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 tried that idea, and the consensus seems to be the same: Hand stealing, is a bad idea.
Hello, everyone! I participated last week because I thought it would be fun, and, hey, it was! So, I figured I'd come back and put in my two cents. Here's a Druid card I thought of; something about the whole "swap" mechanic just screams "flexibility", so why not have a Choose One card?
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.
OK, thanks. :-)
Thief Catcher Norun: I delete Top deck and Taunt.
Jorun the Martyr: This card is primarily counter on Druids. That is the same like Skulking Geist. But it has the potential in late game, if opponent pass turn.
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.)
Nice and interesting idea! I would like to see how it work with Moat Lurker
May be the name could be Chaos Elemental Lord, ChaosKing Totem etc.
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?
I think it's in the best spot in terms of stat balancing and the ability to reshuffle card to draw more of them is nice, but the card seems maybe a bit on the situational side since it only replaces cards with other cards you have of the same Cost, meaning it can't save you if you have a really bricky hand which is traditionally where I think this effect would be most useful. Replacing your cheaper cards seem okay though. It;s perfectly balanced, but I don't know if this card could actually find a place anywhere.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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.
The Siren is my favorite. Easily the best designed card of the three. Venture Co. Miner just feel really bad if it hits important cards for too little reward. Protector of the Weak seems rather weak as Paladin don't run many card draw and usually doesn't have that much problem calling out big minions.
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.
Double Cross: Seems rather terrible compare with Madame Goya. The fact that neither Zoo nor Handlock want to run this card make this really terrible.
Traitor Trader: Seems rather niche, but the body is good enough that it might see play.
Windwaker: My favorite of the three. Really well-designed.
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.
So flavorful! I love it! But I feel the effect just TOO random. Sometime it can high roll out your Highmane, sometime it pulled out an Alleycat. I feel that adding some restriction would make it better.
Repost my idea with a new one:
Rollback Post to RevisionRollBack
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
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.)
Nice and interesting idea! I would like to see how it work with Moat Lurker
May be the name could be Chaos Elemental Lord, ChaosKing Totem etc.
I knew there had to be some cards mine messed up. Here's how Deathrattles linked to Battlecries work, they don't work. :P Moat Lurker is just a kill.
Also thanks for the card name idea, I was thinking something with life and death because of changing stuff to and from Deathrattle, but chaos sounds more right for this effect.
Rollback Post to RevisionRollBack
Climmy The Noob Cat (Don't ask. I don't know why ether...)
Inspired Chemist: It's a nice, flexible card, but I feel like that idea is done far too often. I've already seen various versions of that card, even before this competition existed.
Arcane Dance: This card seems a bit too OP. You could easily swap Primordial Glyph's and Pyroblast's Cost and destroy your opponent out of nowhere. The fact this allows you CHOOSE those spells make it seem much more plausible that broken combos can occur.
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.
So flavorful! I love it! But I feel the effect just TOO random. Sometime it can high roll out your Highmane, sometime it pulled out an Alleycat. I feel that adding some restriction would make it better.
Repost my idea with a new one:
Thank you for the comments. I'll consider adding some limitations on the randomness but I am concerned about losing the simplicity of the card. For your cards, I definitely prefer Arcane Dance. I think the text can be simplified to "Discover 2 spells from your deck and then swap their costs." The discover mechanic implies that the cards are drawn. I also would bump the cost to 5 mana. Arcana Intellect gives you 2 cards for 3 mana and being able to discover specific spells seems to be worth more than 1 additional mana (even ignoring the cost swap mechanic).
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.
The Siren is my favorite. Easily the best designed card of the three. Venture Co. Miner just feel really bad if it hits important cards for too little reward. Protector of the Weak seems rather weak as Paladin don't run many card draw and usually doesn't have that much problem calling out big minions.
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.
Double Cross: Seems rather terrible compare with Madame Goya. The fact that neither Zoo nor Handlock want to run this card make this really terrible.
Traitor Trader: Seems rather niche, but the body is good enough that it might see play.
Windwaker: My favorite of the three. Really well-designed.
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.
So flavorful! I love it! But I feel the effect just TOO random. Sometime it can high roll out your Highmane, sometime it pulled out an Alleycat. I feel that adding some restriction would make it better.
Repost my idea with a new one:
I absolutely love the idea behind Arcane Dance! The casting is decent as well. Though for it's casting and if I may; I would set it to Discover 2 random spells instead of 2 in your deck. It might give better answers in reference to board state. :D
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 love the pun in Traitor Trader!
In regards to Double Cross I certainly like the idea behind the swap ability but the art seems a bit off. My apologies as art is in the eye of the beholder. I could be just my typical late night, hurricane Irma is knocking on my door in about 2 days.... self.
Windwaker needs to be made into an actual Hearthstone card. Yes! I love it. (I'm a big Zelda fan though... so I might be simply saying this card because of the reference)
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.)
Oh oh... oh god... ummm... Algalon the Rattled or Observer... but Observer would imply view or something along those lines.
I think I had a stroke of genius. I really like this idea:
As comparison, my ideas before:
I like Battlemage a lot but I'm concerned that this isn't a correct use of the term "swap." I think Blizzard uses "swap" when you are replacing something with something else that already exists. When you replace something with something random that isn't already in someone's deck or hand, Blizzard tends to say "transform" or "Replace." For example, see Evolve and Explore Un'Goro. I'm not sure how strict people (and more importantly mods) intend to be with correct usage of the term "swap."
As long a "swapping" a card with a random card that doesn't already exist in someone's deck or hand is allowed, I think you have a great submission. Only thing I would change is to clarify if the battlecry applies to all secrets in your deck, your hand, on the board, etc.
I like Battlemage a lot but I'm concerned that this isn't a correct use of the term "swap." I think Blizzard uses "swap" when you are replacing something with something else that already exists. When you replace something with something random that isn't already in someone's deck or hand, Blizzard tends to say "transform" or "Replace." For example, see Evolve and Explore Un'Goro. I'm not sure how strict people (and more importantly mods) intend to be with correct usage of the term "swap."
As long a "swapping" a card with a random card that doesn't already exist in someone's deck or hand is allowed, I think you have a great submission. Only thing I would change is to clarify if the battlecry applies to all secrets in your deck, your hand, on the board, etc.
That's a valid concern I hadn't thought about. It's true that "replace" or "transform" would also fit. Maybe it isn't valid in its current iteration, sadly.
I feel the secret is a bit too weak. You can abuse it by only including quality minions, but chances that it will trigger are very slim and specific in an average game, so it's in most cases a huge card disadvantage and a tempo loss that might never net you an upside. You could make it before the attack, but then it would be probably too strong. It's hard to balance. The idea is sound and flavorful, but it's hard to make it more impactful without breaking it in some way. You could make it a normal spell, increase the cost and change it to "injured" beast and/or make it swap from hand so you have more control over it.
Thanks for the feedback guys. I've changed a few things on the card: - Made it Priest instead of Rogue. - Increased the health by 1. - Increased the mana cost by 1.
Is it still to strong? You have to remember that your opponent grants control of this minion, so unless you can clear it, they'll have a chance of gaining control of one of your minions as well.
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.
If you swap card text with Vashjir Siren, then they effectively get a Vashjir Siren when it dies, because the get the Deathrattle effect, too. Plus, you get to choose which minions kills Vashjir Siren, which in most cases will be none, because you'll kill it with a spell or your hero.
For Venture Co. Miner, why do you say it's like a Nourish? It doesn't let you draw cards or get mana crystals. Three cards in your deck get turned into Coins, which are almost certainly worse than what they were before, so it's pretty much just a negative effect, which is why it's a 3 mana 4/4. Only a Miracle deck would want to draw Coins, and it's a risky card to play even there, because you could have destroyed something you need for a combo by, say, turning an Auctioneer into a Coin.
It seems my first idea is annoy... So I got another one. Is it better now? Please give me feedback.Thank you.
Token
Hello, everyone! I participated last week because I thought it would be fun, and, hey, it was! So, I figured I'd come back and put in my two cents. Here's a Druid card I thought of; something about the whole "swap" mechanic just screams "flexibility", so why not have a Choose One card?
What do you guys think?
Oh, goody.
Please upvote my submission: Weekly Card Design Competition 6.12 - Submission Topic
My Recent Competition Design:
Warlock lover! Fan Card Designer! Low dust high win rate deck builder! Redqueen is here!
Recent Deck: R5 Budget Zoolock against priest
Design Post: Redqueen Cards design every day
Click the image to go to my custom Time Traveler class.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Climmy The Noob Cat (Don't ask. I don't know why ether...)
Before I post in the Submission thread when it opens would anyone mind critiquing an idea I had for this particular competition?
I present... <drum roll>
I think I had a stroke of genius. I really like this idea:
As comparison, my ideas before:
Hi there..
Thanks for the feedback guys. I've changed a few things on the card:
- Made it Priest instead of Rogue.
- Increased the health by 1.
- Increased the mana cost by 1.
Is it still to strong? You have to remember that your opponent grants control of this minion, so unless you can clear it, they'll have a chance of gaining control of one of your minions as well.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition