Hello, like many fellow Hearthstone players who use Hearthpwn, I like to create my own custom cards. Mostly just for fun, some for competitions and for some other threads about card creation. I mostly create legendary cards due to their flavor, of course the head of the mighty Scourge is more interesting than a normal death knight.
I strive to keep my cards useful in the real Hearthstone game, and to keep them balanced. I am also quite familiar with Warcraft lore and the flavor is a huge part of my creations. Usually I start creating cards which have a similar theme, as you may notice soon, but I have yet to try and make a custom adventure or a card set. As a small sidenote, these cards aren't in any particular order.
I am updating this thread every few days or so on, and more feedback is always nice.
Without further introductions, lets get started.
I originally designed this to be a hunter class card, but it also can be used in neutral decks, for example paladin; Equality + Shannox is removal for two minions and leaves you a decent body on the board. This card may seem a bit strong but if you compare it to Dr.Boom it has two attack less ( though this way its not a BGH target) and the hounds it summons are weaker than Boom Bots in a sense.
And the next one is a shaman class legendary. A quite notable lore figure from Warcraft, and it really is as simple as a shaman version of VanCleef. The way it works is either you have used for example 2x Crackle and 1x Lightning Bolt this turn, and you play Drek'thar, you get a 6/6 Drek'thar. Or, you have played the Crackles and Bolt last turn, and you have 3 locked mana, you can use another Lightning Bolt, and summon a 7/7 Drek'thar.
Next up is Professor Putricide from Icecrown Citadel, he has the stats of a Chillwind Yeti and has a battlecry (opposed to Mad Scientist's deathrattle.) to summon a secret from your deck. This card would be most likely and auto-include in secret heavy decks.
Then we have a warlock card. Archimonde. While this card is in play, you can safely play demons with negative drawbacks, and he wont die to BGH as BGH's battlecry wouldn't activate. I would say this card is on the strong side, but most 7-drops are.
And here is a card which I designed for a control/midrange mage decks. Not a huge tempo play or anything, but it gives some extra value.
And then we have one of the Lich King's most trusted lieutenants, Anub'arak. This is a sticky minion which can get so much value as you can trade, and then it is healed to full health. (This counts for a healing effect for game mechanics purposes.) It can trade really well, and it's only downside is the low attack, and lack of instant effect on the board.
Now we have a neutral demon card. It might be slightly problematic as warlocks have great demon synergies, but the battlecry of this card is useful in many decks, and the body is quite unique I think, like a 5 mana yeti.
Another card from Icecrown Citadel, the Blood Queen. (Loot Queen dubbed by some people.) Which effectively is a 7-drop + a power overwhelming. It might actually be a bit underwhelming if you compare it to Dr.Boom or some class specific 7 drops.
And then we have one of the dragon cards I made for another thread. A pure tempo card for a rogue, like a SI-7 but on steroids, with a limitation which is quite easily passed with many rogue cards and their hero power.
This is one of my submissions for the Weekly Card Creation Competition. Essentially a Loatheb for minions.
One of my personal favourites, this card offers so much value it is ridiculous, and if you are able to buff this, for example with a Flametongue Totem it can really be a beast out there. But it might not see play as it has no instant effect.
Here we have a strong dragon card, with a quite threatening Battlecry, though at turn 10, it most likely isn't needed. This card would most likely fit a really control heavy deck, as the 10-cost makes it quite limiting. Edit notes: nerfed the stats to a more appropriate level.
Yes, I gave Voidwalkers to all classes... This card essentially is a cheaper Cenarius, but it is neutral. It is mostly a counter aggro card, which I'd say are welcome in this game. Again, a bit worried about warlock synergies, especially if we act like all of my cards would be implemented, the amount of powerful demons would skyrocket... Maybe I should make a tech card to deal with them?
Hard to believe how hard it is to find proper art for this guy... This card effectively is a mini Ragnaros with a aggressive but weak body. But taking the Freeze effect into consideration, this could potentially save you from a lethal, or stall decks with only big minions.
This card gives weapons to all classes , yes. But so does Blingtron... So I guess its fine? It also haves a drawback making you unable to benefit from any weapons for the rest of the game, and allowing a freeze mage to wreck you. Edit: Nerfed the stats and Frostmourne and added the 5 damage penalty.
And here is a druid legendary, Fandral Staghelm (Though I guess in hindsight it would have been better to name him Majordomo Staghelm...) I actually think this card is quite underwhelming, as its instant effect is low... But imagine this card ramped out on turn 4? It could hit a 1 attack minion next to a yeti and remove them both. Or it can be used to take your opponent to combo range.
And here is the warrior legendary. It could have a better body, but I guess its versatile enough to justify low stats. As an example turn 10 Loatheb + Vanndar or Shieldmaiden + Vanndar.
And here we have Darion Mograine. I was first toying with the idea of making it an anti-divine shield tech, and giving you a Corrupted Ashbringer when removing a divine shield, but we already have the Blood Knight so I decided to go on a different route. This card most likely is a 6/6 body and 2-14 damage to your opponent, but not instantly. (Though quite guaranteed.) Imagine a mech mage against you, he has a full flooded board, you coin out this, and next turn you use a board clear - 14 damage to the opponent's face.
I know this art looks quite shamanish, but I couldn't find better art for him. And this card is effectively 3 cards, which is a nice benefit, especially as both card he gives are okay, but quite often left out of priest decks due to lack of space for them.
And here we have our very first death knight. After the revamp, he looks quite solid.Trading once means he is 8/5 on turn 5.
This card needs no complex explanations, a neutral Mistress of Pain on steroids.
And here we have another demon... (Seriously, im making a tech card to destroy them.) The battlecry ain't that awesome, but it might enable a few efficient trades.
Edit: Changed freeze two to freezing one. Seems fairly balanced
Edit: Originally was +2 Spell Damage which was way too weak, now he seems like a true powerhouse.
This card could almost be just for warriors and priests, I can hardly see anyone else using this, maybe if we add in the dragon synergies coming in BRM.
And here we have Chromie, a miniature version of Nozdormu, mostly a fun card.
And here is another submission from me to a Weekly Competition. A counter Knife Juggler.
And at last we have a priest card. I hardly have an idea of the balance of this card myself so feedback would be nice. (Edit, fixed the wording and buffed this card.)
The paladin legendary, Scarlet High General Abbendis, this card includes some RNG, but it has great stats for its mana cost/effect.
Going on a sama line as Black Knight, this is a legendary tech card, which might counter some metas.
I had some trouble with this card, as warriors already have a Charge legendary. But, I just couldn't make a Varok Saurfang card without Charge. This card effectively is a Bloodsail Raider with charge.
A better Houndmaster, gives more beast synergy and would work nicely in a beast oriented deck. Edit: Changed +2/+2 to +1/+1 and nerfed the stats a bit.
I made a new druid card as I wasn't really happy with the earlier one (Fandral Staghelm.) This card has plenty of uses in almost any druid deck. Healing up big Taunt minions after trading with them, giving more minions and board presence after trading it, stalling the opponent due to giving two small taunts after trading and so on... In my opinion this card is quite solid.
This is my submission to the Weekly competition of week 9 (Mirror spells). A real powerhouse if you have the board, and would really fit the arsenal rogue's have nowadays. Edit: Switched my submission for the followin card, as so many people had almost the same card. I have to admit, this card was not really original.
So, I changed my submission to this, a win condition for enrage warrior, which is not really played at the moment.
Another priest legendary. I decided to go with the deathrattle theme, and as an afterthought the deathrattle effect is not that effective so I gave her quite a solid body, though she has 4 attack so you cannot shadow word her yourself.
Another rogue legendary. Great stealth synergy and an aggressive solid body. Something to compete with Loatheb for the 5-mana slot.
A control hunter card, a card of tremendous power,though I nerfed it somewhat, but I still deem it playable.
I decided to take a few more control hunter cards to truly enforce the decktype. A healing minion for hunter, which has great beast synergy.
I hope this spell is not broken as hell in warlock, but the flavor fits perfectly. Basically a direct spell version of Freezing Trap.
Lord Godfrey, the final boss in the new Shadowfang Keep, A neutral, bigger Goblin Blastmage with no prequisite, who wouldn't play this?
A must include in this game, I don't understand how we don't have this guy yet? Added some Giant synergy with it.
Another druid legendary, I just really like the flavor, and the druid beast synergy.
And a paladin legendary for the weekly design competition! Fits the paladin theme really nicely in my opinion, and perhaps a Bloodknight deck is viable with this?
Another member to the giant family. A nice minion for a token/minion heavy deck I would say, or is it too limiting as it counts only your turn?
An aggro priest card. A free shadowform. (Seriously, that card is crap and I feel that baking it in with this is fine.)
A draw engine for control hunter, though I am thinking of making an alternative, as this can be played so late it might not be of any use.
This card was just absolutely missing from the game, it was hard to make it interesting, so I just gave paladin another win condition, which can be also used as a removal. Though, it kinda competes with Avenging Wrath, but I would say its a fair competition between them, as you can stack this with a weapon for a huge burst.
Another addition to demonlock, I think they lack a five drop, amirite? Excluding Doomguard.
A very powerful enrage warrior card. Imagine being able to have him on field while you get to play Grommash. And for clarification, this doubles existing enrage effects, the ones that are already "procced".
A slightly chaotic neutral legendary made to shuffle trading a bit, and really powerful if played on a board you control. Note the beast synergy.
The leader of SI:7, Mathias Shaw. The idea of this card is to gain a bit of tempo, like turn 7 play Shaw and SI:7 agent and so on. As long as this is on the field, you don't need to waste any combo enablers, and he sort of works as a combo enabler himself.
A tool for mill druids. Or some card draw for any druid deck really.
A new form of removal, which actually takes up a slot on your opponent's board.
A new low mana aggro stomper for paladins, also fitting the theme and I absolutely love the art.
Not sure if this card is balanced. It does need a weapon on your hero beforehand to benefit from the battlecry. And as flavor text I would go along the lines of: "Yes, he gave his name to his weapon also."
I decided to continue with the WoD boss line. A bit gimmicky enrage legendary, which has enrage synergy that I have been pushing for priest and warrior.
The mighty Thunder King, not sure about the power of this card. It is slow, has a weak body, but the value is immense.
The final boss of the "new" Highmaul raid. Destructive Resonance is the so-called mine in the WoW raid encounter. It has a deathrattle to deal 4 damage to the adjacent minions.
And here we have everyone's favourite Ogre, Cho'gall. With a freakish strong battlecry, might tone his stats down later, not sure yet though.
Essentially the way this card works is; If opponent trades a minion to this on his turn, his hero also takes 5 damage. If you trade this to his minions, his hero takes 5 damage. If you hit the face with this, it is just 5 damage, not 10.
A copy effect for warlocks, I think the flavor is extremely fitting.
A really powerful tool for shaman, but I guess the strength is justified as neither Windfury or Windspeaker are popular cards.
Promoting the totem synergy even further. A solid alternative to Unbound Elemental.
And even more totems. A solid card for a control/midrange shaman.
Okay, I promise this is the last totem oriented card, today. So, nobundo is a legendary to promote totem synergy, and he does quite a lot of stuff to them. But please note, by giving taunt to them, your totems which are hiding behind taunts become defenseless.
Now, this card will require quite a lot of space, as it consists actually of 4 minions, 4 heroes and 4 hero powers, to save some space I will only display one hero as an example. So essentially this card will be the Shaman version of Jaraxxus. It is a spell, so you can delay/counter it with Loatheb and Counterspell. Each possible minion/hero will have his own effect. The heroes are from the Twilight Ascendant Council, Arion, Ignacious, Feludius and Terrastra. All have unique Hero Power and Ignacious has 3 attack every turn, and Arion has 1 attack with Windfury every turn.
Here are the minions which will save the minions, oh and even though the card says summon, these battlecries do activate.
Sorry for the pixelated art on most of them. Here is a sample Hero, and afterwards im going through their Hero Powers.
Feludius (Water Ascendant) has as his Hero Power: 2 mana, Restore 2 Health, Draw a card.
Arion (Wind Ascendant) has as his Hero Power: 2 mana, Give a minion windfury and +2 Attack.
Terrastra (Earth Ascendant) has as his Hero Power: 2 mana, Give a friendly minion Taunt, Gain 2 armor.
Ignacious (Fire Ascendant) has as his Hero Power: 2 mana, Deal 3 damage to your opponent's hero.
Feludius is spawned from Healing Totem, Arion from Wrath of Air totem, Terrastra from Stoneclaw Totem and Ignacious from Searing Totem. To play Ascendance you need to play your Hero Power first, old totems wont count and the card is unplayable.
A solid 6 mana drop which essentially is two bodies, with half as a Charge.
Another warrior legendary, with some enrage synergy. Possibly a Thaurissan + Grom+Kilrogg+Taskmaster Combo?
Even moar totems. I just felt like we are missing a stronger earth totem.
My card for week 12 competition regarding big dragons. Share your feedback on it!
The Blood Queen is very awkward because you can't choose the target minion, which makes it very risk to play any cards without Charge. Shandris seems too strong, Windfury might give too much value. Sindragosa seems way way too strong. Teron Gorefiend too weak, it's just a bigger flesheating ghoul. Lord Marrowgar seems borderline op. The freeze mechanics are very strong. SInestra is too strong, it's like almost a flame strike plus a strong body. Vezax is too strong as well, minions are more important than spells and you can't play any minions 5+. Azgalor seems too useless for being a legendary. I mean, it's a good card and all, but it's not legendary flavor. Arthas is probably too strong, unless you make it a class card for a class with weapons (so you can choose to either play that card or any other weapons). It seems like a very good pick for any other class.
Especially Ravenholt assassin! So i think his effect should have that effect nerfed to 2-3 attack and make the effect triggered by Combo or you could make it so it will only trigger its battlecry if its the first card you play (Still make the nerf to 2-3 attack).
The 4 damage in viper sting is 4 mana. Plus the restore health is 2 mana (Not 3 cos its hero only) thats makes it, including the card discount, 5 mana. So ATM it is underpriced.
The Blood Queen is very awkward because you can't choose the target minion, which makes it very risk to play any cards without Charge. Shandris seems too strong, Windfury might give too much value. Sindragosa seems way way too strong. Teron Gorefiend too weak, it's just a bigger flesheating ghoul. Lord Marrowgar seems borderline op. The freeze mechanics are very strong. SInestra is too strong, it's like almost a flame strike plus a strong body. Vezax is too strong as well, minions are more important than spells and you can't play any minions 5+. Azgalor seems too useless for being a legendary. I mean, it's a good card and all, but it's not legendary flavor. Arthas is probably too strong, unless you make it a class card for a class with weapons (so you can choose to either play that card or any other weapons). It seems like a very good pick for any other class.
Blood queen does not use the term random, so you can pick the minion you give the buff to (And missing "battlecry:" it seems.) I have to say I guess Shandris is OP if you imagine some of the scenarios possible with it. Sindragosa might at first seem too strong, but this card is 10 mana, and if you compare it to for example a Ragnaros, it does not seem that good afterall.
Teron Gorefiend might be weak, I admit, but it is a hard card to balance without playtesting. Lord Marrowgar has a truly weak body, with 4 health it dies to so many things its not even funny, and with that in mind I could say the freeze is justified. Sinestra might seem OP, but if you think of the scenarios where this card comes into the play, it is not really that strong, as at turn 10 against aggro you have already won and etc... You would rarely even see the true effect of the battlecry I would bet.
Vezax is strong, but to get competition with Loatheb going, other 5 drops need to be strong. Azgalor might seem useless, but the problem is with its demon synergy, which warlocks have, and I didn't want to make him too strong. Arthas needs to be strong to see any play, as it is in the 8 mana slot which has some real powerhouses included.
Especially Ravenholt assassin! So i think his effect should have that effect nerfed to 2-3 attack and make the effect triggered by Combo or you could make it so it will only trigger its battlecry if its the first card you play (Still make the nerf to 2-3 attack).
The 4 damage in viper sting is 4 mana. Plus the restore health is 2 mana (Not 3 cos its hero only) thats makes it, including the card discount, 5 mana. So ATM it is underpriced.
Genn Greymane might be a bit too strong at I can later nerf the damage buff, and I didn't want it to have combo to be able to play it on curve, the card was designed with tempo rogue in mind, and making some stealth synergies.
And I have to disagree with viper sting, as it can't hit the face the 4 damage is not 4 mana, closest equivalent is Shadow Bolt which would make the damage effect 3 mana, and the heal portion if compared to Healing Touch would be approx 1 mana to 2.6 health, rounded up the heal should cost 2 mana, but as 5 mana, this card would compete with too many cards to work. Even if its valuewise strong, I still am keeping it as 4 mana.
3 damage to the enemy board = approx 5 mana, Sinestra loses 2 mana worth of stats, making it equivalent of a 13 mana card. BUT, the battlecry is earliest at turn 10, I doubt this card would even be played, after 10 mana the battlecry is very situational, you might be right and I could reduce the battlecry to 2 damage, but it really is not that broken, against aggro you have usually lost/won by turn 10, so is the case against midrange usually, and control rarely plays minions that you can straight up kill with this, and due to 10 mana cost, you can't really even combo it.
Sinestra: Too strong, your argument doesn't work. You can't say that just because it's a turn 10 card it is ok to be op. You only take that card into your deck if you expect to get to turn 10 and THEN it is op. Just too much value, an immediate effect that affects only your opponent and a strong body. Compare it with Ysera. No immediate impact, good dream cards and people play it at turn 10.
Blood Queen: I don't know if there is a card in HS that makes you choose a target every turn, I think that would be quite annoying. Most effects are random. But even with target acquisition you lose one minion every turn, which is a bad effect. So unless you play enough minions every turn, you kill yourself almost more than your opponent.
Sindragosa is definitely OP, no doubt. You have a decent body for 10 mana and you immediately take out two minions after it comes on board. Ragnaros might deal 8 damage to either the hero or to one minion and is borderline OP. If it was "at the beginning of your turn" it would be less OP, but still. Why two? Make it one and we can talk. And again, that turn 10 argument seems weird. Is it OP for a turn 10 card? Yes. Are turn 10 cards useful? Idk, not with every deck but with some certainly.
Vezax is too strong. Loatheb is very strong but against spells which aren't the bread and butter of HS. It's all about minions and blizzard wants to make it about minions. There is no card in the game that makes your opponent's minions more expensive without doing the same to you. This card will never be implemented like this.
So, you can't compare cards to Dr Boom etc. These cards are OP and are an autoinclude in like every deck. You want to design a reasonably strong card. Arthas is very strong, 8/8 for 8 and 12 points of damage with no drawback (for a weaponless class) and against which opponents would not play a weapon removal? Seems OP to me.
I found many of those cards little boring... I think they dont deserve legendary rarity
Really? Compared to what we Blizz has come up with recently...this is gold to me...I really a lot of them...i'll take some of these over Rend for sure lol
Sinestra: Too strong, your argument doesn't work. You can't say that just because it's a turn 10 card it is ok to be op. You only take that card into your deck if you expect to get to turn 10 and THEN it is op. Just too much value, an immediate effect that affects only your opponent and a strong body. Compare it with Ysera. No immediate impact, good dream cards and people play it at turn 10.
Blood Queen: I don't know if there is a card in HS that makes you choose a target every turn, I think that would be quite annoying. Most effects are random. But even with target acquisition you lose one minion every turn, which is a bad effect. So unless you play enough minions every turn, you kill yourself almost more than your opponent.
Sindragosa is definitely OP, no doubt. You have a decent body for 10 mana and you immediately take out two minions after it comes on board. Ragnaros might deal 8 damage to either the hero or to one minion and is borderline OP. If it was "at the beginning of your turn" it would be less OP, but still. Why two? Make it one and we can talk. And again, that turn 10 argument seems weird. Is it OP for a turn 10 card? Yes. Are turn 10 cards useful? Idk, not with every deck but with some certainly.
Vezax is too strong. Loatheb is very strong but against spells which aren't the bread and butter of HS. It's all about minions and blizzard wants to make it about minions. There is no card in the game that makes your opponent's minions more expensive without doing the same to you. This card will never be implemented like this.
So, you can't compare cards to Dr Boom etc. These cards are OP and are an autoinclude in like every deck. You want to design a reasonably strong card. Arthas is very strong, 8/8 for 8 and 12 points of damage with no drawback (for a weaponless class) and against which opponents would not play a weapon removal? Seems OP to me.
I admit you have a point with Sinestra and Sindragosa, Sindragosa is quite OP, I admit, she should have far less stats even if I would limit it to one target.
Sinestra on the other hand I still deem strong, but no really broken, the card needs to be powerful to see any sort of play, first of all it is a prime BGH target, you play this on turn 10 and the opponent BGHs it, and you nearly lose a turn. Now, think of the things two damage could deal with, opposed to three, would you really play this card if it dealt two damage? If it makes you happy, I admit she could use a lower body, but keeping her under 7 attack, would just bring her under BGH radar, and I would say it would actually be a buff. It is on the strong side for sure, but the strength is situational, and thus I still would justify the card. Strong? Yes, certainly. Broken as hell? In my opinion, no , but a small adjustment wouldn't hurt, but the battlecry I am inclided to keep the same.
Vezax only doubles the mana cost, and thus I would say it is strong, but not OP. I might be wrong though on this one, I would say this card deserves some playtesting to see how strong it really is.
Thank you for the input plsDontShoot, I honestly don't see the problem with Ultraxion, as it yet has no initial effect, and most legendaries like that aren't even played atm.
Admittedly Putricide is borderline OP, perhaps as a 4/4 it would be more balanced.
Headless Horseman would be far too strong if it would also silence, I think. An auto-include in any deck I'd say
About Shandris, after the feedback I have gotten of her, I am starting to think she is a little too strong, perhaps +1/+1 and windfury.
And Argent Confessor Paletress has more power than you think at first sight, I think I would play her over a piloted shredder for example. (Looking at the deathrattle synergy alternatives.)
I found many of those cards little boring... I think they dont deserve legendary rarity
Really? Compared to what we Blizz has come up with recently...this is gold to me...I really a lot of them...i'll take some of these over Rend for sure lol
Thank you, I mainly design them for their flavor, glad you liked.
My apologies, I remembered she was 8/8 :( Been making too many of these lately and was too lazy to check.
As this is the case, you are correct, and this card is equivalent of 15 mana, which is quite monstrous, I would say lowering the body is something I should do. Anyways, going to "hotfix" some of the cards, lowering the stats by then.
And I have to disagree with viper sting, as it can't hit the face the 4 damage is not 4 mana, closest equivalent is Shadow Bolt which would make the damage effect 3 mana, and the heal portion if compared to Healing Touch would be approx 1 mana to 2.6 health, rounded up the heal should cost 2 mana, but as 5 mana, this card would compete with too many cards to work. Even if its valuewise strong, I still am keeping it as 4 mana.
You arent calculating the cards right.
Healing touch is 4mana. (1 mana per 1 damage, healing counts half price, 8/2 = 4)
But every card gets 1 mana taken off (Execpt some mage spells) so healing touch is 3 mana.
This rule will also aply to holy light (6/2 = 3, 3-1 = 2) and dark bomb (3-1 = 2) and starfire (5 plus card draw (draw = 2 mana) = 7, 7-1 = 6) and so on.
Rollback Post to RevisionRollBack
I need YOUR feedback on my ideas for this weeks card contest!
And I have to disagree with viper sting, as it can't hit the face the 4 damage is not 4 mana, closest equivalent is Shadow Bolt which would make the damage effect 3 mana, and the heal portion if compared to Healing Touch would be approx 1 mana to 2.6 health, rounded up the heal should cost 2 mana, but as 5 mana, this card would compete with too many cards to work. Even if its valuewise strong, I still am keeping it as 4 mana.
You arent calculating the cards right.
Healing touch is 4mana. (1 mana per 1 damage, healing counts half price, 8/2 = 4)
But every card gets 1 mana taken off (Execpt some mage spells) so healing touch is 3 mana.
This rule will also aply to holy light (6/2 = 3, 3-1 = 2) and dark bomb (3-1 = 2) and starfire (5 plus card draw (draw = 2 mana) = 7, 7-1 = 6) and so on.
And this would make it 6 mana, thus I would deem it unplayable, with 5 mana it would compete with explosive shot, trap + weapon and etc, perhaps I should add some prequisite for it to work, thus lowering its cost?
First round of balancing "hotfixes" is now done, more to follow as I couldn't do all at once because Hearthcards went down.
Kalecgos- Changed +2 Spell Damage into Battlecry: Give all minions +1 Spell Damage. Token mage anyone? (missing the battlecry text.. damn im forgetful.)
Sinestra- Nerfed the body to justify having the battlecry.
Sindragosa - Changed freeze two into freeze one.
Lana'thel - Fixed the missing battlecry text.
Changes pending: Adding more drawback to Arthas and nerfing the body to 7/7, Revamping Durn completely as I find him quite boring. Nerfing Shandris' to give a beast +1/+1 instead of +2/+2. (Windfury is kept the same.) Adding a prequisite to Viper Sting, still dabbling on to what to make it, most likely a beast synergy requirement. Might adjust Vezax to increase the mana cost of minions by one instead of doubling it, still not entirely sure.
"One of my personal favourites, this card offers so much value it is ridiculous, and if you are able to buff this, for example with a Flametongue Totem it can really be a beast out there. But it might not see play as it has no instant effect."
You said this about Halion and i ask, what exactly did you mean with buffing? The attack or you are saying that if at some turn he goes to 7, then the status swap will leave 7 hp instead of 5? I can only see the attack buff being viable for damage, because when you swap stats on a minion altered by constant buffs like Flametongue, the +2 will not be carried. The opposite occurs when you aldor a minion next to the flametongue.
Edit: I was very wrong, haha. The buff will carry with the swap, making him 7 hp and so on. Well, nice card for a Shaman deck. Similar to a Priest because you have the potential to gain 2 hp every turn if left unchecked.
Hello, like many fellow Hearthstone players who use Hearthpwn, I like to create my own custom cards. Mostly just for fun, some for competitions and for some other threads about card creation. I mostly create legendary cards due to their flavor, of course the head of the mighty Scourge is more interesting than a normal death knight.
I strive to keep my cards useful in the real Hearthstone game, and to keep them balanced. I am also quite familiar with Warcraft lore and the flavor is a huge part of my creations. Usually I start creating cards which have a similar theme, as you may notice soon, but I have yet to try and make a custom adventure or a card set. As a small sidenote, these cards aren't in any particular order.
I am updating this thread every few days or so on, and more feedback is always nice.
Without further introductions, lets get started.
I originally designed this to be a hunter class card, but it also can be used in neutral decks, for example paladin; Equality + Shannox is removal for two minions and leaves you a decent body on the board. This card may seem a bit strong but if you compare it to Dr.Boom it has two attack less ( though this way its not a BGH target) and the hounds it summons are weaker than Boom Bots in a sense.
And the next one is a shaman class legendary. A quite notable lore figure from Warcraft, and it really is as simple as a shaman version of VanCleef. The way it works is either you have used for example 2x Crackle and 1x Lightning Bolt this turn, and you play Drek'thar, you get a 6/6 Drek'thar. Or, you have played the Crackles and Bolt last turn, and you have 3 locked mana, you can use another Lightning Bolt, and summon a 7/7 Drek'thar.
Next up is Professor Putricide from Icecrown Citadel, he has the stats of a Chillwind Yeti and has a battlecry (opposed to Mad Scientist's deathrattle.) to summon a secret from your deck. This card would be most likely and auto-include in secret heavy decks.
Then we have a warlock card. Archimonde. While this card is in play, you can safely play demons with negative drawbacks, and he wont die to BGH as BGH's battlecry wouldn't activate. I would say this card is on the strong side, but most 7-drops are.
And here is a card which I designed for a control/midrange mage decks. Not a huge tempo play or anything, but it gives some extra value.
And then we have one of the Lich King's most trusted lieutenants, Anub'arak. This is a sticky minion which can get so much value as you can trade, and then it is healed to full health. (This counts for a healing effect for game mechanics purposes.) It can trade really well, and it's only downside is the low attack, and lack of instant effect on the board.
Now we have a neutral demon card. It might be slightly problematic as warlocks have great demon synergies, but the battlecry of this card is useful in many decks, and the body is quite unique I think, like a 5 mana yeti.
Another card from Icecrown Citadel, the Blood Queen. (Loot Queen dubbed by some people.) Which effectively is a 7-drop + a power overwhelming. It might actually be a bit underwhelming if you compare it to Dr.Boom or some class specific 7 drops.
And then we have one of the dragon cards I made for another thread. A pure tempo card for a rogue, like a SI-7 but on steroids, with a limitation which is quite easily passed with many rogue cards and their hero power.
This is one of my submissions for the Weekly Card Creation Competition. Essentially a Loatheb for minions.
One of my personal favourites, this card offers so much value it is ridiculous, and if you are able to buff this, for example with a Flametongue Totem it can really be a beast out there. But it might not see play as it has no instant effect.
Here we have a strong dragon card, with a quite threatening Battlecry, though at turn 10, it most likely isn't needed. This card would most likely fit a really control heavy deck, as the 10-cost makes it quite limiting. Edit notes: nerfed the stats to a more appropriate level.
Yes, I gave Voidwalkers to all classes... This card essentially is a cheaper Cenarius, but it is neutral. It is mostly a counter aggro card, which I'd say are welcome in this game. Again, a bit worried about warlock synergies, especially if we act like all of my cards would be implemented, the amount of powerful demons would skyrocket... Maybe I should make a tech card to deal with them?
Hard to believe how hard it is to find proper art for this guy... This card effectively is a mini Ragnaros with a aggressive but weak body. But taking the Freeze effect into consideration, this could potentially save you from a lethal, or stall decks with only big minions.
This card gives weapons to all classes , yes. But so does Blingtron... So I guess its fine? It also haves a drawback making you unable to benefit from any weapons for the rest of the game, and allowing a freeze mage to wreck you.
Edit: Nerfed the stats and Frostmourne and added the 5 damage penalty.
And here is a druid legendary, Fandral Staghelm (Though I guess in hindsight it would have been better to name him Majordomo Staghelm...) I actually think this card is quite underwhelming, as its instant effect is low... But imagine this card ramped out on turn 4? It could hit a 1 attack minion next to a yeti and remove them both. Or it can be used to take your opponent to combo range.
And here is the warrior legendary. It could have a better body, but I guess its versatile enough to justify low stats. As an example turn 10 Loatheb + Vanndar or Shieldmaiden + Vanndar.
And here we have Darion Mograine. I was first toying with the idea of making it an anti-divine shield tech, and giving you a Corrupted Ashbringer when removing a divine shield, but we already have the Blood Knight so I decided to go on a different route. This card most likely is a 6/6 body and 2-14 damage to your opponent, but not instantly. (Though quite guaranteed.) Imagine a mech mage against you, he has a full flooded board, you coin out this, and next turn you use a board clear - 14 damage to the opponent's face.
I know this art looks quite shamanish, but I couldn't find better art for him. And this card is effectively 3 cards, which is a nice benefit, especially as both card he gives are okay, but quite often left out of priest decks due to lack of space for them.
And here we have our very first death knight. After the revamp, he looks quite solid.Trading once means he is 8/5 on turn 5.
This card needs no complex explanations, a neutral Mistress of Pain on steroids.
And here we have another demon... (Seriously, im making a tech card to destroy them.) The battlecry ain't that awesome, but it might enable a few efficient trades.
Edit: Changed freeze two to freezing one. Seems fairly balanced
Edit: Originally was +2 Spell Damage which was way too weak, now he seems like a true powerhouse.
This card could almost be just for warriors and priests, I can hardly see anyone else using this, maybe if we add in the dragon synergies coming in BRM.
And here we have Chromie, a miniature version of Nozdormu, mostly a fun card.
And here is another submission from me to a Weekly Competition. A counter Knife Juggler.
And at last we have a priest card. I hardly have an idea of the balance of this card myself so feedback would be nice. (Edit, fixed the wording and buffed this card.)
The paladin legendary, Scarlet High General Abbendis, this card includes some RNG, but it has great stats for its mana cost/effect.
Going on a sama line as Black Knight, this is a legendary tech card, which might counter some metas.
I had some trouble with this card, as warriors already have a Charge legendary. But, I just couldn't make a Varok Saurfang card without Charge. This card effectively is a Bloodsail Raider with charge.
A better Houndmaster, gives more beast synergy and would work nicely in a beast oriented deck. Edit: Changed +2/+2 to +1/+1 and nerfed the stats a bit.
I made a new druid card as I wasn't really happy with the earlier one (Fandral Staghelm.) This card has plenty of uses in almost any druid deck. Healing up big Taunt minions after trading with them, giving more minions and board presence after trading it, stalling the opponent due to giving two small taunts after trading and so on... In my opinion this card is quite solid.
This is my submission to the Weekly competition of week 9 (Mirror spells). A real powerhouse if you have the board, and would really fit the arsenal rogue's have nowadays. Edit: Switched my submission for the followin card, as so many people had almost the same card. I have to admit, this card was not really original.
So, I changed my submission to this, a win condition for enrage warrior, which is not really played at the moment.
Another priest legendary. I decided to go with the deathrattle theme, and as an afterthought the deathrattle effect is not that effective so I gave her quite a solid body, though she has 4 attack so you cannot shadow word her yourself.
Another rogue legendary. Great stealth synergy and an aggressive solid body. Something to compete with Loatheb for the 5-mana slot.
A control hunter card, a card of tremendous power,though I nerfed it somewhat, but I still deem it playable.
I decided to take a few more control hunter cards to truly enforce the decktype. A healing minion for hunter, which has great beast synergy.
I hope this spell is not broken as hell in warlock, but the flavor fits perfectly. Basically a direct spell version of Freezing Trap.
Lord Godfrey, the final boss in the new Shadowfang Keep, A neutral, bigger Goblin Blastmage with no prequisite, who wouldn't play this?
A must include in this game, I don't understand how we don't have this guy yet? Added some Giant synergy with it.
Another druid legendary, I just really like the flavor, and the druid beast synergy.
And a paladin legendary for the weekly design competition! Fits the paladin theme really nicely in my opinion, and perhaps a Bloodknight deck is viable with this?
Another member to the giant family. A nice minion for a token/minion heavy deck I would say, or is it too limiting as it counts only your turn?
An aggro priest card. A free shadowform. (Seriously, that card is crap and I feel that baking it in with this is fine.)
A draw engine for control hunter, though I am thinking of making an alternative, as this can be played so late it might not be of any use.
This card was just absolutely missing from the game, it was hard to make it interesting, so I just gave paladin another win condition, which can be also used as a removal. Though, it kinda competes with Avenging Wrath, but I would say its a fair competition between them, as you can stack this with a weapon for a huge burst.
Another addition to demonlock, I think they lack a five drop, amirite? Excluding Doomguard.
A very powerful enrage warrior card. Imagine being able to have him on field while you get to play Grommash. And for clarification, this doubles existing enrage effects, the ones that are already "procced".
A slightly chaotic neutral legendary made to shuffle trading a bit, and really powerful if played on a board you control. Note the beast synergy.
Maybe Arcane Missiles would see some play with this card?
The leader of SI:7, Mathias Shaw. The idea of this card is to gain a bit of tempo, like turn 7 play Shaw and SI:7 agent and so on. As long as this is on the field, you don't need to waste any combo enablers, and he sort of works as a combo enabler himself.
A tool for mill druids. Or some card draw for any druid deck really.
A new form of removal, which actually takes up a slot on your opponent's board.
A new low mana aggro stomper for paladins, also fitting the theme and I absolutely love the art.
Not sure if this card is balanced. It does need a weapon on your hero beforehand to benefit from the battlecry. And as flavor text I would go along the lines of: "Yes, he gave his name to his weapon also."
I decided to continue with the WoD boss line. A bit gimmicky enrage legendary, which has enrage synergy that I have been pushing for priest and warrior.
The mighty Thunder King, not sure about the power of this card. It is slow, has a weak body, but the value is immense.
The final boss of the "new" Highmaul raid. Destructive Resonance is the so-called mine in the WoW raid encounter. It has a deathrattle to deal 4 damage to the adjacent minions.
And here we have everyone's favourite Ogre, Cho'gall. With a freakish strong battlecry, might tone his stats down later, not sure yet though.
Essentially the way this card works is; If opponent trades a minion to this on his turn, his hero also takes 5 damage. If you trade this to his minions, his hero takes 5 damage. If you hit the face with this, it is just 5 damage, not 10.
A copy effect for warlocks, I think the flavor is extremely fitting.
A really powerful tool for shaman, but I guess the strength is justified as neither Windfury or Windspeaker are popular cards.
Promoting the totem synergy even further. A solid alternative to Unbound Elemental.
And even more totems. A solid card for a control/midrange shaman.
Okay, I promise this is the last totem oriented card, today. So, nobundo is a legendary to promote totem synergy, and he does quite a lot of stuff to them. But please note, by giving taunt to them, your totems which are hiding behind taunts become defenseless.
Now, this card will require quite a lot of space, as it consists actually of 4 minions, 4 heroes and 4 hero powers, to save some space I will only display one hero as an example. So essentially this card will be the Shaman version of Jaraxxus. It is a spell, so you can delay/counter it with Loatheb and Counterspell. Each possible minion/hero will have his own effect. The heroes are from the Twilight Ascendant Council, Arion, Ignacious, Feludius and Terrastra. All have unique Hero Power and Ignacious has 3 attack every turn, and Arion has 1 attack with Windfury every turn.
Here are the minions which will save the minions, oh and even though the card says summon, these battlecries do activate.
Sorry for the pixelated art on most of them. Here is a sample Hero, and afterwards im going through their Hero Powers.
Feludius (Water Ascendant) has as his Hero Power: 2 mana, Restore 2 Health, Draw a card.
Arion (Wind Ascendant) has as his Hero Power: 2 mana, Give a minion windfury and +2 Attack.
Terrastra (Earth Ascendant) has as his Hero Power: 2 mana, Give a friendly minion Taunt, Gain 2 armor.
Ignacious (Fire Ascendant) has as his Hero Power: 2 mana, Deal 3 damage to your opponent's hero.
Feludius is spawned from Healing Totem, Arion from Wrath of Air totem, Terrastra from Stoneclaw Totem and Ignacious from Searing Totem. To play Ascendance you need to play your Hero Power first, old totems wont count and the card is unplayable.
A solid 6 mana drop which essentially is two bodies, with half as a Charge.
Another warrior legendary, with some enrage synergy. Possibly a Thaurissan + Grom+Kilrogg+Taskmaster Combo?
Even moar totems. I just felt like we are missing a stronger earth totem.
My card for week 12 competition regarding big dragons. Share your feedback on it!
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Glad you liked them!
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Hoping for some feedback guys regarding the cards and their balance and flavor guys!
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Nice cards! :-) (I've made a few cards myself, if you could take a look that'd be great! You seem to be good at that :-) http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/36792-some-new-class-legendaries )
The Blood Queen is very awkward because you can't choose the target minion, which makes it very risk to play any cards without Charge. Shandris seems too strong, Windfury might give too much value. Sindragosa seems way way too strong. Teron Gorefiend too weak, it's just a bigger flesheating ghoul. Lord Marrowgar seems borderline op. The freeze mechanics are very strong. SInestra is too strong, it's like almost a flame strike plus a strong body. Vezax is too strong as well, minions are more important than spells and you can't play any minions 5+. Azgalor seems too useless for being a legendary. I mean, it's a good card and all, but it's not legendary flavor. Arthas is probably too strong, unless you make it a class card for a class with weapons (so you can choose to either play that card or any other weapons). It seems like a very good pick for any other class.
Genn Greymane and Viper sting are OP.
Genn Greyman works way to well with cards like Gilblin Stalker,Ogre Ninja,RAVENHOLT ASSASSIN.
Especially Ravenholt assassin! So i think his effect should have that effect nerfed to 2-3 attack and make the effect triggered by Combo or you could make it so it will only trigger its battlecry if its the first card you play (Still make the nerf to 2-3 attack).
The 4 damage in viper sting is 4 mana. Plus the restore health is 2 mana (Not 3 cos its hero only) thats makes it, including the card discount, 5 mana. So ATM it is underpriced.
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!
Blood queen does not use the term random, so you can pick the minion you give the buff to (And missing "battlecry:" it seems.) I have to say I guess Shandris is OP if you imagine some of the scenarios possible with it. Sindragosa might at first seem too strong, but this card is 10 mana, and if you compare it to for example a Ragnaros, it does not seem that good afterall.
Teron Gorefiend might be weak, I admit, but it is a hard card to balance without playtesting. Lord Marrowgar has a truly weak body, with 4 health it dies to so many things its not even funny, and with that in mind I could say the freeze is justified. Sinestra might seem OP, but if you think of the scenarios where this card comes into the play, it is not really that strong, as at turn 10 against aggro you have already won and etc... You would rarely even see the true effect of the battlecry I would bet.
Vezax is strong, but to get competition with Loatheb going, other 5 drops need to be strong. Azgalor might seem useless, but the problem is with its demon synergy, which warlocks have, and I didn't want to make him too strong. Arthas needs to be strong to see any play, as it is in the 8 mana slot which has some real powerhouses included.
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Genn Greymane might be a bit too strong at I can later nerf the damage buff, and I didn't want it to have combo to be able to play it on curve, the card was designed with tempo rogue in mind, and making some stealth synergies.
And I have to disagree with viper sting, as it can't hit the face the 4 damage is not 4 mana, closest equivalent is Shadow Bolt which would make the damage effect 3 mana, and the heal portion if compared to Healing Touch would be approx 1 mana to 2.6 health, rounded up the heal should cost 2 mana, but as 5 mana, this card would compete with too many cards to work. Even if its valuewise strong, I still am keeping it as 4 mana.
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3 damage to the enemy board = approx 5 mana, Sinestra loses 2 mana worth of stats, making it equivalent of a 13 mana card. BUT, the battlecry is earliest at turn 10, I doubt this card would even be played, after 10 mana the battlecry is very situational, you might be right and I could reduce the battlecry to 2 damage, but it really is not that broken, against aggro you have usually lost/won by turn 10, so is the case against midrange usually, and control rarely plays minions that you can straight up kill with this, and due to 10 mana cost, you can't really even combo it.
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Sinestra: Too strong, your argument doesn't work. You can't say that just because it's a turn 10 card it is ok to be op. You only take that card into your deck if you expect to get to turn 10 and THEN it is op. Just too much value, an immediate effect that affects only your opponent and a strong body. Compare it with Ysera. No immediate impact, good dream cards and people play it at turn 10.
Blood Queen: I don't know if there is a card in HS that makes you choose a target every turn, I think that would be quite annoying. Most effects are random. But even with target acquisition you lose one minion every turn, which is a bad effect. So unless you play enough minions every turn, you kill yourself almost more than your opponent.
Sindragosa is definitely OP, no doubt. You have a decent body for 10 mana and you immediately take out two minions after it comes on board. Ragnaros might deal 8 damage to either the hero or to one minion and is borderline OP. If it was "at the beginning of your turn" it would be less OP, but still. Why two? Make it one and we can talk. And again, that turn 10 argument seems weird. Is it OP for a turn 10 card? Yes. Are turn 10 cards useful? Idk, not with every deck but with some certainly.
Vezax is too strong. Loatheb is very strong but against spells which aren't the bread and butter of HS. It's all about minions and blizzard wants to make it about minions. There is no card in the game that makes your opponent's minions more expensive without doing the same to you. This card will never be implemented like this.
So, you can't compare cards to Dr Boom etc. These cards are OP and are an autoinclude in like every deck. You want to design a reasonably strong card. Arthas is very strong, 8/8 for 8 and 12 points of damage with no drawback (for a weaponless class) and against which opponents would not play a weapon removal? Seems OP to me.
I found many of those cards little boring... I think they dont deserve legendary rarity
Really? Compared to what we Blizz has come up with recently...this is gold to me...I really a lot of them...i'll take some of these over Rend for sure lol
I admit you have a point with Sinestra and Sindragosa, Sindragosa is quite OP, I admit, she should have far less stats even if I would limit it to one target.
Sinestra on the other hand I still deem strong, but no really broken, the card needs to be powerful to see any sort of play, first of all it is a prime BGH target, you play this on turn 10 and the opponent BGHs it, and you nearly lose a turn. Now, think of the things two damage could deal with, opposed to three, would you really play this card if it dealt two damage? If it makes you happy, I admit she could use a lower body, but keeping her under 7 attack, would just bring her under BGH radar, and I would say it would actually be a buff. It is on the strong side for sure, but the strength is situational, and thus I still would justify the card. Strong? Yes, certainly. Broken as hell? In my opinion, no , but a small adjustment wouldn't hurt, but the battlecry I am inclided to keep the same.
Vezax only doubles the mana cost, and thus I would say it is strong, but not OP. I might be wrong though on this one, I would say this card deserves some playtesting to see how strong it really is.
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Thank you for the input plsDontShoot, I honestly don't see the problem with Ultraxion, as it yet has no initial effect, and most legendaries like that aren't even played atm.
Admittedly Putricide is borderline OP, perhaps as a 4/4 it would be more balanced.
Headless Horseman would be far too strong if it would also silence, I think. An auto-include in any deck I'd say
About Shandris, after the feedback I have gotten of her, I am starting to think she is a little too strong, perhaps +1/+1 and windfury.
And Argent Confessor Paletress has more power than you think at first sight, I think I would play her over a piloted shredder for example. (Looking at the deathrattle synergy alternatives.)
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Thank you, I mainly design them for their flavor, glad you liked.
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My apologies, I remembered she was 8/8 :( Been making too many of these lately and was too lazy to check.
As this is the case, you are correct, and this card is equivalent of 15 mana, which is quite monstrous, I would say lowering the body is something I should do. Anyways, going to "hotfix" some of the cards, lowering the stats by then.
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You arent calculating the cards right.
Healing touch is 4mana. (1 mana per 1 damage, healing counts half price, 8/2 = 4)
But every card gets 1 mana taken off (Execpt some mage spells) so healing touch is 3 mana.
This rule will also aply to holy light (6/2 = 3, 3-1 = 2) and dark bomb (3-1 = 2) and starfire (5 plus card draw (draw = 2 mana) = 7, 7-1 = 6) and so on.
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!
And this would make it 6 mana, thus I would deem it unplayable, with 5 mana it would compete with explosive shot, trap + weapon and etc, perhaps I should add some prequisite for it to work, thus lowering its cost?
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First round of balancing "hotfixes" is now done, more to follow as I couldn't do all at once because Hearthcards went down.
Kalecgos- Changed +2 Spell Damage into Battlecry: Give all minions +1 Spell Damage. Token mage anyone? (missing the battlecry text.. damn im forgetful.)
Sinestra- Nerfed the body to justify having the battlecry.
Sindragosa - Changed freeze two into freeze one.
Lana'thel - Fixed the missing battlecry text.
Changes pending: Adding more drawback to Arthas and nerfing the body to 7/7, Revamping Durn completely as I find him quite boring. Nerfing Shandris' to give a beast +1/+1 instead of +2/+2. (Windfury is kept the same.) Adding a prequisite to Viper Sting, still dabbling on to what to make it, most likely a beast synergy requirement. Might adjust Vezax to increase the mana cost of minions by one instead of doubling it, still not entirely sure.
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Round two of "hotfixes" is now done, still pondering on the fate of Paletress, Vezax and Genn Greymane.
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"One of my personal favourites, this card offers so much value it is ridiculous, and if you are able to buff this, for example with a Flametongue Totem it can really be a beast out there. But it might not see play as it has no instant effect."
You said this about Halion and i ask, what exactly did you mean with buffing? The attack or you are saying that if at some turn he goes to 7, then the status swap will leave 7 hp instead of 5? I can only see the attack buff being viable for damage, because when you swap stats on a minion altered by constant buffs like Flametongue, the +2 will not be carried. The opposite occurs when you aldor a minion next to the flametongue.
Edit: I was very wrong, haha. The buff will carry with the swap, making him 7 hp and so on. Well, nice card for a Shaman deck. Similar to a Priest because you have the potential to gain 2 hp every turn if left unchecked.