I will just spam these and say wtt feedback for feedback. Thanks for your time.
Trickster - I had to give him bad stats, because the battlecry effect is very strong in miracle and in combination w/ Fal'dorei Strider.
High moon - I had to make it an end-of-turn effect, in order to avoid cheesy combos. Can I say, that this card is a high risk, high reward one or do you think that the drawback is too much?
Ghoul - doppelgangster. 5 mana 2x 3/3s vs 3x 2/2s. Synergies in zoolock.
Haven't given much feedback, I know. But here's my second idea, this time not ripped from a class of mine. It's a new card.
Now just doubling your Spell Damage is an easy idea and also too powerful in Mage, but restricted it makes it more balanced and interesting. I specifically chose (3) or less so it would make an easy finisher with Fireball (although if you had Sorcerer's Apprentice or a lucky Primordial Glyph, you could double the damage of a Fireball. It also fits with the Spell Damage theme Mage had in Boomsday.
EDIT: btw I want to point out that the font size tool on Hearthcards is one of the best things ever. {{FONTSIZE=-1}} was able to make the effect fit in 2 lines and it looks so much better.
I will just spam these and say wtt feedback for feedback. Thanks for your time.
Trickster - I had to give him bad stats, because the battlecry effect is very strong in miracle and in combination w/ Fal'dorei Strider.
High moon - I had to make it an end-of-turn effect, in order to avoid cheesy combos. Can I say, that this card is a high risk, high reward one or do you think that the drawback is too much?
Ghoul - doppelgangster. 5 mana 2x 3/3s vs 3x 2/2s. Synergies in zoolock.
Extra:
The second card probably doesn't count, does it?
Trickster and gift of nature are probably my favourite. High Moon probably has too much of a drawback (maybe make it 4 and without the health stuff), the gnome is interesting, but will rearely go beyond 2 copies, and the tree seems pretty weak.
This lone gnome, forever wandering through the sewers of Dalaran in search for more powerful arcane sources, should not be trifled with as he was banned from the Violet Citadel for trespassing into the Arcane Vaults.
This minion is a Mage card that, if left unattended, can become a big threat. It resembles Dalaran Aspirant in which the Spell Damage can increase in one way or another. The card comes with below average stats for it's cost because of it's big potential if it remains on the board.
Hope you like it. Maybe some feedback would prove useful regarding design, mana cost, stats, etc cause it's my second submission thus far :D
Master Hunter's effect is really interesting. However, it fits Spell Hunter, which benefits from having zero minions. So maybe, the card would be better as a weapon or as a spell that affects a single turn.
I like Shadow Apparition a lot, but I'm not sure if it fits the theme, as it doesn't double a minion, but multiply it by any number between one and six.
One question - what should I understand under "not less than* normal" from your Refund card? That I won't benefit from this, if I run two copies or multiply them with Dead Man's Hand?
About the design - dunno, Refund seems super OP against combo almost all kinds of decks, especially if you play the first card, armour up a lot and then proceed to play the token spell. The effect from the second card will soak up a lot of damage, a lot more than the armour would do under normal circumstances.
Imagine how you are playing control warrior, you have full health and the upgraded HP. Let's say that with Tank Up! you got 20 extra health and in summary you can withstand 50 damage. Now compare this to the effect of your token card. Even if you don't have any armour, even if you are being injured, you will withstand twice the damage of your health. In case of the example, you only need to have 25 health in order to take the same chunk of damage as in the first situation. And this is not counting the extra armour you will store before playing this card.
I know what you will say - the drawback of the first card makes up for the effect, but that's why it's exceptionally vital not to add this card to your hand in the first place. Warrior doesn't have any tutors for (low-cost) spells and you will probably cycle through your deck a lot, in order to play this, but imho the card is still worrisome, because warriors can still use Battle Rage to find the card faster and then Dead Man's Hand to deny the fatigue and to multiply their resources.
Another example - Bring It On! (with the first spell = 20 armour) + "refund" = 40 extra life only for 5 mana.
The idea is great, but sadly so are the chances of this being abused.
[edit] I might even run this in taunt warrior, just to ensure myself not dying easily and then burning down my opponent with my upgraded HP.
One question - what should I understand under "not less than* normal" from your Refund card? That I won't benefit from this, if I run two copies or multiply them with Dead Man's Hand?
About the design - dunno, Refund seems super OP against combo decks, especially if you play the first card, armour up a lot and then proceed to play the token spell. The effect from the second card will soak up a lot of damage, a lot more than the armour would do under normal circumstances.
Imagine how you are playing control warrior, you have full health and the upgraded HP. Let's say that with Tank Up! you got 20 extra health and in summary you can withstand 50 damage. Now compare this to the effect of your token card. Even if you don't have any armour, even if you are being injured, you will withstand twice the damage of your health. In case of the example, you only need to have 25 health in order to take the same chunk of damage as in the first situation. And this is not counting the extra armour you will store before playing this card.
I know what you will say - the drawback of the first card makes up for the effect, but that's why it's exceptionally vital not to add this card to your hand in the first place. Warrior doesn't have any tutors for (low-cost) spells and you will probably cycle through your deck a lot, in order to play this, but imho the card is still worrisome, because warriors can still use Battle Rage to find the card faster and then Dead Man's Hand to deny the fatigue and to multiply their resources.
Another example - Bring It On! (with the first spell = 20 armour) + "refund" = 40 extra life only for 5 mana.
The idea is great, but sadly so are the chances of this being abused.
that's not how refund works. it's meant to get you back to normal after playing the price of iron. since you already take double damage, by halving it, you get back to normal. that's what the second part of the spell is there for, it's o prevent shennanigans like electra (i know that's a haman card, just an exemple), the damage won't be halved if it's already the normal value.
Brain fart. Thx for clarifying it for me. Of course, 4 divided by 2 doesn't equal 1 but 2. Whoops, my bad.
[edit] I was even thinking about it, when I imagined how you put 2 copies of this spell into your hand and then I said. but the 2nd refund reverts the initial effect back to normal.
Ok, the spell card is fine. I would prefer if you didn't give this to your hand, but kept the effect as it is, in order to prevent cheesy armour ups.
I will just spam these and say wtt feedback for feedback. Thanks for your time.
Trickster - I had to give him bad stats, because the battlecry effect is very strong in miracle and in combination w/ Fal'dorei Strider.
High moon - I had to make it an end-of-turn effect, in order to avoid cheesy combos. Can I say, that this card is a high risk, high reward one or do you think that the drawback is too much?
Ghoul - doppelgangster. 5 mana 2x 3/3s vs 3x 2/2s. Synergies in zoolock.
Extra:
The second card probably doesn't count, does it?
Trickster and gift of nature are probably my favourite. High Moon probably has too much of a drawback (maybe make it 4 and without the health stuff), the gnome is interesting, but will rearely go beyond 2 copies, and the tree seems pretty weak.
This could make bouncy Rogues even bouncier!
Check out my Mech Undatakah Pally deck: http://www.hearthpwn.com/decks/1261460-undatakah-mech-pally
Any thoughts? Kind of a hard requirement, but hey... 4 Mana 8/10!
might want to change the damage to 4, this is insane with malf the pest
My idea for the week:
not sure wether or not to put the refund in your hand. also open to art sugestions (preferably a goblin or an orc exchanging coins)
I will just spam these and say wtt feedback for feedback. Thanks for your time.
Trickster - I had to give him bad stats, because the battlecry effect is very strong in miracle and in combination w/ Fal'dorei Strider.
High moon - I had to make it an end-of-turn effect, in order to avoid cheesy combos. Can I say, that this card is a high risk, high reward one or do you think that the drawback is too much?
Ghoul - doppelgangster. 5 mana 2x 3/3s vs 3x 2/2s. Synergies in zoolock.
Extra:
The second card probably doesn't count, does it?
don't know if this was seen or not so i'm just reposting my question. would this count?
Haven't given much feedback, I know. But here's my second idea, this time not ripped from a class of mine. It's a new card.
Now just doubling your Spell Damage is an easy idea and also too powerful in Mage, but restricted it makes it more balanced and interesting. I specifically chose (3) or less so it would make an easy finisher with Fireball (although if you had Sorcerer's Apprentice or a lucky Primordial Glyph, you could double the damage of a Fireball. It also fits with the Spell Damage theme Mage had in Boomsday.
EDIT: btw I want to point out that the font size tool on Hearthcards is one of the best things ever. {{FONTSIZE=-1}} was able to make the effect fit in 2 lines and it looks so much better.
Click the image to go to my custom Time Traveler class.
Oh wow, you’re completely right. Fixed!
Someone mentioned the original art, do you like this art more?
i'm just worried about combo potential, you get 30 Armor for 6 mana with bring it on and iron hide.
Trickster and gift of nature are probably my favourite. High Moon probably has too much of a drawback (maybe make it 4 and without the health stuff), the gnome is interesting, but will rearely go beyond 2 copies, and the tree seems pretty weak.
the way i see it, depends where the bombs are summoned.
judging by the smug smile, this is someone that talks more than he listens.
How ‘bout this one? I’ll just keep posting ideas when they come to me
This lone gnome, forever wandering through the sewers of Dalaran in search for more powerful arcane sources, should not be trifled with as he was banned from the Violet Citadel for trespassing into the Arcane Vaults.
This minion is a Mage card that, if left unattended, can become a big threat. It resembles Dalaran Aspirant in which the Spell Damage can increase in one way or another. The card comes with below average stats for it's cost because of it's big potential if it remains on the board.
Hope you like it. Maybe some feedback would prove useful regarding design, mana cost, stats, etc cause it's my second submission thus far :D
Why is the rum gone?
I'm not going to say anything new, but this card is really cool in many ways.
Master Hunter's effect is really interesting. However, it fits Spell Hunter, which benefits from having zero minions. So maybe, the card would be better as a weapon or as a spell that affects a single turn.
I like Shadow Apparition a lot, but I'm not sure if it fits the theme, as it doesn't double a minion, but multiply it by any number between one and six.
However, if it's allowed, I'd go with it.
The moment the buffed minion strikes the target it literally shatters into a thousand pieces.
I put it at 6 mana so you can't just insta-combo something like Leeroy (other than say Coin) and get in easy damage.
Any thoughts?
Thanks for the feedback.
One question - what should I understand under "not less than* normal" from your Refund card? That I won't benefit from this, if I run two copies or multiply them with Dead Man's Hand?
About the design - dunno, Refund seems super OP against
comboalmost all kinds of decks, especially if you play the first card, armour up a lot and then proceed to play the token spell. The effect from the second card will soak up a lot of damage, a lot more than the armour would do under normal circumstances.Imagine how you are playing control warrior, you have full health and the upgraded HP. Let's say that with Tank Up! you got 20 extra health and in summary you can withstand 50 damage. Now compare this to the effect of your token card. Even if you don't have any armour, even if you are being injured, you will withstand twice the damage of your health. In case of the example, you only need to have 25 health in order to take the same chunk of damage as in the first situation. And this is not counting the extra armour you will store before playing this card.
I know what you will say - the drawback of the first card makes up for the effect, but that's why it's exceptionally vital not to add this card to your hand in the first place. Warrior doesn't have any tutors for (low-cost) spells and you will probably cycle through your deck a lot, in order to play this, but imho the card is still worrisome, because warriors can still use Battle Rage to find the card faster and then Dead Man's Hand to deny the fatigue and to multiply their resources.
Another example - Bring It On! (with the first spell = 20 armour) + "refund" = 40 extra life only for 5 mana.
The idea is great, but sadly so are the chances of this being abused.
[edit] I might even run this in taunt warrior, just to ensure myself not dying easily and then burning down my opponent with my upgraded HP.
that's not how refund works. it's meant to get you back to normal after playing the price of iron. since you already take double damage, by halving it, you get back to normal. that's what the second part of the spell is there for, it's o prevent shennanigans like electra (i know that's a haman card, just an exemple), the damage won't be halved if it's already the normal value.
Brain fart. Thx for clarifying it for me. Of course, 4 divided by 2 doesn't equal 1 but 2. Whoops, my bad.
[edit] I was even thinking about it, when I imagined how you put 2 copies of this spell into your hand and then I said. but the 2nd refund reverts the initial effect back to normal.
Ok, the spell card is fine. I would prefer if you didn't give this to your hand, but kept the effect as it is, in order to prevent cheesy armour ups.
your board. only hunter really runs bombs so it won't get too much value outside of a mirror match and your own bomb hunter.
So... I did this thing... (vanilla minion = textless minion).