Hi guys, so I've been doing custom cards for about 6 years and finally decided to post them somewhere. Would deffinitely appreciate your opinions. First some Druid cards from every Universum (sorry I cant put images in here, like I have this problem for at least 6 years rn lmao). What cards would you want to see next? Wright on comments :D (any character from Lol, Pokemon, Smite, Dota 2, HoTS, Jurassic World and Skylanders). Hope you enjoy it.
These are all interesting ideas. If you want feedback on the cards you created, see below:
The left and right more cards are balanced and interesting. Although the right most might be too strong with the card that adapts all minions for 4 mana. Ivern seems really annoying to play against. He would need to be 10 mana in druid and even then he might be too strong. I would give hoodwink rush. Abathur is unplayable in the current form. It's a really interesting idea. Maybe up the cost a little and have it go dormant for 2 turns (The effect would still trigger while dormant).
1. I dont think Carnunnos would be played in Wild just with Evolving Spores, too slow.
2. Ivern may be def too strong, I tried to compare it to Priest's Scream but yeah, Druid shouldn't get so good AoE removals.
3. I was thinking about giving Hoodwink either Stealth or Rush, but for Rush I thought it would be too strong and the amount of text looked ugly on the card.
4. Love the idea of Dormant on Aba, it would suit him so well! I just did the card years ago when this mechanic wasnt really a thing, now I would highly consider it to even be an all time Dormant.
I'm sure you're right about Carnunnos. I forgot how busted wild is. I think Hoodwink would still be balanced with rush because it would need something weak to attack in order to be good. I wish there were more permanently dormant cards in hearthstone!
Atropos is very cool. I'm imagining a whole set of cards that work differently when priest is in shadow form. Would Atropos destroy 1 health minion in the opponent's deck or would they still be playable but die immediately?
Akali is probably too strong. Especially with stealth. Does Chen steal opponent's legendary minions? Otherwise he seems very weak.
Yes Atropos make the 1-Health minion dead after playing them. I don't know about Akali, its def too slow for Wild and in constructed there are too few damaging spell/weapon buffs to make her op. And yes, Chen can take enemy Legendaries but I didn't know which word use to underline this ability.
Cool cards and ideas overall. The designs also look nice.
Alonan Marowak, as much as I like Marowak, is probably too good because of wild. Maybe as a 5/3, but 5 attack on a 2 mana minion is very scary. Akasha and Alarak are also potentially scary or at least design-limiting, probably more for standard than wild.
Atropos is an awesome card that I would really like to see in the next set.
Anti-Mage would probably cost 5 or 6 mana with some higher stats because it's basically a Loatheb that gets Shadowstep'ed 2-3 times in the right matchups. I personally think that the card is a little too disruptive compared to cards like the neutral 5 mana 3/7, which is pretty good design-wise.
I would also really like to see Chen, but the card is probably too narrow to be good and another Mutanus against aggro. I would play it nonetheless.
Akali would never ever ever see the light of day. Self-Sharpening Sword, Swinetusk, Kingsbane, and the entire poison/oil package makes this card extremely powerful. A 5-attack weapon would basically be a 6-mana Malygos and there are enough cards in both formats to exploit this as can be seen in the current weapon rogue lists. You only need 2 spells per game to break this anyway because you already have weapon damage. Plus the three most frequent damage spells in rogue that can go face are 1-2 mana, so preparation can help end the game fairly quickly even. You could remove the Stealth and change the card text to "Battlecry: The next spell you play (this turn?) gains Spell Damage equal to the Attack of your Weapon" and that would already be pretty strong (and also punish you for prepping wrongly^^).
Azwraith + Shaw would be very cool though probably not wild level of power and consistency, but I like that. Hunter needs wild support. Could also be ok with Broom in standard.
You could coin the Marowak and discard a Silverware Golem on turn 1 in the best case scenario. That's a very strong 2 card combo, even for wild standards. Maybe as a legendary for reduced consistency.
The Shadowstep potential for Anti-Mage is too much for it to be balanced in standard. The -2 Spell Damage makes several cards pointless (especially any damage-based board clear like Rancor, etc.). It's some nice anti-burn OTK tech, though, so 5 mana is probably justified.
Ooze destroys, or at least delays weapon rogue anyway, but Akali drastically increases your burst potential, so drawing the Ooze becomes even less consistent because you lack time.
Regarding your mage cards, Raichu is scary as soon as spell-only mage can run minions (Font of Power breaks this). Aggron is a lot of fun, but wouldn't see much play for consistency reasons. Deckard could easily be a 1/4 that shuffles 2 scrolls. The card is too weak. I assume that your hero keeps Ahri's Spell Damage for the rest of the game? A cool concept in general, but also very dangerous. 2 damage isn't much, so probably fine. Get it randomly from Font of Power and finish your opponent next turn. Agni is difficult to assess. Probably a bit on the strong side, sometimes a Nether with a body, but sometimes it deals 3-4, which is where this would be fine. Gets a lot worse the longer the game goes. Difficult to see this in any mage deck right now.