Now, regarding the "Magic Overwhelming card; that seems to extreme for me. I was thinking if it just discarded the cards drawn at the end of your turn.
I agree. Discarding your cards would be a reasonable drawback, but while I was making the card I noticed the overlaping flavor with Power Overwhelming and decided to go for that instead.
On the newest set of cards I think that air rager should have one less stat point, probably a 4/2. I don't think that there are enough minions with windfury to make storm seeker good but if there are a few more it would be good. Totembringer seems a little too powerful maybe only hero power totems or adding a random totem to your hand that costs one less? I think sky all totem should be a two mana 0/3 to fit with the other totems otherwise it could be too powerful. Ancestral power seems balanced but I would like to clarify something does it still give a minion +1/+1 if it has windfury or does it just draw cards? And finally, Elemental colossus, if you destroy one mana crystal it is a pretty good card, it can be a maximum of a 16/16 if you overloaded or 6 last turn (more if you have thaurisan) but then it is weak to removal/silence but you only have 5 mana next turn, but it gives shaman a very strong card that synergies with overload.
On the newest set of cards I think that air rager should have one less stat point, probably a 4/2. I don't think that there are enough minions with windfury to make storm seeker good but if there are a few more it would be good. Totembringer seems a little too powerful maybe only hero power totems or adding a random totem to your hand that costs one less? I think sky all totem should be a two mana 0/3 to fit with the other totems otherwise it could be too powerful. Ancestral power seems balanced but I would like to clarify something does it still give a minion +1/+1 if it has windfury or does it just draw cards? And finally, Elemental colossus, if you destroy one mana crystal it is a pretty good card, it can be a maximum of a 16/16 if you overloaded or 6 last turn (more if you have thaurisan) but then it is weak to removal/silence but you only have 5 mana next turn, but it gives shaman a very strong card that synergies with overload.
Air Rager was balanced against Whirling Zap-o-matic, and given the overload condition because it's tougher to remove.
Totembringer was balanced against Fire Elemental, and I figured the upside had to be powerful enough to run instead of it for totem decks.
Skycall Totem was made 1 mana because Shaman is really crippled by overload and its easier to weave in a 1-cost card than a 2-cost. It also does nothing else of benefit.
Ancestral Power still gives the +1/+1 if the minion has windfury. Otherwise I would have worded it "Draw 2 cards instead."
Thanks for the feedback! Much appreciated!
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Thank you for the clarification, but I still feel that Skycall Totem is too good at one mana as many cards without overload would be overpowered if they didn't have it, for example a 5 mana 7/8 taunt overload 3 which would not be a 6 mana 7/8 taunt with battlecry summon a 0/2 totem and it can benefit from totem synergy with ThunderBluff Valient or by just being there for bloodlust.
Thank you for the clarification, but I still feel that Skycall Totem is too good at one mana as many cards without overload would be overpowered if they didn't have it, for example a 5 mana 7/8 taunt overload 3 which would not be a 6 mana 7/8 taunt with battlecry summon a 0/2 totem and it can benefit from totem synergy with ThunderBluff Valient or by just being there for bloodlust.
I'm still completely fine with this. Neither Bloodlust nor Earth Elemental (especially Earth Elemental) are run from what I see. If those card come to viability based on this, I'd love to see that happen. You also have to consider that Skycall occupies a card slot, which is more valuable than you might think. In fact, there are plenty of underused cards that would see more play if there was extra space for them. I strongly believe that the best way to use Skycall would be to have it summoned from Totembringer or Tuskarr Totemic.
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Thank you for the clarification, but I still feel that Skycall Totem is too good at one mana as many cards without overload would be overpowered if they didn't have it, for example a 5 mana 7/8 taunt overload 3 which would not be a 6 mana 7/8 taunt with battlecry summon a 0/2 totem and it can benefit from totem synergy with ThunderBluff Valient or by just being there for bloodlust.
You should note that it would mean 1) having both Earth Elemental and Skycall Totem in your hand, 2) the mana to play them, and something most people tend to forget, 3) it takes up a card slot. However, it should be noted that if it doesn't come from your deck, it might be OP, making "summon random Totem" cards even more RNG. Such as Totembringer into Totem Golem being a 6/6 and 3/4 for 6-mana.
As for my own 2 cents. Elemental Colossus might have the same issue as other "destory your mana crystal" cards, where every single one of them is utterly unplayable. It's even worse here as after all that trouble, it can just be silenced.
Yeah but there are other cards like Earth Elemental, you can play totem golem for 2, lightning storm for 3, lightning bolt becomes 1 mana deal 3 damage, and more so who wouldn't use a card slot to have that effect. For Elemental Colossus destroying one or two mana crystals is risking little as they will be replaced soon afterwords if used when you have 10 or so mana crystals and you will get them back shortly and when silenced it is still a 4/4.
Warlock cards! I'd really love to have Unholy Blast. I imagine that would go a long way towards making Wilfred Fizzlebang a viable card.
Mischievous Conjurer was a card I was initially going to submit to this weeks card design competition, but I felt it didn't quite fit in under the rules. Anyway, the purpose of the card is to pollute the opponent's card pool and, if you're running aggro, should they actually play the Flame Imps, you're getting closer to lethal.
Magtheridon was my answer to Warlocks not running Justicar Trueheart. Maybe this card would give them a viable enough alternative.
Very good card again soul harvest scilences an enemy and restores health continuing a warlock th. eme, Conjuer infernals add the Lord Jaraxxus tokens to your hand and is a bit slow but does give value in return, unholy blast seem very good and I like it aswell. Conjuror seems bad but flame imps are a bad draw later on and 3/4 stats. Doomgaurd Liutenant is suprisingly balanced as Doomgaurd discards 2 cards making more than one Doomgaurd in hand a waste. Manaroth seems good might be a bit to power as you could pick the strongest card and demons can be very strong.
The Doomguard is kinda hilarious. Is Liutenant a typo? Unholy Blast is indeed pretty cool. Magtheridon would make me play Warlock more since I like the demon theme but not the masochistic cardraw theme that it is in classic (i.e. Handlock).
The Doomguard is kinda hilarious. Is Liutenant a typo? Unholy Blast is indeed pretty cool. Magtheridon would make me play Warlock more since I like the demon theme but not the masochistic cardraw theme that it in classic (i.e. Handlock).
Thanks for pointing out the typo. Goddammit, and here I thought I knew how to spell. Gonna fix that shortly.
Here are the Warrior cards, and the last class specific update.
For clarification, if the Unyielding Blademaster enters play when you have less than 12 health, you don't go back up to 12, you just remain immune to damage.
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Forge weapon is a very bad card, first of all it costs 4 mana second of all when would you ever play this when you already have a weapon, nut everything else looks good
Skeletal Sentry: Might be nice. If it were a 3/2 it might be an excellent Arena card for warriors, but it's nothing amazing in constructed. Not bad, just nothing special.
Forge Weapon: I don't understand. You'd be wasting your good Warrior weapon for a random one? I don't like the RNG. Could be amazing by turning your 3/1 Firey War Axe into a Gorehowl with just 1-mana, but it can also make it a 1/4 Light's Justice. I like the flavor of forging your own weapons, though. How about using up your Armor for something? Like you're using the metal to improve/craft the weapon?
Turtle Rider: I could see Blizzard releasing a similar card since they were pushing for Taunt warrior. The 2 attack makes it a Cabal target. It also might be unbalanced stats-wise. It's a 2/5 at most, or a 3/4. Mukla's Champion loses 4 stat points, but since this is a class card and the Inspire only hits Taunt minions you can lose less stats, but it's still not a 2/6.
Fearless Tauren: Very interesting. Is the 6 attack damage too scary, though? Most charge minions have 4 attack. Personally I would drop 1 stat point to a 5/5 or 6/4.
Unyielding Blademaster: Interesting, but scary because Master of Disguise exists. Yes, you'd barely ever see that combo happen, but if it does, it just breaks the game. What do you think of making it "until the start of your next turn"? You can hit minions for free, have a pseudo-Ice Block whilst leaving a body on the board. This basically has pseudo-Taunt, since instead of needing 12 damage to kill you, they'll need 12 + 5
Wrecking Crew; Not much to say. Basically a Maddest Bomber.
Forge weapon is a very bad card, first of all it costs 4 mana second of all when would you ever play this when you already have a weapon, nut everything else looks good
The idea behind Forge Weapon was to primarily focus on simply getting a random weapon. The discount effect was added so overriding your previous weapon wouldn't feel as bad. Counting all the weapons in the game right now, the average value of the weapon comes out to 3.4 mana, which makes this card slightly below average. However, I felt that at 3 mana the card was too strong, given how good some of the outcomes where.
Skeletal Sentry: Might be nice. If it were a 3/2 it might be an excellent Arena card for warriors, but it's nothing amazing in constructed. Not bad, just nothing special.
Forge Weapon: I don't understand. You'd be wasting your good Warrior weapon for a random one? I don't like the RNG. Could be amazing by turning your 3/1 Firey War Axe into a Gorehowl with just 1-mana, but it can also make it a 1/4 Light's Justice. I like the flavor of forging your own weapons, though. How about using up your Armor for something? Like you're using the metal to improve/craft the weapon?
Turtle Rider: I could see Blizzard releasing a similar card since they were pushing for Taunt warrior. The 2 attack makes it a Cabal target. It also might be unbalanced stats-wise. It's a 2/5 at most, or a 3/4. Mukla's Champion loses 4 stat points, but since this is a class card and the Inspire only hits Taunt minions you can lose less stats, but it's still not a 2/6.
Fearless Tauren: Very interesting. Is the 6 attack damage too scary, though? Most charge minions have 4 attack. Personally I would drop 1 stat point to a 5/5 or 6/4.
Unyielding Blademaster: Interesting, but scary because Master of Disguise exists. Yes, you'd barely ever see that combo happen, but if it does, it just breaks the game. What do you think of making it "until the start of your next turn"? You can hit minions for free, have a pseudo-Ice Block whilst leaving a body on the board. This basically has pseudo-Taunt, since instead of needing 12 damage to kill you, they'll need 12 + 5
Wrecking Crew; Not much to say. Basically a Maddest Bomber.
I could imagine reworking Forge Weapon to make it less random for a future update. I'm looking over a bunch of my card I'm not happy with, and this could imaginably be on that list.
Turtle Rider is unbalanced, yes. I may have pushed it too far in my attempt to make Taunt Warrior a thing.
Fearless Tauren I feel happy with, but I could imagine reducing the stats a bit.
Unyielding Blademaster is still fine in my opinion. You could pretty much achieve the same result with Mal'Ganis already, so I don't see this being too much of a problem. If my predictions are true, then blizz will be changing Master of Disguise in time for the next expansion anyway.
Thanks for the feedback!
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You thought that this thread was dead, but it was me... Dio!
*ahem* Anyway, here are some new concepts. I recently saw a thread where someone had made a card that featured a bonus effect if you had it in your opening hand. Naturally, it was a high-cost minion and the effect was there as a way to off-set the fact that you had a really expensive card occupying your hand. So I did a little thinking and came up with a couple of concepts that made use of the idea.
Also, in order to make the most out of the concept, I decided to create a new keyword: Imminence. Note also that all the cards cost 7 mana, which I felt was the sweet spot where the cards were just expensive enough to warrant the bonus. Otherwise, It would fit too well into more aggressive decks, when it's mainly supposed to be used for control purposes. I might make some for the other classes, if I get enough good ideas.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Finally, the Shaman cards are done! Here's some windfury and totem cards, plus the random Elemental Colossus.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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On the newest set of cards I think that air rager should have one less stat point, probably a 4/2. I don't think that there are enough minions with windfury to make storm seeker good but if there are a few more it would be good. Totembringer seems a little too powerful maybe only hero power totems or adding a random totem to your hand that costs one less? I think sky all totem should be a two mana 0/3 to fit with the other totems otherwise it could be too powerful. Ancestral power seems balanced but I would like to clarify something does it still give a minion +1/+1 if it has windfury or does it just draw cards? And finally, Elemental colossus, if you destroy one mana crystal it is a pretty good card, it can be a maximum of a 16/16 if you overloaded or 6 last turn (more if you have thaurisan) but then it is weak to removal/silence but you only have 5 mana next turn, but it gives shaman a very strong card that synergies with overload.
Mrgle mrgle
Thanks for the feedback! Much appreciated!
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Thank you for the clarification, but I still feel that Skycall Totem is too good at one mana as many cards without overload would be overpowered if they didn't have it, for example a 5 mana 7/8 taunt overload 3 which would not be a 6 mana 7/8 taunt with battlecry summon a 0/2 totem and it can benefit from totem synergy with ThunderBluff Valient or by just being there for bloodlust.
Mrgle mrgle
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As for my own 2 cents. Elemental Colossus might have the same issue as other "destory your mana crystal" cards, where every single one of them is utterly unplayable. It's even worse here as after all that trouble, it can just be silenced.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Yeah but there are other cards like Earth Elemental, you can play totem golem for 2, lightning storm for 3, lightning bolt becomes 1 mana deal 3 damage, and more so who wouldn't use a card slot to have that effect. For Elemental Colossus destroying one or two mana crystals is risking little as they will be replaced soon afterwords if used when you have 10 or so mana crystals and you will get them back shortly and when silenced it is still a 4/4.
Mrgle mrgle
Warlock cards! I'd really love to have Unholy Blast. I imagine that would go a long way towards making Wilfred Fizzlebang a viable card.
Mischievous Conjurer was a card I was initially going to submit to this weeks card design competition, but I felt it didn't quite fit in under the rules. Anyway, the purpose of the card is to pollute the opponent's card pool and, if you're running aggro, should they actually play the Flame Imps, you're getting closer to lethal.
Magtheridon was my answer to Warlocks not running Justicar Trueheart. Maybe this card would give them a viable enough alternative.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Very good card again soul harvest scilences an enemy and restores health continuing a warlock th. eme, Conjuer infernals add the Lord Jaraxxus tokens to your hand and is a bit slow but does give value in return, unholy blast seem very good and I like it aswell. Conjuror seems bad but flame imps are a bad draw later on and 3/4 stats. Doomgaurd Liutenant is suprisingly balanced as Doomgaurd discards 2 cards making more than one Doomgaurd in hand a waste. Manaroth seems good might be a bit to power as you could pick the strongest card and demons can be very strong.
Mrgle mrgle
The Doomguard is kinda hilarious. Is Liutenant a typo? Unholy Blast is indeed pretty cool. Magtheridon would make me play Warlock more since I like the demon theme but not the masochistic cardraw theme that it is in classic (i.e. Handlock).
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
Here are the Warrior cards, and the last class specific update.
For clarification, if the Unyielding Blademaster enters play when you have less than 12 health, you don't go back up to 12, you just remain immune to damage.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
Forge weapon is a very bad card, first of all it costs 4 mana second of all when would you ever play this when you already have a weapon, nut everything else looks good
Mrgle mrgle
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
You thought that this thread was dead, but it was me... Dio!
*ahem* Anyway, here are some new concepts. I recently saw a thread where someone had made a card that featured a bonus effect if you had it in your opening hand. Naturally, it was a high-cost minion and the effect was there as a way to off-set the fact that you had a really expensive card occupying your hand. So I did a little thinking and came up with a couple of concepts that made use of the idea.
Original thread here!
Also, in order to make the most out of the concept, I decided to create a new keyword: Imminence. Note also that all the cards cost 7 mana, which I felt was the sweet spot where the cards were just expensive enough to warrant the bonus. Otherwise, It would fit too well into more aggressive decks, when it's mainly supposed to be used for control purposes. I might make some for the other classes, if I get enough good ideas.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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More cards! This time I just decided to do some different damage dealing cards. Some are really straightforward, others pretty niche.
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I've been neglecting Priest for too long, so let's give them some cards. Here's a mixed bag of aggro and midrange stuff.
I'm particularly happy with Disciple of Darkness, since it synergizes with Shadowbomber, Spawn of Shadows and stuff like that.
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Magma Rager has come to take out its rage.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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