Just a little something that i thought up. Maybe it could trigger on number of minions rather then hp.
I liked this interaction because you could play a Arcane Giant then pop this the same turn or the next. makes a great swing in tempo but still gives your opponent something.
This was my idea for innervate nerf. I changed the art and name for the competition. What do you guys think? Any comment will be appreciated and I will return the favor :)
Also just to be clear, it will swap the full mana crystals by refreshing so turn 2 Doomsayer + this won't ramp you to 7 mana instantly, it will kill your doomsayer by setting its health to 0 and refresh 2 mana crystals.
What I like about this card is you can use it to give health or try to set a minion's health to 1 then trade it and gain tempo. It is a flexible and skillful card.
please help with balance. Renounce light use mana at beggining of each turn, targets are choosen randomly.
Swapping hero powers would be okay, if it is only for a limited duration (on a minion, or end of your next turn or something). Otherwise I feel it destroys vital aspects of your class identity. The first version would also be very bipolar. It would be terrible fort most games, but really annoying in fatigue stand offs. It would also prevent him from playing any 9 or 10 mana card, which would DKs useless. You could also wait until they have used their hero power, for a very unfair trade. The card has too many problems attached to it imo.
Alex has a strange name and unfitting artwork I feel. However, I fail to see the appeal of the card. It's basically Alexstraza 2.0, except in a weird way. If used offensively in something like Freeze Mage, you'd get a 4/30 minion on top, which isn't really all that balanced if you think about it.
This is what I'm planning to enter for this week's competition. My main concern is that the effect doesn't make sense. I tried to make the wording as simple as possible for maximum clarity. A point that was brought up to me by a friend was "well what happens if the minion Azeera takes the form of has a Battlecry effect", to which I would like to clarify: Azeera does not "become" the minion in question, she just looks like it. Hence she copies the art for the minion and not the minion's stats or effects.
Say she takes the art of a Patches at the start of Turn 5. You decide to play Azeera, who looks to your opponent exactly like Patches. Since Azeera herself doesn't have Charge, you would not be able to attack with her, even though her 'camouflage' has Charge. Furthermore, as Azeera is not a Pirate, she would not have Pirate synergy (a hint to your opponent perhaps that this is not really Patches).
On the other hand, if Azeera took Patches' art at the start of the turn, and you decided to play Swashburglar, Patches would rocket out of your deck with his Pirate tribe intact, his Charge effect still there, his name and Neutral class preserved. The only difference would be that he would have the art of Azeera, and would keep this art until he was destroyed.
So again: does this card make sense, do you guys like it, and more to the point - would you play it in your Rogue decks?
This is wayyy wordy. As others have pointed out, you should avoid having more than 4 lines of text on your cards. No existing Hearthstone card has more than 4 lines, so making something so wordy is unrealistic, and it's just displeasing to the eye. Hearthstone is about simplicity, and if you need that many words the card is probably too complex. As for the effect itself, it would be useless 95% of the time because your opponent can see how many Mana Crystals you spend. If you spend 5 Mana on a Swashburglar, your opponent will know something's up. And even if we assume that the illusion consistently works- that there's no way to know it's Azeera- then it becomes uninteractive and frustrating. Secrets are fine because they're only active some of the time, and there are ways to narrow down what they might be. With Azeera, her very existence in the game means that your opponent must always consider that every minion you play could be her. The only ways to deal with it is to drastically limit one's gameplay in case of the surprise 4/5 or just hope she's not there and feel cheated when she actually is.
New version of Zazel, basically trading (er, I mean swapping) stealth for health:
Plus two new cards, Chromie and Twilight Summoner:
Chromie - Feels the best as a midrange card, where you're less likely to slam it down and give your opponent a 10-second turn (because you might very well need the time to plan your turn, reducing its impact). Different costs punish different decks, I think. Open to suggestions here.
Twilight Siphoner - Probably not a gold medalist, but I haven't seen anyone make a C'Thun card (probably for a reason!). I like swapping C'Thun's attack rather than health, because it makes you decide whether you want to trade the potency of your C'Thun's battlecry in favor of survivability. And I suppose there might be times when you want to pump up your C'Thun's attack at the cost of your life total. At any rate, I think it's more interesting than a straight health-for-health swap.
I think there's a typo on Zazel; it says "swap its cost with this minion", and exchanging just a Cost for a full minion doesn't make much sense. I assume you mean to switch the targeted minion's cost with Zazel's cost, which is a neat effect. In that case, though, saying "swap" at all feels like cheating, since it would be clearer to say "reduce its cost to (1)". Changing the cost of a card on-board doesn't really happen, or really do much anyway. The card is a bit strong compared to Youthful Brewmaster, though- both have vanilla stats, but this has the added bonus of the cost reduction, which most of the time will supersede the ~1 mana class card bonus. The concept isn't bad; the card just needs some tweaking.
For Chromie, I'm against manipulating the turn timer in general. It's an unfun mechanic, and I think many others feel the same. Also, it doesn't make sense to change the duration of your turn once it's already over, so the "swap" wording feels awkward.
Twilight Siphoner encourages some serious decision-making, which I like, and the Health-buff tradeoff balances itself out. My main problem is the potential for Reno-style Neutral burst heal, but otherwise I think it's good.
I think there's a typo on Zazel; it says "swap its cost with this minion", and exchanging just a Cost for a full minion doesn't make much sense. I assume you mean to switch the targeted minion's cost with Zazel's cost, which is a neat effect. In that case, though, saying "swap" at all feels like cheating, since it would be clearer to say "reduce its cost to (1)". Changing the cost of a card on-board doesn't really happen, or really do much anyway. The card is a bit strong compared to Youthful Brewmaster, though- both have vanilla stats, but this has the added bonus of the cost reduction, which most of the time will supersede the ~1 mana class card bonus. The concept isn't bad; the card just needs some tweaking.
OK, so if I understand what you're saying correctly, you want the last bit of text to read "swap its cost with this minion's cost" or am I misunderstanding?
Now how about this? It's definitely different (and possibly promotes careful thought), but is it better/vote-worthy?
Your card:
I do like the "3/3" paladin theme/mechanic/whateveryouwanttocallit and think the investment to play it is fair (plus the fact that it would be largely useless against zoo decks in most instances). All in all, a surprisingly well balanced card!
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.
Thanks for your earlier feedback on my card - I think yours was the only one.
Anyway, it's an alright card. Have you considered what happens if YOU don't have a weapon equipped? Is the idea that you get a 2/2 and your opponent gets nothing?
I have thought about that, and no. You cannot use the spell if you yourself do not have a weapon equipped, as you can't swap something you don't have. So you'll have to use your hero power to get a 1/2 dagger first before you can swap the 2/2.
The idea behind this card is to give players a chance to obtain seasonal reward/event/pre-order card backs that are no longer obtainable by normal means, in exchange for wasting one deck slot for terribly stated minion that does completely nothing.
To avoid obtaining a card back you truly don’t deserve for, this card effect won’t work if your opponent’s card back is Legend, Golden Celebration or any of the card backs that are still easily obtainable by real money purchase. If you are playing against a Friend, the effect won’t trigger as well. In such situations, a spell card would be generated instead:
(it is intended to simply transform Rafaam to a vanilla stated minion, making it a little more useful)
What do you think guys? I would appreciate any feedback.
So, modifications made to make it less ridiculous if it came out on turn 2. As it is, it has the potential for very strong early game dependent on RNG, but it's real strength is in token Decks. It could find it's home in Shaman or Zoolock with added potential for token based Paladin or Hunter. I don't think it would be an overwhelming buff to Aggro Druid, as that deck relies heavily on buffs, while this would hurt that synergy. If you don't control a minion when it's drawn, the effect would fizzle, and it would just be a regular 4 mana 5/4.
Flavour wise, it's meant to represent the cavalry charging in.
Review time!
Rycdac - Rafaam, Depraved Racketeer - Interesting idea. However, Blizzard have always been very clear in regards to obtaining previous card backs as far as I'm aware, so I doubt they'd ever go for it. The community may have different ideas, but I would rather not see a card like this.
joedarke7 - Nordrassil, The World Tree - Another interesting idea, could work as a good anti aggro card, or could be given taunt with a huge health stat at the cost of your own heroes health. Marks for giving it Can't Attack as well, otherwise the Inner Fire shenanigans could be ridiculous.
Biggerbossman - Divert - So you've got Sap, which is a two mana card, with the potential to make certain minions unplayable (Ysera and Deathwing are the two most obvious examples). However, it is situational, as using this on a lot of Aggro cards would just make them cheaper. I'd like to see the cost raised to 4 personally, just because of how powerful it is against certain minions (Priest especially) but otherwise it's good.
kegstandgoldmedal - Zazel the Greedy - This card scares me due to the potential for 0TK's. It would definately limit design space in future, and there's already a 18 damage, 3 card combo with Leeroy Jenkins and Shadowstep (Leeroy - Zazel - Leeroy for 1 mana - Shadowstep - Leeroy for 3 mana). It might be ok, but I'm sure someone would find a way to break it.
Nihilusx - Azeera, The Chameleon - Good idea, definitely not a card to play on curve, as there is every chance her health might get lowered, but would force the opponent to think in a late game situation, if they've only got a big minion on the board. I really like this, and Stealth isn't too problematic with 2 Health, as nearly every board clear will get her anyway.
RazorofArtorius - Mad Blacksmith - Firstly, is it restricted to your weapon, or can this target an opponents weapon? If so, it could be one of the most effective PW counters, as a 2/7 Arcanite Reaper is a lot less scary that a 7/2 one if it's going for your face. I could see this finding a home in Rogue decks, possibly in combo with Deadly Poison. Good job.
Nice theme this week. Sometimes when playing hunter I wished certain minions had the "beast" tribe to make some cool combos. Therefore I was thinking of something like this:
But you can also swap with a tribeless minion to give that minion the "beast" tribe to make some combos. How about swapping with Ysera and than use Houndmaster on Ysera? Or use Crackling Razormaw on her.
Also had this idea for mage:
So the idea is that the opponent does not know which of the 3 minions is the the 4/5 until it has attacked. The opponent only sees 3 4/5 minions.
Just a little something that i thought up. Maybe it could trigger on number of minions rather then hp.
I liked this interaction because you could play a Arcane Giant then pop this the same turn or the next. makes a great swing in tempo but still gives your opponent something.
Greetings everyone, my ideas for this week:
Time to put one of my structure ideas to use!
I'm creating a new custom expansion: The Bitter Reaches! Check out the progress on my Imgur page! ( http://lemondude617.imgur.com/ )
This was my idea for innervate nerf. I changed the art and name for the competition. What do you guys think? Any comment will be appreciated and I will return the favor :)
Also just to be clear, it will swap the full mana crystals by refreshing so turn 2 Doomsayer + this won't ramp you to 7 mana instantly, it will kill your doomsayer by setting its health to 0 and refresh 2 mana crystals.
What I like about this card is you can use it to give health or try to set a minion's health to 1 then trade it and gain tempo. It is a flexible and skillful card.
So i have these ideas so far, they look interesting enough?
Here are a few more ideas I've come up with. Thoughts?
Alex has a strange name and unfitting artwork I feel. However, I fail to see the appeal of the card. It's basically Alexstraza 2.0, except in a weird way. If used offensively in something like Freeze Mage, you'd get a 4/30 minion on top, which isn't really all that balanced if you think about it.
ok, im back.
Here are my ideas with art and name this time.
Pretty selfexplanatory, what do you think?
Something if you want to have only 29 cards in your deck
Alternative:
Feedback for Feedback ;)
Mod Working Reaaaaally Hardly
Submission ready!
What do you guys think?
Alright, I changed my card to this. Please give me feedback.
It's okay. I actually think the stat swap should be a Combo bonus.
I have rather unusual idea:
The idea behind this card is to give players a chance to obtain seasonal reward/event/pre-order card backs that are no longer obtainable by normal means, in exchange for wasting one deck slot for terribly stated minion that does completely nothing.
To avoid obtaining a card back you truly don’t deserve for, this card effect won’t work if your opponent’s card back is Legend, Golden Celebration or any of the card backs that are still easily obtainable by real money purchase. If you are playing against a Friend, the effect won’t trigger as well. In such situations, a spell card would be generated instead:
(it is intended to simply transform Rafaam to a vanilla stated minion, making it a little more useful)
What do you think guys? I would appreciate any feedback.
So, modifications made to make it less ridiculous if it came out on turn 2. As it is, it has the potential for very strong early game dependent on RNG, but it's real strength is in token Decks. It could find it's home in Shaman or Zoolock with added potential for token based Paladin or Hunter. I don't think it would be an overwhelming buff to Aggro Druid, as that deck relies heavily on buffs, while this would hurt that synergy. If you don't control a minion when it's drawn, the effect would fizzle, and it would just be a regular 4 mana 5/4.
Flavour wise, it's meant to represent the cavalry charging in.
Review time!
Rycdac - Rafaam, Depraved Racketeer - Interesting idea. However, Blizzard have always been very clear in regards to obtaining previous card backs as far as I'm aware, so I doubt they'd ever go for it. The community may have different ideas, but I would rather not see a card like this.
joedarke7 - Nordrassil, The World Tree - Another interesting idea, could work as a good anti aggro card, or could be given taunt with a huge health stat at the cost of your own heroes health. Marks for giving it Can't Attack as well, otherwise the Inner Fire shenanigans could be ridiculous.
Biggerbossman - Divert - So you've got Sap, which is a two mana card, with the potential to make certain minions unplayable (Ysera and Deathwing are the two most obvious examples). However, it is situational, as using this on a lot of Aggro cards would just make them cheaper. I'd like to see the cost raised to 4 personally, just because of how powerful it is against certain minions (Priest especially) but otherwise it's good.
kegstandgoldmedal - Zazel the Greedy - This card scares me due to the potential for 0TK's. It would definately limit design space in future, and there's already a 18 damage, 3 card combo with Leeroy Jenkins and Shadowstep (Leeroy - Zazel - Leeroy for 1 mana - Shadowstep - Leeroy for 3 mana). It might be ok, but I'm sure someone would find a way to break it.
Nihilusx - Azeera, The Chameleon - Good idea, definitely not a card to play on curve, as there is every chance her health might get lowered, but would force the opponent to think in a late game situation, if they've only got a big minion on the board. I really like this, and Stealth isn't too problematic with 2 Health, as nearly every board clear will get her anyway.
RazorofArtorius - Mad Blacksmith - Firstly, is it restricted to your weapon, or can this target an opponents weapon? If so, it could be one of the most effective PW counters, as a 2/7 Arcanite Reaper is a lot less scary that a 7/2 one if it's going for your face. I could see this finding a home in Rogue decks, possibly in combo with Deadly Poison. Good job.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
You can target your weapon and also your opponent's weapon!
CARDS I'D VOTE FOR (And cards that i would not vote for, but that i'm thinking will do great)
Shatterstar1998 Page 1: Inspired Villager
Lathy Page 1: Identity Thief
CheeseETC Page 3: Omelette Maker: It's just so freaking stupid. Who woulden't love that. And the art is just... Perfect.
Demonxy95 Page 4: Shadow Deciever: Although the idea has been made before, i feel like yours is the best version by far.
TheProgenitor Page 5: Soleum Arbiter
Zukuu Page 7: Picky Patron
Toble Page 8: Protect the Pack Non Secret version
Cards I'D VOTE FOR WITH ADJUSTMENTS(And see above, just with adjustments)
Otovent Page 1 ??? Rogue spell: My suggestion for a name is Repurpose Weapon. Art suggestion
My stuff
I'm still looking for suggestions for Balance, names and wording. Especially wording for Mind Swap and a new name for Human Trafficker.
I'm personally leaning towards Mind Swap or Endless Reflections.
I want a new title, but Flux won't let me have one,
Nice theme this week. Sometimes when playing hunter I wished certain minions had the "beast" tribe to make some cool combos. Therefore I was thinking of something like this:
could have synergy for instance with:
Metaltooth Leaper or Murloc Warleader
But you can also swap with a tribeless minion to give that minion the "beast" tribe to make some combos. How about swapping with Ysera and than use Houndmaster on Ysera? Or use Crackling Razormaw on her.
Also had this idea for mage:
So the idea is that the opponent does not know which of the 3 minions is the the 4/5 until it has attacked. The opponent only sees 3 4/5 minions.