No it would be unplayable then. The problem, unfortunately for this competition, is in the stats.
Yep FeelsBadMan
You were right about how hard it is to get 5 totems killed though, I miscalculated. I play mostly control so the first 5 turns seem like nothing to me XD I do still think Tuskarr Totemic is the biggest issue.
Don't know about the page, but I would love some feedback on the latest iteration of my card. I wanted it to play with mana regeneration, but it seems like people aren't liking the concept as much as I am.
It started with only restoring half their mana crystals, then doubled the cost of all cards, and it has come to this. As I say in my submission topic, this would work both as a combo stopper and a check on slower decks. However, this would be tricky to play, because it also damages your tempo. What do you think
So, this effectively caps available mana to 7 per turn - but grants an ability to preserve mana for bigger plays. Since this card itself costs 8, this prevents anything that costs 8, combos or whatnot, to be played by either side, more, the effect does not instantly vanish with silence. Yep, in current Hearthstone messing with mana regeneration will lead to a broken game.
The stats add up to 20, so it qualifies. The effect is also rather straightforward. "Does not trigger secrets" pretty much means what you expect - it doesn't trigger Snipe or Mirror Entity on play, it doesn't trigger Snake Trap, Misdirection, Noble Sacrifice, Vaporize and so on upon attacking. Unfortunately, it also would mean this card can't be Duplicated or Effigy'd, but that's not relevant in most decks. Mainly, it's meant to be an answer to a T6 Mysterious Challenger.
My main concern is that a 7 mana 6 attack charger is just really really good - it's just one mana more than a Boulderfist Ogre. So I'm worried that the cards might be a bit broken as a finisher in aggro decks. King Krush doesn't see much play, but it doesn't allow a Divine Spirit - Inner Fire combo for 14 damage either. Druid Combo is the same damage for one card and one mana less.
Now it works for me. This is a card that needs a lot of testing, so wether it is better at 8 or 9 mana or 5/6 or 6/6 is hard to say. I'd say you may even get away with 7 mana if it is a 5/6. But then, of course, it doesn't qualify again.
This is OP. Minions with Charge either have a drawback (Icehowl, Arcane Golem) or have a low attack or health for their cost (the only exception being Stonetusk Boar).
This is OP. Minions with Charge either have a drawback (Icehowl, Arcane Golem) or have a low attack or health for their cost (the only exception being Stonetusk Boar).
If I increase the cost to 8 mana, it no longer counters MC nicely. If I decrease attack below 6, it doesn't kill it in one blow. If I increase attack to decrease health, it becomes a broken OTK card...
I also don't want to make the effect more complicated because that would be against the spirit of the competition... but yeah, my original is OP, you guys are right.
Here's my version 2. This one is more directly a tech card against decks with secrets. Otherwise it's just a War Golem.
Hopefully this post won't come at the bottom of the page this time.
(snip) Nightmarish Giant Image (Snip)
Instead of "allies" I think the correct HS language is "friendly characters" if you intend it to hit your hero or "friendly minions" if just your minions.
Last line of defence that might keep you alive, especially from OTK combos.
Hero Shield and Battlefield Divide Shield. These Divine Shields act as any other DS, EXCEPT it must be removed by a damage source, they cannot be removed by silence (all Silences target minions anyway, just clarifying). Spells like heals/hex/polymorph can pass through but damage spells must target the DS first. This also the case for the XO's caster, regarding the BFD Shield... it can be removed from either side of the battlefield and while it remains, damage can't pass through.
I don't think this qualifies, there's too much that's not well-defined on the card.
thanks, I thought the rules were for key words... I think you're right
My entry for this week is below, I'll do a couple of page reviews at random later on as well. Feedback is greatly appreciated!
Honestly i dont like cards like these, that when ur ahead, can singlehandly shut down opponent from ever being able to comeback, like cards that destroy mana crystals for both players, but what do u care ur effected as well? ur not gonna play this when ur behind, ur only gonna play this to cement your lead, and sure your opponent can play spells and probably just 1 minion, but its still strong as hell, if ur leading on the board. So no, i dont like this one, sorry.
Hey guys, loved the theme for this week. My first idea is this:
What are your thoughts? Too strong? Too weak? The flavor of the card is that Neltharion was the "Earth-Warder", the foremost protector of the land. It makes sense that he would make everything protect your hero ^.^
EDIT: Alternatively, this could come in handy:
While vulnerable to execute, the implications could be incredible!
My entry for this week is below, I'll do a couple of page reviews at random later on as well. Feedback is greatly appreciated!
Honestly i dont like cards like these, that when ur ahead, can singlehandly shut down opponent from ever being able to comeback, like cards that destroy mana crystals for both players, but what do u care ur effected as well? ur not gonna play this when ur behind, ur only gonna play this to cement your lead, and sure your opponent can play spells and probably just 1 minion, but its still strong as hell, if ur leading on the board. So no, i dont like this one, sorry.
Thanks for the feedback. The main thought behind this card was as an anti-aggro/anti-combo card (Possibly a lot more relevant before the Warsong Commander nerf) which could punish you against a control deck (One of many legendaries for 7 mana, especially Varian Wrynn, would make you think twice before dropping this.) It's a boost for Ramp druid as the earlier you get to 7 mana and drop this, you can prevent your opponent from playing minions for a turn or 2.
My entry for this week is below, I'll do a couple of page reviews at random later on as well. Feedback is greatly appreciated!
Honestly i dont like cards like these, that when ur ahead, can singlehandly shut down opponent from ever being able to comeback, like cards that destroy mana crystals for both players, but what do u care ur effected as well? ur not gonna play this when ur behind, ur only gonna play this to cement your lead, and sure your opponent can play spells and probably just 1 minion, but its still strong as hell, if ur leading on the board. So no, i dont like this one, sorry.
Thanks for the feedback. The main thought behind this card was as an anti-aggro/anti-combo card (Possibly a lot more relevant before the Warsong Commander nerf) which could punish you against a control deck (One of many legendaries for 7 mana, especially Varian Wrynn, would make you think twice before dropping this.) It's a boost for Ramp druid as the earlier you get to 7 mana and drop this, you can prevent your opponent from playing minions for a turn or 2.
I see very common mistake ppl make, when they say they want to create an anti agro card .. they put like 6+ cost on it ... ur basically dead in T6 already, if u had bad early, sometimes even if u had good early. So 7cost card being designed as anti agro kinda makes no sence. If anything its PRO-agro, since u will have the board and with this your opponent will be able to play just one minion) and as agro u rly dont care if hes gonna play ysera or varian.
You were right about how hard it is to get 5 totems killed though, I miscalculated. I play mostly control so the first 5 turns seem like nothing to me XD I do still think Tuskarr Totemic is the biggest issue.
With time, people :) (Will do, at least page 1)
So, this effectively caps available mana to 7 per turn - but grants an ability to preserve mana for bigger plays. Since this card itself costs 8, this prevents anything that costs 8, combos or whatnot, to be played by either side, more, the effect does not instantly vanish with silence. Yep, in current Hearthstone messing with mana regeneration will lead to a broken game.
There is a lot of steak here...
Wait, just don't make it a totem, that would fix the main problem! It may still be OP, but I really can't evaluate that.
Hopefully this post won't come at the bottom of the page this time.
My idea for this week. Is this good or broken?
The stats add up to 20, so it qualifies. The effect is also rather straightforward. "Does not trigger secrets" pretty much means what you expect - it doesn't trigger Snipe or Mirror Entity on play, it doesn't trigger Snake Trap, Misdirection, Noble Sacrifice, Vaporize and so on upon attacking. Unfortunately, it also would mean this card can't be Duplicated or Effigy'd, but that's not relevant in most decks. Mainly, it's meant to be an answer to a T6 Mysterious Challenger.
My main concern is that a 7 mana 6 attack charger is just really really good - it's just one mana more than a Boulderfist Ogre. So I'm worried that the cards might be a bit broken as a finisher in aggro decks. King Krush doesn't see much play, but it doesn't allow a Divine Spirit - Inner Fire combo for 14 damage either. Druid Combo is the same damage for one card and one mana less.
Now it works for me. This is a card that needs a lot of testing, so wether it is better at 8 or 9 mana or 5/6 or 6/6 is hard to say. I'd say you may even get away with 7 mana if it is a 5/6. But then, of course, it doesn't qualify again.
This is OP. Minions with Charge either have a drawback (Icehowl, Arcane Golem) or have a low attack or health for their cost (the only exception being Stonetusk Boar).
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
It's a bit weird though. Charge minions are really all over the place. (See http://hearthstone.gamepedia.com/Charge). At 7 mana, the card is between Reckless Rocketeer, Argent Commander (6 mana, 4/2 Divine Shield), Skycap'n Kragg (7 mana 4/6, -1 mana per friendly pirate), Al'Akir the Windlord (8 mana), Grommash Hellscream (8 mana) and King Krush (9 mana).
If I increase the cost to 8 mana, it no longer counters MC nicely. If I decrease attack below 6, it doesn't kill it in one blow. If I increase attack to decrease health, it becomes a broken OTK card...
I also don't want to make the effect more complicated because that would be against the spirit of the competition... but yeah, my original is OP, you guys are right.
Here's my version 2. This one is more directly a tech card against decks with secrets. Otherwise it's just a War Golem.
EDIT: I just went ahead and submitted it: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/75677-weekly-card-design-competition-37-submission-topic?comment=167
This is really the card against some of the most annoying (to play against) decks right now: Not just Secretdin, but also Face Hunter, Freeze Mage...
Instead of "allies" I think the correct HS language is "friendly characters" if you intend it to hit your hero or "friendly minions" if just your minions.
Balancing busted cards version 1.0.
thanks, I thought the rules were for key words... I think you're right
Changed to this:
It's a bit of weak effect for a legendary, isn't it? Also, you should probably put "enemy Character"
Yeah, this could probably be just an epic card, but its not bad :)
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My entry for this week is below, I'll do a couple of page reviews at random later on as well. Feedback is greatly appreciated!
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
Actually many real cards only specify "enemy" when the mentioned character is either a minion or the enemy hero.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Honestly i dont like cards like these, that when ur ahead, can singlehandly shut down opponent from ever being able to comeback, like cards that destroy mana crystals for both players, but what do u care ur effected as well? ur not gonna play this when ur behind, ur only gonna play this to cement your lead, and sure your opponent can play spells and probably just 1 minion, but its still strong as hell, if ur leading on the board. So no, i dont like this one, sorry.
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Urrgh, :) well, I'm always happy to get the underpowered comment :D lets me pile on a few the muscles!!
... I'll have a thionk, get back in a bit. ty!
Hey guys, loved the theme for this week. My first idea is this:
What are your thoughts? Too strong? Too weak? The flavor of the card is that Neltharion was the "Earth-Warder", the foremost protector of the land. It makes sense that he would make everything protect your hero ^.^
EDIT: Alternatively, this could come in handy:
While vulnerable to execute, the implications could be incredible!
"Not all those who wander are lost."
- Velen R. R. Tolkien
Thanks for the feedback. The main thought behind this card was as an anti-aggro/anti-combo card (Possibly a lot more relevant before the Warsong Commander nerf) which could punish you against a control deck (One of many legendaries for 7 mana, especially Varian Wrynn, would make you think twice before dropping this.) It's a boost for Ramp druid as the earlier you get to 7 mana and drop this, you can prevent your opponent from playing minions for a turn or 2.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
I see very common mistake ppl make, when they say they want to create an anti agro card .. they put like 6+ cost on it ... ur basically dead in T6 already, if u had bad early, sometimes even if u had good early. So 7cost card being designed as anti agro kinda makes no sence. If anything its PRO-agro, since u will have the board and with this your opponent will be able to play just one minion) and as agro u rly dont care if hes gonna play ysera or varian.
- Click Here To Join Us On Discord! -