I agree the card would see play, and fill in for beast druid+removal for druid. As for the competition, I think people are looking for something more special, or something they didn't think about but when they see it, it incites them. Your card is kinda like a polymorph+a minion and many could probably think of that themselves, so it doesn't strike them so hard. Last week's winner was unlike any of the other submissions, yet simple, it used mechanics that already were in-game, but in a way that has never been done before. It wasn't OP, but put a strong pressure on your opponent to either silence it or kill its adjacent minions quickly, because it got 4 Attack. A minion that really stand out because it made a completely new strategy with existing effects.
I created a card for Warrior since it seems that this class is being ignored this week:
This card is well-balanced in my opinion. It provides early game utility at the cost of potentially turning later-game cards into it. It also provides some late game utility. Is it broken? Underpowered???
I created a card for Warrior since it seems that this class is being ignored this week:
This card is well-balanced in my opinion. It provides early game utility at the cost of potentially turning later-game cards into it. It also provides some late game utility. Is it broken? Underpowered???
Seems fair, perhaps even better than Soulfire since you're "discarding" but then gaining a spell to replace it. However, my personal view is that I don't want to see anymore cheap, 3 damage spells for classes that otherwise don't have them, even if they do come with a drawback. Like, as good a spell as Darkbomb is, I think it was a mistake to add it from a design point of view. Don't like the homogenization.
I agree the card would see play something, and fill in for beast druid and removal for druid. As for the competition I think people are looking for something more special, or something they didn't think about but when they see it it incite them. Your card is kinda like a polymorph+ a minion, and many probably could think of that themselves so it doesn't strike them so hard. Last weeks winner was unlike any of the other submissions, yet simple, it used mechanics that already were in-game, but not in a way that has ever been done. It wasn't OP, but put a strong pressure on your opponent to either silence it or kill its adjacent minions quick, because it got 4 Attack. A minion that really stand out because it made a completely new strategy with existing effects.
Ok, that helps. Instead of trying to make quality cards, I should try focusing on novel cards. I'll try that next time and see if it helps any.
@Roid180 This is a cool one. This is a hunter card right? So if you've got Scavenging Hyena and it's missing some health you can try a different minion, then draw beast cards until the death rattle triggers, hopefully making your Hyena more viable. It's a nice stall but if you get Piloted Shredder, Piloted Sky Golem, or Sneed's Old Shredder, this card becomes ridiculous as now you have three minions in one essentially.
Thanks for the review!
This was originally a warrior card, since I wasnt sure what this spell would fit originally, ended up with warrior since I felt the whole armor thing made most sense to me. This is also why there is a "damaged" component of the spell.
However, if you feel it is better a hunter card then a warrior card, I am willing to swap it out. Perhaps make it only work on damaged targets only instead of having different conditions, and making the deathrattle baseline.
I had made 2 versions of my card, before seeing this response. Any idea on which one i should go with? And whether or not it should be a hunter spell over a warrior spell.
As for your card, I feel that with that kind of effect it should at least he worth 3 mana, maybe 4. Making it two mana I feel is a tad too strong, even if there is a drawback. It just means kill the minion immidiatly. And with 2 mana, it is just too strong.
"He is the first Draenei shaman, and he's now wondering why it took several expansions for him to get into this game."
Please critic the mana cost and stats. Maybe a bit too powerful?
It is too powerful, just because when you transform a totem into a draenei shaman is always better, and the cost of making a minion better is based on the average of all the affected ones mana cost. I calculated it and suposing you only buff 1 totem, you should remove two mana from the minion's normal statistics. But we are talking about a legendary, soo maybe you can make it a 3/3 and it will be balanced enough. (The real cost of a 2/3 with charge is 3 by the way)
@MightyGorgon More druid cards! Just looking at this I think it's a bit OP - it's essentially two cards for the price of one. Needless to say you can only choose one, but it's almost always going to be a 1-drop that you play. Not only is the Attack minion 1-less than Master Swordsmith, the Health minion has an extra health than the Warlock class card that accomplishes the same thing - Blood Imp. If this card was a 2-drop, it might balance out, but the extra choice is unbalanced methinks...
You forgot that my card works only with Beasts, that's why it is well balanced imo (see other Beast/Mech/etc. synergy cards that would be OP otherwise, for example: Houndmaster, or Iron Sensei)!
Rollback Post to RevisionRollBack
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
I was thinking about this idea since a long time ago... and now i can submit it in the competition. There are a lot of cards to balance and is difficult to do it, so your help would be excellent!
The wording would be better if you changed a random deathrattle to a random minion's deathrattle. Because what is a random deathrattle? there are infinite possibilities.
I was thinking about this idea since a long time ago... and now i can submit it in the competition. There are a lot of cards to balance and is difficult to do it, so your help would be excellent!
enemy hero's minion form*
Medivh has the same effects.
Alleria Windrunner has the same effects.
Magni Broncebeard has the same effects.
Really like the concept (so far Malfurion's my favorite) but maybe Jaina and Gul'dan are a bit too powerful (Jaina not so much since you need a spell to make her work... maybe removing the "spells cost (1) less" part would work but maybe it's just me)
Only thing I would really fix is the image for the Faceless Watcher.
Not so sure about this one since it is kinda Recombobulatorish but I still like the concept.
Not sure about the cost of this one but I like that it adds some versatility for shamans since it can turn into a wall of Stoneclaw Totems, some good spell damage from Wrath of Air Totems or lots of healing from Vitality Totems.
This is just straight-up spell power burst for Shamans so their spells become more efficient but made it so it transforms ALL totems so it has to be used more carefully in mirror matches.
Which one do you like the most or what would you fix?
This week is sweet as hell. Love the idea. I think that Asylum might have this one locked up, I think his card is the best I've seen in just about any competition period.
Here's my horrible mess
I think I'm just going to keep making 10 mana cards as often as I can until one of them wins. Its not likely to be this one though. This card is cool to me because it forces you to battle your minions, and the guy that loses that battle first can start casting spells to try to get back in it. Obviously its a lot of random minions, like many many and that will be one of the larger factors, but that is kind of the point. I also had to make this cost 10 just so you couldn't set up some weird spells before hand with this, not that there are a large number of way to do that, but still.
There are a lot of people that have some really good and polished ideas in the discussion and I wonder why they wait so long to post them in the submission topic.
I also love that there have only been 1 maybe 2 troll submissions if they even really are that. It seems like even when people are pushing cards in one direction they still try to make it legit as possible now which I think makes everyone up their creation game. There are still a lot of really OP cards being posted, and the occasional UP one, but I think since the rules change people have really tightened up.
This week is sweet as hell. Love the idea. I think that Asylum might have this one locked up, I think his card is the best I've seen in just about any competition period.
Here's my horrible mess
I think I'm just going to keep making 10 mana cards as often as I can until one of them wins. Its not likely to be this one though. This card is cool to me because it forces you to battle your minions, and the guy that loses that battle first can start casting spells to try to get back in it. Obviously its a lot of random minions, like many many and that will be one of the larger factors, but that is kind of the point. I also had to make this cost 10 just so you couldn't set up some weird spells before hand with this, not that there are a large number of way to do that, but still.
There are a lot of people that have some really good and polished ideas in the discussion and I wonder why they wait so long to post them in the submission topic.
I also love that there have only been 1 maybe 2 troll submissions if they even really are that. It seems like even when people are pushing cards in one direction they still try to make it legit as possible now which I think makes everyone up their creation game. There are still a lot of really OP cards being posted, and the occasional UP one, but I think since the rules change people have really tightened up.
Your card has used the word 'minion' more times than the Minions movie.
So it comes down to these two.. Love the theme of Kingsguard but for some reason I love Maraad more.
If I were to go with one of these, is there something you would like to see different? Maraad with different mana or stats? Kingsguard staying 3 mana or nerfing to 4? Holding on to 2xArgent Squire, 2xAnnoy-o-Tron/Shielded Minibot makes it a crazy card, but we all know what a failure combo decks that doesn't give immediate value are, and even if 4 Guardian of Kings would only cost 9 mana, it also cost 5 cards. You also do need to save crucial early game minions for this later strong combo. I think it should stay 3 mana, turn 4: 1xArgent Squire+Kingsguard isn't that absurd is it? Divine Shield is always removed so fast by opponent.
Not so sure about this one since it is kinda Recombobulatorish but I still like the concept.
Not sure about the cost of this one but I like that it adds some versatility for shamans since it can turn into a wall of Stoneclaw Totems, some good spell damage from Wrath of Air Totems or lots of healing from Vitality Totems.
This is just straight-up spell power burst for Shamans so their spells become more efficient but made it so it transforms ALL totems so it has to be used more carefully in mirror matches.
Which one do you like the most or what would you fix?
Mana Converter: would destroy the last hope we have of a control meta. Rush decks would go with 2x of these and laugh loud, especially zoo locks.
Totemic Projection: Like this one the most, kinda like Shamanism but more flexible, and we bitches love flexibility. If you go with Shamanism, you should rename it to Breath of Al'Akir or something like that.
Oh I see! You might want to change the wording so that people don't assume it's meant to be a battlecry effect (although that might just be me), maybe "At the end of each turn, if you have a Beast and a Mech, transform into a Mech-Bear-Cat". That would also clear up some confusions like the interaction with Snipe if you summon it with a mech and a beast etc.
I was more thinking that it's worse because it requires both mechs and beasts to work, which would be quite hard. I like the flavour of the Mech-Bear-Cat though, so perhaps lower the cost to 4 mana? Maybe a 3/4 but I think 4/4 is still fine.
In my little paragraph under my submission, I explained how the effect worked, maybe it was still a bit unclear. The reason I made it a 5 mana 4/4 is to keep in line with the Druid of the Claw and the Druid of the Fang. It was pointless but that was my thinking. I could definitely change it to 4 mana, and I think I could keep it at 4/4. Thanks for the feedback!
So one of the biggest things I've noticed about the warlock class is that the demons kind of already are serving you. Outside of Illidan there aren't any neutral demons, and one of the things I remember about the warlock class was having to perform the ritual to have the demon under your servitude. I know infernals aren't the best example, but you could control demons, and well, why not. Turn 6, kill off a low attack minion and soulfire another, then you end up with a 6/6. Worst case, you have a 5/4 with charge. I was thinking of nerfing it up to 6 mana so you can't play it in conjunction with doomguard, but let me know what you think.
Not sure if it's OP or not. If this card is added to the game, you can put a max. of 8 Druids in a deck, but Druid of the Fang will most likely never be played. And then you still need to draw into them, but if you this card and another Druid, you can get turn 1 Malorne with Coin and (double) Innervate...
I think the mana cost of this one should be 6. Druid of the Fang, for example, is 5 mana 4/4 that transforms into a 7/7 if you have a beast on board. The requirement to hold a druid is much easier to fulfill than the previous one. In addition Malorne also have an useful Deathrattle. Even with mana cost 7 this minion could still be useful, because it allows you to transform 2 Druids of the Antler into Malornes, dodging the 1 legendary minion limit.
A card to help Murlocs (in theory!) - a 3 Mana 3/4 is already very strong and this transforms your other minions into Murloc Scout (the Token 1/1).
A bonus is that they have Charge, so you can attack with your minions, transform them, and attack again!
You'll always be able to Summon a Totem to hit the Battlecry effect with - I'm just unsure if the card is any good or not. xD
I like the first one the best. It's definitely an interesting idea, but would probably be infuriating in game :P Should at least cost 5 mana IMO as otherwise it could be combo:d with Highmane on the same turn (well, it could still be able to with the Emperor but it would be harder at least).
I agree the card would see play, and fill in for beast druid+removal for druid. As for the competition, I think people are looking for something more special, or something they didn't think about but when they see it, it incites them. Your card is kinda like a polymorph+a minion and many could probably think of that themselves, so it doesn't strike them so hard. Last week's winner was unlike any of the other submissions, yet simple, it used mechanics that already were in-game, but in a way that has never been done before. It wasn't OP, but put a strong pressure on your opponent to either silence it or kill its adjacent minions quickly, because it got 4 Attack. A minion that really stand out because it made a completely new strategy with existing effects.
Hearthpwn Community's Balancing of Cards.
I created a card for Warrior since it seems that this class is being ignored this week:
This card is well-balanced in my opinion. It provides early game utility at the cost of potentially turning later-game cards into it. It also provides some late game utility. Is it broken? Underpowered???
Seems fair, perhaps even better than Soulfire since you're "discarding" but then gaining a spell to replace it. However, my personal view is that I don't want to see anymore cheap, 3 damage spells for classes that otherwise don't have them, even if they do come with a drawback. Like, as good a spell as Darkbomb is, I think it was a mistake to add it from a design point of view. Don't like the homogenization.
Ok, that helps. Instead of trying to make quality cards, I should try focusing on novel cards. I'll try that next time and see if it helps any.
Galavant Animation
Thanks for the review!
This was originally a warrior card, since I wasnt sure what this spell would fit originally, ended up with warrior since I felt the whole armor thing made most sense to me. This is also why there is a "damaged" component of the spell.
However, if you feel it is better a hunter card then a warrior card, I am willing to swap it out. Perhaps make it only work on damaged targets only instead of having different conditions, and making the deathrattle baseline.
I had made 2 versions of my card, before seeing this response. Any idea on which one i should go with? And whether or not it should be a hunter spell over a warrior spell.
As for your card, I feel that with that kind of effect it should at least he worth 3 mana, maybe 4. Making it two mana I feel is a tad too strong, even if there is a drawback. It just means kill the minion immidiatly. And with 2 mana, it is just too strong.
It is too powerful, just because when you transform a totem into a draenei shaman is always better, and the cost of making a minion better is based on the average of all the affected ones mana cost. I calculated it and suposing you only buff 1 totem, you should remove two mana from the minion's normal statistics. But we are talking about a legendary, soo maybe you can make it a 3/3 and it will be balanced enough. (The real cost of a 2/3 with charge is 3 by the way)
You forgot that my card works only with Beasts, that's why it is well balanced imo (see other Beast/Mech/etc. synergy cards that would be OP otherwise, for example: Houndmaster, or Iron Sensei)!
12 wins in ArenA with: Mage and Paladin, first time legend with Rogue
I was thinking about this idea since a long time ago... and now i can submit it in the competition. There are a lot of cards to balance and is difficult to do it, so your help would be excellent!
Medivh has the same effects.
Alleria Windrunner has the same effects.
Magni Broncebeard has the same effects.
The wording would be better if you changed a random deathrattle to a random minion's deathrattle. Because what is a random deathrattle? there are infinite possibilities.
Really like the concept (so far Malfurion's my favorite) but maybe Jaina and Gul'dan are a bit too powerful (Jaina not so much since you need a spell to make her work... maybe removing the "spells cost (1) less" part would work but maybe it's just me)
Only thing I would really fix is the image for the Faceless Watcher.
Hi guys, I came up with this 3 cards:
Not so sure about this one since it is kinda Recombobulatorish but I still like the concept.
Not sure about the cost of this one but I like that it adds some versatility for shamans since it can turn into a wall of Stoneclaw Totems, some good spell damage from Wrath of Air Totems or lots of healing from Vitality Totems.
This is just straight-up spell power burst for Shamans so their spells become more efficient but made it so it transforms ALL totems so it has to be used more carefully in mirror matches.
Which one do you like the most or what would you fix?
This week is sweet as hell. Love the idea. I think that Asylum might have this one locked up, I think his card is the best I've seen in just about any competition period.
Here's my horrible mess
I think I'm just going to keep making 10 mana cards as often as I can until one of them wins. Its not likely to be this one though. This card is cool to me because it forces you to battle your minions, and the guy that loses that battle first can start casting spells to try to get back in it. Obviously its a lot of random minions, like many many and that will be one of the larger factors, but that is kind of the point. I also had to make this cost 10 just so you couldn't set up some weird spells before hand with this, not that there are a large number of way to do that, but still.
There are a lot of people that have some really good and polished ideas in the discussion and I wonder why they wait so long to post them in the submission topic.
I also love that there have only been 1 maybe 2 troll submissions if they even really are that. It seems like even when people are pushing cards in one direction they still try to make it legit as possible now which I think makes everyone up their creation game. There are still a lot of really OP cards being posted, and the occasional UP one, but I think since the rules change people have really tightened up.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Your card has used the word 'minion' more times than the Minions movie.
VS
So it comes down to these two.. Love the theme of Kingsguard but for some reason I love Maraad more.
If I were to go with one of these, is there something you would like to see different? Maraad with different mana or stats? Kingsguard staying 3 mana or nerfing to 4? Holding on to 2xArgent Squire, 2xAnnoy-o-Tron/Shielded Minibot makes it a crazy card, but we all know what a failure combo decks that doesn't give immediate value are, and even if 4 Guardian of Kings would only cost 9 mana, it also cost 5 cards. You also do need to save crucial early game minions for this later strong combo. I think it should stay 3 mana, turn 4: 1xArgent Squire+Kingsguard isn't that absurd is it? Divine Shield is always removed so fast by opponent.
Mana Converter: would destroy the last hope we have of a control meta. Rush decks would go with 2x of these and laugh loud, especially zoo locks.
Totemic Projection: Like this one the most, kinda like Shamanism but more flexible, and we bitches love flexibility. If you go with Shamanism, you should rename it to Breath of Al'Akir or something like that.
Hearthpwn Community's Balancing of Cards.
In my little paragraph under my submission, I explained how the effect worked, maybe it was still a bit unclear. The reason I made it a 5 mana 4/4 is to keep in line with the Druid of the Claw and the Druid of the Fang. It was pointless but that was my thinking. I could definitely change it to 4 mana, and I think I could keep it at 4/4. Thanks for the feedback!
.
So one of the biggest things I've noticed about the warlock class is that the demons kind of already are serving you. Outside of Illidan there aren't any neutral demons, and one of the things I remember about the warlock class was having to perform the ritual to have the demon under your servitude. I know infernals aren't the best example, but you could control demons, and well, why not. Turn 6, kill off a low attack minion and soulfire another, then you end up with a 6/6. Worst case, you have a 5/4 with charge. I was thinking of nerfing it up to 6 mana so you can't play it in conjunction with doomguard, but let me know what you think.
Reckless Rocketeer
I think the mana cost of this one should be 6. Druid of the Fang, for example, is 5 mana 4/4 that transforms into a 7/7 if you have a beast on board. The requirement to hold a druid is much easier to fulfill than the previous one. In addition Malorne also have an useful Deathrattle. Even with mana cost 7 this minion could still be useful, because it allows you to transform 2 Druids of the Antler into Malornes, dodging the 1 legendary minion limit.
May your nets always be full! 🎣
I like the first one the best. It's definitely an interesting idea, but would probably be infuriating in game :P Should at least cost 5 mana IMO as otherwise it could be combo:d with Highmane on the same turn (well, it could still be able to with the Emperor but it would be harder at least).
kenan2489 !! That is even more fun, lol. No you are right!! Thanks for the feedback!!