This to me comes across as one of those love it or hate it themes. People will either love it because of its limited space and requires you to put a lot of thought into what you're going to do with the cards you make, and people will also hate it for the exact same reason. Immune in particular is a very rarely used keyword with only a limited amount of possible space to use it for. Regardless, here is my first idea.
So the upside is that you get an 8/8 Demon for only 4 Mana, but you have to give an enemy minion Immunity for your opponent's next turn to do it, which means you will want to do it on something small. Because the minion is Immune, they will have the ability to freely trade into anything you control including the 8/8 Dreadlord.
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Some cards from my collection, I'll maybe make more.
Tell me what you think and which one is the best :) And hope you enjoy the theme :D
Enraged Nerubian seems powerful, pseudo-taunt minion resistant to Priest removal, easy to activate and hide behind taunts. Very very good card, verging on overpowered. Could be a 4/3 really.
Ancient Reaper: The good thing about Gladiator's Longbow is that you get to use the weapon charge immediately. This card is just a low-health 2 drop overcosted to 3 that will probably die unless you have immediate command of the board. Could do being a 3/3.
Elune's Blessing: Could read "Your minions". Comparable to Lightbomb as long as you have good board presence in comparison to your opponent. Not too amazing though— as I said, we're working through to the more complex stuff.
Skilled Guard: Well it loses the Taunt when it goes Immune, so that probably balances it. Assuming it takes lethal damage it should just die, right? Seeing as the trigger is 'after' rather than 'whenever'. In that case it's basically a better Squirming Tentacle with the ability to kind-of survive. This is overcosted though as putting this up as a taunt on turn 5 against 5-cost minions will often result in it just dying. Should cost 4.
Frost Warleader: Misspelled 'characters', but this is actually kind of memey. I guess you tech this into your deck against Freeze Mage, but all too likely they'll just play Doomsayer and ignore this card. Really good synergy with Frozen Crusher, but at the same time the effect isn't strong enough to justify anything less than Yeti stats. It isn't that exciting though.
My first two ideas. Anything to work with, or go with ned ideas?
Bleh to both, really. I like the idea of Blood-Ridden, but the art, name, statline, and other effects are all too meh. Blackhand is worded weirdly— is it that I can only play one card a turn to give this immune? And it's on my next turn so that's kind of rough as well because if you go for it and it gets removed you end up with potential tempo loss, esp. in the late game when you often aren't going to want to play only one card.
These are all pretty simple ideas so far, but I like at least pushing them out there early so there's more room for complex cards as we go.
Petrify basically means Ragnaros the Firelord exists forever and does what it already does. Otherwise it's a worse Assassinate and kind of acts like Lathy's card from last week, Root...
But rag is first of all not in Standard anymore. Furthermore it's pretty much NEVER used in wild.
And that combo only works if rag gets to survive a turn. Which it obviously rarely does. And if it does, chances are that you've won the game.
I don't really care what is or isn't in meta, or for that matter in Standard. The possibilities are there, and with one Thaurissan tick and a coin it's doable in one turn. As I said previously, it is basically Lathy's card Root but with some more weaknesses.
Here's some more ideas:
Ursoc and Ursol would be one submission really, but I'm not sure how I could submit them both as a one-card deal. It's like how Acidmaw and Dreadscale only really make sense together, but you wouldn't be able to submit both of them... Anyway it would be a two turn (one turn with Thaurissan) combo to have 9/9 in split stats that could only be broken by hard removal [EDIT: untargeted hard removal I guess... this makes balancing these more difficult. I would up them to 7 mana.] Molten Rager is also memes, and also good for new elemental mage (5 damage lifesteal late-game).
This to me comes across as one of those love it or hate it themes. People will either love it because of its limited space and requires you to put a lot of thought into what you're going to do with the cards you make, and people will also hate it for the exact same reason. Immune in particular is a very rarely used keyword with only a limited amount of possible space to use it for. Regardless, here is my first idea.
So the upside is that you get an 8/8 Demon for only 4 Mana, but you have to give an enemy minion Immunity for your opponent's next turn to do it, which means you will want to do it on something small. Because the minion is Immune, they will have the ability to freely trade into anything you control including the 8/8 Dreadlord.
I like the concept but it feels like a really good deal (to use your card name) for you. I guess the Dreadlord would come in summoning sick though so it does give some ways to prepare. If the minion is somehow taken out of the equation does the warlock still get the Dreadlord or is the effect tied to the minion? If a Shaman/Mage could transform the minion or a rogue sapped, or a priest silenced it I think are some of the only ways to get rid of it since it's Immune.
BALLISTA - A Ballista is a siege machine rather than a weapon proper which is why it's so expensive. I had this idea a long time ago when Reload won last season. Although it's kind of useless right now, it could become more powerful in the future if Hunter receives Durability buffs. The "Immune while attacking" is here for the same reason as Gladiator's Longbow : you're attacking from a long distance so you don't get hurt.
BTW the art is a screenshot for Lord of the Clans, a cancelled Blizzard game. If you know a better art of a ballista please tell me!
THRALL SNIPER - The idea is that it's a sniper so it doesn't get hurt when attacking but can't defend himself when attacked. The stats are above vanilla because I consider the drawback of being able to trade for free with this to be more important than the advantage of not taking damage when attacking.
DAMNED DAGGER - The card might be too simple, however it is potentially very useful for the fragile class that is rogue since you heal instead of taking damage when attacking. Very good synergy with Deadly Poison. All of this justifies the 5 mana cost to me.
STEEL WHIP - A quick way to trigger enrage and "whenever this minion takes damage" effects on your minions (and kill enemy minions as well when you need it). I'm afraid this is overdone though.
I like the concept but it feels like a really good deal (to use your card name) for you. I guess the Dreadlord would come in summoning sick though so it does give some ways to prepare. If the minion is somehow taken out of the equation does the warlock still get the Dreadlord or is the effect tied to the minion? If a Shaman/Mage could transform the minion or a rogue sapped, or a priest silenced it I think are some of the only ways to get rid of it since it's Immune.
From the wiki: "Immune is an ability that prevents characters from receiving any damage, and prevents the opponent from specifically targeting them with any type of action."
You would not be able to Sap, Hex, Polymorph, or anything else that directly targets them. Like Stealth.
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Should I write "Valor" or is it too much? :D I hope the everyone can grasp that it alludes to the famous Divine Shield + Hearthstone combo from WoW.
This on a big minion plus the ability to trade in with it and protect it from attacks means this should not cost 0. This should cost at least 3, ideally 5-7 mana.
Doesn't petrify just win the moment you put it on a taunt minion? Not even like a big taunt but a 1/1 taunt would be unable to be killed. Maybe if it removed taunt or something from the creature you put it on?
Immune nullifies the effect of Taunt, just like Stealth does.
Well I learned something today, never really seen much Immunity + Taunt going on.
Thoughts on something along these lines? I'd like to make something that plays to the idea of Rogue being tricky and creating something where some poisons/poisonous could really shine.
Aside from the watermarks on the art, it's a good card. I would kind of vote for it. But at the same time, I'm not too jazzed by this week's theme.
This to me comes across as one of those love it or hate it themes. People will either love it because of its limited space and requires you to put a lot of thought into what you're going to do with the cards you make, and people will also hate it for the exact same reason. Immune in particular is a very rarely used keyword with only a limited amount of possible space to use it for. Regardless, here is my first idea.
So the upside is that you get an 8/8 Demon for only 4 Mana, but you have to give an enemy minion Immunity for your opponent's next turn to do it, which means you will want to do it on something small. Because the minion is Immune, they will have the ability to freely trade into anything you control including the 8/8 Dreadlord.
I could see this being very good against Paladin, token druid, token hunter... many token decks. Good against egg decks as well. Honestly you wouldn't play this card if you were going to have to put it on a big minion— you would wait for a nice opportunity like turn 3 + coin against your opponent's Acolyte of Pain or something. Aside from that, the token should be a 7/7. You know why.
I like the concept but it feels like a really good deal (to use your card name) for you. I guess the Dreadlord would come in summoning sick though so it does give some ways to prepare. If the minion is somehow taken out of the equation does the warlock still get the Dreadlord or is the effect tied to the minion? If a Shaman/Mage could transform the minion or a rogue sapped, or a priest silenced it I think are some of the only ways to get rid of it since it's Immune.
From the wiki: "Immune is an ability that prevents characters from receiving any damage, and prevents the opponent from specifically targeting them with any type of action."
You would not be able to Sap, Hex, Polymorph, or anything else that directly targets them. Like Stealth.
You omitted the rest of Immune though...which has some important key things.
"However, it does not prevent destroy, restore Health, or other non-damaging effects on Immune characters, which can still be affected by randomly or automatically targeted effects, including area of effect."
Friendly spells should still be effective correct? If I wasn't at work I could go test this stuff since I've never had a reason to try to hex/poly my own immune creatures. For that matter something like Evolve would most definitely get through the immunity as it is an AoE transform effect. Twisting Nether/Doomsayer would also destroy them according to this extra text.
I'm not trying to be nit-picky (I know I am) but I'm just curious what happens in these interactions.
This to me comes across as one of those love it or hate it themes. People will either love it because of its limited space and requires you to put a lot of thought into what you're going to do with the cards you make, and people will also hate it for the exact same reason. Immune in particular is a very rarely used keyword with only a limited amount of possible space to use it for. Regardless, here is my first idea.
So the upside is that you get an 8/8 Demon for only 4 Mana, but you have to give an enemy minion Immunity for your opponent's next turn to do it, which means you will want to do it on something small. Because the minion is Immune, they will have the ability to freely trade into anything you control including the 8/8 Dreadlord.
I like the concept but it feels like a really good deal (to use your card name) for you. I guess the Dreadlord would come in summoning sick though so it does give some ways to prepare. If the minion is somehow taken out of the equation does the warlock still get the Dreadlord or is the effect tied to the minion? If a Shaman/Mage could transform the minion or a rogue sapped, or a priest silenced it I think are some of the only ways to get rid of it since it's Immune.
The minion Immunity effect is tied from the spell and given to the minion, and summoning the Dreadlord is a separate effect. If you were to destroy the Immune minion somehow, you would still get the Dreadlord. If they hard removed it next turn, the minion you gave Immunity to will still have Immunity until the start of your next turn. The Dreadlord itself has no abilities other than Demon synergy.
To balance this out, you get an 8/8 Demon minion for 4 that your opponent will probably want to trade into and kill as quickly as possible as if the Immune minion attacks your face, your opponent just wasted the advantage of it gaining Immunity.
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Tirion is still having wording issues. The idea is that all minions are Immune until the start of the next turn after they were summoned.
I really like Unwilling Assistant. Don't know why. It's quite unique. I think that if your hero is Immune as long as it's alive you can raise it's stats. Maybe.
Soulmate I also like, though I've seen that effect before a few times. Also, don't like the name that much.
I don't think I can rate Tirion. I guess it's fine, maybe too powerful. Don't know.
This on a big minion plus the ability to trade in with it and protect it from attacks means this should not cost 0. This should cost at least 3, ideally 5-7 mana.
I think you overestimate the ability a bit. Panda-bounce costs no additional mana and gives you a body. Immune itself also costs nigh to nothing (compared to Divine Shield even less due to the temporary effect). See Deathspeaker. If you simply plan to attack, Deathspeaker is way better. The bounce is actually a downside very often, since you basically "Sap" your minion yourself, leaving you with two times summoning sickness. So if at all, this should cost 1 at maximum I think.
Molten Rager is kinda like Shadow Rager with ad- and disadvantages. Nothing too spectacular I feel.
Ursol is interesting in design, but the execution is kinda meh and would never be really worth it. How about something less specific, like a non-beast that reads "Immune If you control a beast" with a smaller body (2/2 for 2 or 2/1 for 1 for instance).
I like the Act of Valor card but I agree with Vilegloom above. It just makes me want to see it named Bubble-Hearth. :)
It does seem WAY too cheap for such a good effect though. You could Leeroy, Act of Valor, do regular things, repeat next turn, maybe even repeat twice if you have the second Act of Valor.
I like the general concept of Alchemist, but I think it's far too weak with those stats. The minion itself should have good stats, since the effect is very, very situational and will rarely ever play a role. 2/5 for 3, 3/6 for 4 or something along those lines. Maybe do away with the stealth in return. I don't think it adds much. Also, watermark on artwork.
I quite like this one. Though both Immune and return to your hand shouldn't cost (0), should be at least (1).
Also, I think the original Bubble Hearth name fits it nicely.
Duly noted. Will change the name. Maybe I'll up the mana cost to 1 to prevent shenanigans too early, but I don't think it should cost more (see above).
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This to me comes across as one of those love it or hate it themes. People will either love it because of its limited space and requires you to put a lot of thought into what you're going to do with the cards you make, and people will also hate it for the exact same reason. Immune in particular is a very rarely used keyword with only a limited amount of possible space to use it for. Regardless, here is my first idea.
So the upside is that you get an 8/8 Demon for only 4 Mana, but you have to give an enemy minion Immunity for your opponent's next turn to do it, which means you will want to do it on something small. Because the minion is Immune, they will have the ability to freely trade into anything you control including the 8/8 Dreadlord.
Click the image to go to my custom Time Traveler class.
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!) •
Some cards in my collection
BALLISTA - A Ballista is a siege machine rather than a weapon proper which is why it's so expensive. I had this idea a long time ago when Reload won last season. Although it's kind of useless right now, it could become more powerful in the future if Hunter receives Durability buffs. The "Immune while attacking" is here for the same reason as Gladiator's Longbow : you're attacking from a long distance so you don't get hurt.
BTW the art is a screenshot for Lord of the Clans, a cancelled Blizzard game. If you know a better art of a ballista please tell me!
THRALL SNIPER - The idea is that it's a sniper so it doesn't get hurt when attacking but can't defend himself when attacked. The stats are above vanilla because I consider the drawback of being able to trade for free with this to be more important than the advantage of not taking damage when attacking.
DAMNED DAGGER - The card might be too simple, however it is potentially very useful for the fragile class that is rogue since you heal instead of taking damage when attacking. Very good synergy with Deadly Poison. All of this justifies the 5 mana cost to me.
STEEL WHIP - A quick way to trigger enrage and "whenever this minion takes damage" effects on your minions (and kill enemy minions as well when you need it). I'm afraid this is overdone though.
Yes that's 4 cards but I can"t choose ok ?
As usual, the rest of my ideas can be found here .
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
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I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
please consider voting for my custom class in the fan creations competition :]
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Public Service Announcement.
Immune disables Taunt.
Immune doesn't protect from non-targeted effects like Twisting Nether, Deadly Shot and Tinkmaster Overspark to name a few.
Immune minions can't be targeted by your opponent, but you're free to do so.
Poisonous damage doesn't kill immune minions because they take 0 damage.
"However, it does not prevent destroy, restore Health, or other non-damaging effects on Immune characters, which can still be affected by randomly or automatically targeted effects, including area of effect."
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My idea for the week:
The first one is Warlock's own Ice Block. The second one allow Enrage minions to to trade more efficiently.
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Best cards vote by community:
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
Thoughts? Suggestions on a different name, or is this one good? I could see it going either way.
WTB feedback for feedback
People diden't like the previous ideas:/
I'm mostly leaning towards Soulmate.
Tirion is still having wording issues. The idea is that all minions are Immune until the start of the next turn after they were summoned.
I want a new title, but Flux won't let me have one,
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!) •
Here're my ideas so far. I have more coming, but I'll stick to these three for now. Thoughts?
Creative name. Could you imagine playing this with Tournament Attendee, Bilefin Tidehunter, and Righteous Protector. Could be broken, could be weak. You would need some pretty hard removal. Clever idea!
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I like the general concept of Alchemist, but I think it's far too weak with those stats. The minion itself should have good stats, since the effect is very, very situational and will rarely ever play a role. 2/5 for 3, 3/6 for 4 or something along those lines. Maybe do away with the stealth in return. I don't think it adds much. Also, watermark on artwork.