I love the concept but I think if the weapon is meant to be used for its effect it shouldn't have so much attack and so little durability. You could make it Something like 1/3 for 4: Spell Damage +2, After you cast a spell lose one Durablity. That would be a more balanced card nice idea man.
Well the reason why it's 2/2, because it's not a class specific weapon, so all classes would be able to use this as a board control utility or a spell tweaker. I feel like +2sp would be too strong.
I guess your right about that its your card after all, I can see it working for that purpose but i dont think it would be an epic mabye a rare.and since the card is only 2 damage for a 3 drop it still cant be used for board clearing in most cases making it much more valuable for the spell damage, in my opinion. But its still a cool idea and a great card.
Well I am not sure about the cost itself but if the minion is meant to deal damage to other minions i could imagine it being more early game perhaps paladins often have problems with the early game before they reach turn 4, I could see it being, 2/2 for 3 Deal 2 damage to 2 random enemy minions. keep improving it man its a nice idea.
The Lich Kings hero power certainly fits him, as well as finally have some kind of dragon specific class effect. Power Neutralizer is also fun but perhaps having it be an early game card would be better 2 mana 1/2 would be great since most hero powers are used in the first few turns, but you can also keep it that way since 3 mana is not that far off. I like it.
There all interesting ideas I like the secret stealer, but Unscarred is a very confusing card its difficult to say what your expecting it to do. My guess is that he summons a crystal on the opponents side and any minion next to that crystal cant attack taunt. Id say that's an interesting concept its basically freezing two minions for 2 turns. Unclean is also interesting but the 5 damage is a bit too much and doesn't really work with the randomizing position. Mabye it could read: at the start of your turn randomize the position of the enemy minion, deal 3 damage to an enemy minion on your far left. Difficult to word.
Thanks for the feedback MrSwifty. I primarily gave Heigan the randomize position effect for flavor purposes (he was a boss in WoW famous for having a "dance" mechanic). Maybe it will be more relevant in the future if more positional minions are released. I'll try and rebalance him. As for Ossirian, his effect definitely sounded better in my head. I was looking to make a Chillwind Yeti counterpart with the potential to be of more or less value. I'll rework him too.
I saw Zulska's card and thought up a similar one, but with more of a defensive purpose in mind: http://imgur.com/n8f3uQt
The idea is to make it really hard for the enemy to get at your one big hitter, if you have weenies or some tokens. The mechanics would be that the damage and counter-damage would still be applied normally to whichever minion is attacked, and after it is attacked it would show what minion it is. Ovbiously, having one Taunt or Stealth minon would ruin the illusion, as those effects would still be visible. Also, it would be easy for an enemy to tell which unit would be something like a Mana Tide Totem, Ragnaros, or other card with an effect that goes off at the end of the turn.
I think the cost might be a little low for what the card offers, but on the other hand it really is only useful if you have a really full board.
I saw Zulska's card and thought up a similar one, but with more of a defensive purpose in mind: http://imgur.com/n8f3uQt
The idea is to make it really hard for the enemy to get at your one big hitter, if you have weenies or some tokens. The mechanics would be that the damage and counter-damage would still be applied normally to whichever minion is attacked, and after it is attacked it would show what minion it is. Ovbiously, having one Taunt or Stealth minon would ruin the illusion, as those effects would still be visible. Also, it would be easy for an enemy to tell which unit would be something like a Mana Tide Totem, Ragnaros, or other card with an effect that goes off at the end of the turn.
I think the cost might be a little low for what the card offers, but on the other hand it really is only useful if you have a really full board.
Let me know what you think!
Now thats a fun card, man it would be so furstrating unless you had paladin equality pyro combos.
I recently made a Rogue rush card Final Stirke, which probably fit warriors more but here's my new card for them. Same idea but a little more rush to it.
I recently made a Rogue rush card Final Stirke, which probably fit warriors more but here's my new card for them. Same idea but a little more rush to it.
Sweet idea! The only real problem I can see with it is that it could be played with a Gorehowl or even an Arcanite Reaper for 12 or 14 damage, respectively. You could even combo it with the Reaper on turn 9. Keep in mind that Blizzard decided to nerf Pyroblast because it was too easy for mages to sit back for the whole game then win outta nowhere. I know that this does not necessarily work for Warriors, and this is a bit more risky, however, I think the damage is a bit much for just 4 mana, and the 4 damage to a warrior does not really mean that much. I think giving 6 damage and your hero taking 5 would be a bit more balanced.
Just my thoughts, though. Absolutely love the idea.
I saw Zulska's card and thought up a similar one, but with more of a defensive purpose in mind: http://imgur.com/n8f3uQt
The idea is to make it really hard for the enemy to get at your one big hitter, if you have weenies or some tokens. The mechanics would be that the damage and counter-damage would still be applied normally to whichever minion is attacked, and after it is attacked it would show what minion it is. Ovbiously, having one Taunt or Stealth minon would ruin the illusion, as those effects would still be visible. Also, it would be easy for an enemy to tell which unit would be something like a Mana Tide Totem, Ragnaros, or other card with an effect that goes off at the end of the turn.
I think the cost might be a little low for what the card offers, but on the other hand it really is only useful if you have a really full board.
Let me know what you think!
Now thats a fun card, man it would be so furstrating unless you had paladin equality pyro combos.
Yeah, the idea is for the enemy to have to search out for the one or two big guys you have in play. However, it is easily countered by whole board damage (Arcane Explosion, Fan of Knives, Consecration, ect), Wild Pyro, or Mass Dispell.
I recently made a Rogue rush card Final Stirke, which probably fit warriors more but here's my new card for them. Same idea but a little more rush to it.
Sweet idea! The only real problem I can see with it is that it could be played with a Gorehowl or even an Arcanite Reaper for 12 or 14 damage, respectively. You could even combo it with the Reaper on turn 9. Keep in mind that Blizzard decided to nerf Pyroblast because it was too easy for mages to sit back for the whole game then win outta nowhere. I know that this does not necessarily work for Warriors, and this is a bit more risky, however, I think the damage is a bit much for just 4 mana, and the 4 damage to a warrior does not really mean that much. I think giving 6 damage and your hero taking 5 would be a bit more balanced.
Just my thoughts, though. Absolutely love the idea.
Well thats a fair point no real way of getting around they except maybe increasing the damage to be equal to the attack your getting, and after all you still need to get past any taunts they have so no guarantee. Dealing damage via weapons is harder than just smashing 10 damage to the enemy face. i would say 4 mana 6 damage for 6 Attack would make this a better card
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I guess your right about that its your card after all, I can see it working for that purpose but i dont think it would be an epic mabye a rare.and since the card is only 2 damage for a 3 drop it still cant be used for board clearing in most cases making it much more valuable for the spell damage, in my opinion. But its still a cool idea and a great card.
My suggestion for a Pally-specific card...
Well I am not sure about the cost itself but if the minion is meant to deal damage to other minions i could imagine it being more early game perhaps paladins often have problems with the early game before they reach turn 4, I could see it being, 2/2 for 3 Deal 2 damage to 2 random enemy minions. keep improving it man its a nice idea.
The Lich Kings hero power certainly fits him, as well as finally have some kind of dragon specific class effect. Power Neutralizer is also fun but perhaps having it be an early game card would be better 2 mana 1/2 would be great since most hero powers are used in the first few turns, but you can also keep it that way since 3 mana is not that far off. I like it.
As for grounding totem: it's sort-of already in game, as Mage's Spellbender. It should after all 'ground' spells and not counter them ;)
Some quick druid ideas... Maybe one day I'll make something more coherent if this thing is still alive!
Made a couple more cards while taking a study break today: http://imgur.com/a/ECtKW
I really wish I could just upload these to the site, but I think it hates me.
Feedback always welcomed!
Sometimes things just need to slow down.
A few legendaries I thought of. I'd like to see more cards that take minion position into consideration; I think it's a very interesting mechanic.
Edit: Reworked a few cards.
There all interesting ideas I like the secret stealer, but Unscarred is a very confusing card its difficult to say what your expecting it to do. My guess is that he summons a crystal on the opponents side and any minion next to that crystal cant attack taunt. Id say that's an interesting concept its basically freezing two minions for 2 turns. Unclean is also interesting but the 5 damage is a bit too much and doesn't really work with the randomizing position. Mabye it could read: at the start of your turn randomize the position of the enemy minion, deal 3 damage to an enemy minion on your far left. Difficult to word.
Shadow Medic is a rogue card(it restores 2 health obviously), Wandering Monk a monk card.
I have more cards to show, but I cannot upload them, i get this error :S
"An error has occurred while trying to save the file you uploaded: This file is too large, and will put you over your attachment limit for this site."
I checked their size but it's just as big as my last cards.
We need more Taurens!
Thanks for the feedback MrSwifty. I primarily gave Heigan the randomize position effect for flavor purposes (he was a boss in WoW famous for having a "dance" mechanic). Maybe it will be more relevant in the future if more positional minions are released. I'll try and rebalance him. As for Ossirian, his effect definitely sounded better in my head. I was looking to make a Chillwind Yeti counterpart with the potential to be of more or less value. I'll rework him too.
I saw Zulska's card and thought up a similar one, but with more of a defensive purpose in mind: http://imgur.com/n8f3uQt
The idea is to make it really hard for the enemy to get at your one big hitter, if you have weenies or some tokens. The mechanics would be that the damage and counter-damage would still be applied normally to whichever minion is attacked, and after it is attacked it would show what minion it is. Ovbiously, having one Taunt or Stealth minon would ruin the illusion, as those effects would still be visible. Also, it would be easy for an enemy to tell which unit would be something like a Mana Tide Totem, Ragnaros, or other card with an effect that goes off at the end of the turn.
I think the cost might be a little low for what the card offers, but on the other hand it really is only useful if you have a really full board.
Let me know what you think!
Now thats a fun card, man it would be so furstrating unless you had paladin equality pyro combos.
I recently made a Rogue rush card Final Stirke, which probably fit warriors more but here's my new card for them. Same idea but a little more rush to it.
Sweet idea! The only real problem I can see with it is that it could be played with a Gorehowl or even an Arcanite Reaper for 12 or 14 damage, respectively. You could even combo it with the Reaper on turn 9. Keep in mind that Blizzard decided to nerf Pyroblast because it was too easy for mages to sit back for the whole game then win outta nowhere. I know that this does not necessarily work for Warriors, and this is a bit more risky, however, I think the damage is a bit much for just 4 mana, and the 4 damage to a warrior does not really mean that much. I think giving 6 damage and your hero taking 5 would be a bit more balanced.
Just my thoughts, though. Absolutely love the idea.
Yeah, the idea is for the enemy to have to search out for the one or two big guys you have in play. However, it is easily countered by whole board damage (Arcane Explosion, Fan of Knives, Consecration, ect), Wild Pyro, or Mass Dispell.
Well thats a fair point no real way of getting around they except maybe increasing the damage to be equal to the attack your getting, and after all you still need to get past any taunts they have so no guarantee. Dealing damage via weapons is harder than just smashing 10 damage to the enemy face. i would say 4 mana 6 damage for 6 Attack would make this a better card