Conceptually, I'm not certain a card that only does that is fit for Hearthstone. Other card games, maybe, but the emphasis on arena and on simplicity make it feel like a card that literally only does stuff if you have a very specific archetype would be against the typical design. If you wanted to make it easier to fit + not as narrow, I'd do it with a minion. Something like;
Corrupted Valkyrie [4] "When you discard a card, deal 1 damage to this minion and return it to your hand. Deathrattle: Discard a card for each time you activated this minion's ability." 3/3
Also means that, if they decide to release cards that have effects based on the card you discard, it'd be less odd.
Don't suppose I could get a little feedback on my current submission?
Why not just make it legit good and interesting:
3 mana "Draw 6 cards. At the end of your turn, discard your entire hand."
Something along the line of that. Could be "draw until your hand is full" or 5 cards or 3 cards and 1 mana or... it makes for an interesting risk / reward.
Conceptually, I'm not certain a card that only does that is fit for Hearthstone. Other card games, maybe, but the emphasis on arena and on simplicity make it feel like a card that literally only does stuff if you have a very specific archetype would be against the typical design. If you wanted to make it easier to fit + not as narrow, I'd do it with a minion. Something like;
Corrupted Valkyrie [4] "When you discard a card, deal 1 damage to this minion and return it to your hand. Deathrattle: Discard a card for each time you activated this minion's ability." 3/3
Also means that, if they decide to release cards that have effects based on the card you discard, it'd be less odd.
Don't suppose I could get a little feedback on my current submission?
Why not just make it legit good and interesting:
3 mana "Draw 6 cards. At the end of your turn, discard your entire hand."
Something along the line of that. Could be "draw until your hand is full" or 5 cards or 3 cards and 1 mana or... it makes for an interesting risk / reward.
Don't get my idea :cc anyway, if you can give a suggestion or something about it, i appreciate!
First off, I'd argue that kind of short term gain, long term loss, especially since discard is involved, is more of a Warlock effect (as per cards like Succubus). Or possibly a Druid card, as per Astral Communion.
Secondly, aside from the fact that they both involve drawing and discarding, and reward drawing cheap cards, there's a very different theme to the card you recommended and Evocation as it is. Evocation as it is, is a card you use to restock your hand. The card you suggest feels more like it's part of a Miracle combo; the only other kind of deck that'd be willing to use that kind of card would be a face deck that is playing cards as quickly as it can, and I'm not certain Mage actually has a deck that's fast enough.
Edit: Plus, there's the fact that someone else has that as a submission already :P.
I've seen this concept several times before, so not sure if people are sick of it, if it will affect the votes. And it's obviously made to finish off your opponent, especially with FON+SR, a combo everyone is tired off and agree already is OP.. I would suggest trying to come up with some other ideas, or atleast reduce the draw to like 3 cards instead of 4.
Would be grateful for some feedback.
Eternal Guardian protects you as long as you got cards and you're opponent has no Silence, it gets better the higher mana cost it has because you get more for the discard, but not sure if I should go higher than (3) mana. It can be useful as a last defense when you have a lot of cards but no right answer to the horde of enemy minions, or if your deck got lots of low mana minions (0-3) Because then the discard isn't really that big of a deal.
Only question I have with Dragonsmith is if it should give a random friendly minion +1/+1 instead, kinda upgrading its armor and weapon, making it more versatile with classes that don't have weapons.
The Inspire mechanic will discard a minion from your hand (if you have no minions in hand, no effect triggers).
The minion discarded will transfer any viable abilities and Health to the Felhound Shapeshifter in play.
The effect can transfer multiple abilities if it discards a minion with multiple abilities
The minion can only change 1 time. After the inspire effect triggers, the minion is forever changed.
Transferable abilities include Taunt, Divine Shield, Can't Attack, Can't be targeted by spells or Hero Powers,Charge, +Spell Damage, Deathrattle, Windfury, Enrage, Inspire and Stealth. Any active card text abilities like those of Armorsmith, Ragnaros, Doomsayer, Ysera, and a number of other cards can really make this minion fun.
Non-transferable abilities:
1) No Battlecry effects.
2) No class specific card text (choose one, combo, or overload stuff).
I was soooo concerned with balance I dropped all the way to 2 health on this 5 cost minion. It has such a randomness with the discard mechanic, I think this works now as a good (potentially great) card that is not obviously overpowered.
What do you guys think of my card? Lore-wise, I think it is fairly accurate because Hellscream drank Mannorath's blood which caused his corruption and gave Mannorath power over him.
Greedy assassin is good, i think it's balanced but i can't understand time warp, you just discard your hand for... nothing? you will waste 9 mana to discard your and that's all, the extra turn would be this turn you would play something.
Greedy assassin is good, i think it's balanced but i can't understand time warp, you just discard your hand for... nothing? you will waste 9 mana to discard your and that's all, the extra turn would be this turn you would play something.
I really like Time Warp. I think a mechanic like this would be cool to have introduced. It would work well with discard mechanics too which i think is pretty awesome. I would definitely go with Time Warp.
Greedy assassin is good, i think it's balanced but i can't understand time warp, you just discard your hand for... nothing? you will waste 9 mana to discard your and that's all, the extra turn would be this turn you would play something.
The benefit is being able to attack two times in a row with whatever you have on board when you play time warp. But now that you said this im wondering if it would be better to discard the hand AFTER the extra turn, but i think it would be too powerful (but its 9 mana so maybe it needs to be powerful).
Greedy assassin is good, i think it's balanced but i can't understand time warp, you just discard your hand for... nothing? you will waste 9 mana to discard your and that's all, the extra turn would be this turn you would play something.
The benefit is being able to attack two times in a row with whatever you have on board when you play time warp. But now that you said this im wondering if it would be better to discard the hand AFTER the extra turn, but i think it would be too powerful (but its 9 mana so maybe it needs to be powerful).
Hm this is truly, i didn't think on this side, it's very good and creative, i just forgot about the minions in the board, this could be very interesting, i think discarding in the same turn because it would be very powerfull, and how it's warlock in the extra turn he can have already at least 2 cards in hand, sorry about this, the card is very unique thinking in this side :)
First of two ideas. Simple effect. Cost decrease triggered by card discard of any player.
- Fee fi fo food.
I think 8 is still a bit too much. I would put it at 10, since discard decks do discard cards pretty fast and a 5 mana 8/8 is kinda OP.
What do you guys think? This way, key cards like Mal'Ganis or Lord Jaraxxus can be protected more and your game plan shouldn't be completely destroyed by RNG. However, discarding still drains hand size and it reveals the card to your opponent as well.
I like the idea. However, it should cost 1 more. A 6-health for 4 mana is kind of against Warlock's idea of sacrificing resources in exchange for better minions, especially when considering its effect is preventing those resources from being disposed of.
Here are some Mage minions I devised. I was told by a friend that a few of them are broken, particularly the 4-drop and the 9-drop. If these are too costly for their effect, or their effect is simply out-of-place and unfair, please let me know.
I think he is new and he thins this is a creation cards discussion topic haha, anyway, some of his cards are interesting and some are broken, mana mushroom is my favorite of all, very good concept.
@Ujubasajuba: Where do you create your cards? Some of them are with the text kind of "weird", the best card to create is hearthcards.net, go there and see if you like :))
As much as I hate to say it, as not to discourage anyone else from entering the competition (myself included), but I think we have a winner.
Are you guys saying seriously or are you kidding? This card is very situacional but anyway i don't think the hero power needs to change too, it becomes totally useless.
Greedy assassin is good, i think it's balanced but i can't understand time warp, you just discard your hand for... nothing? you will waste 9 mana to discard your and that's all, the extra turn would be this turn you would play something.
The benefit is being able to attack two times in a row with whatever you have on board when you play time warp. But now that you said this im wondering if it would be better to discard the hand AFTER the extra turn, but i think it would be too powerful (but its 9 mana so maybe it needs to be powerful).
Hm this is truly, i didn't think on this side, it's very good and creative, i just forgot about the minions in the board, this could be very interesting, i think discarding in the same turn because it would be very powerfull, and how it's warlock in the extra turn he can have already at least 2 cards in hand, sorry about this, the card is very unique thinking in this side :)
the problem is that now it seems like im paying 9 mana to get windfury on all my guys for one turn and discarding my whole hand. at least if i would have more options in the other turn it would seem like a balanced card since i would dump everything at the end of the extra turn. its basically
discard on normal turn- 0 mana (since in the extra turn you get all back) for windfury everything for one turn and discarding all but 1 (2 if hero power) cards. probably better on aggro since you will not have too many cards in hand and will probably have some board
discard on extra turn- 9 mana for windfury everything for one turn and draw a card (next turn), and discard everything after. so basically 0 mana (since in the extra turn you get all back) for windfury and draw a card but the downside is you discard everything after the turn.
however, you could run decks based on discard mechanics, and you would probably do a setup play in the turn before playing time warp in which you play as many stuff as possible and then its like when you prepare to play deathwing in future turns, so i think the first version is more balanced and inspires more deckbuilding around
Why not just make it legit good and interesting:
3 mana
"Draw 6 cards. At the end of your turn, discard your entire hand."
Something along the line of that. Could be "draw until your hand is full" or 5 cards or 3 cards and 1 mana or... it makes for an interesting risk / reward.
Don't get my idea :cc anyway, if you can give a suggestion or something about it, i appreciate!
Maybe... nah nah nah nah
First off, I'd argue that kind of short term gain, long term loss, especially since discard is involved, is more of a Warlock effect (as per cards like Succubus). Or possibly a Druid card, as per Astral Communion.
Secondly, aside from the fact that they both involve drawing and discarding, and reward drawing cheap cards, there's a very different theme to the card you recommended and Evocation as it is. Evocation as it is, is a card you use to restock your hand. The card you suggest feels more like it's part of a Miracle combo; the only other kind of deck that'd be willing to use that kind of card would be a face deck that is playing cards as quickly as it can, and I'm not certain Mage actually has a deck that's fast enough.
Edit: Plus, there's the fact that someone else has that as a submission already :P.
The Tactician Class (LOE Complete!)
Would be grateful for some feedback.
Eternal Guardian protects you as long as you got cards and you're opponent has no Silence, it gets better the higher mana cost it has because you get more for the discard, but not sure if I should go higher than (3) mana. It can be useful as a last defense when you have a lot of cards but no right answer to the horde of enemy minions, or if your deck got lots of low mana minions (0-3) Because then the discard isn't really that big of a deal.
Only question I have with Dragonsmith is if it should give a random friendly minion +1/+1 instead, kinda upgrading its armor and weapon, making it more versatile with classes that don't have weapons.
And which one to choose?
Click here to see my Pet Treats in the Weekly Card Design Competition.
@adriamrk: so, 1 mana 3 cards would be better?
Maybe... nah nah nah nah
@BOOSHACK360 Your entry is the best one I've seen so far.
THERE IS NO GAME.
This weeks idea: Felhound Shapeshifter
Card information
The Inspire mechanic will discard a minion from your hand (if you have no minions in hand, no effect triggers).
The minion discarded will transfer any viable abilities and Health to the Felhound Shapeshifter in play.
The effect can transfer multiple abilities if it discards a minion with multiple abilities
The minion can only change 1 time. After the inspire effect triggers, the minion is forever changed.
Transferable abilities include Taunt, Divine Shield, Can't Attack, Can't be targeted by spells or Hero Powers,Charge, +Spell Damage, Deathrattle, Windfury, Enrage, Inspire and Stealth. Any active card text abilities like those of Armorsmith, Ragnaros, Doomsayer, Ysera, and a number of other cards can really make this minion fun.
Non-transferable abilities:
1) No Battlecry effects.
2) No class specific card text (choose one, combo, or overload stuff).
I was soooo concerned with balance I dropped all the way to 2 health on this 5 cost minion. It has such a randomness with the discard mechanic, I think this works now as a good (potentially great) card that is not obviously overpowered.
I am basically considering this a 7 drop.
which one do i submit, guys? i can't decide :s
What do you guys think of my card? Lore-wise, I think it is fairly accurate because Hellscream drank Mannorath's blood which caused his corruption and gave Mannorath power over him.
Check out some fun original deck lists!
Greedy assassin is good, i think it's balanced but i can't understand time warp, you just discard your hand for... nothing? you will waste 9 mana to discard your and that's all, the extra turn would be this turn you would play something.
Maybe... nah nah nah nah
I really like Time Warp. I think a mechanic like this would be cool to have introduced. It would work well with discard mechanics too which i think is pretty awesome. I would definitely go with Time Warp.
Check out some fun original deck lists!
The benefit is being able to attack two times in a row with whatever you have on board when you play time warp. But now that you said this im wondering if it would be better to discard the hand AFTER the extra turn, but i think it would be too powerful (but its 9 mana so maybe it needs to be powerful).
Hm this is truly, i didn't think on this side, it's very good and creative, i just forgot about the minions in the board, this could be very interesting, i think discarding in the same turn because it would be very powerfull, and how it's warlock in the extra turn he can have already at least 2 cards in hand, sorry about this, the card is very unique thinking in this side :)
Maybe... nah nah nah nah
I like the idea. However, it should cost 1 more. A 6-health for 4 mana is kind of against Warlock's idea of sacrificing resources in exchange for better minions, especially when considering its effect is preventing those resources from being disposed of.
Here are some Mage minions I devised. I was told by a friend that a few of them are broken, particularly the 4-drop and the 9-drop. If these are too costly for their effect, or their effect is simply out-of-place and unfair, please let me know.
Bro they dont have discard effects haha
Check out some fun original deck lists!
I think he is new and he thins this is a creation cards discussion topic haha, anyway, some of his cards are interesting and some are broken, mana mushroom is my favorite of all, very good concept.
@Ujubasajuba: Where do you create your cards? Some of them are with the text kind of "weird", the best card to create is hearthcards.net, go there and see if you like :))
Maybe... nah nah nah nah
As much as I hate to say it, as not to discourage anyone else from entering the competition (myself included), but I think we have a winner.
Q: What did Avril Lavigne say when her Asian masseuse refused to give sexual favors?
A: "So much for my happy ending."
Are you guys saying seriously or are you kidding? This card is very situacional but anyway i don't think the hero power needs to change too, it becomes totally useless.
Maybe... nah nah nah nah
the problem is that now it seems like im paying 9 mana to get windfury on all my guys for one turn and discarding my whole hand. at least if i would have more options in the other turn it would seem like a balanced card since i would dump everything at the end of the extra turn. its basically
discard on normal turn- 0 mana (since in the extra turn you get all back) for windfury everything for one turn and discarding all but 1 (2 if hero power) cards. probably better on aggro since you will not have too many cards in hand and will probably have some board
discard on extra turn- 9 mana for windfury everything for one turn and draw a card (next turn), and discard everything after. so basically 0 mana (since in the extra turn you get all back) for windfury and draw a card but the downside is you discard everything after the turn.
however, you could run decks based on discard mechanics, and you would probably do a setup play in the turn before playing time warp in which you play as many stuff as possible and then its like when you prepare to play deathwing in future turns, so i think the first version is more balanced and inspires more deckbuilding around
idk