Ok, here's my new take. The theme is, when draw the minion, you send out a scout to gather info. If the scout survives, he gives you info that makes your minion(s) better. Here's the main card and three possible tokens I'm considering. Which do you all think is best?
Holly Flavor Batman! I love it! The first option is my personal favorite, while the second option is more fun and flavorful. Though I am not sure how good it is. I don't like the third option at all though, its way too situational due to needing both a board and for the card to survive. Weigh it up between the first two.
The only problem I see is that Short Circuit should say "opponent's deck" instead of "enemy deck", so it goes with the wording of cards like Iron Juggernaut, Beneath the Grounds and Thoughtsteal. Draw a card is also on its own sentence for tokens like Burrowing Mine, Ambush! or Ancient Curse, but that might be a bit too nit-picky. I do like these ideas though. EDIT: Forgot this, I was wrong.
Firebombs - Really neat effect, although I don't want to give an okay go just yet because this curb-stomps Greater Arcane Missiles value-wise
I think Short Circuit is kinda broken, yes you can give the Ambush! argument, but honestly this effect is much more enfeebling than that one. Maybe only overload 2.
Shadow Mend - while this is a cool idea, the fact that Greater Healing Potion isn't that much more of a sacrifice, and this is also something you don't want out of Lyra, I don't really like it that mcuh.
Shadow Mend seems strangely underpowered to me. Greater Healing Potion is a flexible heal for 12 costing 4 mana - with this you sacrifice a lot of flexibility but you rarely use heals of that size on minions anyway. However the potion already sees little to no play and considering that the 10 damage mine you get from this card seems like quite the punishment.
If i get Firebombs right, they trigger two times: once when you draw them; once when you play them. That is balanced i guess, but the almost complete inability to control the use of this also feels kinda... weird. For one tick you can at least make sure it goes off at the right time, but the other one is entirely out of your control.
Short Circuit however feels a little like the Shaman equivalent of Beneath the Grounds and i quite like that. Especially because it doesn't lock your enemy's mana crystals right away but gives him a turn to react to the "Bzzt!"-draw and plan ahead for his next, overloaded turns. As of now, this one is my favourite of the three.
Thanks for your reviews. @Zence: Overload only takes effect the following turn by definition, so your opponent can see it coming. That said I now know that if I go with one of those 3 cards I'll go with Short Circuit (or a modified version of it).
In the meantime I had 2 new ideas:
Ironbark Juggernaut is intended to make Ramp Druid more consistent by allowing you to choose when to draw the card (if it's the only card in your deck, it will be drawn again and make an infinite loop until you choose to keep it), not too sure about the stats though.
Arcane Guardian is just a straight anti-aggro tool (balanced around Bog Creeper).
I like your ironbark juggernaut. Its pretty much the same concept as one of the first cards I've tried for this one, but mine didn't work proberly. I think this one does, though I think it needs a rewording: "When drawn on your turn, Choose One - Keep it; or Shuffle it into your deck and draw a card."
I definitely think this is the better of your cards.
EDIT: This was the idea, unfortunately there was no room for "on your turn", so I scrapped it. Thought it was a pretty good idea myself, which is why I might be biased about liking your card :D
I tried shoving the "Choose One" on the card but the wall of text becomes too big after that, and not having choose one at the beginning of the card is weird. I already had to move the "Taunt" on the same line as the main effect because of this even though it's not a standard practice (see The Curator).
As for you cards, the first two don't fit the rules (they merely shuffle stuff) and the last one (the imp) is too bland to my taste. For Persistent Strike, I didn't see it before making mine but it looks very underpowered to me. Giving up potential draws "just" for 6 damage isn't worth it.
I've never really liked the idea of aura-based "reveal opponent's hand" effects for one reason: If the effect is quickly played and then removed from the field (such as your opponent making you draw this via Coldlight Oracle and then immediately ending turn) you only get a split second to take in your opponent's hand. That's not terribly fun.
I'd revise this card to say "When you draw this, reveal your opponent's hand." The cards in your opponent's hand will stay visible to you until played (with the interface resembling that of the already-existing dual-sided spectate), but no further cards drawn will be visible to you.
Snowball Generator should be a mech. The effect has already been done by someone else, tho.
Alextrasza wouldn't work. "Revert it" is not a mechanism in the game and is kinda arbitrary as to what it actually does in the game. Deal X damage? Heal X?
Arcane Amplifier is probably too strong compared to other 1 mana, deal 2 damage spells.
I give a second chance to this idea, I'm not sure for minion attack/health.
The thing with this card is that it has more than 4 lines of text. While not an official rule of the competition, it's something that not very many people will like as no card in the game currently has this long of a text so it will look very off-putting to a lot of people.
Thanks for the feedback, here a 4 lines version, maybe with less synergy but still interesting:
Even at 4 lines, the text still looks really small and weird. Perhaps to clean it up a bit more make the herbalist say "Battlecry: Shuffle a toxic lotus into your opponent's deck. Combo: add 2 more copies "Battlecry: Shuffle a toxic lotus into your opponent's deck. Combo: Shuffle 2 more copies" and have the Lotus say "When you draw this, Silence your hand and minions until the end of the turn. Draw a card." Without the draw a card text, the card is way too overpowered. Also make the card cost zero mana, so your opponent cant play it if its in their hand.
Your wording looks better. I'm not sure if the card will be still valid without the "When drawn,..." in the main card, but if you are right i will obviously change it.
I quote my last post to know if this is a better and still valid submission.
Some explanations on the wording of the token. I'm not using Silence keyword for 2 reasons: * Don't Silence buffed minions already in play, it's too overpowered. * It's allow adapt minions to works and minion with " At the start of your turn...".
I'm pretty sure you have a space or new line pressed before "Battlecry", the text seems placed too low on the card (I tried to rewrite it in Hearthcards to make sure)...also, some wording correction is needed imo "Battlecry: Shuffle a Toxic Lotus into your opponent's deck. Combo: Shuffle two more copies." or, alternatively, "Battlecry: Shuffle a Toxic Lotus into your opponent's deck. Combo: Shuffle 3 instead." - see Eviscerate, Cold Blood etc. And in the Toxic Lotus text, it should either be "Battlecries and Deathrattles" or "Battlecry and Deathrattle effects", probably the first one, as Brann Bronzebeard exists.
As for the card, I very much like the artwork! The effect and the body are okay I think, maybe lower it to a 2/2, but it's probably not necessary.
Thanks, I'll make final corrections before submiting it!
Flavour is that you paid for him last turn, but he was just showing up late. Not sure about the balance. Helps with decks that play off-curve, or just in Aggro decks that just can't spend all their mana after, like, turn 6.
Flavour is that you paid for him last turn, but he was just showing up late. Not sure about the balance. Helps with decks that play off-curve, or just in Aggro decks that just can't spend all their mana after, like, turn 6.
What about "Lazy Mercenary"? ...anyway i think the flavor is too much elaborate, and add it an additional hard condition (unspent mana) make it worse, maybe you can summon it directly if is your cheapest on hand? so the "get there late" theme its still there a bit.
I'm not really sure about the wording of the first card, all feedback is appreciate. A little explication in the spoiler
Careless Summoner: The idea here is to give a simple deck disruption, that can help you or screw you according the match up (against aggro, its a pretty bad idea giving them 2 Flame Imp, and against control the may not want to play a minion who deals 3 damage to them), that's why he has a little above average stats.
Lil' Summoner: Here a just wanted to do a more midrange minion, who, with a bit of luck, could curve a out into a Pit Lord, nothing special.
3 mana 4/4 + doing something detrimental to your opponent is far too strong. Wasting a precious late-game draw on a 1 mana minion that is unplayable at some stages of the game, is a huge drawback. If you add them to your opponent's hand, then we can argue it is a disadvantage to YOU.
Wording: When you draw this, shuffle two 'Flame Imp' into your opponent's deck.
Probably too weak this way. They get to attack with it before and it might as well be a 3/2 vanilla minion, since the battlecry doesn't trigger, so I kinda like the idea of adding it to their hand. This way it can also find a way to mill them in some cases. 3/4 might be pushing it in that case tho, but anything below those stats feel just very weak, and this has no tribe tag or an effect otherwise, so it should be fine.
The biggest problem is if you get it on your start hand. Then it's a better Totem Golem. Difficult to balance. Might be easier if you make it 3 mana, then you can make it a 2/5 with taunt.
Thanks about the wording dude,How about this?,or should a keep him as a 3 Mana 4/4?.
I think you should make it like Cornered Sentry where the stats of the minion you summoned for your opponent is added to your own minion. So, maybe a 3 mana 3/5 with taunt? (We've learned from many cards that cards that get an upside at turn 1 or 2 is pretty OP)
Probably too weak this way. They get to attack with it before and it might as well be a 3/2 vanilla minion, since the battlecry doesn't trigger, so I kinda like the idea of adding it to their hand. This way it can also find a way to mill them in some cases. 3/4 might be pushing it in that case tho, but anything below those stats feel just very weak, and this has no tribe tag or an effect otherwise, so it should be fine.
The biggest problem is if you get it on your start hand. Then it's a better Totem Golem. Difficult to balance. Might be easier if you make it 3 mana, then you can make it a 2/5 with taunt.
Thanks about the wording dude,How about this?,or should a keep him as a 3 Mana 4/4?.
I think you should make it like Cornered Sentry where the stats of the minion you summoned for your opponent is added to your own minion. So, maybe a 3 mana 3/5 with taunt? (We've learned from many cards that cards that get an upside at turn 1 or 2 is pretty OP)
Third time's the charm,How about this?
I was thinking about something like this too, but i feel like its kinda weak, and like the other one more.
Man, i can barely hear my tinnitus over the clonking of the cog-wheels, clattering in my head. At least i finally got some ideas and a headache to show for it ._.)
Altered Memory: Eventually decided to pick up my (and apparently Toxi's) initial idea one more time and changed it up a little. Flavor-wise it's neat but the effect feels somewhat generic and i'd imagine quite a bunch of people might have gone for it up until now.
Sleeve Shuriken: Hold the phone! Surely nobody expected this complex gem of card design science, right? Well yeah, this effect is basically as basic as it gets in terms of mechanics. I found the flavor to be quite enjoyable though. I strongly believe it would be better as a throwing knife but for some reason it's an unbelievable pain to find even decent art for those.
The Unearthed Legacy: I'm still kinda working on flavor, naming and art, having in mind a certain feel i want to create and jumping back and forth between a few different ways on how to convey it best. But the core idea felt really intriguing to me so i wanted to get it out there and see how it would be recieved. I though of a way for making quests a little more flexible - given you choose or are mostly forced to mulligan it away due to bad matchups - and combined it with the general concept of a neutral quest which has been floating around my head almost since the release of Un'goro. Also a neutral quest feels like the only place where you actually could add flexibility as giving that to one class exclusively would be quite the dick move.
It sounds weird having to clarify this as i'm usually throwing in my two cents anywhere i want anyway - but of course i'll see what valuable insight i can provide in return to your thoughts :)
Good lord, people need to stop commenting on cards in the submission thread. Also, a LOT of people have trouble balancing costs with on-draw effects. Sure, free board clear at a random time is perfectly fun and balanced. Oh, it's not legendary? Then you get 2. Great.
@TheProgenitor - So you either get an undercosted 6/6 in your starter hand or with random summons, or you have 2 big face heals in your deck that pop up more often as you thin it out. Yeah, no, not a fan. It's true you could waste draws getting this when you don't need the healing, but that just makes it an unfun mechanic for both players.
should be "opponent's hand". 2/5 without anything else is too weak. We already have vanilla minions in the game with that statline Carrion Grub and that has a beast tag, which is quite valuable in hunter, Coliseum Manager is another one, which has a questionable downside. So either give it taunt, or make it a 3/5.
"Science isn't about why! Its about why not!"
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I want a new title, but Flux won't let me have one,
Snowball Generator should be a mech. The effect has already been done by someone else, tho.
Alextrasza wouldn't work. "Revert it" is not a mechanism in the game and is kinda arbitrary as to what it actually does in the game. Deal X damage? Heal X?
Arcane Amplifier is probably too strong compared to other 1 mana, deal 2 damage spells.
Okay, I'm just gonna dump this here:
Flavour is that you paid for him last turn, but he was just showing up late. Not sure about the balance. Helps with decks that play off-curve, or just in Aggro decks that just can't spend all their mana after, like, turn 6.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Also don't forget the beast tag.
Well, may as well bump my cards:
I'm not really sure about the wording of the first card, all feedback is appreciate. A little explication in the spoiler
Careless Summoner: The idea here is to give a simple deck disruption, that can help you or screw you according the match up (against aggro, its a pretty bad idea giving them 2 Flame Imp, and against control the may not want to play a minion who deals 3 damage to them), that's why he has a little above average stats.
Lil' Summoner: Here a just wanted to do a more midrange minion, who, with a bit of luck, could curve a out into a Pit Lord, nothing special.
3 mana 4/4 + doing something detrimental to your opponent is far too strong. Wasting a precious late-game draw on a 1 mana minion that is unplayable at some stages of the game, is a huge drawback. If you add them to your opponent's hand, then we can argue it is a disadvantage to YOU.
Wording:
When you draw this, shuffle two 'Flame Imp' into your opponent's deck.
Thanks about the wording dude,How about this?,or should a keep him as a 3 Mana 4/4?.
Probably too weak this way. They get to attack with it before and it might as well be a 3/2 vanilla minion, since the battlecry doesn't trigger, so I kinda like the idea of adding it to their hand. This way it can also find a way to mill them in some cases. 3/4 might be pushing it in that case tho, but anything below those stats feel just very weak, and this has no tribe tag or an effect otherwise, so it should be fine.
The biggest problem is if you get it on your start hand. Then it's a better Totem Golem. Difficult to balance. Might be easier if you make it 3 mana, then you can make it a 2/5 with taunt.
Click the image to go to my custom Time Traveler class.
I was thinking about something like this too, but i feel like its kinda weak, and like the other one more.
Man, i can barely hear my tinnitus over the clonking of the cog-wheels, clattering in my head. At least i finally got some ideas and a headache to show for it ._.)
Altered Memory: Eventually decided to pick up my (and apparently Toxi's) initial idea one more time and changed it up a little. Flavor-wise it's neat but the effect feels somewhat generic and i'd imagine quite a bunch of people might have gone for it up until now.
Sleeve Shuriken: Hold the phone! Surely nobody expected this complex gem of card design science, right? Well yeah, this effect is basically as basic as it gets in terms of mechanics. I found the flavor to be quite enjoyable though. I strongly believe it would be better as a throwing knife but for some reason it's an unbelievable pain to find even decent art for those.
The Unearthed Legacy: I'm still kinda working on flavor, naming and art, having in mind a certain feel i want to create and jumping back and forth between a few different ways on how to convey it best. But the core idea felt really intriguing to me so i wanted to get it out there and see how it would be recieved. I though of a way for making quests a little more flexible - given you choose or are mostly forced to mulligan it away due to bad matchups - and combined it with the general concept of a neutral quest which has been floating around my head almost since the release of Un'goro. Also a neutral quest feels like the only place where you actually could add flexibility as giving that to one class exclusively would be quite the dick move.
It sounds weird having to clarify this as i'm usually throwing in my two cents anywhere i want anyway - but of course i'll see what valuable insight i can provide in return to your thoughts :)
For now though - i'm going to bed :D
SoonTM
Really wonky idea here. If it's no good, feel free to say so. Feedback is appreciated!
Good lord, people need to stop commenting on cards in the submission thread. Also, a LOT of people have trouble balancing costs with on-draw effects. Sure, free board clear at a random time is perfectly fun and balanced. Oh, it's not legendary? Then you get 2. Great.
@TheProgenitor - So you either get an undercosted 6/6 in your starter hand or with random summons, or you have 2 big face heals in your deck that pop up more often as you thin it out. Yeah, no, not a fan. It's true you could waste draws getting this when you don't need the healing, but that just makes it an unfun mechanic for both players.
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
should be "opponent's hand". 2/5 without anything else is too weak. We already have vanilla minions in the game with that statline Carrion Grub and that has a beast tag, which is quite valuable in hunter, Coliseum Manager is another one, which has a questionable downside. So either give it taunt, or make it a 3/5.
I love the Healthstone (1st post in submission thread). It is so well designed.
Keep up the good ideas everyone!