Hello to everyone who reads this now. Here is my personal collection of Hearthstone cards. It is a bit small now, but it will grow bigger soon.
Few notices :
1. None of these arts are from me.
2. I wish to hear your comments about my cards. I really want to, so my work can get better. Perhaps some of them may be unbalanced, I am not a god. So if you wish to talk about one card for any reason, just reply below.
3. I don't know the lore of WoW, so my legendary minions aren't even linked with the WoW universe.
Hunter
Druid
Rogue
Warlock
Paladin
Mage
Shaman
Priest
Warrior
Neutral
***Updates***
Initial Post (2015/07/29) : One spell per class, and few neutral cards. More to come!
Update Number One (2015/07/29) : Added a bunch of cards here and there.
Update #2 (2015/07/30) : Balanced few cards.
Update #3 (2015/07/31) : Still balancing cards.
Update #4 (2015/07/31) : Added more cards.
Update #5 (2015/08/01) : More! MORE CARDS!
Update #6 (2015/08/03) : Another bunch of cards.
Update #7 (2015/10/12) : More cards! Hey, makes a long time, uh?
Good effort, man. You've clearly put a lot of thought into your cards. My comments:
Needles volley: nice. Good idea to reduce cost of AOE. Would be interesting to see something like "deal X damage to all enemy minions. For each minion which dies, your opponent draws a card"
Hawk-eye: Like. Maybe a bit cheap?
Calm of the woods: Nice. Similar to Mass Dispel of course, but no card draw and targets all minions rather than just the opponent. This wouldn't be insignificant for Druids, who would lose their taunts...
Lone Mercenary: OP, should add only one coin, I think.
Spies: Big like. This is a nice idea.
Demonic Ritual: OP, should cost 5. It's quite similar to Bane of Doom.
Respectable Legend: A tad expensive. Can't see it being played in the current meta. I think someday we'll see Divine Shields seeing more significant play though.
Reinforcements: Like. Maybe I would cost it at 5 mana. Weak to AOE, or any random single point damage. Note, if it cost 5, it still wouldn't be playable on the same turn as quartermaster, as the board would be full.
Volatile Energy: Nice idea. Can't see this being played.
Mana Overload: like.
Skyward Beam: looks good. Maybe OP? Combos well with Lava Shock.
Brimstone Golem: Including the overload the cost is 7 mana. 7 mana for 7/7 is fair. Why the caveat "If your hand is empty, destroy this minion"? I would make it cheaper (4 mana, say) or lose the text. Turn 4 for a 7/7 is a bit extreme, though it would be weak to BGH and a fair few other cards...
Light Burst: Interesting... Seems a bit cheap.
Battle Hunger: This is exactly the same as Inner Fire. How were you thinking of using in Warrior deck?
Noble Caster: Solid. Better than Kobold Geomancer, as it will survive longer presumably.
Archer of the Woods: Solid. Effectively 3/4 for 3 mana.
Fearless Knight: Not sure where you're going with this. 4/1 with charge for 4 mana is fair enough I suppose -- that would be similar to Wolf Rider. Your card however would never survive until the next turn, and even if it did, coming back to the owner's hand is a big negative as it will cost another 4 mana to bring back. Now, if it had 5 or 6 health, that would be super interesting!
Rooted Drakeling: Seems OP. Priests would love this card.
Robot Slayer: Very nice concept. "Random mech" seems a bit OP. Maybe "spare part" in exchange for dealing damage to mechs would be more balanced?
Arcane Master Dellavur: Interesting. I wonder how Hearthstone would deal with -1 damage??
Rollback Post to RevisionRollBack
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
Calm of the woods would be great against freeze mages...
Rollback Post to RevisionRollBack
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
Good effort, man. You've clearly put a lot of thought into your cards. My comments:
Needles volley: nice. Good idea to reduce cost of AOE. Would be interesting to see something like "deal X damage to all enemy minions. For each minion which dies, your opponent draws a card" For another card, surely. ;)
Hawk-eye: Like. Maybe a bit cheap? 3 mana?
Calm of the woods: Nice. Similar to Mass Dispel of course, but no card draw and targets all minions rather than just the opponent. This wouldn't be insignificant for Druids, who would lose their taunts... They'd use it if they have no control, if they have no control, they have no taunts.
Lone Mercenary: OP, should add only one coin, I think. I tought about it, but 3 mana for a 3/2 body is too much. The 2 coins from Deathrattle makes it viable. At 1 coin, it wouldn't be as useful.
Spies: Big like. This is a nice idea. Super control. That might be a huge controversal card.
Demonic Ritual: OP, should cost 5. It's quite similar to Bane of Doom. Might be too good for his cost. 4 or 5 mana would be more reasonable. I'll correct it.
Respectable Legend: A tad expensive. Can't see it being played in the current meta. I think someday we'll see Divine Shields seeing more significant play though. Compare it to Argent Commander.
Reinforcements: Like. Maybe I would cost it at 5 mana. Weak to AOE, or any random single point damage. Note, if it cost 5, it still wouldn't be playable on the same turn as quartermaster, as the board would be full. 5 mana may be good. I'll correct it soon.
Volatile Energy: Nice idea. Can't see this being played. It would be good I think.
Mana Overload: like. I hope so.
Skyward Beam: looks good. Maybe OP? Combos well with Lava Shock. A stronger Consecration at a price of 2 overload.
Brimstone Golem: Including the overload the cost is 7 mana. 7 mana for 7/7 is fair. Why the caveat "If your hand is empty, destroy this minion"? I would make it cheaper (4 mana, say) or lose the text. Turn 4 for a 7/7 is a bit extreme, though it would be weak to BGH and a fair few other cards... You're quite right about that. I'll correct it soon.
Light Burst: Interesting... Seems a bit cheap. Maybe 3 mana?
Battle Hunger: This is exactly the same as Inner Fire. How were you thinking of using in Warrior deck? Not the same. Inner Fire makes attack equal to his health, but this adds attack equivalent to his health, wich is not the same. It could be use as a finisher, with a Forthing Berserker, for example.
Noble Caster: Solid. Better than Kobold Geomancer, as it will survive longer presumably. I agree.
Archer of the Woods: Solid. Effectively 3/4 for 3 mana. I agree.
Fearless Knight: Not sure where you're going with this. 4/1 with charge for 4 mana is fair enough I suppose -- that would be similar to Wolf Rider. Your card however would never survive until the next turn, and even if it did, coming back to the owner's hand is a big negative as it will cost another 4 mana to bring back. Now, if it had 5 or 6 health, that would be super interesting! I tought to make somekind of Headcrack, who goes face, and goes face next turn... At 5 or 6 health, it's just OP.
Rooted Drakeling: Seems OP. Priests would love this card. I should've change is cost to 5. Like it is now, you have to play 4 cards to take down a 7 attack minion of 6 mana. However, the card dosen't specify that he cannot be targeted by spells. So if it get removed the turn he is played, the player is very punished. 6 mana seems a bit slow for it. 5 would be more fair. And priests may get a lot of value out of it if they use Power Word: Shield or Lightwell.
Robot Slayer: Very nice concept. "Random mech" seems a bit OP. Maybe "spare part" in exchange for dealing damage to mechs would be more balanced? It won't see any play that way I fear.
Arcane Master Dellavur: Interesting. I wonder how Hearthstone would deal with -1 damage?? Nullfiy, probably.
Thanks for your comments. I added my comments on your observations.
From what you've said, I will correct those cards :
As a Paladin player and fan card designr, I probably wouldn't use any of your suggested Paladin cards.
Comparing Respectable Legend to Sunwalker you see the problem. I could exchange 1 point of Attack for taunt, which is very valuable against most decks.
And Reinforcements actually has bad synergy with Quartermaster, as there will be no room to summon him with the board filled. I would rather play Loatheb or Sludge Belcher to get something a bit more tanky.
Looks good and I like most of the cards. However I would like to point out a few things. Needles Volley is interesting because Fan of Knives does one less damage for a 2 card difference. Not sure if thats worth it but hunter doesn't need any more OP cards so I'm fine with it lol. Another question I have is Brimstone Golem. Seems like a cheaper Earth Elemental without taunt. Personally, i think a 4 mana 7/7 is way OP. Most times you'll play it and your opponent would insta concede. In arena with less removal the quality of a shaman deck would be rated by the number of Brimstone Golems it has because it is just a huge tempo swing.
That being said I really like the idea of Light Burst for Priest. One thing that I always think about playing priest vs warrior is that the warrior can sit there armoring up every turn but the priest just has to pass because they are already at full hp. This card wouldn't work with Nauru but i like it. However, comparing it to Shield Block, Shield Block also draws a card as well as benefiting Shield Slam. Maybe to set this card up to Shield Block's standard add text to give +1 health to all friendly creatures aswell? Or maybe heal 2 random damaged minions for (2). The latter would help vs hunter because you often can't draw from cleric late game because you have to heal face to keep out of lethal range. The extra benefit of healing 2 random damaged minions for 2 would be a good compromise and might help you draw into a key card without losing 2 hp.
Great work on everything! You should submit some of these in the weekly card design competition(If they meet the weeks requirements OC) :)
As an extra note I just realized that Emperor into Grommash+battle hunger+enrage would be a bit OP lol. Otherwise I think the card is below average as warriors can't significantly take advantage of it in any way I can think of.
Lone Mercenary: the cost for this card is effective 1 mana -- as you get 2 coins. 3/2 for 1 mana is OP however you look at it. For it to balance, you have to increase the cost to 4 mana or reduce reward to 1 coin.
Respectable Legend: this card is very similar to Force-Tank MAX, which no-one includes in constructed, and is not necessarily top choice in arena. For a hero-specific card it is a bit weak.
Brimstone Golem: I think Erkorei is correct; turn 4 for a 7/7 would break the game. Maybe change to 7/4?
Battle Hunger: Right, you need to change the text to make this explicit. I.e. "Give minion +X attack where X equals the minion's health."
Fearless Knight: this is not really like head-crack. 1. it won't survive 1 turn ever. 2. if it did survive, going back to your hand would be a nightmare. If you increase the health to say 5 or 6, it actually has a not too bad chance of survival, and it would piss off your opponent. Not necessarily OP, but you could increase the mana cost if you think so. The reason I don't think it is OP is because it has a high maintenance cost (4 mana per turn) and it's not necessarily too hard to get rid of.
Rollback Post to RevisionRollBack
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
I really think Lone Mercenary is OP as it is. I do kind of see your reasoning though -- not very attractive to play a 3/2 drop on turn 3 if your not going to get something good out of it... Maybe you could make the card a legendary? That at least would limit it to one per deck.
Otherwise, looking good.
Rollback Post to RevisionRollBack
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
I really think Lone Mercenary is OP as it is. I do kind of see your reasoning though -- not very attractive to play a 3/2 drop on turn 3 if your not going to get something good out of it... Maybe you could make the card a legendary? That at least would limit it to one per deck.
Nice work here, some of these cards are quite interesting. For what it's worth, here are my thoughts (keep in mind i will mostly focus on what could be improved) :
Hawkeye : weird design, this kind of trigger is more something you would expect for a Warrior card. Would feel more "hunter-ish" if it was "Whenever it kills an Ennemy minion" (or maybe whenever it kills a minion AND survives). NB : i have no idea how balanced this card is... The card is alright at my sight.
Lone Mercenary : Love it (one coin is more than enough) Ok.
Spies : several problems with this card : 1) from a design perspective, all spells in hearthstone are instant, this one has a lasting effects : it would be better to attach such an ability to a minion (possibly with stealth) 2) the effect is worthless in most situation, but possibly broken against some very specific decks : better to change the ability into something like :"Whenever your opponent plays a minion, gain ..." That makes the card unique, and the fact that it counters special decks is a good thing, no?
Respectable Legend : 5/7 is too much stats for its cost : at max, he should be a 5/6 or a 6/5. (and with such a name, he could have a higher rarity). It sounds legit to me, and his name isn't mean to fit with the rarity. Altough nice notice.
Reinforcements : too redundant with Muster for Battle. Since Muster is much more flexible, this one wouldn't see play outside of arena. I find it quite nice with Quartermaster, but ok.
Volatile Energy : weird design, since Mage have no Silence effect. Seems balanced nonetheless. Owl is for everyone.
Skyward Beam : Forked Lightning is already overcosted, and this card is even more (2 more damage for 2 mana : quite a bad deal) In brief, you find it OP?
Brimstone Golem : would probably not play it as a 4/7, so as a 7/4, it would be 100 dust. (Shaman needs something else than yet another big pile of stats) ...ah? I dont know what to say. XD
Light Burst : quite niche, and too expensive on top of that Healing Touch / Holy Light, which are almost never played). It could work if it was a 2 mana card, since Priest don't have much to do on turn 2 anyway... 2 mana is too cheap for this card.
Battle Hunger : weird design, fits Priest/Paladin/Shaman much more than Warrior. Cost is probably too high as well. A great finisher with Grommash.
Rooted Drakeling : stats seems too good for the cost/effect : should probably cost 6. (i'm quite clueless regarding the lore, but shouldn't this guy have the Dragon tag ?) Didn't tought about it, but might get OP that way. And since it can get targeted by spells, it could be very punishing to the player to play it for 6 mana and get it instantly removed.
Robot Slayer : waaaay overcosted. Also, this ability seems pointless on a late drop, since most mechs are dropped early. Would be more interesting if it was something like a 3/5 for 4 mana. A random mech can be interesting. Don't consider Target Dummy, but Foe Reaper 3000? at 5 mana this guy would be a monster.
Arcane Master Dellavur : extemely niche effect for a 7 drop, easy to kill AND vulnerable to BGH ? Did he make some kind of weird bet with Hemet Nesingwary ? Seriously, he would be a lot more balanced as a 6/6 for 6, but even then, i not sure i'd play it. (most people just don't like to fill their big mana slot with such situationnal cards, no matter how good they are...) -2 spell damage is wayyy to strong. Better make it vulnerable to BGH.
-----***FRZHRT'S CREATIONS ***-----
Hello to everyone who reads this now. Here is my personal collection of Hearthstone cards. It is a bit small now, but it will grow bigger soon.
Few notices :
1. None of these arts are from me.
2. I wish to hear your comments about my cards. I really want to, so my work can get better. Perhaps some of them may be unbalanced, I am not a god. So if you wish to talk about one card for any reason, just reply below.
3. I don't know the lore of WoW, so my legendary minions aren't even linked with the WoW universe.
Hunter
Druid
Rogue
Warlock
Paladin
Mage
Shaman
Priest
Warrior
Neutral
***Updates***
Initial Post (2015/07/29) : One spell per class, and few neutral cards. More to come!
Update Number One (2015/07/29) : Added a bunch of cards here and there.
Update #2 (2015/07/30) : Balanced few cards.
Update #3 (2015/07/31) : Still balancing cards.
Update #4 (2015/07/31) : Added more cards.
Update #5 (2015/08/01) : More! MORE CARDS!
Update #6 (2015/08/03) : Another bunch of cards.
Update #7 (2015/10/12) : More cards! Hey, makes a long time, uh?
Update #8 (2015/10/17) : 4 additonal cards.
Good effort, man. You've clearly put a lot of thought into your cards. My comments:
Needles volley: nice. Good idea to reduce cost of AOE. Would be interesting to see something like "deal X damage to all enemy minions. For each minion which dies, your opponent draws a card"
Hawk-eye: Like. Maybe a bit cheap?
Calm of the woods: Nice. Similar to Mass Dispel of course, but no card draw and targets all minions rather than just the opponent. This wouldn't be insignificant for Druids, who would lose their taunts...
Lone Mercenary: OP, should add only one coin, I think.
Spies: Big like. This is a nice idea.
Demonic Ritual: OP, should cost 5. It's quite similar to Bane of Doom.
Respectable Legend: A tad expensive. Can't see it being played in the current meta. I think someday we'll see Divine Shields seeing more significant play though.
Reinforcements: Like. Maybe I would cost it at 5 mana. Weak to AOE, or any random single point damage. Note, if it cost 5, it still wouldn't be playable on the same turn as quartermaster, as the board would be full.
Volatile Energy: Nice idea. Can't see this being played.
Mana Overload: like.
Skyward Beam: looks good. Maybe OP? Combos well with Lava Shock.
Brimstone Golem: Including the overload the cost is 7 mana. 7 mana for 7/7 is fair. Why the caveat "If your hand is empty, destroy this minion"? I would make it cheaper (4 mana, say) or lose the text. Turn 4 for a 7/7 is a bit extreme, though it would be weak to BGH and a fair few other cards...
Light Burst: Interesting... Seems a bit cheap.
Battle Hunger: This is exactly the same as Inner Fire. How were you thinking of using in Warrior deck?
Noble Caster: Solid. Better than Kobold Geomancer, as it will survive longer presumably.
Archer of the Woods: Solid. Effectively 3/4 for 3 mana.
Fearless Knight: Not sure where you're going with this. 4/1 with charge for 4 mana is fair enough I suppose -- that would be similar to Wolf Rider. Your card however would never survive until the next turn, and even if it did, coming back to the owner's hand is a big negative as it will cost another 4 mana to bring back. Now, if it had 5 or 6 health, that would be super interesting!
Rooted Drakeling: Seems OP. Priests would love this card.
Robot Slayer: Very nice concept. "Random mech" seems a bit OP. Maybe "spare part" in exchange for dealing damage to mechs would be more balanced?
Arcane Master Dellavur: Interesting. I wonder how Hearthstone would deal with -1 damage??
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
Calm of the woods would be great against freeze mages...
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
Thanks for your comments. I added my comments on your observations.
From what you've said, I will correct those cards :
Isn't Skyward Beam just an overpowered Lightning Storm?
"Just in time."
Ohhhh.... another thing to correct. Thanks for the notice, friend.
As a Paladin player and fan card designr, I probably wouldn't use any of your suggested Paladin cards.
Comparing Respectable Legend to Sunwalker you see the problem. I could exchange 1 point of Attack for taunt, which is very valuable against most decks.
And Reinforcements actually has bad synergy with Quartermaster, as there will be no room to summon him with the board filled. I would rather play Loatheb or Sludge Belcher to get something a bit more tanky.
I won't change Reinforcements.
But what you suggest for Respectable Legend?
Looks good and I like most of the cards. However I would like to point out a few things. Needles Volley is interesting because Fan of Knives does one less damage for a 2 card difference. Not sure if thats worth it but hunter doesn't need any more OP cards so I'm fine with it lol. Another question I have is Brimstone Golem. Seems like a cheaper Earth Elemental without taunt. Personally, i think a 4 mana 7/7 is way OP. Most times you'll play it and your opponent would insta concede. In arena with less removal the quality of a shaman deck would be rated by the number of Brimstone Golems it has because it is just a huge tempo swing.
That being said I really like the idea of Light Burst for Priest. One thing that I always think about playing priest vs warrior is that the warrior can sit there armoring up every turn but the priest just has to pass because they are already at full hp. This card wouldn't work with Nauru but i like it. However, comparing it to Shield Block, Shield Block also draws a card as well as benefiting Shield Slam. Maybe to set this card up to Shield Block's standard add text to give +1 health to all friendly creatures aswell? Or maybe heal 2 random damaged minions for (2). The latter would help vs hunter because you often can't draw from cleric late game because you have to heal face to keep out of lethal range. The extra benefit of healing 2 random damaged minions for 2 would be a good compromise and might help you draw into a key card without losing 2 hp.
Great work on everything! You should submit some of these in the weekly card design competition(If they meet the weeks requirements OC) :)
As an extra note I just realized that Emperor into Grommash+battle hunger+enrage would be a bit OP lol. Otherwise I think the card is below average as warriors can't significantly take advantage of it in any way I can think of.
Lone Mercenary: the cost for this card is effective 1 mana -- as you get 2 coins. 3/2 for 1 mana is OP however you look at it. For it to balance, you have to increase the cost to 4 mana or reduce reward to 1 coin.
Respectable Legend: this card is very similar to Force-Tank MAX, which no-one includes in constructed, and is not necessarily top choice in arena. For a hero-specific card it is a bit weak.
Brimstone Golem: I think Erkorei is correct; turn 4 for a 7/7 would break the game. Maybe change to 7/4?
Battle Hunger: Right, you need to change the text to make this explicit. I.e. "Give minion +X attack where X equals the minion's health."
Fearless Knight: this is not really like head-crack. 1. it won't survive 1 turn ever. 2. if it did survive, going back to your hand would be a nightmare. If you increase the health to say 5 or 6, it actually has a not too bad chance of survival, and it would piss off your opponent. Not necessarily OP, but you could increase the mana cost if you think so. The reason I don't think it is OP is because it has a high maintenance cost (4 mana per turn) and it's not necessarily too hard to get rid of.
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
Lone Mercenary : I really think he is balanced. Am I crazy?
Respectable Legend : Maybe.... change it to 5/7?
Brimstone Golem : Defenitvly, 4/7.
Fearless Knight : 4/7, charge, and keeping text.
Is that looking good?
I really think Lone Mercenary is OP as it is. I do kind of see your reasoning though -- not very attractive to play a 3/2 drop on turn 3 if your not going to get something good out of it... Maybe you could make the card a legendary? That at least would limit it to one per deck.
Otherwise, looking good.
Am I supposed to be a man? Am I supposed to say, "It's OK, I don't mind, I don't mind"? Well, I mind! I mind big time! And you know what the worst part is? I NEVER LEARNED TO READ.
Going to update all that soon.
My toughts.
What you suggest then?
You can actually always heal you up to 35 Hp with it, or 40 if you cast it twice.
Shield Block gives armor that once is gone, is gone for good.
I like all your cards but the ones i Like the most is The Light Burst and The Demon Ritual. Nice Job man.
You welcome. And why are they so attractive?
UPDATE #6
Just added a little bunch of cards. This time it includes legendaries! (Not linked with lore of WoW, you'll figured it out).
Didn't balanced anything yet. Will be waiting for your opinions!
maybe a better name for Afraid Treant would be Fearful Treant. kinda flows better IMO.
Hey! Listen!
GENERATION 41: The first time you see this, copy it into your signature on any forum and add 1 to the generation. This is a social experiment.