It's time to stop. Every DH card is a threat.
- Chandranel
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Member for 8 years, 11 months, and 25 days
Last active Mon, Nov, 8 2021 03:25:29 -
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Daddywing posted a message on New Demon Hunter Rare Card Revealed - Priestess of FuryPosted in: News -
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Klipce posted a message on Introducing the Death Knight: A new Hearthstone class!Posted in: Fan CreationsLove the concept ! It's great that Demon Hunter inspires people to design their own class. Death Kight is a safe pick as it is well established both in WoW and Hearthstone and I think you did a good job representing it.
That being said, I have a few points I'd like to discuss.
First your keyword "Syphon". While I like the mechanic, I think it's not very on brand for Hearthstone. Only one keyword in the game works with a number (Overload) and I think it's for the sake of simplicity. It's fine if you want to keep it that way but I think something like "If a minion died this turn" or "If a friendly minion died this turn" would be better.
Then your Hero Power. I must say, I don't like it. Having 3 different effects make it confusing. Which one do you start with ? Do they change in a predetermined patern or at random ? Does Unholy Presence grant permanent Attack ? Also each effect is very distinct and the fact that they have different costs make it very hard to plan your turns ahead. I like Frost Presence so I think you should either keep that one only or find something completly new. I made a thread about Hero Powers where you can find inspiration, borrow ideas or pitch new concepts : https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/237382-custom-hero-powers
I'll read all the cards eventualy and maybe review them one by one if I find the courage but I wanted to start with basic elements.
Hope to see more of this !
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b1ak1ce posted a message on New Warrior Epic Card Revealed - Warmaul ChallengerPosted in: NewsDuel from Gwent but not as strategic.
In a vacuum its hard removal for a 2/5 or 3/4 at max. Apply other variables like attack buffs like Dire Wolf Alpha or survivor utility like Commanding Shout and its better. I doubt a tool like this is good enough to run those but its a rotation so card pool will be the smallest it will be for the year so who knows. Maybe getting a few chip pings is good enough. -
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Manuelo46 posted a message on New Shaman Legendary Card Revealed - BandersmoshPosted in: NewsI mean it really just depends on what you get. I think this card is better than people give it credit, there are plenty of strong legendary effects.
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ADarkChild posted a message on New Paladin Epic Card Revealed - SanctuaryPosted in: NewsThe (supposedly) tauren summoned doesn't have a tribe
*It's also the almost same wording on mirror image
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TheArcanist236 posted a message on Weekly Card Design Competition 10.8 - Submission TopicPosted in: Fan Creations -
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DeraVCC posted a message on Weekly Card Design Competition 10.8 - Submission Topic"The Naaru have not forgotten us..."
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Dewox posted a message on Weekly Card Design Competition 10.6 - Discussion TopicPosted in: Fan CreationsQuote from Chandranel >>Quote from t3lecast3r >>For me it's complicated for no reason. I think Combo should give Shaku Rush or Charge instead of the current effect. Silence is not Rogue's theme.
Summon a 1/1 minion and add 2 cards to your hand for 7 Mana. And you have destroy two of your minions to get these cards. The Cost of this card is way too high, it shouldn't cost more than 3-4. Plus 'Discover' is a keyword, so you should use a capital letter.
Summoned N'Zoth wouldn't trigger its Battlecry. I think he (it?) should be added to the owner's hand instead and the Cost of N'Raqi should be reduced (to 10 for example). Khaldarro seems to be overpowered.
It seems I didn't make my card clear enough; Forgotten Hallway makes you summon the 1/1 AND the two 0/3 Dark Cages onto the board, not into your hand. The discover effect then gives the 0/3 Dark Cages a deathrattle that makes them summon the discovered minion. The way I intended the card to work, no cards were meant to be added to your own hand.
I set the card to 7 mana because I wanted the Dark Cages' health points to be 3. This makes them easy to activate by cards such as hellfire and abyssal enforcer. If the mana cost was too low, let's say 4, then you could theoretically summon two 8/8 Ragnaros the fire lord by turn 5, and I don't think that's fair for the opponent.
Thanks for the feedback tho, I really appreciate it! :)
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McF4rtson posted a message on Weekly Card Design Competition 10.5 - Discussion TopicPosted in: Fan CreationsYou underestimate how valuable the coin is for certain decks. Without Thaurissian, this card is a very potent combo enabler in Standard. Its simple, but it will definitely see experimentation.
Quote from ZiombalaBoms >>Hmmm I feel like it's a rather niche effect. It works, I suppose.
Quote from user-30226470 >>As someone noted, this would be better without the Quest restriction. It's fairly similar to Grandmummy in how it operates though, and paladin already has a decent 2 mana reborn class card.
It still doesn't meet the requirements. Please read over them more carefully.
Hmmm interesting. I'd give this to shaman, though, since Hex is a little odd as a Warlock card.
Quote from LordofBots >>Looks solid.
I would avoid custom keywords, as we do not provide a tooltip if this were to make it to the finalist poll. And yeah, this an invalid submission.
Quote from DaLizardWizard >>Looks like a grandma to me, haha. Interesting tech card.
Quote from Blightcaller >>Doesn't meet competition requirements.
4/4 on 2 mana hmmm. It's not actually that bad, since the initial 1/3 is a poor stat line and the 3/1 can easily be cleared by an opposing zoolock who went first, or mage, rogue, or druid. Still, it is a solid zoo-like card that some classes will find hard to deal with early-game.Now that I think about it, this card is almost better in every way compared to Kindly Grandmother. You might need a different idea.I will review the rest at a later date.
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Phoenixfeather posted a message on Weekly Card Design Competition 10.4 - Submission TopicYou could have been the one!
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Feral Gibberer
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This is a 2 Mana 3/3 that can split into two minions. Where's the downside?
If the effect works for both players, this is an overstated minion. If it doesn't, the text is misleading.
Cool designs, but not balanced.
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Nope. Attack and Health are stats. 3+2=5, 5 is not more than 5.
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'Small' minions are too scared to attack it…
Enemy minions that cost (4) or less cannot attack this minion. Changing the Cost of minions in hand doesn’t affect this ability, as minions on the board always have their base Cost. Forcing a lower minion to attack the Skeleton is possible (Mass Hysteria, Flark's Boom-Zooka).
Interactions with Taunt: It would be impossible for lower enemy minions to attack anything without Taunt. Or, if that’s too oppressive, Taunt could 'turn off' this ability.
Interactions with Magnetic: Minions with Magnetic are changed into an enchantment, so only the Cost of the main minion matters. For example, if the opponent magnetized Zilliax to a lower minion, it would be unable to attack the Skeleton.
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8 (The Last Kaleidosaur)
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Deals up to 5 damage (with Lifesteal) if she's at 1 Health - that combines well with Reborn. But I wonder about the balance. Should I make it 5/5? Or maybe increase the cost?
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How does it work? Your minions with Bananas give copies of their keywords to all other friendly minions with Bananas . Example: if you have 3 minions on the board - Grong, Tirion Fordring , Bloodworm - and play Bananas on each, all of them have Divine Shield , Taunt and Lifesteal . Grong has 3 keywords, so he can attack. Sharing keywords works like an aura - if any 'source' of a keyword dies, all other minions lose it. That makes keeping enough keywords on Grong difficult and without them he can do nothing - that's why his stats are above average.
Keywords: Charge, Divine Shield, Echo, Immune, Lifesteal, Magnetic, Mega-Windfury, Poisonous, Rush, Stealth, Taunt, Windfury.
Echo and Magnetic are useless on the board, but they count. Effects like Battlecry or Deathrattle are excluded.
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Elven Archer
In W3 Night Elf Archers can mount Hippogryphs to become one unit.