is when you play it, it stays active until you've summoned 5 minions (hence Battleground: (5)). This means you could play it turn 3 and then from then on the next 5 minions you summon will have Spell Damage +1. In the event that you summon a minion like Doppelgangster with 3 or 4 minions already summoned, it will give the first minions in order summoned the effect.
Each Battleground spell is a literal place where you could have a battle and (for now) are all legendary spells. Each one has an effect beneficial to its own class, like this next one, Pandaria!
Some Battlegrounds play right into their classes core effects or are inspired by similar cards already existing for their class. For example, Ashenvale Forest and Exodar!
Certain Battlegrounds require you not only to play a spell or minion, but a certain type of spell of minion. Whether it be a family or a Keyword the effect will only trigger for matching cards, so build your deck carefully. Two perfect examples of this come from my fifth and sixth cards, Wintergrasp Shore and Ruins of Cinderoque!
Many of the locations are places you would not expect to find these classes fighting, but they gain strong power from these locations, places like the Cave of the Riteous and Drak'Tharon!
Some classes draw extreme power from their surroundings. The right surroundings for a hero can mean the difference between a strong fight and miserable loss. There is perhaps nowhere as powerful for a Shaman as the sacred Crescent Moonglade!
And as promised, I created animations for each of these cards. Unfortunately, Hearthpwn won't allow me to put in a gif so instead, I have them uploaded to youtube here. I show how Deepholm might be played, then shorter clips for the other classes.
Thank you so much for reading this. I'm really open to any comments on the cards or animations, leave them down below.
Note: I did accidentally put Hunter in there twice. Oops. Also, I didn't have sound because I couldn't find the sounds of cards being played from the game. And finally, the cards in the video are versions of the cards I presented before I made some last minute changes to them.
This is actually a really cool idea! I like the idea of having, essentially, status effects on the board that influences something; adds another dimension to the game, I think.
This double spell damage is really powerful for OTKs and this is super uninteractive because you can play this on an earlier turn and then use the spellpower (Malygos) later without your opponent ever being able to counter it.
The rest are fine though (even though they mostly look too slow to be useful). I like how they're like the Grimy Goons on steroids because you're sacrificing lots tempo for good value. Pandaria is my favorite card :P You can get some decent value out of it, but the big draw is waiting until you can play Call of the Wild and get a guaranteed King Krush.
It would be interesting to see decks built around these cards. However, how much synergy some of these have with our current meta are yet to be seen. It would also be interesting if there was a counter to these battlegrounds, or maybe a card that steals it to the other side. Maybe something like this:
The idea is pretty good, I won't say original because I've seen it in Yugi Oh long time ago but well here are a few thoughts:
The idea of a field card is to focus on an specific deck type, in your example you mention "Beasts" or "Demons". The whole idea of a field card is to buff an specific type of minion because they have the "field advantage".
I don't think it could work well with spells, buffing any spells will become too OP.
I believe that the effect should last for the whole game.
Overall is a great idea just needs some more refining.
PS: Please tell me you will create the new HS mirror image trap.
The idea is really cool. I haven't plays Yugioh but I played magic since the nineties and I love the idea of spells having lasting effects on the board (like Enchantments in Magic have).
The idea is really nice and may be even better if you can disrupt enemy the battlefield. Say a Battlefield that reads "(3) whenever you enemy summons a minion with charge deal it 1 damage (or reduces its attack by 1, or whatever).
The balance of these cards really need careful work, but that's a secondary problem. In example: the hunter battlefield combined with Call of the Wild provides a guaranteed King Krush. That's 14 damage to the face with 1 Krush and 3 companions your enemy needs to deal with for just 9 mana... Not very fun and interactive ;) but as I said, balance is a problem only if a similar idea is implemented in the first place.
Hey, nice work on the animations. I don't want to seem overly critical, since your animations are already going above and beyond what most users are doing, but there is room for improvement.
For starters, the mouse/cursor stuff looks very artificial. You might take video footage of a game, and then edit in your cards and backgrounds. By using actual video of cards being dragged out of hand, you'll get something that looks more natural.
There is obviously room to improve the battleground animations themselves. The cloud effect is nice, but see what else you can accomplish. By altering the saturation and contrast of certain sections of the background images, you can create some very simple effects, making things "swell" and "recede", without really knowing much about animation.
I have similar a idea to this,called simply 'Locations.' They provide small effect, usually something like an aura ability giving X minions +1 atk or health, granting a new hero power for the active players turn, summoning minions when played, etc. Basically think field spells from yugioh.
These seem relatively well thought out, though the warrior one seems out of place honestly. Maybe something to do with armor?
It reminds me of stadium cards on Pokemon TCG. I think that it would be better if these worked ike those (that affects both players, there can only be one at the time and if one player plays one, the one played before goes away). Otherwise you could not do anything against these cards. Like exodar: I play exodar on 9, on 10 I play mind blast x2, 1 holy fire and it's lethal.
The Mage one needs to both have its cost increased and Battleground count reduce both by one. Otherwise, playing a lot of little Stealth minions would wreck the game worse than Malygos ever will.
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Hello fellow hearthstoners, my name is smycroft1. I am a casual Hearthstone player and enjoy making my own card sets in my free time. I've made a couple of small sets and I'm working on a large set by myself right now. I decided, however, to take the process one step further and design not just a small set of cards but how they would essentially look on the board. Don't worry, the promise of animations in the title is not clickbait. I decided that as long as I was going to try and make cards that showed animations on the board I should also do something a little more. So I made up a new Keyword:
Basically, this is a keyword exclusive to spells. The wording might be a little confusing so perhaps it would be best if I showed you an example. I give you the first Battleground: Deepholm!
What this does is when you play it, it stays active until you've summoned 5 minions (hence Battleground: (5)). This means you could play it turn 3 and then from then on the next 5 minions you summon will have Spell Damage +1. In the event that you summon a minion like Doppelgangster with 3 or 4 minions already summoned, it will give the first minions in order summoned the effect.
Each Battleground spell is a literal place where you could have a battle and (for now) are all legendary spells. Each one has an effect beneficial to its own class, like this next one, Pandaria!
Some Battlegrounds play right into their classes core effects or are inspired by similar cards already existing for their class. For example, Ashenvale Forest and Exodar!
Certain Battlegrounds require you not only to play a spell or minion, but a certain type of spell of minion. Whether it be a family or a Keyword the effect will only trigger for matching cards, so build your deck carefully. Two perfect examples of this come from my fifth and sixth cards, Wintergrasp Shore and Ruins of Cinderoque!
Many of the locations are places you would not expect to find these classes fighting, but they gain strong power from these locations, places like the Cave of the Riteous and Drak'Tharon!
Some classes draw extreme power from their surroundings. The right surroundings for a hero can mean the difference between a strong fight and miserable loss. There is perhaps nowhere as powerful for a Shaman as the sacred Crescent Moonglade!
And as promised, I created animations for each of these cards. Unfortunately, Hearthpwn won't allow me to put in a gif so instead, I have them uploaded to youtube here. I show how Deepholm might be played, then shorter clips for the other classes.
Thank you so much for reading this. I'm really open to any comments on the cards or animations, leave them down below.
Note: I did accidentally put Hunter in there twice. Oops. Also, I didn't have sound because I couldn't find the sounds of cards being played from the game. And finally, the cards in the video are versions of the cards I presented before I made some last minute changes to them.
Click here to see some of my custom fan-made cards. Click here to see my new keyword W/ REAL ANIMATIONS!
This is actually a really cool idea! I like the idea of having, essentially, status effects on the board that influences something; adds another dimension to the game, I think.
I really like this idea.
Love this concept! +1
While these are creative and the animations are very pretty, the balance of Exodar concerns me.
Turn 8: Exodar + Mind Blast >>> Turn 9: Prophet Velen + Mind Blast. Easy 30 damage.
This double spell damage is really powerful for OTKs and this is super uninteractive because you can play this on an earlier turn and then use the spellpower (Malygos) later without your opponent ever being able to counter it.
The rest are fine though (even though they mostly look too slow to be useful). I like how they're like the Grimy Goons on steroids because you're sacrificing lots tempo for good value. Pandaria is my favorite card :P You can get some decent value out of it, but the big draw is waiting until you can play Call of the Wild and get a guaranteed King Krush.
It would be interesting to see decks built around these cards. However, how much synergy some of these have with our current meta are yet to be seen. It would also be interesting if there was a counter to these battlegrounds, or maybe a card that steals it to the other side. Maybe something like this:
Nice idea like Yugioh that I love
The idea is pretty good, I won't say original because I've seen it in Yugi Oh long time ago but well here are a few thoughts:
Overall is a great idea just needs some more refining.
PS: Please tell me you will create the new HS mirror image trap.
The idea is really cool. I haven't plays Yugioh but I played magic since the nineties and I love the idea of spells having lasting effects on the board (like Enchantments in Magic have).
The idea is really nice and may be even better if you can disrupt enemy the battlefield. Say a Battlefield that reads "(3) whenever you enemy summons a minion with charge deal it 1 damage (or reduces its attack by 1, or whatever).
The balance of these cards really need careful work, but that's a secondary problem. In example: the hunter battlefield combined with Call of the Wild provides a guaranteed King Krush. That's 14 damage to the face with 1 Krush and 3 companions your enemy needs to deal with for just 9 mana... Not very fun and interactive ;) but as I said, balance is a problem only if a similar idea is implemented in the first place.
Greatness, at any cost.
Hey, nice work on the animations. I don't want to seem overly critical, since your animations are already going above and beyond what most users are doing, but there is room for improvement.
For starters, the mouse/cursor stuff looks very artificial. You might take video footage of a game, and then edit in your cards and backgrounds. By using actual video of cards being dragged out of hand, you'll get something that looks more natural.
There is obviously room to improve the battleground animations themselves. The cloud effect is nice, but see what else you can accomplish. By altering the saturation and contrast of certain sections of the background images, you can create some very simple effects, making things "swell" and "recede", without really knowing much about animation.
Really neat. Well done.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
Amazing idea, probably one of the best new card idea I've seen in a while
Golden legendary cards opened: Ragnaros the Firelord, Auctionmaster Beardo, Kalimos, Primal Lord
Good idea , however:
The cards should be activated at the beginning of the duel, so that the deck revolves around those cards and see thematic deck
Needs festive themes such as hallowen :3
I have similar a idea to this,called simply 'Locations.' They provide small effect, usually something like an aura ability giving X minions +1 atk or health, granting a new hero power for the active players turn, summoning minions when played, etc. Basically think field spells from yugioh.
These seem relatively well thought out, though the warrior one seems out of place honestly. Maybe something to do with armor?
WOW!
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
why would you play a card that gives your enemy benefits?
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
It reminds me of stadium cards on Pokemon TCG. I think that it would be better if these worked ike those (that affects both players, there can only be one at the time and if one player plays one, the one played before goes away). Otherwise you could not do anything against these cards. Like exodar: I play exodar on 9, on 10 I play mind blast x2, 1 holy fire and it's lethal.
Meaningful creations.
The animations are so BEAUTIFUL Blizzard should just hire you man
WCD #8.06: Curse of the Flesh WCD #8.05: Pet Egg
The Mage one needs to both have its cost increased and Battleground count reduce both by one. Otherwise, playing a lot of little Stealth minions would wreck the game worse than Malygos ever will.
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