Idea I had for a druid card. Not sure if picking two is against the rules or not, nonetheless it is something I haven't seen yet and I really think something like this might make its way in to the game. Anyhow, feel free to smash that like button or leave a suggestion. :)
I think Jaina and Tempest Totem are too strong and non-functional, as most of the time you'd have less than 3 options to discover from (there are only 2 non-basic Totems in Standard). Dirty Trick is alright, though I'm not digging the art.
Your Jaina seems slightly too strong, but in terms of flavor I like it a lot, and it's probably the best card of these 3. The rogue spell feels a bit off, honestly I can't even put my finger on why. And the totem is interesting, but right now, at least in standard, you'd always get the same 3 options: Flametongue Totem, Mana Tide Totem, and Primalfin Totem. So I'm not sure if it's exactly right. I'd go with Jaina, and maybe dock her by 1 stat point (also fix the text! "It costs (0)."
I think both of you forgot that Tempest Totem itself is a Totem, which means in 25% of the case you won't get the effect you want.
I don't agree that Jaina's stats is too strong at all. Compare her with Hydrologist, Arcanologist, Mad Scientist and Kirin Tor Mage. I also forgot to mention that her pool of Secret also include your opponent's (similar to Finley) but I don't know how to make it more clear other than not stating "Discover a Secret that you played this game."
I agree that Dirty Trick needs better art. A few in my mind:
@Telekinesis: I'd suggest something like Dominant Mind, Focus Will or Twist of Faith since this flavor is messing with the opponent's game plan. About art, I suggest looking into Shadow Priest art since they have a lot of art messing with an enemy while Holy Priest, how about something like this: http://orig12.deviantart.net/5d6a/f/2012/310/f/1/priest_discipline_by_gimaldinov-d5k5s61.jpg
Yeah agree I need to have it be more specific. I was just thinking of changing the board state, changing a minion. Something along the lines of "Battlecry: Cast a Frozen Wasteland" or just straight up "Battlecry: Change the status of the Battlefield"?
Mak'gora means a duel of honor, both participants bring a weapon to the party and duke it out, usually to the death.
The card could work like a pseudo-weapon removal, or comboed with any of the Oozes, it could be used for additional reach etc. I don't know what should the cost be, maybe 3 is too much for a mirrored effect? So if anyone has any input, much appreciated.
@YJHS2000 I like your idea, don't know how to balance it properly though...also, are you dead set on the "Pick your Poison" name for the card? Might I suggest something like "Poison of Choice" or "Unstable Concoction"?
@Will179 I don't think you can make a card that makes you do something on your opponent's turn in Hearthstone...Also, if you're making a Legendary minion, try to avoid giving it an arbitrary name like "Spell Caster", try and find a more-or-less important lore character suitable to the effect you want to make.
Ok I have fallen in love with my new idea and I will most likely run with it if this feeling persists.
The wording and balance is currently off but the idea is there. It was originally going to be a higher mana cost and only summon minions that cost 8 or more, but that felt like a rip off of Free From Amber, and the text was getting too cluttered.
The idea is to keep summoning large minions for your opponent to waste removal on. Seeing as you are the warrior, and this would only be run in a control deck, you would have an adherent advantage. You could chose to summon a large minion for a lower mana cost, or you could keep picking small, but powerful death rattles if you are confident about removing your opponent's next minion. You can get insane value if the card triggers multiple times, but your opponent can chose to not risk it, and ignore your minion. Which will result in wasted mana in most cases.
So now that I got the general idea out there, can I get some feedback on wording and balancing?
Ok, try number 2! Still have to come up with a name and art but thought this was a good placeholder. Unlike Prince Malchezaar this effect would take place before the mulligan.
This is a pretty dumb card. It defeats the purpose of making a deck in the first place. You should, at the very least, come up with a way where you don't have to construct a deck to use an effect that completely negates constructing a deck.
I don't think this card is designed for veterans like us, since most deck recipes are not as good as constructed decks. It's supposed to give NEW PLAYERS a way to have access to some decks that they cannot craft. This both tells them how a constructed deck would work, and also provide them with some more advanced gaming experience. Given the high cost of Un'goro, I think such cards do need to exist (and by the way, Prince Malchezaar was made due to the same purpose). And it's better if the card is given to people for free or with little cost.
Ok, try number 2! Still have to come up with a name and art but thought this was a good placeholder. Unlike Prince Malchezaar this effect would take place before the mulligan.
This is a pretty dumb card. It defeats the purpose of making a deck in the first place. You should, at the very least, come up with a way where you don't have to construct a deck to use an effect that completely negates constructing a deck.
That card is not supposed to be competitive, since most deck recipes are not as good as constructed decks. It's supposed to give new players a way to have access to some decks that they cannot craft. Given the high cost of Un'goro, I think such cards do need to exist (and by the way, Prince Malchezaar was made due to the same purpose)
You missed the point of the criticism. The problem with the design is that you have to construct a deck, and put this card in it, to use its effect, which replaces the deck you constructed as soon as the game starts. This means the construction of the deck is both required and entirely superfluous. It's not a good way to implement the effect. Note that existing deck replacement effects are through played cards, so that the construction of the deck that they go into is still relevant. Prince Malchezar only adds onto your deck, so it makes sense as a beginning of game effect.
Ok, try number 2! Still have to come up with a name and art but thought this was a good placeholder. Unlike Prince Malchezaar this effect would take place before the mulligan.
This is a pretty dumb card. It defeats the purpose of making a deck in the first place. You should, at the very least, come up with a way where you don't have to construct a deck to use an effect that completely negates constructing a deck.
That card is not supposed to be competitive, since most deck recipes are not as good as constructed decks. It's supposed to give new players a way to have access to some decks that they cannot craft. Given the high cost of Un'goro, I think such cards do need to exist (and by the way, Prince Malchezaar was made due to the same purpose)
You missed the point of the criticism. The problem with the design is that you have to construct a deck, and put this card in it, to use its effect, which replaces the deck you constructed as soon as the game starts. This means the construction of the deck is both required and entirely superfluous. It's not a good way to implement the effect. Note that existing deck replacement effects are through played cards, so that the construction of the deck that they go into is still relevant. Prince Malchezar only adds onto your deck, so it makes sense as a beginning of game effect.
Well, this is a cool theme. Here we go! Any advice? These are proto-ideas...so they're not really good. To be honest, I don't think they're gonna be good at the end stage, but hey, everything's worth the start! (They say optimism is a form of denial...) So, any advice? Or should I just trash 'em?
Here's my ideas:
Opponent interaction:
"As you walk into the room, he deals three cards in front of you: Totemic Might, Patches the Pirate, and Divine Spirit"
(Basically, your opponent chooses the effect of the battlecry. If your opponent ropes you, then a random battlecry is chosen and the turn timer restarts.)
Mind Games:
"Obviously, you picked this Move!...but wait, what if you chose a Move that I wouldn't think would be what you chose!...Alright, then I choose this Move!...No WAIT, what if you didn't chose the move that I thought would be what you think I would not choose but you chose anyways to trick me! Then, it must obviously be THIS MOVE! AH HA, TAKE THAT FOOL-oh wait, I was wrong."
(If you're confused, here's what happens. You choose 1 out of the 3 spells shown here. Your opponent looks at those 3 spells. If they do not pick the spell that you have chosen, you get to cast the spell. Again, if your opponent ropes you, then a random choice is picked and the turn timer restarts).
Parallel Effects:
"Where have I've seen that cat before..."
(I love mirror effects. And yes, Gift of the Wild gives Excess Mana. Roping this causes your opponent to end their turn, and a random effect is chosen.)
Okay, so I made something pretty off-the-wall in terms of mechanics and stuff, something I don't normally do. Essentially, this allows you to add another, separate hero power to your own, added to the right of your old one.. You get to use two hero powers! Suppose you picked Life Tap as a priest. Then, you'd be able to use both the Life Tap and Lesser Heal hero powers. You can also have two Lesser Heals if you want. So you can trigger inspires twice, and just generally benefit from having 2 hero powers to use. Not sure how it'd interact with Justicar, but I think it might be better if the effect just whiffed to prevent it from being stupid OP.
What do you guys think? I made this up on a small flight of fancy, so there's probably a ton of problems I missed.
With Finals out of the way, it looks like I can start being a little more involved in these competitions. :3
First entry that I had in mind - It is partly inspired after seeing the Jaina card from the earlier pages, but I put my own twist into it. If it has been done before on whatsoever r/customhearthstone or something, I've definitely not seen it before.
He is simply, the CUTEST ARCHAEOLOGIST!!! - Rafaam
If you're facing against a class without secrets, you'll get random secrets instead, which will go well in Value Rogue. I got thoughts of making it neutral as well, but it would give all classes access to Secrets, which is kinda meh. Since Rogues have already been playing secrets due to Discover, this will make a good fit for it. Thoughts? Feedback taken, feedback shall be giventh~
Okay, so I made something pretty off-the-wall in terms of mechanics and stuff, something I don't normally do. Essentially, this allows you to add another, separate hero power to your own, added to the right of your old one.. You get to use two hero powers! Suppose you picked Life Tap as a priest. Then, you'd be able to use both the Life Tap and Lesser Heal hero powers. You can also have two Lesser Heals if you want. So you can trigger inspires twice, and just generally benefit from having 2 hero powers to use. Not sure how it'd interact with Justicar, but I think it might be better if the effect just whiffed to prevent it from being stupid OP.
What do you guys think? I made this up on a small flight of fancy, so there's probably a ton of problems I missed.
Compared to Justicar Trueheart, this seems okay in balance (Most options are basically a more expensive Justicar Upgrade to be honest. And the 4-cost of the hero powers kind of dulls the power on what could possibly be extremely broken hero powers e.g. Life Tap twice). I like the synergy too between Priests and Warlock!
But there are just a few issues here...
How do you manage to have 2 hero powers fit anywhere on the UI? (No, the left side of the hero doesn't work due to weapons).
Currently, the only legendary spells are quests. Maybe you can add this effect to a minion?
Is it for all Kabal classes or is it just for Priest?
Any suggestions for my cards? I'm having some trouble NOT thinking of complex cards :P.
Need an opinion on my entry. I debated for a good bit about the Gargoyle stat line, but I don't know. I feel like it's okay, especially considering the terms this batch of cards sets up.
With Finals out of the way, it looks like I can start being a little more involved in these competitions. :3
First entry that I had in mind - It is partly inspired after seeing the Jaina card from the earlier pages, but I put my own twist into it. If it has been done before on whatsoever r/customhearthstone or something, I've definitely not seen it before.
If you're facing against a class without secrets, you'll get random secrets instead, which will go well in Value Rogue. I got thoughts of making it neutral as well, but it would give all classes access to Secrets, which is kinda meh. Since Rogues have already been playing secrets due to Discover, this will make a good fit for it. Thoughts? Feedback taken, feedback shall be giventh~
Nice card! Although in my personal preference, I'd rather the text be "Discover a Secret that has not been played" since the current text implies that the Secret will be played (I'm assuming cards can't tell the future here) or that the Secret is a Secret in your opponent's deck/hand (because it has yet to be played.)
Also, all Un'Goro secret synergy minions end with -logist! So extra flavour points!
Despite all this, my biggest concern would be that the mechanic is too dull, because, essentially, it's just either "Discover a Secret", or "Discover a Secret" with a drawback against Secret classes (which kind of ruins the fun).
This card is a card I plan to release in my custom Caverns of Time expansion. It's a [b]Discover[/b] mechanic once again, but the twist belongs in that you [b]Discover[/b] a card that costs less than this minion when played. Normally you would choose a spell that costs 3 or less with Dragon Trickster, but if you have Emerald Hive Queen for example, you'll then choose a spell that costs 5 or less.
I hope that I made this card's text a bit clearer and that you'll give some comments for it. I would aprreciate your thoughts, and I might then share mine for your cards. ;)
It's an intrguing card, but I'd doubt you put in cost increasing cards just for this Legendary (there aren't any other cards that syngergize with cost increasing cards, and the effect is too small for so much effort to be put into triggering it. e.g. Putting in buff spells for The Last Kaleidosaur is not worth it.). Still, most spells costing less than (4) are powerful (e.g. Forbidden Spells)...although some are just downright useless (e.g. Totemic Might, Savagery, Sacrificial Pact) so the card is VERY close to being balanced.
Flavour-wise, it's a nice little fun card that has an innovative idea...but I'd think it would work better in an expansion that focuses on cost increasing as it currently stands.
Balance-wise, for the same reasons as above, I think you can get away with raising it's stats by just a little bit since you're likely gonna just discover a spell that costs 3 or less most of the time with a tempo-losing body on the board. (compare to Ethereal Conjurer)
Idea I had for a druid card. Not sure if picking two is against the rules or not, nonetheless it is something I haven't seen yet and I really think something like this might make its way in to the game. Anyhow, feel free to smash that like button or leave a suggestion. :)
bepisClick 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:
Yeah agree I need to have it be more specific. I was just thinking of changing the board state, changing a minion. Something along the lines of "Battlecry: Cast a Frozen Wasteland" or just straight up "Battlecry: Change the status of the Battlefield"?
Mak'gora means a duel of honor, both participants bring a weapon to the party and duke it out, usually to the death.
The card could work like a pseudo-weapon removal, or comboed with any of the Oozes, it could be used for additional reach etc. I don't know what should the cost be, maybe 3 is too much for a mirrored effect? So if anyone has any input, much appreciated.
@YJHS2000 I like your idea, don't know how to balance it properly though...also, are you dead set on the "Pick your Poison" name for the card? Might I suggest something like "Poison of Choice" or "Unstable Concoction"?
@Will179 I don't think you can make a card that makes you do something on your opponent's turn in Hearthstone...Also, if you're making a Legendary minion, try to avoid giving it an arbitrary name like "Spell Caster", try and find a more-or-less important lore character suitable to the effect you want to make.
You can't stop the signal.
There will be changes but this is the main idea for the moment.
Decoction:
I wanted to create a more controlled discard mechanic to push discard Warlock further. I also wanted to have another card that would make the Cruel Dinomancer/Spiritsinger Umbra combo more consistent. It can also work great with Silverware Golem and Clutchmother Zavas.
Ok I have fallen in love with my new idea and I will most likely run with it if this feeling persists.
The wording and balance is currently off but the idea is there. It was originally going to be a higher mana cost and only summon minions that cost 8 or more, but that felt like a rip off of Free From Amber, and the text was getting too cluttered.
The idea is to keep summoning large minions for your opponent to waste removal on. Seeing as you are the warrior, and this would only be run in a control deck, you would have an adherent advantage. You could chose to summon a large minion for a lower mana cost, or you could keep picking small, but powerful death rattles if you are confident about removing your opponent's next minion. You can get insane value if the card triggers multiple times, but your opponent can chose to not risk it, and ignore your minion. Which will result in wasted mana in most cases.
So now that I got the general idea out there, can I get some feedback on wording and balancing?
"Science isn't about why! Its about why not!"
Repost 2 of my cards:
Reworded Jaina to avoid confusion and replace the art for Dirty Trick
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:
So confused with the idea, maybe something cooler
Don't know who else is faster than me lol completed 13:35 est, 12/8
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Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
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Well, this is a cool theme. Here we go! Any advice? These are proto-ideas...so they're not really good. To be honest, I don't think they're gonna be good at the end stage, but hey, everything's worth the start! (They say optimism is a form of denial...) So, any advice? Or should I just trash 'em?
Here's my ideas:
Opponent interaction:
"As you walk into the room, he deals three cards in front of you: Totemic Might, Patches the Pirate, and Divine Spirit"
(Basically, your opponent chooses the effect of the battlecry. If your opponent ropes you, then a random battlecry is chosen and the turn timer restarts.)
Mind Games:
"Obviously, you picked this Move!...but wait, what if you chose a Move that I wouldn't think would be what you chose!...Alright, then I choose this Move!...No WAIT, what if you didn't chose the move that I thought would be what you think I would not choose but you chose anyways to trick me! Then, it must obviously be THIS MOVE! AH HA, TAKE THAT FOOL-oh wait, I was wrong."
(If you're confused, here's what happens. You choose 1 out of the 3 spells shown here. Your opponent looks at those 3 spells. If they do not pick the spell that you have chosen, you get to cast the spell. Again, if your opponent ropes you, then a random choice is picked and the turn timer restarts).
Parallel Effects:
"Where have I've seen that cat before..."
(I love mirror effects. And yes, Gift of the Wild gives Excess Mana. Roping this causes your opponent to end their turn, and a random effect is chosen.)
Okay, so I made something pretty off-the-wall in terms of mechanics and stuff, something I don't normally do. Essentially, this allows you to add another, separate hero power to your own, added to the right of your old one.. You get to use two hero powers! Suppose you picked Life Tap as a priest. Then, you'd be able to use both the Life Tap and Lesser Heal hero powers. You can also have two Lesser Heals if you want. So you can trigger inspires twice, and just generally benefit from having 2 hero powers to use. Not sure how it'd interact with Justicar, but I think it might be better if the effect just whiffed to prevent it from being stupid OP.
What do you guys think? I made this up on a small flight of fancy, so there's probably a ton of problems I missed.
Why Rogue is my favourite class:
My submission for this week's card design competition.
From simple to more-complex, here are my 3 ideas. I'll definitely have trouble deciding!
'Marta's Word' spells:
I'm liking the idea's you guys have come up with so far, too! Keep it up! xD
With Finals out of the way, it looks like I can start being a little more involved in these competitions. :3
First entry that I had in mind - It is partly inspired after seeing the Jaina card from the earlier pages, but I put my own twist into it. If it has been done before on whatsoever r/customhearthstone or something, I've definitely not seen it before.
He is simply, the CUTEST ARCHAEOLOGIST!!! - Rafaam
If you're facing against a class without secrets, you'll get random secrets instead, which will go well in Value Rogue.
I got thoughts of making it neutral as well, but it would give all classes access to Secrets, which is kinda meh. Since Rogues have already been playing secrets due to Discover, this will make a good fit for it. Thoughts? Feedback taken, feedback shall be giventh~
Any suggestions for my cards? I'm having some trouble NOT thinking of complex cards :P.
Need an opinion on my entry. I debated for a good bit about the Gargoyle stat line, but I don't know. I feel like it's okay, especially considering the terms this batch of cards sets up.
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