If you haven't seen them yet, I have 120+ cards in this thread here.
I love making Hearthstone cards, and I work pretty hard to make sure the rules text would work in-game, and the cards are not overpowered. That being said, these cards were made to test the limits of card power. Many of them have higher stats than cards of similar cost, but have some unavoidable downside to make up for it. I have also introduced a new Keyword: Buff. (Buff is a term from World of Warcraft referring to a beneficial spell cast on a player.)
New Keyword: Buff. When you play a minion with Buff, if you have extra Mana Crystals equal to or greater than their Buff value, you will be prompted to spend the extra Mana and buff your minion, or play it as is. Think of it in a similar way to the "Choose One" mechanic, one choice plays the minion without the Buff, the other choice will cost you more mana and will essentially activate the Buff as a Battlecry. Buffs can be removed by Silence.
The idea behind Buff is to give decks some more versatility. In the early game it really sucks to draw a high cost minion, and in the late game it sucks to draw a low cost minion. Buff cards are excellent whenever you draw them, and you can play them with or without the buff depending on if you need an extra small body, or a larger threat.
Some buffs don't cost that much extra Mana, but can sometimes be just the extra little 'oomf' that you need.
I've made one buff card for each class, and each one confines to the classes current playstyle.
* Minor typo on Capacitor Totem, I'll fix it later.
Thanks for the tips. Perhaps if Capacitor did 2 damage to itself, so healing stream wouldn't affect it as much. I did struggle a lot with the cost of the Buff cards, some of them might need to cost 1 mana more in some cases.
Shadowform does not make your healing do damage. It only changes your hero power to deal damage. You are thinking of Soulpriest. As for Omen of Calrity, you bring up a good point. Perhaps there could be a rope timer, and if the player didn't choose in that time it discards a random card. And obviously the turn timer would be paused while each player chooses.
If you haven't seen them yet, I have 120+ cards in this thread here.
I love making Hearthstone cards, and I work pretty hard to make sure the rules text would work in-game, and the cards are not overpowered. That being said, these cards were made to test the limits of card power. Many of them have higher stats than cards of similar cost, but have some unavoidable downside to make up for it. I have also introduced a new Keyword: Buff. (Buff is a term from World of Warcraft referring to a beneficial spell cast on a player.)
New Keyword: Buff. When you play a minion with Buff, if you have extra Mana Crystals equal to or greater than their Buff value, you will be prompted to spend the extra Mana and buff your minion, or play it as is. Think of it in a similar way to the "Choose One" mechanic, one choice plays the minion without the Buff, the other choice will cost you more mana and will essentially activate the Buff as a Battlecry. Buffs can be removed by Silence.
The idea behind Buff is to give decks some more versatility. In the early game it really sucks to draw a high cost minion, and in the late game it sucks to draw a low cost minion. Buff cards are excellent whenever you draw them, and you can play them with or without the buff depending on if you need an extra small body, or a larger threat.
Some buffs don't cost that much extra Mana, but can sometimes be just the extra little 'oomf' that you need.
I've made one buff card for each class, and each one confines to the classes current playstyle.
* Minor typo on Capacitor Totem, I'll fix it later.
Why not call it like burning crusade expansion or outland explansion or something like that.I personally think that something with outland has to be next expansion, it has so much potential .
Really some great feedback, thanks! Keep in mind I was going for a very 'close' to overpowered feel for every card, but I probably did overstep in a few spots. I think I will change quite a few cards, but I will touch on a few of your comments now.
Phoenix I agree, really should summon a weaker minion.
Beginner Adventurer could perhaps turn into a Buff card that does the same transform effect. The main idea I had for it was a minion that got bigger, but couldn't be silenced away.
Salvage Team can probably be fixed with 'At the end of your turn'.
My main comparison for Goldshire Captain was Silver Hand Knight. It costs 1 more to summon a minion that costs 2. Captain costs 1 more to summon two minions that add up to 2 cost. However their added stats and taunt do make them stronger, so perhaps making her cost 4 would be a smart change.
Deft Killer I think could be '50% chance to return to your hand'
Good call on the Vampric Embrace. For some reason I thought Drain Life cost 2! I mostly just like the idea of cards that make Shadowform viable.
Grimoire of Blood could probably go with a more standard life loss of 5, or simply add the minion to your hand rather than summon it.
Bronze Skyrazor was modeled to be a replacement for Gnomish Inventor, though I see now you are right and 3 Health is a better choice.
You guys are spot on, Capacitor Totem needs to be reworked entirely. Maybe making it a slightly better version of Lorewalker Cho?
Dapper, I mostly agree with what you said about Vanguard Intimidator. Keep in mind it does require combo, but I think a cost of 3 would balance it out.
If you haven't seen them yet, I have 120+ cards in this thread here.
I love making Hearthstone cards, and I work pretty hard to make sure the rules text would work in-game, and the cards are not overpowered. That being said, these cards were made to test the limits of card power. Many of them have higher stats than cards of similar cost, but have some unavoidable downside to make up for it. I have also introduced a new Keyword: Buff. (Buff is a term from World of Warcraft referring to a beneficial spell cast on a player.)
New Keyword: Buff. When you play a minion with Buff, if you have extra Mana Crystals equal to or greater than their Buff value, you will be prompted to spend the extra Mana and buff your minion, or play it as is. Think of it in a similar way to the "Choose One" mechanic, one choice plays the minion without the Buff, the other choice will cost you more mana and will essentially activate the Buff as a Battlecry. Buffs can be removed by Silence.
The idea behind Buff is to give decks some more versatility. In the early game it really sucks to draw a high cost minion, and in the late game it sucks to draw a low cost minion. Buff cards are excellent whenever you draw them, and you can play them with or without the buff depending on if you need an extra small body, or a larger threat.
Some buffs don't cost that much extra Mana, but can sometimes be just the extra little 'oomf' that you need.
I've made one buff card for each class, and each one confines to the classes current playstyle.
* Minor typo on Capacitor Totem, I'll fix it later.
Typo on the Bronze Skyrazor as well, mah man.
Cool ideas, btw.
Thanks for the tips. Perhaps if Capacitor did 2 damage to itself, so healing stream wouldn't affect it as much. I did struggle a lot with the cost of the Buff cards, some of them might need to cost 1 mana more in some cases.
Shadowform does not make your healing do damage. It only changes your hero power to deal damage. You are thinking of Soulpriest. As for Omen of Calrity, you bring up a good point. Perhaps there could be a rope timer, and if the player didn't choose in that time it discards a random card. And obviously the turn timer would be paused while each player chooses.
Why not call it like burning crusade expansion or outland explansion or something like that.I personally think that something with outland has to be next expansion, it has so much potential .
http://www.hearthpwn.com/decks/287291-tgt-theorycraft-midrange
I love the Buff concept and I feel like you did an amazing job on the flavor and art of each minion and spell. The latter is just as important to me.
Really some great feedback, thanks! Keep in mind I was going for a very 'close' to overpowered feel for every card, but I probably did overstep in a few spots. I think I will change quite a few cards, but I will touch on a few of your comments now.
Phoenix I agree, really should summon a weaker minion.
Beginner Adventurer could perhaps turn into a Buff card that does the same transform effect. The main idea I had for it was a minion that got bigger, but couldn't be silenced away.
Salvage Team can probably be fixed with 'At the end of your turn'.
My main comparison for Goldshire Captain was Silver Hand Knight. It costs 1 more to summon a minion that costs 2. Captain costs 1 more to summon two minions that add up to 2 cost. However their added stats and taunt do make them stronger, so perhaps making her cost 4 would be a smart change.
Deft Killer I think could be '50% chance to return to your hand'
Good call on the Vampric Embrace. For some reason I thought Drain Life cost 2! I mostly just like the idea of cards that make Shadowform viable.
Grimoire of Blood could probably go with a more standard life loss of 5, or simply add the minion to your hand rather than summon it.
Bronze Skyrazor was modeled to be a replacement for Gnomish Inventor, though I see now you are right and 3 Health is a better choice.
You guys are spot on, Capacitor Totem needs to be reworked entirely. Maybe making it a slightly better version of Lorewalker Cho?
Dapper, I mostly agree with what you said about Vanguard Intimidator. Keep in mind it does require combo, but I think a cost of 3 would balance it out.