Should the card be called Moonglade Corsair or Moonglade Gambit?
Is the first inspire effect fine? If not, what other Inspire effects do you recommend?
Should it be "Choose an Inspiration?"
1. I think I like the card at the current mana cost and stats, easy to take care of on turn 3 if need be, but also not too weak as to be guaranteed destroyed.
2. I think that Corsair is a fine pirate name, but a little overused, so I'm leaning towards Gambit
3. The first effect is fine, allows for a late game board presence and a definite threat in the early game. Coin is an alright effect, but not as good as the first one of course.
Is one of them any good? If not, I'll probably just go with Diamond Dove which I've shown before.
Note: The cost increase is temporary on the 2nd one, permanent on the 3rd. It can potentially fuck
I like the top and bottom ones the most, especially the top card. All of them are sweet for mill rogue but the top card actually seems worthwhile. You get a slightly overstated minion on curve with a drawback and off curve you draw two cards.
The bottom one works good in mill rogue too because you aren't drawing cards so your opponent reaches fatigue faster. But the +1 permanent cost is kinda silly, considering that they can either just not play the cards, you gave them to them for free anyways, or they got some crucial combo piece which would win them the game. The bloodreaver example won't be that common anyways.
I think the point of the last one is so that they won't be able to play that card until the next turn, or they won't be able to play multiple cards including those drawn. I do agree, 3 for 3/3 is already mediocre, and the effect is pretty meaningless (especially if they draw a cheap card). I would change it to "They cost (5)", so it really hurts aggro decks and cheap decks, but really helps slower ones (or if they just draw The Lich King and Obsidian Statue). Another possibility is "Double their cost". I don't know how effective that could be, but it is an interesting concept you got. Also, I think Blindlight Oracle is a better name.
Is one of them any good? If not, I'll probably just go with Diamond Dove which I've shown before.
Note: The cost increase is temporary on the 2nd one, permanent on the 3rd. It can potentially fuck
I like the top and bottom ones the most, especially the top card. All of them are sweet for mill rogue but the top card actually seems worthwhile. You get a slightly overstated minion on curve with a drawback and off curve you draw two cards.
The bottom one works good in mill rogue too because you aren't drawing cards so your opponent reaches fatigue faster. But the +1 permanent cost is kinda silly, considering that they can either just not play the cards, you gave them to them for free anyways, or they got some crucial combo piece which would win them the game. The bloodreaver example won't be that common anyways.
I think the point of the last one is so that they won't be able to play that card until the next turn, or they won't be able to play multiple cards including those drawn. I do agree, 3 for 3/3 is already mediocre, and the effect is pretty meaningless (especially if they draw a cheap card). I would change it to "They cost (5)", so it really hurts aggro decks and cheap decks, but really helps slower ones (or if they just draw The Lich King and Obsidian Statue). Another possibility is "Double their cost". I don't know how effective that could be, but it is an interesting concept you got. Also, I think Blindlight Oracle is a better name.
Bumping my cards for attention:
Of the two cards, I like Davy Bones the most, BUUUUUT... In this very competition, I think its important to capture the essence of why that card has to be that class. I know he says "Destroy a friendly minion", but that phrase is hardly warlock specific, and makes me think this card could've been pretty much any other class.
Theredras on the other captures this idea very nicely - it fits Priest. If you look at Ozruk and Flash Heal, you'll se that the wording should probably be "Battlecry: Restore 2 Health to your hero for each Elemental you played last turn. This can overheal your hero." I'd remove the Taunt, it doesn't do any good but to cram the text. I think it needs a stat buff AND maybe increase the number to 3 instead of 2. Look at Cult Apothecary (I know the healing is based on something entirely different), he doesn't see any play and could probably heal your hero for at least 6 health. It's VERY unlikely that a Priest would play more than 3-4 Elementals in a turn (at max I'd say), giving a measly 6-8 HP. The overheal is nice, but it would probably do no difference cause you'd be damaged by at least 6-8 HP when you played this card (you could change the "this can overheal your hero" to "Add this amount to your total health."... Heck, I'm even thinking about making it restore 4 health instead of 3... 2 is just so weak. In the end, I'd go with an 8-mana 7/7 that can restore 3 health or an 8-mana 6/6 that could restore 4 health - based solely on the restriction you've added. Lastly, don't forget to give her the Elemental-tag.
Should the card be called Moonglade Corsair or Moonglade Gambit?
Is the first inspire effect fine? If not, what other Inspire effects do you recommend?
Should it be "Choose an Inspiration?"
Maybe you can do"Inspire: Choose One - etc."?
No. The whole point is you choose her inspire effect once, like Fatespinner's Choose a Deathrattle. So you can only give her one Inspire, either make her grow into a big minion everytime you use your hero power, or get Coins. If you were suddenly forced to choose what she does everytime you used your hero power it would ruin the pacing.
Should the card be called Moonglade Corsair or Moonglade Gambit?
Is the first inspire effect fine? If not, what other Inspire effects do you recommend?
Should it be "Choose an Inspiration?"
Maybe you can do"Inspire: Choose One - etc."?
No. The whole point is you choose her inspire effect once, like Fatespinner's Choose a Deathrattle. So you can only give her one Inspire, either make her grow into a big minion everytime you use your hero power, or get Coins. If you were suddenly forced to choose what she does everytime you used your hero power it would ruin the pacing.
I think the card is good to go. I'm not totally pleased with the flavour, but I understand it can be difficult on this card. The most important thing is that you're satisfied. BUT, I like the "Choose an Inspire"-part a lot, so I'll definitely still give it a vote :)
Should the card be called Moonglade Corsair or Moonglade Gambit?
Is the first inspire effect fine? If not, what other Inspire effects do you recommend?
Should it be "Choose an Inspiration?"
Maybe you can do"Inspire: Choose One - etc."?
No. The whole point is you choose her inspire effect once, like Fatespinner's Choose a Deathrattle. So you can only give her one Inspire, either make her grow into a big minion everytime you use your hero power, or get Coins. If you were suddenly forced to choose what she does everytime you used your hero power it would ruin the pacing.
Got it! In that case, "Choose an Inspiration" seems alright. "Choose an Inspire" feels a little too awkward. "Choose an Inspire Effect" seems most proper, but is probably a little too wordy.
Should the card be called Moonglade Corsair or Moonglade Gambit?
Is the first inspire effect fine? If not, what other Inspire effects do you recommend?
Should it be "Choose an Inspiration?"
Maybe you can do"Inspire: Choose One - etc."?
No. The whole point is you choose her inspire effect once, like Fatespinner's Choose a Deathrattle. So you can only give her one Inspire, either make her grow into a big minion everytime you use your hero power, or get Coins. If you were suddenly forced to choose what she does everytime you used your hero power it would ruin the pacing.
I think the card is good to go. I'm not totally pleased with the flavour, but I understand it can be difficult on this card. The most important thing is that you're satisfied. BUT, I like the "Choose an Inspire"-part a lot, so I'll definitely still give it a vote :)
I changed the name and the keyword to "Choose an Inspiration"
Alright thanks. I like the "set to (5)" idea which is good against aggro but not other decks. Will think about it.
@GameTheory345. I prefer Theradras but the effect is complicated as it is. I would make it "Battlecry: Restore 10 Health to your hero. This effect can overheal." or someething. Also, the effect isn't worthy to be a legendary imo.
As much as I enjoy the Walking Plank pun, I just don't find the effect exciting.
The way Gold Digger is worded makes me believe the "at the start of your turn..." is attached to the battlecry. It's hard to figure, written as it is now, whether the effect is recurring or a one-timer. Lastly, I'm not sure if the minion has to be alive for the effect to take place, which I don't assume it needs to if the effect is attached to the Battlecry. The idea is great, but I'm not sure it can be executed ceompletely understandable.
I see what you're saying. What if I changed the second part to "Whenever this minion attacks..."? It loses some of the "dig" flavor, I think, but it better explains what's going on. What do you think?
I can't reall any cards that have Battlecry and an additional effect besides Deathrattle, so its hard to see how it would look like. I'd put the "effect" prior to the Battlecry. So maybe something like: "At the start of your turn, dig up a Coin from your opponent's deck. Battlecry: Shuffle 3 Coins in your opponent's deck." - Thing is, the text becomes quite a bit smaller. There's probably a better wording, but the essence of it all is, that I think the "effect" has to be before the Battlecry itself so those two are not attached to eachother.
Hi everyone! I wanted to give Hunter some love to make it a bit more tricky and replace Unleash the Hounds as an option for slower builds against aggro. It will be my first submission, so I would like to ask you all:
Is it balanced correctly (stats, damage dealt to the enemy board). If not, what should I change?
Is the name of the card proper? Does it looks like appealing?
I like the effect of this card - it rewards the player for making the right position, but I think it's very understated. Don't feel bad to buff it, it won't become overpowered (like Duskbreaker). That or make it a 2/2 and increase the damage to 2.
I must agree with PileOfCheese's opinion about Corrupted Drake - this card is massively understatted or overcosted. Discarding one card costs around -1 mana ( Lakkari Felhound vs Ancient of Blossoms or Succubus vs vanilla 3 drop, for exemple Hired Gun), dealing 3 damage costs around 2 mana (Frostbolt, Darkbomb, Quick Shot and many others). With current stats it should cost 6/7 mana.
I also think that Corrupted Templar may be a bit underpowered - how Silver Hand Recruits can be reliably played? There is Drygulch Jailor's deathrattle and eventually bounce effects, but why would you like to use them on a 1/1? Generally at the end of the game this minion will be 5 mana 4/7 with Taunt - Nesting Roc is generally better and it is a neutral card.
I must agree with PileOfCheese's opinion about Corrupted Drake - this card is massively understatted or overcosted. Discarding one card costs around -1 mana ( Lakkari Felhound vs Ancient of Blossoms or Succubus vs vanilla 3 drop, for exemple Hired Gun), dealing 3 damage costs around 2 mana (Frostbolt, Darkbomb, Quick Shot and many others). With current stats it should cost 6/7 mana.
I also think that Corrupted Templar may be a bit underpowered - how Silver Hand Recruits can be reliably played? There is Drygulch Jailor's deathrattle and eventually bounce effects, but why would you like to use them on a 1/1? Generally at the end of the game this minion will be 5 mana 4/7 with Taunt - Nesting Roc is generally better and it is a neutral card.
Make that three that agree. A 6/7 for 9 mana that discards two cards? Who would want that? "Oh but it deals three damage!" Oh yeah? Well so does Lesser Amethyst Spellstone, Darkbomb, Hellfire, and Siphon Life, and those don't have such severe requirements. "But it's also a beefy taunt!" So is Voidlord, and at the same cost Voidlord does not have any drawbacks, has more health, and it's deathrattle spawns three 1/3 taunts. Corrupted Drake basically reads "Battlecry: Destroy this minion and gain 100 Dust."
@ColinthePyro, you need to either decrease the drawback, increase the stats, or just rework the whole minion, because there is no way anyone would want to play this for how little it does for such a high cost.
Generally Discard decks don't run high-costed cards because they will often be discarded before the chance to play them comes. And control decks don't use any discard mechanics because each card they play has a certain amount of value and is better played than invested into the cost of playing another card.
I would keep the discard and cut the cost way down, or just remove the discard penalty.
Well, it's a good thing I've been making a Pirate themed expansion, so I've come prepared. I've been developing ways for the non-weapon classes to use Pirates, and here is the first batch of ideas I've come up with.
Firstly, is an early game card for Druids. So when I was making my non-weapon class Pirates, I wanted to find a way for those classes to get use out of Pirates. So what I did was create a token weapon. The 1/1 Flintlock.
This is a 1/1 weapon, so it can only be swung once. This can be useful for two things: 1. You can ping off a minion, or 2. Hold the weapon to take advantage of the weapon Pirates abilities, like Southsea Deckhand. Alternatively, you could just draw a card with her in the late game. An extremely useful 1 drop.
Next, I've made a collectable version of Captain Cookie! This Captain Cookie is designed for Murloc decks, and Shamans that have a lot of pirates. He's basically a better Mistcaller.
The last Pirate I have for you is the Nether Raider. A 3 mana 4/5 with charge. HOWEVER, he removes a card from the top of your deck. Can't use Possessed Lackey or Skull of the Man'ari with him, because he's a Pirate. He's forsaken his Demon heritage to become a treasure hunter.
Buccaneer of elune: I think this is very op, because if you look at other cheap draw cards like novice engineer, loot hoarder, or kobold librarian than this one just beats them all, and with ui and nurish being such good cards the last thing druid needs is more draw.
Captain cookie: I think this card to is op because the effect is fine but it is so cheap that dropping this on turn 3/4 is just to oppressive and powerful for aggro decks, but making it cost more with bigger stats makes not good in aggro decks witch murlocs/pirates are good in so I do not know how you would fix this.
Nether raider: this card seems fun and Interesting how it works like discard but is from your deck so you still have resources, but you have less control over what it removes, I think if you would submit any of these than I think this one would be the one.
*Edit* sorry I missed than captain cookie had death rattle not battlecry, and I missed the charge on nether raider, captain cookie is the non op one than.
Well, it's a good thing I've been making a Pirate themed expansion, so I've come prepared. I've been developing ways for the non-weapon classes to use Pirates, and here is the first batch of ideas I've come up with.
Firstly, is an early game card for Druids. So when I was making my non-weapon class Pirates, I wanted to find a way for those classes to get use out of Pirates. So what I did was create a token weapon. The 1/1 Flintlock.
This is a 1/1 weapon, so it can only be swung once. This can be useful for two things: 1. You can ping off a minion, or 2. Hold the weapon to take advantage of the weapon Pirates abilities, like Southsea Deckhand. Alternatively, you could just draw a card with her in the late game. An extremely useful 1 drop.
Next, I've made a collectable version of Captain Cookie! This Captain Cookie is designed for Murloc decks, and Shamans that have a lot of pirates. He's basically a better Mistcaller.
The last Pirate I have for you is the Nether Raider. A 3 mana 4/5 with charge. HOWEVER, he removes a card from the top of your deck. Can't use Possessed Lackey or Skull of the Man'ari with him, because he's a Pirate. He's forsaken his Demon heritage to become a treasure hunter.
Buccaneer of elune: I think this is very op, because if you look at other cheap draw cards like novice engineer, loot hoarder, or kobold librarian than this one just beats them all, and with ui and nurish being such good cards the last thing druid needs is more draw.
Captain cookie: I think this card to is op because the effect is fine but it is so cheap that dropping this on turn 3/4 is just to oppressive and powerful for aggro decks, but making it cost more with bigger stats makes not good in aggro decks witch murlocs/pirates are good in so I do not know how you would fix this.
Nether raider: this card seems fun and Interesting how it works like discard but is from your deck so you still have resources, but you have less control over what it removes, I think if you would submit any of these than I think this one would be the one.
PEOPLE! STOP QUOTING THIS BATCH OF CARDS! WE'RE 15 PAGES IN, I'M NOT DOING THESE IDEAS ANYMORE! LOOK AT MY CURRENT CARD IDEA!
it's pretty cool, though because it includes Wild cards as well, I don't know how fair this is. I'd make it just include your standard collection, though it would not be as cool.
Well... That's actually a great observation. I did intend for it to include wild cards, but I assume the any part can be presumed as both standard or standard and wild. The reason I want wild cards to be included is because of the name "Swin(e)dler". It seems to be more of a swindle if you can Discover wild cards, so it's merely for flavour. The odds that you get something that fits perfectly in your deck should not be that great given your collection isn't close to nothing. If i capitalise any, as in "Battlecry: Discover ANY card from your collection.", does that show I want wild cards to be included?
I don't really see the flavor, if it's supposed to be a sort of a Theif.
This is probaly the best i could find.
I agree the flavor isn't there it feels abit off for me. Nice idea tho! Punishes players with large collections.
I've come up with 3 ideas so far, struggling to think of better ones atm.
Any feedback? :)
Thanks. As said to Tox, I really thought the card was flavorful. Is it the art you don't find fitting? Or is it the effect? Or something third?
As for you cards, I like the flavour Captain of Un'goro. I'm thinking a name similar to "Imprecise Navigator" to symbolise "how the hell did a pirate end up in Un'goro?"
I did find some artwork, but the image is a bit small. Anyway here's the pic (I checked Armello artists and this came up):
Thanks Fortify - Same as Tox suggested :)
I like the flavor of your card, but (and I know you submitted it already) I think it becomes a bit too wordy. The text shrinks by a far margin. I think it would be very playable if you just made it a Battlecry instead of a recurring effect.
Reverse Googling is a wonderful thing.
If you need the picture in a higher quality, or it being brighter or darker, just tell me.
I feel like the flavor doesn't fit, it it's supposed to be some sort of petty thief. However, with the different art, it looks more like someone who tricks people into making unfavorable deals, which personally fits te effect way better flavorwise. 10/10 i would vote for it with the new art.
This is my idea so far.
Cheers again Tox! Unfortunately there's not enough room to get his hand on the bolo-tie in the picture... the very thing that makes him feel like a swindler :D Here's the new version. I decided to make it Combo instead of Battlecry, cause the statline would otherwise be too high, and if I made it a 2/2 it would feel a bit too much like Kabal Courier. Waddayathink?
As for your card. Love the effect, but the name doesn't fit. The name would fit perfectly if it was something like "Battlecry: Target a Beast. When it dies, restore 5 Health to your hero." I'd rather go with something like "Scavenging lookout" or "Loot-Hungry Lookout" - but besides that, the card is really awesome.
EDIT: I know "mark" sounds better than "choose", but it would be the correct term to use ;)
How can one comment be so long???
Rollback Post to RevisionRollBack
Rejoice, for even in death, you have become children of Thanos.
To post a comment, please login or register a new account.
Already submitted mine, but i made a few more for fun:
Unpopular opinion: Rogue is OP
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Hi everyone! I wanted to give Hunter some love to make it a bit more tricky and replace Unleash the Hounds as an option for slower builds against aggro. It will be my first submission, so I would like to ask you all:
Thanks for all help!
I like the effect of this card - it rewards the player for making the right position, but I think it's very understated. Don't feel bad to buff it, it won't become overpowered (like Duskbreaker). That or make it a 2/2 and increase the damage to 2.
I must agree with PileOfCheese's opinion about Corrupted Drake - this card is massively understatted or overcosted. Discarding one card costs around -1 mana ( Lakkari Felhound vs Ancient of Blossoms or Succubus vs vanilla 3 drop, for exemple Hired Gun), dealing 3 damage costs around 2 mana (Frostbolt, Darkbomb, Quick Shot and many others). With current stats it should cost 6/7 mana.
I also think that Corrupted Templar may be a bit underpowered - how Silver Hand Recruits can be reliably played? There is Drygulch Jailor's deathrattle and eventually bounce effects, but why would you like to use them on a 1/1? Generally at the end of the game this minion will be 5 mana 4/7 with Taunt - Nesting Roc is generally better and it is a neutral card.
alright. I guess I'm way too cautious cause my first like 10 cards were all called massively OP. Thx for feedback.
Unpopular opinion: Rogue is OP
Generally Discard decks don't run high-costed cards because they will often be discarded before the chance to play them comes. And control decks don't use any discard mechanics because each card they play has a certain amount of value and is better played than invested into the cost of playing another card.
I would keep the discard and cut the cost way down, or just remove the discard penalty.
This space is intentionally blank.
Rejoice, for even in death, you have become children of Thanos.
Rejoice, for even in death, you have become children of Thanos.