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.
Yeah i know the wording is iffy, since there is no example for recurring Overloading. I feel like it should be spelled out. For example "Whenever your hero attacks, Overload: (1)" feels rly wierd to me.
About the balance of Undying Spirit: same reason why i worded it like that, since it is a recurring effect. And the reason it locks them on every damage taken, not only on fatal damage is to balance it out. U get a very powerful minion, but it WILL cost u. Which version would u like more? The current one or the one with fatal damage? Mby the current one with Overloading just for 1 would be more balanced? Still punishable a lot, but basically by 50% less.
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
Try posting them again. I can try to help.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
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.
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
I posted 1 idea and only got feedback on 0 of them :)
Here it is, again. Please give some feedback on this one.
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.
Impatient Felguard is missing Battlecry. Either that, or it should be worded "Has Charge while you have fewer Mana Crystals than your opponent". Either way, it's the best idea here. A 4 mana 5/3 Charge is really good, but it's also hard to trigger, since the only way to trigger it is to destroy your own mana crystals, or if your opponent is a Druid, so it's not OP. I like it thematically, since it goes with Felguard. I dislike the other two ideas. Giant cards are never good entries, since they're basically just cookie cutter ideas. I don't believe they've ever won. Skychaser Seer is a really bad card, since it's absolutely useless without Overloaded crystals. Even with 2 overloaded crystals, it's barely worth playing.
Also, it's a lot of work for people to go back and find all your posts. If you want all your ideas reviewed, post them together. The 3 card thing has never been enforced, and is there just to discourage people from making cluttering posts. The easy thing to do is have your three most recent ideas, then the others in a spoiler.
I really like this card its a class card that is only op in situational circumstances, your card is also a great intensive to play cards like Felguard along side it which are not presently run but might be run with this card.
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.
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.
Hmm, i didnt think of it that way, ok mby ur right. Tho 10 heal for 1 mana is still quite a lot, especially since u either dont have to play it right away to lock yourself out or in most decks u wouldnt rly need those mana crystals anyway and would be relatively comfortable at 8. I would go to at least 2 mana with the card.
@teknician: i didnt see more than 3 cards from u, post them again then ;-)
I posted 1 idea and only got feedback on 0 of them :)
Here it is, again. Please give some feedback on this one.
I feel like this shouldn't be a hunter card, but also this is way too powerful to be a Druid card. I'm not sure what Hunter needs ramp for (we have midrange that works well enough to survive to 10 mana most of the time, and it costs enough to make it late ramp anyway), but this in Druid would just bork ramp druid entirely, so I don't really know how to evaluate it. If it was an Elemental in Shaman and instead had the effect "Deathrattle: Gain Mana Crystals and Overload equal to this minion's Attack" as a 4 mana 2/5 I could buy it for sure.
Here are all the cards I've put up— tiny for added readability ;)
I posted 1 idea and only got feedback on 0 of them :)
Here it is, again. Please give some feedback on this one.
I feel like this shouldn't be a hunter card, but also this is way too powerful to be a Druid card. I'm not sure what Hunter needs ramp for (we have midrange that works well enough to survive to 10 mana most of the time, and it costs enough to make it late ramp anyway), but this in Druid would just bork ramp druid entirely, so I don't really know how to evaluate it. If it was an Elemental in Shaman and instead had the effect "Deathrattle: Gain Mana Crystals and Overload equal to this minion's Attack" as a 4 mana 2/5 I could buy it for sure.
Here are all the cards I've put up— tiny for added readability ;)
It's not nine cards, but it's close!
Ancestral Influence: i thought this was a joke card lol :P dont do that :P
Impatient Felguard: flavor is cool, but this is basically a 50/50 good/bad card, doesnt feel that good overall.
Mana Giant: seems fine.
Skywrath: like i said before, seems very underpowered.
Ancient Power: like i said before, seems very overpowered and not sure how it would actually work (do u want to go over 10 mna? dont think u can)
Eruin: like i said before, i like this one.
Infusekin: ehm ... what? 2/2 for a destroyed mana crystal doesnt seem like a very good deal.
Here is the new wording for my cards, how do they look now ?:) Well the last one didnt need rewording, but i ll put it here for feedback from other ppl sake.
/edit: added another (the one i intended to make lol :p) version of Undying Spirit.
I posted 1 idea and only got feedback on 0 of them :)
Here it is, again. Please give some feedback on this one.
I feel like this shouldn't be a hunter card, but also this is way too powerful to be a Druid card. I'm not sure what Hunter needs ramp for (we have midrange that works well enough to survive to 10 mana most of the time, and it costs enough to make it late ramp anyway), but this in Druid would just bork ramp druid entirely, so I don't really know how to evaluate it. If it was an Elemental in Shaman and instead had the effect "Deathrattle: Gain Mana Crystals and Overload equal to this minion's Attack" as a 4 mana 2/5 I could buy it for sure.
Here are all the cards I've put up— tiny for added readability ;)
It's not nine cards, but it's close!
Ancestral Influence: i thought this was a joke card lol :P dont do that :P
Impatient Felguard: flavor is cool, but this is basically a 50/50 good/bad card, doesnt feel that good overall.
Mana Giant: seems fine.
Skywrath: like i said before, seems very underpowered.
Ancient Power: like i said before, seems very overpowered and not sure how it would actually work (do u want to go over 10 mna? dont think u can)
Eruin: like i said before, i like this one.
Infusekin: ehm ... what? 2/2 for a destroyed mana crystal doesnt seem like a very good deal.
Here is the new wording for my cards, how do they look now ?:) Well the last one didnt need rewording, but i ll put it here for feedback from other ppl sake.
You seem to be a guru of sorts ;D, what do you think of my card wise one?
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.
Hmm, i didnt think of it that way, ok mby ur right. Tho 10 heal for 1 mana is still quite a lot, especially since u either dont have to play it right away to lock yourself out or in most decks u wouldnt rly need those mana crystals anyway and would be relatively comfortable at 8. I would go to at least 2 mana with the card.
@teknician: i didnt see more than 3 cards from u, post them again then ;-)
I think you're forgetting that you are actually destroying a mana crystal to get this. You need to transform one of your current mana crystals into a soulstone, and you don't get it back. That's worth quite a bit.
I would really appreciate it if you could shed some light on these questions i have about my card.
My questions are, Is the card over-powered or under-powered? Is there to much text on the card? Do you like the card?
This is one messy card. Too much text (non-written rule is max 4 lines of text). The ability is way too complex. The wording is kinda wierd, what if the minion isnt killed next turn? What will the "previous turn" refer to then? I mean we know what u ment by that, but the game might not. Also ofc we might want to go out of the box a little bit to be innovative this week, but this doesnt rly feel like something a WL would/should have.
PS: Also try to use spoilers to hide big quote posts and post cards with smaller dimensions so there isnt that much of a mess in this topic, thanks :)
I posted 1 idea and only got feedback on 0 of them :)
Here it is, again. Please give some feedback on this one.
I feel like this shouldn't be a hunter card, but also this is way too powerful to be a Druid card. I'm not sure what Hunter needs ramp for (we have midrange that works well enough to survive to 10 mana most of the time, and it costs enough to make it late ramp anyway), but this in Druid would just bork ramp druid entirely, so I don't really know how to evaluate it. If it was an Elemental in Shaman and instead had the effect "Deathrattle: Gain Mana Crystals and Overload equal to this minion's Attack" as a 4 mana 2/5 I could buy it for sure.
Here are all the cards I've put up— tiny for added readability ;)
It's not nine cards, but it's close!
Ancestral Influence: i thought this was a joke card lol :P dont do that :P
Impatient Felguard: flavor is cool, but this is basically a 50/50 good/bad card, doesnt feel that good overall.
Mana Giant: seems fine.
Skywrath: like i said before, seems very underpowered.
Ancient Power: like i said before, seems very overpowered and not sure how it would actually work (do u want to go over 10 mna? dont think u can)
Eruin: like i said before, i like this one.
Infusekin: ehm ... what? 2/2 for a destroyed mana crystal doesnt seem like a very good deal.
Here is the new wording for my cards, how do they look now ?:) Well the last one didnt need rewording, but i ll put it here for feedback from other ppl sake.
I don't get why the first one is called Undying Spirit. It doesn't have any effect that relates to keeping it alive when it would die or bringing it back to life. I also think it's a little powerful. In most cases, it will take damage just once, meaning it's effectively a 1 mana Overload: 1 3/3. That's way above the power level for a 1.5 mana minion. I think it should be a 2/3 or 3/2. Then it's balanced for triggering it twice. I like the first Energized Scythe the most, but I feel like it's kinda weak. Unless this gets destroyed, you're gonna Overload 3 mana crystals for it, and a 3 mana 3/3 is pretty bad with 3 Overload. I feel like it would be better if it only Overloaded when you killed a minion.
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.
Hmm, i didnt think of it that way, ok mby ur right. Tho 10 heal for 1 mana is still quite a lot, especially since u either dont have to play it right away to lock yourself out or in most decks u wouldnt rly need those mana crystals anyway and would be relatively comfortable at 8. I would go to at least 2 mana with the card.
@teknician: i didnt see more than 3 cards from u, post them again then ;-)
I think you're forgetting that you are actually destroying a mana crystal to get this. You need to transform one of your current mana crystals into a soulstone, and you don't get it back. That's worth quite a bit.
Transforming a mana crystal on turn 10 dose not mean a thing and this card is clearly more control oriented, rather than aggro which this card would punish a lot more. How about "transform 3 Mana Crystals".
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.
Hmm, i didnt think of it that way, ok mby ur right. Tho 10 heal for 1 mana is still quite a lot, especially since u either dont have to play it right away to lock yourself out or in most decks u wouldnt rly need those mana crystals anyway and would be relatively comfortable at 8. I would go to at least 2 mana with the card.
@teknician: i didnt see more than 3 cards from u, post them again then ;-)
I think you're forgetting that you are actually destroying a mana crystal to get this. You need to transform one of your current mana crystals into a soulstone, and you don't get it back. That's worth quite a bit.
Ehm ... what? U yourself said, that u can get the 10th (or 9th) mana crystal back, after u resurrect and soulstone is used up :D
And yes, i assumed u need to transform one of your active mana crystals to get the soulstone, thats why i said that it isnt rly that big of a deal, since u can use this card later in the game and not play it early to F*** yourself over when u dont need the heals.
...oh shoot I'm not good at making ramp cards. Oh well, better to try than not! Nice theme btw! It'll be very interesting to find ways to play with this...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
- Click Here To Join Us On Discord! -
Click the image to go to my custom Time Traveler class.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I really like this card its a class card that is only op in situational circumstances, your card is also a great intensive to play cards like Felguard along side it which are not presently run but might be run with this card.
- Click Here To Join Us On Discord! -
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 would really appreciate it if you could shed some light on these questions i have about my card.
My questions are, Is the card over-powered or under-powered? Is there to much text on the card? Do you like the card?
I've replied to you in a previous post on this page, although it probably didn't notify you! :)
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 had to resubmit the card due to grammar errors.
@SvagoCorp shouldnt say "this turn..." at first also?
I like that you gain a mana crystal instead of gain the coin.
This is my first idea this week, how it looks?
The idea is cool and the card isn't to op but i cannot imagine how salty i would get over this card.
Here is the new wording for my cards, how do they look now ?:) Well the last one didnt need rewording, but i ll put it here for feedback from other ppl sake.
- Click Here To Join Us On Discord! -
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
- Click Here To Join Us On Discord! -
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
- Click Here To Join Us On Discord! -
...oh shoot I'm not good at making ramp cards. Oh well, better to try than not! Nice theme btw! It'll be very interesting to find ways to play with this...