Although I'm going to go for another card as my submission, here is an idea I want some feedback on.
I'm thinking that this card should either give the Treants Charge or should cost 3. The reason being is that the second copy of it would be a dead card and 2/2s aren't the hardest thing to take care of.
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Hey Guys, I already submitted my card and was honestly hoping for more upvotes as I thought the card is well balanced, has flavour and is needed in that class. Any ideas why my card is not doing so well? Any suggestions? Thanks in advance.
I think it's kinda weak. Your opponent knows its coming and can trade their minions to minimize the healing done. It's hard to say how effective it is, but I see this only healing like 6 on average, so it's only good as Holy Light, which isn't used much. Since you can't control this, and you have the potential to get no or only like 3 healing, I think it needs a buff.
So I decided to go with my origial card idea 'Robbery'. But I made some changes to it.
It now activates after TWO enemy minions attack, rather then all of them. This makes the cards restriction a lot higher and makes it easier to trigger.
Although now it feels like it should cost 3 mana because the Cutpurses are more vulnerable. Thoughts on that?
Rollback Post to RevisionRollBack
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Okay, this time I'm pretty early, so I would review submissions starting on page 2. Main criterion: A secret should be able to be played around. Second criterion is balance vs existing secrets and other spells.
Power Overtapping: Cannot be played around. Apparently this is designed to be used with Wilfred Fizzlebang. 1/5 because this always is a 2 cards worth for one, and one can't do a thing to prevent this from happening, aside obvious actions of Kezan Mystic or Flare.
Exploding Gel: "Lasts 2 turns" should be spelled "At the start of your turn, destroy this secret", if so, there is a counterplay - don't attack their face and just wipe the board. But, given it's a rogue, this can be played together with prep+sprint for a potential OTK combo. 2/5, I feel uneasy about this in play, since 15 is the strongest hit in the game existing in numbers.
Spirit Healer: Yep, obvious, a delayed targeted Resurrect. There are very few ways to play around this in case there is a single powerful minion in play, worst case Kel'Thuzad and Sneed's Old Shredder - this demands Polymorph or a play like Hungry Dragon or Leeroy Jenkins to divert the secret elsewhere. These are freaking uncommon, so one should better play a Kezan Mystic instead. 2/5, there is a counterplay but this needs hard-teching against.
Slit Throat: Decent, although this is aimed at control decks more than any other types of deck. A counterplay is like Mirror Entity with limited selection (say Webspinner won't trigger this, but Abusive Sergeant will), the main problem is that this eliminates Kezan Mystic as well, because secrets normally work after any battlecry, this demands to be triggered prior to any battlecry, so it can only be destroyed by playing Flare, or else it takes a minion. Given that there are only 10 minions total that have battlecry and cost 1, and 25 that cost 2, this is underpriced by about 1.5. 2/5
Mass Resurrection: Cannot be played around. Also, given that mechanics of Resurrect does not care about the number of minions already rezzed, you can for example end up with 7 Emperor Thaurissans and pwn, provided you survive until t9. On the other hand, you can get seven Northshire Clerics and get rekt with enemy playing Wild Pyromancer and Circle of Healing, so this card also classifies as all-in. Also, fix the wording, it should not be split into three sentences, one is enough. The idea is, however, pretty interesting, as it stalls the priest for 2 turns effectively. 1/5 due to no effective counterplay, but since there's serious drawback, this gets points.
Fiery Possession: I wonder does this destroy weapons? (Miss this part of Majordomo Executus.) Can't be played around, but isn't pretty worth stealing, and the possibly best counterplay will be Eye for an Eye, hehe. 2/5, since the drawback is pretty big thus compensating for no around play.
Recuperate: Hmm, this kind of heal is really strong, can be played around but it's kind of detrimental to play around this. Also, I don't understand how does a rogue heal from enemies, so I think the idea is very off place for rogues. 2/5
Hooligan: The name is off place, and the effect combined spells "destroy all enemy minions". OP, since you can play this with a Ravenholdt Assassin or any other minion with stealth, and wipe enemies for free. Should probably cost 5 or maybe even more, since "your minion wins that brawl". 1/5
Wrath of the Sea: Should probably summon three Murlocs, since what does live in the sea? (If so, should cost more, since playing murlocs is a battlefield advantage) But even in this form, great. 4/5 and an upvote.
Gathering Storm: The idea pretty much hanged there already, shamans don't like swarms. This sadly kills many decks outright, but since this doesn't trigger from summons directly, still leaves time for doing an OTK. 3/5
Soulstone: Hmmm, an Ice Block for warlocks... that also heals for 14 compared to mage's version. Probably underpriced, but nice. Playing around it seems as difficult as vs Ice Block, or even harder, given handlocks usually get a taunt wall in place when this triggers. 4/5
Forgiveness: Ha ha, clever idea, and an obvious counterplay would be a windfury minion plus Blessed Champion. 5/5
Retaliation: Not technically a secret, as it has multiple actions. 0/5
Whelp Ambush: Cannot be played around, but can actually screw the wielder, if a minion played is Wild Pyromancer. 1/5
Post #35 is deleted... grrr.
Juggernaut: Given that this is a control warrior secret this spells "destroy all minions when an enemy minion attacks" at the cost of full armor. This prevents patron OTKs and pretty much any OTKs regardless of board state, unless one's enemy sacrifices their whole board to trigger this... FREAKING OP, as this has a better effect than Brawl, requires a certain set of cards to play around (minions with charge) AND a board sacrifice outright, if your enemy had any, and costs less than a brawl. Shieldmaiden plus this is already a board wipe 90% of the time. 0/5
Forced Bargain: Decent probably, since you can play around this by using a Coin, giving them one, or by playing a hardly useful spell like Totemic Might. This, however, aims at capturing one-turn combos. But really, add a word "Secret" to the card. 3/5
Double Protection: Simple, comparable directly to Ice Barrier and does not feel neither underpowered or overpowered. 5/5
Pyre Ritual: Fire thematic is kind of misplaced, it should be a Shaman or a Warlock secret instead. You should have used some other mechanics of dealing damage than fire for a warrior. The idea is funny, because this triggers from the very first minion summoned, be it Ball of Spiders, Muster for Battle or Unleash the Hounds. 3/5 because the art and card name do not correlate to warrior.
Mountain Patrol: This is obviously aimed at Bolster warrior to be able to build a wall of taunts. Bad thing is that this cannot be played around and provides p;retty huge mana advantage to the warrior. Good thing is that it only lasts a turn, and you can prepare a board wipe, if you have any. This, however, kills face hunters. 1/5
"For some reason, Deathwing eggs are usually handled way more carefully than Nerubian eggs"
Battlecries won't trigger until the soul gem is broken (the gem's owner would be able to choose it's target). Strategies would include silencing or stealing the gem, delaying magic damage bonuses and denying Battlecries.
No, secrets work only after the battlecry has been processed. Therefore, if an opponent would play Deathwing, the board will be wiped out, their hand will be discarded, then the secret would trigger and transform Deathwing into a soul gem. I think the wording should say "transform" too.
Although I'm going to go for another card as my submission, here is an idea I want some feedback on.
I'm thinking that this card should either give the Treants Charge or should cost 3. The reason being is that the second copy of it would be a dead card and 2/2s aren't the hardest thing to take care of.
This card seems pretty OP. I mean dreadsteed is a 1/1 that you get forever, this is effectively a 2/2 and there are far fewer ways to deal with secrets than being able to silence. It is slower, you don't get to attack with your guy every turn for example, but it seems way too good for druid, a class that can easily kill you if it gets to have 4+ minions on the board at once.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Although I'm going to go for another card as my submission, here is an idea I want some feedback on.
I'm thinking that this card should either give the Treants Charge or should cost 3. The reason being is that the second copy of it would be a dead card and 2/2s aren't the hardest thing to take care of.
It looks like it could be overpowered. For 4 mana you get a free 2/2 every turn for the rest of the game. In comparison Dreadsteed is a 4 mana card that gives you a free 1/1 for the rest of the game (sort of). There's also no way to counter/play around it: you can't silence the Treant like you could a Dreadsteed, and your opponent can't control how the secret goes off. Maybe a 1/1 would be more appropriate. Another thing to consider is that if you don't kill a Treant, next turn your opponent will have 2 Treants, whereas if don't kill a Dreadsteed your opponent doesn't get more Dreadsteeds.
EDIT: Hi @The_Odinson :) I appear to be a bit late
Although I'm going to go for another card as my submission, here is an idea I want some feedback on.
I'm thinking that this card should either give the Treants Charge or should cost 3. The reason being is that the second copy of it would be a dead card and 2/2s aren't the hardest thing to take care of.
You would only run 1 copy of this + 2 Mad Scientist, and then you just snowball into a victory with an endless flood of 2/2's. I really don't like this card. Maybe add a condition like you have to be behind on the board or something for it to trigger, this is like a super powered version of Pally's duding up, except you don't even need to pay the mana cost for it!
What would be a good name for this card? I'm asking because it turns out "Swift Strike" is an actual ability in WoW that doesn't fit with this card text (It appears to buff weapon damage), so I need a better name. (Shuriken is a 0 mana spell that deals 2 damage)
Any other feedback would of course be appreciated. Thanks!
Your opponent knows one of your minions will draw you 3 cards, but which one? If they can clear the board, great. It also buffs Stealth minions, since they're not as easy to kill before the secret triggers.
Any balance suggestions?
More in depth on the mechanics, since Hearthstone doesn't have targeted secrets:
Your opponent won't be able to see the targeting arrow like they can with other targeted effects when you hover the card.
It will apply an effect to all your minions currently the board that says "Which one?". Only one of those would be real, and they disappear at the start of your turn when the Secret triggers.
If the Recon minion died, the Secret triggers but nothing happens.
Since this is the only secret of warlock, summoning a Mad Scientist for 1 mana may not be OP.....Right?
Seems pretty UP. Mad Scientist would just bring out another delayed Mad Scientist. Since Mad Scientist has sub-optimal stats for its cost, I don't see this being played.
I wanted a strong card for the tempo rogue archetype. Rogue should be the king of tempo IMHO, and this card gives them everything they need early to keep the pressure: cycle, a cheap spell (or two) and an early removal. It heavily punish your opponent for not being able to summon a minion, or for choosing to remove one of yours with a spell. Late game at least it can help you activate your combo cards. What do you think?
So if your opponent doesn't play a minion, you get a Backstab.
i.e. this card is "Sometimes get a Backstab later." for 0 Mana.
Considering Backstab itself is 0 mana, I think this is underpowered.
I think something like Shuriken Toss will be okay, I'm not the best at making names. Also, I suggest that you make a seperate card for the Shuriken and add it in a spoiler in your sumbission. Good luck!
I think something like Shuriken Toss will be okay, I'm not the best at making names. Also, I suggest that you make a seperate card for the Shuriken and add it in a spoiler in your sumbission. Good luck!
Thanks for the advice, my submission already contains a "Shuriken" card, I was just too lazy to insert the image here again. Would a name like "Slice n' Dice" work? It's more humorous, that's for sure, but I'm not sure if it describes this card accurately enough.
I think this is underpowered, since Taunt seems to be worth between 0 and 1 Mana (See: the Rusty Horn Spare Part, Ironbark Protector, Senjin). Your opponent gets to decide when this goes off, so this would only hit maybe 2 minions. It would slow Face decks, but then you might as well spend 4 Mana summoning a Taunt minion instead. This secret could be cheaper, I feel.
Too expensive for something so easily played around.
Like, consider the 2 cases:
You have board control - You're 90% going to win already then, only against a super aggro facey deck would this help. Maybe if you had like a Ysera up or a bunch of other stuff, it'd help, but that's already very late, and since you can't play it before you play your big dudes, they've already run out of hard removal... so you've already won.
You're trying to claw back board control - A taunt that they choose is not going to help you here.
So my submission for the competition this time is below.
However the more i look at it the more i don;t like the artwork. i feel it doesn;t fit the tone of hearthstone. any suggestions on changing it? is changing the artwork even allowed in the rules. Or is the art fine as is?
any other comments on the card are also appreciated.
Since i was hijacked a little any thoughts???
I don't know how I feel about this card. You drop this on an empty board, and it forces your opponent to slow play, or lose potentially valuable cards, for 4 mana. Or you drop it behind a big taunted Molten Giant, and then you force your opponent to either trade into him or lose 3 dudes. Cool idea, but it's only really good for the super aggro decks, yet they still do the damage to your face, so...
Although I'm going to go for another card as my submission, here is an idea I want some feedback on.
I'm thinking that this card should either give the Treants Charge or should cost 3. The reason being is that the second copy of it would be a dead card and 2/2s aren't the hardest thing to take care of.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
I think it's kinda weak. Your opponent knows its coming and can trade their minions to minimize the healing done. It's hard to say how effective it is, but I see this only healing like 6 on average, so it's only good as Holy Light, which isn't used much. Since you can't control this, and you have the potential to get no or only like 3 healing, I think it needs a buff.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So I decided to go with my origial card idea 'Robbery'. But I made some changes to it.
It now activates after TWO enemy minions attack, rather then all of them. This makes the cards restriction a lot higher and makes it easier to trigger.
Although now it feels like it should cost 3 mana because the Cutpurses are more vulnerable. Thoughts on that?
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Okay, this time I'm pretty early, so I would review submissions starting on page 2. Main criterion: A secret should be able to be played around. Second criterion is balance vs existing secrets and other spells.
Power Overtapping: Cannot be played around. Apparently this is designed to be used with Wilfred Fizzlebang. 1/5 because this always is a 2 cards worth for one, and one can't do a thing to prevent this from happening, aside obvious actions of Kezan Mystic or Flare.
Exploding Gel: "Lasts 2 turns" should be spelled "At the start of your turn, destroy this secret", if so, there is a counterplay - don't attack their face and just wipe the board. But, given it's a rogue, this can be played together with prep+sprint for a potential OTK combo. 2/5, I feel uneasy about this in play, since 15 is the strongest hit in the game existing in numbers.
Spirit Healer: Yep, obvious, a delayed targeted Resurrect. There are very few ways to play around this in case there is a single powerful minion in play, worst case Kel'Thuzad and Sneed's Old Shredder - this demands Polymorph or a play like Hungry Dragon or Leeroy Jenkins to divert the secret elsewhere. These are freaking uncommon, so one should better play a Kezan Mystic instead. 2/5, there is a counterplay but this needs hard-teching against.
Slit Throat: Decent, although this is aimed at control decks more than any other types of deck. A counterplay is like Mirror Entity with limited selection (say Webspinner won't trigger this, but Abusive Sergeant will), the main problem is that this eliminates Kezan Mystic as well, because secrets normally work after any battlecry, this demands to be triggered prior to any battlecry, so it can only be destroyed by playing Flare, or else it takes a minion. Given that there are only 10 minions total that have battlecry and cost 1, and 25 that cost 2, this is underpriced by about 1.5. 2/5
Mass Resurrection: Cannot be played around. Also, given that mechanics of Resurrect does not care about the number of minions already rezzed, you can for example end up with 7 Emperor Thaurissans and pwn, provided you survive until t9. On the other hand, you can get seven Northshire Clerics and get rekt with enemy playing Wild Pyromancer and Circle of Healing, so this card also classifies as all-in. Also, fix the wording, it should not be split into three sentences, one is enough. The idea is, however, pretty interesting, as it stalls the priest for 2 turns effectively. 1/5 due to no effective counterplay, but since there's serious drawback, this gets points.
Fiery Possession: I wonder does this destroy weapons? (Miss this part of Majordomo Executus.) Can't be played around, but isn't pretty worth stealing, and the possibly best counterplay will be Eye for an Eye, hehe. 2/5, since the drawback is pretty big thus compensating for no around play.
Recuperate: Hmm, this kind of heal is really strong, can be played around but it's kind of detrimental to play around this. Also, I don't understand how does a rogue heal from enemies, so I think the idea is very off place for rogues. 2/5
Hooligan: The name is off place, and the effect combined spells "destroy all enemy minions". OP, since you can play this with a Ravenholdt Assassin or any other minion with stealth, and wipe enemies for free. Should probably cost 5 or maybe even more, since "your minion wins that brawl". 1/5
Wrath of the Sea: Should probably summon three Murlocs, since what does live in the sea? (If so, should cost more, since playing murlocs is a battlefield advantage) But even in this form, great. 4/5 and an upvote.
Gathering Storm: The idea pretty much hanged there already, shamans don't like swarms. This sadly kills many decks outright, but since this doesn't trigger from summons directly, still leaves time for doing an OTK. 3/5
Soulstone: Hmmm, an Ice Block for warlocks... that also heals for 14 compared to mage's version. Probably underpriced, but nice. Playing around it seems as difficult as vs Ice Block, or even harder, given handlocks usually get a taunt wall in place when this triggers. 4/5
Forgiveness: Ha ha, clever idea, and an obvious counterplay would be a windfury minion plus Blessed Champion. 5/5
Retaliation: Not technically a secret, as it has multiple actions. 0/5
Whelp Ambush: Cannot be played around, but can actually screw the wielder, if a minion played is Wild Pyromancer. 1/5
Post #35 is deleted... grrr.
Juggernaut: Given that this is a control warrior secret this spells "destroy all minions when an enemy minion attacks" at the cost of full armor. This prevents patron OTKs and pretty much any OTKs regardless of board state, unless one's enemy sacrifices their whole board to trigger this... FREAKING OP, as this has a better effect than Brawl, requires a certain set of cards to play around (minions with charge) AND a board sacrifice outright, if your enemy had any, and costs less than a brawl. Shieldmaiden plus this is already a board wipe 90% of the time. 0/5
Forced Bargain: Decent probably, since you can play around this by using a Coin, giving them one, or by playing a hardly useful spell like Totemic Might. This, however, aims at capturing one-turn combos. But really, add a word "Secret" to the card. 3/5
Double Protection: Simple, comparable directly to Ice Barrier and does not feel neither underpowered or overpowered. 5/5
Pyre Ritual: Fire thematic is kind of misplaced, it should be a Shaman or a Warlock secret instead. You should have used some other mechanics of dealing damage than fire for a warrior. The idea is funny, because this triggers from the very first minion summoned, be it Ball of Spiders, Muster for Battle or Unleash the Hounds. 3/5 because the art and card name do not correlate to warrior.
Mountain Patrol: This is obviously aimed at Bolster warrior to be able to build a wall of taunts. Bad thing is that this cannot be played around and provides p;retty huge mana advantage to the warrior. Good thing is that it only lasts a turn, and you can prepare a board wipe, if you have any. This, however, kills face hunters. 1/5
There is a lot of steak here...
No, secrets work only after the battlecry has been processed. Therefore, if an opponent would play Deathwing, the board will be wiped out, their hand will be discarded, then the secret would trigger and transform Deathwing into a soul gem. I think the wording should say "transform" too.
There is a lot of steak here...
@ Firebolts
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
It looks like it could be overpowered. For 4 mana you get a free 2/2 every turn for the rest of the game. In comparison Dreadsteed is a 4 mana card that gives you a free 1/1 for the rest of the game (sort of). There's also no way to counter/play around it: you can't silence the Treant like you could a Dreadsteed, and your opponent can't control how the secret goes off. Maybe a 1/1 would be more appropriate. Another thing to consider is that if you don't kill a Treant, next turn your opponent will have 2 Treants, whereas if don't kill a Dreadsteed your opponent doesn't get more Dreadsteeds.
EDIT: Hi @The_Odinson :) I appear to be a bit late
You would only run 1 copy of this + 2 Mad Scientist, and then you just snowball into a victory with an endless flood of 2/2's. I really don't like this card. Maybe add a condition like you have to be behind on the board or something for it to trigger, this is like a super powered version of Pally's duding up, except you don't even need to pay the mana cost for it!
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.
What would be a good name for this card? I'm asking because it turns out "Swift Strike" is an actual ability in WoW that doesn't fit with this card text (It appears to buff weapon damage), so I need a better name. (Shuriken is a 0 mana spell that deals 2 damage)
Any other feedback would of course be appreciated. Thanks!
Since this is the only secret of warlock, summoning a Mad Scientist for 1 mana may not be OP.....Right?
THERE IS NO GAME.
Your opponent knows one of your minions will draw you 3 cards, but which one?
If they can clear the board, great. It also buffs Stealth minions, since they're not as easy to kill before the secret triggers.
Any balance suggestions?
More in depth on the mechanics, since Hearthstone doesn't have targeted secrets:
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Seems pretty UP. Mad Scientist would just bring out another delayed Mad Scientist. Since Mad Scientist has sub-optimal stats for its cost, I don't see this being played.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So if your opponent doesn't play a minion, you get a Backstab.
i.e. this card is "Sometimes get a Backstab later." for 0 Mana.
Considering Backstab itself is 0 mana, I think this is underpowered.
I think something like Shuriken Toss will be okay, I'm not the best at making names. Also, I suggest that you make a seperate card for the Shuriken and add it in a spoiler in your sumbission. Good luck!
Thanks for the advice, my submission already contains a "Shuriken" card, I was just too lazy to insert the image here again. Would a name like "Slice n' Dice" work? It's more humorous, that's for sure, but I'm not sure if it describes this card accurately enough.
My entry! Feedback please. :)
666666666 good one! 2 o r3 mana imo?
I think this is underpowered, since Taunt seems to be worth between 0 and 1 Mana (See: the Rusty Horn Spare Part, Ironbark Protector, Senjin). Your opponent gets to decide when this goes off, so this would only hit maybe 2 minions. It would slow Face decks, but then you might as well spend 4 Mana summoning a Taunt minion instead. This secret could be cheaper, I feel.
Too expensive for something so easily played around.
Like, consider the 2 cases:
You have board control - You're 90% going to win already then, only against a super aggro facey deck would this help. Maybe if you had like a Ysera up or a bunch of other stuff, it'd help, but that's already very late, and since you can't play it before you play your big dudes, they've already run out of hard removal... so you've already won.
You're trying to claw back board control - A taunt that they choose is not going to help you here.
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.
I don't know how I feel about this card. You drop this on an empty board, and it forces your opponent to slow play, or lose potentially valuable cards, for 4 mana. Or you drop it behind a big taunted Molten Giant, and then you force your opponent to either trade into him or lose 3 dudes. Cool idea, but it's only really good for the super aggro decks, yet they still do the damage to your face, so...
And the artwork really doesn't match the effect.
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.