Just wondering, what's everyone's thoughts on legendary spells this week? Since a secret for non-secret classes would be unique anyway.
I think it's a good idea due to the 1-off secret rule. I was giving some thought to the major WoW characters and some secret they revealed at some point... Actually, for example, just occurred to me from an earlier card comp (10 mana cost spell) I had ''Prestor's Metamorphosis'' referencing Daval Prestor's transformation into Deathwing... something like that might work, I think. (I'll have to look up the lore to see if it was actually a secret that he'd do that:D). This would nicely contextualise a legendary Mage secret of some design. There must be many examples of lore secret-reveals in wow storylines that would be workable for every class.
I think it's a good idea due to the 1-off secret rule. I was giving some thought to the major WoW characters and some secret they revealed at some point... Actually, for example, just occurred to me from an earlier card comp (10 mana cost spell) I had ''Prestor's Metamorphosis'' referencing Daval Prestor's transformation into Deathwing... something like that might work, I think. (I'll have to look up the lore to see if it was actually a secret that he'd do that:D). This would nicely contextualise a legendary Mage secret of some design. There must be many examples of lore secret-reveals in wow storylines that would be workable for every class.
When compared to Bash it's much stronger with more damage, armor and lower mana cost. However rogues do not particulary benefit of armor, and the opponent can negate it much like with Vaporize to the extent of even as to take 4 damage to their own hero if they can attack. And the fact that the opponent knows the effect of the secret!
Could i get some feedback? Maybe increase cost or reduce damage?
I think it's a good idea due to the 1-off secret rule. I was giving some thought to the major WoW characters and some secret they revealed at some point... Actually, for example, just occurred to me from an earlier card comp (10 mana cost spell) I had ''Prestor's Metamorphosis'' referencing Daval Prestor's transformation into Deathwing... something like that might work, I think. (I'll have to look up the lore to see if it was actually a secret that he'd do that:D). This would nicely contextualise a legendary Mage secret of some design. There must be many examples of lore secret-reveals in wow storylines that would be workable for every class.
Eh, I was just thinking of using Legendary as a way to solve the dilemma of making a secret that you would only ever want one of. For the idea I had, having more than one would be would be pointless in pretty much all but the most inconsistent scenarios (like if you discard it or it gets milled). It wouldn't be "legendary" in the literal sense.
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.
Thats not rly true, usually u have to deal with sylvanas one way or the other, but if this card existed, u could just play it after sylvanas, doesnt care about a world, yolo her steal and then take back two minions instead of one :O but on another note, this week contest idea would probably push Kezan Mystics into every single deck, if those standalone secrets were this powerful and were played a lot, that would not be very fun either :/
Ok, so i tweaked it a bit and went around the trigger in your current turn and just put it at the start of your opponents, so its basicly as if it was at the end of your turn, but in that time, the secret would have been inactive (or at least i think :O). Anyway, it is still for a delayed card draw with northshires, but kinda guaranteed draw nevertheless and it still does what i intended with it and that is to free up Circle of Healings for AOEs. Guess it could also replace CoH in Blademaster opening. Thoughts?
My entry this week. I decided to go with a twist on a classic secret. It could be the only Warlock secret, or just the first to be printed, but it would work either way. In an ever-growing card based it's very optimistic to assume that any card would remain the only one of its type... I chose Warlock because I like the idea of Warlock getting a bunch of Secrets that are twisted versions of classic secrets of the other classes.
The idea is to give your opponent something that's a little tricky to play around. Shamans have it easy - just throw down a Flametongue Totem or similar, and the copy will destroy itself. Mages could use a Mana Wyrm that they ping immediately. If you don't have such an easy way out, the question becomes whether you want to give yourself an aggressive minion and the opponent something sticky, or play a high-health minion for yourself that becomes a high-attack low-health minion on the other side, easily removed by a 1-drop?
Review of page 3. Criteria are the same - first an ability to play around the secret, then balance.
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
I'm glad that you reviewed my card and think it's almost balanced, especially since I was half-passed out when I made and intentionally ignored balancing when making it :P
Eh, I was just thinking of using Legendary as a way to solve the dilemma of making a secret that you would only ever want one of. For the idea I had, having more than one would be would be pointless in pretty much all but the most inconsistent scenarios (like if you discard it or it gets milled). It wouldn't be "legendary" in the literal sense.
I'd say a Legendary Secret needs to be even more legendary than Legendary :D just to justify the insignia. Making it just an arbitrary Legendary status spell does seem a bit ''minor key'', if you get me. Either way, I was asking if you'd had any ideas/themes for a legendary secret,, since you'd suggested it, or maybe I missed the card you had in mind to make?
First: People will know which secret you will play, so it should give you some tempo, that's will be a the main effect of this secret. If he want to attack, he will lose a minion to his board, and your minions will gain stealth, so untargeable. Otherwise, the opponent can bait your secret to give your taunt minions stealth, so he can reach your hero. So use it when you clean the board before (2/3 minions max on his board before he activated the secret, or it depends on your hero's health).
Second: Combo, because most people run nowadays Kezan Mystic, especially if each class will got a secret (that's the main subject on this thread since we have to invent a secret for each classes except hunter/mage/paladin. Each players will "lose" a minion on his board, but you "win" random minion from your deck and it give it stealth, to reduce the disadvantage, because when you will attack, you will lose a minion. Otherwise, it give you the opportunity ( as you ), to give his taunt minion stealth, and reach his hero.
So this secret depends of the situation. Tempo ( and we know rogue is the best at that).
I think u should try it again, this is a TOOOOOOOOOOOON of text man, i get its not easy to word the entirety of what u intend it to do, but its super wordy and complex, not something that even resembles a card that could be in the game ;-)
Maybe lose the combo part and go with just the first part, even tho it is basically Freezing Trap (from which u should have taken the wording also), that has the +2 cost of the bounced minion traded for perma-Conceal on your minions :/
I'd say a Legendary Secret needs to be even more legendary than Legendary :D just to justify the insignia. Making it just an arbitrary Legendary status spell does seem a bit ''minor key'', if you get me. Either way, I was asking if you'd had any ideas/themes for a legendary secret,, since you'd suggested it, or maybe I missed the card you had in mind to make?
The idea I had was a "revolving door" that kept putting a copy of the secret itself into your deck whenever you ran out of cards, so as to prevent fatigue. I'm not gonna go with that though, assuming I go with anything.
@mk572 This is an interesting card, though it seems a bit more characteristic of a priest. I think you can make it 2 mana, mainly because your opponent has a lot more control over what they give you and ability to trade. In this case, the health and attack switch is a disadvantage.
@jinzau I think the card is balanced. Pay 3 mana to take away 3 mana seems fair, and the extra little bit because it's a secret. Good work.
this time i tried something that can easily fit in competitive play and may bring tempo rogue back to life.
the effect is understandable but if you need explanations you can find them in the submission page, I'm just too lazy to copy it into here :P
so, what do you think? for me seems like a good card to play against mages, priests and the control decks. you can setup this card before a combo if you don't have Loatheb in your hand.
what do you guys think? i tried to be creative about this. im still thinking about changing some stuff but the main ideia is for it to keep passing between the heroes and if they dont meet the requirements to pass it, it blows up and something bad happens to them.
also thinking about changing the name to hot potato. makes more sense i guess
Okay, like a couple of the cards with the Competitive Spirit trigger are actually pretty cool, but the fact that they're taking up a good half of the submissions is kind of a problem. Come on, y'all, you can do better than that. The few that are cool do something based on stuff your opponent actually did during their turn (for example, the very first submission by alky) meaning there's actually some interaction with them by your opponent, but way too many of them are just spells that you put on a one-turn delay, the "trigger" having nothing to do with what your opponent does. It's not against the letter or spirit of the rules exactly, so I'm not going to disqualify them or anything, I'm just saying it's disappointing because I don't think it takes enough creative advantage of the Secret mechanic.
What are definitely against the spirit of the rules, though, are some of the submissions where you Choose One between secrets with different triggers or where you end up with one of a bunch of different Secrets. As stated clearly in the week's restriction, these Secrets are supposed to be not-so-Secret. Your opponents are supposed to know exactly what they are because you don't have multiple Secret options. We can probably let the ones slide where the multiple Secrets have the same trigger, because at least then you play around them the same way, but we're definitely going to be discussing the rest.
Finally, too many people don't realize that Secrets can only get triggered during your opponent's turn. I realize that Competitive Spirit kind of screwed this by being literally against the game's own rules, so following its existing precedent we're sort of forced to allow things that function at start of turn or end of turn as though they don't occur during your own turn, but Secrets that function when you play something or when you use a hero power or when your hero or one of your minions attack or anything else that can only happen during your own turn are not going to be acceptable.
Negatives out of the way, though, there are a lot of ideas out here that I really like, the most successful ones being those that were really clearly designed with the idea in mind that the "mind game" these secrets are supposed to play are based on your opponent knowing exactly what they are. Again, because it's easy to reference but also because I do think it's good, the very first submission in the topic by alky is one example. Your opponent knows what that is and then has to make a decision about how much of a bonus they're going to provide their opponent.
I think it's a good idea due to the 1-off secret rule. I was giving some thought to the major WoW characters and some secret they revealed at some point... Actually, for example, just occurred to me from an earlier card comp (10 mana cost spell) I had ''Prestor's Metamorphosis'' referencing Daval Prestor's transformation into Deathwing... something like that might work, I think. (I'll have to look up the lore to see if it was actually a secret that he'd do that:D). This would nicely contextualise a legendary Mage secret of some design. There must be many examples of lore secret-reveals in wow storylines that would be workable for every class.
Just reading that it was a subterfuge story arch, hmm, would you consider a transformation hero style/summon deathwing secret in mage?
Mage isn't allowed this week though.
When compared to Bash it's much stronger with more damage, armor and lower mana cost. However rogues do not particulary benefit of armor, and the opponent can negate it much like with Vaporize to the extent of even as to take 4 damage to their own hero if they can attack.
And the fact that the opponent knows the effect of the secret!
Could i get some feedback? Maybe increase cost or reduce damage?
very true, any other themes on yr mind?
Eh, I was just thinking of using Legendary as a way to solve the dilemma of making a secret that you would only ever want one of. For the idea I had, having more than one would be would be pointless in pretty much all but the most inconsistent scenarios (like if you discard it or it gets milled). It wouldn't be "legendary" in the literal sense.
Thats not rly true, usually u have to deal with sylvanas one way or the other, but if this card existed, u could just play it after sylvanas, doesnt care about a world, yolo her steal and then take back two minions instead of one :O but on another note, this week contest idea would probably push Kezan Mystics into every single deck, if those standalone secrets were this powerful and were played a lot, that would not be very fun either :/
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Ok, so i tweaked it a bit and went around the trigger in your current turn and just put it at the start of your opponents, so its basicly as if it was at the end of your turn, but in that time, the secret would have been inactive (or at least i think :O). Anyway, it is still for a delayed card draw with northshires, but kinda guaranteed draw nevertheless and it still does what i intended with it and that is to free up Circle of Healings for AOEs. Guess it could also replace CoH in Blademaster opening. Thoughts?
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Thoughts ? :)
"My life... for Aiùr."
My entry this week. I decided to go with a twist on a classic secret. It could be the only Warlock secret, or just the first to be printed, but it would work either way. In an ever-growing card based it's very optimistic to assume that any card would remain the only one of its type... I chose Warlock because I like the idea of Warlock getting a bunch of Secrets that are twisted versions of classic secrets of the other classes.
The idea is to give your opponent something that's a little tricky to play around. Shamans have it easy - just throw down a Flametongue Totem or similar, and the copy will destroy itself. Mages could use a Mana Wyrm that they ping immediately. If you don't have such an easy way out, the question becomes whether you want to give yourself an aggressive minion and the opponent something sticky, or play a high-health minion for yourself that becomes a high-attack low-health minion on the other side, easily removed by a 1-drop?
I'm glad that you reviewed my card and think it's almost balanced, especially since I was half-passed out when I made and intentionally ignored balancing when making it :P
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I'd say a Legendary Secret needs to be even more legendary than Legendary :D just to justify the insignia. Making it just an arbitrary Legendary status spell does seem a bit ''minor key'', if you get me. Either way, I was asking if you'd had any ideas/themes for a legendary secret,, since you'd suggested it, or maybe I missed the card you had in mind to make?
Sorry it seems I did a poor wording on my card. Do you think this is fine?
It's balanced in my opinion
Maybe... nah nah nah nah
I think u should try it again, this is a TOOOOOOOOOOOON of text man, i get its not easy to word the entirety of what u intend it to do, but its super wordy and complex, not something that even resembles a card that could be in the game ;-)
Maybe lose the combo part and go with just the first part, even tho it is basically Freezing Trap (from which u should have taken the wording also), that has the +2 cost of the bounced minion traded for perma-Conceal on your minions :/
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The idea I had was a "revolving door" that kept putting a copy of the secret itself into your deck whenever you ran out of cards, so as to prevent fatigue. I'm not gonna go with that though, assuming I go with anything.
@mk572 This is an interesting card, though it seems a bit more characteristic of a priest. I think you can make it 2 mana, mainly because your opponent has a lot more control over what they give you and ability to trade. In this case, the health and attack switch is a disadvantage.
@jinzau I think the card is balanced. Pay 3 mana to take away 3 mana seems fair, and the extra little bit because it's a secret. Good work.
this time i tried something that can easily fit in competitive play and may bring tempo rogue back to life.
the effect is understandable but if you need explanations you can find them in the submission page, I'm just too lazy to copy it into here :P
so, what do you think? for me seems like a good card to play against mages, priests and the control decks. you can setup this card before a combo if you don't have Loatheb in your hand.
what do you guys think? i tried to be creative about this. im still thinking about changing some stuff but the main ideia is for it to keep passing between the heroes and if they dont meet the requirements to pass it, it blows up and something bad happens to them.
also thinking about changing the name to hot potato. makes more sense i guess
General thoughts so far:
Okay, like a couple of the cards with the Competitive Spirit trigger are actually pretty cool, but the fact that they're taking up a good half of the submissions is kind of a problem. Come on, y'all, you can do better than that. The few that are cool do something based on stuff your opponent actually did during their turn (for example, the very first submission by alky) meaning there's actually some interaction with them by your opponent, but way too many of them are just spells that you put on a one-turn delay, the "trigger" having nothing to do with what your opponent does. It's not against the letter or spirit of the rules exactly, so I'm not going to disqualify them or anything, I'm just saying it's disappointing because I don't think it takes enough creative advantage of the Secret mechanic.
What are definitely against the spirit of the rules, though, are some of the submissions where you Choose One between secrets with different triggers or where you end up with one of a bunch of different Secrets. As stated clearly in the week's restriction, these Secrets are supposed to be not-so-Secret. Your opponents are supposed to know exactly what they are because you don't have multiple Secret options. We can probably let the ones slide where the multiple Secrets have the same trigger, because at least then you play around them the same way, but we're definitely going to be discussing the rest.
Finally, too many people don't realize that Secrets can only get triggered during your opponent's turn. I realize that Competitive Spirit kind of screwed this by being literally against the game's own rules, so following its existing precedent we're sort of forced to allow things that function at start of turn or end of turn as though they don't occur during your own turn, but Secrets that function when you play something or when you use a hero power or when your hero or one of your minions attack or anything else that can only happen during your own turn are not going to be acceptable.
Negatives out of the way, though, there are a lot of ideas out here that I really like, the most successful ones being those that were really clearly designed with the idea in mind that the "mind game" these secrets are supposed to play are based on your opponent knowing exactly what they are. Again, because it's easy to reference but also because I do think it's good, the very first submission in the topic by alky is one example. Your opponent knows what that is and then has to make a decision about how much of a bonus they're going to provide their opponent.