First one is Arcane Golem on steroids, basically. Permanent spell damage is a pretty huge effect, which I think warrants the huge statline. Eldritch Tome is a very efficient draw, but you permanently reduce your hand size by 2. That also makes it harder to play, since you'll be discarding cards unless you have 6 or fewer cards in your hand already (or 4 or fewer for the second time). Murozond skips to the end of your deck, drawing the entire thing. You no longer have a maximum hand size, so it all fits. But, It basically takes your entire turn to play it, and you'll start drawing Fatigue cards right after that, so you'd better win fast if you play it.
How would the interface be able to handle Murozond if you had 15+ cards in hand? If you're able to shuffle a large amount of cards in your deck (via Archbishop Benedictus or a friendly game just for deck size experimenting), your cards would be very small and hard to organize.
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First one is Arcane Golem on steroids, basically. Permanent spell damage is a pretty huge effect, which I think warrants the huge statline. Eldritch Tome is a very efficient draw, but you permanently reduce your hand size by 2. That also makes it harder to play, since you'll be discarding cards unless you have 6 or fewer cards in your hand already (or 4 or fewer for the second time). Murozond skips to the end of your deck, drawing the entire thing. You no longer have a maximum hand size, so it all fits. But, It basically takes your entire turn to play it, and you'll start drawing Fatigue cards right after that, so you'd better win fast if you play it.
How would the interface be able to handle Murozond if you had 15+ cards in hand? If you're able to shuffle a large amount of cards in your deck (via Archbishop Benedictus or a friendly game just for deck size experimenting), your cards would be very small and hard to organize.
Yeah, being hard to organize is part of the challenge, since it's a strong effect. Also, like a lot of cards I think it would have an unwritten upper limit, like how Bouncing Blade stops after a certain (high) number of bounces. That way you couldn't have friendly games that crash the game with 10000 cards in hand by like bouncing benedictus or something.
First one is Arcane Golem on steroids, basically. Permanent spell damage is a pretty huge effect, which I think warrants the huge statline. Eldritch Tome is a very efficient draw, but you permanently reduce your hand size by 2. That also makes it harder to play, since you'll be discarding cards unless you have 6 or fewer cards in your hand already (or 4 or fewer for the second time). Murozond skips to the end of your deck, drawing the entire thing. You no longer have a maximum hand size, so it all fits. But, It basically takes your entire turn to play it, and you'll start drawing Fatigue cards right after that, so you'd better win fast if you play it.
Overloaded Arcane Golem would be insanely good against certain classes (Hunter, Warrior) and absolute crap against others (Mage, Shaman). Not a fan of that swinginess but there's no way to avoid that. All cards have their strengths and weaknesses.
If you're playing a deck like Aggro mage then the decreasing max handsize of Eldritch Tome doesn't matter very much. I like that it supports another playstyle than Burn mage though.
Although I like the idea of increasing maximum handsize, drawing your deck is just way too strong, especially in combo decks. Imagine playing this then a Dead Man's Hand. You just drew your deck with almost no downside.
I thought this would be a neat idea for the competition. Don't know if it's good or bad. Could you'll review my card idea?
Seems too random for my taste. And quite disruptive, as was pointed out, u would have to hover over a card every single time to see what DR is there and then u have to always think of how to deal with that and then there can be multiple minions out and u have to think even more, even fast thinking players might have a tough time playin their turns properly, with all the possibilities they would have to go through ... i dont hate the idea, but i dont see how anything like this would ever be introduced.
Here's the first idea I've managed to come up with this week. The effect is very powerful and will make taunt minions a lot stronger but I think its balanced by the fact that it will be hard to control 3 taunt minions at once when your opponent knows you are trying to complete the quest. (I've always been disappointed that so many quest activators are not interactive - much more interesting to me if the opponent has a chance to stop you from completing the quest).
Considered this as a warrior quest but warrior already has a decent quest involving Taunt minions and the Paladin quest is pure garbage.
Basically, I want Taunt to work on spells but was afraid "Taunt affects spells" would be too simplistic a means of actually explaining the effect.
I will return feedback. Thanks!
This quest is super easy to complete imho, the reward is interesting tho. I cant rly see if it would be too good or just ok, tho u might want to bump it to 5 mana just to be sure and also to be in line with other quest rewards considering the cost ;-)
OK so I have rethought my idea. I think it's safe to said the first idea was a bit too powerful. However with this second idea you would draw a card at the end of the turn rather than at the start of the turn. I think a card like this could be useful in control decks when against aggro that rely on either emptying the hand or hoping for a good top deck. Also as a plus you could get two cards for that turn because you would get one at the start and at the end of the turn.
Anyway I will post the first idea again just in case you didn't see it, but I think the second card may be the one will go for. However I would like to hear what you think.
Im confused as how this should actually work ... do u mean that one of your discover options would be the current card on the top of your deck? Would it be guarantee that it would take the place of one of the three options? Would there be just a change to appear as one of those options? This card is very ambiguous.
1) This feels like it would completely shut down any and all aggro decks. I dont love aggro decks too much, but i dont think this would be a fair card to have in the game.
2) Pretty much the same problem as with the 1st one, but not only would it help u vs aggro, it would help u vs control as well, since u can just keep it in your hand and w8 for fatigue battle ... also 50 armor in Wild :P
EDIT: If you wouldn't mind... is this any good? I really want to strain that this affect both players, and I want to remove the increased chance for people to get their own class cards, so not sure if I should reword it to: "Battlecry: Both players Discover effects now show cards from a random class." or "Battlecry: Discover effects now show cards from a random class each time." or the likes? Or maybe "Battlecry: Discover a class. ALL Discover effects show cards from that class."?
I dont love the art, but i get it. The effect itself, i think it could use a better wording, something like: "Both players can now Discover cards from any class." or "Whenever you Discover (Whenever a player Discovers) a card this game, it can be from any class.".
This feels like u get quite a lot of information for a minor setback and pretty much no tempo loss, since u are playin quite good 5-drop. First of all, i would make it just reveal the card, so your opponent can see it as well, so u can both plan for it, having only u see it seems little too good. Then mby take down one stat point from the minion, either is fine.
@Sinti
Thanks for feedback! Card revealed to each other is better, more game-theory. For the stat... I guess 4 is not good enough for trading.
And I want to make it "Destroy one of your Mana Crystals permanently", so the setback seems more fair?
I'm actually quite a fan of this. It discourages aggro paladin and encourages a control paladin archetype where you use the early game to stall and control with Divine Shield minions, the usual cards, and then spew out a few cheap taunts on turn 4 or 5 to use this on turn 6. It feels like it's underpowered, but that's only when you first read it. It's actually really powerful against burn.
Anyway I will post the first idea again just in case you didn't see it, but I think the second card may be the one will go for. However I would like to hear what you think.
The first one seems understatted somewhat, but I just like the second one a lot more for the effect. Wording for the second should be (in my opinion)"Battlecry: For the rest of the game, players draw a card at the end of their turn instead of the start."
I think the effect is too powerful either way (for you basically), and it tips it too much one way or the other. I don't really like either concept or the art, and it being a neutral card would make it run in quite a few decks, despite the downsides, especially against aggro.
EDIT: If you wouldn't mind... is this any good? I really want to strain that this affect both players, and I want to remove the increased chance for people to get their own class cards, so not sure if I should reword it to: "Battlecry: Both players Discover effects now show cards from a random class." or "Battlecry: Discover effects now show cards from a random class each time." or the likes? Or maybe "Battlecry: Discover a class. ALL Discover effects show cards from that class."?
This is a fine card apart from how it affects cards like Curious Glimmerroot and Eternal Servitude— can you get class cards from outside your opponent's deck, or minions from other classes that didn't even die? hmm. Most obvious use (in wild) is Ethereal Conjurer, but I still like it. It could actually just be run in Murloc decks if I'm honest, because of the statline.
It's actually a good card—the only other mana-crystal destruction card that matters is Blastcrystal Potion (useful at 10 mana). A 5/5 for 5 is still okay, you put yourself back on turn 4, but you do get info about your opponent's plays for the rest of the game. I'm not sure if you could make the wording any simpler, but I like the effect. If there were higher contrast art of Kilrogg I'd use it though!
Those are both excellent options. In the meantime, I came up with this (and promise there will be no more): Do you like it better or worse than the priest legendary (whoever it turns out to be on the card). Hopefully, the "Ethereal weapons dealer buys your busted weapons" flavor comes through.
Weapons from your hero power too, right? This could be very good in Arena given Rogue uses their hero power more often there. I'd actually vote for this card...
So here's an idea. Start of game sort of deal, like Prince Malchezaar, and like the Lich King fight where how you fight changes depending on what class you're playing as.
The permanent spells she can cast:
The idea behind the permanent spells is that there is some primordial force acting against their usual power— past deeds, fear, something kind of Frozen Throne related— and that these disadvantages can change the way you play the game. Angerboda is severely understatted because the effect she has on each class is worth at least 4 mana (and ramps up as the game goes on really). The effects of some of these spells can dissuade you from playing certain archetypes (avoiding choose one cards as Druid, or self damage as warlock), because you're on the lookout for Angerboda in each game. If both players have Angerboda and both classes are different, well, it changes the whole way you play.
@Teknician
Thank you! The art of Kilrogg is not much. I shall find a better one.
OK so I have rethought my idea. I think it's safe to said the first idea was a bit too powerful. However with this second idea you would draw a card at the end of the turn rather than at the start of the turn. I think a card like this could be useful in control decks when against aggro that rely on either emptying the hand or hoping for a good top deck. Also as a plus you could get two cards for that turn because you would get one at the start and at the end of the turn.
Anyway I will post the first idea again just in case you didn't see it, but I think the second card may be the one will go for. However I would like to hear what you think.
Im confused as how this should actually work ... do u mean that one of your discover options would be the current card on the top of your deck? Would it be guarantee that it would take the place of one of the three options? Would there be just a change to appear as one of those options? This card is very ambiguous.
Yeah the idea would be to discover a card before drawing a card. You would then choose the card that would be drawn out. To be fair, if the effect is a bit confusing to understand and how it would work, I think that's prove that it wasn't as good as a design as I thought it would be.
Either way, I will be going for the second option, unless another idea comes to mind.
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My Entry for this week's Card Design Competition - Season 8.16:
Eldritch Tome is cool bu as it is it will be absolute cancer in aggressive Mage decks (and slower ones as well since a hand size of 8 isn't that much of a big deal). I would make the effect even more extreme, like reducing hand size by 4. Or maybe change the class it's in, like Priest.
Whats the point of Ironforge Barracks? If u want it for fatigue purposes, there is already much better option in Dead Man's Hand. And putting two completely useless cards in your deck to add 4 more other cards doesnt seem worth it ... i mean HS decks dont rly benefit from being bigger in size, the opposite actually.
I'm so sorry (I'm not really), but I'm back to this idea. Yeah, it limits design space, but its my best idea, and I actually think its a rather good one.
Here's the card (thinking of making it cost 5 mana?). Do I need an apostrophe after "Its" ?
And here's how it would look if Kripp was playing a rogue that used Root, a druid card, on Fandral Staghelm, another druid card, playing against a warlock.
That is a very cool idea! but very very very broken one :P
I'm so sorry (I'm not really), but I'm back to this idea. Yeah, it limits design space, but its my best idea, and I actually think its a rather good one.
Here's the card (thinking of making it cost 5 mana?). Do I need an apostrophe after "Its" ?
And here's how it would look if Kripp was playing a rogue that used Root, a druid card, on Fandral Staghelm, another druid card, playing against a warlock.
The problem I see is that just like Liam pointed out, it limits design space a lot. It's like a pre-nerf Master of Disguise except the minion is now completely irremovable. With Master of Disguise, the Stealth could still be dealt with cards like Twisting Nether, Deadly Shot or Mass Dispel. Not so much here. Animated Armor was originally a Neutral card, but then it was later changed to Mage during development because of Master of Disguise. This is also an extremely hypothetical problem, but if the card were actually in the game, Team 5 would need to make alternate cards for every single minion in the game to include a version without stats.
That is some pretty expert level image editing though.
@Lathy. Its cool but making a card like fandral or gadgetzan auctioneer permanent sounds horrifying for druid. (And its an epic card so you can do both!)
Cheers guys, but I don't think I have the ideas to go with anything better. I think the concept is cool, and I hope that'll take some points, though I get if people don't vote for it. It truly does limit design space and has issues, but... ugh. Hope you understand :D
Oh, and Demon... I'm horrible at image editing, I did it in word! I've become quite the expert in editing images in said program :P
EDIT: I'll increase the mana cost to 5 though, that might compensate a bit.
I'm so sorry (I'm not really), but I'm back to this idea. Yeah, it limits design space, but its my best idea, and I actually think its a rather good one.
Here's the card (thinking of making it cost 5 mana?). Do I need an apostrophe after "Its" ?
And here's how it would look if Kripp was playing a rogue that used Root, a druid card, on Fandral Staghelm, another druid card, playing against a warlock.
That is a very cool idea! but very very very broken one :P
I'm so sorry (I'm not really), but I'm back to this idea. Yeah, it limits design space, but its my best idea, and I actually think its a rather good one.
Here's the card (thinking of making it cost 5 mana?). Do I need an apostrophe after "Its" ?
And here's how it would look if Kripp was playing a rogue that used Root, a druid card, on Fandral Staghelm, another druid card, playing against a warlock.
The problem I see is that just like Liam pointed out, it limits design space a lot. It's like a pre-nerf Master of Disguise except the minion is now completely irremovable. With Master of Disguise, the Stealth could still be dealt with cards like Twisting Nether, Deadly Shot or Mass Dispel. Not so much here. Animated Armor was originally a Neutral card, but then it was later changed to Mage during development because of Master of Disguise. This is also an extremely hypothetical problem, but if the card were actually in the game, Team 5 would need to make alternate cards for every single minion in the game to include a version without stats.
That is some pretty expert level image editing though.
@Lathy. Its cool but making a card like fandral or gadgetzan auctioneer permanent sounds horrifying for druid. (And its an epic card so you can do both!)
Cheers guys, but I don't think I have the ideas to go with anything better. I think the concept is cool, and I hope that'll take some points, though I get if people don't vote for it. It truly does limit design space and has issues, but... ugh. Hope you understand :D
Oh, and Demon... I'm horrible at image editing, I did it in word! I've become quite the expert in editing images in said program :P
EDIT: I'll increase the mana cost to 5 though, that might compensate a bit.
I dont think 5 mana will fix that, but i kinda wish that your idea was balanced and u did get the proper recognition by winning the competition, cause u did introduced an overlooked mechanic, that has a lot of potential and others were already inspired by that and made slightly more balanced cards of their own, i dont think i would call them outright balanced, but a bit better than this :D So if anything, CG to "discovering" a hidden potential in this mechanic ;-)
@Lathy If you truly want to balance the card, the mana cost should be borderline-outrageous. I'm talking 8/9/10/11. No sarcasm intended; for the card to exist as-is, the cost needs to be prohibitive enough to justify decision-making. If it's cheap enough, why would you not run it, you know?
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
People seem to be struggling with balancing these effects. most things are broken, or super broken
Seems like par-for-the-course. Even before I jumped into the competitions a few weeks ago, I was almost-constantly thinking "...how on Earth would this card ever be allowed?" while perusing Submissions each week.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
People seem to be struggling with balancing these effects. most things are broken, or super broken
If Dead Man's Hand was created as a custom card in this competion, people would have called it OP/ broken/ zomg infinite n'zoths or some other lines like that; with every new expansion the power level rises, it would be wise to keep up with the pace.
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Any suggestions?
Any thoughts on these?
Another one! I wonder if it is balanced.
The idea behind the permanent spells is that there is some primordial force acting against their usual power— past deeds, fear, something kind of Frozen Throne related— and that these disadvantages can change the way you play the game. Angerboda is severely understatted because the effect she has on each class is worth at least 4 mana (and ramps up as the game goes on really). The effects of some of these spells can dissuade you from playing certain archetypes (avoiding choose one cards as Druid, or self damage as warlock), because you're on the lookout for Angerboda in each game. If both players have Angerboda and both classes are different, well, it changes the whole way you play.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
My Entry for this week's Card Design Competition - Season 8.16:
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
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All right, I'm bump for more feedback. Thank you very much.
My Idea for this week:
Feedback welcome, Thanks.
When the weak court death, they find it.
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@Lathy If you truly want to balance the card, the mana cost should be borderline-outrageous. I'm talking 8/9/10/11. No sarcasm intended; for the card to exist as-is, the cost needs to be prohibitive enough to justify decision-making. If it's cheap enough, why would you not run it, you know?
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
People seem to be struggling with balancing these effects. most things are broken, or super broken
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
When the weak court death, they find it.