I think you should have the freeze mechanic included in the card, because why not? Otherwise it doesn't seem effective...
2 mana. ''Secret: When an enemy minion attacks, freeze it. When it unfreezes, summon a water elemental.''
If you freeze a minion on there go, it will be effectively frozen for two of their goes, so there's a big delay on the WE being summoned. Does it being silenced mean it's ''unfrozen''? I believe it would lose the debuff of unfreezing? Then, the minion would be a prime target for silencing or detroying, as that's not unfreeze either. This all means it's not extremely powerfull even to summon, i feel. Do you agree?
My intention was to buff the Shaman freeze cards with a fitting secret (therefore Water Ele). And i like cards needing skill and planing. There would be the risk of destroying/silencing as you mentioned, but you could have frozen the enemy hero instead (no risk, but less rewarding (except your opponent is a Warrior/Rogue/Druid)).
Therefore i like it without included freezing - but i don't know, whether the 0-mana version with adding cards, or the 2 mana with summoning would be better. Both wouldn't be op, but interesting, i think.
Perhaps a compromise like this would fit:
€dit: thx for everything - but i think the first one is the best :)
I think this card is too weak to ever see play. It needs to combo with either Frost Shock or Frost Elemental to see any play. So, you have to hold this secret in your hand until you get one of those and use it, and then wait a turn, just to get a cheaper Water Elemental. Since that combo takes up like 6 spots in the deck (you wouldn't include this if Frost Shock was your only freeze, since that would be too unreliable), it is not worth it.
Hey guys! Need some opinions about the 3 cards I made, not sure which one to submit.
Any input is appreciated!
"At the end of your turn" is not how secrets work, it goes against the whole concept, you just made it into a delayed spell, not a secret. Also, secrets aren't even "active" on your turn, which lasts until "the end of your turn". You need to find a different trigger, "When a minion dies" etc. Of the three, I like Lightning Shield the best. I also personally don't think secrets should be 4 or higher. Mad Scientist already gives ton of value to Mage's 3 mana secrets. Just because 1, 2, 3 mana is taken by other classes, doesn't mean when other classes get secret they HAVE to be a different mana cost..
@ Gomelus - That isn't much of a secret. At the end of your turn is a pretty weak trigger. It would be no different from a normal spell if you cast it right before your turn ends. You are probably going to get disqualified because of it.
Ok, first off all of these don't really count. They trigger at the end of your turn, which means they have effectively no delay. They either need to trigger when you're attacked (which makes the most since with classic Shaman Shield spells) or at the start of your turn which makes way less sense.
Second, I'm pretty sure all of these are over powered. They all gain you 9 effective life base, since they give you 9 health worth of taunts. Plus they are protecting your other minions! Yes, ts less if your opponent can AoE, but more if your opponent can't deal each one exactly 3 damage with attacks. Then you throw in the fact that each one has an extra effect, gaining another 9 life, making it now 18+ for 4 mana; Drawing 3 cards, holy shit does that make every heal and card draw spell look terrible; or dealing 6 random damage in 2s, which still makes most every other card look bad.
I think this should definitely trigger when attack. I also think each shield should only have 1 hp. 3 individual taunts is already strong enough. That makes each one at least passable. Water Shield is probably too strong no matter what at 4 mana. 3 cards plus anything at 4 mana is too good.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ok, first off all of these don't really count. They trigger at the end of your turn, which means they have effectively no delay. They either need to trigger when you're attacked (which makes the most since with classic Shaman Shield spells) or at the start of your turn which makes way less sense.
Second, I'm pretty sure all of these are over powered. They all gain you 9 effective life base, since they give you 9 health worth of taunts. Plus they are protecting your other minions! Yes, ts less if your opponent can AoE, but more if your opponent can't deal each one exactly 3 damage with attacks. Then you throw in the fact that each one has an extra effect, gaining another 9 life, making it now 18+ for 4 mana; Drawing 3 cards, holy shit does that make every heal and card draw spell look terrible; or dealing 6 random damage in 2s, which still makes most every other card look bad.
I think this should definitely trigger when attack. I also think each shield should only have 1 hp. 3 individual taunts is already strong enough. That makes each one at least passable. Water Shield is probably too strong no matter what at 4 mana. 3 cards plus anything at 4 mana is too good.
An alternate solution to the power problem is having them summon just one orb. The spell doesn't need to summon three orbs because in WoW it summons three orbs. @ Gomelus, you could have it summon one orb, with the orb stats unchanged. That would be balanced for Hearthstone.
Hey guys! Need some opinions about the 3 cards I made, not sure which one to submit.
Any input is appreciated!
"At the end of your turn" is not how secrets work, it goes against the whole concept, you just made it into a delayed spell, not a secret. Also, secrets aren't even "active" on your turn, which lasts until "the end of your turn". You need to find a different trigger, "When a minion dies" etc. Of the three, I like Lightning Shield the best. I also personally don't think secrets should be 4 or higher. Mad Scientist already gives ton of value to Mage's 3 mana secrets. Just because 1, 2, 3 mana is taken by other classes, doesn't mean when other classes get secret they HAVE to be a different mana cost..
@ Gomelus - That isn't much of a secret. At the end of your turn is a pretty weak trigger. It would be no different from a normal spell if you cast it right before your turn ends. You are probably going to get disqualified because of it.
Ok, first off all of these don't really count. They trigger at the end of your turn, which means they have effectively no delay. They either need to trigger when you're attacked (which makes the most since with classic Shaman Shield spells) or at the start of your turn which makes way less sense.
Second, I'm pretty sure all of these are over powered. They all gain you 9 effective life base, since they give you 9 health worth of taunts. Plus they are protecting your other minions! Yes, ts less if your opponent can AoE, but more if your opponent can't deal each one exactly 3 damage with attacks. Then you throw in the fact that each one has an extra effect, gaining another 9 life, making it now 18+ for 4 mana; Drawing 3 cards, holy shit does that make every heal and card draw spell look terrible; or dealing 6 random damage in 2s, which still makes most every other card look bad.
I think this should definitely trigger when attack. I also think each shield should only have 1 hp. 3 individual taunts is already strong enough. That makes each one at least passable. Water Shield is probably too strong no matter what at 4 mana. 3 cards plus anything at 4 mana is too good.
Ok, first off all of these don't really count. They trigger at the end of your turn, which means they have effectively no delay. They either need to trigger when you're attacked (which makes the most since with classic Shaman Shield spells) or at the start of your turn which makes way less sense.
Second, I'm pretty sure all of these are over powered. They all gain you 9 effective life base, since they give you 9 health worth of taunts. Plus they are protecting your other minions! Yes, ts less if your opponent can AoE, but more if your opponent can't deal each one exactly 3 damage with attacks. Then you throw in the fact that each one has an extra effect, gaining another 9 life, making it now 18+ for 4 mana; Drawing 3 cards, holy shit does that make every heal and card draw spell look terrible; or dealing 6 random damage in 2s, which still makes most every other card look bad.
I think this should definitely trigger when attack. I also think each shield should only have 1 hp. 3 individual taunts is already strong enough. That makes each one at least passable. Water Shield is probably too strong no matter what at 4 mana. 3 cards plus anything at 4 mana is too good.
An alternate solution to the power problem is having them summon just one orb. The spell doesn't need to summon three orbs because in WoW it summons three orbs. @ Gomelus, you could have it summon one orb, with the orb stats unchanged. That would be balanced for Hearthstone.
Thanks for the tips, I had my doubts about the "at the end of your turn" part since it kind of voids the fact that it's a secret. And yes, I understand the fact that it gives 9+ life because of taunts, but it's also silenceable the effects, but... yeah, it's on the OP side. Will go back to lab for more tinkering. Thanks!
Hey guys! Need some opinions about the 3 cards I made, not sure which one to submit.
Any input is appreciated!
"At the end of your turn" is not how secrets work, it goes against the whole concept, you just made it into a delayed spell, not a secret. Also, secrets aren't even "active" on your turn, which lasts until "the end of your turn". You need to find a different trigger, "When a minion dies" etc. Of the three, I like Lightning Shield the best. I also personally don't think secrets should be 4 or higher. Mad Scientist already gives ton of value to Mage's 3 mana secrets. Just because 1, 2, 3 mana is taken by other classes, doesn't mean when other classes get secret they HAVE to be a different mana cost..
@ Gomelus - That isn't much of a secret. At the end of your turn is a pretty weak trigger. It would be no different from a normal spell if you cast it right before your turn ends. You are probably going to get disqualified because of it.
Ok, first off all of these don't really count. They trigger at the end of your turn, which means they have effectively no delay. They either need to trigger when you're attacked (which makes the most since with classic Shaman Shield spells) or at the start of your turn which makes way less sense.
Second, I'm pretty sure all of these are over powered. They all gain you 9 effective life base, since they give you 9 health worth of taunts. Plus they are protecting your other minions! Yes, ts less if your opponent can AoE, but more if your opponent can't deal each one exactly 3 damage with attacks. Then you throw in the fact that each one has an extra effect, gaining another 9 life, making it now 18+ for 4 mana; Drawing 3 cards, holy shit does that make every heal and card draw spell look terrible; or dealing 6 random damage in 2s, which still makes most every other card look bad.
I think this should definitely trigger when attack. I also think each shield should only have 1 hp. 3 individual taunts is already strong enough. That makes each one at least passable. Water Shield is probably too strong no matter what at 4 mana. 3 cards plus anything at 4 mana is too good.
Ok, first off all of these don't really count. They trigger at the end of your turn, which means they have effectively no delay. They either need to trigger when you're attacked (which makes the most since with classic Shaman Shield spells) or at the start of your turn which makes way less sense.
Second, I'm pretty sure all of these are over powered. They all gain you 9 effective life base, since they give you 9 health worth of taunts. Plus they are protecting your other minions! Yes, ts less if your opponent can AoE, but more if your opponent can't deal each one exactly 3 damage with attacks. Then you throw in the fact that each one has an extra effect, gaining another 9 life, making it now 18+ for 4 mana; Drawing 3 cards, holy shit does that make every heal and card draw spell look terrible; or dealing 6 random damage in 2s, which still makes most every other card look bad.
I think this should definitely trigger when attack. I also think each shield should only have 1 hp. 3 individual taunts is already strong enough. That makes each one at least passable. Water Shield is probably too strong no matter what at 4 mana. 3 cards plus anything at 4 mana is too good.
An alternate solution to the power problem is having them summon just one orb. The spell doesn't need to summon three orbs because in WoW it summons three orbs. @ Gomelus, you could have it summon one orb, with the orb stats unchanged. That would be balanced for Hearthstone.
Thanks for the tips, I had my doubts about the "at the end of your turn" part since it kind of voids the fact that it's a secret. And yes, I understand the fact that it gives 9+ life because of taunts, but it's also silenceable the effects, but... yeah, it's on the OP side. Will go back to lab for more tinkering. Thanks!
It actually isn't that silenceable. If you have three different minions, they aren't going to be able to silence them all, unless they run Mass Dispel, which is only one class and not used. So, it would take three cards to silence the effects of one card.
I think you should have the freeze mechanic included in the card, because why not? Otherwise it doesn't seem effective...
2 mana. ''Secret: When an enemy minion attacks, freeze it. When it unfreezes, summon a water elemental.''
If you freeze a minion on there go, it will be effectively frozen for two of their goes, so there's a big delay on the WE being summoned. Does it being silenced mean it's ''unfrozen''? I believe it would lose the debuff of unfreezing? Then, the minion would be a prime target for silencing or detroying, as that's not unfreeze either. This all means it's not extremely powerfull even to summon, i feel. Do you agree?
My intention was to buff the Shaman freeze cards with a fitting secret (therefore Water Ele). And i like cards needing skill and planing. There would be the risk of destroying/silencing as you mentioned, but you could have frozen the enemy hero instead (no risk, but less rewarding (except your opponent is a Warrior/Rogue/Druid)).
Therefore i like it without included freezing - but i don't know, whether the 0-mana version with adding cards, or the 2 mana with summoning would be better. Both wouldn't be op, but interesting, i think.
Perhaps a compromise like this would fit:
€dit: thx for everything - but i think the first one is the best :)
I think this card is too weak to ever see play. It needs to combo with either Frost Shock or Frost Elemental to see any play. So, you have to hold this secret in your hand until you get one of those and use it, and then wait a turn, just to get a cheaper Water Elemental. Since that combo takes up like 6 spots in the deck (you wouldn't include this if Frost Shock was your only freeze, since that would be too unreliable), it is not worth it.
Hi, thx for your comment. But you don't need to hold your secret, you can play it any time (or get it through Mad Scientist). If you have 2 Frost Shocks and perhaps one Frost Elemental in your deck, you will get your Freeze anytime soon. And once a Water Ele is on the field, you have even more Freezes. But i will consider lowering the manacost to 1?
The cost of the cards isn't even an issue. It is just too slow. No one would take up card space with these six cards to get a delayed, discounted Water Elemental. It just isn't worth it.
- skillful card, cause it could wreck your opponents plan, or aquire nothing (like Loatheb) - enables combos at least plus in general: - A secret, even more so when it‘s a the only one of a class, has to force interaction (otherwise you could put the effect into a spell or a battlecry like in Loatheb or Saboteur!) - A secret should have an individual mana-cost for each class, and shouldn't be too expensive (therefore only 0 or 4 Mana would fit) --> Mad Scientist - A secret should somehow remain a »secret« (a bad example is Competitive Spirit) - A sole secret, like in this competition claimed, cries for a tech-role
but should it be epic cause of arena? is a 0-mana-tech-card enough without cycling? am i missing something? :)
I'll address each of your points.
- Not really all that skillful. Most of the time, it WILL wreck your opponent's plans, especially against combo decks. I can think of less situations when this will aquire nothing than I can think of ways this will wreck your opponent. It would let you stall one more turn where you can get ahead in tempo and snowball your way to victory.
- It does enable combos, making it even more dangerous and moving it more towards "broken". Theeffect is strong enough, we don't need more upsides to this card than we already have.
- This card does'nt force interaction, it disables interaction. Unless your opponent has EXACTLY the card to counter this (High cost cards that work well alone) , he would just lose all the tempo and lose the game. In fact, it could be a battlecry and would still be as broken.
- Undercosted. I agree that secrets should be 0-4 mana, but think of it this way ; Would you make a 2 mana 3/2 with battlecry: Skip your opponent's next turn when he plays a card. No right? And yes, I know that your opponent can just not play card, but that woul be no different from playing one right? I think that 3-4 mana would be more blanced to justify it.
- And finally, yes, I agree that a sole secret should see a tech role, i did the same, my card waas also very techish (and a bit broken too). But in the end, tech cards shoud be mildly balanced, somewhere I feel we both failed at.
Twist of fate is a very nice secret, and because your opponent knows which secret is, he will hold back his large minions and attack first with his smaller minions, if he has any. 2 mana seems better :)
I had the idea of avoiding the attack of an enemy minion and i think is helpful in a game but i also think that maybe the card is a bit polarized.
For example, using it against secret pally, u would cry if u waste three mana in order to give the debuff to a silver hand recruit.
And , in the other side, u can win a game ( or at least wreck the finisher of ur opponent) if u hit gromash with this, or an arcane golem with two PO. Also awesome against savannah highmane.
Because of this, i am reconsidering the mana cost because of the card being too weak in aggro meta. I believe that it would be more balanced, whatever deck u face. Maybe 2 mana is not OP?
Thanks for the feedback.
This is too weak against any deck. It seems to me like you forgot that this is the ONLY secret priest would have. You aren't going to hit Grom with it, because the enemy knows exactly what secret it is. If you play this against pally, you will hit a Silver Hand Recruit pretty much 100% of the time. Basically, this will always hit your enemy's weakest minion.
Hey guys! Need some opinions about the 3 cards I made, not sure which one to submit.
Any input is appreciated!
Siras Terra, the Geomancer
I think this card is too weak to ever see play. It needs to combo with either Frost Shock or Frost Elemental to see any play. So, you have to hold this secret in your hand until you get one of those and use it, and then wait a turn, just to get a cheaper Water Elemental. Since that combo takes up like 6 spots in the deck (you wouldn't include this if Frost Shock was your only freeze, since that would be too unreliable), it is not worth it.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Why not just summon 3 random orbs? Or even 1 each?
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.
"At the end of your turn" is not how secrets work, it goes against the whole concept, you just made it into a delayed spell, not a secret. Also, secrets aren't even "active" on your turn, which lasts until "the end of your turn". You need to find a different trigger, "When a minion dies" etc. Of the three, I like Lightning Shield the best. I also personally don't think secrets should be 4 or higher. Mad Scientist already gives ton of value to Mage's 3 mana secrets. Just because 1, 2, 3 mana is taken by other classes, doesn't mean when other classes get secret they HAVE to be a different mana cost..
Hearthpwn Community's Balancing of Cards.
@ Gomelus - That isn't much of a secret. At the end of your turn is a pretty weak trigger. It would be no different from a normal spell if you cast it right before your turn ends. You are probably going to get disqualified because of it.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@ Gomelus
Ok, first off all of these don't really count. They trigger at the end of your turn, which means they have effectively no delay. They either need to trigger when you're attacked (which makes the most since with classic Shaman Shield spells) or at the start of your turn which makes way less sense.
Second, I'm pretty sure all of these are over powered. They all gain you 9 effective life base, since they give you 9 health worth of taunts. Plus they are protecting your other minions! Yes, ts less if your opponent can AoE, but more if your opponent can't deal each one exactly 3 damage with attacks. Then you throw in the fact that each one has an extra effect, gaining another 9 life, making it now 18+ for 4 mana; Drawing 3 cards, holy shit does that make every heal and card draw spell look terrible; or dealing 6 random damage in 2s, which still makes most every other card look bad.
I think this should definitely trigger when attack. I also think each shield should only have 1 hp. 3 individual taunts is already strong enough. That makes each one at least passable. Water Shield is probably too strong no matter what at 4 mana. 3 cards plus anything at 4 mana is too good.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
An alternate solution to the power problem is having them summon just one orb. The spell doesn't need to summon three orbs because in WoW it summons three orbs. @ Gomelus, you could have it summon one orb, with the orb stats unchanged. That would be balanced for Hearthstone.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Thanks for the tips, I had my doubts about the "at the end of your turn" part since it kind of voids the fact that it's a secret. And yes, I understand the fact that it gives 9+ life because of taunts, but it's also silenceable the effects, but... yeah, it's on the OP side. Will go back to lab for more tinkering. Thanks!
Siras Terra, the Geomancer
That card
It actually isn't that silenceable. If you have three different minions, they aren't going to be able to silence them all, unless they run Mass Dispel, which is only one class and not used. So, it would take three cards to silence the effects of one card.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
what program(s) do people use to make their card image?
Mozilla Firefox
- Click Here To Join Us On Discord! -
Dark Intent seems really nice on a taunt minion, I think it will work :)
@Jimmy we usually use the website Hearthcards, but download the image and host it on some other site
Pleas vote on my submission on the Weekly Card Design Competition: Fahrum Specter!
Hearthcards.net
.
The cost of the cards isn't even an issue. It is just too slow. No one would take up card space with these six cards to get a delayed, discounted Water Elemental. It just isn't worth it.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I'll address each of your points.
- Not really all that skillful. Most of the time, it WILL wreck your opponent's plans, especially against combo decks. I can think of less situations when this will aquire nothing than I can think of ways this will wreck your opponent. It would let you stall one more turn where you can get ahead in tempo and snowball your way to victory.
- It does enable combos, making it even more dangerous and moving it more towards "broken". Theeffect is strong enough, we don't need more upsides to this card than we already have.
- This card does'nt force interaction, it disables interaction. Unless your opponent has EXACTLY the card to counter this (High cost cards that work well alone) , he would just lose all the tempo and lose the game. In fact, it could be a battlecry and would still be as broken.
- Undercosted. I agree that secrets should be 0-4 mana, but think of it this way ; Would you make a 2 mana 3/2 with battlecry: Skip your opponent's next turn when he plays a card. No right? And yes, I know that your opponent can just not play card, but that woul be no different from playing one right? I think that 3-4 mana would be more blanced to justify it.
- And finally, yes, I agree that a sole secret should see a tech role, i did the same, my card waas also very techish (and a bit broken too). But in the end, tech cards shoud be mildly balanced, somewhere I feel we both failed at.
Twist of fate is a very nice secret, and because your opponent knows which secret is, he will hold back his large minions and attack first with his smaller minions, if he has any. 2 mana seems better :)
Pleas vote on my submission on the Weekly Card Design Competition: Fahrum Specter!
This is too weak against any deck. It seems to me like you forgot that this is the ONLY secret priest would have. You aren't going to hit Grom with it, because the enemy knows exactly what secret it is. If you play this against pally, you will hit a Silver Hand Recruit pretty much 100% of the time. Basically, this will always hit your enemy's weakest minion.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Secrets can't trigger on your own turn. Granted, some people are making secrets that do, but, unless otherwise stated, you have to assume they can't.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
We have addressed Competitive Spirit numerous times. Coldlight Oracle still would not trigger your own Eavesdrop.