Let's push it one step further: does Binding Heal count? It's better than Flash Heal but you'll take 5 damage from it when you heal an enemy with Auchenai Soulpriest on board.
Man...It's been a long while since I've entered this.
Both characters are reused from the Tactician class I made that's since long dormant. Garithos is heavily changed, while Zon'ozz is basically one for one. His existence is entirely based on the joke-y flavour text 'Even the faceless know that the face is the place.'
I am pretty confused by this week's theme. Does this card count? Forcing your enemy to attack your hero is bad, but since you get attack, you destroy it. So...?
Let's push it one step further: does Binding Heal count? It's better than Flash Heal but you'll take 5 damage from it when you heal an enemy with Auchenai Soulpriest on board.
I seriously doubt that Binding Heal counts. That card has a good effect by itself. The only time it counts as a drawback is when another minion or effect is currently being used.
Your card must have a significant detriment/drawback that compensates for its good stats or strong effect.
So it should be included with the card, like Dark Pact.
Not a fan of Admiral Goldenfang. It i's stats are pretty low and it's effect is very situational. You pretty much have to win the game the turn you play him, or the next turn to get value out of it. Also not a fan of Fifty Shades of Purple, primarily because the card itself does not actually have a direct downside.
I really like Chew, it has good flavor and seems to be pretty balanced. It's a unique form of removal and it gives your opponent a choice, making the game more interactive.
Let's push it one step further: does Binding Heal count? It's better than Flash Heal but you'll take 5 damage from it when you heal an enemy with Auchenai Soulpriest on board.
This goes for everyone, not just the people I'm quoting; consider this another "general feedback" post: The intention behind this theme is to make a card with a crippling drawback/defect/detriment that holds it back in 95-99% of game situations, but could still be usable in that remaining niche window.
Fel Reaver's deck-destruction is almost always extremely bad for you; however, it could theoretically find a place in certain decks. Fel Reaver's effect has little consequence if you're already in Fatigue, or if you're looking to ice the game away with a 5-mana 8/8 (much like how you would use Bittertide Hydra, another card with a painful drawback). You would not run Astral Communion in a regular Druid deck; you would have a specific reason to run a spell with a powerful negative like trashing your hand.
This theme is not about slapping any ol' weakness on a card and calling that enough, or creating a card that is only problematic sometimes. We've already hit on the subjective nuance of what it means to be a "significant drawback", but we can still try to meet that loose standard. Frankly, I would not consider any of the cards listed in the quotes above as being eligible for this theme.
When you design your card, you should be asking yourself: "do the negative aspects of this card outweigh the positives, if I were to think about this objectively?" If the answer is "Yes", you're on the right track. The outcome of playing your card should be negative in basically every situation outside of the one that calls for it. We're coming right up to the edge of "make a card that is pretty much garbage."
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 have this knight with no honor that will only attack weaker enemies. Gameplay-wise, it can be a pretty good anti-aggro tool, specially in Arena.
At the beginning, I thought the version that checks health is more interesting, but then I realised it's basically a Lightspawn that is capped at 4 and cannot attack heroes, with the upside of costing 1 less mana.
Which one do you prefer? Maybe it could use a different stat distribution...
I've refined my ideas and narrowed it down to two. Lemme know what you think!
This one is implements the "opposite" chess mechanic, which I always thought was really cool. It can be single-target removal, double-target removal, or face damage, but at the cost of one of your own minions, and it requires a lot of foresight to use properly. It's based off of the WoW Shaman spell of the same name. Do you think it's too strong? It's obviously a powerful card, but only in a pretty narrow window of use, so I dunno how good it would be in practice.
This one is meant to give you a defensive tool for your tokens, as opposed to the offensive tools like Bloodlust. It fits into even shaman, control shaman, and obviously freeze shaman. I'm not completely sold on the name or art, but I think it's a neat idea.
Initial idea. I return feedback (yes, 4 mana 7/7 are not included):
Token:
Tooth Fairy could be worded better. Maybe like "Give your opponent a Coin for each minion silenced". The dragon token needs to have the dragon tag. Ancient of Healing is a cool effect, but it seems like a weak body for something called an Ancient.
Admiral Golden fang is just a much better Aluneth, which is already a strong card, so I'd vote no on that. Chew is a neat idea, but it's probably too powerful at 1 mana. Compare it to Moat Lurker. Fifty Shades of Purple itself doesn't have a downside. and the cards it summons mostly have small downsides, so I'm not sure it counts. The idea is to have pretty big drawbacks.
I like Mad Deathwing and Admiral Goldfang the most. I guess I like Mad Deathwing more cause it make a more efficient way to draw the key card so you could build a deck according to this. Admiral Goldfang's negative effect is too powerful that there is few situatian that play this one.
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THERE IS NO GAME.
Man...It's been a long while since I've entered this.
Both characters are reused from the Tactician class I made that's since long dormant. Garithos is heavily changed, while Zon'ozz is basically one for one. His existence is entirely based on the joke-y flavour text 'Even the faceless know that the face is the place.'
The Tactician Class (LOE Complete!)
So here is my first idea.
"Science isn't about why! Its about why not!"
This week's theme reminds me of a famous fan made card in the Chinese community.
-What's the downside of this minion?
-It will be destroyed when a player casts Mind Blast (according to its text).
THERE IS NO GAME.
I am pretty confused by this week's theme. Does this card count? Forcing your enemy to attack your hero is bad, but since you get attack, you destroy it. So...?
Initial idea. I return feedback (yes, 4 mana 7/7 are not included):
Token:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I browsed through my custom cards folder and I have 74 interesting cards that could qualify. I guess I have to choose which one I'll show.
Fifty Shades of Purple is the same as last week. Technically it also qualifies here.
EDIT: If you're courageous, a selection of 23 cards that could qualify.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I don't get all these cards that have huge tempo swings with minimal downsides..
Unpopular opinion: Rogue is OP
So it should be included with the card, like Dark Pact.
*Weaseling Intensifies*
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
"Science isn't about why! Its about why not!"
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 have this knight with no honor that will only attack weaker enemies. Gameplay-wise, it can be a pretty good anti-aggro tool, specially in Arena.
At the beginning, I thought the version that checks health is more interesting, but then I realised it's basically a Lightspawn that is capped at 4 and cannot attack heroes, with the upside of costing 1 less mana.
Which one do you prefer? Maybe it could use a different stat distribution...
I've refined my ideas and narrowed it down to two. Lemme know what you think!
This one is implements the "opposite" chess mechanic, which I always thought was really cool. It can be single-target removal, double-target removal, or face damage, but at the cost of one of your own minions, and it requires a lot of foresight to use properly. It's based off of the WoW Shaman spell of the same name. Do you think it's too strong? It's obviously a powerful card, but only in a pretty narrow window of use, so I dunno how good it would be in practice.
This one is meant to give you a defensive tool for your tokens, as opposed to the offensive tools like Bloodlust. It fits into even shaman, control shaman, and obviously freeze shaman. I'm not completely sold on the name or art, but I think it's a neat idea.