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".
Felguard's downside also doesn't mean anything after Turn 10, but people still don't play it. Plus, Soulstone has an ongoing downside in that you're maximum mana crystals is 9 while it's out, so it does mean something on Turn 10 and later. Also, I think it would be a little confusing to transform more than 1 mana crystal, because it sounds like you get more than one Soulstone. I'd rather balance it by inceasing the mana cost/lowering the Health you get from it.
For your card, I would advise you to simplify the effect. If it takes up more than 4 lines of text, it's too complicated (plus many people won't vote for something with >4 lines of text, so it won't win). I think the healing part is unnecessary. Refreshing your mana crystals is already a really good effect.
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.
You don't get the mana crystal back after the Soulstone is used up. The Soulstone, which was taking up the space of a Mana Crystal, is gone, which means you can get the mana crystal back through the natural mana crystal gain at the start of a turn. The only time you don't get hurt by the mana crystal loss is if you play this at turn 10+ and then your opponent triggers it on their turn. But you'll often want to play this in situations where your opponent will kill you in 2-3 turns, because waiting until the absolute last minute is risky. Plus, it's not in your opponent's interest to immediately trigger the Soulstone, because it hurts you the longer it's out. They will be incentivized to focus on clearing the board rather than triggering it.
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.
To be absolutely honest, i couldnt think of a better name for it :D btw i f*** up the wording on this card when i was adjusting the overload part, it is supposed to do something a bit different lol :D Tho mby i inadvertently made a better version of the card ?:D
This is how it was supposed to look like:
About the Scythe: i dont (kinda cant anyway, since someone else already did it) want to go with "when it kills a minion". Yeah, it might feel a little underpowered when u get 3 Overloads total, but its over the course of 3 turns, so that mitigates it a little bit, so it aint that bad and 3/3 weapon for 3 seems like a pretty good deal for that.
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.
You don't get the mana crystal back after the Soulstone is used up. The Soulstone, which was taking up the space of a Mana Crystal, is gone, which means you can get the mana crystal back through the natural mana crystal gain at the start of a turn. The only time you don't get hurt by the mana crystal loss is if you play this at turn 10+ and then your opponent triggers it on their turn. But you'll often want to play this in situations where your opponent will kill you in 2-3 turns, because waiting until the absolute last minute is risky. Plus, it's not in your opponent's interest to immediately trigger the Soulstone, because it hurts you the longer it's out. They will be incentivized to focus on clearing the board rather than triggering it.
I understand that. Mby ur not understanding that im saying it is not that big of a deal, that u will be on 9 or 8 mana for couple of turns, when u play the card(s) post T10 ;-) And thus i think the spell itself should cost 2, not 1. Also if your opponent would want to punish u for it, the card would actually generate WAY more than just a 10 Health heal if u think about it, so it wouldnt be much of a punishment at all.
Changed it to "Beast" instead of minion, so it got nerfed slightly, but might now get away with the stat-line, as it's a pure combo card (like Priest of the Feast).
Is the artwork / flavor better now? You know, you play a beast and the butcher "processes" it.
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.
You don't get the mana crystal back after the Soulstone is used up. The Soulstone, which was taking up the space of a Mana Crystal, is gone, which means you can get the mana crystal back through the natural mana crystal gain at the start of a turn. The only time you don't get hurt by the mana crystal loss is if you play this at turn 10+ and then your opponent triggers it on their turn. But you'll often want to play this in situations where your opponent will kill you in 2-3 turns, because waiting until the absolute last minute is risky. Plus, it's not in your opponent's interest to immediately trigger the Soulstone, because it hurts you the longer it's out. They will be incentivized to focus on clearing the board rather than triggering it.
I understand that. Mby ur not understanding that im saying it is not that big of a deal, that u will be on 9 or 8 mana for couple of turns, when u play the card(s) post T10 ;-) And thus i think the spell itself should cost 2, not 1. Also if your opponent would want to punish u for it, the card would actually generate WAY more than just a 10 Health heal if u think about it, so it wouldnt be much of a punishment at all.
Wait, all you were saying this whole time was that it should cost 2 instead of 1? I thought you were saying it was inherently unbalanced or something. I can see a 1 mana increase.
For your wolf, is it supposed to take damage if you don't have a mana crystal to Overload? Or does it just never die? Because you can Overload more Crystals than you have, and more than you will have next turn, even (e.g., play Coin and two Dust Devils on turn 1)
Changed it to "Beast" instead of minion, so it got nerfed slightly, but might now get away with the stat-line, as it's a pure combo card (like Priest of the Feast).
Is the artwork / flavor better now? You know, you play a beast and the butcher "processes" it.
It doesn't make sense to 'process' it until it's dead. This flavor would make a lot more sense if it triggered on Beast death.
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.
You don't get the mana crystal back after the Soulstone is used up. The Soulstone, which was taking up the space of a Mana Crystal, is gone, which means you can get the mana crystal back through the natural mana crystal gain at the start of a turn. The only time you don't get hurt by the mana crystal loss is if you play this at turn 10+ and then your opponent triggers it on their turn. But you'll often want to play this in situations where your opponent will kill you in 2-3 turns, because waiting until the absolute last minute is risky. Plus, it's not in your opponent's interest to immediately trigger the Soulstone, because it hurts you the longer it's out. They will be incentivized to focus on clearing the board rather than triggering it.
I understand that. Mby ur not understanding that im saying it is not that big of a deal, that u will be on 9 or 8 mana for couple of turns, when u play the card(s) post T10 ;-) And thus i think the spell itself should cost 2, not 1. Also if your opponent would want to punish u for it, the card would actually generate WAY more than just a 10 Health heal if u think about it, so it wouldnt be much of a punishment at all.
Wait, all you were saying this whole time was that it should cost 2 instead of 1? I thought you were saying it was inherently unbalanced or something. I can see a 1 mana increase.
For your wolf, is it supposed to take damage if you don't have a mana crystal to Overload? Or does it just never die? Because you can Overload more Crystals than you have, and more than you will have next turn, even (e.g., play Coin and two Dust Devils on turn 1)
Yeah, i was just sayin that it is too good for a 1-cost spell :D I suggested to bump it to at least 2 mana, was gonna say 3, but that would be mby too much when i compared it to Healing Touch.
About Undying Spirit: yes, it is supposed to take/prevent damage and lock u far behind the number of mana crystals that u have, if attacked enough times. Thats why i said in my original post, that it dies only to transform/destroy effects or silence ... thus the Undying part. And it also started as "Overload two of your Mana Crystals" to balance that out, tho it felt a bit too punishing if played later on, so for that reason and to give it a smoother wording, i changed it to just one.
OK i think this might be my last submission on this thread but who knows. I tried to make a decent replacement for FWA within the bounds of this competition, with that being said i have some questions.
Would my axe work as a good replacement for FWA? Is this Axe over-powered or under-powered?
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.
You don't get the mana crystal back after the Soulstone is used up. The Soulstone, which was taking up the space of a Mana Crystal, is gone, which means you can get the mana crystal back through the natural mana crystal gain at the start of a turn. The only time you don't get hurt by the mana crystal loss is if you play this at turn 10+ and then your opponent triggers it on their turn. But you'll often want to play this in situations where your opponent will kill you in 2-3 turns, because waiting until the absolute last minute is risky. Plus, it's not in your opponent's interest to immediately trigger the Soulstone, because it hurts you the longer it's out. They will be incentivized to focus on clearing the board rather than triggering it.
I understand that. Mby ur not understanding that im saying it is not that big of a deal, that u will be on 9 or 8 mana for couple of turns, when u play the card(s) post T10 ;-) And thus i think the spell itself should cost 2, not 1. Also if your opponent would want to punish u for it, the card would actually generate WAY more than just a 10 Health heal if u think about it, so it wouldnt be much of a punishment at all.
Wait, all you were saying this whole time was that it should cost 2 instead of 1? I thought you were saying it was inherently unbalanced or something. I can see a 1 mana increase.
For your wolf, is it supposed to take damage if you don't have a mana crystal to Overload? Or does it just never die? Because you can Overload more Crystals than you have, and more than you will have next turn, even (e.g., play Coin and two Dust Devils on turn 1)
Yeah, i was just sayin that it is too good for a 1-cost spell :D I suggested to bump it to at least 2 mana, was gonna say 3, but that would be mby too much when i compared it to Healing Touch.
About Undying Spirit: yes, it is supposed to take/prevent damage and lock u far behind the number of mana crystals that u have, if attacked enough times. Thats why i said in my original post, that it dies only to transform/destroy effects or silence ... thus the Undying part. And it also started as "Overload two of your Mana Crystals" to balance that out, tho it felt a bit too punishing if played later on, so for that reason and to give it a smoother wording, i changed it to just one.
I think an undying minion with 3 attack is too good, especially since Shaman can give it Windfury. I think this is a much better version of Felsteed. Felsteed is balanced because it only has 1 Attack, and doesn't keep buffs you give it.
What do you guys think of my ideas for this week? Should the rarity of them be changed? Is Mana Missiles just not good enough? Should something be changed in the text of Magistealer? Should it's stats be changed? Is it just a cheaper Cabalist's Tome that won't see play because of it's inconsistency?
Feedback for feedback :)
*edit: changed Mana Missiles card text to read "... deal 1 damage to a random enemy" rather than "... deal 1 damage randomly split amongst all enemy minions" (which makes 0 sense)
Mana Missiles: lol its basically Forbidden Flame with a random effect, that can go face ... and is affected by spell power, could actually make the card playable, but its basically a "copy" of an existing card, so i wouldnt pursue this much further.
Magicstealer: wording is kinda off, it should be something like "Battlecry: Add a random Mage spell to your hand for each unspent mana of your opponent." thus the "correct" wording will not fit this weeks rules.
Changed it to "Beast" instead of minion, so it got nerfed slightly, but might now get away with the stat-line, as it's a pure combo card (like Priest of the Feast).
Is the artwork / flavor better now? You know, you play a beast and the butcher "processes" it.
Thats probably even better than the armor part lol :D like miles better. Definitely shouldnt have such a good statline. Also UTH combo ?:) Flavor is good, tho the "Grim" part kinda feels like it should be MSG card :) Mby u can go with Grimestreet Butcher :)
It doesn't make sense to 'process' it until it's dead. This flavor would make a lot more sense if it triggered on Beast death.
Yeah well, sheep wool or something? D: Caretaker or something would fit, but I can't find any good artwork relating to the specific effect. So otherwise, I would need something generic (which people didn't seem to like).
@Soulstone Why not just make it "When you receive fatal damage, restore 15 Health to your Hero." That means if you have 1 hp and receive 7 damage, you are left at 8 health (without being immune). Since it isn't destroyed yet, you will survive (like attacking with Truesilver against Flame Trap).
OK i think this might be my last submission on this thread but who knows. I tried to make a decent replacement for FWA within the bounds of this competition, with that being said i have some questions.
Would my axe work as a good replacement for FWA? Is this Axe over-powered or under-powered?
It really should say "Destroy one of your Mana Crystals" as its current wording kinda implies that it can target either player, which is obviously not your intention and would be quite overpowered.
EDIT: Didn't realize the effect was a Deathrattle, but the wording should still be changed.
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.
You don't get the mana crystal back after the Soulstone is used up. The Soulstone, which was taking up the space of a Mana Crystal, is gone, which means you can get the mana crystal back through the natural mana crystal gain at the start of a turn. The only time you don't get hurt by the mana crystal loss is if you play this at turn 10+ and then your opponent triggers it on their turn. But you'll often want to play this in situations where your opponent will kill you in 2-3 turns, because waiting until the absolute last minute is risky. Plus, it's not in your opponent's interest to immediately trigger the Soulstone, because it hurts you the longer it's out. They will be incentivized to focus on clearing the board rather than triggering it.
I understand that. Mby ur not understanding that im saying it is not that big of a deal, that u will be on 9 or 8 mana for couple of turns, when u play the card(s) post T10 ;-) And thus i think the spell itself should cost 2, not 1. Also if your opponent would want to punish u for it, the card would actually generate WAY more than just a 10 Health heal if u think about it, so it wouldnt be much of a punishment at all.
Wait, all you were saying this whole time was that it should cost 2 instead of 1? I thought you were saying it was inherently unbalanced or something. I can see a 1 mana increase.
For your wolf, is it supposed to take damage if you don't have a mana crystal to Overload? Or does it just never die? Because you can Overload more Crystals than you have, and more than you will have next turn, even (e.g., play Coin and two Dust Devils on turn 1)
Yeah, i was just sayin that it is too good for a 1-cost spell :D I suggested to bump it to at least 2 mana, was gonna say 3, but that would be mby too much when i compared it to Healing Touch.
About Undying Spirit: yes, it is supposed to take/prevent damage and lock u far behind the number of mana crystals that u have, if attacked enough times. Thats why i said in my original post, that it dies only to transform/destroy effects or silence ... thus the Undying part. And it also started as "Overload two of your Mana Crystals" to balance that out, tho it felt a bit too punishing if played later on, so for that reason and to give it a smoother wording, i changed it to just one.
I think an undying minion with 3 attack is too good, especially since Shaman can give it Windfury. I think this is a much better version of Felsteed. Felsteed is balanced because it only has 1 Attack, and doesn't keep buffs you give it.
Damn, i didnt even think of the buffs on this card lol. Thanks for pointing that out, that part is rly scary, i suppose that makes the card too OP, not rly the 3 attack (which should be balanced out with the fact that u would be overloaded for the most of the game).
In that case, i think i might try to pursue the "Whenever this minion takes damage, Overload a Mana Crystal". Will most likely put that on a completely different character, since it wont make sense to be on an "Undying" Spirit.
Thats probably even better than the armor part lol :D like miles better. Definitely shouldnt have such a good statline. Also UTH combo ?:) Flavor is good, tho the "Grim" part kinda feels like it should be MSG card :) Mby u can go with Grimestreet Butcher :)
It's "played" not summoned, so UTH wouldn't be a problem (or any minion that spawns something). Still think statline is too good compared to Waterlemental and Priest of the Feast?
Undying Spirit is unkillable by normal means. Even if it overloads your mana crystals, your opponent will probably never make use of it, since it's the same as just getting 3 damage board clear on your minions without real effect. Destroying your mana crystal is much more severe, so the tradeoff is worth it, but this is a 1-round temporary effect that is pretty negligible at the end. Tho, it would suck against warlock or paladin 1-damage spells and defile. Still, for 1 mana to boot. Kinda doesn't sit well. Maybe make it a Dearhtrattle that overloads you by 1 and adds it back to your hand? This way you can't abuse it to attack each round at least. Would need a normal statline, tho. Otherwise, how about "Whenever this minion takes fatal damage, prevent it and overload as many Mana Crystals". Then it would at least have a real drawback that your opponent can make use of. Could work in a way that only the "overkill" damage would be overloaded.
Felguard's downside also doesn't mean anything after Turn 10, but people still don't play it. Plus, Soulstone has an ongoing downside in that you're maximum mana crystals is 9 while it's out, so it does mean something on Turn 10 and later. Also, I think it would be a little confusing to transform more than 1 mana crystal, because it sounds like you get more than one Soulstone. I'd rather balance it by inceasing the mana cost/lowering the Health you get from it.
For your card, I would advise you to simplify the effect. If it takes up more than 4 lines of text, it's too complicated (plus many people won't vote for something with >4 lines of text, so it won't win). I think the healing part is unnecessary. Refreshing your mana crystals is already a really good effect.
Thanks for your awesome response i have adjusted the card to your suggestions, the card might be a bit to much like Kun but i'm still rolling with it. Anyways here is the new card if your interested.
Thats probably even better than the armor part lol :D like miles better. Definitely shouldnt have such a good statline. Also UTH combo ?:) Flavor is good, tho the "Grim" part kinda feels like it should be MSG card :) Mby u can go with Grimestreet Butcher :)
It's "played" not summoned, so UTH wouldn't be a problem (or any minion that spawns something). Still think statline is too good compared to Waterlemental and Priest of the Feast?
Undying Spirit is unkillable by normal means. Even if it overloads your mana crystals, your opponent will probably never make use of it, since it's the same as just getting 3 damage board clear on your minions without real effect. Destroying your mana crystal is much more severe, so the tradeoff is worth it, but this is a 1-round temporary effect that is pretty negligible at the end. Tho, it would suck against warlock or paladin 1-damage spells and defile. Still, for 1 mana to boot. Kinda doesn't sit well. Maybe make it a Dearhtrattle that overloads you by 1 and adds it back to your hand? This way you can't abuse it to attack each round at least. Would need a normal statline, tho. Otherwise, how about "Whenever this minion takes fatal damage, prevent it and overload as many Mana Crystals". Then it would at least have a real drawback that your opponent can make use of. Could work in a way that only the "overkill" damage would be overloaded.
Hm ok, so if it is only played, its basically a 1-cost reduction to any beast u play ... thats still pretty powerful, tho u actually have to have the mana to play it first, so it would kinda just help u make some kind of a tempo play with another card ... hm, i dont know i suppose 3/5 would be fine, 3/6 feels too good.
Thanks for your suggestions for Undying Spirit, but i think im gonna try make "Whenever this minion takes damage, Overload a Mana Crystal." work instead. As nurgling pointed out, the original design could get WAY out of control with any buff. And i dont like the idea of returning the card to hand via deathrattle to negate that.
Felguard's downside also doesn't mean anything after Turn 10, but people still don't play it. Plus, Soulstone has an ongoing downside in that you're maximum mana crystals is 9 while it's out, so it does mean something on Turn 10 and later. Also, I think it would be a little confusing to transform more than 1 mana crystal, because it sounds like you get more than one Soulstone. I'd rather balance it by inceasing the mana cost/lowering the Health you get from it.
For your card, I would advise you to simplify the effect. If it takes up more than 4 lines of text, it's too complicated (plus many people won't vote for something with >4 lines of text, so it won't win). I think the healing part is unnecessary. Refreshing your mana crystals is already a really good effect.
Thanks for your awesome response i have adjusted the card to your suggestions, the card might be a bit to much like Kun but i'm still rolling with it. Anyways here is the new card if your interested.
I suppose its different enough fron Kun, but the deathrattle is still a bit wierd. I believe that an unspent mana is called just that, "mana", not Mana Crystals, so if u would word it correctly, it would be very unclear as to what the deathrattle should do. I dont know myself how to word it better atm, mby someone else can help u :F
Thoughts on this? It's a tricky one to cost right, because even though it's a symmetrical effect it heavily favours the caster.
This seems really dickish. It's a "win-more" card: if you're already in a fantastic position, you play this as a middle-finger for your opponent. "Nah nah, can't stop me!" Play a bunch of Jade Idols, then throw this down; suddenly your opponent can't do a thing about them.
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
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Come Play Make the Keyword!!!
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Changed it to "Beast" instead of minion, so it got nerfed slightly, but might now get away with the stat-line, as it's a pure combo card (like Priest of the Feast).
Is the artwork / flavor better now? You know, you play a beast and the butcher "processes" it.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
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OK i think this might be my last submission on this thread but who knows. I tried to make a decent replacement for FWA within the bounds of this competition, with that being said i have some questions.
Would my axe work as a good replacement for FWA? Is this Axe over-powered or under-powered?
Class Identity In Relation To Mana Crystals
The following classes are the only classes that use "Mana Crystals" in their class identity.
So this is awkward for class cards that aren't from those classes...
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Why not just make it "When you receive fatal damage, restore 15 Health to your Hero." That means if you have 1 hp and receive 7 damage, you are left at 8 health (without being immune). Since it isn't destroyed yet, you will survive (like attacking with Truesilver against Flame Trap).
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@nurgling13
Thanks for your awesome response i have adjusted the card to your suggestions, the card might be a bit to much like Kun but i'm still rolling with it. Anyways here is the new card if your interested.
Thoughts on this? It's a tricky one to cost right, because even though it's a symmetrical effect it heavily favours the caster.
You can find me here! Good luck everyone!
- Click Here To Join Us On Discord! -
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