DISCLAIMER: These effects are so weird that I don't have any clue as to what rarity they should be or anything. Balance is also a potential issue.
OTHER DISCLAIMER: This thread was first posted in September 2015. This means I called Fandral Staghelm with Druid of the Ancients, and to some extent, Elemental synergy with Conjuror Milena. Otherwise I didn't get anything right yet!
Druid of the Ancients: Play Dark Wispers, give a minion +5/+5 and Taunt, and summon 5 Wisps. Play Druid of the Claw, it has 4/6, Taunt, and Charge. Druid of the Flame? Easy - you get a 5/5 instead of a 2/5 or a 5/2. Living Roots? Summon two 1/1 saplings and deal 2 damage.
Tribal Moonkin: Excess Crystals are sort of like Overloaded Mana Crystals but they basically allow you to go past 10 mana. If you play Tribal Moonkin on turn 10, on turn 11 you'll have 11 mana, turn 12 12 mana, turn 13 13 mana... Etc. etc.
Hunter
Trample: This minion can bypass Taunts and can target Stealth minions. sMORC
Steadfast Tracker: Anti-Smorc on a SMORC class. Very good anti-aggro.
Fiery Manabow encourages a type of Hunter that holds onto their hand - I thought perhaps if it was "This weapon's Attack is equal to the number of cards missing from your hand" but that could get really... out of hand.
Dalaran Spellmaster makes Fireball a 4mana +6 Spell Damage. Probably OP? You are sacrificing damage dealt for Spell Damage though, and you have to get rid of this minion to reap any benefit.
Make your hand more potent with Spellwarper! E.g. You have Frostbolt, Arcane Missiles, Arcane Intellect, Fireball and a River Crocolisk in your hand. When you play Spellwarper you get a River Crocolisk with Battlecry: Deal 2 damage to a character and Freeze it. Deal 3 damage randomly split among all enemies. Deal 6 damage. Draw 2 cards." Now your battlecry targeting arrow will only target one character, because the Frostbolt and the Fireball will apply to only one character despite them being separate, so you'll end up dealing 8 damage to a character and Freezing it. You also lose out on Spell Damage bonuses.
Conjuror Milena: The deathrattle will attempt to replace each card in your hand with an elemental of similar cost - this includes Unbound Elemental, Water Elemental, Frost Elemental, Earth Elemental, Fire Elemental. Similar cost meaning the card will be replaced with an elemental that has the cost closest to it. i.e. Arcane Missiles will be replaced with Unbound Elemental - Deathwing will be replaced with Frost Elemental or Fire Elemental (random one).
Paladin
Blessed Shieldbearer: The Bubble gets worse.
Crusading Preacher: So when attacked by one of your characters, that character take no retaliation damage.
Knight of Quel'Thalas: "If you have more/less than x secrets" is the gist of this one. It gets rid of those silly 1 mana useless crappy secrets and becomes a 6/8 for 5. Pretty good!
With Chained Shadowfiend: Circle of Healing: Heals the other player and not you. Holy Nova does nothing. Paired with Auchenai Soulpriest, this can make your AOE heals much more efficient (doesn't damage your own minions).
Penitence: Not instead, but as an additional damage dealt. You have Goldshire Footman + Penitence and it attacks Dragon Consort --> Dragon Consort takes 1 damage, destroys Goldshire; 50% chance to take 5 damage from itself and die. Pretty good!
Praying Gnome: Praying Gnome + Recombobulator on another minion = value.
Highwayman's Blade: Instruction in Coin use. Useful if a Druid picks it up too.
Interruption at Cards: Four of a kind is four of the same card. If you use Gang Up you can get this to happen.
Poisoning the Well: Played Eviscerate without doing anything else last turn? Playing "Poisoning the Well" puts the card up in the history as being played after it, and you get the targeting arrow to deal 4 damage. If it's a minion, it'll only work if the minion is still on the board, otherwise nothing happens. If it's a weapon it re-equips it with the exact same durability and attack as it had the turn before but activates its combo.
Dual Wielder: Equip 2 weapons - both on the left side of your hero portrait. weapons equip from left -> right, so if you do Assassin's Blade + Hero Power you get Assassin's Blade on the left and the wicked knife to the right of it. Then equipping Perdition's Blade will replace the Assassin's Blade. You can choose the weapon you buff with Deadly Poison or Tinker's Sharpsword Oil. By clicking on one weapon, the other one shuts off like you've already attacked with it. This doesn't mean you can attack twice in a turn though, but it does mean you have the potential to choose how you attack!
Shaman
Destructive Shaman: I suppose this isn't that unique an effect (Shadow Words...)
Elemental Spirit: You get 5 extra stats for a guarantee that your Crackle will do 3 damage.
Wind Whisperer: Pretty underpowered for a 4 drop, but it's proof of concept.
The Shockcaller: Random buff range, like random damage range. You can get +1/+1, +2/+2, +3/+3, +1/+2, +1/+3, +2/+1, +2/+3, +3/+1, +3/+2. Cool no?
Warlock
Turn 4 Felguard, Turn 5 Impatient Felguard. Value! A reason for Felguard orDemonfuse (god forbid) to be run.
Immolater: Good for Handlock... Probably understatted.
Melting Abyssal: You discarded a Demonfire through Soulfire earlier in the game. You play Melting Abyssal turn 8 + Hero Power and draw a Demonfire - you get another Demonfire! :O
Forsaken Summoner: Soulfire burns Jaraxxus? Nevermind he just goes back into your deck. Pretty solid body for the effect.
Warrior
Risen Warrior: Somewhat underwhelming as an effect, but opens new horizons in terms of card design.
Worgen Ragemaster: Grommash Hellscream gets 12 attack instead of 6 as an example. Attack buffs are doubled. Effect buffs like Windfury or Taunt are not, however.
Bronzebeard Rallier: Cool huh? Turn 7 Whirlwind + Bronzebeard Rallier = 2 damage to all other minions, 1 damage to this one. The battlecry text changes to the text of whatever spell you cast last while it's in your hand and an animation plays when it happens.
Knight of the Realm: Give a minion Charge or Inner Rage? They also get an extra +1 Attack and +1 Health. Neat!
Neutral
Yes, well I suppose "Unused" would be better, and I guess that's been done before.
Piloted Sawcutter is somewhat similar to Gahz'rilla, I'll admit.
Breach Commander's flavor is that he's found a 'gap' in the enemy lines that he can exploit.
Exo-Suit Sapper: Different from "Immune while Attacking". I suppose this effect is really powerful because it's only subject to removal by spells or minion effects.
Elder Mage: Not tremendously innovative. Pit Fighter with Spell Damage insanity. Can get really hard to play if you have already played a bunch of spells.
Ray Chicken: Has a good place in Mill Rogue with Sap and Vanish. Stealth synergy too.
Shadow Councillor: The revolutionary bit here is that if it gets randomly cast on a friendly demon it gets +2/+2 but deals 2 damage otherwise. If you can call that a 'new mechanic'.
Savage Gronn: 1, 3, 5, 7 enemy minions means this can only attack the one opposite it. Really this should have better stats as this is arguably a drawback.
Twin Team: Encourages Shrinkmeister play or something, I dunno. A bit weird.
Except you can't play it on turn 4, but still love the concept.
Haha, should've figured. Turn 4 Felguard, Turn 5 Impatient Felguard! lol. Thanks for the comments everyone. :) I'll update each day with a new class card until it's all done.
Holy mother of Jesus, are you sure you meant to do that with Elemental Spirit?
I suppose I did. It seems like a bit of a downer, but there are some Shaman spells that don't do random amounts of damage, so I was thinking using this in a more minion/weapon heavy deck where that isn't something you really worry about. Of course it seems bad, but you can just trade it into other minions or play it after playing your spells. Thoughts on other cards?
Holy mother of Jesus, are you sure you meant to do that with Elemental Spirit?
Of course it seems bad, but you can just trade it into other minions or play it after playing your spells.
Oh no, it's definitely not a bad card. You have to find the right deck for it of course, maybe something that doesn't run crackle or storm so that way when you win the game automatically by playing a 6/6 on turn 3, you don't have to worry about your burst spells doing slightly less damage. Yeah, a turn 3 6/6 seems nice the more I think about it.
Trample :3 I'm liking a lot of these. Though Avatar of Aviana is like Birds of Paradise on crack.
Rollback Post to RevisionRollBack
"In this world where time is your enemy, it is my greatest ally. This grand game of life that you think you play in fact plays you. To that I say... Let the games begin!" - Nefarian
Isn't the Elemental Spirit really overpowered? It's a 3 mana 6/6 with a downside that's hardly noticeable. Sure it makes Crackle a worse Lightning Bolt, but you could just run that card instead.
Isn't the Elemental Spirit really overpowered? It's a 3 mana 6/6 with a downside that's hardly noticeable. Sure it makes Crackle a worse Lightning Bolt, but you could just run that card instead.
Loving the cards by the way.
Yeah I guess it is - it should probably have another drawback like Overload to compensate as well. The balance is totally off for some of these because the effects are so outlandish, but I've had a go anyway.
Thanks :)
New cards! Really interesting ones - far right of the window for each class, and the bottom row of neutrals are new. Take a look at Spellwarper for instance.
Oh, lol I didn't know that was where the art was from...
Anyway, here's the last batch of cards - the bigger ones. Some are legendaries and some art just really cool effects. The hunter one is a bit eh. So this is it for the interesting card ideas - what do you guys think? Could they be in Hearthstone?
I'm updating this thread... I guess. I've come up with too many ideas to put them all in individual threads. Here are three more cards.
Mini-Hearthstone would be playing another game with the same opponent, except both players only have 15 Health and 15 cards in their deck. The 15 highest-cost cards from both players' original decks are removed, in favour of resolving the win on the 'mini-hearthstone' board faster. Of course this card isn't included or playable in the mini-hearthstone game, because then infinite recursion would happen. This is either a huge tempo loss or a huge tempo gain, so it's a pretty swingy card.
DISCLAIMER: These effects are so weird that I don't have any clue as to what rarity they should be or anything. Balance is also a potential issue.
OTHER DISCLAIMER: This thread was first posted in September 2015. This means I called Fandral Staghelm with Druid of the Ancients, and to some extent, Elemental synergy with Conjuror Milena. Otherwise I didn't get anything right yet!
Druid
Druids: Druid of the Claw, Druid of the Flame, Druid of the Saber, Druid of the Fang. Very powerful card in the right situation - turn 10 with Druid of the Claw for example.
Avatar of Aviana: Innervate, Wild Growth, Astral Communion, Darnassus Aspirant. Astral Communion gives you an Excess Mana card in this case.
Druid of the Ancients: Play Dark Wispers, give a minion +5/+5 and Taunt, and summon 5 Wisps. Play Druid of the Claw, it has 4/6, Taunt, and Charge. Druid of the Flame? Easy - you get a 5/5 instead of a 2/5 or a 5/2. Living Roots? Summon two 1/1 saplings and deal 2 damage.
Tribal Moonkin: Excess Crystals are sort of like Overloaded Mana Crystals but they basically allow you to go past 10 mana. If you play Tribal Moonkin on turn 10, on turn 11 you'll have 11 mana, turn 12 12 mana, turn 13 13 mana... Etc. etc.
Hunter
Trample: This minion can bypass Taunts and can target Stealth minions. sMORC
Steadfast Tracker: Anti-Smorc on a SMORC class. Very good anti-aggro.
Fiery Manabow encourages a type of Hunter that holds onto their hand - I thought perhaps if it was "This weapon's Attack is equal to the number of cards missing from your hand" but that could get really... out of hand.
Scatter Shot really isn't that new of a mechanic because it's essentially Quick Shot + Arcane Missiles + Avenging Wrath all mixed together.
Mage
See Arcane Blast - but with minion effects!
Dalaran Spellmaster makes Fireball a 4mana +6 Spell Damage. Probably OP? You are sacrificing damage dealt for Spell Damage though, and you have to get rid of this minion to reap any benefit.
Make your hand more potent with Spellwarper! E.g. You have Frostbolt, Arcane Missiles, Arcane Intellect, Fireball and a River Crocolisk in your hand. When you play Spellwarper you get a River Crocolisk with Battlecry: Deal 2 damage to a character and Freeze it. Deal 3 damage randomly split among all enemies. Deal 6 damage. Draw 2 cards." Now your battlecry targeting arrow will only target one character, because the Frostbolt and the Fireball will apply to only one character despite them being separate, so you'll end up dealing 8 damage to a character and Freezing it. You also lose out on Spell Damage bonuses.
Conjuror Milena: The deathrattle will attempt to replace each card in your hand with an elemental of similar cost - this includes Unbound Elemental, Water Elemental, Frost Elemental, Earth Elemental, Fire Elemental. Similar cost meaning the card will be replaced with an elemental that has the cost closest to it. i.e. Arcane Missiles will be replaced with Unbound Elemental - Deathwing will be replaced with Frost Elemental or Fire Elemental (random one).
Paladin
Blessed Shieldbearer: The Bubble gets worse.
Crusading Preacher: So when attacked by one of your characters, that character take no retaliation damage.
Knight of Quel'Thalas: "If you have more/less than x secrets" is the gist of this one. It gets rid of those silly 1 mana useless crappy secrets and becomes a 6/8 for 5. Pretty good!
Brotherhood Blinder: Encourages weapon paladin (Coghammer, Sword of Justice, Light's Justice, Truesilver Champion, Argent Lance, Tirion Fordring, Blingtron 3000) for a maximum (sort of) of 12 durability on this weapon (2 copies of everything except legendaries, this stays in your deck while you play all your other weapons). Sort of like Bolvar but more interesting!
Priest
With Chained Shadowfiend: Circle of Healing: Heals the other player and not you. Holy Nova does nothing. Paired with Auchenai Soulpriest, this can make your AOE heals much more efficient (doesn't damage your own minions).
Penitence: Not instead, but as an additional damage dealt. You have Goldshire Footman + Penitence and it attacks Dragon Consort --> Dragon Consort takes 1 damage, destroys Goldshire; 50% chance to take 5 damage from itself and die. Pretty good!
Praying Gnome: Praying Gnome + Recombobulator on another minion = value.
Voodoo Priest: Shadow Word: Pain, Shadow Word: Death, Big Game Hunter, Shadow Madness, Cabal Shadow Priest can do ANYTHING! Gain control of Deathwing for 4 mana! BGH a river crocolisk! Destroy Ysera for 2 mana!
Rogue
Highwayman's Blade: Instruction in Coin use. Useful if a Druid picks it up too.
Interruption at Cards: Four of a kind is four of the same card. If you use Gang Up you can get this to happen.
Poisoning the Well: Played Eviscerate without doing anything else last turn? Playing "Poisoning the Well" puts the card up in the history as being played after it, and you get the targeting arrow to deal 4 damage. If it's a minion, it'll only work if the minion is still on the board, otherwise nothing happens. If it's a weapon it re-equips it with the exact same durability and attack as it had the turn before but activates its combo.
Dual Wielder: Equip 2 weapons - both on the left side of your hero portrait. weapons equip from left -> right, so if you do Assassin's Blade + Hero Power you get Assassin's Blade on the left and the wicked knife to the right of it. Then equipping Perdition's Blade will replace the Assassin's Blade. You can choose the weapon you buff with Deadly Poison or Tinker's Sharpsword Oil. By clicking on one weapon, the other one shuts off like you've already attacked with it. This doesn't mean you can attack twice in a turn though, but it does mean you have the potential to choose how you attack!
Shaman
Destructive Shaman: I suppose this isn't that unique an effect (Shadow Words...)
Elemental Spirit: You get 5 extra stats for a guarantee that your Crackle will do 3 damage.
Wind Whisperer: Pretty underpowered for a 4 drop, but it's proof of concept.
The Shockcaller: Random buff range, like random damage range. You can get +1/+1, +2/+2, +3/+3, +1/+2, +1/+3, +2/+1, +2/+3, +3/+1, +3/+2. Cool no?
Warlock
Turn 4 Felguard, Turn 5 Impatient Felguard. Value! A reason for Felguard orDemonfuse (god forbid) to be run.
Immolater: Good for Handlock... Probably understatted.
Melting Abyssal: You discarded a Demonfire through Soulfire earlier in the game. You play Melting Abyssal turn 8 + Hero Power and draw a Demonfire - you get another Demonfire! :O
Forsaken Summoner: Soulfire burns Jaraxxus? Nevermind he just goes back into your deck. Pretty solid body for the effect.
Warrior
Risen Warrior: Somewhat underwhelming as an effect, but opens new horizons in terms of card design.
Worgen Ragemaster: Grommash Hellscream gets 12 attack instead of 6 as an example. Attack buffs are doubled. Effect buffs like Windfury or Taunt are not, however.
Bronzebeard Rallier: Cool huh? Turn 7 Whirlwind + Bronzebeard Rallier = 2 damage to all other minions, 1 damage to this one. The battlecry text changes to the text of whatever spell you cast last while it's in your hand and an animation plays when it happens.
Knight of the Realm: Give a minion Charge or Inner Rage? They also get an extra +1 Attack and +1 Health. Neat!
Neutral
Yes, well I suppose "Unused" would be better, and I guess that's been done before.
Piloted Sawcutter is somewhat similar to Gahz'rilla, I'll admit.
Breach Commander's flavor is that he's found a 'gap' in the enemy lines that he can exploit.
Exo-Suit Sapper: Different from "Immune while Attacking". I suppose this effect is really powerful because it's only subject to removal by spells or minion effects.
Elder Mage: Not tremendously innovative. Pit Fighter with Spell Damage insanity. Can get really hard to play if you have already played a bunch of spells.
Blood Harrower: Blessing of Kings, Blessing of Might, Bolster, Shattered Sun Cleric, The Mistcaller etc. I suppose this counts as a deck attack if you use the Mistcaller with it (give all minions in your opponent's hand and deck -1/-1).
Ogre Imperator: Nothing too revolutionary here. Malorne + Crazed Alchemist really.
Ray Chicken: Has a good place in Mill Rogue with Sap and Vanish. Stealth synergy too.
Shadow Councillor: The revolutionary bit here is that if it gets randomly cast on a friendly demon it gets +2/+2 but deals 2 damage otherwise. If you can call that a 'new mechanic'.
Savage Gronn: 1, 3, 5, 7 enemy minions means this can only attack the one opposite it. Really this should have better stats as this is arguably a drawback.
Twin Team: Encourages Shrinkmeister play or something, I dunno. A bit weird.
Precision Targeting System: Avenging Wrath is now "Deal 8 damage targeted among enemy minions" and Boom Bot now does 4 damage to a target of your choice.
So what do you think? There will be 4 cards for each class, and 12 neutral cards. That's a total of 48 cards. :)
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!) •
Blessed Shieldbearer should probably cost more or be a bit weaker for that effect. That Shadowfiend art, I see where you got that.
And I quite like the Impatient Felguard. Give the shit-tier Felguard some use, like the Dreadsteed did with Sac-Pact.
like these ideas, especially the druid one
My soul is painted like the wings on butterflies, the fairytales of yesterday will grow but never die. I can fly, my friends.
Except you can't play it on turn 4, but still love the concept.
any of these would win the card design competition... imo.
amazing, hope blizz sees everything get INSPIRED by them
Haha, should've figured. Turn 4 Felguard, Turn 5 Impatient Felguard! lol. Thanks for the comments everyone. :) I'll update each day with a new class card until it's all done.
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!) •
Thanks for the comments everyone. New cards with new mechanics added - 1 new class card for each class, 4 new neutrals!
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!) •
Holy mother of Jesus, are you sure you meant to do that with Elemental Spirit?
I suppose I did. It seems like a bit of a downer, but there are some Shaman spells that don't do random amounts of damage, so I was thinking using this in a more minion/weapon heavy deck where that isn't something you really worry about. Of course it seems bad, but you can just trade it into other minions or play it after playing your spells. Thoughts on other cards?
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!) •
New mechanics:
Facebegone - At the end of every turn, if a hero is a Hunter, do 95 damage to that hero..
MetaSmash - At the end of every turn, if a hero is a Priest and has a dragon in their hand, do 102 damage to that hero.
hello
Well that's arguably probably not a good idea, but I'll assume that's in jest.
BTW I've tweeted these cards to Ben Brode and he gave them the "cool ideas! Definitely crazy!" seal of approval.
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 didnt know Ryze was in WOW xD
tek u so savage not even checking skypeee
Oh no, it's definitely not a bad card. You have to find the right deck for it of course, maybe something that doesn't run crackle or storm so that way when you win the game automatically by playing a 6/6 on turn 3, you don't have to worry about your burst spells doing slightly less damage. Yeah, a turn 3 6/6 seems nice the more I think about it.
Trample :3 I'm liking a lot of these. Though Avatar of Aviana is like Birds of Paradise on crack.
"In this world where time is your enemy, it is my greatest ally. This grand game of life that you think you play in fact plays you. To that I say... Let the games begin!" - Nefarian
Isn't the Elemental Spirit really overpowered? It's a 3 mana 6/6 with a downside that's hardly noticeable. Sure it makes Crackle a worse Lightning Bolt, but you could just run that card instead.
Loving the cards by the way.
Yeah I guess it is - it should probably have another drawback like Overload to compensate as well. The balance is totally off for some of these because the effects are so outlandish, but I've had a go anyway.
Thanks :)
New cards! Really interesting ones - far right of the window for each class, and the bottom row of neutrals are new. Take a look at Spellwarper for instance.
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!) •
Ryze?! What have they done to you?!?!
Oh, lol I didn't know that was where the art was from...
Anyway, here's the last batch of cards - the bigger ones. Some are legendaries and some art just really cool effects. The hunter one is a bit eh. So this is it for the interesting card ideas - what do you guys think? Could they be in Hearthstone?
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'm updating this thread... I guess. I've come up with too many ideas to put them all in individual threads. Here are three more cards.
Mini-Hearthstone would be playing another game with the same opponent, except both players only have 15 Health and 15 cards in their deck. The 15 highest-cost cards from both players' original decks are removed, in favour of resolving the win on the 'mini-hearthstone' board faster. Of course this card isn't included or playable in the mini-hearthstone game, because then infinite recursion would happen. This is either a huge tempo loss or a huge tempo gain, so it's a pretty swingy card.
More coming when I feel like it!
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!) •