Narrow themes make it harder to come up with something unique. Here's an idea that I like that I think has some decent flavor to it. And as far as I can tell, it hasn't been posted yet.
Sure, it could potentially swing out a big Beast early in the game, but its a secret so (1) it would only activate on your opponent's turn and (2) your opponent could play around it. It is rare for an opponent to damage but not kill a beast in the early game so this card won't be activating until you have beefy enough beasts on the board to survive a hit.
2. Effect shouldn't be "if you have no duplicates". Effect alone is worth 5 mana with this stats and it being Legendary.
3. Gramma - remember to check text twice or more, you didn't put Space in some places.
Thanks for the feedback! I thought I would add the no duplicates part to make it fit into an existing deck but I can understand why it would be too much.
Also I think Molten Elemental is the best card from your bunch but I would probably lower some of the stats.
Thought I would give some feedback of my own for other cards:
Putting this out there before someone else does. Honestly, I'm surprised I haven't seen this yet.
Any thoughts, of course, are appreciated!
Finally I think the art and flavor in this card is good but I think the effect is a bit boring because paladin already has ways to do this stat change in simpler and better ways.
@Phoenixfeather Not sure what Druid and Dragon combos you're referring to, though I just realized the potential of this in Rez Priest as well as its implications for Devolve and the 0-Cost minion pool. I think buffing it is a good call. Comparing to the Naga Sea Witch-Giants combo, 8/8 is probably fine (you can pull it out earlier and use it in an actual deck, but it's much less consistent).
Also, it seems a bit counterproductive to advertise your submission using an alphabet only engineers (and Greek people) know, but you do you ;)
Okay, so here's what I've got so far. Your thoughts?
Traitor Trader: Yes, I made this purely for the pun. XD It's a nice anti-Jade Idol card though.
Double Cross: The name and art are both references to Treachery. To a certain degree, it has the same mechanical effect as Treachery. It can be used to steal cards, make some Treachery shenanigans with cards like Doomsayer and Howlfiend, "heal" your cards, reshuffle cards with powerful Battlecries, and synergize with Warlock's powerful cards that have a Battlecry drawback (e.g. Doomguard and Lakkari Felhound). The balancing is based off of Gang Up, Entomb, Recombobulator, Devolve, and of course, Madam Goya. Also, the name is a pun on how double/two cards cross the battlefield.
Windwaker: The name is an allusion to Flamewaker and Legend of Zelda: Wind Waker; oh, and this is also a pun :P. It helps you "refresh" your hand in case you draw the wrong cards. It's great for certain combo decks, Elemental decks, or any deck really.
@Cogito
My personal favorite there is the Windwaker, because it's just complex enough to be above the baseline of this competition to make it interesting, while still being a cool card.
Okay, so here's what I've got so far. Your thoughts?
Traitor Trader: Yes, I made this purely for the pun. XD It's a nice anti-Jade Idol card though.
Double Cross: The name and art are both references to Treachery. To a certain degree, it has the same mechanical effect as Treachery. It can be used to steal cards, make some Treachery shenanigans with cards like Doomsayer and Howlfiend, "heal" your cards, reshuffle cards with powerful Battlecries, and synergize with Warlock's powerful cards that have a Battlecry drawback (e.g. Doomguard and Lakkari Felhound). The balancing is based off of Gang Up, Entomb, Recombobulator, Devolve, and of course, Madam Goya. Also, the name is a pun on how double/two cards cross the battlefield.
Windwaker: The name is an allusion to Flamewaker and Legend of Zelda: Wind Waker; oh, and this is also a pun :P. It helps you "refresh" your hand in case you draw the wrong cards. It's great for certain combo decks, Elemental decks, or any deck really.
In a world where Jade Druid doesn't exist, I think Traitor Trader (10/10 name by the way) would be seen as too situational (and it probably would be). Here in this world however where it does exist and probably will for the foreseeable future, it actually would probably be a viable tech card (more so than Skulking Geist) and I see that it has vanilla stats made in a way to have survivability against the Jade Golems.
Double Cross is kinda cool and I see it's uses, but it doesn't seem that practical.
Does Windwaker shuffle the original cards into your deck, or does it just get rid of them?
Narrow themes make it harder to come up with something unique. Here's an idea that I like that I think has some decent flavor to it. And as far as I can tell, it hasn't been posted yet.
Sure, it could potentially swing out a big Beast early in the game, but its a secret so (1) it would only activate on your opponent's turn and (2) your opponent could play around it. It is rare for an opponent to damage but not kill a beast in the early game so this card won't be activating until you have beefy enough beasts on the board to survive a hit.
Also swinging out huge beasts is hard as you'd need activators and they could also be brought out. I think it's pretty balanced and it could make some pretty cool decks pop up. Solid design, I like it!
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Okay, so here's what I've got so far. Your thoughts?
Traitor Trader: Yes, I made this purely for the pun. XD It's a nice anti-Jade Idol card though.
Double Cross: The name and art are both references to Treachery. To a certain degree, it has the same mechanical effect as Treachery. It can be used to steal cards, make some Treachery shenanigans with cards like Doomsayer and Howlfiend, "heal" your cards, reshuffle cards with powerful Battlecries, and synergize with Warlock's powerful cards that have a Battlecry drawback (e.g. Doomguard and Lakkari Felhound). The balancing is based off of Gang Up, Entomb, Recombobulator, Devolve, and of course, Madam Goya. Also, the name is a pun on how double/two cards cross the battlefield.
Windwaker: The name is an allusion to Flamewaker and Legend of Zelda: Wind Waker; oh, and this is also a pun :P. It helps you "refresh" your hand in case you draw the wrong cards. It's great for certain combo decks, Elemental decks, or any deck really.
I like the idea of Double Cross, although it doesn't seem like it would be a very useful card. But, what would happen if you don't have a minion in your deck with the same cost?
Thanks for the feedback! Double Cross is actually insanely useful. Doomguard into Doomguard comes to mind. I think it'll see a bit more play than Recombobulator did. Worse case scenario, it's a fun card.
If you don't have a minion in your deck with the same cost, then it has no effect. Kinda like how Madam Goya does nothing if your deck has no minions.Where art thou cards?
Joren the Martyr: I wanted create some counter on Druids, but I think that if you play this card so you refresh Mana Crystals. I'm not sure, so I give this card bad stats.
Thief Catcher Norun: This is the anti-aggro card. 15 armor for your opponent counter this card for combo with Ice Block and others.
TOP DECK: Cards with this mechanic have always priority when drawing cards from the deck. So, if you have only one card with this mechanic on the deck, you draw this card on first turn.
Joren the Martyr: I wanted create some counter on Druids, but I think that if you play this card so you refresh Mana Crystals. I'm not sure, so I give this card bad stats.
Thief Catcher Norun: This is the anti-aggro card. 15 armor for your opponent counter this card for combo with Ice Block and others.
TOP DECK: Cards with this mechanic have always priority when drawing cards from the deck. So, if you have only one card with this mechanic on the deck, you draw this card on first turn.
Thief Catcher Norun is a bad idea, because it requires you to introduce a new keyword to make the card work and contains 5 lines of text when a general rule of thumb is that cards are limited to 4 lines of text (as of now, no card in the English version of the game has more than 4 lines of text). Although not an official rule, it is something that does and will bother a lot of people.
Jorun the Martyr strikes me as really weird. Judging by the wording, it gives you the full and empty crystals your opponent has so if your opponent spent a lot of mana on their turn, this is more or less useless unless you happen to get a perfect circumstance. I would just cut this card altogether.
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Alright, to try and make the text on the card readable I had to break this apart a bit. I feel like this is a solid card idea but I need to figure out the best way for it to be implemented into the game:
Basically, like the card title, I want to randomize where the buffs are in a semi-determinable way for both players. The "usual" goal for this would be that if the player or opponent kills/trades the wrong minion, the other player gains an advantage. I think I like the two buffs as-is, there's an obvious way to use it but depending on the minions you have out some more interesting plays could occur.
Animation-wise, I'm not sure what's on the text would play out correctly. Still trying to figure out how to describe an actual shell game simply. As I'm writing this, it occurs to me that the "Choose a minion" part is probably redundant - you'll want to swap the pearls the minions have during the animation as well otherwise the swap is mostly meaningless. All feedback is welcome.
Uh, there's an unoffical rule in that card text on a Hearthstone CANNOT exceed 4 lines.
I'e already talked about it before, but here's the reasoning:
There is no official Hearthstone card that has more than 4 lines of word text.
This rule exists to encourage simplicity within cards and to make sure that the card isn't too lengthy in other languages.
The more words there are on a card, the smaller the individual words are, and the harder it is to read them, especially on mobile devices.
So, we need to simplify the wording. How about "Give a friendly minion a Dark Pearl. Give the others a Light Pearl. Swap these Deathrattles."? The card itself is a cool (albeit elaborate) effect, though I'm not sure as to why this is a Rogue card. Rogue's aren't particularly well-known for their buffs. You'd think you'd find this in Paladin or even Druid.
Btw, you might want to find art with better resolution for presentation-sakes.
This is a loose suggestion, but you may have to make this cost 4 when compared to Soul of the Forest.
Alright seems a lot of people are not fond of Zaduru at all, pretty much feel like it's pack filler. So I'm just gonna go with Sleight of Hand instead.
Feedback is encouraged. Anyone have any criticisms or suggestions for changes? Otherwise I'll submit the card as it is.
I'm pretty sure that you can just simplify it to "Choose an enemy minion. Swap places with it." or even just "Swap places with an enemy minion" when compared to Vol'jin. This is pretty optional though.
It seems a wonderful Mind Control on a stick! Regardless, I feel like this is a bit too strong for a 5-cost card. Besides the fact that a 5 mana Mind Control is ludicrously strong, the drawback doesn't seem too harsh. Let's compare this to The Beast; for the drawback of giving your opponent a 3/3, The Beast gets 2 mana's worth of extra stats. Shadow Deceiver gets 5 mana's worth of extra value. Ouch. Because we're being generous (as this is a class card), let's say that giving your opponent a 3/3 allows 3 mana's worth of extra value. So, this should cost 7. If you don't think that 7 is a good enough reduction, you can make this a 6 mana 4/4.
Okay, so here's what I've got so far. Your thoughts?
Traitor Trader: Yes, I made this purely for the pun. XD It's a nice anti-Jade Idol card though.
Double Cross: The name and art are both references to Treachery. To a certain degree, it has the same mechanical effect as Treachery. It can be used to steal cards, make some Treachery shenanigans with cards like Doomsayer and Howlfiend, "heal" your cards, reshuffle cards with powerful Battlecries, and synergize with Warlock's powerful cards that have a Battlecry drawback (e.g. Doomguard and Lakkari Felhound). The balancing is based off of Gang Up, Entomb, Recombobulator, Devolve, and of course, Madam Goya. Also, the name is a pun on how double/two cards cross the battlefield.
Windwaker: The name is an allusion to Flamewaker and Legend of Zelda: Wind Waker; oh, and this is also a pun :P. It helps you "refresh" your hand in case you draw the wrong cards. It's great for certain combo decks, Elemental decks, or any deck really.
I like the idea of Double Cross, although it doesn't seem like it would be a very useful card. But, what would happen if you don't have a minion in your deck with the same cost?
Thanks for the feedback! Double Cross is actually insanely useful. Doomguard into Doomguard comes to mind. I think it'll see a bit more play than Recombobulator did. Worse case scenario, it's a fun card.
If you don't have a minion in your deck with the same cost, then it has no effect. Kinda like how Madam Goya does nothing if your deck has no minions.Where art thou cards?
I didn't think of that. I guess it would be a niche card, then, with some usefulness. I think rather than doing nothing, you shouldn't be allowed to cast it if you don't have a minion with the same cost. Madam Goya at least gives you a body if the effect fizzles. Outside of Rogue, I think it's good to design cards so that they can't do nothing.
The Siren is basically going to bait a spell/weapon of your opponent's hand, or else they have to essentially sacrifice a minion by setting it's Attack to 0. The Paladin Secret lets you get a minion in your deck out for free, and in the middle of an attack so that something that was attacking a 1/1 is now attacking something else. But the cost is that you now have a 1 mana 1/1 vanilla minion diluting your deck. The last card also gives you efficiency at the cost of diluting your deck.
Apparently, I'm blind as a bat because your cards were right above mine XD.
Vashj'ir Siren: Yeah...keeping a permanent minion on the board while completely nullifying its Attack is both annoying and uninteractive. It takes up space, loosely affects certain random effects, and you can do nothing about it. However, I absolutely LOVE the mechanic and the flavour of this, and how they compliment each other. Maybe you should do something like "If this was killed by a minion, swap card text with it." (so that it gives the enemy minion Taunt and thus, the minion isn't permanently on the board)
Protector of the Weak: I think that this card is too random and "swingy"; it's either insanely good or useless. You're relying on producing enough Silver Hand Recruits, and diluting your deck with a situational 1-cost Secret; that's a really slow requirement for such an unreliable effect. You can either get something like a Tirion Fordring for ~3 mana (which is OP) or most likely a 2-drop that doesn't do much (which kinda wastes all that effort). Either way, the game is going to swing in someone's favour too harshly.
Venture Co. Miner: A 5-mana Nourish at the cost of shuffling semi-constructive Coins into your deck (that are ESPECIALLY useful in Miracle Rogue or any deck that runs Gadgetzan Auctioneer for the matter) seems too powerful. The fact that it's a better Spider Tank just makes it Bah-roken. Don't get me wrong. I like the effect. But it should probably be a 3/3 or 3/4 at the very least.
I'm pretty sure that you can just simplify it to "Choose an enemy minion. Swap places with it." or even just "Swap places with an enemy minion" when compared to Vol'jin. This is pretty optional though.
It seems a wonderful Mind Control on a stick! Regardless, I feel like this is a bit too strong for a 5-cost card. Besides the fact that a 5 mana Mind Control is ludicrously strong, the drawback doesn't seem too harsh. Let's compare this to The Beast; for the drawback of giving your opponent a 3/3, The Beast gets 2 mana's worth of extra stats. Shadow Deceiver gets 5 mana's worth of extra value. Ouch. Because we're being generous (as this is a class card), let's say that giving your opponent a 3/3 allows 3 mana's worth of extra value. So, this should cost 7. If you don't think that 7 is a good enough reduction, you can make this a 6 mana 4/4.
Admittedly, I did realize it was pretty strong at 5 after I made it 5. As of now, I changed it to a 6 mana 3/3, just easing it up a little bit at a time until I find the perfect spot. I balanced the card considering that Mind Control doesn't really see play even in slower decks, and The Beast obviously has never been playable either.
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Thinking of cards with swap is hard when everyone else is making them too, but I think I finally have an idea I'm happy with. That said, I'd still like feedback on this one.
Anyone have a name for this? (Temporary Name)
4 Mana 3/4
Battlecry: Swap Battlecry and Deathrattle on each card in your hand and deck. (If a Deathrattle has a target it's chosen at random.)
Alright seems a lot of people are not fond of Zaduru at all, pretty much feel like it's pack filler. So I'm just gonna go with Sleight of Hand instead.
Feedback is encouraged. Anyone have any criticisms or suggestions for changes? Otherwise I'll submit the card as it is.
Hmm... I feel like this is pretty weak in a non-weapon matchup— pay 2 mana to get a 2/2 weapon and give your opponent a 1/2 (ideally). I'm make the weapon a 3/2. HAHA. FIERY WAR AXE. (I hate Team Five)
Wording should maybe be: "If your opponent doesn't have a weapon, they equip a 3/2. Swap weapons with your opponent."
Here's another card I just had lying around. Hand attacks are apparently okay with Team Five. This is pretty good if you just empty your hand and play her, or give your opponent bad cards. Or Spiritsinger Umbra.
I'm pretty sure that you can just simplify it to "Choose an enemy minion. Swap places with it." or even just "Swap places with an enemy minion" when compared to Vol'jin. This is pretty optional though.
It seems a wonderful Mind Control on a stick! Regardless, I feel like this is a bit too strong for a 5-cost card. Besides the fact that a 5 mana Mind Control is ludicrously strong, the drawback doesn't seem too harsh. Let's compare this to The Beast; for the drawback of giving your opponent a 3/3, The Beast gets 2 mana's worth of extra stats. Shadow Deceiver gets 5 mana's worth of extra value. Ouch. Because we're being generous (as this is a class card), let's say that giving your opponent a 3/3 allows 3 mana's worth of extra value. So, this should cost 7. If you don't think that 7 is a good enough reduction, you can make this a 6 mana 4/4.
Admittedly, I did realize it was pretty strong at 5 after I made it 5. As of now, I changed it to a 6 mana 3/3, just easing it up a little bit at a time until I find the perfect spot. I balanced the card considering that Mind Control doesn't really see play even in slower decks, and The Beast obviously has never been playable either.
Fair enough. I don't think 6 mana is too bad when compared to Embrace Darkness.
Btw, my card Windwaker shuffles your original hand back into your deck, similar to how Madam Goya puts the card you selected back into your deck. Do you think it's a good card?
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Narrow themes make it harder to come up with something unique. Here's an idea that I like that I think has some decent flavor to it. And as far as I can tell, it hasn't been posted yet.
Sure, it could potentially swing out a big Beast early in the game, but its a secret so (1) it would only activate on your opponent's turn and (2) your opponent could play around it. It is rare for an opponent to damage but not kill a beast in the early game so this card won't be activating until you have beefy enough beasts on the board to survive a hit.
Thanks for the feedback! I thought I would add the no duplicates part to make it fit into an existing deck but I can understand why it would be too much.
Also I think Molten Elemental is the best card from your bunch but I would probably lower some of the stats.
Thought I would give some feedback of my own for other cards:
I think this card is way too cheap for such a powerful effect, I would add some overload.
@Phoenixfeather Not sure what Druid and Dragon combos you're referring to, though I just realized the potential of this in Rez Priest as well as its implications for Devolve and the 0-Cost minion pool. I think buffing it is a good call. Comparing to the Naga Sea Witch-Giants combo, 8/8 is probably fine (you can pull it out earlier and use it in an actual deck, but it's much less consistent).
Also, it seems a bit counterproductive to advertise your submission using an alphabet only engineers (and Greek people) know, but you do you ;)
@Cogito
My personal favorite there is the Windwaker, because it's just complex enough to be above the baseline of this competition to make it interesting, while still being a cool card.
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Where art thou cards?
Hi, this is my ideas:
Joren the Martyr: I wanted create some counter on Druids, but I think that if you play this card so you refresh Mana Crystals. I'm not sure, so I give this card bad stats.
Thief Catcher Norun: This is the anti-aggro card. 15 armor for your opponent counter this card for combo with Ice Block and others.
TOP DECK: Cards with this mechanic have always priority when drawing cards from the deck. So, if you have only one card with this mechanic on the deck, you draw this card on first turn.
A card to help make Treachery decks more consistent. It can also be teched in during buff heavy metas. Works well with Doomsayer, Bittertide Hydra, Howlfiend, and Unlicensed Apothecary, Any feedback is appreciated!
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So, we need to simplify the wording. How about "Give a friendly minion a Dark Pearl. Give the others a Light Pearl. Swap these Deathrattles."? The card itself is a cool (albeit elaborate) effect, though I'm not sure as to why this is a Rogue card. Rogue's aren't particularly well-known for their buffs. You'd think you'd find this in Paladin or even Druid.
Btw, you might want to find art with better resolution for presentation-sakes.
This is a loose suggestion, but you may have to make this cost 4 when compared to Soul of the Forest.
Alright seems a lot of people are not fond of Zaduru at all, pretty much feel like it's pack filler. So I'm just gonna go with Sleight of Hand instead.
Feedback is encouraged. Anyone have any criticisms or suggestions for changes? Otherwise I'll submit the card as it is.
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Thinking of cards with swap is hard when everyone else is making them too, but I think I finally have an idea I'm happy with. That said, I'd still like feedback on this one.
Anyone have a name for this? (Temporary Name)
4 Mana 3/4
Battlecry: Swap Battlecry and Deathrattle on each card in your hand and deck. (If a Deathrattle has a target it's chosen at random.)
Climmy The Noob Cat (Don't ask. I don't know why ether...)
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