Quest Hunter anyone? :D Thought about making it a neutral with worse stats, but I somehow get the feeling that would be abusable by some other classes.
I really like the effect, but the flavour seems a bit off. At least I can't really comprehend it :P ? I think, even as a class card, that the stats are too high. The first minion you play after this essentially makes it a 3-mana 3/6. I'd go down to 3/5, or maybe even 2/5. It's a shame Kabal Crystal Runner is taken, but something along those lines seems more fitting.
Quest Hunter anyone? :D Thought about making it a neutral with worse stats, but I somehow get the feeling that would be abusable by some other classes.
Cool card. Infinite 1-drops are pretty appealing tbh. It allows for a good finisher for Quest Hunter (which is exactly what it needs), even if it could go a little overboard.
Armagedon: yeah, totally stupid card, u know it, we know it. Is this supposed to be dibs so ppl dont make card like this?:D dont think that will work :)
Nightcaller: love it! i assume it will work even when u get an empty Mana Crystal? i mean u still get a Mana Crystal. If so, i would keep the stats, if not, i guess u can go to 3/5.
Yeah, Armageddon's kind of an intentionally stupid card. I knew that from the start, but it's the most obvious idea and I knew someone was going to make this card, so I might as well have been the one to take it.
Yes, Nightcaller is supposed to work with absolutely anything that gives any Mana ramp, temporary or permanent, empty or full. It also works with the Mana Crystals you gain at the start of each of your turns until you reach 10 mana.
Here my ideas so far. Not sure what class I should make Leftovers for so, for now, it'll be a mage card. Thoughts?
Some nice ideas here. The Manaphilic Healer would be a nice idea for an arena card, you get healed but you lose some stats and a mana crystal, so it makes a bit risky to play (Not that's a bad thing, it's a nice way to open more options to the player).
Mana Amalgamation is a nice idea for warlock players after all some cards their cards lose crystal, so a card like this would be useful to them.
Leftovers is one of those cards which looks really good, however I think this could be very broken especially knowing that Mages have a lot of burst. To me it's too overpowered.
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My Entry for this week's Card Design Competition - Season 8.16:
edit; to clarify, you lock a mana crystal only for the following turn, not this turn. This card would move an overloaded mana Crystal from this turn to the next.
Uh, shouldn't the text be: Overload a Mana Crystal?
10 mana. Clear the entire board completely, and set each player's Mana Crystals to 0. The Silence is obviously there so Deathrattles aren't a thing. I'm fully expecting everyone to hate this card. Better to get the idea out of the way now.
In case, I don't want to go with Warlock twice in a row, I'm think of also using this card from Invasion of the Void, what I used for my Expansion Creation Competition
Now I made this BEFORE the Innervate nerf was a thing, so MAYBE I could buff it to a 3/5. Not sure.
Armageddon: Yeah, no. Will never see play outside of random generation.
Nightcaller: Love this card from your expansion. Love this now.
The Fanatic gives your the same Hero Power as the Deathrattle of Charged Hammer, called Lightning Jolt. I really like the flavor of using the power of your "super static electricity" while overloaded.
Lighting Fanatic: Love this card. Balance and fun
Latent Lighting: UP. Shaman don't need this card when it has Lava Shock.
Alright, I have 19 card that fit the theme. Hard to limit myself but I'll try to filter them. Here's one for each class:
Token:
MOON WELL - Very Straightforward right ? Based on the Moonwell of WC3.
FELNERVATE - Got the idea after I wondered what could replace Sacrificial Pact in the classic set.
LIGHTNING SHIELD - Lightning Shield was a shaman spell in WC3 and AFAIK in WoW as well. It created thunder balls around you. I thought it was fitting for the effect. I don't like the art though. I'll try to find a better one.
For those who are interested in the rest of my ideas, here they are.
Felnervate looks rather weak? I would prefer if you get rid of the tribal requirement.
Moonwell: Druid don't need anymore ramping, especially since this card is way worse in the late game than Mire Keeper
Lightning Shield: Rather underwhelming. Most Shaman unlock Mana Crystal is rather unused, so I don't think this card will either.
I can't seem to let this card go :P Can't make imgur work, so for now it's hearthcards. Also, the art is not very warcrafty. It's merely a placeholder.
Seems rather niche and only really good against control decks. Art suggestion:
Luckily, I have an entry from another competition that was DQ:
I feel like this is too stronk. 4 mana 7/7 is very hard to deal with in the first place, and the idea that you get back the crystals you've destroyed once this dies means you effectively lose 0 tempo in a zoo deck. If this didn't have the deathrattle I could see it happening. Also capitalize Mana Crystal!
10 mana. Clear the entire board completely, and set each player's Mana Crystals to 0. The Silence is obviously there so Deathrattles aren't a thing. I'm fully expecting everyone to hate this card. Better to get the idea out of the way now.
In case, I don't want to go with Warlock twice in a row, I'm think of also using this card from Invasion of the Void, what I used for my Expansion Creation Competition
Now I made this BEFORE the Innervate nerf was a thing, so MAYBE I could buff it to a 3/5. Not sure.
Yeah I hate Armageddon. Oh well!
Huh. I actually made a card similar to this a little while ago, albeit I priced it a bit differently;
The Fanatic gives your the same Hero Power as the Deathrattle of Charged Hammer, called Lightning Jolt. I really like the flavor of using the power of your "super static electricity" while overloaded.
The name might be a little long but I love the murloc. The spell is a bit mediocre because Overload usually just isn't enough to make a difference.
Alright, I have 19 card that fit the theme. Hard to limit myself but I'll try to filter them. Here's one for each class:
Token:
MOON WELL - Very Straightforward right ? Based on the Moonwell of WC3.
FELNERVATE - Got the idea after I wondered what could replace Sacrificial Pact in the classic set.
LIGHTNING SHIELD - Lightning Shield was a shaman spell in WC3 and AFAIK in WoW as well. It created thunder balls around you. I thought it was fitting for the effect. I don't like the art though. I'll try to find a better one.
For those who are interested in the rest of my ideas, here they are.
I'll comment on Moon Well and Felnervate— Moon Well is low immediate impact but very good if it stays up at all. Fair enough stats for the effect. Felnervate is interesting and I get the theme but I just don't see warlock doing anything other than destroying its Mana Crystals— it's not flavorful, yknow? I also really really like Drain Mana for the flavour and the tech, especially in the late game.
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 :)
@Zukuu: I like the effect. It's slightly OP though. I would lower the stats, something like 2/6 or 3/5 would be good. Would upvote.
It needs to be appealing to play without a combo in hand tho, otherwise, if the stats are nerfed it's a strictly worse neutral/vanilla minion most of the time, so 3/6 seemed logical. But I can see how 3/5 might be more suitable if you indeed get the combo off.
Moonwell has flavor but is too strong I feel. It's essentially a 1 mana 0/3 body with a Wild Growth, which is seriously broken if you have the effect for even 1 more turn. Buffing the stats and making "start of your turn" (so you get an empty crystal) seems better. This way you don't get an immediate effect and if you get him, you ramp, but don't get to use the crystal right away to draw ahead even more. This would also make it more "buff" reliant to keep it alive. It could be a 2 mana 0/5 or something. It has ad and disadvantages that way.
Felinervate needs to be "refresh". Doesn't even need to be a demon then. Would call it "Dark Ritual" as well, like the WC3 Lich ability.
Lightning Shield is interesting but way too weak. Could easily cost 2 mana. I'm not quite sure how lightning balls fit with taunt tho. Taunt is generally more attached to the "Earth"-element. I like this card the best.
Cool card. Infinite 1-drops are pretty appealing tbh. It allows for a good finisher for Quest Hunter (which is exactly what it needs), even if it could go a little overboard.
That's the idea. Still has obvious flaws, like running out of cards due to interupted raptor-chain. Along with Kalesh-Prince, this could work out to be great tho.
Healer feels like a worse Antique Healbot. +1 Attack but -1 crystal seems unproportional. That said, making it "heal" related seems weird, at least at 5 mana, since control decks generally don't care about losing a crystal in the late game, where this card would only be played pretty much. If you lower the cost and make it more defensive, then it would be a cool anti-aggro card that sacrifices mana-tempo for survivability and board control. I like that trade-off, as you have to wager if you want to stabilize earlier at the expense of delaying your actual board impacting threats. Something like a neutral Hot Spring Guardian, maybe even with life steal in the mix.
Mana Amalbla... change the name. Feels clunky. "Mana Crystal" or "Mana Gem" are very meta this week, so they are actually very fitting names. The idea is somewhat kinda lacking and a bit uninspired tho. It's also very close to druid territory, so it feels a bit off as neutral.
Leftovers is way too complex for what it actually does. Feels also very clunky. Also, don't give quest mage an too easy way to do their quest. This can single-handedly fulfill the quest past turn 6. Not a fan.
I really like the effect, but the flavour seems a bit off. At least I can't really comprehend it :P ? I think, even as a class card, that the stats are too high. The first minion you play after this essentially makes it a 3-mana 3/6. I'd go down to 3/5, or maybe even 2/5. It's a shame Kabal Crystal Runner is taken, but something along those lines seems more fitting.
Well it's a runner, from the Nightelf Army clan "The Sentinels". And with this card you "never run out" of mana crystals. :D Like I wrote above, 3/5 might be suitable, but it might make it too weak as it's essentially a strict-combo-only card this way.
Drain Mana is way too strong. This is innervate on steroids if your opponent even misses one turn. I'd advise to make it "refresh" instead. Then you are looking at a very good tempo card that sacrifices hand-advantage for board-tempo-advantage, which is generally a theme of warlocks. I think there is better artwork for "Drain Mana". I remember seeing something in the past.
Last weeks disapointment just leads to this weeks determenation!
WTB Feedback for Feedback.
I am personally leaning towards Kil'rekk.
Kil'rekk is really really good, flavor and otherwise. Possessed Pandaren has the same sort of abuse potential that Howlfiend has, either for you, or for your opponent (with Treachery). I suspect Spreading Madness is kind of a nerf/buff to this.
I think I had the same idea as Comeback King... I'll try and dig it up as it was like two years ago.
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.
Last weeks disapointment just leads to this weeks determenation!
WTB Feedback for Feedback.
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.
Panda is way too weak for a questionable effect. I kinda fail to see who would play it. Aggro doesn't care about HP, Zoo neither and mid-range and control would never play it to begin with.
I Like combat king. Kinda good druid-tech card as well. That said, if you start first, it's a dead card, so in 50% of all games. Not sure about that. Seems too relient on factors that aren't actually influenced by the players (board-state, deck-composition, hand-size etc). It's basically just a 50% of all games "Gain 1 mana crystal".
edit; to clarify, you lock a mana crystal only for the following turn, not this turn. This card would move an overloaded mana Crystal from this turn to the next.
Shoulden't it be " Unlock an overloaded Manacrystal, Overload:(1)"?
I think it would be better if it pushed all the overloaded crystals to the next turn, it would be hiliarius seeing the overload being pushed again and again until you have like +10 or something Overload.
And you could even call it something like, "Spirtual Procrasinator".
10 mana. Clear the entire board completely, and set each player's Mana Crystals to 0. The Silence is obviously there so Deathrattles aren't a thing. I'm fully expecting everyone to hate this card. Better to get the idea out of the way now.
In case, I don't want to go with Warlock twice in a row, I'm think of also using this card from Invasion of the Void, what I used for my Expansion Creation Competition
Now I made this BEFORE the Innervate nerf was a thing, so MAYBE I could buff it to a 3/5. Not sure.
I feel like i have seen Armageddon before. I feel like it's kinda busted too. As it pretty much nullifies any kind of tempo leads.
Nightcaller is interesting, although too few card imo actually support this card. This should probaly have vanilla stats, as it's a class card, and the condition is relatively hard, and the reward mediocre.
The Fanatic gives your the same Hero Power as the Deathrattle of Charged Hammer, called Lightning Jolt. I really like the flavor of using the power of your "super static electricity" while overloaded.
Latent Lightning is just busted. Mostly because Elemental Destruction exists. It might be decent at 1 mana?
Latent Lightning Fanatic is cool and pretty flexible. It can be used as a one drop, a three drop, or anything in between that allows you to fill up small spaces of mana. I like it.
Alright, I have 19 card that fit the theme. Hard to limit myself but I'll try to filter them. Here's one for each class:
Token:
MOON WELL - Very Straightforward right ? Based on the Moonwell of WC3.
FELNERVATE - Got the idea after I wondered what could replace Sacrificial Pact in the classic set.
LIGHTNING SHIELD - Lightning Shield was a shaman spell in WC3 and AFAIK in WoW as well. It created thunder balls around you. I thought it was fitting for the effect. I don't like the art though. I'll try to find a better one.
For those who are interested in the rest of my ideas, here they are.
Moonwell is fantastic. Perfect flavor, perfect simplicity, decent art and perfect balance. I would not even consider the other options if i were you.
I can't seem to let this card go :P Can't make imgur work, so for now it's hearthcards. Also, the art is not very warcrafty. It's merely a placeholder.
Jeez this is hard to judge. It's terrible against Tempo, Aggro and Midrange decks. But super busted against control. The flavor fits well, but the effect isen't super exciting imo.
Quest Hunter anyone? :D Thought about making it a neutral with worse stats, but I somehow get the feeling that would be abusable by some other classes.
I feel like the flavor makes little sense. And maybe make it Beasts instead of minions? The effect takes up no stat points, despite it being super potent.
Maybe a caretaker or some sort of tamer would make more sense for this effect?
Luckily, I have an entry from another competition that was DQ:
I feel like this is too stronk. 4 mana 7/7 is very hard to deal with in the first place, and the idea that you get back the crystals you've destroyed once this dies means you effectively lose 0 tempo in a zoo deck. If this didn't have the deathrattle I could see it happening. Also capitalize Mana Crystal!
10 mana. Clear the entire board completely, and set each player's Mana Crystals to 0. The Silence is obviously there so Deathrattles aren't a thing. I'm fully expecting everyone to hate this card. Better to get the idea out of the way now.
In case, I don't want to go with Warlock twice in a row, I'm think of also using this card from Invasion of the Void, what I used for my Expansion Creation Competition
Now I made this BEFORE the Innervate nerf was a thing, so MAYBE I could buff it to a 3/5. Not sure.
Yeah I hate Armageddon. Oh well!
Huh. I actually made a card similar to this a little while ago, albeit I priced it a bit differently;
The Fanatic gives your the same Hero Power as the Deathrattle of Charged Hammer, called Lightning Jolt. I really like the flavor of using the power of your "super static electricity" while overloaded.
The name might be a little long but I love the murloc. The spell is a bit mediocre because Overload usually just isn't enough to make a difference.
Alright, I have 19 card that fit the theme. Hard to limit myself but I'll try to filter them. Here's one for each class:
Token:
MOON WELL - Very Straightforward right ? Based on the Moonwell of WC3.
FELNERVATE - Got the idea after I wondered what could replace Sacrificial Pact in the classic set.
LIGHTNING SHIELD - Lightning Shield was a shaman spell in WC3 and AFAIK in WoW as well. It created thunder balls around you. I thought it was fitting for the effect. I don't like the art though. I'll try to find a better one.
For those who are interested in the rest of my ideas, here they are.
I'll comment on Moon Well and Felnervate— Moon Well is low immediate impact but very good if it stays up at all. Fair enough stats for the effect. Felnervate is interesting and I get the theme but I just don't see warlock doing anything other than destroying its Mana Crystals— it's not flavorful, yknow? I also really really like Drain Mana for the flavour and the tech, especially in the late game.
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 :)
Of your cards, i like Skywrath the most. Really cool effect, although the name feels off. Maybe something like a desperation, or an exhaustion or something like that?
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.
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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
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.
There must always be a counterbalancing force! A yin to your yang!
I thought about this idea myself... Thinking of Mana Crystals as 1-Health minions that are in your tray rather than the battlefield... I don't think it'll work out.
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 :)
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?
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My Entry for this week's Card Design Competition - Season 8.16:
Here my ideas so far. Not sure what class I should make Leftovers for so, for now, it'll be a mage card. Thoughts?
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Click the image to go to my custom Time Traveler class.
My Entry for this week's Card Design Competition - Season 8.16:
Repost my cards with some minor edit:
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Class Creation Finalist: The Astromancer
Best cards vote by community:
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!) •
Last weeks disapointment just leads to this weeks determenation!
WTB Feedback for Feedback.
I am personally leaning towards Kil'rekk.
I want a new title, but Flux won't let me have one,
Would creating a card that generates a token that uses the term mana crystals work?
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!) •
Here are my ideas so far:
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.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
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.
Panda is way too weak for a questionable effect. I kinda fail to see who would play it. Aggro doesn't care about HP, Zoo neither and mid-range and control would never play it to begin with.
I Like combat king. Kinda good druid-tech card as well. That said, if you start first, it's a dead card, so in 50% of all games. Not sure about that. Seems too relient on factors that aren't actually influenced by the players (board-state, deck-composition, hand-size etc). It's basically just a 50% of all games "Gain 1 mana crystal".I want a new title, but Flux won't let me have one,
Here's a quick way to anger people, I reckon' :^)
Flavor:
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.
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
There must always be a counterbalancing force! A yin to your yang!
I thought about this idea myself... Thinking of Mana Crystals as 1-Health minions that are in your tray rather than the battlefield... I don't think it'll work out.
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!) •
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 :)
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?