One more question, is it by the rules then, if I remove the tribe? :D
"Your card must either be a minion of that type, produce a minion of that type (whether by summoning, transforming, or whatever), or have specifically explicit synergy with minions of that type." The part in bold I think applies, so it should be fine.
I think it is balanced, because with an attack that low on the important 5 mana, it's important to get something else so you can trigger it. Bad demons will be a bit painful, but can get crazy with the bigger demons (and the Fel Guards).
I think it is balanced, because with an attack that low on the important 5 mana, it's important to get something else so you can trigger it. Bad demons will be a bit painful, but can get crazy with the bigger demons (and the Fel Guards).
Hope you like this!
Um, a Bane of Doom with 4 charges? OP I believe. This qualifies, however, it "produces a Demon".
Damn! I just realized my Black Cat from #26 would have qualified for this. Oh well, I guess it's better to go with new concepts rather than retry old ones.
Damn! I just realized my Black Cat from #26 would have qualified for this. Oh well, I guess it's better to go with new concepts rather than retry old ones.
More fun to create a new one :) Even though the, in my mind, best card I've ever created fits this competition aswell.
Pirates in Warrior feels like such an easy solution so I think you should rethink your card. Also, compare your card to Wolfrider or even the 4/3with charge Warrior already has. There are to many different treasures IMO aswell.
Guys, remember to contribute to the thread and not only ask for feedback :) I might start giving out warnings because I'm tired of veterans who do :( I understand if newcomers do but those who have been in several competitions in the past should know better.
I think it is balanced, because with an attack that low on the important 5 mana, it's important to get something else so you can trigger it. Bad demons will be a bit painful, but can get crazy with the bigger demons (and the Fel Guards).
Hope you like this!
Um, a Bane of Doom with 4 charges? OP I believe. This qualifies, however, it "produces a Demon".
Better this way? Being 6 mana I think is more balanced, because the minions these times often are even harder to kill.
I like the idea, but I don't know why you changed the original version?
It's not that hard to play around and it will only stay stealthed for a single trigger. Opponents can easily place minions accordingly. Every deck that cares about (1) damage has ways of buffing it to attack to get rid. Damaging itself is unnecessary, I think. Why is it 5 cost minion? It doesn't matter but 1/2 surely.
Hi, im glad u kinda share my original thought behind this, i changed it cause couple of ppl suggested it was way OP, which seemed to be true, but now im kinda reevaluating it again. 5 mana was there for like brewing it back to your hand and be costly to play again, but dunno, i guess u wouldnt play it like every anyway right, so that might be pointless.
Here is the updated version then:
Trigger condition can be played around - u go for board control, not face.
Made it 1 hp, so it can die to all pings and/or aoes. Mage can ping it with hero power, Warrior with Whirlwind/Deathsbite/Taskmaster, other decks can buff it with Abusive/PO etc, to trade and get rid of it (or just silence it ), so i think its good now.
2dmg to adjacent minions, to be worth a card and 3 mana cost. Keep in mind, that it would spawn in the most right side of opponents board, so it would damage only one minion and your opponent can kinda choose which one, if he is gona play something bigger that wont die from 2 dmg next to Snake.
Only real punishment is this for paladin or shaman hero powers, but i think it can be buffed/killed pretty easy now, so if they r locked like for turn or two, that shouldnt be such problem i dont think :P
Your opponent can always swarm the board and make u AOE him, taking Snake with it, so yeah, i dont think it is that OP, but it is certainly a cool card, i like it in its current format <3
PS: flavour to the card: i thought about it like that when your opponent is gonna attack u , he will "step on" the snake, which is next to him now (or his troops = minions = thats why it is summoned for the opponent), snake gets spooked and cant rly attack with precision (0 attack = no real attack), since he doesnt know who to attack, but will spit and bite around him, so thats why he damages adjacent minions :)
I like the idea, but I don't know why you changed the original version?
It's not that hard to play around and it will only stay stealthed for a single trigger. Opponents can easily place minions accordingly. Every deck that cares about (1) damage has ways of buffing it to attack to get rid. Damaging itself is unnecessary, I think. Why is it 5 cost minion? It doesn't matter but 1/2 surely.
Hi, im glad u kinda share my original thought behind this, i changed it cause couple of ppl suggested it was way OP, which seemed to be true, but now im kinda reevaluating it again. 5 mana was there for like brewing it back to your hand and be costly to play again, but dunno, i guess u wouldnt play it like every anyway right, so that might be pointless.
Here is the updated version then:
Trigger condition can be played around - u go for board control, not face.
Made it 1 hp, so it can die to all pings and/or aoes. Mage can ping it with hero power, Warrior with Whirlwind/Deathsbite/Taskmaster, other decks can buff it with Abusive/PO etc, to trade and get rid of it (or just silence it ), so i think its good now.
2dmg to adjacent minions, to be worth a card and 3 mana cost. Keep in mind, that it would spawn in the most right side of opponents board, so it would damage only one minion and your opponent can kinda choose which one, if he is gona play something bigger that wont die from 2 dmg next to Snake.
Only real punishment is this for paladin or shaman hero powers, but i think it can be buffed/killed pretty easy now, so if they r locked like for turn or two, that shouldnt be such problem i dont think :P
Your opponent can always swarm the board and make u AOE him, taking Snake with it, so yeah, i dont think it is that OP, but it is certainly a cool card, i like it in its current format <3
PS: flavour to the card: i thought about it like that when your opponent is gonna attack u , he will "step on" the snake, which is next to him now (or his troops = minions = thats why it is summoned for the opponent), snake gets spooked and cant rly attack with precision (0 attack = no real attack), since he doesnt know who to attack, but will spit and bite around him, so thats why he damages adjacent minions :)
Yeah! I agree with most of your revisions.
I first thought 1 health might be too favourable to mages, but now that I think of it, they're a class with fewer buffs and don't play ASergent etc, so maybe the damage + cost of Hero powering is a sufficient annoyance.
I wonder when you say ''the end of your turn'' you realise it's almost 2 turns away, meaning they can trade away (because it's your opponent who has control), stick a big health between etc. Just asking cuz you mentioned Pandaing back and recasting... that makes no sense to do cuz it's just a minion on their side then, not a ''Sneaky-secret-snake'' you can give to opponent any more :D. So, you could state ''at the start of your go'' and remove stealth if you thought doing the damage next turn was important.
Either way it's nice, but now I'm laughing at having that weird dude on YT going ''I'm a snake'' (serch and you'll fiind) as the audio hehe xD
Is ooze M/F or non gender? :D, Sludge Belcher, Abomonation, Giant's, mechs, all are ambiguous genderwise :D. Still, it would be interesting finding out if you just had to attack a Molton G a hope to do double damage, only to get a ''How dare you!!'' ... smash xD
I like the idea, but I don't know why you changed the original version?
It's not that hard to play around and it will only stay stealthed for a single trigger. Opponents can easily place minions accordingly. Every deck that cares about (1) damage has ways of buffing it to attack to get rid. Damaging itself is unnecessary, I think. Why is it 5 cost minion? It doesn't matter but 1/2 surely.
Hi, im glad u kinda share my original thought behind this, i changed it cause couple of ppl suggested it was way OP, which seemed to be true, but now im kinda reevaluating it again. 5 mana was there for like brewing it back to your hand and be costly to play again, but dunno, i guess u wouldnt play it like every anyway right, so that might be pointless.
Here is the updated version then:
Trigger condition can be played around - u go for board control, not face.
Made it 1 hp, so it can die to all pings and/or aoes. Mage can ping it with hero power, Warrior with Whirlwind/Deathsbite/Taskmaster, other decks can buff it with Abusive/PO etc, to trade and get rid of it (or just silence it ), so i think its good now.
2dmg to adjacent minions, to be worth a card and 3 mana cost. Keep in mind, that it would spawn in the most right side of opponents board, so it would damage only one minion and your opponent can kinda choose which one, if he is gona play something bigger that wont die from 2 dmg next to Snake.
Only real punishment is this for paladin or shaman hero powers, but i think it can be buffed/killed pretty easy now, so if they r locked like for turn or two, that shouldnt be such problem i dont think :P
Your opponent can always swarm the board and make u AOE him, taking Snake with it, so yeah, i dont think it is that OP, but it is certainly a cool card, i like it in its current format <3
PS: flavour to the card: i thought about it like that when your opponent is gonna attack u , he will "step on" the snake, which is next to him now (or his troops = minions = thats why it is summoned for the opponent), snake gets spooked and cant rly attack with precision (0 attack = no real attack), since he doesnt know who to attack, but will spit and bite around him, so thats why he damages adjacent minions :)
Yeah! I agree with most of your revisions.
I first thought 1 health might be too favourable to mages, but now that I think of it, they're a class with fewer buffs and don't play ASergent etc, so maybe the damage + cost of Hero powering is a sufficient annoyance.
I wonder when you say ''the end of your turn'' you realise it's almost 2 turns away, meaning they can trade away (because it's your opponent who has control), stick a big health between etc. Just asking cuz you mentioned Pandaing back and recasting... that makes no sense to do cuz it's just a minion on their side then, not a ''Sneaky-secret-snake'' you can give to opponent any more :D. So, you could state ''at the start of your go'' and remove stealth if you thought doing the damage next turn was important.
Either way it's nice, but now I'm laughing at having that weird dude on YT going ''I'm a snake'' (serch and you'll fiind) as the audio hehe xD
I decided to completely disregard the idea of opponent bouncing the minion back to his hand and like wasting a "hand slot", its totaly stupid :D So the mana cost of the snake doesnt rly matter at all, i just randomly gave it 2, cause why not.
The "at the end of your turn" means, it will trigger the same turn your opponent poped the secret (cause it will become his minion and it will be HIS (so in terms of mechanic - yours = the owner of the minion) end of turn), sure he will still have time to put a big guy next to it to "block" the damage, but if u play this secret early or throught T2 mad scientist, there shouldnt be enought mana to efficiently block the damage rly, if it is played in late game, then 2 dmg will "ping" the big guy to a flamestrike range at least so that might help as well, or just slowly getting him down etc :)
Stealth is still there so it cant be used as taunt for your opponent, mostly for random Rusty Horn, i would rly hate if he would get such a cheap way to deal with it, even if there is rly small chance for it, i still dont like that scenario for this card, so thats why stealth.
More fun to create a new one :) Even though the, in my mind, best card I've ever created fits this competition aswell.
I saw someone with a card just like that actually, on Page 6. Almost feels like a rip off TBH (on their part I mean).
Thanks for the tip. And yeah, definitely feels like a rip-off. My version is quite old, I think it's from around week 10. It isn't doing well though so no need to bring out the Banhammer just yet :P
Okay, I'm not seeking disqualification or anything, it seemed too similar to me (which would hinder both our popularity with the voters I imagine :D)
One more question, is it by the rules then, if I remove the tribe? :D
You can't stop the signal.
"Your card must either be a minion of that type, produce a minion of that type (whether by summoning, transforming, or whatever), or have specifically explicit synergy with minions of that type." The part in bold I think applies, so it should be fine.
Hey, what do you think about this?
I think it is balanced, because with an attack that low on the important 5 mana, it's important to get something else so you can trigger it. Bad demons will be a bit painful, but can get crazy with the bigger demons (and the Fel Guards).
Hope you like this!
Click to see my Hearthstone projects:
Um, a Bane of Doom with 4 charges? OP I believe. This qualifies, however, it "produces a Demon".
There is a lot of steak here...
Right, I misread the last word. Removed my post.
Damn! I just realized my Black Cat from #26 would have qualified for this. Oh well, I guess it's better to go with new concepts rather than retry old ones.
Are these any good?
More fun to create a new one :) Even though the, in my mind, best card I've ever created fits this competition aswell.
I think the effect is one of those that are easy to think of, like for example "Your Battlecries won't activate".
Pirates in Warrior feels like such an easy solution so I think you should rethink your card. Also, compare your card to Wolfrider or even the 4/3with charge Warrior already has. There are to many different treasures IMO aswell.
Guys, remember to contribute to the thread and not only ask for feedback :) I might start giving out warnings because I'm tired of veterans who do :( I understand if newcomers do but those who have been in several competitions in the past should know better.
Better this way? Being 6 mana I think is more balanced, because the minions these times often are even harder to kill.
Click to see my Hearthstone projects:
Hi, im glad u kinda share my original thought behind this, i changed it cause couple of ppl suggested it was way OP, which seemed to be true, but now im kinda reevaluating it again. 5 mana was there for like brewing it back to your hand and be costly to play again, but dunno, i guess u wouldnt play it like every anyway right, so that might be pointless.
Here is the updated version then:
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I saw someone with a card just like that actually, on Page 6. Almost feels like a rip off TBH (on their part I mean).
So I made another idea I could've submitted.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Yeah! I agree with most of your revisions.
I first thought 1 health might be too favourable to mages, but now that I think of it, they're a class with fewer buffs and don't play ASergent etc, so maybe the damage + cost of Hero powering is a sufficient annoyance.
I wonder when you say ''the end of your turn'' you realise it's almost 2 turns away, meaning they can trade away (because it's your opponent who has control), stick a big health between etc. Just asking cuz you mentioned Pandaing back and recasting... that makes no sense to do cuz it's just a minion on their side then, not a ''Sneaky-secret-snake'' you can give to opponent any more :D. So, you could state ''at the start of your go'' and remove stealth if you thought doing the damage next turn was important.
Either way it's nice, but now I'm laughing at having that weird dude on YT going ''I'm a snake'' (serch and you'll fiind) as the audio hehe xD
Is ooze M/F or non gender? :D, Sludge Belcher, Abomonation, Giant's, mechs, all are ambiguous genderwise :D. Still, it would be interesting finding out if you just had to attack a Molton G a hope to do double damage, only to get a ''How dare you!!'' ... smash xD
I decided to completely disregard the idea of opponent bouncing the minion back to his hand and like wasting a "hand slot", its totaly stupid :D So the mana cost of the snake doesnt rly matter at all, i just randomly gave it 2, cause why not.
The "at the end of your turn" means, it will trigger the same turn your opponent poped the secret (cause it will become his minion and it will be HIS (so in terms of mechanic - yours = the owner of the minion) end of turn), sure he will still have time to put a big guy next to it to "block" the damage, but if u play this secret early or throught T2 mad scientist, there shouldnt be enought mana to efficiently block the damage rly, if it is played in late game, then 2 dmg will "ping" the big guy to a flamestrike range at least so that might help as well, or just slowly getting him down etc :)
Stealth is still there so it cant be used as taunt for your opponent, mostly for random Rusty Horn, i would rly hate if he would get such a cheap way to deal with it, even if there is rly small chance for it, i still dont like that scenario for this card, so thats why stealth.
- Click Here To Join Us On Discord! -
Thanks for the tip. And yeah, definitely feels like a rip-off. My version is quite old, I think it's from around week 10. It isn't doing well though so no need to bring out the Banhammer just yet :P
oops!, yeah, yr right of course :), Completely wrong line of thinking there. It all seems right to me then.