It's impressive how many persons use fake accounts to vote on theirselves --' It's frustating
And you're voting for them to make them look suspicious ?
No, it's not just you, I voted in your card because I really liked it and I don't see any reason why would you do that, you don't need that, the card is just very good, You have so many votes on all your posts I don't understand why you need more 1
Okay 3rd times the charm! I'm not sure about mana cost but I want the attack to be an even number so then it splits evenly. I guess if it does manage to get 5 attack or something, it'll round up
Here is my idea for this week - Yes, it's a big fattie, but rather than a plain pile of stats I wanted to make a high risk - high return card. When you drop this guy, he's only a 2/8 (or 4/8). At 2 attack, he'd be the only 8-drop to die to SW:Pain. But if he lives a turn... Depending on how much RNGsus loves you, you get anything up to a one-hit kill from over half health. Usually this card doesn't do well with buffs, because it's overriden at the start of each turn, but you could get massive damage in with a good roll and Blessed Champion.
I thought about making the RNG effect less extreme, but I feel that wouldn't be quite "the soul" of the card. If you don't want a big luck-based finisher, there's plenty of other big dragons. My version 1 is just bonkers, but I also made a second one with a smaller random range of 4-16. Less upside, slightly lower average, but better resistance to Silence and all kinds of Priest spells. Which one would you play?
I'd like to know your opinion on my submission for this week.
I wanter to be an odd-cost minion so the ability procs if played on curve and your enemy doesn't immediately deal with it. It's a Druid card because of the Mana shenanigans but because of the same reason I don't want it to be a 3-drop - it's kinda counterproductive with Wild Growth or Aspirant played on turn 2. As a 5-drop it would compete with Druid of the Claw. And I don't the idea of being it too expensive. So I decided to drop the odd mana cost rule (there's the mentioned mana ramping after all and of course the coin).
I'd like to know your opinion on my submission for this week.
I wanter to be an odd-cost minion so the ability procs if played on curve and your enemy doesn't immediately deal with it. It's a Druid card because of the Mana shenanigans but because of the same reason I don't want it to be a 3-drop - it's kinda counterproductive with Wild Growth or Aspirant played on turn 2. As a 5-drop it would compete with Druid of the Claw. And I don't the idea of being it too expensive. So I decided to drop the odd mana cost rule (there's the mentioned mana ramping after all and of course the coin).
I wanter to be an odd-cost minion so the ability procs if played on curve and your enemy doesn't immediately deal with it. It's a Druid card because of the Mana shenanigans but because of the same reason I don't want it to be a 3-drop - it's kinda counterproductive with Wild Growth or Aspirant played on turn 2. As a 5-drop it would compete with Druid of the Claw. And I don't the idea of being it too expensive. So I decided to drop the odd mana cost rule (there's the mentioned mana ramping after all and of course the coin).
I think this card is too strong. First of all it's a 4 Mana 5/5 which is already too many stat points, after all Chillwind Yeti is a 4 Mana 4/5. Then it has a positive effect on top of this excess of stats. I think bumping it up to 5 Mana, without changing the stats, would be fair.
I'd like to know your opinion on my submission for this week.
I wanter to be an odd-cost minion so the ability procs if played on curve and your enemy doesn't immediately deal with it. It's a Druid card because of the Mana shenanigans but because of the same reason I don't want it to be a 3-drop - it's kinda counterproductive with Wild Growth or Aspirant played on turn 2. As a 5-drop it would compete with Druid of the Claw. And I don't the idea of being it too expensive. So I decided to drop the odd mana cost rule (there's the mentioned mana ramping after all and of course the coin).
A 4-mana 5/5 without a card description would still be something unbalanced. Think about making it 5-cost.
i have 2 versions of my card for this week that im debating on which would be more fair/useful. the idea of the card is to make it where you can't be hurt by even damage on an even turn and you can't be hurt by odd damage on an odd turn. so lets say you are against a mage and its an odd turn. your opponent Fireball's your face, but since its even damage, it does nothing. then they use their hero power to ping your face for 1. since its odd, you take damage.
as far as turn count is concerned, i intend this to work as a new turn is started after both players have had a turn, so you go, then your opponent goes, and when it gets back to you, its been 1 turn.
is the wording clear/feel hearthstone? are the stats/cost fine? which card do you feel would see more play? the top with both players or the bottom with all characters meaning both players and minions.
Question? Should my Card maybe be a Class Card instead of a neutral? And what do you guys think balance wise?
There are no neutral weapons yet, so yes, it should be a class card (unless you think it's important to have neutral weapons and you have a good case for it..)
I'd make it a Rogue weapon, it kind of fits the class best.
Mana cost and power need to be adjusted though. First of all, Rogue doesn't really have any need for 1-attack weapons, you have an infinite supply of them. A good Rogue weapon should have 2 or 3 attack. A 3/2 would be (at least) 2 mana (Fiery Waraxe). I'd argue that this would should really be 3 mana though.
On top of that, you also get either tempo (the crystal, 2 mana) or card advantage (1.5 mana). So we're talking about a 4 mana 3/2 weapon. (Unless you want Rogues to have something OP, then make it 3 mana).
I'm still considering whether to make it 'restore 30 Health to your hero' since your opponent always have ways to play around this card.
"Restore to 30 health" exists, but it's a 9 mana spell: Tree of Life. As a secret, that would be hilariously OP, no matter the trigger.
There are two 3 mana heals in the game, one for 8 (Healing Touch) and one for 7/14 (Healing Wave). So really, this spell shouldn't heal more than 8, rather less. Mages are not known as a healing class. That said, Mages already have an equivalent (Ice Barrier) so is this card even needed??
i have 2 versions of my card for this week that im debating on which would be more fair/useful. the idea of the card is to make it where you can't be hurt by even damage on an even turn and you can't be hurt by odd damage on an odd turn
I've seen this "odd turn / even turn" mechanic quite a bit, but there is a general problem with it - No visible turn counter in Hearthstone. Yes, there are mana crystals, but do you want me to list all the cards that manipulate that counter?
It's much better to use the player's (or opponent's) mana crystals for this. That one is always visible.
As for the card, PLEASE don't make a card that makes all characters immune. Seriously, there are way too many suggestions that just completely stall or shut down the game. This isn't chess where it's perfectly acceptable for grandmasters to sit on a game for 5 hours. This is a casual "e-sport" that people play on their toilet break. Don't make "my opponent needs to get off the crapper" a win condition.
the problem with using mana crystals in this case would be, at 10, either you have to go with always even immunity or go random and being random in which one it gives you immunity to, and that would be very annoying with a card like this. also when i eventually submit my card, i will have 2 separate versions of it to show what the effect will look like under the current turn number
example, even turn: "both players are immune to even damage"
It's pretty balance for average.
But I dislike this kind of card with so high difference result for success and failure .
With uncontrollable Battlecry, the battle cry may just another word with 50% chance.
I did not use fake accounts.
Over powered I would say. Let's see Toshley, loose 1 attack for just 2 spare part.
Most of time, you would gain more than 2 spare part, and may even summon some minion with such a good stat.
Is there any 10-cost mech?
Previlage leads to insolence.
Good-bye Ysera.
Previlage leads to insolence.
A troll card of course. Not going to submit it.
Previlage leads to insolence.
Here is my idea for this week - Yes, it's a big fattie, but rather than a plain pile of stats I wanted to make a high risk - high return card. When you drop this guy, he's only a 2/8 (or 4/8). At 2 attack, he'd be the only 8-drop to die to SW:Pain. But if he lives a turn... Depending on how much RNGsus loves you, you get anything up to a one-hit kill from over half health. Usually this card doesn't do well with buffs, because it's overriden at the start of each turn, but you could get massive damage in with a good roll and Blessed Champion.
I thought about making the RNG effect less extreme, but I feel that wouldn't be quite "the soul" of the card. If you don't want a big luck-based finisher, there's plenty of other big dragons. My version 1 is just bonkers, but I also made a second one with a smaller random range of 4-16. Less upside, slightly lower average, but better resistance to Silence and all kinds of Priest spells. Which one would you play?
I'd like to know your opinion on my submission for this week.
I wanter to be an odd-cost minion so the ability procs if played on curve and your enemy doesn't immediately deal with it. It's a Druid card because of the Mana shenanigans but because of the same reason I don't want it to be a 3-drop - it's kinda counterproductive with Wild Growth or Aspirant played on turn 2. As a 5-drop it would compete with Druid of the Claw. And I don't the idea of being it too expensive. So I decided to drop the odd mana cost rule (there's the mentioned mana ramping after all and of course the coin).
Apparently OP. Lower the stats.
THERE IS NO GAME.
I'm still considering whether to make it 'restore 30 Health to your hero' since your opponent always have ways to play around this card.
THERE IS NO GAME.
I think this card is too strong. First of all it's a 4 Mana 5/5 which is already too many stat points, after all Chillwind Yeti is a 4 Mana 4/5. Then it has a positive effect on top of this excess of stats. I think bumping it up to 5 Mana, without changing the stats, would be fair.
A 4-mana 5/5 without a card description would still be something unbalanced. Think about making it 5-cost.
Previlage leads to insolence.
I was thinking in terms of druid cards only. I guess you guys are right.
Mages in most games don't usually play around with health, but spells and elements. What about making it a paladin secret?
Previlage leads to insolence.
i have 2 versions of my card for this week that im debating on which would be more fair/useful. the idea of the card is to make it where you can't be hurt by even damage on an even turn and you can't be hurt by odd damage on an odd turn. so lets say you are against a mage and its an odd turn. your opponent Fireball's your face, but since its even damage, it does nothing. then they use their hero power to ping your face for 1. since its odd, you take damage.
as far as turn count is concerned, i intend this to work as a new turn is started after both players have had a turn, so you go, then your opponent goes, and when it gets back to you, its been 1 turn.
is the wording clear/feel hearthstone? are the stats/cost fine? which card do you feel would see more play? the top with both players or the bottom with all characters meaning both players and minions.
There are no neutral weapons yet, so yes, it should be a class card (unless you think it's important to have neutral weapons and you have a good case for it..)
I'd make it a Rogue weapon, it kind of fits the class best.
Mana cost and power need to be adjusted though. First of all, Rogue doesn't really have any need for 1-attack weapons, you have an infinite supply of them. A good Rogue weapon should have 2 or 3 attack. A 3/2 would be (at least) 2 mana (Fiery Waraxe). I'd argue that this would should really be 3 mana though.
On top of that, you also get either tempo (the crystal, 2 mana) or card advantage (1.5 mana). So we're talking about a 4 mana 3/2 weapon. (Unless you want Rogues to have something OP, then make it 3 mana).
"Restore to 30 health" exists, but it's a 9 mana spell: Tree of Life. As a secret, that would be hilariously OP, no matter the trigger.
There are two 3 mana heals in the game, one for 8 (Healing Touch) and one for 7/14 (Healing Wave). So really, this spell shouldn't heal more than 8, rather less. Mages are not known as a healing class. That said, Mages already have an equivalent (Ice Barrier) so is this card even needed??
I've seen this "odd turn / even turn" mechanic quite a bit, but there is a general problem with it - No visible turn counter in Hearthstone. Yes, there are mana crystals, but do you want me to list all the cards that manipulate that counter?
It's much better to use the player's (or opponent's) mana crystals for this. That one is always visible.
As for the card, PLEASE don't make a card that makes all characters immune. Seriously, there are way too many suggestions that just completely stall or shut down the game. This isn't chess where it's perfectly acceptable for grandmasters to sit on a game for 5 hours. This is a casual "e-sport" that people play on their toilet break. Don't make "my opponent needs to get off the crapper" a win condition.
the problem with using mana crystals in this case would be, at 10, either you have to go with always even immunity or go random and being random in which one it gives you immunity to, and that would be very annoying with a card like this. also when i eventually submit my card, i will have 2 separate versions of it to show what the effect will look like under the current turn number
example, even turn: "both players are immune to even damage"
odd turn: "both players are immune to odd damage"
Opinion