I'm not exactly sure what it means, so that's a factor in how I'll rate it. I assume it works similar to Curious Glimmerroot... Is it showing 3 random minions from your hand? The board? Your deck? Just 3 random minions from the whole card pool? If it's the latter it's a lot more RNG based, and you don't get to have much choice over what kind of card quality you get, only get the one with swapped stats, even if it's terrible. Would you get the minion with swapped stats, or a copy of the original minion? Cuz if you get Doomsayer from this and get it added to your hand with swapped stats, it's unplayable. It would be wise to specify "Look at 3 minions in your opponent's deck. Choose the one with swapped Attack and Health to get a copy of it." Because then it has some kind of strange playability over Glimmerroot in the 4-mana slot, but also doesn't have too much RNG. And if you can have swapped mirror stats than it makes the payoff better if you manage to actually get it right.
Jeez. It's hard to scratch some ideas out of this one! Let's try this again...
Luminous Phoenix is good— too good. Blessing of Might even makes this a 4/5 for 4 (which seems silly), but left at all unchecked this could become a player in a combo piece; Spikeridged Steed, handbuffs, and all make it somewhat nightmarish as a Paladin card, and conventional trading doesn't necessarily work on it because you can put it up to full health by buffing it after it's attacked. Should read "After you cast a spell on this minion, swap its Attack and Health."
Fragile Dummy: A fine card. It's fair that it's 0 mana for a potential immediately dead minion. Could be OP in wild decks, though, if you manage to contain your opponent's board you can do a silly Divine Spirit + Divine Spirit + Inner Fire combo on this for 28 damage on turn 5/6.
Windwaker: It's a good card, but I'm not sure how well it could work in Shaman unless it's a Murloc reload shaman. And even then, if you have no cards in your hand as a reload shaman, how does it know what cards to swap into your hand? This would be good in another class; likely Warrior or Druid.
@kegstandgoldmedal: I like the first version of Detonate, mainly because Shaman is known for full-board board clears like Volcano and Elemental Destruction. However, the most damage you'll ever really get out of it is a 2-damage board clear for 2 mana. Unless you're doing it with a Spell Damage totem, in which case it's 3 damage. Totemic Might synergy? Should probably remove the 'then' part of it and replace it with 'and', because if you allow the health swap to resolve before the second stage it'll die before it can deal its Attack as damage.
I really like Hydross the Unstable. Doesn't get out of control in shaman, but the Magma Rager flavor is really good as well. Can always work as hard removal in two ways, which is nice. The art is good and the class and elemental tags are great too. If you include some lore in a spoiler when you submit it I think that's brownie points from me.
So here are my cards from a few pages back. Which to submit?
Due to Hurricane Irma making landfall within the next day or two; I decided I wanted to make the best of it. How, you might be asking yourself, would I do that?
Before anyone decides to state "oh, that's wrong," or "that's being insensitive," please note: I'm literally right in the middle of it all as indicated on this map..
With that quick little disclaimer made... I've always had a fondness for making light of a bad situation; hurricanes are not exempt. With the current competition underway I created this just to make other people that play Hearthstone around here something to smile about. I present a new Shaman legendary card. This minion is guaranteed to cause auto-concedes.
Due to Hurricane Irma making landfall within the next day or two; I decided I wanted to make the best of it. How, you might be asking yourself, would I do that?
Before anyone decides to state "oh, that's wrong," or "that's being insensitive," please note: I'm literally right in the middle of it all as indicated on this map..
With that quick little disclaimer made... I've always had a fondness for making light of a bad situation; hurricanes are not exempt. With the current competition underway I created this just to make other people that play Hearthstone around here something to smile about. I present a new Shaman legendary card. This minion is guaranteed to cause auto-concedes.
I'm sorry for you dude, I hope everything will be ok :)
I'm sure it will be. Obviously there's always a worse case scenario, but it's not the first storm we've had or the last. I'm just relieved the other two are going different directions. Harvey spewed a bunch of rain our way too, but it wasn't too bad.
Sure. We could have evacuated too, but my best friend and brother has a strange fondness for inclement weather; as do I. His is more of the hurricane, tornado, flood style and mine is more of a blizzard, heavy rain nature.
@kegstandgoldmedal: I like the first version of Detonate, mainly because Shaman is known for full-board board clears like Volcano and Elemental Destruction. However, the most damage you'll ever really get out of it is a 2-damage board clear for 2 mana. Unless you're doing it with a Spell Damage totem, in which case it's 3 damage. Totemic Might synergy? Should probably remove the 'then' part of it and replace it with 'and', because if you allow the health swap to resolve before the second stage it'll die before it can deal its Attack as damage.
I really like Hydross the Unstable. Doesn't get out of control in shaman, but the Magma Rager flavor is really good as well. Can always work as hard removal in two ways, which is nice. The art is good and the class and elemental tags are great too. If you include some lore in a spoiler when you submit it I think that's brownie points from me.
So here are my cards from a few pages back. Which to submit?
Thanks for the review! I finally got Hydross the way I like him after playing with a couple different versions. I think it's a nice combination of this week's challenge, Hydross in WoW, and just an interesting card. Can't be ignored because of the different ways it can punish you - curves into Defender of Argus and freaking Windspeaker(!).
Now, your cards.
Intimidating Roar - I think it needs a little more, mostly because of the way you can combo it with stuff like Bittertide Hydra, giants, etc. I'd be in favor of a cost reduction and some type of "Can't attack heroes" language, but then you're getting into wordy/confusing territory.
Embattled Tol'vir - Again, just OK. 4 Health is a big liability, which I'm sure is intentional, but it doesn't wow me.
Death Struggle - Now we're getting somewhere. Just f$%king brutal with Bomb Squad, Rattling Rascal, The Beast, etc. - the list of negative DRs goes on and on. Because there really isn't much of a downside, if any (you can always just pick two friendly minions and keep both deathrattles), I think this needs to cost more. EDIT: I guess there's always the very good possibility your opponent just doesn't run DR minions, plus the fact you need a bunch of factors to align in order to exploit a bad DR (opponent has a good DR minion on board PLUS you have a negative DR minion AND this card in hand), maybe it's not as out of control as I thought. The 1-mana cost makes it ideal for starting combos, too. Either way, I think this should cost at least (2). BUT, I really like the flavor.
A Good Hunt - I like this one too but would need more time to think about balance. It strikes me as being overpowered; most of the time you're gladly going to trade the bottom half of your deck (for example), to get a whole bunch of gas to finish off your opponent.
So I'm probably going to submit Solemn Arbiter, but I just thought of this other thing and was curious as to what people thought.
The arbiter plays off of the "make a minion 3/3" Paladin thing, making his somewhat obvious effect more interesting. The idea behind the chemist is that the minion you Discover is his test subject. Is that obvious enough? I gave it the cost restriction because I didn't want just "Discover a minion", and this makes it easier to get eggs. Besides, someone of his size couldn't handle any bigger of a subject.
So i have these ideas so far, they look interesting enough?
I like specialization the most!! But not sure if it should cost 2. Also, what happens with the secret you swapped it with? Will it be added to your hand (than I think it should indeed cost 2)?
Hydross it is. Considering a revision to make it feel just a little more "legendary" and also put on more pressure to deal with it immediately. He'll progressively become a 1/6, 2/7, 3/8 for your opponent and hit even harder if he's ignored (just like in WoW). Which do you prefer?
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.
@NOVEX0R, thanks for the feedback. I will probably let the Hunter card go and go for the Mage card but I kinda want to keep it a 4/5. Maybe I should change it's cost to 6 or 7. I also do not want to remove the Spell Damage because if the opponent kills the Misstress of Mirrors the two copies just sit there on the board doing nothing.
So here are my cards from a few pages back. Which to submit?
Intimidating Roar: Kinda powerful if u have high enough attack minion, the "downside" seems non-existant, since u can either attack with minion first or its the minion u just played so w/e. Not sure what is the though behind it, dont rly feel the flavor, great art tho :)
Embattled Tol'vir: Interesing effect, could be OP, could be weak. Tho again, the discover part feels a bit forced, i get u want more control over it and there isnt rly a good way to do it within current game mechanics, dunno, mby im just being wierd about it. I guess good card overall.
Death Struggle: I dont think there is a multi targeting in the game yet is there? I mean it shouldnt be that hard to implement, but u know ... what if only one minion has deathrattle? That would be 1-cost silence+steal effect in one card, that feels a bit too powerful. Or would u be able to play it only if u could select two minions? I guess that would be ok then.
A Good Hunt: This one seems a bit confusing at first, am i to understand that u will basically get 10 cards, but mill everything else except your original hand? Thats a wierd card, tho very interesting.
Id say the most solid ones r 2 and 3, tho most interesting one is 4 ... tho im not sure how 3 and 4 would work exactly.
Due to Hurricane Irma making landfall within the next day or two; I decided I wanted to make the best of it. How, you might be asking yourself, would I do that?
Before anyone decides to state "oh, that's wrong," or "that's being insensitive," please note: I'm literally right in the middle of it all as indicated on this map..
With that quick little disclaimer made... I've always had a fondness for making light of a bad situation; hurricanes are not exempt. With the current competition underway I created this just to make other people that play Hearthstone around here something to smile about. I present a new Shaman legendary card. This minion is guaranteed to cause auto-concedes.
Sorry to hear that aunt Irma is causing that much troubles :( hope she wont stay too long ;-)
I would actually like this card (minus the hurricane season :P), damn free world traveling, sign me up!
So I'm probably going to submit Solemn Arbiter, but I just thought of this other thing and was curious as to what people thought.
The arbiter plays off of the "make a minion 3/3" Paladin thing, making his somewhat obvious effect more interesting. The idea behind the chemist is that the minion you Discover is his test subject. Is that obvious enough? I gave it the cost restriction because I didn't want just "Discover a minion", and this makes it easier to get eggs. Besides, someone of his size couldn't handle any bigger of a subject.
Solemn Arbiter: damn i dont like this card, SO MUCH its basically a dark conviction + a body. It is a costly card, so in the end, mby it is ok ... but paladin has so much crap like this already it would be pretty annoying to deal with this as well.
Hydross it is. Considering a revision to make it feel just a little more "legendary" and also put on more pressure to deal with it immediately. He'll progressively become a 1/6, 2/7, 3/8 for your opponent and hit even harder if he's ignored (just like in WoW). Which do you prefer?
Hydross the Unstable: 1st one looks cleaner, its a 3-cost card, that is an elemental AND does some other shit, i dont think u need to complicate it and give it more value. Annoyin to kill with 5 hp on your opponents turn and u can go face for 5 (or whatever is left) with it on your turn, u can buff swap stats etc (flametongue OPOP :D). Go with the 1st one, doesnt need anything more added.
Ok, so i finally decided on a card, i looked through past like 5 pages of this topic and through submissions and didnt see any similar effect (apart from swapin from deck, but not for this particular example). Tell me if there was anything such as this before if u noticed and/or give me your thoughts, thanks!
I decided to make it a Kabal triclass card, seems appropriate, with their mana cost manipulation and those three classes can benefit the most from the effect. The effect is definitely a powerful one, but not an immediate one ... and your opponent can make a pretty solid guess as to which spell got discounted, when he howers over this card and see its new cost, so he can kinda prepare for it when it drop, since he could anticipate in which situations would u play that spell. Tho that information might or might not help him, i think it balances it out, so what do u think?
Ok, so i finally decided on a card, i looked through past like 5 pages of this topic and through submissions and didnt see any similar effect (apart from swapin from deck, but not for this particular example). Tell me if there was anything such as this before if u noticed and/or give me your thoughts, thanks!
I decided to make it a Kabal triclass card, seems appropriate, with their mana cost manipulation and those three classes can benefit the most from the effect. The effect is definitely a powerful one, but not an immediate one ... and your opponent can make a pretty solid guess as to which spell got discounted, when he howers over this card and see its new cost, so he can kinda prepare for it when it drop, since he could anticipate in which situations would u play that spell. Tho that information might or might not help him, i think it balances it out, so what do u think?
Really interesting value card. You play 2 mana for 2/2 do nothing, but later you can get cheaper board clear. In combo and control decks it's good, worse in midrange and awful in agro. What I'm afraid of is 2 mana Pyroblast in some weird "draw cards and cast spells into opponent's face" deck, a bit of agro and burst mage. Obviously bad in Priest due to a lot of 0/1/2 mana Spells.
I did get that fringe scenario into consideration, but dont think it would happen that often ... like if u wanted to guarantee it, u would have to make an aggro mage deck, with just Pyroblast(s) as a spell, which alone is a pretty tall order, then there is the question of the card draw, mby u could utilize Cult Master, but even then, that doesnt look that good for most matchups and 2 mana 10dmg wouldnt probably save such a deck anyway.
Similar in priest, he could get like T2/T3 Free From Amber, but again, would u rly make a deck with only that spell? Dont think so, so i aimed this card more for control deck, to give them an advantage in late game to combo the heavy spells better and the unpredictability of what it will discount makes it not a reliable combo card for any OTK to pull it off consisntently, but its a good value for control, since u basically wont care what gets discounted, but it will provide value in most situations no matter what.
Hydross it is. Considering a revision to make it feel just a little more "legendary" and also put on more pressure to deal with it immediately. He'll progressively become a 1/6, 2/7, 3/8 for your opponent and hit even harder if he's ignored (just like in WoW). Which do you prefer?
Hydross the Unstable: 1st one looks cleaner, its a 3-cost card, that is an elemental AND does some other shit, i dont think u need to complicate it and give it more value. Annoyin to kill with 5 hp on your opponents turn and u can go face for 5 (or whatever is left) with it on your turn, u can buff swap stats etc (flametongue OPOP :D). Go with the 1st one, doesnt need anything more added.
Ok, so i finally decided on a card, i looked through past like 5 pages of this topic and through submissions and didnt see any similar effect (apart from swapin from deck, but not for this particular example). Tell me if there was anything such as this before if u noticed and/or give me your thoughts, thanks!
I decided to make it a Kabal triclass card, seems appropriate, with their mana cost manipulation and those three classes can benefit the most from the effect. The effect is definitely a powerful one, but not an immediate one ... and your opponent can make a pretty solid guess as to which spell got discounted, when he howers over this card and see its new cost, so he can kinda prepare for it when it drop, since he could anticipate in which situations would u play that spell. Tho that information might or might not help him, i think it balances it out, so what do u think?
Thanks for the feedback. I went with option #1, because yeah, it's fine as-is. The Flametongue Totem combo you mention makes it super scary.
Your card:
First off, I really like the strategic element of hovering over this minion to get an idea of which spell got the discount. Nice way to separate good players from bad. I do think the Battlecry effectively being "set the cost of a spell in your deck to (2)" is a bit strong. It doesn't just have to hit Pyroblast/Twisting Nether/Free From Amber to generate lots of value. A 2-mana 2/2 isn't a horrible tempo loss. I think it would be just fine, and see play, as a 3-mana 2/2 . . . maaaaybe even a 4-mana 3/3.
So here are my cards from a few pages back. Which to submit?
Intimidating Roar: Kinda powerful if u have high enough attack minion, the "downside" seems non-existant, since u can either attack with minion first or its the minion u just played so w/e. Not sure what is the though behind it, dont rly feel the flavor, great art tho :)
Embattled Tol'vir: Interesing effect, could be OP, could be weak. Tho again, the discover part feels a bit forced, i get u want more control over it and there isnt rly a good way to do it within current game mechanics, dunno, mby im just being wierd about it. I guess good card overall.
Death Struggle: I dont think there is a multi targeting in the game yet is there? I mean it shouldnt be that hard to implement, but u know ... what if only one minion has deathrattle? That would be 1-cost silence+steal effect in one card, that feels a bit too powerful. Or would u be able to play it only if u could select two minions? I guess that would be ok then.
A Good Hunt: This one seems a bit confusing at first, am i to understand that u will basically get 10 cards, but mill everything else except your original hand? Thats a wierd card, tho very interesting.
Id say the most solid ones r 2 and 3, tho most interesting one is 4 ... tho im not sure how 3 and 4 would work exactly.
Ok, so i finally decided on a card, i looked through past like 5 pages of this topic and through submissions and didnt see any similar effect (apart from swapin from deck, but not for this particular example). Tell me if there was anything such as this before if u noticed and/or give me your thoughts, thanks!
I decided to make it a Kabal triclass card, seems appropriate, with their mana cost manipulation and those three classes can benefit the most from the effect. The effect is definitely a powerful one, but not an immediate one ... and your opponent can make a pretty solid guess as to which spell got discounted, when he howers over this card and see its new cost, so he can kinda prepare for it when it drop, since he could anticipate in which situations would u play that spell. Tho that information might or might not help him, i think it balances it out, so what do u think?
I suppose the idea behind Intimidating Roar was that your hero 'intimidates' a minion and basically gives it 0 or 1 attack, mostly, and it takes its Attack for itself. It's kind of a windfury effect, so I priced it according to Savage Roar, which is a kind of combo piece in itself. This could target the enemy Deathwing for example, which would mean it becomes a 0/12 and your hero gets 12 attack, which seems pretty OP to me.
I agree Embattled Tol'vir isn't too exciting, but I thought it was a nice tech card in Jungle Giants decks if you needed to tech out a more useful card at a later turn while also still completing your quest.
Death Struggle seemed kind of simple to me but also pretty flavourful. I agree at 1 mana it's a bit much, so I've changed it to 3 mana. You would get one targeting arrow, and you'd use it. A sort of 'Deathrattle' icon would appear above the chosen minion like the Play Dead animation. You would then choose the other minion and the same thing would happen, and then there would be one of those animations (I guess like Darkspeaker?) to indicate the swapping of the deathrattles. I was thinking I should maybe limit it to only being played if your opponent had a deathrattle minion, but the original idea was that it could give/take away deathrattles to/from your opponent as well as give them negative ones.
For A Good Hunt, I wasn't really sure what class it should've been, because it's a hard effect to balance. I was kind of looking at it in a fatigue sense, where you might have equal/fewer cards in your deck than in your hand, and you needed different cards to win. So maybe it could've been a Warrior card, or a Mage card, or a Rogue card...? Certainly you could play it on a full hand and mill like 15 cards as you draw cards from your deck, but the intention is more to empty your hand when you're midway through the game, then refill and try to win as you immediately will go into fatigue.
I like Kabal Initiate, but I'm kind of not sure about the wording. Do you play it for 2 mana and then it makes a random spell in your deck cost 2? If so it's almost a free effect on cards like Cabalist's Tome, Meteor, Glacial Mysteries, or Pyroblast. It kind of feels forced because you could just say "Battlecry: Set the Cost of a random spell in your deck to (2)." The cost swapping is only relevant if this gets sent back to your hand with Sap or Vanish or Freezing Trap, which are all pretty niche. If you keep the effect as is, the wording should be "Battlecry: Swap this minion's Cost with a random spell in your deck." But with both wordings it's unclear if you pay that swapped cost when you play it or if that cost just doesn't matter... Hmm. Is it actually "Swap the Cost of two random spells in your deck"? because that's simultaneously more clear and less useful...
Both ideas was used before, I can even show you what I was going to submissions with:
And someone used the Warlock one idea as well, tho I don't want to search for it. Just know that both ideas were used before. Well, great minds think the same, am I right? :)
My card for 100% sure, now only Flavors
Flavors:
Flavor Text: He's so HOT!
Entry: "I'm melting!"
Attack: "Feel my heat!"
Death: "It finally happened..."
well.. since it's similar with my idea. i love it.. but when it takes fatal damage, will it survive as 0/6? i think it'll be better with "if this minion survives damage".
i think i'll go with another card..
some new idea:
what do you think?
I really like the first one. Fits Rogue flavor and can be used (especially in arena, so I think Rare would be better). Name is cool, tho I would use for example: Forging Shadow, or Unstable Illusion, or Shadow Reflection. It's only my opinion tho :) And the idea is original and simple. Best to play this minion when you have Taunt, in other scenario it can be just perfect answer to a minion like Water Elemental, enemy has 3/6, you're playing this and you have 6/3 that Freezes enemy, and Mages doesn't want to take damage, so either they use removal or just trade their minion that costs 4 into a minion that costs 2. I'll vote for it definitly.
need a feedback, i try to make another options:
it'll copy automatically when there's a minion in front of it (aura), if there's no minion or between two minion, this will transform back into its original form. it's like mirroring enemy. what do you think? which one better with the first one?
Hydross it is. Considering a revision to make it feel just a little more "legendary" and also put on more pressure to deal with it immediately. He'll progressively become a 1/6, 2/7, 3/8 for your opponent and hit even harder if he's ignored (just like in WoW). Which do you prefer?
Hydross the Unstable: 1st one looks cleaner, its a 3-cost card, that is an elemental AND does some other shit, i dont think u need to complicate it and give it more value. Annoyin to kill with 5 hp on your opponents turn and u can go face for 5 (or whatever is left) with it on your turn, u can buff swap stats etc (flametongue OPOP :D). Go with the 1st one, doesnt need anything more added.
Ok, so i finally decided on a card, i looked through past like 5 pages of this topic and through submissions and didnt see any similar effect (apart from swapin from deck, but not for this particular example). Tell me if there was anything such as this before if u noticed and/or give me your thoughts, thanks!
I decided to make it a Kabal triclass card, seems appropriate, with their mana cost manipulation and those three classes can benefit the most from the effect. The effect is definitely a powerful one, but not an immediate one ... and your opponent can make a pretty solid guess as to which spell got discounted, when he howers over this card and see its new cost, so he can kinda prepare for it when it drop, since he could anticipate in which situations would u play that spell. Tho that information might or might not help him, i think it balances it out, so what do u think?
Thanks for the feedback. I went with option #1, because yeah, it's fine as-is. The Flametongue Totem combo you mention makes it super scary.
Your card:
First off, I really like the strategic element of hovering over this minion to get an idea of which spell got the discount. Nice way to separate good players from bad. I do think the Battlecry effectively being "set the cost of a spell in your deck to (2)" is a bit strong. It doesn't just have to hit Pyroblast/Twisting Nether/Free From Amber to generate lots of value. A 2-mana 2/2 isn't a horrible tempo loss. I think it would be just fine, and see play, as a 3-mana 2/2 . . . maaaaybe even a 4-mana 3/3.
Well that was kinda the point, that it is a strong effect on almost all spells in your deck, but relatively very delayed one and announced in advance. I did consider the 3 mana 2/2 and 4 mana 3/3, but both those options r already in the game as Kabal minions. And small tempo loss was kinda intent as well, so it would actually made it to the competitive play, rather than to some niche combo decks. I guess i could make it into a neutral card, but i liked the flavor with Kabal faction.
So here are my cards from a few pages back. Which to submit?
Intimidating Roar: Kinda powerful if u have high enough attack minion, the "downside" seems non-existant, since u can either attack with minion first or its the minion u just played so w/e. Not sure what is the though behind it, dont rly feel the flavor, great art tho :)
Embattled Tol'vir: Interesing effect, could be OP, could be weak. Tho again, the discover part feels a bit forced, i get u want more control over it and there isnt rly a good way to do it within current game mechanics, dunno, mby im just being wierd about it. I guess good card overall.
Death Struggle: I dont think there is a multi targeting in the game yet is there? I mean it shouldnt be that hard to implement, but u know ... what if only one minion has deathrattle? That would be 1-cost silence+steal effect in one card, that feels a bit too powerful. Or would u be able to play it only if u could select two minions? I guess that would be ok then.
A Good Hunt: This one seems a bit confusing at first, am i to understand that u will basically get 10 cards, but mill everything else except your original hand? Thats a wierd card, tho very interesting.
Id say the most solid ones r 2 and 3, tho most interesting one is 4 ... tho im not sure how 3 and 4 would work exactly.
Ok, so i finally decided on a card, i looked through past like 5 pages of this topic and through submissions and didnt see any similar effect (apart from swapin from deck, but not for this particular example). Tell me if there was anything such as this before if u noticed and/or give me your thoughts, thanks!
I decided to make it a Kabal triclass card, seems appropriate, with their mana cost manipulation and those three classes can benefit the most from the effect. The effect is definitely a powerful one, but not an immediate one ... and your opponent can make a pretty solid guess as to which spell got discounted, when he howers over this card and see its new cost, so he can kinda prepare for it when it drop, since he could anticipate in which situations would u play that spell. Tho that information might or might not help him, i think it balances it out, so what do u think?
I suppose the idea behind Intimidating Roar was that your hero 'intimidates' a minion and basically gives it 0 or 1 attack, mostly, and it takes its Attack for itself. It's kind of a windfury effect, so I priced it according to Savage Roar, which is a kind of combo piece in itself. This could target the enemy Deathwing for example, which would mean it becomes a 0/12 and your hero gets 12 attack, which seems pretty OP to me.
I agree Embattled Tol'vir isn't too exciting, but I thought it was a nice tech card in Jungle Giants decks if you needed to tech out a more useful card at a later turn while also still completing your quest.
Death Struggle seemed kind of simple to me but also pretty flavourful. I agree at 1 mana it's a bit much, so I've changed it to 3 mana. You would get one targeting arrow, and you'd use it. A sort of 'Deathrattle' icon would appear above the chosen minion like the Play Dead animation. You would then choose the other minion and the same thing would happen, and then there would be one of those animations (I guess like Darkspeaker?) to indicate the swapping of the deathrattles. I was thinking I should maybe limit it to only being played if your opponent had a deathrattle minion, but the original idea was that it could give/take away deathrattles to/from your opponent as well as give them negative ones.
For A Good Hunt, I wasn't really sure what class it should've been, because it's a hard effect to balance. I was kind of looking at it in a fatigue sense, where you might have equal/fewer cards in your deck than in your hand, and you needed different cards to win. So maybe it could've been a Warrior card, or a Mage card, or a Rogue card...? Certainly you could play it on a full hand and mill like 15 cards as you draw cards from your deck, but the intention is more to empty your hand when you're midway through the game, then refill and try to win as you immediately will go into fatigue.
I like Kabal Initiate, but I'm kind of not sure about the wording. Do you play it for 2 mana and then it makes a random spell in your deck cost 2? If so it's almost a free effect on cards like Cabalist's Tome, Meteor, Glacial Mysteries, or Pyroblast. It kind of feels forced because you could just say "Battlecry: Set the Cost of a random spell in your deck to (2)." The cost swapping is only relevant if this gets sent back to your hand with Sap or Vanish or Freezing Trap, which are all pretty niche. If you keep the effect as is, the wording should be "Battlecry: Swap this minion's Cost with a random spell in your deck." But with both wordings it's unclear if you pay that swapped cost when you play it or if that cost just doesn't matter... Hmm. Is it actually "Swap the Cost of two random spells in your deck"? because that's simultaneously more clear and less useful...
Intimidating Roar: when u say it like that, it doesnt sound all that bad, so its basically kind of Assassinate in a sense, yeah, why not :)
A Good Hunt: yeah its kinda wierd as a hunter card, i mean its nice to try and push ctrl hunters, but this seems kinda wierd way to go about it. I guess warrior might be the most obvious class for the effect, there could be some cute shenanigans with Dead Man's Hand as well etc :)
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Kabal Initiate: hm, i didnt rly see that it does kinda look like a forced interaction just to fit the rules, since it basically changes the cost of a random spell in your deck to 2, tho as u said, if u could manipulate the cost of the minion in your hand, it would transfer to the spell in that form, since i assume that in the resolve phase of the battlecry the minion would still have the cost changed, i mean it has to work like that, i dont see how else would it work :o so it does matter in those fringe cases :'(
Im not sure about the wording, to me it looks pretty clear, this cards Cost will be swapped with another cards Cost. I dont feel like i need to spell it out that it is this minions Cost, do u have some kind of example of this or why do u think it should be like that?
Im not sure what u ment by "Swap the Cost of two random spells in your deck", there is no swapping between two spells in the deck.
One last thing, im not 100% sure how would it actually work with bouncing back to your hand, i would like the cost to stay at the swapped cost (so like 10 for Pyro), but i dont think it would stay like that, would it? That kinda makes it a bit more op again, for some potential combos, tho im not rly sure u would want to utilize in that way, it feels too slow for what u would get, bouncing it back with brews, dunno. That was one reason why i "denied" it to the rogue (but i guess rogue wouldnt rly benefit from it anyway most of the time).
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Due to Hurricane Irma making landfall within the next day or two; I decided I wanted to make the best of it. How, you might be asking yourself, would I do that?
Before anyone decides to state "oh, that's wrong," or "that's being insensitive," please note: I'm literally right in the middle of it all as indicated on this map..
With that quick little disclaimer made... I've always had a fondness for making light of a bad situation; hurricanes are not exempt. With the current competition underway I created this just to make other people that play Hearthstone around here something to smile about. I present a new Shaman legendary card. This minion is guaranteed to cause auto-concedes.
So I'm probably going to submit Solemn Arbiter, but I just thought of this other thing and was curious as to what people thought.
The arbiter plays off of the "make a minion 3/3" Paladin thing, making his somewhat obvious effect more interesting. The idea behind the chemist is that the minion you Discover is his test subject. Is that obvious enough? I gave it the cost restriction because I didn't want just "Discover a minion", and this makes it easier to get eggs. Besides, someone of his size couldn't handle any bigger of a subject.
@ Teknician & NOVEX0R (and anyone else)
Hydross it is. Considering a revision to make it feel just a little more "legendary" and also put on more pressure to deal with it immediately. He'll progressively become a 1/6, 2/7, 3/8 for your opponent and hit even harder if he's ignored (just like in WoW). Which do you prefer?
@NOVEX0R, thanks for the feedback. I will probably let the Hunter card go and go for the Mage card but I kinda want to keep it a 4/5. Maybe I should change it's cost to 6 or 7. I also do not want to remove the Spell Damage because if the opponent kills the Misstress of Mirrors the two copies just sit there on the board doing nothing.
Ok, so i finally decided on a card, i looked through past like 5 pages of this topic and through submissions and didnt see any similar effect (apart from swapin from deck, but not for this particular example). Tell me if there was anything such as this before if u noticed and/or give me your thoughts, thanks!
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Do i need to specify "together" at the end? The card will swap only his 4, 6 and 3 numbers together. Not sure if its clear enough.
I'm also having trouble finding an art for this card, if you have art + name suggestion i'm taking it :P
Also if someone already did this, plz mp me i did not read all the cards
Love the tribes.
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Love the tribes.
Love the tribes.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
wording from black pawn
Hi there..
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