I usually don't do this kind of things, so please have mercy if my cards are not balanced at all :P
Here's my idea, i would like to have some opinions of that.
Is the vodoo effect too strong? Cause I think so even if it costs 7 health
The problem is this cards feels 100% Mage, also in Servitors of the Loa the Spell Damage +1 is one of the main themes of the Mage.
Maybe as a Druid card and the Voodoo part gives both players, like Jungle Moonkin, permanet Spell Damage +1? I think permanent Spell Damage +1 in mage its too powefull.
Another option is as a Mage card and the Voodoo is until the end of turn instead of permanent (really good card for Burn Mage decks), in that case 1 Mana Voodoo 3 seems ok to me.
I usually don't do this kind of things, so please have mercy if my cards are not balanced at all :P
Here's my idea, i would like to have some opinions of that.
Is the vodoo effect too strong? Cause I think so even if it costs 7 health
The problem is this cards feels 100% Mage, also in Servitors of the Loa the Spell Damage +1 is one of the main themes of the Mage.
Maybe as a Druid card and the Voodoo part gives both players, like Jungle Moonkin, permanet Spell Damage +1? I think permanent Spell Damage +1 in mage its too powefull.
Another option is as a Mage card and the Voodoo is until the end of turn instead of permanent (really good card for Burn Mage decks), in that case 1 Mana Voodoo 3 seems ok to me.
Yeah it feels like a mage card, but I couldn't think of another effect for this card that gives the idea of the actual effect of the skill in the wow game. In wow "Aspect of the hawk" it's a 1 sec cd spell that gives you 35% increased damage on ranged attacks. I understand that spell damage is not really Hunter's buisness and I should change it entirely.
Maybe it could be something like this: Cost 2, your next hero power can target minions and deals 1 more damage. Vodoo (x)(idk how much yet, probably a good amount of health): your hero power can target minions for the rest of this game and deals 1 more damage.
I'm finally at home! If anyone wants some feedback rise your hand!
*Raises hand*
I like it and seems balanced to me if compared with Arcane Intellect "3 Mana" (2 Mana -3 Health) draw 2 cards, (Hunter drawing really feels Epic, not like the Basic spells from Mage).
Also I like the 'Cast this again' instead of 'Draw 2 cards' because of the interaction with Lock and Load. Interesting card for a Lock and Load spell-combo Hunter (a deck I've been trying for years).
I'm finally at home! If anyone wants some feedback rise your hand!
*Raises hand*
I like it and seems balanced to me if compared with Arcane Intellect "3 Mana" (2 Mana -3 Health) draw 2 cards, (Hunter drawing really feels Epic, not like the Basic spells from Mage).
Also I like the 'Cast this again' instead of 'Draw 2 cards' because of the interaction with Lock and Load. Interesting card for a Lock and Load spell-combo Hunter (a deck I've been trying for years).
The idea was also to be able to continuously pay 3 health to draw a card. So when you use the Voodoo, you would have the option to draw a card again or draw a card again and use Voodoo again. Ie. you could draw 3 cards for 2 mana and 6 health, 4 cards for 2 mana and 9 health - and when I write it like this, the card seems a bit overpowered. Maybe the Voodoo should go back to 4 mana? Not sure if you don't think it'll work like this? You are the creator of the keyword after all :P
I'm finally at home! If anyone wants some feedback rise your hand!
@kegstandgoldmedal love the idea of the Voodoo (X) when you're adding the ability. Also I'll make it a rare card.
Thanks, Razor. What do you think of the revision below? I decided to go "full Voodoo." Basically, if you play it on curve and don't expect it to live until you can play your beasts, you can pay the Voodoo cost and make the effect permanent.
I'm finally at home! If anyone wants some feedback rise your hand!
*Raises hand*
I like it and seems balanced to me if compared with Arcane Intellect "3 Mana" (2 Mana -3 Health) draw 2 cards, (Hunter drawing really feels Epic, not like the Basic spells from Mage).
Also I like the 'Cast this again' instead of 'Draw 2 cards' because of the interaction with Lock and Load. Interesting card for a Lock and Load spell-combo Hunter (a deck I've been trying for years).
The idea was also to be able to continuously pay 3 health to draw a card. So when you use the Voodoo, you would have the option to draw a card again or draw a card again and use Voodoo again. Ie. you could draw 3 cards for 2 mana and 6 health, 4 cards for 2 mana and 9 health - and when I write it like this, the card seems a bit overpowered. Maybe the Voodoo should go back to 4 mana? Not sure if you don't think it'll work like this? You are the creator of the keyword after all :P
I don't know why but I didn't get that when you recast the card your have to Voodoo again, makes sense now and is how it works (like a recasted Choose One card) xD
In that case seems OP in aggro decks, I'll increase the Mana cost or the Voodoo to 4 Health to reduce the number of casted spells.
Arlokk's Swiftness by Lathy (page 1) [version with 4 health cost]
Witch Doctor Apprentice by Svaarn (page 4)
Cards I'd vote for with Modifications:
Orgoth the Relentless by Turkeybag (page 4) - An original take on the Vodoo effect and the health cost is high enough not to make this OP. However, it needs Warcraft flavor.
Hakkari Doomsayer by kegstand (page 5) - The health cost is too high, also I'd make it go off immediately for this cost.
Cards I'd NOT vote for:
The rest. As usual, it's because the base concept is bad (too boring, unoriginal, non-functional, doesn't follow the rules, etc.)
As for me, I'm still stuck with this:
I don't have any other idea for the moment. I know it's the low-hanging fruit but that doesn't make it bad, does it ?
Arlokk's Swiftness by Lathy (page 1) [version with 4 health cost]
Witch Doctor Apprentice by Svaarn (page 4)
Cards I'd vote for with Modifications:
Orgoth the Relentless by Turkeybag (page 4) - An original take on the Vodoo effect and the health cost is high enough not to make this OP. However, it needs Warcraft flavor.
Hakkari Doomsayer by kegstand (page 5) - The health cost is too high, also I'd make it go off immediately for this cost.
Cards I'd NOT vote for:
The rest. As usual, it's because the base concept is bad (too boring, unoriginal, non-functional, doesn't follow the rules, etc.)
As for me, I'm still stuck with this:
I don't have any other idea for the moment. I know it's the low-hanging fruit but that doesn't make it bad, does it ?
It's simple and with a good effect, but I'll be honest Cheese, It's not my favourite of yours. Couldn't you do something like Voodoo effects can target an enemy minion instead, or affects a random enemy minion instead. It seems less... boring? Not sure if it's too boring as well.
Thanks, Razor. What do you think of the revision below? I decided to go "full Voodoo." Basically, if you play it on curve and don't expect it to live until you can play your beasts, you can pay the Voodoo cost and make the effect permanent.
Seems ok, tho a little scary how powerful this could be.
Like with Bloodbloom or Cho'gall if you are Immune. With those you cast the spell paying Health points instead of Mana but with Violet Illusionist on your side you don't get damaged because of the Immune and the spell is casted. With Voodoo and Immune you can cast the Voodoo side of the card without losing Health.
I usually don't do this kind of things, so please have mercy if my cards are not balanced at all :P
Here's my idea, i would like to have some opinions of that.
Is the vodoo effect too strong? Cause I think so even if it costs 7 health
Question about Awakened Sentinel (submitted by IIIEPJIOK)
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/203323-a-serving-of-servitors-a-card-design-competition?comment=28
If you cast it on a minion with divine shield, will it summon an 8-mana cost minion?
After a whopping 19 HOURS, I finally came up with my first idea, where once again, my inability to name cards strikes me.
Unrelated note: Finding artwork for troll-themed Paladin cards is a huge pain.
Click the image to go to my custom Time Traveler class.
About your card I thing a 2/2 is more balanced (and looks pretier with four 2)?
My current secret project...
In that case seems OP in aggro decks, I'll increase the Mana cost or the Voodoo to 4 Health to reduce the number of casted spells.
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:
Cards I'd vote for:
Drinkable Poison by Tox (page 1)
Arlokk's Swiftness by Lathy (page 1) [version with 4 health cost]
Witch Doctor Apprentice by Svaarn (page 4)
Cards I'd vote for with Modifications:
Orgoth the Relentless by Turkeybag (page 4) - An original take on the Vodoo effect and the health cost is high enough not to make this OP. However, it needs Warcraft flavor.
Hakkari Doomsayer by kegstand (page 5) - The health cost is too high, also I'd make it go off immediately for this cost.
Cards I'd NOT vote for:
The rest. As usual, it's because the base concept is bad (too boring, unoriginal, non-functional, doesn't follow the rules, etc.)
As for me, I'm still stuck with this:
I don't have any other idea for the moment. I know it's the low-hanging fruit but that doesn't make it bad, does it ?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
- Click Here To Join Us On Discord! -
How do Voodoo effects interact with Violet Illusionist by the way?