i like it, one more health than the evil lackey but cause the 2/2 elemental is worse than a lackey, however, it doesn't mean shamman does not like a resource generator
it's mostly about the card text. the idea was basically carving totems out of treants (obvs). but i don't know if
treants count as tribes for this competition
it's flavorful to give totems (other than amalgam) to non-shaman classes
this effect would maybe make to many tokens in an already purely token deck
i just smacked a somewhat medium manacost on it (i think) kinda feeling unsure about the numbers aswell
feedback would be appreciated
I bit weird for sure, but has sense, tecnichaly speaking there are 2 neutral totems Serpent Ward is a thnig, so, i think it could change to a random totem in general, yeah, mana tide and flame tongue could be feel bad outcomes for the opponent but, totem golem is no longer a thing on standar, and in wild druid has crazier things to do than summon a bunch of totems so there wouldn't be a problem with this cost, i woul increase the stats to a 4/4 or 3/5 (if you keep it as "summon randon BASIC totems, even 4/5), being a class card it can afford to be better stated than something like Necrotic Geist
@Blightcaller Biomech Engineer looks best for me, but I'd probably make it 3 Mana. Sadly, I tought about something similar to Captain Grayson, so I will probably need to do something else.
@Kanjjj Treant is not a type of a minion, so I think it doesn't count
Been a while since I tried my hand at one of these so I'm a little rusty but here's my entry. The basic idea is that Havacon buffs your mechs when he's on the board but when he dies they lose half of that buff.
yeah i slacked on the details, out of practice! Yeah i'm inclined toward Mechemist too. It Magnetises like arcane missiles to multiple targets randomly (or one). Earthsong Staff would effect the cards in your hand too.
After looking at the criticism for my initial idea, I realized it was quite a simple effect. This new entry is also simple in a way, but I really like its flavor. My only potential problem is how scary of an effect Charge is. However, before I decide on that, I want to know if this card is an exception.
My idea for this week. When Hungry Crab eats a murloc, this little guy eats back!
I am not quite sure if this follows the rule. In addition, it might be a little bit too powerful as a early game card. Is it better to give it 1 less attack or make it cost 2?
After looking at the criticism for my initial idea, I realized it was quite a simple effect. This new entry is also simple in a way, but I really like its flavor. My only potential problem is how scary of an effect Charge is. However, before I decide on that, I want to know if this card is an exception.
In general, I would avoid Charge whenever possible. It's a bad mechanic that is gradually being phased out by Rush, and that's for the betterment of the game.
I'd change Charge to Rush, Then I think you could lower this thing's cost to 2 Mana.
Why such a drastic cost reduction? Compare to Ratcatcher. This has a nearly-identical effect, except at 3 Mana 2/2 it's never played, and that's with any generic minion. You have to aim directly for a Mech here, so you have to give it a bit of a power bump. It is neutral though, so if you wanted to keep the cost at 5, I'd bump its stats to 5/5.
My idea for this week. When Hungry Crab eats a murloc, this little guy eats back!
I am not quite sure if this follows the rule. In addition, it might be a little bit too powerful as a early game card. Is it better to give it 1 less attack or make it cost 2?
I would rather make it cost 2. 1 mana maybe is too low to stop your opponent so easily at the early game. Not sure if the effect is too niche though.
What do you guys think about this? Not sure if it's too powerful. Also Neptulon flavor with Murlocs is totally invented in Goblins vs Gnomes, but I honestly like it.
What do you guys think about this? Not sure if it's too powerful. Also Neptulon flavor with Murlocs is totally invented in Goblins vs Gnomes, but I honestly like it.
Thank you for the feedback! As for your card, I really like the flavor. But I am not quite sure about the power level of it. It can be very weak or extremely powerful.
Since murloc decks are not frequently seen in standard, let's look into the wild format. The most viable murloc decks are paladins with Anyfin Can Happen, and shamans that either run Unite the Murlocs or not. Paladins don't rely on the +7/+7 buff for lethal. Shamans on the other hand, have Everyfin is Awesome, which is much faster and much more effective.
For a murloc shaman, turn 7 is usually the turn that they either kills the opponent or concedes. Therefore, 7 mana minion that doesn't provide damage right away is unlikely to be played. However, if a murloc shaman somehow grinds into the late game using Megafin from the quest, then the buff can be threatening as the opponents are very likely to play most of their board clears in earlier turns and may have some extremely hard times on dealing with the huge murlocs after that.
In this way, I recommend you to rethink about your idea. Also, please be aware of your grammar. It should be "give a random friendly murloc +7/+7".
i like it, one more health than the evil lackey but cause the 2/2 elemental is worse than a lackey, however, it doesn't mean shamman does not like a resource generator
so i tried to make something for the first time
it's mostly about the card text. the idea was basically carving totems out of treants (obvs).
but i don't know if
i just smacked a somewhat medium manacost on it (i think)
kinda feeling unsure about the numbers aswell
feedback would be appreciated
I bit weird for sure, but has sense, tecnichaly speaking there are 2 neutral totems Serpent Ward is a thnig, so, i think it could change to a random totem in general, yeah, mana tide and flame tongue could be feel bad outcomes for the opponent but, totem golem is no longer a thing on standar, and in wild druid has crazier things to do than summon a bunch of totems so there wouldn't be a problem with this cost, i woul increase the stats to a 4/4 or 3/5 (if you keep it as "summon randon BASIC totems, even 4/5), being a class card it can afford to be better stated than something like Necrotic Geist
Submissions are open!
@Blightcaller Biomech Engineer looks best for me, but I'd probably make it 3 Mana. Sadly, I tought about something similar to Captain Grayson, so I will probably need to do something else.
@Kanjjj Treant is not a type of a minion, so I think it doesn't count
Been a while since I tried my hand at one of these so I'm a little rusty but here's my entry. The basic idea is that Havacon buffs your mechs when he's on the board but when he dies they lose half of that buff.
I'd change the deahtrattle for "give your mechs -1/-1" to be more clear
Good idea.
Thanks for the review!
yeah i slacked on the details, out of practice! Yeah i'm inclined toward Mechemist too. It Magnetises like arcane missiles to multiple targets randomly (or one). Earthsong Staff would effect the cards in your hand too.
I'll go with Mechemist.
After looking at the criticism for my initial idea, I realized it was quite a simple effect. This new entry is also simple in a way, but I really like its flavor. My only potential problem is how scary of an effect Charge is. However, before I decide on that, I want to know if this card is an exception.
"Face me! Hungry Crab!"
My idea for this week. When Hungry Crab eats a murloc, this little guy eats back!
I am not quite sure if this follows the rule. In addition, it might be a little bit too powerful as a early game card. Is it better to give it 1 less attack or make it cost 2?
Gain +2 health and taunt?
In general, I would avoid Charge whenever possible. It's a bad mechanic that is gradually being phased out by Rush, and that's for the betterment of the game.
I'd change Charge to Rush, Then I think you could lower this thing's cost to 2 Mana.
Why such a drastic cost reduction? Compare to Ratcatcher. This has a nearly-identical effect, except at 3 Mana 2/2 it's never played, and that's with any generic minion. You have to aim directly for a Mech here, so you have to give it a bit of a power bump. It is neutral though, so if you wanted to keep the cost at 5, I'd bump its stats to 5/5.
I would rather make it cost 2. 1 mana maybe is too low to stop your opponent so easily at the early game. Not sure if the effect is too niche though.
What do you guys think about this? Not sure if it's too powerful. Also Neptulon flavor with Murlocs is totally invented in Goblins vs Gnomes, but I honestly like it.
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Thank you for the feedback! As for your card, I really like the flavor. But I am not quite sure about the power level of it. It can be very weak or extremely powerful.
Since murloc decks are not frequently seen in standard, let's look into the wild format. The most viable murloc decks are paladins with Anyfin Can Happen, and shamans that either run Unite the Murlocs or not. Paladins don't rely on the +7/+7 buff for lethal. Shamans on the other hand, have Everyfin is Awesome, which is much faster and much more effective.
For a murloc shaman, turn 7 is usually the turn that they either kills the opponent or concedes. Therefore, 7 mana minion that doesn't provide damage right away is unlikely to be played. However, if a murloc shaman somehow grinds into the late game using Megafin from the quest, then the buff can be threatening as the opponents are very likely to play most of their board clears in earlier turns and may have some extremely hard times on dealing with the huge murlocs after that.
In this way, I recommend you to rethink about your idea. Also, please be aware of your grammar. It should be "give a random friendly murloc +7/+7".