Alright. Here are two current idea's. Can I get some feedback on which is better or how I should change them?
Love both concepts, interesting! I think I like Robbery more (If all minions don't attack it won't trigger is right?) simply because I'm a little afraid of a top deck being so strong in Harvest. Both have great interaction with the opponent's decision process. Also, the no one home... here come the robbers theme is great! + Cutpurse needs to see use!
Right now it isn't balanced. 4 mana for at least 15 points worth of damage reduction/healing is absurdly OP.
In a way it could be comparable to Ice Block or a stronger version of Ice Barrier I guess. I'll agree that it's a tad strong, and could do with higher cost or other sort of downside - I'm thinking a Discard, but that's probably lingering remains of last week's competition :p
Yeah, you can compare it to Ice Barrier. And it is at least twice as strong as Ice Barrier for just 1 more mana. It's effect is similar to Ice Block, but Ice Block only has a guaranteed damage reduction of 1, if your opponent does it right.
Yeah, you can compare it to Ice Barrier. And it is at least twice as strong as Ice Barrier for just 1 more mana. It's effect is similar to Ice Block, but Ice Block only has a guaranteed damage reduction of 1, if your opponent does it right.
Notice how I worded the effect. I took balance into consideration. It does only block the initial fatal blow and doesn't make you immune to damage afterwards. It also doesn't heal BY 15, it sets your health TO 15, meaning if you do 9 damage and he has 9 health, it only heals 6 hp. It also does little to help you if you lost your board. Ice Barrier can be used at any point in the game. This sits idle until you would be dead. "Just one mana more" is also huge when it comes to heals. Just compare Healing Wave to Holy Light
i dont inherently disagree with this but at the same time, i think it is interesting to come up with ideas of how secrets could be used on your turn and how it could be fleshed out from there. i 100% agree that having a secret that can ONLY be activated by yourself is very stupid and misses the point of the mechanic entirely, but having a secret that is triggered by doing an action that you or your opponent could do, like taking damage on either player's turn, regardless of if it was done by you or your opponent could certainly be interesting.
Oh okay, I understand what you were trying to say earlier. It would be very interesting if the card is well designed! I'm curious if anyone would go that route!
Ya, we just don't want to have any "Eye for an Eye" Shenanigans. Blizzard made it clear that abusing that was defeating the purpose of making it a secret in the first place
Yeah, you can compare it to Ice Barrier. And it is at least twice as strong as Ice Barrier for just 1 more mana. It's effect is similar to Ice Block, but Ice Block only has a guaranteed damage reduction of 1, if your opponent does it right.
Notice how I worded the effect. I took balance into consideration. It does only block the initial fatal blow and doesn't make you immune to damage afterwards. It also doesn't heal BY 15, it sets your health TO 15, meaning if you do 9 damage and he has 9 health, it only heals 6 hp. It also does little to help you if you lost your board. Ice Barrier can be used at any point in the game. This sits idle until you would be dead. "Just one mana more" is also huge when it comes to heals. Just compare Healing Wave to Holy Light
It's kinda always a heal for at least 15 if you consider that it negated 9 damage as well as healed for 6 in that case.
I've been messing around with a few shaman secrets. This makes Mad Scientist fairly redundant (not sure it would be :/) it kinda suits the fact that you know which secret it is. On the one hand I think it might help shaman get the help they need a bit earlier, on the other, is it worth that card slot? Used with Ancestral Knowledge it's nice, accelerates against aggro, might prevent an attack, stall a game in longer matches.
Interesting idea, but i dont rly like the fact, that u need to keep yourself overloaded, but if your opponent would wait for u to not be overloaded, i guess this would be pretty cheap "heal" :)
@Hereharehere I like the idea and balance a lot, I'm just not sure about the flavor. Deterrent aside, there is no actual shielding of the hero at all happening here. It's more like, "Oh no, he damaged me. Let's make him pay" sort of thing in my mind.
@LucasPassado The balance is all good, I think it could be worded a little better. It should be "When a friendly minion dies, put a random minion from your hand into the battlefield." (see Voidcaller)
Yeah, you can compare it to Ice Barrier. And it is at least twice as strong as Ice Barrier for just 1 more mana. It's effect is similar to Ice Block, but Ice Block only has a guaranteed damage reduction of 1, if your opponent does it right.
Notice how I worded the effect. I took balance into consideration. It does only block the initial fatal blow and doesn't make you immune to damage afterwards. It also doesn't heal BY 15, it sets your health TO 15, meaning if you do 9 damage and he has 9 health, it only heals 6 hp. It also does little to help you if you lost your board. Ice Barrier can be used at any point in the game. This sits idle until you would be dead. "Just one mana more" is also huge when it comes to heals. Just compare Healing Wave to Holy Light
Yeah, you can compare it to Ice Barrier. And it is at least twice as strong as Ice Barrier for just 1 more mana. It's effect is similar to Ice Block, but Ice Block only has a guaranteed damage reduction of 1, if your opponent does it right.
Notice how I worded the effect. I took balance into consideration. It does only block the initial fatal blow and doesn't make you immune to damage afterwards. It also doesn't heal BY 15, it sets your health TO 15, meaning if you do 9 damage and he has 9 health, it only heals 6 hp. It also does little to help you if you lost your board. Ice Barrier can be used at any point in the game. This sits idle until you would be dead. "Just one mana more" is also huge when it comes to heals. Just compare Healing Wave to Holy Light
It's kinda always a heal for at least 15 if you consider that it negated 9 damage as well as healed for 6 in that case.
Shanks made the point I was trying to. You can't ignore the damage prevention. Damage prevention is exactly the same as healing. It's the same as if you took that damage, then the card healed it. So, your card is guaranteed to mitigate and/or heal for at least 15 damage without any downsides, which is mindbogglingly OP for a cost of 4.
Alarmrobo in the form of a secret, what do you guys think about?
That seems a little too good. Wouldnt be that hard to put Ysera etc out on turn 3ish, which is nuts. Alarmobot fails, cause u can just kill it, but this basicly punishes u for not letting your opponent SMORc u :d
Alarmrobo in the form of a secret, what do you guys think about?
That seems a little too good. Wouldnt be that hard to put Ysera etc out on turn 3ish, which is nuts. Alarmobot fails, cause u can just kill it, but this basicly punishes u for not letting your opponent SMORc u :d
Yes, but this all depends, yes, i compared to alarmobot and i think this is a bit op too, but in fact you need to have a minion on the board, different of alarmobot you can turn 1 innervate. I also compared to that void something from warlock that gets a demon from your hand, maybe this should cost 3 mana or maybe 1 mana and gets a beast? What do you think about the idea? And about the title? Is it correct?
This is an ok topic, though it does make each secret tougher to design. I think many people are still designing many of these as if your opponent won't know exactly what the card does. Its definitely tougher to make a good secret that does something relevant but is just effectively a delayed type of spell. I don't think all of these need to directly be delayed spells, some of them can still play like very classic secrets if they fill the correct role. I can't wait to see how this week pans out. I made my card early, probably too early, but I have already thought about secrets for all the classes, as I think the mechanic could easily spread out.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Alarmrobo in the form of a secret, what do you guys think about?
That seems a little too good. Wouldnt be that hard to put Ysera etc out on turn 3ish, which is nuts. Alarmobot fails, cause u can just kill it, but this basicly punishes u for not letting your opponent SMORc u :d
Yes, but this all depends, yes, i compared to alarmobot and i think this is a bit op too, but in fact you need to have a minion on the board, different of alarmobot you can turn 1 innervate. I also compared to that void something from warlock that gets a demon from your hand, maybe this should cost 3 mana or maybe 1 mana and gets a beast? What do you think about the idea? And about the title? Is it correct?
PupleMD already had a suggestion about the wording, to make it more like Voidcallers. If it would summon a beast only, that might seem too weak, cause there arent rly any good beasts, but u cant rly let it summon any minion, thats too much. The cost would have to go to at least 4 mana i think.
Pretty lame but I can't think of anything. As it is, it works as a catch up for Shadow Priest/OTK priests who spent the early turn setting up their hand and board. It also work a bit against grinder decks and armor stackers. I think it works with Velen which makes it 10 damage...
I'm kinda leaning towards Last Stand. I like the flavor of that one a lot, because in WoW, you know a Prot warrior is going to pop Last Stand when his health gets low, so it isn't much of a secret. I think the Taunt aspect of it could make it interesting. If they can't hit you with a big enough minion, they can't just ignore all your minions. Maybe I should set the health threshold higher, though? Maybe 8 or 10? I see Last Stand and Evasion working well against aggro decks.
Pretty lame but I can't think of anything. As it is, it works as a catch up for Shadow Priest/OTK priests who spent the early turn setting up their hand and board. It also work a bit against grinder decks and armor stackers. Though maybe making it affect the opponent with lesser health makes more sense for aggro priest, and the opponent has to heal or smorc harder to prevent the damage. But I think it works with Velen which makes it 10 damage...
This will almost always be a 1 mana mind blast, as it will sit there until you are losing, so unless your opponent is behind the whole game and then OTKs you, it will always go off. I think this is underpriced.
I'm kinda leaning towards Last Stand. I like the flavor of that one a lot, because in WoW, you know a Prot warrior is going to pop Last Stand when his health gets low, so it isn't much of a secret. I think the Taunt aspect of it could make it interesting. If they can't hit you with a big enough minion, they can't just ignore all your minions. Maybe I should set the health threshold higher, though? Maybe 8 or 10? I see Last Stand and Evasion working well against aggro decks.
Right now it isn't balanced. 4 mana for at least 15 points worth of damage reduction/healing is absurdly OP.
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Alarmrobo in the form of a secret, what do you guys think about?
Maybe... nah nah nah nah
Love both concepts, interesting! I think I like Robbery more (If all minions don't attack it won't trigger is right?) simply because I'm a little afraid of a top deck being so strong in Harvest. Both have great interaction with the opponent's decision process. Also, the no one home... here come the robbers theme is great! + Cutpurse needs to see use!
Yeah, you can compare it to Ice Barrier. And it is at least twice as strong as Ice Barrier for just 1 more mana. It's effect is similar to Ice Block, but Ice Block only has a guaranteed damage reduction of 1, if your opponent does it right.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Notice how I worded the effect. I took balance into consideration. It does only block the initial fatal blow and doesn't make you immune to damage afterwards. It also doesn't heal BY 15, it sets your health TO 15, meaning if you do 9 damage and he has 9 health, it only heals 6 hp. It also does little to help you if you lost your board. Ice Barrier can be used at any point in the game. This sits idle until you would be dead. "Just one mana more" is also huge when it comes to heals. Just compare Healing Wave to Holy Light
Ya, we just don't want to have any "Eye for an Eye" Shenanigans. Blizzard made it clear that abusing that was defeating the purpose of making it a secret in the first place
It's kinda always a heal for at least 15 if you consider that it negated 9 damage as well as healed for 6 in that case.
Interesting idea, but i dont rly like the fact, that u need to keep yourself overloaded, but if your opponent would wait for u to not be overloaded, i guess this would be pretty cheap "heal" :)
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@Hereharehere I like the idea and balance a lot, I'm just not sure about the flavor. Deterrent aside, there is no actual shielding of the hero at all happening here. It's more like, "Oh no, he damaged me. Let's make him pay" sort of thing in my mind.
@LucasPassado The balance is all good, I think it could be worded a little better. It should be "When a friendly minion dies, put a random minion from your hand into the battlefield." (see Voidcaller)
Shanks made the point I was trying to. You can't ignore the damage prevention. Damage prevention is exactly the same as healing. It's the same as if you took that damage, then the card healed it. So, your card is guaranteed to mitigate and/or heal for at least 15 damage without any downsides, which is mindbogglingly OP for a cost of 4.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
That seems a little too good. Wouldnt be that hard to put Ysera etc out on turn 3ish, which is nuts. Alarmobot fails, cause u can just kill it, but this basicly punishes u for not letting your opponent SMORc u :d
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Yes, but this all depends, yes, i compared to alarmobot and i think this is a bit op too, but in fact you need to have a minion on the board, different of alarmobot you can turn 1 innervate. I also compared to that void something from warlock that gets a demon from your hand, maybe this should cost 3 mana or maybe 1 mana and gets a beast? What do you think about the idea? And about the title? Is it correct?
Maybe... nah nah nah nah
This is an ok topic, though it does make each secret tougher to design. I think many people are still designing many of these as if your opponent won't know exactly what the card does. Its definitely tougher to make a good secret that does something relevant but is just effectively a delayed type of spell. I don't think all of these need to directly be delayed spells, some of them can still play like very classic secrets if they fill the correct role. I can't wait to see how this week pans out. I made my card early, probably too early, but I have already thought about secrets for all the classes, as I think the mechanic could easily spread out.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
PupleMD already had a suggestion about the wording, to make it more like Voidcallers. If it would summon a beast only, that might seem too weak, cause there arent rly any good beasts, but u cant rly let it summon any minion, thats too much. The cost would have to go to at least 4 mana i think.
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Pretty lame but I can't think of anything. As it is, it works as a catch up for Shadow Priest/OTK priests who spent the early turn setting up their hand and board. It also work a bit against grinder decks and armor stackers. I think it works with Velen which makes it 10 damage...
Here are some ideas I had:
I'm kinda leaning towards Last Stand. I like the flavor of that one a lot, because in WoW, you know a Prot warrior is going to pop Last Stand when his health gets low, so it isn't much of a secret. I think the Taunt aspect of it could make it interesting. If they can't hit you with a big enough minion, they can't just ignore all your minions. Maybe I should set the health threshold higher, though? Maybe 8 or 10? I see Last Stand and Evasion working well against aggro decks.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
This will almost always be a 1 mana mind blast, as it will sit there until you are losing, so unless your opponent is behind the whole game and then OTKs you, it will always go off. I think this is underpriced.
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Evasion is just a weaker Ice block, no?
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What do you guys think of the rogue secret I designed? Do you think this is a fair price?
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Hello everyone, this is my first Priest card lol!
I created a new way of triggering secrets: that is NOT triggering at all!
I use the secret cards as on-going spell.
As this secret isn't triggered at all, there would be no source that can deal damage, so I use passively losing health instead of dealing damage.
And due to losing health, which cannot trigger the event of damage dealing, it would penetrate armor. (Same mechanism as Alexstrasza)
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