Thank you, this was the type of reply I was hoping to get.
Lor'themar- My first thought was to make it so that no minion on the board could one shot him but that might have been to powerful so I agree with you he should cost 9
Nefarian- I had a few thoughts about that
1) You automatically use their power so that would mean, warrior 2+ armor, warlock draw a card (no dmg but you might over draw since you cant stop it), mage 1 dmg to a random enemy character, priest heal a random dmged friendly character, druid gain 1 armor and 1 dmg to the hero etc
2) you can just click on their hero power and it would work just like it was yours so you could just ping whoever you wanted if you were playing against a mage but you could still not do it.
3) I was wondering if it would mean that the enemyhero couldnt use his hero power until Nefarian would be taken care of.
Chromie- I just gave her the yeti statline since it is a 4 drop but I see your point, maybe 3/5 or 4/3
Mindflip- Seeing as the minion doesnt need to attack I think 6 might be a bit to much but I see your point but I think it should cost more around 4
resourcefulness- if this card would be added I'm sure that some minions would have it as well
T of the horde- my thoughts would be that you'd have a full board or just many minions, put this on a 1/1 and then kill it so 3-4 would be good
Coward- there are more combos to this then just removal. Put it on a minion with a good battlecry, sap a enemy minion with a nasty deathrattle that you cant deal with right now, put it on a charger and use him twice. making it a 1 cost might be better though
Here are some of my favourites of the cards I made. I'm in the middle of making my custom hearthstone adventure, Ulduar. I've already finished two of the bosses and will post more info on that in the near future.
I've also been thinking of adding some new card mechanics. I'd love to hear some ideas about them:
Sleep: Affected minion can't attack untill it takes damage.
Ward: Same as armor, but it only lasts untill the start of your turn.
Armored: Minion takes less damage from attacks (based on rank).
Restoration: Same as Spell Damage, but it affects spells that heal.
Sleep amounts to a persistent freeze, so it should add somewhere between 1.5 and 2 mana to the cost of a minion.
Ward seems like it would be particularly hard to price, especially since Blizzard seems to consider "immune for a turn" to be a 5 mana effect (Ice Block +2). I guess we could go for the standard of 1 turn effects cost half of what persistent effects cost... in which case 1 mana = somewhere between Ward 6 and Ward 8.
Armored should probably be charged at twice the rate as an equivalent amount of health (i.e. 1 full mana per point of armored).
Restoration is the only one that probably needs a tweak. There are almost no healing spells. I would have it affect healing spells and card effects.
Here are the giants I made (tell me if the mana values are too high/low for what they depend on)
I'd say any giant is efficient when he costs 7 or less, since you get a minions thats above curve. Considering that, Armored Giant is way too cheap, double Shield Block into a free 8/8? Even without that "combo" it's too easy to get 5+ armor and make this super cheap. Blood Giant is the most balanced of those four, considering you and your opponent are wounded it needs only one minion to be at 7 cost, so maybe increase its cost by 1, so you actually have to do something for its ability. Arcane Giant should only count your spells, otherwise nearly every deck will gladly run it. Mana Giant I either don't get or you're suggestions a free 8/8 on turn 4-5 for any class.
It's a little confusing to understand what this card does. I believe that if for example a Taunt minion is destroyed, all your minions gain Taunt, and if for example a Loot Hoarder is destroyed all your minions gain a Deathrattle: Draw a card. I don't think you failed with the wording, on the contrary, you have done it the best way it can be. I'm not sure wether it should be "that ability" or "their ability". Anyway I think this is an awesome card and balanced for it's stats, but I believe an ability of such impact should require more investment from the player. 8 or 9 Mana with higher stats seems about right.
I seemed to think that using a screenshot from the game as a card art is an awful idea, yet the way you did it compliment's the card very well and it almost looks like a sophisticated card art.
You sir are an amazing person :)
Your points about the use of "their" or "that" did cross my mind and as I thought it over, I went with "that" as it sounded more aggressive like saying "stole" over saying "acquired". I went with 7 mana over 8 mana, because the card offered no kind of card advantage and 8/9 mana 4/12 dragons are too common, so I dropped the hp by 4 and dropped the mana by 1.
The card art was hard to find :) But I wanted to do Chromie as a dragon and I didnt want to use default bronze dragon in-game art.
Rollback Post to RevisionRollBack
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Well it forces you to remove 1-2 of your spells, making the deck less consistent. I'd see it as an alternative card/win condition for miracle rather than a strict addition.
Here are the giants I made (tell me if the mana values are too high/low for what they depend on)
I think Mana Giant should cost more than 15, since on turn 5 it would be free. And even faster if you are a druid or have the coin. I would say 22 mana.
Edit: Actually 22 is probably a little nice still. Unlike other Giants this card is guaranteed to be free late game without any interaction from your opponent. I would change the card entirely
Mana Giant Cost: 15 Costs (1) less for each mana your opponent does not spend on spells or minions. Costs (1) more for each mana you do not spend on spells or minions. 8/8
So its cost change would trigger on unspent mana crystals and mana crystals used on hero powers. Dunno if it makes the card unplayable or easily playable... the math is beyond me.
The problem I'd consider is that most people wouldn't play those plaine giant unless you can play them t5/t6. I just don't see any other (current) deck that could use it. Therefore, it would feel a bit odd to me adding it to the collection (as a neutral card).
True it's quite limited, but there are shaman/druid/mage miracle decks and some paladin decks that can throw a ton of cheap minions on the board in one turn. Heck even Warrior could do some Inner Rage, Whirlwind, Execute plays and throw this down while doing so. But it's probably too strong for rouges, you're right.
I was always a fan of Lord Kazzak. The mana was weird to balance, since this ability is two free arcane explosions every turn and I didn't want to overbalance his stats. Basically, its Baron Geddon that only targets enemy minions. Being a 10-cost is kind of weird, since you essentially need it to survive your opponent's turn to get real value from it:
EDIT: An upgrade would be to make it target "ALL enemy characters," but I felt that was OP.
I really like these cards a lot. They have cool and unique abilities and nice apropriate card arts. It seems you have made them with the old version Hearthcards generator and on places the text seems a bit awkward. I will leave my comment's on some of them.
Kobold Overseer - An almost permanent Spell Damage might be a bit too good. Currently in the game there aren't many efficient ways to deal with a stealth minion and I think that makes this card a bit over the top. I think it being 3 mana 2/2 might make it healthier to the game as it will require more investment and will make it more niche.
1 health makes it very fragile and it isn't that good except in some niche decks. Every single AoE effect kills it (and a lot of random effects too). If a 2/2 that gains +1/+1 at the start of your every turn isn't to powerfull, I don't think this would be either.
Phoenix Egg and Fiery Phoenix - These two stand out for me and I really really like them. You should just increase the cost of the Phoenix to 5, because it being 0 means it is nearly immune to being returned to hand.
I've had the tokens costed normaly but there was a lot of confusion. I keep it at 0 to avoid it (of course in the real game these cards would have a mana cost).
Sindragosa - Again a very nice card, nice concept and execution. A weapon cannot be returned to hand, but I still think Frostmourne should have it's cost.
Same as above.
I'm gonna present the first boss of my custom adventure, Ulduar (I'm not seperating both difficulties, this is somehow a "mix" of both. The first boss is Krystallus from the Halls of Stone. It focus on high health minions and taunt. His hero power makes you wanna use up all your mana or you might get overwhelmed pretty quickly. All of the cards aren't balanced (as in meant for players) but most of them are reasonable.
I personally really like the shaman shields (Lightning Shield, Earth Shield etc) from WoW and it saddens me that shamans currently is a class that is unable to heal itself through class-cards even though I personally feel they should be able to. I therefore made these 3 spells to function as a sort of self heal for shaman players:
Suggestions? Maybe make one or two of them into a minion with a battlecry to apply the effects? Maybe a sort of Totem?
Thank you, this was the type of reply I was hoping to get.
Lor'themar- My first thought was to make it so that no minion on the board could one shot him but that might have been to powerful so I agree with you he should cost 9
Nefarian- I had a few thoughts about that
1) You automatically use their power so that would mean, warrior 2+ armor, warlock draw a card (no dmg but you might over draw since you cant stop it), mage 1 dmg to a random enemy character, priest heal a random dmged friendly character, druid gain 1 armor and 1 dmg to the hero etc
2) you can just click on their hero power and it would work just like it was yours so you could just ping whoever you wanted if you were playing against a mage but you could still not do it.
3) I was wondering if it would mean that the enemyhero couldnt use his hero power until Nefarian would be taken care of.
Chromie- I just gave her the yeti statline since it is a 4 drop but I see your point, maybe 3/5 or 4/3
Mindflip- Seeing as the minion doesnt need to attack I think 6 might be a bit to much but I see your point but I think it should cost more around 4
resourcefulness- if this card would be added I'm sure that some minions would have it as well
T of the horde- my thoughts would be that you'd have a full board or just many minions, put this on a 1/1 and then kill it so 3-4 would be good
Coward- there are more combos to this then just removal. Put it on a minion with a good battlecry, sap a enemy minion with a nasty deathrattle that you cant deal with right now, put it on a charger and use him twice. making it a 1 cost might be better though
Edit: Okay maybe it should cost 0
Thank you again, always enjoy nice criticism
Here are some of my favourites of the cards I made. I'm in the middle of making my custom hearthstone adventure, Ulduar. I've already finished two of the bosses and will post more info on that in the near future.
I've also been thinking of adding some new card mechanics. I'd love to hear some ideas about them:
Sleep:
Affected minion can't attack untill it takes damage.
Ward:
Same as armor, but it only lasts untill the start of your turn.
Armored:
Minion takes less damage from attacks (based on rank).
Restoration:
Same as Spell Damage, but it affects spells that heal.
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
Sleep amounts to a persistent freeze, so it should add somewhere between 1.5 and 2 mana to the cost of a minion.
Ward seems like it would be particularly hard to price, especially since Blizzard seems to consider "immune for a turn" to be a 5 mana effect (Ice Block +2). I guess we could go for the standard of 1 turn effects cost half of what persistent effects cost... in which case 1 mana = somewhere between Ward 6 and Ward 8.
Armored should probably be charged at twice the rate as an equivalent amount of health (i.e. 1 full mana per point of armored).
Restoration is the only one that probably needs a tweak. There are almost no healing spells. I would have it affect healing spells and card effects.
Ahhhhhhh, I understand.
ヽ༼ຈل͜ຈ༽ノ
A 1/3 for 1, for each class:
Those are tough to balance, comments?
professional pilferers prefer proper preparation
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
I'd say any giant is efficient when he costs 7 or less, since you get a minions thats above curve. Considering that, Armored Giant is way too cheap, double Shield Block into a free 8/8? Even without that "combo" it's too easy to get 5+ armor and make this super cheap.
Blood Giant is the most balanced of those four, considering you and your opponent are wounded it needs only one minion to be at 7 cost, so maybe increase its cost by 1, so you actually have to do something for its ability.
Arcane Giant should only count your spells, otherwise nearly every deck will gladly run it.
Mana Giant I either don't get or you're suggestions a free 8/8 on turn 4-5 for any class.
professional pilferers prefer proper preparation
You sir are an amazing person :)
Your points about the use of "their" or "that" did cross my mind and as I thought it over, I went with "that" as it sounded more aggressive like saying "stole" over saying "acquired".
I went with 7 mana over 8 mana, because the card offered no kind of card advantage and 8/9 mana 4/12 dragons are too common, so I dropped the hp by 4 and dropped the mana by 1.
The card art was hard to find :) But I wanted to do Chromie as a dragon and I didnt want to use default bronze dragon in-game art.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Well it forces you to remove 1-2 of your spells, making the deck less consistent. I'd see it as an alternative card/win condition for miracle rather than a strict addition.
professional pilferers prefer proper preparation
I think Mana Giant should cost more than 15, since on turn 5 it would be free. And even faster if you are a druid or have the coin.
I would say 22 mana.
Turn 1: 1
Turn 2: 3
Turn 3: 6
Turn 4: 10
Turn 5: 15
Turn 6: 21
Edit: Actually 22 is probably a little nice still. Unlike other Giants this card is guaranteed to be free late game without any interaction from your opponent. I would change the card entirely
Mana Giant
Cost: 15
Costs (1) less for each mana your opponent does not spend on spells or minions.
Costs (1) more for each mana you do not spend on spells or minions.
8/8
So its cost change would trigger on unspent mana crystals and mana crystals used on hero powers.
Dunno if it makes the card unplayable or easily playable... the math is beyond me.
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
True it's quite limited, but there are shaman/druid/mage miracle decks and some paladin decks that can throw a ton of cheap minions on the board in one turn. Heck even Warrior could do some Inner Rage, Whirlwind, Execute plays and throw this down while doing so. But it's probably too strong for rouges, you're right.
Remove the anti targeting and push its cost to 8, so you can summon a totem on turn 10 as "combo" :)
professional pilferers prefer proper preparation
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
I was always a fan of Lord Kazzak. The mana was weird to balance, since this ability is two free arcane explosions every turn and I didn't want to overbalance his stats. Basically, its Baron Geddon that only targets enemy minions. Being a 10-cost is kind of weird, since you essentially need it to survive your opponent's turn to get real value from it:
EDIT: An upgrade would be to make it target "ALL enemy characters," but I felt that was OP.
Paladin:
Priest
Neutral
Hey! I like you!
Given that Priests have the Auchenai Soulpriest card, I thought it would be appropriate for Mages to have the Soupriest's evil twin:
I really like these cards a lot. They have cool and unique abilities and nice apropriate card arts. It seems you have made them with the old version Hearthcards generator and on places the text seems a bit awkward. I will leave my comment's on some of them.
Kobold Overseer - An almost permanent Spell Damage might be a bit too good. Currently in the game there aren't many efficient ways to deal with a stealth minion and I think that makes this card a bit over the top. I think it being 3 mana 2/2 might make it healthier to the game as it will require more investment and will make it more niche.
1 health makes it very fragile and it isn't that good except in some niche decks. Every single AoE effect kills it (and a lot of random effects too). If a 2/2 that gains +1/+1 at the start of your every turn isn't to powerfull, I don't think this would be either.
Phoenix Egg and Fiery Phoenix - These two stand out for me and I really really like them. You should just increase the cost of the Phoenix to 5, because it being 0 means it is nearly immune to being returned to hand.
I've had the tokens costed normaly but there was a lot of confusion. I keep it at 0 to avoid it (of course in the real game these cards would have a mana cost).
Sindragosa - Again a very nice card, nice concept and execution. A weapon cannot be returned to hand, but I still think Frostmourne should have it's cost.
Same as above.
I'm gonna present the first boss of my custom adventure, Ulduar (I'm not seperating both difficulties, this is somehow a "mix" of both. The first boss is Krystallus from the Halls of Stone. It focus on high health minions and taunt. His hero power makes you wanna use up all your mana or you might get overwhelmed pretty quickly. All of the cards aren't balanced (as in meant for players) but most of them are reasonable.
Deck:
2x 2x 2x
2x 2x 2x
4x 1x 1x
3x 1x 2x
1x 2x 2x
1x
The Gathering - a Custom Expansion of 185 new cards
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/87406-the-gathering-a-custom-expansion-finished
An early game card for paladin, could need some early game help and paladin secrets could get more attention.
Interesting concept but may be too high of a health given its ability - what do you think?
By the numbers, this card is fair - in practice it would be OP; just add taunt and/or divine shield to the protected minions.
Better still, target it with a Faceless Manipulator. Now none of your minions can be targeted from the hand.
I personally really like the shaman shields (Lightning Shield, Earth Shield etc) from WoW and it saddens me that shamans currently is a class that is unable to heal itself through class-cards even though I personally feel they should be able to. I therefore made these 3 spells to function as a sort of self heal for shaman players:
Suggestions? Maybe make one or two of them into a minion with a battlecry to apply the effects? Maybe a sort of Totem?