Since my card doesn't seem to be doing well during this week, I've decided to make another card for fun (no voting on this one)
It was an idea I had in my head, but wasn't able to FULLY reach potential because there wasn't enough art to make the second minion.
(Due to the lack of artwork (or fan artwork) for Iron-Hand, I can't actually make the card without it looking really disappealing)
Iron- Hand is a 6/5 Demon
The main gimmick with this card would be that you can get some incredible mana efficiency from playing a low mana-cost minion and turning it into a 6/5.
You also need to beware of WHAT creature becomes Iron-Hand, as the Battlecry will not go of on the minions that transforms and using a 6 or higher mana minions will only cost you value, limiting the order you can effectively play cards in.
Hey, just so I know how are you supposed to get large images such as ones in the post above me? I have an imgur page for it but it dosen't seem to work when I press insert image
I think the moderators did something with the Submission Thread. Earlier this week all the pictures were large like here in the Discussion Thread, now all of them are lowered to a horrible size, can barely see the art.
I really dislike the card text, maybe someone can help?
When Gluth is played, it will flag two random enemy minions with an enchantment: Plague "At the start of your opponent's turn, this minion is transformed into Zombie Chow."
Do you think it would it sufficient, if the card just read "Battlecry: Infect two random enemy minions."? Do you think, I should completely change the cards dynamic? Because it's too complicated? Because it's too weak/powerful? Because it's boring?
"Choose two enemy minions. At the start of your next turn, they turn into Zombie Chows." You would need to raise the cost though but it's probably the best way the text can be presented.
Could anyone give me some feedback please? :D Can of course give it back if you wish. It would be nice with quick feedback so I can make any possible changes :3
Definitely think that this card is very well done, I don't think you need to change anything on it :D Really enables some interesting Druid Dragon decks though, would also be nice if one of the forms was a Beast, but you can have everything of course :)
Definitely think that this card is very well done, I don't think you need to change anything on it :D Really enables some interesting Druid Dragon decks though, would also be nice if one of the forms was a Beast, but you can have everything of course :)
Thanks! :D I spent a very long time on it so I'm glad my effort is shown in the card :3 Well, that wouldn't be lore friendly I'm afraid :(
I would like some advice for the templating on this card. I have trimmed it down to it's essence but I would love feedback.
Lore-wise this is Velen stepping in to perform last rites (aka Extreme Unction) effectively healing the minion, then leaving again.
Mechanically it allows Velen to visit the board early (and for only a turn) and get some other work done too. :)
My problem is that no (?) cards refer back to the original target of a spell and substitute "targeted minion" with chosen minions name within the applied static ability. I know the software can handle this detail but does the wording make sense (especially to a new player) when reading this card?
Thoughts?
Why not "Transform a minion into Prophet Velen until the end of the turn."
In terms of the actual card, I don't really like it because it's not really a transform effect - it's " heal a minion and double damage and healing until the end of the turn". It doesn't feel like it's in the spirit of things.
Balance wise, it's probably too strong as it enables double mind blast in for 20.
I like your wording a lot since it simplifies the my text while maintaining the overall lore feeling I was going for.
I am not sure if the rules and coding of transform effects would allow it to change back at end of turn, which is the reason I went with the extra mechanical text ability.
Transform is interesting in Hearthstone because battlecries and deathrattles aren't triggered when minions come and go. Velen isn't killing a minion but I wanted the pseudo removal option to be possible. He is just stopping by to help a temporarily incapacitated minion. What is possible while he's there is where things may get overpowered. Turn 6 could be a Extreme Unction into Recombobulator on Velen ;) Having Velen on board is not just about his abilities.
What would you cost your version?
Yeah, I had that thought about the actual game mechanics, too, but I don't see why it couldnt keep track of such a thing, it would just apply a debuff to the prophet velen that it transforms to, in the same way that Shadow Madness does. You could write a note underneath saying that at the end of the turn, the minion is transformed back to the original minion.
Ah you're right about the recombobulator effect, I hadn't considered that! I feel as though the main use would be for his abilities and the full heal, though?
In terms of the card balance, I think on paper that probably 4 is fine for the actual effect, but it's the OTK possibilities that might break the card, so it's a hard one. I think there's a reason why velen costs 7, as any less makes the double mind blast dream a reality. Perhaps in the current game state that's moe OK, though, since we already have OTKs from GP Warrior.
I would like some advice for the templating on this card. I have trimmed it down to it's essence but I would love feedback.
Lore-wise this is Velen stepping in to perform last rites (aka Extreme Unction) effectively healing the minion, then leaving again.
Mechanically it allows Velen to visit the board early (and for only a turn) and get some other work done too. :)
My problem is that no (?) cards refer back to the original target of a spell and substitute "targeted minion" with chosen minions name within the applied static ability. I know the software can handle this detail but does the wording make sense (especially to a new player) when reading this card?
Thoughts?
Why not "Transform a minion into Prophet Velen until the end of the turn."
In terms of the actual card, I don't really like it because it's not really a transform effect - it's " heal a minion and double damage and healing until the end of the turn". It doesn't feel like it's in the spirit of things.
Balance wise, it's probably too strong as it enables double mind blast in for 20.
I like your wording a lot since it simplifies the my text while maintaining the overall lore feeling I was going for.
I am not sure if the rules and coding of transform effects would allow it to change back at end of turn, which is the reason I went with the extra mechanical text ability.
Transform is interesting in Hearthstone because battlecries and deathrattles aren't triggered when minions come and go. Velen isn't killing a minion but I wanted the pseudo removal option to be possible. He is just stopping by to help a temporarily incapacitated minion. What is possible while he's there is where things may get overpowered. Turn 6 could be a Extreme Unction into Recombobulator on Velen ;) Having Velen on board is not just about his abilities.
What would you cost your version?
Yeah, I had that thought about the actual game mechanics, too, but I don't see why it couldnt keep track of such a thing, it would just apply a debuff to the prophet velen that it transforms to, in the same way that Shadow Madness does. You could write a note underneath saying that at the end of the turn, the minion is transformed back to the original minion.
Ah you're right about the recombobulator effect, I hadn't considered that! I feel as though the main use would be for his abilities and the full heal, though?
In terms of the card balance, I think on paper that probably 4 is fine for the actual effect, but it's the OTK possibilities that might break the card, so it's a hard one. I think there's a reason why velen costs 7, as any less makes the double mind blast dream a reality. Perhaps in the current game state that's moe OK, though, since we already have OTKs from GP Warrior.
I am going with your suggested change. I get the same vibe but in less words. Very efficient. The software can handle it a la Shadow Madness like you mentioned. It has also been pointed out that the "damaged minion" mechanic is currently exclusive to Warrior so an "exception that proves the rule" moment doesn't need to happen on this card. I changed the name to Last Rites - the meaning of Extreme Unction, it was too inside baseball. Lastly cost was raised to 5. This turns the OTK potential into a turn 9 affair.
Feels to me like it's trying to do too much. You might be better off giving each form the same statline so you can word the base card's effect as something like "Choose One - At the end of your turn, summon whatever; or put whatever into your hand." Although then it's still somewhat awkward as there's not enough text space to make it clear that at the end of your turn refers to both choices, rather than just the former.
Here's my current idea.
The former effect I came up with a while back as a counter to enemy transform effects, but since only two classes frequently run them, the effect is so niche I made it part of a Choose One effect with something more useful. Although now I dislike the flavor, since there's no real explanation for why a Druid would transform into a copy of the original. I toyed with the example of a Druid-in-training who accidentally transforms, but that's more of a random effect than a Choose One (Ogre Druid?). Right now I think I'll just scrap the Choose One and rebalance it around only having the latter effect.
AFAIK Choose One effect is not continuous unless stated, but immediate, much like a Battlecry, Also, transforming into 'the result' is almost always worse than the other one, since most transforms are bad (Hex, Polymorph, Tinkmaster Overspark, Poultryizer) except for druid minions and Faceless Manipulator. If you want to counter transform, maybe a spell or a minion with battlecry that revert the transform would suffice. You can say "transform a minion back to its original form" to stay within this week's rule.
Could anyone give me some feedback please? :D Can of course give it back if you wish. It would be nice with quick feedback so I can make any possible changes :3
I'm kinda new at this, but I feel that considering how powerful the dragon form is, it should also have 6 health instead of 9? or maybe a reverse stat situation, make high elf 4/6 and dragon 6/4?
Would this be a good idea? The resulted minions would be beats, but I've yet to find a picture for each of the resulted tokens, I find it good in arena, as it can change it's form into whatever you need, either something to block a 2-drop or a desperate taunt, that's why it's an epic, + it'd be a nice 1-drop in any case, is this balanced in terms of cost/rarity? It basically is a Worgen Infiltrator + Goldshire Footman in a single card
Token pictures:
Intermediary spells (when in the Choose One option)
Would this be a good idea? The resulted minions would be beats, but I've yet to find a picture for each of the resulted tokens, I find it good in arena, as it can change it's form into whatever you need, either something to block a 2-drop or a desperate taunt, that's why it's an epic, + it'd be a nice 1-drop in any case, is this balanced in terms of cost/rarity? It basically is a Worgen Infiltrator + Goldshire Footman in a single card
Token pictures:
Hmm... it looks good but it kinda sounds... boring. There's really not much you can do with 1-mana minion. I have an idea of making it 2-mana, adding windfury to the stealth one and adding "cannot be targeted by spells or hero power" to the taunt one but still I'm not impressed by my own idea..
Thanks for the fast answer, but the 1-mana things also have their roles, it's not about being cool, it's about being useful, making it 2-mana and adding Windfury would be a shaman trait and I don't want to break the class-specific characteristics, and a 1/2 with Taunt and the elusive character would be good, but Stealth + Windfury for 1 health is too fragile, I like your idea though, 'til I'll post the submission, I'll think about it :> once again, thanks for the opinion
Would this be a good idea? The resulted minions would be beats, but I've yet to find a picture for each of the resulted tokens, I find it good in arena, as it can change it's form into whatever you need, either something to block a 2-drop or a desperate taunt, that's why it's an epic, + it'd be a nice 1-drop in any case, is this balanced in terms of cost/rarity? It basically is a Worgen Infiltrator + Goldshire Footman in a single card
Token pictures:
Intermediary spells (when in the Choose One option)
and
I think as a common is fine since the card's effect is really subtle. Besides that, druid already has a cheap taunt in the form of Anodized Robo Cub.
I would change the brawl mode for something like a lunar mode or something like that (yeah, I suck at names) with Spell Damage +1 turning it into a really versatile card and the only 1 drop with spell damage besides Wrath of Air Totem.
So a common 2/1 with stealth or 1/2 with spell damage +1
Since my card doesn't seem to be doing well during this week, I've decided to make another card for fun (no voting on this one)
It was an idea I had in my head, but wasn't able to FULLY reach potential because there wasn't enough art to make the second minion.
(Due to the lack of artwork (or fan artwork) for Iron-Hand, I can't actually make the card without it looking really disappealing)
Iron- Hand is a 6/5 Demon
The main gimmick with this card would be that you can get some incredible mana efficiency from playing a low mana-cost minion and turning it into a 6/5.
You also need to beware of WHAT creature becomes Iron-Hand, as the Battlecry will not go of on the minions that transforms and using a 6 or higher mana minions will only cost you value, limiting the order you can effectively play cards in.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
I think the moderators did something with the Submission Thread. Earlier this week all the pictures were large like here in the Discussion Thread, now all of them are lowered to a horrible size, can barely see the art.
Hearthpwn Community's Balancing of Cards.
I really dislike the card text, maybe someone can help?
When Gluth is played, it will flag two random enemy minions with an enchantment: Plague "At the start of your opponent's turn, this minion is transformed into Zombie Chow."
Do you think it would it sufficient, if the card just read "Battlecry: Infect two random enemy minions."? Do you think, I should completely change the cards dynamic? Because it's too complicated? Because it's too weak/powerful? Because it's boring?
The wording seems roughly on par with Corruption, so it seems fine to me.
This looks great. everyone loves/hates zombie chow.
Another thought, anyone thought of weapons for mage/warlock/priest, in the form of wands (yes i'm a Harry Potter geek heh heh).
idea is 1/1 "mage wand" when you attack, give your minions +1 attack. then also for priest "when you attack, give your minions +1 health.
"Choose two enemy minions. At the start of your next turn, they turn into Zombie Chows." You would need to raise the cost though but it's probably the best way the text can be presented.
Could anyone give me some feedback please? :D Can of course give it back if you wish. It would be nice with quick feedback so I can make any possible changes :3
Definitely think that this card is very well done, I don't think you need to change anything on it :D Really enables some interesting Druid Dragon decks though, would also be nice if one of the forms was a Beast, but you can have everything of course :)
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Thanks! :D I spent a very long time on it so I'm glad my effort is shown in the card :3 Well, that wouldn't be lore friendly I'm afraid :(
Yeah, I know it wouldn't be lore-friendly, but was just throwing out there since it would be cool. Anyway, hope you do well!
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Maybe in the future there will be Druids that can turn into both dragons and beasts? :P Thanks ^^ Goodluck in the competition yourself!
I am going with your suggested change. I get the same vibe but in less words. Very efficient. The software can handle it a la Shadow Madness like you mentioned. It has also been pointed out that the "damaged minion" mechanic is currently exclusive to Warrior so an "exception that proves the rule" moment doesn't need to happen on this card. I changed the name to Last Rites - the meaning of Extreme Unction, it was too inside baseball. Lastly cost was raised to 5. This turns the OTK potential into a turn 9 affair.
Thanks again for the feedback. Cheers. Quipp
I am.
AFAIK Choose One effect is not continuous unless stated, but immediate, much like a Battlecry, Also, transforming into 'the result' is almost always worse than the other one, since most transforms are bad (Hex, Polymorph, Tinkmaster Overspark, Poultryizer) except for druid minions and Faceless Manipulator. If you want to counter transform, maybe a spell or a minion with battlecry that revert the transform would suffice. You can say "transform a minion back to its original form" to stay within this week's rule.
apologies, I am 1999 pogchamp
I'm kinda new at this, but I feel that considering how powerful the dragon form is, it should also have 6 health instead of 9? or maybe a reverse stat situation, make high elf 4/6 and dragon 6/4?
Interesting coincidence.
Would this be a good idea? The resulted minions would be beats, but I've yet to find a picture for each of the resulted tokens, I find it good in arena, as it can change it's form into whatever you need, either something to block a 2-drop or a desperate taunt, that's why it's an epic, + it'd be a nice 1-drop in any case, is this balanced in terms of cost/rarity? It basically is a Worgen Infiltrator + Goldshire Footman in a single card
Token pictures:
Intermediary spells (when in the Choose One option)
and
mfw his Yogg steals my win
Hmm... it looks good but it kinda sounds... boring. There's really not much you can do with 1-mana minion. I have an idea of making it 2-mana, adding windfury to the stealth one and adding "cannot be targeted by spells or hero power" to the taunt one but still I'm not impressed by my own idea..
Thanks for the fast answer, but the 1-mana things also have their roles, it's not about being cool, it's about being useful, making it 2-mana and adding Windfury would be a shaman trait and I don't want to break the class-specific characteristics, and a 1/2 with Taunt and the elusive character would be good, but Stealth + Windfury for 1 health is too fragile, I like your idea though, 'til I'll post the submission, I'll think about it :> once again, thanks for the opinion
mfw his Yogg steals my win
I think as a common is fine since the card's effect is really subtle. Besides that, druid already has a cheap taunt in the form of Anodized Robo Cub.
I would change the brawl mode for something like a lunar mode or something like that (yeah, I suck at names) with Spell Damage +1 turning it into a really versatile card and the only 1 drop with spell damage besides Wrath of Air Totem.
So a common 2/1 with stealth or 1/2 with spell damage +1