Pardon me if this is in the wrong subforum, but I didn't see a "suggestions" or a place to give card ideas. So I'm pitching some card ideas I have here. Keep in mind before I start that these are CONCEPTS, and not to worry about the numbers, though I will give numbers to give you a potential idea of what my thought process is behind the card. I'm also not making any names for the cards since I never really played WoW, and I know that alot of the cards and elements from Hearthstone.
Class: Mage; Cost: 4(or maybe higher); Card type: weapon; Stats: 0 / 2; Description: Spellpower +1; My thought process behind this card was that As far as I know, there are no weapons at all that let you do more damage with your spells, and I thought who would the card fit in with better than the class that is meant to be a spellcaster, at least in a MMO setting. This weapon would of course be some type of a wand/staff. The reason why it doesn't have attack is because it makes more sense to me to not be able to attack with it since its supposed to be for magic, and not physical attacks, though it could be increased to 1 if need be. It has two charges because I wanted it to be on par with alot of other weapons for charges, such as Truesilver Champion being an example. My thought process behind the cost relates a little to things like Truesilver Champion, but I also went with that number because then you can't play the card in the same turn as Flamestrike, but it might be better to have it as an even higher cost like 5 or 6.
Edit: Forgot to say that the durability would decrease when a spell is used.
The second concept I have in mind is more of a card's ability, kinda like how things have Taunt, Divine Shield, Stealth, and once you learn more about the game, you will understand the terminology over time. The card type I had in mind was for a minion. What this minion would do is that it only the enemy hero. This means that it can't take out their opponant's minions, but it also isn't effected by taunt either. This kind of a minion ability can have two purposes on the types of decks that I personally can see it used for. It could be an early minion for decks that that focus alot on rushing a player down, or it could be a high 6-8 damage minion that is designed to be a game finisher. I could POSSIBLY see this being an ability that you can apply to a minion, kinda like how there's Charge and Windfury ability counterparts for those respective abilities.
My third card concept I had in mind is a single target, low but gradual heal. You cast this spell on a minion, and it heals 1 health at the beginning(or at the end of, depending on which is better for balance purposes) of your turn. This would be like a weaker Lightwell without the RNG(except its a spell that can be cast on a minion and isn't a minion itself).
Edit: This card would be less expensive than Lightwell
My last card concept I was thinking of is an ability that a minion has(I was thinking less like a terminology, but more of a one-card thing like how Faerie Dragon is the only card who has the ability to not be targeted like that right now). The ability(it could also be a castable spell) would be that when it attacks(or maybe does damage) an enemy minion, it depletes that minion's the enemy minion's attack instead of its health(but the minion I'm suggesting would still take the health damage and probably eventually die). I was thinking that maybe it can only be depleted to a minimum of 1, that way the minions can still attack if you want them to.
Thoughts? Sorry I couldn't give exact numbers for most of them.
The attack reduction minion could be a 6/6 and cost 3 with no other modifiers/spells other than the one we are talking about. Its kind of like a gradually decreasing damage over time. Good for early game get some hits in and then get destroyed. Obviously play with numbers, a 4/4 for 2 mana for example, or maybe adjust the 6/6 to 4 mana.
Of even a 7/4. for 4 mana. 6/3 for 3.
A way to balance is when it attacks a hero, it loses 2 damage automatically.
yeah, thats what I meant for the mage weapon is that whenever you cast a spell, it decreases its durability by 1.
Edit: Just thought I'd point out when I say a "weaker Lightwell" is I mean a single target heal that occurs every turn that heals for 1. It would probably cheaper than a Lightwell of course.
Pardon me if this is in the wrong subforum, but I didn't see a "suggestions" or a place to give card ideas. So I'm pitching some card ideas I have here. Keep in mind before I start that these are CONCEPTS, and not to worry about the numbers, though I will give numbers to give you a potential idea of what my thought process is behind the card. I'm also not making any names for the cards since I never really played WoW, and I know that alot of the cards and elements from Hearthstone.
Class: Mage; Cost: 4(or maybe higher); Card type: weapon; Stats: 0 / 2; Description: Spellpower +1; My thought process behind this card was that As far as I know, there are no weapons at all that let you do more damage with your spells, and I thought who would the card fit in with better than the class that is meant to be a spellcaster, at least in a MMO setting. This weapon would of course be some type of a wand/staff. The reason why it doesn't have attack is because it makes more sense to me to not be able to attack with it since its supposed to be for magic, and not physical attacks, though it could be increased to 1 if need be. It has two charges because I wanted it to be on par with alot of other weapons for charges, such as Truesilver Champion being an example. My thought process behind the cost relates a little to things like Truesilver Champion, but I also went with that number because then you can't play the card in the same turn as Flamestrike, but it might be better to have it as an even higher cost like 5 or 6.
Edit: Forgot to say that the durability would decrease when a spell is used.
The second concept I have in mind is more of a card's ability, kinda like how things have Taunt, Divine Shield, Stealth, and once you learn more about the game, you will understand the terminology over time. The card type I had in mind was for a minion. What this minion would do is that it only the enemy hero. This means that it can't take out their opponant's minions, but it also isn't effected by taunt either. This kind of a minion ability can have two purposes on the types of decks that I personally can see it used for. It could be an early minion for decks that that focus alot on rushing a player down, or it could be a high 6-8 damage minion that is designed to be a game finisher. I could POSSIBLY see this being an ability that you can apply to a minion, kinda like how there's Charge and Windfury ability counterparts for those respective abilities.
My third card concept I had in mind is a single target, low but gradual heal. You cast this spell on a minion, and it heals 1 health at the beginning(or at the end of, depending on which is better for balance purposes) of your turn. This would be like a weaker Lightwell without the RNG(except its a spell that can be cast on a minion and isn't a minion itself).
Edit: This card would be less expensive than Lightwell
My last card concept I was thinking of is an ability that a minion has(I was thinking less like a terminology, but more of a one-card thing like how Faerie Dragon is the only card who has the ability to not be targeted like that right now). The ability(it could also be a castable spell) would be that when it attacks(or maybe does damage) an enemy minion, it depletes that minion's the enemy minion's attack instead of its health(but the minion I'm suggesting would still take the health damage and probably eventually die). I was thinking that maybe it can only be depleted to a minimum of 1, that way the minions can still attack if you want them to.
Thoughts? Sorry I couldn't give exact numbers for most of them.
Edit: Posted some more card concept ideas :) Here's the link if you haven't seen it: http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/5044-pitching-more-ideas-for-card-concepts
The attack reduction minion could be a 6/6 and cost 3 with no other modifiers/spells other than the one we are talking about. Its kind of like a gradually decreasing damage over time. Good for early game get some hits in and then get destroyed. Obviously play with numbers, a 4/4 for 2 mana for example, or maybe adjust the 6/6 to 4 mana.
Of even a 7/4. for 4 mana. 6/3 for 3.
A way to balance is when it attacks a hero, it loses 2 damage automatically.
I would want new mechanics
Like Armor for Minions
Actual graveyard for cards and spells/effects that interact with them
Sacrificing minions as additional cost.
I know this pulls away from the whole, Hearthstone is meant to be simple and fun but I think it can hold a few more mechanics.
yeah, thats what I meant for the mage weapon is that whenever you cast a spell, it decreases its durability by 1.
Edit: Just thought I'd point out when I say a "weaker Lightwell" is I mean a single target heal that occurs every turn that heals for 1. It would probably cheaper than a Lightwell of course.