I love the flavour and the effect, but imho you should buff it a bit. I mean look at this card Blessing of Might. Your one triggers on your opponent's turn and you don't actually get to choose which minion will get the buff, not to mention that that minion is destined to die.
Right, but the point is that it's a secret buff :P That has its own collection of advantages:
Your opponent doesn't know when/if it will happen, so it's disrupting their thought process.
They can't Silence before finishing the attack, which could lead to trades that backfire/are not advantageous.
You can't choose the minion who will receive the buff, but you can greatly influence it by playing a Taunt.
It has the Eye for an Eye suicide potential. Your opponent might be forced to trade via weapon while low in Health, only to kill themselves or drop within your lethal range.
A buff isn't out of the question, but I feel like you might be underrating the potential for a Secret Blessing of Might.
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Hey, you are probably new to designing cards. Let me introduce you to some helpful articles (here and here). I will be quick - this card doesn't fit the priest thematics, it's kinda situational (not all classes have weapons) and there isn't a keyword called slipping. You should have used either "attack the wrong enemy" or "to miss". The last one should be explained a bit more as well.
Life Bloom - I personally think, that this card will be broken in token dudu. You play this on turn 1, your whole board is filled with bodies, then you just use Mark of the Lotus or Power of the Wild and now you have a threatening board, even bigger due to the fact that the mushrooms buff each other.
Arcane Barrage is nice. I like how you have to sequence it (just like Giant Sand Worm).
Serpent Sting is also pretty nice, but a bit OP. I like it, because it reminds me of Power Word: Glory. But applying damage is more powerful than healing, because the first one puts you closer to winning the game. Hunters can be quite aggressive and every free damage they lay on the opponent is more than welcome. Since they will combine their sticky minions (dire maul) with this spell, they will land 6-9 free damage by turn 4. Imho it would be best, if your spell targeted only enemy minions. This way the opponent will have to decide if they can afford playing passive or if they have to make a trade.
I'm kinda tired to give a full explanation on the quest - but it feels it wasn't worded correctly and the reward isn't impressive enough. True that the requirements are also easy to fulfill (you make 5 trades), but the whole quest feels underwhelming.
Lastly the warlock spell is broken. Although I like the flavour behind this, just imagine how people will end the games with a draw on turn 1. If a certain hero is 15 or lower, then they will die first regardless how ahead they were on the board (you cast this, you summon a 5/5 -> a second 5/5 and the first one deals 5 damage -> a third one and the first two demons deal 10 extra damage -> 4th demon and 15 more extra damage). Do the math and see what I mean.
I like it. Maybe it's a bit too strong, but the opponent can play around it so I think it's balanced. It feels like a Corruption with an "immediate" effect. GJ, go with it.
I read that you made your card for the funzies. As fun as it can be, this card (On the Hunt) is just better and I would have preferred the Gibberer king (which was posted by someone back in the preference for a reference WCDE). Sorry. Nice flavour text, though.
The first card feels the best in comparison to the other two, but I think that you can do better than that. (browsing through the deathrattle cards I find a nice little combo with your spell - Malygos in hand, you play Kobold Illusionist + your spell)
Toad-ally Awful - as much as I love the flavour - is a super punishing card. This is 99% worse than Purify with the exception of the frigid cases, where making a totem into a taunt will matter a lot. Sorry mate, I don't want to be rude.
I will be quick. I like the first card. Unlike others I don't think it's OP with spell damage, but just strong in a fair way. You don't kill all of the minions, so it's ok. Rogue won't use Malygos just to clear 3 minions, they will use the dragon's spell damagr somewhere else ;)
I like the flavour of Travel form, but it kinda looks underwhelming. Only slightly better than Savagery. About Phase - as others said, it doesn't feel like a mage card.
Bristle? Isn't that for a fur? Why is there armor on the art? Nvm, I won't act as if English is my first language. Tbh this card is pretty nice in aggressive warrior decks. They never need their defensive HP as it doesn't contribute to their strategy.
As for the last card - as much as I love the flavour, this card is kinda underwhelming only because it's kinda situational. I know what you are going to say, but imho zoo would prefer more burst, charge minions or just Silence for the annoying taunts. Imagine having this spell vs aggro. You are constantly fighting for the board, you would need something more reactive imho.
Preparation + Eviscerate? The rogue would enjoy this. Inb4 I think the requirements are super easy to fulfill. You just play the 2 mana burgle spell and voila, quest completed. I know that this is a turn 10 play and you won't always have the spell by then, but I just wanted to show you how easy is to complete the quest. As for the "will probably change it to 1-cost spells" part - just look at those spells in rogue's class. The reward + Sinister Strike = 15 damage in 1 turn, the reward + Southsea Deckhand (if you already have weapon equiped) + coldblood = 18 damage + 1 weapon ping. Dunno mate, it's no wonder that Glinda Crowskin only works on minions.
Well, gratz for making your card fair to play against. Sadly I have to say that I'm not that impressed by it. For the token part - Living Roots feels stronger. It's not in standard anymore, but this had way more uses than your card. You got the tokens immediately and you could buff them as early as turn 1 (with Innervate). Anyway as for the poisonous part, I prefer when this has a body (Plague Scientist). Even though this comes 2 turns later and requires a combo to be activated, this one feels more threatening because you still get tempo over your opponent. Your card feels like it would fit in token dudu, but that deck cares more about having an explosive start and rushing down the opponent as fast as possible. Your card is kinda slow. Sorry.
You can't choose the minion who will receive the buff, but you can greatly influence it by playing a Taunt.
It has the Eye for an Eye suicide potential. Your opponent might be forced to trade via weapon while low in Health, only to kill themselves or drop within your lethal range.
A buff isn't out of the question, but I feel like you might be underrating the potential for a Secret Blessing of Might.
Did I forget to mention how the opponent will probably trade a 1/1 token into your 1/1 minion? {this goes for the 1st and 2nd point} I'm maybe underestimating the potential of this being a secret, but it doesn't feel that reliable imho. It will feel like Eye for an Eye or Getaway Kodo, when a caster plays around them.
Improvised Poison is broken. Having two +10 attack buffs for Kingsbane is a no-no.
Wish for Companionship is the one I like the best, it gives flexibility for a aggressive or control hunter decks, at the cost of paying one mana in advance.
Blessing of Anzu is fine, there just anything that sets it apart from similar fan-made cards in the past.
I would go with Wish for Companionship. That's a card I would vote for.
Of course Avenge feels better: it also gives +2 Health lol :P Avenge was too good.
Rollback Post to RevisionRollBack
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I agree with Vision136 in-that Improvised Poison is a problem when combined with the Rogue's latest weapon-acquisitions (Kingsbane and Spectral Cutlass). I also agree that Wish for Companionship is the best of the three: it's simple and cute. Blessing of Anzu is a dead card without Discard effects, and frankly I think Discard needs to fall away into Wild and be forgotten. We're finally moving into self-damage and other, better mechanics for the Warlock.
Haven't posted to one of these in a while so here's my rebirth. Here are my three cards; Avenging Stand, Desperate Prayer and Strike the Bargain!
Avenging Stand - After that abominable secret, Hidden Wisdom, I feel that Bellringer Sentry deserves a little bit of a push. That's where this card comes in. Apart from being a callback to Avenge, it allows for greater synergy between Paladin secrets as a whole whilst providing some solid early game defence.
Desperate Prayer - Maybe not as competitive as some healing cards, but initially is a Greater Healing Potion at a 3 mana discount. The only downside is that you Fireball your face at the end of the following turn so it's a net of 6 Health for 1 mana which is fine. An example of its use could be to save you from aggro and allow you to develop Taunt the following turn.
Strike the Bargain! - I'm open to change on this one as it's difficult to determine its power level. It's most obvious use would be in a miracle/aggro deck that empties your hand, and then refills with this. The coin helps to activate Combos early on if that's your desire and fits the flavour (yes I'm a Brit). Maybe I should increase the amount drawn or give more coins. I want to be careful due to it's power with Gadgetzan Auctioneer.
Thoughts are welcome.
Welcome back :)
I'm not sure how you could balance Strike the Bargain! at 1-mana. No one would ever allow for their cards to be discarded unless they were desperate: they would abuse it as a nearly-free hand reload after playing out their hand. You don't have to be a Miracle deck, either; you could vomit your hand as an Aggro Rogue, Quest Rogue, etc. and still come out on top.
I like Avenging Stand the most: it's like Avenge but trading stats for keywords. I don't think the Priest needs another healing spell, and I've given my thoughts on Strike the Bargain!
I would say that this runs counter to the whole point of the Paladin's Hero Power. The only way to reliably take advantage of this card is to create one - and only one - Silver Hand Recruit, and buff him to high heaven. Otherwise, over the course of a regular game you're far more likely to resummon a vanilla Recruit, which is a big waste of time. On the other side of things, if you do follow this plan, a 1-mana 3/7 Taunt that summons a 2/6 Taunt on death is ridiculous (not to mention other buffs). Ultimately, it's either way too good or wasting a spot in your deck :/
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Hi everyone! Here is my submission this week. This card is designed for both extreme aggro and control warrior card that gives your hero permanent attack. You hero would damage the minions who attack your hero. If this card combo with Dead Man's Hand, you will become a real warrior!
Shadow Mimicry and A Lesson in Sacrifice encapsulate the first idea I had thinking about this expansion, that of some sort of balanced hand disruption that really only works as a way to disrupt combos. A Lesson in Sacrifice specifically took me a while to balance, because obviously I can't just summon and destroy them (because of Possessed Lackey) and I can't Silence them, then destroy them at the end of the turn (because of Carnivorous Cube). I think this version is balanced, although the wording may be a little confusing. Obviously it can be played when Warlock has no minions in hand, but Warlocks can't really plan on having a minionless hand unless they commit to that sort of deck. Shady Deal is an angle that Mill Rogue can take. Obviously it's pretty powerful in combo with things like Elven Minstrel and Sprint, but acts as a worse Coldlight Oracle in any but true Fatigue scenarios since it doesn't allow you to draw cards. Shadow Mimicry allows you to either disrupt your opponent's curve, or delay a combo. Most likely the weakest card of the three, but they may all be too powerful.
I'll go ahead and attempt to review some cards while I'm at it:
@Vision136: I like Kinetic Blow, it has good synergy with things like Rotface and Gunspire, not to mention Execute. A small, dumb thing is that it should be "its remaining health," not "it's remaining health." Not that it matters. :p
@Tranndil: Eternal Duty is really interesting. Its wording is a bit confusing; it took me a few times to understand that it would summon ONE Silver Hand Recruit with its enchantments (I think). I assume the "enchantments" are meant to encapsulate things like Level Up!, Stegodon Adapts, and other buffs. It feels a bit random, but I like the design of it.
@YoThats: It seems like you look at this as a tech against Baku and aggro, but it's also insane in slow matchups against Warlock. Not to mention that you essentially give your opponent a dead draw of a spell that does nothing but swap Hero Powers. A little more powerful than you intended, I think, but I think it could be pretty fun in a slow matchup between, say, Control Priest and Control Warrior.
@Kaeldris: I think the wording of this card is spot-on, although we haven't really see any "Overload equal to X" cards before, so I'm not sure. That being said, it seems like a well-designed card. There aren't too many Shaman spells that are amazing if they cost 0, so this could be an interesting value added card. I like the payoff and the drawback.
@THWeaver: Fel Crafting: 1 mana Draw 2 is very good, even with the drawback of being damaged. Not to mention that this synergizes with cards that like it when you hurt yourself. The flavor's nice, and the effect seems well thought out. Marsh Fishing is fun, but probably very weak. Prophecy is also a well-designed card. I think I like Fel Crafting the most.
@waterwalker: Retribution has a lot of words, so it seems a little daunting at first glance. That being said, I can't think of any way to cut it down while retaining your intended meaning, but I would change "When" to "After."
@Vilegloom: Light's Guidance feels like it could be worded different, like "Discover a card that restores Health." Mindbent Puppet could be insane in a deck with Velen, even if the effect is random you could stall long enough to make him the only minion in hand and then Mind Blast for 40 while spending only 8 mana (Mindbent Puppetx2+Velen Copyx2+Mindblastx2). I don't like that. Death Shock is pretty cool, with a good drawback even if destroying a minion for 1 is incredibly powerful. I think i like Death Shock the most.
@YJHS2000: So it seems like more of a value card as opposed to the reworked Charge, although it does allow for multiple loops on the same turn. Could work to help Warrior regain the board in certain situations, but in that scenario it feels weaker than Brawl.
@chenzhenxiaobaobao: Corrupted Raven Idol is definitely the coolest. Soul Corruption feels a little too good, especially in the best case scenario of destroying a Lackey+discarding one of your opponent's cards. Persuation feels like a more powerful Sacred Trial, but I don't think that matters because Corrupted Raven Idol is definitely the card you should go with.
@ASifyouwoulD: I think Balancing Scales should read "Choose a friendly minion. Whenever a minion gains Attack, [b]it[/b] gains +1 Attack." I personally find that card has the most interesting possibilities. The Spellstone could be good in Zoo decks that don't run Gul'dan, and Double Tap is cool, but I think Balancing Scales makes me think the most.
@Kovachut: Totem Fury could make a Token Shaman viable, since it's sort of a faster Thunderbluff Valiant. It is comparable to Mark of the Lotus, but only affects Totems so I think it feels balanced. Mind Reading feels like power creep. It's worse than Drakonid OP only in the sense that it doesn't give you a 5/6 body or trigger your Duskbreaker. Other than that, it is better than Drakonid OP, imo. Desperate Times has a cool, flavorful effect. Probably too weak, but I like the flavor of it. For me, it's between Totem Fury and Desperate Times and I'm personally leaning Totem Fury.
@MrUncreative: To me, it's a bit like a worse Prep, except it can also hit minions. It's an OK card, the design is solid.
@Cogito_Ergo_Sum: I feel like the sentences in Riptide Rejuvenation should be reversed, but that's just my thought. Bag of Tricks is a lot of fun, but the wording seems like if you discovered a minion then played it that the played minion would be replaced by that spell at end of turn. Investigate is a daunting read, but has a lot of flexibility. Has about as many interfaces as a Kazakus potion, so it's not like we haven't seen a card this complicated before. That being said, we've never seen a card like Investigate before and it's a really clever idea.
I thought a lot about my three old ideas and then decided to scrap all three. So here's my new idea:
This card makes a copy of any of your opponent's cards and shuffles them into his deck. This can be a spell or a minion. The copy will actually be real, but his turn ends. For example, if he casts a Fireball, it is also cast but his turn ends afterwards. If the card were just a trap, it would be too strong because you lose not only a turn but also a card draw. To compensate for the very strong effect, the opponent receives an additional copy of a card from his deck. The opponent cannot see the card. As soon as he plays them his turn ends. There can be several scenarios here. He plays the first card on his turn and has played it or he plays it last if his turn would end anyway and the effect fades. It also gives you a psychological advantage. The opponent will have to fear with each card that his turn is over. You don't really need the token, but I designed one anyway.
1) As cool as the art can be - the shaman spell feels kinda weak. You have to take tons of damage just to get a very late and weak healing card. And I don't want to act as if I understand the HS mechanics and pls correct me if I'm wrong, but imho once you have more than 20 Health, the card losses the Echo part. Imho the card will always check if you have 20 or less health regardless if it's an Echo copy or not. Quote from wiki: Echoed copies are always the original version of the card.
Come to think of it, Bag of tricks is also pretty nice. You have to be ready to use the card you have Discovered on the same turn, else you will get the original version of your spell and you will have to search for something good one more time. Not to mention, that 10-cost cards (old gods) can't be used. So gj for the ballance.
But Investigate is still my most favourite card of them all. I will repeat the things from the last post, that the interaction with Fandral Staghelm will be an issue. Hear me out on this - your card specifically states the Choose One mechanic. You might argue, that you have bolded "Per Line" as well and thus you have made a new keyword, but some cards (Fatespinner) also function w/ some minor text changes. Then you might say, that if Blizzard were to implement a such card, they would explicitly make a post about it and admitting the inconsistency in their design./// Anyway I'm just having some random thoughts. Go with this card, it's very original.
1) Kinda weak, but it can pretty good as an effect of a shaman minion. 2) Kinda weak imho (if the opponent already has 10 mana). You spend your whole turn on doing "nothing". Only good if you somehow Discover it, while you are chaining your spells on the Auctioneer or Edwin. The 3 mana spell, that shuffles 3 4/4s is better. 3) Is the best one, but it will be too OP vs slower decks. Infinite resources in a combo deck. This is what druids needed.
About your new card - Love the flavour a lot. You explained your card yourself: "To compensate for the very strong effect, the opponent receives an additional copy of a card from his deck. The opponent cannot see the card. As soon as he plays them his turn ends. There can be several scenarios here. He plays the first card on his turn and has played it or he plays it last if his turn would end anyway and the effect fades. It also gives you a psychological advantage. The opponent will have to fear with each card that his turn is over". There is only one small issue - since you are shuffling only one card in your opponent's deck, there is a big chance that they might not draw it and thus you might only spend 1 mana to do nothing (especially against aggro). But it was obvious in the first place, that you would never use this card in that MU, as it doesn't help you at all unless you use it as an activator for something. Not to mention, that they will play the cards from their hand first and then attack with their board so that they don't give you a free turn to react. It's not excluded, that they will risk playing the top-deck if the board state demands so (silence vs taunts, board buffs etc), but I don't think that this would happen that often. So this leaves us with control and combo MUs and I see this card popping up in miracle, when you make a threatening board and the opponent plays a Russian Roulette. So Imo you have design it pretty well, because giving 2 traps to your opponent from a single card would have been too OP. /// Anyway those were some random thoughts, go with your card.
The first card is really cool. Might be slightly problematic when you take into consideration how Paladins have Call to Arms but this isn't a strong argument as you won't risk consistency over a rare beneficial effect. Not to mention, that if you run few 1,2 - drops and then bunch of 3+, then you can't ensure yourself that the low drops will be at the bottom of your deck in order to cheat out a buffed minion. So gj and I like the flavour.
Like others said it feels kinda weak. It's just an activator for Edwin, Auctioneer and some combo cards. What would happen if you buff it a bit and make a Counterfeit Coin out of it? Something like "The next card/spell you play this turn costs (2) less". Ask for others' opinion about this, but imho you should buff your card.
I would have loved it a lot, but I think it should cost 2. Look at Shadow Visions and see what I mean. I think that Stitched Tracker is better designed - not because of the body, but because how you can't "draw" a card from your deck if you don't spend 3 or more mana beforewards. Imho you should keep your card, but use it for a different theme. Ask for others' opinion about this.
I don't like the 1st and the 3rd card that much. Regarding the first card - does that work until the end of the game or only on the turn you play it? If it's the first part, then I can see this card being played. Hunter will get some sweet value out of its spells. Change the title though. Regarding the 3rd card - it's a really slow, unconditional and not that rewarding buff. I can't think of a proper example, but Festeroot Hulk is way better in comparison and that doesn't see play.
Regarding the spellstone - well I'm having mixed thoughts. Normally the first card should be a worse version of an already existing vanilla card (Lost in the Jungle), because it gets upgraded later on. Your SS however is very requiring and you have to play 3 demons for each upgrade, so imho most of the time you will get either 3 or 2. So dunno. Ask for others opinions, I'm puzzled.
I don't like disruptive spells, which interact with the opponent's hand. Illidan Stormrage was nerfed for a reason.
Anyway I would go with the paladin secret. The Dudu spells is also pretty nice, but I think it should cost more. After all, the way you have built your deck you can influence on the outcome of this spell.
As much as I love the flavour, I think that the card is pretty underwhelming. Your card is only slightly stronger than Charge! but still pretty weak, since you are diluting your deck with a card, that just eats space. Imho you should do the following - reword the text like so "Give a minion Rush. If it dies this turn, return it to your hand". That way you gain card advantage, value and even more in a combination with cards like N'Zoth or something else.
I would go with the first card, but replace "healing" with "that restores health".
2nd card broken in a combo deck. Mage doesn't care about the stats of their Sorcerer's Apprentice from Simulacrum, they just want to copy the effect. The same thing will be with Priest with their Radiant Elementals.
Death Shock - is also a nice design, but I think it should cost more.
Initial Idea. I return feedback:
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Class Creation Finalist: The Astromancer
Best cards vote by community:
A buff isn't out of the question, but I feel like you might be underrating the potential for a Secret Blessing of Might.
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
Page 3
Arcane Barrage is nice. I like how you have to sequence it (just like Giant Sand Worm).
I'm kinda tired to give a full explanation on the quest - but it feels it wasn't worded correctly and the reward isn't impressive enough. True that the requirements are also easy to fulfill (you make 5 trades), but the whole quest feels underwhelming.
Lastly the warlock spell is broken. Although I like the flavour behind this, just imagine how people will end the games with a draw on turn 1. If a certain hero is 15 or lower, then they will die first regardless how ahead they were on the board (you cast this, you summon a 5/5 -> a second 5/5 and the first one deals 5 damage -> a third one and the first two demons deal 10 extra damage -> 4th demon and 15 more extra damage). Do the math and see what I mean.
(browsing through the deathrattle cards I find a nice little combo with your spell - Malygos in hand, you play Kobold Illusionist + your spell)
Toad-ally Awful - as much as I love the flavour - is a super punishing card. This is 99% worse than Purify with the exception of the frigid cases, where making a totem into a taunt will matter a lot. Sorry mate, I don't want to be rude.
The 3rd card feels very situational.
Bristle? Isn't that for a fur? Why is there armor on the art? Nvm, I won't act as if English is my first language. Tbh this card is pretty nice in aggressive warrior decks. They never need their defensive HP as it doesn't contribute to their strategy.
As for the last card - as much as I love the flavour, this card is kinda underwhelming only because it's kinda situational. I know what you are going to say, but imho zoo would prefer more burst, charge minions or just Silence for the annoying taunts. Imagine having this spell vs aggro. You are constantly fighting for the board, you would need something more reactive imho.
Did I forget to mention how the opponent will probably trade a 1/1 token into your 1/1 minion? {this goes for the 1st and 2nd point} I'm maybe underestimating the potential of this being a secret, but it doesn't feel that reliable imho. It will feel like Eye for an Eye or Getaway Kodo, when a caster plays around them.
Not going to disagree on points 3, 4 or 5 though.
[edit] Avenge feels better.
Submissions are now up!
You can find me here! Good luck everyone!
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
And works versus casters as well.
The point was - I don't think that your spell would be included in wild secret pala. Not when Avenge is there to replace it.
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
This space is intentionally blank.
Here's my submission. I made this card last year and never got to use it til' now. Hope you like! ♥
Reward:
Summoned Permanent:
Summoned Minion:
Edit: Changing my submission to a 3/1 that deals 3, so it's more on the power level of Lakkari Sacrifice.
Btw, I am loving the Echo Ideas everyone is coming up with!
gates have many features including blocking your opponent from summoning minions.
[deck]Deck ID or Code[/deck]Card Name Pyramid shine
Alright, probably the last idea I've got in me for now. If this is any good, I'll post it. If not, I'll figure something else out.
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Class Creation Finalist: The Astromancer
Best cards vote by community:
Hi everyone! Here is my submission this week. This card is designed for both extreme aggro and control warrior card that gives your hero permanent attack. You hero would damage the minions who attack your hero. If this card combo with Dead Man's Hand, you will become a real warrior!
Also, the side effect of "Destroy your hero power" could be solved by Sulfuras, Death Knight and Sir Finley Mrrgglton.
Please vote for Bristle!
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
I have a couple of cards:
Shadow Mimicry and A Lesson in Sacrifice encapsulate the first idea I had thinking about this expansion, that of some sort of balanced hand disruption that really only works as a way to disrupt combos. A Lesson in Sacrifice specifically took me a while to balance, because obviously I can't just summon and destroy them (because of Possessed Lackey) and I can't Silence them, then destroy them at the end of the turn (because of Carnivorous Cube). I think this version is balanced, although the wording may be a little confusing. Obviously it can be played when Warlock has no minions in hand, but Warlocks can't really plan on having a minionless hand unless they commit to that sort of deck. Shady Deal is an angle that Mill Rogue can take. Obviously it's pretty powerful in combo with things like Elven Minstrel and Sprint, but acts as a worse Coldlight Oracle in any but true Fatigue scenarios since it doesn't allow you to draw cards. Shadow Mimicry allows you to either disrupt your opponent's curve, or delay a combo. Most likely the weakest card of the three, but they may all be too powerful.
I'll go ahead and attempt to review some cards while I'm at it:
@Vision136: I like Kinetic Blow, it has good synergy with things like Rotface and Gunspire, not to mention Execute. A small, dumb thing is that it should be "its remaining health," not "it's remaining health." Not that it matters. :p
@Tranndil: Eternal Duty is really interesting. Its wording is a bit confusing; it took me a few times to understand that it would summon ONE Silver Hand Recruit with its enchantments (I think). I assume the "enchantments" are meant to encapsulate things like Level Up!, Stegodon Adapts, and other buffs. It feels a bit random, but I like the design of it.
@YoThats: It seems like you look at this as a tech against Baku and aggro, but it's also insane in slow matchups against Warlock. Not to mention that you essentially give your opponent a dead draw of a spell that does nothing but swap Hero Powers. A little more powerful than you intended, I think, but I think it could be pretty fun in a slow matchup between, say, Control Priest and Control Warrior.
@Kaeldris: I think the wording of this card is spot-on, although we haven't really see any "Overload equal to X" cards before, so I'm not sure. That being said, it seems like a well-designed card. There aren't too many Shaman spells that are amazing if they cost 0, so this could be an interesting value added card. I like the payoff and the drawback.
@THWeaver: Fel Crafting: 1 mana Draw 2 is very good, even with the drawback of being damaged. Not to mention that this synergizes with cards that like it when you hurt yourself. The flavor's nice, and the effect seems well thought out. Marsh Fishing is fun, but probably very weak. Prophecy is also a well-designed card. I think I like Fel Crafting the most.
@waterwalker: Retribution has a lot of words, so it seems a little daunting at first glance. That being said, I can't think of any way to cut it down while retaining your intended meaning, but I would change "When" to "After."
@Vilegloom: Light's Guidance feels like it could be worded different, like "Discover a card that restores Health." Mindbent Puppet could be insane in a deck with Velen, even if the effect is random you could stall long enough to make him the only minion in hand and then Mind Blast for 40 while spending only 8 mana (Mindbent Puppetx2+Velen Copyx2+Mindblastx2). I don't like that. Death Shock is pretty cool, with a good drawback even if destroying a minion for 1 is incredibly powerful. I think i like Death Shock the most.
@YJHS2000: So it seems like more of a value card as opposed to the reworked Charge, although it does allow for multiple loops on the same turn. Could work to help Warrior regain the board in certain situations, but in that scenario it feels weaker than Brawl.
@chenzhenxiaobaobao: Corrupted Raven Idol is definitely the coolest. Soul Corruption feels a little too good, especially in the best case scenario of destroying a Lackey+discarding one of your opponent's cards. Persuation feels like a more powerful Sacred Trial, but I don't think that matters because Corrupted Raven Idol is definitely the card you should go with.
@ASifyouwoulD: I think Balancing Scales should read "Choose a friendly minion. Whenever a minion gains Attack, [b]it[/b] gains +1 Attack." I personally find that card has the most interesting possibilities. The Spellstone could be good in Zoo decks that don't run Gul'dan, and Double Tap is cool, but I think Balancing Scales makes me think the most.
@Kovachut: Totem Fury could make a Token Shaman viable, since it's sort of a faster Thunderbluff Valiant. It is comparable to Mark of the Lotus, but only affects Totems so I think it feels balanced. Mind Reading feels like power creep. It's worse than Drakonid OP only in the sense that it doesn't give you a 5/6 body or trigger your Duskbreaker. Other than that, it is better than Drakonid OP, imo. Desperate Times has a cool, flavorful effect. Probably too weak, but I like the flavor of it. For me, it's between Totem Fury and Desperate Times and I'm personally leaning Totem Fury.
@MrUncreative: To me, it's a bit like a worse Prep, except it can also hit minions. It's an OK card, the design is solid.
@Cogito_Ergo_Sum: I feel like the sentences in Riptide Rejuvenation should be reversed, but that's just my thought. Bag of Tricks is a lot of fun, but the wording seems like if you discovered a minion then played it that the played minion would be replaced by that spell at end of turn. Investigate is a daunting read, but has a lot of flexibility. Has about as many interfaces as a Kazakus potion, so it's not like we haven't seen a card this complicated before. That being said, we've never seen a card like Investigate before and it's a really clever idea.
I thought a lot about my three old ideas and then decided to scrap all three. So here's my new idea:
This card makes a copy of any of your opponent's cards and shuffles them into his deck. This can be a spell or a minion. The copy will actually be real, but his turn ends. For example, if he casts a Fireball, it is also cast but his turn ends afterwards. If the card were just a trap, it would be too strong because you lose not only a turn but also a card draw. To compensate for the very strong effect, the opponent receives an additional copy of a card from his deck. The opponent cannot see the card. As soon as he plays them his turn ends. There can be several scenarios here. He plays the first card on his turn and has played it or he plays it last if his turn would end anyway and the effect fades. It also gives you a psychological advantage. The opponent will have to fear with each card that his turn is over. You don't really need the token, but I designed one anyway.
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Moin, Page 4
Come to think of it, Bag of tricks is also pretty nice. You have to be ready to use the card you have Discovered on the same turn, else you will get the original version of your spell and you will have to search for something good one more time. Not to mention, that 10-cost cards (old gods) can't be used. So gj for the ballance.
But Investigate is still my most favourite card of them all. I will repeat the things from the last post, that the interaction with Fandral Staghelm will be an issue. Hear me out on this - your card specifically states the Choose One mechanic. You might argue, that you have bolded "Per Line" as well and thus you have made a new keyword, but some cards (Fatespinner) also function w/ some minor text changes. Then you might say, that if Blizzard were to implement a such card, they would explicitly make a post about it and admitting the inconsistency in their design./// Anyway I'm just having some random thoughts. Go with this card, it's very original.
About your new card - Love the flavour a lot. You explained your card yourself: "To compensate for the very strong effect, the opponent receives an additional copy of a card from his deck. The opponent cannot see the card. As soon as he plays them his turn ends. There can be several scenarios here. He plays the first card on his turn and has played it or he plays it last if his turn would end anyway and the effect fades. It also gives you a psychological advantage. The opponent will have to fear with each card that his turn is over". There is only one small issue - since you are shuffling only one card in your opponent's deck, there is a big chance that they might not draw it and thus you might only spend 1 mana to do nothing (especially against aggro). But it was obvious in the first place, that you would never use this card in that MU, as it doesn't help you at all unless you use it as an activator for something. Not to mention, that they will play the cards from their hand first and then attack with their board so that they don't give you a free turn to react. It's not excluded, that they will risk playing the top-deck if the board state demands so (silence vs taunts, board buffs etc), but I don't think that this would happen that often. So this leaves us with control and combo MUs and I see this card popping up in miracle, when you make a threatening board and the opponent plays a Russian Roulette. So Imo you have design it pretty well, because giving 2 traps to your opponent from a single card would have been too OP. /// Anyway those were some random thoughts, go with your card.
Regarding the spellstone - well I'm having mixed thoughts. Normally the first card should be a worse version of an already existing vanilla card (Lost in the Jungle), because it gets upgraded later on. Your SS however is very requiring and you have to play 3 demons for each upgrade, so imho most of the time you will get either 3 or 2. So dunno. Ask for others opinions, I'm puzzled.
Death Shock - is also a nice design, but I think it should cost more.
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