About art, think of what you want, type "fantasy art" into google and any keywords. Or if your deck is anime-flavoured, "Anime art", or if it's related to a show "fan art".
Of course, it's understood that we're currently not crediting these artists, but it's all just for fun anyway.
Since no one addressed my cards, can someone PLEASE look them over and give them a critque?
Being as this requires a pretty massive sacrifice, I think 1 mana is fair. This could not be played until at LEAST turn 2, requiring a shift to spring (1 mana) AND playing a 1 drop during spring (1 mana). And then you would lose that minion with taunt, making you give up TWO FULL TURNS for two cards if you were going to rush this card. More likely, a rush would only be used if you seriously had nothing else to play. Later on, Spring-laying cards to use this, you're going to be adding 1 to the cost of the card you sacrifice to get the effect...and as such, it's more likely that this card would be used as an addition to a turn, not the purpose of one, to finish off a taunt minion ONLY if there's more value in two cards than surviving one extra face-hit the next round.
Ultimately, it would be a mid-range card after a turn or two in Spring, as a taunt minion was nearing death, or a use for a low-value card in the late game, when you have already placed multiple taunts on a turn.
This card is too weak. It only has a two mana discount over Arcane Intellect, and in exchange, you sacrifice a minion. A minion with Taunt, at that. The requirement that it have Taunt is way too restrictive. Were you trying to make sure it wasn't a token that was being sacced? I think you either need to take off the Taunt restriction so that you can sac a token, or increase the number of cards you get. Maybe 3 would work.
OK, I give up. But what would ld you cost the blitzkrieg spell?
I already said, 7, tops. It's hard to quantify because the negative effects of losing Battlecries and not being able to save minions for later is hard to quantify (the minions you made have no RNG, so it is extremely straightforward to quantify their cost). Plus, how much does the RNG discount? And why are you so resistant to having your spell summon 3 out of the 4 cards randomly? It fits the class theme so well.
Drawing 3 is clearly worth 4.5. Then we have to accounts my for any mana discount my gained.
I figure it as
Number of minions on average about 1.5. So I'm saying about 50percent of an average deck is minions. It's probably more than 50 percent, but close enough. Then the average cost of those minions I'll say about 3.5. Could be off either way, but close enough. So you are getting 4.5 mana plus 1.5 times 3.5 or 5.25 mana. SSo 9.7t mana worth on average I'd guess. More with adeck optimized for it.
Except that effects are discounted when they're random (which is why Healing Wave can heal for 14), plus there is a negative effect for losing Battlecries (which are common) and the fact that you may have wanted to save some of those cards for later. Blitzkrieg is NOT worth 9.5 mana. That's crazy.
Just give it up. Your card is way OP. We have offered you a way to get it into line AND fit in with your RNG theme, yet you refuse to see the mountains of evidence before you. Seriously, your argument has become, essentially, "10 mana cards give you 17+ mana worth of effects". How do you not see how crazy that is?
Out of curiosity, how much would you cost the following spell?
Blitzkrieg
Draw 3 cards. Put any minions drawn into play.
Once again, sidestepping the very concretely laid out issues we presented you with. In order to justify the card as you presented it, this Blitzkrieg spell would have to be worth over 10 mana. Varian Wrynn has 6.5 mana worth of stats, so to compare to your over 17 mana worth of stats and effects, his effect would have to be worth 10 mana. You aren't going to dig your way out of this hole. In truth, the drawing 3 cards is probably worth ~5 mana. How much is putting them directly into play worth? That's hard to tell, because it has positive and negative aspects to it. It has an RNG aspect to it, so it's cost will be discounted. We can say 2 tops (note that, once again, I am being conservative, this time on the high end). So, you might be justified in creating something that gives around 14 mana worth of stuff (assuming the card is a equivalent to a Legendary). That would be what your card would be like if you had it give you 3 out of the 4 minions randomly. Just because Varian Wrynn isn't played does not mean he is overcosted. That is a fatal flaw in your logic.
And you still, STILL, are completely ignoring the very explicit analysis of the cost of your minions and their effects. It is WAY more than 10 mana. It is not comparable to Onyxia or Varian Wrynn or Pyroblast or Deathwing or any other example you can come up with.
Onaxia gives 28 stats on an empty board. For 9. 28 stats is worth 13.5. So you get a bonus 4.5 stats. And NOBODY plays it.
I'll go ahead and drop the health on all the minions to 4. So, that a flamestrike can clear. That might allay some fears. I agree with the other guy that it probably wouldn't see play as is, but I can see I'll get a lot of pushback if I don't nerf it some.
I'll also add a line to make it function as a pseudo-legendary so you can't play 2 copies. Another drawback. (sorta, I don't think you'd run 2x anyway)
And what about the AT LEAST 4 mana worth of card text you get? Once again, you completely ignored my points, even when I laid them out crystal clear. Onyxia gives you zero card text, and how much she gives you above curve is dependent on the board state. Dropping the health of your minions a little isn't going to solve the problem. The effects on them are still too powerful. The best solution would be to cut at least one of them out entirely, or have it give your 3 out of the 4 at random (RNG is a downside)
He actually get's six mana worth of stats in abilities if you look at my above post, and also if it was randomly 3 out of the 4 that would really solve the problem of this card, and it would go into the effect of his hero power because he could guarantee at least one of the minions that he wants.
Yeah, I agree that it probably is 6 mana worth of effects. I was being really conservative in my estimation to show that, even then, it is still crazy OP.
Onaxia gives 28 stats on an empty board. For 9. 28 stats is worth 13.5. So you get a bonus 4.5 stats. And NOBODY plays it.
I'll go ahead and drop the health on all the minions to 4. So, that a flamestrike can clear. That might allay some fears. I agree with the other guy that it probably wouldn't see play as is, but I can see I'll get a lot of pushback if I don't nerf it some.
I'll also add a line to make it function as a pseudo-legendary so you can't play 2 copies. Another drawback. (sorta, I don't think you'd run 2x anyway)
And what about the AT LEAST 4 mana worth of card text you get? Once again, you completely ignored my points, even when I laid them out crystal clear. Onyxia gives you zero card text, and how much she gives you above curve is dependent on the board state. Dropping the health of your minions a little isn't going to solve the problem. The effects on them are still too powerful. The best solution would be to cut at least one of them out entirely, or have it give your 3 out of the 4 at random (RNG is a downside)
You are severely overestimating the power of the card. It's strong, but it's not imbalanced.
It's good against control MU's. It's absolutely dead vs aggro because of its cost.
Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.
I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.
Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.
Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).
Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.
Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.
Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play.
This is a horribly flawed analysis. For one thing, the Muster + Hero Power + Quartermaster uses a two card combo plus a hero power. When you combine cards, you inherently get better results than when you use one alone.
Bashing Mind Control is just stupid. You realize it was nerfed up to 10 mana because it was too powerful when it cost a little less? It controlled the meta when cost under 10. You need to learn from these lessons.
And you ignored my analysis completely. When you play a card, you can't get more than 2 times its mana cost plus 1 in stats without a downside. That's just basic design. And this is way over that without a downside. Not being good against certain matchups is NOT a downside, for that last time... You even acknowledged that it gives you 27 points of stats, which is 13 mana worth! How could you possibly, POSSIBLY think that 13 mana worth of stats WITHTOUT A DOWNSIDE is worth 10 mana? Plus, you say "Stealth isn't as strong as you think". Are you kidding me? Does that mean Stealth has negative value? You get 13 mana worth of stats, a stealth minion, a taunt minion, a freeze every turn, a poisoner, and THIRTEEN MANA WORTH OF STATS, and that is somehow worth 10 mana? You are crazy!
For the love of god people, use your heads....
You're also forgetting that pieces of a combo can be played on their own. A single 10-Mana card prohibits such versatility. Even if it's not the most effective play, just Hero-powering and Quartermastering or using FoN to clear in dire situations can buy time unlike having a 10 mana card sit in your hand doing nothing.
Your comment on Mind Control - how is it relevant? I'm saying that since it's a 10-mana card with not that strong of an effect for its cost it doesn't see play. What lessons have we learned from the nerf that we can apply to Gate? That a card shouldn't be made if its effects are beyond its cost?
The whole 2-times its mana +1 in stats is a guideline in card design, but it shouldn't be followed that strictly. First of all, there are other factors in-game you need to consider before calling a card OP. The cost of a card itself can be a negative effect. The fact of the matter is, Gate is a pretty slow card. Not only because most of its tokens don't present an immediately overpowered effect, but simply due to its cost. Another way to consider it is to take a 5-mana 4/6 and compare it to a 5 mana 5/5. Are you saying that they are both equally balanced if they have no additional effect or tribe? If so, I'd disagree. Do you think a 4-mana 6/3 would see more play than a 4-mana 3/5? The former has higher stats for its cost, but the latter is plain. But most cases I'd pick the 3/5 over the 6/3. This may seem irrelevant, but I'm just saying that saying that if a card has 13-mana worth of stats for 10 mana that is imbalanced is a bit of a rushed analysis.
It's not just about hard stats. It's also about stat distribution in individual minions, distribution over multiple minions, (immediate) strength of the effect, and the Mana cost itself.
And how did I ever suggest that Stealth has negative value? I said the Stealth minion isn't as strong as you think. I never said anything about the keyword.
Yes, that is exactly the lesson to learn from Mind Control.
I just laid out in very specific detail why this worth 17 mana. If you want to say it is balanced, you will need to explain, exactly, why getting a 7 mana discount is warranted here. And don't give me any BS about the stats thing being a "guideline". This isn't about barely going over the statline. This card is way over it, without a downside, again. You seem to keep forgetting that.
Don't respond without responding specifically to why you should get 17 mana worth of minions for 10 mana, or specifically how each of my arguments for where that cost came from is flawed.
Anyfin is the closest example out there. It's a 10 mana spell that summons a bunch of bodies. It's even stronger than Gate because it has all that charge. Will it get nerfed? I dunno. But, like i said, it hasn't taken over the meta or anything. It doesn't appear to be TOO strong.
Varian definitely isn't too strong, it's not even being played.
Deathwing isn't too strong, it's not getting played.
That's about the list. I guess Mind control and Pyroblast. Those get a little play, but, not much.
The thing is it's really difficult to have a 10 mana spell, it's just a dead card for so long and it prevents you from doing anything else on the turn it's played. YOU NEED for it to be stronger than the mana curve for folks to actually use it.
You have got to be kidding me. Use your brain for crying out loud! I laid out in detail why your card is worth at least 15 mana. You seem to think because its a spell it should somehow be more powerful than 10 mana minions? It should break the mana curve? Let me go through it again:
Your card gives 27 points worth of stats. No one will dispute that that is 13 mana worth of stats. That's just basic.
You get a minion with Taunt. Taunt is worth at least 0.5 mana.
You get a minion with Stealth. Stealth is worth at least 0.5 mana.
You get a Freeze every turn. That has got to be worth at least 1 mana. We'll say it's 0.5 mana just to show how OP this is even when being extremely conservative. It also deals 1 random damage. Demolisher deals 2 random damage, which seem to be worth 1 mana based on its cost, so we'll say this is also 0.5 mana.
You have a poisoner. Based on Emperor Cobra, this is worth 1 mana.
You restore 3 random damage each turn. Lightwell's heal is the same, and it seems to be worth 1 mana.
Add all this up and what do you get? 17 mana. 17 mana worth of minions. And it should cost more, even both because I was being conservative, and you have pay a price for getting so many different effects combined into one. Plus the poison effect is on a stealth minion which would make it more powerful.
For the love of god, stop your weak, nebulous defenses of your card and look at the specific points I am making. Your card is almost twice as strong as it should be at 10 mana. Stop denying how OP this is. Don't bring up Anyfin Can Happen again. That card inherently requires a deck build around it and a combo. And it is poorly designed. This card depends on nothing else in the deck or what has happened before.
You are severely overestimating the power of the card. It's strong, but it's not imbalanced.
It's good against control MU's. It's absolutely dead vs aggro because of its cost.
Literally the only thing strong about it is actually the freeze minion. It's the only immediate effect that the card has. 1 Damage freeze on a random minion. The Stealth minion isn't as strong as you think.
I mean I'm not sure where the OP is going with the design/ theme of the card, since I don't know anything about DnD or other RP games, but the card itself should be fine. And honestly I doubt it'd see play.
Gate gives you 8+19 = 27 points of stats for 10 mana, with a few effects.
Muster + Hero power + Quartermaster at 10 mana gives you 3x8 + 7 = 31 points of stats, and it still isn't overpowered. You know why? Because it has no immediate effect (other than the 1/4 LJ).
Mind Control, on paper, might seem like a ridiculous card. Flawlessly removing a giant threat Legendary while playing your own. But it's actually quite trash.
Pyroblast might seem like a good finisher card to put in many mage decks. Turns out it doesn't even always see play in Freeze Mage.
Like any other high-cost card, You need to know when to play it. Because if you don't play it at the correct time, you're skipping your turn. And sometimes, in some games, there are never good times to play a 10-mana skip your turn card. Every card in every optimized deck in Hearthstone pretty much now has an immediate effect, or incredibly high value effect (when played correctly). Gate's really not that bad at all, and once again, even if such a card existed, I doubt it'd see play.
This is a horribly flawed analysis. For one thing, the Muster + Hero Power + Quartermaster uses a two card combo plus a hero power. When you combine cards, you inherently get better results than when you use one alone.
Bashing Mind Control is just stupid. You realize it was nerfed up to 10 mana because it was too powerful when it cost a little less? It controlled the meta when cost under 10. You need to learn from these lessons.
And you ignored my analysis completely. When you play a card, you can't get more than 2 times its mana cost plus 1 in stats without a downside. That's just basic design. And this is way over that without a downside. Not being good against certain matchups is NOT a downside, for that last time... You even acknowledged that it gives you 27 points of stats, which is 13 mana worth! How could you possibly, POSSIBLY think that 13 mana worth of stats WITHTOUT A DOWNSIDE is worth 10 mana? Plus, you say "Stealth isn't as strong as you think". Are you kidding me? Does that mean Stealth has negative value? You get 13 mana worth of stats, a stealth minion, a taunt minion, a freeze every turn, a poisoner, and THIRTEEN MANA WORTH OF STATS, and that is somehow worth 10 mana? You are crazy!
Ok, take Anyfin as a great example. It is about the correct power level. How many mana worth of stats/abilities does it put on the baord. If it's a OTK it's at least 30 attack. And at least 7 health. Probably 15 health. Giving you something like 20+ worth of minions for 10. And that's a balanced 10 mana card that sees some play. (it's not like it's taken over the meta or anything)
That's a terrible example. Anyfin can Happen was a huge mistake and will probably be nerfed. Blizzard did not foresee the OTK potential. And you should know by now that they hate OTK's/
Also, did you even read what I wrote? I laid out in detail why your card is way too powerful. How could you possibly think that at least 15 mana worth of minions for 10 mana is a good idea? From what you're saying, you are trying to purposefully design an OP card, which is just a terrible idea.
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
I think 10 mana spells really need to be strong to see play. Compare with Varian or Deathwing. And even those two cards with HUGE effects aren't strong enough to see play.
No, if you want to make a 10 mana spell, you need to make it intentionally weak, because making it 10 mana leaves little room to nerf it if it proves to be too strong. As AsylumRhapsody pointed out before that this is Hearthstone's design strategy. The only 10 mana spells that exist were nerfed there from lower costs. They have never made a 10 mana spell, probably for this reason. And your card is way too powerful for 10 mana. It gives you 8/19 in stats, for crying out loud. Are you insane? That's 13 mana worth of stats. And there is absolutely zero drawback to it (being vulnerable to AOE is NOT a drawback). Plus, you Freeze an enemy minion every turn (with one guaranteed) and you will get at least one kill on any minion (in almost all circumstances) from the stealth poisoner. When you combine all the abilities of the summoned minions, it is worth at least 15 mana, and it only costs 10. This is just insanely overpowered. It is nowhere close to being balanced.
I tried to create some Basic Cards for my set. What do you guys think ?
Enchanced Revolver is a better Stormforged Axe. Durability on a weapon is worth a lot. You need to make it three durability to be balanced.
I already forgot Stormforged Axe exists ^^ But I think I'll just increase the mana cost to 4. I have a card with some cool synergy concerning durability coming up later. that's why I want to keep the durability high.
Okay. Just keep in mind that if you have too many high-durability weapons, it may be difficult to include more than a few in your deck.
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
People are voting for a lot of Hero concepts that really don't look like they can be fleshed out into a full class. Like the one right before mine. All three example cards have to do with "Can't Attack" minions. How is that a good class concept? You can't build a good set of 48 cards with just that.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
A 10-mana spell gives you 12 mana worth of legendary minions? How is that balanced? You also freeze an enemy minion and you almost certainly get a free kill from the stealth poisoner. This is crazy OP. Just because something is weak to AOE does not mean you can make it extremely powerful.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
People are voting for a lot of Hero concepts that really don't look like they can be fleshed out into a full class. Like the one right before mine. All three example cards have to do with "Can't Attack" minions. How is that a good class concept? You can't build a good set of 48 cards with just that.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition