Maybe it should be 'whenever this minion takes damage' instead of enrage? I'm not really sure how it would work as an enrage effect, could you explain your intent?
Sure. I chose enrage for the simple reason that it would only activate once.
Suppose for whatever reason you had two on the board with full health and then played Whirlwind.
If it was 'whenever this minion takes damage' that would be a little too much don't you think? I mean, I could be wrong but, that just seemed like too much to me.
Edit: okay, after some reflection on the enrage keyword, I realized I Interpreted it strangely. I see now it's used to mean 'for as long as this creature is damaged, this effect is taking place', whereas I had thought that it meant 'when this creature takes damage, this effect activates'. Considering it's description, (specifically: "The stated effect activates when the minion is injured") maybe it's not too difficult to see where I got confused. Though this certainty sheds some light on why I find enrage's pool of effects to be so... boring...
Far cry primal got me like wut. A Hunter variant of Knife Juggler or Flamewaker probobly broken considering the synergy with Unleash the Hounds but it would be a comeback mechanism rather than a win more since your opponent would have to have a bunch of minions, and it's a 7 mana combo.
the 3/4 statline felt like it did balance him a little bit since those are stats of a 3 mana minion could possibly be reduced to a 3 attack/3 health if it turned out to be 1 hp to much.
Rollback Post to RevisionRollBack
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Far cry primal got me like wut. A Hunter variant of Knife Juggler or Flamewaker probobly broken considering the synergy with Unleash the Hounds but it would be a comeback mechanism rather than a win more since your opponent would have to have a bunch of minions, and it's a 7 mana combo.
the 3/4 statline felt like it did balance him a little bit since those are stats of a 3 mana minion could possibly be reduced to a 3 attack/3 health if it turned out to be 1 hp to much.
Really cool, imo this would only ever be OK to print if knife jiggler does indeed get nerfed though.
Hey guys! My first attempt at creating and posting a card - hopefully one that will help a control hunter deck one day. Happy to take any feedback and ideas about it, not too sure if the effect is super OP or not. Enjoy nonetheless!
I might be thinking about it wrong but I feel like the effect is pretty weak? I mean if you win the joust you're likely gonna be discarding a low cost minion from your opponent's deck AKA it's unlikely to remove any large threats. It's a neat idea though but maybe it's statted a little low considering the effect doesn't really do much at all.
Pretty sure this guy is either overpowered or unplayable, but I wasn't going to take the time to try and balance it out. Really liked the idea behind a card meant to be a sacrifice though.
Almost made it a 1 mana 4/3 with no effect, but I feel like this iteration is ever so slightly more interesting. The idea is to use this guy with either a silence (like wailing souls), use it for shadowflame, or eat it up with void terror. Like I said, probably poorly balanced, but I liked the design.
A few more cards from my Death Knight class, as seen on the previous two pages. I've got about 40 cards now, which should be enough! Any feedback about these or prior cards are appreciated!
A few more cards from my Death Knight class, as seen on the previous two pages. I've got about 40 cards now, which should be enough! Any feedback about these or prior cards are appreciated!
Death Pact is pretty underwhelming in this iteration. You're basically sacrificing 1 card slot and one played card to draw 1 card that's hugely overpriced. Also iirc the ability Deathpact in WC3 restored health to your hero at the cost of one minion. So why not up its cost by 1 and make it restore HP to your hero equal to the destroyed minions HP (to remain true to the abilities origin) and draw a card.
Death Pact is pretty underwhelming in this iteration. You're basically sacrificing 1 card slot and one played card to draw 1 card that's hugely overpriced. Also iirc the ability Deathpact in WC3 restored health to your hero at the cost of one minion. So why not up its cost by 1 and make it restore HP to your hero equal to the destroyed minions HP (to remain true to the abilities origin) and draw a card.
Was in the process of making an expansion type of card pool with the main focus being adding trolls, and an ancient Azeroth theme but I ran out of ideas and gave up on the creations, here is about half of the cards I made for it leaving out the troll theme since their effect was even worse than inspire cards imo, and just didn't meld together. Finished the druid and warlock classes really pushing for the demon/beast synergies. Enjoy.
Edit: While uploading these to the album I looked at my creations a little more clearly and often in the description give my real opinion on what some of the cards should be costed or my justification for why they are what they are.
Though there's one in particular I feel like commenting on, that being 'Volatile Sporebat'. I think it's effect would ideally be 'whenever this minion is attacked, deal 1 damage to it's attacker'. That way it would deal 1 damage before the attack hit so that it would get rid of a minions divine shield. Since you could give it taunt I think it'd work pretty well.
Hey this the first card I've created and my first post on the forum - let me know what you think/criticisms etc.
Thanks!
Eternally best weapon, Death's Bite.
Sure. I chose enrage for the simple reason that it would only activate once.
Suppose for whatever reason you had two on the board with full health and then played Whirlwind.
If it was 'whenever this minion takes damage' that would be a little too much don't you think? I mean, I could be wrong but, that just seemed like too much to me.
Edit: okay, after some reflection on the enrage keyword, I realized I Interpreted it strangely. I see now it's used to mean 'for as long as this creature is damaged, this effect is taking place', whereas I had thought that it meant 'when this creature takes damage, this effect activates'. Considering it's description, (specifically: "The stated effect activates when the minion is injured") maybe it's not too difficult to see where I got confused. Though this certainty sheds some light on why I find enrage's pool of effects to be so... boring...
Eternally best weapon, Death's Bite.
Far cry primal got me like wut. A Hunter variant of Knife Juggler or Flamewaker probobly broken considering the synergy with Unleash the Hounds but it would be a comeback mechanism rather than a win more since your opponent would have to have a bunch of minions, and it's a 7 mana combo.
the 3/4 statline felt like it did balance him a little bit since those are stats of a 3 mana minion could possibly be reduced to a 3 attack/3 health if it turned out to be 1 hp to much.
My new thread for cards i've started making since the 6th of Feb-> [Mod Edit: No TinyURL Links Please]
Here is the best bounty hunter alive with an AT-AT.
Pretty sure this guy is either overpowered or unplayable, but I wasn't going to take the time to try and balance it out. Really liked the idea behind a card meant to be a sacrifice though.
Almost made it a 1 mana 4/3 with no effect, but I feel like this iteration is ever so slightly more interesting. The idea is to use this guy with either a silence (like wailing souls), use it for shadowflame, or eat it up with void terror. Like I said, probably poorly balanced, but I liked the design.
Class Card for Rogue
Name: The Wabbajack
Mana Cost: 1
Text: Equip rogue with a 0/2 weapon. Each time you attack gain (1) coin.
Flavor Text: Garret is just letting you borrow it
I thought about this after looking at cutpurse. I thought it would be a nice set up to allow combos.
You are no match for the darkside!
It basically damages enemy minions while making them not able to attack.
I think I need to rebalance these.
Pretty balanced.
A few more cards from my Death Knight class, as seen on the previous two pages. I've got about 40 cards now, which should be enough! Any feedback about these or prior cards are appreciated!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Three cards With Very ridiculous effects and powers.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Was in the process of making an expansion type of card pool with the main focus being adding trolls, and an ancient Azeroth theme but I ran out of ideas and gave up on the creations, here is about half of the cards I made for it leaving out the troll theme since their effect was even worse than inspire cards imo, and just didn't meld together. Finished the druid and warlock classes really pushing for the demon/beast synergies. Enjoy.
http://imgur.com/a/z20Lu
Edit: While uploading these to the album I looked at my creations a little more clearly and often in the description give my real opinion on what some of the cards should be costed or my justification for why they are what they are.
Pretty good stuff in general...
Though there's one in particular I feel like commenting on, that being 'Volatile Sporebat'. I think it's effect would ideally be 'whenever this minion is attacked, deal 1 damage to it's attacker'. That way it would deal 1 damage before the attack hit so that it would get rid of a minions divine shield. Since you could give it taunt I think it'd work pretty well.
But that's just my opinion...
Eternally best weapon, Death's Bite.