I think you can make it "Cannot be targeted by heros spells and powers, cannot be destroyed" (Counter would be a possible Mass Dispel)
Also make it something like 9 mana so your enemy have one turn buffer to react.
From then on, the gameplan changes! First to kill yourself wins.
Really neat idea if you could make it do that. Control warrior with 30 health and 30 armour will be sad :)
The point of the card is to give priest a good stat-wise minion, however they cannot win the game while its on the board, so the opponent can even do stuff like try to kill himself and let the creature alive. I think making it indestructible would just completely change the game (now everyone wants to suicide) and add too much text to the card, but thanks for the opinion :)
I've already submitted this, so i guess its too late to change. However, feedback is nice.
I wanted something that can either screw you or your enemy. (since rogues can sometimes drain through their cards really quick what with all the combos). However, trying to balance something without a pre-existing mechanic to work off of is hard.
I chose Putress to match the mechanic i came up with since the undead and the blight seemed to match Fatigue the most.
I think having it at 7 mana will be good tho. So you can combo with coldlight oracle! Maybe 8 mana was your intended plan so that you can't do that (but even a shadow stepped oracle works)
the dragon soul- why would you want a draw? to pop a divine shield.. rly?
It's a 0-Mana pop a divine shield, or to force a draw in a game that you're fucked anyways if you managed to get them down to 10 before running out of steam.
So this has a high reward high risk effect. You can potentially gain 2 Mana Crystals and draw 4 cards for basically nothing. But, if you draw all 3, you are consumed by your anger and lose the game.
So this has a high reward high risk effect. You can potentially gain 2 Mana Crystals and draw 4 cards for basically nothing. But, if you draw all 3, you are consumed by your anger and lose the game.
Any feedback is appreciated.
Give it some mana cost, not only for the option to free up your hand, but also every card in the game has to have mana cost right? Not sure if 0 would be ok tho, this card might be crazy in miracle rogue then :) even tho quite dangerous :D
So this has a high reward high risk effect. You can potentially gain 2 Mana Crystals and draw 4 cards for basically nothing. But, if you draw all 3, you are consumed by your anger and lose the game.
Any feedback is appreciated.
Give it some mana cost, not only for the option to free up your hand, but also every card in the game has to have mana cost right? Not sure if 0 would be ok tho, this card might be crazy in miracle rogue then :) even tho quite dangerous :D
I think the idea is to have them act like Burrowing Mine and Ambush!, with the card disappearing when drawn. Even still I agree that they should have some sort of mana cost associated with them, in case they are added to the hand by other means. _____________________________________________
What do you guys think of this card? I want to push Warloc back to being the go-to Murloc deck, and I think this is the best way to do it. It was originally +5/+5, but giving so much attack could lead to easy OTKs, which is boring. So I dropped the attack by 2 and upped the health by 1 to compensate. Notable combos are Enhance-o Mechano and Wailing Soul.
The first sentence is there so that you can have a weapon while having the Aegis. When you attack with a weapon, Divine Aegis won't lose durability, only the weapon. Mind you, you can still only have one weapon equipped, and the only way to replace the Divine Aegis is to equip another Divine Aegis, which will lose you the game.
The second sentence and last sentence is why this weapon has durability which would end in 1 and 6. When the weapon reaches 1 durability, your hero explodes. Simple as that. It also means you can't simply Acidic Swamp Ooze and Harrison Jones. They won't destroy the Aegis, only (if you have it) the other weapon equipped.
I have a feeling I should reduce this to 21 durability. Also, any help on how to word this? Also, should Blingtron 3000 be able to equip this?
The first sentence is there so that you can have a weapon while having the Aegis. When you attack with a weapon, Divine Aegis won't lose durability, only the weapon. Mind you, you can still only have one weapon equipped, and the only way to replace the Divine Aegis is to equip another Divine Aegis, which will lose you the game.
The second sentence and last sentence is why this weapon has durability which would end in 1 and 6. When the weapon reaches 1 durability, your hero explodes. Simple as that. It also means you can't simply Acidic Swamp Ooze and Harrison Jones. They won't destroy the Aegis, only (if you have it) the other weapon equipped.
I have a feeling I should reduce this to 21 durability. Also, any help on how to word this?
Five lines of text is too much. Six is way too much. You have to figure out an effect that can be described in 4 lines. I'm not sure everything you want here can be. Maybe take out the equipping of another weapon? As it stands right now, the face that it is a weapon is almost superfluous, since you can equip another one. Also, if I understand this correctly, your hero has to be damaged by 25 separate sources in order for you to lose? That is way too many. Either set it to like 10, or have damage be directly converted into a durability loss. And even then, set the durability to like 20.
What do you guys think? I already submitted but I think it's a balanced card. 1 extra spell damage for the rest of the game but you are limited to 6 spells.
Hi, i just want to say that there are some cards created that often have effects that your opponent cannot control, which you can design for fun, but not practical and even healthy for a game.
For Example: You would have a card that let you go Super Saiyan mode this turn and if you didnt manage to kill your opponent, you will die next turn. Honestly, would you ever play the card if you didnt know whether you could win if the card effect was THAT strong. I mean, you have to put yourself in the opponent's shoes, how would your opponent be able to counter the card FAIR and SQUARE, not hoping that you won't be able to kill him in this turn ?
With such powerful card effects, there must be some negative effects for you that would help the opponent before they lose. The card should not be ALL IN, completely disregarding the turn 1-10 plays that both you and you opponent made before you decided to play this card. Just my thoughts.
I think the cost of this card is okay, your opponent can't play his hero power for the rest of his game unless he plays Shadowform or Sir Finley Mrrgglton.
The first sentence is there so that you can have a weapon while having the Aegis. When you attack with a weapon, Divine Aegis won't lose durability, only the weapon. Mind you, you can still only have one weapon equipped, and the only way to replace the Divine Aegis is to equip another Divine Aegis, which will lose you the game.
The second sentence and last sentence is why this weapon has durability which would end in 1 and 6. When the weapon reaches 1 durability, your hero explodes. Simple as that. It also means you can't simply Acidic Swamp Ooze and Harrison Jones. They won't destroy the Aegis, only (if you have it) the other weapon equipped.
I have a feeling I should reduce this to 21 durability. Also, any help on how to word this?
Five lines of text is too much. Six is way too much. You have to figure out an effect that can be described in 4 lines. I'm not sure everything you want here can be. Maybe take out the equipping of another weapon? As it stands right now, the face that it is a weapon is almost superfluous, since you can equip another one. Also, if I understand this correctly, your hero has to be damaged by 25 separate sources in order for you to lose? That is way too many. Either set it to like 10, or have damage be directly converted into a durability loss. And even then, set the durability to like 20.
I think the cost of this card is okay, your opponent can't play his hero power for the rest of his game unless he plays Shadowform or Sir Finley Mrrgglton.
2 problems with this card: Neutral spells don't exist at all, and it doesn't comply with the rules. It should, on the card itself, explicitly have some lose condition.
It's still 5 lines of text. There's got to be a way to get it to 4
What is it with you and 4 lines anyway? Is that a personal principle? I'm afraid there is no way. Unless...
It's many people's principle. It looks too cluttered with more than 4 lines of text, and no actual Hearthstone card has that much. You can submit it with 5 or more lines, but it won't win. Simple card text is one of the basic design principles of Hearthstone that is appreciated by many voters here.
It's still 5 lines of text. There's got to be a way to get it to 4
What is it with you and 4 lines anyway? Is that a personal principle? I'm afraid there is no way. Unless...
It's many people's principle. It looks too cluttered with more than 4 lines of text, and no actual Hearthstone card has that much. You can submit it with 5 or more lines, but it won't win. Simple card text is one of the basic design principles of Hearthstone that is appreciated by many voters here.
Jeez.
How about now?
Apparently, I only included the can't be destroyed phrase in order to prevent it from being destroyed by Acidic Swamp Ooze and Harrison Jones.
You could also see if "Can't be targeted works", and change Whenever to When. Although it would still be vulnerable to an enemy Blingtron. It terms of balance, I still think 15 is a little high. It should be more like 10.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
So this has a high reward high risk effect. You can potentially gain 2 Mana Crystals and draw 4 cards for basically nothing. But, if you draw all 3, you are consumed by your anger and lose the game.
Any feedback is appreciated.
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I think maybe someone create some idea like that.
Would my card fit the rule? And how about balance?
_____________________________________________
What do you guys think of this card? I want to push Warloc back to being the go-to Murloc deck, and I think this is the best way to do it. It was originally +5/+5, but giving so much attack could lead to easy OTKs, which is boring. So I dropped the attack by 2 and upped the health by 1 to compensate. Notable combos are Enhance-o Mechano and Wailing Soul.
You can find me here! Good luck everyone!
I am looking for balance changes before I submit this card. It's an "all-in" spell.
The first sentence is there so that you can have a weapon while having the Aegis. When you attack with a weapon, Divine Aegis won't lose durability, only the weapon. Mind you, you can still only have one weapon equipped, and the only way to replace the Divine Aegis is to equip another Divine Aegis, which will lose you the game.
The second sentence and last sentence is why this weapon has durability which would end in 1 and 6. When the weapon reaches 1 durability, your hero explodes. Simple as that. It also means you can't simply Acidic Swamp Ooze and Harrison Jones. They won't destroy the Aegis, only (if you have it) the other weapon equipped.
I have a feeling I should reduce this to 21 durability. Also, any help on how to word this? Also, should Blingtron 3000 be able to equip this?
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What do you guys think? I already submitted but I think it's a balanced card. 1 extra spell damage for the rest of the game but you are limited to 6 spells.
Hi, i just want to say that there are some cards created that often have effects that your opponent cannot control, which you can design for fun, but not practical and even healthy for a game.
For Example: You would have a card that let you go Super Saiyan mode this turn and if you didnt manage to kill your opponent, you will die next turn. Honestly, would you ever play the card if you didnt know whether you could win if the card effect was THAT strong. I mean, you have to put yourself in the opponent's shoes, how would your opponent be able to counter the card FAIR and SQUARE, not hoping that you won't be able to kill him in this turn ?
With such powerful card effects, there must be some negative effects for you that would help the opponent before they lose. The card should not be ALL IN, completely disregarding the turn 1-10 plays that both you and you opponent made before you decided to play this card. Just my thoughts.
This is my submission:
I think the cost of this card is okay, your opponent can't play his hero power for the rest of his game unless he plays Shadowform or Sir Finley Mrrgglton.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
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You could also see if "Can't be targeted works", and change Whenever to When. Although it would still be vulnerable to an enemy Blingtron. It terms of balance, I still think 15 is a little high. It should be more like 10.
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