@Hereharehere - Maybe something like "Costs (1) less for each friendly minion summoned by card effect?" This would include Battlecries (Murloc Tidehunter), Deathrattles (Mecharoo), reoccurring effects (Primalfin Totem), Weapons (Vinecleaver) and Secrets (Snake Trap) but NOT Hero Powers.
Not sure why the call for ALL CAPS, and FROM ON is just an ugly combination of words. Maybe "Costs (1) less for each friendly minion summoned but not played?"
@Hereharehere - Maybe something like "Costs (1) less for each friendly minion summoned by card effect?" This would include Battlecries (Murloc Tidehunter), Deathrattles (Mecharoo), reoccurring effects (Primalfin Totem), Weapons (Vinecleaver) and Secrets (Snake Trap) but NOT Hero Powers.
Not sure why the call for ALL CAPS, and FROM ON is just an ugly combination of words. Maybe "Costs (1) less for each friendly minion summoned but not played?"
@ffinderous - Glad that helped.
Thanks for the reply and great suggestions.
At first I didn't want to go with 'summoned but not played' given that druid and pally are so superior through spell generated minions, and this is why i'm having the wording issue... although, if Wispering Woods et al count as 'played' I'd go with it, but to me they seem to be summoned since the card says so. What do you think?
I do agree the caps looks ugly and I wondered what others would think... you gave me a clear indication :D. You see, I'm trying to highlight the specific triggers so as not to confuse... I'll go with lower case either way. Here are 2 versions.
@Hiiei. I like the card but I think Union Axe should be a battlecry, but +2 attack seems too strong as it would easily replace Bloodlust being potentially 0 cost... +1/+1 or +1/+2
@sinti yeah it totally sucks :D I made it as a replacement of other ideas so it wasnt well thinking :/
So i come back with a very last idea^^:
I'm pretty sure the effect is Ok, but i don't know for the name (I mean an axe that unite, is that Union Axe or Axe of Union? :/ )
That looks better, tho it is now kinda clunky and very random. Like i can see the Union reference, but as a whole, it feels super random. I guess balance wise it is ok, if it was too oppressive, weapon removal would just get used more.
Hey all! I'm trying to get the text right for the Icebound Behemoth and cold use some help.
(A)'Costs (1) less for each minion summoned by friendly characters FROM ON the battlefield'
Or (B) 'Costs (1) less for each minion summoned FROM ON the battlefield'
Meaning: deathrattles and recurring triggers that summon minions ( Primalfin TotemMecharoo), weapons (Vinecleaver), Secrets (Snake Trap), Hero Powers. (although it seems unfair, the card is prob more efficient in warloc zoo or hunter-secret and deathrattle decks rogue/hunter). EDIT - just realised odd pally ugh... 12/14 mana?
Questions: (1) Are Battlecries technically included? Murloc Tidehunter (2) do you think this should be 1 class only.
FROM ON? wtf, thats like the most confusing/weirdest card text iv seen in a while :o I guess you can word it "Costs (1) less for each minion summoned by your cards on the battlefield. - or: ... by your cards in play."
@sinti yeah it totally sucks :D I made it as a replacement of other ideas so it wasnt well thinking :/
So i come back with a very last idea^^:
I'm pretty sure the effect is Ok, but i don't know for the name (I mean an axe that unite, is that Union Axe or Axe of Union? :/ )
That looks better, tho it is now kinda clunky and very random. Like i can see the Union reference, but as a whole, it feels super random. I guess balance wise it is ok, if it was too oppressive, weapon removal would just get used more.
Hey all! I'm trying to get the text right for the Icebound Behemoth and cold use some help.
(A)'Costs (1) less for each minion summoned by friendly characters FROM ON the battlefield'
Or (B) 'Costs (1) less for each minion summoned FROM ON the battlefield'
Meaning: deathrattles and recurring triggers that summon minions ( Primalfin TotemMecharoo), weapons (Vinecleaver), Secrets (Snake Trap), Hero Powers. (although it seems unfair, the card is prob more efficient in warloc zoo or hunter-secret and deathrattle decks rogue/hunter). EDIT - just realised odd pally ugh... 12/14 mana?
Questions: (1) Are Battlecries technically included? Murloc Tidehunter (2) do you think this should be 1 class only.
FROM ON? wtf, thats like the most confusing/weirdest card text iv seen in a while :o I guess you can word it "Costs (1) less for each minion summoned by your cards on the battlefield. - or: ... by your cards in play."
or, "Costs (1) less for each of your minions not summoned from hand." (should it be "not played" tho, not sure?)
The "your minions" part is there to not include opponent's minions, unless the idea is to do that as well...and then it's enough "from hand" I guess, but it can be clarified further by adding "your" there too.
edit: @Hieii, as @Sinti said, it feels clunky tbh...I'd honestly focus on one tribe with the condition, something like
"Costs (1) less for each Elemental you played this game." and add a more significant payout for that, similar to DK Jaina but for Shaman; "Battlecry: Your Elementals have Windfury this game."
And then change the name to something like Lothar's Edge perhaps? I'm not familiar with Warcraft Lore that much, so something better is needed :D (or something simple like "Stormspeaker", "Thunderspeaker", "Windcleaver" etc.? :D)
(I didn't think much about the balance, maybe Elementals could retain Windfury only while you have this equipped, but it would be too weak perhaps then...maybe just up the cost of the weapon so you realistically need to play a good number of elementals before being able to capitalize on the effect)
FROM ON? wtf, thats like the most confusing/weirdest card text iv seen in a while :o I guess you can word it "Costs (1) less for each minion summoned by your cards on the battlefield. - or: ... by your cards in play."
haha, actually you're right, I thought there was a difference between 'on' and 'from on' regarding your hero playing cards, but yeah, it's totally unnecessary alright :/ ah well, get there eventually.
ok, so if Wispering Woods and Lost in the Jungle count as Spells summoningNOT Friendly Character summoning, I'm in the clear with this version imo. what do you think?
but then you could argue the weapons are outside 'characters' ugh... ><... GHAA!, I'm just counting Hero powers and Weapons as the Hero acting. So Battlecrys, Deathrattles, End of/start of turn, Hero cards, Hero Powers, Secrets Weapons, On Going Effects all count
Played Minion cards and Spell summoning cards do not count.
Thanks for the help ppl, went with the above. GL all!
So I think I got a pretty decent idea for the challenge but I want to hear some outside opinions.
This is meant to a powerful late game tool for a control (or heal) paladin that it currently lacks. However I'm a little worried that the hero powers are unbalanced. Namely what would you do to fix/balance the hero powers while still leaving it to be powerful.
So I think I got a pretty decent idea for the challenge but I want to hear some outside opinions.
This is meant to a powerful late game tool for a control (or heal) paladin that it currently lacks. However I'm a little worried that the hero powers are unbalanced. Namely what would you do to fix/balance the hero powers while still leaving it to be powerful.
Hey, I like it, but I have a few suggestions, mostly regarding the appearance of the cards, so IMHO;
A) Vindicator Yrel would look better a little bit more zoomed in;
B) The text on the hero powers, although I can see why you'd like it to be in this order, would look cleaner if it went from the longest to the shortest, and I'd use brackets for the hero power bit I think; "(If you didn't use your Hero Power this turn, empower it.) Restore 6 Health. Gain 4 Attack." I'd do it this way since the space for effects goes from wider to narrower, didn't try it out on hearthcards tho so I don't know if it would look cleaner in reality.
C) Watch out for capitalized letters for words like Health, Attack, Hero, Paladin etc. Not 100% sure about Paladin and Hero right now, but you should search for cards that have used those already and cross-check.
So I think I got a pretty decent idea for the challenge but I want to hear some outside opinions.
This is meant to a powerful late game tool for a control (or heal) paladin that it currently lacks. However I'm a little worried that the hero powers are unbalanced. Namely what would you do to fix/balance the hero powers while still leaving it to be powerful.
I'm with @AUzg in regards to their comments, and general interest in the card. I'd just like to add some of my own: the Faith Hero Power would also look better zoomed in a bit. The real challenge, though, is how to phrase the resets. I'm assuming your intent here, granted, but it feels like, with the word "empower" rather than "upgrade," the idea is that, after a hero power is used, it resets back to Faith. I'd be inclined to add the line "Reset to Faith" at the end of Vindication and Seraphim, but then you're running up against the line limit and massive text shrinkage, meaning you might have to put the Gain Health and Attack effects on the same line.
Wow, I spent a lot of time creating this one, but feel free to give your opinions on what I should submit/change.
Blood Magic Spells:
Token:
Just a bit of formatting advice, but, the cost reduction clause on Zenor should probably read: "Costs (1) less each time your hero takes damage on your turn this game."
Mechanically, you're spoiled for choice as far as the Blood Magic goes. Vampiric Thirst is the only way to activate Zenor's Lifesteal, since Warlock doesn't have any way to give themselves weapons with an attack value (not since Medivh, the Guardian rotated out), and with 6 Blood Magic spells in the pool, there are going to be a lot of instances where you don't get Vampiric Thirst on offer, which means an entire element of Zenor's effect goes unused. On top of that, some of the Blood Magic doesn't seem thematically right, being more "Soul Magic" than "Blood Magic." I'd narrow down the Discover pool to just Blood Harvest (while also bumping up its cost to 2), Vampiric Thirst, and Altar of Blood. We've had cards that Discovered between only three options before (Arch-Thief Rafaam), and you're not overwhelming users with a plethora of tokens.
I'm back! I kinda vanished for awhile just due to focusing on my attempted game dev career (I released an app!), working on my own TCG, and just life in general. But I'm back!
This is my idea for this week:
The idea is that it's a troldeny card that isn't gonna be the most consistent, but will likely cause some hilarious and unlikely combos. Best case scenario would be Lixiss in opening hand -> draw a 1 drop on first turn -> draw The Lich King or another big card on second turn.
Now your 1 drop is 11 mana and will probably be in your hand for the rest of the game, Lixiss will be 8 mana, and The Lich King will be 1 mana and ready to be played! Of course this is about as likely as a turn one 8/8 Edwin VanCleef but even if you just keep Lixiss in your hand all game your gonna end up with some really bizarre mana costs and combos that'll hopefully throw your opponent off and create hilarity!
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here is no reward for Golden heroes, would something like these feel unfair?
Yes, it will. If someone has all 9 heroes golden this is a 3* mana 8/8. Not all users will profit from this card, but having a cheap beefy minion is really scary.
What do you think about this concept, ignore name, art etc.
There is no reward for Golden heroes, would something like these feel unfair?
A card like this would be absurdly unfair. With all golden hero's that's a 3 mana 8/8 which would be in every literally every deck. Thus in order to truly be competitive you would need 4500 ranked wins, assuming you win 50% of the time that's 9000 games. Just think of a new player vsing this. They'd almost certainly uninstall afterwards.
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What do you think about this concept, ignore name, art etc.
There is no reward for Golden heroes, would something like these feel unfair?
You shouldn't mess with people's accounts when designing cards. Not only that it's obviously unfair, the effect goes outside the boundaries of what should be interacting in the game itself.
Wow, I spent a lot of time creating this one, but feel free to give your opinions on what I should submit/change.
Blood Magic Spells:
Token:
Just a bit of formatting advice, but, the cost reduction clause on Zenor should probably read: "Costs (1) less each time your hero takes damage on your turn this game."
Mechanically, you're spoiled for choice as far as the Blood Magic goes. Vampiric Thirst is the only way to activate Zenor's Lifesteal, since Warlock doesn't have any way to give themselves weapons with an attack value (not since Medivh, the Guardian rotated out), and with 6 Blood Magic spells in the pool, there are going to be a lot of instances where you don't get Vampiric Thirst on offer, which means an entire element of Zenor's effect goes unused. On top of that, some of the Blood Magic doesn't seem thematically right, being more "Soul Magic" than "Blood Magic." I'd narrow down the Discover pool to just Blood Harvest (while also bumping up its cost to 2), Vampiric Thirst, and Altar of Blood. We've had cards that Discovered between only three options before (Arch-Thief Rafaam), and you're not overwhelming users with a plethora of tokens.
Thanks for the suggestions. I agree that the amount of tokens is probrably too much, and the card actually become less likeable when it's overwhelmed by so many tokens to read.
edits:
Ironically, the card that i based this on, is called Blood Magic Lord in Elder Scroll Legends, but only 1 out of 4 of his tokens invloves health and healing.
@Hereharehere - Maybe something like "Costs (1) less for each friendly minion summoned by card effect?" This would include Battlecries (Murloc Tidehunter), Deathrattles (Mecharoo), reoccurring effects (Primalfin Totem), Weapons (Vinecleaver) and Secrets (Snake Trap) but NOT Hero Powers.
Not sure why the call for ALL CAPS, and FROM ON is just an ugly combination of words. Maybe "Costs (1) less for each friendly minion summoned but not played?"
@ffinderous - Glad that helped.
I'm never posting on the 1st page again :D Holy crap it's always tough competition there...
You can't stop the signal.
Thanks for the reply and great suggestions.
At first I didn't want to go with 'summoned but not played' given that druid and pally are so superior through spell generated minions, and this is why i'm having the wording issue... although, if Wispering Woods et al count as 'played' I'd go with it, but to me they seem to be summoned since the card says so. What do you think?
I do agree the caps looks ugly and I wondered what others would think... you gave me a clear indication :D. You see, I'm trying to highlight the specific triggers so as not to confuse... I'll go with lower case either way. Here are 2 versions.
You might ask why not just 'friendly minion' but you lose Cornered Sentry Hungry Ettin Gravelsnout Knight Leeroy Jenkins etc which are nice to have included.
@Hiiei. I like the card but I think Union Axe should be a battlecry, but +2 attack seems too strong as it would easily replace Bloodlust being potentially 0 cost... +1/+1 or +1/+2
That looks better, tho it is now kinda clunky and very random. Like i can see the Union reference, but as a whole, it feels super random. I guess balance wise it is ok, if it was too oppressive, weapon removal would just get used more.
FROM ON? wtf, thats like the most confusing/weirdest card text iv seen in a while :o I guess you can word it "Costs (1) less for each minion summoned by your cards on the battlefield. - or: ... by your cards in play."
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or, "Costs (1) less for each of your minions not summoned from hand." (should it be "not played" tho, not sure?)
The "your minions" part is there to not include opponent's minions, unless the idea is to do that as well...and then it's enough "from hand" I guess, but it can be clarified further by adding "your" there too.
edit: @Hieii, as @Sinti said, it feels clunky tbh...I'd honestly focus on one tribe with the condition, something like
"Costs (1) less for each Elemental you played this game." and add a more significant payout for that, similar to DK Jaina but for Shaman; "Battlecry: Your Elementals have Windfury this game."
And then change the name to something like Lothar's Edge perhaps? I'm not familiar with Warcraft Lore that much, so something better is needed :D (or something simple like "Stormspeaker", "Thunderspeaker", "Windcleaver" etc.? :D)
(I didn't think much about the balance, maybe Elementals could retain Windfury only while you have this equipped, but it would be too weak perhaps then...maybe just up the cost of the weapon so you realistically need to play a good number of elementals before being able to capitalize on the effect)
You can't stop the signal.
haha, actually you're right, I thought there was a difference between 'on' and 'from on' regarding your hero playing cards, but yeah, it's totally unnecessary alright :/ ah well, get there eventually.
ok, so if Wispering Woods and Lost in the Jungle count as Spells summoning NOT Friendly Character summoning, I'm in the clear with this version imo. what do you think?
but then you could argue the weapons are outside 'characters' ugh... ><... GHAA!, I'm just counting Hero powers and Weapons as the Hero acting. So Battlecrys, Deathrattles, End of/start of turn, Hero cards, Hero Powers, Secrets Weapons, On Going Effects all count
Played Minion cards and Spell summoning cards do not count.
Thanks for the help ppl, went with the above. GL all!
So I think I got a pretty decent idea for the challenge but I want to hear some outside opinions.
This is meant to a powerful late game tool for a control (or heal) paladin that it currently lacks. However I'm a little worried that the hero powers are unbalanced. Namely what would you do to fix/balance the hero powers while still leaving it to be powerful.
Wow, I spent a lot of time creating this one, but feel free to give your opinions on what I should submit/change.
Blood Magic Spells:
Token:
Hey, I like it, but I have a few suggestions, mostly regarding the appearance of the cards, so IMHO;
A) Vindicator Yrel would look better a little bit more zoomed in;
B) The text on the hero powers, although I can see why you'd like it to be in this order, would look cleaner if it went from the longest to the shortest, and I'd use brackets for the hero power bit I think; "(If you didn't use your Hero Power this turn, empower it.) Restore 6 Health. Gain 4 Attack." I'd do it this way since the space for effects goes from wider to narrower, didn't try it out on hearthcards tho so I don't know if it would look cleaner in reality.
C) Watch out for capitalized letters for words like Health, Attack, Hero, Paladin etc. Not 100% sure about Paladin and Hero right now, but you should search for cards that have used those already and cross-check.
You can't stop the signal.
I'm with @AUzg in regards to their comments, and general interest in the card. I'd just like to add some of my own: the Faith Hero Power would also look better zoomed in a bit. The real challenge, though, is how to phrase the resets. I'm assuming your intent here, granted, but it feels like, with the word "empower" rather than "upgrade," the idea is that, after a hero power is used, it resets back to Faith. I'd be inclined to add the line "Reset to Faith" at the end of Vindication and Seraphim, but then you're running up against the line limit and massive text shrinkage, meaning you might have to put the Gain Health and Attack effects on the same line.
Just a bit of formatting advice, but, the cost reduction clause on Zenor should probably read: "Costs (1) less each time your hero takes damage on your turn this game."
Mechanically, you're spoiled for choice as far as the Blood Magic goes. Vampiric Thirst is the only way to activate Zenor's Lifesteal, since Warlock doesn't have any way to give themselves weapons with an attack value (not since Medivh, the Guardian rotated out), and with 6 Blood Magic spells in the pool, there are going to be a lot of instances where you don't get Vampiric Thirst on offer, which means an entire element of Zenor's effect goes unused. On top of that, some of the Blood Magic doesn't seem thematically right, being more "Soul Magic" than "Blood Magic." I'd narrow down the Discover pool to just Blood Harvest (while also bumping up its cost to 2), Vampiric Thirst, and Altar of Blood. We've had cards that Discovered between only three options before (Arch-Thief Rafaam), and you're not overwhelming users with a plethora of tokens.
Alright reworded and fix the art on my card. Thoughts on the new designs?
Vindication feels pretty cramped but it's the best I could do with it but I'm open to any changes.
I'm back! I kinda vanished for awhile just due to focusing on my attempted game dev career (I released an app!), working on my own TCG, and just life in general. But I'm back!
This is my idea for this week:
The idea is that it's a troldeny card that isn't gonna be the most consistent, but will likely cause some hilarious and unlikely combos. Best case scenario would be Lixiss in opening hand -> draw a 1 drop on first turn -> draw The Lich King or another big card on second turn.
Now your 1 drop is 11 mana and will probably be in your hand for the rest of the game, Lixiss will be 8 mana, and The Lich King will be 1 mana and ready to be played! Of course this is about as likely as a turn one 8/8 Edwin VanCleef but even if you just keep Lixiss in your hand all game your gonna end up with some really bizarre mana costs and combos that'll hopefully throw your opponent off and create hilarity!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
What do you think about this concept, ignore name, art etc.
There is no reward for Golden heroes, would something like these feel unfair?
Yes, it will. If someone has all 9 heroes golden this is a 3* mana 8/8. Not all users will profit from this card, but having a cheap beefy minion is really scary.
A card like this would be absurdly unfair. With all golden hero's that's a 3 mana 8/8 which would be in every literally every deck. Thus in order to truly be competitive you would need 4500 ranked wins, assuming you win 50% of the time that's 9000 games. Just think of a new player vsing this. They'd almost certainly uninstall afterwards.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
You shouldn't mess with people's accounts when designing cards. Not only that it's obviously unfair, the effect goes outside the boundaries of what should be interacting in the game itself.
Thanks for the suggestions. I agree that the amount of tokens is probrably too much, and the card actually become less likeable when it's overwhelmed by so many tokens to read.
edits:
Ironically, the card that i based this on, is called Blood Magic Lord in Elder Scroll Legends, but only 1 out of 4 of his tokens invloves health and healing.
damn, @Turkeybag chose awesome artwork for his card (page 5, Lixiss, Reality Warper) :O Interesting card, too
You can't stop the signal.
Thanks!
Here's the full artwork if your interested :P
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