Thanks for the feedback, everyone! Before I submit this, can the mods tell me if this card is within the rules of the competition? Also, I'm considering changing the name to something like Full Moon Night or Shapeshifter's Curse, but that's beside the point.
Feedback:
@Thezzy:
This card is completely insane. If you draw both of them, that's essentially a free hunter hero power every single turn. Giving your opponent an extra mana crystal isn't enough of a drawback for you, it's just as if your opponent Wild Growthed. The reason why it's unprintable is that it's permanent; if it was like Curse of Rafaam, it would have been fine, but then you just created a worse version of Curse of Rafaam.
@sweetflake:
Too complicated, honestly. I get what you mean, but giving it to all enemy minions is just confusing. It's not very good in some cases either, if you have a large taunt minion protecting a bunch of small tokens, this card will probably get them killed (but I guess that's the nature of learning to play well). I think you should just make like Bloodbloom and say "When an enemy next attacks, it's damage is dealt randomly across all minions".A very interesting effect though, kudos on the idea.
@Fortify:
So this card targets enemy minions still in their hand? This seems like a card used by aggro decks to bust through control decks by removing a minion, but against aggro, it seems useless. It's also RNG based in that it could just land on, say, a Kobold Librarian. It's still a neat idea, though I would lower the cost a tad.
@Elvaeyn:
I like Kazakus-like cards. And if I understood your card right, the player gets to choose the cost, then choose between Pain, Amnesia and Hysteria. Now because this card already costs 4, I would see no reason to ever choose the 2 or 4 cost curse, unless you need a cheap spell. It's not a problem with the card, it's how Kazakus was used anyways. However, it would be cool if the name of the cards scaled with the costs; as in it would be "Pain" for 2 mana, "Agony" for 4 mana, and "Suffering" for 6 mana. Don't know what you would do about the other two aspects, but I quite like it.
Can anyone here help me with some card wording please?
If you have an effect on the minion that affects the hero, how do you write it? For example "whenever this minion attacks deal 1 damage to its owner" or "whenever this minion attacks deal 1 damage to the controlling hero"? or something else?
Any thought about this one? I'll find some better pictures. The text should be at the end of YOUR turn add a curse of fed to your opponent's hand.
I don't know if this qualifies since all curses must be warlock spells. I know that this is a minion that adds a curse spell to your hand, but you should probably ask a mod first. Also, curses should be debuffs that negatively impact your opponent's minions. This doesn't affect your opponent at all unless they're playing silver hand paladin, and you got this off on some Drygulch Jailor tokens, and they no longer synergise with their buffing cards.
Pain Link is my favourite, but I'm not sure if it fits the requirement.
Curse of Flames was going to be called Curse of Flatulence, but I decided to be more serious.
Curse of Ignorance is a twisted version of Paladin's Blessing of Wisdom. I'm not sure if it offers anything besides that and a funny art, however.
Which one do you prefer?
I like curse of ignorance and would vote for it as it is. Just the same level of balance as Blessing of wisdom. Just wording feedback: it's instead of its and "discard a random card" instead "discards a card"
Can anyone here help me with some card wording please?
If you have an effect on the minion that affects the hero, how do you write it? For example "whenever this minion attacks deal 1 damage to its owner" or "whenever this minion attacks deal 1 damage to the controlling hero"? or something else?
Actually, it depends. Those cards you put as example always affect the player who used them, even if they are casted on an enemy minion.
I'm not sure if there are cards that can target minions of both players BUT affect the owner of the targeted minion. If that's the case, I'd go with "whenever this minion attacks deal 1 damage to the controlling hero", just because it's pretty easy to understand and is shorter.
Can anyone here help me with some card wording please?
If you have an effect on the minion that affects the hero, how do you write it? For example "whenever this minion attacks deal 1 damage to its owner" or "whenever this minion attacks deal 1 damage to the controlling hero"? or something else?
It actually doesn't, those abilities ALWAYS trigger for you regardless of which minion has the buff. I want my ability to trigger for the hero that controls the minion.
Imagine if you would cast wisdom on an enemy minion and when it attacks your opponent would draw the card.
Ah, I see what you mean. I thought you wanted the minion to hurt your hero. Then, as @wailord said, use "controlling hero" instead. Also, some quick feedback: this seems really easy to counter but in a very interesting way. Essentially, it's the opposite of Power Word: Glory.
And @wailord, I'm pretty sure that there are no cards like that, but I did intend exactly what you said, in that the game keeps track of the player that played the spell.
@Samwell: Great minds think alike ;) Yours has the potential to be game-ending though. Lategame you're forcing them to potentially take 10 damage next turn if they want to use their mana. Maybe make it 1 per damage 2 Mana Crystals for balance sake.
The other two thoughts I had earlier: I do think 4 mana is a bit cheap for this one now that I look back at it.
Not sure if 2 mana is too much but it could be funny (the effect is one-time only per minion)
There's already a card in the game called Confuse, and it even uses the exact same artwork. The card also has 5 lines of text, so it breaks the unwritten rule that cards need to be 4 or less lines of text. There also should be a comma after "turn". It also doesn't make sense for the Echo mechanic to be used on a K&C card.
It seems fairly balanced compared to Betrayal or Sudden Betrayal, although I don't see why the Echo effect is necessary.
Notice that when a minion is immune, it cannot taunt. However, the minion with immunity keeps all its special effects, like Ysera or The Lich King. So this card is a specific counter to minions with high attack or heavily buffed, or minions with deathrattle.
Comments are welcomed and appreciated.
I would change wording to "Choose an enemy minion. It goes dormant, but preserves card text."
a little worse than polymorh, but it can reduce enemy battlefield to only 5 minions. Could be changed to 4 or 5 mana, but warlock cards sometimes cost a little more, so seems balanced for me.
as i understood correctly you want to create something like Nether Portal
First of all, thanks for the feedback!
To be honest, my original idea was to make a minion go dormant. But after I saw a similar idea on the first page, I decided to change it a little bit. Make a minion sleep forever then came to my mind. It makes the minion cannot attack anymore, but keeps all effects. And since a minion in dormant has no any effect, I don't feel like to break the game mechanic.
By the way, I wanted to make this card called "siren's sing", but unfortunately I didn't find any image of a singing siren, so I used this name instead.
Essence Drain is too dependant on match-up, as it's completely useless against a deck without healing, and pretty bad against Priest.
Soul Shackles is overcosted also situational. If your opponent has a board that allows him to kill your stuff without trading, or has removal or has no minions, this card is pretty bad. I would reduce its cost to 3, and even then I'm not too sure.
Ghostly Glare is my favourite of the bunch. It's really useful as an anti-aggro card, and can also be good against control if your opponent has a big body with high attack.
@GameTheory345
Cursed Horde is a bit underpowered, IMO. Consider Soul of the Forest, which, sure, costs 1 Mana more, but the tokens are bigger and you have more control over it. So, I would decrease its cost to (2) or make the tokens 2/2.
I prefer Full Moon, however. It's a pretty interesting take on transform removal. (Does transform removal count, though? If Polymorph or Hex were Warlock cards, would they qualify to this competition?)
@Adamaxes
Siren's Temptation is really interesting, altough I think 6 mana is a bit too much. Sure, it reduces your opponent's board, but it's not good against a lot of minions you usually want to target hard removal at, such as Ragnaros the Firelord or The Lich King. As it is right now, Soul Siphon is much better IMO.
@TheProgenitor
Fearcaller does not qualify, as it needs to be a spell. Cool card, however.
Thanks for the feedback!
In fact, this is the reason why this card is situational. Playing on cards like Ysera or Ragnaros the Firelord can be equivalent to suicide. However, this will be a good tech card against cards like Sylvanas Windrunner or Sneed's Old Shredder, which will neutralize their deathrattles and reduce 1 minion slot for your opponent, while Siphon Soul kills them, it also triggers their deathrattles, and they can be brought back by N'Zoth, the Corruptor, which is quite popular in wild. In addition, as the new magnetic mechanism is coming out, this card is also good against heavily magnetized mechs.
So everyone seems to think Soul Shackles is more interesting, albeit a bit confusing. So, I gave it a clearer text to explain the effect; I also think a cost reduction wouldn't be too bad. I also made some changes to Ghastly Glare. Which one should I go with?
@Vilegloom - Between the two, I'd go with Soul Shackles. And you're right, a cost reduction wouldn't be so bad. Depending on board state, there's plenty of ways for your opponent to play around it. 4 mana should be fair.
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Also thought of this one:
So I have an idea for this week, but not to sure about it's affect. Anyway I would like to hear what you think.
EDIT: Ignore the deathrattle... it's meant to at the end of your turn, destory this minion... *sigh*
My Entry for this week's Card Design Competition - Season 8.16:
I like effect and graphic. I would change wording to "At the end of your turn, discard itself".
With current wording some could think that minion will be destroyed even after playing it.
Thanks for the feedback, everyone! Before I submit this, can the mods tell me if this card is within the rules of the competition? Also, I'm considering changing the name to something like Full Moon Night or Shapeshifter's Curse, but that's beside the point.
Feedback:
@Thezzy:
This card is completely insane. If you draw both of them, that's essentially a free hunter hero power every single turn. Giving your opponent an extra mana crystal isn't enough of a drawback for you, it's just as if your opponent Wild Growthed. The reason why it's unprintable is that it's permanent; if it was like Curse of Rafaam, it would have been fine, but then you just created a worse version of Curse of Rafaam.
@sweetflake:
Too complicated, honestly. I get what you mean, but giving it to all enemy minions is just confusing. It's not very good in some cases either, if you have a large taunt minion protecting a bunch of small tokens, this card will probably get them killed (but I guess that's the nature of learning to play well). I think you should just make like Bloodbloom and say "When an enemy next attacks, it's damage is dealt randomly across all minions".A very interesting effect though, kudos on the idea.
@Fortify:
So this card targets enemy minions still in their hand? This seems like a card used by aggro decks to bust through control decks by removing a minion, but against aggro, it seems useless. It's also RNG based in that it could just land on, say, a Kobold Librarian. It's still a neat idea, though I would lower the cost a tad.
@Elvaeyn:
I like Kazakus-like cards. And if I understood your card right, the player gets to choose the cost, then choose between Pain, Amnesia and Hysteria. Now because this card already costs 4, I would see no reason to ever choose the 2 or 4 cost curse, unless you need a cheap spell. It's not a problem with the card, it's how Kazakus was used anyways. However, it would be cool if the name of the cards scaled with the costs; as in it would be "Pain" for 2 mana, "Agony" for 4 mana, and "Suffering" for 6 mana. Don't know what you would do about the other two aspects, but I quite like it.
Any thought about this one? I'll find some better pictures. The text should be at the end of YOUR turn add a curse of fed to your opponent's hand.
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Just like Blessing of Wisdom or Power Word: Glory, you don't specify the player, the game figures it out.
I don't know if this qualifies since all curses must be warlock spells. I know that this is a minion that adds a curse spell to your hand, but you should probably ask a mod first. Also, curses should be debuffs that negatively impact your opponent's minions. This doesn't affect your opponent at all unless they're playing silver hand paladin, and you got this off on some Drygulch Jailor tokens, and they no longer synergise with their buffing cards.
I like curse of ignorance and would vote for it as it is. Just the same level of balance as Blessing of wisdom. Just wording feedback: it's instead of its and "discard a random card" instead "discards a card"
Actually, it depends. Those cards you put as example always affect the player who used them, even if they are casted on an enemy minion.
I'm not sure if there are cards that can target minions of both players BUT affect the owner of the targeted minion. If that's the case, I'd go with "whenever this minion attacks deal 1 damage to the controlling hero", just because it's pretty easy to understand and is shorter.
Any feedback on my card?
Ah, I see what you mean. I thought you wanted the minion to hurt your hero. Then, as @wailord said, use "controlling hero" instead. Also, some quick feedback: this seems really easy to counter but in a very interesting way. Essentially, it's the opposite of Power Word: Glory.
And @wailord, I'm pretty sure that there are no cards like that, but I did intend exactly what you said, in that the game keeps track of the player that played the spell.
Hey that's really similar to what I came up with! I like the cut of your jib.
@Samwell: Great minds think alike ;)
Yours has the potential to be game-ending though.
Lategame you're forcing them to potentially take 10 damage next turn if they want to use their mana.
Maybe make it 1 per damage 2 Mana Crystals for balance sake.
The other two thoughts I had earlier:
I do think 4 mana is a bit cheap for this one now that I look back at it.
How about Impfestation and it's imps instead? Fits better with Warlock.
Soul Prison is a really excellent idea. Should be 5 at most, at 6 there's no reason to play it over Siphon Soul.
Edit: 4 mana is probably the right spot for it.
Not sure if 2 mana is too much but it could be funny (the effect is one-time only per minion)
There's already a card in the game called Confuse, and it even uses the exact same artwork. The card also has 5 lines of text, so it breaks the unwritten rule that cards need to be 4 or less lines of text. There also should be a comma after "turn". It also doesn't make sense for the Echo mechanic to be used on a K&C card.
It seems fairly balanced compared to Betrayal or Sudden Betrayal, although I don't see why the Echo effect is necessary.
Click the image to go to my custom Time Traveler class.
First of all, thanks for the feedback!
To be honest, my original idea was to make a minion go dormant. But after I saw a similar idea on the first page, I decided to change it a little bit. Make a minion sleep forever then came to my mind. It makes the minion cannot attack anymore, but keeps all effects. And since a minion in dormant has no any effect, I don't feel like to break the game mechanic.
By the way, I wanted to make this card called "siren's sing", but unfortunately I didn't find any image of a singing siren, so I used this name instead.
Thanks for the feedback!
In fact, this is the reason why this card is situational. Playing on cards like Ysera or Ragnaros the Firelord can be equivalent to suicide. However, this will be a good tech card against cards like Sylvanas Windrunner or Sneed's Old Shredder, which will neutralize their deathrattles and reduce 1 minion slot for your opponent, while Siphon Soul kills them, it also triggers their deathrattles, and they can be brought back by N'Zoth, the Corruptor, which is quite popular in wild. In addition, as the new magnetic mechanism is coming out, this card is also good against heavily magnetized mechs.
So everyone seems to think Soul Shackles is more interesting, albeit a bit confusing. So, I gave it a clearer text to explain the effect; I also think a cost reduction wouldn't be too bad. I also made some changes to Ghastly Glare. Which one should I go with?
@Vilegloom - Between the two, I'd go with Soul Shackles. And you're right, a cost reduction wouldn't be so bad. Depending on board state, there's plenty of ways for your opponent to play around it. 4 mana should be fair.