Now I see. Hmm. Then forget what I just said and go with the second choice*. I'm tired and maybe this is why I didn't understand your card at first, but having the ability to change your card depending on the certain MU is 1) really powerful, 2) really interesting. If you somehow make the wording clearer, this card can really reach the final poll.
Ok, I think that I've settled on this version, thanks for the help Likafoss on helping me realize it would heal after it went dormant. If that isn't the case, it would be nice if I can get a rules clarification from a mod, it would be appreciated before I submit this.
My idea for this week's theme. Sleepy Giant twists the mechanic of the other Giants and instead of having high mana cost, which can be decreased, he costs only 1 mana, but is inactive until you draw 5 cards. The card is obviously aggro oriented, and is usually used with early draw mechanics like the Warlock hero power, Kobold Librarian or Arcane Intellect.
No. No. No. No. No. Did I say no? No. This is super busted in any deck. It will be the new Corridor Creeper. Make it like 7 cards because if a deck doesn't have it's own card draw mechanics it's pretty much trash. This is literally a 1 mana 8/8 dormant for 2 turns max. Everyone would be glad to put a little more card draw into their decks to get these awake faster.
Ancient Guardian just a fancy Can't Attack. with also can't be targeted by you.
Goblin Landmine needs a little clarification that makes it awaken. I really like this, I wish the Battlecry was secret though. I put a spoiler below with my best shot at wording it.
Master Assassin would never be able to attack.
You would have to ask a mod if ally can count for friendly character or not.
So here's something I thought of to be more original in this admittedly limited theme:
Collectible dormant cards that you actually put in your deck. You play them, they take up a slot on the board and aren't destroyable just like the currently existing dormant cards. While on the board, you gain access to any effect, then after a set amount of turns, they remove themselves from the battlefield. They aren't considered minions, and as such, cannot be summoned by effects like Evolve.
The turn amount counts your own turns only. When you play Mana Shrine for example, it will remove itself at the end of your NEXT turn. Fandral Staghelm is also rotating out, and that's where Enchanted Forest Shrine shines because it will still allow the crazy Choose Both stuff in Standard after rotation.
Fun fact: You wouldn't know just by looking at them, but all 3 of these cards use the same piece of artwork.
Bumping for additional feedback.
Bumping again. One mod thinks this legal, another one doesn't. This puts me at a very awkward spot.
Alas you and I are of the minority: the boss-turtle has given the thumbs down :(
One has to consider pre-existing permanents like Dorothy and the Nether Portal; none of them outright say "Dormant" on their cards.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Alright, clarified my idea of a Corrupted Warrior that transforms into the light one, here's the new one! At least more clear I guess.
Transform? But in what?
Oh ho ho! I didn't tell ya! When you do what it says to transform him, he becomes:
Are you confused? In the spoiler below you can see the process, from a Corrupted Trader to a Light Warrior, there's a lot of difference in them, hence even the names are opposites of them. (Soul and Matter)
wtf I forgot to "Transform this", dammit, why so much edits today?
So here's something I thought of to be more original in this admittedly limited theme:
Collectible dormant cards that you actually put in your deck. You play them, they take up a slot on the board and aren't destroyable just like the currently existing dormant cards. While on the board, you gain access to any effect, then after a set amount of turns, they remove themselves from the battlefield. They aren't considered minions, and as such, cannot be summoned by effects like Evolve.
The turn amount counts your own turns only. When you play Mana Shrine for example, it will remove itself at the end of your NEXT turn. Fandral Staghelm is also rotating out, and that's where Enchanted Forest Shrine shines because it will still allow the crazy Choose Both stuff in Standard after rotation.
Fun fact: You wouldn't know just by looking at them, but all 3 of these cards use the same piece of artwork.
Bumping for additional feedback.
Bumping again. One mod thinks this legal, another one doesn't. This puts me at a very awkward spot.
Alas you and I are of the minority: the boss-turtle has given the thumbs down :(
One has to consider pre-existing permanents like Dorothy and the Nether Portal; none of them outright say "Dormant" on their cards.
Counterargument:Nether Portal is a unique token, created by another unique token, which is created by a Legendary spell card. Dorothee is pretty much Adventure/Tavern Brawl nonsense. These on the other hand are actual collectible cards you put in your deck, would be the first ones in the game, and they work a little bit differently (in that they last for a set amount of turns, then remove themselves), so I thought it was important to clarify exactly what it is.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
So here's something I thought of to be more original in this admittedly limited theme:
Collectible dormant cards that you actually put in your deck. You play them, they take up a slot on the board and aren't destroyable just like the currently existing dormant cards. While on the board, you gain access to any effect, then after a set amount of turns, they remove themselves from the battlefield. They aren't considered minions, and as such, cannot be summoned by effects like Evolve.
The turn amount counts your own turns only. When you play Mana Shrine for example, it will remove itself at the end of your NEXT turn. Fandral Staghelm is also rotating out, and that's where Enchanted Forest Shrine shines because it will still allow the crazy Choose Both stuff in Standard after rotation.
Fun fact: You wouldn't know just by looking at them, but all 3 of these cards use the same piece of artwork.
Bumping for additional feedback.
Bumping again. One mod thinks this legal, another one doesn't. This puts me at a very awkward spot.
Alas you and I are of the minority: the boss-turtle has given the thumbs down :(
One has to consider pre-existing permanents like Dorothy and the Nether Portal; none of them outright say "Dormant" on their cards.
Counterargument:Nether Portal is a unique token, created by another unique token, which is created by a Legendary spell card. Dorothee is pretty much Adventure/Tavern Brawl nonsense. These on the other hand are actual collectible cards you put in your deck, would be the first ones in the game, and they work a little bit differently (in that they last for a set amount of turns, then remove themselves), so I thought it was important to clarify exactly what it is.
Frankly, I agree with your counterarguments and see where you're coming from. Dormant (and permanents in general) are fairly new from a collectible-card perspective, and we don't know how they'll be utilized in the future. However, I am outnumbered *shrugs*
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Counterargument:Nether Portal is a unique token, created by another unique token, which is created by a Legendary spell card. Dorothee is pretty much Adventure/Tavern Brawl nonsense. These on the other hand are actual collectible cards you put in your deck, would be the first ones in the game, and they work a little bit differently (in that they last for a set amount of turns, then remove themselves), so I thought it was important to clarify exactly what it is.
The problem I have with it is that what little existing examples we have of dormant cards are able to be 'woken up', thus the word dormant makes sense.
And it isn't just Nether Portal and Dorothee - in total there are 9 different permanents in the game (technically 11, but all the Medivas do the same thing), 3 of them from collectible cards. None of them feature the word dormant, not even the ones like Sherazin, Seed. If permanents were meant to have the word dormant on them as a marker, the ones that have been made since Un'goro would, at least.
Bumbing one of my first designs and posting two new ones:
Crystal is for burst mage
Servant is for forgotten Shadowform Priest, I think the minions should be 3/1's since you can have two of them.
Odo is to mess with a midrange playstyle by making one random enemy dormant each turn.
Thanks for reviewing my card! I like Shadow Servant. My initial thought is that it might be a little too understatted. However, it seems that this card was designed for long and drawn out attrition games. If you have two of these on board, your opponent is required to use two damage sources every turn, just to keep the board clear. Requires a bit of set-up but pays huge dividends.
Weird idea here, but have you thought of turning it into a 2-mana 1/1 with Taunt? Acts as a roadblock early game, and still useful late game.
Ok, can you guys give me your opinion about my cards. I'm kinda tired, because it took me some time, in order to find the needed art, to word them properly and so on, so I won't be able to review your cards right away, but I promise I will do it ASAP.
Tokens:
Zerg Larva
----> +
Rat Desease
+ ------>
Inb4 sorry, if I have posted a bit too many cards (regarding the tokens). Quick clarification:
1) Maybe a bit too complicated. Dunno what to mention -inspired by Starcraft I guess.
2) Maybe a bit too complicated as well. I just wanted to make an enchantment, which disrupts your opponent. The idea is - in order to deal with the Disease, you have to use some kind of AoE in order to hinder the contact with the infected rats. Even if you get infected, then you have to be careful with your positioning. I just figured we need more cards, which are related to these kinds of synergies. This was actually my first idea, when I learned about the dormant state - I just associated it with the inactive phase of a Virus.
3) The idea about the shaman card is that you get huge chunks of stats, but at the cost of not having other minions on the board, until this minion dies. Because this is not a battlecry effect - it's a permanent effect, which effects both your already played minions, as well as those, which you plan to play in the future turns. I tried to make it so, that you won't be able to transform it, nor silence, because you won't be able to recover your board and you won't be able to copy it, because both creatures will counter one another. 6 mana looks normal to me, because most of the control decks will have ways to deal with it or, even better, to make it weaker, so that you will keep the opponent's board in check as long as possible.
Thanks for reviewing my card! The Pest Within might be a little too strong. Board slot deprivation is really hard to deal with, especially if it's permanent. Imagine playing two of these and slashing your opponent's board size to 5 permanently. I think this can be workable if the tokens are not permanent. (Good counter though for decks that play Gul'Dan DK, N'Zoth, or Alana.)
I like Zerg Larva. Maybe you can raise the stats of the initial minion to 1/3, just for survivability? Other than that, I like it. Great idea.
Thing from Unknown is nice. It feels like a counterplay against board clears. If you feel that your opponent is going to Blizzard your board next turn, you can slam down this guy to preserve it.
Had an idea for an AoE effect around making everything go dormant. "Rise and Shine" awakens only the caster's minions, so could be a good stall tool for a Control Rogue. I worry it could be abused in Miracle or Mill, though.
No, bro, keep your old version. That was way more interesting, because you had the ability to choose how your minion will turn into according to your purposes - if you are constantly facing waves of minions, then you can always have a reliable taunt; if you are facing slow decks and need more damage out-put, then a constant Ice Rager will be fantastic. I liked your old versions more, because you had the ability to control the transformation. You have this right now as well, but a) you would never want to have a 5/2 against aggro decks, just to wait it die, in order to make a taunt out of it, b) the mix usage of cards you will be using (heal -> dmg - > etc) just doesn't put you in a flexible spot imho. What I mean is - you constantly need to have both of these types in your hand, in order to revive the card, which sounds to me like a lot of resource investment and thus not really impressive anymore.
Inb4 if you are going to revert your cards to their previous state, then remove the HP part. As much as I love it, I have to admit, that reviving taunts or threatening bodies just by using your HP is a bit too strong. Either remove it or set a different requirement - deal at least 3 damage/heal at least for 3.
A Paladin version of Conceal, can be a stronger protection but can be played around. And just like conceal, it provides amazing tool to protect your dudes but would be really bad if you need to hide behind taunt. Will this be a good idea?
Ok I heard what people are saying so I have changed the card slightly. So I'm thinking of keeping the +2/+2 but having Adept alongside it. The other option I'm thinking are just making it a +3/+3 without adept. Either way I would like hear what you think of the new change and whether the other option may be a better idea for a better designed card.
Rollback Post to RevisionRollBack
My Entry for this week's Card Design Competition - Season 8.16:
Had an idea for an AoE effect around making everything go dormant. "Rise and Shine" awakens only the caster's minions, so could be a good stall tool for a Control Rogue. I worry it could be abused in Miracle or Mill, though.
Took a second pass at the card because I felt this one had the potential to lock your opponent out of the game. This version is closer to a worse Blizzard (doesn't affect charge minions, deals no damage) but could still be used with Doomsayer for a full board clear in Control Rogue.
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Now I see. Hmm. Then forget what I just said and go with the second choice*. I'm tired and maybe this is why I didn't understand your card at first, but having the ability to change your card depending on the certain MU is 1) really powerful, 2) really interesting. If you somehow make the wording clearer, this card can really reach the final poll.
Ok, I think that I've settled on this version, thanks for the help Likafoss on helping me realize it would heal after it went dormant. If that isn't the case, it would be nice if I can get a rules clarification from a mod, it would be appreciated before I submit this.
This space is intentionally blank.
You would have to ask a mod if ally can count for friendly character or not.
This space is intentionally blank.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Alright, clarified my idea of a Corrupted Warrior that transforms into the light one, here's the new one!
At least more clear I guess.Transform? But in what?
Oh ho ho! I didn't tell ya! When you do what it says to transform him, he becomes:
Are you confused? In the spoiler below you can see the process, from a Corrupted Trader to a Light Warrior, there's a lot of difference in them, hence even the names are opposites of them. (Soul and Matter)
wtf I forgot to "Transform this", dammit, why so much edits today?Basiclly, the process goes something like this:
And then it goes all over again.
The joke is you.
Click the image to go to my custom Time Traveler class.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
You can find me here! Good luck everyone!
não particippo, mas adoro como ideias de cartões.
Okay, a lot of you like my Priest card. I can't decide if I like my legendary 2/2 better or not:
Shadowform
Or I have a new, simpler idea:
He can shut down large boards of minions, but he will be your only asset besides spells.
This space is intentionally blank.
Had an idea for an AoE effect around making everything go dormant. "Rise and Shine" awakens only the caster's minions, so could be a good stall tool for a Control Rogue. I worry it could be abused in Miracle or Mill, though.
No, bro, keep your old version. That was way more interesting, because you had the ability to choose how your minion will turn into according to your purposes - if you are constantly facing waves of minions, then you can always have a reliable taunt; if you are facing slow decks and need more damage out-put, then a constant Ice Rager will be fantastic. I liked your old versions more, because you had the ability to control the transformation. You have this right now as well, but a) you would never want to have a 5/2 against aggro decks, just to wait it die, in order to make a taunt out of it, b) the mix usage of cards you will be using (heal -> dmg - > etc) just doesn't put you in a flexible spot imho. What I mean is - you constantly need to have both of these types in your hand, in order to revive the card, which sounds to me like a lot of resource investment and thus not really impressive anymore.
Inb4 if you are going to revert your cards to their previous state, then remove the HP part. As much as I love it, I have to admit, that reviving taunts or threatening bodies just by using your HP is a bit too strong. Either remove it or set a different requirement - deal at least 3 damage/heal at least for 3.
A Paladin version of Conceal, can be a stronger protection but can be played around. And just like conceal, it provides amazing tool to protect your dudes but would be really bad if you need to hide behind taunt. Will this be a good idea?
Ok I heard what people are saying so I have changed the card slightly. So I'm thinking of keeping the +2/+2 but having Adept alongside it. The other option I'm thinking are just making it a +3/+3 without adept. Either way I would like hear what you think of the new change and whether the other option may be a better idea for a better designed card.
My Entry for this week's Card Design Competition - Season 8.16:
Without asking for advice or having seen other entries this will be my entry this week:
I think it would be fun if weapons could have a "stun" effect similar to how minions get stunned in WOW, I think it suits Warrior very well: