Really like Private Eye, gives more much needed identity to the Rogue class and fits with the Stealth theme Blizzard tried to push then gave up on. The Inspire requirement make's sure it doesn't get too out of hand. Hellhound is cool concept but would probably be too OP by giving Arcane Giants and Molten Giants charge.
Dang, haven't thought about the mighty giants for the charge bit. I actually started with "enrage: give adjacent minions spell damage +1" but then I've remembered about Ancient Mage... So went with the charge instead. Thanks for noting the op combowombos with Hellhound
I feel like Hunter always misses out the new expansions synergies and tribes, so it would be nice for them to get a class Elemental. I think this works nicely because Thunder Lizard is a Beast, and can be used to bridge Beast synergy with Elemental synergy. I also made the card 4 mana since Hunter only has Houndmaster for a 4-drop.
Gyreworms seem to be the closest to what an Hunter would have if they used Elementals in my opinion.
I like it! I think it's a tad too strong in Malygos decks though as this can stall like nothing else. I'd make it cost 6 and Freeze all characters except beasts. Makes it less insane in maly and gives beast druid a card. Also makes sense flavor wise!
He has learnt most of his abilities from Al'Akir. Trust me, it wasn't easy to convince him to teach his abilities. His sheer power just shocks his enemy that they freeze. But he doesn't stop there. He is still Inspired to Adapt more to his surroundings. He was born a Demon and took up Piracy early in his life. Now he works for the Assassins and continues his Piracy.
I feel like Hunter always misses out the new expansions synergies and tribes, so it would be nice for them to get a class Elemental. I think this works nicely because Thunder Lizard is a Beast, and can be used to bridge Beast synergy with Elemental synergy. I also made the card 4 mana since Hunter only has Houndmaster for a 4-drop.
Gyreworms seem to be the closest to what an Hunter would have if they used Elementals in my opinion.
The idea to Bridge Elemental and Beasts together is fine but the card altogether is not that interesting. Also, what type of Elemental is it? Earth,Wind,Fire? It doesn't look like an elemental.
Taunt and Inspire for rogue. Will probably change the art. Want to give off the impression of an illusionist or deceiver/trickster.
It doesn't have any downside first time you play it because you can just attack with all other minions and then Hero Power. This will also protect the minion with 0 attack to be killed freely because this is a Taunt. the only downside is that Hero Powering regularly as a Rogue is not that good because it gives you a 2 durability weapon. Also, 10 health Seems a lot for 5 mana. Maybe make it 8 Health.
Maybe you can name him Incapacitator because he deprives other minions of their Power(Attack).
So, here's a new idea since I have no idea what to do with Flame Fenrir.
Probably needs some balance work.
Hunter has a lot of sticky Beasts - Rat Pack, Infested Wolf, Savannah Highmane to name a few and lots of small minions(1/1s) - Alleycat, Jeweled Macaw, etc. So, Hunters always have some Beasts on the board, So, this gives Midrange/Control Hunter a Board Clear by giving him very favorable Trades. Too powerful. Maybe, make it Deathrattle: Give your Beasts Poisonous and then you can increase its stats as well. Also, Deathrattle suits the Hunter Flavor as well.
Very interesting prompt. My first idea was a Hunter pirate that summoned Captain's Parrot for the Quest, but then I discovered the Parrot costs 2, :( So here's my new idea. It's one of my most complex cards, and I'm sure the numbers need fudging, but let me know what you think!
This is a very slow card for a class that is so Tempo Heavy. Against Priests you are almost never going to get your Weapon because every priest Deck runs Kabal Songstealer. Also, many decks run some kind of weapon removals not only because of Popularity of Warrior, but also due to the fact that priests and Mages are playing Medivh.
You are giving your opponent a 4 mana minion and you yourself are wasting 5 mana. For the loss of Tempo you might be able to get a weapon which is worth 5 mana when you compare it with Doomhammer. But The spell could have been cheaper because, Shaman has ways to give its hero attack (Rockbiter Weapon), but Rogue doesn't have any such ways. So, this weapon is significantly weaker than Doomhammer.
I know you can Prep this spell, but don't you wanna save Preps for Auctioneer and casta a 0 mana spell rather than a 2 Mana Prepped spell? I don't see this card seeing play in any Rogue archetype. It's too weak.
Very interesting prompt. My first idea was a Hunter pirate that summoned Captain's Parrot for the Quest, but then I discovered the Parrot costs 2, :( So here's my new idea. It's one of my most complex cards, and I'm sure the numbers need fudging, but let me know what you think!
Don't get me wrong, this weapon is strong, Windfury is powerful, but this has the same cost and stats as Assassin's Blade, except you have to kill a 2/6 minion first. That's a steep cost to gain Windfury alone.
here are my first ideas... yup I know Gul'dan is pretty nutso.
Dragon Hunter: Discover is about 1 mana. So, this is a 3 mana 3/2 which is pretty bad. Also, most of the Dragons are Highly Costed so you won't be able to play it while you control this weak minion. The costs (2) less part doesn't make any sense. Make it cost 3 mana. At 4 mana it is unplayable.
Stringent Inquisitor: A really well Balanced card. Scarlet Crusader is a 3 mana 3/1 Divine Shield and it is a Neutral Minion. Getting 1 Attack less and being a Class card seems enough compensation for the effect. interesting card. Every Paladin deck will play at least 1 copy of this minion.
Gul'dan, The Betrayer: Seems Balanced. It's nice that you made it cot 9 rather than 8(8 mana 8/8) because at 8 mana, you could play this minion, then Bloodbloom into Felfire Potion would clear the Board, Summon a 9/4 that is Immune to spells. You would be almost certain to hit your opponent for 9. But it's a little slow. Tyrantus isn't played in Druid. So, this won't be played in Warlock, a class which doesn't have Heal/Armor Gain and cannot afford to rely on a 9 mana 9/9.
I like it! I think it's a tad too strong in Malygos decks though as this can stall like nothing else. I'd make it cost 6 and Freeze all characters except beasts. Makes it less insane in maly and gives beast druid a card. Also makes sense flavor wise!
Yes, the Beast part does makes sense Flavor Wise but only some types of Beasts can survive Ice Age. Also, it will make Beast Druid too powerful.
He has learnt most of his abilities from Al'Akir. Trust me, it wasn't easy to convince him to teach his abilities. His sheer power just shocks his enemy that they freeze. But he doesn't stop there. He is still Inspired to Adapt more to his surroundings. He was born a Demon and took up Piracy early in his life. Now he works for the Assassins and continues his Piracy.
The name works with the effects, but its just a complete fucking mess of a card. It makes no actual sense as a Rogue card at all. Yes, it fits the competition, but its just so forced. IDK how anyone else feels, but personally I just don't like this.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Okay, thanks for the help fixing my cards! Now which one do you think I should submit?
I love Explorer Dartfin. Murlocs fit nicely in Rogue, a high tempo and aggressive class. Also, Finja looks like a Rogue card. Just for 6 mana, you can get a 7/5, a 5/4, and a 3/2, with Murloc Warleader. So, its a little bit powerful, probably you might consider making it a 2/2 or increase its cost to 4.
Priests do not need Stealth. They already have many sustain options. Sacred Shadowstaff did not impress me. Also it's a 4 attack weapon for a non-weapon and passive class.
Private eye seems pretty well designed. It fits into an archetype and isn't extremely powerful. I feel The Hellhound, while an interesting card would just we used to push 0 mana arcane giants into someones face.
Contemplating making 'Marked for Death' draw the card after the minion dies, just to bring down the power level and for some extra flavour (because we all know how much Rogue can do with a 1 mana cycle).
Explorer Dartfin sounds broken. This + Murloc Warleader + Bluegill Warrior x 2 = 22 damage to face. Make it cost 4 mana at least.
TBH Anyfin Can Happen is a much stronger finisher than a 4 card combo. Yes its a strong finisher, but because other stronger finishers exist I don't think its as problematic as you think. I can lower the stats a bit though so Warleader doesn't buff it too much.
I love Explorer Dartfin. Murlocs fit nicely in Rogue, a high tempo and aggressive class. Also, Finja looks like a Rogue card. Just for 6 mana, you can get a 7/5, a 5/4, and a 3/2, with Murloc Warleader. So, its a little bit powerful, probably you might consider making it a 2/2.
Priests do not need Stealth. They already have many sustain options. Sacred Shadowstaff did not impress me. Also it's a 4 attack weapon for a non-weapon and passive class.
Thank you, I see what you mean with the Warleader thing, but a 2/2 may be a bit too weak? Once this is gone you can't really play your Murloc finisher, and it makes it weak to a lot of AoE. How about a 2/3 instead?
Also I've been getting the vibe that Sacred Shadowstaff may be oversaturating the card pool, so I will go with Dartfin.
Taunt and Inspire for rogue. Will probably change the art. Want to give off the impression of an illusionist or deceiver/trickster.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I feel like Hunter always misses out the new expansions synergies and tribes, so it would be nice for them to get a class Elemental. I think this works nicely because Thunder Lizard is a Beast, and can be used to bridge Beast synergy with Elemental synergy. I also made the card 4 mana since Hunter only has Houndmaster for a 4-drop.
Gyreworms seem to be the closest to what an Hunter would have if they used Elementals in my opinion.
Justicar Trueheart in Rogue?
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I introduce to you the first Dual tribe card.
Jack of Most Trades, Master of None.
He has learnt most of his abilities from Al'Akir. Trust me, it wasn't easy to convince him to teach his abilities. His sheer power just shocks his enemy that they freeze. But he doesn't stop there. He is still Inspired to Adapt more to his surroundings. He was born a Demon and took up Piracy early in his life. Now he works for the Assassins and continues his Piracy.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
The idea to Bridge Elemental and Beasts together is fine but the card altogether is not that interesting. Also, what type of Elemental is it? Earth,Wind,Fire? It doesn't look like an elemental.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Yes, the Beast part does makes sense Flavor Wise but only some types of Beasts can survive Ice Age. Also, it will make Beast Druid too powerful.
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Okay, thanks for the help fixing my cards! Now which one do you think I should submit?
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Just gonna drop these for some more feedback:
Contemplating making 'Marked for Death' draw the card after the minion dies, just to bring down the power level and for some extra flavour (because we all know how much Rogue can do with a 1 mana cycle).
Why Rogue is my favourite class:
My submission for this week's card design competition.