The whole idea of Coal was that the other three would be very powerful, but there would be a chance of getting nothing. Thoughts about this? I think the gifts still need some tweaking, though.
The wording is kinda ambiguos, do u mean that it will equip the secrets or put them in your hand? It should read either "Battlecry: Equip a random Secret for each player." or "Battlecry: Add a random Secret to each player's hand." ;-) PS: probably dont make it common, would most likely be rather strong arena card (since you would get the benefit from a secret first) :P
I admit, it isn't flashy. But this card has 2 uses.
One, play on curve for a turn 3 yeti, with card disadvantage drawback.
Two, play when you drew a card you instead wanted to recruit. Like, Voidlord, for example. Or you want your Pyroblast in your deck so Spiteful Summoner can summon a 10 mana minion.
edit: A third use, you want to avoid fatigue damage.
I just feel this is a card with an effect that should've been released in this last expansion.
Rofl, why does it have such a stat boost, not like shuffling one card from hand would be that much of a price. Every aggro deck would play this and they could even have an empty hand. The card is crazy overstated. I dont like these blatantly overstated early minions that try to justify themselves with an effect that will have zero impact in 99% of the games.
I admit, it isn't flashy. But this card has 2 uses.
One, play on curve for a turn 3 yeti, with card disadvantage drawback.
Two, play when you drew a card you instead wanted to recruit. Like, Voidlord, for example. Or you want your Pyroblast in your deck so Spiteful Summoner can summon a 10 mana minion.
edit: A third use, you want to avoid fatigue damage.
I just feel this is a card with an effect that should've been released in this last expansion.
Rofl, why does it have such a stat boost, not like shuffling one card from hand would be that much of a price. Every aggro deck would play this and they could even have an empty hand. The card is crazy overstated. I dont like these blatantly overstated early minions that try to justify themselves with an effect that will have zero impact in 99% of the games.
The idea is to have a 4 mana worth minion.
If aggro is a problem, we can shift it's stats for a more defensive one. Like 2/7.
My design idea was not to put a powerhouse early on, but try to use a card to have more control over a recruit deck.
The Little Match Girl's function as a massive tempo loss for your opponent as they would likely want to waste 4 mana and protect your face but she effectively can't attack. Reference the Little Match Girl of Hans Christian Andersen in which the titular character got killed by the cold at the end. Good when paired with Eater of Secrets or an unactivated Counterspell.
A Winter Veil Carol is a value and cycle engine for Priest with some utility. Need help balancing the Ghost of Christmas Present one as I feel the effect is a little too strong. Reference A Christmas Carol by Charles Dickens.
I admit, it isn't flashy. But this card has 2 uses.
One, play on curve for a turn 3 yeti, with card disadvantage drawback.
Two, play when you drew a card you instead wanted to recruit. Like, Voidlord, for example. Or you want your Pyroblast in your deck so Spiteful Summoner can summon a 10 mana minion.
edit: A third use, you want to avoid fatigue damage.
I just feel this is a card with an effect that should've been released in this last expansion.
Rofl, why does it have such a stat boost, not like shuffling one card from hand would be that much of a price. Every aggro deck would play this and they could even have an empty hand. The card is crazy overstated. I dont like these blatantly overstated early minions that try to justify themselves with an effect that will have zero impact in 99% of the games.
The idea is to have a 4 mana worth minion.
If aggro is a problem, we can shift it's stats for a more defensive one. Like 2/7.
My design idea was not to put a powerhouse early on, but try to use a card to have more control over a recruit deck.
Well, u can easilly change that by making it a 6-cost card for example. Overstated minions with (almost) any drawback in 1-3 mana slot r super snowbally. If your aim isnt to make an OP early game minion, but to compensate the downside with a stat increase, just do it on a higher cost minion ;-)
I admit, it isn't flashy. But this card has 2 uses.
One, play on curve for a turn 3 yeti, with card disadvantage drawback.
Two, play when you drew a card you instead wanted to recruit. Like, Voidlord, for example. Or you want your Pyroblast in your deck so Spiteful Summoner can summon a 10 mana minion.
edit: A third use, you want to avoid fatigue damage.
I just feel this is a card with an effect that should've been released in this last expansion.
Rofl, why does it have such a stat boost, not like shuffling one card from hand would be that much of a price. Every aggro deck would play this and they could even have an empty hand. The card is crazy overstated. I dont like these blatantly overstated early minions that try to justify themselves with an effect that will have zero impact in 99% of the games.
The idea is to have a 4 mana worth minion.
If aggro is a problem, we can shift it's stats for a more defensive one. Like 2/7.
My design idea was not to put a powerhouse early on, but try to use a card to have more control over a recruit deck.
Well, u can easilly change that by making it a 6-cost card for example. Overstated minions with (almost) any drawback in 1-3 mana slot r super snowbally. If your aim isnt to make an OP early game minion, but to compensate the downside with a stat increase, just do it on a higher cost minion ;-)
I see.
That's actually a pretty good point.
Having a high mana ensures the card is played later in the game. I'm thinking in lowering the stat further and instead giving it taunt on top of the battlecry effect.
Something like 6 mana, 4/9 with taunt. Now that you mention, I feel this battlecry's drawback, since it's strictly better than discard a card (save for Discolock decks), would warrant +1 stat point instead of +2. Taunt is generally calculated as -1 to a stat, so one would cancel each other and we would have a 13 stat minion.
Same battlecry (the battlecry is the whole point of the card, afterall). Plus, taunt is flavorise compatible with the Grinch.
The boss is a Dungeon Run one and banishes all minions until it's done. It appears where your opponent's hero is on your turn, and you switch with the other player when you end your turn (much like the dual-hero paladin fight).
What's best, people? I considered naming the priest card "Power Word: M'lady" but I feel like that wouldn't go down too well.
As this acts similar to how Elise does, I would have it discovering all three since it don’t really get much value out of this while you just are discovering 1 legendary. There are possibilities that you are only discovering bad legendaries too.
Made a few adjustments to my first version of The Greench to make it a card generator and more useful to actual decks. Also, I'm adding another card and bumping an old card. Thoughts?
Christmas Spirit - Mainly for priest to have a nice dragon minion after rotation, and to "counter" the enemy Secrets. Pretty good against Rogue and Hunter ones.
PS. I wanted to thank @CasmX for making a cute (too cute) Tyrande :P And that's also a pretty neat and solid card.
I do like Secret Present. It can potentially trigger whatever Secret was played, so it's pretty nice. I think it's not that great if both copies of it were summoned with just one secret, though. But that's up to you.
I admit, it isn't flashy. But this card has 2 uses.
One, play on curve for a turn 3 yeti, with card disadvantage drawback.
Two, play when you drew a card you instead wanted to recruit. Like, Voidlord, for example. Or you want your Pyroblast in your deck so Spiteful Summoner can summon a 10 mana minion.
edit: A third use, you want to avoid fatigue damage.
I just feel this is a card with an effect that should've been released in this last expansion.
Rofl, why does it have such a stat boost, not like shuffling one card from hand would be that much of a price. Every aggro deck would play this and they could even have an empty hand. The card is crazy overstated. I dont like these blatantly overstated early minions that try to justify themselves with an effect that will have zero impact in 99% of the games.
The idea is to have a 4 mana worth minion.
If aggro is a problem, we can shift it's stats for a more defensive one. Like 2/7.
My design idea was not to put a powerhouse early on, but try to use a card to have more control over a recruit deck.
Well, u can easilly change that by making it a 6-cost card for example. Overstated minions with (almost) any drawback in 1-3 mana slot r super snowbally. If your aim isnt to make an OP early game minion, but to compensate the downside with a stat increase, just do it on a higher cost minion ;-)
I see.
That's actually a pretty good point.
Having a high mana ensures the card is played later in the game. I'm thinking in lowering the stat further and instead giving it taunt on top of the battlecry effect.
Something like 6 mana, 4/9 with taunt. Now that you mention, I feel this battlecry's drawback, since it's strictly better than discard a card (save for Discolock decks), would warrant +1 stat point instead of +2. Taunt is generally calculated as -1 to a stat, so one would cancel each other and we would have a 13 stat minion.
Same battlecry (the battlecry is the whole point of the card, afterall). Plus, taunt is flavorise compatible with the Grinch.
Hey, 10 turns of auto-freeze along with 2 blizzard and 2 frost nova and 2 ice block... I don't think that's a good idea. In HS freeze has sadly 0 means of reasonable counter play.
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Ton of reference to literature incoming:
The Little Match Girl's function as a massive tempo loss for your opponent as they would likely want to waste 4 mana and protect your face but she effectively can't attack. Reference the Little Match Girl of Hans Christian Andersen in which the titular character got killed by the cold at the end. Good when paired with Eater of Secrets or an unactivated Counterspell.
A Winter Veil Carol is a value and cycle engine for Priest with some utility. Need help balancing the Ghost of Christmas Present one as I feel the effect is a little too strong. Reference A Christmas Carol by Charles Dickens.
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Class Creation Finalist: The Astromancer
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This is meant as a "fun" non-competitive card.
Link to full-size image.
Edit - Alternative to Father Winter's Helper:
Now that you mention, I feel this battlecry's drawback, since it's strictly better than discard a card (save for Discolock decks), would warrant +1 stat point instead of +2. Taunt is generally calculated as -1 to a stat, so one would cancel each other and we would have a 13 stat minion.
Pfft, we can do better.
Surprise Presents:
Arcane Missiles, Starving Crab.
The boss is a Dungeon Run one and banishes all minions until it's done. It appears where your opponent's hero is on your turn, and you switch with the other player when you end your turn (much like the dual-hero paladin fight).
What's best, people? I considered naming the priest card "Power Word: M'lady" but I feel like that wouldn't go down too well.
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!) •
As this acts similar to how Elise does, I would have it discovering all three since it don’t really get much value out of this while you just are discovering 1 legendary. There are possibilities that you are only discovering bad legendaries too.
Just a fun card. Both The Abominable Greech and Santa Gul'dan could work as stand-alone cards, I think.
I'm thinking that this will be my card for the week.
"Hunters, Mages, Paladins and now Rogues!? I want secrets too!"
Kind of a meme card because the art is so cutesy but also a card that would see a lot of play in Priest. Anyway, thoughts?
The Bad Wolves:
So i made this card to help bring back fatigue warrior / control warrior which is my favorite deck archetype back to life!
Thoughts on this one?
Made a few adjustments to my first version of The Greench to make it a card generator and more useful to actual decks. Also, I'm adding another card and bumping an old card. Thoughts?
Gift:
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Here's my first idea:
Come Play Make the Keyword!!!
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Hey, 10 turns of auto-freeze along with 2 blizzard and 2 frost nova and 2 ice block... I don't think that's a good idea. In HS freeze has sadly 0 means of reasonable counter play.
So I went with the "Gift Horse" option: interaction with secrets:
A visions is a secret played by The Dark Wanderer/The Cow KIng and have a red color. These are all visions (more info here: https://hearthstone.gamepedia.com/The_Dark_Wanderer)