I like the idea but i think its too op tho. If you happen to have combo in druid it's quite an early lethal even in the unlikely event you don't have force of nature + this card + savage roar x 2
I have a question. Are we allowed to use "you lose the game" on a token card to satisfy the competition rules? I ask because we could then use "you lose the game" on a token card given to our opponent to change our created card into an alternate win condition, which is MUCH more interesting and flexible than creating a card which loses you the game. Being the worst possible downside, it essentially pigeonholes all cards into "absurdly over-powered but you lose if you don't win right away" which is not a good design space at all especially in a game like Hearthstone where there's INCREDIBLY limited ways to disrupt your opponent during their turn.
Again, quoting the rules: "The card must explicitly lose you the game."
Then the Rogue submission on page 2 "Marked for Death" is not eligible
Interesing theme, i think a lot of ppl will finally make their "long desired card", but i honestly hope, that none of the super retarded cards like "deal 9999999 damage, lose game next turn" will get to finals, since cards like those can have whatever text on them and would be ONLY used as finishers, so any other text except "deal 999999" is irrelevant anyway and only there to adhere to the rules :X
With that said, im gonna try figure out something "meaningful" myself, gl hf to all ;-)
Would really like some input on this. I'm still not sure about the stats.
I dunno, the downside seems a bit irrelevant. There aren't many people playing cards that high. So what we get is a super high value minion with a downside that most likely won't be activated.
Sorry for pissing on your card. The stats seem pretty OK, but I'm not great with stats.
When u die, u lose. There is no comming back. Mby if u worded it "When u would die", but dunno if that would work either.
Just phrase it like Ice Block. "When your hero takes fatal damage...."
True true ... btw about your card, its pretty crazy. I dont think you (or anyone) should design such sticky minions that can be played before combo turn. And u even gave this taunt and 15hp, like for real ?:D Most decks dont even run 9+ cost cards ... this needs to be like 8hp top ;-) Also i dont think keywords are separated with commas, ever. Just dots ;-)
So it would be 5/8 for 8 mana: "Taunt. Windfury. When your opponent plays minion that costs 9 or more, you lose the game." ;-)
When u die, u lose. There is no comming back. Mby if u worded it "When u would die", but dunno if that would work either.
Just phrase it like Ice Block. "When your hero takes fatal damage...."
True true ... btw about your card, its pretty crazy. I dont think you (or anyone) should design such sticky minions that can be played before combo turn. And u even gave this taunt and 15hp, like for real ?:D Most decks dont even run 9+ cost cards ... this needs to be like 8hp top ;-) Also i dont think keywords are separated with commas, ever. Just dots ;-)
I already lowered the condition to a 8-cost minion has to played for you to lose (it's 7 mana 5/12 now). I'm kinda ok with that now (I mean, compare it to Ancient of War - +2 hp and Windfury but with a possible fatal drawback).
Not 100% sure about this one. I mean, is it TOO powerful? I'm honestly not sure what is powerful enough to warrant an "end the game" mechanic. I could make it not targetable by any spells/hero powers, but then it just dies to a 2 bluegill warrior and 3 arcane golem.
When u die, u lose. There is no comming back. Mby if u worded it "When u would die", but dunno if that would work either.
Just phrase it like Ice Block. "When your hero takes fatal damage...."
True true ... btw about your card, its pretty crazy. I dont think you (or anyone) should design such sticky minions that can be played before combo turn. And u even gave this taunt and 15hp, like for real ?:D Most decks dont even run 9+ cost cards ... this needs to be like 8hp top ;-) Also i dont think keywords are separated with commas, ever. Just dots ;-)
I already lowered the condition to a 8-cost minion has to played for you to lose (it's 7 mana 5/12 now). I'm kinda ok with that now (I mean compare it to Ancient of War).
Compare how? its has lower health, it doesnt have windfury and when silenced it is 5/5 not still 5/12 and silence can even be benefitial for u and "save" u. Even with 8+ minion, agro decks dont run it, some midrange decks run like one off. And they dont even have to draw it for several turns, when u just got "unstopable" taunt and like i said, mega beefy and big threat to add to your fon+sr combo, i still think this minion should be way easier to kill.
When u die, u lose. There is no comming back. Mby if u worded it "When u would die", but dunno if that would work either.
Just phrase it like Ice Block. "When your hero takes fatal damage...."
True true ... btw about your card, its pretty crazy. I dont think you (or anyone) should design such sticky minions that can be played before combo turn. And u even gave this taunt and 15hp, like for real ?:D Most decks dont even run 9+ cost cards ... this needs to be like 8hp top ;-) Also i dont think keywords are separated with commas, ever. Just dots ;-)
I already lowered the condition to a 8-cost minion has to played for you to lose (it's 7 mana 5/12 now). I'm kinda ok with that now (I mean compare it to Ancient of War).
Compare how? its has lower health, it doesnt have windfury and when silenced it is 5/5 not still 5/12 and silence can even be benefitial for u and "save" u. Even with 8+ minion, agro decks dont run it, some midrange decks run like one off. And they dont even have to draw it for several turns, when u just got "unstopable" taunt and like i said, mega beefy and big threat to add to your fon+sr combo, i still think this minion should be way easier to kill.
So... is it balanced? Or do i need to make it stronger/weaker? I mean, It can't be targeted by ENEMY spells. You could still turn 2 double-health as a priest.
Not 100% sure about this one. I mean, is it TOO powerful? I'm honestly not sure what is powerful enough to warrant an "end the game" mechanic. I could make it not targetable by any spells/hero powers, but then it just dies to a 2 bluegill warrior and 3 arcane golem.
Turn 1 this, turn 2 Owl.Gg. Hopefully Druid plays naturalise
Not 100% sure about this one. I mean, is it TOO powerful? I'm honestly not sure what is powerful enough to warrant an "end the game" mechanic. I could make it not targetable by any spells/hero powers, but then it just dies to a 2 bluegill warrior and 3 arcane golem.
Turn 1 this, turn 2 Owl.Gg
But than you can remove it with Fireball, Backstab + Evi etc. It's really hard to evaluate this card, it's underwhelming and overpowered at the same time. :/ Maybe make it resistent to any spells, not only enemy ones?
Sorry, naturalise cant target this minion on turn 1. This card has very few downsides, prep sabotage is a rare case. OP on silence druid for sure. Replace 1x Ancient Watcher xD
So, I modified my concept, and I think I have something here:
So, This guy can be targeted. Fireball him, freeze him, whatever you want. However, he cannot be killed. Period. If he recieves lethal damage, he doesn't lose any health. If he's targeted by hard removal, he's "not valid". If he gets random-targeted by Sabotage or something, he doesn't even react. Hell, even if you Shadowflame him, his attack is dealt, but he keeps standing there like nothing happened.
I'll probably add in something like "can't gain Taunt" on the final submission, so that you can't just sunfury and win the game, but I really think this is viable.
I like the idea but i think its too op tho. If you happen to have combo in druid it's quite an early lethal even in the unlikely event you don't have force of nature + this card + savage roar x 2
I ended up with this. It's designed for "solo" type decks which play very few minions. I'd like "solo" Priest to be a viable deck one day.
Looking for balance and art critique. Wanted to get away from the "probably win this turn, but if you don't win, lose".
And remember, Bolster.
Interesing theme, i think a lot of ppl will finally make their "long desired card", but i honestly hope, that none of the super retarded cards like "deal 9999999 damage, lose game next turn" will get to finals, since cards like those can have whatever text on them and would be ONLY used as finishers, so any other text except "deal 999999" is irrelevant anyway and only there to adhere to the rules :X
With that said, im gonna try figure out something "meaningful" myself, gl hf to all ;-)
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Would really like some input on this. I'm still not sure about the stats.
"Grime does pay."
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So im not entirely sure about the cost and if i should give it to paladin or someone else :D any thoughts?
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Thanks for the comments m8s. I'll word it differently.
"Grime does pay."
I
Not 100% sure about this one. I mean, is it TOO powerful? I'm honestly not sure what is powerful enough to warrant an "end the game" mechanic. I could make it not targetable by any spells/hero powers, but then it just dies to a 2 bluegill warrior and 3 arcane golem.
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So... is it balanced? Or do i need to make it stronger/weaker? I mean, It can't be targeted by ENEMY spells. You could still turn 2 double-health as a priest.
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So, I modified my concept, and I think I have something here:
So, This guy can be targeted. Fireball him, freeze him, whatever you want. However, he cannot be killed. Period. If he recieves lethal damage, he doesn't lose any health. If he's targeted by hard removal, he's "not valid". If he gets random-targeted by Sabotage or something, he doesn't even react. Hell, even if you Shadowflame him, his attack is dealt, but he keeps standing there like nothing happened.
I'll probably add in something like "can't gain Taunt" on the final submission, so that you can't just sunfury and win the game, but I really think this is viable.
Check out my Custom Undead Expansion!
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