Since i'm no good at determining the value of a card mechanics/health/attack-wise, I think i'll do the stories of them.
NOTE!! This is in no way a sign of your cards worth. It merely asked as an option for a story. I am only reviewing them for the sake of story, to at least make you consider it. I am also considering the name, and the art alongside it.
Page 1
1 is lowest, 5 is highest.
Alfred Fizzlebang
2/5. I generally feel that this card isn't good story wise. It's taking a name from another character (Wilfred Fizzlebang and not even giving a story explanation as to why. It is named, however.
Faceless Overlord
1/5. If you can put 'A' in front of your creation and it makes sense, then it's a bad sign. If you don't have a story to go with it? Very disappointing.
The Great Golem
2/5. Named, and that's it.
Archinquisitor Maanus
3/5. A creative name, but unfortunately no story.
Mistriss Lilith
4/5. Once again, a creative name. Unfortunately it falls short due to the description being something you could say about ANY succubus master. Good, however.
Nahalus The Unbowed
5/5. The card has a creative name, gives an interesting story, and keeps me interested in what would happen to the character.
Nami Kant
1/5. While it has an interesting name, i'm quite certain this doesn't make sense unless it has a story. I look at it, not sure what I see in the art. A mechanical Arakoa? Clarification is why story is important.
Augustus Quarta
3/5. It definitely has an interesting name, but I feel it won't feel important truly unless it has a more explained story. I get it makes sense for the card mechanic, but I feel it lacks volume.
Broodmahr
5/5. I like the name, it definitely sounds like the artwork, and I laughed at the 'Don't tell me what to do' part when he's looking for guidance. It gives a feel for the character, and I definitely enjoy it.
Kegan the Ampli-Fryer
2/5. Good name, I just wish it had a story behind it. I feel kind of cheated seeing something so interesting, and yet being left without an answer.
Salus the Healer
1/5. The name hardly sounds good. 'A healer'. Generally when you have a 'The' behind a name, it's a rather important title. Martin the Doctor doesn't fit as much as Doctor Martin. See my point? Also, unfortunately no story.
Eldran Sunglow
1/5. This card I only rate a 1 because it has a creative name. It takes a dump on any attempts for story, and just says an 'I guess'.
Abyss-Warlord Kvashl
5/5. I like him! You give character, location, and personality to this Naga! I feel it definitely shows as a shining example of story.
Azzra the Incinerator
4/5. While I like this a LOT, I feel kinda confused at the end. You tell this kind of story that I really like (An Elf who burns the forest for its own good) but it kind of ends in a relation to minions and such.
Mileena the Barrier
4/5. Very good. I feel it gave a good feel for her kind of magics, and it's even a story among the men who she worked with. Impressive. The character wasn't really there though.
Mortiis the Grim
1/5. I get the same feel with this card as I did with Nami Kant. It feels like the card is simply 'there' instead of having some story behind it. Is it a human? A forsaken? A ghost? A robot? WHAT IS IIIIIIT?!
Pirate King Sinbot
3/5. I can tell the references to Sinbad, and personally I like it. I would've likely ranked it higher if you gave a story, perhaps even a parody on one of his stories.
Nuzjar the Impaler
4/5. Really good. Kind of works as a 'myth' kind of card. Very menacing, and I imagine it would be used to scare kids to sleep.
Ostaeron, Undead Priest
1/5. The same feel as 'The Healer'. If you had something else, or just left it as his name, I feel it would've been a better card. Also once again, no story.
I hope you enjoyed, or were informed, and please remember: This isn't a note of how good your card is. It's merely the story observation.
I'll start working on the second page, and i'll abstain from doing mine, but I will still list it.
Its still something, that your opponent cannot play around and thats what i dont like about it the most, everything else in the game u can play round, sure u might not get the counter card to it in time, but u can play around it. With deck/hand attacks u usually cant play around it. Some exceptions were when u would discard a card after u played a minion or something like that, so the card with discard effect could be killed before or silenced etc, u can play around that, but not around like "battlecry: destroy 2 random cards from your opponent deck/hand" or even worse "steal X cards from your opponent deck/hand = u destroy them for your opponent and gain for yourself", thats like ultimate crazy for me :)
Hrm, so if there was a way to play around it, you'd be okay with it?
Hey guys, here is my idea. It's based off the Yu-Gi-Oh mechanic of tribute. I think this card will be really strong in mid-range decks, but a strong, fun addition to all decks. If you have any ideas on how to spruce him up let me know.
Cool idea, i think u should correct the wording to:
"Battlecry: Destroy adjacent minions ..." looks better and let u choose better which minions to destroy or how much manacost will they have in total ;-)
Its still something, that your opponent cannot play around and thats what i dont like about it the most, everything else in the game u can play round, sure u might not get the counter card to it in time, but u can play around it. With deck/hand attacks u usually cant play around it. Some exceptions were when u would discard a card after u played a minion or something like that, so the card with discard effect could be killed before or silenced etc, u can play around that, but not around like "battlecry: destroy 2 random cards from your opponent deck/hand" or even worse "steal X cards from your opponent deck/hand = u destroy them for your opponent and gain for yourself", thats like ultimate crazy for me :)
Hrm, so if there was a way to play around it, you'd be okay with it?
In theory, yes. But i would have to see the specific card to tell u. We r talking way to general here :)
btw i kinda spammed myself :D could u guys give me some tips/comments on my card? thx :) (repost from page 2)
Here is updated version: upped cost to 9; stats kinda like ysera/malygos; "buffed" the ability, that it works of ALL mechs on the battlefield, so even the enemy mechs (mby too strong? but when u have too many friendly mechs, this might just actually be eaten to create voltron :D so i wanted it to be mega attackin machine and "soft" (since its very late game) counter to mech decks). Might be autowin in mirror mech matches?
Does it feel too strong now or ok?
PS: it counts itself, so if hes only mech he has standard one attack per turn.
Ol Rowdy - He's cool, original, definitely a party animal, and jesus :D what a beating he could deliver! 8hp makes him tough to remove, and if he lives.. my, my,.. At first I thought he's a bit too much, but after comparing to alakir/harpy etc, it seems just fine. Silence and it's just a body, and he'd need a deck somewhat mech centric so other cards lose out.
Bounty hunter - that's pretty cool, just right balance imo. Almost always having an effect but with a degree that varies, but never extreme (do you give lessons? ;D). Require resource investment but enhances it, perfect. Great job, would vote.
Fallen Priest Gazaryus- could read - ''Deathrattle: Summon this minion with -1/-1'' as its original changes each time its re-summoned. Interesting, but weak to silence.
Its still something, that your opponent cannot play around and thats what i dont like about it the most, everything else in the game u can play round, sure u might not get the counter card to it in time, but u can play around it. With deck/hand attacks u usually cant play around it. Some exceptions were when u would discard a card after u played a minion or something like that, so the card with discard effect could be killed before or silenced etc, u can play around that, but not around like "battlecry: destroy 2 random cards from your opponent deck/hand" or even worse "steal X cards from your opponent deck/hand = u destroy them for your opponent and gain for yourself", thats like ultimate crazy for me :)
Hrm, so if there was a way to play around it, you'd be okay with it?
In theory, yes. But i would have to see the specific card to tell u. We r talking way to general here :)
btw i kinda spammed myself :D could u guys give me some tips/comments on my card? thx :) (repost from page 2)
Here is updated version: upped cost to 9; stats kinda like ysera/malygos; "buffed" the ability, that it works of ALL mechs on the battlefield, so even the enemy mechs (mby too strong? but when u have too many friendly mechs, this might just actually be eaten to create voltron :D so i wanted it to be mega attackin machine and "soft" (since its very late game) counter to mech decks). Might be autowin in mirror mech matches?
Does it feel too strong now or ok?
PS: it counts itself, so if hes only mech he has standard one attack per turn.
Whoa :O, 12 Health, I think that's too much, Sinti. You need a chance to remove this guy, I think, and at 8 that's ok. Comparing to the dragons, Yesera is slow, and Maly needs a pretty major set up. Rowdy is mostly good to wreck the place if he lives for a turn so needs off-setting due to that. Just my view dude.
I been toying around with a concept for a few months now and decided to submit it to the competition. I always wanted a freeze minion that interacted with mana crystals instead of just minions and heroes. Yes he is a bit of double-edged sword, as he also freezes your mana crystals. He also has a quirk to him. This quirk is that if you ramp him out early and the enemy player has say only 5 mana crystals, only 5 mana crystals will be frozen. Any future mana crystals gained by the opponent are not affected by Hákon's battlecry effect. In essence his quirk makes him a Softlock or a Hardlock depending on how soon he was played.
btw i kinda spammed myself :D could u guys give me some tips/comments on my card? thx :) (repost from page 2)
Here is updated version: upped cost to 9; stats kinda like ysera/malygos; "buffed" the ability, that it works of ALL mechs on the battlefield, so even the enemy mechs (mby too strong? but when u have too many friendly mechs, this might just actually be eaten to create voltron :D so i wanted it to be mega attackin machine and "soft" (since its very late game) counter to mech decks). Might be autowin in mirror mech matches?
Does it feel too strong now or ok?
PS: it counts itself, so if hes only mech he has standard one attack per turn.
Whoa :O, 12 Health, I think that's too much, Sinti. You need a chance to remove this guy, I think, and at 8 that's ok. Comparing to the dragons, Yesera is slow, and Maly needs a pretty major set up. Rowdy is mostly good to wreck the place if he lives for a turn so needs off-setting due to that. Just my view dude.
I had it originally at 8hp, but that was for 8 mana. I kinda see him as malygos, where u drop it and pray it survives and then u basicly finish the game, where instead of spells, u would play some mechs here, but problem might be, u dont want to keep cheap mechs in your hand, cause u want to play em early and u probably wont have more then 3 mechs on board or u get voltron and your opponent wont let u do that and this is supposed to be "playable voltron" :) i dont know, mby 12 hp is rly too much, but look at FoeReaper he is 8hp and never played :/ (even tho he cant OTK u so ... yeah).
The novel mechanic is to alter the oponent's card text in their own hands.
This card in particular has a Yeti body and an annoying effect, making the opponent feel the hindrance of overload. It's a battlecry, so killing him won't do it. But cards drawn after the battlecry effect won't be subjected to the overload.
Sugestions? A weaker body with a stronger effect, like Overload (2) would make this card much more impactful but harder to evaluate.
First draft. So, I'd been trying to improve the Overload situation and came to this solution. I really like the character Ursa, I think I've got a lot to work with lore-wise with the disciples, Ursites, and all. The mechanic seems good to me. It's functional with chances of OP T4 play possible, (T3 Ancestral Knowledge + Forked lightning = 4OL > T4 coin), but mainly T6/7 play. Also, nice and flavourful with an electrical overload summoning thing going on. Only thing, it's not amazingly original, but is it enough?
What do you think? Is the concept good enough. Ok, gonna give my thoughts on what's here so far.
Seems super wierd and overlly complex. Other then that i guess its fine :)
Lots of good ideas in this card, but you might want to consider simplifying them a bit. I might cut out some of the extraneous stuff, like the random number of tokens that are generated from deathrattle. In fact, this card almost feels like two individual cards. You have ramp from your own overload, and tokens that give your enemy overload. I'd consider splitting the effects on to two different legendaries and see which one you like more
Seems super wierd and overlly complex. Other then that i guess its fine :)
Why weird? xD, Shamans = Bear Spirits/Totems > Electricity > chanting, dancing, overload of energy, = badabing - Ancestor Ursa's here to visit :)
Yeah, it's a bit comple text wise, any suggestion to reduce it?
Too wordy. Like PupleMD said, ur trying to fit too many things on just one card. I would probably choose overload-ramp-ish synergy from what u have in there (to squeeze it in on some wierd turn f*** up by overload or something :D), mby change stats a bit.
Lots of good ideas in this card, but you might want to consider simplifying them a bit. I might cut out some of the extraneous stuff, like the random number of tokens that are generated from deathrattle. In fact, this card almost feels like two individual cards. You have ramp from your own overload, and tokens that give your enemy overload. I'd consider splitting the effects on to two different legendaries and see which one you like more
Thanks Purple, yeah, I got that feeling too when I was making it. I wanted the Ursites to do something interesting, un boombot like, but then they almost stole the show. I'll see what can be done.
@alky13 Strange card for a priest legendary. Would be more fitting for Warlock I think, but then again, I'm not sure it would see any play anyway. There has to be an extra incentive for you to play cards with this minion on the board; like "Your cards cost (2) less. When you play a card, discard a random card." The 2/2 of stats just isn't worth it, and it can empty your hand very quickly...
@Laggzor Nice! I really like this card and would play it myself as/against Mage. Is there any way to get a better closeup of the character in the art? I know it depicts a magic barrier, but without the character centerstage it looks... empty!
@ACinJC This is a very unique card. I might add token "spells" for each race that have a generic best, murloc, pirate, demon, etc. etc. on them, so that when you choose the race it could be applied like when you castTracking.
@Sinti Remove "always" and you're good. You don't need the word there and it clutters the card up a bit. Zooming in on Ol' Rowdy a little might help too!
@TheBeaverKing I really like this concept. This is a pretty cool Hunter legendary or possibly Druid, but I'm not sure neutral really fits it? I dunno. I would change "If you have a Bloodfen Raptor," to "If you have one", to possibly cut down on text length.
@The_Imposter An interesting one. The art is a little grainy, but interesting. The only thing about this I would change is the wording; "In four turns" isn't clear if its your turns, your opponent's turns, or the combined turns. I would say "The turn after next", or even "In two turns" because Hearthstone often talks about the minion's owners turns rather than both players turns (in which case it says "at the start/end of each turn").
@Parco21 The wording should be changed: "Battlecry: The first minion you play becomes Meliae." is what it really should be. Or if you mean each turn, "The first minion you play each turn is transformed into Meliae." Looking back it looks as though that's already been commented on! I'd say either shorten Meliae's name to just Meliae, seeing as that's how Hearthstone tokens usually work.
For myself, I have three ideas that I'm bouncing around in my head. Needless to say I'm also considering their lore, but I haven't decided which one I should use yet!
Priest Legendary: I figured this would be a great card when you have Divine Spirit but just can't manage to draw Inner Fire. This allows you to destroy a really healthy, probably low attack minion and buff all of your other minions (including this one) using it. Or you can just kill an enemy minion and do the same thing. Very useful in Priest mirror matches...
Warrior Legendary: I'm not sure about the enrage keyword here. But "When this minion takes damage" didn't really make sense, as it wouldn't be damaged anymore once it transformed into... Rabid Warchief Taulac. This is basically the best legendary you can get for Warrior I think. Once he attacks once (and doesn't proc divine shield), he'll go on a rampage until a) he dies or b) he hits something that isn't a minion or it doesn't take damage. It's like Bouncing Blade, but minionized. It requires quite a combo though. Commanding Shout + Double Whirlwind + Death's Bite deathrattle + Charge = amazing board clear and possible lethal. Like Frothing Berserker but it doesn't increase its damage. Possibly my favorite choice here...
Paladin Legendary: This one is the most flavorful and artistically and thematically I am a big fan. BUT, the mechanic was just introduced with Fjola Lightbane [/card]and [card]Eydis Darkbane, so I'm not sure if it's unique enough - but it's still a pretty special effect to have. Makes Mech Paladin very viable. If this doesn't die, you can Blessing of Kings/Blessing of Wisdom/Blessing of Might/Blessed Champion it and any other mechs you have (Harvest Golem, Foe Reaper 4000, etc.) will gain those buffs as well.
The novel mechanic is to alter the oponent's card text in their own hands.
This card in particular has a Yeti body and an annoying effect, making the opponent feel the hindrance of overload. It's a battlecry, so killing him won't do it. But cards drawn after the battlecry effect won't be subjected to the overload.
Sugestions? A weaker body with a stronger effect, like Overload (2) would make this card much more impactful but harder to evaluate.
You shouldn't worry about how hard it is to evaluate, that's the nature of the theme this week :P. I would up the attack or health by one. Remember this is a class legendary, its supposed to be strong. Also, this means that against aggro its a bit better, aggro being the archetype its weakest against.
I wasn't sure how this competition would be received, but I'm glad it seems to be overall doing not bad so far. ^_^ The submissions themselves are a mixed bag, but that's pretty much what I expected. Some fantastic, truly brilliantly unique ideas like Bryla Bloodsight and Aina Worldbreakress! And then a couple of ideas like Ostareon, Undead Priest and Eyana Duskbloom that I need to figure out how to politely tell folks aren't going to cut it, not because I don't like them but just because they do things that are simply not unique and that we already see in the existing cards. XP
For my part, after a bit of a hiatus, I will actually be submitting an entry for this competition! ^_^ The only question is what. o_o
Well, the easy way out is to submit something I've submitted before. I have submitted two concepts before to previous contests whose effects I think would fit well in this competition, and I'd just need to come up with cool, original character to attach them to:
Harbinger prevents you from getting stuck with high-cost cards too early in the game. While Harbinger remains in your deck, minions that cost 7 or more are excluded from the card-draw RNG's options. Those minions might still get pulled as a result of Thoughtsteal, Mindgames, Deathlord, and so on, since those effects do not draw them.
Murozond's effect specifically requires some very long explanation:
This Murozond is like Lord Jaraxxus in a lot of ways, mostly in that its full effect is too complex to be concisely worded. Also, like Lord Jaraxxus replaces your hero (leaving your old hero, hero power, and weapon behind), this Murozond replaces the battlefield (leaving both players' old minions and Secrets behind, though they'll come back once Murozond is taken care of).
The End Time is a separate map. When Murozond is played, the battle moves over to that separate map and stays there until his effect is no longer active (because he has died or been Silenced or returned to your hand or whatever). It's like a clean slate, only Murozond will be there. Anything that was on the battlefield, specifically minions and secrets, remain back on the normal map, but everything else remains the same (your hero, their health, their armor, their weapon, your mana, your deck, the cards in your hand, and so on). Your minions and Secrets don't die or get destroyed or anything. They're just not around, can't be targeted (not even randomly or by area effects since they're not on this map), and don't do anything (not even, for example, Imp Master's ability activating at the end of your turn, because you're not actually taking any turns over there, or Violet Teacher's ability triggering when you cast a spell, because nobody is casting any spells over there). By the same token, when Murozond or his effect are disposed of, minions and Secrets played here (including Murozond himself if Silenced) are lost to the End Time. Play will then continue back on the normal map like nothing happened.
There's only one End Time, so it's not like playing Murozond again will create an additional battlefield. You can return to the End Time to find that all of the minions and Secrets you had on the battlefield there are still there like nothing happened.
Another possibility is to use the effect from the Prophet Skeram card that was my GvG legendary for my Seer class, so it's NOT a card I've ever entered a competition with before, but it is something that I've come up with before:
The idea is simply that he lets you better play and abuse minions that normally have the downside of your opponent getting to deal with them before you get a chance to use them to their full potential. Obvious pairings? Doomsayer, Gadgetzan Auctioneer, and Malygos come to mind.
And, of course, there's always the possibility of just making something entirely new. My first thought is something like this:
Not entirely sure about the numbers or about divine shield or about it being a neutral minion even. It'd take a lot more thought to be sure, but the idea of a minion that summons itself from your deck free of charge if a condition is met is something I think would be very unique and cool. Plus, this idea is more accessible than my others, its value being immediately identifiable as anti-aggro tech rather than obscure potential combo pieces.
NOTE!! This is in no way a sign of your cards worth. It merely asked as an option for a story. I am only reviewing them for the sake of story, to at least make you consider it. I am also considering the name, and the art alongside it.
1 is lowest, 5 is highest.
Zindai the Orderless
2/5. I feel the name was interesting, and had some potential but unfortunately, this card doesn't have any story at all.
Mokhell The Molten Lord
2/5. Once again, interesting name, but unfortunately there's not much story to him.
K'oros
1/5. Creative name, but i'm afraid it's art doesn't resemble any kind of dragon in Azeroth. If there were a story to clear this up, i'd possibly be fine with it. For now though, it's not working.
Ismeri
4/5. Ominous, but seems like it has no explanation as to what she is doing.
Evi, Keeper of Youth
2/5. Creative name. No explaination. No story.
Pyros
4/5. Good story, interesting motive. Only problem is I have no idea if this guy is quick to plan, or if he's hot-headed. His character isn't as deep as i'd hoped.
Crazed Hater
1/5. Not sure if it's trying to have. . . anything. I feel it was just mechanic and left at that. Not even a creative name.
Zhar'kath the Dragonlord
2/5. Named and interesting, but doesn't have anything in the terms of story.
Bryla Bloodsight
3/5. Generally good. Only problem is it's a sentence or two, not describing personality, or anything other than her duty.
Aina Worldbreaker
2/5. Not a story. Seems like an important character, but there's nothing for it!
Leya, The Winter Mage
[Will not review, since it's my own card.]
Ancient of Justice
1/5. When did this become Warcraft 3? If this had a story, maybe it'd be an important figure, but so far it's not.
Arcane Champion
5/5. I was ready to give this a 3/5 stating it didn't have a real name. The story however, changed it. I like it, and I feel it's a rather interesting hero.
Nekali the Silencer
5/5. Very interesting story. Makes me curious what's the secret, but then i'd be silenced too! Yikes!
Fallen Priest Gazaryus
5/5. While it may seem like i'm handing these out for free, but I really like the cards in this. I feel sorry for the man and I hope that he finds his rest eventually.
Kin'dehr, Risen Elite
4/5. I feel it's good, but unfortunately the name title seems unnecesary. Picky? Yes. Unfortunately it's not the right feel.
Ferathian
5/5. Good feel. I definitely enjoy the character and it's feel. Makes me feel interested in the person.
Heir to the S:I7 - Faye Shaw
2/5. Interesting name, but the DARN TITLE! It's not important to do that, just put that in the story you don't have. . .
I'll be a little while between this and the next page. Stay tuned!
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here's my card, inspired by the new Demon Hunter class
Life before death. Strength before weakness. Journey before destination.
Since i'm no good at determining the value of a card mechanics/health/attack-wise, I think i'll do the stories of them.
NOTE!! This is in no way a sign of your cards worth. It merely asked as an option for a story. I am only reviewing them for the sake of story, to at least make you consider it. I am also considering the name, and the art alongside it.
Page 1
1 is lowest, 5 is highest.
Alfred Fizzlebang
2/5. I generally feel that this card isn't good story wise. It's taking a name from another character (Wilfred Fizzlebang and not even giving a story explanation as to why. It is named, however.
Faceless Overlord
1/5. If you can put 'A' in front of your creation and it makes sense, then it's a bad sign. If you don't have a story to go with it? Very disappointing.
The Great Golem
2/5. Named, and that's it.
Archinquisitor Maanus
3/5. A creative name, but unfortunately no story.
Mistriss Lilith
4/5. Once again, a creative name. Unfortunately it falls short due to the description being something you could say about ANY succubus master. Good, however.
Nahalus The Unbowed
5/5. The card has a creative name, gives an interesting story, and keeps me interested in what would happen to the character.
Nami Kant
1/5. While it has an interesting name, i'm quite certain this doesn't make sense unless it has a story. I look at it, not sure what I see in the art. A mechanical Arakoa? Clarification is why story is important.
Augustus Quarta
3/5. It definitely has an interesting name, but I feel it won't feel important truly unless it has a more explained story. I get it makes sense for the card mechanic, but I feel it lacks volume.
Broodmahr
5/5. I like the name, it definitely sounds like the artwork, and I laughed at the 'Don't tell me what to do' part when he's looking for guidance. It gives a feel for the character, and I definitely enjoy it.
Kegan the Ampli-Fryer
2/5. Good name, I just wish it had a story behind it. I feel kind of cheated seeing something so interesting, and yet being left without an answer.
Salus the Healer
1/5. The name hardly sounds good. 'A healer'. Generally when you have a 'The' behind a name, it's a rather important title. Martin the Doctor doesn't fit as much as Doctor Martin. See my point? Also, unfortunately no story.
Eldran Sunglow
1/5. This card I only rate a 1 because it has a creative name. It takes a dump on any attempts for story, and just says an 'I guess'.
Abyss-Warlord Kvashl
5/5. I like him! You give character, location, and personality to this Naga! I feel it definitely shows as a shining example of story.
Azzra the Incinerator
4/5. While I like this a LOT, I feel kinda confused at the end. You tell this kind of story that I really like (An Elf who burns the forest for its own good) but it kind of ends in a relation to minions and such.
Mileena the Barrier
4/5. Very good. I feel it gave a good feel for her kind of magics, and it's even a story among the men who she worked with. Impressive. The character wasn't really there though.
Mortiis the Grim
1/5. I get the same feel with this card as I did with Nami Kant. It feels like the card is simply 'there' instead of having some story behind it. Is it a human? A forsaken? A ghost? A robot? WHAT IS IIIIIIT?!
Pirate King Sinbot
3/5. I can tell the references to Sinbad, and personally I like it. I would've likely ranked it higher if you gave a story, perhaps even a parody on one of his stories.
Nuzjar the Impaler
4/5. Really good. Kind of works as a 'myth' kind of card. Very menacing, and I imagine it would be used to scare kids to sleep.
Ostaeron, Undead Priest
1/5. The same feel as 'The Healer'. If you had something else, or just left it as his name, I feel it would've been a better card. Also once again, no story.
I hope you enjoyed, or were informed, and please remember: This isn't a note of how good your card is. It's merely the story observation.
I'll start working on the second page, and i'll abstain from doing mine, but I will still list it.
Hrm, so if there was a way to play around it, you'd be okay with it?
Cool idea, i think u should correct the wording to:
"Battlecry: Destroy adjacent minions ..." looks better and let u choose better which minions to destroy or how much manacost will they have in total ;-)
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In theory, yes. But i would have to see the specific card to tell u. We r talking way to general here :)
btw i kinda spammed myself :D could u guys give me some tips/comments on my card? thx :) (repost from page 2)
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P1 interests.
Ol Rowdy - He's cool, original, definitely a party animal, and jesus :D what a beating he could deliver! 8hp makes him tough to remove, and if he lives.. my, my,.. At first I thought he's a bit too much, but after comparing to alakir/harpy etc, it seems just fine. Silence and it's just a body, and he'd need a deck somewhat mech centric so other cards lose out.
Bounty hunter - that's pretty cool, just right balance imo. Almost always having an effect but with a degree that varies, but never extreme (do you give lessons? ;D). Require resource investment but enhances it, perfect. Great job, would vote.
Fallen Priest Gazaryus- could read - ''Deathrattle: Summon this minion with -1/-1'' as its original changes each time its re-summoned. Interesting, but weak to silence.
Whoa :O, 12 Health, I think that's too much, Sinti. You need a chance to remove this guy, I think, and at 8 that's ok. Comparing to the dragons, Yesera is slow, and Maly needs a pretty major set up. Rowdy is mostly good to wreck the place if he lives for a turn so needs off-setting due to that. Just my view dude.
I been toying around with a concept for a few months now and decided to submit it to the competition. I always wanted a freeze minion that interacted with mana crystals instead of just minions and heroes. Yes he is a bit of double-edged sword, as he also freezes your mana crystals. He also has a quirk to him. This quirk is that if you ramp him out early and the enemy player has say only 5 mana crystals, only 5 mana crystals will be frozen. Any future mana crystals gained by the opponent are not affected by Hákon's battlecry effect. In essence his quirk makes him a Softlock or a Hardlock depending on how soon he was played.
Mrghl Mrghl!
I had it originally at 8hp, but that was for 8 mana. I kinda see him as malygos, where u drop it and pray it survives and then u basicly finish the game, where instead of spells, u would play some mechs here, but problem might be, u dont want to keep cheap mechs in your hand, cause u want to play em early and u probably wont have more then 3 mechs on board or u get voltron and your opponent wont let u do that and this is supposed to be "playable voltron" :) i dont know, mby 12 hp is rly too much, but look at FoeReaper he is 8hp and never played :/ (even tho he cant OTK u so ... yeah).
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S'up guys. I'm considering this card I just made.
The novel mechanic is to alter the oponent's card text in their own hands.
This card in particular has a Yeti body and an annoying effect, making the opponent feel the hindrance of overload. It's a battlecry, so killing him won't do it. But cards drawn after the battlecry effect won't be subjected to the overload.
Sugestions? A weaker body with a stronger effect, like Overload (2) would make this card much more impactful but harder to evaluate.
Art by Arsenal21
Lots of good ideas in this card, but you might want to consider simplifying them a bit. I might cut out some of the extraneous stuff, like the random number of tokens that are generated from deathrattle. In fact, this card almost feels like two individual cards. You have ramp from your own overload, and tokens that give your enemy overload. I'd consider splitting the effects on to two different legendaries and see which one you like more
Why weird? xD, Shamans = Bear Spirits/Totems > Electricity > chanting, dancing, overload of energy, = badabing - Ancestor Ursa's here to visit :)
Yeah, it's a bit comple text wise, any suggestion to reduce it?
Thanks Sinti.
Hrm, okay. I may decide to go with something else entirely, actually, but I do appreciate the commentary none-the-less.
Too wordy. Like PupleMD said, ur trying to fit too many things on just one card. I would probably choose overload-ramp-ish synergy from what u have in there (to squeeze it in on some wierd turn f*** up by overload or something :D), mby change stats a bit.
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Thanks Purple, yeah, I got that feeling too when I was making it. I wanted the Ursites to do something interesting, un boombot like, but then they almost stole the show. I'll see what can be done.
@alky13 Strange card for a priest legendary. Would be more fitting for Warlock I think, but then again, I'm not sure it would see any play anyway. There has to be an extra incentive for you to play cards with this minion on the board; like "Your cards cost (2) less. When you play a card, discard a random card." The 2/2 of stats just isn't worth it, and it can empty your hand very quickly...
@Laggzor Nice! I really like this card and would play it myself as/against Mage. Is there any way to get a better closeup of the character in the art? I know it depicts a magic barrier, but without the character centerstage it looks... empty!
@ACinJC This is a very unique card. I might add token "spells" for each race that have a generic best, murloc, pirate, demon, etc. etc. on them, so that when you choose the race it could be applied like when you castTracking.
@Sinti Remove "always" and you're good. You don't need the word there and it clutters the card up a bit. Zooming in on Ol' Rowdy a little might help too!
@TheBeaverKing I really like this concept. This is a pretty cool Hunter legendary or possibly Druid, but I'm not sure neutral really fits it? I dunno. I would change "If you have a Bloodfen Raptor," to "If you have one", to possibly cut down on text length.
@The_Imposter An interesting one. The art is a little grainy, but interesting. The only thing about this I would change is the wording; "In four turns" isn't clear if its your turns, your opponent's turns, or the combined turns. I would say "The turn after next", or even "In two turns" because Hearthstone often talks about the minion's owners turns rather than both players turns (in which case it says "at the start/end of each turn").
@Parco21 The wording should be changed: "Battlecry: The first minion you play becomes Meliae." is what it really should be. Or if you mean each turn, "The first minion you play each turn is transformed into Meliae." Looking back it looks as though that's already been commented on! I'd say either shorten Meliae's name to just Meliae, seeing as that's how Hearthstone tokens usually work.
For myself, I have three ideas that I'm bouncing around in my head. Needless to say I'm also considering their lore, but I haven't decided which one I should use yet!
Priest Legendary: I figured this would be a great card when you have Divine Spirit but just can't manage to draw Inner Fire. This allows you to destroy a really healthy, probably low attack minion and buff all of your other minions (including this one) using it. Or you can just kill an enemy minion and do the same thing. Very useful in Priest mirror matches...
Warrior Legendary: I'm not sure about the enrage keyword here. But "When this minion takes damage" didn't really make sense, as it wouldn't be damaged anymore once it transformed into... Rabid Warchief Taulac. This is basically the best legendary you can get for Warrior I think. Once he attacks once (and doesn't proc divine shield), he'll go on a rampage until a) he dies or b) he hits something that isn't a minion or it doesn't take damage. It's like Bouncing Blade, but minionized. It requires quite a combo though. Commanding Shout + Double Whirlwind + Death's Bite deathrattle + Charge = amazing board clear and possible lethal. Like Frothing Berserker but it doesn't increase its damage. Possibly my favorite choice here...
Paladin Legendary: This one is the most flavorful and artistically and thematically I am a big fan. BUT, the mechanic was just introduced with Fjola Lightbane [/card]and [card]Eydis Darkbane, so I'm not sure if it's unique enough - but it's still a pretty special effect to have. Makes Mech Paladin very viable. If this doesn't die, you can Blessing of Kings/Blessing of Wisdom/Blessing of Might/Blessed Champion it and any other mechs you have (Harvest Golem, Foe Reaper 4000, etc.) will gain those buffs as well.
Which should I submit?
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
You shouldn't worry about how hard it is to evaluate, that's the nature of the theme this week :P. I would up the attack or health by one. Remember this is a class legendary, its supposed to be strong. Also, this means that against aggro its a bit better, aggro being the archetype its weakest against.
I wasn't sure how this competition would be received, but I'm glad it seems to be overall doing not bad so far. ^_^
The submissions themselves are a mixed bag, but that's pretty much what I expected. Some fantastic, truly brilliantly unique ideas like Bryla Bloodsight and Aina Worldbreakress! And then a couple of ideas like Ostareon, Undead Priest and Eyana Duskbloom that I need to figure out how to politely tell folks aren't going to cut it, not because I don't like them but just because they do things that are simply not unique and that we already see in the existing cards. XP
For my part, after a bit of a hiatus, I will actually be submitting an entry for this competition! ^_^
The only question is what. o_o
Well, the easy way out is to submit something I've submitted before. I have submitted two concepts before to previous contests whose effects I think would fit well in this competition, and I'd just need to come up with cool, original character to attach them to:
Harbinger prevents you from getting stuck with high-cost cards too early in the game. While Harbinger remains in your deck, minions that cost 7 or more are excluded from the card-draw RNG's options. Those minions might still get pulled as a result of Thoughtsteal, Mindgames, Deathlord, and so on, since those effects do not draw them.
Murozond's effect specifically requires some very long explanation:
This Murozond is like Lord Jaraxxus in a lot of ways, mostly in that its full effect is too complex to be concisely worded. Also, like Lord Jaraxxus replaces your hero (leaving your old hero, hero power, and weapon behind), this Murozond replaces the battlefield (leaving both players' old minions and Secrets behind, though they'll come back once Murozond is taken care of).
The End Time is a separate map. When Murozond is played, the battle moves over to that separate map and stays there until his effect is no longer active (because he has died or been Silenced or returned to your hand or whatever). It's like a clean slate, only Murozond will be there. Anything that was on the battlefield, specifically minions and secrets, remain back on the normal map, but everything else remains the same (your hero, their health, their armor, their weapon, your mana, your deck, the cards in your hand, and so on). Your minions and Secrets don't die or get destroyed or anything. They're just not around, can't be targeted (not even randomly or by area effects since they're not on this map), and don't do anything (not even, for example, Imp Master's ability activating at the end of your turn, because you're not actually taking any turns over there, or Violet Teacher's ability triggering when you cast a spell, because nobody is casting any spells over there). By the same token, when Murozond or his effect are disposed of, minions and Secrets played here (including Murozond himself if Silenced) are lost to the End Time. Play will then continue back on the normal map like nothing happened.
There's only one End Time, so it's not like playing Murozond again will create an additional battlefield. You can return to the End Time to find that all of the minions and Secrets you had on the battlefield there are still there like nothing happened.
If you're wondering how this card could be practically applied, see some examples here.
Another possibility is to use the effect from the Prophet Skeram card that was my GvG legendary for my Seer class, so it's NOT a card I've ever entered a competition with before, but it is something that I've come up with before:
The idea is simply that he lets you better play and abuse minions that normally have the downside of your opponent getting to deal with them before you get a chance to use them to their full potential. Obvious pairings? Doomsayer, Gadgetzan Auctioneer, and Malygos come to mind.
And, of course, there's always the possibility of just making something entirely new. My first thought is something like this:
Not entirely sure about the numbers or about divine shield or about it being a neutral minion even. It'd take a lot more thought to be sure, but the idea of a minion that summons itself from your deck free of charge if a condition is met is something I think would be very unique and cool. Plus, this idea is more accessible than my others, its value being immediately identifiable as anti-aggro tech rather than obscure potential combo pieces.
@Dudu42: Thats a fairly cool card that applies a softlock to what your opponent can do.
@Hereharehere: I personally like how the legend and the tokens interacts with overload.
@ThatFennecFoxGuy: Question? Are those cards permanetly revealed?
@Sinti: Hmm, a unique twist. It does encourage you to go wide with Mechs instead of tall like how Mimiron's Head is.
@Aslyum_Rhapsody: Murozond seems fairly spectacular and legendary to me.
Harbinger seems interesting as its effect is active while in your deck making it impossible to silence.
Prophet Skeram is interesting as it does employ some interesting mindgames with your opponent.
Hero of the Bastion is a fairly cool anti-aggro tool.
Mrghl Mrghl!
Page 2
NOTE!! This is in no way a sign of your cards worth. It merely asked as an option for a story. I am only reviewing them for the sake of story, to at least make you consider it. I am also considering the name, and the art alongside it.
1 is lowest, 5 is highest.
Zindai the Orderless
2/5. I feel the name was interesting, and had some potential but unfortunately, this card doesn't have any story at all.
Mokhell The Molten Lord
2/5. Once again, interesting name, but unfortunately there's not much story to him.
K'oros
1/5. Creative name, but i'm afraid it's art doesn't resemble any kind of dragon in Azeroth. If there were a story to clear this up, i'd possibly be fine with it. For now though, it's not working.
Ismeri
4/5. Ominous, but seems like it has no explanation as to what she is doing.
Evi, Keeper of Youth
2/5. Creative name. No explaination. No story.
Pyros
4/5. Good story, interesting motive. Only problem is I have no idea if this guy is quick to plan, or if he's hot-headed. His character isn't as deep as i'd hoped.
Crazed Hater
1/5. Not sure if it's trying to have. . . anything. I feel it was just mechanic and left at that. Not even a creative name.
Zhar'kath the Dragonlord
2/5. Named and interesting, but doesn't have anything in the terms of story.
Bryla Bloodsight
3/5. Generally good. Only problem is it's a sentence or two, not describing personality, or anything other than her duty.
Aina Worldbreaker
2/5. Not a story. Seems like an important character, but there's nothing for it!
Leya, The Winter Mage
[Will not review, since it's my own card.]
Ancient of Justice
1/5. When did this become Warcraft 3? If this had a story, maybe it'd be an important figure, but so far it's not.
Arcane Champion
5/5. I was ready to give this a 3/5 stating it didn't have a real name. The story however, changed it. I like it, and I feel it's a rather interesting hero.
Nekali the Silencer
5/5. Very interesting story. Makes me curious what's the secret, but then i'd be silenced too! Yikes!
Fallen Priest Gazaryus
5/5. While it may seem like i'm handing these out for free, but I really like the cards in this. I feel sorry for the man and I hope that he finds his rest eventually.
Kin'dehr, Risen Elite
4/5. I feel it's good, but unfortunately the name title seems unnecesary. Picky? Yes. Unfortunately it's not the right feel.
Ferathian
5/5. Good feel. I definitely enjoy the character and it's feel. Makes me feel interested in the person.
Heir to the S:I7 - Faye Shaw
2/5. Interesting name, but the DARN TITLE! It's not important to do that, just put that in the story you don't have. . .
I'll be a little while between this and the next page. Stay tuned!