My two initial ideas, any thoughts? I'm trying to make a different version of Alexstrasza for the 2nd time, maybe this one will be a bit better than the last one...Elwynn Ranger uses Inspire, do you think it would hurt my chances since the keyword rotated out of Standard? :/
I will try and return feedback; I'm not an expert on balancing, but I think I'm pretty good with wording/grammar...also, if your artwork is neat, I'll probably vote for your card unless it's completely OP xD
btw, I really like @Lathy's Plated Knuckles, 10/10 would vote!
I'm not sure what the point of spending of all your mana with Alexstrasza is. Is the effect supposed to stack for each mana spent? If so, it needs better wording to say that. This type of effect also really only appears on Forbidden cards (Forbidden Flame, Forbidden Shaping, etc.)
I do really like Elwynn Ranger though.
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This week is very open and for the first time I can't actually make up my mind about what card I should go with. So for the first time, I present multiple entries and require some feedback on "what is the most interesting?", so which do you like the most, flavor, balance etc
Shivarra enables Zoo decks to trade without losing minions, even if those all only have 1 HP left. It requires your opponent to get into more bad trades or use AoE removal. The card itself is at all stages somewhat of a threat with 4 attack, and can trade with higher costing stuff on its own.
Gothik the Harvester makes swam/token decks work. If played at the right time, the net gain is tremendous. Pretty poor if you are behind on board and a vanilla minion when alone. Still, if you have a few tokens around, you can enable very efficient trades and boost your board at the same time.
High Priestess Ishanah can take negate a threat before it even is in play. There are basically no bad targets (apart from some 0 attack deathrattle stuff), but the minion still has its battlecry / deathrattle available (e.g Tirion, Aldor, Alextraza etc). Your opponent doesn't need to 'waste' mana for it tho and can just keep it in hand until he has nothing else to play. This means it is not directly a tempo loss and shouldn't have too much impact on early board presence, but can help to disable key minions or make them easier to deal with. The minion can also be silenced to restore the stats.
Technomancer is a pretty wild card. It gives you 8 stats on a 3 mana body, which is 1 above the premium statline of 3/4, but it has no effect otherwise and you can get more or less good results. 4/4 is the best case, but 1/7 or 6/2 are just as possible. You never know.
Here are my thoughts on your cards except Gothikk (not sure about him.)
Shivarra would be good as a legendary, although I think maybe a tiny bit undercosted.
High Priestess Ishanah would be balanced if maybe it had an effect like "... to 1/1 and reduce its cost by 3."
Technomancer is a cool idea, but I think it could be worded better. Maybe "Battlecry: Gain 1 Attack or 1 Health randomly six times."
This is a card I just recently made for an expansion and I'm not sure if it applies here.
The reason that this card says "1" is because it's affected by spell damage. When you have a card that's affected by spell damage, mousing over the card will show the increased damage surrounded by asterisks, so it would be rather strange if the card goes from "Draw a card" to "Draw **2** cards." It also clarifies exactly how spell damage affects this card, as that might normally be ambiguous, but by using the "1" it becomes pretty clear that the spell damage is affecting that number.
This week is very open and for the first time I can't actually make up my mind about what card I should go with. So for the first time, I present multiple entries and require some feedback on "what is the most interesting?", so which do you like the most, flavor, balance etc
Shivarra enables Zoo decks to trade without losing minions, even if those all only have 1 HP left. It requires your opponent to get into more bad trades or use AoE removal. The card itself is at all stages somewhat of a threat with 4 attack, and can trade with higher costing stuff on its own.
Gothik the Harvester makes swam/token decks work. If played at the right time, the net gain is tremendous. Pretty poor if you are behind on board and a vanilla minion when alone. Still, if you have a few tokens around, you can enable very efficient trades and boost your board at the same time.
High Priestess Ishanah can take negate a threat before it even is in play. There are basically no bad targets (apart from some 0 attack deathrattle stuff), but the minion still has its battlecry / deathrattle available (e.g Tirion, Aldor, Alextraza etc). Your opponent doesn't need to 'waste' mana for it tho and can just keep it in hand until he has nothing else to play. This means it is not directly a tempo loss and shouldn't have too much impact on early board presence, but can help to disable key minions or make them easier to deal with. The minion can also be silenced to restore the stats.
Technomancer is a pretty wild card. It gives you 8 stats on a 3 mana body, which is 1 above the premium statline of 3/4, but it has no effect otherwise and you can get more or less good results. 4/4 is the best case, but 1/7 or 6/2 are just as possible. You never know.
And as always... I want THAT thing..
Shivarra: Seems too powerfull, imagine Commanding Shout attached to a 2.5 cost body, like, it should be 4 cost, seems very OP in decks like Zoolock, fits more in Wariror though, but I find the reason you made it Warlock.
Gothik the Harvester: Wow, this concept seems very good! Fits excelentlly in warlock's swarm style, with the lack of board buffs, I like it! However, I feel that a 3/4 should be better, but I love it! (You should submit this one!)
High Priestess Ishanah: Too powerfull, its like destroying a minion of them, since it costs the normal, I would better not submit this thing, since the people won't like it too much.
Technomancer: I like this one, but its too random for making people even like it, I mean, its randomness is INSANE.
Overall, you should go with a stat-changed Gothik, people will like the idea!
I REALLY REALLY want to make combo Malygos Rogue work again, so, I'd go with Forbidden Garden...I like it the most out of these, don't know how useful Latent Lightning would be, maybe to clear a stronger minion after a Lightning Storm, but meh, I think you'd always play Lightning Bolt or Stormcrack over this...Taskmaster Club should probably be called "Taskmaster's Club" but whatever, don't know if it would be that useful either, yeah you could enable your enrage effects but...also, you could pretty much keep its Durability at 1 at least the whole game, don't know if I'd like a weapon you can't remove at all without teching :S (even if this weak)
Simple card. Gives Rogue a class Taunt, an unconditional ping, a combo activator. Technically also gives Rogue a way to clear a minion that's hiding behind other taunts too, but it's not like Rogue's ever had problems doing that.
Is this a better submission? Perfect for all the bounce and duplicate cards and is nice for Quest Rogue too.
Bump!
I remember this from a previous competition. I'm not really sure how often recycling submitted cards works out, but I do like the card.
Thanks, it was indeed a concept from a previous competition, but it was rejected during discussion (and never actually submitted) for not following the rules. Not this time >:D
It will be the first time it was submitted, so that recycling issue won't apply here.
This is a card I just recently made for an expansion and I'm not sure if it applies here.
The reason that this card says "1" is because it's affected by spell damage. When you have a card that's affected by spell damage, mousing over the card will show the increased damage surrounded by asterisks, so it would be rather strange if the card goes from "Draw a card" to "Draw **2** cards." It also clarifies exactly how spell damage affects this card, as that might normally be ambiguous, but by using the "1" it becomes pretty clear that the spell damage is affecting that number.
You actually provided a good justification for why you used "1" instead of "one", so I'd say it's good.
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I really like Technomancer and I think is balanced because that additional stat seems fair if you can't control the outcome. PS: with Brann Bronzebeard is pretty crazy!
Taskmaster's Club is a cool concept, but it doesn't work as it is currently written. You spend 1 durabilty to gain 1 durabilty. Needs to be worded differently.
The other 2 cards have already been done, the shaman one multiple times at that. Tho, not with 0 mana (because that's way too strong. :))
I do quite like the effect of Shivarra, and while it definitely fits well in Warlock, it feels more like a Warrior card to me since they have Commanding Shout. Judging by that card, this seems well balanced. Gothik the Harvester is pretty cool, though it's hard to say how balanced it is.
High Priestess Ishanah I don't really like because it not only has good stats, but can also make cards in your opponent's hand unplayable. 1/1 Ragnaros, Lightlord that still costs 8? Yeah, no. It's also really similar to one of my previous ideas over here:
Technomancer has a cool idea but I think it could be worded better to say "Battlecry: Gain either +1 Attack or +1 Health six times at random". You can give feedback on Brain Damage, but please don't give feedback on Mustard for Battle. Please, just don't.
I think 3 is actually too expensive compared to Hex. Is it too strong at 2? I'm actually not sure. 3 is definitely safer. The effect is of course very obvious tho. I started with that idea as "bigger Aldor Peacekeeper" and then thought that's too boring and added the hand part.
I like Arcane Ghoul, but it NEEDS to start without spell damage. Possible only gain the bonus spell damage until the end of your turn. Whould make combo mage a lot more dynamic and wouldn't mean this becomes a Malygos after 1 or 2 turns without being removed. :D
Err, i'm almost certain Shivarra was supposed to be a Legendary. As for its effect, it is just as useful for Warlock as Commanding Shout is for Warrior. Its fine, not the most original though.
Gothik the Harvester - I'm just gonna say flat out no because I think you let the Tavern Brawl influence you too much lol
High Priestest Ishanah - Is definitely broken because it still keeps the cost of the minion that it hits. I think i'd like it more if it miniaturized the cost too, or did all three on a friendly minion in your own hand.
Technomancer - Odd little minion that is too random to see play.
Your best bet is probably Shivarra, I like her the most
Shivarra is a normal summonable demon (like Blood Imp, Void Walker or Succubus). The effect really does fit warlock a lot more.
I actually haven't played the Tavern Brawl yet (playing now as I write reviews back tho).
Defias Stalker is a cool card, I like it as is. Pretty much. Tho, I struggle to find a place for it, since it doesn't enable bounce decks itself (Shadowstep already almost removes the mana cost) and it's hard to add copies of it to your hand / deck, so the effect needs to have a bigger pay off, maybe instead make it +2/2 whenever it is bounced? I'm not sure.
I'd say Gothik is the most interesting. It's flavorful and seems like a pretty good card. For your other cards, Shivarra seems a little too plain. Ishanah seems like too strong of a deck attack. If it just lowered the Attack of the card, I think it would be okay. Technomancer has really awkward wording that I don't like. It could also be reworded without using the number 1: "Randomly increase this minion's stats 8 times, randomly split between Attack and Health." That seems like clearer wording to me.
But you can have endless durability if you just keep going face with this. Because of that, I would say this is too strong at 3 mana, or at 4 Attack. It would be extremely powerful in the late game in a control deck.
Yeah wording can be done a lot differently, I like the other suggestions from another user. "Stats" seems weird on an official HS card. Blizz takes us all for idiots, so that word would never see print.^^
I really like Max Underbolt. Simply effect, but has a lot of applications and combo potential. I like that it applies to the Hero Power as well and can make some dusted cards like Arcane Explosion better. However ]Arcane Missles exist and that card alone would make this card sadly too broken. I'm not sure if you can word it differently to exclude multiple trigger effects, like change all 1->2 or something.
Shivarra is a simple and nice card, but it might be TOO simple. Could potnetially make zoo crazy.
Gothik is also alright, but nothing spectacular.
High Priestess Ishanah is in my opnion a horrible card. Premium stats and a potentially HUUUUUGE advantage. It's a hand/deck attack, and it's a no-go.
Now Technomancer is more my kind of card. It probably isn't viable... at all, but it's more innovative. I think this is far better than the others. I'd probably reword it to "Battlecry: Gain +1 Attack or Health at random. Repeat six times." or "Battlecry: Randomly gain...". It's not flashy, and I'm not sure it'll attract a lot of votes, but I like it.
Interesting card and I like the latest version really much. Definitely keep it at 3 tho, at 4 it's way too much of a tempo / HP loss for a single 4 attack hit. If you want to nerf it slightly, reduce the attack by 1, but I'm not sure if control decks can make use of it, since you primarily want to use your weapons early, and that that point you won't have too much armor, so overall it's pretty weak actually, unless you play aggro and go face and in that kind of deck it's broken, but the -1 attack really helps here. So I have honestly no clue how you could change anything else without destroying what you were going for. Alternatively, maybe make it so that the weapon is immediately destroyed if you lose your armor? I mean you could essentially have the same effect with "Has as much durability as you have armor". I dunno.
So, I'm thinking of entering the WCDC for the first time this week. Here's what I'm thinking:
It's simple, hopefully not OP, and could add some interesting depth. Obviously would do better in some classes than others (Mage), but I think it could work in all of them (except Hunter.)
As much as I like the idea of permanently having Spell Damage, it isn't very original. I've made a card before with this exact same text, and I'm sure a bunch of other users have made cards like this as well.
Honestly that's not surprising, it probably would have surprised me more if no one had. After thinking about it a bit more, though, I have a revised version that I think is better.
Taskmaster Club seems interesting, but probably too good as it is. I'd rather it be a 1/4 weapon with just "Can attack friendly minions", maybe still a 1/3 'cus such an activator in Warrior is very valuable. Forbidden Garden is a bit boring and has a lot of potential to become very problematic, so I'm not a fan. Latent Lightning is alright, I like it being restricted to minions so it doesn't work with Bolt and Lava Burst as more face damage.
My two initial ideas, any thoughts? I'm trying to make a different version of Alexstrasza for the 2nd time, maybe this one will be a bit better than the last one...Elwynn Ranger uses Inspire, do you think it would hurt my chances since the keyword rotated out of Standard? :/
I will try and return feedback; I'm not an expert on balancing, but I think I'm pretty good with wording/grammar...also, if your artwork is neat, I'll probably vote for your card unless it's completely OP xD
btw, I really like @Lathy's Plated Knuckles, 10/10 would vote!
The "spend all your Mana" clause in Alexstrasza is almost pointless; you can just wait to play her last most of the times. Also the effect feels underwhelming and not Legendary at all. Elwynn Ranger is much more interesting, and I think it's decently balanced as is; 1/1 would probably be too weak as most existing Inspire minions.
As always, will move over to Imgur once I'm sure nobody hates it.
As someone who has messed with this kind of minion, I advise you to just drop it and try something else. xD It's nigh impossible to balance these things 'cus any buff is capable of breaking them, especially now that hard removal is more scarce, and it would probably be infuriating to play against.
So, these are some of the cards I thought of submitting this week. I tried to stay away from my DkS cards, but I can just change the flavor.
My two initial ideas, any thoughts? I'm trying to make a different version of Alexstrasza for the 2nd time, maybe this one will be a bit better than the last one...Elwynn Ranger uses Inspire, do you think it would hurt my chances since the keyword rotated out of Standard? :/
I will try and return feedback; I'm not an expert on balancing, but I think I'm pretty good with wording/grammar...also, if your artwork is neat, I'll probably vote for your card unless it's completely OP xD
btw, I really like @Lathy's Plated Knuckles, 10/10 would vote!
I don't get why Alex has such a weird clause, if you think she's too good at 5 mana, then just make it cost 6, don't tack on something so contrived.
Ranger is a 1 mana pseudo-taunt, I'd up the stats to make it a 2 drop, it generates too much threat for a 1 drop.
My two initial ideas, any thoughts? I'm trying to make a different version of Alexstrasza for the 2nd time, maybe this one will be a bit better than the last one...Elwynn Ranger uses Inspire, do you think it would hurt my chances since the keyword rotated out of Standard? :/
I will try and return feedback; I'm not an expert on balancing, but I think I'm pretty good with wording/grammar...also, if your artwork is neat, I'll probably vote for your card unless it's completely OP xD
btw, I really like @Lathy's Plated Knuckles, 10/10 would vote!
I'm not sure what the point of spending of all your mana with Alexstrasza is. Is the effect supposed to stack for each mana spent? If so, it needs better wording to say that. This type of effect also really only appears on Forbidden cards (Forbidden Flame, Forbidden Shaping, etc.)
I do really like Elwynn Ranger though.
Yeah, I'm stupid, either I deleted it accidentaly, or entirely forgot to add "for each mana spent." -.-'
Thanks for pointing it out, the card should be:
But I'll probably rather go with Elwynn Ranger, Legendary cards don't do well for me mostly T_T thanks again for the feedback!
- - - As for your card (if it's still Arcane Ghoul?), I don't really like the artwork, but the effect is okay imo...only thing, I made a similar card a while back that didn't do too well...if I remember correctly, I made it gain Spell Damage +1 whenever you drew a card, and people thought it was OP I think :S ...so, don't know if this would be considered too strong :/ (Also, I think you need a full-stop after "Spell Damage +1", before the rest of the card text?)
I think 3 is actually too expensive compared to Hex. Is it too strong at 2? I'm actually not sure. 3 is definitely safer. The effect is of course very obvious tho. I started with that idea as "bigger Aldor Peacekeeper" and then thought that's too boring and added the hand part.
I like Arcane Ghoul, but it NEEDS to start without spell damage. Possible only gain the bonus spell damage until the end of your turn. Whould make combo mage a lot more dynamic and wouldn't mean this becomes a Malygos after 1 or 2 turns without being removed. :D
I made it 3 because compared to Hex, the minion has 1 Attack but no longer has Taunt so you can attack whatever as you please afterwards. Polymorph costs 4 and also effectively Silences the minion as well since you no longer have to deal with Deathrattles or Taunt but with Brain Damage, you still have to deal with Deathrattles or Taunts. The more I say it, the more I don't know.
I do believe however that the card would be slightly too powerful at 2.
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I also changed Arcane Ghoul so it no longer starts with Spell Damage +1. Where you'd have Spell Damage +3 with the previous version, it would be Spell Damage +2 with this version.
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Check out my first WCDC entry, Kalecgos!
This is a card I just recently made for an expansion and I'm not sure if it applies here.
The reason that this card says "1" is because it's affected by spell damage. When you have a card that's affected by spell damage, mousing over the card will show the increased damage surrounded by asterisks, so it would be rather strange if the card goes from "Draw a card" to "Draw **2** cards." It also clarifies exactly how spell damage affects this card, as that might normally be ambiguous, but by using the "1" it becomes pretty clear that the spell damage is affecting that number.
And as always... I want THAT thing..The joke is you.
You can't stop the signal.
Simple card. Gives Rogue a class Taunt, an unconditional ping, a combo activator. Technically also gives Rogue a way to clear a minion that's hiding behind other taunts too, but it's not like Rogue's ever had problems doing that.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Do things like "summon a 1/1 imp" or "give a minion +1/+1" count?
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Click the image to go to my custom Time Traveler class.
Check out my first WCDC entry, Kalecgos!
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Captain Obvious has returned !
I want a new title, but Flux won't let me have one,
You can't stop the signal.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Click the image to go to my custom Time Traveler class.
I also changed Arcane Ghoul so it no longer starts with Spell Damage +1. Where you'd have Spell Damage +3 with the previous version, it would be Spell Damage +2 with this version.
Click the image to go to my custom Time Traveler class.