My idea was to give more options during warlock quest. Effect is powerfull, maybe too (+1/+1? or just +2 health?), but trigger only if you control a Quest. And it's an aura buff like Murloc Warleader or Southsea Captain not a definitive buff.
Wow, I like this card. You trade away your Health for a minion. This works like Void Watcher but it will give you a wide board instead of a big minion. My sugestion is that maybe make 4 cost minion, because you can trigger the effect using hero power as a Warlock unlike Grim Patron in Warrior that needs other card to get a copy of Grim Patron.
Oh, I just realize that this card have synergy with the new card form Un'goro, Chittering Tunneler and Bloodbloom, it seem like a neat synergy.
Edit: Oh, forget to mention that you need to fix the text. Erase the spacing in the in the bottom of your card text.
Now for my card:
What do you guys think?
Edit: Decided to add a not for Broodmother
Note: The "After..." in Broodmother effect means that if the Broodmother trade 1 on 1 with other minion, the effect doesn't trigger. The use of "After..." is to avoid summoning four 1/1 Webspinners when the Broodmother trade evenly.
I like end of turn effects, okay? Here are some thoughts:
Although I doubt Elemental Pally will be a deck any time soon, one can dream.
This one's interesting. Pulling a Blazecaller or Kalimos, Primal Lord can be game ending. However, getting any elemental that costs 3 or less is absolutely brutal (Glacial Shard). The effect may be too powerful, maybe I'll change it to (5). The idea is to tack a potentially Legendary effect on a Kabal Trafficker. Please share your opinions!
Light's Hope Martyr looks really cool! It's like a version of Bolf Ramshield that isn't terrible. I think you should go with it, though I think you'd be fine bumping its stats up a bit if it's going to cost (5). Make it a 4/6 or something. Cursed Kris is too similar, I think, to the Jar of Souls that won the Season 1 weapon competition.
As for me, I think I finally settled on something I think is interesting and that I like. Not sure what the right Cost/Attack/Health distribution ought be for the effect though...
Probably gonna go with this. I've always wanted drawbacks in the hand, and this seems like a good opportunity to do it. The idea is that in the long run, you're probably gonna be paying more than 7 mana, but the immediate 4 mana 7/7 is enough of a reward and the distributed cost is less detrimental to overall tempo.
Probably gonna go with this. I've always wanted drawbacks in the hand, and this seems like a good opportunity to do it. The idea is that in the long run, you're probably gonna be paying more than 7 mana, but the immediate 4 mana 7/7 is enough of a reward and the distributed cost is less detrimental to overall tempo.
Will that trigger the turn you draw it if you draw it at the start of your turn? When do start-of-turn effects happen? Before or after card draw? I forget.
Here's my idea. I imagined this card back during the class competition when I was considering making an Alchemist class, but it makes sense as a priest card too.
What I'm unsure of, is how much it should heal and the mana cost. 2 mana 4 healing is a starting point, but I was considering a higher mana cost with more healing, like 6 mana heal 10, the idea being that you lose too much tempo if you keep having to play it.
Ummm, hate to say it, but this doesn't work. There is no trigger, its just infinite value without requirement.
It's similar to headcrack so it does qualify. It needs to be worded differently tho. "At the start of your next turn" or "At the end of the turn". At the end/start does count as a trigger.
Headcrack doesn't qualify solely because you returns to your hand, its because Combo also has an 'If' clause in the tooltip. Simply being infinitely playable does not mean the card has a Triggered effect. Adding an "At the" would mean that yes, it qualifies, but that's more or a loophole IMO to make a card that without having to put forth any actual effort, and that has pretty much prevention.
Ah, it's not my intention to circumvent the challenge. I was honestly just excited about this concept, and pulling in a cool item from WoW to Hearthstone. But I think I understand your intentions better now with this challenge.
To be clear, Baron Geddon would not qualify for this weeks challenge?
Here's my idea. I imagined this card back during the class competition when I was considering making an Alchemist class, but it makes sense as a priest card too.
What I'm unsure of, is how much it should heal and the mana cost. 2 mana 4 healing is a starting point, but I was considering a higher mana cost with more healing, like 6 mana heal 10, the idea being that you lose too much tempo if you keep having to play it.
Ummm, hate to say it, but this doesn't work. There is no trigger, its just infinite value without requirement.
It's similar to headcrack so it does qualify. It needs to be worded differently tho. "At the start of your next turn" or "At the end of the turn". At the end/start does count as a trigger.
Headcrack doesn't qualify solely because you returns to your hand, its because Combo also has an 'If' clause in the tooltip. Simply being infinitely playable does not mean the card has a Triggered effect. Adding an "At the" would mean that yes, it qualifies, but that's more or a loophole IMO to make a card that without having to put forth any actual effort, and that has pretty much prevention.
Ah, it's not my intention to circumvent the challenge. I was honestly just excited about this concept, and pulling in a cool item from WoW to Hearthstone. But I think I understand your intentions better now with this challenge.
To be clear, Baron Geddon would not qualify for this weeks challenge?
Baron Geddon does qualify. You card did not use the correct wording. Headcrack gets it requirement from the Combo, you card had no requirement to get it back, you just get it back. You can add a timing related effect, which is indeed a trigger. That said, I think the card is terrible, because its a spell, so you opponent can't kill it or really ever stop you from playing it. It effectively becomes a second Hero Power at a different cost. You might think that's cool or fun, but I think that's pretty awful and completely undermines the spirit of the competition and the purpose of the Hero Powers as well. You already have a infinite free value resource, why do you need to add another?
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
My idea was to give more options during warlock quest. Effect is powerfull, maybe too (+1/+1? or just +2 health?), but trigger only if you control a Quest. And it's an aura buff like Murloc Warleader or Southsea Captain not a definitive buff.
While its true this effect can "activate" over and over, the effect is always static, so it doesn't qualify.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Here's my idea. I imagined this card back during the class competition when I was considering making an Alchemist class, but it makes sense as a priest card too.
What I'm unsure of, is how much it should heal and the mana cost. 2 mana 4 healing is a starting point, but I was considering a higher mana cost with more healing, like 6 mana heal 10, the idea being that you lose too much tempo if you keep having to play it.
Ummm, hate to say it, but this doesn't work. There is no trigger, its just infinite value without requirement.
It's similar to headcrack so it does qualify. It needs to be worded differently tho. "At the start of your next turn" or "At the end of the turn". At the end/start does count as a trigger.
Headcrack doesn't qualify solely because you returns to your hand, its because Combo also has an 'If' clause in the tooltip. Simply being infinitely playable does not mean the card has a Triggered effect. Adding an "At the" would mean that yes, it qualifies, but that's more or a loophole IMO to make a card that without having to put forth any actual effort, and that has pretty much prevention.
Ah, it's not my intention to circumvent the challenge. I was honestly just excited about this concept, and pulling in a cool item from WoW to Hearthstone. But I think I understand your intentions better now with this challenge.
To be clear, Baron Geddon would not qualify for this weeks challenge?
Baron Geddon does qualify. You card did not use the correct wording. Headcrack gets it requirement from the Combo, you card had no requirement to get it back, you just get it back. You can add a timing related effect, which is indeed a trigger. That said, I think the card is terrible, because its a spell, so you opponent can't kill it or really ever stop you from playing it. It effectively becomes a second Hero Power at a different cost. You might think that's cool or fun, but I think that's pretty awful and completely undermines the spirit of the competition and the purpose of the Hero Powers as well. You already have a infinite free value resource, why do you need to add another?
Huh. If Baron Geddon would be an okay submission, then I think my Endless Healing potion should qualify? I mean, a card like Barron Geddon or Mana Tide Totem is essentially saying "If the the turn ends" or "If the next turn starts". It's a conditional statement with the same formal logic as "Next turn do XYZ", its just a matter of english grammar. I bet this kind of distinction might disappear in another language.
Anyway, I don't want to be a dick about it or anything. But I think it's a perfectly reasonable spell. There are a handful of cards that can provide infinite value, like Dread Steed, Headcrack, Anub'arak, Sherazin, Jade Idol. These cards would qualify right? Except for the deathrattles, since we have a no battlecry/deathrattle rule.
Headcrack is 2 damage, the rogue hero power is 1 damage, it's essentially just a more limited form of rogue hero power (face only). My card is just the equivalent for priests. It's a stall card, but you can't survive forever on it. I'm totally open to discussing the proper amount of healing to mana cost. I was kind of thinking about Raza with the 0 cost hero power effect and also Headcrack, trying to find a decent value from those two cards. A card like Greater Healing potion gives 12 healing in a single card, so you'd need to cast Endless Healing Potion six times to get an equal amount of (hero only) healing.
Anyway, trying to fit a spell to this weeks comp might be too difficult and not actually capture the spirit of what you want from the comp. You want minions with those little lighting bolts on their frames right? I'll keep brainstorming other ideas, I can always pull this endless healing potion card out for some other comp.
Here's my idea. I imagined this card back during the class competition when I was considering making an Alchemist class, but it makes sense as a priest card too.
What I'm unsure of, is how much it should heal and the mana cost. 2 mana 4 healing is a starting point, but I was considering a higher mana cost with more healing, like 6 mana heal 10, the idea being that you lose too much tempo if you keep having to play it.
Ummm, hate to say it, but this doesn't work. There is no trigger, its just infinite value without requirement.
It's similar to headcrack so it does qualify. It needs to be worded differently tho. "At the start of your next turn" or "At the end of the turn". At the end/start does count as a trigger.
Headcrack doesn't qualify solely because you returns to your hand, its because Combo also has an 'If' clause in the tooltip. Simply being infinitely playable does not mean the card has a Triggered effect. Adding an "At the" would mean that yes, it qualifies, but that's more or a loophole IMO to make a card that without having to put forth any actual effort, and that has pretty much prevention.
Ah, it's not my intention to circumvent the challenge. I was honestly just excited about this concept, and pulling in a cool item from WoW to Hearthstone. But I think I understand your intentions better now with this challenge.
To be clear, Baron Geddon would not qualify for this weeks challenge?
Baron Geddon does qualify. You card did not use the correct wording. Headcrack gets it requirement from the Combo, you card had no requirement to get it back, you just get it back. You can add a timing related effect, which is indeed a trigger. That said, I think the card is terrible, because its a spell, so you opponent can't kill it or really ever stop you from playing it. It effectively becomes a second Hero Power at a different cost. You might think that's cool or fun, but I think that's pretty awful and completely undermines the spirit of the competition and the purpose of the Hero Powers as well. You already have a infinite free value resource, why do you need to add another?
Huh. If Baron Geddon would be an okay submission, then I think my Endless Healing potion should qualify? I mean, a card like Barron Geddon or Mana Tide Totem is essentially saying "If the the turn ends" or "If the next turn starts". It's a conditional statement with the same formal logic as "Next turn do XYZ", its just a matter of english grammar. I bet this kind of distinction might disappear in another language.
Anyway, I don't want to be a dick about it or anything. But I think it's a perfectly reasonable spell. There are a handful of cards that can provide infinite value, like Dread Steed, Headcrack, Anub'arak, Sherazin, Jade Idol. These cards would qualify right? Except for the deathrattles, since we have a no battlecry/deathrattle rule.
Headcrack is 2 damage, the rogue hero power is 1 damage, it's essentially just a more limited form of rogue hero power (face only). My card is just the equivalent for priests. It's a stall card, but you can't survive forever on it. I'm totally open to discussing the proper amount of healing to mana cost. I was kind of thinking about Raza with the 0 cost hero power effect and also Headcrack, trying to find a decent value from those two cards. A card like Greater Healing potion gives 12 healing in a single card, so you'd need to cast Endless Healing Potion six times to get an equal amount of (hero only) healing.
Anyway, trying to fit a spell to this weeks comp might be too difficult and not actually capture the spirit of what you want from the comp. You want minions with those little lighting bolts on their frames right? I'll keep brainstorming other ideas, I can always pull this endless healing potion card out for some other comp.
Its possible to actually interact with, or stop, or requires some other work to make value from all those cards except Jade Idol, which I think we can all agree on, isn't a very well designed card. They are either minions and/or require something else. They don't just, POP! value forever while your opponent looks blankly at the screen. Yes, your card "triggers" to return to your hand, but there is no requirement for it. It doesn't have to be in play, open to removal, you just get value every time 100% of the time. I have no problems if you like the card and want to submit it. I don't choose the winner or even the finalists. I just think the card is bad.
The idea is to use Vanish, Coldlight Oracles, Shadow Step, to get your opponent to overdraw. You then play those cards for free, getting slightly randomized, burgled, tempo.
I also considered a variant where you got a Coin for each discard, or maybe just a coin everytime your opponent draws on your turn.
Here are some cards from my expansion which fit this week's theme. I wanted to know if you guys think any of these are worth submitting and which one(s). If that's the case, I'll probably remake it with new name, artwork and flavor.
Embraced Knight: Seeing as Binding Heal is a thing, having a 2 mana 2/6 would be a nightmare to face against. Maybe make it so that it would gain Health by your hero power only?
Ceaseless Discharge: I'm not sure if I read it correctly, but if I would play this minion, would it act as a "Battlecry: Deal 2 damage to all minions"? If yes, then make it so that only other minions take damage, playing a 6-mana 6/4 is not currently the most best option to be used by shamans. Otherwise, I like it.
Quelana of Izalith: I don't like cards that forces to draw fatigue cards, so no. Maybe change it's Attack and Health to 3/3, so that you don't need to waste any tempo to destroy the minion.
The one on the right is interesting, are you imagining it'd be like Sherazin, Seed or Nether Portal? I don't know how you balance it, but I'd like to see people exploring permanent effects. The minion route is much more conventional though.
I think the spell version is too OP. And it would be a nightmare if it being stolen by miracle rogue or combo with Gadgetzan Auctioneer
Thereare alwaysthese kind of cross-class combos, aren't there? I mean what if he steals an Antonidas or Sorc Apprentice etc. He could also just as easily get the minion. Tho, it can becounterplayed against more easily.
Way too strong at 3 mana. Even for 5 mana, you can just play this + tap for two 3/3 and a card in your hand. That's 6/6 of stats + a card. Compare that to Khara Khazam or Silver Hand Knight... now add in a Flame Imp and you have 4 3/3 minions and one 3/2 on the board AND a draw for 6 mana and only two cards. Way too easily abused.
This kind of effect can work, if it doesn't spawn a true copy. Also, the wording is off.
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Here are some more card ideas I had:
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
My idea was to give more options during warlock quest. Effect is powerfull, maybe too (+1/+1? or just +2 health?), but trigger only if you control a Quest. And it's an aura buff like Murloc Warleader or Southsea Captain not a definitive buff.
I like end of turn effects, okay? Here are some thoughts:
Although I doubt Elemental Pally will be a deck any time soon, one can dream.
This one's interesting. Pulling a Blazecaller or Kalimos, Primal Lord can be game ending. However, getting any elemental that costs 3 or less is absolutely brutal (Glacial Shard). The effect may be too powerful, maybe I'll change it to (5). The idea is to tack a potentially Legendary effect on a Kabal Trafficker. Please share your opinions!
Cursed Kris is too similar, I think, to the Jar of Souls that won the Season 1 weapon competition.
Probably gonna go with this. I've always wanted drawbacks in the hand, and this seems like a good opportunity to do it. The idea is that in the long run, you're probably gonna be paying more than 7 mana, but the immediate 4 mana 7/7 is enough of a reward and the distributed cost is less detrimental to overall tempo.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I'm thinking about some generic OG support.
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Like always, I will return feedback.
What works better?
Here's another idea I had. A mill support card.
The idea is to use Vanish, Coldlight Oracles, Shadow Step, to get your opponent to overdraw. You then play those cards for free, getting slightly randomized, burgled, tempo.
I also considered a variant where you got a Coin for each discard, or maybe just a coin everytime your opponent draws on your turn.
Vote for my card in the WDC 6.03: Prof. Putricide! Check out the Fan Creations FAQ!
My idea for now. Thoughts?
Vote for my card in the WDC 6.03: Prof. Putricide! Check out the Fan Creations FAQ!
I think the spell version is too OP. And it would be a nightmare if it being stolen by miracle rogue or combo with Gadgetzan Auctioneer
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Please upvote my submission: Weekly Card Design Competition 6.12 - Submission Topic
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Warlock lover! Fan Card Designer! Low dust high win rate deck builder! Redqueen is here!
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