Damn, i would have so many ideas for good useful common minions, even at that mana cost, but none of them would be rly eye-catching :F
I have this so far:
Its basically a Breakthrough mechanic from ESO, i rly liked that mechanic and could definitely imagine it making it into HS as well. Basically what it does is, any excess damage delt to a minion would be delt to the enemy hero. So u attack a 2/3, u deal 3 dmg to it to kill it and enemy hero takes 4 damage. Similar to Knuckles, but works in a slightly different way. Allows u to focus on clearing the board with the minion without sacrificing the entirety of its attack power. Not sure the wording is totally to HS standards tho :/
Just thought I'd tell you, the correct spelling of word is "dealt", not "delt".
Oh boy :D thanks guys <3 Btw what do u think about the card Demon?:)
It has a very interesting, new mechanic but doesn't feel too obscure or complicated for a Common, which is really good (I guess part of that comes from that MTG has a keyword for this exact mechanic, Trample). Probably wouldn't be for Constructed, but would most likely be pretty good in Arena.
Oh, didnt know it was in MTG as well (duh! everything was first in MTG :D). Im glad u caught onto what i intended for this card, to be mainly an arena card :)
Its basically a Breakthrough mechanic from ESO, i rly liked that mechanic and could definitely imagine it making it into HS as well. Basically what it does is, any excess damage delt to a minion would be delt to the enemy hero. So u attack a 2/3, u deal 3 dmg to it to kill it and enemy hero takes 4 damage. Similar to Knuckles, but works in a slightly different way. Allows u to focus on clearing the board with the minion without sacrificing the entirety of its attack power. Not sure the wording is totally to HS standards tho :/
The thing is, Sinti, I could see this effect on a rare minion. ;)
Should read "Excess damage dealt by this minion is dealt to the enemy hero." It does seem a little too similar to Knuckles as well.
Its basically a Breakthrough mechanic from ESO, i rly liked that mechanic and could definitely imagine it making it into HS as well. Basically what it does is, any excess damage delt to a minion would be delt to the enemy hero. So u attack a 2/3, u deal 3 dmg to it to kill it and enemy hero takes 4 damage. Similar to Knuckles, but works in a slightly different way. Allows u to focus on clearing the board with the minion without sacrificing the entirety of its attack power. Not sure the wording is totally to HS standards tho :/
The thing is, Sinti, I could see this effect on a rare minion. ;)
Should read "Excess damage dealt by this minion is dealt to the enemy hero." It does seem a little too similar to Knuckles as well.
Yeah, thanks for the typo notice, already fixed that! ;-)
I suppose i could see it being an ability for a rare minion as well, but think its still passable as common.
Anubar Piercer: i had the same idea basically, but decided it was too boring.
Faceless Interpreter: constructed ok(-ish?). Arena busted. Especially nowadays, where hard removals r hard to come by, u dont have it? GG. 7 mana 8/8 Overload (2). Is where i would see it and it would be played in Arena.
Bloodrender Worgen: i guess this one is fine, mby as 8/8, that one extra Health would do a lot in arena.
@Tox: Doctor Golem everyday. I would change the art though. Even a shitty Paint edit of War Golem with a black hood and some Wisps besides him would do.
@Dr_Scaphandre: I love Deathcharger (the 5 damage version), it's simple and flavorful and this competition is obviously about simplicity and flavor.
@Demonx95: I don't really like the card, it's bland ( bland != simple) and Jungle Druid will likely never be viable anyway.
@Teknican: Deathseekr --> The effect is too hard to trigger for the cost. I would make it a 8mana 8/8. Also the card has no flavor associated with the effect. Ferocious Devilsair --> I like this one better. Simple and flavorful, though I would change the art.
@Hieii: Sorry you're only a few seconds late.
@Zukuu: I like it, but I would change the art. (Also I understand the 15/3 logic but that would erase all meme value)
Although everyone here seems to appreciate Megagma Rager, I'm still gonna post the rest of my ideas just in case :
And Megagma Rager updated. I changed the art to be more Warcraft-y. Is it better ?
Damn, i would have so many ideas for good useful common minions, even at that mana cost, but none of them would be rly eye-catching :F
I have this so far:
Its basically a Breakthrough mechanic from ESO, i rly liked that mechanic and could definitely imagine it making it into HS as well. Basically what it does is, any excess damage delt to a minion would be delt to the enemy hero. So u attack a 2/3, u deal 3 dmg to it to kill it and enemy hero takes 4 damage. Similar to Knuckles, but works in a slightly different way. Allows u to focus on clearing the board with the minion without sacrificing the entirety of its attack power. Not sure the wording is totally to HS standards tho :/
I don't think this stands out enough. I just can't see any appeal in it. It's not even an interesting arena card. It's certainly not bad in arena, but you'd pick it for the stats alone, the effect is somewhat negligible in most scenarios. Ultimately, it's just kinda boring imo and lacks flavor.
Wondering if these effects are too complex for the theme though. I guess none of them are worse than Obsidian Destroyer.
Notes:
Harmless Lil' Soultaker - The idea is to roll for the demons with negative battlecries, as these are often well above the power curve for their cost; it is not ideal when cast on minions of just any mana cost. Probably stronger if Blizzard ever prints more negative battlecry demons.
Hero of the Bastion - Soft taunt, aggro/burn shield. =P
Lost Voyager - Attempt to create a midrange or control potential for pirates. Rogue deathrattle synergy, late-game play for rogues but more in the vein of Dreadsteed.
Ehm, whats the point? To get a minion for Divine Spirit + Inner Fire that your opponent has to remove by cards from hand? I dont see any other value in this.
Damn, i would have so many ideas for good useful common minions, even at that mana cost, but none of them would be rly eye-catching :F
I have this so far:
Its basically a Breakthrough mechanic from ESO, i rly liked that mechanic and could definitely imagine it making it into HS as well. Basically what it does is, any excess damage delt to a minion would be delt to the enemy hero. So u attack a 2/3, u deal 3 dmg to it to kill it and enemy hero takes 4 damage. Similar to Knuckles, but works in a slightly different way. Allows u to focus on clearing the board with the minion without sacrificing the entirety of its attack power. Not sure the wording is totally to HS standards tho :/
I don't think this stands out enough. I just can't see any appeal in it. It's not even an interesting arena card. It's certainly not bad in arena, but you'd pick it for the stats alone, the effect is somewhat negligible in most scenarios. Ultimately, it's just kinda boring imo and lacks flavor.
Ok, thanks for your opinion. I partially agree, but it will be kinda hard to make a flashy card with an ability that will be simple enough to warrant it on a common minion :o i mean like i said before, we can make a lot of very usefull cards that the game could use, but they WILL be boring :F
Here are my ideas so far, will post some feedback on other cards tomorrow.
Undercity Mage: Really strong effect, could make Control Mage a thing. Strong against Aggro.
Chromie's Disciple: Really good effect if you can set it up nicely. An all-round amazing card in the right decks.
Splintered Summoner: Really like this design. Could make Taunt Druid viable.
EDIT: Shit found a typo in one of the cards, will fix tomorrow as I cba to do it now.
Undercity Mage has a typo, "Msge", but you've already pointed that out. Is Splintered Summoner intended to be able to summon enemy Taunt minions? Based on the current wording, it does. All of these ideas look pretty good though, at least on paper. I'll look further into these before I give my full opinions on the card.
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Ehm, whats the point? To get a minion for Divine Spirit + Inner Fire that your opponent has to remove by cards from hand? I dont see any other value in this.
Ok, thanks for your opinion. I partially agree, but it will be kinda hard to make a flashy card with an ability that will be simple enough to warrant it on a common minion :o i mean like i said before, we can make a lot of very usefull cards that the game could use, but they WILL be boring :F
Simple doesn't mean boring. It can still be interesting. I mean even Bog Creeper is playable and somewhat interesting. Bonemare as well. But I agree, it's hard to keep it simple enough and still have an appealing impact.
Wondering if these effects are too complex for the theme though. I guess none of them are worse than Obsidian Destroyer.
Notes:
Harmless Lil' Soultaker - The idea is to roll for the demons with negative battlecries, as these are often well above the power curve for their cost; it is not ideal when cast on minions of just any mana cost. Probably stronger if Blizzard ever prints more negative battlecry demons.
Hero of the Bastion - Soft taunt, aggro/burn shield. =P
Lost Voyager - Attempt to create a midrange or control potential for pirates. Rogue deathrattle synergy, late-game play for rogues but more in the vein of Dreadsteed.
Harmless Lil Soultaker: such ability is on rare/epic minion for a single target. Multi target on a common one doesnt rly fit.
Hero of the Bastion: i guess better wording would be "Whenever your hero takes damage, it takes 5 less." (Bolf Ramshield). But mby even "Your hero takes 5 less damage.". Definitely not an anti aggro card lol :P have u seen an aggro deck get to turn 10 ?:D also if this card was ever meta, Stampeding Kodo would be so happy. Useless arena card, too weak stats for 10 drop. So ... i dont see the appeal.
Lost Voyager: this is definitely not an ability for a common minion, more like an epic one. and its not even balanced, not by a long shot. Even if your opponent wanted to make use of the mirrored freeze, he would have to silence/transform Voyager after to get rid of it. It just creates too much value on such a body. I could see a 3/3 body on it mby.
So this is my first idea. In short when this minion dies, a deathrattle effect among the cards left in your deck will be the trigger. However I do have two other ideas which I could use. The first is having a random deathrattle effect trigger or secondly discovering a deathrattle effect. Either way I would like to hear what you think (plus in not too sure about the wording of this card).
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My Entry for this week's Card Design Competition - Season 8.16:
Wondering if these effects are too complex for the theme though. I guess none of them are worse than Obsidian Destroyer.
Notes:
Harmless Lil' Soultaker - The idea is to roll for the demons with negative battlecries, as these are often well above the power curve for their cost; it is not ideal when cast on minions of just any mana cost. Probably stronger if Blizzard ever prints more negative battlecry demons.
Hero of the Bastion - Soft taunt, aggro/burn shield. =P
Lost Voyager - Attempt to create a midrange or control potential for pirates. Rogue deathrattle synergy, late-game play for rogues but more in the vein of Dreadsteed.
Of all these, I like Harmless Lil' Soultaker the most. I'd make her a 3/3 or 3/4 (or 4/3) though, because it really is just terrible if you don't have like 4 other minions. The statline would also hobble 7-Drop Evolves. Hero of the Bastion seems to similar to Bolf Ramshield, but also more powerful because it's sticky and isn't directly affected. This ends up being a soft-Taunt with extra utility vs. Ultrasaur. Lost Voyager is just unfun and uninteractive because, despite all of Rogue's shortfalls, having a 5/5 that constantly stops up the board is really really useful, especially in combo decks.
Here are a few more ideas:
Northshore Captain is meant to encourage late-game pirate decks. Ice Barrens Prowler is meant to be one of those Druid beasts that also satisfies the 5-Attack requirement. Streetwise Protector is like Bonemare except either better or worse.
Wondering if these effects are too complex for the theme though. I guess none of them are worse than Obsidian Destroyer.
Notes:
Harmless Lil' Soultaker - The idea is to roll for the demons with negative battlecries, as these are often well above the power curve for their cost; it is not ideal when cast on minions of just any mana cost. Probably stronger if Blizzard ever prints more negative battlecry demons.
Hero of the Bastion - Soft taunt, aggro/burn shield. =P
Lost Voyager - Attempt to create a midrange or control potential for pirates. Rogue deathrattle synergy, late-game play for rogues but more in the vein of Dreadsteed.
Of all these, I like Harmless Lil' Soultaker the most. I'd make her a 3/3 or 3/4 (or 4/3) though, because it really is just terrible if you don't have like 4 other minions. The statline would also hobble 7-Drop Evolves. Hero of the Bastion seems to similar to Bolf Ramshield, but also more powerful because it's sticky and isn't directly affected. This ends up being a soft-Taunt with extra utility vs. Ultrasaur. Lost Voyager is just unfun and uninteractive because, despite all of Rogue's shortfalls, having a 5/5 that constantly stops up the board is really really useful, especially in combo decks.
Here are a few more ideas:
Northshore Captain is meant to encourage late-game pirate decks. Ice Barrens Prowler is meant to be one of those Druid beasts that also satisfies the 5-Attack requirement. Streetwise Protector is like Bonemare except either better or worse.
Streetwise Protector can't give permanent Stealth because it limits design space. It's why Master of Disguise was nerfed. Animated Armor was originally meant to be a Neutral card but because it was too broken with pre-nerf Master of Disguise, it had to be a Mage card (which interestingly enough would be better in literally any other class).
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It's funny, because ostensibly that's what it does. But if there were a destroy effect that was dependent around 8-Attack, this would circumvent it.
The more I think about it the less it makes sense. Do you think "Takes 1 extra damage" justifies the stats then?
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Love the tribes.
Wondering if these effects are too complex for the theme though. I guess none of them are worse than Obsidian Destroyer.
Notes:
Harmless Lil' Soultaker - The idea is to roll for the demons with negative battlecries, as these are often well above the power curve for their cost; it is not ideal when cast on minions of just any mana cost. Probably stronger if Blizzard ever prints more negative battlecry demons.
Hero of the Bastion - Soft taunt, aggro/burn shield. =P
Lost Voyager - Attempt to create a midrange or control potential for pirates. Rogue deathrattle synergy, late-game play for rogues but more in the vein of Dreadsteed.
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Here are my ideas so far, will post some feedback on other cards tomorrow.
Undercity Mage: Really strong effect, could make Control Mage a thing. Strong against Aggro.
Chromie's Disciple: Really good effect if you can set it up nicely. An all-round amazing card in the right decks.
Splintered Summoner: Really like this design. Could make Taunt Druid viable.
EDIT: Shit found a typo in one of the cards, will fix tomorrow as I cba to do it now.
Wished to be pink.
Then did.
Then fired myself.
Then did again.
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So this is my first idea. In short when this minion dies, a deathrattle effect among the cards left in your deck will be the trigger. However I do have two other ideas which I could use. The first is having a random deathrattle effect trigger or secondly discovering a deathrattle effect. Either way I would like to hear what you think (plus in not too sure about the wording of this card).
My Entry for this week's Card Design Competition - Season 8.16:
All of these feel like Rare minion abilities, kinda strong for a common one.
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Ugh. What I meant to do was only Stealth until next turn, but that pushes it over three lines. What about the others?
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