something still doesn;t seem right with it. Ferberore i submit anyone care to give some tips/ advice.
In either scenario, you basically remove the minion from the game, 1 explicitly, and the other makes the minion borderline worthless anyways. So 4 Durability is too much. Make it like a 3/3 for 4, maybe.
I'd assume that the wording should be 'If you control an Even number of creatures, summon 2 Boom Bots, otherwise, summon an Annoy-O-Tron'. I do like the reference to the Tavern Brawl, though I think you could probably tone the power down a little; with one other minion, it's 6/5 worth of power with the boom bot effect for 5 mana. Might be a little better as a 3/3, though I might also be being conservative.
Tribute to World of Warcraft's rarest world drop. Not sure if it's OK to have the odd/even in the token, or if it absolutely HAS to be in the main card? Suggestions on balance and different variations it could have is appreciated. PS: It's a legendary
I like the idea of bringing some thinking and counting into this game. But I think you are overestimating the "return this to your hand", it's not that valuable that you have to pay 3 mana to deal 3 damage to a random enemy, that's worth like 1 mana, meaning 2 mana and making sure you deal an even amount of damage JUST to get it back into your hand? It got the same problem as Headcrack, and that's never played. Make it 1 mana, "deal 2 damage to a random enemy" IMO.
Hmmm. Interesting competition today. And really odd. Attempting a balance-wise review for page one:
Swamp Skeleton: A normal 2-drop that deals 3 targeted damage? Should cost 3 at least, given cards that deal 3 cost 2 themselves. Maybe even 4, although the effect spells "combo". 1/5
Shadow Weaver: The "can't attack" effect is somewhat strong to justify a 4-mana 2/6, should likely cost 5 and be a 3/5 to retain the ability to attack. 3/5
Spectral Fatespinner: Even a conditional Immune demands a +1 mana cost on a creature A 5-mana 4/4 probably immune could be more balanced. Also, since this depends on your opponent's cards, this cannot be dealt damage with spells except AoE, because should the opponent have even number of cards, after flinging a spell it would become odd, but you can't target this because it's YET immune, and should they have odd amount of cards, flinging a spell at this will hit immunity because the number of cards on opponent's hand would stop being odd. So, the only way to wreck this card is trade with minions or target a silence/destroy spell while possible. But, since the card is mage, a mage can almost always clear the board to eliminate trading, thus this will remain on board regardless of enemy's actions. Bad IMHO. 1/5
Twisted Witch: I wonder what kind of turn number this refers to. It's either "this player's turn", counter separately per player, or "overall turn", meaning that one player always starts odd turns and another player always starts even turns. If the latter, then this minion's enrage would swap either moving player's, or his enemy's minions. The effect is nice, although it requires clarification - dies moving happen at end of turn or at the start of turn (in the description is says start, so it should say so on the card). Otherwise, the minion is subpar, since enrage doesn't do anything to buff it. 3/5
Void Reaver: A replica from last competition with a slightly altered text. This is more powerful than Fel Reaver due to better protection from detrimental effect, and a suppressed draw can also be a beneficial effect for say a fatigue warrior. Since the only way for the opponent to modify this effect to change its oddity is playing Aldor Peacekeeper, and this change allows the reaver's controller to draw cards, while you can play Blessing of Might or Seal of Champions or Dire Wolf Alpha or Raid Leader or Defender of Argus to further exploit the effect AND remove the drawback, this guy is FREAKING OP, because the only counterplay would be BGH. 0/5
Purge: Now this is a kind of removal a druid needs. It matches with Deadly Shot by cost and effect, and a conditional effect prevents removing a single minion. 4/5
Cho'gall: The effect is really turning tables. Anything that alters casting costs of cards has even costs, also all silence bar Earth Shock costs even. I wonder how should this interact with cards that have "Costs (1) less for ...". I think this should cost 6 for such an effect, or maybe even more. 2/5 since the effect is greatly unbalanced, if not plain broken. but the idea is amazing.
Life Restorer: Hmm, this says "a minion", meaning this allows selection, but selecting a minion in graveyard is not allowed. Thus this misses "random" and clarification. 0/5
Mana Parasite: The same question as to Twisted Witch, what is the turn numbering. If per player, I'd have fun playing this t1 and preventing my enemy to ever use the coin until this is removed. If not, this screws too much. 2/5Velen's Prayer: Mulligan for this, then throw a t3 Ysera? FREAKING OP. 0/5Chain Destruction: So, if there's an odd number of minions on the battlefield, this won't trigger? This secret will be seriously hard to counter, unless they wipe your board to leave one minion, then play a Nerubian Egg - bam, table turned. 3/5 because this interacts with existing secrets and is potentially deciding games on a coin flip.It's a Prank!: A 4-mana all-in card? Isn't it too early? Anyway a counter vs Frost Nova+Doomsayer - you either return your side or theirs, either way a frost nova is wasted. This can nail you by accidentally removing your buffed board and locking you from more draws.. hmm. Weird I must say. Can't judge. NA/5.
Crazed Mathematician: Reduce costs of all cards that cost odd by 1? Seems balanced for a 6 4/4. The purpose, however, is unclear, unless synergizing with Prank. Still, can be used to enable old patron combo, for example, without ever summoning Thaurissan, worgens seem nice too. 4/5Novice Strategist: Weird art, someone's face and that's all. Should likely spell "Draw a minion" instead of joust semantics. Synergizes with the above card. :D 3/5
Doubling Down: "If your weapon's durability is even" - does it count if you don't wield a weapon (0 is even)? If not, OK, this means it requires heropowering prior to casting this and/or searching for combo. Doesn't seem OP as it needs efforts to make it a draw 2 for 2 mana. 4/5
Firespeaker Savant: What do you mean under "even cards" and "odd cards" Mana cost? If yes, spell it on the card. This can, however, end up discarding your Hex FTGJ. Maybe it's balanced, though. 3/5
Diplomat Baelan: An effect that makes both sides to play around. I'd make it return a minion to hand (aka boot) instead of destroy, since the art's kid prevents the fight instead of massacring the combatants. A side note, should everyone trade their minions leaving him alone, he'd kill himself trying to restore balance XDKappa. 4/5
Combat Medic: A direct powercreep on Pit Fighter, although a legend, but gaining Charge should worth some stats. See, you can always use Light of the Naaru or that neutral Healing Potion on self to get required oddity on your hero's HP. Also should either say "This minion has Charge while your hero's Health is odd" or say battlecry, compare Southsea Deckhand. 2/5
Edward the Odd: This misses the trigger description. When should this double the weapon's strength, at end of turn, sometime else? Also has INSANE synergy with Gorehowl regardless of trigger. 0/5
Tribute to World of Warcraft's rarest world drop. Not sure if it's OK to have the odd/even in the token, or if it absolutely HAS to be in the main card? Suggestions on balance and different variations it could have is appreciated. PS: It's a legendary
I like the idea of bringing some thinking and counting into this game. But I think you are overestimating the "return this to your hand", it's not that valuable that you have to pay 3 mana to deal 3 damage to a random enemy, that's worth like 1 mana, meaning 2 mana and making sure you deal an even amount of damage JUST to get it back into your hand? It got the same problem as Headcrack, and that's never played. Make it 1 mana, "deal 2 damage to a random enemy" IMO.
On Teebu Teebu himself is probably too good as an early minon, considering he's a 2/2 for 1 with an upside, though I'm not entirely certain. He could probably stand to be a 2/1, or a 3/2 for 2. On the other hand, is the sword a case of +1 every two turns you have or an obtuse way of saying '+1 at the start of your turn'? (there's not much difference between it being at the start of your turn v the start of your opponent's turn) If it's the latter, he's almost certainly too strong as he is; the amount of face damage you can potentially push for in an aggressive deck would be kinda silly.
On why Killing Spree is priced/statted like it is. Part of the reason that Headcrack is never played is because it's returned to your hand at the end of your turn and it requires you to play it with something else to recur it. Killing Spree only needs a single Knife hit to be returned to your hand (if you want more casts, you have to bring spells) and it can be used as the combo starter without losing anything, allowing you to permanently have combo active late game. If you have it at 2 damage, it will combo into itself, since you'll always be dealing an odd/even amount of damage after cast it, which is why I had it at 3 damage/cost.
I'd assume that the wording should be 'If you control an Even number of creatures, summon 2 Boom Bots, otherwise, summon an Annoy-O-Tron'. I do like the reference to the Tavern Brawl, though I think you could probably tone the power down a little; with one other minion, it's 6/5 worth of power with the boom bot effect for 5 mana. Might be a little better as a 3/3, though I might also be being conservative.
So, I decided to throw out my other card...
Opinions would be appreciated.
Isn't this combo very difficult and situational to make.
@Kalatas: The wording is fine, but the card is overpowered beyond belief. If this makes it into the game, EVERY class will be playing charging Molten Giants.
Um, people, is it just me or this week's theme is so embarrassing no one can make something simple enough to get 10 votes? I'm looking at page 5, there are five votes on the entire page!
Lots of synergy for warriors with Charge giving them a force of nature / savage roar type combination which could replace grommash as a budget option. However it also has a downside in that the combo won't work if your enemy has 1-3-5-7 minions on the board. Also its a larger Magma Rager which might be able to stick about a bit easier (probably not though) but its just a higher risk reward version of the card.
Um, people, is it just me or this week's theme is so embarrassing no one can make something simple enough to get 10 votes? I'm looking at page 5, there are five votes on the entire page!
Meh, we're 1/2 a day into the competition, and for a significant portion of voters, submissions on that page cam from late afternoon, to particularly late at night/super early in the morning. it's still mid-morning to early morning for North America right now. give it some time for the voters to actually wake up and vote.
I'd assume that the wording should be 'If you control an Even number of creatures, summon 2 Boom Bots, otherwise, summon an Annoy-O-Tron'. I do like the reference to the Tavern Brawl, though I think you could probably tone the power down a little; with one other minion, it's 6/5 worth of power with the boom bot effect for 5 mana. Might be a little better as a 3/3, though I might also be being conservative.
So, I decided to throw out my other card...
Opinions would be appreciated.
Isn't this combo very difficult and situational to make.
If you want to get 3-4 casts of it, yes. If you want to get 2, or if you want to cast it once and return it to your hand, all you need to do is make an attack with your dagger. The 1 damage + the damage from killing spree equals an even amount, allowing you to return it to your hand.
In either scenario, you basically remove the minion from the game, 1 explicitly, and the other makes the minion borderline worthless anyways. So 4 Durability is too much. Make it like a 3/3 for 4, maybe.
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.
This is the best card I can come up with. What do you think about it ? I think the wording is not very good but I don't know how to make it better.
It has not been submitted yet.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
i wonder about the spelling - should i write Odd attack or odd numbered attack ?
I'd assume that the wording should be 'If you control an Even number of creatures, summon 2 Boom Bots, otherwise, summon an Annoy-O-Tron'. I do like the reference to the Tavern Brawl, though I think you could probably tone the power down a little; with one other minion, it's 6/5 worth of power with the boom bot effect for 5 mana. Might be a little better as a 3/3, though I might also be being conservative.
So, I decided to throw out my other card...
Opinions would be appreciated.
The Tactician Class (LOE Complete!)
Random in both numbers summoned AND quality? Swings way too much
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Synergy: Cold Blood, Eviscerate, Defias Ringleader, Undercity Valiant, Perdition's Blade, Headcrack, SI:7 Agent, Sabotage, Tinker's Sharpsword Oil, Shado-Pan Rider.
Hearthpwn Community's Balancing of Cards.
Tribute to World of Warcraft's rarest world drop. Not sure if it's OK to have the odd/even in the token, or if it absolutely HAS to be in the main card? Suggestions on balance and different variations it could have is appreciated. PS: It's a legendary
Click here to see my Pet Treats in the Weekly Card Design Competition.
Hmmm. Interesting competition today. And really odd. Attempting a balance-wise review for page one:
Swamp Skeleton: A normal 2-drop that deals 3 targeted damage? Should cost 3 at least, given cards that deal 3 cost 2 themselves. Maybe even 4, although the effect spells "combo". 1/5
Shadow Weaver: The "can't attack" effect is somewhat strong to justify a 4-mana 2/6, should likely cost 5 and be a 3/5 to retain the ability to attack. 3/5
Spectral Fatespinner: Even a conditional Immune demands a +1 mana cost on a creature A 5-mana 4/4 probably immune could be more balanced. Also, since this depends on your opponent's cards, this cannot be dealt damage with spells except AoE, because should the opponent have even number of cards, after flinging a spell it would become odd, but you can't target this because it's YET immune, and should they have odd amount of cards, flinging a spell at this will hit immunity because the number of cards on opponent's hand would stop being odd. So, the only way to wreck this card is trade with minions or target a silence/destroy spell while possible. But, since the card is mage, a mage can almost always clear the board to eliminate trading, thus this will remain on board regardless of enemy's actions. Bad IMHO. 1/5
Twisted Witch: I wonder what kind of turn number this refers to. It's either "this player's turn", counter separately per player, or "overall turn", meaning that one player always starts odd turns and another player always starts even turns. If the latter, then this minion's enrage would swap either moving player's, or his enemy's minions. The effect is nice, although it requires clarification - dies moving happen at end of turn or at the start of turn (in the description is says start, so it should say so on the card). Otherwise, the minion is subpar, since enrage doesn't do anything to buff it. 3/5
Void Reaver: A replica from last competition with a slightly altered text. This is more powerful than Fel Reaver due to better protection from detrimental effect, and a suppressed draw can also be a beneficial effect for say a fatigue warrior. Since the only way for the opponent to modify this effect to change its oddity is playing Aldor Peacekeeper, and this change allows the reaver's controller to draw cards, while you can play Blessing of Might or Seal of Champions or Dire Wolf Alpha or Raid Leader or Defender of Argus to further exploit the effect AND remove the drawback, this guy is FREAKING OP, because the only counterplay would be BGH. 0/5
Purge: Now this is a kind of removal a druid needs. It matches with Deadly Shot by cost and effect, and a conditional effect prevents removing a single minion. 4/5
Cho'gall: The effect is really turning tables. Anything that alters casting costs of cards has even costs, also all silence bar Earth Shock costs even. I wonder how should this interact with cards that have "Costs (1) less for ...". I think this should cost 6 for such an effect, or maybe even more. 2/5 since the effect is greatly unbalanced, if not plain broken. but the idea is amazing.
Life Restorer: Hmm, this says "a minion", meaning this allows selection, but selecting a minion in graveyard is not allowed. Thus this misses "random" and clarification. 0/5
Mana Parasite: The same question as to Twisted Witch, what is the turn numbering. If per player, I'd have fun playing this t1 and preventing my enemy to ever use the coin until this is removed. If not, this screws too much. 2/5Velen's Prayer: Mulligan for this, then throw a t3 Ysera? FREAKING OP. 0/5Chain Destruction: So, if there's an odd number of minions on the battlefield, this won't trigger? This secret will be seriously hard to counter, unless they wipe your board to leave one minion, then play a Nerubian Egg - bam, table turned. 3/5 because this interacts with existing secrets and is potentially deciding games on a coin flip.It's a Prank!: A 4-mana all-in card? Isn't it too early? Anyway a counter vs Frost Nova+Doomsayer - you either return your side or theirs, either way a frost nova is wasted. This can nail you by accidentally removing your buffed board and locking you from more draws.. hmm. Weird I must say. Can't judge. NA/5.
Crazed Mathematician: Reduce costs of all cards that cost odd by 1? Seems balanced for a 6 4/4. The purpose, however, is unclear, unless synergizing with Prank. Still, can be used to enable old patron combo, for example, without ever summoning Thaurissan, worgens seem nice too. 4/5Novice Strategist: Weird art, someone's face and that's all. Should likely spell "Draw a minion" instead of joust semantics. Synergizes with the above card. :D 3/5
Doubling Down: "If your weapon's durability is even" - does it count if you don't wield a weapon (0 is even)? If not, OK, this means it requires heropowering prior to casting this and/or searching for combo. Doesn't seem OP as it needs efforts to make it a draw 2 for 2 mana. 4/5
Firespeaker Savant: What do you mean under "even cards" and "odd cards" Mana cost? If yes, spell it on the card. This can, however, end up discarding your Hex FTGJ. Maybe it's balanced, though. 3/5
Diplomat Baelan: An effect that makes both sides to play around. I'd make it return a minion to hand (aka boot) instead of destroy, since the art's kid prevents the fight instead of massacring the combatants. A side note, should everyone trade their minions leaving him alone, he'd kill himself trying to restore balance XDKappa. 4/5
Combat Medic: A direct powercreep on Pit Fighter, although a legend, but gaining Charge should worth some stats. See, you can always use Light of the Naaru or that neutral Healing Potion on self to get required oddity on your hero's HP. Also should either say "This minion has Charge while your hero's Health is odd" or say battlecry, compare Southsea Deckhand. 2/5
Edward the Odd: This misses the trigger description. When should this double the weapon's strength, at end of turn, sometime else? Also has INSANE synergy with Gorehowl regardless of trigger. 0/5
There is a lot of steak here...
On Teebu
Teebu himself is probably too good as an early minon, considering he's a 2/2 for 1 with an upside, though I'm not entirely certain. He could probably stand to be a 2/1, or a 3/2 for 2. On the other hand, is the sword a case of +1 every two turns you have or an obtuse way of saying '+1 at the start of your turn'? (there's not much difference between it being at the start of your turn v the start of your opponent's turn) If it's the latter, he's almost certainly too strong as he is; the amount of face damage you can potentially push for in an aggressive deck would be kinda silly.
On why Killing Spree is priced/statted like it is.
Part of the reason that Headcrack is never played is because it's returned to your hand at the end of your turn and it requires you to play it with something else to recur it. Killing Spree only needs a single Knife hit to be returned to your hand (if you want more casts, you have to bring spells) and it can be used as the combo starter without losing anything, allowing you to permanently have combo active late game. If you have it at 2 damage, it will combo into itself, since you'll always be dealing an odd/even amount of damage after cast it, which is why I had it at 3 damage/cost.
The Tactician Class (LOE Complete!)
Page 5. What do u think guys.
Isn't this combo very difficult and situational to make.
Future submissions for all future competitions, just create a card with "Overload" and you'll do fine, no matter how OP the card is
Hearthpwn Community's Balancing of Cards.
Hi guys. I'm french and I submitted this card. Can you tell me if the wording is correct and your opinions please :D
@Kalatas: The wording is fine, but the card is overpowered beyond belief. If this makes it into the game, EVERY class will be playing charging Molten Giants.
Do we really need another Warsong Commander!?
So I guess I have to change attack and health or mana ?
Um, people, is it just me or this week's theme is so embarrassing no one can make something simple enough to get 10 votes? I'm looking at page 5, there are five votes on the entire page!
There is a lot of steak here...
think about mage hero power
Meh, we're 1/2 a day into the competition, and for a significant portion of voters, submissions on that page cam from late afternoon, to particularly late at night/super early in the morning. it's still mid-morning to early morning for North America right now. give it some time for the voters to actually wake up and vote.
If you want to get 3-4 casts of it, yes. If you want to get 2, or if you want to cast it once and return it to your hand, all you need to do is make an attack with your dagger. The 1 damage + the damage from killing spree equals an even amount, allowing you to return it to your hand.
The Tactician Class (LOE Complete!)
Bloodmage Thalnos approves. Remember, spell damage makes this deal 3+1=4 and return to hand, then throw another. I think decent anyway, not OP not UP.
There is a lot of steak here...
What do you think about this one guys? Posted it on page 6. Waiting for your opinion.