Increasing its cost will certainly help. Do it, before the submission thread gets locked. Increase it to 6 or 7. 5 is like an Assassinate with the aditional benefit that you can kill 2 other minions. The drawback of sacrificing your health isn't big, as druid gains tons of armour very quick.
@Kovachut. I like your hooter, lol. No seriously will upvote if comes in final poll. I skipped posting this weeks discussion because I feel bad I do not have time too much to give feedback. Therefore I wont post mine and ask for feedback either. Anyway good luck all.
Well, don't worry. I can give you a small feedback anyway.
1) The druid weapon is OP. Rogue needs to run envenom poison, in order to make their weapon kill other things. The bow already has this, it has 3 durability, it costs only 1 mana AND has another beneficial effect. I'm sorry, but this needs a complete change. Also - as a former WoW player, who mained feral druid back in Wotlk, I can say that druids can't wield bows. I don't know if this has changed after the Lich King expansion, but characters from this class can only use daggers, fist weapons, one-handed maces, polearms, staves, and two-handed maces.
Regarding my cards - I'll see what I can do. I was and still am fully aware, that this makes board-centered paladin decks far favourable against other zoo decks. I just thought, that in some cases the weapon can be a big drawback. If you are playing from behind and your opponent starts to pressure you too much, this weapon makes your taunts useless. The 6 durability is hard to deal with and you have to re-equip another weapon fast. Not to mention, the Hooter is like Light's Justice with two extra durability and a beneficial/negative effect. If you think the effect is too beneficial than I'm picturing it, then I will lower its durability a bit. Inb4 what do you think of the bird - should it be an epic or should I make it a 1 mana 1/1 legendary (and call it "something, something Pepe")?
Regarding your cards - I'd rather you didn't rush posting them in the submission thread. On the one hand I like the idea of creating spies and swaping their positions with the opponent's minions, but I'm a bit worried that such effects are a bit too disruptive. This is MY PERSONAL OPINION ofc and I don't want to force it, if you don't agree. It will be really good if someone else gave you their feedback, so that you can have a more clear idea whether there is something problematic in the design.
The reason why I'm a worried is that the minions can highroll in many situations. Against taunt decks (Tar Creeper or Crypt Lord) the rogue not only "silences" the minion, but it takes control over it. So by stealing the sticky taunt minion, you also protect your minions from unfavourable trades in exchange for giving them a 2/2. Against big-hand decks like warlock or priest, stealing a Twilight Drake can feel very frustrating fpr your opponent. In the case of warrior the spy can go even further. I like how you didn't make it an 8-drop, so it can't steal big minions like the LK, but it can still answer a deathrattle minion or a big body (witchwood bear, amani war bar, velen...).
Honestly, I really don't know how I can help you this time around. If I propose any changes to the cost, the chances are that some of the cards would become unplayable. You will probably mention, that your cards are part of the Year of the Dragon sets, so some of the current powerful cards will rotate out before yours get implemented, but imho they would still cause a lot of frustration. And I'm not even going to talk about the wild format.
[edit] Oh, I also forget to mention how you can steal minion with buffs. Since paladin is the most famous class in this regard, imagine how you steal a 5/5 or 6/6 minion, which has a Blessing of Kings, and give your opponent a 2/2 in return.
As I said before, I think the appropriate way to approach this competition is to find cards that function differently even if the text is the same.
You have a point there and I agree that linkblade91 did a good job in this regard. I think it's also a good idea to use catchy phrases and I'm planning to design something different featuring the phrase Deja Vu. Like Deja, the Trickster and Vu, Master of Kung Fu, but I still need to come up with the appropriate effect.
Anyway, you said you are going to design other cards, but I will give you a small feedback on your current ones: The drawback of losing 3 cards is too much imho, make it 1. The demon will be like a Totem Golem, but instead of overloading you for 1, you will lose a card resource. The rogue weapon will be like a FWA (or King's Defender), but for a price of a card resource you get another point of durability.
Increasing its cost will certainly help. Do it, before the submission thread gets locked. Increase it to 6 or 7. 5 is like an Assassinate with the aditional benefit that you can kill 2 other minions. The drawback of sacrificing your health isn't big, as druid gains tons of armour very quick.
Well, don't worry. I can give you a small feedback anyway.
1) The druid weapon is OP. Rogue needs to run envenom poison, in order to make their weapon kill other things. The bow already has this, it has 3 durability, it costs only 1 mana AND has another beneficial effect. I'm sorry, but this needs a complete change. Also - as a former WoW player, who mained feral druid back in Wotlk, I can say that druids can't wield bows. I don't know if this has changed after the Lich King expansion, but characters from this class can only use daggers, fist weapons, one-handed maces, polearms, staves, and two-handed maces.
2) The spider is fine imho.
Thx for your feedback, Lathy.
Regarding my cards - I'll see what I can do. I was and still am fully aware, that this makes board-centered paladin decks far favourable against other zoo decks. I just thought, that in some cases the weapon can be a big drawback. If you are playing from behind and your opponent starts to pressure you too much, this weapon makes your taunts useless. The 6 durability is hard to deal with and you have to re-equip another weapon fast. Not to mention, the Hooter is like Light's Justice with two extra durability and a beneficial/negative effect. If you think the effect is too beneficial than I'm picturing it, then I will lower its durability a bit. Inb4 what do you think of the bird - should it be an epic or should I make it a 1 mana 1/1 legendary (and call it "something, something Pepe")?
Regarding your cards - I'd rather you didn't rush posting them in the submission thread. On the one hand I like the idea of creating spies and swaping their positions with the opponent's minions, but I'm a bit worried that such effects are a bit too disruptive. This is MY PERSONAL OPINION ofc and I don't want to force it, if you don't agree. It will be really good if someone else gave you their feedback, so that you can have a more clear idea whether there is something problematic in the design.
The reason why I'm a worried is that the minions can highroll in many situations. Against taunt decks (Tar Creeper or Crypt Lord) the rogue not only "silences" the minion, but it takes control over it. So by stealing the sticky taunt minion, you also protect your minions from unfavourable trades in exchange for giving them a 2/2. Against big-hand decks like warlock or priest, stealing a Twilight Drake can feel very frustrating fpr your opponent. In the case of warrior the spy can go even further. I like how you didn't make it an 8-drop, so it can't steal big minions like the LK, but it can still answer a deathrattle minion or a big body (witchwood bear, amani war bar, velen...).
Honestly, I really don't know how I can help you this time around. If I propose any changes to the cost, the chances are that some of the cards would become unplayable. You will probably mention, that your cards are part of the Year of the Dragon sets, so some of the current powerful cards will rotate out before yours get implemented, but imho they would still cause a lot of frustration. And I'm not even going to talk about the wild format.
[edit] Oh, I also forget to mention how you can steal minion with buffs. Since paladin is the most famous class in this regard, imagine how you steal a 5/5 or 6/6 minion, which has a Blessing of Kings, and give your opponent a 2/2 in return.
So here are my ideas for this week's comp:
Déjà vu.
The shaman weapon is more interesting, because if your opp doesn't have an ooze, your hero gets permanent Spell Damage +1.
Support for Healadin and Token/Beast druid. Those cards help you protect your board.
[edit] I can also make Pepe a 1 1/1 legendary with the same effect if I have to.
K. Thx for the info.
Can you include this information in the OP so that others can see it?
You have a point there and I agree that linkblade91 did a good job in this regard. I think it's also a good idea to use catchy phrases and I'm planning to design something different featuring the phrase Deja Vu. Like Deja, the Trickster and Vu, Master of Kung Fu, but I still need to come up with the appropriate effect.
Anyway, you said you are going to design other cards, but I will give you a small feedback on your current ones:
The drawback of losing 3 cards is too much imho, make it 1. The demon will be like a Totem Golem, but instead of overloading you for 1, you will lose a card resource. The rogue weapon will be like a FWA (or King's Defender), but for a price of a card resource you get another point of durability.
Same, but just to be sure.
Question to the mods:
Am I allowed to use a hero card and a legendary even though the prior one has a HP with additional text to it?
All I want to know if this is legal. As you can see, the card is not finished yet.