He fits so well with this week's theme that he destroys minions that don't fit the theme. Now, it is a pretty limited effect, but there are cards he can kill, such as Varian Wrynn, Dr. Boom, Chillmaw, and Kel'Thuzad. I was thinking of making him destroy minions with more than 2 lines of text, which would be a lot more useful, but it would also make him a hypocrite. But, then again, stupid people are often hypocrites, so maybe that fits. I also made him an 8/8 to fit with the giants, but I could always change that. Would he be better as a 7-8 cost minion with lower stats to counter Dr. Boom?
He fits so well with this week's theme that he destroys minions that don't fit the theme. Now, it is a pretty limited effect, but there are cards he can kill, such as Varian Wrynn, Dr. Boom, Chillmaw, and Kel'Thuzad. I was thinking of making him destroy minions with more than 2 lines of text, which would be a lot more useful, but it would also make him a hypocrite. But, then again, stupid people are often hypocrites, so maybe that fits. I also made him an 8/8 to fit with the giants, but I could always change that. Would he be better as a 7-8 cost minion with lower stats to counter Dr. Boom?
Not quite sold on it. The effect seems to be strong in combination with a 6/9 body - as it can trade/face well, and is immune to Big Game Hunter. Dealing with it with 5 mana tops sounds daunting; and when you finally manage to kill him, the enemy is free of his disadvantage - resulting in a 5 mana vs. 10 mana turn, which is ridiculously one-sided.
Maybe I'm not seeing something. Can you try making some "use cases" where the card would work, or wouldn't work? Usually helps in balancing the card.
Hm, I thought it was a bit overpowered, but now that I think about it it is too strong. I was already thinking about changing it to be somewhat easier to kill, like a 7/7 or so, so that it dies to BGH or maybe even 7/6, so that it is vulnerable to Fireball and such. What I had in mind when designing the card was that it coul be used as a combo stopper like Loatheb, or as a delayer, making control decks focus on him before being able to drop their big guns.
Furthermore, I thought it was interesting that it could backfire. Maybe your opponent doesn't have any big drops in hand, and it is more disadvantageous for you. However, It may be too strong. Maybe a deathrattle: fill your opponents mana crystals could fix that kill turn disadvantage?
He fits so well with this week's theme that he destroys minions that don't fit the theme. Now, it is a pretty limited effect, but there are cards he can kill, such as Varian Wrynn, Dr. Boom, Chillmaw, and Kel'Thuzad. I was thinking of making him destroy minions with more than 2 lines of text, which would be a lot more useful, but it would also make him a hypocrite. But, then again, stupid people are often hypocrites, so maybe that fits. I also made him an 8/8 to fit with the giants, but I could always change that. Would he be better as a 7-8 cost minion with lower stats to counter Dr. Boom?
I meant that the number of lines differs between localizations.
Yeah, I know. I was joking. Since it would have to work the same across localizations, I guess he would have to just destroy the same cards as in English, and it sucks for you if you don't speak English.
Not quite sold on it. The effect seems to be strong in combination with a 6/9 body - as it can trade/face well, and is immune to Big Game Hunter. Dealing with it with 5 mana tops sounds daunting; and when you finally manage to kill him, the enemy is free of his disadvantage - resulting in a 5 mana vs. 10 mana turn, which is ridiculously one-sided.
Maybe I'm not seeing something. Can you try making some "use cases" where the card would work, or wouldn't work? Usually helps in balancing the card.
Hm, I thought it was a bit overpowered, but now that I think about it it is too strong. I was already thinking about changing it to be somewhat easier to kill, like a 7/7 or so, so that it dies to BGH or maybe even 7/6, so that it is vulnerable to Fireball and such. What I had in mind when designing the card was that it coul be used as a combo stopper like Loatheb, or as a delayer, making control decks focus on him before being able to drop their big guns.
Furthermore, I thought it was interesting that it could backfire. Maybe your opponent doesn't have any big drops in hand, and it is more disadvantageous for you. However, It may be too strong. Maybe a deathrattle: fill your opponents mana crystals could fix that kill turn disadvantage?
Maybe this version is better balanced. Has the same spirit, but in a different way.
It is now vulnerable to BGH, and helps your opponent recover when he kills it. Maybe he is underpowered now? Because after a 6 mana BGH, your enemy can play a lot of things. Better as a 6/8?
This card would possibly see constructed play in a mill deck, instead of the random vanish play from rogues, maybe hand lock?
I'm set on the attack and health, but have questions on mana cost. I started at 6 then moved to 7.....should it be 8 possibly? Balanced at 7 mana cost i hope.
Side question: is the effect not "flashy" enough for this type of contest???
This card would possibly see constructed play in a mill deck, instead of the random vanish play from rogues, maybe hand lock?
I'm set on the attack and health, but have questions on mana cost. I started at 6 then moved to 7.....should it be 8 possibly? Balanced at 7 mana cost i hope.
Side question: is the effect not "flashy" enough for this type of contest???
Feedback appreciated.
Is it supposed to target itself? If not, it needs to say "all other minions". If it doesn't target itself, it is too powerful. It has stats worth 6.5 mana as well as an effect worth 6 mana, so it is crazy OP.
This card would possibly see constructed play in a mill deck, instead of the random vanish play from rogues, maybe hand lock?
I'm set on the attack and health, but have questions on mana cost. I started at 6 then moved to 7.....should it be 8 possibly? Balanced at 7 mana cost i hope.
Side question: is the effect not "flashy" enough for this type of contest???
Feedback appreciated.
This is like casting Vanish and then playing a 1 mana 4/10. Very, very overpowered. You have to tone down either the stats, or make it a small and fixed amount of minions, like 1 for each player.
May I ask how does Theradras relate to returning minions to your hand? This is usually something done by agile - Shadowstep - or drunk - Ancient Brewmaster - characters.
First we have this one, which I'm not sure if it actually counts, need some people to weigh in on that.
Obviously it can be an 8/9, but its not strictly, so I don't know if it truly qualifies.
Second card I know works, but is it balanced?
I am not sure the cost and stats all line but but I think its pretty close. Only getting 2 mana a turn is a big deal and this guy doesn't kill them that fast if they leave him on the board. I actually created him originally for my Class Creation class, Blood Mage, as a viable 7 drop next to Dr. Boom. You're getting 5 more stats than an Ancient of War, which might be too many. The flavor is from Burning Crusade and Netherstorm, there were giant Arcane mech things that needed all this power to run (I.E. eating up your mana).
Lastly we have a card that again I'm not 100% on balance.
This guy is big and mean, like most Dragons, but I'm not sure the text is simple enough to qualify even if its just 3 lines. The concept behind the ability is that like all Twilight Dragon he can go intangible at will but not indefinitely, that means each turn your opponent gets a crack at him, but if its not enough he "phases out". Much like the raid fight some players have to be in the real world and some in the other, not sure it comes across properly. Let me know what you guys think of these options.
I actually made this card in a Giant themed expansion so this is pretty perfect
This minion basically has Immune because if it hits something, YOUR health doesn't change, so neither does his.
It might be too overpowered, but you have to be on 10 Health or less, get it out of Alarm o bot tI get it on your board. Then you can heal up massively, and have a 20/20 Immune minion.
It also has the same properties as a Immune minion, so Taunt does nothing
Ice Block, then play this and silence it (Play two together to be safe, and use Wailing soul for multi-silence). Bam! 30/30
Well he kind of reminds me of malygos, who almost has the same sort of effect. I'm not completely sold on the price. With tharissan, you could do 22 dmg just with a frost bolt and a couple of ice lances, on the turn he's played. Maybe a 9 mana 6/9 would be a little better, that way it's more of a protect-for-win thing. That's just my thoughts.
Yeah I agree with you, but with malygos is the same thing and cost and does more damage, this is why the reason of the cost, but thanks for the feedback, I think I'll just put it as 9 mana.
Well, if he really is so similar to Malygos, maybe you should come up with something that doesn't overlap with an existing card :)
I was just comparing about the cost 9 - 9, this is not similar to malygos, malygos is +5 spell damage, this is: your spells triggers twice, the cost and damage effects are similar but it's not the same idea lol '-'
Are you saying of spells with target? For exempl, if you cast a fireball on a minion, It will cast 2 times, if you use arcane intelect, you draw 4 cards
First we have this one, which I'm not sure if it actually counts, need some people to weigh in on that.
Obviously it can be an 8/9, but its not strictly, so I don't know if it truly qualifies.
Second card I know works, but is it balanced?
I am not sure the cost and stats all line but but I think its pretty close. Only getting 2 mana a turn is a big deal and this guy doesn't kill them that fast if they leave him on the board. I actually created him originally for my Class Creation class, Blood Mage, as a viable 7 drop next to Dr. Boom. You're getting 5 more stats than an Ancient of War, which might be too many. The flavor is from Burning Crusade and Netherstorm, there were giant Arcane mech things that needed all this power to run (I.E. eating up your mana).
Lastly we have a card that again I'm not 100% on balance.
This guy is big and mean, like most Dragons, but I'm not sure the text is simple enough to qualify even if its just 3 lines. The concept behind the ability is that like all Twilight Dragon he can go intangible at will but not indefinitely, that means each turn your opponent gets a crack at him, but if its not enough he "phases out". Much like the raid fight some players have to be in the real world and some in the other, not sure it comes across properly. Let me know what you guys think of these options.
I actually made this card in a Giant themed expansion so this is pretty perfect
This minion basically has Immune because if it hits something, YOUR health doesn't change, so neither does his.
It might be too overpowered, but you have to be on 10 Health or less, get it out of Alarm o bot tI get it on your board. Then you can heal up massively, and have a 20/20 Immune minion.
It also has the same properties as a Immune minion, so Taunt does nothing
Maybe when you Silence it, it dies? (Hidden interaction) Problem is, it may take additional space.
Yeah I actually meant for Halion to be a 6/10, I started out at 4/12 but I didn't like that I just added the power and forgot to change the health, just oversight. Thanks for the heads up.
And yeah, not sure on the Ancient either. I mean technically its an 8/9 for 8 sometimes, it offers the full amount of stats but its not always the biggest minion.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I actually made this card in a Giant themed expansion so this is pretty perfect
This minion basically has Immune because if it hits something, YOUR health doesn't change, so neither does his.
It might be too overpowered, but you have to be on 10 Health or less, get it out of Alarm o bot tI get it on your board. Then you can heal up massively, and have a 20/20 Immune minion.
It also has the same properties as a Immune minion, so Taunt does nothing
First we have this one, which I'm not sure if it actually counts, need some people to weigh in on that.
Obviously it can be an 8/9, but its not strictly, so I don't know if it truly qualifies.
Second card I know works, but is it balanced?
I am not sure the cost and stats all line but but I think its pretty close. Only getting 2 mana a turn is a big deal and this guy doesn't kill them that fast if they leave him on the board. I actually created him originally for my Class Creation class, Blood Mage, as a viable 7 drop next to Dr. Boom. You're getting 5 more stats than an Ancient of War, which might be too many. The flavor is from Burning Crusade and Netherstorm, there were giant Arcane mech things that needed all this power to run (I.E. eating up your mana).
Lastly we have a card that again I'm not 100% on balance.
This guy is big and mean, like most Dragons, but I'm not sure the text is simple enough to qualify even if its just 3 lines. The concept behind the ability is that like all Twilight Dragon he can go intangible at will but not indefinitely, that means each turn your opponent gets a crack at him, but if its not enough he "phases out". Much like the raid fight some players have to be in the real world and some in the other, not sure it comes across properly. Let me know what you guys think of these options.
I actually made this card in a Giant themed expansion so this is pretty perfect
This minion basically has Immune because if it hits something, YOUR health doesn't change, so neither does his.
It might be too overpowered, but you have to be on 10 Health or less, get it out of Alarm o bot tI get it on your board. Then you can heal up massively, and have a 20/20 Immune minion.
It also has the same properties as a Immune minion, so Taunt does nothing
Maybe when you Silence it, it dies? (Hidden interaction) Problem is, it may take additional space.
Okay, if I put Unsilencable on it, would it be a good card?
And I like the Healing one better, but maybe make it a 4/12 like a dragon, for a more controlly idea
I think I'm just going to submit this way, comparing to malygos: For low damage spells like mage frozen spells malygos will do much more damage instead of this, and malygos is not in bgh range, has a very solid life and it's a non class minion, different of this, can be more usefull but it's not something op and can die easily because of the stats.
What do you guys think about? Thanks for the feedback!
Rollback Post to RevisionRollBack
Maybe... nah nah nah nah
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Here's another idea I had:
He fits so well with this week's theme that he destroys minions that don't fit the theme. Now, it is a pretty limited effect, but there are cards he can kill, such as Varian Wrynn, Dr. Boom, Chillmaw, and Kel'Thuzad. I was thinking of making him destroy minions with more than 2 lines of text, which would be a lot more useful, but it would also make him a hypocrite. But, then again, stupid people are often hypocrites, so maybe that fits. I also made him an 8/8 to fit with the giants, but I could always change that. Would he be better as a 7-8 cost minion with lower stats to counter Dr. Boom?
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What about other languages?
Hm, I thought it was a bit overpowered, but now that I think about it it is too strong. I was already thinking about changing it to be somewhat easier to kill, like a 7/7 or so, so that it dies to BGH or maybe even 7/6, so that it is vulnerable to Fireball and such. What I had in mind when designing the card was that it coul be used as a combo stopper like Loatheb, or as a delayer, making control decks focus on him before being able to drop their big guns.
Furthermore, I thought it was interesting that it could backfire. Maybe your opponent doesn't have any big drops in hand, and it is more disadvantageous for you. However, It may be too strong. Maybe a deathrattle: fill your opponents mana crystals could fix that kill turn disadvantage?
He only knows English, and not even very well.
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I meant that the number of lines differs between localizations.
Yeah, I know. I was joking. Since it would have to work the same across localizations, I guess he would have to just destroy the same cards as in English, and it sucks for you if you don't speak English.
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Maybe this version is better balanced. Has the same spirit, but in a different way.
It is now vulnerable to BGH, and helps your opponent recover when he kills it. Maybe he is underpowered now? Because after a 6 mana BGH, your enemy can play a lot of things. Better as a 6/8?
This week's idea is This beauty...
This card would possibly see constructed play in a mill deck, instead of the random vanish play from rogues, maybe hand lock?
I'm set on the attack and health, but have questions on mana cost. I started at 6 then moved to 7.....should it be 8 possibly? Balanced at 7 mana cost i hope.
Side question: is the effect not "flashy" enough for this type of contest???
Feedback appreciated.
Is it supposed to target itself? If not, it needs to say "all other minions". If it doesn't target itself, it is too powerful. It has stats worth 6.5 mana as well as an effect worth 6 mana, so it is crazy OP.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
This is like casting Vanish and then playing a 1 mana 4/10. Very, very overpowered. You have to tone down either the stats, or make it a small and fixed amount of minions, like 1 for each player.
May I ask how does Theradras relate to returning minions to your hand? This is usually something done by agile - Shadowstep - or drunk - Ancient Brewmaster - characters.
Ok guys, I have a few cards I'm looking at.
First we have this one, which I'm not sure if it actually counts, need some people to weigh in on that.
Obviously it can be an 8/9, but its not strictly, so I don't know if it truly qualifies.
Second card I know works, but is it balanced?
I am not sure the cost and stats all line but but I think its pretty close. Only getting 2 mana a turn is a big deal and this guy doesn't kill them that fast if they leave him on the board. I actually created him originally for my Class Creation class, Blood Mage, as a viable 7 drop next to Dr. Boom. You're getting 5 more stats than an Ancient of War, which might be too many. The flavor is from Burning Crusade and Netherstorm, there were giant Arcane mech things that needed all this power to run (I.E. eating up your mana).
Lastly we have a card that again I'm not 100% on balance.
This guy is big and mean, like most Dragons, but I'm not sure the text is simple enough to qualify even if its just 3 lines. The concept behind the ability is that like all Twilight Dragon he can go intangible at will but not indefinitely, that means each turn your opponent gets a crack at him, but if its not enough he "phases out". Much like the raid fight some players have to be in the real world and some in the other, not sure it comes across properly. Let me know what you guys think of these options.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ice Block, then play this and silence it (Play two together to be safe, and use Wailing soul for multi-silence). Bam! 30/30
Previlage leads to insolence.
I was just comparing about the cost 9 - 9, this is not similar to malygos, malygos is +5 spell damage, this is: your spells triggers twice, the cost and damage effects are similar but it's not the same idea lol '-'
Maybe... nah nah nah nah
Please post a clarification of targets.
I think it is too strong, even if a spell is played, still is a 5 mana 6/7. Maybe make it weaker and looses only the attack, something like that
Pleas vote on my submission on the Weekly Card Design Competition: Fahrum Specter!
Are you saying of spells with target? For exempl, if you cast a fireball on a minion, It will cast 2 times, if you use arcane intelect, you draw 4 cards
Maybe... nah nah nah nah
I have a card designed for budget control decks. It has 2 variants:
The first variant is basically Tirion Fordring without the Deathrattle, but with Spectral Knight's Spell Shield to compensate.
The second variant is a defensive North Sea Kraken with Taunt and a heal worth 2.5 Mana. Let me know if this is OP.
Which variant is preferred?
I dunno if Ancient of Wonders counts.
I like Arcane Titan more, doesn't seem too OP.
Halion can just be a 4/12 or a 6/10 IMO.
Maybe when you Silence it, it dies? (Hidden interaction) Problem is, it may take additional space.
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@ Hackergrad
Yeah I actually meant for Halion to be a 6/10, I started out at 4/12 but I didn't like that I just added the power and forgot to change the health, just oversight. Thanks for the heads up.
And yeah, not sure on the Ancient either. I mean technically its an 8/9 for 8 sometimes, it offers the full amount of stats but its not always the biggest minion.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
My Ancestor's Call Shaman would love this.
I guess that works.
As for healing, with Taunt or without Taunt?
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I think I'm just going to submit this way, comparing to malygos: For low damage spells like mage frozen spells malygos will do much more damage instead of this, and malygos is not in bgh range, has a very solid life and it's a non class minion, different of this, can be more usefull but it's not something op and can die easily because of the stats.
What do you guys think about? Thanks for the feedback!
Maybe... nah nah nah nah