Edit: fixed token. Thoughts? I can't decide if "doubling" is too much a burden, maybe just make it +1 damage each use.
Edit: the hero power is and works exactly like Toki's in Witch Hunt IE you start the entire turn over (and take damage) but your HP is 'used' and can't be used again until you're next real turn.
What do you think? Will offer feedback for feedback.
Love it! I'd recommend 1) making your cards a bit bigger in the official post (i usually go between 350-400 in width and let the auto constrain do the rest) and 2) removing the "they go boom when they die" part on the trial because while flavorful and funny, its mostly filler.
Other than that solid 10/10 card you got my vote :D
Rollback Post to RevisionRollBack
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.
No problem. I love the idea of like, cheap mage damage spells you draw into over and over, almost like racing to see who runs outts gas (or HP) first lol.
Also apologies if I seem like im spamming, i'm operating 100% on mobile and while it's not the worst mobile forum ive been on, it's certainly not easy for card submitting. >.<; I couldnt resist tho this thing about Trials is so cool.
Rollback Post to RevisionRollBack
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.
What do you think? Will offer feedback for feedback.
Love it! I'd recommend 1) making your cards a bit bigger in the official post (i usually go between 350-400 in width and let the auto constrain do the rest) and 2) removing the "they go boom when they die" part on the trial because while flavorful and funny, its mostly filler.
Other than that solid 10/10 card you got my vote :D
Thanks for the feedback. I took a look at your cards, and i like the idea, but there might be a few problems on how it works:
Right now, if you have, say, 20 health, and use your hero power, it will reset your health to 20 and deal 1 damage, leaving you at 19. If you use it again, it will reset you at 20 again and then deal 2 damage, so you're at 18. Use again, and you're at 16, and so on. I'm not sure if this is how you intended.
Secondly, the damage never resets. Again, not sure it's intended, but it should probably reset to 1 after every use. ()maybe increase the base value to 2)
Finally, your hero also takes damage even if you change the HP. This doesn't really seem fair.
@Fortify: The idea is nice, but the wording is kinda bad. Better wording would be “Start of Game: Your spells from other classes have Spell Damage +1. Burden: Losing Your Touch.” for the trial, and “Your Rogue Spells have Spell Damage -1.” for the Burden. Also, it seems that the trade-off isn’t worth it, since Rogue spells are much better and more common in Rogue. It also isn’t guaranteed you’ll get spells that benefit from spell damage. Maybe give the spells from other classes Spell Damage +3 instead?
@linkblade91: Very cool card, it seemed OP at first glance, but having your HP disabled solves that problem. Still... Warrior has plenty of viable Armor-giving cards, and the drawback is almost nonexistent if you’re stacking armor. Giving three minions +1/+1 seems a little too good, even if you’ll take 3 damage eventually. And, of course, the endless loop.
@Turkeybag: the art and concept are excellent, but it seems very weak. Not being able to heal your hero is a huge drawback for priest, and +15 Health does not cover it. Might want to increase the health, or mitigate the drawback somehow.
@ffinderous: I feel like if you played this card, in most cases you’d be dead by turn 5. There’s no way you can survive with only neutrals, and cards from other classes require Rogue cards. If you managed to play the hero you’d be able to play cards as normal, since technically they wouldn’t count as your class, but most are really expensive. Sorry, this isn’t a good card.
@Pryce_Permafrost: I really don’t know how to make it work... maybe whenever a friendly minion dies, you lose the Immunity and take double damage until the end of the turn or something? I would scrap that idea if it was that problematic, but that’s your choice. If you do keep it this way, text inside parentheses is always italicized.
@Noah_McGrath: seems like only Silence Priest would want to play this, since you’d only want to use your upgraded HP on enemy minions in extreme cases. But on the other hand, not being able to cast spells is a very big drawback for that archetype, since its Silencing power relies mostly on spells. Although you wouldn’t need that many spells if your HP already does the job... could be good. Also, I think the “even” in the Burden’s name should be capitalized.
@waterwalker: I... don’t really understand how that works. Care to explain? It better be good, for a drawback that big...
@UndeadRebel13: Wow, that’s really nice! An abusable mechanic, but you may screw yourself over... interesting. Only problem is that this will be a problem more often then not. Say you play a Hex on turn 4? Well, you just discarded a 4-Cost card from your deck for nothing. Not to mention you are now basically unable to generate value: got a volcano from Hagatha? Too bad, discarded. Any card that draws you cards? Better use them now, or you just lost tempo for a downside. You’re basically turning every shaman card and token/value generator into a super-expensive, much worse version of The Soularium. Sorry, but it seems way too weak. Maybe make it so it just increases in cost at the end of your turn or something?
waaaaay too strong; maybe if only damaging spells were reduced, and even then, it would really strong; also, the cards are suposed to be spells, while yours are minions.
What do you think? Will offer feedback for feedback.
Love it! I'd recommend 1) making your cards a bit bigger in the official post (i usually go between 350-400 in width and let the auto constrain do the rest) and 2) removing the "they go boom when they die" part on the trial because while flavorful and funny, its mostly filler.
Other than that solid 10/10 card you got my vote :D
Thanks for the feedback. I took a look at your cards, and i like the idea, but there might be a few problems on how it works:
Right now, if you have, say, 20 health, and use your hero power, it will reset your health to 20 and deal 1 damage, leaving you at 19. If you use it again, it will reset you at 20 again and then deal 2 damage, so you're at 18. Use again, and you're at 16, and so on. I'm not sure if this is how you intended.
Secondly, the damage never resets. Again, not sure it's intended, but it should probably reset to 1 after every use. ()maybe increase the base value to 2)
Finally, your hero also takes damage even if you change the HP. This doesn't really seem fair.
Well you can still only hero power one per turn, its exactly like the Toki HP from Monster Hunt. That's why it doubles.
So assuming you just HP each turn, starting turn 1 after the refresh you take 1 Dmg. (29) then turn 2 you'd take 2 (27) T3 take 4 (23) T4 take 8 (15) and T5 you'd kill yourself unless you healed as that would do 16 (-1) so the point is you can Redo certain RNG stuff like scrolls of wonder or 'Missile' effects, the "cost" is that each use would increase destabilization of the timeline, eventuality destroying yourself.
I love this one. Everything is free but good luck targeting what you want XD oh man you could make Archmage "Pyrowand" deck, casting random free fireballs until one of you die XD
Rollback Post to RevisionRollBack
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.
What do you think? Will offer feedback for feedback.
Love it! I'd recommend 1) making your cards a bit bigger in the official post (i usually go between 350-400 in width and let the auto constrain do the rest) and 2) removing the "they go boom when they die" part on the trial because while flavorful and funny, its mostly filler.
Other than that solid 10/10 card you got my vote :D
Thanks for the feedback. I took a look at your cards, and i like the idea, but there might be a few problems on how it works:
Right now, if you have, say, 20 health, and use your hero power, it will reset your health to 20 and deal 1 damage, leaving you at 19. If you use it again, it will reset you at 20 again and then deal 2 damage, so you're at 18. Use again, and you're at 16, and so on. I'm not sure if this is how you intended.
Secondly, the damage never resets. Again, not sure it's intended, but it should probably reset to 1 after every use. ()maybe increase the base value to 2)
Finally, your hero also takes damage even if you change the HP. This doesn't really seem fair.
Well you can still only hero power one per turn, its exactly like the Toki HP from Monster Hunt. That's why it doubles.
So assuming you just HP each turn, starting turn 1 after the refresh you take 1 Dmg. (29) then turn 2 you'd take 2 (27) T3 take 4 (23) T4 take 8 (15) and T5 you'd kill yourself unless you healed as that would do 16 (-1) so the point is you can Redo certain RNG stuff like scrolls of wonder or 'Missile' effects, the "cost" is that each use would increase destabilization of the timeline, eventuality destroying yourself.
oh, ok, i wasn't sure it works that way. I'd still make it stop dealing damage if you change the hp.
I thought of 3 possible burdens for my Vow of Silence.
i think you're over-thinking this; why not "your hero power has double healing for minions" and the burden is "minions healed by your hero power are silenced"?
I thought of 3 possible burdens for my Vow of Silence.
i think you're over-thinking this; why not "your hero power has double healing for minions" and the burden is "minions healed by your hero power are silenced"?
I don't see the silence on hero power necerarly bad. Having an on-demand silence is prety good in all situations, vs aggro (get rid of buffs) and vs control (get rid of powerful effects from legendaries). A burden should (in my eyes) always be bad for you. Look at the burdens from other sumbissions, they all restrain you in some way. The upgraded gero power is because without early spells, priest is gonna be beaten down, so this allows for some recovery.
This is what I am thinking, themed after Nightborne's Mana addiction.
You wouldn't want to spam all your spells in a single turn, and instead need to plan and stagger your spells over multiple turns to avoid running out of spells. This prevents the board from snowballing too much too early, allowing the opponent to deal with them. Mages in general do not run a lot of minions to benefit hugely from the buff, while elemental minion mages don't run enough spells to keep up the requirement, so I think this thing is decently balanced.
Or may be I am completely wrong and this card is bonkers OP? lolz. Leaving work right now, will come back later to comment on other people's card.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Got the feedback, thanks to everyone who answered! Buffed it a little:
Now, everything that isn’t a minion will heal you (including HPs and weapons).
I'm not sure about the wording (if it 's not correct please let me know)
Close! I dig this idea too, allow me to assist:
I Shall Be To Late - Start of Game: Draw an extra card at the start of your turn. Burden: Hurry up!
Hurry Up - At the end of your turn, deal 1 damage to your hero for each unused Mana Crystal.
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.
Edit: fixed token. Thoughts? I can't decide if "doubling" is too much a burden, maybe just make it +1 damage each use.
Edit: the hero power is and works exactly like Toki's in Witch Hunt IE you start the entire turn over (and take damage) but your HP is 'used' and can't be used again until you're next real turn.
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.
My idea for the week:
What do you think? Will offer feedback for feedback.
Edit: The Boom Bots:
Love it! I'd recommend 1) making your cards a bit bigger in the official post (i usually go between 350-400 in width and let the auto constrain do the rest) and 2) removing the "they go boom when they die" part on the trial because while flavorful and funny, its mostly filler.
Other than that solid 10/10 card you got my vote :D
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.
THX mate for the help!
O.
No problem. I love the idea of like, cheap mage damage spells you draw into over and over, almost like racing to see who runs outts gas (or HP) first lol.
Also apologies if I seem like im spamming, i'm operating 100% on mobile and while it's not the worst mobile forum ive been on, it's certainly not easy for card submitting. >.<; I couldnt resist tho this thing about Trials is so cool.
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.
Thanks for the feedback. I took a look at your cards, and i like the idea, but there might be a few problems on how it works:
Right now, if you have, say, 20 health, and use your hero power, it will reset your health to 20 and deal 1 damage, leaving you at 19. If you use it again, it will reset you at 20 again and then deal 2 damage, so you're at 18. Use again, and you're at 16, and so on. I'm not sure if this is how you intended.
Secondly, the damage never resets. Again, not sure it's intended, but it should probably reset to 1 after every use. ()maybe increase the base value to 2)
Finally, your hero also takes damage even if you change the HP. This doesn't really seem fair.
Feedback:
@Fortify: The idea is nice, but the wording is kinda bad. Better wording would be “Start of Game: Your spells from other classes have Spell Damage +1. Burden: Losing Your Touch.” for the trial, and “Your Rogue Spells have Spell Damage -1.” for the Burden. Also, it seems that the trade-off isn’t worth it, since Rogue spells are much better and more common in Rogue. It also isn’t guaranteed you’ll get spells that benefit from spell damage. Maybe give the spells from other classes Spell Damage +3 instead?
@linkblade91: Very cool card, it seemed OP at first glance, but having your HP disabled solves that problem. Still... Warrior has plenty of viable Armor-giving cards, and the drawback is almost nonexistent if you’re stacking armor. Giving three minions +1/+1 seems a little too good, even if you’ll take 3 damage eventually. And, of course, the endless loop.
@Turkeybag: the art and concept are excellent, but it seems very weak. Not being able to heal your hero is a huge drawback for priest, and +15 Health does not cover it. Might want to increase the health, or mitigate the drawback somehow.
@ffinderous: I feel like if you played this card, in most cases you’d be dead by turn 5. There’s no way you can survive with only neutrals, and cards from other classes require Rogue cards. If you managed to play the hero you’d be able to play cards as normal, since technically they wouldn’t count as your class, but most are really expensive. Sorry, this isn’t a good card.
@Pryce_Permafrost: I really don’t know how to make it work... maybe whenever a friendly minion dies, you lose the Immunity and take double damage until the end of the turn or something? I would scrap that idea if it was that problematic, but that’s your choice. If you do keep it this way, text inside parentheses is always italicized.
@Noah_McGrath: seems like only Silence Priest would want to play this, since you’d only want to use your upgraded HP on enemy minions in extreme cases. But on the other hand, not being able to cast spells is a very big drawback for that archetype, since its Silencing power relies mostly on spells. Although you wouldn’t need that many spells if your HP already does the job... could be good. Also, I think the “even” in the Burden’s name should be capitalized.
@waterwalker: I... don’t really understand how that works. Care to explain? It better be good, for a drawback that big...
@UndeadRebel13: Wow, that’s really nice! An abusable mechanic, but you may screw yourself over... interesting. Only problem is that this will be a problem more often then not. Say you play a Hex on turn 4? Well, you just discarded a 4-Cost card from your deck for nothing. Not to mention you are now basically unable to generate value: got a volcano from Hagatha? Too bad, discarded. Any card that draws you cards? Better use them now, or you just lost tempo for a downside. You’re basically turning every shaman card and token/value generator into a super-expensive, much worse version of The Soularium. Sorry, but it seems way too weak. Maybe make it so it just increases in cost at the end of your turn or something?
waaaaay too strong; maybe if only damaging spells were reduced, and even then, it would really strong; also, the cards are suposed to be spells, while yours are minions.
Yes my bad i will fix it.
I like your suggestion to reduce only the damaging spells i will update it :D
Well you can still only hero power one per turn, its exactly like the Toki HP from Monster Hunt. That's why it doubles.
So assuming you just HP each turn, starting turn 1 after the refresh you take 1 Dmg. (29) then turn 2 you'd take 2 (27) T3 take 4 (23) T4 take 8 (15) and T5 you'd kill yourself unless you healed as that would do 16 (-1) so the point is you can Redo certain RNG stuff like scrolls of wonder or 'Missile' effects, the "cost" is that each use would increase destabilization of the timeline, eventuality destroying yourself.
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.
I love this one. Everything is free but good luck targeting what you want XD oh man you could make Archmage "Pyrowand" deck, casting random free fireballs until one of you die XD
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.
oh, ok, i wasn't sure it works that way. I'd still make it stop dealing damage if you change the hp.
I thought of 3 possible burdens for my Vow of Silence.
i think you're over-thinking this; why not "your hero power has double healing for minions" and the burden is "minions healed by your hero power are silenced"?
I don't see the silence on hero power necerarly bad. Having an on-demand silence is prety good in all situations, vs aggro (get rid of buffs) and vs control (get rid of powerful effects from legendaries). A burden should (in my eyes) always be bad for you. Look at the burdens from other sumbissions, they all restrain you in some way. The upgraded gero power is because without early spells, priest is gonna be beaten down, so this allows for some recovery.
This is what I am thinking, themed after Nightborne's Mana addiction.
You wouldn't want to spam all your spells in a single turn, and instead need to plan and stagger your spells over multiple turns to avoid running out of spells. This prevents the board from snowballing too much too early, allowing the opponent to deal with them. Mages in general do not run a lot of minions to benefit hugely from the buff, while elemental minion mages don't run enough spells to keep up the requirement, so I think this thing is decently balanced.
Or may be I am completely wrong and this card is bonkers OP? lolz. Leaving work right now, will come back later to comment on other people's card.