Welcome to my workshop! Here I'll create miscellaneous cards that won't belong to an official set. I'll also put cards from any contests I enter in here too. I may make multiple cards aimed at a similar goal, but no formal sets. I'll go in-depth on each card. These cards are very experimental, so feedback or balancing is appreciated.
I hope to update this as frequently as possible, just throwing down whatever ideas come to mind.
Control Hunter Workshop
The following cards are intended to make Control Hunter viable. They will still be in the full list, but you can view them all at once here:
Hilltop Sniper
Maybe taking the first few steps towards control hunter. Encouraging you to keep their board clear, saving your hero power for doing the damage. Might be a bit too overpowered and instead just make face huntard more overpowered.
Swift Hawkstrider
Again, might be a bit overpowered. As is going to be with all of these control hunter cards, I feel like it's better to define something with a clear purpose and make it overpowered than it is to underdefine something and make it underpowered. Everything can be nerfed down later, but sometimes its hard to reconstruct purpose when starting with something too weak. Also, when it comes to combos with this card, all I can say is: Bestial Wrath :)
Ironhide Devilsaur
The big dino. Caliber card for control hunter. Here's the vision: This, alongside hilltop sniper are your only face damage sources. The rest of your minions are for clearing the enemy's board. The next cards I'll be making for control hunter will be strong minion removal spells. Might be a bit strong, or a bit weak, although I feel like if it were to change it should stay at 5 mana so that other classes can remove it.
Sharpen
Hunters scale so well with spell damage. Cobra Shot scales doubly, Explosive shot scales triply, and all of the other spells would still get a solid benefit. Balance-wise, for an epic, I think it's fine. 1 mana is worth 2 damage, and you get a 1 mana discount here because you have to combo it with another card during that turn, and that it doesn't work with non-damaging cards. If you were to play a Secret after this card, if that secret was Eye for an Eye, Snipe, or Explosive Trap, the spell damage would be kept until the secret activated.
Rain of Arrows
Technically, this card is actually underpowered. "Deal three damage to all enemy minions" could be balanced, but I like this version better. It establishes running Taunts as an effective counterplay to Control Hunter. From the hunter workshop, here's what the dream looks like: You have your big dino either hitting face or clearing a big minion, you have your hilltop sniper pumping out more caliber if you can clear the enemy's board, you use Rain of Arrows and Sharpen as pretty effective removal to pump up the sniper and the dino.
I might make one more card for control hunter, but it will come later. Aside from that, this is the final card in the control hunter workshop.
Devotion
This was my entry for week 2 of the design contest, 0 mana spells. It got to the finals, and came in around 8th place.
Turn your taunts into durable walls against control decks
Mechanized Hunter
Beast hunter on its own never worked, and I've always wanted to see (but never have seen) hunter's mech cards from GvG. This card might make it possible to fuse those two deck types together into an effective one. Presumably, this would apply to ALL of your beasts and mechs, even ones in your hand or deck. As such, things like Metaltooth Leaper working on Unleash the Hounds, Call Pet being able to draw into a mech can happen.
Things I might consider changing:
Make it a mech
Stats to 3/4
Remove the synergy with cards in hand or deck
Keeper of Knowledge
This guy is in a current competition! If you like him, vote for him HERE!
A card that's targeted at fatigue mage, but can have a beneficial effect with everything. I really like this card. It's flavorful with mage's duplication, it has synergy with a nuanced deck type. It has a low mana cost, but a relatively high amount of health for its mana, so that it can survive for a decent amount of time and also so that you can play coldlight for an immediate como. The question is, if you run out of cards, should you still take fatigue damage? I would think that you still should for balance's sake, but the effect of the card would seem to indicate that you wouldn't.
Radiant Priestess
This card is intended to be a neutral tech card to counter the Tinkerer class that I'm working on right now. It is reliant on utility by buffing its minions such that they can use special abilities repeatedly. I feel like that could get out of hand, so this is handy to remove the buffs and prevent them from being re-buffed. Against Tinkerer, it's almost all upsides, but against everyone else, the silence would be slightly more value than the untargetablility in most cases, so it gets the standard non-vanilla 4 drop body.
Bunker Buster
This was my entry for the week 7 design contest, double trouble. It got to the finals, and came in around 4th place.
Adding to the pool of 5 mana 3/3 utility drops from GvG, here comes a tech card against freeze mage, control warrior, and possibly druid. It could also function as a weak finisher.
Let me explain how the double damage works, since it's not simply "double damage if they are wearing armor." Each point of damage is calculated one at a time.
Enemy has 8 armor and 30 health -> They will have 0 armor and 30 health.
Enemy has 4 armor and 30 health -> They will have 0 armor (the first 2 points of damage, doubled against armor) and 28 health (the last two points of damage, unmodified against regular health)
Enemy has 3 armor and 30 health -> they will have 0 armor (the first point of damage is doubled, leaving them with 1 armor. The second point of damage will also be doubled, leaving them with 0 armor and 29 health) and 27 health (the remaining 2 points of damage taken from the 29).
Trapper Bot
To explain the effect: You choose a minion. It gets silenced and has "can't attack" so it is essentially useless. However, this is an aura effect, meaning that it only lasts until this minion dies. Kill this minion, and theirs returns to normal, keeping all of the buffs that it had before it was silenced. Some special cases:
Silencing the minion that Trapper Bot is affecting: The minion will still be silenced (because you re-silenced it), but it will be able to attack. Killing Trapper bot will have no effect here.
Silencing Trapper Bot: Will immediately return the affected minion to normal, as if Trapper Bot died.
Gives aggressive mech decks some way to deal with the early late game. Of course, aggro decks will lose out to control decks if the game gets dragged out, but this card can act as that one temporary hard removal that you need to get past that massive lategame taunt and finish the game before all is lost. Mech warper brings down its mana cost should this happen earlier, with say, Handlock.
Whimsical Mechanic
Like Trapper bot, a removal for mech decks that has a drawback. The stats are dropped because even though the effect is symmetrical, you are the only one who makes use of the charge, and that you get to use yours first. Ideally you would play this card in scenarios where you have only weak minions and your opponent has something huge that you need to remove. Or, if you have Annoy-o-Tron, you can deal with friend bot without sacrificing a minion. The stats could be a bit to weak for this.
Penance
This card is probably pretty overpowered. On its own, I think it's alright, using backstab as a comparison. However, it has so much synergy that the 0 mana cost gives it a bit too much value:
It's likely that I'll change this into a low-cost minion with the effect as a battlecry, so that It can be above zero mana to balance it and above one mana to differentiate it.
Hilltop Sniper
Maybe taking the first few steps towards control hunter. Encouraging you to keep their board clear, saving your hero power for doing the damage. Might be a bit too overpowered and instead just make face huntard more overpowered.
Vessel of the Light
Basically, this minion will always appear damaged. Unfortunately, this makes it weak to execute, but I think that's negligible. You can heal it forever and it will continue to grow. Might combo well with inner fire, definitely combos with circle of healing. Note that using Ancestral Healing on this minion will destroy it, because its health would exceed 2,147,483,647.
Swift Hawkstrider
Again, might be a bit overpowered. As is going to be with all of these control hunter cards, I feel like it's better to define something with a clear purpose and make it overpowered than it is to underdefine something and make it underpowered. Everything can be nerfed down later, but sometimes its hard to reconstruct purpose when starting with something too weak. Also, when it comes to combos with this card, all I can say is: Bestial Wrath :)
Druid of the Nightmare
This was my entry for the week 8 design contest, 3 mana tech.
A bunch of possibilities with this card in choosing which option is better. Effective as an innervate on turn 1 against aggro, helps you to stall into lategame if you choose based on what deck you're against.
Ironhide Devilsaur
The big dino. Caliber card for control hunter. Here's the vision: This, alongside hilltop sniper are your only face damage sources. The rest of your minions are for clearing the enemy's board. The next cards I'll be making for control hunter will be strong minion removal spells. Might be a bit strong, or a bit weak, although I feel like if it were to change it should stay at 5 mana so that other classes can remove it.
Sharpen
Hunters scale so well with spell damage. Cobra Shot scales doubly, Explosive shot scales triply, and all of the other spells would still get a solid benefit. Balance-wise, for an epic, I think it's fine. 1 mana is worth 2 damage, and you get a 1 mana discount here because you have to combo it with another card during that turn, and that it doesn't work with non-damaging cards. If you were to play a Secret after this card, if that secret was Eye for an Eye, Snipe, or Explosive Trap, the spell damage would be kept until the secret activated.
Rain of Arrows
Technically, this card is actually underpowered. "Deal three damage to all enemy minions" could be balanced, but I like this version better. It establishes running Taunts as an effective counterplay to Control Hunter. From the hunter workshop, here's what the dream looks like: You have your big dino either hitting face or clearing a big minion, you have your hilltop sniper pumping out more caliber if you can clear the enemy's board, you use Rain of Arrows and Sharpen as pretty effective removal to pump up the sniper and the dino.
I might make one more card for control hunter, but it will come later. Aside from that, this is the final card in the control hunter workshop.
Dispersion
Unfortunately, don't have time to say anything. Might be a bit strong though.
Desperate Power
Again, not time to say much. If anything, this might be a bit weak.
The silence counts for just as much as the 'can't be targeted by spells or hero powers' and since most priest spells are AoE, radiant priestess should be a 4/4.
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I need YOUR feedback on my ideas for this weeks card contest!
The silence counts for just as much as the 'can't be targeted by spells or hero powers' and since most priest spells are AoE, radiant priestess should be a 4/4.
Thank you so much for responding :D
Yeah, I realize you're correct. I would say silence is maybe worth a little more, so bringing it to a 4/4 sounds good... Not sure how my logic brought me to a 5/6. I'll go nerf that right now.
Devotion is a bit like Cruel Taskmaster - super versatile, and there are a lot of cool things you can do with it. It leads to a lot of interesting and difficult decisions. I really, really like it (and thought it was the best spell in that contest by far).
Mechanized Hunter is ok. I feel like the wording could be cleaner. I've seen this effect written as, "Your Mechs count as Beasts. Your Beasts count as Mechs."
I think Keeper of Knowledge is really fantastic. I wonder if the wording could be a bit tidier, again, though. Really clever card, lots of cool synergies.
Radiant Priestess is clever. I like effects that give a benefit and a drawback. It doesn't 'feel' like a neutral card, really - that would be my only gripe.
Bunker Buster is cool, but I'm not sure if the added situational complexity is a big enough deal to be worth.
Trapper Bot is too complicated and weirdly worded. It's a cool idea but you can't see exactly how it works from looking at it. The way I would probably word it is, "Choose a minion. While this is on the battlefield, Freeze it." I've also seen this mechanic done with a beast flavour as, "Battlecry: CONSUME a minion. Deathrattle: Resummon it."
I really appreciate the response!
Some feedback to your feedback :P
Devotion - Yeah, I really like this card too. I'm surprised that it did so poorly in the finals, and also surprised that relatively, Bunker Buster did better than it.
Mechanized Hunter - I really agree with the wording problem and I'm going to try to do something to fix it. Wording means a lot to me. There are two cases to this card, like you mentioned: Beasts are mechs and mechs are beasts. It was hard to choose which path to take, trying to fuse the subjects for a longer effect (which is what I did, mechs and beasts are both mechs and beasts) or just leaving the cases separate (your suggestion.) It was also difficult because I had to throw in a bunch of extra words in to clarify what it actually did, such as "count as" (because otherwise people would be saying "huh? do my beasts turn into a random mech?"), and "simultaneously" (because then you would be wondering if your beasts still counted as beasts too, or if they were changed to mechs.) I think that I'll use some variation of your option, because I would rather have two similar sentences than the god-awful "your beasts and your mechs.."
Keeper of Knowledge - Again, agreeing with you. This and devotion are definitely my favorite two cards. About the wording, I tried to stay true to hearthstone's copying a random card from your deck, from thoughtsteal, which says "copy two cards from your opponent's deck and add them to your hand." I don't like how they did it, but I usually put hearthstone's wording over my own personal preference.
Radiant Priestess - The reason that Radiant Priestess is a neutral is because it's supposed to be a tech card against AoE buff-based decks. They don't really exist in hearthstone, but theoretically they would in my tinkerer class. I definitely feel the priest orientation with so much priesty flavor.
Bunker Buster - Same opinion here, I feel pretty meh about this card (but apparently people liked it a decent amount, I'm surprised it made it to the finals).
Trapper Bot - The thing that was hard about wording this card is the fact that it needs so many specific interactions to avoid the strange cases. Originally I was going to use the Battlecry: destroy and Deathrattle: resummon, but then you could silence it for a permanent destruction (which, come to think of it, could be a cool interaction), but it would also trigger deathrattles, other "on death" effects, and would be at full health when you resummoned it. Even the current version has some interaction problems with things like shadowflame. I don't like freeze because ice lance works against it, this was the most concise solution that covered most of the problems. I likely won't be changing this one unless something radically better is proposed.
I really like Hilltop Sniper. I'm not sure how good it will be though. The only reason why the board is normally clear while facing hunter is because the opponent needs to throw everything at the hunter to stop the onslaught. However, in a control hunter deck, hunters don't have really any direct board removal along the lines of Flamestrike or Consecration. It's a cool idea, but for control hunters to be a thing, we would need more cards that would also help hunter play control.
I'm really enjoying this thread. I also wanted to suggest this for the card text on mechanised hunter. It is similar to Dapperatchik's suggestion so but perhaps even clearer "Your beasts are also mechs. Your mechs are also beasts."
I do think that as its an aura mechanic, it should only affect cards in play, removing the call pet synergy. My reasoning is that a card like Stormwind Champion doesn't make the Chillwind Yeti a 5/6 in your hand.
Devotion is a lovely card. I vaguely remember seeing it during the contest, but I was without internet for most of that week so I didn't see as much of it as I would like (a shame because I really liked the theme of 0 mana spells). One of my favourite things in hearthstone is making 1 damage count. As a result, I really like rogue, mage and druid, and since muster for battle, Paladin has become a class I really like too. Devotion really excites me because of the synergy with all the 1 damage dealing things that paladin can do.
Finally, Keeper of Knowledge also looks really interesting. It definitely has potential. It would be really good in fatigue mage for obvious reasons, but I think it would be decent in other mage decks, especially the ones that already run duplicate and echo of medivh.
I'm really enjoying this thread. I also wanted to suggest this for the card text on mechanised hunter. It is similar to Dapperatchik's suggestion so but perhaps even clearer "Your beasts are also mechs. Your mechs are also beasts."
I do think that as its an aura mechanic, it should only affect cards in play, removing the call pet synergy. My reasoning is that a card like Stormwind Champion doesn't make the Chillwind Yeti a 5/6 in your hand.
Devotion is a lovely card. I vaguely remember seeing it during the contest, but I was without internet for most of that week so I didn't see as much of it as I would like (a shame because I really liked the theme of 0 mana spells). One of my favourite things in hearthstone is making 1 damage count. As a result, I really like rogue, mage and druid, and since muster for battle, Paladin has become a class I really like too. Devotion really excites me because of the synergy with all the 1 damage dealing things that paladin can do.
Finally, Keeper of Knowledge also looks really interesting. It definitely has potential. It would be really good in fatigue mage for obvious reasons, but I think it would be decent in other mage decks, especially the ones that already run duplicate and echo of medivh.
I really like that suggestion for Mechanized Hunter, I think I'll change it right now to : "Your beasts also count as mechs and your mechs also count as beasts." I know that it is an aura effect and it SHOULDN'T affect the cards in your hand, but I feel like the synergy would be really awesome if it did.
Thanks for the other compliments, hoping that you continue to enjoy this thread :D
lurking for more cards, most of them are amazing! My top 5 cards are so far: 5. Devotion: Shade + this will cause a huge uproar. I like it. 4. Hilltop Sniper: Decent mechanic, maybe a bit strong, but please don't give up on control hunter! 3. Radiant Priestess: What a strange looking card. I have no idea how it'd be useful, but very interesting 2. Penace: Soooo many possibilities, the less rogue-ly backstab! 1. Whimsical Mechanic: super combo heavy, but also pretty nasty. I'd love to make a deck around it
I honestly threw Whimsical Mechanic together pretty quickly, I'm surprised it landed so high up on your list! Glad you're enjoying the cards :D
It would be interesting to see Penance added to a minion for the priest class. One of the things I have seen floating around the forums is better, more proactive cards for priest. I think a minion with the Penance effect would fit that bill. There are a few minions that I think need to be taken into consideration when making this card; Earthen Ring Farseer, SI:7 Agent, Keeper of the Grove and, *ahem* Ironforge Rifleman.
It would be really nice to be able to build quick tempo with a card like this. I think it would need to cost 3 mana though for its easy ability to kill a whole bunch of two drops like Knife Juggler.
It would be interesting to see Penance added to a minion for the priest class. One of the things I have seen floating around the forums is better, more proactive cards for priest. I think a minion with the Penance effect would fit that bill. There are a few minions that I think need to be taken into consideration when making this card; Earthen Ring Farseer, SI:7 Agent, Keeper of the Grove and, *ahem* Ironforge Rifleman.
It would be really nice to be able to build quick tempo with a card like this. I think it would need to cost 3 mana though for its easy ability to kill a whole bunch of two drops like Knife Juggler.
I originally was thinking a 2 mana Legendary 2/2, which is pretty balanced. But I wouldn't really want to be making class legendaries in a workshop. If it were 3 mana, I think that 3/3 could be appropriate, but 2/3 or 3/2 would probably be more balanced.
Today's new card has been added: Swift Hawkstrider!
Also, I'm announcing that for the next few days, I will be shifting into a Control Hunter Workshop. The cards I will be making will all be for control hunter, trying to make it viable and more attractive than aggro.
I'll also be adding my weekly contest submission, but I'll be submitting an additional Control Hunter card that day to make up for it.
Today's new card has been added: Swift Hawkstrider!
Also, I'm announcing that for the next few days, I will be shifting into a Control Hunter Workshop. The cards I will be making will all be for control hunter, trying to make it viable and more attractive than aggro.
I'll also be adding my weekly contest submission, but I'll be submitting an additional Control Hunter card that day to make up for it.
I am not so certain giving hunter out of all classes a card like this. If put into face hunter decks it would allow them to kill a minion or three and leave some damage on the enemy hero! I like the idea though. I think this would be a good neutral 7-mana minion with 'can't be targeted by spells or hero powers'.
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I need YOUR feedback on my ideas for this weeks card contest!
Today's new cards have been added: Ironhide Devilsaur, my daily workshop card, and Druid of the Nightmare, my weekly contest card!
I am also sorry to say that there will not be a daily card tomorrow. I have a particularly large amount of schoolwork and stuff. Hopefully this only lasts for one day.
Tomorrow's card will be the final card for control hunter. The workshop will then move back to how it was, a collection of random cards, unless I decide to do a Demon Warlock or Aggro Warrior workshop.
This is the last card for the Control Hunter workshop. Another Control Hunter card might come in the future, but for now, it's back to miscellaneous cards.
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Welcome to my workshop! Here I'll create miscellaneous cards that won't belong to an official set. I'll also put cards from any contests I enter in here too. I may make multiple cards aimed at a similar goal, but no formal sets. I'll go in-depth on each card. These cards are very experimental, so feedback or balancing is appreciated.
I hope to update this as frequently as possible, just throwing down whatever ideas come to mind.
Control Hunter Workshop
The following cards are intended to make Control Hunter viable. They will still be in the full list, but you can view them all at once here:
Hilltop Sniper
Maybe taking the first few steps towards control hunter. Encouraging you to keep their board clear, saving your hero power for doing the damage. Might be a bit too overpowered and instead just make face huntard more overpowered.
Swift Hawkstrider
Again, might be a bit overpowered. As is going to be with all of these control hunter cards, I feel like it's better to define something with a clear purpose and make it overpowered than it is to underdefine something and make it underpowered. Everything can be nerfed down later, but sometimes its hard to reconstruct purpose when starting with something too weak. Also, when it comes to combos with this card, all I can say is: Bestial Wrath :)
Ironhide Devilsaur
The big dino. Caliber card for control hunter. Here's the vision: This, alongside hilltop sniper are your only face damage sources. The rest of your minions are for clearing the enemy's board. The next cards I'll be making for control hunter will be strong minion removal spells. Might be a bit strong, or a bit weak, although I feel like if it were to change it should stay at 5 mana so that other classes can remove it.
Sharpen
Hunters scale so well with spell damage. Cobra Shot scales doubly, Explosive shot scales triply, and all of the other spells would still get a solid benefit. Balance-wise, for an epic, I think it's fine. 1 mana is worth 2 damage, and you get a 1 mana discount here because you have to combo it with another card during that turn, and that it doesn't work with non-damaging cards. If you were to play a Secret after this card, if that secret was Eye for an Eye, Snipe, or Explosive Trap, the spell damage would be kept until the secret activated.
Rain of Arrows
Technically, this card is actually underpowered. "Deal three damage to all enemy minions" could be balanced, but I like this version better. It establishes running Taunts as an effective counterplay to Control Hunter. From the hunter workshop, here's what the dream looks like: You have your big dino either hitting face or clearing a big minion, you have your hilltop sniper pumping out more caliber if you can clear the enemy's board, you use Rain of Arrows and Sharpen as pretty effective removal to pump up the sniper and the dino.
I might make one more card for control hunter, but it will come later. Aside from that, this is the final card in the control hunter workshop.
Devotion
This was my entry for week 2 of the design contest, 0 mana spells. It got to the finals, and came in around 8th place.
I feel this is a versatile card, allowing you to:
Mechanized Hunter
Beast hunter on its own never worked, and I've always wanted to see (but never have seen) hunter's mech cards from GvG. This card might make it possible to fuse those two deck types together into an effective one. Presumably, this would apply to ALL of your beasts and mechs, even ones in your hand or deck. As such, things like Metaltooth Leaper working on Unleash the Hounds, Call Pet being able to draw into a mech can happen.
Things I might consider changing:
Keeper of Knowledge
This guy is in a current competition! If you like him, vote for him HERE!
A card that's targeted at fatigue mage, but can have a beneficial effect with everything. I really like this card. It's flavorful with mage's duplication, it has synergy with a nuanced deck type. It has a low mana cost, but a relatively high amount of health for its mana, so that it can survive for a decent amount of time and also so that you can play coldlight for an immediate como. The question is, if you run out of cards, should you still take fatigue damage? I would think that you still should for balance's sake, but the effect of the card would seem to indicate that you wouldn't.
Radiant Priestess
This card is intended to be a neutral tech card to counter the Tinkerer class that I'm working on right now. It is reliant on utility by buffing its minions such that they can use special abilities repeatedly. I feel like that could get out of hand, so this is handy to remove the buffs and prevent them from being re-buffed. Against Tinkerer, it's almost all upsides, but against everyone else, the silence would be slightly more value than the untargetablility in most cases, so it gets the standard non-vanilla 4 drop body.
Bunker Buster
This was my entry for the week 7 design contest, double trouble. It got to the finals, and came in around 4th place.
Adding to the pool of 5 mana 3/3 utility drops from GvG, here comes a tech card against freeze mage, control warrior, and possibly druid. It could also function as a weak finisher.
Let me explain how the double damage works, since it's not simply "double damage if they are wearing armor." Each point of damage is calculated one at a time.
Trapper Bot
To explain the effect: You choose a minion. It gets silenced and has "can't attack" so it is essentially useless. However, this is an aura effect, meaning that it only lasts until this minion dies. Kill this minion, and theirs returns to normal, keeping all of the buffs that it had before it was silenced. Some special cases:
Gives aggressive mech decks some way to deal with the early late game. Of course, aggro decks will lose out to control decks if the game gets dragged out, but this card can act as that one temporary hard removal that you need to get past that massive lategame taunt and finish the game before all is lost. Mech warper brings down its mana cost should this happen earlier, with say, Handlock.
Whimsical Mechanic
Like Trapper bot, a removal for mech decks that has a drawback. The stats are dropped because even though the effect is symmetrical, you are the only one who makes use of the charge, and that you get to use yours first. Ideally you would play this card in scenarios where you have only weak minions and your opponent has something huge that you need to remove. Or, if you have Annoy-o-Tron, you can deal with friend bot without sacrificing a minion. The stats could be a bit to weak for this.
Penance
This card is probably pretty overpowered. On its own, I think it's alright, using backstab as a comparison. However, it has so much synergy that the 0 mana cost gives it a bit too much value:
It's likely that I'll change this into a low-cost minion with the effect as a battlecry, so that It can be above zero mana to balance it and above one mana to differentiate it.
Hilltop Sniper
Maybe taking the first few steps towards control hunter. Encouraging you to keep their board clear, saving your hero power for doing the damage. Might be a bit too overpowered and instead just make face huntard more overpowered.
Vessel of the Light
Basically, this minion will always appear damaged. Unfortunately, this makes it weak to execute, but I think that's negligible. You can heal it forever and it will continue to grow. Might combo well with inner fire, definitely combos with circle of healing. Note that using Ancestral Healing on this minion will destroy it, because its health would exceed 2,147,483,647.
Swift Hawkstrider
Again, might be a bit overpowered. As is going to be with all of these control hunter cards, I feel like it's better to define something with a clear purpose and make it overpowered than it is to underdefine something and make it underpowered. Everything can be nerfed down later, but sometimes its hard to reconstruct purpose when starting with something too weak. Also, when it comes to combos with this card, all I can say is: Bestial Wrath :)
Druid of the Nightmare
This was my entry for the week 8 design contest, 3 mana tech.
A bunch of possibilities with this card in choosing which option is better. Effective as an innervate on turn 1 against aggro, helps you to stall into lategame if you choose based on what deck you're against.
Ironhide Devilsaur
The big dino. Caliber card for control hunter. Here's the vision: This, alongside hilltop sniper are your only face damage sources. The rest of your minions are for clearing the enemy's board. The next cards I'll be making for control hunter will be strong minion removal spells. Might be a bit strong, or a bit weak, although I feel like if it were to change it should stay at 5 mana so that other classes can remove it.
Sharpen
Hunters scale so well with spell damage. Cobra Shot scales doubly, Explosive shot scales triply, and all of the other spells would still get a solid benefit. Balance-wise, for an epic, I think it's fine. 1 mana is worth 2 damage, and you get a 1 mana discount here because you have to combo it with another card during that turn, and that it doesn't work with non-damaging cards. If you were to play a Secret after this card, if that secret was Eye for an Eye, Snipe, or Explosive Trap, the spell damage would be kept until the secret activated.
Rain of Arrows
Technically, this card is actually underpowered. "Deal three damage to all enemy minions" could be balanced, but I like this version better. It establishes running Taunts as an effective counterplay to Control Hunter. From the hunter workshop, here's what the dream looks like: You have your big dino either hitting face or clearing a big minion, you have your hilltop sniper pumping out more caliber if you can clear the enemy's board, you use Rain of Arrows and Sharpen as pretty effective removal to pump up the sniper and the dino.
I might make one more card for control hunter, but it will come later. Aside from that, this is the final card in the control hunter workshop.
Dispersion
Unfortunately, don't have time to say anything. Might be a bit strong though.
Desperate Power
Again, not time to say much. If anything, this might be a bit weak.
Carrion Call
Ignite
That's all for now... more cards coming soon!
~DKP
The silence counts for just as much as the 'can't be targeted by spells or hero powers' and since most priest spells are AoE, radiant priestess should be a 4/4.
I need YOUR feedback on my ideas for this weeks card contest!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/41516-weekly-design-competition-15-discussion-thread?comment=265
Fear me, for i am the Slayer of Stupid, Incompetent, minions!
Thank you so much for responding :D
Yeah, I realize you're correct. I would say silence is maybe worth a little more, so bringing it to a 4/4 sounds good... Not sure how my logic brought me to a 5/6. I'll go nerf that right now.
Also, Radiant Priestess is a neutral minion.
Today's new card has been added: Trapper bot!
I really appreciate the response!
Some feedback to your feedback :P
Devotion - Yeah, I really like this card too. I'm surprised that it did so poorly in the finals, and also surprised that relatively, Bunker Buster did better than it.
Mechanized Hunter - I really agree with the wording problem and I'm going to try to do something to fix it. Wording means a lot to me. There are two cases to this card, like you mentioned: Beasts are mechs and mechs are beasts. It was hard to choose which path to take, trying to fuse the subjects for a longer effect (which is what I did, mechs and beasts are both mechs and beasts) or just leaving the cases separate (your suggestion.) It was also difficult because I had to throw in a bunch of extra words in to clarify what it actually did, such as "count as" (because otherwise people would be saying "huh? do my beasts turn into a random mech?"), and "simultaneously" (because then you would be wondering if your beasts still counted as beasts too, or if they were changed to mechs.) I think that I'll use some variation of your option, because I would rather have two similar sentences than the god-awful "your beasts and your mechs.."
Keeper of Knowledge - Again, agreeing with you. This and devotion are definitely my favorite two cards. About the wording, I tried to stay true to hearthstone's copying a random card from your deck, from thoughtsteal, which says "copy two cards from your opponent's deck and add them to your hand." I don't like how they did it, but I usually put hearthstone's wording over my own personal preference.
Radiant Priestess - The reason that Radiant Priestess is a neutral is because it's supposed to be a tech card against AoE buff-based decks. They don't really exist in hearthstone, but theoretically they would in my tinkerer class. I definitely feel the priest orientation with so much priesty flavor.
Bunker Buster - Same opinion here, I feel pretty meh about this card (but apparently people liked it a decent amount, I'm surprised it made it to the finals).
Trapper Bot - The thing that was hard about wording this card is the fact that it needs so many specific interactions to avoid the strange cases. Originally I was going to use the Battlecry: destroy and Deathrattle: resummon, but then you could silence it for a permanent destruction (which, come to think of it, could be a cool interaction), but it would also trigger deathrattles, other "on death" effects, and would be at full health when you resummoned it. Even the current version has some interaction problems with things like shadowflame. I don't like freeze because ice lance works against it, this was the most concise solution that covered most of the problems. I likely won't be changing this one unless something radically better is proposed.
Today's new card has been added: Whimsical Mechanic!
Today's new card has been added: Penance!
(Is me bumping this thread acceptable because I'm putting in new content, or should I maybe bump after 3 new cards?)
Today's new card has been added: Hilltop Sniper!
I really like Hilltop Sniper. I'm not sure how good it will be though. The only reason why the board is normally clear while facing hunter is because the opponent needs to throw everything at the hunter to stop the onslaught. However, in a control hunter deck, hunters don't have really any direct board removal along the lines of Flamestrike or Consecration. It's a cool idea, but for control hunters to be a thing, we would need more cards that would also help hunter play control.
Today's new card has been added: Vessel of the Light!
I'm really enjoying this thread. I also wanted to suggest this for the card text on mechanised hunter. It is similar to Dapperatchik's suggestion so but perhaps even clearer "Your beasts are also mechs. Your mechs are also beasts."
I do think that as its an aura mechanic, it should only affect cards in play, removing the call pet synergy. My reasoning is that a card like Stormwind Champion doesn't make the Chillwind Yeti a 5/6 in your hand.
Devotion is a lovely card. I vaguely remember seeing it during the contest, but I was without internet for most of that week so I didn't see as much of it as I would like (a shame because I really liked the theme of 0 mana spells). One of my favourite things in hearthstone is making 1 damage count. As a result, I really like rogue, mage and druid, and since muster for battle, Paladin has become a class I really like too. Devotion really excites me because of the synergy with all the 1 damage dealing things that paladin can do.
Finally, Keeper of Knowledge also looks really interesting. It definitely has potential. It would be really good in fatigue mage for obvious reasons, but I think it would be decent in other mage decks, especially the ones that already run duplicate and echo of medivh.
Kezan Tinkerer - http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/45270-weekly-design-competition-19-submission-thread?comment=333
I really like that suggestion for Mechanized Hunter, I think I'll change it right now to : "Your beasts also count as mechs and your mechs also count as beasts." I know that it is an aura effect and it SHOULDN'T affect the cards in your hand, but I feel like the synergy would be really awesome if it did.
Thanks for the other compliments, hoping that you continue to enjoy this thread :D
I honestly threw Whimsical Mechanic together pretty quickly, I'm surprised it landed so high up on your list! Glad you're enjoying the cards :D
It would be interesting to see Penance added to a minion for the priest class. One of the things I have seen floating around the forums is better, more proactive cards for priest. I think a minion with the Penance effect would fit that bill. There are a few minions that I think need to be taken into consideration when making this card; Earthen Ring Farseer, SI:7 Agent, Keeper of the Grove and, *ahem* Ironforge Rifleman.
It would be really nice to be able to build quick tempo with a card like this. I think it would need to cost 3 mana though for its easy ability to kill a whole bunch of two drops like Knife Juggler.
Kezan Tinkerer - http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/45270-weekly-design-competition-19-submission-thread?comment=333
I originally was thinking a 2 mana Legendary 2/2, which is pretty balanced. But I wouldn't really want to be making class legendaries in a workshop. If it were 3 mana, I think that 3/3 could be appropriate, but 2/3 or 3/2 would probably be more balanced.
Today's new card has been added: Swift Hawkstrider!
Also, I'm announcing that for the next few days, I will be shifting into a Control Hunter Workshop. The cards I will be making will all be for control hunter, trying to make it viable and more attractive than aggro.
I'll also be adding my weekly contest submission, but I'll be submitting an additional Control Hunter card that day to make up for it.
I am not so certain giving hunter out of all classes a card like this. If put into face hunter decks it would allow them to kill a minion or three and leave some damage on the enemy hero! I like the idea though. I think this would be a good neutral 7-mana minion with 'can't be targeted by spells or hero powers'.
I need YOUR feedback on my ideas for this weeks card contest!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/41516-weekly-design-competition-15-discussion-thread?comment=265
Fear me, for i am the Slayer of Stupid, Incompetent, minions!
Today's new cards have been added: Ironhide Devilsaur, my daily workshop card, and Druid of the Nightmare, my weekly contest card!
I am also sorry to say that there will not be a daily card tomorrow. I have a particularly large amount of schoolwork and stuff. Hopefully this only lasts for one day.
Today's new card has been added: Sharpen!
Tomorrow's card will be the final card for control hunter. The workshop will then move back to how it was, a collection of random cards, unless I decide to do a Demon Warlock or Aggro Warrior workshop.
Today's card has been added: Rain of Arrows!
This is the last card for the Control Hunter workshop. Another Control Hunter card might come in the future, but for now, it's back to miscellaneous cards.