An effective removal piece, that alternatively can act as an emergency heal. It is not as strong as Fireball, and does not heal as effectively as Greater Healing Potion, but still supllies a flexible card that both classes can take advantage of.
Prowl
The card is based of off druids cat form(Which is more or less a Feline Rogue) in its stealth form, Prowl. Prowl allows you to sneak around if you do nothing, but allows you to deal additional damage if you begin to attack. Hence why you remain unhidden if you haven't played anything earlier on the turn, but if you have, you deal 3 Damage to something, which is a pretty effective removal.
Hero Stealth seems OpOp. But i have made a little spoiler that explains why it might NOT be overpowered.
I want to note that the main effect of giving your hero stealth is not as broken as it looks. Let me explain.
The Combo trigger prevents it from being innervated or Prebed out. It is also not useable on a miracle turn, since you have to play it FIRST!
Secound of all, you won't be able to attack with your weapons, not use damaging spells, since these effects remove the stealth. Since any damage given reveals a stealth minion, this can be proved be either Flamewaker and Ragnaros the Firelord, who both loses stealth after they deal damage, despite not attacking.
This is a strong survial tool, but has to be played very carefully to be worth it.
This card is nothing like Iceblock, Iceblock has several strengths over this card, which i want to explain.
When you play mage, you would usually draw, before you would play your Iceblock. This gives more room for flexibility, which Prowl does not Allow.
Furthermore, Iceblock is usually played together with some kind of damage, in the form of burn, or aoe. Prowl does not allow that.
And yes, i know it feels more like a Druid card compared to a Rogue card. I can simply just find any art or name that sticks better to the card.
Agility
A very flexible card. Combo cards are usually removals, where Stealth cards, are usually sticky minions. This allows you to either go for a Proactive play, or a Reactive play. Not far from Raven Idol.
The name is under revison, so any suggestions are wildy apperciated.
I will also return any feedback given :)
I like most Agility card text. Altough Combo and stealth is far away from minotaurs, even if they are black IMO.
It's not a minotaur if it's the art you're referring to. It's a druid in catform.
Druid in catform? Then it's perfect for stealth and combo : )
Considering changing the discovered beast to costs (2) less. Thoughts? Which do you like more? Thank you!
Stable Portal get my vote whataver you do with card text. I propose setting mana cost to 1 and removing discount.
I'm not on any other hearthstone related sites than this one, but Stable Portal is one of the only ones I've heard of not from here. It's as far as I understand a classic card on reddit. It has the same name, same effect. Were you by any chance the one creating the original, Angrychicken?
I'd rather keep it as a Rogue-Priest card, seeing how exodia mage is already too powerful and would benefit way too much from it. Plus, I like the flavour of it.
My second and final entry. Not sure if the effect has been done before, but I was inspired by Auchenai Soulpriest and the fact that Warlock needs heals. Also, I debated making him a 2/3.
Considering changing the discovered beast to costs (2) less. Thoughts? Which do you like more? Thank you!
Stable Portal get my vote whataver you do with card text. I propose setting mana cost to 1 and removing discount.
I'm not on any other hearthstone related sites than this one, but Stable Portal is one of the only ones I've heard of not from here. It's as far as I understand a classic card on reddit. It has the same name, same effect. Were you by any chance the one creating the original, Angrychicken?
Are you talking about this one?
I mean.... Its not unlikely you found the exact same pun. And the effect is also realisticly similar, since its a pun of Unstable Portal.
You discover a mage spell and then a warlock spell. If you are too greedy, you might end up with a 11+ mana cost card or cards that don't mesh well together, e.g. Mirror Images + Hellfire. I'm unsure about the balance. It might be too weak. I also have a version in mind with "It costs (2) less." to give a bit of leeway and actually be able to cast more spell combos. Alternatively, I could limit the effect to 5 or less mana costing spells to ensure castability.
Anything game breaking in mind? Anything unclear? Which version do you like more?
Limiting cost to 5 is not bad. other thoughts:
-Set a flat cost of combined spell, no matter what you discover.
You discover a mage spell and then a warlock spell. If you are too greedy, you might end up with a 11+ mana cost card or cards that don't mesh well together, e.g. Mirror Images + Hellfire. I'm unsure about the balance. It might be too weak. I also have a version in mind with "It costs (2) less." to give a bit of leeway and actually be able to cast more spell combos. Alternatively, I could limit the effect to 5 or less mana costing spells to ensure castability.
Anything game breaking in mind? Anything unclear? Which version do you like more?
Great idea, but what would happen if you get somethng like Sacrificial Pact and Frostbolt? I think you should go with the 2nd version, but I think you should come up with a rule for if one target is not eligible for that spell.
Real cool theme this week. I expect to see some crazy submissions. My first idea isn't that far out there, but could be fun to play with. It also helps a few different Mage and Warlock decks.
I like the idea, though maybe you should lower the mana cost by at least 1. Many discover cards that discover a single card and don't have a body are costed at 1. 4 seems fairly costly for the effect.
Disagree. Most discover cards don't generate card advantage, compare this to Arcane Intellect and consider that you get to discover the cards, and one comes from a different class
On the first glance getting 2 cards should be costed for 3 mana. But now lets compare it to kabalist's tome. Do you prefer 3 random cards or discover 2? For me this card should cost 4 if no 5 mana.
I'm all out of ideas. Going to try the last thing for now, but I'm not too keen with it myself. The inspiration should be quite obvious.
So if your opponent draws the frozen minion, he cant play it for 1 turn? Depending on the situation this can be pretty good but also slightly weak. In my honest opinion the design feels a bit lazy.
I'm all out of ideas. Going to try the last thing for now, but I'm not too keen with it myself. The inspiration should be quite obvious.
So if your opponent draws the frozen minion, he cant play it for 1 turn? Depending on the situation this can be pretty good but also slightly weak. In my honest opinion the design feels a bit lazy.
Not how it was intended, no. It was ment to be Frozen when played as in it can't attack the first turn normally eligible to do so.
Great idea, but what would happen if you get somethng like Sacrificial Pact and Frostbolt? I think you should go with the 2nd version, but I think you should come up with a rule for if one target is not eligible for that spell.
Exactly that example has come up already. Limitations still apply, so you could only target a Demon with that card. It would deal 3 damage and sacrifice it to heal you. If you choose Power Overwhelming and Freezing Potion, you couldn't play the card, since you can't target anything. Gotta choose wisely.
@Your cards. I think Mana Leech is the most interesting. The artwork isn't really fitting tho. I think it would work as 3/3 for 3, too. The effect is rarely happening and has little to no effect late game. 2 Mana 2/3 might work even.
I always want to damage my own face like a pro. And make self damaging warlock more viable
I like neither of them tbh. The first is very, very clunky to play and the second makes thematically no sense. It's also very clunky to play and more of a gimmick than anything else. You could do something like "At the start of your next turn, restore health to your hero equal to double the amount of damage received this turn." or something. The whole aspect of "self damage" also only truly fits warlock, so I don't think this will work with any of the other classes. Tho, in Rogue you receive damage during your turn when you attack into something. Maybe a minion with a deathrattle that grows whenever you receive damage during your turn? e.g. "Whenever your hero takes damage during your turn collect 2 Life. Deathrattle: Restore health to your hero equal to the life collected." I dunno.
You discover a mage spell and then a warlock spell. If you are too greedy, you might end up with a 11+ mana cost card or cards that don't mesh well together, e.g. Mirror Images + Hellfire. I'm unsure about the balance. It might be too weak. I also have a version in mind with "It costs (2) less." to give a bit of leeway and actually be able to cast more spell combos. Alternatively, I could limit the effect to 5 or less mana costing spells to ensure castability.
Anything game breaking in mind? Anything unclear? Which version do you like more?
I really like the core concept of this but MAN is this effect hard to get in line.
I'm currently leaning towards #2 because i don't really like the possibility to create unplayable spells. I'm all for cards that have players focus on what they're doing but the there's just so much room for little errors (due to little errors in reasoning, tiny lacks in concentration, misclicking, etc.) that leave you with a blank 4 mana 4/3 and a useless card to clog up your hand. Tl;dr: I prefer a version that somehow guarantees you a playable card - playable regarding the mana cost that is.
I'm not sure #2 is the best solution though. It limits your options to a lot of little utility and/or value packages - which can be good. But i think it locks you away from the big tide-turning plays and those are probably the ones you will be shooting for with a card like this. And if it's possible to be left with something horrible like Mirror Image + Sacrificial Pact, i think you also need to cover the other end of the scale. Also, most of the spells at 6 or more mana are the big board clear effects of both classes which - if combined - would often be quite redundant.
I'm thinking about adding something like "It can't cost more than (10)." into the equasion - meaning that anything costing more will be discounted - but i kinda doubt that would fly on anything other than a legendary (might be problematic even then). On the other hand getting exactly something like Pyroblast + Twisting Nether - albeit really nasty, if actually pulled off - is pretty unlikely since getting a specific spell from one class is pretty low with 30ish cards in each pool.
Discounting is also a neat way to allow for some more combination space but i'm not sure how that would still fit within 4 lines of text without looking really weird. So as long as you don't necessarily want to make this into a legendary, the best version i came up with is to go with #1 and apply a restriction to the card's mechanic: You could limit the second spell-discovery only to cards that still fit into the "10-mana-window" - so if you pick Flamestrike as your first spell, the second discovery will be limited to cards that cost 3 or less mana.
This would need some additional explanation for the card though, since you can't specify such things within the card text. That is kind of a flaw because people probably don't like to read - i know, what morons! - but i think your effect catches the eye enough to encourage people to do so anyway.
So another Tl;dr: I'd like #1 more, if combined with a mechanic-restriction that dynamically limits your options to a maximum total of 10 mana cost. Otherwise i'd go for #2 and maybe add some sort of discounting the total mana cost, if you can somehow pull that off.
Finally i hope this wall of text could be of some help and wasn't just time-consuming busywork :)
I'm not really sure about why this costs (4). Sure, having extra Warleaders in your deck is great, but you're losing some board presence and paying more for it, which seems like just a tad bit too much.
I'd do 3 mana. The effect is powerful and easy to trigger, but it still makes no sense that it'd cost more than Warleader itself.
I dunno, if you were proposing letting those two decks essentially have 4 copies of arguably their most powerful card, I would at least hope it was a worse copy.
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I'd rather keep it as a Rogue-Priest card, seeing how exodia mage is already too powerful and would benefit way too much from it. Plus, I like the flavour of it.
My second and final entry. Not sure if the effect has been done before, but I was inspired by Auchenai Soulpriest and the fact that Warlock needs heals. Also, I debated making him a 2/3.
I want a new title, but Flux won't let me have one,
After some more work on the name-department my favourite is still one of Toxibrah's suggestions:
As for alternate ideas:
SoonTM
I'm all out of ideas. Going to try the last thing for now, but I'm not too keen with it myself. The inspiration should be quite obvious.
I think Mana Leech is the most interesting. The artwork isn't really fitting tho. I think it would work as 3/3 for 3, too. The effect is rarely happening and has little to no effect late game. 2 Mana 2/3 might work even.
Reposting mine. This thread moves too fast!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Tl;dr: I prefer a version that somehow guarantees you a playable card - playable regarding the mana cost that is.
SoonTM
Why Rogue is my favourite class:
My submission for this week's card design competition.