Hello! I've created new keywords that have a great theme for shaman. It works exactly as divine shield, but with a great upgrade!
Here are the new keywords:
Here are list of Legendary minions that has Element shield:
Generated cards:
Bonus card
Also note, If you give a shield to a minion that has already Element shield, the new shield will replace it and the previous effect won't work, because minions can have only one layer of protection and effect. The divine shield will work nothing with Element Shield and will not replace Element Shield.
This is one of the custom keywords I made, you may use it for your own creation.
seems overpowered. divine shield is useless according to these mechanics. Maybe you must add some punishments to play these cards.
overload 5 mana deal 8 damage to your hero remove 4 cards from deck
you could add one of these to your cards.
Well there's an actual reason I've made my cards with reasonable stats and effects:
Earth Bringer is basically like Medivh, the Guardian, except it's made for shaman. Medivh is a really cool card that never fits for shaman, so I made this card. it's also like a Force Tank with regenerating divine shield, it can be still useless as large minion when removed immediately, plus it's a deathrattle so it can be silenced unlike Medivh, the Guardian. Might be the problem when it come to long term battle.
Fire Dancer is an odd-cost card which even-cost archetype is popular, and won't see play in burn shaman deck since it only relies on minion. I don't think this also needs a nerf.
Water Spirit may be insane since it has huge health and serves protection for your hero and minion,but it's almost a same minion as Obsidian Statue except with huge burst of healing and without strong deathrattle, maybe it's really strong, but doesn't threat the control archetypes much.
It is really hard to balance these cards since it's being introduced with new Divine Shields, I've been thinking about them and now it has been decided!
Rework Fire Dancer: Changed the Fire Dancer's stat from 5/3 to 3/5, and change the text from "After you play a minion, give it Fire Shield" to "The next minion you play gain Fire Shield". This will restrict shaman to go too aggressive.
Nerf Water Spirit: Changed the Water Spirit's Health from 12 to 9. (It was about to have 10 Health but the ability to heal hero and divine shield already help this minion a lot.)
Now that I've done nerfing them... I don't think we need more nerfs anymore. So yeah, have a nice day.
Too good but i could see how theyd be fun. 9 heal on water spirit is broken af. Shaman already has obnoxious healing they shouldnt have.
I've been comparing with other cards such as Voidlord, I can see it as an issue since both of them feels the same, a divine shield and heal is what makes this card really good, especially it gains you a protection from spells like Kobold Monk.
At least it's not as strong as Druid's infinite armor and Hadronox's hundred taunt minions. But yeah, it can still be annoying as shaman can keep clearing the board and heal himself multiple times. Well, Volcano and Healing rain is going to rotate out next 4 months, so the Water Spirit might be an okay card, I'll think about it if I should nerf it by 1 Health or 1 Attack this time or another way around. Thank you for a feedback.
I guarantee blizz will add another stupid cheap high heal spell for shaman...wave...rain...waterfall whatever...it will happen. Voidlord isnt immune to spells. Your card is GREATLY better than voidloid. No silence(or rng destruction ex:deadly shot,willing sacrifice) means you just stopped totally. You took the stats and ability of the anti=spell taunt that exists already and gave it two more abilities.
If I gave this minion dr:resummon the next turn, my opponent would probably just concede.
Giving a Shaman a cheaper Dragon Soul sounds bad as well. Casting two spell is far to easy. Worst cast example: Unstable evolution. Not to mention haunting visions is a card now.
Fire Dancer seems to actually require some thought to make good it's not broken untill someone finds a way. Firedancer into doppelgangster for 3 shields? Attack totem or bloodlust next turn?
I guarantee blizz will add another stupid cheap high heal spell for shaman...wave...rain...waterfall whatever...it will happen. Voidlord isnt immune to spells. Your card is GREATLY better than voidloid. No silence(or rng destruction ex:deadly shot,willing sacrifice) means you just stopped totally. You took the stats and ability of the anti=spell taunt that exists already and gave it two more abilities.
If I gave this minion dr:resummon the next turn, my opponent would probably just concede.
Yeah which is sad since they still print AoE cards for priest. anyways here's my balance changes:
Earth Bringer nerf and Earth Staff rework: Reduce Earth Bringer's stat from 6/6 to 5/5. Reworked Earth Scepter from "after you cast two spells in a turn, summon an Earth Golem with 3/3 and Earth Shield" to "Earth Shield". (it works on your hero just like Doomhammer.)
Water Spirit big nerf and little buff: Removed taunt and increase it's Health from 9 to 10. (Taunt is such a powerful keyword that can be annoying to deal with sometimes, now this change will make Water Spirit an entirely different card than just being voidlord, but you can still get protected from getting targeted by spells.)
Giving a Shaman a cheaper Dragon Soul sounds bad as well. Casting two spell is far to easy. Worst cast example: Unstable evolution. Not to mention haunting visions is a card now.
Fire Dancer seems to actually require some thought to make good it's not broken untill someone finds a way. Firedancer into doppelgangster for 3 shields? Attack totem or bloodlust next turn?
I've reworked Earth Scepter, and Fire Dancer is an okay card as she relies on combo. Her previous stat and effect is what makes her really insane card (Mentioned in first balance change in this thread.)
Divine shield buff doesn't seem to work well for paladin except even-Paladin archetype (Except potion of heroism, but that's just a drawing card), so maybe it's not an OP especially for legendary minion. But obviously OP in arena.
When I made this card for the first time, it sounds really weird. I thought it could work like Doomhammer. It definitely should have a hint for players to understand it.
Added a meaningful text in Earth Staff. I'm not good at wording in custom cards, but hopefully this one is alright.
ooh I've seen that effect in another game. Please no! That's cancer af. I dont like brain dead aggro but HS should be added more give your hero immunity. etc cards. I still dont understand how they HoF IceBlock and turn around and give paladin Time Out. I'm so grossed out right now lol. Even if you wanted to stick with that idea, itd be better as a battlecry. That is a kind of mechanic you play with guarantee not a possible DR. Time Out and Evasion are ridiculous but only last one turn, this last until someone destroys your weapon. That's as ridiculous as warlock's weapon. If your opponent doesnt play small minions or is mage or hunter who can ping face it can possibly block an incredible amount of dmg for 3 mana, (technically 9). In the game I played that had this unique effect for only one card in game it was a super obnoxious aggro killer and removing a minion is a lot easier than removing a weapon. Adding more cards to give hero immune/stealth/divineshield/etc is just bad.
Interesting cards, good job on making them original. However, I think you're better off with just balancing around the keywords and removing the extra effects. They're cool, but make the cards too complicated imo.
Out of the three, I think Fire Shield is the most balanced. You'd have to avoid making it too easy to use in aggro, but the idea of a midrange shaman that doesn't just swarm the board is really neat. I'd be careful with Water Shield, as that could easily turn opressive pretty fast with high health taunts like The Lich King and Witchwood Grizzly
Earth Shield seems a little pointless, considering Divine Shield minions usually die the turn their shields are procced anyway. I see it as being worth about the same amount of value as normal Divine Shield.
ooh I've seen that effect in another game. Please no! That's cancer af. I dont like brain dead aggro but HS should be added more give your hero immunity. etc cards. I still dont understand how they HoF IceBlock and turn around and give paladin Time Out. I'm so grossed out right now lol. Even if you wanted to stick with that idea, itd be better as a battlecry. That is a kind of mechanic you play with guarantee not a possible DR. Time Out and Evasion are ridiculous but only last one turn, this last until someone destroys your weapon. That's as ridiculous as warlock's weapon. If your opponent doesnt play small minions or is mage or hunter who can ping face it can possibly block an incredible amount of dmg for 3 mana, (technically 9). In the game I played that had this unique effect for only one card in game it was a super obnoxious aggro killer and removing a minion is a lot easier than removing a weapon. Adding more cards to give hero immune/stealth/divineshield/etc is just bad.
Yeah... I just want to make an Earth Shield being viable, I think I can just make it easier to give more mana cost shaman by adding weapon instead of equipping it. Here are the changes:
Earth Bringer's Nerf: Previously it was "Equip Earth Staff", now it reads as "Add Earth Staff to your hand" and requires you to spent 5 Mana. (The weapon that costs 5 Mana will definitely stop Shaman's tempo in late game but the reward will stay with him if he can play this card and survive in late game.)
Water Spirit's Nerf: The attack has been reduced from 5 to 4. Now the name is The Water Fairy. (fairies are known for being elusive and it fits the card. Just like Faerie Dragon.)
Interesting cards, good job on making them original. However, I think you're better off with just balancing around the keywords and removing the extra effects. They're cool, but make the cards too complicated imo.
Out of the three, I think Fire Shield is the most balanced. You'd have to avoid making it too easy to use in aggro, but the idea of a midrange shaman that doesn't just swarm the board is really neat. I'd be careful with Water Shield, as that could easily turn opressive pretty fast with high health taunts like The Lich King and Witchwood Grizzly
Earth Shield seems a little pointless, considering Divine Shield minions usually die the turn their shields are procced anyway. I see it as being worth about the same amount of value as normal Divine Shield.
I just had this idea randomly and I thought upgrading divine shield would be a great idea. I don't think I'll change the ability, just too hard to make it another way around. I'll keep the keywords this way.
Anyways, Earth Shield can be really good IF your opponent doesn't have removal, that minion with Earth Shield is going to survive in long battle and can be disgusting, especially when they ran out of removals. But yeah it is actually situational buff.
Fire and Water Shield have an immediate effect, I'm sure if Blizzard company or I can create a healthy card that doesn't get busted too easily with it. Also, the bonus card I made in the original post of this thread called "Element Enchantment" may not be going to see a play because you're going to play two cards with it. Fire and Water Shield is good with late game minions, Earth Shield is great in early game to provide a great amount of trading at each turn.
Anyways, I think my third balance changes have made them healthy now. thank you for giving your thoughts out about this new keyword and cards! Even the keyword looks OP, atleast it's a nice idea.
Hello! I've created new keywords that have a great theme for shaman. It works exactly as divine shield, but with a great upgrade!
Here are the new keywords:
Here are list of Legendary minions that has Element shield:
Generated cards:
Bonus card
Also note, If you give a shield to a minion that has already Element shield, the new shield will replace it and the previous effect won't work, because minions can have only one layer of protection and effect. The divine shield will work nothing with Element Shield and will not replace Element Shield.
This is one of the custom keywords I made, you may use it for your own creation.
Happy new year!!!
I like elementals and totems.
Trump would destroy these in his custom Hearthstone reviews. Too complicated, unreasonable mechanics, and way too overpowered.
Done. Thank you.
I like elementals and totems.
Adding one effect to divine shield isn't that complicating... (Okay, it probably is, I will be prepared for this).
I like elementals and totems.
seems overpowered. divine shield is useless according to these mechanics. Maybe you must add some punishments to play these cards.
overload 5 mana
deal 8 damage to your hero
remove 4 cards from deck
you could add one of these to your cards.
Well there's an actual reason I've made my cards with reasonable stats and effects:
Earth Bringer is basically like Medivh, the Guardian, except it's made for shaman.
Medivh is a really cool card that never fits for shaman, so I made this card. it's also like a Force Tank with regenerating divine shield, it can be still useless as large minion when removed immediately, plus it's a deathrattle so it can be silenced unlike Medivh, the Guardian. Might be the problem when it come to long term battle.
Fire Dancer is an odd-cost card which even-cost archetype is popular, and won't see play in burn shaman deck since it only relies on minion. I don't think this also needs a nerf.
Water Spirit may be insane since it has huge health and serves protection for your hero and minion,but it's almost a same minion as Obsidian Statue except with huge burst of healing and without strong deathrattle, maybe it's really strong, but doesn't threat the control archetypes much.
I like elementals and totems.
It is really hard to balance these cards since it's being introduced with new Divine Shields, I've been thinking about them and now it has been decided!
Rework Fire Dancer: Changed the Fire Dancer's stat from 5/3 to 3/5, and change the text from "After you play a minion, give it Fire Shield" to "The next minion you play gain Fire Shield". This will restrict shaman to go too aggressive.
Nerf Water Spirit: Changed the Water Spirit's Health from 12 to 9. (It was about to have 10 Health but the ability to heal hero and divine shield already help this minion a lot.)
Now that I've done nerfing them... I don't think we need more nerfs anymore. So yeah, have a nice day.
I like elementals and totems.
Too good but i could see how theyd be fun. 9 heal on water spirit is broken af. Shaman already has obnoxious healing they shouldnt have.
Fun > Meta
I've been comparing with other cards such as Voidlord, I can see it as an issue since both of them feels the same, a divine shield and heal is what makes this card really good, especially it gains you a protection from spells like Kobold Monk.
At least it's not as strong as Druid's infinite armor and Hadronox's hundred taunt minions. But yeah, it can still be annoying as shaman can keep clearing the board and heal himself multiple times.
Well, Volcano and Healing rain is going to rotate out next 4 months, so the Water Spirit might be an okay card, I'll think about it if I should nerf it by 1 Health or 1 Attack this time or another way around. Thank you for a feedback.
I like elementals and totems.
I guarantee blizz will add another stupid cheap high heal spell for shaman...wave...rain...waterfall whatever...it will happen. Voidlord isnt immune to spells. Your card is GREATLY better than voidloid. No silence(or rng destruction ex:deadly shot,willing sacrifice) means you just stopped totally. You took the stats and ability of the anti=spell taunt that exists already and gave it two more abilities.
If I gave this minion dr:resummon the next turn, my opponent would probably just concede.
Fun > Meta
Giving a Shaman a cheaper Dragon Soul sounds bad as well. Casting two spell is far to easy. Worst cast example: Unstable evolution. Not to mention haunting visions is a card now.
Fire Dancer seems to actually require some thought to make good it's not broken untill someone finds a way. Firedancer into doppelgangster for 3 shields? Attack totem or bloodlust next turn?
Fun > Meta
Earth Shield is too broken.
i dont know, they all just seem so broken. shaman needs to be tier 1 at some point, but this is not the way...
Rejoice, for even in death, you have become children of Thanos.
Yeah which is sad since they still print AoE cards for priest. anyways here's my balance changes:
Earth Bringer nerf and Earth Staff rework: Reduce Earth Bringer's stat from 6/6 to 5/5. Reworked Earth Scepter from "after you cast two spells in a turn, summon an Earth Golem with 3/3 and Earth Shield" to "Earth Shield". (it works on your hero just like Doomhammer.)
Water Spirit big nerf and little buff: Removed taunt and increase it's Health from 9 to 10.
(Taunt is such a powerful keyword that can be annoying to deal with sometimes, now this change will make Water Spirit an entirely different card than just being voidlord, but you can still get protected from getting targeted by spells.)
I've reworked Earth Scepter, and Fire Dancer is an okay card as she relies on combo. Her previous stat and effect is what makes her really insane card (Mentioned in first balance change in this thread.)
Divine shield buff doesn't seem to work well for paladin except even-Paladin archetype (Except potion of heroism, but that's just a drawing card), so maybe it's not an OP especially for legendary minion. But obviously OP in arena.
I've done the nerfs now, they may be still strong, but atleast not being super strong anymore. Fire Dancer doesn't need a fix.
I like elementals and totems.
I no longer understand staff.
Fun > Meta
When I made this card for the first time, it sounds really weird. I thought it could work like Doomhammer. It definitely should have a hint for players to understand it.
Added a meaningful text in Earth Staff. I'm not good at wording in custom cards, but hopefully this one is alright.
I like elementals and totems.
ooh I've seen that effect in another game. Please no! That's cancer af. I dont like brain dead aggro but HS should be added more give your hero immunity. etc cards. I still dont understand how they HoF IceBlock and turn around and give paladin Time Out. I'm so grossed out right now lol. Even if you wanted to stick with that idea, itd be better as a battlecry. That is a kind of mechanic you play with guarantee not a possible DR. Time Out and Evasion are ridiculous but only last one turn, this last until someone destroys your weapon. That's as ridiculous as warlock's weapon. If your opponent doesnt play small minions or is mage or hunter who can ping face it can possibly block an incredible amount of dmg for 3 mana, (technically 9). In the game I played that had this unique effect for only one card in game it was a super obnoxious aggro killer and removing a minion is a lot easier than removing a weapon. Adding more cards to give hero immune/stealth/divineshield/etc is just bad.
Fun > Meta
Interesting cards, good job on making them original. However, I think you're better off with just balancing around the keywords and removing the extra effects. They're cool, but make the cards too complicated imo.
Out of the three, I think Fire Shield is the most balanced. You'd have to avoid making it too easy to use in aggro, but the idea of a midrange shaman that doesn't just swarm the board is really neat. I'd be careful with Water Shield, as that could easily turn opressive pretty fast with high health taunts like The Lich King and Witchwood Grizzly
Earth Shield seems a little pointless, considering Divine Shield minions usually die the turn their shields are procced anyway. I see it as being worth about the same amount of value as normal Divine Shield.
Unpopular opinion: Rogue is OP
Yeah... I just want to make an Earth Shield being viable, I think I can just make it easier to give more mana cost shaman by adding weapon instead of equipping it. Here are the changes:
Earth Bringer's Nerf: Previously it was "Equip Earth Staff", now it reads as "Add Earth Staff to your hand" and requires you to spent 5 Mana. (The weapon that costs 5 Mana will definitely stop Shaman's tempo in late game but the reward will stay with him if he can play this card and survive in late game.)
Water Spirit's Nerf: The attack has been reduced from 5 to 4. Now the name is The Water Fairy. (fairies are known for being elusive and it fits the card. Just like Faerie Dragon.)
I just had this idea randomly and I thought upgrading divine shield would be a great idea. I don't think I'll change the ability, just too hard to make it another way around. I'll keep the keywords this way.
Anyways, Earth Shield can be really good IF your opponent doesn't have removal, that minion with Earth Shield is going to survive in long battle and can be disgusting, especially when they ran out of removals. But yeah it is actually situational buff.
Fire and Water Shield have an immediate effect, I'm sure if Blizzard company or I can create a healthy card that doesn't get busted too easily with it. Also, the bonus card I made in the original post of this thread called "Element Enchantment" may not be going to see a play because you're going to play two cards with it. Fire and Water Shield is good with late game minions, Earth Shield is great in early game to provide a great amount of trading at each turn.
Anyways, I think my third balance changes have made them healthy now. thank you for giving your thoughts out about this new keyword and cards! Even the keyword looks OP, atleast it's a nice idea.
I like elementals and totems.