Well these are the ideas I came up with. Any thoughts on them?
I will try to return the feedback as fast as I can.
You might want to find a different art for the first one, I'm pretty sure that's Wrathion XD. Cool effect, though. Might be a little too slow at 10 mana, although the power of the effect might make up for it.
The second one seems way overpriced/understatted, especially as an incomplete counter to a probably-not-very-good mechanic. They could easily kill him before any recruit stuff happens. Honestly I think it'd be totally fair, if a little underpowered, as a 4/6.
The rest, because the base concept is bad (unoriginal, too complicated, etc...)
As for me, I will expand on my first simple idea. I made 3 new versions which I think have more flavor:
(far-right is the original one)
Which version is best?
I like Looking for Group the most. It can interact with other 1-drops such as the new Gravelsnout Knight. Also, flavour is pretty nice.
On the other hand, the first two versions of Treat (+Attack/+health) are nice. I think those could be a bit better in Druid though, the buffing just feels more like it.
Isn't 15 damage too much considering it has to be in your hand to upgrade? Like the other spellstones. I think it's too much. Otherwise, card's cool conceptwise.
The idea is the recruit mechanic will target the highest mana minion available and then work down. Not sure how to put that in a card text though as it is already kinda wordy.
First of all, a card should have only 4 lines of text. It not really a competition requirement, but it's just better-looking and it keeps the card simple. Right now, it's too complex.
Secondly, I think just healing-then-recruiting is fine considering that Paladins don't have that much healing. It's also a lot more simple. If so, it should change to "Whenever this minion is healed, Recruit a minion".
Lastly, the stats. Usually, Recruit minions have very poor stats, but I think you can get away with just lowering the Attack.
Lastly, the flavour. It doesn't feel kobolds-and-catacomby enough. Maybe make it a guild Paladin, like Lynessa.
Why is Banner of Fury not simply a spell? A 0 attack weapon with a non-continous effect seems pretty strange.
I gave it 1 attack at first but than I thought: It's a banner not a weapon so changed it to 0 not thinking about it being useless after it's battlecry. I will make it a spell or give it 1 attack.
Something like this viable. I wanted to make a card that would allow you to discover one of the 3 unidentified items. Upon doing that you would be able to select one of the 4 options it identifies to an put it in your hand. I used Elise(even though she doesn't discover), Lotus Agents and Servant of Kalimos as a baseline for the discover effect on the minion, but was unsure of balancing because a lot of the randomness is pulled out compared to having 3 options out of all the cards from 3 classes or all the elementals.
My other idea was to create something thematically along the same lines of identifying or collecting items in a dungeon crawl Diablo style, where spellstones would be incorporated alongside the unidentified items but I have not yet fleshed that idea out. Any suggestions would be welcome and as I'm working on providing feedback to others, I will gladly prioritize feedback for feedback. Good luck all.
One thing that disappointed me about the expansion was I was expecting every class to have a Unidentified card. Couple this with my disappointment in Ironwood Golem I decided I could make a better one. Introducing Unidentified Seed
1) Ironwood Ancient: Ironwood Golem but nerfed because of the other possible effects
2) Corrupted Ancient: The effect is reverse Tar Creeper. On your turn you get a Pit Fighter but on your opponents turn the reduced attack allows them to make better trades with it
3) Arcane Ancient: +2 Spell damage because I remember Jungle Moonkin was a thing, maybe it could still be part of Druid
I am debating on the last one. We have a defensive one, an offensive one, a spell power one, and I am still thinking of a 4th. Options I am thinking are
1) Poisonous
2) Draw a card
3) restore (4?) Health
You all have other suggestions?
Credit to Disse86 on Deviant Art for the Corrupted Ancient art
Recruit mechanic on Priest(Thief) class.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Took me a while to figure this card out, seeing Blizzard released a lot of neutral demons this expansion I figured I would play with that.
EDIT: when you play this card: "Your doom has come, mortals!"
When he attacks a minion: "Ha! You're nothing"
When he attacks a hero: "Die, mortal!"
When he dies: "Death is nothing but a mirage"
Don't mind me just passing by
GLOBAL REVIEW
Would vote for:
Feasting Rander by MrUncreative (page 1)
Azgalor, the Tempter by Teknican (page 3)
Would vote for (with modifications):
None
Won't vote for no matter what:
The rest, because the base concept is bad (unoriginal, too complicated, etc...)
As for me, I will expand on my first simple idea. I made 3 new versions which I think have more flavor:
(far-right is the original one)
Which version is best?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I'm a bit late to the party, didn't expect a competition to pop up. Came up with a few ideas, feedback is appreciated!
Token:
I made these a couple weeks back:
You'll never know what lurks in those tunnels until someone checks it out!
So now we can make legendary weapons I had this quick Idea for recruit Warrior:
Why is Banner of Fury not simply a spell? A 0 attack weapon with a non-continous effect seems pretty strange.
Yay kobolds!
Three ideas based on the fact that 99% of people are doing Recruit. (Tokens in Spoiler)
Need some advice:
Something like this viable. I wanted to make a card that would allow you to discover one of the 3 unidentified items. Upon doing that you would be able to select one of the 4 options it identifies to an put it in your hand. I used Elise(even though she doesn't discover), Lotus Agents and Servant of Kalimos as a baseline for the discover effect on the minion, but was unsure of balancing because a lot of the randomness is pulled out compared to having 3 options out of all the cards from 3 classes or all the elementals.
My other idea was to create something thematically along the same lines of identifying or collecting items in a dungeon crawl Diablo style, where spellstones would be incorporated alongside the unidentified items but I have not yet fleshed that idea out. Any suggestions would be welcome and as I'm working on providing feedback to others, I will gladly prioritize feedback for feedback. Good luck all.
One thing that disappointed me about the expansion was I was expecting every class to have a Unidentified card. Couple this with my disappointment in Ironwood Golem I decided I could make a better one. Introducing Unidentified Seed
All of them are 4 mana 3/6 minions like Ironwood Golem
1) Ironwood Ancient: Ironwood Golem but nerfed because of the other possible effects
2) Corrupted Ancient: The effect is reverse Tar Creeper. On your turn you get a Pit Fighter but on your opponents turn the reduced attack allows them to make better trades with it
3) Arcane Ancient: +2 Spell damage because I remember Jungle Moonkin was a thing, maybe it could still be part of Druid
I am debating on the last one. We have a defensive one, an offensive one, a spell power one, and I am still thinking of a 4th. Options I am thinking are
1) Poisonous
2) Draw a card
3) restore (4?) Health
You all have other suggestions?
Credit to Disse86 on Deviant Art for the Corrupted Ancient art
Too narrow to see use?
(Working on comparable art)
How you can destroy a card?
Overdraw, make opponent overdraw, Keening Banshee, Fel Reaver, Hemet, Jungle Hunter, Skulking Geist