I feel like it is way to OP. Compare this to Sherazin, Corpse Flower and Lucentbark one is a weak card with a difficultish recover and the other is a solid taunt with an easier but still tough recover. Granted the cost is up at 8 but consider that all the damage you're taking to recover the minion is then being recouped by throwing this into another minion immediately (which can be done multiple times a turn depending on hand) I would probably set a 'take 5 damage during your turn' so its effect is less polarizing OR remove rush.
Already way too good of stats for a 4 drop, even with it's negative effect and legendary status. I would probably bump it down to a 4/2 or a 3/3 because odds are you don't have a huge minion to clear on turn 4 so dropping this for pure stats on an empty board or controlled board is way too good.
Finally I can put this one to the test. Can't decide on the stats however, not sure if this would be too much to handle for turn one. What you guys think?
Im a big fan of this card but I see your point that a 1/3 on 1 is a very good card, especially one that can be used in any class and carrying taunt. Maybe drop it to a 1/2?
So after the initial 5 mana equip; it's 1 mana equip a 3/2 weapon on repeat AND get a 1/1 body every time. Just no. This is a MUCH better pre-nerf FWA and TFA. Either the weapon stats needs to be lower, that initial equip needs to be in the range of 7+ or that token minion needs to cost more. I think a good change to consider could be a 4 mana 3/2 weapon that sends a 4 mana 3/2 minion for flavor and stats but that's just my personal preference. If you wanna keep that initial design i'd look at those 3 suggestions.
Not a huge fan of Leech King or Devourer; Tentagryff is super neat and I think that maybe Rush+Lifesteal is a very powerful interaction to be able to have all in one minion (Im looking at you Vicious Scalehide) especially if buffed but this seems to be able to get around it because you're actively sacrificing your deck to be able to have this heal. I Like it!
Just not a fan of this. Doesn't seem in flavor for priest to get rid of healing and take damage repeatedly. to get a large taunt repeatedly is a bit weak even with an easier requirement (ie. Lucentbark) i'd go back to the drawing board, sorry.
I like reinforcements! a lot, but I think that you should erase the part of less. I mean, you still need to cast it 3 (even 4?) times at least to make it worth.
Thoughts about those ones?
Thanks for the feedback! I think N'zoth may be a bit overstated for an effect that pretty much guarantees him and another minion back to hand. Gur'sha is a neat card and idea but it's wording is a bit awkward maybe change it/make the dormant token read 'Destroy a minion to revive; copy the destroyed minions original stats.' because how it read now it'd just revive as a whatever the turn before killed so if I run a minion into a 12/1 that was a 12/12 Gur'sha would come back as a 12/1. If that's what was intended that makes sense but if the prior was intended i'd look at the wording.
Well... I have made 3 cards with different ideas. Increase the Army is totally focused card to zoo-Lackey warlock ahahhaa... Bloody Axe is a simple warrior card, for Control or Aggro Warriors. And the Zul (I like him so much ahahah), is a Legendary Priest card, maybe to play in Control Priests.
So is nobody actually posting to the submission topic anymore?
Please read the Competition Process. The submissions thread is always locked for one day to allow discussions and feedback. It has been this way since season 1.
Well... I have made 3 cards with different ideas. Increase the Army is totally focused card to zoo-Lackey warlock ahahhaa... Bloody Axe is a simple warrior card, for Control or Aggro Warriors. And the Zul (I like him so much ahahah), is a Legendary Priest card, maybe to play in Control Priests.
Bad english aside Increase the Army doesn't even fit the criteria for this competition. You get one lackey in your hand a bunch in your deck and that's it.
Finally I can put this one to the test. Can't decide on the stats however, not sure if this would be too much to handle for turn one. What you guys think?
I like this one a lot, but like someone has said before me, I think it should be 1/2 and Epic. Very cool and sticky effect. Imagine what priests could do with this.
I considered all the inputs regarding the first version of my card, and I think that is was indeed, a bit OP. My intent for it is to be included in quest plot twist warlock as I personally enjoy that archetype even though it has a low win rate %. From a design perspective, Lord Karthas is an immortal vampire that gets revived after he absorbs the soul of a friendly minion, and for me, it fits perfectly. I think this new version is way more balanced than the original one, especially with the removal of rush.
MOD NOTE: These types of creatures would ALL fit the tentacle rules. Draenei with tentacle bierds, worms with tentacles, old god infections... all good.
Alright, so I've been goofing around with a custom keyword that returns a minion to your hand the first time you play it each turn. However, without the keyword tag, I've reduced the concept to a few simple ideas. Basically, each of these cards can give you a weaker or more niche Hero Power each turn, or a big swing one turn.
@rjcv See, I hate to tell you this but this trigger is far too consistent. The reason none of the dormancy legss have been broken like Hero Cards or Start of the Game effects have been is they're highly inconsistent; Lucentbark needs deck investment and Sherazin, the Corpse Flower needs turn AND deck investment. If you want this card to not be broken, it's either gotta have bad/unhelpful stats like Dreadsteed or a slow trigger.
@thezzy I like this conceptually. At the moment I think it's a bit underwhelming; I feel like it could be less of a stat-stick and more of a keyword whale, at least with rush. Also, most tokens that don't need to be played share the same cost as the generator, Still, nice concept! Oh, and that art is Soggoth the Slitherer. If you need other Faceless ones, I got a bunch.
@Deravcc I like the Axe and Zul, but the other one doesn't fit the rules. My brain screams that the axe is op, but I like the design of it. Zul seems slow but feels in Line with High Priestess Jek'lik. Cool stuff!
@Littleogre It's in line with other dragons, but if Anub'arak is any indication a 9 mana Deathrattle is way too slow, especially a conditional one. I think you could power up this dragons effect at 9 mana as it is or crank it down to like 5 mana and a lower statline. Oh, and flavorwise green dragons are all dream based, hence why all dragons mages have access to are from the blue dragonflight. I recommend using a frost wyrm (They were previously blue dragons).
I have to run for now, I'll put more comments in later.
Hello, I wanted to make a jade rogue card for this comp: So, as a player, you have two options: (1) Either you would attack twice to get the most value from the weapon, then trigger the deathrattle effect when the weapon is destroyed, but lose the weapon forever. Beneficial in early game and for clearing minions/deal damage
or
(2) trigger its combo to destroy it, immediately triggering the deathrattle early, at the expense of not using the weapon, but it goes back to your hand for infinite value :) Beneficial in late game.
I like this idea, but the wording (specifically the word plague) is confusing, i think, as plagues are something that already exist in this expansion. But the mechanic of the card itself seems cool.
I like this idea, but the wording (specifically the word plague) is confusing, i think, as plagues are something that already exist in this expansion. But the mechanic of the card itself seems cool.
@CakeEater This spell is probably too strong as a neutral spell, several classes can abuse this (Including rogue, where this would fit best flavor wise). If it shuffled to your opponent, maybe, or maybe if you had a decksize requirement.
@Blightcaller Conceptually this is fantastic, though perhaps not quite spicy enough for most decks. Flavor wise, I'd give it a name (Though slick work fitting in tentacles).
@Shrinkkk I worry this makes the gamestate a bit uninteresting. Also, reeeeeally hard to remove. I don't think it's a terrible idea though; 1 mana fulfills the anti-aggro requirement but it's a lot of value for 1 mana. It's interesting, it's interesting.
@Nohva Spicy, I like it. It's kind of a huge buff to Tentacles for Arms, though I *think* it's fine (considering Bazaar Burglary). I like it. Nice tentacles.
@Covetousj The Leech King is theoretically fair but probably awful to play against. Tentagryff seems pretty balanced, and I love these sorts of warlock health tradeoffs (SICK tentacles). I also like The Great Devourer (great use of mechanics) but I think the enchantment portion should be in the Deathrattle, like in Immortal Prelate, though that would weaken it. I liked a lot of these.
@LeoFC More consistent than Lucentbark, though I think you can mess around with the flavor a bit. Maybe one of the (several) possessed Scarlet Crusaders, that'd fit the themeing.
@Sillyraptor Mind Bender has the same problem as Jade Idol, multiplicative effects that just get out of hand. I Like Reinforcements!, I have some tentacled art with a similar theme if you'd like.
@WhattheHeck N'zoth here is waaaaaaay too slow and way too expensive. Mindbender Gur'sha respawns way too often and way too powerfully. Not sure which direction I'd tell you to go in.
@Kacman THIS. This is solid. I think the Plague phrasing should be "Cast to add to your opponent's hand."
@Ashkrell Jade Tentacles is wonderfully balanced. The only issue is having two in hand and spamming them at the end of game for 8 mana but like... Jade Idol existed...
People have already noted the first card does not meet contest requirements.
Strong card, is a powerful (maybe too good?) enabler for Hack the System. I feel like since it is a deathrattle, you can very easily get the card back whenever you want.
5 lines. That is a sign you need to simplify the card.
It's basically a 9 mana 8/8 "Can't be targeted by spells" (but worse since it can be Hexed/Polymorphed and can be targeted by Hero Powers) with an extra little gimmick with Conjurer's. I think you may have overvalued this effect.
I've seen both of your concepts, the Rush and this, the new Taunt. Both are too easy to come out from being dormant. I'd say this one needs 3 minions to die before coming out of being dormant.
Urgh... personal opinion, I *hate* Jade Golems. Especially if they go infinite since it is the most effortless way for a deck to outvalue anything. The card itself is balanced, I will admit.
Um. I don't get the point of this card. Typically, when a card destroys a friendly minion, you can value out of it. But this... you're just adding a worse Chillwind Yeti to your hand that you have to play again.
I like how this involves two cards that spawn each other. Very clever.
Not.sure about summoming this. Maybe the +1/+1 copy should go to.your hand instead. Dreadsteed was nerfed for that reason
I feel like it is way to OP. Compare this to Sherazin, Corpse Flower and Lucentbark one is a weak card with a difficultish recover and the other is a solid taunt with an easier but still tough recover. Granted the cost is up at 8 but consider that all the damage you're taking to recover the minion is then being recouped by throwing this into another minion immediately (which can be done multiple times a turn depending on hand) I would probably set a 'take 5 damage during your turn' so its effect is less polarizing OR remove rush.
Already way too good of stats for a 4 drop, even with it's negative effect and legendary status. I would probably bump it down to a 4/2 or a 3/3 because odds are you don't have a huge minion to clear on turn 4 so dropping this for pure stats on an empty board or controlled board is way too good.
Im a big fan of this card but I see your point that a 1/3 on 1 is a very good card, especially one that can be used in any class and carrying taunt. Maybe drop it to a 1/2?
So after the initial 5 mana equip; it's 1 mana equip a 3/2 weapon on repeat AND get a 1/1 body every time. Just no. This is a MUCH better pre-nerf FWA and TFA. Either the weapon stats needs to be lower, that initial equip needs to be in the range of 7+ or that token minion needs to cost more. I think a good change to consider could be a 4 mana 3/2 weapon that sends a 4 mana 3/2 minion for flavor and stats but that's just my personal preference. If you wanna keep that initial design i'd look at those 3 suggestions.
Not a huge fan of Leech King or Devourer; Tentagryff is super neat and I think that maybe Rush+Lifesteal is a very powerful interaction to be able to have all in one minion (Im looking at you Vicious Scalehide) especially if buffed but this seems to be able to get around it because you're actively sacrificing your deck to be able to have this heal. I Like it!
Just not a fan of this. Doesn't seem in flavor for priest to get rid of healing and take damage repeatedly. to get a large taunt repeatedly is a bit weak even with an easier requirement (ie. Lucentbark) i'd go back to the drawing board, sorry.
Thanks for the feedback! I think N'zoth may be a bit overstated for an effect that pretty much guarantees him and another minion back to hand. Gur'sha is a neat card and idea but it's wording is a bit awkward maybe change it/make the dormant token read 'Destroy a minion to revive; copy the destroyed minions original stats.' because how it read now it'd just revive as a whatever the turn before killed so if I run a minion into a 12/1 that was a 12/12 Gur'sha would come back as a 12/1. If that's what was intended that makes sense but if the prior was intended i'd look at the wording.
Weekly Card Design Competition 10.15
Well... I have made 3 cards with different ideas. Increase the Army is totally focused card to zoo-Lackey warlock ahahhaa... Bloody Axe is a simple warrior card, for Control or Aggro Warriors. And the Zul (I like him so much ahahah), is a Legendary Priest card, maybe to play in Control Priests.
Rate my Death Knight Concept Class (be nice in the feedbacks... hehe).
Please read the Competition Process. The submissions thread is always locked for one day to allow discussions and feedback. It has been this way since season 1.
This will be my submission, maybe OP, especially with Conjurer's Calling, but still will do it see how far i get with it.
Bad english aside Increase the Army doesn't even fit the criteria for this competition. You get one lackey in your hand a bunch in your deck and that's it.
I like this one a lot, but like someone has said before me, I think it should be 1/2 and Epic. Very cool and sticky effect. Imagine what priests could do with this.
Would this count? It goes on forever unless you silence/transform/shuffle the servant.
I like the premise of this card. I suppose it could be a 4/2 instead of a 3/2 or lower the value to 4.
I considered all the inputs regarding the first version of my card, and I think that is was indeed, a bit OP. My intent for it is to be included in quest plot twist warlock as I personally enjoy that archetype even though it has a low win rate %. From a design perspective, Lord Karthas is an immortal vampire that gets revived after he absorbs the soul of a friendly minion, and for me, it fits perfectly. I think this new version is way more balanced than the original one, especially with the removal of rush.
https://www.hearthpwn.com/forums/hearthstone-general/general-discussion/240800-hearthstone-board-improvement-idea#c6
MOD NOTE: These types of creatures would ALL fit the tentacle rules. Draenei with tentacle bierds, worms with tentacles, old god infections... all good.
Alright, so I've been goofing around with a custom keyword that returns a minion to your hand the first time you play it each turn. However, without the keyword tag, I've reduced the concept to a few simple ideas. Basically, each of these cards can give you a weaker or more niche Hero Power each turn, or a big swing one turn.
@rjcv See, I hate to tell you this but this trigger is far too consistent. The reason none of the dormancy legss have been broken like Hero Cards or Start of the Game effects have been is they're highly inconsistent; Lucentbark needs deck investment and Sherazin, the Corpse Flower needs turn AND deck investment. If you want this card to not be broken, it's either gotta have bad/unhelpful stats like Dreadsteed or a slow trigger.
@thezzy I like this conceptually. At the moment I think it's a bit underwhelming; I feel like it could be less of a stat-stick and more of a keyword whale, at least with rush. Also, most tokens that don't need to be played share the same cost as the generator, Still, nice concept! Oh, and that art is Soggoth the Slitherer. If you need other Faceless ones, I got a bunch.
@Deravcc I like the Axe and Zul, but the other one doesn't fit the rules. My brain screams that the axe is op, but I like the design of it. Zul seems slow but feels in Line with High Priestess Jek'lik. Cool stuff!
@Littleogre It's in line with other dragons, but if Anub'arak is any indication a 9 mana Deathrattle is way too slow, especially a conditional one. I think you could power up this dragons effect at 9 mana as it is or crank it down to like 5 mana and a lower statline. Oh, and flavorwise green dragons are all dream based, hence why all dragons mages have access to are from the blue dragonflight. I recommend using a frost wyrm (They were previously blue dragons).
I have to run for now, I'll put more comments in later.
Hello, I wanted to make a jade rogue card for this comp:
So, as a player, you have two options:
(1) Either you would attack twice to get the most value from the weapon, then trigger the deathrattle effect when the weapon is destroyed, but lose the weapon forever. Beneficial in early game and for clearing minions/deal damage
or
(2) trigger its combo to destroy it, immediately triggering the deathrattle early, at the expense of not using the weapon, but it goes back to your hand for infinite value :) Beneficial in late game.
What do you think?
Plague:
I think that this card fit to the theme, right?
I like this idea, but the wording (specifically the word plague) is confusing, i think, as plagues are something that already exist in this expansion. But the mechanic of the card itself seems cool.
Alright. I made a wording correction.
Maybe it's a little bit less confusing now.
@CakeEater This spell is probably too strong as a neutral spell, several classes can abuse this (Including rogue, where this would fit best flavor wise). If it shuffled to your opponent, maybe, or maybe if you had a decksize requirement.
@Blightcaller Conceptually this is fantastic, though perhaps not quite spicy enough for most decks. Flavor wise, I'd give it a name (Though slick work fitting in tentacles).
@Shrinkkk I worry this makes the gamestate a bit uninteresting. Also, reeeeeally hard to remove. I don't think it's a terrible idea though; 1 mana fulfills the anti-aggro requirement but it's a lot of value for 1 mana. It's interesting, it's interesting.
@Nohva Spicy, I like it. It's kind of a huge buff to Tentacles for Arms, though I *think* it's fine (considering Bazaar Burglary). I like it. Nice tentacles.
@Covetousj The Leech King is theoretically fair but probably awful to play against. Tentagryff seems pretty balanced, and I love these sorts of warlock health tradeoffs (SICK tentacles). I also like The Great Devourer (great use of mechanics) but I think the enchantment portion should be in the Deathrattle, like in Immortal Prelate, though that would weaken it. I liked a lot of these.
@LeoFC More consistent than Lucentbark, though I think you can mess around with the flavor a bit. Maybe one of the (several) possessed Scarlet Crusaders, that'd fit the themeing.
@Sillyraptor Mind Bender has the same problem as Jade Idol, multiplicative effects that just get out of hand. I Like Reinforcements!, I have some tentacled art with a similar theme if you'd like.
@WhattheHeck N'zoth here is waaaaaaay too slow and way too expensive. Mindbender Gur'sha respawns way too often and way too powerfully. Not sure which direction I'd tell you to go in.
@Kacman THIS. This is solid. I think the Plague phrasing should be "Cast to add to your opponent's hand."
@Ashkrell Jade Tentacles is wonderfully balanced. The only issue is having two in hand and spamming them at the end of game for 8 mana but like... Jade Idol existed...
Another one from me.
The number of posts with just a picture of a card, expecting feedback, but giving none, is concerning to me.
It's basically a 9 mana 8/8 "Can't be targeted by spells" (but worse since it can be Hexed/Polymorphed and can be targeted by Hero Powers) with an extra little gimmick with Conjurer's. I think you may have overvalued this effect.
It does count. Hmmmm... seems alright, though I'd prefer a 5/4. 6/3, while being premium stats for 4 mana, is a really weak stat distribution.
I've seen both of your concepts, the Rush and this, the new Taunt. Both are too easy to come out from being dormant. I'd say this one needs 3 minions to die before coming out of being dormant.
Urgh... personal opinion, I *hate* Jade Golems. Especially if they go infinite since it is the most effortless way for a deck to outvalue anything. The card itself is balanced, I will admit.
Um. I don't get the point of this card. Typically, when a card destroys a friendly minion, you can value out of it. But this... you're just adding a worse Chillwind Yeti to your hand that you have to play again.
Not bad at all. But yeah, like others have said, I'd try to streamline to wording and for such a complex token, the minion should probably be an epic.
Nope.
Infinite Taunt is a no go. Even if this card *didn't* have Taunt itself, numerous Magnetic mechs come with Taunt. This concept is broken.