hows this? i made the hero a bit cheaper, added an extra card to the card draw and made the discard happen after that. i also made the hp only discard minions.
Would the discover effect be repeatable for each minion discarded or one and done? I'm thinking of those big minion/Boomship decks where you might only have one or two legendary minions in hand to discard - would we find Rotface over and over? I'm honestly not sure I don't think there are any other cards that function the same way?
If yes, then I think its great and would definitely see play in those types of decks.
As long as the card is discarded, it will be in the discover pool. But using the HP will make the available pool bigger as the game goes. I'd like to think of it as dead mans hand that doesn't stop fatique.
Welp, I've come up with 3 ideas for the moment. With these ones I wanted to explicitly theme each of them towards their class through the use of Keywords. I'm going to hold back on reviewing other cards for now and take a break, but in the meanwhile, let me know what you think (I'm mostly concerned about balancing)!
Anzu holds the potential for a small bonus for a small drawback, and the larger the spell played, the more you're overloaded. The lore behind Anzu involves him being captured and restrained, but gaining great power in the process - hence casting a spell, but your mana crystals being locked behind an overload effect. Like Yogg-Saron, if it casts an Overload Spell, you'll have that Overloaded on top of Anzu's, which should help keep it's power in check.
Druid of the Wild is just a simplistic card; it has slightly higher stats than Succubus, but lacks any tribe tag or class interactions with discard effects, with a little added versatility. If you draw it later on in the game, it may be more beneficial to destroy a mana crystal. It's not the most inspired or game-changing card, but I wanted to have something solid to fall back on if my other ideas don't pan out. You don't want to play this with Fandral.
Jaina basically requires you to sacrifice your allies in exchange for great power, gaining ever increasing spell damage at the start of each turn. The automatic aspect of the hero power means you can only use 8 mana crystals, helping to avoid being too powerful. As you can be guaranteed to only draw spells after you play her, it allows you to filter through the deck for your new win condition, as you'll have no way to create board presence.
@Azshara: Ravenlord Anzu looks balanced, and it's definitely original, but it doesn't quite have something that makes me say "I want that to be real so I can play it." Probably cuz randomly casting something once doesn't particularly stand out as fun, especially since the discard is random and might be something you don't have casted. I wouldn't go with that card just because of that lack of excitement I feel.
Druid of the wild similarly looked balanced, but isn't that exciting. Also, the discard a card for better stats is not a druid identity thing (yes, I get that discard for nonwarlock is the theme, but I think the winning cards will be ones that manage to do that while keeping the discard aspect feeling natural and not forced).
Jaina is very cool (pun intended). Huge fan of the flavor and dynamic of how the tides turn and the gameplan switches instantly. My only concern would be that it would probably be insane in freeze mages that don't care about building boards. You could just frost and blizzard while acculumating damage for eventually massive aoe and face damage. So there are design philosphy issues of encouraging this uninteractive type of gameplay.
Sorry for my generally lackluster feedback, but those are my initial thoughts. Lemme know if you adapt them so I can take a look again.
I came up with another idea which is similar to my previous one, but which I like a bit better. Unfortunately I don't have the cards to make a big spell mage deck, so if anyone plays that deck could they let me know if they'd include this card? Also general thoughts on balance and flavour would be appreciated.
@ChildofTheAtom: I love this card. The flavor and fun type of RNG makes this card something I'd love to try. In BSM, a lot of the times in control matchups your aoe becomes dead so you end up having a flamestrike and blizzard or two lying about. I would run one of this to make them useful. I would make it maybe 9 mana though, cuz the drawback is there and you'll usually be summoning just a few 6 and 7 drops at max, losing aoe/burst, while the opponent can play cards like Nether, vanish, etc, to render your 10 mana worthless. Using a whole turn to cast this effect that can be negated for less than 10 mana AND losing resources is a bit much.
@YJS2000: The balance is very interesting. On one hand, discarding a single card to gain THREE cards that collectively heal for 9 seems really good. Especially on a well stated super defensive minion. On the other hand, being so big means it might live to discard more and more cards while clogging your hand with increasingly useless Elixirs. Very creative, I like it.
Sorry, I messed up the formatting of this post and it's way too, but I hope it's clear enough.
Heya guys... Still pretty bummed that my last submission didn't make it to the finals, despite it had the most upvotes of any card...Oh well, back up on the horse, as they say ;) What say you about this charming fella? :)
"Once the property of a handsome fella in a place very far from Azeroth, he has now settled down in the slums of Kezan, where the Kaja'Cola is easy to come by"
Old idea of mine. Not sure if it's a tad too weak having to spend Coins in order to get the copies. Note that it's a wild card, so coins should be available.
Old idea of mine. Not sure if it's a tad too weak having to spend Coins in order to get the copies. Note that it's a wild card, so coins should be available.
I like this a lot, but might change the text to also include Counterfeit Coin for more play on the battlecry
Old idea of mine. Not sure if it's a tad too weak having to spend Coins in order to get the copies. Note that it's a wild card, so coins should be available.
I like this a lot, but might change the text to also include Counterfeit Coin for more play on the battlecry
Cheers mate. The idea was actually that "Coins" refers to both The Coin and Counterfeit Coin. None of the existing coin-creating-cards gives you a token that's just called "Coin", but is actually The Coin, and that's why I believe "Coins" would refer to both :)
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
So I've got two ideas of playing with the function of "Discard and Draw," replenishing your resources just as much as you ditch them. I'm pretty happy with the effects, themselves, although the bodies their attached to, I'm wondering if they could use some alteration.
The Secret Shopkeep would probably not have a place on the ladder, but would be a major swing card in Arena; power levels in Arena tend to be rather low, and there's a lot of variance of power within Rarities, so if you got screwed on the choice of Legendary, the Shopkeep could give you a chance to mulligan on that, or, likewise, if you were forced to pick between trash, you can hold it for another chance.
As for the Hoarding Dragon, I thought I'd add the conditional clause to its Deathrattle to only take effect if its Battlecry went off to avoid cheating out a Super Loot Hoarder. Although, is 3/4 still too weak for a card that forces you to Discard 2, even if you Draw 3 later? And would Paladin be a better home for this dragon than Hunter?
Old idea of mine. Not sure if it's a tad too weak having to spend Coins in order to get the copies. Note that it's a wild card, so coins should be available.
I know its a very small mistake, but your grammar seems wrong. Either make it "Discard all of your Coins," or just take out the "all".
So I've got two ideas of playing with the function of "Discard and Draw," replenishing your resources just as much as you ditch them. I'm pretty happy with the effects, themselves, although the bodies their attached to, I'm wondering if they could use some alteration.
The Secret Shopkeep would probably not have a place on the ladder, but would be a major swing card in Arena; power levels in Arena tend to be rather low, and there's a lot of variance of power within Rarities, so if you got screwed on the choice of Legendary, the Shopkeep could give you a chance to mulligan on that, or, likewise, if you were forced to pick between trash, you can hold it for another chance.
As for the Hoarding Dragon, I thought I'd add the conditional clause to its Deathrattle to only take effect if its Battlecry went off to avoid cheating out a Super Loot Hoarder. Although, is 3/4 still too weak for a card that forces you to Discard 2, even if you Draw 3 later? And would Paladin be a better home for this dragon than Hunter?
but why not shopkeeper
I don't have much to say, these look very good. You could make Secret Shopkeeper a 2/5 imo, as you said it isn't very useful outside of arena. For Hoarding Dragon, it fits more in Paladin because of Dragons, but I don't think the effect fits in that class, I'd make it something else, like a Thief or Burglar of some sort.
Not sure which one you should submit tho, as I said, these look pretty good.
So I really like cards like Mind twist from MTG and wanted to try and create a similar effect. Since there is no paying extra mana thing yet in Hearthstone, I went with what was on the forbidden card stuff. That being said, I'm kinda worried about the mana cost of this card.
Originally I thought it would be fine at 5, but then it could lead to some stupid things with counterfeit coins to get make the opponent discard a lot and preparations so I put it up to 6 so it's harder to do that. Another thing I'm kinda worried about is just the effect itself. Is nuking the opponent's hand just too strong? Like obviously it is against control, hence why I gave it to rogue (between rogue and priest) because it has worse match ups against control, but I feel like the effect might still be a bit polarizing. Is there any changes I could make to the card to make it feel more balanced or should I just move onto a new idea?
Thanks for the feedback! I understand the desire to imitate MtG - it has some fun stuff - but some things just won't work in Hearthstone. The extra-mana thing and enemy discard are a couple of those. The former doesn't have the functionality to be used without seeming clunky, and the latter is just unfun. In MtG, it's more acceptable because of lands, but in Hearthstone each card matters more.
Idea for this week. And ask for a better art, thank you.
Just wanted to say that this is the most ridiculous card I've ever seen, which isn't necessarily a bad thing. Honestly, people might vote for it just for that reason, even though it wouldn't even work because of board capacity and potential lack of valid targets.
I've had three ideas so far. I think It's Alive! is miles better than the other two, but let me know what you think.
It's Alive! lets you skip the Zombeast crafting restriction. You can combine two Beasts that cost more than 5 Mana, two Beasts with text... Or heck, even two regular Zombeasts! Therefore, I think 10 Mana is more than justified, even though it literally costs 3 cards to play.
Nuclear Fission is the process to transform matter into energy. It might allow you to draw enough spells to finish your opponent, but that's it.
Drakkari Harmonizer fuses several 1-Cost minions into a bigger one. It's flavour is supposed to be the "One With The Universe" thing from eastern religions, that's why I made it a Shaman card.
I will give some feedback later, as I don't have time now. I'll priorize people who also feedback my cards, of course.
Thanks for the feedback! Yeah, It's Alive! is best. 10 mana does seem punishing, though, given that the beast can just be Silenced or killed. I think you should keep the randomness - it makes the card more interesting, and there's no functionality for choosing cards in-hand - though it should probs be specified in the card. Maybe just reduce the Cost a little.
Welp, I've come up with 3 ideas for the moment. With these ones I wanted to explicitly theme each of them towards their class through the use of Keywords. I'm going to hold back on reviewing other cards for now and take a break, but in the meanwhile, let me know what you think (I'm mostly concerned about balancing)!
Anzu holds the potential for a small bonus for a small drawback, and the larger the spell played, the more you're overloaded. The lore behind Anzu involves him being captured and restrained, but gaining great power in the process - hence casting a spell, but your mana crystals being locked behind an overload effect. Like Yogg-Saron, if it casts an Overload Spell, you'll have that Overloaded on top of Anzu's, which should help keep it's power in check.
Druid of the Wild is just a simplistic card; it has slightly higher stats than Succubus, but lacks any tribe tag or class interactions with discard effects, with a little added versatility. If you draw it later on in the game, it may be more beneficial to destroy a mana crystal. It's not the most inspired or game-changing card, but I wanted to have something solid to fall back on if my other ideas don't pan out. You don't want to play this with Fandral.
Jaina basically requires you to sacrifice your allies in exchange for great power, gaining ever increasing spell damage at the start of each turn. The automatic aspect of the hero power means you can only use 8 mana crystals, helping to avoid being too powerful. As you can be guaranteed to only draw spells after you play her, it allows you to filter through the deck for your new win condition, as you'll have no way to create board presence.
Thanks for the feedback! Anzu's effect is my favorite of the three. My only gripe is that the discard part seems shoehorned in. It could just say "Cast a random spell..." and work the same. Druid of the Wild, despite having Choose One, is a Warlock card at heart, and the flavor just isn't there. As for Jaina, I don't know if I like the kind of playstyle she'd encourage where you just blast face, and your opponent's only hope is to win before you do.
Idea is he takes collateral for a loan, and everytime you "pay" him, you gives your collatoral back. Soft support for quest paladin. Is the wording all right?
Have some other ideas but this is my favourite in terms of flavor and originality so far. What do y'all think?
It should say "random", though there are enough words on this card as-is. Also, it needs a period. That's really my main issue with this. Flavor and art are solid, and it's a unique take on Paladin's effort to recover the value lost by buffs, even if he is card-advantage deficient.
Mind Wipe: Removes a minion from play permanently. It can't be revived and all copies of it are removed. Revive effects means summoning minions that died this game (Eternal Servitude, Kel'Thuzad, etc).
Mind Scramble: Same cost as Counterspell, but it also applies to minions, spells and heroes. But the opponent will know what it is so they have some level of counter play.
Surrender to Madness: You give up all healing in you have to gain a bunch of board clears and damage spells. Healing effects include lifesteal minions and spells that both damage and heal. But you can discover spells that both damage and heal (Like Holy Fire) so you're not completely defenseless. You need to discard st least 3 cards to get the same value as Cabalist's Tome, but you only have one copy of this (as opposed to potentially 2) and (in my opinion at least) damaging priest spells are less valuable than mage spells in general.
These are all a lot better than your previous card. Mind Wipe is alright, though I feel like the deck attack is more suited to Warlock. Also, if you word the second sentence "Discard all copies of it from both hands and decks...", the text looks better. Mind Scramble is the most interesting, I think just "The next card your opponent plays..." is a better wording, though, more concise. Surrender to Madness is interesting as well, though it could very well just be used for unfun burst damage combos, and the name isn't very Legendary.
So I've got two ideas of playing with the function of "Discard and Draw," replenishing your resources just as much as you ditch them. I'm pretty happy with the effects, themselves, although the bodies their attached to, I'm wondering if they could use some alteration.
The Secret Shopkeep would probably not have a place on the ladder, but would be a major swing card in Arena; power levels in Arena tend to be rather low, and there's a lot of variance of power within Rarities, so if you got screwed on the choice of Legendary, the Shopkeep could give you a chance to mulligan on that, or, likewise, if you were forced to pick between trash, you can hold it for another chance.
As for the Hoarding Dragon, I thought I'd add the conditional clause to its Deathrattle to only take effect if its Battlecry went off to avoid cheating out a Super Loot Hoarder. Although, is 3/4 still too weak for a card that forces you to Discard 2, even if you Draw 3 later? And would Paladin be a better home for this dragon than Hunter?
Secret Shopkeep is interesting, though the flavor is a little off, I feel. Maybe change the name to some sort of "bargainer" or "trader" to capture the sense of exchanging one thing for another. Also, taking an action at the end of the turn is functionally weird because it's unclear how the effect would interact with the turn timer. Overall, maybe it's because I'm just an Anna fan, but I think I prefer her. Hoarding Dragon would be best in Neutral, I think, mainly because no class would be a great fit. As for stats, since Deathrattle shenanigans exist, I think 4/3 would be fine; a little better because it's Health-deficient, but not much. If you put it in a non-Deathrattle class, more stats would be ok, but the shenanigans are what make this interesting to me.
This is a tool similar to Ice Block for Rogues, (naming intentional) but it's purely to gain extra time for an answer, and not to stall for a specific combo. This also has more interesting counter play than Ice Block, because while dealing maximum damage before breaking the block is important, dealing maximum damage on the lethal hit to force discard is just as important, and you have to balance between depriving your opponent of tools and sneaking in the extra points of damage that might lead to a victory.
Flavor wise, this is a metaphorical stumbling block for your opponent because it puts off lethal for a turn, and a literal blocking of damage for you that severely damages your game plan, as if your hero had physically stumbled while blocking a blow.
For a Control Deathrattle Priest. It allows you to cheat something powerful out early so you can survive until your late game. Or use as utility later as necessary. Originally I had both targets be random, but that seemed too weak given how conditional it already is.
Given the perfect opening hand and the perfect response from your opponent, it's capable of very strong openings in Standard (e.g. turn 2 > discard Coffin Crasher > suicide your 1 drop > cheat out Mecha'thun or Obsidian Statue). The question is would those perfect opening hands happen often enough to make it overpowered? If yes then maybe 4 mana + draw 2 cards would tone it down without quite neutering it?
I really would like to see some Dragon Hunter archetype pop up so I made a card that fits pretty well in a dragon/midrange hunter deck that utilizes a good curve with big finishers. I took a bit of balancing for Soggoth the Slitherer and tried to fit a discard mechanic in there that isn't too easy to pull of, but yields a solid reward. Also in combination with Emeriss this card has a chance to spiral a bit out of control.
The inspiration of the card is that Imoogi's are dragons/serpents that that live in the sea (wich would make it fit great in the upcoming expansion.) But I wanted to make sure a Imoogi stayed a "secret" to the world around it. Hence why most of the times Imoogi's live in the ocean, it also made me choose to give it Elusive and prioritize secrets to be discarded.
My original idea was to make it a Dragon for Druid wich would discard 2 minions with 5 or more Attack.
Mind Wipe: Removes a minion from play permanently. It can't be revived and all copies of it are removed. Revive effects means summoning minions that died this game (Eternal Servitude, Kel'Thuzad, etc).
Mind Scramble: Same cost as Counterspell, but it also applies to minions, spells and heroes. But the opponent will know what it is so they have some level of counter play.
Surrender to Madness: You give up all healing in you have to gain a bunch of board clears and damage spells. Healing effects include lifesteal minions and spells that both damage and heal. But you can discover spells that both damage and heal (Like Holy Fire) so you're not completely defenseless. You need to discard st least 3 cards to get the same value as Cabalist's Tome, but you only have one copy of this (as opposed to potentially 2) and (in my opinion at least) damaging priest spells are less valuable than mage spells in general.
Both Mind Wipe and Surrender to Madness are cool. I'd say I prefer Surrender to Madness (which should be from Whispers of the Old Gods, thematically), but I'm guessing people will like Mind Wipe.
Alright, got some ideas here though i hate that all of them have 4 Health tbh
I may change the expansion watermark if it's reccomendable, I just chose it because of the "flavour". Kind of.
My favourite is Scribbling Decoder, although it looks a bit too complex. Maybe you could give him worse stats and remove the cost increase, altough that would make him unplayable in the early game.
About the other cards, Light's Projector is okay, but a little meh. Finally, Cricky Pentagoon feels like a Warlock card, but the art is hilarious.
So I've got two ideas of playing with the function of "Discard and Draw," replenishing your resources just as much as you ditch them. I'm pretty happy with the effects, themselves, although the bodies their attached to, I'm wondering if they could use some alteration.
The Secret Shopkeep would probably not have a place on the ladder, but would be a major swing card in Arena; power levels in Arena tend to be rather low, and there's a lot of variance of power within Rarities, so if you got screwed on the choice of Legendary, the Shopkeep could give you a chance to mulligan on that, or, likewise, if you were forced to pick between trash, you can hold it for another chance.
As for the Hoarding Dragon, I thought I'd add the conditional clause to its Deathrattle to only take effect if its Battlecry went off to avoid cheating out a Super Loot Hoarder. Although, is 3/4 still too weak for a card that forces you to Discard 2, even if you Draw 3 later? And would Paladin be a better home for this dragon than Hunter?
I prefer Secret Shopkeep, but she has one issue: she makes you do stuff after pressing the "End Turn" button, which is something that doesn't exist in the game. I don't know how to fix this, however. Also, the anime artwork doesn't feel too Hearthstone-y, so you might want to find something else (I'm pretty sure it's easy to find a fantasy-themed merchant artwork).
About your other card, we already have a Hoarding Dragon in the game. Also, the effect feels too Warlock-y.
For a Control Deathrattle Priest. It allows you to cheat something powerful out early so you can survive until your late game. Or use as utility later as necessary. Originally I had both targets be random, but that seemed too weak given how conditional it already is.
Given the perfect opening hand and the perfect response from your opponent, it's capable of very strong openings in Standard (e.g. turn 2 > discard Coffin Crasher > suicide your 1 drop > cheat out Mecha'thun or Obsidian Statue). The question is would those perfect opening hands happen often enough to make it overpowered? If yes then maybe 4 mana + draw 2 cards would tone it down without quite neutering it?
More than Control Priest, I think your card would be a great fit for Big Priest, as you could summon a 7/7 Mechanical Dragon as soon as turn 2 and then revive it again and again. If you're ok with that, go with it.
I really would like to see some Dragon Hunter archetype pop up so I made a card that fits pretty well in a dragon/midrange hunter deck that utilizes a good curve with big finishers. I took a bit of balancing for Soggoth the Slitherer and tried to fit a discard mechanic in there that isn't too easy to pull of, but yields a solid reward. Also in combination with Emeriss this card has a chance to spiral a bit out of control.
The inspiration of the card is that Imoogi's are dragons/serpents that that live in the sea (wich would make it fit great in the upcoming expansion.) But I wanted to make sure a Imoogi stayed a "secret" to the world around it. Hence why most of the times Imoogi's live in the ocean, it also made me choose to give it Elusive and prioritize secrets to be discarded.
My original idea was to make it a Dragon for Druid wich would discard 2 minions with 5 or more Attack.
Feedback is appreciated ;)
Your card does one thing very well: it justifies being a Hunter card very well, as Warlock doesn't have Secrets.
That said, Elusive is not a keyword currently (although it should, IMO), and some people might not like that. You could use Rush (for a big tempo swing) or Taunt (although that might be too similar to Twin Emperor Vek'lor.
As long as the card is discarded, it will be in the discover pool. But using the HP will make the available pool bigger as the game goes. I'd like to think of it as dead mans hand that doesn't stop fatique.
@Azshara: Ravenlord Anzu looks balanced, and it's definitely original, but it doesn't quite have something that makes me say "I want that to be real so I can play it." Probably cuz randomly casting something once doesn't particularly stand out as fun, especially since the discard is random and might be something you don't have casted. I wouldn't go with that card just because of that lack of excitement I feel.
Druid of the wild similarly looked balanced, but isn't that exciting. Also, the discard a card for better stats is not a druid identity thing (yes, I get that discard for nonwarlock is the theme, but I think the winning cards will be ones that manage to do that while keeping the discard aspect feeling natural and not forced).
Jaina is very cool (pun intended). Huge fan of the flavor and dynamic of how the tides turn and the gameplan switches instantly. My only concern would be that it would probably be insane in freeze mages that don't care about building boards. You could just frost and blizzard while acculumating damage for eventually massive aoe and face damage. So there are design philosphy issues of encouraging this uninteractive type of gameplay.
Sorry for my generally lackluster feedback, but those are my initial thoughts. Lemme know if you adapt them so I can take a look again.
@ChildofTheAtom: I love this card. The flavor and fun type of RNG makes this card something I'd love to try. In BSM, a lot of the times in control matchups your aoe becomes dead so you end up having a flamestrike and blizzard or two lying about. I would run one of this to make them useful. I would make it maybe 9 mana though, cuz the drawback is there and you'll usually be summoning just a few 6 and 7 drops at max, losing aoe/burst, while the opponent can play cards like Nether, vanish, etc, to render your 10 mana worthless. Using a whole turn to cast this effect that can be negated for less than 10 mana AND losing resources is a bit much.
@YJS2000: The balance is very interesting. On one hand, discarding a single card to gain THREE cards that collectively heal for 9 seems really good. Especially on a well stated super defensive minion. On the other hand, being so big means it might live to discard more and more cards while clogging your hand with increasingly useless Elixirs. Very creative, I like it.
Sorry, I messed up the formatting of this post and it's way too, but I hope it's clear enough.
Edited to accomodate feedback. Flavor: "I'll take that Blessing of Kings as collatoral. Or N'zoth."
Imagine the Sound the Bells! insanity.
Heya guys... Still pretty bummed that my last submission didn't make it to the finals, despite it had the most upvotes of any card...Oh well, back up on the horse, as they say ;) What say you about this charming fella? :)
"Once the property of a handsome fella in a place very far from Azeroth, he has now settled down in the slums of Kezan, where the Kaja'Cola is easy to come by"
Old idea of mine. Not sure if it's a tad too weak having to spend Coins in order to get the copies. Note that it's a wild card, so coins should be available.
I like this a lot, but might change the text to also include Counterfeit Coin for more play on the battlecry
Alright, got some ideas here
though i hate that all of them have 4 Health tbhI may change the expansion watermark if it's reccomendable, I just chose it because of the "flavour". Kind of.
The joke is you.
Cheers mate. The idea was actually that "Coins" refers to both The Coin and Counterfeit Coin. None of the existing coin-creating-cards gives you a token that's just called "Coin", but is actually The Coin, and that's why I believe "Coins" would refer to both :)
The Submission thread is open.
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
So I've got two ideas of playing with the function of "Discard and Draw," replenishing your resources just as much as you ditch them. I'm pretty happy with the effects, themselves, although the bodies their attached to, I'm wondering if they could use some alteration.
The Secret Shopkeep would probably not have a place on the ladder, but would be a major swing card in Arena; power levels in Arena tend to be rather low, and there's a lot of variance of power within Rarities, so if you got screwed on the choice of Legendary, the Shopkeep could give you a chance to mulligan on that, or, likewise, if you were forced to pick between trash, you can hold it for another chance.
As for the Hoarding Dragon, I thought I'd add the conditional clause to its Deathrattle to only take effect if its Battlecry went off to avoid cheating out a Super Loot Hoarder. Although, is 3/4 still too weak for a card that forces you to Discard 2, even if you Draw 3 later? And would Paladin be a better home for this dragon than Hunter?
Thanks for feedback, guys!
@Azshara
I like the druid card the most. Simple and effecient.
@Wailor
Both of hunter and shaman card are cool. I guess the hunter card is better, and 7 or 8 cost would be more balanced.
I know its a very small mistake, but your grammar seems wrong. Either make it "Discard all of your Coins," or just take out the "all".
Unpopular opinion: Rogue is OP
but why not shopkeeperI don't have much to say, these look very good. You could make Secret Shopkeep
era 2/5 imo, as you said it isn't very useful outside of arena. For Hoarding Dragon, it fits more in Paladin because of Dragons, but I don't think the effect fits in that class, I'd make it something else, like a Thief or Burglar of some sort.Not sure which one you should submit tho, as I said, these look pretty good.
The joke is you.
Thanks for the feedback! I understand the desire to imitate MtG - it has some fun stuff - but some things just won't work in Hearthstone. The extra-mana thing and enemy discard are a couple of those. The former doesn't have the functionality to be used without seeming clunky, and the latter is just unfun. In MtG, it's more acceptable because of lands, but in Hearthstone each card matters more.
Just wanted to say that this is the most ridiculous card I've ever seen, which isn't necessarily a bad thing. Honestly, people might vote for it just for that reason, even though it wouldn't even work because of board capacity and potential lack of valid targets.
Thanks for the feedback! Yeah, It's Alive! is best. 10 mana does seem punishing, though, given that the beast can just be Silenced or killed. I think you should keep the randomness - it makes the card more interesting, and there's no functionality for choosing cards in-hand - though it should probs be specified in the card. Maybe just reduce the Cost a little.
Thanks for the feedback! Anzu's effect is my favorite of the three. My only gripe is that the discard part seems shoehorned in. It could just say "Cast a random spell..." and work the same. Druid of the Wild, despite having Choose One, is a Warlock card at heart, and the flavor just isn't there. As for Jaina, I don't know if I like the kind of playstyle she'd encourage where you just blast face, and your opponent's only hope is to win before you do.
It should say "random", though there are enough words on this card as-is. Also, it needs a period. That's really my main issue with this. Flavor and art are solid, and it's a unique take on Paladin's effort to recover the value lost by buffs, even if he is card-advantage deficient.
These are all a lot better than your previous card. Mind Wipe is alright, though I feel like the deck attack is more suited to Warlock. Also, if you word the second sentence "Discard all copies of it from both hands and decks...", the text looks better. Mind Scramble is the most interesting, I think just "The next card your opponent plays..." is a better wording, though, more concise. Surrender to Madness is interesting as well, though it could very well just be used for unfun burst damage combos, and the name isn't very Legendary.
Secret Shopkeep is interesting, though the flavor is a little off, I feel. Maybe change the name to some sort of "bargainer" or "trader" to capture the sense of exchanging one thing for another. Also, taking an action at the end of the turn is functionally weird because it's unclear how the effect would interact with the turn timer. Overall, maybe it's because I'm just an Anna fan, but I think I prefer her. Hoarding Dragon would be best in Neutral, I think, mainly because no class would be a great fit. As for stats, since Deathrattle shenanigans exist, I think 4/3 would be fine; a little better because it's Health-deficient, but not much. If you put it in a non-Deathrattle class, more stats would be ok, but the shenanigans are what make this interesting to me.
This is a tool similar to Ice Block for Rogues, (naming intentional) but it's purely to gain extra time for an answer, and not to stall for a specific combo. This also has more interesting counter play than Ice Block, because while dealing maximum damage before breaking the block is important, dealing maximum damage on the lethal hit to force discard is just as important, and you have to balance between depriving your opponent of tools and sneaking in the extra points of damage that might lead to a victory.
Flavor wise, this is a metaphorical stumbling block for your opponent because it puts off lethal for a turn, and a literal blocking of damage for you that severely damages your game plan, as if your hero had physically stumbled while blocking a blow.
For a Control Deathrattle Priest. It allows you to cheat something powerful out early so you can survive until your late game. Or use as utility later as necessary. Originally I had both targets be random, but that seemed too weak given how conditional it already is.
Given the perfect opening hand and the perfect response from your opponent, it's capable of very strong openings in Standard (e.g. turn 2 > discard Coffin Crasher > suicide your 1 drop > cheat out Mecha'thun or Obsidian Statue). The question is would those perfect opening hands happen often enough to make it overpowered? If yes then maybe 4 mana + draw 2 cards would tone it down without quite neutering it?
I really would like to see some Dragon Hunter archetype pop up so I made a card that fits pretty well in a dragon/midrange hunter deck that utilizes a good curve with big finishers. I took a bit of balancing for Soggoth the Slitherer and tried to fit a discard mechanic in there that isn't too easy to pull of, but yields a solid reward. Also in combination with Emeriss this card has a chance to spiral a bit out of control.
The inspiration of the card is that Imoogi's are dragons/serpents that that live in the sea (wich would make it fit great in the upcoming expansion.) But I wanted to make sure a Imoogi stayed a "secret" to the world around it. Hence why most of the times Imoogi's live in the ocean, it also made me choose to give it Elusive and prioritize secrets to be discarded.
My original idea was to make it a Dragon for Druid wich would discard 2 minions with 5 or more Attack.
Feedback is appreciated ;)
- Williamo's card gallery -
Two ideas :D
Love the tribes.
Both Mind Wipe and Surrender to Madness are cool. I'd say I prefer Surrender to Madness (which should be from Whispers of the Old Gods, thematically), but I'm guessing people will like Mind Wipe.
My favourite is Scribbling Decoder, although it looks a bit too complex. Maybe you could give him worse stats and remove the cost increase, altough that would make him unplayable in the early game.
About the other cards, Light's Projector is okay, but a little meh. Finally, Cricky Pentagoon feels like a Warlock card, but the art is hilarious.
Oh, and the watermarks are totally fine.
I prefer Secret Shopkeep, but she has one issue: she makes you do stuff after pressing the "End Turn" button, which is something that doesn't exist in the game. I don't know how to fix this, however. Also, the anime artwork doesn't feel too Hearthstone-y, so you might want to find something else (I'm pretty sure it's easy to find a fantasy-themed merchant artwork).
About your other card, we already have a Hoarding Dragon in the game. Also, the effect feels too Warlock-y.
More than Control Priest, I think your card would be a great fit for Big Priest, as you could summon a 7/7 Mechanical Dragon as soon as turn 2 and then revive it again and again. If you're ok with that, go with it.
Your card does one thing very well: it justifies being a Hunter card very well, as Warlock doesn't have Secrets.
That said, Elusive is not a keyword currently (although it should, IMO), and some people might not like that. You could use Rush (for a big tempo swing) or Taunt (although that might be too similar to Twin Emperor Vek'lor.
I don't get why Sibling Eater is a Druid card, it should be Rogue (given the artwork).
Crazy Pyromancer is better, IMO. Maybe the stats should be lower (3/5, maybe), but I think people will like the Dirty Rat type of thing.