So, keep in mind that I'm new to Hearthstone, and, as the title suggests, new to creating fan-made cards. Thus, these cards are probably going to be far from balanced, interesting, and/or simple. Regardless, critique is appreciated.
New Keyword:Infuse: You are given three choices which each cost a certain mana cost. Choose as many options as you'd like and cast them. A certain choice costs (X).
Details:
I'm quite terrible at explaining my ideas, but I'll try my best. This keyword is heavily inspired by keywords like Adapt, Choose One, and Discover. Similar to said keywords, when you play a card with Infuse, 3 options will appear; these choices are unique to each card, and the available options are specified on said card. Like the mulligan phase, you will choose which options you would like to "infuse" you card with; you can choose any number of options and any certain option(s) you'd like (again, like the cards you want to mulligan). You can choose to select none of the options, and you can only select an option once. Again like the mulligan phase, there will be a blue "Done" button to confirm your choices. After pressing the blue button, the effects of your choices will occur from the leftmost option to the rightmost option. The catch here is that each option has a certain mana cost, and, obviously, you cannot select options if you do not have enough mana to pay for said option (and, of course, you lose mana equal to the cost of the options plus the cost of the card with Infuse). The cost for the option will appear on the card with Infuse, and will appear during the selection phase.
I've made 4 cards which each have a different rarity and class. I hope you enjoy!
Druid Common:
"If he seems jumpy. it's because he ate a little too much 6H2O + energy + 6CO2 -> C6H12O6 + 6O2"
Note: I used the term Elusive not because my other cards also have this, but because the Infuse keyword apparently takes up a lot of space. You'll see what I mean in the cards below.
As you can see, Infuse was created in order to make cards relevant in both the early game and the late game (You know that feeling when you draw Innervate or Fire Fly at Turn 10). It was also designed to maximize the use out of your mana crystals.
Rogue Rare:
"'Hey look! It's a SPIN-doctor! Oh no, it looks things have taken a TURN for the worst! Using her SHARP skills, she's taking her knives out for a SPIN! Get the POINT? Ooooo, what a TWIST! Wow! The sword can create a minion; that's the SPIRIT rogue! Keep showing us your KNI-CE skill-UGGGGGGGH!' And people wonder why rogues are always so grumpy."
Another use for Infuse would be it's versatility and its ability to combo with itself. For example, "Hop" can be used to amplify the affects of "Step" and "Jump". "Hop" can be used against medium sized minions, "Step" can be used against decks spamming lots of minions, and "Jump" can be used to finish your opponent (with Coldblood and Shadowstep) or if you just need a minion.
Details about Spirit of the Blade:
-Spirit of the Blade is summoned AFTER you play Gyrating Knife. Therefore, she will not copy the stats of the weapon you played before Gyrating.
-Because the options trigger from left to right, "Hop" does cause Spirit of the Blade to become a 3/2
-Spirit of the Blade mimics the health and attack of your weapon when it is SUMMONED; i.e., it's not a Battlecry.
-Thus, you could theoretically Shadowstep "Spirit of the Blade" and cast her later when you have a buffed weapon (since the most you could get with her is a 3/2 with Gyrating Knife alone).
-Yes, if you play Wild, and get this card out of a Piloted Shredder while holding a weapon, she will retain that weapon's stats.
-She will die if you play/summon her without holding a weapon
Details about Hop:
-Playing Gyrating Knife will not trigger the Combo (unless of course you are playing a duplicate Gyrating Knife)
-Hop will occur after you play Gyrating Knife
Priest Epic:
"Yes, she has been told that she looks like the face of Mercy."
Note: Unlike Maturing Sapling's options, setting this minion's stats to a certain number is NOT a buff. Thus, similar to Crystal Core (the Rogue Quest's Reward), you cannot silence the effects of the Infuse options, but you can silence "Can't Attack" and "Taunt"...
Certain Infuse options will be picked more than others in certain decks. For example, in a control priest you are more likely to choose Shimmer. In a silence priest, you are more likely to select Shadow. If you are playing a midrange priest, then you will likely pick Shine. If your deck is pretty greedy, then you can choose ALL OF THEM. (Note that options occur from left to right so picking Shimmer and Shadow will cancel Shine's effects).
Mage Legendary:
"Her latest discovery: words that start with 'in' are totally 'in' right now."
Note: Infuse options are not spells. So don't try anything mischievous with Sorcerer's Apprentice.
Curiously, you cannot cast all of the options given to you! Thus, depending on the deck you are facing and playing, you might choose different options at different times. Because the total cost of the options plus the minion is so expensive and requires time, you might want to choose only one option or just play Cigma by herself (for some reason). To balance this drawback, I've decided to make the Infuse options as ridiculous as possible. Maybe, you just need that one +1 spell damage to finish the game or need a big body on the board. Perhaps, you're playing a combo/freeze mage with few damage spells, and you really need a Malygos at all times. Maybe, you think that your opponent wasn't annoyed enough by Frost Nova. Or perhaps you just really need some card advantage (INFINITE ICE BLOCKS!!!) and want to become a Shadowpriest...okay I'm kidding, you're probably gonna be a Hunter.
P.S. Each set of Infuse options has a pattern for flavour-sake. See if you identify each one.
The Mage Quest you posted here just should never find it's way to the game, like NEVER EVER, on Aoe Freeze and you have it done... the reward is way to strong as well.
I knew the Mage Quest was OP, but regardless here's my reasoning.
Presumably, your opponent has less than 7 minions on a board at any time so you're going to have draw at least 2 Frost Nova's for a guaranteed reward. You will also lose a turn playing Cigma, Ingenius Sorceress if you want her to be any good. Best case scenario, you have a frost nova, cast Sigma, and pick one option. Worst case secnario, you're playing Sigma the next turn with one effect and losing said turn. On top of that, you will get the most value out of the reward on turn 7 at best. By turn 10 as a freeze mage, you probably have the combo ready. Plus, "Innovation: Cogito" and "Invocation: Ergo" require you to actually DRAW a minion/spell. "Infinity: Sum" is really the only thing I'm worried about but the RNG kind of dulls it down. In addition, similar to Open the Waygate, by the time you get the reward, you've pretty much won the game if you have Time Warp and the right cards. Same with Elementary Studies.
However, I see where you're coming from. These are my first fan-made cards after all. Any suggestions on balancing the mage quest?
I think that these cards are problematic because they are too flexible. I think the idea is unique and all the cards themselves are creative and they have great flavor, but having a card that can do 3 drastically different things based on what situation your're in seems like it goes against the whole idea of building decks. If you have a card that can be both control and aggro, you'd be essentially running the same card in both decks. Adapt is balanced because you're not always guaranteed to get Poison or guaranteed to get Windfury when you want it. And in the case of "choose one" identity that Druid's have, that's already pretty flexible and it's supposed to be exclusive to Druids (imo).
I don't think these cards are too complicated, but I think it's a little unfair how much flexibility these cards have without having any drawbacks. The concepts of the individual cards are really cool, but the new mechanic you have feels a little clunky.
But if each choice counted as its own card, I think they would be relatively balanced albeit a little on the strong side. The Mage Legendary is probably OP though. On top of Frost Nova, you also have Frostbolt, Cone of Cold, Freezing Potion, Glacial Shard, Water Elemental, and Blizzard (and I guess Frost Elemental too but he's crap). Point is, there's a lot of really decent cards with Freeze effects on them, making this quest pretty easy to complete. It may be slow, but so is Fire Plume's Heart, and that card is really good, even with a less powerful rewards so I'm not sure. Still an interesting card nonetheless.
Also, sorry about constantly editing this post. I kinda wrote half of it, posted it, and kept updating it over and over haha
I think that these cards are problematic because they are too flexible. I think the idea is unique and all the cards themselves are creative and they have great flavor, but having a card that can do 3 drastically different things based on what situation your're in seems like it goes against the whole idea of building decks. If you have a card that can be both control and aggro, you'd be essentially running the same card in both decks. Adapt is balanced because you're not always guaranteed to get Poison or guaranteed to get Windfury when you want it. And in the case of "choose one" identity, that's already pretty flexible.
I don't think these cards are too complicated, but I think it's a little unfair how much flexibility these cards have without having any drawbacks. The concepts of the individual cards are really cool, but the new mechanic you have feels a little clunky.
Thank you for your feedback! So what would be an example of a drawback? Could I make them cost more or do I make certain options gain a disadvantage as well as an advantage? Or should I make the options have anti-syngerize with each other? (e.g. For the druid common, Rainfall (2) = "Gain +2/+2 and Can't attack", Sunlight (2) = "Gain +1/+1 and Divine Shield. Lose Taunt", Carbon Dioxide (1) = "Gain Elusive and lose a mana crystal")
Basically, how would these cards be balanced? (While preserving the Infuse idea)
So what would be an example of a drawback? Could I make them cost more or do I make certain options gain a disadvantage as well as an advantage? Or should I make the options have anti-syngerize with each other? (e.g. For the druid common, Rainfall (2) = "Gain +2/+2 and Can't attack", Sunlight (2) = "Gain +1/+1 and Divine Shield. Lose Taunt", Carbon Dioxide (1) = "Gain Elusive and lose a mana crystal")
I think that would be too complicated. I probably should've elaborated more on that lol. I meant that you get all these powerful options for "free" almost. Sure, you have to pay extra mana, but that can be factored into the cost of the card itself. For example, a 2-mana 2/3: Infuse gain +2/+2 is the same thing as a 4-mana 4/5. Most cards that have powerful effects require a previous condition to be met like Reno Jackson or Drakonid Operative or Tol'vir Stoneshaper needing certain other cards and/or a specific deck to be used with it for them to work. I know that would make these cards even more complicated, but I feel like something has to be done about the power level of these.
So what would be an example of a drawback? Could I make them cost more or do I make certain options gain a disadvantage as well as an advantage? Or should I make the options have anti-syngerize with each other? (e.g. For the druid common, Rainfall (2) = "Gain +2/+2 and Can't attack", Sunlight (2) = "Gain +1/+1 and Divine Shield. Lose Taunt", Carbon Dioxide (1) = "Gain Elusive and lose a mana crystal")
I think that would be too complicated. I probably should've elaborated more on that lol. I meant that you get all these powerful options for "free" almost. Sure, you have to pay extra mana, but that can be factored into the cost of the card itself. For example, a 2-mana 2/3: Infuse gain +2/+2 is the same thing as a 4-mana 4/5. Most cards that have powerful effects require a previous condition to be met like Reno Jackson or Drakonid Operative or Tol'vir Stoneshaper needing certain other cards and/or a specific deck to be used with it for them to work. I know that would make these cards even more complicated, but I feel like something has to be done about the power level of these.
Gotcha, so would something like this work?: "Infuse: if X occurs, you may choose to pay (Y) mana to do Z" (Similar to Celestial Dreamer, Cryomancer, or Luckydo Buccaneer except the mana cost allows the effect to be more potent).
Cool ideas but as has been said way too complex and very powerful for their relative costs.
Id say things like "Infuse: +2 attack, +2 health or +1/+1" would possibly balance it out but to be honest that would make it the Adapt mechanic.
To be honest the ideas you have would be better served to a battlecry or deathrattle I think but really nice ideas especially "Humanoid Light"
Yeah, I was worried that my keyword was edging too close to Adapt, so I decided to make it as different as possible, but I guess that backfired in the end. :P
However, I'm glad you enjoyed some of my ideas and hopefully some of my flavour text and other flavour within the cards too (e.g. Cigma is an anagram of "Magic" and sounds very much like "Sigma" from the greek alphabet which is used in math as the term "The Sum of all the Elements of..." (hence the name "Elementary Studies" which is also a pun on the fire and ice elements mages love to use).
I'm sorry. I could understand what infuse does but it's just really complicated. I found some of the cards difficult to understand as well.
Although that may be, it was still a pretty good attempt for your first time creating cards. Just a tip, which has already been written earlier in some form or other, most of Hearthstone's interesting cards have really simple effects. Take Brann Bronzebeard for example. The idea of having battlecries occur twice seems simplistic in nature, and it is, but it has extremely powerful and wacky possibilities. Instead of attempting to create concepts somewhat complex in nature, try creating cards that have easily understood effects that provide a wide array of possibilities. It sounds difficult but, like the ideas behind the creation of a novel, it'll come to you. Besides, more people play Hearthstone than Chess due to Hearthstone's simplicity, thus simplistic cards are more appealing to the audience.
I'm sorry. I could understand what infuse does but it's just really complicated. I found some of the cards difficult to understand as well.
Although that may be, it was still a pretty good attempt for your first time creating cards. Just a tip, which has already been written earlier in some form or other, most of Hearthstone's interesting cards have really simple effects. Take Brann Bronzebeard for example. The idea of having battlecries occur twice seems simplistic in nature, and it is, but it has extremely powerful and wacky possibilities. Instead of attempting to create concepts somewhat complex in nature, try creating cards that have easily understood effects that provide a wide array of possibilities. It sounds difficult but, like the ideas behind the creation of a novel, it'll come to you. Besides, more people play Hearthstone than Chess due to Hearthstone's simplicity, thus simplistic cards are more appealing to the audience.
I hope my advice was useful to you.
Yeah, my keyword is a bit too elaborate. I suppose the easiest way I could explain to you is imagine Adapt except each option costs a certain mana cost, and there are only 3 options instead of 3 randomly chosen out of 10. Also, you can choose as many options as you want (like how you can mulligan any number of cards you want and mulligan certain cards you want).
Anyways, thank you for your piece of insight ShadowWolf. I'll try to make more simpler keywords in the future. I'm thinking that my next keyword should be something like "You will always draw this card between X-Y turns" (e.g. 8 mana warlock spell, discard 2 cards, draw 4 cards. Keyword: this card is randomly drawn between turns 10-15.)
Ya know... If you limit Infuse to only 2 options, then it will probably simplify it to the level that Druid's Choose One effects are. It does have potential, just needs some major re-balance in some areas.
Ya know... If you limit Infuse to only 2 options, then it will probably simplify it to the level that Druid's Choose One effects are. It does have potential, just needs some major re-balance in some areas.
That might work. The Mage Legendary certainly needs some major balancing, but I can see the Druid Common turn into "Taunt. Infuse: Gain +1/+1 (1) and/or Elusive (1). The Rogue Rare could turn into "Infuse: Combo: +2 attack (1) and/or Deathrattle: Cast Blade Flurry (2)". And the Priest Epic could become "5 mana 6/6; Can't attack. Taunt. Infuse: Set this minion's health to your hero's health (3) and/or set this minion's attack to the amount of damage your hero has taken (2)".
So, keep in mind that I'm new to Hearthstone, and, as the title suggests, new to creating fan-made cards. Thus, these cards are probably going to be far from balanced, interesting, and/or simple. Regardless, critique is appreciated.
New Keyword: Infuse: You are given three choices which each cost a certain mana cost. Choose as many options as you'd like and cast them. A certain choice costs (X).
Details:
I'm quite terrible at explaining my ideas, but I'll try my best. This keyword is heavily inspired by keywords like Adapt, Choose One, and Discover. Similar to said keywords, when you play a card with Infuse, 3 options will appear; these choices are unique to each card, and the available options are specified on said card. Like the mulligan phase, you will choose which options you would like to "infuse" you card with; you can choose any number of options and any certain option(s) you'd like (again, like the cards you want to mulligan). You can choose to select none of the options, and you can only select an option once. Again like the mulligan phase, there will be a blue "Done" button to confirm your choices. After pressing the blue button, the effects of your choices will occur from the leftmost option to the rightmost option. The catch here is that each option has a certain mana cost, and, obviously, you cannot select options if you do not have enough mana to pay for said option (and, of course, you lose mana equal to the cost of the options plus the cost of the card with Infuse). The cost for the option will appear on the card with Infuse, and will appear during the selection phase.
I've made 4 cards which each have a different rarity and class. I hope you enjoy!
Druid Common:
"If he seems jumpy. it's because he ate a little too much 6H2O + energy + 6CO2 -> C6H12O6 + 6O2"
Note: I used the term Elusive not because my other cards also have this, but because the Infuse keyword apparently takes up a lot of space. You'll see what I mean in the cards below.
As you can see, Infuse was created in order to make cards relevant in both the early game and the late game (You know that feeling when you draw Innervate or Fire Fly at Turn 10). It was also designed to maximize the use out of your mana crystals.
Rogue Rare:
"'Hey look! It's a SPIN-doctor! Oh no, it looks things have taken a TURN for the worst! Using her SHARP skills, she's taking her knives out for a SPIN! Get the POINT? Ooooo, what a TWIST! Wow! The sword can create a minion; that's the SPIRIT rogue! Keep showing us your KNI-CE skill-UGGGGGGGH!' And people wonder why rogues are always so grumpy."
Another use for Infuse would be it's versatility and its ability to combo with itself. For example, "Hop" can be used to amplify the affects of "Step" and "Jump". "Hop" can be used against medium sized minions, "Step" can be used against decks spamming lots of minions, and "Jump" can be used to finish your opponent (with Coldblood and Shadowstep) or if you just need a minion.
Details about Spirit of the Blade:
-Spirit of the Blade is summoned AFTER you play Gyrating Knife. Therefore, she will not copy the stats of the weapon you played before Gyrating.
-Because the options trigger from left to right, "Hop" does cause Spirit of the Blade to become a 3/2
-Spirit of the Blade mimics the health and attack of your weapon when it is SUMMONED; i.e., it's not a Battlecry.
-Thus, you could theoretically Shadowstep "Spirit of the Blade" and cast her later when you have a buffed weapon (since the most you could get with her is a 3/2 with Gyrating Knife alone).
-Yes, if you play Wild, and get this card out of a Piloted Shredder while holding a weapon, she will retain that weapon's stats.
-She will die if you play/summon her without holding a weapon
Details about Hop:
-Playing Gyrating Knife will not trigger the Combo (unless of course you are playing a duplicate Gyrating Knife)
-Hop will occur after you play Gyrating Knife
Priest Epic:
"Yes, she has been told that she looks like the face of Mercy."
Note: Unlike Maturing Sapling's options, setting this minion's stats to a certain number is NOT a buff. Thus, similar to Crystal Core (the Rogue Quest's Reward), you cannot silence the effects of the Infuse options, but you can silence "Can't Attack" and "Taunt"...
Certain Infuse options will be picked more than others in certain decks. For example, in a control priest you are more likely to choose Shimmer. In a silence priest, you are more likely to select Shadow. If you are playing a midrange priest, then you will likely pick Shine. If your deck is pretty greedy, then you can choose ALL OF THEM. (Note that options occur from left to right so picking Shimmer and Shadow will cancel Shine's effects).
Mage Legendary:
"Her latest discovery: words that start with 'in' are totally 'in' right now."
Note: Infuse options are not spells. So don't try anything mischievous with Sorcerer's Apprentice.
Curiously, you cannot cast all of the options given to you! Thus, depending on the deck you are facing and playing, you might choose different options at different times. Because the total cost of the options plus the minion is so expensive and requires time, you might want to choose only one option or just play Cigma by herself (for some reason). To balance this drawback, I've decided to make the Infuse options as ridiculous as possible. Maybe, you just need that one +1 spell damage to finish the game or need a big body on the board. Perhaps, you're playing a combo/freeze mage with few damage spells, and you really need a Malygos at all times. Maybe, you think that your opponent wasn't annoyed enough by Frost Nova. Or perhaps you just really need some card advantage (INFINITE ICE BLOCKS!!!) and want to become a Shadowpriest...okay I'm kidding, you're probably gonna be a Hunter.
P.S. Each set of Infuse options has a pattern for flavour-sake. See if you identify each one.
Now, that I look at it, my comments do look a bit lengthy...
I think that these cards are problematic because they are too flexible. I think the idea is unique and all the cards themselves are creative and they have great flavor, but having a card that can do 3 drastically different things based on what situation your're in seems like it goes against the whole idea of building decks. If you have a card that can be both control and aggro, you'd be essentially running the same card in both decks. Adapt is balanced because you're not always guaranteed to get Poison or guaranteed to get Windfury when you want it. And in the case of "choose one" identity that Druid's have, that's already pretty flexible and it's supposed to be exclusive to Druids (imo).
I don't think these cards are too complicated, but I think it's a little unfair how much flexibility these cards have without having any drawbacks. The concepts of the individual cards are really cool, but the new mechanic you have feels a little clunky.
But if each choice counted as its own card, I think they would be relatively balanced albeit a little on the strong side. The Mage Legendary is probably OP though. On top of Frost Nova, you also have Frostbolt, Cone of Cold, Freezing Potion, Glacial Shard, Water Elemental, and Blizzard (and I guess Frost Elemental too but he's crap). Point is, there's a lot of really decent cards with Freeze effects on them, making this quest pretty easy to complete. It may be slow, but so is Fire Plume's Heart, and that card is really good, even with a less powerful rewards so I'm not sure. Still an interesting card nonetheless.
Also, sorry about constantly editing this post. I kinda wrote half of it, posted it, and kept updating it over and over haha
Cool ideas but as has been said way too complex and very powerful for their relative costs.
Id say things like "Infuse: +2 attack, +2 health or +1/+1" would possibly balance it out but to be honest that would make it the Adapt mechanic.
To be honest the ideas you have would be better served to a battlecry or deathrattle I think but really nice ideas especially "Humanoid Light"
I'm sorry. I could understand what infuse does but it's just really complicated. I found some of the cards difficult to understand as well.
Although that may be, it was still a pretty good attempt for your first time creating cards. Just a tip, which has already been written earlier in some form or other, most of Hearthstone's interesting cards have really simple effects. Take Brann Bronzebeard for example. The idea of having battlecries occur twice seems simplistic in nature, and it is, but it has extremely powerful and wacky possibilities. Instead of attempting to create concepts somewhat complex in nature, try creating cards that have easily understood effects that provide a wide array of possibilities. It sounds difficult but, like the ideas behind the creation of a novel, it'll come to you. Besides, more people play Hearthstone than Chess due to Hearthstone's simplicity, thus simplistic cards are more appealing to the audience.
I hope my advice was useful to you.
don't question it...
https://www.youtube.com/watch?v=TJs5_s0Fsbs
Ya know... If you limit Infuse to only 2 options, then it will probably simplify it to the level that Druid's Choose One effects are. It does have potential, just needs some major re-balance in some areas.
So Infuse is basicallly Choose One with more options and has more class variety?