> Multi-Discover is something that doesn't exist in the game, and it would be cool.
Actually, when I reviewed that card, I took that into consideration. But we have several quasi-multi "Discovers" already. Branching Paths, Kazakus, Siamat, etc. The game can handle picking multiple options just fine, so I think this should be alright.
Yeah, I said it to remark it hasn't been explored too much and it would be cool, not that it would be a problem.
@ffinderous my card is:
Herald of the Sun 2 Mana 2/3 Shaman/Paladin - Whenever you summon a minion with your Hero Power, give it +2/+2.
It seems a bit OP, to be honest. I think it's much better than Wrath, for instance. I'd reduce the damage option to 2, but then it might be too similar to Crystal Power. I dunno.
That said, I'd try to find a flavor that fits both Mage and Rogue. Something based on the "Where's the ball?" game might fit both classes AND the effect, although finding an artwork for that might be hard.
Unfortunately, I added the clarification to the rules after you made this card. So, yeah, Priest can't use this at all.
That's a bummer, but I suspected it wouldn't fit the requirements. It only made sense for the Adventure, given Elise has access to cards from both classes.
Anyway, I thought a bunch of ideas, but all of them were really mediocre, except this one (which isn't stellar anyways):
Besides Murlocs, summoning minions with their HP is what Paladins and Shamans have in common. For the flavor, I picked the Sun because it is a natural element which is related with light.
Yeah, I said it to remark it hasn't been explored too much and it would be cool, not that it would be a problem.
@ffinderous my card is:
Herald of the Sun 2 Mana 2/3 Shaman/Paladin - Whenever you summon a minion with your Hero Power, give it +2/+2.
It seems a bit OP, to be honest. I think it's much better than Wrath, for instance. I'd reduce the damage option to 2, but then it might be too similar to Crystal Power. I dunno.
My favourtie is Mjollnir, although it could perfectly be a Shaman mono-class card.
I want to point that Tyrande has the same problem as my previous card: it's unusable by Priest.
I like the idea of using Choose a Deathrattle, since it seems like a nice middle ground between both classes.
That said, neither the effect or the flavor are incredibly interesting. I'd try to improve the card in one of these aspects.
Oh, and beware the bolding on "secretly"!
About the balance, McFartson is right that it should cost 5.
I'm not a fan of this. It just looks like a bunch of effects merged together to me.
Solid card, although it might be better at cost 5.
2 damage + a card is quite crazy if we also consider it has a minion attatched.
Multi-Discover is something that doesn't exist in the game, and it would be cool.
My only issue is that it could be any class (single or otherwise), but it's alright I guess.
Pretty nice card, although it looks like a Paladin card (both for the effect and the flavor).
Balance-wise, I think it's pretty ok. However, you should capitalize all words in its own name (Noble Murloc) and in the minion it summons.
Immune is a pretty dangerous keyword, so I don't know. If you decide to go with it, I'd change the wording to "your minions are Immune".
Very elegant design!
That said, I'd try to find a flavor that fits both Mage and Rogue. Something based on the "Where's the ball?" game might fit both classes AND the effect, although finding an artwork for that might be hard.
This is what I'm talking about.
That art is already used on Pilfer. Besides, cards shouldn't have more than 4 lines of text.
Nice card, although the wording and the artwork aren't very orthodox.
I think the Secret is the best card (I'm not writing that xD)
Safety Bubbles is your best card, by far.
That's a bummer, but I suspected it wouldn't fit the requirements. It only made sense for the Adventure, given Elise has access to cards from both classes.
Anyway, I thought a bunch of ideas, but all of them were really mediocre, except this one (which isn't stellar anyways):
Besides Murlocs, summoning minions with their HP is what Paladins and Shamans have in common. For the flavor, I picked the Sun because it is a natural element which is related with light.
I'll give some feedback in a while.
Do we have to do a collectible card or a card for the adventure? I've come up with this Priest/Druid spell, but Priests can't really use it.