It's probably random, even if it's not implied. The only explanation you can come up with. In which case, it is super terrible with Priest and Mage. xD Super OP with Hunter and Warrior. It's also abusable against and somewhat terrible with Warlock as well.
Inspired by Shaman, i wanted to give a little variety to the Paladin hero power. Imo those 1/1 are pretty much easy to deal and even being just 1/1's, you end up killing them like you do with the Shaman's totems. The difference is that with totems you can get some instant value, like healing or spell power. With Paladin, the charge, divine shield or taunt may be in equal foot and since you'll end up killing the tokens anyway, taunt won't make any difference, unless you really need it and it can also slow aggro a little bit. The charge is kinda inoffensive to your health points and i don't think the divine shield is OP, since you can have guaranteed Shielded Minibot for 2 mana. Im not experienced with minions stats, so i really don't know what to expect from the Crusader Lord. If i'ts too wrong, maybe the card could be a spell, making the change to the hero power last the entire game.
Nice concept! But how should Guild Master work with priest and mage hero powers? Like a Battlecry i suppose?
Thanks for the feedback guys!
Like a battlecry on your turn and to random enemy targets (Mage) and random friendly targets (Priest) on your opponent's turn (as Hearthstone doesn't have targeting mechanics during your opponent's turn yet).
I agree it's kinda OP with Hunters lol, Paladins too (basically respawns recruits). I could make it less OP to "Whenever one of your other minion dies, your next hero power costs (0)".
I like the possibilities of this card, but at first glance it sounds op. 4 better explosive sheeps for 4 mana, it's 8 damage AoE for 4 mana, but probably divided into 2 or 3 turns. I'm also disconsidering the mana to summon the totems because thats a natural thing, you do without noticing. I like it, something new to refresh those Lightning Storms over and over again.
I'm not completely made up on the aesthetic of this card but here goes anyway.
It is designed to be a more interactive and flexible version of shield slam for the warrior. I'm almost certain that it won't be possible to make this a 5/3 with charge on turn 2 (not even with armorsmith + double target dummy + whirlwind shenanigans) but you can play it on curve and hope to get a sharp increase in armor next turn and make this minion an early heavy hitter, or after you have managed to build up a good amount of armor you can use his charge ability to make an immediate impact on the board. Combined with shield block it is like a 2 mana shield slam that can hit the opponent's face.
I think this card is balanced because the upside is not easy to attain if you play this minion on or near turn 2. To attain the benefit of this card you have to invest in it, either with cards like Shield block or your hero power which costs tempo as well.
This card would work well in decks that have high overload spells softening the blow the following turn. With this card we could see spells like Forked LightningLava Burst become more widely used.
I'll gladly add some cards of my own. Let's start with a hunter minion that has synergy with the hunter hero ability:
1.
It's meant to be a decent hunter agro minion, focusing on increasing the damage of the hero ability or wasting the mana of the opponent if he wants to get rid of the tracking markers. It also has a bit of synergy with mill decks.
Rollback Post to RevisionRollBack
The Gathering - a Custom Expansion of 185 new cards
Not too powerful, but good enough, probably can be played one in a deck. The main idea here is to get the totem you need in the late game, where the gamble is too risky, and you are willing to spend a bit more mana for specific totem. Created with two thoughts in mind:
a) There was a spell in World of Warcraft with the same name (there is a glyph now) in pre-Mists, the spell was putting all of your 4 totems on the spot. So, it's lore-wise! :)
b) There is no 4-mana rare drop for shamans. This one will make it!
Commonly will be used to spawn totems for future shananigans with Bloodlust or Flametongue Totem, to get spellpower/taunt for a turn or to spend mana (or reserve mana - that depends on the point, from which you look - playing it on turn 4 / 3 + coin let you concentrate on playing cards on the future turns, not totem-uping). Can also give some life to Totemic Might
It's probably random, even if it's not implied. The only explanation you can come up with. In which case, it is super terrible with Priest and Mage. xD Super OP with Hunter and Warrior. It's also abusable against and somewhat terrible with Warlock as well.
And let's not talk about Rogue... xD
Captain greenskin used to be similar, with every time you attack you drew a card. That was deemed over powered,i assume this is the same.
Inspired by Shaman, i wanted to give a little variety to the Paladin hero power. Imo those 1/1 are pretty much easy to deal and even being just 1/1's, you end up killing them like you do with the Shaman's totems. The difference is that with totems you can get some instant value, like healing or spell power. With Paladin, the charge, divine shield or taunt may be in equal foot and since you'll end up killing the tokens anyway, taunt won't make any difference, unless you really need it and it can also slow aggro a little bit. The charge is kinda inoffensive to your health points and i don't think the divine shield is OP, since you can have guaranteed Shielded Minibot for 2 mana. Im not experienced with minions stats, so i really don't know what to expect from the Crusader Lord. If i'ts too wrong, maybe the card could be a spell, making the change to the hero power last the entire game.
Well, here is mine
Thanks for the feedback guys!
Like a battlecry on your turn and to random enemy targets (Mage) and random friendly targets (Priest) on your opponent's turn (as Hearthstone doesn't have targeting mechanics during your opponent's turn yet).
I agree it's kinda OP with Hunters lol, Paladins too (basically respawns recruits). I could make it less OP to "Whenever one of your other minion dies, your next hero power costs (0)".
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I like the possibilities of this card, but at first glance it sounds op. 4 better explosive sheeps for 4 mana, it's 8 damage AoE for 4 mana, but probably divided into 2 or 3 turns. I'm also disconsidering the mana to summon the totems because thats a natural thing, you do without noticing. I like it, something new to refresh those Lightning Storms over and over again.
overload seems likly here. prehaps overload 2?
I'm not completely made up on the aesthetic of this card but here goes anyway.
It is designed to be a more interactive and flexible version of shield slam for the warrior. I'm almost certain that it won't be possible to make this a 5/3 with charge on turn 2 (not even with armorsmith + double target dummy + whirlwind shenanigans) but you can play it on curve and hope to get a sharp increase in armor next turn and make this minion an early heavy hitter, or after you have managed to build up a good amount of armor you can use his charge ability to make an immediate impact on the board. Combined with shield block it is like a 2 mana shield slam that can hit the opponent's face.
I think this card is balanced because the upside is not easy to attain if you play this minion on or near turn 2. To attain the benefit of this card you have to invest in it, either with cards like Shield block or your hero power which costs tempo as well.
Kezan Tinkerer - http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/45270-weekly-design-competition-19-submission-thread?comment=333
Not sure if OP or not, but I liked the idea :)
"The file provided is too large. Please provide a file less than 1 GB" uhmm...the file isn't even 1 MB....
Response to Blizzard about Undertaker:
#1
This card would work well in decks that have high overload spells softening the blow the following turn. With this card we could see spells like Forked Lightning Lava Burst become more widely used.
#2
The more powerful totems would be Mana Tide Totem Flametongue Totem Vitality Totem this would go on to include any added totems in the future that is a playable card.
The shamans hero power Totemic Call would summon a Mana Tide Totem Flametongue Totem or Vitality Totem instead of the normal ones
I'll gladly add some cards of my own. Let's start with a hunter minion that has synergy with the hunter hero ability:
1.
It's meant to be a decent hunter agro minion, focusing on increasing the damage of the hero ability or wasting the mana of the opponent if he wants to get rid of the tracking markers. It also has a bit of synergy with mill decks.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
Not too powerful, but good enough, probably can be played one in a deck. The main idea here is to get the totem you need in the late game, where the gamble is too risky, and you are willing to spend a bit more mana for specific totem. Created with two thoughts in mind:
a) There was a spell in World of Warcraft with the same name (there is a glyph now) in pre-Mists, the spell was putting all of your 4 totems on the spot. So, it's lore-wise! :)
b) There is no 4-mana rare drop for shamans. This one will make it!
Commonly will be used to spawn totems for future shananigans with Bloodlust or Flametongue Totem, to get spellpower/taunt for a turn or to spend mana (or reserve mana - that depends on the point, from which you look - playing it on turn 4 / 3 + coin let you concentrate on playing cards on the future turns, not totem-uping). Can also give some life to Totemic Might