I'm dropping my weapon-guy; the text required to pull him off is just too complicated. Hopefully this is better/more cool:
"Edwin fights for the Common people, whether they be farmers or Faerie Dragons."
Rush is mainly a Warrior thing, but maybe Edwin could push a Rush Rogue. This would give the class a chance at reasonable board control, and could combine well with Combo to pump out minions and, well, combos (like with Defias Ringleader). Edit: I figured someone else would post something like this, with the Start of Game, but I guess not heh
I don't think there's a problem with Rush being a Warrior thing mostly. You know, Houndmaster Shaw exists.
I find this card more interesting that the blacksmith guy you put in the first page, that was too complex IMO.
I'll be honest: I was a little skeptical of this topic at first. People have made with some neat stuff, though. This is what I managed to think up:
Bounty Hunter is just something simple and flavorful. The idea behind Alia is that she's inspired by all the heroes at the Grand Tournament and wants to imitate them. Compared to Shifter Zerus, her transform pool is better, but she has a barrier to transforming. If you get something good, though, you could refrain from using your Hero Power and keep her as-is for when the time is right.
The flavour of Bounty Hunter is obviously there, but I think the coin won't make a huge difference in turn 7. I know, it can be really usefull for Miracle Rogue, but it still doesn't feel too crucial to the card identity to justify having it for this competition.
I really like Alia the Admiring on the other hand, because she lets you have more control compared to similar stuff like Chameleos or Shifter Zerus (altough a bit less than with Flobbidinous Floop, but that's too much control IMO)
Re-posting these to get feedback. Now with art and stuff!
Spell for rogue. It's hard to keep a lot of coins in your hand, so i thought the random element and the number of how many cards you can get from this is enough for 1 mana, especialy if it's a legendary spell.
Has +2/+2 in comparaisson with Unpowered Steambot but it can be ignored by some minions. It's a straight upgrade from the steambot but it's taunt is only for some minions. Choosing a rare minion let's common, epic and legendary past it.
Hand disruption that you can control. You want to get rid of a specific part of their combo? Now you can. Give them Millhouse Manastorm for their Aviana! Give them Hungry Crab for their Star Aligner!
Pay 2 Win is my favourite one, as a Rogue archetype based around coins would be interesting. I'm not convinced about that break-the-fourth-wall name, but it might just be me.
I have this so far. Will have to find art for it when i get home and the name is a placeholder as well.
I know it's just a prototype, but I'm not a fan of these super swingy cards that can summon a minion from any cost, to be honest :/ I think Blizzard doesn't make them anymore because they realised they aren't healthy for the game.
Been thinking about new cards while trying to sleep, would like to know your opinions about this two :D
Jiva the Gambler's effect seems like a liability, to be honest. I'd choose another spell that wasn't The Coin (I'm thinking about Eviscerate, but that would probably be too much).
Theme : " You get a candle and you get a candle, everybody gets a candle."
Lore "The Candlemaker is the kind and generous boss of all the Wax Elements in Candle Rock, Highmountain. He usually spends all day creating all kinds of shapes from wax but never forgets to put a little fuse on the top. He can even make a full size Ragnaros out of wax, but it kinda melts away very fast."
So, tried a new approach to the effect of the card. Now it just transforms the minions next to it into ones of higher rarity (only 1 level above ofc). This works with The Storm Caller theme deck for Shaman.
FLAVOR TEXT: "It could sabotage your opponent and make you win the football final by forfeit..."
It was intended to hit a Common minion, than a Rare one, an Epic , a Legendary and than again Common, rare epic till there is no valid target. How could I reword it?
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I'll be honest: I was a little skeptical of this topic at first. People have made with some neat stuff, though. This is what I managed to think up:
Bounty Hunter is just something simple and flavorful. The idea behind Alia is that she's inspired by all the heroes at the Grand Tournament and wants to imitate them. Compared to Shifter Zerus, her transform pool is better, but she has a barrier to transforming. If you get something good, though, you could refrain from using your Hero Power and keep her as-is for when the time is right.
I think that Bouncy Hunter is really UP. I mean, Vilespine Slayer costs 2 less and has a way better body. The requirement is too conditional and the reward is really poor
Theme : " You get a candle and you get a candle, everybody gets a candle."
Lore "The Candlemaker is the kind and generous boss of all the Wax Elements in Candle Rock, Highmountain. He usually spends all day creating all kinds of shapes from wax but never forgets to put a little fuse on the top. He can even make a full size Ragnaros out of wax, but it kinda melts away very fast."
So, tried a new approach to the effect of the card. Now it just transforms the minions next to it into ones of higher rarity (only 1 level above ofc). This works with The Storm Caller theme deck for Shaman.
I prefer this version of Candlemaker, fits better with Shaman Flavor but it involves a lot of RNG. I think that the body is too strong, despite the Overload. Fungalmancer is Neutral amd gives your minions +2/+2. This can transform a Totem into a Sleeping Dragon, so I d suggest you making it a 2/2
Hello guys! Been reading Hearthpwn on an off for some time and finally decided to make an account. This is my first post here and I'd like to hear your opinions on this card I made. Made it 5 mana because Zoo could highroll extremely with this if it cost less and it'd be almost useless if it cost more. A nice bonus is that you can put this on enemy minions as well and eventually get lucky to counter some strategies or get past taunts.
I don't like the art. At all. But the flavour is good, despite the effect is OP, mostly in Zoolock. At least make it 6 mana
Very complex card, Health should have capital letter btw, and the art is pretty ugly :P
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"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
FLAVOR TEXT: "It could sabotage your opponent and make you win the football final by forfeit..."
It was intended to hit a Common minion, than a Rare one, an Epic , a Legendary and than again Common, rare epic till there is no valid target. How could I reword it?
"Deal 4 damage to a random minion of each rarity in order. Repeat if it hits all rarities."
Theme : " You get a candle and you get a candle, everybody gets a candle."
Lore "The Candlemaker is the kind and generous boss of all the Wax Elements in Candle Rock, Highmountain. He usually spends all day creating all kinds of shapes from wax but never forgets to put a little fuse on the top. He can even make a full size Ragnaros out of wax, but it kinda melts away very fast."
So, tried a new approach to the effect of the card. Now it just transforms the minions next to it into ones of higher rarity (only 1 level above ofc). This works with The Storm Caller theme deck for Shaman.
Much better, tho it should probably have higher overload. Two or even three.
@linkblade91 Thanks for the feedback! I didn't even think of clarifying if she keeps the effect. I guess I just took other shifting cards for granted, and other people seem to do so as well. Still, for clarity's and precedence's sake, specifying wouldn't be a bad idea. I can fit it on there without looking too wordy. It's probably not necessary, but better safe than sorry.
@RaisuAUT Welcome! Glad you decided to make your first post here in the land of FC. One thing you need to know, though, is how to insert images into your post. If you just put it on as an attachment, chances are no one will look at it. To imbed images, you need to upload them to Imgur or another image hosting site and get the image URL (in Imgur, hover the dropdown arrow, click "Get Share Links", and copy the BBCode). From there, click on this icon and paste the link where it says "Source". If you use the BBCode, you'll have to delete the stuff in brackets at the beginning and end of the link.
@Noah_McGrath Coming of Age is problematic because, as others have pointed out, minions of the same rarity vary too widely. Going to Epic, for instance, you could get Hungry Crab or Obsidian Statue. The results vary from a minion much worse than you started or a 9/9 on 4, and all at the whim of RNG. Pay to Win is interesting but kind of useless because of how little Coin generators there are, especially in Standard. I think the Spellstone, yet again, is your best bet.
A couple of ideas I came up with; not entirely married to the name/art of the legendary minion but i'm rather fond of the effect as rare cards are the most common cards played in most decks so its pretty strong; may bump it to 8 mana.
ALSO: I accidentally posted on the submission topic cause I thought it was discussion, can a mod delete that? (Its on page 2)
Makes commons into rares, rares into epics and epics into legendaries. Mechanic is shaman's, but i feel thematicly it's more apropiate to paladin.
Rogues love coins and playing dirty.
Upgrades:
Yes, i brought it back. It seemed appropriate to the theme. Made it paladin cause of crystals and stuff (lazy to change the art)
Your Spellstone appears to violate the second part of the rules :( The primary means with which you interact with card rarity cannot be to summon minions or generate new cards. Granted your stone uses Discover instead of the random outcomes of the provided examples, but you're still using a barred mechanic.
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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
I'll be honest: I was a little skeptical of this topic at first. People have made with some neat stuff, though. This is what I managed to think up:
Bounty Hunter is just something simple and flavorful. The idea behind Alia is that she's inspired by all the heroes at the Grand Tournament and wants to imitate them. Compared to Shifter Zerus, her transform pool is better, but she has a barrier to transforming. If you get something good, though, you could refrain from using your Hero Power and keep her as-is for when the time is right.
Thanks for the feedback mate. I think I have to come up with something better than the Gronn Slayer.
As for your cards; I really like the flavour of Bounty Hunter, but I see that you've already submitted the other one. Unfortunately, I think it's a tad boring - not in anyway bad, and it has flavor, but not my favourite.
I'm dropping my weapon-guy; the text required to pull him off is just too complicated. Hopefully this is better/more cool:
"Edwin fights for the Common people, whether they be farmers or Faerie Dragons."
Rush is mainly a Warrior thing, but maybe Edwin could push a Rush Rogue. This would give the class a chance at reasonable board control, and could combine well with Combo to pump out minions and, well, combos (like with Defias Ringleader). Edit: I figured someone else would post something like this, with the Start of Game, but I guess not heh
I don't think there's a problem with Rush being a Warrior thing mostly. You know, Houndmaster Shaw exists.
I find this card more interesting that the blacksmith guy you put in the first page, that was too complex IMO.
Err...yeah. I knew that; it's not like I don't own Houndmaster Shaw and thus forgot about his existence...*cough*
I've been notified via our mod-chat that my card is too good, so I've dropped the +1/+1:
Rollback Post to RevisionRollBack
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
Shiny Psycrystal is an obvious mock on Juicy Psychmelon. However, if I were to submit the card I'd probably increase its cost to 7 or something like that.
Telepathy Apprentice is still learning to read minds, so she can only see the rarity of the cards. She was originally going to be a Shaman card called Sentry Totem, with a statline of 1/0/4, but I felt the effect alone didn't justify putting it into a deck, so I gave it a better body.
Feedback is welcome and will be returned!
To return the favor and finish my barrage of multi-posts, I think Telepathy Apprentice is definitely the way to go. The card is very unique, seems well-balanced and it's an interesting way to gather information. Juicy Psychmelon is not the best card to balance one's idea from, considering it is clearly ridiculous D:
Rollback Post to RevisionRollBack
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
A couple of ideas I came up with; not entirely married to the name/art of the legendary minion but i'm rather fond of the effect as rare cards are the most common cards played in most decks so its pretty strong; may bump it to 8 mana.
ALSO: I accidentally posted on the submission topic cause I thought it was discussion, can a mod delete that? (Its on page 2)
Between the two, my preference is for Divine Blessing. They're both simple cards, all told, one's a buff the other's a mountain of stats. I feel like Divine Blessing's the healthier of the two, since Tharon'ja's the type of card that either sees no play or warps the meta around it, limiting Rare cards or necessitating Silence tech. Plus, I'm just tickled by the idea of using Divine Blessing in setup for Lynessa Sunsorrow. Not meta, but still amusing bit of synergy.
Makes commons into rares, rares into epics and epics into legendaries. Mechanic is shaman's, but i feel thematicly it's more apropiate to paladin.
Rogues love coins and playing dirty.
Upgrades:
Yes, i brought it back. It seemed appropriate to the theme. Made it paladin cause of crystals and stuff (lazy to change the art)
Thematically, Coming of Age is the most interesting, but mechanically, I worry that playing with Shaman's thing is a bridge too far, and there's the volatile variance in Rarities people have pointed out for other cards. Pay to Win is probably the strongest of your three, both in terms of actual gameplay effectiveness and mechanical cohesiveness. Some classes would be ludicrous to steal from if you highroll enough (Mage and Antonidas, for instance...). And the Crystal is against the rules. Pay to Win is the one I recommend you go forward with.
Seems overly complicated, especially since it sounds like even if the Common minions were destroyed already they get shuffled into the deck. I think Psychic Scream is enough for deck flooding, and the rotation of Weasel Tunneler was an unspoken blessing. Plus it's just not an appealing card.
Hello guys! Been reading Hearthpwn on an off for some time and finally decided to make an account. This is my first post here and I'd like to hear your opinions on this card I made. Made it 5 mana because Zoo could highroll extremely with this if it cost less and it'd be almost useless if it cost more. A nice bonus is that you can put this on enemy minions as well and eventually get lucky to counter some strategies or get past taunts.
I'd definitely recommend some new art for it, but, that said, not a bad idea for a card effect. The theory behind it is sound, but the Poly-bomb effect would necessitate a higher mana cost than 5.
So I have a few more ideas. Any advice would be helpful.
The Gem Collector seems mostly cosmetic; the only practical purpose seems to be as some sort of anti-Rend Blackhand tech, which is already a tech card in and of itself, and assuming cards released around it to facilitate that sort of mechanic is a big ask for this competition. That out of the way, Surprise Gift and Murozond are actually both fairly interesting cards. I'm always a sucker for buff cards, and I like the idea behind an "Unidentified" effect that you have more control over. Admittedly, my touch on the pulse of the forum is limited and askew, but it feels like Murozond is the type of effect that would generate the most interest between the three, and I don't think you need to do anything else with him to make him shine.
I have this so far. Will have to find art for it when i get home and the name is a placeholder as well.
Variance aside, I do think this could thematically work for Rogue, as a sort of "Kill and Replace" type of name and art. A spy infiltrating the team, or a doppleganger/faceless slipping into an adventuring party, this could work. Maybe as an 8 mana card, though. 5 Damage and "Destroy" are similar in power level, but "Destroy" is always more flexible and has an infinite ceiling compared to 5 Damage.
I'm dropping my weapon-guy; the text required to pull him off is just too complicated. Hopefully this is better/more cool:
"Edwin fights for the Common people, whether they be farmers or Faerie Dragons."
Rush is mainly a Warrior thing, but maybe Edwin could push a Rush Rogue. This would give the class a chance at reasonable board control, and could combine well with Combo to pump out minions and, well, combos (like with Defias Ringleader). Edit: I figured someone else would post something like this, with the Start of Game, but I guess not heh
I don't think there's a problem with Rush being a Warrior thing mostly. You know, Houndmaster Shaw exists.
I find this card more interesting that the blacksmith guy you put in the first page, that was too complex IMO.
Err...yeah. I knew that; it's not like I don't own Houndmaster Shaw and thus forgot about his existence...*cough*
I've been notified via our mod-chat that my card is too good, so I've dropped the +1/+1:
With the dropping of the +1/+1, this is much more palatable. Even in Quest Rogue this is fair, since it blocks off the Sonya cheese, and not playing nice with Auctioneer prevents Miracle Rogue shenanigans. Powerful effect with a very narrow deck archetype it works in, this has my vote.
So, taking the feedback from before, I made some tweaks to some of the card ideas I had. Specifically Dragon Tamer and Golden Egg.
True to Form seemed fair and interesting, so didn't make any major changes to it. Golden Egg was deemed straight value, so increasing the cost to 7 seemed appropriate, making it like Sprint, but still with the idea that cards in your deck are better than random cards, hence the +1 draw. And tutor cards are always some of the most powerful in any card game, although Dragon Tamer's very niche for a tutor card, so making him slightly weaker seemed a way to go to make him less OP.
There was also the idea that, since you're sacrificing an already established minion with True to Form, even for an 8/8 on average, but sometimes for a 12/12 highroll or a 6/6 lowroll, it might be just as fair at 5 mana as at 6. As for Golden Egg, if you wanted the effect more often, it could be 5 Mana Add 3 Cards, making it a Rogue variation on Nourish.
I'm dropping my weapon-guy; the text required to pull him off is just too complicated. Hopefully this is better/more cool:
"Edwin fights for the Common people, whether they be farmers or Faerie Dragons."
Rush is mainly a Warrior thing, but maybe Edwin could push a Rush Rogue. This would give the class a chance at reasonable board control, and could combine well with Combo to pump out minions and, well, combos (like with Defias Ringleader). Edit: I figured someone else would post something like this, with the Start of Game, but I guess not heh
I don't think there's a problem with Rush being a Warrior thing mostly. You know, Houndmaster Shaw exists.
I find this card more interesting that the blacksmith guy you put in the first page, that was too complex IMO.
Err...yeah. I knew that; it's not like I don't own Houndmaster Shaw and thus forgot about his existence...*cough*
I've been notified via our mod-chat that my card is too good, so I've dropped the +1/+1:
With the dropping of the +1/+1, this is much more palatable. Even in Quest Rogue this is fair, since it blocks off the Sonya cheese, and not playing nice with Auctioneer prevents Miracle Rogue shenanigans. Powerful effect with a very narrow deck archetype it works in, this has my vote.
Thanks :D
As for your cards, I don't want to be a broken-record but your Golden Egg runs up against the no-Summoning/Generating part of the rules. Between the other two I like the flavor of True to Form the most, although I wonder if it should be a Rogue card instead considering the subject behind the card. It's much more of a sneaky "haha I was the villain all along!" kind of move.
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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
I haven't been in full Rules Nazi Regulatory Mode here in the Discussion thread, but I do want to continue emphasizing that second bullet point in the rules:
Discovering cards or adding random ones to your hand makes it akin to Toki or Weaponized Pinata, while summoning minions - regardless of the reason behind why it happens - makes it akin to Rotface or Sneed's Old Shredder. They are the two primary means with which Hearthstone interacts with card rarity, as there are plenty of already-existing cards with these effects. We're looking for something fresh, like the newer Legendaries listed in the example (and one really old, ridiculously-niche card in the form of Rend Blackhand).
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
I have this so far. Will have to find art for it when i get home and the name is a placeholder as well.
Variance aside, I do think this could thematically work for Rogue, as a sort of "Kill and Replace" type of name and art. A spy infiltrating the team, or a doppleganger/faceless slipping into an adventuring party, this could work. Maybe as an 8 mana card, though. 5 Damage and "Destroy" are similar in power level, but "Destroy" is always more flexible and has an infinite ceiling compared to 5 Damage.
Thanks for the feedback. Tho Linky just reminded me, that generating or summoning cards is forbidden by the rules. So i will have to revisit my idea.
This was probably omitted by more ppl than just me, you yourself have a Golden Egg card that suffers from the same problem :)
I...don't know why I missed that with the Golden Egg. My apologies.
As for Priest vs Rogue as to what class "True to Form" fits in, I definitely see the idea behind putting in a Rogue class for the surprise factor and subterfuge. My initial thought with Priest was that they're the class most associated with Dragons so it'd make sense for them to have it.
I don't think there's a problem with Rush being a Warrior thing mostly. You know, Houndmaster Shaw exists.
I find this card more interesting that the blacksmith guy you put in the first page, that was too complex IMO.
The flavour of Bounty Hunter is obviously there, but I think the coin won't make a huge difference in turn 7. I know, it can be really usefull for Miracle Rogue, but it still doesn't feel too crucial to the card identity to justify having it for this competition.
I really like Alia the Admiring on the other hand, because she lets you have more control compared to similar stuff like Chameleos or Shifter Zerus (altough a bit less than with Flobbidinous Floop, but that's too much control IMO)
Pay 2 Win is my favourite one, as a Rogue archetype based around coins would be interesting. I'm not convinced about that break-the-fourth-wall name, but it might just be me.
I know it's just a prototype, but I'm not a fan of these super swingy cards that can summon a minion from any cost, to be honest :/ I think Blizzard doesn't make them anymore because they realised they aren't healthy for the game.
Jiva the Gambler's effect seems like a liability, to be honest. I'd choose another spell that wasn't The Coin (I'm thinking about Eviscerate, but that would probably be too much).
Introducing - Candlemaker - Shaman minion
Theme : " You get a candle and you get a candle, everybody gets a candle."
Lore "The Candlemaker is the kind and generous boss of all the Wax Elements in Candle Rock, Highmountain. He usually spends all day creating all kinds of shapes from wax but never forgets to put a little fuse on the top. He can even make a full size Ragnaros out of wax, but it kinda melts away very fast."
So, tried a new approach to the effect of the card. Now it just transforms the minions next to it into ones of higher rarity (only 1 level above ofc). This works with The Storm Caller theme deck for Shaman.
Why is the rum gone?
Hi guys! What do you think?
It was intended to hit a Common minion, than a Rare one, an Epic , a Legendary and than again Common, rare epic till there is no valid target. How could I reword it?
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
I think that Bouncy Hunter is really UP. I mean, Vilespine Slayer costs 2 less and has a way better body. The requirement is too conditional and the reward is really poor
I prefer this version of Candlemaker, fits better with Shaman Flavor but it involves a lot of RNG. I think that the body is too strong, despite the Overload. Fungalmancer is Neutral amd gives your minions +2/+2. This can transform a Totem into a Sleeping Dragon, so I d suggest you making it a 2/2
I don't like the art. At all. But the flavour is good, despite the effect is OP, mostly in Zoolock. At least make it 6 mana
Very complex card, Health should have capital letter btw, and the art is pretty ugly :P
"The flow of time is always cruel... its speed seems different for each person, but no one can change it... A thing that does not change with time is a memory of younger days..."
"Deal 4 damage to a random minion of each rarity in order. Repeat if it hits all rarities."
Why is the rum gone?
Much better, tho it should probably have higher overload. Two or even three.
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Makes commons into rares, rares into epics and epics into legendaries. Mechanic is shaman's, but i feel thematicly it's more apropiate to paladin.
Rogues love coins and playing dirty.
Upgrades:
Yes, i brought it back. It seemed appropriate to the theme. Made it paladin cause of crystals and stuff (lazy to change the art)
@linkblade91 Thanks for the feedback! I didn't even think of clarifying if she keeps the effect. I guess I just took other shifting cards for granted, and other people seem to do so as well. Still, for clarity's and precedence's sake, specifying wouldn't be a bad idea. I can fit it on there without looking too wordy. It's probably not necessary, but better safe than sorry.
@RaisuAUT Welcome! Glad you decided to make your first post here in the land of FC. One thing you need to know, though, is how to insert images into your post. If you just put it on as an attachment, chances are no one will look at it. To imbed images, you need to upload them to Imgur or another image hosting site and get the image URL (in Imgur, hover the dropdown arrow, click "Get Share Links", and copy the BBCode). From there, click on this icon and paste the link where it says "Source". If you use the BBCode, you'll have to delete the stuff in brackets at the beginning and end of the link.
@Noah_McGrath Coming of Age is problematic because, as others have pointed out, minions of the same rarity vary too widely. Going to Epic, for instance, you could get Hungry Crab or Obsidian Statue. The results vary from a minion much worse than you started or a 9/9 on 4, and all at the whim of RNG. Pay to Win is interesting but kind of useless because of how little Coin generators there are, especially in Standard. I think the Spellstone, yet again, is your best bet.
A couple of ideas I came up with; not entirely married to the name/art of the legendary minion but i'm rather fond of the effect as rare cards are the most common cards played in most decks so its pretty strong; may bump it to 8 mana.
ALSO: I accidentally posted on the submission topic cause I thought it was discussion, can a mod delete that? (Its on page 2)
Weekly Card Design Competition 10.15
Your Spellstone appears to violate the second part of the rules :( The primary means with which you interact with card rarity cannot be to summon minions or generate new cards. Granted your stone uses Discover instead of the random outcomes of the provided examples, but you're still using a barred mechanic.
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
Thanks for the feedback mate. I think I have to come up with something better than the Gronn Slayer.
As for your cards; I really like the flavour of Bounty Hunter, but I see that you've already submitted the other one. Unfortunately, I think it's a tad boring - not in anyway bad, and it has flavor, but not my favourite.
Err...yeah. I knew that; it's not like I don't own Houndmaster Shaw and thus forgot about his existence...*cough*
I've been notified via our mod-chat that my card is too good, so I've dropped the +1/+1:
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
To return the favor and finish my barrage of multi-posts, I think Telepathy Apprentice is definitely the way to go. The card is very unique, seems well-balanced and it's an interesting way to gather information. Juicy Psychmelon is not the best card to balance one's idea from, considering it is clearly ridiculous D:
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
Between the two, my preference is for Divine Blessing. They're both simple cards, all told, one's a buff the other's a mountain of stats. I feel like Divine Blessing's the healthier of the two, since Tharon'ja's the type of card that either sees no play or warps the meta around it, limiting Rare cards or necessitating Silence tech. Plus, I'm just tickled by the idea of using Divine Blessing in setup for Lynessa Sunsorrow. Not meta, but still amusing bit of synergy.
Thematically, Coming of Age is the most interesting, but mechanically, I worry that playing with Shaman's thing is a bridge too far, and there's the volatile variance in Rarities people have pointed out for other cards. Pay to Win is probably the strongest of your three, both in terms of actual gameplay effectiveness and mechanical cohesiveness. Some classes would be ludicrous to steal from if you highroll enough (Mage and Antonidas, for instance...). And the Crystal is against the rules. Pay to Win is the one I recommend you go forward with.
Seems overly complicated, especially since it sounds like even if the Common minions were destroyed already they get shuffled into the deck. I think Psychic Scream is enough for deck flooding, and the rotation of Weasel Tunneler was an unspoken blessing. Plus it's just not an appealing card.
I'd definitely recommend some new art for it, but, that said, not a bad idea for a card effect. The theory behind it is sound, but the Poly-bomb effect would necessitate a higher mana cost than 5.
The Gem Collector seems mostly cosmetic; the only practical purpose seems to be as some sort of anti-Rend Blackhand tech, which is already a tech card in and of itself, and assuming cards released around it to facilitate that sort of mechanic is a big ask for this competition. That out of the way, Surprise Gift and Murozond are actually both fairly interesting cards. I'm always a sucker for buff cards, and I like the idea behind an "Unidentified" effect that you have more control over. Admittedly, my touch on the pulse of the forum is limited and askew, but it feels like Murozond is the type of effect that would generate the most interest between the three, and I don't think you need to do anything else with him to make him shine.
Variance aside, I do think this could thematically work for Rogue, as a sort of "Kill and Replace" type of name and art. A spy infiltrating the team, or a doppleganger/faceless slipping into an adventuring party, this could work. Maybe as an 8 mana card, though. 5 Damage and "Destroy" are similar in power level, but "Destroy" is always more flexible and has an infinite ceiling compared to 5 Damage.
With the dropping of the +1/+1, this is much more palatable. Even in Quest Rogue this is fair, since it blocks off the Sonya cheese, and not playing nice with Auctioneer prevents Miracle Rogue shenanigans. Powerful effect with a very narrow deck archetype it works in, this has my vote.
So, taking the feedback from before, I made some tweaks to some of the card ideas I had. Specifically Dragon Tamer and Golden Egg.
True to Form seemed fair and interesting, so didn't make any major changes to it. Golden Egg was deemed straight value, so increasing the cost to 7 seemed appropriate, making it like Sprint, but still with the idea that cards in your deck are better than random cards, hence the +1 draw. And tutor cards are always some of the most powerful in any card game, although Dragon Tamer's very niche for a tutor card, so making him slightly weaker seemed a way to go to make him less OP.
There was also the idea that, since you're sacrificing an already established minion with True to Form, even for an 8/8 on average, but sometimes for a 12/12 highroll or a 6/6 lowroll, it might be just as fair at 5 mana as at 6. As for Golden Egg, if you wanted the effect more often, it could be 5 Mana Add 3 Cards, making it a Rogue variation on Nourish.
Thanks :D
As for your cards, I don't want to be a broken-record but your Golden Egg runs up against the no-Summoning/Generating part of the rules. Between the other two I like the flavor of True to Form the most, although I wonder if it should be a Rogue card instead considering the subject behind the card. It's much more of a sneaky "haha I was the villain all along!" kind of move.
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
I haven't been in full
Rules NaziRegulatory Mode here in the Discussion thread, but I do want to continue emphasizing that second bullet point in the rules:Discovering cards or adding random ones to your hand makes it akin to Toki or Weaponized Pinata, while summoning minions - regardless of the reason behind why it happens - makes it akin to Rotface or Sneed's Old Shredder. They are the two primary means with which Hearthstone interacts with card rarity, as there are plenty of already-existing cards with these effects. We're looking for something fresh, like the newer Legendaries listed in the example (and one really old, ridiculously-niche card in the form of Rend Blackhand).
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
Thanks for the feedback. Tho Linky just reminded me, that generating or summoning cards is forbidden by the rules. So i will have to revisit my idea.
This was probably omitted by more ppl than just me, you yourself have a Golden Egg card that suffers from the same problem :)
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I...don't know why I missed that with the Golden Egg. My apologies.
As for Priest vs Rogue as to what class "True to Form" fits in, I definitely see the idea behind putting in a Rogue class for the surprise factor and subterfuge. My initial thought with Priest was that they're the class most associated with Dragons so it'd make sense for them to have it.