@Mugen8 Unfortunately the first one hits 4 keywords
Just on this, 'legendary' doesn't count as a keyword even though it gets bolded (according to the rules anyway). Thanks for the feedback, both for myself and everyone else making posts. :-)
I have to say this card is too overpowered. Reducing the cost of all cards in your hand without any prerequisite + taunt and reborn is already too powerful, AND you can run two copies in your deck. I think it will be acceptable if this reduces the cost of a random card in your hand by 1.
Besides, please check your spellings. If I get it right, you are making Emperor Thaurissan's apprentice.
@Adamaxes See I like the flavor here given the idea of Rastakhan. The issue is there's no real downside, so it's far too consistent (That's more of a facet of it being start of game). I'd recommend instead of start of game, that this card is drawn when an overkill minion actually overkills something.
My idea for this week's theme. I am really having a hard time balancing it. On one hand, you have to use one precious slot for a minion with bad stats, you have to build a deck around it, plus the overkill cards are generally not popular. But on the other hand, giving them lifesteal seems a little bit overpowered.
I also have another idea in mind but since I am still working on balancing, I decide not to post it right away.
Rehost your images on imgur.
He should have better stats, 4 mana 3/4 Taunt, maybe. Effect is rather niche. But honestly, running a few of the neutral Overkill minions if they had Lifesteal is excellent. 4 mana 3/5 Lifesteal and Overkill: Gain 3 Armor is a huge roadblock for aggro, just as an example.
Thank both of you for the feedback! I would like to keep it as what it is right now.
And about rehosting, hearthcards now has the ability to generate permanent link so that the image will not become void. I have already used it several times and it worked perfectly fine. But I will be more than pleased to rehost it to imgur if doing so is required.
Then, I would like to introduce the second idea for this week:
A warrior minion with a side effect. However, the amount of damage dealt to you depends on how much armor you have. Here are examples about how it works: if you have less than 7 armor, you will get hit once; if you have 8 armor, you will get hit twice; if you have 20 armor, you will get hit 3 times. And although it seems to fit very well in aggro decks, you don't want to have a weapon equipped when you play this since weapons are activated during your turn, which means this minion also takes damage when it attacks your hero.
As we don't have existing examples in game, I need more people to help me balance it.
you don't want to have a weapon equipped when you play this since weapons are activated during your turn, which means this minion also takes damage when it attacks your hero.
Just a small point here. When a minion attacks a hero with an equipped weapon, the minion does not take damage.
you don't want to have a weapon equipped when you play this since weapons are activated during your turn, which means this minion also takes damage when it attacks your hero.
Just a small point here. When a minion attacks a hero with an equipped weapon, the minion does not take damage.
Thanks for the feedback! But I believe it does take damage. I remember when one of your minion triggers Misdirection and attacks your hero with a weapon equipped, it takes weapon damage. This card works in the same way.
After learning that unofficial keywords where not allowed, I went back to the drawing board and came up with this spell that focuses on repetitions. This hasn't been seen in Hearthstone (yet) but Twinspell and Echo should interact in a nice way, letting you add multiple copies of the spell to your hand. With this card you have lightnings for days which can be useful for Malygos combos, control Shaman, overload Shaman or even Aggressive builds who need extra damage to finish off the opponent. Tell me what you think !
After learning that unofficial keywords where not allowed, I went back to the drawing board and came up with this spell that focuses on repetitions. This hasn't been seen in Hearthstone (yet) but Twinspell and Echo should interact in a nice way, letting you add multiple copies of the spell to your hand. With this card you have lightnings for days which can be useful for Malygos combos, control Shaman, overload Shaman or even Aggressive builds who need extra damage to finish off the opponent. Tell me what you think !
I think it should cost 1 mana. The Overload means it technically costs 3 mana. And it fills your hand with 1 damage spells that Overload you further. Hand size would quickly become an issue so 1 mana seems better. If the opponent wants to flood their hand to deal something like 7 damage, let them. Their hand will be full and they'll be Overloaded for 7 next turn.
As for my own card, thanks for all the feedback, here is the updated version:
This way it also keeps the Taunt (and any other effects). I've specifically stated it does not keep Reborn so it can't go infinite by always having Reborn.
After learning that unofficial keywords where not allowed, I went back to the drawing board and came up with this spell that focuses on repetitions. This hasn't been seen in Hearthstone (yet) but Twinspell and Echo should interact in a nice way, letting you add multiple copies of the spell to your hand. With this card you have lightnings for days which can be useful for Malygos combos, control Shaman, overload Shaman or even Aggressive builds who need extra damage to finish off the opponent. Tell me what you think !
I think it should cost 1 mana. The Overload means it technically costs 3 mana. And it fills your hand with 1 damage spells that Overload you further. Hand size would quickly become an issue so 1 mana seems better. If the opponent wants to flood their hand to deal something like 7 damage, let them. Their hand will be full and they'll be Overloaded for 7 next turn.
The original version was 1 mana in fact but with Malygos/Eureka in standard and Emperor Thaurissan in wild I don't want to make the combos too easy to set up. I know 3 mana for 1 damage seems weak but Shaman has access to a lot of Spell damage and the card it self generates so many extra copies that it's probably worth it if you play accordingly. I also want to promote other uses beside Malygos combo, namely burn (withproper setup) and control.
After learning that unofficial keywords where not allowed, I went back to the drawing board and came up with this spell that focuses on repetitions. This hasn't been seen in Hearthstone (yet) but Twinspell and Echo should interact in a nice way, letting you add multiple copies of the spell to your hand. With this card you have lightnings for days which can be useful for Malygos combos, control Shaman, overload Shaman or even Aggressive builds who need extra damage to finish off the opponent. Tell me what you think !
I think it should cost 1 mana. The Overload means it technically costs 3 mana. And it fills your hand with 1 damage spells that Overload you further. Hand size would quickly become an issue so 1 mana seems better. If the opponent wants to flood their hand to deal something like 7 damage, let them. Their hand will be full and they'll be Overloaded for 7 next turn.
As for my own card, thanks for all the feedback, here is the updated version:
This way it also keeps the Taunt (and any other effects). I've specifically stated it does not keep Reborn so it can't go infinite by always having Reborn.
I think the artwork doesn't fit the card at all. Why is the knight got his hand cut off fit the flavor?
I had three ideas for this event, and I'm in doubt which one is the most "balanced" and the most interesting. > First card, a Rogue weapon that has the potential for more Rogue control. I thought of putting it as cost 8, but I remembered that Battlecry and Deathrattle are effects of RNG. > Second card, Kel'thuzad ... Legendary wizard card, securing Spell Damage +2 and may have two spells already played in the game. > And finally, the third card, A Paladin Dragon, may even save the paladin's life with his lifesteal. I know these are simple ideas but I would like feedback because I don't know which one to bet for the competition hahhaa ...
Kel'Thuzad is the most interesting of the three. Light Bronze Dragon is just too weak since aggro decks with lots of minion usually don't want this. Apothecary Fang seem OP.
Knight Who Says Mrgl: It was originally called Holyfin Crussader, but everyone was doing Monty Python references and I wanted to be popular too. I was thinking to make it a legendary (and increase the number of Murlocs it Recruits), but it felt too similar to Tip the Scales
Hope: Not sure if this counts, as it technically has a token, even though it's not necessary to show it.
Pyramid Protector: Two Righteous Protectors in one. Super annoying to deal with.
Prince Yuk'tan: I have always liked the idea of giving your hero Divine Shield. Not much to add.
I'll feedback stuff in a while.
Pyramid Protector is my favorite, if only because I've always like Annoy-O-Tron and Giggling Inventor. Yuk'Tan seem to be too weak.
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This way it also keeps the Taunt (and any other effects). I've specifically stated it does not keep Reborn so it can't go infinite by always having Reborn.
I think the artwork doesn't fit the card at all. Why is the knight got his hand cut off fit the flavor?
It's a Monty Python reference to the Black Knight who never quits. He gets his limbs hacked off but still blocks the way. Reborn (its only a flesh wound!) and Taunt play into that.
Doesn't really seem to be much synergy between the effects. What does the Taunt really add? If the goal was to fill it with bold keywords then you've got it though. You could replace Taunt and Battlecry with Reborn and Deathrattle so that you get two minions and Reborn and Deathrattle will have synergy with each other. You'd need a new third keyword instead of Discover though.
If you want to stick with the Timekeeper theme then a card from past expansions is good, but the Taunt is just a bit odd then. Feels like a filler for the third keyword.
Keep in mind that Toki, Time-Tinker does a similar thing to your card.
will give some feed back in a bit, but wondering about the implications of this in terms of balance, combos etc. Stats and all are placeholders
I feel like this card might break the game in some way. Rogue has a card that makes deathrattles cost 1 and lots of spells that can destroy its own cards. In wild, Priest can make it's spells that destroy cards cost zero. Lastly, there is a minion that resurrects if it has 4 or more attack. You could potentially bounce deathrattles back and forth between two minions that keep resurrecting.
The meme was to add as many bolded keywords as possible. Yeah, Taunt is filler but it doesn't necessarily need to tied together. The card just needs to fill a role: A defensive value generator. I mean if I really wanted to, I could do Taunt, Reborn, Deathrattle. Honestly both are perfectly fine in my eyes.
Toki did something similar, but was too high variance. Was also never played. This could certainly be played, I counted all the legendaries. You have a solid 50% chance of landing a decent-strong legendary. Discovering one has about an 80% chance of offering you one good one.
yes, i think to some extent it would produce broken situations but at the same time I believe it would be slow and difficult to set up to those ends and would have several disrupting counter-plays apart from transformation/silence; Passing on its Deathrattle is stopped by having it the last minion destroyed, so a board clear + would solve it (yes, Ancestral Spirit effects could counter this to some extent too).
I think I'll go with it (below) as I'd like to play-test it and that's pretty much my philosophy for my WCC entries (as well as victory and world domination of course!! muhahah)
@Wailor; Hope is the best, great design and i could see it being made. On the cusp power level and could lose Rush and still be good in early game. In fact, I'd go Taunt instead tbh and still makes sense. It's so much tempo for little investment, almost guaranteed, it would feel unfair imo.
@Ffinderous; I like both - We need you pal has nice flavour and I could see it being played in certain decks (highlander/spell). The Magnetise - Adapt interaction on Golem of Theseus is great although I'd prefer to more clearly understand the reason why they interact (he's a mech i assume?). I dunno what sort of mutant mech/dinosaur would work, but I hope you get me :D. I'd prefer that Golem if it was nailed.
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Just on this, 'legendary' doesn't count as a keyword even though it gets bolded (according to the rules anyway). Thanks for the feedback, both for myself and everyone else making posts. :-)
I have to say this card is too overpowered. Reducing the cost of all cards in your hand without any prerequisite + taunt and reborn is already too powerful, AND you can run two copies in your deck. I think it will be acceptable if this reduces the cost of a random card in your hand by 1.
Besides, please check your spellings. If I get it right, you are making Emperor Thaurissan's apprentice.
Here's my piece for the week. Loving the flavor of some of these entries! I'll be back to do some card reviews for my favorites later on!
Thank both of you for the feedback! I would like to keep it as what it is right now.
And about rehosting, hearthcards now has the ability to generate permanent link so that the image will not become void. I have already used it several times and it worked perfectly fine. But I will be more than pleased to rehost it to imgur if doing so is required.
Then, I would like to introduce the second idea for this week:
A warrior minion with a side effect. However, the amount of damage dealt to you depends on how much armor you have. Here are examples about how it works: if you have less than 7 armor, you will get hit once; if you have 8 armor, you will get hit twice; if you have 20 armor, you will get hit 3 times. And although it seems to fit very well in aggro decks, you don't want to have a weapon equipped when you play this since weapons are activated during your turn, which means this minion also takes damage when it attacks your hero.
As we don't have existing examples in game, I need more people to help me balance it.
Just a small point here. When a minion attacks a hero with an equipped weapon, the minion does not take damage.
Thanks for the feedback! But I believe it does take damage. I remember when one of your minion triggers Misdirection and attacks your hero with a weapon equipped, it takes weapon damage. This card works in the same way.
:^)
"What else to do when didnt left place on the graveyard?"
After learning that unofficial keywords where not allowed, I went back to the drawing board and came up with this spell that focuses on repetitions. This hasn't been seen in Hearthstone (yet) but Twinspell and Echo should interact in a nice way, letting you add multiple copies of the spell to your hand. With this card you have lightnings for days which can be useful for Malygos combos, control Shaman, overload Shaman or even Aggressive builds who need extra damage to finish off the opponent. Tell me what you think !
I think it should cost 1 mana. The Overload means it technically costs 3 mana. And it fills your hand with 1 damage spells that Overload you further. Hand size would quickly become an issue so 1 mana seems better. If the opponent wants to flood their hand to deal something like 7 damage, let them. Their hand will be full and they'll be Overloaded for 7 next turn.
As for my own card, thanks for all the feedback, here is the updated version:
This way it also keeps the Taunt (and any other effects). I've specifically stated it does not keep Reborn so it can't go infinite by always having Reborn.
The original version was 1 mana in fact but with Malygos/Eureka in standard and Emperor Thaurissan in wild I don't want to make the combos too easy to set up. I know 3 mana for 1 damage seems weak but Shaman has access to a lot of Spell damage and the card it self generates so many extra copies that it's probably worth it if you play accordingly. I also want to promote other uses beside Malygos combo, namely burn (withproper setup) and control.
Please use the Spell template. This is just the minion template without the Attack and Heatlh.
This is a very good and balance card. Good job.
I think the artwork doesn't fit the card at all. Why is the knight got his hand cut off fit the flavor?
Kel'Thuzad is the most interesting of the three. Light Bronze Dragon is just too weak since aggro decks with lots of minion usually don't want this. Apothecary Fang seem OP.
Pyramid Protector is my favorite, if only because I've always like Annoy-O-Tron and Giggling Inventor. Yuk'Tan seem to be too weak.
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It's a Monty Python reference to the Black Knight who never quits. He gets his limbs hacked off but still blocks the way. Reborn (its only a flesh wound!) and Taunt play into that.
@Wailor @McF4rtson
Thanks for feedback! And sorry for some reason I can't see your card, do you mind if you post the text of the card that I could feedback?
Here's my cards with modification. Balanced?
Submissions open, sorry for the delay.
(also can i get feedback)
Doesn't really seem to be much synergy between the effects. What does the Taunt really add? If the goal was to fill it with bold keywords then you've got it though. You could replace Taunt and Battlecry with Reborn and Deathrattle so that you get two minions and Reborn and Deathrattle will have synergy with each other. You'd need a new third keyword instead of Discover though.
If you want to stick with the Timekeeper theme then a card from past expansions is good, but the Taunt is just a bit odd then. Feels like a filler for the third keyword.
Keep in mind that Toki, Time-Tinker does a similar thing to your card.
I feel like this card might break the game in some way. Rogue has a card that makes deathrattles cost 1 and lots of spells that can destroy its own cards. In wild, Priest can make it's spells that destroy cards cost zero. Lastly, there is a minion that resurrects if it has 4 or more attack. You could potentially bounce deathrattles back and forth between two minions that keep resurrecting.
The meme was to add as many bolded keywords as possible. Yeah, Taunt is filler but it doesn't necessarily need to tied together. The card just needs to fill a role: A defensive value generator. I mean if I really wanted to, I could do Taunt, Reborn, Deathrattle. Honestly both are perfectly fine in my eyes.
Toki did something similar, but was too high variance. Was also never played. This could certainly be played, I counted all the legendaries. You have a solid 50% chance of landing a decent-strong legendary. Discovering one has about an 80% chance of offering you one good one.
@the name forgotten, thanks for the review,
yes, i think to some extent it would produce broken situations but at the same time I believe it would be slow and difficult to set up to those ends and would have several disrupting counter-plays apart from transformation/silence; Passing on its Deathrattle is stopped by having it the last minion destroyed, so a board clear + would solve it (yes, Ancestral Spirit effects could counter this to some extent too).
I think I'll go with it (below) as I'd like to play-test it and that's pretty much my philosophy for my WCC entries (as well as victory and world domination of course!! muhahah)
@Wailor; Hope is the best, great design and i could see it being made. On the cusp power level and could lose Rush and still be good in early game. In fact, I'd go Taunt instead tbh and still makes sense. It's so much tempo for little investment, almost guaranteed, it would feel unfair imo.
@Ffinderous; I like both - We need you pal has nice flavour and I could see it being played in certain decks (highlander/spell). The Magnetise - Adapt interaction on Golem of Theseus is great although I'd prefer to more clearly understand the reason why they interact (he's a mech i assume?). I dunno what sort of mutant mech/dinosaur would work, but I hope you get me :D. I'd prefer that Golem if it was nailed.