With this card I introduce a new mechanic in HS, the Curse (negative effects) and the Blessing (positive effects), spells with a permanent effect trough the game.
Considering that I am allowed only one submission I only made a curse card, but maybe in future Card Competition I ll have the chance to make a Blessing.
A little bit about the card:
If you choose one of them, you can choose the same one later (in which case the opponent will take 2 damage at the beggining or end of the turn) or the other one (in which case the opponent takes 1 damage at the beggining and 1 damage at the end of the turn - if he doesn't have exactly 5 cards in hand.)
Good againts aggro decks, good againts control decks, perfect for Mill Druid.
So the idea of this card is that you can play it in any tribe deck in order to make your Hero Power synergise with whatever tribe you're playing. It can be played in Curator decks for synergy with Zoobot for example. You'll be able to choose from three of the following options:
Thoughts?
I like it. Yes there must be a silver hand totem. And the second time you cast you either summon two or a 2/2 version
1 more mana than Nerubian Egg for spell damage +3? It's broken imo. Balance it the way you want, just keep in mind that spell damage is way more valuable than that.
I have thought this over, it costs too much to be a Zoo card and in a deck where you want spell damage, you would have more spells than say, Abusive Sergeants to kill this off. You just want to look at this as sticky spell dmg that he will not kill and if you really want ur dragon ur gonna have to nuke it with a 1 cost spell probably
Make it a 0/3 4 mana cost and I think it s very good
I know. But it doesn t really have a point. I mean it will be instantly destroyed in most games or won t see much play. Ps could pls give me some feedback on my cards on page 5 of this post!?
Since I already saw someone mimik my Idea I posted yesterday, I'm just gonna ask for feedback again, because I didn't get futher feedback on my last post.
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Which one do you prefer and would you give it a different statline/mana cost?
I think because of the Overload, the second one could be a 5/6 without being OP, but I do like the cards.
The Overload: (1) gives it Spell Damage +1, so it balances itself 1-to-1. The statline should reflect that balance designwise, so I would only want to change it to 4mana 4/4, 3mana 3/3, 6mana 6/6 etc. The question is, should it have Spell Damage the turn you play it or not and is another statline/mana cost more fitting?
Imo, yes it should have Spell Damage the turn you play it.
I would keep the first one and make it a 4/6.
Lemme ask for an important detail here: Nearly all of shamans direct damage spells have overload, save Maelstrom Portal and Lava Shock. Does each spells own overload count towards the spell power buff this gives? I.E. does Lightning Bolt deal 4 damage since it gives this thing one overload, or does it only count for spells casted afterwards?
Considering that the overload mechanic is basically part of the mana cost and happens before the actual cast, lighting bolt should deal 4 dmg
Since I already saw someone mimik my Idea I posted yesterday, I'm just gonna ask for feedback again, because I didn't get futher feedback on my last post.
OR
Which one do you prefer and would you give it a different statline/mana cost?
I think because of the Overload, the second one could be a 5/6 without being OP, but I do like the cards.
The Overload: (1) gives it Spell Damage +1, so it balances itself 1-to-1. The statline should reflect that balance designwise, so I would only want to change it to 4mana 4/4, 3mana 3/3, 6mana 6/6 etc. The question is, should it have Spell Damage the turn you play it or not and is another statline/mana cost more fitting?
Imo, yes it should have Spell Damage the turn you play it.
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Warlock card:
2 mana spell:
1st idea: Your hero power costs 0, but you reveal every card you draw from it
2nd idea: Your hero power costs 0, but you have to reveal the card or pay its mana cost with life.
Both effects last for the rest of the game.
I really need some feedback on this pls.
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This is my idea for this week, hope you like it.
With this card I introduce a new mechanic in HS, the Curse (negative effects) and the Blessing (positive effects), spells with a permanent effect trough the game.
Considering that I am allowed only one submission I only made a curse card, but maybe in future Card Competition I ll have the chance to make a Blessing.
A little bit about the card:
If you choose one of them, you can choose the same one later (in which case the opponent will take 2 damage at the beggining or end of the turn) or the other one (in which case the opponent takes 1 damage at the beggining and 1 damage at the end of the turn - if he doesn't have exactly 5 cards in hand.)
Good againts aggro decks, good againts control decks, perfect for Mill Druid.
Flavor text- "Nature is precisely balanced."
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What if i made it a 9 mana. As a last resort for aggro versus control?
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Here s an idea I had and really need some feedback:
A 5 mana cost warlock spell: Until the end of the game heroes take only 1 damage at a time
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This is my submission for this week. It is a small, neutral minion that should be good anti-mage/anti-druid in the early game.
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:)). K. Thanks
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I know. But it doesn t really have a point. I mean it will be instantly destroyed in most games or won t see much play. Ps could pls give me some feedback on my cards on page 5 of this post!?
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