hmm Blizzard likes it simple, this card however is a bit difficult
Yep. I have just gotten into designing cards and I hope someday I manage to inspire a real one. This is a little on the complex side but not really as you can easily keep track of the damage and so on.
hmm Blizzard likes it simple, this card however is a bit difficult
Yep. I have just gotten into designing cards and I hope someday I manage to inspire a real one. This is a little on the complex side but not really as you can easily keep track of the damage and so on.
but when is the dmg dealt to your minions? and if your opponent does just 3 dmg?
hmm Blizzard likes it simple, this card however is a bit difficult
Yep. I have just gotten into designing cards and I hope someday I manage to inspire a real one. This is a little on the complex side but not really as you can easily keep track of the damage and so on.
but when is the dmg dealt to your minions? and if your opponent does just 3 dmg?
I updated the card as it was indeed a bit complex. I figured, why not implement the hero power idea into the card. Now the card is the same in terms of gaining armor - you still gain as much armor as the number of minions on board, but you cannot use your Hero Power for the next 2 turns.
Kneecleaver doesn't seem like a very legendary name. I also should mention that the card could have less text by removing the "You can't use your Hero Power for the next 2 turns", simply just adjust the stats on it.
If there are 10 minions on board, you gain 10 armor for 2 mana and develop a 3/3 on board. What are you saying exactly? I just wanted to make an interesting card.
Kneecleaver doesn't seem like a very legendary name. I also should mention that the card could have less text by removing the "You can't use your Hero Power for the next 2 turns", simply just adjust the stats on it.
I believe what Doom1491 was getting at was that gaining 1 armor for every minion on the field isn't justifiable on a 3 mana 3/3 that disables your hero power for 2 turns, when a card exists which guarantees 5 armor for 3 mana and draws a card exists without drawbacks, and even that sees no play currently. Other cards like the 5 mana 4/4 apothecary or the 4 mana 3/3 cyclopian horror don't justify this type of effect either.
If your opponents side of the field is full, the 7 armor wont save you from death, and keeping seven of your own minions alive means your already winning. The armor gained is negligible in most situations.
I would consider significantly increasing the armor gain (such as 2 for every minion) as well as tying the effect into your hero power to keep the flavour, such as "For X turns, your hero power becomes "Gain armor equal to the amount of minions on the field".
I believe what Doom1491 was getting at was that gaining 1 armor for every minion on the field isn't justifiable on a 3 mana 3/3 that disables your hero power for 2 turns, when a card exists which guarantees 5 armor for 3 mana and draws a card exists without drawbacks, and even that sees no play currently. Other cards like the 5 mana 4/4 apothecary or the 4 mana 3/3 cyclopian horror don't justify this type of effect either.
If your opponents side of the field is full, the 7 armor wont save you from death, and keeping seven of your own minions alive means your already winning. The armor gained is negligible in most situations.
I would consider significantly increasing the armor gain (such as 2 for every minion) as well as tying the effect into your hero power to keep the flavour, such as "For X turns, your hero power becomes "Gain armor equal to the amount of minions on the field".
Initially the idea was to 2 armor for each enemy minion. 2 for each minion on the board is a bit too much, don't you think? The idea for X turns is really cool, I like it.
Try to make a single thread for a set of cards, instead of multiple threads. Also, use an outside image host like imgur or something. Within a day, all of these images will be dead links and thus dead threads.
Try to make a single thread for a set of cards, instead of multiple threads. Also, use an outside image host like imgur or something. Within a day, all of these images will be dead links and thus dead threads.
Care to elaborate as I have not really looked into it and I might need some help with the imgur part?
Try to make a single thread for a set of cards, instead of multiple threads. Also, use an outside image host like imgur or something. Within a day, all of these images will be dead links and thus dead threads.
Care to elaborate as I have not really looked into it and I might need some help with the imgur part?
sure, just go to imgur.com and make an account. Upload your image files there and link to those files instead of the hearthcards address.
Nice name, great art, nice mechanic. I'm thinking of its usability though. It seems control oriented since it gains armor depending on how flooded the board is. The punishment (2 turns without hero power) is what I don't know how it would work in a deck. you would have to have a nice curve and play the minion early. But then again if you plain the minion early it would only work against real aggressive decks when you want to armor up. Maybe having the drawback of Saboteur when your hero power costs 5 mana next turn. That way if you play the minion late you could still armor up (with a cost) and if you play it early you would only end up being punished one turn. Overall good job on the creative factor of the text.
Nice name, great art, nice mechanic. I'm thinking of its usability though. It seems control oriented since it gains armor depending on how flooded the board is. The punishment (2 turns without hero power) is what I don't know how it would work in a deck. you would have to have a nice curve and play the minion early. But then again if you plain the minion early it would only work against real aggressive decks when you want to armor up. Maybe having the drawback of Saboteur when your hero power costs 5 mana next turn. That way if you play the minion late you could still armor up (with a cost) and if you play it early you would only end up being punished one turn. Overall good job on the creative factor of the text.
Great idea! I was also thinking on gaining 2 for each Enemy minion on the board but found it pretty similar to Apotchecary and I kept it or should it stay at 1 for all minions on board? Thanks for the detailed explanation!
Also, yes, it's very anti-aggro/control oriented and I actually think your idea is loads better where your hero power costs 4 (not 5 as it's too much of a punishment I believe, however small it may seem). Maybe 5 is fine, am not sure.
Why does it have a downside? A 3 mana 3/3 with that effect is perfectly balanced. It's also just a pretty cool effect that punishes zoo strategies.
I also don't quite understand the lore of the card. Why is he called Kneecleaver? He doesn't deal damage. Is the idea that he cleaves your own knees by preventing your from armoring up?
Why does it have a downside? A 3 mana 3/3 with that effect is perfectly balanced. It's also just a pretty cool effect that punishes zoo strategies.
I also don't quite understand the lore of the card. Why is he called Kneecleaver? He doesn't deal damage. Is the idea that he cleaves your own knees by preventing your from armoring up?
Yes haha, that is the idea along with it just popping up in my head and me deciding to use it on the spot. The downside is because initially it was gain 2 armor for each minion on board and then I sort of stuck with it.
Just made this one. I was thinking of a better way to balance it. Any suggestions are appreciated as usual.
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hmm Blizzard likes it simple, this card however is a bit difficult
Kneecleaver doesn't seem like a very legendary name. I also should mention that the card could have less text by removing the "You can't use your Hero Power for the next 2 turns", simply just adjust the stats on it.
The Nexus comes to the Inn with my set of Heroes of the Storm Legendaries!
but why should i play this over let's say shield block
I'd rather have always 5 armor, draw a card instead of having a 3/3 for 3 and my hero power the next 2 turns
I really think you need to rethink this, maybe something like a Bolf Ramshield effect
If there are 10 minions on board, you gain 10 armor for 2 mana and develop a 3/3 on board. What are you saying exactly? I just wanted to make an interesting card.
I believe what Doom1491 was getting at was that gaining 1 armor for every minion on the field isn't justifiable on a 3 mana 3/3 that disables your hero power for 2 turns, when a card exists which guarantees 5 armor for 3 mana and draws a card exists without drawbacks, and even that sees no play currently. Other cards like the 5 mana 4/4 apothecary or the 4 mana 3/3 cyclopian horror don't justify this type of effect either.
If your opponents side of the field is full, the 7 armor wont save you from death, and keeping seven of your own minions alive means your already winning. The armor gained is negligible in most situations.
I would consider significantly increasing the armor gain (such as 2 for every minion) as well as tying the effect into your hero power to keep the flavour, such as "For X turns, your hero power becomes "Gain armor equal to the amount of minions on the field".
Nice name, great art, nice mechanic. I'm thinking of its usability though. It seems control oriented since it gains armor depending on how flooded the board is. The punishment (2 turns without hero power) is what I don't know how it would work in a deck. you would have to have a nice curve and play the minion early. But then again if you plain the minion early it would only work against real aggressive decks when you want to armor up. Maybe having the drawback of Saboteur when your hero power costs 5 mana next turn. That way if you play the minion late you could still armor up (with a cost) and if you play it early you would only end up being punished one turn. Overall good job on the creative factor of the text.
Woeden#1173 - NA
Just get rid of the needless no hero power restriction.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Why does it have a downside? A 3 mana 3/3 with that effect is perfectly balanced. It's also just a pretty cool effect that punishes zoo strategies.
I also don't quite understand the lore of the card. Why is he called Kneecleaver? He doesn't deal damage. Is the idea that he cleaves your own knees by preventing your from armoring up?