This is def very interesting. I like pushing the Pit Lord type synergies, and it's def a cool 'when drawn' effect. I also think the Deathrattle/stats work quite well... (don't forget to capitalize Health!). Only thing I'm not loving is the name of the card... I guess cuz it's so close to Hearthstone xD is a Healthstone in WoW lore? If not, maybe find something similar. Would a Soulstone work? Don't know much about WoW but I know that's a thing.
First, it deals damage to the hero, queuing and resolving on-damage triggers;
Then, it draws a card, queuing and resolving triggers."
Otherwise, I like it, made a Healthstone before too, but as a "weapon"...seems weird as a minion to me tbh, but I get that it needs to be playable. Fits more into a controllish style imo, but it could be that bit of Health Zoolock sometimes hasn't got the luxury to lose.
I'd also prefer it if the image was a bit smaller, if the Healthstone was a bit farther away.
This is def very interesting. I like pushing the Pit Lord type synergies, and it's def a cool 'when drawn' effect. I also think the Deathrattle/stats work quite well... (don't forget to capitalize Health!). Only thing I'm not loving is the name of the card... I guess cuz it's so close to Hearthstone xD is a Healthstone in WoW lore? If not, maybe find something similar. Would a Soulstone work? Don't know much about WoW but I know that's a thing.
Yes, it's a warlock ability in WoW. He can create a Healthstone (for himself and others), which restores health when consumed. He can also create a Soulstone which works a bit differently.
As for your card. I don't think it would see play. If your opponent has a weapon and you draw the 2 mana Ooze, you can play it, but you can also keep it in your hand and it is much better in that case. The chance that this actually does something is VERY slim. It does nothing against most classes and even against Warrior and the like, the chance is very low, let alone making use of the effect twice. Also, your opponent knows that you have it in your hand, so that makes it kinda weird to play against. Overall, I'm not a real fan of the design. Maybe instead of destroying it, it could make enemy weapons cost more or something? I'm not sure. The problem is that your opponent knows about it, so the battlecry is weird.^^
I like the concept, its something like a Violet Illusionist but for Warlock, the secondary effect is a nice catch, like past times with Nerubian Egg, this seems similar to it, I like it, and definitively going to get voters nostalgic and get all the votes though, seems very nice, the only thing is that it possibly the healing is a bit too much, but just reducing it by 1 should be enough, seems so good yet flavourfull!
First, it deals damage to the hero, queuing and resolving on-damage triggers;
Then, it draws a card, queuing and resolving triggers."
Otherwise, I like it, made a Healthstone before too, but as a "weapon"...seems weird as a minion to me tbh, but I get that it needs to be playable. Fits more into a controllish style imo, but it could be that bit of Health Zoolock sometimes hasn't got the luxury to lose.
I'd also prefer it if the image was a bit smaller, if the Healthstone was a bit farther away.
You can life tap if your hero is immune, as you can see with Mal'Ganis and Violet Illusionist. I try around with the artwork a bit. Personally, I like it this way, but I'll fiddle around when I re-create the card to fix a typo. And yes, it's intended to be a more of a mid-range / control card, or possibly enable new tempo warlock power plays with the health drain cards I mentioned above. Thanks for the import.
As for your card. Definitely the 2nd version. The first one is just too cramped. Balance wise I think it is balanced, but it's very hard to evaluate. AoE Divine Shield +1/+1 is at least 3-4 mana worth of buffs and he is only 1 stat below average but has divine shield in return. But he is a legendary, a calss card and the buff is auto-trigger and delayed, so it might even out. I think the design is sound and the aura a nice nod to wc3. The artwork is clearly Arthas already being consumed tho, so maybe try finding something more heroic. I bet Arthas has enough fan art.
Thanks @Zukuu...You're right, the idea was to incorporate as much of the Arthas hero abilities from W3 as possible...I'll give it some more thought on balancing and try and find a more suitable artwork - there is plenty of Arthas fan-art, yeah :)
As for Healthstone, a bit of a misunderstanding, the interaction I meant was getting this from Life Tap, you'd still lose 2 Health...so yeah, you'd be able to Life Tap for free once you draw this from your regular draw.
I like the concept, its something like a Violet Illusionist but for Warlock, the secondary effect is a nice catch, like past times with Nerubian Egg, this seems similar to it, I like it, and definitively going to get voters nostalgic and get all the votes though, seems very nice, the only thing is that it possibly the healing is a bit too much, but just reducing it by 1 should be enough, seems so good yet flavourfull!
Thanks for the feedback.
Nerubian Egg is my favorite card of all time. Best designed card in the entire game, but I don't really see the connection tbh. Egg is a tempo trade for value, Healthstone is a value trade for health. The health is balanced around Mistress of Mixtures, Zombie Chow and Holy Light (casted on hero only). The minion has a below average body and can't die on its own, so you need to trigger it somehow + it's a deathrattle which frees up points. The initial draw-effect shouldn't take up too much budget, since the effect itself doesn't actually do much. Needs to be comboed to generate value. I think 5 should be balanced, but I'm open to suggestions if more people remark the same.
As for your cards. Goblin is too strong. It will happen much later (if at all) for your opponent, while you can get this as early as turn 1. This is an incredible and almost unstoppable tempo play and can win you the game single handed (maybe not by itself, but due to the snowball). The draw part on top is overkill and I don't really think that it actually needs it. I could see this as a lower stat minion, but it should be smaller than Silverware Golem. Another interesting idea would be if it would a low attack minion that can't attack (or has attack) but higher health with taunt.
Uzzukis has waaaaay too many tokens. It is also probably too strong. Denying 4 draws is game-winning, in particular in top deck mode. However it also can lose you the game on the spot, since it's a 7 mana "do nothing" for a verrrrry long time. Even if assembled, it doesn't pose a threat. I like the general idea of a minion that builds itself, but I'd advise to lower the required parts to a maximum of 1 or 2. Those cards need to have the "Draw a card" line attached. The minion itself needs to be interesting AND powerful tho. You should reduce the cost as well, since you spend X mana AND need to wait... maybe it's also the last card in your opponent's deck, so this should have a fairly high budget attached to it. I think 4 or 5 mana wouldn't kill you, but again, it needs to be strong. Also, I think a mech would work really well with "parts", otherwise maybe change the body parts to "Dark Energy" or something similar. I think that is more fitting.
Of the two, I like the concept of Uzzukis more, but only if you change the cost, effect and required parts.
I like the concept, its something like a Violet Illusionist but for Warlock, the secondary effect is a nice catch, like past times with Nerubian Egg, this seems similar to it, I like it, and definitively going to get voters nostalgic and get all the votes though, seems very nice, the only thing is that it possibly the healing is a bit too much, but just reducing it by 1 should be enough, seems so good yet flavourfull!
Thanks for the feedback.
Nerubian Egg is my favorite card of all time. Best designed card in the entire game, but I don't really see the connection tbh. Egg is a tempo trade for value, Healthstone is a value trade for health. The health is balanced around Mistress of Mixtures, Zombie Chow and Holy Light (casted on hero only). The minion has a below average body and can't die on its own, so you need to trigger it somehow + it's a deathrattle which frees up points. The initial draw-effect shouldn't take up too much budget, since the effect itself doesn't actually do much. Needs to be comboed to generate value. I think 5 should be balanced, but I'm open to suggestions if more people remark the same.
As for your cards. Goblin is too strong. It will happen much later (if at all) for your opponent, while you can get this as early as turn 1. This is an incredible and almost unstoppable tempo play and can win you the game single handed (maybe not by itself, but due to the snowball). The draw part on top is overkill and I don't really think that it actually needs it. I could see this as a lower stat minion, but it should be smaller than Silverware Golem. Another interesting idea would be if it would a low attack minion that can't attack (or has attack) but higher health with taunt.
Uzzukis has waaaaay too many tokens. It is also probably too strong. Denying 4 draws is game-winning, in particular in top deck mode. However it also can lose you the game on the spot, since it's a 7 mana "do nothing" for a verrrrry long time. Even if assembled, it doesn't pose a threat. I like the general idea of a minion that builds itself, but I'd advise to lower the required parts to a maximum of 1 or 2. Those cards need to have the "Draw a card" line attached. The minion itself needs to be interesting AND powerful tho. You should reduce the cost as well, since you spend X mana AND need to wait... maybe it's also the last card in your opponent's deck, so this should have a fairly high budget attached to it. I think 4 or 5 mana wouldn't kill you, but again, it needs to be strong. Also, I think a mech would work really well with "parts", otherwise maybe change the body parts to "Dark Energy" or something similar. I think that is more fitting.
Of the two, I like the concept of Uzzukis more, but only if you change the cost, effect and required parts.
Actually your opponent draws the card, it isn´t denied, but its separated by a comma, not a dot :P, I tried to not make too many tokens either, but I couldn´t find a good robot scrap art, I felt it was better to be the own parts, if then, I could maybe reduce the parts to 1 or 2, if 1, better some kind of core or something, definitively 4 mana change not, It will be seen probably as a copy of Sherazim, I want something late game, but not too much, somewhere by 5-6 could be fine, like Drakonid Operative, however, idk how to make the minion more interesting than that, cause if not it will break to "5 lines no-vote".
Oh, dang. RNG based cards. Not my forte. At all. Regardless, here goes nothing! Your thoughts? Should I improve them or trash them?
(Notice how Slow does not mention that you draw a card. Also, Slow is based off of this mage spell from WoW.)
I think Last Hope is supposed to say "than your opponent's hero", otherwise it wouldn't make sense. Enervate is weird, but good and I like it. Fittingly it would be a lot better when your opponent is in fatigue as they then draw 4 fatigues in a row in one turn. I really like the idea of Slow, but that'll probably be an unpopular opinion.
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Oh, dang. RNG based cards. Not my forte. At all. Regardless, here goes nothing! Your thoughts? Should I improve them or trash them?
(Notice how Slow does not mention that you draw a card. Also, Slow is based off of this mage spell from WoW.)
I think Last Hope is supposed to say "than your opponent's hero", otherwise it wouldn't make sense. Enervate is weird, but good and I like it. Fittingly it would be a lot better when your opponent is in fatigue as they then draw 4 fatigues in a row in one turn. I really like the idea of Slow, but that'll probably be an unpopular opinion.
I noticed the last part at the last second :P. Changed it a bit.
even if it doesn't destroy a weapon on the draw, it'll basically prevent a weapon being played since they'll know you drew it. :D
Well because the other Weapon destroyers are vanilla or close to it (and cheaper), this is a fine minion. Perfect tech. Kinda wish it was an Epic though, cause thats how it feels to me
Huh, neat! Compared to Violet Illusionist and Runic Egg (Draw a card = 1 mana = Heal for 5), this card balancing is okay. (Although, you might want to decrease the heal because it's a bit power creepy compared to Runic Egg). However, because of the RNG factor, I don't really think this card is as reliable as Violet Illusionist (you can play her at the exact time you want her), which barely saw any play. Also, out of all the cards you've mentioned that deal damage, only Flame Imp and maybe Bloodbloom see actual play. The card's RNG factor makes it too unreliable to put any damage dealing cards in our deck since Warlock currently has no good heals, and as such, the damage dealing cards themselves are very bad. If there were good self-damage dealing cards, I'd understand, but once again, you'll most likely draw these cards by themselves, and they're more detrimental than helpful. Really, if anything, I think the card is more focused on the Deathrattle than the actual draw ability because it is easier to synerize with it. Regardless, I like the idea...but somehow (And I think this is going to be major problem with many cards in this competiton), you have to either control the RNG or make the effect good in general situations. Not specific situations.
I get what @AUgz is saying. Basically this won't work if you Tap into it because you'll take the damage before the card is drawn. That being said its perfectly fine to tap if this was a normal draw and you could still use your HP
As for the minion itself I agree that it feels like a weapon because its an item that you'd hold. Maybe consider a 1/1 weapon version of this? Ofc if it was that you'd need to lower the healing a bit (maybe just 4)
Actually your opponent draws the card, it isn´t denied, but its separated by a comma, not a dot :P, I tried to not make too many tokens either, but I couldn´t find a good robot scrap art, I felt it was better to be the own parts, if then, I could maybe reduce the parts to 1 or 2, if 1, better some kind of core or something, definitively 4 mana change not, It will be seen probably as a copy of Sherazim, I want something late game, but not too much, somewhere by 5-6 could be fine, like Drakonid Operative, however, idk how to make the minion more interesting than that, cause if not it will break to "5 lines no-vote".
Oh, I totally not saw the draw a card thing. Must have imagined that it belonged to the name. Why "your opponent" tho? Why not into your own deck? It makes thematically no sense if I think about it. It needs to be lower, a 7 mana below vanilla minion is far too weak. At least the Rogue card can be re-activated right away if you have enough stuff on your hands. It should have least matched stats. e.g. 5 mana 5/5 or something. I kinda like the idea of 2 or 3 mana, due to the quest. 2 mana 2/3 or 3 mana 3/4 seems actually appropriate, otherwise it's too late and too much of a tempo loss. I like the idea with 1 card and that being a "Spare Core" or "Spare Battery" or, like I said, Dark/Holy Energy or something. Alternatively, make it a named NPC and let him re-draw the mount, so he can
I like the idea with 1 card and that being a "Spare Core" or "Spare Battery" or, like I said, Dark/Holy Energy or something. Alternatively, make it a named NPC and let him re-draw the mount, so he can re-sattle it and get back into action.^^ e.g.: http://media.blizzard.com/wow/media/fanart/fanart-1288-large.jpg
I love that you just say "As always, I return feedback" and everyone rushes in to give feedback to you because they want feedback on their card. To be honest, who can really blame them?
The healing is fine compared to Mistress of Mixtures. Immunity is always nice, but it doesn't feel right as an "on-draw" effect. It feels like it would make more sense as a Battlecry or a passive effect. Of course then, it wouldn't be eligible. Basically what Cogito said is an accurate representation of how I feel about this card, which is part in fault of the competition as the cards made this way are naturally going to be swingy and very random and by nature, some very weird cards. Self-Immunity and Egg-like minions have always been most prevalent in Warlock (and Druid for Eggs, but that's beside the point), so you've succeeded there. It's a very interesting card that would need a lot of discussion.
I don't really need the feedback that much but more opinions are always appreciated. My card is in the Spoiler if you, or anyone else reading this post wants to review it.
Actually your opponent draws the card, it isn´t denied, but its separated by a comma, not a dot :P, I tried to not make too many tokens either, but I couldn´t find a good robot scrap art, I felt it was better to be the own parts, if then, I could maybe reduce the parts to 1 or 2, if 1, better some kind of core or something, definitively 4 mana change not, It will be seen probably as a copy of Sherazim, I want something late game, but not too much, somewhere by 5-6 could be fine, like Drakonid Operative, however, idk how to make the minion more interesting than that, cause if not it will break to "5 lines no-vote".
Oh, I totally not saw the draw a card thing. Must have imagined that it belonged to the name. Why "your opponent" tho? Why not into your own deck? It makes thematically no sense if I think about it. It needs to be lower, a 7 mana below vanilla minion is far too weak. At least the Rogue card can be re-activated right away if you have enough stuff on your hands. It should have least matched stats. e.g. 5 mana 5/5 or something. I kinda like the idea of 2 or 3 mana, due to the quest. 2 mana 2/3 or 3 mana 3/4 seems actually appropriate, otherwise it's too late and too much of a tempo loss. I like the idea with 1 card and that being a "Spare Core" or "Spare Battery" or, like I said, Dark/Holy Energy or something. Alternatively, make it a named NPC and let him re-draw the mount, so he can
I like the idea with 1 card and that being a "Spare Core" or "Spare Battery" or, like I said, Dark/Holy Energy or something. Alternatively, make it a named NPC and let him re-draw the mount, so he can re-sattle it and get back into action.^^ e.g.: http://media.blizzard.com/wow/media/fanart/fanart-1288-large.jpg
Is that Priest does not have that much card draw except by Northshire Cleric, this tries to completely manipulate your opponents draw, making they think before they draw extra cards, but, going to do it smaller definitively for the Priest Quest, and two parts, going to follow your tips! Tons ´o thanks!
This was in an earlier competition but I may use a similar idea. I always liked the possibility of interesting deck interactions.
I really like the design but I don't think there's enough minion healing in Priest right now to justify putting this card in your deck (there's Health increase, but those don't synergy with Northshire Cleric, which is a card you'd want to draw early anyway.
This card is a lot harder to activate with the remove of Power Overwhelming in Standard and the reward is only good in control decks, which frequently want to give Taunt or buff to bigger minions.
Oh, dang. RNG based cards. Not my forte. At all. Regardless, here goes nothing! Your thoughts? Should I improve them or trash them?
(Notice how Slow does not mention that you draw a card. Also, Slow is based off of this mage spell from WoW.)
The best card is obviously Last Hope. Good body and effect while not completely useless in control match up, Druid don't have enough late-game potential to play Enervate while Slow is just too hard and random to get value out of. Add that to the fact that it is useless in your mulligan hand as Mage beside activate Archmage Antonidas (which you wouldn't likely to survive because of starting with one less card)
As always, I return feedback.
Immune during your turn means you can safely use Lifetap or play Flame Imp, Pit Lord, Bloodbloom, Chittering Tunneler, Cho'gall without downside etc If you draw this due to Coldlight Oracle or the like, you get a free iceblock. Needs to be killed to actually restore health, so it's a bit slower, but it only costs 1 mana and can be sacrificed by board clears, Ravenous Pterrordax or Void Terror.
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Otherwise, I like it, made a Healthstone before too, but as a "weapon"...seems weird as a minion to me tbh, but I get that it needs to be playable. Fits more into a controllish style imo, but it could be that bit of Health Zoolock sometimes hasn't got the luxury to lose.
I'd also prefer it if the image was a bit smaller, if the Healthstone was a bit farther away.
You can't stop the signal.
I don't think it would see play. If your opponent has a weapon and you draw the 2 mana Ooze, you can play it, but you can also keep it in your hand and it is much better in that case. The chance that this actually does something is VERY slim. It does nothing against most classes and even against Warrior and the like, the chance is very low, let alone making use of the effect twice. Also, your opponent knows that you have it in your hand, so that makes it kinda weird to play against. Overall, I'm not a real fan of the design. Maybe instead of destroying it, it could make enemy weapons cost more or something? I'm not sure. The problem is that your opponent knows about it, so the battlecry is weird.^^
The joke is you.
As for your card.
Definitely the 2nd version. The first one is just too cramped. Balance wise I think it is balanced, but it's very hard to evaluate. AoE Divine Shield +1/+1 is at least 3-4 mana worth of buffs and he is only 1 stat below average but has divine shield in return. But he is a legendary, a calss card and the buff is auto-trigger and delayed, so it might even out. I think the design is sound and the aura a nice nod to wc3. The artwork is clearly Arthas already being consumed tho, so maybe try finding something more heroic. I bet Arthas has enough fan art.
Thanks @Zukuu...You're right, the idea was to incorporate as much of the Arthas hero abilities from W3 as possible...I'll give it some more thought on balancing and try and find a more suitable artwork - there is plenty of Arthas fan-art, yeah :)
As for Healthstone, a bit of a misunderstanding, the interaction I meant was getting this from Life Tap, you'd still lose 2 Health...so yeah, you'd be able to Life Tap for free once you draw this from your regular draw.
You can't stop the signal.
Let's make Ramp Druid great again.Amazing synergy with Giant Anaconda.
As for your cards.
Goblin is too strong. It will happen much later (if at all) for your opponent, while you can get this as early as turn 1. This is an incredible and almost unstoppable tempo play and can win you the game single handed (maybe not by itself, but due to the snowball). The draw part on top is overkill and I don't really think that it actually needs it. I could see this as a lower stat minion, but it should be smaller than Silverware Golem. Another interesting idea would be if it would a low attack minion that can't attack (or has attack) but higher health with taunt.
The joke is you.
Oh, dang. RNG based cards. Not my forte. At all. Regardless, here goes nothing! Your thoughts? Should I improve them or trash them?
(Notice how Slow does not mention that you draw a card. Also, Slow is based off of this mage spell from WoW.)
Click the image to go to my custom Time Traveler class.
Click the image to go to my custom Time Traveler class.
The joke is you.
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