For those who wanted a new silence card in the expansion, here is something that I thought about, which is less straightforward, and also somewhat fits with the rng theme of the new cards :)
I was thinking about a always useful, potentially game-winning but not overpowered Legendary Frostmourne and here is what I came up with. It allows for removal of just about any minion, which is extremely useful by itself and it adds the minion's attack to Frostmourne's Attack, potentially allowing Frostmourne to reach 10 Attack, for a game-changing/winning strike on the hero, with the acumulated attack.
Frostmourne - Extremely good. I'd say way, way too good. Mainly because it's a double assassinate for 6 mana (even if you do take damage in the process). The attack buff after killing something is almost irrelevant, since you're probably going to kill another minion anyway instead of going for the opponent's face.
@Evilcat
Shatter Armour - Feels overcosted. It's only good if you have 5 armor or more, and you're basically relying on RNG to hit the right stuff. Not to mention that you have to have an empty board for this to even be useful, since it has a chance of killing your own minions. It would be much more balanced and usable if it only targeted your opponent's minions (and perhaps had a slightly lower mana cost).
Shatter Armour - Feels overcosted. It's only good if you have 5 armor or more, and you're basically relying on RNG to hit the right stuff. Not to mention that you have to have an empty board for this to even be useful, since it has a chance of killing your own minions. It would be much more balanced and usable if it only targeted your opponent's minions (and perhaps had a slightly lower mana cost).
Probably overcosted. I do not pay much attencion for cost, since if it ever get near live, then the cost will be adjusted.
The hit your own minions is kinda important, since warriors have this theme of hurting themselves. The main idea was to make more use of warrior armor, so cards like shield block or shield maiden will rise in value, and some aoe effect would be something new.
It's still too unreliable and too situational. As a warrior player, you'd rather have the extra survivability and flexibility with your Shield Slams instead of a potentially worse Madder Bomber. If I wanted to damage all the minions on the board, then I would rather run something like a Whirlwind or a Bouncing Blade, which are both more reliable and cost a lot less mana.
Shatter Armour - Much better now. Although I could argue that it should cost 1 more mana, based on all the armor gaining cards that warriors have right now. You can keep it as is, I guess, there's not much to change about this card outside of playing around with its mana cost.
Animated Armour - Wording is confusing, so I'll just assume that it gains 1 health per 1 point of armor that you have and not +1 attack and health. Which still makes it quite strong. Should be a 3/2, in my opinion.
@SilverHandLeader
Insane Researcher - Overpriced. You can view it as a 4/3 that draws you a card at the start of your turn, and for 6 mana that is pretty bad, especially since it's a battlecry and not a constant effect. I would price this at 4 mana with its current effect since you have to keep it on the board for a turn in order to gain the benefit, or 5 mana if the effect was instant.
Last Guardian - I kinda like it, but at the same time it feels a little too powerful to me. Just a little bit, though. Control paladins have an easy time setting up a condition for this card, since it's not that hard to have nothing on the board on turn 6. The body itself is 5.5 mana (6/6 worth of stats), ability - assuming that it's a battlecry - is 1.5 mana (1 mana for the divine shield, 0.5 mana for taunt). That's 7 mana worth of stuff. Throw in the class discount + the discount for its specific battlecry condition (which - again, is pretty easy to set up) and you'll get a body worth approximately 6.5 mana. I'd say It should have 1 less stat point or a different stat distribution - as a class card, a 4/7 or a 6/5 with this ability should be fine.
Insane Researcher - Overpriced. You can view it as a 4/3 that draws you a card at the start of your turn, and for 6 mana that is pretty bad, especially since it's a battlecry and not a constant effect. I would price this at 4 mana with its current effect since you have to keep it on the board for a turn in order to gain the benefit, or 5 mana if the effect was instant.
Last Guardian - I kinda like it, but at the same time it feels a little too powerful to me. Just a little bit, though. Control paladins have an easy time setting up a condition for this card, since it's not that hard to have nothing on the board on turn 6. The body itself is 5.5 mana (6/6 worth of stats), ability - assuming that it's a battlecry - is 1.5 mana (1 mana for the divine shield, 0.5 mana for taunt). That's 7 mana worth of stuff. Throw in the class discount + the discount for its specific battlecry condition (which - again, is pretty easy to set up) and you'll get a body worth approximately 6.5 mana. I'd say It should have 1 less stat point or a different stat distribution - as a class card, a 4/7 or a 6/5 with this ability should be fine.
Thanks for your reply, when i made the Insane Researcher, I first wrote Battlecry and then I came up with this effect, but i forgot that there was a Battlecry already, so i actually mean it as an ongoing effect, an I think, if I make him draw at the end of your turn, 6 mana is alright, because the spell is completely random, that means you can get everything from Holy Fire to Hand of Protection.
The Last Guardian is ok in my eyes, because he allows Paladins to come back earlier without waiting for Tirion an it also prepares a good turn 7 Guardian of Kings, I play Paladin a lot, so i know that you cant play a Guardian of Kings on turn 7 if you are behind, cause you get killed anyway, but 4/7 is good too.
Mannoroth - Basically a Stormwind Champion and a Bloodlust in a single card, which is insane. The idea of turning every single minion into a demon is too strong, since it allows warlocks to utilize their otherwise completely useless Sacrificial Pact as a 0-mana Assassinate. I would remove the "all minions count as demons" and drop his attack value by 1, but keep the buff as is (which would still be pretty strong, but it's a heavy-costed late-game class legendary that requires a board to work with, so it should be fine). Or, if you want to make the card text more interesting, you can make it so that the buff applies to EVERYTHING on the board except for the card itself and make it a 9 mana 9/9.
Illidari Summoner - Don't see how this would be very useful outside of potential turn 9 combos with a Doomguard. The whole point of demons is to give you an immediate tempo on the board while giving you card or health disadvantage, and this card completely negates both of those things. Judging by the way it currently is, I'd say that it's too weak. The discount in mana cost that demons give you is usually about 1 to 2 mana (see Flame Imp [1 mana] and Pit Lord [bad card, but the discount is ~1.5 mana]), and by removing the downsides from cards like these you should always consider the average mana discount that they give you. The ability to negate these drawbacks on a single card should be worth roughly 2 to 2.5 mana. Take 1 mana off since it's a class card and the effect is symmetrical (as far as I understand it from your card text) and you'll get an ability worth roughly 1.5 mana. I'd say you should remove the "all demons cost more" card text but make it something like a 3/5 for 5 mana - that would make this card a lot more balanced and a lot more usable.
Demonologist - Not sure how I would value this at... You can view this as a 6 mana 2/3 that either deals 4 damage to a minion or gives a friendly demon +4/+4, or a 2 mana 2/3 that draws you 2 spell cards. On paper, that's really good in both cases, although it does seem a bit broken in a all-out demon deck (and that's the only deck you'd probably want to put this in anyway), since you're getting 2 free buff cards that you can use on any of your minions at any time, while your opponent - unless they're also running an all-out demon deck - will only be able to use them as "2 mana - deal 2 damage". Should either be a 3 mana 2/2 since it's a class card and the effect is symmetrical (similar to Coldlight Oracle, but a "more reliable" one), or a 2 mana 2/1 demon (so that it can also buff itself) but leave the effect as is.
@SilverHandLeader
6 mana is fine for an ongoing effect on a card like that, but now that I look at it, it still feels a tad bit underpowered with a stat distribution like that. You could make it a 4/4 so that it at least has a chance to survive and do something (the body will be 3.5 mana + another 3 for the ability, throw in the freebee class discount and you get a card worth exactly 6 mana) - a 4/4 with this ability should still be fine.
the first one I made! I love the card art for this and I hope blizzard will use it for something in the future. It is from the TCG, I even remember having the old card! I think this is a cool card, similar to Scarlet Purifier in that it is a way to deal with deathrattles. Really cool website! I think I'll make more!
I really like Last Guardian. It is a really cool design as the paladin will, most of the time, have something on the board. It is counter productive with the new cards though, Muster for Battle and Quartermaster gives you incentive to have 1/1s on the board and this guy wants you to have nothing. You can turn 10 Wild Pyromancer + Equality and then Last Guardian. It actually seems balanced because the new cards counter it. If not for them, it might be borderline OP, though it would still make you not want to use your hero power which has so much value! I also like the Junk Yard Golem. It should be renamed to Junk Yard Shredder or Broken Down Shredder as it is a Shredder in the picture. Also, what is the difference between Crow and Young Dragonhawk? They are both 1/1 beasts with windfurry... Just a different pic.
Here are a few more! This is super fun! High Warlord Suarfang is really similar to the Suarfang card from the WoWTCG. I just wondered if anyone could recognize that! Pretty cool mechanic, he wouldn't be damaged if he were to be attacked or he were to attack a minion. Just imagine the cool animation they could do for that! Master Demonologist is like a Kel'Thuzad for your demons that is Warlock only. The stats make up for the amazing ability. I don't know if it would even be ran in demonlock, it is so costly. Shadow mastery acts as a finisher for rogues when combined with Conceal. You would Conceal + Shadow Mastery and then you could bypass all taunts. Voidmaster is another Demonlock based card that isn't a demon itself, but he randomly summons one upon death. The weak stats make up for the potential insanity of this card though it might be too harsh seeing as how there are some terrible demons. Pretty much just a fun card! **edit: I forgot I adjusted the stats on Voidmaster so it wasn't terrible. Originally I had it as a 2/7 which was just the worst! Let me know what you guys think! *looks at Lord_Shon* I'm ready for your judgement.
Shadowmage Vin'Jin - interesting idea (and actually looks pretty balanced since it doesn't have THAT big of an impact when it comes into play), although we already have a card in this game that screws with your opponent's deathrattles (Lil' Exorcist, and it actually does it pretty well. I still feel like the stats are really poor (since the effect is symmetrical, and those generally tend to be less good). It's pretty much a dead card if your opponent doesn't have any deathrattle minions in play. As a 4/5 or even a 5/5 it would be much better, considering the very specific scenarios that this card is good in.
High Warlord Saurfang - card text is really weird. I'm guessing he destroys any enemy minion that tries to attack him? If so, then it should be something like "can't be targeted by minions" instead of the one that it currently has. Considering the fact that this effect only matters during your opponent's turn, I'd say the stats are poor since any 3-damage spell can easily kill him. Not to mention that it does absolutely nothing on your turn outside of being a 6/3, which is terrible. Should be at least a 6/4 to match with all the good legendaries that were presented to us in GvG, although, if it does destroy any minion on your turn without actually taking damage, then the stats could be left as is.
Master Demonologist - overpriced, basically a worse Kel'Thuzad. This should cost less mana - somewhere along the lines of a 4/6 for 6, or even a 5/6 for 6 since it seems like the effect is symmetrical for both players and it only works on demons. He can't resurrect himself if you play another Demonologist and you and your opponent must have a specific board already set up to even get value out of this card. I think as a 4/6 for 6 it should be good.
Shadow Mastery - A lot of people are making similar concepts of bypassing taunts - both spells and minions - and honestly, I don't want to see this mechanic implemented into the game. This card is pretty overpowered as a finisher (especially as a Rogue) - you play some Violet Teachers, make some guys, Conceal your board, your opponent plays double Sludge Belchers, then next turn you play this and deal 11 damage to the face guaranteed (not to mention that you can buff your minions with Cold Bloods, then it's even more damage). Basically works as a 3 -mana Sap on all of your opponent's creatures with taunt for 1 turn. The combo part doesn't actually do anything, since if you're playing this card, you're probably going to win anyway (also it's a worse Ice Block that only works for a turn, which is still very strong). If you want to implement a mechanic like this, then this card should cost somewhere around 4 mana without the combo and 5 mana with the combo - with all the burst potential that rogues currently have, we don't want to give them something that has a potential power level of a Bloodlust.
P.S. Also, "All enemy minions loose taunt until end of turn" would've been a better wording there.
Voidmaster - a Piloted Shredder that has a potentially worse and a potentially amazing outcome. Very inconsistent, but on the whole, I like the card design. The body is 5.5 mana, the ability is... I wouldn't say it's that strong compared to the Shredder (since it is random what demons you get, and you're not always guaranteed to get something worth 4 mana or more), but considering the amount of good demons that warlocks currently have (about 53%) I'd value it at around 0.5 to 1.5 mana (including the class discount), since it can summon ANY demon unlike Bane of Doom and it doesn't summon them from your deck. If you whiff and get something like a worthless imp, then, well... It's still not that bad since you do get a ~6/5 worth of stats for 6 mana. The card is fine, could even be nerfed down to a 5/4 if it turns out to be insanely amazing and summons Mal'Ganis every time it dies.
One that I made:
They said I could do whatever I wanted. So I made a signature.
For those who wanted a new silence card in the expansion, here is something that I thought about, which is less straightforward, and also somewhat fits with the rng theme of the new cards :)
I was thinking about a always useful, potentially game-winning but not overpowered Legendary Frostmourne and here is what I came up with. It allows for removal of just about any minion, which is extremely useful by itself and it adds the minion's attack to Frostmourne's Attack, potentially allowing Frostmourne to reach 10 Attack, for a game-changing/winning strike on the hero, with the acumulated attack.
Thoughts?
@Jolt
Frostmourne - Extremely good. I'd say way, way too good. Mainly because it's a double assassinate for 6 mana (even if you do take damage in the process). The attack buff after killing something is almost irrelevant, since you're probably going to kill another minion anyway instead of going for the opponent's face.
@Evilcat
Shatter Armour - Feels overcosted. It's only good if you have 5 armor or more, and you're basically relying on RNG to hit the right stuff. Not to mention that you have to have an empty board for this to even be useful, since it has a chance of killing your own minions. It would be much more balanced and usable if it only targeted your opponent's minions (and perhaps had a slightly lower mana cost).
It's still too unreliable and too situational. As a warrior player, you'd rather have the extra survivability and flexibility with your Shield Slams instead of a potentially worse Madder Bomber. If I wanted to damage all the minions on the board, then I would rather run something like a Whirlwind or a Bouncing Blade, which are both more reliable and cost a lot less mana.
I didnt made cards for a few months, with the release of GvG I got some new ideas:
Hey! I like you!
Actually your Junk Yard Golem looks very fun, just because of the flavor
@Evilcat
Shatter Armour - Much better now. Although I could argue that it should cost 1 more mana, based on all the armor gaining cards that warriors have right now. You can keep it as is, I guess, there's not much to change about this card outside of playing around with its mana cost.
Animated Armour - Wording is confusing, so I'll just assume that it gains 1 health per 1 point of armor that you have and not +1 attack and health. Which still makes it quite strong. Should be a 3/2, in my opinion.
@SilverHandLeader
Insane Researcher - Overpriced. You can view it as a 4/3 that draws you a card at the start of your turn, and for 6 mana that is pretty bad, especially since it's a battlecry and not a constant effect. I would price this at 4 mana with its current effect since you have to keep it on the board for a turn in order to gain the benefit, or 5 mana if the effect was instant.
Last Guardian - I kinda like it, but at the same time it feels a little too powerful to me. Just a little bit, though. Control paladins have an easy time setting up a condition for this card, since it's not that hard to have nothing on the board on turn 6. The body itself is 5.5 mana (6/6 worth of stats), ability - assuming that it's a battlecry - is 1.5 mana (1 mana for the divine shield, 0.5 mana for taunt). That's 7 mana worth of stuff. Throw in the class discount + the discount for its specific battlecry condition (which - again, is pretty easy to set up) and you'll get a body worth approximately 6.5 mana. I'd say It should have 1 less stat point or a different stat distribution - as a class card, a 4/7 or a 6/5 with this ability should be fine.
I have created a nice bunch of cards, Draenor themed. Today, the Druid, focused in Botani minions and spells.
EDIT: I guess Disturbed Podling may should be something like 2 mana, or a 1/1, in order to balance it.
Click to see my Hearthstone projects:
I have more, but I can't post more than five at a time, so here are some more...
Click to see my Hearthstone projects:
And the last one:
Click to see my Hearthstone projects:
This was something I thought up playing some Demonlock, Thoughts?
Thanks for your reply, when i made the Insane Researcher, I first wrote Battlecry and then I came up with this effect, but i forgot that there was a Battlecry already, so i actually mean it as an ongoing effect, an I think, if I make him draw at the end of your turn, 6 mana is alright, because the spell is completely random, that means you can get everything from Holy Fire to Hand of Protection.
The Last Guardian is ok in my eyes, because he allows Paladins to come back earlier without waiting for Tirion an it also prepares a good turn 7 Guardian of Kings, I play Paladin a lot, so i know that you cant play a Guardian of Kings on turn 7 if you are behind, cause you get killed anyway, but 4/7 is good too.
Hey! I like you!
@Warothdraath
Mannoroth - Basically a Stormwind Champion and a Bloodlust in a single card, which is insane. The idea of turning every single minion into a demon is too strong, since it allows warlocks to utilize their otherwise completely useless Sacrificial Pact as a 0-mana Assassinate. I would remove the "all minions count as demons" and drop his attack value by 1, but keep the buff as is (which would still be pretty strong, but it's a heavy-costed late-game class legendary that requires a board to work with, so it should be fine). Or, if you want to make the card text more interesting, you can make it so that the buff applies to EVERYTHING on the board except for the card itself and make it a 9 mana 9/9.
Illidari Summoner - Don't see how this would be very useful outside of potential turn 9 combos with a Doomguard. The whole point of demons is to give you an immediate tempo on the board while giving you card or health disadvantage, and this card completely negates both of those things. Judging by the way it currently is, I'd say that it's too weak. The discount in mana cost that demons give you is usually about 1 to 2 mana (see Flame Imp [1 mana] and Pit Lord [bad card, but the discount is ~1.5 mana]), and by removing the downsides from cards like these you should always consider the average mana discount that they give you. The ability to negate these drawbacks on a single card should be worth roughly 2 to 2.5 mana. Take 1 mana off since it's a class card and the effect is symmetrical (as far as I understand it from your card text) and you'll get an ability worth roughly 1.5 mana. I'd say you should remove the "all demons cost more" card text but make it something like a 3/5 for 5 mana - that would make this card a lot more balanced and a lot more usable.
Demonologist - Not sure how I would value this at... You can view this as a 6 mana 2/3 that either deals 4 damage to a minion or gives a friendly demon +4/+4, or a 2 mana 2/3 that draws you 2 spell cards. On paper, that's really good in both cases, although it does seem a bit broken in a all-out demon deck (and that's the only deck you'd probably want to put this in anyway), since you're getting 2 free buff cards that you can use on any of your minions at any time, while your opponent - unless they're also running an all-out demon deck - will only be able to use them as "2 mana - deal 2 damage". Should either be a 3 mana 2/2 since it's a class card and the effect is symmetrical (similar to Coldlight Oracle, but a "more reliable" one), or a 2 mana 2/1 demon (so that it can also buff itself) but leave the effect as is.
@SilverHandLeader
6 mana is fine for an ongoing effect on a card like that, but now that I look at it, it still feels a tad bit underpowered with a stat distribution like that. You could make it a 4/4 so that it at least has a chance to survive and do something (the body will be 3.5 mana + another 3 for the ability, throw in the freebee class discount and you get a card worth exactly 6 mana) - a 4/4 with this ability should still be fine.
http://achievementgen.com/hearthstone/display.php?image=Fjfa79oE&p=0
the first one I made! I love the card art for this and I hope blizzard will use it for something in the future. It is from the TCG, I even remember having the old card! I think this is a cool card, similar to Scarlet Purifier in that it is a way to deal with deathrattles. Really cool website! I think I'll make more!
I have no time for gains!
I really like Last Guardian. It is a really cool design as the paladin will, most of the time, have something on the board. It is counter productive with the new cards though, Muster for Battle and Quartermaster gives you incentive to have 1/1s on the board and this guy wants you to have nothing. You can turn 10 Wild Pyromancer + Equality and then Last Guardian. It actually seems balanced because the new cards counter it. If not for them, it might be borderline OP, though it would still make you not want to use your hero power which has so much value! I also like the Junk Yard Golem. It should be renamed to Junk Yard Shredder or Broken Down Shredder as it is a Shredder in the picture. Also, what is the difference between Crow and Young Dragonhawk? They are both 1/1 beasts with windfurry... Just a different pic.
I have no time for gains!
Here are a few more! This is super fun! High Warlord Suarfang is really similar to the Suarfang card from the WoWTCG. I just wondered if anyone could recognize that! Pretty cool mechanic, he wouldn't be damaged if he were to be attacked or he were to attack a minion. Just imagine the cool animation they could do for that! Master Demonologist is like a Kel'Thuzad for your demons that is Warlock only. The stats make up for the amazing ability. I don't know if it would even be ran in demonlock, it is so costly. Shadow mastery acts as a finisher for rogues when combined with Conceal. You would Conceal + Shadow Mastery and then you could bypass all taunts. Voidmaster is another Demonlock based card that isn't a demon itself, but he randomly summons one upon death. The weak stats make up for the potential insanity of this card though it might be too harsh seeing as how there are some terrible demons. Pretty much just a fun card! **edit: I forgot I adjusted the stats on Voidmaster so it wasn't terrible. Originally I had it as a 2/7 which was just the worst! Let me know what you guys think! *looks at Lord_Shon* I'm ready for your judgement.
I have no time for gains!
@Spirit of Anger
Shadowmage Vin'Jin - interesting idea (and actually looks pretty balanced since it doesn't have THAT big of an impact when it comes into play), although we already have a card in this game that screws with your opponent's deathrattles (Lil' Exorcist, and it actually does it pretty well. I still feel like the stats are really poor (since the effect is symmetrical, and those generally tend to be less good). It's pretty much a dead card if your opponent doesn't have any deathrattle minions in play. As a 4/5 or even a 5/5 it would be much better, considering the very specific scenarios that this card is good in.
High Warlord Saurfang - card text is really weird. I'm guessing he destroys any enemy minion that tries to attack him? If so, then it should be something like "can't be targeted by minions" instead of the one that it currently has. Considering the fact that this effect only matters during your opponent's turn, I'd say the stats are poor since any 3-damage spell can easily kill him. Not to mention that it does absolutely nothing on your turn outside of being a 6/3, which is terrible. Should be at least a 6/4 to match with all the good legendaries that were presented to us in GvG, although, if it does destroy any minion on your turn without actually taking damage, then the stats could be left as is.
Master Demonologist - overpriced, basically a worse Kel'Thuzad. This should cost less mana - somewhere along the lines of a 4/6 for 6, or even a 5/6 for 6 since it seems like the effect is symmetrical for both players and it only works on demons. He can't resurrect himself if you play another Demonologist and you and your opponent must have a specific board already set up to even get value out of this card. I think as a 4/6 for 6 it should be good.
Shadow Mastery - A lot of people are making similar concepts of bypassing taunts - both spells and minions - and honestly, I don't want to see this mechanic implemented into the game. This card is pretty overpowered as a finisher (especially as a Rogue) - you play some Violet Teachers, make some guys, Conceal your board, your opponent plays double Sludge Belchers, then next turn you play this and deal 11 damage to the face guaranteed (not to mention that you can buff your minions with Cold Bloods, then it's even more damage). Basically works as a 3 -mana Sap on all of your opponent's creatures with taunt for 1 turn. The combo part doesn't actually do anything, since if you're playing this card, you're probably going to win anyway (also it's a worse Ice Block that only works for a turn, which is still very strong). If you want to implement a mechanic like this, then this card should cost somewhere around 4 mana without the combo and 5 mana with the combo - with all the burst potential that rogues currently have, we don't want to give them something that has a potential power level of a Bloodlust.
P.S. Also, "All enemy minions loose taunt until end of turn" would've been a better wording there.
Voidmaster - a Piloted Shredder that has a potentially worse and a potentially amazing outcome. Very inconsistent, but on the whole, I like the card design. The body is 5.5 mana, the ability is... I wouldn't say it's that strong compared to the Shredder (since it is random what demons you get, and you're not always guaranteed to get something worth 4 mana or more), but considering the amount of good demons that warlocks currently have (about 53%) I'd value it at around 0.5 to 1.5 mana (including the class discount), since it can summon ANY demon unlike Bane of Doom and it doesn't summon them from your deck. If you whiff and get something like a worthless imp, then, well... It's still not that bad since you do get a ~6/5 worth of stats for 6 mana. The card is fine, could even be nerfed down to a 5/4 if it turns out to be insanely amazing and summons Mal'Ganis every time it dies.
@Metzelmax
I swear I've seen this idea before... The concept is interesting, the stats are alright (since it's mostly a combo card). I'll allow it.
Also, #quartermuster.
I think this card fits mage more than Flame Leviathan does.