Hallucination needs a wording rework, it's very confusing as is.
Snatching Thief is worded poorly. If he takes a minion from your opponent's hand, he's OP no matter what you get. For a 3-drop he is already on-par with vanilla minion stats, and the ability is like Mind-Control Tech with no minion # requirement. I'd scrap the idea entirely, it's too powerful in swinging tempo and taking it from your opponent.
Board the Ship: it's dead unless you make use of the combo effect, and even then the 2 health of each is easy to get rid of
Soldier of the Shadows: For the cost, it's hard to make use of without having SI Agents being a much better or equivalent choice
Card Snatcher: The effect is a bit too complex to really be implemented, and it's OP anyways. You can potentially take hard CC or a combo piece and kill someone's hand.
Poisonous Blade: Assassin's Blade is a thing. Never mind that this is a 7-mana weapon to even be useful and requires 2 cards to operate. Perhaps 3/4 and does double damage to minions. Or just change the cost.
Slice and Dice: I really like this, but the combo effect is a bit convoluted. I'd rather it not be a combo effect so I can open with this and use Eviscerate for 5 damage.
Hallucination needs a wording rework, it's very confusing as is.
Snatching Thief is worded poorly. If he takes a minion from your opponent's hand, he's OP no matter what you get. For a 3-drop he is already on-par with vanilla minion stats, and the ability is like Mind-Control Tech with no minion # requirement. I'd scrap the idea entirely, it's too powerful in swinging tempo and taking it from your opponent.
Board the Ship: it's dead unless you make use of the combo effect, and even then the 2 health of each is easy to get rid of
Soldier of the Shadows: For the cost, it's hard to make use of without having SI Agents being a much better or equivalent choice
Card Snatcher: The effect is a bit too complex to really be implemented, and it's OP anyways. You can potentially take hard CC or a combo piece and kill someone's hand.
Poisonous Blade: Assassin's Blade is a thing. Never mind that this is a 7-mana weapon to even be useful and requires 2 cards to operate. Perhaps 3/4 and does double damage to minions. Or just change the cost.
Slice and Dice: I really like this, but the combo effect is a bit convoluted. I'd rather it not be a combo effect so I can open with this and use Eviscerate for 5 damage.
Thank you for your feedback, you made some good points. Let me give you my opinion on the cards in question.
I don't think Hallucinations has poor wording, the minion is a x/y, x is equal to the attack of the weapon and y is the durability of the weapon.
Snatching thief plays a minion on your opponents side of the board. He's meant to disrupt combos.
Board the ship summons two 4/2 for 4 mana, I don't think this is a poor card (8/4 worth of stats for 4 mana).
The Soldier of the shadows could use a slight buff, I agree.
Card Snatcher is either op or really bad. You could for example trigger an arcane intelect and your opponent draws 2 cards.
7 mana for a 5/4 weapon isn't that bad. It could even be compared to gorehowl (it's still slightly worse imho).
Slice and Dice is a combo because if it wasn't it would be overpowered in most rogue decks (they already have so much damage cards),
Well you made it a shaman card (don't see why it can't be neutral as is) but I figure you should go for better stats and overload. It feels mostly dead against non-weapon classes which make it tougher to justify. Look at Harrison, 5/4 for 5 mana isn't a bad play against, say a priest. The overload would also make it more Shamanny.
How about a 4/7, 5 mana, overload 1. Same battlecry.
I think there could be a class with 4 mana secrets. Why not the priest?
All the effects of mind bender are for the turn only. It returns to the original owner at the end of the turn. I don't know a better way of wording it to make it more clear.
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"We've done the impossible and that makes us mighty."
I think there could be a class with 4 mana secrets. Why not the priest?
All the effects of mind bender are for the turn only. It returns to the original owner at the end of the turn. I don't know a better way of wording it to make it more clear.
Cool ideas but Priest is controlling enough. Adding secrets is a bit excessive.
That aside:
Sun Blast: Gives Priest even more reason to play reactive and let your opponent kill themselves. It's hard to judge the cost since no effect like this exists.
Redirect: Blizzard does not like cards that require an action from the player outside his/her turn; it interrupts the flow and you'd then have to prefigure a timer for the effect so a player can't stop paying attention and stall
Mind Bender: Way more powerful than Shadow Madness because it has no attack threshold. OP
Cool ideas but Priest is controlling enough. Adding secrets is a bit excessive.
That aside:
Sun Blast: Gives Priest even more reason to play reactive and let your opponent kill themselves. It's hard to judge the cost since no effect like this exists.
Redirect: Blizzard does not like cards that require an action from the player outside his/her turn; it interrupts the flow and you'd then have to prefigure a timer for the effect so a player can't stop paying attention and stall
Mind Bender: Way more powerful than Shadow Madness because it has no attack threshold. OP
Healing Wave: Like it
I agree and good point about redirect. I forgot that a big part of the game is complete hands off when it's your opponents turn. Maybe change it to a random target or just trash it.
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"We've done the impossible and that makes us mighty."
It'd see more play as an 8 drop or keep it 7 and 6/6; it being legendary justifies adding taunt (as if it won't garner attention anyways) for the same cost as a common card (could even justify him being 6/7 at 7 since Dr. Boom is a thing)
I fell like this would be a nice card, don't know of any minions that will do AoE silencing. Could Help with things like Dr.Boom's bombs, deathrattle + Undertaker boards. Kinda like what Antique Healbot did to Healing Touch, Except this card gives Mass Dispel a body. Any thoughts?
I think the cost is in line with the effect being a legendary (3-mana body, 3-mana effect [based on Mass Dispel but legendary so it can be justified), but I'd feel more comfortable having the effect be symmetric and being a 4-cost with Spellbreaker and Wailing Soul. The reason is that this could easily be an auto-include in a good number of deck archetypes (aggro in particular to bypass 2 taunts for lethal) with very little thought required in when to play him. The body isn't as strong as Loatheb but it's board impact is huge, so having a symmetrical effect I think would even him out and make him less desirable but still playable. Cool idea.
I think there could be a class with 4 mana secrets. Why not the priest?
All the effects of mind bender are for the turn only. It returns to the original owner at the end of the turn. I don't know a better way of wording it to make it more clear.
Problem with these (though mostly fun and balanced-ish) you can't have more powerful spells for more mana because of Mad Scientist. :P He breaks the idea.
Also redirect has an you acting on an opponents turn which is against the design philosophy of HS.
Kind of a strange one, and I'm of the opinion that Jaraxxus should remain one-of-a-kind, but who cares! This is make your own card stuff! :P
Whereas Jaraxxus is almost instant gratification with a badass hero power and decent attack, Aegwynn is more of a "preparing for a comeback" type. Whereas Jaraxxus comes into play with a weapon equipped, Aegwynn comes into play with a single Arcane Mastery added to your hand, ready for use on your next turn. Hence, a big comeback if necessary, but kind of useless if you're in a good position.
All the same, her hero power may seem weak...add a coin to your hand for 2 mana? Obvious. Why waste now when you can save for later!? :P Nothing like having a few spare coins in your hand to refill your crystals when going off on a vicious spell combo.
Well...I dunno, yours is a little bit too close to Archmage Antonidas, but with way less consistency. Also, do the spells it replicates also affects uncollectibles - like the types you get from ETC?
I'm gonna say yes. You're getting away from the major issue I've just now realized with this card, though. Sorcerer's Apprentice and 1 mana spells, just keep going through until you get 10 Sinister Strikes. Ah well, back to the drawing board.
Alright, so here's a mechanic I've always wanted to make but could never quite figure it out (give heroes the powers of other heroes!). Hence, enter this crazy little bastard!
So what the hell is a Bottle you might ask? This is what the hell a bottle is!
:D You've got a one in eleven chance to win the jackpot each time this guy takes damage. As well as a one in eleven chance to be pretty much screwed.
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Since I've posted the best of my class cards, I'll post some of my most recent creations:
I'd apreciate any feedback.
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
Some good stuff here, but also some misses.
Hallucination needs a wording rework, it's very confusing as is.
Snatching Thief is worded poorly. If he takes a minion from your opponent's hand, he's OP no matter what you get. For a 3-drop he is already on-par with vanilla minion stats, and the ability is like Mind-Control Tech with no minion # requirement. I'd scrap the idea entirely, it's too powerful in swinging tempo and taking it from your opponent.
Board the Ship: it's dead unless you make use of the combo effect, and even then the 2 health of each is easy to get rid of
Soldier of the Shadows: For the cost, it's hard to make use of without having SI Agents being a much better or equivalent choice
Card Snatcher: The effect is a bit too complex to really be implemented, and it's OP anyways. You can potentially take hard CC or a combo piece and kill someone's hand.
Poisonous Blade: Assassin's Blade is a thing. Never mind that this is a 7-mana weapon to even be useful and requires 2 cards to operate. Perhaps 3/4 and does double damage to minions. Or just change the cost.
Slice and Dice: I really like this, but the combo effect is a bit convoluted. I'd rather it not be a combo effect so I can open with this and use Eviscerate for 5 damage.
Thank you for your feedback, you made some good points. Let me give you my opinion on the cards in question.
I don't think Hallucinations has poor wording, the minion is a x/y, x is equal to the attack of the weapon and y is the durability of the weapon.
Snatching thief plays a minion on your opponents side of the board. He's meant to disrupt combos.
Board the ship summons two 4/2 for 4 mana, I don't think this is a poor card (8/4 worth of stats for 4 mana).
The Soldier of the shadows could use a slight buff, I agree.
Card Snatcher is either op or really bad. You could for example trigger an arcane intelect and your opponent draws 2 cards.
7 mana for a 5/4 weapon isn't that bad. It could even be compared to gorehowl (it's still slightly worse imho).
Slice and Dice is a combo because if it wasn't it would be overpowered in most rogue decks (they already have so much damage cards),
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
Probably Over powered but super fun.
hia.
Well you made it a shaman card (don't see why it can't be neutral as is) but I figure you should go for better stats and overload. It feels mostly dead against non-weapon classes which make it tougher to justify. Look at Harrison, 5/4 for 5 mana isn't a bad play against, say a priest. The overload would also make it more Shamanny.
How about a 4/7, 5 mana, overload 1. Same battlecry.
Fan Creations Subforum is now Live guys!
We aren't bound to a single thread anymore!
I think there could be a class with 4 mana secrets. Why not the priest?
All the effects of mind bender are for the turn only. It returns to the original owner at the end of the turn. I don't know a better way of wording it to make it more clear.
"We've done the impossible and that makes us mighty."
Cool ideas but Priest is controlling enough. Adding secrets is a bit excessive.
That aside:
Sun Blast: Gives Priest even more reason to play reactive and let your opponent kill themselves. It's hard to judge the cost since no effect like this exists.
Redirect: Blizzard does not like cards that require an action from the player outside his/her turn; it interrupts the flow and you'd then have to prefigure a timer for the effect so a player can't stop paying attention and stall
Mind Bender: Way more powerful than Shadow Madness because it has no attack threshold. OP
Healing Wave: Like it
I agree and good point about redirect. I forgot that a big part of the game is complete hands off when it's your opponents turn. Maybe change it to a random target or just trash it.
"We've done the impossible and that makes us mighty."
So there are no neutral legendaries with taunt? Kind of a super Stormwind Champion.
http://www.hearthpwn.com/forums/hearthstone-general/general-deck-building/30160-radars-budget-deck-series
It'd see more play as an 8 drop or keep it 7 and 6/6; it being legendary justifies adding taunt (as if it won't garner attention anyways) for the same cost as a common card (could even justify him being 6/7 at 7 since Dr. Boom is a thing)
I think the cost is in line with the effect being a legendary (3-mana body, 3-mana effect [based on Mass Dispel but legendary so it can be justified), but I'd feel more comfortable having the effect be symmetric and being a 4-cost with Spellbreaker and Wailing Soul. The reason is that this could easily be an auto-include in a good number of deck archetypes (aggro in particular to bypass 2 taunts for lethal) with very little thought required in when to play him. The body isn't as strong as Loatheb but it's board impact is huge, so having a symmetrical effect I think would even him out and make him less desirable but still playable. Cool idea.
Another batch, nothing terribly interesting this time
Just for you, I nerfed him.
Problem with these (though mostly fun and balanced-ish) you can't have more powerful spells for more mana because of Mad Scientist. :P He breaks the idea.
Also redirect has an you acting on an opponents turn which is against the design philosophy of HS.
Kind of a strange one, and I'm of the opinion that Jaraxxus should remain one-of-a-kind, but who cares! This is make your own card stuff! :P
Whereas Jaraxxus is almost instant gratification with a badass hero power and decent attack, Aegwynn is more of a "preparing for a comeback" type. Whereas Jaraxxus comes into play with a weapon equipped, Aegwynn comes into play with a single Arcane Mastery added to your hand, ready for use on your next turn. Hence, a big comeback if necessary, but kind of useless if you're in a good position.
All the same, her hero power may seem weak...add a coin to your hand for 2 mana? Obvious. Why waste now when you can save for later!? :P Nothing like having a few spare coins in your hand to refill your crystals when going off on a vicious spell combo.
I'm quite biased on this one, but I prefer mine:
Well...I dunno, yours is a little bit too close to Archmage Antonidas, but with way less consistency. Also, do the spells it replicates also affects uncollectibles - like the types you get from ETC?
I'm gonna say yes. You're getting away from the major issue I've just now realized with this card, though. Sorcerer's Apprentice and 1 mana spells, just keep going through until you get 10 Sinister Strikes. Ah well, back to the drawing board.
Alright, so here's a mechanic I've always wanted to make but could never quite figure it out (give heroes the powers of other heroes!). Hence, enter this crazy little bastard!
So what the hell is a Bottle you might ask? This is what the hell a bottle is!
:D You've got a one in eleven chance to win the jackpot each time this guy takes damage. As well as a one in eleven chance to be pretty much screwed.