I considered the artworks for the cards, and this is the results.
So three different Artpieces, and two different effects. Note that while the effects are different. It is only because i am too lazy to post 2 versions with the same art piece.
I feel like the armor version is more simple and polished. Whereas the stealth version is more exicting and fits better flavorwise. I might change it to have the conceal effect instead, but that might be too boring.
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. This is a strong survial tool, but has to be played very carefully to be worth it.
As of the artpieces, i am leaning towards the one on the left.
Well you explained pretty nicely why the stealth version its balanced, so i have to agree with you in that aspect, and that it fits both classes thematically. The only nitpick that i have is the artwork, i think that the middle one looks better.
Ol' Anyfin - Feel like this is still way too strong. 6 mana and 1 overload to summon a 3/5 charge and then 3 other minions. Who likely have Charge or buffs.
Vision Quest - I like the simplicity of it. Shaman and Druids share themes, so it definately works. But like my previous 'Lust For Power' card, idk if it will stand out enough. Just Druids already have a similar card with Raven Idol.
Anyway, here's a new idea that would not be fun to play against.
The first two cards are to make the Priest and Paladin to recover some tempo after spending huge amount of mana to recover their health. The third and fourth card are in general allow Rogue to seek healing and board clear while Priest seek some burst damage to close out the game. Priest spells are generally more situational, which is why you get as the default Battlecry in exchange for the full 3-drop stats in the first version and reduced stats in the second version.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
I think the right version is better, because the cards that are expensive also aren't ones that wouldn't combine well (e.g., Twisting Nether). Also what would happen if you combined two damage dealing cards, where one of them can target anything and one can target only minions? Like Shadow Bolt and Fireball? What would the merged spell look like? I'm assuming it would say "Deal 10 damage to a minion". Or, how would Sacrificial Pact merge with something like Frostbolt?
It would limit your targeting to minions. The spell would jus read "Deal 6 damage. Deal 4 damage to a minion." But since the targeting is restricted, you can only target minions. The other spell would cast Frostbolt on a demon and then sacrifice it. You can't target anything else in that case.
It turns both Warrior and Druid hero power into "Gain 2 Attack until end of turn". Both also have lots of other cards that would affect this. Card's like Bite and Shield Block would be really powerful.
Thanks for your feedback, here is mine: First off, the name is weird. I would suggest something like "Rumbling Earthling" or "Rumbling Elemental" or something. Just "Earth" seems weird unless it's "Shaped Earth". I really like the crossover so both classes gain the same benefit. However, that is only true for the hero power. Currently, this would be broken in druids with Feral Rage, Bite and more so with Earthen Scales. You could circumvent that by making it "Whenever you gain armor, also gain +1 attack", but that would make them not align anymore. I have no clue how to balance it otherwise without altering the effect too much.
For this week I choose to combine my favorite parts of mage and priest together, which is spell generation and card copy. My spell this week does both of those things, which one do you think works better?
I considered the artworks for the cards, and this is the results.
So three different Artpieces, and two different effects. Note that while the effects are different. It is only because i am too lazy to post 2 versions with the same art piece.
I feel like the armor version is more simple and polished. Whereas the stealth version is more exicting and fits better flavorwise. I might change it to have the conceal effect instead, but that might be too boring.
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. This is a strong survial tool, but has to be played very carefully to be worth it.
As of the artpieces, i am leaning towards the one on the left.
Well you explained pretty nicely why the stealth version its balanced, so i have to agree with you in that aspect, and that it fits both classes thematically. The only nitpick that i have is the artwork, i think that the middle one looks better.
Would damaging spells really remove Stealth from your Hero? I assumed it wouldn't. That makes me feel like it would be more balanced. Rogues need some survivability tool, and it's thematic for Druids as well. If that's the case I agree with the Stealth effect and prefer the first art over the rest.
I think the right version is better, because the cards that are expensive also aren't ones that wouldn't combine well (e.g., Twisting Nether). Also what would happen if you combined two damage dealing cards, where one of them can target anything and one can target only minions? Like Shadow Bolt and Fireball? What would the merged spell look like? I'm assuming it would say "Deal 10 damage to a minion". Or, how would Sacrificial Pact merge with something like Frostbolt?
It would limit your targeting to minions. The spell would jus read "Deal 6 damage. Deal 4 damage to a minion." But since the targeting is restricted, you can only target minions. The other spell would cast Frostbolt on a demon and then sacrifice it. You can't target anything else in that case.
It turns both Warrior and Druid hero power into "Gain 2 Attack until end of turn". Both also have lots of other cards that would affect this. Card's like Bite and Shield Block would be really powerful.
Thanks for your feedback, here is mine: First off, the name is weird. I would suggest something like "Rumbling Earthling" or "Rumbling Elemental" or something. Just "Earth" seems weird unless it's "Shaped Earth". I really like the crossover so both classes gain the same benefit. However, that is only true for the hero power. Currently, this would be broken in druids with Feral Rage, Bite and more so with Earthen Scales. You could circumvent that by making it "Whenever you gain armor, also gain +1 attack", but that would make them not align anymore. I have no clue how to balance it otherwise without altering the effect too much.
Okay, that makes sense. I still think you should restrict it to 5 mana or less cards, but I think it's a good idea.
For my card, I'm thinking of changing it to "Convert the first 4 Armor you gain each turn into Attack until end of turn." It would still be powerful, but you couldn't gain crazy amounts of Attack.
This is my preliminary idea. What I wanted to go for was a Priest/Warlock card that was something like "Stare into the Abyss" which would discover a Shadow card (Shadow Words, Shadow Flame, Shadow Bolt, etc) but then I realised Rogue has quite a few Shadow cards too, so it didn't really work out.
My final idea will probably involving discovering cards from either class, hopefully united by a theme (like Shadow cards).
What do you think about this card, though?
I really like this card but given that the two classes are united under the Jade Lotus banner it's might not be a good idea to do these particular two classes because it seems kind of redundant.
I feel like this card is too slow and will have to compete with the 6-drop slot for Book Wyrm in Dragon decks. How about lower its cost to be an early game minion (and adjust the stats)?
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 like the second version because it guaranteed to not exceed the 10 mana limit but I'm confuse about targeting chosen and the resulting token. What would it look like? What about sequencing? Which card is played first? Most beneficial effect first or the order chosen?
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
For this week I choose to combine my favorite parts of mage and priest together, which is spell generation and card copy. My spell this week does both of those things, which one do you think works better?
You have no clue how broken that card is. Cabalist's Tome costs 5 and is RANDOM spells. "Spells from your opponent" are indefinitely better because you won't ever get shitty spells. You get a secret on top and all for ONE mana less. The second versions is more balanced, but I think the card isn't any fun to play against.
It's blue and red with the white rarity gem and image in between, so like the French flag. Jokes about France surrendering are still funny, right? Idk, I can't keep up with memes these days.
But no, I'm not gonna do that. Here's what I'm actually thinking thus far:
I considered the artworks for the cards, and this is the results.
So three different Artpieces, and two different effects. Note that while the effects are different. It is only because i am too lazy to post 2 versions with the same art piece.
I feel like the armor version is more simple and polished. Whereas the stealth version is more exicting and fits better flavorwise. I might change it to have the conceal effect instead, but that might be too boring.
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. This is a strong survial tool, but has to be played very carefully to be worth it.
As of the artpieces, i am leaning towards the one on the left.
Well you explained pretty nicely why the stealth version its balanced, so i have to agree with you in that aspect, and that it fits both classes thematically. The only nitpick that i have is the artwork, i think that the middle one looks better.
Would damaging spells really remove Stealth from your Hero? I assumed it wouldn't. That makes me feel like it would be more balanced. Rogues need some survivability tool, and it's thematic for Druids as well. If that's the case I agree with the Stealth effect and prefer the first art over the rest.
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 would absolutely go with the left one, because it adds a risk and reward element, which makes it a lot more interesting. Not to mention keeping it from being cluttered, which is a huge plus.
As for clarity- what happens if you get Freezing Potion and Power Overwhelming? As of yet, there's no rules for double-targeting... That aside, I can't think of anything that completely breaks the game (though there are certainly OP combos- Frost Nova + Corrupted Mist, or Freezing Potion + Corruption).
Overall, really awesome card, and I sincerely hope that Blizz decides to steal it.
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
I considered the artworks for the cards, and this is the results.
So three different Artpieces, and two different effects. Note that while the effects are different. It is only because i am too lazy to post 2 versions with the same art piece.
I feel like the armor version is more simple and polished. Whereas the stealth version is more exicting and fits better flavorwise. I might change it to have the conceal effect instead, but that might be too boring.
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. This is a strong survial tool, but has to be played very carefully to be worth it.
As of the artpieces, i am leaning towards the one on the left.
Thanks for your feedback, here is mine: I don't really like the idea of Combo: Do something weaker / different. Combo should always be a stronger version of a given effect or an enable, since you have to play something else before. That's the whole idea behind it and its budget, so making a card that counteracts that is weird. This is basically a shitty "Choose one". You could easily do Combo: Deal 2 damage or increase the mana cost by 1 (see Bash). I like the second artwork the most.
Stealth is probably stronger than Iceblock, since it's proactive. The only cards that can damage you are AoE (mostly warlock) and non-target spells, which don't see much play. The idea of Prowl would rather be "Gain stealth. At the start of your next turn gain +4 attack" or something. You could make such a card, but it should be adequated costed. I'm not sure how much hero-stealth is worth, but it should be at least 4 or 5.
Had you read my explaination you would have realised that it is usually not stronger than Iceblock.
And the reason for the combo effect is because of how Prowl works in wow. It is just a usual stealth mechanic, until you do something, and it allows you to deal more damage, than you would have done out of stealth.
Gadgetzan Ferryman is a good example of a card that dosen't always get stronger when you combo it. So this kind of idea is already in the game.
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I want a new title, but Flux won't let me have one,
The issue I see with Prowl is the art and name - Rogues can't turn into cats. A name like "Wind Walk" (going back to Warcraft 3) might be better for the stealth version.
He is the only nathrezim (Demon) to join the Silver Hand. Gameplay wise, he is an insane high roll with Bane of Doom and can provide the decent healing that warlock needs even if only for a turn. Removed Taunt and replaced it with elusive so that it can't be discovered by Stonehill Defender.
The issue I see with Prowl is the art and name - Rogues can't turn into cats. A name like "Wind Walk" (going back to Warcraft 3) might be better for the stealth version.
I think the issue should just be the art, because people can prowl.
Ol' Anyfin - Feel like this is still way too strong. 6 mana and 1 overload to summon a 3/5 charge and then 3 other minions. Who likely have Charge or buffs.
Vision Quest - I like the simplicity of it. Shaman and Druids share themes, so it definately works. But like my previous 'Lust For Power' card, idk if it will stand out enough. Just Druids already have a similar card with Raven Idol.
Anyway, here's a new idea that would not be fun to play against.
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
A few idea I have:
The first two cards are to make the Priest and Paladin to recover some tempo after spending huge amount of mana to recover their health. The third and fourth card are in general allow Rogue to seek healing and board clear while Priest seek some burst damage to close out the game. Priest spells are generally more situational, which is why you get as the default Battlecry in exchange for the full 3-drop stats in the first version and reduced stats in the second version.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
First off, the name is weird. I would suggest something like "Rumbling Earthling" or "Rumbling Elemental" or something. Just "Earth" seems weird unless it's "Shaped Earth". I really like the crossover so both classes gain the same benefit. However, that is only true for the hero power. Currently, this would be broken in druids with Feral Rage, Bite and more so with Earthen Scales. You could circumvent that by making it "Whenever you gain armor, also gain +1 attack", but that would make them not align anymore. I have no clue how to balance it otherwise without altering the effect too much.
bepisFor this week I choose to combine my favorite parts of mage and priest together, which is spell generation and card copy. My spell this week does both of those things, which one do you think works better?
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
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
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I have to choose between these two submissions, which is the best?
It's blue and red with the white rarity gem and image in between, so like the French flag. Jokes about France surrendering are still funny, right? Idk, I can't keep up with memes these days.
But no, I'm not gonna do that. Here's what I'm actually thinking thus far:
I want a new title, but Flux won't let me have one,
Now the question is, are you being tempted by the Light? Or by the Darkness? ;)
#gNOmeferatu
I want a new title, but Flux won't let me have one,
The issue I see with Prowl is the art and name - Rogues can't turn into cats. A name like "Wind Walk" (going back to Warcraft 3) might be better for the stealth version.
He is the only nathrezim (Demon) to join the Silver Hand.
Gameplay wise, he is an insane high roll with Bane of Doom and can provide the decent healing that warlock needs even if only for a turn.
Removed Taunt and replaced it with elusive so that it can't be discovered by Stonehill Defender.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Alright, I took the charge off. I kind of liked it having charge, but I guess its not meant to be.