I have seen a lot of submission with new Hero Powers--the rules state: "Your card cannot produce any additional unique cards or tokens." Are new Hero Powers tokens? I have assumed so up to this point and reported submissions with new Hero Powers, but I'd like to get some clarification on this, if only for those who want to make submissions with new Hero Powers.
I assume it works well in Druid, Handlock, Mind Vision Priest and Control Warrior.
I know it is situational as it depends on winning the coin in the first place. But when playing him on turn 7 it dies to Loatheb, Emperor Thaurissan and other minions. Gave it 5 health so the player will keep the advantage when against an Innervate + Druid of the Claw play as well as allow it to survive Eviscerate and Truesilver Champion
Your thoughts? Too weak or too great of an initial impact?
I have seen a lot of submission with new Hero Powers--the rules state: "Your card cannot produce any additional unique cards or tokens." Are new Hero Powers tokens? I have assumed so up to this point and reported submissions with new Hero Powers, but I'd like to get some clarification on this, if only for those who want to make submissions with new Hero Powers.
Hey! First of all, thanks for being so diligent in reporting things - sometimes I can't count words in card text, it seems >.<
Secondly, yes Hero Powers are considered a token, and are thus not allowed in the competition this week. For future reference, a 'token' refers to anything created from another card, from Summoned minions like Imps, to spells like Reversing Switch, to Weapons like Ashbringer, to heroes like Lord Jaraxxus, to Hero Powers like DIE, INSECT!. Let's pretend those last two show the correct things, shall we?
So, if your card creates something else - no matter where the created card goes - it must already exist in-game.
Here is my card. i decided that i wanted Paladins to have some more mech synergy and though why not add a mech that gives you up to 7 spare parts and since there 7 spare parts in total, i thought this might be a perfect time to try this. This card would probably be better if it wasn't class specific. Any thoughts?
I would take out the "in your hand" at the end as it honestly feels quite redundant, considering you already put "to your hand" earlier. Also, small nitpick, but put a period at the end.
Here is my card. i decided that i wanted Paladins to have some more mech synergy and though why not add a mech that gives you up to 7 spare parts and since there 7 spare parts in total, i thought this might be a perfect time to try this. This card would probably be better if it wasn't class specific. Any thoughts?
I would take out the "in your hand" at the end as it honestly feels quite redundant, considering you already put "to your hand" earlier. Also, small nitpick, but put a period at the end.
Otherwise, I actually really like this card!
i was thinking about that but i decided to leave it in there since i thought it was worded correctly but oh well, BTW what do you mean by 'put a period at the end?'
Sorry, how exactly are you confused by me saying, "Put a period at the end?" That's just it...
A very strong card, possibly OP, but that's all we thought about Fireguard Destroyer, which seems stronger than this card IMO, and it still wasn't good enough to make Shaman anywhere close to viable. Give it a Rarity, and capitalize "return." Other than that, I think it's actually quite good as is.
That's really powerful. This card in arena would make Shammy INSANE since it trades, gets replayed, and still allows you to play more things. I'd switch the Cost and Attack (and maybe buff the Health).
Note: I'm aware that Durotan is actually a Warrior class in WoW, but since he's the father of Thrall, and given the Frostwolf Clan's shamanistic culture, I felt he fit as a Shaman card. Plus, I felt that having him fight for Garrosh wouldn't make any sense.
A shaman clean-board, for a late game. Very powerful card, an AoE such like Lightning Storm, but for late, against Dr. Boom, Druid taunt, dragons (Ysera and Malygos terrible 12), etc... Or for close the game with its 7-12 damage to other player. Overload: (8) for it very strong power, but it go in sinergy with Lava Shock.
I know, the meta is more aggro, but you can I think this card give you a chance to build a fast start game, take time with other card like Antique Healbot and, at the same time stay easy with very opponent strong cards.
I think 7-10 would be enough, and in the case it gets played after round 7 (which usually happens) the overload should be 9 or 10.
Can this card help to pirate's decks? What do you think, guys? And I would be glad to see some ideas about text changing (make it shorter definitely, and fix my awful grammar also:D).
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Ok, it looks too right to be wrong now, right?!. :)
Thanks for the advice ppl. Actually, I think the coin crystal might dissipate anyway, ??
I have seen a lot of submission with new Hero Powers--the rules state: "Your card cannot produce any additional unique cards or tokens." Are new Hero Powers tokens? I have assumed so up to this point and reported submissions with new Hero Powers, but I'd like to get some clarification on this, if only for those who want to make submissions with new Hero Powers.
Coooool Oo!
Hey! First of all, thanks for being so diligent in reporting things - sometimes I can't count words in card text, it seems >.<
Secondly, yes Hero Powers are considered a token, and are thus not allowed in the competition this week. For future reference, a 'token' refers to anything created from another card, from Summoned minions like Imps, to spells like Reversing Switch, to Weapons like Ashbringer, to heroes like Lord Jaraxxus, to Hero Powers like DIE, INSECT!.
Let's pretend those last two show the correct things, shall we?So, if your card creates something else - no matter where the created card goes - it must already exist in-game.
You can find me here! Good luck everyone!
I would take out the "in your hand" at the end as it honestly feels quite redundant, considering you already put "to your hand" earlier. Also, small nitpick, but put a period at the end.
Otherwise, I actually really like this card!
Sorry, how exactly are you confused by me saying, "Put a period at the end?" That's just it...
A very strong card, possibly OP, but that's all we thought about Fireguard Destroyer, which seems stronger than this card IMO, and it still wasn't good enough to make Shaman anywhere close to viable. Give it a Rarity, and capitalize "return." Other than that, I think it's actually quite good as is.
Here is my card ^^
Thoughts?
@yugzilla: Huge fan of the card. I like that mech syngery
I decided to change my idea, due to the feedback i recieved. I instead went with a Paladin card trying to push Secrets.
Here she is, Thruthseeker:
(couldn't get that s in Secrets to bolden for some reason)
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Off hand I would point out only two 7's unless I'm missing something.
That's really powerful. This card in arena would make Shammy INSANE since it trades, gets replayed, and still allows you to play more things. I'd switch the Cost and Attack (and maybe buff the Health).
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
@Trollbert 7 cost, 7 in text, 7 words (excluding numbers).
7 words of text. It's a neat
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Pretty shocked to discover that some cards meet my flavor. At first I thought this week's competition would be a mess.
THERE IS NO GAME.
Feedback?
Note: I'm aware that Durotan is actually a Warrior class in WoW, but since he's the father of Thrall, and given the Frostwolf Clan's shamanistic culture, I felt he fit as a Shaman card. Plus, I felt that having him fight for Garrosh wouldn't make any sense.
Balanced. But not fun.
Coastal Snapjaw?
seems solid anyways
I think 7-10 would be enough, and in the case it gets played after round 7 (which usually happens) the overload should be 9 or 10.
So I need name with 7 letters and an image for this. This will also summon Mistress of pain at the end of that turn this was played.
Edit: nvmind made it myself.
Can this card help to pirate's decks? What do you think, guys? And I would be glad to see some ideas about text changing (make it shorter definitely, and fix my awful grammar also:D).