Okay, time for some reviews. Since people rarely get past third page of submissions (and I always end up buried and unvoted, but this is my problem), I start at page 4.
Curse of Decay: Since this can discard itself for pretty much nothing, and the only viable way to use it will be to cast and force your enemy to spend 3 mana or face discarding, it's kinda pointless. You slow yourself first, and the enemy might as well end up with one card (Curse of Decay) in their hand and get no harm.
Iron Giant: Given the scarce mechanics of discard, this giant costing 2 less per card discarded is pretty justified. Otherwise, a giant is a giant.
Ethereal Trademaster: The cards gained are pretty OP, although one should consider what's been discarded. Also, "Outland Scimitar" cannot definitely say if a hero would defeat the minion in question, a stupid example is an injured minion with 4 Stormwind Champions in play and a Noble Sacrifice. So, either plain give the hero immune while attacking, or forgo the effect.
Lunar Inspiration: This does nothing if you didn't discard a thing, but is a better Nourish if you did. An interesting concept, although hard to evaluate. Also, after Astral Communion you potentially will receive all 10 mana as discount with a likely ability of using both cards at once.
Hungry Card Devourer: If you *don't* employ discard mechanics, it's basically a 5/5 Demon for 4. Too strong IMHO.
Confused Treant: Either a 0/1 cycle (wow!) or a 2/3 for 2 cards. Hmm. Maybe give a discarding variant 3/3 stats for that cost, it's kind of 2.5 mana worth, considering that discards are random.
Dahaka: 8 mana 7/3? That dies from a sneeze, and forces you to discard your hand. Yes, in the meantime you can probably enjoy playing with 20 cards, and if silenced in time, allows you to maintain the huge hand, but do you ever get that many cards at once? Also, if you're playing on a smartphone, you might mistap and curse yourself after using this. XD IMO hugely underpowered.
Emerald Tree Warder: Apparently the Choose One should be either get mana, or discard and get dream cards. Otherwise choosing 2 mana for one turn for 2 discards is kinda pointless. Please rephrase. Otherwise, looks nice.
Argent Jouster: Removing from deck (worse, from an opponent's deck) is not a discard.
Mindbender: Um, discard what and how? Discard as many cards as the target minion's mana cost? Could be nice in an aggro priest when you first vomit your hand, grab a minion for discarding the rest, then play onward trying to get more cards, but it's kinda OP or has a potential to be plain broken if so. Anyway, requires a rewording.
Law of the Jungle: Hmm, this spells combo potential. I like the concept of "cards for one turn only" as is, and getting 4 as displayed in this topic was pretty harsh, as you only have 10 mana and might not draw Innervates. But, a t3 Innervate into this and draw Astral Communion is a strong move.
Improvised Upgrade: Simple and cool. I'd give that card to warrior instead, because a rogue has enough uses for spare parts already.
Cycle of Life: In case the discard is targeted, this is a decent first drop (kinda), cycle an unwanted 8 drop versus a face hunter can save one's life. If random, I'd better rely to mulliganing.
Balance of Power: OP flavor text! On the card, to get more cards I'd better use Coldlight Oracle, so maybe give this one a body, say 1/1 for the reason of versatility value.
Felhound Shapeshifter: So, if it transforms, you should write "transform". I find it weird, that you'll get a minion for 7 and a discard, also there will be no battlecry. Also IIRC transformed minions don't get to attack the same turn as if summoned. So the best case will be a 5/2 for 5, hit face once, transform into a Doomguard for 2 mana and go face again. But in the meantime a simple Holy Smite will just eliminate your demon. If, however, it not just transform but get fel hound's base stats, it should read "Transform into a discarded minion and get +5/+2", now that is something to speak of, and one could play it with a Leeroy Jenkins in hand for a 7 mana 11/4 charge - now this seems OP. On a side note, how do you think this should interact with Sap or other cards with "return to hand" mechanics? What should return, a shapeshifter or whatever got discarded?
Banish: Simple, cool, strong and costs 2 cards for an effect that demands two. It's possible that 5 mana is more proper cost, although if a random discard is worth more than 1.5 mana value, 4 is correct. Kudos.
Ashes of Al'ar: So, turn 1 Tracking, see this, select another card, get a 5/5? Spells instawin.
@Zekana Ultimately, it's your card, but basically it's a very situational destroy a minion. I mean, there is a chance that you target a minion, and there just isn't a second in your opponents deck. Or it's already been played. Because it's so situational, and a legendary, I would put it at that price.
@VadoskiN I knew it would come up with this weeks competition, but Blizzard and a large part of the community don't like hand attacks like this one. However, I see you've already submitted, so prejudices aside I think it's a well balanced card.
@edalyas I might have a bit of a problem with the "whenever you cast a spell" part. First, because if it works, it's even easier for that infuriating tempo mage to get lethal. However, for the most part, it would be like trying to use two doomguards as a finisher. doesn't usually work. I'd reccomend making it 1 mana and just have it effect the next spell you play that turn.
@Janusi card looks pretty good, strong effect, but not too strong. Might want to move the art a little though so we are clearly focussing on one character.
I look at the Kidnapper's stats and calculate the stats for my card approximately.
What?! You referred to Kidnapper for balancing issures?!
Yes, but only a bit... (if you see, in the Kidnapper, the combo effect costs 5 points and, in my card, the battlecry costs 5 too xD)
I think you raise the health up for a couple for reasons. 1) Kidnapper is absolute garbage, so comparing to it's stats isn't the best idea and 2) It's a legendary, you're allowed to make it a little stronger due to only being allowed one in your deck.
I like it, but it does have the potential to go horribly wrong. :P overall I think it's balanced since you can bring out your big cards like malganis that much sooner.
I think you need to knock the whole mana/stats down a bit. because as it is, facehunter would find it very easy to make sure that this thing discards a beast, and then he's got a 7 damage charge. Not something facehunter needs. Perhaps a 4 mana 3/3? That way, a 5/3 with charge is worth discarding a card, but a 3/5 with taunt isn't, and there's less instant game win at 5 damage.
It's quite broken, unfortunately. Playing this in a zoo deck against a control deck that relies on spells to clear the board would pretty much give you the win. I mean, how's a control mage supposed to clear the board without any of her spells?
I like it, but it does have the potential to go horribly wrong. :P overall I think it's balanced since you can bring out your big cards like malganis that much sooner.
I did make the card thinking that it would be inconsistent. However consistency is not a trait I like in my cards anyway. ;) All or nothing!
@PurpleMD: Against a spell-oriented mage, the card would be very strong, I agree. How many of those do you see though? Like WungoE said, its meant to promote minion to minion trading. I think it would be very strong in zoo because that AoE damage is the main way to beat zoo, so I think it might be overpowered because of that, although, around turn 4/5, zoo has a small hand, so discarding cards would put them back quite a bit. I like the idea of the effect though. I think it would be a cool mechanic to have introduced. How do you think I could make it more balanced? Maybe increase the cost of the card by 2 or discarding another card? Cards like execute and polymorph would still work against the minions because they do not deal damage.
@Bakemonosama: I think warlocks would be able to abuse that card and it make it so the other player can't do anything in their turn. I think maybe if it was like "each player discards 1 card" it would be fair. It would still be very strong because it could prevent your opponent from doing the combo he has been saving up to do. If you changed effects, I would increase the stats.
@Kalatas: I think it is too strong of a body to have with not that damaging of an effect (potentially a positive effect with more discard cards introduced). Maybe making it a 4 mana 4/4 with "both players reveal a card and the higher mana minion is discarded" or something
@DaTeamsOnMyBack I guess it could work, I just don't really like cards that completely shut down a certain playstyle. One idea is to make it a lot cheaper, and make the effect only for one turn? That way it's sort of a "let me keep my board" type card, similar to Loatheb. But as it is, I guess it's balanced.
@Bakemonosama That card is quite broken, as you've got a high chance of just winning the game right there if you get some good cards from your opponent. Also, Warlock is the only one with innate card draw, so the other person might well be stuck to a top deck war after.
@Kalatas I actually think it's balanced, because yes, you have a chance of not having any downside. However, if there is a downside, it'll be one of your best minions. Maybe drop the attack by one, and I think it'll be quite good.
I like it, but it does have the potential to go horribly wrong. :P overall I think it's balanced since you can bring out your big cards like malganis that much sooner.
I did make the card thinking that it would be inconsistent. However consistency is not a trait I like in my cards anyway. ;) All or nothing!
I really like the card. I think it would be really cool in a discard warlock. It would definitely be deck-defining. How would it work if you discarded tiny knight of evil?
I like it, but it does have the potential to go horribly wrong. :P overall I think it's balanced since you can bring out your big cards like malganis that much sooner.
I did make the card thinking that it would be inconsistent. However consistency is not a trait I like in my cards anyway. ;) All or nothing!
I really like the card. I think it would be really cool in a discard warlock. It would definitely be deck-defining. How would it work if you discarded tiny knight of evil?
Not too sure, tbh. But I reckon it would stay a 3/2 as the cards are discarded first, then the discarded cards are checked if they are Demons and if they are, THEN they are summoned. So the discarding occurs before the summoning as such it would not get the buff.
That's how I assumed it would work. It's hard to really tell if it would be overpowered tbh. It would be crazy with malgannis, doomguard, jaraxxus, fist of jarraxus, with a tiny knight of evil already on board, etc, but then again youre discarding like all of your hand sooo... It would definately be deck defining and I think a discard deck would be top-tier with it.
Ok. Well, i like the idea of discard lock and was inspired by Lock and Load card. I tried to develope it it warlock's realities. I feel that I made them a bit OP, but I want a discard warlock to be real, guys. Here it goes. Dark Intent - as I already said, inspired by Lock and Load spell. However, it synergies with discard mechanic. But that's not all. Although it said that it will summon demon, it will instead choose from the selected pool of custom demons: so called Enslaved. They are under the main card.
Enslaved Felhunter: 5 mana, 6/6. Inspire: restpre 2 health to all demons. (not only friendly, an obivious drawbacks in Warlock duels)
Enslaved Felguard: 6 mana, 5/9. Taunt. Whenever this minion takes damage, discard a card and give your demons +1/+1. (Anti-aggro? PogChamp)
Enslaved Imp: 2 mana, 1/1. At the end of your turn, deal 1 damage to a random enemy minion.
Enslaved Sucubbus: 2 mana, 1/3. Silence any minion damaged by this minion.
Enslaved Voidwalker: 3 mana, 4/5. Whenever this minion takes damage, discard a card.
Ok. Well, i like the idea of discard lock and was inspired by Lock and Load card. I tried to develope it it warlock's realities. I feel that I made them a bit OP, but I want a discard warlock to be real, guys. Here it goes. Dark Intent - as I already said, inspired by Lock and Load spell. However, it synergies with discard mechanic. But that's not all. Although it said that it will summon demon, it will instead choose from the selected pool of custom demons: so called Enslaved. They are under the main card.
Enslaved Felhunter: 5 mana, 6/6. Inspire: restpre 2 health to all demons. (not only friendly, an obivious drawbacks in Warlock duels)
Enslaved Felguard: 6 mana, 5/9. Taunt. Whenever this minion takes damage, discard a card and give your demons +1/+1. (Anti-aggro? PogChamp)
Enslaved Imp: 2 mana, 1/1. At the end of your turn, deal 1 damage to a random enemy minion.
Enslaved Sucubbus: 2 mana, 1/3. Silence any minion damaged by this minion.
Enslaved Voidwalker: 3 mana, 4/5. Whenever this minion takes damage, discard a card.
I think its a cool idea, but I think it is a little overpowered. Maybe make it a 1 mana spell and at the end of your turn, for each card discarded summon a minion with mana equal to the number of cards discarded maybe? Thinking about it, I think if you changed the effect to this, it would be too weak, so....
Maybe a 3 mana spell and summon a minion with mana equal to the number of cards you have discarded this game?
Ok. Well, i like the idea of discard lock and was inspired by Lock and Load card. I tried to develope it it warlock's realities. I feel that I made them a bit OP, but I want a discard warlock to be real, guys. Here it goes. Dark Intent - as I already said, inspired by Lock and Load spell. However, it synergies with discard mechanic. But that's not all. Although it said that it will summon demon, it will instead choose from the selected pool of custom demons: so called Enslaved. They are under the main card.
It's a great concept but the cards are unbalanced comparing each other, they must be in the same level, i mean, it's rng, but why would i want to get enslaved imp if i can get the felhunter?
What?! You referred to Kidnapper for balancing issures?!
THERE IS NO GAME.
Yes, but only a bit... (if you see, in the Kidnapper, the combo effect costs 5 points and, in my card, the battlecry costs 5 too xD)
Mill! Mill!
Okay, time for some reviews. Since people rarely get past third page of submissions (and I always end up buried and unvoted, but this is my problem), I start at page 4.
Curse of Decay: Since this can discard itself for pretty much nothing, and the only viable way to use it will be to cast and force your enemy to spend 3 mana or face discarding, it's kinda pointless. You slow yourself first, and the enemy might as well end up with one card (Curse of Decay) in their hand and get no harm.
Iron Giant: Given the scarce mechanics of discard, this giant costing 2 less per card discarded is pretty justified. Otherwise, a giant is a giant.
Ethereal Trademaster: The cards gained are pretty OP, although one should consider what's been discarded. Also, "Outland Scimitar" cannot definitely say if a hero would defeat the minion in question, a stupid example is an injured minion with 4 Stormwind Champions in play and a Noble Sacrifice. So, either plain give the hero immune while attacking, or forgo the effect.
Lunar Inspiration: This does nothing if you didn't discard a thing, but is a better Nourish if you did. An interesting concept, although hard to evaluate. Also, after Astral Communion you potentially will receive all 10 mana as discount with a likely ability of using both cards at once.
Hungry Card Devourer: If you *don't* employ discard mechanics, it's basically a 5/5 Demon for 4. Too strong IMHO.
Confused Treant: Either a 0/1 cycle (wow!) or a 2/3 for 2 cards. Hmm. Maybe give a discarding variant 3/3 stats for that cost, it's kind of 2.5 mana worth, considering that discards are random.
Dahaka: 8 mana 7/3? That dies from a sneeze, and forces you to discard your hand. Yes, in the meantime you can probably enjoy playing with 20 cards, and if silenced in time, allows you to maintain the huge hand, but do you ever get that many cards at once? Also, if you're playing on a smartphone, you might mistap and curse yourself after using this. XD IMO hugely underpowered.
Emerald Tree Warder: Apparently the Choose One should be either get mana, or discard and get dream cards. Otherwise choosing 2 mana for one turn for 2 discards is kinda pointless. Please rephrase. Otherwise, looks nice.
Argent Jouster: Removing from deck (worse, from an opponent's deck) is not a discard.
Mindbender: Um, discard what and how? Discard as many cards as the target minion's mana cost? Could be nice in an aggro priest when you first vomit your hand, grab a minion for discarding the rest, then play onward trying to get more cards, but it's kinda OP or has a potential to be plain broken if so. Anyway, requires a rewording.
Law of the Jungle: Hmm, this spells combo potential. I like the concept of "cards for one turn only" as is, and getting 4 as displayed in this topic was pretty harsh, as you only have 10 mana and might not draw Innervates. But, a t3 Innervate into this and draw Astral Communion is a strong move.
Improvised Upgrade: Simple and cool. I'd give that card to warrior instead, because a rogue has enough uses for spare parts already.
Cycle of Life: In case the discard is targeted, this is a decent first drop (kinda), cycle an unwanted 8 drop versus a face hunter can save one's life. If random, I'd better rely to mulliganing.
Balance of Power: OP flavor text! On the card, to get more cards I'd better use Coldlight Oracle, so maybe give this one a body, say 1/1 for the reason of versatility value.
Felhound Shapeshifter: So, if it transforms, you should write "transform". I find it weird, that you'll get a minion for 7 and a discard, also there will be no battlecry. Also IIRC transformed minions don't get to attack the same turn as if summoned. So the best case will be a 5/2 for 5, hit face once, transform into a Doomguard for 2 mana and go face again. But in the meantime a simple Holy Smite will just eliminate your demon. If, however, it not just transform but get fel hound's base stats, it should read "Transform into a discarded minion and get +5/+2", now that is something to speak of, and one could play it with a Leeroy Jenkins in hand for a 7 mana 11/4 charge - now this seems OP. On a side note, how do you think this should interact with Sap or other cards with "return to hand" mechanics? What should return, a shapeshifter or whatever got discarded?
Banish: Simple, cool, strong and costs 2 cards for an effect that demands two. It's possible that 5 mana is more proper cost, although if a random discard is worth more than 1.5 mana value, 4 is correct. Kudos.
Ashes of Al'ar: So, turn 1 Tracking, see this, select another card, get a 5/5? Spells instawin.
There is a lot of steak here...
What do you guys think of my card?
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@Zekana Ultimately, it's your card, but basically it's a very situational destroy a minion. I mean, there is a chance that you target a minion, and there just isn't a second in your opponents deck. Or it's already been played. Because it's so situational, and a legendary, I would put it at that price.
@VadoskiN I knew it would come up with this weeks competition, but Blizzard and a large part of the community don't like hand attacks like this one. However, I see you've already submitted, so prejudices aside I think it's a well balanced card.
@edalyas I might have a bit of a problem with the "whenever you cast a spell" part. First, because if it works, it's even easier for that infuriating tempo mage to get lethal. However, for the most part, it would be like trying to use two doomguards as a finisher. doesn't usually work. I'd reccomend making it 1 mana and just have it effect the next spell you play that turn.
@Janusi card looks pretty good, strong effect, but not too strong. Might want to move the art a little though so we are clearly focussing on one character.
A really good way is to just look up "Fantasy artwork ______", blank being whatever you're looking for.
Edit: you can also use aiDen's amazing picture gallery, view it here
I think you raise the health up for a couple for reasons. 1) Kidnapper is absolute garbage, so comparing to it's stats isn't the best idea and 2) It's a legendary, you're allowed to make it a little stronger due to only being allowed one in your deck.
I like it, but it does have the potential to go horribly wrong. :P overall I think it's balanced since you can bring out your big cards like malganis that much sooner.
I think you need to knock the whole mana/stats down a bit. because as it is, facehunter would find it very easy to make sure that this thing discards a beast, and then he's got a 7 damage charge. Not something facehunter needs. Perhaps a 4 mana 3/3? That way, a 5/3 with charge is worth discarding a card, but a 3/5 with taunt isn't, and there's less instant game win at 5 damage.
It's quite broken, unfortunately. Playing this in a zoo deck against a control deck that relies on spells to clear the board would pretty much give you the win. I mean, how's a control mage supposed to clear the board without any of her spells?
Here is mine :). Tell me what you think :D
I did make the card thinking that it would be inconsistent. However consistency is not a trait I like in my cards anyway. ;) All or nothing!
@PurpleMD: Against a spell-oriented mage, the card would be very strong, I agree. How many of those do you see though? Like WungoE said, its meant to promote minion to minion trading. I think it would be very strong in zoo because that AoE damage is the main way to beat zoo, so I think it might be overpowered because of that, although, around turn 4/5, zoo has a small hand, so discarding cards would put them back quite a bit. I like the idea of the effect though. I think it would be a cool mechanic to have introduced. How do you think I could make it more balanced? Maybe increase the cost of the card by 2 or discarding another card? Cards like execute and polymorph would still work against the minions because they do not deal damage.
@Bakemonosama: I think warlocks would be able to abuse that card and it make it so the other player can't do anything in their turn. I think maybe if it was like "each player discards 1 card" it would be fair. It would still be very strong because it could prevent your opponent from doing the combo he has been saving up to do. If you changed effects, I would increase the stats.
@Kalatas: I think it is too strong of a body to have with not that damaging of an effect (potentially a positive effect with more discard cards introduced). Maybe making it a 4 mana 4/4 with "both players reveal a card and the higher mana minion is discarded" or something
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@DaTeamsOnMyBack I guess it could work, I just don't really like cards that completely shut down a certain playstyle. One idea is to make it a lot cheaper, and make the effect only for one turn? That way it's sort of a "let me keep my board" type card, similar to Loatheb. But as it is, I guess it's balanced.
@Bakemonosama That card is quite broken, as you've got a high chance of just winning the game right there if you get some good cards from your opponent. Also, Warlock is the only one with innate card draw, so the other person might well be stuck to a top deck war after.
@Kalatas I actually think it's balanced, because yes, you have a chance of not having any downside. However, if there is a downside, it'll be one of your best minions. Maybe drop the attack by one, and I think it'll be quite good.
I really like the card. I think it would be really cool in a discard warlock. It would definitely be deck-defining. How would it work if you discarded tiny knight of evil?
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Not too sure, tbh. But I reckon it would stay a 3/2 as the cards are discarded first, then the discarded cards are checked if they are Demons and if they are, THEN they are summoned. So the discarding occurs before the summoning as such it would not get the buff.
That's how I assumed it would work. It's hard to really tell if it would be overpowered tbh. It would be crazy with malgannis, doomguard, jaraxxus, fist of jarraxus, with a tiny knight of evil already on board, etc, but then again youre discarding like all of your hand sooo... It would definately be deck defining and I think a discard deck would be top-tier with it.
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What do you guys think about this one? If interested, it is on page 11.
I think its a cool idea, but I think it is a little overpowered. Maybe make it a 1 mana spell and at the end of your turn, for each card discarded summon a minion with mana equal to the number of cards discarded maybe? Thinking about it, I think if you changed the effect to this, it would be too weak, so....
Maybe a 3 mana spell and summon a minion with mana equal to the number of cards you have discarded this game?
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It's a great concept but the cards are unbalanced comparing each other, they must be in the same level, i mean, it's rng, but why would i want to get enslaved imp if i can get the felhunter?
Maybe... nah nah nah nah