I have 2 possible cards for this entry; one of them is a card I see fit to enter the competition, and the other are an out-of-WoW-lore card concept (which I could consider submitting instead if it is transmuted into WoW lore).
The first concept is a taunt minion that is a delayed Sunfury Protector. I can see it fitting (theme-wise) in Druid decks.
Balance wise, is it balanced? I mean, Sunfury Protector IS 2/3 for 2 mana, and 2/3 IS fine for 2-mana minions. And Druids have a lot of taunt as is.
The second concept is designed to protect minions. I have an original, BIGGER version of it (which I MIGHT post in my card stash later, as the out-of-WoW-lore version). That said, this is out-of-WoW-lore; can anyone please help me find a suitable character for this?
That out of the way, I chose that this card be a class card for this, because if it were neutral, Rogues with their Master of Disguise can abuse this, as well as Priests with Divine Spirit and possibly Inner Fire. I chose Paladin mostly as a placeholder class [because I felt the Great Seal (Makoto Yuuki, or door-kun, if you will) fitted the Paladin class theme wise], but if anyone can think of a class this card fits well, I would like to know [Rogues and Priests (for obvious reasons) are obviously out of the question.
As for card design, is it balanced? Underpowered? Overpowered?
Pretty simple concept, if a minion has an opened flank (no minion on one of its side), it takes double damage. Maybe it should be a 5 mana instead.
2 and 3 came from the same idea but I chose two different paths then.
2/ Sleight of Hand
A lot a combo are possible with this card, allow more flexibility.
3/Alchemist (non definitive name and art)
I still hesitate about the Battlecry. In the first place it was an active effect but I feared that it would be too OP.
Thanks
All those cards seem interesting. I can see no balance change necessary with what you said. But with what above poster said, you could change Mathias Shaw's art.
As for card of choice, it's a toughie between Mathias and Alchemist, but I'm going with Alchemist.
So, when I saw the theme, my mind immidiatly went to Saurfang. Pretty certain most of you are familiar with him, or at least heard of his infamous cleave. Thats the idea behind these 2 cards I brainstormed.
(Insert Saurfang joke here)
Unsure which one to go with, and stats/mana arent final. Any thoughts or insight on these?
So, when I saw the theme, my mind immidiatly went to Saurfang. Pretty certain most of you are familiar with him, or at least heard of his infamous cleave. Thats the idea behind these 2 cards I brainstormed.
(Insert Saurfang joke here)
Unsure which one to go with, and stats/mana arent final. Any thoughts or insight on these?
Since the warrior got so many spells that can damage a enemy easily, it seems really stron IMO. Especially with the current Emperor Combo deck, this + whirlwind would be devastating. For the second one, I don't know, destroy a big creature by killing a 1/1 for example seems way too stronger.
I would go with the first one but maybe lower it's health.
We're indeed having a marvelous theme this week. Most of the cards would look great if they didn't appear in this competition. Really a hard battle this week.
And here's my idea.
I wonder if I've described it clear enough. So if you have 4 minions on board, the leftmost one gains +1/+1, the second +2/+2, the third +3/+3, the rightmost +4/+4.
Lets review some cards from the the submission thread.
@Lord_HS
Who doesn't love Thunderfury? Decent design, only one small personal issue with the card. Shaman can't use Swords, and no Shaman has therefore ever wielded a Thunderfury, but other than that, did someone say Thunderfury, Blessed Blade of the Wind Seeker?
@Zlozla
I think this could have been Grounding Totem, makes a touch more sense for what its doing, but I think this is a great shaman effect. Its probably going to get overlooked for just having the Wee Spellstopper text, even though I think its fits shaman better. I also think this costing 3 is pretty miserable, Wee Spellstopper has a 2/5 body for just 1 more mana.
@YoThats
Everyone loves Recombobulator, and who wouldn't love one that does it twice awesome. I like that this is harder to use well because its adjacent minions and means you have to work harder to set it up and for that you get a much more consistent body. Great art.
@ H2050
I wish the main of this didn't seem so bland. Fountain of Elune, Waters of Elune, use the word Elune and give this a touch more zest. Otherwise its definitely the first entry into doing something that affects left and right and not just adjacent means you have to think extra hard when playing with this. Fun card.
@DazeqMizuu
This one is cool, at least the concept of the card is cool. You have to have 2 other minions on the board and you specifically have to play this in the middle of them which could be relevant. I'm a bit sad its just a set of vanilla 5/6 for 5 mana stats that does have a drawback, but its a neutral so that is probably ok. The concept alone is worth the upvotes
@Disturbed_God
This is a pretty cool one too. I'm not sure if I like this using cost over attack, since most played warlock minions are on the cheap side, but I'm super happy this only eats demons. Great balancing in that regard, though I'm not personally a fan of combo cards, and this seems like it fits right into Malygos Warlock.
@rdeegan
I like the basic idea of this, but I do feel like its not got enough flash. Its a great concept that just doesn't quite grab me. I do like the low cost and therefore value you gain of putting this on a 2 cost minion where you don't have to sacrifice stats at all to toss on an effect especially one that likely isn't doing anything most games.
@B1ackC1pher
I'm less impressed with this than most of the entries so far. The idea of deathtype effect being dropped onto your opponents side is cool, but this is like the most random way to do it. You've made Sargeras a Warrior card, you've not given it the Demon type, and then you've got this hilariously cheesey art on the Boulder. I give this a D- for effort.
@ KonstantOut
I had to read this like 3 times to be sure I understood what it did and then I wasn't overly impressed. I like the idea of a super huge taunt for cheap and this doesn't blowback like Deathlord, but Deathlord did have the upside of killing many of the early game minions not just absorbing damage. Decent idea, ok execution, sad art.
@Zukuu
I feel like some times minions aren't directly in front of other minions and I'm curious how this works in those situations. I've seen this on some other posts too, the In Front mechanic, its not bad, but somewhat confusing with the current way minions adjust to the battlefield
@ HearthLiam
This is interesting. Priest isn't always known as a minion heavy class and this requires a fair number. For and 8 mana minions, even when you get the upside this probably won't even feel that broken. Actually it seems like a very Win More card. The times you are playing this you are already ahead and winning and then this comes down and you hope they don't have a board clear. Because you can only over extend with this.
@ MephyBenny
This is a cool twist on Shattered Sun Cleric. Seems like a really fun card. A+
@ Zekana
The wording is indeed confusing but on the whole its a cool card. Again, the whole In Front thing will need to be evaluated but I like the idea that this guy is spotting out targets for you. Question though, isn't this a Unique character that should be a Legendary not just an epic?
@ AUzg
I'm not sure if this is OP or not either, but its definitely confusing. I do feel like on the whole its probably over cost. I mean best you can get is 5 +3/+3 buffs if you have a full board, at which points its likely most of those would be Silver Hand recruits and Quartermaster would have a similar effect for less mana and come as a body, but its definitely not more than 1 mana too much.
@ vragal
Its weird that this is a Combo card that then has a second condition. That means you have to work for it and then your opponent has to walk into it and then it could target the worst target at random, man that's a lot of variables. I like part of it, but I think other parts could use a shave.
@ hirashin
I'm not sure why recalling your totem would buff something, since your removing the buff, I'm also not sure why this couldn't just return it to your hand to be played again, since you're recalling it for a reason. I think the concept is ok, but the flavor is huge miss.
@ DKPaladinMDL
Interesting concept, somewhat uninspiring card. I like the design side, but I don't like the stats. I know you don't want it to be a great minion on its own, you want them to work to clear the left side not worry about this for being awesome, but when you play this and there's nothing there is soooo sad.
@ nekromanton
This is probably just a tad underwhelming. I think its a bit confusing, the wording is poor, but also it seems like the card was designed to be too good or terrible. Its designed to be a combo card, to build this perfect board then use this and make it some unstoppable mess. Just not my personal favorite.
@ Jadeg
Another card with a wording issues. Its not terrible, I understand its a rogue card and you want it to gain all those juicy buff bonuses but I don't think Oil Rogue needs something like this. Interesting design though, A for effort.
@ mr10percent
Whoa this is a crazy card. The only thing is I'm not 100% on the wording. I seems like it Swaps the stats on the minions Mad Scientist style, but I feel like it could also be doing something even crazier than that, like swapping the attack and health between the two minions. Either way fun card, cool design
@ Rosqizer
Hmm, this has growing attack but even if it grows once, which won't be that easy since there are limited stealth options and currently already 3 is the only costs 2 with stealth minions, pushing you to 3, I think this could easily be a 2 cost minion without breaking the most too bad since its health doesn't grow.
@ Triangle1118Energy
Fine card, but missing the flavor mark for me personally.
@ Vampirbg
Very interesting design, great art, flavor bonus. Not the flashiest card every but very solid. I like it.
@ tambdc
I'm not sure how the game would handle targeting a trigger, no other card has ever done that, but its not a bad idea. Lackluster for me, but not bad.
@ JockyRhonson
This is the second Warrior non-Demon but clearly a Demon legendary, I'm starting to feel so confused. I like this one a bit more than the other one, but I still feel like this card doesn't capture the Legend of the minion its taken its name from. I think the overall design is fine, just doesn't feel like Kil'jaeden to me.
@ Flamelake
This is a pretty cool card. I'm not sure hunter needs another bursty potential card, but this one doesn't strictly slam itself into the current beast lacking Face Hunter. Pretty cool design, doubling or is it tripling up on the Adjacent flavor.
@ MorbidoSix
Another card that I like on the design side, but dislike on the execution side. The name is deflated and even then I don't understand how or why a ghoul killing someone makes other nearby minions silenced.
@ mengdez
Great flavorful design, decent concept, but I don't generally like cards that are unplayable without their trigger. This probably has just the right amount of help from existing paladin cards to make it though.
@ pomonkeypo
Ah, this one sorts out the minion in front thing for the first time, starting that it will freeze multiple minions in the case of neither being fully in front, but at least partially. Druid doesn't exactly have a bunch of Frost spells, a tad off flavor wise, but the art fits and helps keep things in like.
@ KaoticKreature
I like the idea of this card, I really like that its a hunter card that doesn't just go face, but it does really suck that this never goes face, so against Frost Mage or even a deck like Patron who doesn't have to fill the board until they are ready to kill you, this just sits there doing nothing. I like your note about the Split Front, great work overall, awesome card.
@ krisslll
This is almost perfect flavor wise, I just wish it also froze targets it damaged. Still, love this boss love this card.
@ Chopycat
This one makes me sad. I hate to see a sweet character get a bad card. The design isn't bad, just I want more from this name. Just my opinion, the card is fine, flavor is just off for me.
@ Qomusata
This is one where the wording just throws in next to to make it fit when its really just Faceless that has to be next to the card you copied and can only therefore copy your minions. Idea is fine, but twisted unnecessarily just to fit this weeks rules for me.
@ Shanksyo
I hate those damn D3 pygmy bastards, and I hate this card (sarcasm). I think this would have been an interesting card to put an extra line of text on like, You may play 4 copies of this card in your deck. Its a bummer that even with 3 of these they only need to deal 9 damage. I guess its cool with Duplicate and Echo of Medivh
@ DanroyJenkins
I get where you're going and you even mention this is a warlock spell, but then you made it neutral it appears? Fix that and the card is fine, but even then I think paying 4 mana to cast Corruption and deal 2 damage to your opponents Adjacent minions is a bit hefty.
@ YahOkay
You mention some synergy with this, but not the fact that you can just turn to dagger turn 3 you get kill 2 minions take 2 damage, seems super busted. I feel like this needs to have Stealth. Way too good as is.
@ Elementalkin
I feel like you have to work too hard and plan too far ahead to get the value out of this for its cost. For one, one of the reasons most buffs are strong is that they increase the 1 targets attack and health, it seems like unless you set this up to give a taunt the +8 health you're likely not going to get much value out of the attack and spell power buffs.
@ Kyiriostrasz
Holy translator Batman this is a confusing mess. I think I understand some of what you're getting at, but even then I don't find the card that engaging. I don't feel like Tempo mage needs a really confusing hopefully balanced but likely just not good enough minion.
@ Biscutbeck
Conceal and this are so similar its absurd. This being a minor tweak so you could make it 0 mana still probably makes it too good regrettably, there is a reason at the end of the day that Conceal has a mana cost.
Ok that's it for now, pages 1 and 2 down.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I now have three different ideas and probably will submit one of those. The stat lines might change depending on feedback. My thoughts behind the cards.
Turok: It's a minion slightly above vanilla that comes with a small draw back. 5 mana is the sweet spot of putting an effect like that. Everything that cost 6 or more has to offer more than raw stats and everything that cost 4 or less could snowball the game too hard, if unanswered. I went with Ogres, because they tend to be kinda slow and stubborn and don't know how to tactics. Turok is a random name I got from wowwiki.
Silvermoon Ranger: A tool for Beast Hunter. I'm not quite sure about cost and stats. There's already hound master at that spot and it's also synergizing with beasts. Maybe make it 5 mana? I feel it should have (almost) vanilla stats to not be a liability in any deck and thus promoting Beast Hunter (and controling the board).
Castle Walls: I'm not even sure, if that card can be balanced. To me, the effect feels very strong, if you can somehow protect it. But I like it mechanic wise. Everything you play on the left is put in the castle and is thus protected from your opponent's actions. What do you think of its stats?
I now have three different ideas and probably will submit one of those. The stat lines might change depending on feedback. My thoughts behind the cards.
Turok: It's a minion slightly above vanilla that comes with a small draw back. 5 mana is the sweet spot of putting an effect like that. Everything that cost 6 or more has to offer more than raw stats and everything that cost 4 or less could snowball the game too hard, if unanswered. I went with Ogres, because they tend to be kinda slow and stubborn and don't know how to tactics. Turok is a random name I got from wowwiki.
Silvermoon Ranger: A tool for Beast Hunter. I'm not quite sure about cost and stats. There's already hound master at that spot and it's also synergizing with beasts. Maybe make it 5 mana? I feel it should have (almost) vanilla stats to not be a liability in any deck and thus promoting Beast Hunter (and controling the board).
Castle Walls: I'm not even sure, if that card can be balanced. To me, the effect feels very strong, if you can somehow protect it. But I like it mechanic wise. Everything you play on the left is put in the castle and is thus protected from your opponent's actions. What do you think of its stats?
So since I've been late again for this competition, someone already did a chain lightning version. I decided that's not going to dissuade me, since I have yet to make a shaman card, and this was the concept I wanted to get across.
My main concern is the wording and how you would suggest I properly phrase it. I don't think mine is particularily bad, but hey - suggestions?
nobravery: With and against many decks you have to consider placement of your minions. Turok doesn't care, he's always left. But I consider placing him on the right instead to make it a bit more awkward with tokens.
That's why I consider putting Turok on the right instead, so he's often next to tokens. And if you can't play him in every deck, because of his effect the downside does already matter?! And a legendary with a very slight downside should be allowed to have an extra point of health - even though I know, that the stat distribution is optimal. As a 6/6 it would be much worse.
Cutting a health point on Silvermoon Ranger seems fair to me, I also guessed, it might be a little over the top.
Castle Walls first read "Minions on the left can't be targeted by your opponent.", but then I thought, that's just what Stealth does and changed it. I don't see a problem in an aura-effect that allows minions to regain stealth after they deal damage.
Will update cards and repost them soon.
Edit: here they are:
I currently prefer Turok II, Silvermoon Ranger III and the Castle Walls on the left. (The second Castle Walls was in fact the first iteration and I reused it, because of its card text. I'm still not sure about its stats.)
In answer to: "And if you can't play him in every deck, because of his effect the downside does already matter?": It doesnt matter in terms of balance, since it's not a downside once you start playing. Cards should be balanced according to the decks they will be played in.
I disagree with you. You will most likely consider playing a vanilla 5-drop in a minion-heavy-board-control type of deck. Those decks often also run Defender of Argus. As you said, big minions often go to the right, because tokens spawn on the left and you want the small stuff stick together. When you for example want to DoA an Shielded Minibot and Turok, you have to put Shielded Minibot right from the tokens, which could screw with your other positioning. It's not a big deal, but it matters and thus is worth a stat point.
That all said, I do agree with you, that Ranger III looks most promising and I probably will submit that.
Also, Ogre Gladiator has to be a rare or even an epic. As common, it would be to good in arena.
PS: Thank you for the Castle Walls artwork. However, I had already found it before and when you try to put it on a card you see the statues, but not the gate/walls.
So, when I saw the theme, my mind immidiatly went to Saurfang. Pretty certain most of you are familiar with him, or at least heard of his infamous cleave. Thats the idea behind these 2 cards I brainstormed.
(Insert Saurfang joke here)
Unsure which one to go with, and stats/mana arent final. Any thoughts or insight on these?
Since the warrior got so many spells that can damage a enemy easily, it seems really stron IMO. Especially with the current Emperor Combo deck, this + whirlwind would be devastating. For the second one, I don't know, destroy a big creature by killing a 1/1 for example seems way too stronger.
I would go with the first one but maybe lower it's health.
I thought of that too, but thought the whole placement mechanic wouldnt make it too broken. Guess i am mistaken.
This week, I've got 3 cards, but which one is better? Also, I'm interested if they're balanced enough, since I try not to create OP cards, here they are!
Quartermaster, I think is fine stat-wise, but I think the art would need sprucing up if you were to submit it ;)
Essence Surger is easily my favourite. You can scrap the 'if they survive' bit as it's redundant - I think Battlecry: Deal 1 Damage to adjacent minions and give them Spell Damage +2, would be a better way about it.
Dusk Exploiter scares me from a combo perspective - you could easily Charge out a Molten Giant for 16 Damage if you are low enough, and combo'd with Power Overwhelming you could easily get 24+.
You've easily pwned me at the one with the Molten Giant, didn't even think about that lol, well, I guess I'll reword the druid card and add that, thanks for the fast answer, I appreciate it!
Thanks for the feedback. I'll discuss with my friends and see if I've got better ideas. If not, I'll submit Totemic Flame on Monday.
BTW, one of my friends have already got an excellent idea, but due to net problem he can't submit now. Hope his idea could amaze you as much as how I was amazed.
These are just my personal opinions. I'm writing this alone and does not represent Hearthpwn or any other group. I don't have a degree in Hearthstone so I might be wrong on some things or e.g. miss a broken combo the mentioned card would have or balancing of stats.
* = This card makes zero sense to me. Please explain further why this would fit in Hearthstone. ** = I see potential but there are a lot of errors or confusion of how it would work in-game. ***= Interesting idea, but I feel it's lacking something essential to become a winner. ****= Solid idea, only nitpicking here and there. *****= Spot on, there's not a single thing I would change, cause it's amazing just the way it is. I see this in the top 3. I need to see this in the actual game!
Firebolts's Magatha Grimtotem: (*****) Love the idea. Only problem is that It would require a lot of testing before knowing its true value. It encourages totem decks which really isn't a thing yet, but should be. As said this has to be tested A LOT because of the complexity it brings with all the different totems.
nobravery's Mass Blessing: (**) Interesting idea, but there's a huge problem with the value between having just 2 minions and 7. The value kinda multiplies for every minion you have. And the wording seems overly complicated for Hearthstone. For the value to not swing so much it should probably be "Give each friendly minion +7/+7, +6/+6, +5/+5... from left to right", but then the card would have to cost like 10 mana.. Hard to comment this card.
nobravery's Totemic Flame: (****) I see reducing mana is mentioned, but I think 3 mana would be too powerful. Shamans don't have that much problem building a board and the Flametounges are permanent and good on it's own. The value could be huge if it hits the right minions.
TSMS's Turok: (*) This effect makes no sense in the current Hearthstone, why is it a drawback? Your effect could maybe be a thing in Hearthstone like 2 years from now when Positioning is a broader term and used by more cards. Right now it seems so insignificant, so why make it an effect.
TSMS's Silvermoon Ranger III: (****) My favorite of your bunch. Could encourage hunters to play control beast decks that trade minions instead of going face. The effect is hard to evaluate because it's very different from other effects in the game but since it's against minions only I guess it's fine. If it was against heroes as well this + next turn King Krush could become a violent control finisher for hunters.
TSMS's Castle Walls: (**) I don't feel this card at all. I think it's something about a stone wall being the subject, the effect not resembling anything in the game, the card being Paladin only. But it's like a Taunt that also defends VS target spells. I struggle to see where I would use this card in-game. It looks like a "win more" card, if both sides have equal amount of minions it functions only like a heal for minions.
alky13's Quartermaster Brevin: (***) A lot of power in the effect, so maybe nerf Brevin's stats to like 4/5? It's also kinda boring, just a body with 3 buffs only for a specific kind of minions. I know a lot of lore, but who the hell is Brevin? :D Would maybe use another character, but that's just nitpicking on the lore, not the card's place in-game.
alky13's Essense Surger: (***) Doesn't feel very druidish, sacrificing health for spell power, but that's me and lore again. Making Moonfire 5 damage sounds very scary. This is a card I think would fit in Hearthstone later when the card pool is bigger, giving rise to a new kind of spell druid. Could also rephrase to "Battlecry: Deal 1 damage to adjacent minions and give them Spell Damage +2." No need to include "survive" and stuff, because if they die it doesn't really matter.
alky13's Dusk Exploiter: (**) I think this is a tad bit OP. This + Pit Lord is outrageous and not very hard to pull off. Also feels it would be auto-include in every warlock. Boring to play against because there is nothing you can do.
outlawing2's Kargath: (**) Why would Kargath have such an effect, I feel every legendary have an effect that fits their lore. A cool dude like Kargath should certainly have one. Also, the effect seems so niché i struggle to see it's value, I have a feeling it could be very powerful but easy to counter, you kinda just play another minion. I think this card would make more sense in a more evolved Hearthstone where Positioning is a broader term and is a bigger part of the game.
Turok I/II both don't feel like 'Legendary' cards so I much prefer Ogre Gladiator. Is it a big enough downside to justify 6/6 of stats? Not sure, I think maybe, but we only have Ogre Ninja to compare.
I checked Foe Reaper 4000 phrasing. Maybe you should rephrase like this.
'Also destroyed the damaged minions next to whomever he attacks.'
Here an other idea again:
General Vezax:
Idk if this one is clear, but it damages the attacker's adjacent minions not Vezax's ones.
Maybe a little rephrase+balance:
I'd say a bit too weak, as it is now. A tweak in it's stats should make it a bit more playable.
Anyway, here's mine:
I don't think it needs tweaking, though i could be horribly wrong and this could be as overpowered as pre-nerf undertaker or as underpowered as Magma Rager. I might change it into "Transform the right-most enemy minion and left-most friendly minion", since totems are created at the right side of the board, and this would make it harder to hex a friendly totem.
Hey everyone. Since beast druid needs some help, and transformation is very druid-like I came up with Druid of the Talon.
Since there are not 8 or 10 mana beasts, only King Krush at 9, I limited the cost. If you use this next to a wisp or target dummy you whiff, and I look down on your shenanigans. This basically sets up for a Druid of the Fang turn 5. In non-beast decks it can recycle weak minions. Mostly just a fun card. Thanks for your feedback.
I have 2 possible cards for this entry; one of them is a card I see fit to enter the competition, and the other are an out-of-WoW-lore card concept (which I could consider submitting instead if it is transmuted into WoW lore).
The first concept is a taunt minion that is a delayed Sunfury Protector. I can see it fitting (theme-wise) in Druid decks.
Balance wise, is it balanced? I mean, Sunfury Protector IS 2/3 for 2 mana, and 2/3 IS fine for 2-mana minions. And Druids have a lot of taunt as is.
The second concept is designed to protect minions. I have an original, BIGGER version of it (which I MIGHT post in my card stash later, as the out-of-WoW-lore version). That said, this is out-of-WoW-lore; can anyone please help me find a suitable character for this?
That out of the way, I chose that this card be a class card for this, because if it were neutral, Rogues with their Master of Disguise can abuse this, as well as Priests with Divine Spirit and possibly Inner Fire. I chose Paladin mostly as a placeholder class [because I felt the Great Seal (Makoto Yuuki, or door-kun, if you will) fitted the Paladin class theme wise], but if anyone can think of a class this card fits well, I would like to know [Rogues and Priests (for obvious reasons) are obviously out of the question.
As for card design, is it balanced? Underpowered? Overpowered?
All those cards seem interesting. I can see no balance change necessary with what you said. But with what above poster said, you could change Mathias Shaw's art.
As for card of choice, it's a toughie between Mathias and Alchemist, but I'm going with Alchemist.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
So, when I saw the theme, my mind immidiatly went to Saurfang. Pretty certain most of you are familiar with him, or at least heard of his infamous cleave. Thats the idea behind these 2 cards I brainstormed.
(Insert Saurfang joke here)
Unsure which one to go with, and stats/mana arent final. Any thoughts or insight on these?
Since the warrior got so many spells that can damage a enemy easily, it seems really stron IMO. Especially with the current Emperor Combo deck, this + whirlwind would be devastating. For the second one, I don't know, destroy a big creature by killing a 1/1 for example seems way too stronger.
I would go with the first one but maybe lower it's health.
We're indeed having a marvelous theme this week. Most of the cards would look great if they didn't appear in this competition. Really a hard battle this week.
And here's my idea.
I wonder if I've described it clear enough. So if you have 4 minions on board, the leftmost one gains +1/+1, the second +2/+2, the third +3/+3, the rightmost +4/+4.
THERE IS NO GAME.
Lets review some cards from the the submission thread.
@Lord_HS
Who doesn't love Thunderfury? Decent design, only one small personal issue with the card. Shaman can't use Swords, and no Shaman has therefore ever wielded a Thunderfury, but other than that, did someone say Thunderfury, Blessed Blade of the Wind Seeker?
@Zlozla
I think this could have been Grounding Totem, makes a touch more sense for what its doing, but I think this is a great shaman effect. Its probably going to get overlooked for just having the Wee Spellstopper text, even though I think its fits shaman better. I also think this costing 3 is pretty miserable, Wee Spellstopper has a 2/5 body for just 1 more mana.
@YoThats
Everyone loves Recombobulator, and who wouldn't love one that does it twice awesome. I like that this is harder to use well because its adjacent minions and means you have to work harder to set it up and for that you get a much more consistent body. Great art.
@ H2050
I wish the main of this didn't seem so bland. Fountain of Elune, Waters of Elune, use the word Elune and give this a touch more zest. Otherwise its definitely the first entry into doing something that affects left and right and not just adjacent means you have to think extra hard when playing with this. Fun card.
@DazeqMizuu
This one is cool, at least the concept of the card is cool. You have to have 2 other minions on the board and you specifically have to play this in the middle of them which could be relevant. I'm a bit sad its just a set of vanilla 5/6 for 5 mana stats that does have a drawback, but its a neutral so that is probably ok. The concept alone is worth the upvotes
@Disturbed_God
This is a pretty cool one too. I'm not sure if I like this using cost over attack, since most played warlock minions are on the cheap side, but I'm super happy this only eats demons. Great balancing in that regard, though I'm not personally a fan of combo cards, and this seems like it fits right into Malygos Warlock.
@rdeegan
I like the basic idea of this, but I do feel like its not got enough flash. Its a great concept that just doesn't quite grab me. I do like the low cost and therefore value you gain of putting this on a 2 cost minion where you don't have to sacrifice stats at all to toss on an effect especially one that likely isn't doing anything most games.
@B1ackC1pher
I'm less impressed with this than most of the entries so far. The idea of deathtype effect being dropped onto your opponents side is cool, but this is like the most random way to do it. You've made Sargeras a Warrior card, you've not given it the Demon type, and then you've got this hilariously cheesey art on the Boulder. I give this a D- for effort.
@ KonstantOut
I had to read this like 3 times to be sure I understood what it did and then I wasn't overly impressed. I like the idea of a super huge taunt for cheap and this doesn't blowback like Deathlord, but Deathlord did have the upside of killing many of the early game minions not just absorbing damage. Decent idea, ok execution, sad art.
@Zukuu
I feel like some times minions aren't directly in front of other minions and I'm curious how this works in those situations. I've seen this on some other posts too, the In Front mechanic, its not bad, but somewhat confusing with the current way minions adjust to the battlefield
@ HearthLiam
This is interesting. Priest isn't always known as a minion heavy class and this requires a fair number. For and 8 mana minions, even when you get the upside this probably won't even feel that broken. Actually it seems like a very Win More card. The times you are playing this you are already ahead and winning and then this comes down and you hope they don't have a board clear. Because you can only over extend with this.
@ MephyBenny
This is a cool twist on Shattered Sun Cleric. Seems like a really fun card. A+
@ Zekana
The wording is indeed confusing but on the whole its a cool card. Again, the whole In Front thing will need to be evaluated but I like the idea that this guy is spotting out targets for you. Question though, isn't this a Unique character that should be a Legendary not just an epic?
@ AUzg
I'm not sure if this is OP or not either, but its definitely confusing. I do feel like on the whole its probably over cost. I mean best you can get is 5 +3/+3 buffs if you have a full board, at which points its likely most of those would be Silver Hand recruits and Quartermaster would have a similar effect for less mana and come as a body, but its definitely not more than 1 mana too much.
@ vragal
Its weird that this is a Combo card that then has a second condition. That means you have to work for it and then your opponent has to walk into it and then it could target the worst target at random, man that's a lot of variables. I like part of it, but I think other parts could use a shave.
@ hirashin
I'm not sure why recalling your totem would buff something, since your removing the buff, I'm also not sure why this couldn't just return it to your hand to be played again, since you're recalling it for a reason. I think the concept is ok, but the flavor is huge miss.
@ DKPaladinMDL
Interesting concept, somewhat uninspiring card. I like the design side, but I don't like the stats. I know you don't want it to be a great minion on its own, you want them to work to clear the left side not worry about this for being awesome, but when you play this and there's nothing there is soooo sad.
@ nekromanton
This is probably just a tad underwhelming. I think its a bit confusing, the wording is poor, but also it seems like the card was designed to be too good or terrible. Its designed to be a combo card, to build this perfect board then use this and make it some unstoppable mess. Just not my personal favorite.
@ Jadeg
Another card with a wording issues. Its not terrible, I understand its a rogue card and you want it to gain all those juicy buff bonuses but I don't think Oil Rogue needs something like this. Interesting design though, A for effort.
@ mr10percent
Whoa this is a crazy card. The only thing is I'm not 100% on the wording. I seems like it Swaps the stats on the minions Mad Scientist style, but I feel like it could also be doing something even crazier than that, like swapping the attack and health between the two minions. Either way fun card, cool design
@ Rosqizer
Hmm, this has growing attack but even if it grows once, which won't be that easy since there are limited stealth options and currently already 3 is the only costs 2 with stealth minions, pushing you to 3, I think this could easily be a 2 cost minion without breaking the most too bad since its health doesn't grow.
@ Triangle1118Energy
Fine card, but missing the flavor mark for me personally.
@ Vampirbg
Very interesting design, great art, flavor bonus. Not the flashiest card every but very solid. I like it.
@ tambdc
I'm not sure how the game would handle targeting a trigger, no other card has ever done that, but its not a bad idea. Lackluster for me, but not bad.
@ JockyRhonson
This is the second Warrior non-Demon but clearly a Demon legendary, I'm starting to feel so confused. I like this one a bit more than the other one, but I still feel like this card doesn't capture the Legend of the minion its taken its name from. I think the overall design is fine, just doesn't feel like Kil'jaeden to me.
@ Flamelake
This is a pretty cool card. I'm not sure hunter needs another bursty potential card, but this one doesn't strictly slam itself into the current beast lacking Face Hunter. Pretty cool design, doubling or is it tripling up on the Adjacent flavor.
@ MorbidoSix
Another card that I like on the design side, but dislike on the execution side. The name is deflated and even then I don't understand how or why a ghoul killing someone makes other nearby minions silenced.
@ mengdez
Great flavorful design, decent concept, but I don't generally like cards that are unplayable without their trigger. This probably has just the right amount of help from existing paladin cards to make it though.
@ pomonkeypo
Ah, this one sorts out the minion in front thing for the first time, starting that it will freeze multiple minions in the case of neither being fully in front, but at least partially. Druid doesn't exactly have a bunch of Frost spells, a tad off flavor wise, but the art fits and helps keep things in like.
@ KaoticKreature
I like the idea of this card, I really like that its a hunter card that doesn't just go face, but it does really suck that this never goes face, so against Frost Mage or even a deck like Patron who doesn't have to fill the board until they are ready to kill you, this just sits there doing nothing. I like your note about the Split Front, great work overall, awesome card.
@ krisslll
This is almost perfect flavor wise, I just wish it also froze targets it damaged. Still, love this boss love this card.
@ Chopycat
This one makes me sad. I hate to see a sweet character get a bad card. The design isn't bad, just I want more from this name. Just my opinion, the card is fine, flavor is just off for me.
@ Qomusata
This is one where the wording just throws in next to to make it fit when its really just Faceless that has to be next to the card you copied and can only therefore copy your minions. Idea is fine, but twisted unnecessarily just to fit this weeks rules for me.
@ Shanksyo
I hate those damn D3 pygmy bastards, and I hate this card (sarcasm). I think this would have been an interesting card to put an extra line of text on like, You may play 4 copies of this card in your deck. Its a bummer that even with 3 of these they only need to deal 9 damage. I guess its cool with Duplicate and Echo of Medivh
@ DanroyJenkins
I get where you're going and you even mention this is a warlock spell, but then you made it neutral it appears? Fix that and the card is fine, but even then I think paying 4 mana to cast Corruption and deal 2 damage to your opponents Adjacent minions is a bit hefty.
@ YahOkay
You mention some synergy with this, but not the fact that you can just turn to dagger turn 3 you get kill 2 minions take 2 damage, seems super busted. I feel like this needs to have Stealth. Way too good as is.
@ Elementalkin
I feel like you have to work too hard and plan too far ahead to get the value out of this for its cost. For one, one of the reasons most buffs are strong is that they increase the 1 targets attack and health, it seems like unless you set this up to give a taunt the +8 health you're likely not going to get much value out of the attack and spell power buffs.
@ Kyiriostrasz
Holy translator Batman this is a confusing mess. I think I understand some of what you're getting at, but even then I don't find the card that engaging. I don't feel like Tempo mage needs a really confusing hopefully balanced but likely just not good enough minion.
@ Biscutbeck
Conceal and this are so similar its absurd. This being a minor tweak so you could make it 0 mana still probably makes it too good regrettably, there is a reason at the end of the day that Conceal has a mana cost.
Ok that's it for now, pages 1 and 2 down.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I now have three different ideas and probably will submit one of those. The stat lines might change depending on feedback. My thoughts behind the cards.
Turok: It's a minion slightly above vanilla that comes with a small draw back. 5 mana is the sweet spot of putting an effect like that. Everything that cost 6 or more has to offer more than raw stats and everything that cost 4 or less could snowball the game too hard, if unanswered. I went with Ogres, because they tend to be kinda slow and stubborn and don't know how to tactics. Turok is a random name I got from wowwiki.
Silvermoon Ranger: A tool for Beast Hunter. I'm not quite sure about cost and stats. There's already hound master at that spot and it's also synergizing with beasts. Maybe make it 5 mana? I feel it should have (almost) vanilla stats to not be a liability in any deck and thus promoting Beast Hunter (and controling the board).
Castle Walls: I'm not even sure, if that card can be balanced. To me, the effect feels very strong, if you can somehow protect it. But I like it mechanic wise. Everything you play on the left is put in the castle and is thus protected from your opponent's actions. What do you think of its stats?
I don't see the draw back of Turok...
THERE IS NO GAME.
So since I've been late again for this competition, someone already did a chain lightning version. I decided that's not going to dissuade me, since I have yet to make a shaman card, and this was the concept I wanted to get across.
My main concern is the wording and how you would suggest I properly phrase it. I don't think mine is particularily bad, but hey - suggestions?
nobravery: With and against many decks you have to consider placement of your minions. Turok doesn't care, he's always left. But I consider placing him on the right instead to make it a bit more awkward with tokens.
What about the other cards?
That's why I consider putting Turok on the right instead, so he's often next to tokens. And if you can't play him in every deck, because of his effect the downside does already matter?! And a legendary with a very slight downside should be allowed to have an extra point of health - even though I know, that the stat distribution is optimal. As a 6/6 it would be much worse.
Cutting a health point on Silvermoon Ranger seems fair to me, I also guessed, it might be a little over the top.
Castle Walls first read "Minions on the left can't be targeted by your opponent.", but then I thought, that's just what Stealth does and changed it. I don't see a problem in an aura-effect that allows minions to regain stealth after they deal damage.
Will update cards and repost them soon.
Edit: here they are:
I currently prefer Turok II, Silvermoon Ranger III and the Castle Walls on the left. (The second Castle Walls was in fact the first iteration and I reused it, because of its card text. I'm still not sure about its stats.)
I disagree with you. You will most likely consider playing a vanilla 5-drop in a minion-heavy-board-control type of deck. Those decks often also run Defender of Argus. As you said, big minions often go to the right, because tokens spawn on the left and you want the small stuff stick together. When you for example want to DoA an Shielded Minibot and Turok, you have to put Shielded Minibot right from the tokens, which could screw with your other positioning. It's not a big deal, but it matters and thus is worth a stat point.
That all said, I do agree with you, that Ranger III looks most promising and I probably will submit that.
Also, Ogre Gladiator has to be a rare or even an epic. As common, it would be to good in arena.
PS: Thank you for the Castle Walls artwork. However, I had already found it before and when you try to put it on a card you see the statues, but not the gate/walls.
I thought of that too, but thought the whole placement mechanic wouldnt make it too broken. Guess i am mistaken.
Thanks for the feedback
I like this one.
THERE IS NO GAME.
Possibly not my final submission. I'm still trying to do something cooler than this.
THERE IS NO GAME.
You've easily pwned me at the one with the Molten Giant, didn't even think about that lol, well, I guess I'll reword the druid card and add that, thanks for the fast answer, I appreciate it!
mfw his Yogg steals my win
Thanks for the feedback. I'll discuss with my friends and see if I've got better ideas. If not, I'll submit Totemic Flame on Monday.
BTW, one of my friends have already got an excellent idea, but due to net problem he can't submit now. Hope his idea could amaze you as much as how I was amazed.
THERE IS NO GAME.
These are just my personal opinions. I'm writing this alone and does not represent Hearthpwn or any other group. I don't have a degree in Hearthstone so I might be wrong on some things or e.g. miss a broken combo the mentioned card would have or balancing of stats.
* = This card makes zero sense to me. Please explain further why this would fit in Hearthstone.
** = I see potential but there are a lot of errors or confusion of how it would work in-game.
*** = Interesting idea, but I feel it's lacking something essential to become a winner.
**** = Solid idea, only nitpicking here and there.
***** = Spot on, there's not a single thing I would change, cause it's amazing just the way it is. I see this in the top 3. I need to see this in the actual game!
Firebolts's Magatha Grimtotem: (*****) Love the idea. Only problem is that It would require a lot of testing before knowing its true value. It encourages totem decks which really isn't a thing yet, but should be. As said this has to be tested A LOT because of the complexity it brings with all the different totems.
nobravery's Mass Blessing: (**) Interesting idea, but there's a huge problem with the value between having just 2 minions and 7. The value kinda multiplies for every minion you have. And the wording seems overly complicated for Hearthstone. For the value to not swing so much it should probably be "Give each friendly minion +7/+7, +6/+6, +5/+5... from left to right", but then the card would have to cost like 10 mana.. Hard to comment this card.
nobravery's Totemic Flame: (****) I see reducing mana is mentioned, but I think 3 mana would be too powerful. Shamans don't have that much problem building a board and the Flametounges are permanent and good on it's own. The value could be huge if it hits the right minions.
TSMS's Turok: (*) This effect makes no sense in the current Hearthstone, why is it a drawback? Your effect could maybe be a thing in Hearthstone like 2 years from now when Positioning is a broader term and used by more cards. Right now it seems so insignificant, so why make it an effect.
TSMS's Silvermoon Ranger III: (****) My favorite of your bunch. Could encourage hunters to play control beast decks that trade minions instead of going face. The effect is hard to evaluate because it's very different from other effects in the game but since it's against minions only I guess it's fine. If it was against heroes as well this + next turn King Krush could become a violent control finisher for hunters.
TSMS's Castle Walls: (**) I don't feel this card at all. I think it's something about a stone wall being the subject, the effect not resembling anything in the game, the card being Paladin only. But it's like a Taunt that also defends VS target spells. I struggle to see where I would use this card in-game. It looks like a "win more" card, if both sides have equal amount of minions it functions only like a heal for minions.
alky13's Quartermaster Brevin: (***) A lot of power in the effect, so maybe nerf Brevin's stats to like 4/5? It's also kinda boring, just a body with 3 buffs only for a specific kind of minions. I know a lot of lore, but who the hell is Brevin? :D Would maybe use another character, but that's just nitpicking on the lore, not the card's place in-game.
alky13's Essense Surger: (***) Doesn't feel very druidish, sacrificing health for spell power, but that's me and lore again. Making Moonfire 5 damage sounds very scary. This is a card I think would fit in Hearthstone later when the card pool is bigger, giving rise to a new kind of spell druid. Could also rephrase to "Battlecry: Deal 1 damage to adjacent minions and give them Spell Damage +2." No need to include "survive" and stuff, because if they die it doesn't really matter.
alky13's Dusk Exploiter: (**) I think this is a tad bit OP. This + Pit Lord is outrageous and not very hard to pull off. Also feels it would be auto-include in every warlock. Boring to play against because there is nothing you can do.
outlawing2's Kargath: (**) Why would Kargath have such an effect, I feel every legendary have an effect that fits their lore. A cool dude like Kargath should certainly have one. Also, the effect seems so niché i struggle to see it's value, I have a feeling it could be very powerful but easy to counter, you kinda just play another minion. I think this card would make more sense in a more evolved Hearthstone where Positioning is a broader term and is a bigger part of the game.
The reviewed cards:
Hearthpwn Community's Balancing of Cards.
Welcome back! Thought you got tired of us all :P
@outlawing2
I kinda figured 2nd one would be too OP, guess I will stick with the 1st concept. Tweaked his health slightly.
Your card seems intersting, stops aggro if you reach it, and health/damage seems alright. Kinda reminds me of a Loatheb for minions.
I'd say a bit too weak, as it is now. A tweak in it's stats should make it a bit more playable.
Anyway, here's mine:
I don't think it needs tweaking, though i could be horribly wrong and this could be as overpowered as pre-nerf undertaker or as underpowered as Magma Rager. I might change it into "Transform the right-most enemy minion and left-most friendly minion", since totems are created at the right side of the board, and this would make it harder to hex a friendly totem.
Hey everyone. Since beast druid needs some help, and transformation is very druid-like I came up with Druid of the Talon.
Since there are not 8 or 10 mana beasts, only King Krush at 9, I limited the cost. If you use this next to a wisp or target dummy you whiff, and I look down on your shenanigans. This basically sets up for a Druid of the Fang turn 5. In non-beast decks it can recycle weak minions. Mostly just a fun card. Thanks for your feedback.
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