Gnosh is the more tempo-oriented Doomsayer in the essence is that it force your opponent to either kill it or skip their next turn. You can keep it on the field if you want to, but the exchange is one of your own minion and not dealing damage to your opponent.
Nice theme! Here's what I'm thinking of. I feel it could reward careful planning and deck building, like being able to recruit a doomsayer on turn 3 or a powerful minion on turn 9/10. I'm thinking of ways in which it may be (too) broken. One advantage in that regard that it has over Barnes is that you would actually need to be able to play the minion before you can pull it from your deck, so it might be okay... but please tell me if I'm missing something.
Tad's effect is way too similar to the Forbidden mechanic from MSoG. You might want to rethink him. Other than that, he seems pretty weak as he doesn't do much on his own compare with Y'Shaarj, Rage Unbound
So this is what I'm thinking for this week competition. Warrior has come cards which can be useful if they get damage. With that in mind I'm thinking this would be a good option for those types of cards to be used. Plus it would create a different play to play warrior, rather than just relying on the armor route. Thoughts?
Seems way too overcost compare with the HP, which is basically an Inner Rage. I'd make him cost 5.
BRISTLESNARL - I posted this effect several times in previous discussion threads but never made it. I think the effect fits Bristlesnarl well. Basically it's a tool to make "Big" decks and ramp druid more consistent.
GUTMOOK - Tech against spell-heavy decks. Note that it says "Whenever" and not "After" which means that even if your opponent uses a spell to remove this, they will still take 6 damage to the face before it is removed.
XOL THE UNSCATHED - AKA Patches' sister. Note that it says "Whenever", which means she will be summoned BEFORE the spell's effect is executed, which means in turn that said well WILL benefit from Spell Damage +1
Not very inspired this week tbh. All three cards have effects I've already shown at some point in the past.
Gutmook is easily the most interesting effect of the three. Bristlesnarl is just too slow while Xol doesn't referenced anything to the boss encounter.
Kraxx is known for gaining A LOT of Armor, so I think the effects fits it well without actually referring to his Hero Power. Too much/little Armor cost? Mana Cost? Stats? Flavour? Does 12 need to be in brackets? Is costs with or without the last s?
The idea is that you build this giant Mech from your Armor.
Now THIS is interesting. I do think that the Armor cost is way too much. The only card that gain that much Armor for Warrior right now is Bring It On![card] and [card]Ancient Shieldbearer. I'd drop the Armor requirement to 10.
Frostfur: Support for a Control-ish Freeze Shaman.
Fungalmaster Flurgl: A little but of random fun. They evolve into minions that cost (2) more since you then lose all synergy. If it seems too powerful I can always change it to just (1).
Elder Jari: A nice tool for Control Druid. At first, I wanted it to Double your current Armor, but that seemed too typical. So, I changed it to a spell-synergy control Druid minion.
None of these cards really stand out to me. Frostfur is way to weak. Flurgl doesn't reference anything from his encounter as well as missing the point of a Murloc deck. Elder Jari is way too powerful with Druid's current slate of cards like UItimate Infestation.
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You could use the dormant effect the current darkness card already has and have the awakening effwct be the opponent playing the candle. Makes it really sticky without letting it be an easy silence cheese.
Well... not sure why I didn't think of that. Thanks! How about this:
Kraxx is known for gaining A LOT of Armor, so I think the effects fits it well without actually referring to his Hero Power. Too much/little Armor cost? Mana Cost? Stats? Flavour? Does 12 need to be in brackets? Is costs with or without the last s?
The idea is that you build this giant Mech from your Armor.
While the concept behind this card is great, as printed, this card is busted in terms of Recruitment, or anything that lets you ignore the 12 armor requirements on the card to summon it. This card plus Oakheart makes it alone pretty busted, but if we wanted to keep the concept alive I'd change the words around to allow this to live as a 7/7 but not as it's base stats, for example:
It's a lot wordier, and that might be able to be cleaned up, but moving the stats away from the baseline allows this card to be used in it's intended effect, spending 12 armor to get a really good tempo play, rather than abusing the base stats and working around the requirements.
After taking the feedback into consideration, I've come up with the following cards:
Frostfur: Lowered cost from (4) to (3) so that it would be easier to use in spell combos.
Jeeru: Useful in a wide variety of decks, in similar fashion to The Curator. It's supposed to reflect not only the drawing mechanic her boss encounter uses, but also the typical 'Three Wishes' genie trope. To clarify, the different types of cards would be Minions, Spells, Weapons and Herocards. Though because I included that last one, it may be too poweful.
Blackseed: Since Flurgl didn't work, I replaced it with this one. It will keep evolving after each of your turn, becoming more and more of a threat; just like the boss encounter of Blackseed (kinda). I'm split on whether it should always keep that effect or not, as in even when transformed/evolved/devolved it keeps it. I think that's kinda cool, but it may be too powerful.
Kraxx is known for gaining A LOT of Armor, so I think the effects fits it well without actually referring to his Hero Power. Too much/little Armor cost? Mana Cost? Stats? Flavour? Does 12 need to be in brackets? Is costs with or without the last s?
The idea is that you build this giant Mech from your Armor.
While the concept behind this card is great, as printed, this card is busted in terms of Recruitment, or anything that lets you ignore the 12 armor requirements on the card to summon it. This card plus Oakheart makes it alone pretty busted, but if we wanted to keep the concept alive I'd change the words around to allow this to live as a 7/7 but not as it's base stats, for example:
It's a lot wordier, and that might be able to be cleaned up, but moving the stats away from the baseline allows this card to be used in it's intended effect, spending 12 armor to get a really good tempo play, rather than abusing the base stats and working around the requirements.
Thanks for reviewing :) ! At this link you can see the Recruit minions and spells available for warriors and shamans. I know classes aren't always compareable, but notice that the card that allows you to recruit the lowest-cost possible is Guild Recruiter at a cost of 5 mana (summoning a 4-mana minion at max). That means it's already able to summon a 7/7 Flamewreathed Faceless for shaman. This card is the card that'll be able to "abuse" the Recruit keyword at most for this minion, and it's not ANY different than what we already knwo from the game, so I can't really see how it's broken.
EDIT: As for Master Oakheart, his effect effect is related to Attack and not mana-cost, and would never be able to summon this minion. Remember he can summon a Voidlord - this card has no where near the same power level!
While the concept behind this card is great, as printed, this card is busted in terms of Recruitment, or anything that lets you ignore the 12 armor requirements on the card to summon it. This card plus Oakheart makes it alone pretty busted, but if we wanted to keep the concept alive I'd change the words around to allow this to live as a 7/7 but not as it's base stats, for example:
It's a lot wordier, and that might be able to be cleaned up, but moving the stats away from the baseline allows this card to be used in it's intended effect, spending 12 armor to get a really good tempo play, rather than abusing the base stats and working around the requirements.
Why make it so clunky? Just make it: "Battlecry: Remove 12 armor and gain +6/+6." That automatically fails if you have less than 12 armor and stops at 12 if you have more.
The Darkness already exists as card, and Wee Whelp is a bit OP. Sure, it's just one, wich balances it a bit, however, the design is kind of dull (and people tend to not like dull legendaries). Voodoomaster is a far better choice than those two.
Fortify:
The card is overcosted imo. Keep in mind hero power is a strictly worse version of Inner Rage, wich already cost 0 mana. And the kind of warriors that would actually like to play this would have it too late, It could be 4 or 5 mana, and maybe in the second case having some buff to stats.
Mr Goldful:
I think Brandlemar should have some rewording, like "spells that cost less than (5) cost (5)". At least basing on how Summoning Scepter from the Dungeon Runs is worded. Besides, it's a nice card, the advantage over Loatheb is compensated with the thing of affecting your own spells as well.
Giant Rat I like it, I already like Dire Mole and this is even better for any kind of hunter. Only problem I see is this concept has alread been tried in some competitions (at least it has been some time ago), wich could cause you some problems in the upvote phase. Then again, I could be wrong.
I could only think on one character to bring into a card:
-"This is madness! - This is VOODOOOOO!"
Of course, this does not work with keywords that can't be triggered twice, like taunt, divine shield, charge or jade golem.
Others, like spell damage or adapt, will actually be triggered twice, giving you double the bonus. Discover would give you two copies of the discovered card.
I like the effect, but here's the thing. All keywords that can trigger will trigger twice, you can't be selective. Meaning Spell Damage wouldn't trigger twice since it cannot trigger to begin with. Same goes for Adapt and Jade Golems, these will trigger twice as long as they're included in a Battlecry or a Deathrattle.
The keywords that can trigger would be Battlecry, Deathrattle, Lifesteal, Enrage (maybe?), Combo, Reward from Quests (which I find really cool), Choose One, Inspire and Overload.
On the other hand, it probably should only affect you, because why would you play a card that would greatly benefit your opponent without being able to control it?
Lol, you have more clear than me about how my own creation works xD...
I could probably do that, although the goofy aspect of Vex would be lost, then again, it would solve more than simply rise its stats, wich would do little if it were actually bad.
After taking the feedback into consideration, I've come up with the following cards:
Frostfur: Lowered cost from (4) to (3) so that it would be easier to use in spell combos.
Jeeru: Useful in a wide variety of decks, in similar fashion to The Curator. It's supposed to reflect not only the drawing mechanic her boss encounter uses, but also the typical 'Three Wishes' genie trope. To clarify, the different types of cards would be Minions, Spells, Weapons and Herocards. Though because I included that last one, it may be too poweful.
Blackseed: Since Flurgl didn't work, I replaced it with this one. It will keep evolving after each of your turn, becoming more and more of a threat; just like the boss encounter of Blackseed (kinda). I'm split on whether it should always keep that effect or not, as in even when transformed/evolved/devolved it keeps it. I think that's kinda cool, but it may be too powerful.
The problem with Jeeru is, while Curator had strong combination of stats/draw, requried 3 different types of minions that often felt clunky to play (many decks would refuse to put dragons, beasts or murlocs in their decks), thus limiting its draw potential to often 1 or 2 of those. This is a guaranteed Nourish in half the situations and in pretty much 99% of decks would be a 5 mana draw 2 cards and put a ubpar yet still somewhat competent minion on board.
Frostfur and Blackseed, on the other hand, are good cards. One has a lot of interesting applications (freeze deck finally working, volcano pls, and even could be used with Maelstrom Portal in more aggressive shamans), and the other is quite good, keep in mind it simply becomes a random minion, wich often brings in subpar stats, thus making it easier to remove. In case you have to do anything, you could try something like "at the end of your opponent's turn" and rise its initial stats to ease his survival until it starts morphing. The advantage of morphing at the end of your opponent's turn is, your new minion would actually be able to attack in your turn.
Alright taking some feedback I've made some changes.
Firstly, changes to Candlebeard. I agree, his current form is pretty weak when understanding that Pirates are weak on their own. So I've come up with two new possible Candlebeards.
First possible change: Just reduce the mana cost from 10 to 8. Second possible change, is the Pirates he resummons have charge.
Next, is Pathmaker Hamm. This change was easy, people liked his original form but felt he could end up accidently killing us. Originally I just made him a Mad Bomber, but people didn't like that, so I changed him to no longer hit heroes. So he can't kill you, but can't be used for lethal either. A neutral board clear, a Volcano for everyone.
Lastly, I buffed the "Loot the Treasure Vault" quest to only require four weapons equipped, as people complained that equipping five is too hard for Pallys, and they're right.
Helping Miracle Rogue and triggering Combo. What's your favourite?
If I had to choose between these three, I'd say the 2nd one. Just gaining one Coin is not really that Legendary, so two Coins is about right. But, still, I'm not too crazy over that card. I find it a bit lacking for a Legendary. That's just me though, card's fine really. You could also step the effect up, like "Whenever a minion dies, put a Coin into your hand" or something like that.
Alright taking some feedback I've made some changes.
Firstly, changes to Candlebeard. I agree, his current form is pretty weak when understanding that Pirates are weak on their own. So I've come up with two new possible Candlebeards.
First possible change: Just reduce the mana cost from 10 to 8. Second possible change, is the Pirates he resummons have charge.
Next, is Pathmaker Hamm. This change was easy, people liked his original form but felt he could end up accidently killing us. Originally I just made him a Mad Bomber, but people didn't like that, so I changed him to no longer hit heroes. So he can't kill you, but can't be used for lethal either. A neutral board clear, a Volcano for everyone.
Lastly, I buffed the "Loot the Treasure Vault" quest to only require four weapons equipped, as people complained that equipping five is too hard for Pallys, and they're right.
Will trade feedback for feedback.
I like Candlebeard the most. It shouldn't give the pirates Charge, though. Pirates are aggresive enough already, I don't think giving them Charge is a very good thing to do. I'd go for the (8)-cost.
I also like the Quest, I find it very interesting. I don't know how hard weapons are to equip in Paladin, I'd guess not really, but it seems fine.
I'd go for one of these two.
Pathmaker Hamm is a pretty neat control tool, but it's not as interesting.
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Class Creation Finalist: The Astromancer
Best cards vote by community:
After taking the feedback into consideration, I've come up with the following cards:
Frostfur: Lowered cost from (4) to (3) so that it would be easier to use in spell combos.
Jeeru: Useful in a wide variety of decks, in similar fashion to The Curator. It's supposed to reflect not only the drawing mechanic her boss encounter uses, but also the typical 'Three Wishes' genie trope. To clarify, the different types of cards would be Minions, Spells, Weapons and Hero cards. Though because I included that last one, it may be too poweful.
Blackseed: Since Flurgl didn't work, I replaced it with this one. It will keep evolving after each of your turn, becoming more and more of a threat; just like the boss encounter of Blackseed (kinda). I'm split on whether it should always keep that effect or not, as in even when transformed/evolved/devolved it keeps it. I think that's kinda cool, but it may be too powerful.
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Looming Presence this combos well with Dragon Soul:
Helping Miracle Rogue and triggering Combo. What's your favourite?
Alright taking some feedback I've made some changes.
Firstly, changes to Candlebeard. I agree, his current form is pretty weak when understanding that Pirates are weak on their own. So I've come up with two new possible Candlebeards.
First possible change: Just reduce the mana cost from 10 to 8. Second possible change, is the Pirates he resummons have charge.
Next, is Pathmaker Hamm. This change was easy, people liked his original form but felt he could end up accidently killing us. Originally I just made him a Mad Bomber, but people didn't like that, so I changed him to no longer hit heroes. So he can't kill you, but can't be used for lethal either. A neutral board clear, a Volcano for everyone.
Lastly, I buffed the "Loot the Treasure Vault" quest to only require four weapons equipped, as people complained that equipping five is too hard for Pallys, and they're right.
Will trade feedback for feedback.
Hamm is in fact now basically a much better Deathwing.
Submissions are up!
You can find me here! Good luck everyone!
Gotta say I’ll be very mad if I lose to a 1 mana 2/2
Some advice before releasing my submission?
Taking into consideration the feedback given, I have made it a bit weaker but only working for the owner.
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