Yes, we are. Those are considered as minor changes and are fine.
[edit] I have a question to the mods - How do you find out, when a person replaces his card with an entirely different one or makes some big changes in the submission page?
Kovachut: I like your concept. I would give increasing mana cost for each form of Lilki - 4 for princess, 6 for queen and 8 for empress. The fact that murloc quest exists make your card very powerful. I would keep your initial hero powers scaling - it is more clear thn your updte proposal.
Thx for the feedback; I'll go fix my card. If I have to be honest with you, I also considered increasing the cost of the 3 different Lilkis, but then I thought some people wouldn't approve this seeing how the spellstones don't undergo a cost change, whenever they get upgraded.
I was about to return the feedback after doing more tavern brawl games, but since you redesigned your card, I might as well comment on it now.
I'm sorry to say this, but I don't like it at all. The first version was both weak and powerful, as it served no other purpose than to interact with your opponent's deck. Playing this against aggro or mid-range decks would have only resulted in helping out your opponents + you would spend 6 mana doing so and thus it would immediately become a dead card; against control this can bring the enemy closer to fatigue (though this can also recruit something big, which you might not be able to answer immediately) and against combo this might pull a combo piece sometimes. Imho the design is just too frustrating for both players.
The second version leans more on the bad side, as you need to complete a quest, in order to get the reward. The spell costs only 2 mana, but if you ask me, I would never include such a card in my deck. It's too situational and not really worth it. Sorry, mate.
Inb4 recruit came out with the release of K&C, so don't use watermarks for expansions prior to that one.
As I promised, I'll return you the favour by giving you feedback on your card.
I'll start by saying, that I agree with most what ArngrimUndying said in his response to your post. Fire Elemental has almost the same effect as your Elemental and it has -1/-1 in stats in comparison to a vanilla minion. Fire Plume Phoenix has -3 points of stats and can do only 2 damage. Imho you should lower the Attack of your Elemental by 1 and change its battlecry to the following one: If you played an elemental last turn, deal 3 damage. It will be more flavourful this way and it will be kinda similar to Blazecaller. Now, here's my analysis to the four different versions:
Stonecore Elemental - If it's a 3/4 and gets the +1/+1 Adaptation, it will turn into a Chillwind Yeti with a "deal 3 damage" benefit, which is absolutely fine and this was the reason why I'm advising you to lower your minion's stats. If it's a 4 mana 5/5 deal 3, it feels kinda busted. Unlike ArngrimUndying I think the Earth thematic fits the Adapt keyword well, as Water is the element that is connected to healing. But since I can't come up with a good effect for your Lightning Elemental (other than windfury which is shaman specific), you could follow the user's advice and swap the effects.
Firelash Elemental - if you keep the light blue borderline (aka the mage one), then imho you should make the minion give you a random Mage spell.
Lightning ElemeNtal - as I said above, the Lifesteal effect in a lightning elemental doesn't make sense. Give it to the Stonecore version.
Glacial Elemental - Tbh I've never liked recruit as a keyword. The moment the devs announced it, I saw it as problematic and I hated it. And in your case you will be able to cheat out a lot of stats with that elemental early on on top of pinging an enemy minion. You will just have to adjust your deck so that you won't recruit worthless 1 mana tokens (check the following list here). I agree with ArngrimUndying, that Glacial makes more sense with a freezing effect. So imho the ping should freeze the character. Having two freezes at one (ping and normal attacks) would make your minion too powerful.
Its kinda cool idea, with the Shaman Quest this sinergizes pretty good man, a hero to upgrade it's a good design but the last hero power could be really broken nevertheless, and to upgrade the hero you don't need to play them, and seems to be really unfair.
Hey, thx for the feedback. If you don't mind, I will comment on your cards tomorrow, because my parents want to use the laptop now and I have to log off soon. But I came here to say the following:
In order to upgrade Lilki, you DO need to play the murlocs from your hand. It's not like the quest, where you can simply summon them. So upgrading her is not that easy as you think. I agree with you about the last HP though, but let me remind you that the final version of a spellstone is always OP in comparison to a basic card. If you think that playing 6 murlocs isn't much of a requirement for this powerful effect, I might increase their number to 8.
Yes, we are. Those are considered as minor changes and are fine.
[edit] I have a question to the mods - How do you find out, when a person replaces his card with an entirely different one or makes some big changes in the submission page?
Thx for the feedback; I'll go fix my card. If I have to be honest with you, I also considered increasing the cost of the 3 different Lilkis, but then I thought some people wouldn't approve this seeing how the spellstones don't undergo a cost change, whenever they get upgraded.
[edit] Posting my ideas:
And my previous cards as a reference:
I was about to return the feedback after doing more tavern brawl games, but since you redesigned your card, I might as well comment on it now.
I'm sorry to say this, but I don't like it at all. The first version was both weak and powerful, as it served no other purpose than to interact with your opponent's deck. Playing this against aggro or mid-range decks would have only resulted in helping out your opponents + you would spend 6 mana doing so and thus it would immediately become a dead card; against control this can bring the enemy closer to fatigue (though this can also recruit something big, which you might not be able to answer immediately) and against combo this might pull a combo piece sometimes. Imho the design is just too frustrating for both players.
The second version leans more on the bad side, as you need to complete a quest, in order to get the reward. The spell costs only 2 mana, but if you ask me, I would never include such a card in my deck. It's too situational and not really worth it. Sorry, mate.
Inb4 recruit came out with the release of K&C, so don't use watermarks for expansions prior to that one.
As I promised, I'll return you the favour by giving you feedback on your card.
I'll start by saying, that I agree with most what ArngrimUndying said in his response to your post. Fire Elemental has almost the same effect as your Elemental and it has -1/-1 in stats in comparison to a vanilla minion. Fire Plume Phoenix has -3 points of stats and can do only 2 damage. Imho you should lower the Attack of your Elemental by 1 and change its battlecry to the following one: If you played an elemental last turn, deal 3 damage. It will be more flavourful this way and it will be kinda similar to Blazecaller. Now, here's my analysis to the four different versions:
Stonecore Elemental - If it's a 3/4 and gets the +1/+1 Adaptation, it will turn into a Chillwind Yeti with a "deal 3 damage" benefit, which is absolutely fine and this was the reason why I'm advising you to lower your minion's stats. If it's a 4 mana 5/5 deal 3, it feels kinda busted. Unlike ArngrimUndying I think the Earth thematic fits the Adapt keyword well, as Water is the element that is connected to healing. But since I can't come up with a good effect for your Lightning Elemental (other than windfury which is shaman specific), you could follow the user's advice and swap the effects.
Firelash Elemental - if you keep the light blue borderline (aka the mage one), then imho you should make the minion give you a random Mage spell.
Lightning ElemeNtal - as I said above, the Lifesteal effect in a lightning elemental doesn't make sense. Give it to the Stonecore version.
Glacial Elemental - Tbh I've never liked recruit as a keyword. The moment the devs announced it, I saw it as problematic and I hated it. And in your case you will be able to cheat out a lot of stats with that elemental early on on top of pinging an enemy minion. You will just have to adjust your deck so that you won't recruit worthless 1 mana tokens (check the following list here). I agree with ArngrimUndying, that Glacial makes more sense with a freezing effect. So imho the ping should freeze the character. Having two freezes at one (ping and normal attacks) would make your minion too powerful.
Hey, thx for the feedback. If you don't mind, I will comment on your cards tomorrow, because my parents want to use the laptop now and I have to log off soon. But I came here to say the following:
In order to upgrade Lilki, you DO need to play the murlocs from your hand. It's not like the quest, where you can simply summon them. So upgrading her is not that easy as you think. I agree with you about the last HP though, but let me remind you that the final version of a spellstone is always OP in comparison to a basic card. If you think that playing 6 murlocs isn't much of a requirement for this powerful effect, I might increase their number to 8.
This is my first idea. If I come up with something else, I will post it here:
UPDATE: Since the card is OP in its current state, I'm planning to make the follwoing changes: