I need help balancing this card, of course I'll change the name. Should it give a higher +X/+X ? Should it be cheaper? Remember to add the cost of the hero power to this card. I used the Inspire keyword to make the text shorter.
You have two ways around this secret: using your hero power every turn, or clearing your opponent's board (but it will not trigger).
Shaman's [card]Counterspell[/card], triggers less often, but more powerful, and prevents your opponent from finishing your hero with spells, a very good defensive card against Face Hunter, Freeze Mage or Malygos Warlock.
I would love some opinions on this ^^
Ok, what's this going to do to Warrior? Or Paladin? Or even other Shamans (Give you their Rockbiter to get bounced back)?
And even for the classes that it does work on, it's waaaaaaaaaay too easy to bait out for its cost and how specific it is.
G'day, everyone. I really like this week's theme and so far came up with two ideas:
And the second idea is a Druid secret called Thorns. It would *at the start of your turn* deal certain (likely 3) amount of dmg to all enemy characters that attacked last turn. However I'm lacking the artwork for that one =/
Anyway I'd like to get some feedback at my current card.
Swift Strike: I think it's good as it is. Enforced Sacrifice: too many minions, I think 2 is enough. Surprise Attack: I think it's better to have a Backstab than this. I think it should give you a stronger spell. And maybe rephrase it to: "If your opponent does not play any minions on his turn, ..." Backfire: too similar to Hunter's Misdirection Elmo: I prefer Vendeta or Blood Craze
Edit: Mana drain: add "Secret" keyword. And it should cost 1 I am Turtle: nice win condition, IDK if fits Heathstone theme though.
Review of page 3. Criteria are the same - first an ability to play around the secret, then balance.
Blackened Soul: I say too easy to play around. Drop a minion with useful battlecry, and get a Doomguard in response... har, har. Even if you'd get a worst possible outcome of a Blood Imp, you are in surplus since that imp will get your units health and is not targettable by Sacrificial Pact. A Dreadsteed will in fact spell doom for the warlock, especially if combo'd with Warsong Commander. Everything else is irrelevant if secret caster has a Sacrificial Pact ready to eliminate the summoned minion. If not, the caster is in a great trouble if their enemy has received a say Fearsome Doomguard. 1/5, the idea doesn't seem to be worth playing such a secret.
Master of Arms: TL;DR and quantity over quality. You already know what class is your opponent, so this is one card 9 weapons and not quite a secret. Also weapons are hard-tailored against specific class, making this thing FREAKING OP. 0/5
Totemic Projection: Art lost, or wasn't designed. Don't forget that those totems won't be able to attack immediately, also this summon set renders shaman HP useless until a totem would be eliminated from the battlefield, even if there is space on the board. I'd say summon only three totems, this way if played t6 and with Thunder Bluff Valiant on the battlefield, will be guaranteed to have buffs. But, this card can't be played around, you can only negate the consequences. 1/5
Equalizer: Hmm, half a Mind Blast, and if joust lost, your secret is gone. But again, no playing around and no preventing this from triggering the next turn. 1/5
Downgrade!: The idea is very off the rogue as a character, it's the mages' work to transform, not rogues'. As the idea outside the class, I wonder what will be the result should one use a 1-drop when this is in place. 1/5, since you can technically surprise such a magic-wielding rogue with Mountain Giant drop and get a Deathwing.
Retaliation: Doesn't save you from an OTK, but does a tempo gain of at least a turn. Given that there's an obvious playing around and through the secret (hit with a 1/1 and drop an ooze), this qualifies as good. 4/5 and an upvote.
Kidnap: Sure, you play this with Alexstrasza on board and then say "Hey I've got your dragon!" No. 0/5
Garrote: See before, page 2 "Slit Throat". This concept suffers from the same set of issues. Still, since this works on any minion, not only on those that have battlecries, this variant is easier to play around, just drop a Argent Watchman or a similar card. 1/5
Yggdrasil: It should be a legendary secret IMHO, because Yggdrasil is one of a kind. A nice concept, but it basically says "Combo or bust", forcing a face hunter seeing this drop to auto-concede. 3/5, there are obvious balance issues with this.
Mind Flay: This is not a secret, it's an enchantment. 0/5
Call of the Tide: Hmmmmmmm. A tricky thing to judge or balance. It's not a first drop, it's not a third drop, it's not even a drop, and you can certainly play around this by leaving your shaman with one minion. This will trigger and produce 1 random murloc because you don't have more minions on the battlefield. The value is probably selected correctly, seeing that all murlocs are under 4 mana, but since it has potential to do two transformations, should an opponent fail to clear the board, this should cost 2 with 2 overload, or 1 with one overload, meaning it should be played as a combo card. 4/5
Spell Disruptor: Now this is what can certainly be called OMNI-RNG. How do you think a spell's effect could be "randomized"? Let's say simple, the opponent plays The Coin. Does this mean an effect could be Astral Communion, Deadly Shot or Light of the Naaru a random target? Stupid. 0/5
Prophet's Sacrifice: STUPID OP. You basically say "I give you a turn, now you can't kill me". And then you play this the second time. 0/5
Mana Bomb: I partially recall the lore where such a bomb blew up a city with Jaina in there, so "shenanigans" are valid. But, such a secret is more of an enchantment, and by the nature of Hearthstone stalling is a win condition, and this attempts to outplay anything control by a timer. No. 0/5
Evasion: The trigger is malformed, what's written as a trigger is a condition check instead. The idea of gaining Stealth is rogue-ish, but the mechanics will be exact match with Immune. 1/5
Rejuvenate: So, playing this t1 with coin basically says "Don't touch me, or face a Dr. Boom next turn". And there is no playing around this, with consequences lasting 8 turns. No. 0/5
Metamorphosis: "Discard from opponent's deck"?! No, already. And then "get the minion if it was one"? 0/5
Water Shield: This thing is subtle, you need to deliberately lessen your power base to have a chance to trigger this, so this requires some skill to even activate the secret. And to add insult to injury, stealing it with Kezan Mystic won't provide benefit to the stealer. Maybe this shouldn't be the case, though. 4/5 for implicit skill requirement.
Premeditation: Hmmmm. Getting coins is a common theme for rogue post-TGT, and this secret can be counterplayed with a 1-mana card - it will trigger but don't give coins. Also it's possible to mill the rogue with excess coins should one play a Molten Giant. Can't justify this card, sadly, because having a single coin early is serious tempo, whether it's worth 3 mana investment to get one coin is doubtful, and with "1-2" it spells RNG f***ups. 3.5/5, since apparently the poster tried hard enough to balance this secret.
Hi guys. Changed it to 2 mana. It's similar to the Priests' Fade card that they had back in beta now.
I like it a lot, force your opponent to attack your minions, even if they don't have Taunt, or else you can gain a huge Bolster value. Only thing I would change is the rarity to like Rare, the effect isn't THAT epic, which is also why it can win this week, people doesn't seem to like new creative ideas and vote for the more simple kinds. Also think you can find a better name, even though Shield of Secrets is fine. Maybe Kingsguard, Bulwark of Hellscream or Kor'kron Guard, since the minions are taking positions to guard the leader
Want to try something like this, any suggestions for changes?
Each effect would not get a new card with its own effect and art, 2 cards called Emancipate would be added to your hand, and then the text would be changed depending on what kind of Deathrattle effect that triggered:
"Summoning a random legendary minion" or "taking control of a random enemy minion" for 1 mana is OP, but it was your opponent that made the decision to trigger that effect for you
What you say about this card - quite interesting - is it usable, or just "strange junk"?
Just remember, that it may be played early, and activates only when you got stealthed minions at the end of your turn. For example - play it on turn 2, and get effect on turn 5 or 6.
Thanks for the feedback. Additional thanks to Doctorwhoops for the artwork.
What I wanted Mana Drain to do is to punish mana inefficiency. You play it and if your opponent doesn't spend all his he ramps you up. At first I wanted to make it Druid secret but couldn't identify it as Druid however remembered that Warlock had a spell called Drain Mana.
It's dangerous as it is right now. Most cards have deathrattle of more than a single mana worth, so pricing Emancipation at 1 mana (and card value is ignored since the card is generated) is a serious underestimation. Probably give generated Emancipation mana value equal to the cost of minion that did a deathrattle minus one? Then, summoning a random legend would cost 7, getting three Arcane Missiles would cost 7, dealing 2 damage to hero would cost 0, and getting a Nerubian would cost 2. More balanced IMHO.
Just like Competitive Spirit (when the owner don't have minions), it does not trigger if your opponent does not have cards.
If he has 1 card, you get a "Worthless Wyrm" (If some point 1 mana legendaries will be introduced, "Worthless Wyrm" can go away)
Firstly I wanted to word the card as "summon" instead of "add to your hand" but finally I went with "add hand". Both the "summon" and "add to your hand" has its pros and cons honestly, it is really hard to decide which one is more balanced
It's dangerous as it is right now. Most cards have deathrattle of more than a single mana worth, so pricing Emancipation at 1 mana (and card value is ignored since the card is generated) is a serious underestimation. Probably give generated Emancipation mana value equal to the cost of minion that did a deathrattle minus one? Then, summoning a random legend would cost 7, getting three Arcane Missiles would cost 7, dealing 2 damage to hero would cost 0, and getting a Nerubian would cost 2. More balanced IMHO.
And how would you word that without ending up with a mess like this no one will bother reading?
A random legend for 7 or 3 Arcane Missiles for 7 is really bad. Some minions have Deathrattle effects where effect counts more than others. For you to get 2 random legendaries for 1 card and 4 mana you have to be in the end game, and your opponent has to be stupid enough to trade his Sneed's Shredder during his turn (a minion that is rarely played), your opponent is in full control, it's a tech card to counter Deathrattle decks.
I need help balancing this card, of course I'll change the name. Should it give a higher +X/+X ? Should it be cheaper? Remember to add the cost of the hero power to this card. I used the Inspire keyword to make the text shorter.
You have two ways around this secret: using your hero power every turn, or clearing your opponent's board (but it will not trigger).
Lol, hunters would simply shoot each others down if you made 2 of them deal with this secret at turn one. Cool card.
Edit: You could make it bomb themed. So it would explode if you didn't used your hero power, but it would have more connection with damage than with buffs.
Hi guys. Changed it to 2 mana. It's similar to the Priests' Fade card that they had back in beta now.
I like it a lot, force your opponent to attack your minions, even if they don't have Taunt, or else you can gain a huge Bolster value. Only thing I would change is the rarity to like Rare, the effect isn't THAT epic, which is also why it can win this week, people doesn't seem to like new creative ideas and vote for the more simple kinds. Also think you can find a better name, even though Shield of Secrets is fine. Maybe Kingsguard, Bulwark of Hellscream or Kor'kron Guard, since the minions are taking positions to guard the leader
Want to try something like this, any suggestions for changes?
Each effect would not get a new card with its own effect and art, 2 cards called Emancipate would be added to your hand, and then the text would be changed depending on what kind of Deathrattle effect that triggered:
"Summoning a random legendary minion" or "taking control of a random enemy minion" for 1 mana is OP, but it was your opponent that made the decision to trigger that effect for you
I like it, kind of like a wierder duplicate. Don't worry about the balance if your opponent decides to give you sylvanas, that's almost entirely their fault.
I need help balancing this card, of course I'll change the name. Should it give a higher +X/+X ? Should it be cheaper? Remember to add the cost of the hero power to this card. I used the Inspire keyword to make the text shorter.
You have two ways around this secret: using your hero power every turn, or clearing your opponent's board (but it will not trigger).
Pleas vote on my submission on the Weekly Card Design Competition: Fahrum Specter!
Ok, what's this going to do to Warrior? Or Paladin? Or even other Shamans (Give you their Rockbiter to get bounced back)?
And even for the classes that it does work on, it's waaaaaaaaaay too easy to bait out for its cost and how specific it is.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Good to see so many interesting ideas when I couldn't think of anything at all.
G'day, everyone.
I really like this week's theme and so far came up with two ideas:
And the second idea is a Druid secret called Thorns. It would *at the start of your turn* deal certain (likely 3) amount of dmg to all enemy characters that attacked last turn. However I'm lacking the artwork for that one =/
Anyway I'd like to get some feedback at my current card.
is it a funny card? which name is better, "i am a turtle" or "shield wall" or other names?( forgive me not a native speaker...)
Swift Strike: I think it's good as it is.
Enforced Sacrifice: too many minions, I think 2 is enough.
Surprise Attack: I think it's better to have a Backstab than this. I think it should give you a stronger spell. And maybe rephrase it to: "If your opponent does not play any minions on his turn, ..."
Backfire: too similar to Hunter's Misdirection
Elmo: I prefer Vendeta or Blood Craze
Edit:
Mana drain: add "Secret" keyword. And it should cost 1
I am Turtle: nice win condition, IDK if fits Heathstone theme though.
Pleas vote on my submission on the Weekly Card Design Competition: Fahrum Specter!
Review of page 3. Criteria are the same - first an ability to play around the secret, then balance.
Blackened Soul: I say too easy to play around. Drop a minion with useful battlecry, and get a Doomguard in response... har, har. Even if you'd get a worst possible outcome of a Blood Imp, you are in surplus since that imp will get your units health and is not targettable by Sacrificial Pact. A Dreadsteed will in fact spell doom for the warlock, especially if combo'd with Warsong Commander. Everything else is irrelevant if secret caster has a Sacrificial Pact ready to eliminate the summoned minion. If not, the caster is in a great trouble if their enemy has received a say Fearsome Doomguard. 1/5, the idea doesn't seem to be worth playing such a secret.
Master of Arms: TL;DR and quantity over quality. You already know what class is your opponent, so this is one card 9 weapons and not quite a secret. Also weapons are hard-tailored against specific class, making this thing FREAKING OP. 0/5
Totemic Projection: Art lost, or wasn't designed. Don't forget that those totems won't be able to attack immediately, also this summon set renders shaman HP useless until a totem would be eliminated from the battlefield, even if there is space on the board. I'd say summon only three totems, this way if played t6 and with Thunder Bluff Valiant on the battlefield, will be guaranteed to have buffs. But, this card can't be played around, you can only negate the consequences. 1/5
Equalizer: Hmm, half a Mind Blast, and if joust lost, your secret is gone. But again, no playing around and no preventing this from triggering the next turn. 1/5
Downgrade!: The idea is very off the rogue as a character, it's the mages' work to transform, not rogues'. As the idea outside the class, I wonder what will be the result should one use a 1-drop when this is in place. 1/5, since you can technically surprise such a magic-wielding rogue with Mountain Giant drop and get a Deathwing.
Retaliation: Doesn't save you from an OTK, but does a tempo gain of at least a turn. Given that there's an obvious playing around and through the secret (hit with a 1/1 and drop an ooze), this qualifies as good. 4/5 and an upvote.
Kidnap: Sure, you play this with Alexstrasza on board and then say "Hey I've got your dragon!" No. 0/5
Garrote: See before, page 2 "Slit Throat". This concept suffers from the same set of issues. Still, since this works on any minion, not only on those that have battlecries, this variant is easier to play around, just drop a Argent Watchman or a similar card. 1/5
Mark of the Naaru: Hmm, a Far Sighted Velen's Chosen with rebalanced stats. Should cost 3 at the very least, you're effectively adding a Soot Spewer on top of a minion. 3/5
Yggdrasil: It should be a legendary secret IMHO, because Yggdrasil is one of a kind. A nice concept, but it basically says "Combo or bust", forcing a face hunter seeing this drop to auto-concede. 3/5, there are obvious balance issues with this.
Mind Flay: This is not a secret, it's an enchantment. 0/5
Call of the Tide: Hmmmmmmm. A tricky thing to judge or balance. It's not a first drop, it's not a third drop, it's not even a drop, and you can certainly play around this by leaving your shaman with one minion. This will trigger and produce 1 random murloc because you don't have more minions on the battlefield. The value is probably selected correctly, seeing that all murlocs are under 4 mana, but since it has potential to do two transformations, should an opponent fail to clear the board, this should cost 2 with 2 overload, or 1 with one overload, meaning it should be played as a combo card. 4/5
Spell Disruptor: Now this is what can certainly be called OMNI-RNG. How do you think a spell's effect could be "randomized"? Let's say simple, the opponent plays The Coin. Does this mean an effect could be Astral Communion, Deadly Shot or Light of the Naaru a random target? Stupid. 0/5
Prophet's Sacrifice: STUPID OP. You basically say "I give you a turn, now you can't kill me". And then you play this the second time. 0/5
Mana Bomb: I partially recall the lore where such a bomb blew up a city with Jaina in there, so "shenanigans" are valid. But, such a secret is more of an enchantment, and by the nature of Hearthstone stalling is a win condition, and this attempts to outplay anything control by a timer. No. 0/5
Evasion: The trigger is malformed, what's written as a trigger is a condition check instead. The idea of gaining Stealth is rogue-ish, but the mechanics will be exact match with Immune. 1/5
Rejuvenate: So, playing this t1 with coin basically says "Don't touch me, or face a Dr. Boom next turn". And there is no playing around this, with consequences lasting 8 turns. No. 0/5
Metamorphosis: "Discard from opponent's deck"?! No, already. And then "get the minion if it was one"? 0/5
Water Shield: This thing is subtle, you need to deliberately lessen your power base to have a chance to trigger this, so this requires some skill to even activate the secret. And to add insult to injury, stealing it with Kezan Mystic won't provide benefit to the stealer. Maybe this shouldn't be the case, though. 4/5 for implicit skill requirement.
Premeditation: Hmmmm. Getting coins is a common theme for rogue post-TGT, and this secret can be counterplayed with a 1-mana card - it will trigger but don't give coins. Also it's possible to mill the rogue with excess coins should one play a Molten Giant. Can't justify this card, sadly, because having a single coin early is serious tempo, whether it's worth 3 mana investment to get one coin is doubtful, and with "1-2" it spells RNG f***ups. 3.5/5, since apparently the poster tried hard enough to balance this secret.
There is a lot of steak here...
Hi guys. Changed it to 2 mana. It's similar to the Priests' Fade card that they had back in beta now.
I like it a lot, force your opponent to attack your minions, even if they don't have Taunt, or else you can gain a huge Bolster value. Only thing I would change is the rarity to like Rare, the effect isn't THAT epic, which is also why it can win this week, people doesn't seem to like new creative ideas and vote for the more simple kinds. Also think you can find a better name, even though Shield of Secrets is fine. Maybe Kingsguard, Bulwark of Hellscream or Kor'kron Guard, since the minions are taking positions to guard the leader
Want to try something like this, any suggestions for changes?
Each effect would not get a new card with its own effect and art, 2 cards called Emancipate would be added to your hand, and then the text would be changed depending on what kind of Deathrattle effect that triggered:
"Summoning a random legendary minion" or "taking control of a random enemy minion" for 1 mana is OP, but it was your opponent that made the decision to trigger that effect for you
Hearthpwn Community's Balancing of Cards.
Hello!
What you say about this card - quite interesting - is it usable, or just "strange junk"?
Just remember, that it may be played early, and activates only when you got stealthed minions at the end of your turn. For example - play it on turn 2, and get effect on turn 5 or 6.
Thanks for the feedback. Additional thanks to Doctorwhoops for the artwork.
What I wanted Mana Drain to do is to punish mana inefficiency. You play it and if your opponent doesn't spend all his he ramps you up. At first I wanted to make it Druid secret but couldn't identify it as Druid however remembered that Warlock had a spell called Drain Mana.
Here are the Thorns:
It's dangerous as it is right now. Most cards have deathrattle of more than a single mana worth, so pricing Emancipation at 1 mana (and card value is ignored since the card is generated) is a serious underestimation. Probably give generated Emancipation mana value equal to the cost of minion that did a deathrattle minus one? Then, summoning a random legend would cost 7, getting three Arcane Missiles would cost 7, dealing 2 damage to hero would cost 0, and getting a Nerubian would cost 2. More balanced IMHO.
There is a lot of steak here...
Just like Competitive Spirit (when the owner don't have minions), it does not trigger if your opponent does not have cards.
If he has 1 card, you get a "Worthless Wyrm" (If some point 1 mana legendaries will be introduced, "Worthless Wyrm" can go away)
Firstly I wanted to word the card as "summon" instead of "add to your hand" but finally I went with "add hand". Both the "summon" and "add to your hand" has its pros and cons honestly, it is really hard to decide which one is more balanced
yes
And how would you word that without ending up with a mess like this no one will bother reading?
A random legend for 7 or 3 Arcane Missiles for 7 is really bad. Some minions have Deathrattle effects where effect counts more than others. For you to get 2 random legendaries for 1 card and 4 mana you have to be in the end game, and your opponent has to be stupid enough to trade his Sneed's Shredder during his turn (a minion that is rarely played), your opponent is in full control, it's a tech card to counter Deathrattle decks.
Popular Deathrattles: Zombie Chow, Haunted Creeper, Mad Scientist, Deathlord, Mechanical Yeti, Piloted Shredder, Sludge Belcher, Sylvanas Windrunner, Death's Bite, Dark Cultist, Savannah Highmane, Webspinner.
Hearthpwn Community's Balancing of Cards.
The cost Is okay, competitive spirit gives +1/+1 to everyone with no condition and costs 1. Perfectly balanced.
Lol, hunters would simply shoot each others down if you made 2 of them deal with this secret at turn one. Cool card.
Edit: You could make it bomb themed. So it would explode if you didn't used your hero power, but it would have more connection with damage than with buffs.
Just wondering, what's everyone's thoughts on legendary spells this week? Since a secret for non-secret classes would be unique anyway.
Hmmm, it's comparable to explosive trap, actually. I think it is balanced.
I like it, kind of like a wierder duplicate. Don't worry about the balance if your opponent decides to give you sylvanas, that's almost entirely their fault.
What of these should I submit? And what are your tips for them?
Maybe... nah nah nah nah