I was bored tonight, so decided to play around on http://www.hearthcards.net and so I've made a few custom cards. Ok a note on a few cards
Chain Lightning - This deal 4 damage to an enemy of your choice (you can target heros) and then it bounces off that target and deals 3 damage to the next, 2 damage to another and then 1 damage to the last enemy. It cannot hit multiple enemies twice, so if you target this on the enemy hero and he has no minions on the board it does 4 damage and then the rest of the damage is cancelled out, as it has no appropriate targets. This is one I posted on reddit and I've had feedback and people reckon it should cost 5 or 6 mana. Personally I reckon 5, as I think you should be able to play both in one turn, maybe with a 1 mana overload
Animate Dead - This re-summons the last 6 minions that died on whichever side of the board they died on, so you aren't yourself necessarily getting 6 minions, you may be re-summoning a few minions for your opponent. After more thought, I've decided this would be better as a 6 cost spell and possibly not as a twinspell
Frostwolf Shaman: Removes all buffs that have been applied to the minion, so this includes mech buffs and any spell that was applied to that minion. It does not remove Taunts, Deathrattles, Lifesteals etc that the minion has by default but ithey've been buffed with another minions deathrattle, then that deathrattle would be silenced
They all seem either too strong or too weak in my opinion, and I really dislike the priest ressurect spell, big priest is such a fucking pain in the ass. Chain lightning looks fun so I voted for that. Looks op and busted af tho.
They all seem either too strong or too weak in my opinion, and I really dislike the priest ressurect spell, big priest is such a fucking pain in the ass. Chain lightning looks fun so I voted for that. Looks op and busted af tho.
Yes but it has a negative to it, in which a few of those minions could be summoned for your opponent. I actually wanted to make it for the Death Knight class, which obviously isn't a real class, but its a popular custom class at hearthcards.net and I reckon it'd be a good spell if we ever see a Death Knight class, it also fits the theme a little better then priest. Also I mentioned that the Chain Lightning should potentially cost 5 instead of 4, with a possible 1 mana overload. So its 20 damage for 10 mana with 2 overloaded mana crystals and only 4 of that damage is direct and the rest is split randomly.
Chain lightning needs to cost at least 7, way too much damage otherwise especially as it goes face
Animate dead needs to cost at least 7, probably 8 or 9 as ressing 6 minions is huge
The warrior weapon is just straight up broken, needs a rework imo
Frostwolf shaman is just way too situational with bad stat distribution, most minion buffs are like 1/1 which isn't that big of a deal that you'd want to run a card just to remove it
Only one I think is fine in its current state is sappihron, 10/10 with frost nova attached? Great!
Chain lightning needs to cost at least 7, way too much damage otherwise especially as it goes face
Yes, but 4 damage to the face costs about 2 or 3 mana. Then you've got one minion that will take 3 damage, another which would take 2 and the last one once would take 1. Enemies can't be targeted twice either, so you are potentially wasting damage. So you're only targeting 3 or 4 minions (if you dont go face) for a little bit of damage. Flamestrike does 4 damage to a full board. 7 mana would be way under powered and it wouldn't see play. 5 Mana 1 overload would be enough.
Animate dead needs to cost at least 7, probably 8 or 9 as ressing 6 minions is huge
Yes but the draw back is those minions could be some of your opponents. But I agree about you with the mana cost. I reckon it should be 8 and remove the twinspell
The warrior weapon is just straight up broken, needs a rework imo
10/1 ? or 10/2 can't be buffed. It has a huge draw back and they'res counters to it, such as taunts and weapon removal minions. Oh and we've also got Zephyrs. It's also a very expensive weapon, so by round 10, your opponent most likely has a few big minions. This weapon is meant to be used as a finisher and having this weapon alone isn't going to win you games, so I don't see how its broken.
Frostwolf shaman is just way too situational with bad stat distribution, most minion buffs are like 1/1 which isn't that big of a deal that you'd want to run a card just to remove it.
Yes but we have so many minions with boring stat lines such as 4/4 2/3 5/5 8/8 4/2. 7/3 is at least a little different. It's not overpowered, as it can easily be taking out with a Frostbolt or a low cost minion. It's not underpowered either, but 7 attack is good for a 6 mana minion and it can deal some damage and take out a big minion, if your opponent cant deal with it.
Also they'res lots of buffs in the current meta. Mech Paladin is a thing, we also have embiggen druid
Only one I think is fine in its current state is sappihron, 10/10 with frost nova attached? Great!
No where on the card does it say can't target the same target twice, that's not a thing that's ever been in HS. Flame strike is strong but balanced as 1) it doesn't go face 2) it can only deal 4 to a single minions. This can go face and would probably be used as such. You also can't add overload to it as HS has a 5 text line limit which the card is already
Twinbark is an 8 mana twinspell summon 5 2/2s, animate dead is going to revive better than a 2/2 most of the time so it at minimum needs to cost 8 and remove the twinspell or keep the twinspell and cost 10, but even then I think that's be a bit too strong
The weapon has 0 drawbacks outside of zephrys, itd break control warrior. Imagine playing control warrior, this on 10 (10 damage + your board), then next turn repeat (your board + 20 more damage), on average that's probably going to be around 50 damage which for a deck like control warrior is absolutely 0 downside
As for frostwolf removing buffs is just a worse silence, literally no reason to run it over a silence especially since most silence cards have better stats and/or are cheaper, if it cost 4 mana only then could I see it being played
No where on the card does it say can't target the same target twice, that's not a thing that's ever been in HS. Flame strike is strong but balanced as 1) it doesn't go face 2) it can only deal 4 to a single minions. This can go face and would probably be used as such. You also can't add overload to it as HS has a 5 text line limit which the card is already
They'res plenty of spells in hearthstone which deals random damage, this just deals damage to 4 enemies, but reduces how much damage it deals. And you can overload it. The overload can go on the same line as the twinspell keyword.
Twinbark is an 8 mana twinspell summon 5 2/2s, animate dead is going to revive better than a 2/2 most of the time so it at minimum needs to cost 8 and remove the twinspell or keep the twinspell and cost 10, but even then I think that's be a bit too strong.
Yes but twinbark gives you the minions. This just revives the last 6 minions that were killed, they won't all necessarily be your own minions, so playing this is very stitutional, but yes I agree I would remove the twinspell and make it more expensive.
The weapon has 0 drawbacks outside of zephrys, itd break control warrior. Imagine playing control warrior, this on 10 (10 damage + your board), then next turn repeat (your board + 20 more damage), on average that's probably going to be around 50 damage which for a deck like control warrior is absolutely 0 downside.
Well I could add to it that it can't be buffed
As for frostwolf removing buffs is just a worse silence, literally no reason to run it over a silence especially since most silence cards have better stats and/or are cheaper, if it cost 4 mana only then could I see it being played
Shaman doesn't have any decent silence cards and most silence cards are also spells. The only silence cards that are minions can only target and silence 1 minion. They don't have the best stats either, I think the main silence minions are a 2/1 for 2 mana and 4/3 for 4. Also a 4 mana with 7/3 stats would be way overpowered .
If you want chain lightning to work as you intended it should read "Deal 4 damage to an enemy, then deal 3, 2 and 1 damage to OTHER random enemies"
Misread animate dead, if that's the case the card would be too situational as it'd be near unplayable Vs control since the targets are usually going to be too big for your opponent to be worth it and unplayable vs aggro as there will usually be too many minions that you'd only summon 1 of your own at best. Maybe could work in some zoo priest?
Not being able to buff the weapon wouldn't help, it is just ridiculously broken as the deck that'd use it, control warrior, doesn't care for either of the downsides (big cost and destroying your own minions) and it's a massive win condition for a deck that has no win condition as it's weakness
The shaman card is just unplayable at 7/3, it's like magma rager level of stats, maybe it'd be too good at 4 but it'd be unplayable at 5
Good first attempt at these cards, here are a few pointers:
Sapphiron is alright but it is hard to fit into a lot of decks. It's a little hard to find a good timing to play this since it's 10 mana. In a lot of decks, Frost Nova is a lot easier to manage. Perhaps highlander mage could use this.
I really do not like Gorschalach, especially with the weapon searching spells Warrior is getting.
Chain Lightning has too much value. If it hits only random enemy minions, this would be fine, but unlike Flamestrike, which you compared it to, rarely will your opponent have 7 minions for you to hit. Therefore, it doesn't always hit that maximum of 28 damage. With this one, you *always* get maximum damage since it hits face and you get a second copy of it to boot.
Animate Dead doesn't make sense for a Paladin card.
Blizzard has just rotated out Spellbreaker and they've made it clear they do not like Silence. This card would never get printed.
Colossal Hydra is basically Splitting Festeroot, one of the worst 8-drops ever printed. Your 10-mana version is a bit better, since it starts with 8/8, but is still very slow.
Kil'Jaedan needs to have a smaller body and cost less. These kinds of combo-based cards can't be too expensive or they will never see play. Kalecgos is an exception since he discounts a spell, therefore letting you play a spell the turn you play him.
Mannoroth, avoid going over 4 lines of text. This one isn't bad. I'd have it start as a 6/6 and gain +1/+1.
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I was bored tonight, so decided to play around on http://www.hearthcards.net and so I've made a few custom cards. Ok a note on a few cards
Chain Lightning - This deal 4 damage to an enemy of your choice (you can target heros) and then it bounces off that target and deals 3 damage to the next, 2 damage to another and then 1 damage to the last enemy. It cannot hit multiple enemies twice, so if you target this on the enemy hero and he has no minions on the board it does 4 damage and then the rest of the damage is cancelled out, as it has no appropriate targets. This is one I posted on reddit and I've had feedback and people reckon it should cost 5 or 6 mana. Personally I reckon 5, as I think you should be able to play both in one turn, maybe with a 1 mana overload
Animate Dead - This re-summons the last 6 minions that died on whichever side of the board they died on, so you aren't yourself necessarily getting 6 minions, you may be re-summoning a few minions for your opponent. After more thought, I've decided this would be better as a 6 cost spell and possibly not as a twinspell
Frostwolf Shaman: Removes all buffs that have been applied to the minion, so this includes mech buffs and any spell that was applied to that minion. It does not remove Taunts, Deathrattles, Lifesteals etc that the minion has by default but ithey've been buffed with another minions deathrattle, then that deathrattle would be silenced
They all seem either too strong or too weak in my opinion, and I really dislike the priest ressurect spell, big priest is such a fucking pain in the ass. Chain lightning looks fun so I voted for that. Looks op and busted af tho.
I like them, pretty balanced, except for Chain Lightning which is broken as fck.
How? Its 20 potential damage for 8 (10?) mana. Flamestrike is 28 possible damage for 7 mana
Yes but it has a negative to it, in which a few of those minions could be summoned for your opponent. I actually wanted to make it for the Death Knight class, which obviously isn't a real class, but its a popular custom class at hearthcards.net and I reckon it'd be a good spell if we ever see a Death Knight class, it also fits the theme a little better then priest. Also I mentioned that the Chain Lightning should potentially cost 5 instead of 4, with a possible 1 mana overload. So its 20 damage for 10 mana with 2 overloaded mana crystals and only 4 of that damage is direct and the rest is split randomly.
Also which cards do you think are to weak?
3 more I created
Chain lightning needs to cost at least 7, way too much damage otherwise especially as it goes face
Animate dead needs to cost at least 7, probably 8 or 9 as ressing 6 minions is huge
The warrior weapon is just straight up broken, needs a rework imo
Frostwolf shaman is just way too situational with bad stat distribution, most minion buffs are like 1/1 which isn't that big of a deal that you'd want to run a card just to remove it
Only one I think is fine in its current state is sappihron, 10/10 with frost nova attached? Great!
No where on the card does it say can't target the same target twice, that's not a thing that's ever been in HS. Flame strike is strong but balanced as 1) it doesn't go face 2) it can only deal 4 to a single minions. This can go face and would probably be used as such. You also can't add overload to it as HS has a 5 text line limit which the card is already
Twinbark is an 8 mana twinspell summon 5 2/2s, animate dead is going to revive better than a 2/2 most of the time so it at minimum needs to cost 8 and remove the twinspell or keep the twinspell and cost 10, but even then I think that's be a bit too strong
The weapon has 0 drawbacks outside of zephrys, itd break control warrior. Imagine playing control warrior, this on 10 (10 damage + your board), then next turn repeat (your board + 20 more damage), on average that's probably going to be around 50 damage which for a deck like control warrior is absolutely 0 downside
As for frostwolf removing buffs is just a worse silence, literally no reason to run it over a silence especially since most silence cards have better stats and/or are cheaper, if it cost 4 mana only then could I see it being played
If you want chain lightning to work as you intended it should read "Deal 4 damage to an enemy, then deal 3, 2 and 1 damage to OTHER random enemies"
Misread animate dead, if that's the case the card would be too situational as it'd be near unplayable Vs control since the targets are usually going to be too big for your opponent to be worth it and unplayable vs aggro as there will usually be too many minions that you'd only summon 1 of your own at best. Maybe could work in some zoo priest?
Not being able to buff the weapon wouldn't help, it is just ridiculously broken as the deck that'd use it, control warrior, doesn't care for either of the downsides (big cost and destroying your own minions) and it's a massive win condition for a deck that has no win condition as it's weakness
The shaman card is just unplayable at 7/3, it's like magma rager level of stats, maybe it'd be too good at 4 but it'd be unplayable at 5
updated
Shaman really needs a good deal damage twin spell, I love it.
Would have been better if it was twin spell, 1 mana, overload (1) deal 1 and then deal 1 to a random enemy then deal 1.
The warrior weapon is really off balance.
In some decks in a pyroblast x2
Good first attempt at these cards, here are a few pointers: