soul protector seems too strong for a 3 cost especially when mogushan warden is a 4 cost with 1/7 taunt. But I like the idea :D
I like undying ghoul seems balanced one cost less weaker harvest golem. Army of the undead is amazing I love it :D one massive protection, easly countrable so not op yet without aoe dmg hard to deal with yet it's only 1 turn, brilliant well done :D
shadowburn seems weak but the idea sounds nice. Not much blanced I think since 4 dmg is 3 cost without the killing requirement if it fully refunded it's cost if it killed something now that might be very interesting to see yet I don't know about it's balance :D
Tranquil Farseer awsome idea man that looks so solid It seems balanced compared to other 6 drops.
Shadow master seems a bit strong but only cause it's hard to counter without aoe since you can't target enemy stealth you can't silence it without mass dispel.If it was only for 1 turn however now that could work. shrieking zealot is an excellent idea it can be so useful to warlock so they don't discard cards so maybe more mana cost might make it better. Petrify seems weak it gives you no card advantage in the short run yet makes you lose a card and gets you to fatigue faster than your oppoennt in the long run, though I like your way of thinking, if it was a discard on the other hand now that is pure gold :D Blood fiend is awsome but I want it as a neutral so I can use him on my priest :D Careful rookie has a very creative idea behind it, looks awsome. plagued rat sounds awsome but seems too strong for a 1 drop although it would benefit and opponent hand deck I think the rat in your opponents hand should cost your max mana so on turn 2, 2; turn 3, 3 etc. and if he coins or innervates then it costs the new ammount. Haunt is sooo good it's scary, it burns too much cards for 4 mana it should be a 10 cost card or the ghosts should cost less (1 maybe) or just fill your oppoents hand until he has 9 cards so it doesn't burn anything unless you combo it with naturalize or coldseer oracle. Awsome ideas though :D
Lots of amazing ideas guys keep up the good work :D so much creativity going on here :D
It's a Oasis Snapjaw (4-mana), with taunt (usually valued at 1/2-mana), untargetable (valued at less than 1 mana), and weapon destruction (valued at less than 1 mana).
As written, it should probably be a 5 or 6 mana card (I would lean towards 6 because it's a better taunter than Fen Creeper)
Shadow Master: Too Strong. It's a guarenteed Wolfrider + stealth (Who would run this card without charge?). And that every turn. Without AoE (Hunters have none), it can't be killed.
Shrieking Zealot: Would rather be used for the stats than the effect. Only good one would be Injured Blademaster though. Could be good in a deathrattle deck.
Petrify: OP. It's a late game card, which grants way to much advantage. With no new card, they are damned to lose a turn. If they're behind, they now lose.
Blood Fiend: Nice decent card and awesome again zoos!
Careful rookie: I like the idea behind it, solid.
Plagued Rat: A good idea to make milldecks viable.
Haunt: OP. Not only 1 card is burned for sure, the ghosts have a cost of 3 mana for a 1/1 It's even more expensive than a SIlverhand Recruit.
I pretty much agree with Balckovic's assessment.
I like the idea behind Careful Rookie - but as I've mentioned elsewhere on this thread, I think that special thought needs to go into giving exhaustible abilities (like Stealth and Divine Shield) as Enrage effects - which remain until the character is healed.
I assume the ability is intended to work in this way: If the minion takes 3 damage it dies. If it takes 1 or 2 it gains divine shield. Once popped the divine shield will not come back unless the minion is healed back to full health and then takes 1 damage.
Blizzard actually had a card steal mechanic. The priest spell mind vision was steal a card and it cost 6 mana so tiny thief is not only a steal but also a body on the board it would probably be a 8 cost which is ridicoulous
That Lava Elemental is way too OP. It's a flamestrike which also damages your opponent's hero, and puts an 8/8 body on the board. Its stats should either be lowered, or if you really want to keep it as this, I say put a massive overload on it, like 7 or 8.
Blizzard actually had a card steal mechanic. The priest spell mind vision was steal a card and it cost 6 mana so tiny thief is not only a steal but also a body on the board it would probably be a 8 cost which is ridicoulous
Mind Vision is 1-mana. That said, I agree that Tiny Thief is underpriced.
You get a 2/2 body (2 mana if there is a good ability), Mind Vision (a good ability, itself worth 1 mana), and cost your opponent a card (card gain is values at ~2 mana, so force card loss should be about the same).
I would therefore value the 2/2 Tiny Thief at 4-5 mana. Probably 5.
More cards :) Corruped Assassin was made with deathrattle in mind (Naxx). Tell if you think they are too OP or weak.
Battlemage is under-priced. A 9-stat taunt for 5 is already standard. If you'd done the Faerie Dragon thing where the minion cannot be targeted by spells, that might have been balanced (since it can't be buffed or killed by magic), but the new language is more powerful. It allows you to buff the minion, while significantly hampering most kill attempts (including AoE or randomly assigned damage). A 6-mana cost ought to do it.
Corrupted Assassin confuses me. Does he have to kill a friendly minion every time he attacks, or just the first round? If every round, how do you intend for the interface to work?
Lava Elemental is also OP for cost. You get a Flamestrike at the normal cost and an 8/8 body for 3 mana next turn.
I think we're going to find that Shade of Naxxaramas is going to be a useful if niche card. That said, it is significantly less powerful than Shadow Master. As Balckovic pointed out, Shadow Master can and will be used for an attack right away and will keep going back into stealth making it effectively unstoppable until AoE is used. Shade of Naxxaramas is also vulnerable to AoE, does no damage before losing stealth, and remains visible after inflicting damage.
He is, however, wrong about the Hunter being defenseless. There is Explosive Shot and Flare.
Re: Petrify
This card doesn't just prevent the draw at the start of the turn (in which case a cost of 3 would probably be fine). It also prevents any other card draw from taking place... and it only takes your entire turn if you play it on Turn 5. Play it on turn 7 and you could drop a minion at the same time. Play it after a Gadgetzan to draw another card and ensure that you opponent cannot draw into a solution to your card draw engine.
Possibly bit too strong, sadly we can't deal 3.5 damage, and we don't have minions with 3.5 health.
Definitely too strong; compare Drain Life, which only does half of this at the same cost. At 3 damage it's a little more reasonable; assuming that healing for 2 is approximately equal to 1 damage, that would make it effectively 4.5 — right on curve, considering cards like Holy Smite/Arcane Shot (2 damage/mana) and Fireball (1.5 damage/mana).
Yeah, I was thinking of upping the cost to 7, but I don't think that will fix the problem. It would probably need to be like the Warsong Commander - when you Summon a minion with Stealth it gains Charge.
Edit: Fixed - I also dropped the price since the new wording means that Mathias no longer gives himself Charge.
I think we're going to find that Shade of Naxxaramas is going to be a useful if niche card. That said, it is significantly less powerful than Shadow Master. As Balckovic pointed out, Shadow Master can and will be used for an attack right away and will keep going back into stealth making it effectively unstoppable until AoE is used. Shade of Naxxaramas is also vulnerable to AoE, does no damage before losing stealth, and remains visible after inflicting damage.
He is, however, wrong about the Hunter being defenseless. There is Explosive Shot and Flare.
I don't know, say you've spent turn 3 comboing it out with charge. You have just spent two cards for the same minion effect as wolfrider. Next turn your opponent plays a goldshire footman (or any other taunt). If you cant kill it with spells then it is stuck.
And still untargetable by enemies. So you wait until you've killed the taunt, and then keep hitting face. It's basically a cheaper, more damaging version of Headcrack that can be stalled by Taunt and removed by AoE... and if you opponent doesn't have a Taunt, just imagine the damage this will do if it has Cold Blood.
Okay, here's my "quit yer yapping" series of Legendaries. Each was designed with one "unusable" card in mind - I'm not sure Nesingwary succeeds in that regard, but he's definitely tasty.
https://s3.amazonaws.com/cardgenhs/p/mhqCCpQH.png
This card should be good against aggro decks.
http://achievementgen.com/hearthstone/display.php?image=OHJZOlXi&p=0 Common Minion for Naxx Release
http://achievementgen.com/hearthstone/display.php?image=3HzcpgIv&p=0 Death Knight Class card
soul protector seems too strong for a 3 cost especially when mogushan warden is a 4 cost with 1/7 taunt. But I like the idea :D
I like undying ghoul seems balanced one cost less weaker harvest golem. Army of the undead is amazing I love it :D one massive protection, easly countrable so not op yet without aoe dmg hard to deal with yet it's only 1 turn, brilliant well done :D
shadowburn seems weak but the idea sounds nice. Not much blanced I think since 4 dmg is 3 cost without the killing requirement if it fully refunded it's cost if it killed something now that might be very interesting to see yet I don't know about it's balance :D
Tranquil Farseer awsome idea man that looks so solid It seems balanced compared to other 6 drops.
Shadow master seems a bit strong but only cause it's hard to counter without aoe since you can't target enemy stealth you can't silence it without mass dispel.If it was only for 1 turn however now that could work. shrieking zealot is an excellent idea it can be so useful to warlock so they don't discard cards so maybe more mana cost might make it better. Petrify seems weak it gives you no card advantage in the short run yet makes you lose a card and gets you to fatigue faster than your oppoennt in the long run, though I like your way of thinking, if it was a discard on the other hand now that is pure gold :D Blood fiend is awsome but I want it as a neutral so I can use him on my priest :D Careful rookie has a very creative idea behind it, looks awsome. plagued rat sounds awsome but seems too strong for a 1 drop although it would benefit and opponent hand deck I think the rat in your opponents hand should cost your max mana so on turn 2, 2; turn 3, 3 etc. and if he coins or innervates then it costs the new ammount. Haunt is sooo good it's scary, it burns too much cards for 4 mana it should be a 10 cost card or the ghosts should cost less (1 maybe) or just fill your oppoents hand until he has 9 cards so it doesn't burn anything unless you combo it with naturalize or coldseer oracle. Awsome ideas though :D
Lots of amazing ideas guys keep up the good work :D so much creativity going on here :D
Let me change your mind
I think you've made the card too cheap.
It's a Oasis Snapjaw (4-mana), with taunt (usually valued at 1/2-mana), untargetable (valued at less than 1 mana), and weapon destruction (valued at less than 1 mana).
As written, it should probably be a 5 or 6 mana card (I would lean towards 6 because it's a better taunter than Fen Creeper)
I'm not sure I'd consider the ability to ignore Taunt to be a freebie. I'd cost this at at-least 7 mana, possibly more.
I pretty much agree with Balckovic's assessment.
I like the idea behind Careful Rookie - but as I've mentioned elsewhere on this thread, I think that special thought needs to go into giving exhaustible abilities (like Stealth and Divine Shield) as Enrage effects - which remain until the character is healed.
I assume the ability is intended to work in this way: If the minion takes 3 damage it dies. If it takes 1 or 2 it gains divine shield. Once popped the divine shield will not come back unless the minion is healed back to full health and then takes 1 damage.
Blizzard actually had a card steal mechanic. The priest spell mind vision was steal a card and it cost 6 mana so tiny thief is not only a steal but also a body on the board it would probably be a 8 cost which is ridicoulous
Let me change your mind
Hooray for niche Priest cards!
That Lava Elemental is way too OP. It's a flamestrike which also damages your opponent's hero, and puts an 8/8 body on the board. Its stats should either be lowered, or if you really want to keep it as this, I say put a massive overload on it, like 7 or 8.
@u/Balckovic: Give away a Northshire Cleric, and combo out with Wild Pyromancer + Circle of Healing to mill them out. :3
Mind Vision is 1-mana. That said, I agree that Tiny Thief is underpriced.
You get a 2/2 body (2 mana if there is a good ability), Mind Vision (a good ability, itself worth 1 mana), and cost your opponent a card (card gain is values at ~2 mana, so force card loss should be about the same).
I would therefore value the 2/2 Tiny Thief at 4-5 mana. Probably 5.
https://s3.amazonaws.com/cardgenhs/t/tdsI8FDO.png
I dont know if this should be a deathknight card, but it looks cool
Battlemage is under-priced. A 9-stat taunt for 5 is already standard. If you'd done the Faerie Dragon thing where the minion cannot be targeted by spells, that might have been balanced (since it can't be buffed or killed by magic), but the new language is more powerful. It allows you to buff the minion, while significantly hampering most kill attempts (including AoE or randomly assigned damage). A 6-mana cost ought to do it.
Corrupted Assassin confuses me. Does he have to kill a friendly minion every time he attacks, or just the first round? If every round, how do you intend for the interface to work?
Lava Elemental is also OP for cost. You get a Flamestrike at the normal cost and an 8/8 body for 3 mana next turn.
Re: Shadow Master
I think we're going to find that Shade of Naxxaramas is going to be a useful if niche card. That said, it is significantly less powerful than Shadow Master. As Balckovic pointed out, Shadow Master can and will be used for an attack right away and will keep going back into stealth making it effectively unstoppable until AoE is used. Shade of Naxxaramas is also vulnerable to AoE, does no damage before losing stealth, and remains visible after inflicting damage.
He is, however, wrong about the Hunter being defenseless. There is Explosive Shot and Flare.
Re: Petrify
This card doesn't just prevent the draw at the start of the turn (in which case a cost of 3 would probably be fine). It also prevents any other card draw from taking place... and it only takes your entire turn if you play it on Turn 5. Play it on turn 7 and you could drop a minion at the same time. Play it after a Gadgetzan to draw another card and ensure that you opponent cannot draw into a solution to your card draw engine.
Definitely too strong; compare Drain Life, which only does half of this at the same cost. At 3 damage it's a little more reasonable; assuming that healing for 2 is approximately equal to 1 damage, that would make it effectively 4.5 — right on curve, considering cards like Holy Smite/Arcane Shot (2 damage/mana) and Fireball (1.5 damage/mana).
Rogue OTK here we come. Plays 2 Molten Giants for Free, Conceals, Mattias, Cold Blood etc - win :)
Nozdormu wins you every game where you opponent has to go to the bathroom on turn 9.
Yeah, I was thinking of upping the cost to 7, but I don't think that will fix the problem. It would probably need to be like the Warsong Commander - when you Summon a minion with Stealth it gains Charge.
Edit: Fixed - I also dropped the price since the new wording means that Mathias no longer gives himself Charge.
And still untargetable by enemies. So you wait until you've killed the taunt, and then keep hitting face. It's basically a cheaper, more damaging version of Headcrack that can be stalled by Taunt and removed by AoE... and if you opponent doesn't have a Taunt, just imagine the damage this will do if it has Cold Blood.
Okay, here's my "quit yer yapping" series of Legendaries. Each was designed with one "unusable" card in mind - I'm not sure Nesingwary succeeds in that regard, but he's definitely tasty.