The overload doesn't affect that much that late in the game and you still get to swing with the axe and summon those insane Elementals. You summon 2 of them and if even one of them survives you can do 12 damage to your opponents face. The difference of 1 attack on a large durability weapon is also huge. The weapon nerf doesn't do anything because with the amount of damage you'll be doing to them they wont be able to survive 5 turns. the best way to nerf it would be to make it 3 attack and make the hero power only summon 1 elemental and have your hero set to 15.
Then it would be jaraxxus in worse. 3 attack blood fury with less durability. a 4/4 who dies basically to everything, etc..
I'll nerf the hero power even if I don't wanted to :/
The overload doesn't affect that much that late in the game and you still get to swing with the axe and summon those insane Elementals. You summon 2 of them and if even one of them survives you can do 12 damage to your opponents face. The difference of 1 attack on a large durability weapon is also huge. The weapon nerf doesn't do anything because with the amount of damage you'll be doing to them they wont be able to survive 5 turns. the best way to nerf it would be to make it 3 attack and make the hero power only summon 1 elemental and have your hero set to 15.
Then it would be jaraxxus in worse. 3 attack blood fury with less durability. a 4/4 who dies basically to everything, etc..
I'll nerf the hero power even if I don't wanted to :/
Like i said, the durability doesn't matter because after it gets played, the game is never going to last that long. As for the elementals, first off, you're summoning 2 of them AND you can do that every turn. Your opponent is going to run out of answers REALLY quickly having to deal with 2 of those EVERY turn.
Essentially a quicker Tree of Life, with a body, for 4 mana less (since you still have to hero power), with no downside of healing your opponent. Way too broken in terms of healing. Everyone would use this in place of Antique Healbot
Essentially a quicker Tree of Life, with a body, for 4 mana less (since you still have to hero power), with no downside of healing your opponent. Way too broken in terms of healing. Everyone would use this in place of Antique Healbot
My though process behind the card was that if you play it on like turn 5, you might only get 10 health and is that better than Antique? And as a topdeck, you do gain a lot of health, but a 1/1 is unable to contest the board at all. I might consider changing it to 4 mana.
Essentially a quicker Tree of Life, with a body, for 4 mana less (since you still have to hero power), with no downside of healing your opponent. Way too broken in terms of healing. Everyone would use this in place of Antique Healbot
My though process behind the card was that if you play it on like turn 5, you might only get 10 health and is that better than Antique? And as a topdeck, you do gain a lot of health, but a 1/1 is unable to contest the board at all. I might consider changing it to 4 mana.
in a normal game, you almost never play Antique Healbot on turn 5. Healbot is a late game card you stabilize with. Imagine being at 7-8 health against a face hunter by turn 8 (not that unlikely). you restore 18 health with NO draw back. or even against ANY other deck when you're about to die. Control Warrior Alexstrasza'd you and you're afraid you're going to get Grommash Hellscream combo? Better just restore 15 health and Big Game Hunter in the same turn and still have 2 mana to play with. This card is absurdly broken. It card would have to cost 9 or something with an effect this huge. It should also probably be legendary with as huge of an effect as this.
Essentially a quicker Tree of Life, with a body, for 4 mana less (since you still have to hero power), with no downside of healing your opponent. Way too broken in terms of healing. Everyone would use this in place of Antique Healbot
My though process behind the card was that if you play it on like turn 5, you might only get 10 health and is that better than Antique? And as a topdeck, you do gain a lot of health, but a 1/1 is unable to contest the board at all. I might consider changing it to 4 mana.
in a normal game, you almost never play Antique Healbot on turn 5. Healbot is a late game card you stabilize with. Imagine being at 7-8 health against a face hunter by turn 8 (not that unlikely). you restore 18 health with NO draw back. or even against ANY other deck when you're about to die. Control Warrior Alexstrasza'd you and you're afraid you're going to get Grommash Hellscream combo? Better just restore 15 health and Big Game Hunter in the same turn and still have 2 mana to play with. This card is absurdly broken. It card would have to cost 9 or something with an effect this huge. It should also probably be legendary with as huge of an effect as this.
I agree that that the mana cost is too low and i've already raised it to 6 mana, but tell me how the effect would work if it was 9 mana? 9+2= 10? I guess it could work with Fencing Coach or Maiden, but that's about it.
Essentially a quicker Tree of Life, with a body, for 4 mana less (since you still have to hero power), with no downside of healing your opponent. Way too broken in terms of healing. Everyone would use this in place of Antique Healbot
My though process behind the card was that if you play it on like turn 5, you might only get 10 health and is that better than Antique? And as a topdeck, you do gain a lot of health, but a 1/1 is unable to contest the board at all. I might consider changing it to 4 mana.
in a normal game, you almost never play Antique Healbot on turn 5. Healbot is a late game card you stabilize with. Imagine being at 7-8 health against a face hunter by turn 8 (not that unlikely). you restore 18 health with NO draw back. or even against ANY other deck when you're about to die. Control Warrior Alexstrasza'd you and you're afraid you're going to get Grommash Hellscream combo? Better just restore 15 health and Big Game Hunter in the same turn and still have 2 mana to play with. This card is absurdly broken. It card would have to cost 9 or something with an effect this huge. It should also probably be legendary with as huge of an effect as this.
I agree that that the mana cost is too low and i've already raised it to 6 mana, but tell me how the effect would work if it was 9 mana? 9+2= 10? I guess it could work with Fencing Coach or Maiden, but that's about it.
The effect is absurd. You have to make it conditional or limited in some way. If it's actually playable without other cards its insane because its strictly better than Tree of Life.
Essentially a quicker Tree of Life, with a body, for 4 mana less (since you still have to hero power), with no downside of healing your opponent. Way too broken in terms of healing. Everyone would use this in place of Antique Healbot
My though process behind the card was that if you play it on like turn 5, you might only get 10 health and is that better than Antique? And as a topdeck, you do gain a lot of health, but a 1/1 is unable to contest the board at all. I might consider changing it to 4 mana.
in a normal game, you almost never play Antique Healbot on turn 5. Healbot is a late game card you stabilize with. Imagine being at 7-8 health against a face hunter by turn 8 (not that unlikely). you restore 18 health with NO draw back. or even against ANY other deck when you're about to die. Control Warrior Alexstrasza'd you and you're afraid you're going to get Grommash Hellscream combo? Better just restore 15 health and Big Game Hunter in the same turn and still have 2 mana to play with. This card is absurdly broken. It card would have to cost 9 or something with an effect this huge. It should also probably be legendary with as huge of an effect as this.
I agree that that the mana cost is too low and i've already raised it to 6 mana, but tell me how the effect would work if it was 9 mana? 9+2= 10? I guess it could work with Fencing Coach or Maiden, but that's about it.
The effect is absurd. You have to make it conditional or limited in some way. If it's actually playable without other cards its insane because its strictly better than Tree of Life.
An incredibly plain card. Could be useful in some decks, particularly in Paladin decks.
And no, as plain as he is, he won't notice you. Yet.
Elusive Assassin: I like it! 3m 2/4s are good uses for class cards. You could combo this with Cold Blood or Mukla's Champion and be able to clear boards very effectively. Giving this minion Stealth is very useful for combos. Not sure how fitting 'Elusive' is, because it seems more like she's just immune. :P For the flavor it could be "When this minion is attacked, the attacker has a 50% chance to attack the wrong enemy." but Immune while attacking is also good.
Draft: As far as 1 mana secrets go, this is pretty OP. The "wait a turn" might qualify as 1.5 mana, so this is essentially a 2.5 mana Muster for Battle, with the 1/4 weapon not really meaning anything anyway as Paladin doesn't have much weapon synergy. If you had 7 trashy aggro minions and they all died, this turn you get 7 SHRs you can Quartermaster without losing any sleep on. If you play two of these sequentially you can guarantee board presence for at least two turns - Competitive Spirit also makes this pretty OP. If it was limited to three SHRs, it would probably be good.
Blademaster Sensei: The payoff is pretty good if you can get it, but a 4m 2/4 is pretty weak as the mid-game starts, and the Inspire effect makes this essentially a 6 mana 4/6 which is pretty bad. Even if you manage Maiden of the Lake + Garrison Commander you get a 6m 6/8, which is above average but hard to pull off. Up the health to 6 maybe?
Here's a card I made, sneak preview to the third wing of my Auchindoun Adventure:
Elusive Assassin: I like it! 3m 2/4s are good uses for class cards. You could combo this with Cold Blood or Mukla's Champion and be able to clear boards very effectively. Giving this minion Stealth is very useful for combos. Not sure how fitting 'Elusive' is, because it seems more like she's just immune. :P For the flavor it could be "When this minion is attacked, the attacker has a 50% chance to attack the wrong enemy." but Immune while attacking is also good.
Draft: As far as 1 mana secrets go, this is pretty OP. The "wait a turn" might qualify as 1.5 mana, so this is essentially a 2.5 mana Muster for Battle, with the 1/4 weapon not really meaning anything anyway as Paladin doesn't have much weapon synergy. If you had 7 trashy aggro minions and they all died, this turn you get 7 SHRs you can Quartermaster without losing any sleep on. If you play two of these sequentially you can guarantee board presence for at least two turns - Competitive Spirit also makes this pretty OP. If it was limited to three SHRs, it would probably be good.
Blademaster Sensei: The payoff is pretty good if you can get it, but a 4m 2/4 is pretty weak as the mid-game starts, and the Inspire effect makes this essentially a 6 mana 4/6 which is pretty bad. Even if you manage Maiden of the Lake + Garrison Commander you get a 6m 6/8, which is above average but hard to pull off. Up the health to 6 maybe?
Changed flavor texts as well as nerfed/buffed cards:
I really like this card. There's a lot of interesting Choose One choices that Druid could use, and this is one of them.
Here's a card that I made (for my Auchindoun Adventure):
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!) •
Then it would be jaraxxus in worse. 3 attack blood fury with less durability. a 4/4 who dies basically to everything, etc..
I'll nerf the hero power even if I don't wanted to :/
Like i said, the durability doesn't matter because after it gets played, the game is never going to last that long. As for the elementals, first off, you're summoning 2 of them AND you can do that every turn. Your opponent is going to run out of answers REALLY quickly having to deal with 2 of those EVERY turn.
I really like Arcane Elemental, but this doesn't really fit as a Shaman card... Different art maybe?
I wish I could put italics on the (at random) part! This can be good for buffing Stealth minions or making them survive. RNG tho.
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!) •
I LOVE THIS CARD!
Any thoughts on this card I made at http://www.hearthcards.net/
Essentially a quicker Tree of Life, with a body, for 4 mana less (since you still have to hero power), with no downside of healing your opponent. Way too broken in terms of healing. Everyone would use this in place of Antique Healbot
My though process behind the card was that if you play it on like turn 5, you might only get 10 health and is that better than Antique? And as a topdeck, you do gain a lot of health, but a 1/1 is unable to contest the board at all. I might consider changing it to 4 mana.
in a normal game, you almost never play Antique Healbot on turn 5. Healbot is a late game card you stabilize with. Imagine being at 7-8 health against a face hunter by turn 8 (not that unlikely). you restore 18 health with NO draw back. or even against ANY other deck when you're about to die. Control Warrior Alexstrasza'd you and you're afraid you're going to get Grommash Hellscream combo? Better just restore 15 health and Big Game Hunter in the same turn and still have 2 mana to play with. This card is absurdly broken. It card would have to cost 9 or something with an effect this huge. It should also probably be legendary with as huge of an effect as this.
I agree that that the mana cost is too low and i've already raised it to 6 mana, but tell me how the effect would work if it was 9 mana? 9+2= 10? I guess it could work with Fencing Coach or Maiden, but that's about it.
The effect is absurd. You have to make it conditional or limited in some way. If it's actually playable without other cards its insane because its strictly better than Tree of Life.
Stats are up for debate. I thought the whole discard benefit from Fist of Jaraxxus and Tiny Knight of Evil was very interesting.
>Triggering secrets after Mysterious Challenger
Final version. Thoughts?
I think it would be better of off just being a 4 mana 1/1 inspire: restore 10 health to your hero.
A card Rogues deserve. Do they need it right now though?
Overwatch FTW!
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
In a bid to bump this:
An incredibly plain card. Could be useful in some decks, particularly in Paladin decks.
And no, as plain as he is, he won't notice you. Yet.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
Elusive Assassin: I like it! 3m 2/4s are good uses for class cards. You could combo this with Cold Blood or Mukla's Champion and be able to clear boards very effectively. Giving this minion Stealth is very useful for combos. Not sure how fitting 'Elusive' is, because it seems more like she's just immune. :P For the flavor it could be "When this minion is attacked, the attacker has a 50% chance to attack the wrong enemy." but Immune while attacking is also good.
Draft: As far as 1 mana secrets go, this is pretty OP. The "wait a turn" might qualify as 1.5 mana, so this is essentially a 2.5 mana Muster for Battle, with the 1/4 weapon not really meaning anything anyway as Paladin doesn't have much weapon synergy. If you had 7 trashy aggro minions and they all died, this turn you get 7 SHRs you can Quartermaster without losing any sleep on. If you play two of these sequentially you can guarantee board presence for at least two turns - Competitive Spirit also makes this pretty OP. If it was limited to three SHRs, it would probably be good.
Blademaster Sensei: The payoff is pretty good if you can get it, but a 4m 2/4 is pretty weak as the mid-game starts, and the Inspire effect makes this essentially a 6 mana 4/6 which is pretty bad. Even if you manage Maiden of the Lake + Garrison Commander you get a 6m 6/8, which is above average but hard to pull off. Up the health to 6 maybe?
Here's a card I made, sneak preview to the third wing of my Auchindoun Adventure:
Counterpoint toFlamewaker essentially. Situational Knife Juggler +1 damage. Good board clear combo with Frost Nova.
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!) •
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
Changed flavor texts as well as nerfed/buffed cards:
Now less of conscription!
Now you know why he won't notice you. Yet.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.