10 is probably close to too many. 7 seems good, its a common lucky number and its high but not too high. getting to 10 is tough. There are only a few 10s and they are all on minions costs, never attack or health. 11 never shows up at all. 12 is more common than either of those 2 numbers, and 20 shows up on 1 card, so getting to 10 seems really hard. Getting to 7 seems hard enough, you need 3 cards with almost no over lapping numbers and that is pretty tough. Cheaper cards are going to overlap easily and its going to be hard to get multiple expensive cards down at once.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Yes that's ture taht lowering the Attack to 2 is quite strong. But opponent, can minimize the effect by playing a 4 Attack.
A bit like when you play against mage who have Mirror Entity.
It's only my second participation to this contest and I am not yet used to the balancing of the cards. But from what I see, I find a lot of cards with really strong effect so I think it pushed me to do the same.
@ManyCookies
Interesting card. Too complex for me I have to admit.
But like The_Odinson said, 10 is almost impossible to reach. I would say 6-7 is ok.
But a card which give you the win is pretty strong.
so many people don't really understand what a Secret really is. I see a lot of cards in submission topic, that are just spells with no condition/trigger. it is sad
is this one better than the "armor" one? and how about its cost,1 or 2?
Interesting. But if you don't have a demon with the same mana cost in hand, the secret do not trigger ?
A bit tricky, but I like the concept. Your opponent must know the demon well if he don't want to giuve you a good demon. Force your opponent to think well before playing a minion. Perfectly in this week theme.
I think 2 mana looks fine for me.
For me, this one is much better than the "armor" one. Don't like the "win the game" effect
is this one better than the "armor" one? and how about its cost,1 or 2?
Man, the idea is very good, but this should cost more and be a random demon with the same cost, what are the chances you will have a demon with the same cost as the minion the enemy played? A 3 mana summon a random demon equal to the minion cost would be very nice!
is this one better than the "armor" one? and how about its cost,1 or 2?
Man, the idea is very good, but this should cost more and be a random demon with the same cost, what are the chances you will have a demon with the same cost as the minion the enemy played? A 3 mana summon a random demon equal to the minion cost would be very nice!
I think you've totally missed this card's idea. This requires your opponent to guess what's in your hand - for example, when he plays Dr. Boom he'll have to think whether you've got Fearsome Doomguard. A random demon with the same cost cannot do this - your opponent can easily play a 1-cost minion and that's all.
is this one better than the "armor" one? and how about its cost,1 or 2?
Man, the idea is very good, but this should cost more and be a random demon with the same cost, what are the chances you will have a demon with the same cost as the minion the enemy played? A 3 mana summon a random demon equal to the minion cost would be very nice!
I think you've totally missed this card's idea. This requires your opponent to guess what's in your hand - for example, when he plays Dr. Boom he'll have to think whether you've got Fearsome Doomguard. A random demon with the same cost cannot do this - your opponent can easily play a 1-cost minion and that's all.
I agree, this is a pretty cool card, since there is both enough demons to make it work, and a potential to summon a demon without battlecry.
How this works is that is can trigger in two ways: either the opponent plays a card and gives the dodgeball to you (and loses his), but if he doesnt play a card in his turn, the secret stays with you, he takes 6 damage and triggers the secret too. If he plays, now its you that has to play a card. i think it creates an interesting dynamic and the secret with two triggers is really very possible that it could happen in hearthstone
is this one better than the "armor" one? and how about its cost,1 or 2?
Man, the idea is very good, but this should cost more and be a random demon with the same cost, what are the chances you will have a demon with the same cost as the minion the enemy played? A 3 mana summon a random demon equal to the minion cost would be very nice!
i think the same as lucas, the card is too inconsistent in all decks but demonlock, and even on it, there are two mana cost "spots" that there are not filled by demons. The fact that u must have the demon in ur hand is very restrictive. Better a random demon with the same cost and a bit more mana cost for the card. i have to remark also that the idea is cool.
Also, this is hard to work with zoolock, because it's aggro deck and you will never be with cards in hand and very situacional case, if he play a 6 mana minion and you have only 5 and 7 cost minions? I think transform this like a bane of doom is better.
Yeah, the card does lead to that ramp every match. But the idea was to be an alternative to Wild growth, where you can ramp and hero power at turn 2. I dont think that any good druid deck will have 6+ cards with the same effect or they will stay with 10 mana but with nothing to play.
As for your secrets, I do prefer the Miss fortune one, as it would be fun to see a lot of cannons firing (and nice combo for a new deck type)
You are trying to achieve too much with just 1 card, Hearthstone will never have cards like this. It also makes no sense thematically. Looks more like you're desperately trying to make Kezan Mystic less of a threat, so it hurts the quality of your card creations. If you're aiming to win the finals, you should try at least coming up with more alternatives before we help you decide.
The text can be shortened a little "Secret: When an enemy common minion dies, give a random player's common minions +2/+2 and the other player's common spells Spell Damage +2.". And still it's too wordy and confusing
So this is my submission. A rogue secret that at first glance looks pretty powerful, but when you game it out it can be played around. It uses the same mechanism as Competitive Spirit, so it doesn't proc if there are no enemy minions.
Remember this is indeed the only secret you have, so your opponent will always know about it, this means they can always make attack and use their hero power before playing their first card. It is true that this means they only get to play 1 card, which is a big deal but its likely this could cost between 7 and 10
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
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@ ManyCookies
10 is probably close to too many. 7 seems good, its a common lucky number and its high but not too high. getting to 10 is tough. There are only a few 10s and they are all on minions costs, never attack or health. 11 never shows up at all. 12 is more common than either of those 2 numbers, and 20 shows up on 1 card, so getting to 10 seems really hard. Getting to 7 seems hard enough, you need 3 cards with almost no over lapping numbers and that is pretty tough. Cheaper cards are going to overlap easily and its going to be hard to get multiple expensive cards down at once.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
is this one better than the "armor" one? and how about its cost,1 or 2?
@The_Odinson
Yes that's ture taht lowering the Attack to 2 is quite strong. But opponent, can minimize the effect by playing a 4 Attack.
A bit like when you play against mage who have Mirror Entity.
It's only my second participation to this contest and I am not yet used to the balancing of the cards. But from what I see, I find a lot of cards with really strong effect so I think it pushed me to do the same.
@ManyCookies
Interesting card. Too complex for me I have to admit.
But like The_Odinson said, 10 is almost impossible to reach. I would say 6-7 is ok.
But a card which give you the win is pretty strong.
so many people don't really understand what a Secret really is. I see a lot of cards in submission topic, that are just spells with no condition/trigger. it is sad
Heroes never die.
Hey, where do you guys find the art?
Interesting. But if you don't have a demon with the same mana cost in hand, the secret do not trigger ?
A bit tricky, but I like the concept. Your opponent must know the demon well if he don't want to giuve you a good demon. Force your opponent to think well before playing a minion. Perfectly in this week theme.
I think 2 mana looks fine for me.
For me, this one is much better than the "armor" one. Don't like the "win the game" effect
Google image, Blizzard website...
There are several links in the Guide for Card creation topic for finding images.
Thanks!
Man, the idea is very good, but this should cost more and be a random demon with the same cost, what are the chances you will have a demon with the same cost as the minion the enemy played? A 3 mana summon a random demon equal to the minion cost would be very nice!
Maybe... nah nah nah nah
I think you've totally missed this card's idea. This requires your opponent to guess what's in your hand - for example, when he plays Dr. Boom he'll have to think whether you've got Fearsome Doomguard. A random demon with the same cost cannot do this - your opponent can easily play a 1-cost minion and that's all.
THERE IS NO GAME.
I agree, this is a pretty cool card, since there is both enough demons to make it work, and a potential to summon a demon without battlecry.
i just want to be creative. Thoughts?
How this works is that is can trigger in two ways: either the opponent plays a card and gives the dodgeball to you (and loses his), but if he doesnt play a card in his turn, the secret stays with you, he takes 6 damage and triggers the secret too. If he plays, now its you that has to play a card. i think it creates an interesting dynamic and the secret with two triggers is really very possible that it could happen in hearthstone
Also, this is hard to work with zoolock, because it's aggro deck and you will never be with cards in hand and very situacional case, if he play a 6 mana minion and you have only 5 and 7 cost minions? I think transform this like a bane of doom is better.
Maybe... nah nah nah nah
What do you mean with "silence the enemy hero", how does this work?
Maybe... nah nah nah nah
@The_Odinson
1st, thanks for the feedback. :)
Yeah, the card does lead to that ramp every match. But the idea was to be an alternative to Wild growth, where you can ramp and hero power at turn 2. I dont think that any good druid deck will have 6+ cards with the same effect or they will stay with 10 mana but with nothing to play.
As for your secrets, I do prefer the Miss fortune one, as it would be fun to see a lot of cannons firing (and nice combo for a new deck type)
i would also like to know if Dodgeball would be allowed and your thoughts about it
You are trying to achieve too much with just 1 card, Hearthstone will never have cards like this. It also makes no sense thematically. Looks more like you're desperately trying to make Kezan Mystic less of a threat, so it hurts the quality of your card creations. If you're aiming to win the finals, you should try at least coming up with more alternatives before we help you decide.
The text can be shortened a little "Secret: When an enemy common minion dies, give a random player's common minions +2/+2 and the other player's common spells Spell Damage +2.". And still it's too wordy and confusing
Click here to see my Pet Treats in the Weekly Card Design Competition.
So this is my submission. A rogue secret that at first glance looks pretty powerful, but when you game it out it can be played around. It uses the same mechanism as Competitive Spirit, so it doesn't proc if there are no enemy minions.
@ Squiddylicious
Remember this is indeed the only secret you have, so your opponent will always know about it, this means they can always make attack and use their hero power before playing their first card. It is true that this means they only get to play 1 card, which is a big deal but its likely this could cost between 7 and 10
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.