Just came up with some idea, what do you guys think about them. Really love to get some feedback too :D
A really great card to combo with Crackling Doom or any overload card. Just remember to pick some and keep some.
Just simply giving Rogue some value trade mid and late game. I'm also thinking about making him a 4/1 with Stealth making him a lil harder for remove but limit his damage output from auto attack.
Beast is quite popular in Arena and are not limited to Hunter or Druid at all. Some reasonable targets can be Violet Wurm and Charged Devilsaur, however, a 3/3 Stoneskin Basilik or 4/5 Plated Beetle are not bad at all. In the worse cases, it can still be pool man Bonemare.
As long as it's not in your starting hand, you will always draw it on turn 1. I'm thinking about giving him 1/1 instead of 1/2 but it's Arena exclusive so...whaever...
Dont use art from existing cards, its generally frowned upon and considered very lazy (i get why u used them now, but still). Also post smaller images, thanks :)
Snowfriendly Giant: i dont like it, too similar to its original.
Saurok Assassin: now this is a good card for the prompt. But change the art.
Lakkari Tamer: overly complicated.
Mooligan Champion: i suppose its ok, but not very exciting.
Thanks for the feedback. I just took some sample arts for the cards since there are multiple ideas. I surely pick another art for the final :D
Hey guys, needing some more feedback. I just came up with the final version of my previous Saurok Assassin. Which one do you think better? The 2nd one can be problematic to deal with, but very vulnerable to small AOE damage while the 1st one can be cleared fast with some ping but can deal reasonable amount of damage while it's in play. Art credit: https://www.artstation.com/paradidlle
So I'm kind of trash at Arena, meaning that my feedback is probably not very useful, meaning I won't be doing much in the way of mass-feedback posts like I've been trying to do lately. That being said, I can speak in more general terms regarding my opinion of the theme and the direction some have gone:
1. I think creating a minion is a trap, one that's not really in the spirit of the competition. None of the Arena-only cards that were recently added are minions, and none of the options were minions. Sinti and I already spoke on this, but it's too late to change things. With zero examples we can use for reference, "Arena-only minions" are going to be inherently difficult to balance and are readily too good or too crap.
2. "Do X for each game you've lost this run" should be avoided. Your current opponent has nothing to do with your losses; the game is basically punishing them for being matched up against someone who lost a game/two games prior to their arrival. If such a card has enough strength to help decide a game, then you've A. added another example of "RNG" being overly impactful (this time, the strength of cards being predetermined by matchmaking), and B. soured the experience in general, because your opponent has no way to counterplay the past.
Rollback Post to RevisionRollBack
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
@linkblade91 then how do you think about weapon card? I know that none of the Arena exclusive cards is weapon but in general it should have the same impact in the game with spell cards.
So I'm kind of trash at Arena, meaning that my feedback is probably not very useful, meaning I won't be doing much in the way of mass-feedback posts like I've been trying to do lately. That being said, I can speak in more general terms regarding my opinion of the theme and the direction some have gone:
1. I think creating a minion is a trap, one that's not really in the spirit of the competition. None of the Arena-only cards that were recently added are minions, and none of the options were minions. Sinti and I already spoke on this, but it's too late to change things. With zero examples we can use for reference, "Arena-only minions" are going to be inherently difficult to balance and are readily too good or too crap.
2. "Do X for each game you've lost this run" should be avoided. Your current opponent has nothing to do with your losses; the game is basically punishing them for being matched up against someone who lost a game/two games prior to their arrival. If such a card has enough strength to help decide a game, then you've A. added another example of "RNG" being overly impactful (this time, the strength of cards being predetermined by matchmaking), and B. soured the experience in general, because your opponent has no way to counterplay the past.
So I'm kind of trash at Arena, meaning that my feedback is probably not very useful, meaning I won't be doing much in the way of mass-feedback posts like I've been trying to do lately. That being said, I can speak in more general terms regarding my opinion of the theme and the direction some have gone:
1. I think creating a minion is a trap, one that's not really in the spirit of the competition. None of the Arena-only cards that were recently added are minions, and none of the options were minions. Sinti and I already spoke on this, but it's too late to change things. With zero examples we can use for reference, "Arena-only minions" are going to be inherently difficult to balance and are readily too good or too crap.
2. "Do X for each game you've lost this run" should be avoided. Your current opponent has nothing to do with your losses; the game is basically punishing them for being matched up against someone who lost a game/two games prior to their arrival. If such a card has enough strength to help decide a game, then you've A. added another example of "RNG" being overly impactful (this time, the strength of cards being predetermined by matchmaking), and B. soured the experience in general, because your opponent has no way to counterplay the past.
I think minions are acceptable, although all the current arena cards are spell or weapon, a minion only for the arena is possible. In past time, there are some minions are very strong in the arena, such as North Sea Kraken. I will say it is an "arena card" example.
They count, yes. I just don't believe they should. The above wasn't an official statement from the mods; it was merely my own opinion on the competition. It's too late to put the foot down, anyway.
Rollback Post to RevisionRollBack
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
I think minions are acceptable, although all the current arena cards are spell or weapon, a minion only for the arena is possible. In past time, there are some minions are very strong in the arena, such as North Sea Kraken. I will say it is an "arena card" example.
Fair to say, but there's a major difference between collectible minions that happen to shine better in Arena and the recent addition of powerful cards that exist for Arena and only Arena. One might argue that some cards like Keening Banshee were designed with Arena in mind, but we don't really have any proof of that so it's hard to label them as concrete examples of what Arena-minions should look like.
What we do have are the 9 new cards added this week, and the 18 other alternatives that were turned down at Blizzcon. And of those 27 cards, not one was a minion. I personally take that as a sign that Blizzard turned down the idea of Arena-only minions, and that we should follow suit.
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
So, we are basically creating cards that will be ridiculously OP if we can pair it with other card(s), but since it's arena drafts, nobody can guarantee what other cards you draft, meaning it's unlikely you get the synergy, it's okay?
Because that's what I feel when I look at the list of Arena-Only cards. Generous Spirit is good on its own, but pair it with Doomsayer makes it complete bonkers. Smoke Bomb is basically Conceal [/card] with cycle, decent most of time, OP when paired with cards like Auctioneer. [card]Crackling Doom is already decent, and its downside is completely nullified if you can play Lava Shock
Even the cards not chosen have this vibe to it. Axe of the Eclipse (Warrior) is a 6 mana AoE Execute with Whirlwind, Boon of Elune (Druid) gives you 4 Moonfire, which is pretty much an IWIN if you have Malygos
PS How do you include multiple cards w/o all the mess it causes? Like [/card] showing up in actual texts and some cards not properly shown...
Sorry for spamming this topic, but I had a new idea. And then I had one more idea, but I forgot that one while creating "Will of the Forsaken".... bugger.
Will of the Forest: rly bad for arena, you could never draw into it, or at least in time and you dont pick many discard cards anyway.
But maybe it could make it more viable? Nonetheless, the card shuffles itself, so it's not THAT bad :P I think I have one last thing to try. Not sure how it would work with Silence though.
My honest opinion is that you can stop the trouble of searching for other ideas and submit "Love Potion Trap" , because it will win and I will vote for it. Haha, no but seriously, I think it's a great card and it fit very well the idea of an arena exclusive card for me.
As for me, I guess I could use some older cards I made in the past.. not sure which one would be best to submit, if any:
Note: the fact that "Gift to the Fallen" can re-summon enemy minions is intentional, make it more tricky and interesting to use. Edit: I just realised that the way it's worded, it would re-summon the enemy minions on your side, which is not what I intended.. will have to change the text if it's the idea I choose.
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I had a similar idea to this for a custom class, but I think it might fit here?
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What about these ones?
It has to be snakes.
Hey guys, needing some more feedback. I just came up with the final version of my previous Saurok Assassin. Which one do you think better? The 2nd one can be problematic to deal with, but very vulnerable to small AOE damage while the 1st one can be cleared fast with some ping but can deal reasonable amount of damage while it's in play.
Art credit: https://www.artstation.com/paradidlle
How about my idea? A solid drop that promised you could play it on turn 3.
(if you have more than 1 copies of this card, only one card will draw (unless you are using card draw at turn 3) i.e
Mulligan: You may get a Felbat in your starting hand
Turn 1: You may get a Felbat when drawing card
Turn 2: You may get a Felbat when drawing card
Turn 3: You are drawing Felbat, If you use other card or hero power, and you have another felbat in your deck, The card you draw will be Felbat.
Please upvote my submission: Weekly Card Design Competition 6.12 - Submission Topic
My Recent Competition Design:
Warlock lover! Fan Card Designer! Low dust high win rate deck builder! Redqueen is here!
Recent Deck: R5 Budget Zoolock against priest
Design Post: Redqueen Cards design every day
Uh, pay no attention to this comment which totally didn't post cards that were the exact things that Link told us NOT to do in the below post.
So I'm kind of trash at Arena, meaning that my feedback is probably not very useful, meaning I won't be doing much in the way of mass-feedback posts like I've been trying to do lately. That being said, I can speak in more general terms regarding my opinion of the theme and the direction some have gone:
1. I think creating a minion is a trap, one that's not really in the spirit of the competition. None of the Arena-only cards that were recently added are minions, and none of the options were minions. Sinti and I already spoke on this, but it's too late to change things. With zero examples we can use for reference, "Arena-only minions" are going to be inherently difficult to balance and are readily too good or too crap.
2. "Do X for each game you've lost this run" should be avoided. Your current opponent has nothing to do with your losses; the game is basically punishing them for being matched up against someone who lost a game/two games prior to their arrival. If such a card has enough strength to help decide a game, then you've A. added another example of "RNG" being overly impactful (this time, the strength of cards being predetermined by matchmaking), and B. soured the experience in general, because your opponent has no way to counterplay the past.
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
@linkblade91 then how do you think about weapon card? I know that none of the Arena exclusive cards is weapon but in general it should have the same impact in the game with spell cards.
Please upvote my submission: Weekly Card Design Competition 6.12 - Submission Topic
My Recent Competition Design:
Warlock lover! Fan Card Designer! Low dust high win rate deck builder! Redqueen is here!
Recent Deck: R5 Budget Zoolock against priest
Design Post: Redqueen Cards design every day
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
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
So, we are basically creating cards that will be ridiculously OP if we can pair it with other card(s), but since it's arena drafts, nobody can guarantee what other cards you draft, meaning it's unlikely you get the synergy, it's okay?
Because that's what I feel when I look at the list of Arena-Only cards. Generous Spirit is good on its own, but pair it with Doomsayer makes it complete bonkers. Smoke Bomb is basically Conceal [/card] with cycle, decent most of time, OP when paired with cards like Auctioneer. [card]Crackling Doom is already decent, and its downside is completely nullified if you can play Lava Shock
Even the cards not chosen have this vibe to it. Axe of the Eclipse (Warrior) is a 6 mana AoE Execute with Whirlwind, Boon of Elune (Druid) gives you 4 Moonfire, which is pretty much an IWIN if you have Malygos
PS How do you include multiple cards w/o all the mess it causes? Like [/card] showing up in actual texts and some cards not properly shown...
Note: the fact that "Gift to the Fallen" can re-summon enemy minions is intentional, make it more tricky and interesting to use. Edit: I just realised that the way it's worded, it would re-summon the enemy minions on your side, which is not what I intended.. will have to change the text if it's the idea I choose.