My submission for the Merchant competition. Basically doubles the investment for your Hero Power.
Which of these is better to submit for the Twilight's Hammer competition? One is "Inspire: Half a Burgle." and one is super Gang Up for mill decks, but for 6 Mana and with an Oasis Snapjaw body.
Here are some ideas I had for Merchant. Arms Dealer was the card I wanted to make last week for rogue, but we couldn't do minions. It works even better with Merchant, because you have more ways of getting coins than just Cutpurse or going second. It's hard to say how these would be balanced since you can't play Merchant, but I tried to go with the Coins theme. Arms Dealer seems like it might be too powerful if it is super easy to get coins. What do you guys think?
I like Jousting Ringer more, it's more balanced, given that, as the Merchant, you are likely to be swimming in coins.
OK, i know its not very innovative (but i love the idea :P), considering the hero power and all, but that is exactly where the thought came from ... the idea is, that this would be pretty good 1drop and your opponent would not be able to Coin out 2 drop, since the coin would still cost 0 mana, but the next card would cost 1 more ... so 2drop would actually cost 3 mana and coin would be useless ... so if he didnt have 1drop, u would basicly gain tempo advantage of one turn. In later stages of the game, it can be used to disrupt your opponents play as much as hero power or any of the other class cards.
PS: its legendary, so u can only have one of these and since it is a class legendary, its 2/2 not 2/1 ;-)
Thoughts?:)
Interesting card, usually playable only in the later game, unless the opponent has The Coin.
What card should find the Treasure Chest? Treasure Hunter is slightly OP because I made him before the Treasure Chest which ended up better than first pictured.
Is the Merchant hero's Hero Power "Receive a coin", The Coin? Or is it some class-specific coin we're talking about? THe normal The Coin could still be able to help with the Salary, but not sure if he made a new kind of mechanic, since he doesn't show how it would look in the UI if it's not a card.
Here is an idea I had for a Twilight's Hammer card. It would synergize well with all the cards that alter costs, plus existing ones like Pintsize Summoner and Thaurissan. What do you guys think? I know he already used this art, so I will try to find a better one later, but there aren't enough faceless pics...
@nurgling13 I like arms dealer. Isn't this a reverse inspire though? Play hero power, receive coin, play arms dealer, equip weapon. Seems a little convoluted. I like it though.
@aiDen I like the card but I'm not exactly sure how well it fits the Merchant class rather than a pirate class...
@pomoypo Ogre should cost at least 5 mana. Chrysalis should be four health because of the card draw and dump you can get off the back of it.
@nurgling13 again: Sapper is OP because there are a lot of cost reduction cards and having a 3or less mana 6/6 is pretty broken. Should only be "more".
@Firebolts Well this could be really OP. Mechs are quite aggro for the most part and buffing them is dangerous to balance. Gaining control of enemy mechs is also ridiculous against decks like Mech Mage and Mech Shaman. Should cost 8 probably.
@MbonTezskegrad Plagiarism is a pretty good secret, I'd submit it, even if the coin seems a bit tacked on.
God, 3 Sinestras in a row... And I thought I will be original. ~~ Anyway, here's my submission and a token:
Basically, it's Beneath the Grounds with a body... on steroids... with a Bastion of Twilight flavour... So, just as it should be :) What do you guys think?
Given it's 10 Mana, it's a cool card. Has my vote.
After Playing this card you will literally be Digging for those precious gold bars in your deck, to sell them for mana! The Flavour!
Might seem OP, but remember that you probably won't draw all four, on average you will draw two, maybe three, which seems balanced
I feel like milling could have a lot of potential in Twilight's Hammer, because your opponent has a hard time playing their cards because of the drawbacks when they play their cards, and with some more cheap milling cards for the class it could become a very interesting mill deck, not so much drawing your opponent a lot of cards, but also making sure that playing cards for your opponent has a pretty large downside.
This card adds 1 card to your deck, and removes one from your opponent's deck, which is very good in mill decks.
Mining for Gold is okay. I don't like Azshara, because deck attacks are ugly.
I'm going to only compete in the merchant class this week. I just can't wrap my head around the other class. Anyway, I'm thinking that this would be a fun card to see:
Interestingly, the theme here is that he's getting paid per hit, instead of just a static salary for continuous service. Also, more RNG, because E-Sports.
I'll just comment on merchant class cards here:
@Nurgling: Jousting ringer seems fair. Arms dealer is probably a little OP. maybe make it discard all coins, and summon a weapon with cost equal to the discarded coins? That way you're not getting Gorehowl or Doomhammer from a single coin.
Also: Cards should be TGT symbols. select the swirl next to where the card text is entered (assuming you're using Hearthcards) and select TGT's shield.
@AiDen: Hunter is significantly better than hunting. Destroying mana crystals = eww. Potentially destroying all your mana crystals and getting NOTHING for it? nNot enough Nope in the world for me. Plus you don't even get a body on the board. Otherwise, I like the idea of onl a 50% chance to find the treasure.
@pomonkeypo: I like. Solid Anti-weapon tech that fits the class. Might be a little too strong, because you're also gaining that weapon. Mayhaps make it 5 mana?
@Firebolts: Might get a little crazy with board clear, and you could mill yourself with it.
Seems okay, I guess, given the target and damage is random?
Not overly exciting, and I'm aware spirit beast is really similar to sinti's card, but then again, not too much I hope.
I went full back class design contest mode and made stuff that seems realistic in the context of current things. But I'm a bit out of the loop in regards to that, so whatever.
I'm just waiting for the moment when the class creators bump into these topics with their thoughts/maybe-feedback.
From what I've seen so far I like punter and loan shark a lot. Twilight's hammer submissions are really tough to like but definitely more on the interesting side.
This is based off the Deadly Fist Blade that you can buy in WoW. The effect isn't but the name is. Does it need less durability, more mana, or more salary? Or does it need something else
Should likely cost 4 or 5, or less attack, or less durability, or higher salary. I like it though, I'd vote for it!
I lowered cost, durability and raise salary. I'm want it to still be able to kill things like Sludge Belchers, Thaurisan, and Sylvanas.
Thought of something nice, simple, and I think cool for Twilight Hammer. =)
In the same thematic vain as [card]Darnassus Aspirant[/card], Orgrimmar Aspirant, and Dalaran Aspirant. As simple joust mechanic designed to, in the theme of so many Twilight Hammer cards, disrupt your opponent's card costs. If your minion costs more, then your opponent's minion's cost will increase to match your minion's cost.
What I'm not too confidant about is the wording. I'm pretty sure its perfectly intelligible, but it still strikes me as somewhat off for some reason, and the only ways I can think of to fix it make the card too wordy. Any help?
It's a pretty cool card, but I think it can either be a 4/3 or a 3/4 IMO.
Thanks for the opinions on Twilight Aspirant! You make a good point. For its effect to matter, first you have to win the joust, then the opponent has to actually draw that card for the benefit to come into play, and then the cost increase has to be something that actually matters. You're probably right that it's lackluster as a 3/3 for (3), but I think I'll bump it up to a 3/4 for (3), something comparable to Dark Cultist.
Also, I thought of a Merchant card!
The joke is that they're children. ^_^
Think of this card as working sort of like Arcane Missiles, but instead of sending out 1-damage pings versus your enemies, it sends out (1)-Cost discounts to cards in your hand. Just as Magic Missiles won't attempt to damage an enemy minion that's already been reduced to 0 Health, neither will "Tax Deductions" attempt to reduce the cost of a card that already costs (0).
I'm not 100% confident about the wording for this, and I've gone over a few things that sounded too unnecessarily complicated before settling on this, so opinions would be appreciated. =)
EDIT: Where are my manners?
DonnieMcKarlo: I'm not sure about your Merchant card. I feel like the Merchant already has plenty of ways to get Coins, and I fear too many more might be overkill. Your Spirit Beast I like conceptually, but I'm not a fan of the wording. It's incredibly easy in this game to get cards from outside of your class, so I hate cards like Steamwheedle Sniper for example that don't just name the dang hero power they alter. You could word yours better, I think as "Your Despair Hero Power..." or just change it to an Inspire effect. "Inspire: The second card...". Regardless, I think the card just a tad underpowered, and I think you could get away with two more stat points (3/6?) or lowering its cost to (3).
Hackergrad: I'm not sure about your Merchant card. I feel like the Merchant already has plenty of ways to get Coins, and I fear too many more might be overkill. As for your Twilight's Hammer cards, I think your dragon is the more interesting of the two conceptually, though I think you've reduced it's underpowered with that cost and that body. I think you could get away with bumping the Attack up to 4 or lowering the cost down to (5).
Okay, which one of these do people think is more balanced? I had it before where you discarded one coin and got a random weapon, but that is probably to powerful if you get something like Doomhammer or Gorehowl. If you give it Salary 1, you have to pay mana for it over the course of several turns. It also means you you will probably have to just sacrifice the weapon if you get a bad one, like the pally 1/3 weapon. Would the random weapon be worth two coins?
Also, here is my Twilight card:
What do people think? I was originally going to have it be +2/+2 but I thought that was maybe too powerful. It synergizes with several Twilight Hammer cards that raise or lower the cost of your cards, plus cards like Thaurissan, Pintsize Summoner, and Mana Wraith. Or even Nerub'ar Weblord.
Thanks for the opinions on Twilight Aspirant! You make a good point. For its effect to matter, first you have to win the joust, then the opponent has to actually draw that card for the benefit to come into play, and then the cost increase has to be something that actually matters. You're probably right that it's lackluster as a 3/3 for (3), but I think I'll bump it up to a 3/4 for (3), something comparable to Dark Cultist.
Also, I thought of a Merchant card!
The joke is that they're children. ^_^
Think of this card as working sort of like Arcane Missiles, but instead of sending out 1-damage pings versus your enemies, it sends out (1)-Cost discounts to cards in your hand. Just as Magic Missiles won't attempt to damage an enemy minion that's already been reduced to 0 Health, neither will "Tax Deductions" attempt to reduce the cost of a card that already costs (0).
I'm not 100% confident about the wording for this, and I've gone over a few things that sounded too unnecessarily complicated before settling on this, so opinions would be appreciated. =)
I'm not sure this card will work very well. Since Merchant will probably have lots of Coins in hand, it will be pretty common for this to target those and basically fizzle. So, it would end up being a lot worse than Preparation in practice. Without combo, doesn't seem worth taking up a slot in a deck, even if all three hit something useful. Plus, I think the quotation marks are unnecessary. You shouldn't have to let people know you're making a joke.
Could it be possible that some people don't know there are two seperate submission topics? The highest ammount of likes I've seen so far in Twilight's Hammer is 2.
Maybe edit the links in the first post so that they aren't back to back.
Rollback Post to RevisionRollBack
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
The class lacked a good 5 rare drop so I thought making a Spectral Knight with a bit slower but more powerful effect would make the cut. Any opinions?
As for my feedback, I know some lore and whilst being a nitpick, some submissions just don't fit he Twilight's Hammer repertoire of skills or set of races(Like Fel Reavers, Spirit Beasts). Whilst being a "Doomsday" cult, they do have some standards of what their arsenal is to look like. What these cards lack in lore aspect, they make it up in their design however. I really like how Spirit Beast is meant to be the entourage of the class in terms of the Hero Power usage, which correlates directly into Inspire mechanic. 2/5 stats are fine in my opinion although the stat revision of cards seem to be always among those lines, which is understandable but I'd personally like to see more stat revision in the submissions like doing a 4 mana 5/2 and such. This brings up the question of playability but you can balance it via the effect the card has. I personally like all submissions people post as they share their creations for others to look at and analyze more deeply if they have the time which brings more "non facial social interaction", as you might put it:)
As a general feedback, I really like this competition and I think it has made the forum slightly more alive than what it previously was:)
I like this addition, since hampering with your opponent's minion stats is also a way of disrupting his gameplan aside from the mana manipulation. Certainly fits the class and I can't say that any tweaks in stats would be necessary. The effect is potentially useless, but the statline is not terrible, it's certainly a preference pick in deckbuilding.
Regarding the statline of the beast - well, I personally am a bit biased in the whole class concept theme. If you generally focus on reverse ramping your opponent, I think on average your cards should incur a slight penalty in their stat distribution, considering you play your stuff rather freely. Since the card slows the opponent down even more, I set a rather weak base.
Thanks for the opinions on Twilight Aspirant! You make a good point. For its effect to matter, first you have to win the joust, then the opponent has to actually draw that card for the benefit to come into play, and then the cost increase has to be something that actually matters. You're probably right that it's lackluster as a 3/3 for (3), but I think I'll bump it up to a 3/4 for (3), something comparable to Dark Cultist.
Also, I thought of a Merchant card!
The joke is that they're children. ^_^
Think of this card as working sort of like Arcane Missiles, but instead of sending out 1-damage pings versus your enemies, it sends out (1)-Cost discounts to cards in your hand. Just as Magic Missiles won't attempt to damage an enemy minion that's already been reduced to 0 Health, neither will "Tax Deductions" attempt to reduce the cost of a card that already costs (0).
I'm not 100% confident about the wording for this, and I've gone over a few things that sounded too unnecessarily complicated before settling on this, so opinions would be appreciated. =)
EDIT: Where are my manners?
DonnieMcKarlo: I'm not sure about your Merchant card. I feel like the Merchant already has plenty of ways to get Coins, and I fear too many more might be overkill. Your Spirit Beast I like conceptually, but I'm not a fan of the wording. It's incredibly easy in this game to get cards from outside of your class, so I hate cards like Steamwheedle Sniper for example that don't just name the dang hero power they alter. You could word yours better, I think as "Your Despair Hero Power..." or just change it to an Inspire effect. "Inspire: The second card...". Regardless, I think the card just a tad underpowered, and I think you could get away with two more stat points (3/6?) or lowering its cost to (3).
Hmm, I'm not quite sold on this one, pun intended. The card tries to do something the class already can do based on it's inherent mechanics, does so in a random way and is a 0-cost spell which generally is very exploitable. Maybe I'm overthinking it, but I think it needs a recosting with additional number tweaks. I'm liking the direction, but not the attempt.
As for the increase in stats on the aspirant - it's tweaking it to the point where you are playing it for the stats rather than the effect, similar to a dark cultist I suppose. Is that good for design? Maybe... it might work out fine.
@spirit beast - I actually quite like the comparison to steamwheedle sniper personally - making it relatively obvious it only works for your own class is a bonus in my eyes. I agree with the clunky wording, but since there kind of is no precedent like that, it's really hard to judge I think. As previously stated stats are intentionally a bit gimped in regards to the class hampering arsenal, still it's worth considering some changes.
@payday - well, although the card does provide you with coins which is nothing interesting in the contrast of the class, I think the manner in which it does it is certainly an interesting twist - rewarding you for boldly overplaying a lot of salary minions and then the multilayered use of the coins. And I'm also very satisfied with how the flavour turned out with the cheerful feel of the grand tournament as well.
I like the first version of arms dealer better. It has a more flavourful feel and is more balanced I feel. Getting a weapon for 2 coins without a drawback seems pretty above average to me, not to mention I feel merchant can cheat coins pretty easily in my opinion.
Faceless marauder reminds me a lot of master of ceremonies. As such I think it's neat. I'm not sure how much of actual deckbuilding alterations it promotes or it just sticks well in the class, it's hard to tell too. But the card is quite likeable I think.
Okay, which one of these do people think is more balanced? I had it before where you discarded one coin and got a random weapon, but that is probably to powerful if you get something like Doomhammer or Gorehowl. If you give it Salary 1, you have to pay mana for it over the course of several turns. It also means you you will probably have to just sacrifice the weapon if you get a bad one, like the pally 1/3 weapon. Would the random weapon be worth two coins?
Also, here is my Twilight card:
What do people think? I was originally going to have it be +2/+2 but I thought that was maybe too powerful. It synergizes with several Twilight Hammer cards that raise or lower the cost of your cards, plus cards like Thaurissan, Pintsize Summoner, and Mana Wraith.
Just like above - can be broken. For (4) or (5) mana (3 + coin/2 coins) we can get insane value. Like an okay body and Death's Bite, Gorehowl or Gladiator's Longbow. Dr Balance 2.0? :P
It's not just 5 mana though because the weapon will have salary. If you want to keep using the Gorehowl, you'll have to pay 1 every turn. Would it be balanced if it took 2 coins and the weapon had Salary (1)?
I like the 2nd because the second one makes more sense, more pleasant description, harder to pull off since you need 2 Coins, and giving Salary to a weapon makes no sense thematically.
Posted this, should I balanced it a little? Want it to cost 6 mana because the twilight hero don't have a 6 mana legendary
I'm really glad that carminacore is giving card reviews, because it gives us a second opinion on our cards from the person who actually made the class. With this kind of competition - a custom class card design one - it's hard for a bystander to evaluate the card as a standalone without knowing how the class works.
So the Twilight's Hammer is about manipulating your opponent so you can snowball.
I feel this should give mill twilight some options since the idea of that is hilarious, since it's basically a different kind of Beneath the Grounds. It's not told there but this effect should draw a card for your opponent too, couldn't fit that there since it would be too long of a text.
The second guy looks interesting too. He's overriding your opponent's hero power to became a double-edged blade, and while it can kill you, it might also completely dampen your opponent. He cannot use it if he's on low health, right? Definietly could fir in the right aggro if that would be a thing.
I don't know wich one is more interesting/balanced to submit tho.
I don't like some of the submitted spells, mainly because they are PURELY joust based. By that, I mean that they do NOTHING if you lose the Joust, which seems like bad design to me. A card like Cataclysm (Twilight page 2) would be a waste of 2 mana against a deck like Handlock, while Healing Waveat least gives you a heal if you lose, so it won't become wasted mana.
Pure Jousts are fine on minions, because you at least get a body for it.
I don't like some of the submitted spells, mainly because they are PURELY joust based. By that, I mean that they do NOTHING if you lose the Joust, which seems like bad design to me. A card like Cataclysm (Twilight page 2) would be a waste of 2 mana against a deck like Handlock, while Healing Waveat least gives you a heal if you lose, so it won't become wasted mana.
Pure Jousts are fine on minions, because you at least get a body for it.
Yes, I have to agree with this. A card that does absolutely nothing if you lose a joust might have a place if had a cost of (0) and were a Rogue card (at least then it could be a combo starter) or maybe mage (considering their spell synergy stuff?), but in general it strikes me as not a very well thought out idea and certainly not for either of these classes.
So the Twilight's Hammer is about manipulating your opponent so you can snowball.
I feel this should give mill twilight some options since the idea of that is hilarious, since it's basically a different kind of Beneath the Grounds. It's not told there but this effect should draw a card for your opponent too, couldn't fit that there since it would be too long of a text.
The second guy looks interesting too. He's overriding your opponent's hero power to became a double-edged blade, and while it can kill you, it might also completely dampen your opponent. He cannot use it if he's on low health, right? Definietly could fir in the right aggro if that would be a thing.
I don't know wich one is more interesting/balanced to submit tho.
I think Twilight Agent is a bit overcosted. Yes, you COULD get a 4/3 for 2, but you have to wait quite a few turns in order to get it, as there is only one card of it in your opponents deck. Think of the Iron Juggernaut. You pay only one extra mana to shuffle a Pyroblast into the deck. Yes it's a legendary, but you're getting a 9-8 mana discount. This guy could at least get a 1.5.
U pay 2 mana and a card slot to MAYBE get a crappy 4/3 sometimes later? lol ... not even this class wants to waste mana/tempo/card slot for this. Mby if the opponent wouldnt get a draw that turn, it might be ok, but as it is now ... nope.
Hey guys. I am here to ask about some balance opinions. Also, is this card correctly written according to hearthstone rules? Thanks
This has come up a lot in the past week's competition, but Blizzard and a lot of the community are strongly against hand/deck attacks where you steal or destroy a card before it is even played. Having said that, I think the card is well balanced. the wording could be better so it doesn't flow over, however. Something like: Whenever this minion attacks, You and your opponent swap a random card.
Hey guys. I am here to ask about some balance opinions. Also, is this card correctly written according to hearthstone rules? Thanks
This has come up a lot in the past week's competition, but Blizzard and a lot of the community are strongly against hand/deck attacks where you steal or destroy a card before it is even played. Having said that, I think the card is well balanced. the wording could be better so it doesn't flow over, however. Something like: Whenever this minion attacks, You and your opponent swap a random card.
Oh it's not random for you. You get to choose the card you are swapping. This is meant to have synergy with all the coins the merchant has access to
Oh, in that case, I think it should cost a bit more or have a little bit less health (maybe like a 6/6)?
So took your feedback, in the defense of the original version I'd say that drawing it late-game can quite screw-up with your opponent, and it's quite strong if applied in a Mill deck.
I do not really like version 1, most likely because of it being too strong for anyone but Mage and sometimes Rogue to deal with on turn two. A 5/4 is insane, but with the randomness in this card it also becames better later-on. It's the ultimate buff.
Second one is the discount as proposed by PupleMD. And actually, I think it looks balanced, compared to Beneath the Grounds. it's a single card against three, so it's one mana but randomly assigned 4/3. Less of a tempo loss, but it's not guaranteed 2 or 1 drop.
I'm more sided for the 1-drop version to submit, the whole idea looks awesome, atleast on paper.
Forging your opponent's deck in attempt to snowball more efficently, eventhough in a RNG way, looks interesting to me, just like Iron Juggernaut. It can also allow comebacks but might never show up! Why do I want it to draw a card? First of all, it would be outrageous to give an enemy a 4/3 and yourself nothing, way too big of a disadvantage and generally very frustrating for the player. Drawing card after it will also help the Mill type that is being pushed here, with stalls and de-buffs to ensure your opponent cannot do anything against them going into fatigue.
And thematically it's quite fitting, the art doesn't look bad either.
FEEDBACK (Page 3-6):
I like both of em'. They seem balanced enough.
I think it's okay, like a weaker Loatheb, nothing too over-the-top.
Bullied: The most subtle of them all, as is. It's okay.
Gringott's Banker: An okay minion. Can't attack, but pays for your Salaries, so it's okay.
Ship Mercenaries: Can be a Pirate.
No Money: An okayish card, can be Arcane Missiles for 3 damage each, or can be Avenging Wrath for 3 damage each.
Hobgoblin Cannoneer: Can create a new Hobgoblin Archetype for this fan class.
Coin Dealer is okay for a card.
Giver of Despair can have 1 or more 2 stats added, methinks.
It's fine in this way.
It's a pretty cool card, but I think it can either be a 4/3 or a 3/4 IMO.
Vote for Stormwind Strategist in this weeks' Card Design Competition. Click the image or HERE for full view.
And this card? did my statement clear? And is it ok to give Merchant the Innervates?
Thanks for the opinions on Twilight Aspirant! You make a good point. For its effect to matter, first you have to win the joust, then the opponent has to actually draw that card for the benefit to come into play, and then the cost increase has to be something that actually matters. You're probably right that it's lackluster as a 3/3 for (3), but I think I'll bump it up to a 3/4 for (3), something comparable to Dark Cultist.
Also, I thought of a Merchant card!
The joke is that they're children. ^_^
Think of this card as working sort of like Arcane Missiles, but instead of sending out 1-damage pings versus your enemies, it sends out (1)-Cost discounts to cards in your hand. Just as Magic Missiles won't attempt to damage an enemy minion that's already been reduced to 0 Health, neither will "Tax Deductions" attempt to reduce the cost of a card that already costs (0).
I'm not 100% confident about the wording for this, and I've gone over a few things that sounded too unnecessarily complicated before settling on this, so opinions would be appreciated. =)
EDIT: Where are my manners?
DonnieMcKarlo: I'm not sure about your Merchant card. I feel like the Merchant already has plenty of ways to get Coins, and I fear too many more might be overkill. Your Spirit Beast I like conceptually, but I'm not a fan of the wording. It's incredibly easy in this game to get cards from outside of your class, so I hate cards like Steamwheedle Sniper for example that don't just name the dang hero power they alter. You could word yours better, I think as "Your Despair Hero Power..." or just change it to an Inspire effect. "Inspire: The second card...". Regardless, I think the card just a tad underpowered, and I think you could get away with two more stat points (3/6?) or lowering its cost to (3).
Hackergrad: I'm not sure about your Merchant card. I feel like the Merchant already has plenty of ways to get Coins, and I fear too many more might be overkill. As for your Twilight's Hammer cards, I think your dragon is the more interesting of the two conceptually, though I think you've reduced it's underpowered with that cost and that body. I think you could get away with bumping the Attack up to 4 or lowering the cost down to (5).
Okay, which one of these do people think is more balanced? I had it before where you discarded one coin and got a random weapon, but that is probably to powerful if you get something like Doomhammer or Gorehowl. If you give it Salary 1, you have to pay mana for it over the course of several turns. It also means you you will probably have to just sacrifice the weapon if you get a bad one, like the pally 1/3 weapon. Would the random weapon be worth two coins?
Also, here is my Twilight card:
What do people think? I was originally going to have it be +2/+2 but I thought that was maybe too powerful. It synergizes with several Twilight Hammer cards that raise or lower the cost of your cards, plus cards like Thaurissan, Pintsize Summoner, and Mana Wraith. Or even Nerub'ar Weblord.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I'm not sure this card will work very well. Since Merchant will probably have lots of Coins in hand, it will be pretty common for this to target those and basically fizzle. So, it would end up being a lot worse than Preparation in practice. Without combo, doesn't seem worth taking up a slot in a deck, even if all three hit something useful. Plus, I think the quotation marks are unnecessary. You shouldn't have to let people know you're making a joke.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Could it be possible that some people don't know there are two seperate submission topics? The highest ammount of likes I've seen so far in Twilight's Hammer is 2.
Maybe edit the links in the first post so that they aren't back to back.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
I like this addition, since hampering with your opponent's minion stats is also a way of disrupting his gameplan aside from the mana manipulation. Certainly fits the class and I can't say that any tweaks in stats would be necessary. The effect is potentially useless, but the statline is not terrible, it's certainly a preference pick in deckbuilding.
Regarding the statline of the beast - well, I personally am a bit biased in the whole class concept theme. If you generally focus on reverse ramping your opponent, I think on average your cards should incur a slight penalty in their stat distribution, considering you play your stuff rather freely. Since the card slows the opponent down even more, I set a rather weak base.
Hmm, I'm not quite sold on this one, pun intended. The card tries to do something the class already can do based on it's inherent mechanics, does so in a random way and is a 0-cost spell which generally is very exploitable. Maybe I'm overthinking it, but I think it needs a recosting with additional number tweaks. I'm liking the direction, but not the attempt.
As for the increase in stats on the aspirant - it's tweaking it to the point where you are playing it for the stats rather than the effect, similar to a dark cultist I suppose. Is that good for design? Maybe... it might work out fine.
@spirit beast - I actually quite like the comparison to steamwheedle sniper personally - making it relatively obvious it only works for your own class is a bonus in my eyes. I agree with the clunky wording, but since there kind of is no precedent like that, it's really hard to judge I think. As previously stated stats are intentionally a bit gimped in regards to the class hampering arsenal, still it's worth considering some changes.
@payday - well, although the card does provide you with coins which is nothing interesting in the contrast of the class, I think the manner in which it does it is certainly an interesting twist - rewarding you for boldly overplaying a lot of salary minions and then the multilayered use of the coins. And I'm also very satisfied with how the flavour turned out with the cheerful feel of the grand tournament as well.
I like the first version of arms dealer better. It has a more flavourful feel and is more balanced I feel. Getting a weapon for 2 coins without a drawback seems pretty above average to me, not to mention I feel merchant can cheat coins pretty easily in my opinion.
Faceless marauder reminds me a lot of master of ceremonies. As such I think it's neat. I'm not sure how much of actual deckbuilding alterations it promotes or it just sticks well in the class, it's hard to tell too. But the card is quite likeable I think.
I feel sorry for the guy who's going to review all the cards, because he has to do double the work.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
It's not just 5 mana though because the weapon will have salary. If you want to keep using the Gorehowl, you'll have to pay 1 every turn. Would it be balanced if it took 2 coins and the weapon had Salary (1)?
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Posted this, should I balanced it a little? Want it to cost 6 mana because the twilight hero don't have a 6 mana legendary
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I'm really glad that carminacore is giving card reviews, because it gives us a second opinion on our cards from the person who actually made the class. With this kind of competition - a custom class card design one - it's hard for a bystander to evaluate the card as a standalone without knowing how the class works.
please consider voting for my custom class in the fan creations competition :]
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Here's some really neat artwork that others can use for their cards.
Also, here is a great tool for card creationists:
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/50294-hearthstone-gallery-4009-pictures-for-your
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
So the Twilight's Hammer is about manipulating your opponent so you can snowball.
I feel this should give mill twilight some options since the idea of that is hilarious, since it's basically a different kind of Beneath the Grounds. It's not told there but this effect should draw a card for your opponent too, couldn't fit that there since it would be too long of a text.
The second guy looks interesting too. He's overriding your opponent's hero power to became a double-edged blade, and while it can kill you, it might also completely dampen your opponent. He cannot use it if he's on low health, right? Definietly could fir in the right aggro if that would be a thing.
I don't know wich one is more interesting/balanced to submit tho.
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I don't like some of the submitted spells, mainly because they are PURELY joust based. By that, I mean that they do NOTHING if you lose the Joust, which seems like bad design to me. A card like Cataclysm (Twilight page 2) would be a waste of 2 mana against a deck like Handlock, while Healing Waveat least gives you a heal if you lose, so it won't become wasted mana.
Pure Jousts are fine on minions, because you at least get a body for it.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Yes, I have to agree with this. A card that does absolutely nothing if you lose a joust might have a place if had a cost of (0) and were a Rogue card (at least then it could be a combo starter) or maybe mage (considering their spell synergy stuff?), but in general it strikes me as not a very well thought out idea and certainly not for either of these classes.
I think Twilight Agent is a bit overcosted. Yes, you COULD get a 4/3 for 2, but you have to wait quite a few turns in order to get it, as there is only one card of it in your opponents deck. Think of the Iron Juggernaut. You pay only one extra mana to shuffle a Pyroblast into the deck. Yes it's a legendary, but you're getting a 9-8 mana discount. This guy could at least get a 1.5.
U pay 2 mana and a card slot to MAYBE get a crappy 4/3 sometimes later? lol ... not even this class wants to waste mana/tempo/card slot for this. Mby if the opponent wouldnt get a draw that turn, it might be ok, but as it is now ... nope.
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This has come up a lot in the past week's competition, but Blizzard and a lot of the community are strongly against hand/deck attacks where you steal or destroy a card before it is even played. Having said that, I think the card is well balanced. the wording could be better so it doesn't flow over, however. Something like: Whenever this minion attacks, You and your opponent swap a random card.
Oh, in that case, I think it should cost a bit more or have a little bit less health (maybe like a 6/6)?
vs
So took your feedback, in the defense of the original version I'd say that drawing it late-game can quite screw-up with your opponent, and it's quite strong if applied in a Mill deck.
I do not really like version 1, most likely because of it being too strong for anyone but Mage and sometimes Rogue to deal with on turn two. A 5/4 is insane, but with the randomness in this card it also becames better later-on. It's the ultimate buff.
Second one is the discount as proposed by PupleMD. And actually, I think it looks balanced, compared to Beneath the Grounds. it's a single card against three, so it's one mana but randomly assigned 4/3. Less of a tempo loss, but it's not guaranteed 2 or 1 drop.
I'm more sided for the 1-drop version to submit, the whole idea looks awesome, atleast on paper.
Forging your opponent's deck in attempt to snowball more efficently, eventhough in a RNG way, looks interesting to me, just like Iron Juggernaut. It can also allow comebacks but might never show up! Why do I want it to draw a card? First of all, it would be outrageous to give an enemy a 4/3 and yourself nothing, way too big of a disadvantage and generally very frustrating for the player. Drawing card after it will also help the Mill type that is being pushed here, with stalls and de-buffs to ensure your opponent cannot do anything against them going into fatigue.
And thematically it's quite fitting, the art doesn't look bad either.
Behold Ragnaros the Firelord! He who was ancient, when this world was young!