Hmmm I would argue against Druid not having good card generation. Crystalsong Portal was played for a while in Token Druid and Witchwood Apple is a thing, at least. Plus, healing spells tend to be rather weak. About half are proactive such as Holy Nova, Flash of Light, etc.
I think 7 is steep. I'd be ok with 5 though, right in-line with Cabalist's Tome.
Is anyone else having problems with getting the stitched function to work on hearthcards? Whenever I click a class it just makes the entire card that class, even when another class is also selected.
This one seems pretty crazy. I absolutely love the effect. Great against aggro/swarm decks, but maybe a bit to strong to cast 3 secrets over 3 swings. That adds up to 3/3 weapon + 3 whirlwind + 3 (2) mana secrets for 6 mana... Also I love the art.
Hmmm. X marks the spot is very strong. I'd peg it at 2 mana reduce by 2, like Primordial Glyph. Hammer of Rage was too good. 6 mana for a Swipe each turn *and* a secret? If you want to keep both, I'd do randomly so you can't always be sure you get the effect you want. That being said, I dislike random effects. I'd lower it down to 2/3 and get rid of the Whirlwind though that is a pretty drastic change. Mjollnir... hm. 3/3. Tyrande is great. Maybe a 4/5? Since Druid has a few good, cheap spells, 6 Health is a lot to chew through for your opponent.
Hmmmmm. I know this is supposed to be a dual-class competition, but Overload on Paladin still feels super wrong to me. I'd try to find another way to balance this card.
Furthermore, a suggestion. Try giving Immune (which should be capitalized), to minions with 1-Health, as Paladin has a lot of those this expac, and Shaman has a fair amount too, in Murlocs and Lackeys. That might help with the balancing so you don't need to tack Overload on this.
Shouldn't dual class cards unite what is part of both classes, rather than use part of one, part of another, since then you can use Rogue mechanics in Mage etc? Like, more akin to the hybrid cost cards from MTG rather than multicolored cards.
Hmmmmm. I know this is supposed to be a dual-class competition, but Overload on Paladin still feels super wrong to me. I'd try to find another way to balance this card.
Furthermore, a suggestion. Try giving Immune (which should be capitalized), to minions with 1-Health, as Paladin has a lot of those this expac, and Shaman has a fair amount too, in Murlocs and Lackeys. That might help with the balancing so you don't need to tack Overload on this.
Just curious why overload is so bad on a paladin card. This other entry has combo on a mage card but thats ok? Isnt that the point of this? Hahaha. Would it help if i "stitched" it?
Here's my ideas for this week. Hope you could like one of them.
Any feedback is important to me!Thank you, guys.
First, I don't see anyhting "Legendary" about Icky imp, because it would require another card to pull it out. You could add something like "Echo" and reduce it's cost to (2) or even (1), or "Battlecry: Deal 1 damage for each Icky Imp you've played this game. Combo: Shuffle an Icky Imp into your deck.". Besides, I just loved Safety Bubbles, it definitely mixes both Paladin and Shaman identities into one card. Cost is OK by the overload price. Equalize is cool, but not as great as the second one.
Unfortunately, I added the clarification to the rules after you made this card. So, yeah, Priest can't use this at all.
That's a bummer, but I suspected it wouldn't fit the requirements. It only made sense for the Adventure, given Elise has access to cards from both classes.
Anyway, I thought a bunch of ideas, but all of them were really mediocre, except this one (which isn't stellar anyways):
Besides Murlocs, summoning minions with their HP is what Paladins and Shamans have in common. For the flavor, I picked the Sun because it is a natural element which is related with light.
Delaying the unlocking of submision topic again, eh?
Sorry, we're really busy. I have some 8-hr shifts, Zany's got uni stuff, and Phoenix, while a bit hard to get a hold of, I know he has several papers to do.
It seems a bit OP, to be honest. I think it's much better than Wrath, for instance. I'd reduce the damage option to 2, but then it might be too similar to Crystal Power. I dunno.
That said, I'd try to find a flavor that fits both Mage and Rogue. Something based on the "Where's the ball?" game might fit both classes AND the effect, although finding an artwork for that might be hard.
> Multi-Discover is something that doesn't exist in the game, and it would be cool.
Actually, when I reviewed that card, I took that into consideration. But we have several quasi-multi "Discovers" already. Branching Paths, Kazakus, Siamat, etc. The game can handle picking multiple options just fine, so I think this should be alright.
So, I scrapped my original idea, and went with this one instead. Not sure how to cost it, being that a lackey chain is inevitable (and sort of the idea)
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Hmmm I would argue against Druid not having good card generation. Crystalsong Portal was played for a while in Token Druid and Witchwood Apple is a thing, at least. Plus, healing spells tend to be rather weak. About half are proactive such as Holy Nova, Flash of Light, etc.
I think 7 is steep. I'd be ok with 5 though, right in-line with Cabalist's Tome.
Is anyone else having problems with getting the stitched function to work on hearthcards? Whenever I click a class it just makes the entire card that class, even when another class is also selected.
That's fine. The end result will be stitched. Just publish the card and wait for the magic to happen.
Here's my idea for the week. I'm thinking since each class (shaman/pally) have swarm decks, this might be a fun, powerful addition.
Love this card! I think the stats/cost are just fine where they are tbh
This one seems pretty crazy. I absolutely love the effect. Great against aggro/swarm decks, but maybe a bit to strong to cast 3 secrets over 3 swings. That adds up to 3/3 weapon + 3 whirlwind + 3 (2) mana secrets for 6 mana... Also I love the art.
I feel like the silence + restore 4 option is a tad weak. Maybe 5?
Hmmm. X marks the spot is very strong. I'd peg it at 2 mana reduce by 2, like Primordial Glyph.
Hammer of Rage was too good. 6 mana for a Swipe each turn *and* a secret? If you want to keep both, I'd do randomly so you can't always be sure you get the effect you want. That being said, I dislike random effects. I'd lower it down to 2/3 and get rid of the Whirlwind though that is a pretty drastic change.
Mjollnir... hm. 3/3.
Tyrande is great. Maybe a 4/5? Since Druid has a few good, cheap spells, 6 Health is a lot to chew through for your opponent.
Unfortunately, I added the clarification to the rules after you made this card. So, yeah, Priest can't use this at all.
This is actually not bad. I quite like this. Both options aren't bad at all.
As addressed in one of my other posts, this could probably stand to be 5 mana.
Yeah, as someone else said, Twinspell on this would be perfect.
Definitely way too weak. I'd put this down to around 4 mana and bump up the stats to around 3/4, so it is comparable to Mass Dispel.
Really cool. Excellent flavour as well.
Solid. Murloc and "Murloc Knight" should be capitalized though.
Hmmmmm. I know this is supposed to be a dual-class competition, but Overload on Paladin still feels super wrong to me. I'd try to find another way to balance this card.
Furthermore, a suggestion. Try giving Immune (which should be capitalized), to minions with 1-Health, as Paladin has a lot of those this expac, and Shaman has a fair amount too, in Murlocs and Lackeys. That might help with the balancing so you don't need to tack Overload on this.
Ok... I changed the card and I really liked the result, thanks for the tips hehehe ...
Rate my Death Knight Concept Class (be nice in the feedbacks... hehe).
Delaying the unlocking of submision topic again, eh?
HUNTER/WARRIOR card
Shouldn't dual class cards unite what is part of both classes, rather than use part of one, part of another, since then you can use Rogue mechanics in Mage etc? Like, more akin to the hybrid cost cards from MTG rather than multicolored cards.
Rasmus Svendsen
Just curious why overload is so bad on a paladin card. This other entry has combo on a mage card but thats ok? Isnt that the point of this? Hahaha. Would it help if i "stitched" it?
Clarifying the Secret: The minion you opponent plays goes to your hand (you steal it!).
Very cool!
Here's my ideas for this week. Hope you could like one of them.
Any feedback is important to me!Thank you, guys.
First, I don't see anyhting "Legendary" about Icky imp, because it would require another card to pull it out. You could add something like "Echo" and reduce it's cost to (2) or even (1), or "Battlecry: Deal 1 damage for each Icky Imp you've played this game. Combo: Shuffle an Icky Imp into your deck.". Besides, I just loved Safety Bubbles, it definitely mixes both Paladin and Shaman identities into one card. Cost is OK by the overload price. Equalize is cool, but not as great as the second one.
That's a bummer, but I suspected it wouldn't fit the requirements. It only made sense for the Adventure, given Elise has access to cards from both classes.
Anyway, I thought a bunch of ideas, but all of them were really mediocre, except this one (which isn't stellar anyways):
Besides Murlocs, summoning minions with their HP is what Paladins and Shamans have in common. For the flavor, I picked the Sun because it is a natural element which is related with light.
I'll give some feedback in a while.
Sorry, we're really busy. I have some 8-hr shifts, Zany's got uni stuff, and Phoenix, while a bit hard to get a hold of, I know he has several papers to do.
It seems a bit OP, to be honest. I think it's much better than Wrath, for instance. I'd reduce the damage option to 2, but then it might be too similar to Crystal Power. I dunno.
My favourtie is Mjollnir, although it could perfectly be a Shaman mono-class card.
I want to point that Tyrande has the same problem as my previous card: it's unusable by Priest.
I like the idea of using Choose a Deathrattle, since it seems like a nice middle ground between both classes.
That said, neither the effect or the flavor are incredibly interesting. I'd try to improve the card in one of these aspects.
Oh, and beware the bolding on "secretly"!
About the balance, McFartson is right that it should cost 5.
I'm not a fan of this. It just looks like a bunch of effects merged together to me.
Solid card, although it might be better at cost 5.
2 damage + a card is quite crazy if we also consider it has a minion attatched.
Multi-Discover is something that doesn't exist in the game, and it would be cool.
My only issue is that it could be any class (single or otherwise), but it's alright I guess.
Pretty nice card, although it looks like a Paladin card (both for the effect and the flavor).
Balance-wise, I think it's pretty ok. However, you should capitalize all words in its own name (Noble Murloc) and in the minion it summons.
Immune is a pretty dangerous keyword, so I don't know. If you decide to go with it, I'd change the wording to "your minions are Immune".
Very elegant design!
That said, I'd try to find a flavor that fits both Mage and Rogue. Something based on the "Where's the ball?" game might fit both classes AND the effect, although finding an artwork for that might be hard.
This is what I'm talking about.
That art is already used on Pilfer. Besides, cards shouldn't have more than 4 lines of text.
Nice card, although the wording and the artwork aren't very orthodox.
I think the Secret is the best card (I'm not writing that xD)
Safety Bubbles is your best card, by far.
> Multi-Discover is something that doesn't exist in the game, and it would be cool.
Actually, when I reviewed that card, I took that into consideration. But we have several quasi-multi "Discovers" already. Branching Paths, Kazakus, Siamat, etc. The game can handle picking multiple options just fine, so I think this should be alright.
So, I scrapped my original idea, and went with this one instead. Not sure how to cost it, being that a lackey chain is inevitable (and sort of the idea)