Some ideas (And they all cost (1)!).... Although would Kill Contract follow the theme?
Even if Kill Contract does follow the theme, it doesn't work the way you intend to because the "your hand" part would apply to your opponent because it's on an enemy minion therefore making "your" the opponent as it's from their point of view. It's like how putting an Explorer's Hat on an enemy minion will return the hat to THEIR hand when it dies.
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Some ideas (And they all cost (1)!).... Although would Kill Contract follow the theme?
Even if Kill Contract does follow the theme, it doesn't work the way you intend to because the "your hand" part would apply to your opponent because it's on an enemy minion therefore making "your" the opponent as it's from their point of view. It's like how putting an Explorer's Hat on an enemy minion will return the hat to THEIR hand when it dies.
I did not know that... So If I used the words: "Give an enemy minion "Deathrattle: Add two Counterfeit Coins to your opponent's hand"
My very first ideas for this week. Something you find submission worthy?
Multi-Arcane Shot isn't amazingly flavorful. If it was 'Triple Shot' or something it would be a much better name. Also the wording could be "Deal 2 damage to three random enemy minions. Refresh a Mana Crystal for each that died." I'm not a fan of the other two, mainly because Hunter weapons and mana gain aren't really too well-associated, which is kind of a problem with multi-arcane as well. Corrupted Staff is almost strictly worse than Ice Breaker and Shaman isn't a Poisonous class.
Just got a new idea. Seems more like a druid card, but it just wouldn't work in any other class than rogue. I really like the flavor, but it might be way too powerful. Counterfeit Coin would count as well I'd reckon? Imgur still doesn't work for me. Off for sleep now, and have to finish my masters tomorrow. If I have the time, I'll comment tomorrow, otherwise I'll do it in the weekend :)
It's good, but it's actually understatted. This could be a 3/3, as you're removing deck slots and Rogue isn't known for ramp and doesn't benefit much by it. Outside of wild coins are barely accessible so the stats shouldn't be so low. The art is great, and I like the flavor... Agh I hate that it's so good.
Here's how this one works. Let's say this is used on turn 5, giving 10 mana. At turn 6, you'll have 9 mana. Turn 7, 8. Turn 8, 7. Turn 9, 6. And turn 10, 5 mana, and now you're capped at 5 mana a turn for the rest of the game, or until you find a second Mannoroth's Blood. Also useful for tempo plays late in the game, using a 5 mana card and then Mannoroth's Blood to effectively reset your mana crystals. Not sure if balanced however... Thoughts?
This one I love the idea, but very hard to balance... Not sure if I should lower the mana cost and make the spark do 1 damage, or something similar... But I love the Unbound Elemental synergy! Thoughts?
Mannoroth's Blood is huge as a card but has a very heavy downside if you can't win the game outright with it. I'm not sure about it.
Elemental Capacitor: This might cost 4, or at least a little less, as the benefit is inhibited by how much it costs (if you play Drakkari Defender this can only be played with it on turn 7/8 rather than getting a tempo play). Should read "Unlock your Overloaded Mana Crystals. Add a Spark to your hand for each Crystal unlocked." I do like it though.
Last weeks disapointment just leads to this weeks determenation!
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I am personally leaning towards Kil'rekk.
Holy shit. Don't go with Kil'Rekk. It's terrible
because it'll win.
Seriously, this card is very cool. Right amount of benefit to disadvantage, even tho it's probably a bit too weak in the grand theme of things. You can get punished way too easily and hard later in the game. Maybe make it "at the end of the turn" to at least prevent losing 5 mana crystals in a single turn. Then it would actually be playable. Probably
I think the "At the resummon at the end of our turn" makes it's too... Clunky. I see your example with destroying it 5 times in a turn. But in that situation you prevented 20 damage from going to your face... Which is kinda nice.
I think i will submit it as it is. Thank you for your feedback! And tell if you get any other ideas that you want me to review!
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I want a new title, but Flux won't let me have one,
Here are some of my ideas please leave feedback thank you.
I may have some non-Druid ideas, but I'll have to dig them up :)
Skywrath: It does go with the druid theme kinda, cheap removal with severe disadvantage, but i honestly doubt this would be played. The negative effect seems just too brutal.
Eruin Moonglow: interesting card, kinda surprised u fit all that text in there lol :D seems ok. probably the best of the theree.
Ancient Power: Could u go over 10 mana with this card next turn? If so, it would be brutally OP, tho i assume not, since game mechanics dont allow that. Tho even if u cant go over 10, u can still do things like play this on T4 (which could be T3 or T2 with coin + wild growth) and next turn play a 9 drop or 8 drop ... that is very scary.
The first two I think are pretty self-explanatory. Marl Wormthorn gives you an extra mana crystal, which doesn't count towards your 10-crystal maximum. This means that will will max out at 11 crystals after you play this. The crystal he gives you is different, and will be colored red instead of blue to show this. Whenever you use that particular crystal, your hero takes damage. The crystal only gets used when you have no other crystals available (since there are very few reasons you'd want to take the damage when you don't have to). For example, if you have 5 mana crystals left and you cast something that costs 4 mana crystals, it won't use Marl's red crystal.
Moonwell Guardian: I think its balanced? hard to say.
Charged Axe: i hope the art is place holder lol :P probably under powered, since u ramp up your opponent twice, since u would want to use this for early board clears. Feels weak. Also the obvious Fiery War Axe "joke" is kinda lame :P
Marl Wormthorn: im not sure how to judge this card, but one thing i would say, i dont think its a good idea to go for 11th mana crystal as Keeper Remulos did.
His arrows are said to corrupt the mind. Best to assume he won't be your friend.
It's only a waste if you were expecting to use it.
Don't mind the kitty; he won't bite. I couldn't think of a named-individual who uses mind toxins, so I used that as (adorable) filler.
Honestly, i dont know what to think about your cards. I dont like the idea of my opponent being able to destroy my Mana Crystals and cripple me like that. Obviously the later the game goes on, the weaker the cards r and 5 mana is already pretty late, tho i feel like u should at least go to 6 mana with all, its a VERY powerful ability if played early enough.OK, here r my ideas:
Energized Scythe (1): I kinda like this version better, not sure if its too strong, but i dont think so. Most 3/2 weapons for 3 mana have some kind of bonus, this one has one more durability, but will hinder your next turns slightly.
Energized Scythe (2): This one is aimed at helping u to get that bit of a mana back, so u can play more impactful turns.
Undying Spirit: this one im just throwing out there more to find out how much u guys think this is broken :D Or is it? it can die only to transform/destroy/silence, but severly limits your plays if your opponent can constantly attack that (or even multiple times, tho the minion does kill stuff, so its not completely for free).
@Teknician My cards need no balancing factor! They are not-at-all unfair or unhealthy, totally 1000% reasonable lol :^)
@Sinti Thank you for the assessment, but I wouldn't get to worried about it. They're only semi-serious :)
I like the idea behind Undying Spirit; he actually has a chance to be used, unlike the absolute garbage that is Dust Devil. That being said, I think your card's text falls under "verbose for the sake of the rules": it should honestly say "When this minion takes damage, prevent it and Overload (2)." Also, isn't this card basically Immune? A Frostbolt won't kill it because the damage will be prevented, minions cannot kill it via attacking; you would need a destruction or polymorph effect to deal with it.
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
I think the "At the resummon at the end of our turn" makes it's too... Clunky. I see your example with destroying it 5 times in a turn. But in that situation you prevented 20 damage from going to your face... Which is kinda nice.
I think i will submit it as it is. Thank you for your feedback! And tell if you get any other ideas that you want me to review!
I meant "Destroy one of your Mana Crystals to resummon this minion at the end of turn.", so you can get to attack with it, if your opponent kills it and your opponent gets to attack it when you kill it yourself.
I like Undying Spirit, but I think you can word these cards differently. Either "Whenever your hero attacks, Overload: (1)" or "Whenever your hero attacks, Overload a Mana Crystal." Overload in terms of wording hasn't been done like that before but I think it makes enough sense. For Undying Spirit I think it should be "Whenever this takes fatal damage, prevent it and Overload: (2)" or "take Overload: (2)" or "gain" or "get". You could make it a 2/3 but with the current wording your opponent can just shut you down by putting down almost any minions and damaging this multiple times. Freezing it as well— really have to hedge your bets with the current incarnation.
The idea here is that one of your mana crystals is permanently transformed into a Soulstone (until you use it). The transformed Mana Crystal will have a different graphic so you know it's active. This means you can only have a max of 9 mana crystals. When your hero dies, the soulstone is used up and you're resurrected with 10 Health. You can then have 10 mana crystals again. The idea is thematically similar to my Marl Wormthorn idea:
The first two I think are pretty self-explanatory. Marl Wormthorn gives you an extra mana crystal, which doesn't count towards your 10-crystal maximum. This means that will will max out at 11 crystals after you play this. The crystal he gives you is different, and will be colored red instead of blue to show this. Whenever you use that particular crystal, your hero takes damage. The crystal only gets used when you have no other crystals available (since there are very few reasons you'd want to take the damage when you don't have to). For example, if you have 5 mana crystals left and you cast something that costs 4 mana crystals, it won't use Marl's red crystal.
100% going with this one. Unless you totally hate it.
Edit: The empty was a mistake. That would be bonkers.
Love this one, I do belive it will be picked to the finals, and I'll vote for it! But maybe make it a 2 mana cost? Since your weapon already gives 1 mana by itself (without taunts).
@Teknician - Thanks a lot for the feedback, already made Elemental Capacitor a 4 mana card, and thinking about making it 3 mana... But not sure if will become too powerful. About Mannoroth's Blood, I will rework the card, I do love the theme, giving fel power, which has a price later, but probabily it's too much, will think this one over some more...
@Teknician My cards need no balancing factor! They are not-at-all unfair or unhealthy, totally 1000% reasonable lol :^)
@Sinti Thank you for the assessment, but I wouldn't get to worried about it. They're only semi-serious :)
I like the idea behind Undying Spirit; he actually has a chance to be used, unlike the absolute garbage that is Dust Devil. That being said, I think your card's text falls under "verbose for the sake of the rules": it should honestly say "When this minion takes damage, prevent it and Overload (2)." Also, isn't this card basically Immune? A Frostbolt won't kill it because the damage will be prevented, minions cannot kill it via attacking; you would need a destruction or polymorph effect to deal with it.
I wasnt sure about the wording for Undying Spirit, it feels like whenever it is a recurring effect, it should be spelled out. If its a one time thing than it is Overload (X). There isnt any precendece for it, so thats my take on that.
It is basically Immune, but u can still target it with polymorph/hex etc and obviously the downside for being so hard to remove is that your opponent can lock many of your mana crystals. And if ur in a rly bad spot, your opponent can keep attacking the minion to keep u overloaded as hell, tho it might cost him some minions so, im not sure how worth it would it be in the end. Its rly hard for me to judge this card, i think 3/3 is fair, since it has a big disadvantage, so it has to have impact, but it can also be a very powerful tool to take board control, im not sure, im hoping to get more feedback for this, if u guys think its balanced.
100% going with this one. Unless you totally hate it.
This doesnt feel like a rogue card at all, it feels very much like a druid card. Also it doesnt feel balanced at all. Hero Power from previous turn makes this card cost 0 and any minion on board gives u +1 mana this turn, feels quite strong for aggro/token decks, tho it would be insanely broken in druid, its only broken in rogue :)
The idea here is that one of your mana crystals is permanently transformed into a Soulstone (until you use it). The transformed Mana Crystal will have a different graphic so you know it's active. This means you can only have a max of 9 mana crystals. When your hero dies, the soulstone is used up and you're resurrected with 10 Health. You can then have 10 mana crystals again. The idea is thematically similar to my Marl Wormthorn idea:ystal.
Im pretty sure that "when your hero dies", the game is over. It would have to read as Ice Block ... prevent the damage, so your hero doesnt die in a first place. Also what would happen if u had two soulstones at the same time? Would they activate simultaneously or not? kinda non new player friendly. All that being said, seems too strong, sure u give up one mana crystal and playin 10 or 9 cost cards, but the benefit is huge.
Thoughts? Might need to be 3 mana, but theres not many cards that work with the effect, but still might be too strong.
The cards we're talking about here are Wild Growth, Darnassus Aspirant, Jade Blossom, and Grove Tender. It's a very limited pool, so the stats are fine. Should capitalize Mana Crystal though, for formatting purposes.
@jenkum: Here's the wording you want: "Battlecry: Refresh your Mana Crystals. At the end of your turn, spend all your Mana and restore twice that much Health. Deathrattle: Destroy your unspent Mana Crystals." Although it's so extremely complex and overcomplicated that it's hard to parse what it actually does. I'd go in a different direction, especially because healing isn't a warlock thing.
Also @everybody: I've posted ~9 ideas so far and only got feedback on 3. Could I get feedback on the other 6 please? This is the sort of thing that keeps happening to me X_X
The idea here is that one of your mana crystals is permanently transformed into a Soulstone (until you use it). The transformed Mana Crystal will have a different graphic so you know it's active. This means you can only have a max of 9 mana crystals. When your hero dies, the soulstone is used up and you're resurrected with 10 Health. You can then have 10 mana crystals again. The idea is thematically similar to my Marl Wormthorn idea:ystal.
Im pretty sure that "when your hero dies", the game is over. It would have to read as Ice Block ... prevent the damage, so your hero doesnt die in a first place. Also what would happen if u had two soulstones at the same time? Would they activate simultaneously or not? kinda non new player friendly. All that being said, seems too strong, sure u give up one mana crystal and playin 10 or 9 cost cards, but the benefit is huge.
It's not as strong as Ice Block. You can be damaged again immediately after this. It's basically just a delayed 10 mana heal (slightly better, but not by much). I also don't think it needs to be worded like Ice Block. If a card were released with this wording, everyone would know what it means. Obviously, you wouldn't lose the game if your hero died while this was out. It's also about as new player friendly as a shitload of existing cards that aren't completely explained with their text.
Also, with two of them out, only 1 would be used up when you die.
Tox, are you alright? You seem to be quoting every comment from last page without adding anything O_O
MORE IDEAS:
^ These ones are all old ideas.
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• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Some ideas (And they all cost (1)!).... Although would Kill Contract follow the theme?
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Click the image to go to my custom Time Traveler class.
I want a new title, but Flux won't let me have one,
Wished to be pink.
Then did.
Then fired myself.
Then did again.
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!) •
I want a new title, but Flux won't let me have one,
OK, here r my ideas:
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@Teknician My cards need no balancing factor! They are not-at-all unfair or unhealthy, totally 1000% reasonable lol :^)
@Sinti Thank you for the assessment, but I wouldn't get to worried about it. They're only semi-serious :)
I like the idea behind Undying Spirit; he actually has a chance to be used, unlike the absolute garbage that is Dust Devil. That being said, I think your card's text falls under "verbose for the sake of the rules": it should honestly say "When this minion takes damage, prevent it and Overload (2)." Also, isn't this card basically Immune? A Frostbolt won't kill it because the damage will be prevented, minions cannot kill it via attacking; you would need a destruction or polymorph effect to deal with it.
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
I like Undying Spirit, but I think you can word these cards differently. Either "Whenever your hero attacks, Overload: (1)" or "Whenever your hero attacks, Overload a Mana Crystal." Overload in terms of wording hasn't been done like that before but I think it makes enough sense. For Undying Spirit I think it should be "Whenever this takes fatal damage, prevent it and Overload: (2)" or "take Overload: (2)" or "gain" or "get". You could make it a 2/3 but with the current wording your opponent can just shut you down by putting down almost any minions and damaging this multiple times. Freezing it as well— really have to hedge your bets with the current incarnation.
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!) •
Ok new idea:
The idea here is that one of your mana crystals is permanently transformed into a Soulstone (until you use it). The transformed Mana Crystal will have a different graphic so you know it's active. This means you can only have a max of 9 mana crystals. When your hero dies, the soulstone is used up and you're resurrected with 10 Health. You can then have 10 mana crystals again. The idea is thematically similar to my Marl Wormthorn idea:
The first two I think are pretty self-explanatory. Marl Wormthorn gives you an extra mana crystal, which doesn't count towards your 10-crystal maximum. This means that will will max out at 11 crystals after you play this. The crystal he gives you is different, and will be colored red instead of blue to show this. Whenever you use that particular crystal, your hero takes damage. The crystal only gets used when you have no other crystals available (since there are very few reasons you'd want to take the damage when you don't have to). For example, if you have 5 mana crystals left and you cast something that costs 4 mana crystals, it won't use Marl's red crystal.
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Sorry im a bit under the weather. This is the correct version of the card i want to show.
And my questions are, Is the card over-powered or under-powered? Is there to much text on the card? Do you like the card?
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Thoughts? Might need to be 3 mana, but theres not many cards that work with the effect, but still might be too strong.
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!) •
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition