Heyo so i was messing around with the new LoE cards and while i was building the deck I was toying around with a "gimmie priest" deck (lots of copy/create/steal cards) and one of the combos has summoned the SHadowfiend, and i suppose it just got me inspired! So here you go!
Pretty simple card, I know people look at messing with the enemy's deck/hand is taboo but hey sometimes you just gotta do it anyways. Very shadow priest feeling tearing ideas out of your opponents mind.
Obviously priests have no 4 attack removal, so I was attempting to think of a possible secondary use and i thought the health play would be interesting. Could be cool in a more control themed meta.
Some play with the new Discover mechanic, Shadow priest loves rng and this felt like a pretty cool idea! Would synergize well with deathrattles, or stealing a minion then scrapping it for this :P
Last rare card and we start to see some more of the introduced mana reduce/increase play we saw in TgT, great card to slow down the meta with all these super aggressive decks, wipe out a bunch of low minions and slow down their play for days.
Priests take on a 2 mana card adding things to your hand! Inspired by unstable portal with the shadow priest theme of messing with your opponents deck and mana play!
Last one is one of my favorites out of the group a 3 mana spell that gives your opponent a big minion with a painful cost, if they can silence it or give it taunt however they can get some use out of it. So tell me what you guys think!
Above spoiler are the original 6 Shadow spells.
Onto the 12 minions and spell for priesT!
Tendrils of the Void- Pay 5 for 2 perma freezes, can't get more controlled than that!
Darksky Wanderer- put a stop to that pesky early game aggression by stopping those face hunters in their tracks!
Planar Hermit- Just a great piece of art that i had to use, he looked a bit more spacey than shadow priest though. Priest has a number of decent 1 mana spells so go wild friends.
Dark Cleric- With the introduction of brann I wanted a cheap minion that just bursts face to synergize with the battlecry activating twice, throw these badgirls in with a few mind blasts and he's gonna have a bad time.
Shade Emissary- AoE out da rear end, just don't kill your own minions! (Unless you want to.) He does include himself in the 2 damage AoE but you should only need 1 attack to rear back the game.
Thundershade Disciple- He adds a spell to your hand that you've cast your game, reaching into the void to take back what has been lost! Pretty fun card for both players who doesn't like getting cards?
Kaldorei Bishop- do night elves even have bishops? Who cares! Finally a Disc priest in hearthstone!
Auchenai Deathspeaker- I was originally thinking maybe you just get the zombie chow but then i figured this would let you maximize healing synergies as well as reap a wee bit of benefit for yourself, maybe you have another auchenai soulpriest out to combo for some big damage!
Mana Starved Priest- I was looking at her and the effect just sort of popped into my head, I feel like it's one of those silly mechanics that could be fun to see what you get, definitely not seen yet.
Voidpriest Cultist- Warlock spells can feel very Voidy with a few of their shadow spells but even the burning legion needs priests!
Timewalker Shadowseer- At this late in the game or maybe you even drew her in the last turns of that fatigue match, the Shadowseer puts a stake in their chances at victory when you're both just tapping hero powers and top decking.
Daughter of Elune- Another non-shadow card but one I think priest could really make use of.
Benedictus, the Twilight Father- Benedictus once a force for the light was corrupted sometime ago by the old gods, playing him will give you so much flavor you'll have to get out of the kitchen. I mean game. Holy card is pretty much any priest card that isn't shadow-flavored and vice versa.
So there you guys have the 12 minions and 1 spell hope you like em! I'll keep updating with priest cards i end up making, and as usual feel free to leave comments!
Malefic: Do X when you discard a card.
Soul Tap: Do X when you take damage on your turn.
Comments are gonna be held off if you have any questions just ask them below! I'll be working on re-working the previous shadow cards I made now so those should be up sometime soon.
MindMelt: 0 Mana, give a minion +2 Health and Deathrattle: Discard a card
as i do not think using 2 mana and your own card just to make an opponent discard is worth it.
Shadow Word: Agony: 4 Mana Destroy a 4 attack or less minion. Destroy a minion and costs (2) less instead if you are at full HP
Seems underpowered and too restrictive for a 4 cost card
Psychic Creation: 2 Mana. Destroy a friendly minion and Discover a minion that costs (1) more than the one you destroyed. It costs (1) Less
Since you are destroying your own card, 4 mana seems a little too much
Corrosive Shadows: 4 Mana. Deal 1 damage to all enemy minions. The first card your opponent plays next turn costs (2) more.
Works much better against aggro than Excavated Evil IMO. But i think the original is too OP against Paladin decks don't you think? Because of all the recruits on the board. May have to adjust it a little
Ideal Theft:
Another alternative to mind vision and thoughtsteal but much stronger. Now you get to know which 3 cards are not in your opponent's deck which is very powerful, allowing to play around combos.
Psychic Extortion: Add "deathrattle: Draw a card" to balance it a little.
Honestly all of your suggestions are great ideas that really touch up the quality or just make them better at what i had in mind, Corrosive shadows does have a big advantage against paladin looking at that, and that does still halt their plays for a turn or so which fulfills the overall goal of it.
Ideal Theft Discovers whatevers in their deck, so you'll just get to choose between 3 cards left in his deck, including his class cards.
I'm glad you like them! I'm thinking i'll add in some "shadow" minions here later on in the day, and change the cards to the suggestions you gave!
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Corrosive Shadows as written simply could not be in the game. With only 10 mana crystals available you could sweep the board and make all their cards unplayable. If their hand is full they can't even draw a card to play. That is rare, but it should simply never be possible. The suggestion that the NEXT card played be increased instead doesn't work because if they don't have a card to play they are still locked out. I suggest you target a very specific set of cards, kinda like Lotheb targeting spells. You can target death rattle or battlecries minions or spells or minions that cost 3 or less, or you could make the effect last one turn (again, like Lotheb). As is, it doesn't work.
Alright how about this? Taking all the criticism in, still slows down decks by a reasonable amount since it is a turn 4 drop at best, and can be used to deny a 9 mana+ minion drop, and still gives you a 1 damage AoE to help combat those aggro decks.
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It looks good in my opinion, but some people may find that having a general +2 mana cost to all cards is too OP.I myself, think it's fine as 4 Mana for 1 damage aoe is bad. So having that trade off is good
Again, reading others comments may even refine the card even further. Looking forward to the Shadowform minions.
I like the shadow priest style alot. Much better than Stealing your opponents' cards here and there.
Tendrils: Really good against control but really bad against aggro.This is an expensive tech card and for 5 mana, Priest can shadow word deaths, BGHs, Lightbomb (+1 mana) and remove the minions instead. Even Shadow Word Madness is great if you are able to kill both of the minions instead. The best scenario is of course when your opponents only play heavy minions like matchup against control warrior. This is devastating to him. However, i find it decent at 4 mana.
I like it since you can trade into minions like Sorcerer's Apprentice, etc. Mage/Druid/Rogue can no longer just ping your minion if they have a minion as "Can't attack on an enemy 2 mana minion is as good as destroying it if they do not have taunt/good abilities/silence. Why would you silence your own 2 mana minion?
Planar Hermit
I think this is a bad card because there isn't much good priest spells (Mind vision, Power word shield, Smite) good for you at that point of time since there are no neutral spells. Those cards can be used for utlity but i think Sylvannas/Emperor/Justicar are more useful in Priest, maybe not Shadow Priest for Justicar [Discover = Choose 1 out of 3 random cards from neutral and your own class]
I'm kind of surprised! My ideology is that since you're Discovering for the Hermit that means you've got a fairly decent chance to pull something to let you draw a card, silence something, heal synergy for the heal priest, or finding out a card in your opponents hand. Sure it's not immediate value but keep him alive for a few turns and he'll feel pretty good.
Not to mention all the minions you mentioned are legendary minions that maybe some people don't have, so he could easily be a cheap six-slot replacement that still has a large impact on the board the later you get into the game. I look forwards to reading the rest of your review! I can agree with your other two comments as well. Also in terms of aggro, imagine using tendrils twice against a face hunter, now he's only got 3 slots to work with! Four mana would also def make that more achievable rather than waiting so late, which goes in to defeat the purpose of the card now that I am really thinking about it, simply more to add to the finalized versions when i get around to reworks.
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To balance it a little, you could make it deal 3 damage to both players, like a shadow bomber. If we compare this to a Spider Tank, its value is too much, it's worth 4 mana because you get a stronger Leper Gnome effect in it.
I like it because you get to choose between Dark Cultist and this, like choosing between Holy and Shadow
If it deals 2 damage to all minions, i feel that this card won't be played. Either make it have strong stats for its mana cost or make it deal 2 damage to all other minions. It has negative two stats to make up for a consecration every turn. I'm not sure whether its balanced though. That have to be proven by real game play.
It can be a 4/4 in my opinion. Reference from Camel Desert
Nice
Perhaps you could explain to me the design behind this card. Because no doubt zombie chow can be a 5 dmg mind blast to the face in a soulpriest deck, but it is very hard to pull off, especially since you need to rely on two consecutive deathrattles. The idea can still be kept but there could be better stats line or it could be a battlecry instead.
It is less flexible as a card though. But even 2/3 and 3/2 will still make it decent. Others' opinions should be considered.
Have no complains :)
It could be changed to a lower cost minion to make it more viable. So the concept for this is stop aggro or stop control?
Pretty good against handlock, face if you could play it on earlier turns
I don't think this card will be played though. Maybe if Planar Hermit could be played earlier, it could synergise with this and wild pyromancer more
i think it has too good stats. You get to draw two cards in one. Compare it to Azure Drake or other Discover: cards.
Edit: Like michalsuch429 said, you should not be able to make choices during your opponent's turn. Because each player only has 90 seconds and it will be very disruptive. So if the minion were to trigger a deathrattle during your opponent's turn, you won't be able to Discover .Thus the card effect should be Deathrattle: Gain a random shadow card which sadly, you can't choose. Or to make it less random, you can said "Gain a random shadow card you played earlier"
In general, i like the idea where this is going :), trying to stop aggro and all. But do not carried away as i feel that shadow priest should be the more aggressive side of Priests, so cards like Dark Cleric fits the theme. Many of the cards here are very control-ish and slow which is fine! Because more cards don't hurt.
Also, the phrasing of cards may have to be changed to fit Hearthstone's standard phrasing.
Thank you guys for the feedback! For some reason it just didn't click when I made the Archbishop that Discover would take up your opponents time, I'll have to think of a different way to word it or just replace it with a different ability. I may change his ability all together in this case. For the time being enjoy my newest creations!
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Heyo so i was messing around with the new LoE cards and while i was building the deck I was toying around with a "gimmie priest" deck (lots of copy/create/steal cards) and one of the combos has summoned the SHadowfiend, and i suppose it just got me inspired! So here you go!
Pretty simple card, I know people look at messing with the enemy's deck/hand is taboo but hey sometimes you just gotta do it anyways. Very shadow priest feeling tearing ideas out of your opponents mind.
Obviously priests have no 4 attack removal, so I was attempting to think of a possible secondary use and i thought the health play would be interesting. Could be cool in a more control themed meta.
Some play with the new Discover mechanic, Shadow priest loves rng and this felt like a pretty cool idea! Would synergize well with deathrattles, or stealing a minion then scrapping it for this :P
Last rare card and we start to see some more of the introduced mana reduce/increase play we saw in TgT, great card to slow down the meta with all these super aggressive decks, wipe out a bunch of low minions and slow down their play for days.
Priests take on a 2 mana card adding things to your hand! Inspired by unstable portal with the shadow priest theme of messing with your opponents deck and mana play!
Last one is one of my favorites out of the group a 3 mana spell that gives your opponent a big minion with a painful cost, if they can silence it or give it taunt however they can get some use out of it. So tell me what you guys think!
Above spoiler are the original 6 Shadow spells.
Onto the 12 minions and spell for priesT!
Tendrils of the Void- Pay 5 for 2 perma freezes, can't get more controlled than that!
Darksky Wanderer- put a stop to that pesky early game aggression by stopping those face hunters in their tracks!
Planar Hermit- Just a great piece of art that i had to use, he looked a bit more spacey than shadow priest though. Priest has a number of decent 1 mana spells so go wild friends.
Dark Cleric- With the introduction of brann I wanted a cheap minion that just bursts face to synergize with the battlecry activating twice, throw these badgirls in with a few mind blasts and he's gonna have a bad time.
Shade Emissary- AoE out da rear end, just don't kill your own minions! (Unless you want to.) He does include himself in the 2 damage AoE but you should only need 1 attack to rear back the game.
Thundershade Disciple- He adds a spell to your hand that you've cast your game, reaching into the void to take back what has been lost! Pretty fun card for both players who doesn't like getting cards?
Kaldorei Bishop- do night elves even have bishops? Who cares! Finally a Disc priest in hearthstone!
Auchenai Deathspeaker- I was originally thinking maybe you just get the zombie chow but then i figured this would let you maximize healing synergies as well as reap a wee bit of benefit for yourself, maybe you have another auchenai soulpriest out to combo for some big damage!
Mana Starved Priest- I was looking at her and the effect just sort of popped into my head, I feel like it's one of those silly mechanics that could be fun to see what you get, definitely not seen yet.
Voidpriest Cultist- Warlock spells can feel very Voidy with a few of their shadow spells but even the burning legion needs priests!
Timewalker Shadowseer- At this late in the game or maybe you even drew her in the last turns of that fatigue match, the Shadowseer puts a stake in their chances at victory when you're both just tapping hero powers and top decking.
Daughter of Elune- Another non-shadow card but one I think priest could really make use of.
Benedictus, the Twilight Father- Benedictus once a force for the light was corrupted sometime ago by the old gods, playing him will give you so much flavor you'll have to get out of the kitchen. I mean game. Holy card is pretty much any priest card that isn't shadow-flavored and vice versa.
So there you guys have the 12 minions and 1 spell hope you like em! I'll keep updating with priest cards i end up making, and as usual feel free to leave comments!
Malefic: Do X when you discard a card.
Soul Tap: Do X when you take damage on your turn.
Comments are gonna be held off if you have any questions just ask them below! I'll be working on re-working the previous shadow cards I made now so those should be up sometime soon.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
as i do not think using 2 mana and your own card just to make an opponent discard is worth it.
Seems underpowered and too restrictive for a 4 cost card
Since you are destroying your own card, 4 mana seems a little too much
Works much better against aggro than Excavated Evil IMO. But i think the original is too OP against Paladin decks don't you think? Because of all the recruits on the board. May have to adjust it a little
Another alternative to mind vision and thoughtsteal but much stronger. Now you get to know which 3 cards are not in your opponent's deck which is very powerful, allowing to play around combos.
Not a bad idea, i like it.
Great concepts!
Honestly all of your suggestions are great ideas that really touch up the quality or just make them better at what i had in mind, Corrosive shadows does have a big advantage against paladin looking at that, and that does still halt their plays for a turn or so which fulfills the overall goal of it.
Ideal Theft Discovers whatevers in their deck, so you'll just get to choose between 3 cards left in his deck, including his class cards.
I'm glad you like them! I'm thinking i'll add in some "shadow" minions here later on in the day, and change the cards to the suggestions you gave!
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Corrosive Shadows as written simply could not be in the game. With only 10 mana crystals available you could sweep the board and make all their cards unplayable. If their hand is full they can't even draw a card to play. That is rare, but it should simply never be possible. The suggestion that the NEXT card played be increased instead doesn't work because if they don't have a card to play they are still locked out. I suggest you target a very specific set of cards, kinda like Lotheb targeting spells. You can target death rattle or battlecries minions or spells or minions that cost 3 or less, or you could make the effect last one turn (again, like Lotheb). As is, it doesn't work.
Alright how about this? Taking all the criticism in, still slows down decks by a reasonable amount since it is a turn 4 drop at best, and can be used to deny a 9 mana+ minion drop, and still gives you a 1 damage AoE to help combat those aggro decks.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
It looks good in my opinion, but some people may find that having a general +2 mana cost to all cards is too OP.I myself, think it's fine as 4 Mana for 1 damage aoe is bad. So having that trade off is good
Again, reading others comments may even refine the card even further. Looking forward to the Shadowform minions.
The minions are up! Explanations in the spoiler.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
I like the shadow priest style alot. Much better than Stealing your opponents' cards here and there.
Tendrils: Really good against control but really bad against aggro.This is an expensive tech card and for 5 mana, Priest can shadow word deaths, BGHs, Lightbomb (+1 mana) and remove the minions instead. Even Shadow Word Madness is great if you are able to kill both of the minions instead. The best scenario is of course when your opponents only play heavy minions like matchup against control warrior. This is devastating to him. However, i find it decent at 4 mana.
I like it since you can trade into minions like Sorcerer's Apprentice, etc. Mage/Druid/Rogue can no longer just ping your minion if they have a minion as "Can't attack on an enemy 2 mana minion is as good as destroying it if they do not have taunt/good abilities/silence. Why would you silence your own 2 mana minion?
Planar Hermit
I think this is a bad card because there isn't much good priest spells (Mind vision, Power word shield, Smite) good for you at that point of time since there are no neutral spells. Those cards can be used for utlity but i think Sylvannas/Emperor/Justicar are more useful in Priest, maybe not Shadow Priest for Justicar [Discover = Choose 1 out of 3 random cards from neutral and your own class]
will continue later
I'm kind of surprised! My ideology is that since you're Discovering for the Hermit that means you've got a fairly decent chance to pull something to let you draw a card, silence something, heal synergy for the heal priest, or finding out a card in your opponents hand. Sure it's not immediate value but keep him alive for a few turns and he'll feel pretty good.
Not to mention all the minions you mentioned are legendary minions that maybe some people don't have, so he could easily be a cheap six-slot replacement that still has a large impact on the board the later you get into the game. I look forwards to reading the rest of your review! I can agree with your other two comments as well. Also in terms of aggro, imagine using tendrils twice against a face hunter, now he's only got 3 slots to work with! Four mana would also def make that more achievable rather than waiting so late, which goes in to defeat the purpose of the card now that I am really thinking about it, simply more to add to the finalized versions when i get around to reworks.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
I'm afraid I'm a bit confused, can you elaborate on how the two don't go togeather?
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
To balance it a little, you could make it deal 3 damage to both players, like a shadow bomber. If we compare this to a Spider Tank, its value is too much, it's worth 4 mana because you get a stronger Leper Gnome effect in it.
I like it because you get to choose between Dark Cultist and this, like choosing between Holy and Shadow
If it deals 2 damage to all minions, i feel that this card won't be played. Either make it have strong stats for its mana cost or make it deal 2 damage to all other minions. It has negative two stats to make up for a consecration every turn. I'm not sure whether its balanced though. That have to be proven by real game play.
It can be a 4/4 in my opinion. Reference from Camel Desert
Nice
Perhaps you could explain to me the design behind this card. Because no doubt zombie chow can be a 5 dmg mind blast to the face in a soulpriest deck, but it is very hard to pull off, especially since you need to rely on two consecutive deathrattles. The idea can still be kept but there could be better stats line or it could be a battlecry instead.
I like the idea, but i think it is too strong! haha. Compare it to Wyrmrest Agent and Jungle Panther.
It is less flexible as a card though. But even 2/3 and 3/2 will still make it decent. Others' opinions should be considered.
Have no complains :)
It could be changed to a lower cost minion to make it more viable. So the concept for this is stop aggro or stop control?
Pretty good against handlock, face if you could play it on earlier turns
I don't think this card will be played though. Maybe if Planar Hermit could be played earlier, it could synergise with this and wild pyromancer more
i think it has too good stats. You get to draw two cards in one. Compare it to Azure Drake or other Discover: cards.
Edit: Like michalsuch429 said, you should not be able to make choices during your opponent's turn. Because each player only has 90 seconds and it will be very disruptive. So if the minion were to trigger a deathrattle during your opponent's turn, you won't be able to Discover .Thus the card effect should be Deathrattle: Gain a random shadow card which sadly, you can't choose. Or to make it less random, you can said "Gain a random shadow card you played earlier"
In general, i like the idea where this is going :), trying to stop aggro and all. But do not carried away as i feel that shadow priest should be the more aggressive side of Priests, so cards like Dark Cleric fits the theme. Many of the cards here are very control-ish and slow which is fine! Because more cards don't hurt.
Also, the phrasing of cards may have to be changed to fit Hearthstone's standard phrasing.
Thank you guys for the feedback! For some reason it just didn't click when I made the Archbishop that Discover would take up your opponents time, I'll have to think of a different way to word it or just replace it with a different ability. I may change his ability all together in this case. For the time being enjoy my newest creations!
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]