These are my ideas I think some maybe be in need of balance but i think i want feedback before i start tinkering. also how did you guys manage to bolden decay?.
These are my ideas I think some maybe be in need of balance but i think i want feedback before i start tinkering. also how did you guys manage to bolden decay?.
[b]Decay[/b]. I like the last two cards, but decay should be the first word, and legendaries should have legendary names.
I think I like this one better with the archeologist's control decks that could mitigate the downside with armor buffs (decaying or otherwise) and be reusable with the K&C's legendary weapon I think it would make a good card for control decks. might still be too strong, 3 turns of immunity is nothing to sneeze at. (also must note big fan of your class i voted for you all the way through because of how much i liked the flavor of the class)
Starting off with a simple concept here. Being able to draw a weapon with a battlecry and reasonable stats is pretty powerful, but it comes at the cost of nerfing the weapon itself. Hopefully it's equally balanced and thematic - unearthing an ancient, but fragile weapon.
I'll be giving more feedback if I participate more in the thread, but my favourite so far is @Shatterstar1998's Plague of Decay. With the recent Uldum plagues, this feels like a really nice way to introduce the effect, and fits in well with existing plagues. There are some other interesting cards like @Wailor's Harrison, Reckless Explorer, but feel like it's balanced in such a way that it'd be unfun to play against.
Tiziana: I suppose the game have elementals for every cost? (Oh, I've made some research and INDEED the game have an elemental for every cost until 8-Cost which should be OK, since Tiziane starts giving 8-cost Elementals (it summons elementals AFTER being damaged)).
Putress: Interesting concept for those to build a deck around Enrage or damaged minion related effects. Also could be interesting for Deathrattle decks. Also have in mind that generated minions don't share the Decay effect.
Old Runic Knife: very simple concept (and would be a common card if the class existed).
I think I like this one better with the archeologist's control decks that could mitigate the downside with armor buffs (decaying or otherwise) and be reusable with the K&C's legendary weapon I think it would make a good card for control decks. might still be too strong, 3 turns of immunity is nothing to sneeze at.
Giving a hero Immune effect to a deck that contains a lot sourse of healing and armouring its too much IMO. Maybe make it "Deathrattle: If this destroyed by Decay, deal 30 damage to your hero." This card need to be real tested to balance it.
3 Ideas I had right off the top of my head. I think the flavor and power level of each is appropriate. Zin is the way it is because of its strong ties to Hakkar and also perfect because it is an archeology weapon made in World of Warcraft, can't figure out if it's balanced enough because you're still putting CBs into your deck (also the rastakhan watermark was just too good to pass up for more flavor i know legendary weapons were all from KnC). The other two just feel like they fit properly for the other two classes, Rogue gets a big minion clear that can't indefinitely sit on board and Priest gets another buff that requires maintenance on the minion, it maybe a bit strong though.
LORE: This statue of an ancient Dwarf warrior has stood for several centuries. Over the long years, wars have waged and this statue has survived it all, but it's time is coming. When it falls, the world will feel it.
Basically i designed this card imagining the statue in the portrait stood several stories high. So when it falls, any nearby minions would definitely feel it. I made the damage dealt 4 so it wouldn't be too overpowered. (I almost made it say "Destroy all minions")
The concept of this card is very interesting and I really like it. But the card itself seems underpowered. Since aggro decks can just ignore this card and end the game before this becomes effective, the cost is also too high as a board clear against aggro decks. Against control decks in late game, 4 damage usually cannot make a huge impact. Therefore, I think it is fine to buff this card a little bit, maybe lower the cost or increase the damage.
By the way, always remember to add periods between multiple keywords. The current version of your card won't get credit if you submit it like this.
Congrats!
Explain few things about decay. It can be like "Decay (2)"? What means that weapon, minion or hero loses 2 instead 1.
And second - decay keyword says "Loses 1...". For minion it means that its takes 1 damage or gain -1 health?
These are my ideas I think some maybe be in need of balance but i think i want feedback before i start tinkering. also how did you guys manage to bolden decay?.
Screeching Mandrake. If you hide this minion behind taunts its become too hard
Ankh of Immortality. Very slow
Enduring Shield. Just no...
No. Decay is Decay. No (X). Takes 1 damage for minions/Armor, loses 1 Durability for weapons.
[b]Decay[/b]. I like the last two cards, but decay should be the first word, and legendaries should have legendary names.
Really cool but maybe a buff, I think to way too weak compared to that mage minion
Favorite Cards: 1. Lord Jaraxxus | 2. Malygos| 3. Edwin VanCleef | 4. Zephrys the Great| 5. Deathwing
I think I like this one better with the archeologist's control decks that could mitigate the downside with armor buffs (decaying or otherwise) and be reusable with the K&C's legendary weapon I think it would make a good card for control decks. might still be too strong, 3 turns of immunity is nothing to sneeze at. (also must note big fan of your class i voted for you all the way through because of how much i liked the flavor of the class)
Minion can be silenced or killed, but this is a weapon. Harder to deal with. Weapon destruction cards usually not used or contained 1 copy of it.
BTW its can be 0/3, but only like a legend card.
Starting off with a simple concept here. Being able to draw a weapon with a battlecry and reasonable stats is pretty powerful, but it comes at the cost of nerfing the weapon itself. Hopefully it's equally balanced and thematic - unearthing an ancient, but fragile weapon.
I'll be giving more feedback if I participate more in the thread, but my favourite so far is @Shatterstar1998's Plague of Decay. With the recent Uldum plagues, this feels like a really nice way to introduce the effect, and fits in well with existing plagues. There are some other interesting cards like @Wailor's Harrison, Reckless Explorer, but feel like it's balanced in such a way that it'd be unfun to play against.
Tiziana: I suppose the game have elementals for every cost? (Oh, I've made some research and INDEED the game have an elemental for every cost until 8-Cost which should be OK, since Tiziane starts giving 8-cost Elementals (it summons elementals AFTER being damaged)).
Putress: Interesting concept for those to build a deck around Enrage or damaged minion related effects. Also could be interesting for Deathrattle decks. Also have in mind that generated minions don't share the Decay effect.
Old Runic Knife: very simple concept (and would be a common card if the class existed).
Giving a hero Immune effect to a deck that contains a lot sourse of healing and armouring its too much IMO. Maybe make it "Deathrattle: If this destroyed by Decay, deal 30 damage to your hero." This card need to be real tested to balance it.
Rate my Death Knight Concept Class (be nice in the feedbacks... hehe).
I made it for unicorn priest, it's EXTREMELY powerful with that deck.
3 Ideas I had right off the top of my head. I think the flavor and power level of each is appropriate. Zin is the way it is because of its strong ties to Hakkar and also perfect because it is an archeology weapon made in World of Warcraft, can't figure out if it's balanced enough because you're still putting CBs into your deck (also the rastakhan watermark was just too good to pass up for more flavor i know legendary weapons were all from KnC). The other two just feel like they fit properly for the other two classes, Rogue gets a big minion clear that can't indefinitely sit on board and Priest gets another buff that requires maintenance on the minion, it maybe a bit strong though.
Weekly Card Design Competition 10.15
LORE: This statue of an ancient Dwarf warrior has stood for several centuries. Over the long years, wars have waged and this statue has survived it all, but it's time is coming. When it falls, the world will feel it.
Basically i designed this card imagining the statue in the portrait stood several stories high. So when it falls, any nearby minions would definitely feel it. I made the damage dealt 4 so it wouldn't be too overpowered. (I almost made it say "Destroy all minions")
Neat! At first glance it seems meh but this card really synergizes with weapons like Necrium Blade and Waggle Pick
.
The concept of this card is very interesting and I really like it. But the card itself seems underpowered. Since aggro decks can just ignore this card and end the game before this becomes effective, the cost is also too high as a board clear against aggro decks. Against control decks in late game, 4 damage usually cannot make a huge impact. Therefore, I think it is fine to buff this card a little bit, maybe lower the cost or increase the damage.
By the way, always remember to add periods between multiple keywords. The current version of your card won't get credit if you submit it like this.
Quick question: what's the best way to upload images from Hearthcards to here? I keep trying and messing it up lol.