OK so I think there are some things which I think can be improved on. The wording and maybe the artwork, however the idea is simple, all other spells have +1 Spell Damage, while your normal spells have -1 Spell Damage. Thoughts?
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My Entry for this week's Card Design Competition - Season 8.16:
I had an idea for a storyline, kinda like the ones linkblade91 himself created for his cards, but not quite a trial.
This is how it goes: Matthias Shaw, spymaster of the Stormwind Intelligence, would find himself in the middle of a conspiracy (perhaps dissidents who wanted to kill the newly-crowned King and take Stormwind for themselves?). After suffering an assassination attempt, he'd defect the SI:7 and go on his own to discover who's behind this plot.
The name is ironic and that's what I like about it, though I can see why people would find it weird, so I might need to change it. I'm not really sure what should be the Start of Game effect; it's fitting that he'd lose access to the assets he had as a member of the SI:7, but what advantage could he possibly get by working all by himself? I figure it should be something quite powerful to compensate for such a heavy drawback.
More on the Burden: Originally I thought I should make it so that you couldn't put class cards in your starting deck, and if you were to get some during the game, however that might happen, you would be able to play it. But then I realized this was kinda cheap as it wasn't a "true" burden; it didn't affect you in game and could even be reworked into only a Start of Game effect, so I changed it to what it is.
It took some thinking to come up with a new Trial card. I didn't want to cop-out and submit one of my nine Trials from the Year competition, but I'd also spent multiple months brainstorming ideas and throwing them out; the well was fairly empty. Nevertheless, I think I have something...and I kind of wish I had thought of it sooner lol:
This was an indirect attempt to support Geosculptor Yip, a really fun card that sadly has not received the help it needs (and probably won't before the rotation). The benefit is Siege Engine's effect but better, both in effect and its AoE-buffing nature. In exchange, you have to find different ways to generate Armor. I included the self-damage because just disabling your Hero Power felt like too little of a Burden, but I could always remove it. I'm also wondering if +1/+1 is too little a buff; maybe +2/+1?
Edit: Shadows noted that Armorsmith + Bouncing Blade = endless loop >_> I'll have to tinker with it some more.
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
Yes, they are meant to be Legendaries. Trials are akin to Quests in strength and deck-building scope.
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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
Any thoughts? I had a few other ideas for the Burden, like "Whenever a friendly minion dies, discard a random card from your hand/deck." But it felt too weak. Or having a fixed amount of damage dealt to your hero, like 2 or maybe 3. But then it'd most likely feel unfair to deal with high Health minions. I also wouldn't want it to be an instant win against decks that have no removal for Stealth minions.
This is the version I liked the most for now. Feedback is very appreciated.
I've been working on an effect based on a specific type of card Magic the Gathering has that represents a pact with a demon or becoming a lich that allows you to get huge value, but kills you outright if you don't win with it ASAP, and this is a great format for that kind of effect.
Essentially the card lets you get through your deck extra fast without losing life, but when you lose life, you lose cards. In theory, this could be a good card for a combo deck that doesn't use legendaries or can tutor for those cards to avoid milling them, or just a zoo that can use the extra fuel and doesn't care about deck size, and it might have to be rebalanced around that. The art on the tokens is placeholder at this point.
Any thoughts? I had a few other ideas for the Burden, like "Whenever a friendly minion dies, discard a random card from your hand/deck." But it felt too weak. Or having a fixed number for the damage dealt to your hero, like 2 or maybe 3. But then it'd most likely feel unfair to deal with high Health minions. I also wouldn't want it to be an instant win against decks that have no removal for Stealth minions.
This is the version I liked the most for now. Feedback is very appreciated.
Hmmmm... I’ve always disliked cards that use a super-niche mechanic to work around an inconvenient interaction. The “ignores Immunity” part is an example. Immunity isn’t meant to be bypassed, it’s an ingame mechanic!
Any thoughts? I had a few other ideas for the Burden, like "Whenever a friendly minion dies, discard a random card from your hand/deck." But it felt too weak. Or having a fixed number for the damage dealt to your hero, like 2 or maybe 3. But then it'd most likely feel unfair to deal with high Health minions. I also wouldn't want it to be an instant win against decks that have no removal for Stealth minions.
This is the version I liked the most for now. Feedback is very appreciated.
Hmmmm... I’ve always disliked cards that use a super-niche mechanic to work around an inconvenient interaction. The “ignores Immunity” part is an example. Immunity isn’t meant to be bypassed, it’s an ingame mechanic!
I see your point. And I have to agree, it hurt me to have to add that part to the text, but it simply felt like I had to.
I'm pretty sure a lot of people would be confused as how can your hero by damaged if it's Immune, it's more of a clarification rather than "a mechanic". Sure, it's not meant to be bypassed, but that's one thing I find fun about custom card: Experimenting with new ways to interact with an already existing mechanic.
I do appreciate your opinion, but I can't come up with a better wording to make it clear to people that your hero would be damaged even though it's Immune. Any ideas?
I think you can rewrite the text on the first card like this : "Spells from other classes have spell damage +1". Cool idea, but if you transform into another class, will rogue spells deal the default damage? +1-1=0.
@waterwaIker
Maybe make a Renounce Darkness for rogues? Or smething that would still let you have rogue cards and get cards from other classes (as all burgle effects are on rogue cards).
@Turkeybag
Nice flavor and it seems balanced, but not being able to heal yourself as a priest kinda takes away from it's class fantasy. Like warlocks without demons, or mages without spells.
@ffinderous
After you transform, you'd be able to use cards from your original class and you can't use cards from your opponents class. So before you change, you can't use burgle cards, so you really only have neutrals until you transform. After that, you can use rogue cards, but burgle effects will get stuff from your opponenta class (which is now also yours) so you can't use generated cards. Your card has a great burgle rogue flavor, but you can't play it in that deck.
@Pryce_Permafrost
Too many lines on that burden. Maybe change it to taking damage equal to the minion's attack, to shorten the text. This also seems op. Warlock can (at least in wild) generate a ridiculous ammount of tokens. Plus after he uses the hero card, good luck trying to destroy those voidlords while he heals up with the hero power.
@UndeadRebel13
Too op for zoo. 2 cards each turn for no mana means always having stuff on the board and in hand. Being able to play 2-3 cheap minions every turn is too much. And no one will have time to damage their hero while constantly clearing the board.
@DestroyerR
So you heal for 5 every turn? Zoo won't play this (they don't need health) and neither will control, unless there can be some form of spell warlock. If this creates a new archetype, the great entry, but if it can't then no one will play it.
Well, I've also thought of a Mage card that has to do with wanting a lot of knowledge, altough its burden is a bit different.
This card features the classic flavour of Mages in RPGs: they can cast very powerfull magic, but they are so dedicated to study that their body is weak and frail. I think the theme is pretty good, but I'm not sure if it's interesting enough from a gameplay point of view.
On a side note, I also considered this alternative effect for Bookworm: "Your Hero has 20 Health". What do you prefer?
I'll review your ideas tomorrow, guys. It's 0:15 here and I get up early tomorrow.
Yeah, no. Tempo Mage (which is the deck that wants to run this card) struggle hard against Aggro and slaughter Control deck. Making this even harder doesn't help and won't create variety in playstyle.
Encourages the deathrattle theme for hunter and adds a whole new strategy. You will lose all spells ,secrets and hero cards that you don't have in your opening hand, but you get free tokens when trading vs aggro and free powerful effects when facing control.
Raiding Time will marked as Troll Entry the moment it exit this thread.
Dark Lady's Call is interesting, but I don't know which deck will run it. Deathrattle are slow by nature without support and early game. Making them the only thing the Hunter can run isn't helping while thinning deck will make slower Hunter not wanting to run this card.
My first idea for this week is somewhat of a rework of one of my old class creation legendarys. Not sure on the name or art yet.
As always, any feedback is appreciated!
Seems garbage. Priest in general will heal for +15 per game so why would they run this card? Cards like Awaken the Makers will not heal you because of how the Burden is worded.
The card meant to symbolize the eternal struggle between Light and Shadow within the Priest class. The card also discourage you from using your own Hero Power and a large portion of your heal card. And if your opponent is a Priest, well... If Blizzard release a card like this, they'd likely also release effects like Auchenai Soulpriest or attack modification card to get around the drawback.
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Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Too many lines on that burden. Maybe change it to taking damage equal to the minion's attack, to shorten the text. This also seems op. Warlock can (at least in wild) generate a ridiculous ammount of tokens. Plus after he uses the hero card, good luck trying to destroy those voidlords while he heals up with the hero power.
Eh. I don't like your suggestion. It's kind of you to share your thoughts but I feel like changing the way the card works JUST to shorten the text is beyond ridiculous. Also, I don't really understand what you mean by "tokens". If you're playing a Control deck you don't really want to floor your board with cheap token minions. If you're playing zoo, i don't think you really want this card, sure Immunity is nice and all but it's not like there are THAT many match ups where your opponents doesn't want to trade anyways, you'll just help the majority of opponents to also kill you while taking over the board. Lastly, you mention Bloodreaver Gul'dan resurrecting Voidlord. I did think about that and my reasoning is that, if you can't deal with Voidlord you probably lost in the first place. Immunity or not. The only archetypes I can see really suffering from this are OTK decks and honestly I wouldn't mind that too much. It's no secret there are polarized match ups in Hearthstone already, most of which are OTK against Control.
But perhaps it's not punishing enough when your opponent CAN clear the board. I'm thinking of changing the Burden so that your hero takes full damage based on the minion's Health, instead of just half. That might make it more balanced. Though it might feel bad to straight up die because your opponent cast a board sweep like Twisting Nether, maybe it's for the better. it might make building a deck around Glinda's "Gift" more interesting.
@Shatterstar1998 Does it spawn the Lightwarden first, then kill the minion, or is it the other way around? In any case, I don't think this card is any good. It can kill many of your own minions - as Priests tend to play many high Health, low Attack minions - and basically does nothing against aggro, as it always replaces whatever it kills, and even worse, it restricts the use of your Hero Power.
@Noah_McGrath This is certainly not viable in any Control deck, and I suspect neither in Silence Priest. Normally that deck only runs a handful of big minions, spells to control the board and draw and Inner Fire combo.
@Xetrov Both Mage cards seem massively unfun to play against. Turn 1 they drop a gigantic minion you can't clear and you're screwed - and that happens with the second version too 'cus Mountain Giant is a card. The Paladin card looks strong but bland.
@Metamorphosis Auto-win versus Aggro. I don't like it.
@UndeadRebel13 This could be good on Zoo but I think it's too risky for combo. You're basically drawing thrice as fast, but you mill one third of whatever you draw, and potentially even more if you can't dump your hand, which probably wouldn't be a problem but who knows.
@Pryce_Permafrost That boss was so annoying. lol I dunno, the card seems ok. I don't like that the token has five lines of text. Maybe you could make it so that if you don't have a minion at a certain point in the game (the start of your turn or something like that), you take a fixed amount of damage?
@ffinderous The Burden is pretty much the same as mine, so I guess I like it, but the reward seems kinda crappy. By the time you can play the hero card, you already got steamrolled by most decks 'cus you're running lots of shitty cards.
@Turkeybag This restricts the use of your Hero Power significantly, as I imagine the deck that would benefit the most from this effect is not the kind that runs lots of minions nor does many proactive plays, especially early in the game.
@linkblade91 I don't know what to think of this. I have no idea what kind of deck you could build around it.
@Fortify Just too much RNG for this to be any good.
I finally thought of an effect for my card. I like how it ties in with the joke in the card's name and I think it has a lot of potential, just don't know if it's good enough to be viable. You'd need lots of 1-drops in a deck like this, I presume.
I have yet to change the token and add the dragon to the card frame, just didn't feel like doing it before I'm all set.
@Demonxz95: I think that this is definitely on the right track, but the drawback outweighs the benefit most of the time imo. This seems focused for more of a big spell mage where you can consistently drop a huge boardclear spell, but eventually this is going to slow you down and you'll run out of spells. Maybe make it so there's a drawback specific to spells, like one spell per turn, or spells cost more? As for the AI one, it's fun, but not viable :/
@CecilHoshino: I like this one, but it seems too powerful. Unexpected Results being about a 4 Mana 10/10 on average is way too strong, since mage has some alternative removal/burn like Blazecaller and Meteorologist and can take advantage of. I'd say bump it down to 2 or 3, whichever seems more right.
@Shatterstar1998: The effect seems very powerful, since at worst you break even, and at best you essentially get a 0-Mana Polymorph. In terms of just mana value, you're always gaining one mana in value each turn, so this has no real downside. Lightwarden is a great token flavor-wise, but I think the drawback should be something bigger, like a maybe a 2/3 or 3/3 so the effect is less valuable for you.
@Noah_McGrath: Raiding Time is insanely broken because of usage against friends and such, and it's a mechanic that shouldn't and won't exist in game. Dark Lady's Call is interesting, but it feels more Priest than Hunter to me. The main problem I have is that while the flavor of summoning your opponent's dead is spot-on, it's lacking mechanically, since you don't get any extra Deathrattle synergy from it. It might be better to just summon a 1/1 with a minor deathrattle, like a Fiery Bat type card, than an actual copy. Vow of Silence is pretty cool, and I think it's a great way to promote a very all-or-nothing aggressive Silence Priest, and I like the best of your ideas.
@Fortify: I'd word it as "Start of Game: Your non-Rogue spells have Spell Damage: +1" and "Your Rogue spells have Spell Damage: -1." The card itself is pretty specific to getting Lilian Voss or something similar, and thus it seems a bit weak. Maybe make it a more general effect, like a cost change to all class cards, Rogue or not?
@waterwalker: I like the concept a lot, it's very flavorful and tells a story which is good for this contest. The upside you chose is very cool, and it actually lets you experiment with a Deathrattle Rogue, which I think is very well played on your part.
@linkblade91: I'd make the Burden focused around your Armor as well, maybe that your minions have -2/-2 while you have no Armor, that way your opponent has an easier way to keep you from snowballing.
@Turkeybag: That seems like a very harsh downside, I'd consider making it so the Hero Power costs more, that way it can still be used, but it gives the flavor of your hero stealing healing from your minions and lets you heal in a pinch.
@ffinderous: My only concern is that you have to play a 29-Neutral deck to make this card work, and there's no way to get cards from your opponent's class that way. Getting a random hero is not worth ruining a big portion of your deck like this. Maybe make the Burden only active while you're part of the other class?
@Pryce_Permafrost: I like the card, but all the text on the burden is very clunky. I'd reword it as "Your minions can't have Stealth. Whenever one dies, your hero loses Health equal to half its Health [i](rounded up).[/i]" That fits in four lines in Hearthcards, and it gets the point across much more efficiently.
@DestroyerR: I like this card a lot, but I think it's actually pretty weak. 5 is a lot of damage, and if you care about having lifesteal spells, you're likely to only have a few minions on the board at any given time. I'd change it to non-minion damage, so it affects your Life Tap, weapons like Blood Fury from Lord Jaraxxus, and the Burden itself.
@Xetrov: Both of the Mage ones seem way too extreme, with the first one you either win by like turn 3 or you just lose all of your mana and die, with the second one you only have 8 total draws before you die, which is not enough time to pull off a full combo or really take advantage of those cards. The Paladin one seems alright to me, but the flavor behind it seems off, why does you being injured buff your minions? If you can justify the concept of the card, though, I think it would work fine.
I've decided to scrap my old card since I couldn't make it work like I wanted it to, this is what I'm thinking now:
This lets you tutor out multiple copies of cards and sift through your deck at turbo speed, but it's hard to abuse since a.) you can't hold on to the card you draw for later and b.) you can't use it to combo off with Shudderwock since you lose the copies at the end of the turn. Any card in your hand that wasn't drawn either via mulligan or at the start of one of your turns is fair game for discard, so anything you Grumble/Zola/Brew back won't stay, along with Fire Fly tokens and Hagatha spells. One fun interaction is that based on the trigger order, discard from Fleeting Foresight would happen before draw from Mana Tide Totem/The Lich King, so you can still run some sneaky card draw at the end of your turn.
@Demonxz95: I think that this is definitely on the right track, but the drawback outweighs the benefit most of the time imo. This seems focused for more of a big spell mage where you can consistently drop a huge boardclear spell, but eventually this is going to slow you down and you'll run out of spells. Maybe make it so there's a drawback specific to spells, like one spell per turn, or spells cost more? As for the AI one, it's fun, but not viable :/
@CecilHoshino: I like this one, but it seems too powerful. Unexpected Results being about a 4 Mana 10/10 on average is way too strong, since mage has some alternative removal/burn like Blazecaller and Meteorologist and can take advantage of. I'd say bump it down to 2 or 3, whichever seems more right.
@Shatterstar1998: The effect seems very powerful, since at worst you break even, and at best you essentially get a 0-Mana Polymorph. In terms of just mana value, you're always gaining one mana in value each turn, so this has no real downside. Lightwarden is a great token flavor-wise, but I think the drawback should be something bigger, like a maybe a 2/3 or 3/3 so the effect is less valuable for you.
@Noah_McGrath: Raiding Time is insanely broken because of usage against friends and such, and it's a mechanic that shouldn't and won't exist in game. Dark Lady's Call is interesting, but it feels more Priest than Hunter to me. The main problem I have is that while the flavor of summoning your opponent's dead is spot-on, it's lacking mechanically, since you don't get any extra Deathrattle synergy from it. It might be better to just summon a 1/1 with a minor deathrattle, like a Fiery Bat type card, than an actual copy. Vow of Silence is pretty cool, and I think it's a great way to promote a very all-or-nothing aggressive Silence Priest, and I like the best of your ideas.
@Fortify: I'd word it as "Start of Game: Your non-Rogue spells have Spell Damage: +1" and "Your Rogue spells have Spell Damage: -1." The card itself is pretty specific to getting Lilian Voss or something similar, and thus it seems a bit weak. Maybe make it a more general effect, like a cost change to all class cards, Rogue or not?
@waterwalker: I like the concept a lot, it's very flavorful and tells a story which is good for this contest. The upside you chose is very cool, and it actually lets you experiment with a Deathrattle Rogue, which I think is very well played on your part.
@linkblade91: I'd make the Burden focused around your Armor as well, maybe that your minions have -2/-2 while you have no Armor, that way your opponent has an easier way to keep you from snowballing.
@Turkeybag: That seems like a very harsh downside, I'd consider making it so the Hero Power costs more, that way it can still be used, but it gives the flavor of your hero stealing healing from your minions and lets you heal in a pinch.
@ffinderous: My only concern is that you have to play a 29-Neutral deck to make this card work, and there's no way to get cards from your opponent's class that way. Getting a random hero is not worth ruining a big portion of your deck like this. Maybe make the Burden only active while you're part of the other class?
@Pryce_Permafrost: I like the card, but all the text on the burden is very clunky. I'd reword it as "Your minions can't have Stealth. Whenever one dies, your hero loses Health equal to half its Health [i](rounded up).[/i]" That fits in four lines in Hearthcards, and it gets the point across much more efficiently.
@DestroyerR: I like this card a lot, but I think it's actually pretty weak. 5 is a lot of damage, and if you care about having lifesteal spells, you're likely to only have a few minions on the board at any given time. I'd change it to non-minion damage, so it affects your Life Tap, weapons like Blood Fury from Lord Jaraxxus, and the Burden itself.
@Xetrov: Both of the Mage ones seem way too extreme, with the first one you either win by like turn 3 or you just lose all of your mana and die, with the second one you only have 8 total draws before you die, which is not enough time to pull off a full combo or really take advantage of those cards. The Paladin one seems alright to me, but the flavor behind it seems off, why does you being injured buff your minions? If you can justify the concept of the card, though, I think it would work fine.
I've decided to scrap my old card since I couldn't make it work like I wanted it to, this is what I'm thinking now:
This lets you tutor out multiple copies of cards and sift through your deck at turbo speed, but it's hard to abuse since a.) you can't hold on to the card you draw for later and b.) you can't use it to combo off with Shudderwock since you lose the copies at the end of the turn. Any card in your hand that wasn't drawn either via mulligan or at the start of one of your turns is fair game for discard, so anything you Grumble/Zola/Brew back won't stay, along with Fire Fly tokens and Hagatha spells. One fun interaction is that based on the trigger order, discard from Fleeting Foresight would happen before draw from Mana Tide Totem/The Lich King, so you can still run some sneaky card draw at the end of your turn.
Thanks a lot for your help with the wording. I decided to still leave the "(Ignores Immunity.)" par because even though it does look clunky, I feel like it would be counter-intuitive otherwise.
As for your new card idea, I really like it. Card draw is extremely potent but this card really requires some hard thinking and specific deckbuilding, which are always welcome. Though it would actually be too hard to find the right place for this card, I think it's actually what makes it great. I like weird cards with the potential of creating new archetypes. Nice.
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OK so I think there are some things which I think can be improved on. The wording and maybe the artwork, however the idea is simple, all other spells have +1 Spell Damage, while your normal spells have -1 Spell Damage. Thoughts?
My Entry for this week's Card Design Competition - Season 8.16:
I had an idea for a storyline, kinda like the ones linkblade91 himself created for his cards, but not quite a trial.
This is how it goes: Matthias Shaw, spymaster of the Stormwind Intelligence, would find himself in the middle of a conspiracy (perhaps dissidents who wanted to kill the newly-crowned King and take Stormwind for themselves?). After suffering an assassination attempt, he'd defect the SI:7 and go on his own to discover who's behind this plot.
The name is ironic and that's what I like about it, though I can see why people would find it weird, so I might need to change it. I'm not really sure what should be the Start of Game effect; it's fitting that he'd lose access to the assets he had as a member of the SI:7, but what advantage could he possibly get by working all by himself? I figure it should be something quite powerful to compensate for such a heavy drawback.
More on the Burden: Originally I thought I should make it so that you couldn't put class cards in your starting deck, and if you were to get some during the game, however that might happen, you would be able to play it. But then I realized this was kinda cheap as it wasn't a "true" burden; it didn't affect you in game and could even be reworked into only a Start of Game effect, so I changed it to what it is.
It took some thinking to come up with a new Trial card. I didn't want to cop-out and submit one of my nine Trials from the Year competition, but I'd also spent multiple months brainstorming ideas and throwing them out; the well was fairly empty. Nevertheless, I think I have something...and I kind of wish I had thought of it sooner lol:
This was an indirect attempt to support Geosculptor Yip, a really fun card that sadly has not received the help it needs (and probably won't before the rotation). The benefit is Siege Engine's effect but better, both in effect and its AoE-buffing nature. In exchange, you have to find different ways to generate Armor. I included the self-damage because just disabling your Hero Power felt like too little of a Burden, but I could always remove it. I'm also wondering if +1/+1 is too little a buff; maybe +2/+1?
Edit: Shadows noted that Armorsmith + Bouncing Blade = endless loop >_> I'll have to tinker with it some more.
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
My first idea for this week is somewhat of a rework of one of my old class creation legendarys. Not sure on the name or art yet.
As always, any feedback is appreciated!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Does this need to be legendary?
Only comes one idea so far...
Yes, they are meant to be Legendaries. Trials are akin to Quests in strength and deck-building scope.
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
Any thoughts? I had a few other ideas for the Burden, like "Whenever a friendly minion dies, discard a random card from your hand/deck." But it felt too weak. Or having a fixed amount of damage dealt to your hero, like 2 or maybe 3. But then it'd most likely feel unfair to deal with high Health minions. I also wouldn't want it to be an instant win against decks that have no removal for Stealth minions.
This is the version I liked the most for now. Feedback is very appreciated.
I've been working on an effect based on a specific type of card Magic the Gathering has that represents a pact with a demon or becoming a lich that allows you to get huge value, but kills you outright if you don't win with it ASAP, and this is a great format for that kind of effect.
Essentially the card lets you get through your deck extra fast without losing life, but when you lose life, you lose cards. In theory, this could be a good card for a combo deck that doesn't use legendaries or can tutor for those cards to avoid milling them, or just a zoo that can use the extra fuel and doesn't care about deck size, and it might have to be rebalanced around that. The art on the tokens is placeholder at this point.
Well, here goes my first idea:
Thoughts?
I love this theme, i wish these (trials) were real tbh! :D
Ill try and find a chance to submit something :)
Hi i'm Tyler and I play hearthstone and watch anime.
Sometimes i make cards. I'd like to do that for a career one day if ever possible.
Hmmmm... I’ve always disliked cards that use a super-niche mechanic to work around an inconvenient interaction. The “ignores Immunity” part is an example. Immunity isn’t meant to be bypassed, it’s an ingame mechanic!
My ideas:
--->
--->
--->
I see your point. And I have to agree, it hurt me to have to add that part to the text, but it simply felt like I had to.
I'm pretty sure a lot of people would be confused as how can your hero by damaged if it's Immune, it's more of a clarification rather than "a mechanic". Sure, it's not meant to be bypassed, but that's one thing I find fun about custom card: Experimenting with new ways to interact with an already existing mechanic.
I do appreciate your opinion, but I can't come up with a better wording to make it clear to people that your hero would be damaged even though it's Immune. Any ideas?
@Fortify
I think you can rewrite the text on the first card like this : "Spells from other classes have spell damage +1". Cool idea, but if you transform into another class, will rogue spells deal the default damage? +1-1=0.
@waterwaIker
Maybe make a Renounce Darkness for rogues? Or smething that would still let you have rogue cards and get cards from other classes (as all burgle effects are on rogue cards).
@Turkeybag
Nice flavor and it seems balanced, but not being able to heal yourself as a priest kinda takes away from it's class fantasy. Like warlocks without demons, or mages without spells.
@ffinderous
After you transform, you'd be able to use cards from your original class and you can't use cards from your opponents class. So before you change, you can't use burgle cards, so you really only have neutrals until you transform. After that, you can use rogue cards, but burgle effects will get stuff from your opponenta class (which is now also yours) so you can't use generated cards. Your card has a great burgle rogue flavor, but you can't play it in that deck.
@Pryce_Permafrost
Too many lines on that burden. Maybe change it to taking damage equal to the minion's attack, to shorten the text. This also seems op. Warlock can (at least in wild) generate a ridiculous ammount of tokens. Plus after he uses the hero card, good luck trying to destroy those voidlords while he heals up with the hero power.
@UndeadRebel13
Too op for zoo. 2 cards each turn for no mana means always having stuff on the board and in hand. Being able to play 2-3 cheap minions every turn is too much. And no one will have time to damage their hero while constantly clearing the board.
@DestroyerR
So you heal for 5 every turn? Zoo won't play this (they don't need health) and neither will control, unless there can be some form of spell warlock. If this creates a new archetype, the great entry, but if it can't then no one will play it.
I have a new ideea:
I feel like the Burden is way too punishing for the deck that wants to run it. Maybe limit it to only cast 1 spell per turn?
Yeah, no. Tempo Mage (which is the deck that wants to run this card) struggle hard against Aggro and slaughter Control deck. Making this even harder doesn't help and won't create variety in playstyle.
Raiding Time will marked as Troll Entry the moment it exit this thread.
Dark Lady's Call is interesting, but I don't know which deck will run it. Deathrattle are slow by nature without support and early game. Making them the only thing the Hunter can run isn't helping while thinning deck will make slower Hunter not wanting to run this card.
Seems garbage. Priest in general will heal for +15 per game so why would they run this card? Cards like Awaken the Makers will not heal you because of how the Burden is worded.
Repost:
Lightwarden
The card meant to symbolize the eternal struggle between Light and Shadow within the Priest class. The card also discourage you from using your own Hero Power and a large portion of your heal card. And if your opponent is a Priest, well... If Blizzard release a card like this, they'd likely also release effects like Auchenai Soulpriest or attack modification card to get around the drawback.
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:
Eh. I don't like your suggestion. It's kind of you to share your thoughts but I feel like changing the way the card works JUST to shorten the text is beyond ridiculous. Also, I don't really understand what you mean by "tokens". If you're playing a Control deck you don't really want to floor your board with cheap token minions. If you're playing zoo, i don't think you really want this card, sure Immunity is nice and all but it's not like there are THAT many match ups where your opponents doesn't want to trade anyways, you'll just help the majority of opponents to also kill you while taking over the board. Lastly, you mention Bloodreaver Gul'dan resurrecting Voidlord. I did think about that and my reasoning is that, if you can't deal with Voidlord you probably lost in the first place. Immunity or not. The only archetypes I can see really suffering from this are OTK decks and honestly I wouldn't mind that too much. It's no secret there are polarized match ups in Hearthstone already, most of which are OTK against Control.
But perhaps it's not punishing enough when your opponent CAN clear the board. I'm thinking of changing the Burden so that your hero takes full damage based on the minion's Health, instead of just half. That might make it more balanced. Though it might feel bad to straight up die because your opponent cast a board sweep like Twisting Nether, maybe it's for the better. it might make building a deck around Glinda's "Gift" more interesting.
Thanks for your feedback.
@Shatterstar1998 Does it spawn the Lightwarden first, then kill the minion, or is it the other way around? In any case, I don't think this card is any good. It can kill many of your own minions - as Priests tend to play many high Health, low Attack minions - and basically does nothing against aggro, as it always replaces whatever it kills, and even worse, it restricts the use of your Hero Power.
@Noah_McGrath This is certainly not viable in any Control deck, and I suspect neither in Silence Priest. Normally that deck only runs a handful of big minions, spells to control the board and draw and Inner Fire combo.
@Xetrov Both Mage cards seem massively unfun to play against. Turn 1 they drop a gigantic minion you can't clear and you're screwed - and that happens with the second version too 'cus Mountain Giant is a card. The Paladin card looks strong but bland.
@Metamorphosis Auto-win versus Aggro. I don't like it.
@UndeadRebel13 This could be good on Zoo but I think it's too risky for combo. You're basically drawing thrice as fast, but you mill one third of whatever you draw, and potentially even more if you can't dump your hand, which probably wouldn't be a problem but who knows.
@Pryce_Permafrost That boss was so annoying. lol I dunno, the card seems ok. I don't like that the token has five lines of text. Maybe you could make it so that if you don't have a minion at a certain point in the game (the start of your turn or something like that), you take a fixed amount of damage?
@ffinderous The Burden is pretty much the same as mine, so I guess I like it, but the reward seems kinda crappy. By the time you can play the hero card, you already got steamrolled by most decks 'cus you're running lots of shitty cards.
@Turkeybag This restricts the use of your Hero Power significantly, as I imagine the deck that would benefit the most from this effect is not the kind that runs lots of minions nor does many proactive plays, especially early in the game.
@linkblade91 I don't know what to think of this. I have no idea what kind of deck you could build around it.
@Fortify Just too much RNG for this to be any good.
I finally thought of an effect for my card. I like how it ties in with the joke in the card's name and I think it has a lot of potential, just don't know if it's good enough to be viable. You'd need lots of 1-drops in a deck like this, I presume.
I have yet to change the token and add the dragon to the card frame, just didn't feel like doing it before I'm all set.
Reviews:
@Demonxz95: I think that this is definitely on the right track, but the drawback outweighs the benefit most of the time imo. This seems focused for more of a big spell mage where you can consistently drop a huge boardclear spell, but eventually this is going to slow you down and you'll run out of spells. Maybe make it so there's a drawback specific to spells, like one spell per turn, or spells cost more? As for the AI one, it's fun, but not viable :/
@CecilHoshino: I like this one, but it seems too powerful. Unexpected Results being about a 4 Mana 10/10 on average is way too strong, since mage has some alternative removal/burn like Blazecaller and Meteorologist and can take advantage of. I'd say bump it down to 2 or 3, whichever seems more right.
@Shatterstar1998: The effect seems very powerful, since at worst you break even, and at best you essentially get a 0-Mana Polymorph. In terms of just mana value, you're always gaining one mana in value each turn, so this has no real downside. Lightwarden is a great token flavor-wise, but I think the drawback should be something bigger, like a maybe a 2/3 or 3/3 so the effect is less valuable for you.
@Noah_McGrath: Raiding Time is insanely broken because of usage against friends and such, and it's a mechanic that shouldn't and won't exist in game. Dark Lady's Call is interesting, but it feels more Priest than Hunter to me. The main problem I have is that while the flavor of summoning your opponent's dead is spot-on, it's lacking mechanically, since you don't get any extra Deathrattle synergy from it. It might be better to just summon a 1/1 with a minor deathrattle, like a Fiery Bat type card, than an actual copy. Vow of Silence is pretty cool, and I think it's a great way to promote a very all-or-nothing aggressive Silence Priest, and I like the best of your ideas.
@Fortify: I'd word it as "Start of Game: Your non-Rogue spells have Spell Damage: +1" and "Your Rogue spells have Spell Damage: -1." The card itself is pretty specific to getting Lilian Voss or something similar, and thus it seems a bit weak. Maybe make it a more general effect, like a cost change to all class cards, Rogue or not?
@waterwalker: I like the concept a lot, it's very flavorful and tells a story which is good for this contest. The upside you chose is very cool, and it actually lets you experiment with a Deathrattle Rogue, which I think is very well played on your part.
@linkblade91: I'd make the Burden focused around your Armor as well, maybe that your minions have -2/-2 while you have no Armor, that way your opponent has an easier way to keep you from snowballing.
@Turkeybag: That seems like a very harsh downside, I'd consider making it so the Hero Power costs more, that way it can still be used, but it gives the flavor of your hero stealing healing from your minions and lets you heal in a pinch.
@ffinderous: My only concern is that you have to play a 29-Neutral deck to make this card work, and there's no way to get cards from your opponent's class that way. Getting a random hero is not worth ruining a big portion of your deck like this. Maybe make the Burden only active while you're part of the other class?
@Pryce_Permafrost: I like the card, but all the text on the burden is very clunky. I'd reword it as "Your minions can't have Stealth. Whenever one dies, your hero loses Health equal to half its Health [i](rounded up).[/i]" That fits in four lines in Hearthcards, and it gets the point across much more efficiently.
@DestroyerR: I like this card a lot, but I think it's actually pretty weak. 5 is a lot of damage, and if you care about having lifesteal spells, you're likely to only have a few minions on the board at any given time. I'd change it to non-minion damage, so it affects your Life Tap, weapons like Blood Fury from Lord Jaraxxus, and the Burden itself.
@Xetrov: Both of the Mage ones seem way too extreme, with the first one you either win by like turn 3 or you just lose all of your mana and die, with the second one you only have 8 total draws before you die, which is not enough time to pull off a full combo or really take advantage of those cards. The Paladin one seems alright to me, but the flavor behind it seems off, why does you being injured buff your minions? If you can justify the concept of the card, though, I think it would work fine.
I've decided to scrap my old card since I couldn't make it work like I wanted it to, this is what I'm thinking now:
This lets you tutor out multiple copies of cards and sift through your deck at turbo speed, but it's hard to abuse since a.) you can't hold on to the card you draw for later and b.) you can't use it to combo off with Shudderwock since you lose the copies at the end of the turn. Any card in your hand that wasn't drawn either via mulligan or at the start of one of your turns is fair game for discard, so anything you Grumble/Zola/Brew back won't stay, along with Fire Fly tokens and Hagatha spells. One fun interaction is that based on the trigger order, discard from Fleeting Foresight would happen before draw from Mana Tide Totem/The Lich King, so you can still run some sneaky card draw at the end of your turn.
Thanks a lot for your help with the wording. I decided to still leave the "(Ignores Immunity.)" par because even though it does look clunky, I feel like it would be counter-intuitive otherwise.
As for your new card idea, I really like it. Card draw is extremely potent but this card really requires some hard thinking and specific deckbuilding, which are always welcome. Though it would actually be too hard to find the right place for this card, I think it's actually what makes it great. I like weird cards with the potential of creating new archetypes. Nice.