If anybody feels like a comment, I'll glady do so, but right now I'm just too tired (which is why I stopped after page 1)
I wouldn't mind some opinions.
Very strong board control, but with the caveat your opponent decides what gets bounced. Kodo would definitely make a strong return if this ever got made. It seems really well balanced, and the flavor checks out. Only thing I could suggest would be other mana and health combinations, but it really seems to be in a good spot as is.
The Gate of the Setting Sun was created to stop the Mantid swarm, so it seemed fitting to make it into a flood hindering card. It's a symmetrical effect though, so you have to build your deck accordingly or play with the effect in mind.
The Gate of the Setting Sun was created to stop the Mantid swarm, so it seemed fitting to make it into an flood denial card. It wont save you from a big hitter like a taunt would, and limits your board as well, so i'm open to feedback on the stat line.
Karazhan is supposed to be a nexus of pure magical energy and unbridled mayhem in its disrepair, and I think this ought to reflect that idea. Things should get out of hand fast with this in play, one way or the other.
The effect is symmetrical, but still very powerful, so I'm not sure how much mana it should cost.
Conceal completely breaks this card. It's just game over as soon as you get it basically.
If it isn't apparent, it represents the Barn in the WoW garrison. In WoW, you capture Beasts to turn in for Leatherworking and Cooking stuff, which is part of what I tried to capture in the card. It's a strong conditional draw in Hearthstone, with a small heal, to represent the leatherworking aspect. If you can't activate the trigger, it's very inefficient for its mana cost.
It seems pretty solid, the only think I'd change would be Armor into Healing.
Karazhan is supposed to be a nexus of pure magical energy and unbridled mayhem in its disrepair, and I think this ought to reflect that idea. Things should get out of hand fast with this in play, one way or the other.
The effect is symmetrical, but still very powerful, so I'm not sure how much mana it should cost.
Well, it will modify itself into a 4 mana card, and then it will modify itself into a 5 mana card and this can continue until it costs more than 10 mana. I know it's pushing the interpretation, so that's why i'm asking.
The rules aren't to create a card that EVENTUALLY or not get's to 10 mana or modifies itself into 10+ mana, but to produce a 10+ mana card or be one.
I'd think it would be a good idea to make a distinction between "produces" and "directly produces". Cards like Elise Starseeker already exist in the game, so chain effects are a design present in Hearthstone.
In other news, I believe I've found a loophole in this week's competition rules.
Does this qualify under the "must produce a card that costs more than (10) mana." clause? The stat buff and cost increase are supposed to stack, so it will reach 11 mana if killed enough times. Still toying with what stats and cost it should initially have, so it might not be balanced as is.
Look at your card and read what you posted again: "must produce a card that costs more than (10) mana."
Now think about it.
Well, it will modify itself into a 4 mana card, and then it will modify itself into a 5 mana card and this can continue until it costs more than 10 mana. I know it's pushing the interpretation, so that's why i'm asking.
Does this qualify under the "must produce a card that costs more than (10) mana." clause? The stat buff and cost increase are supposed to stack, so it will reach 11 mana if killed enough times. Still toying with what stats and cost it should initially have, so it might not be balanced as is.
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Here we go.
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Let's be evil.
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I think it's fine like it is, but 0/8 isn't a huge difference compared to 0/7, so if you want to change it I'd go with that.
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The Gate of the Setting Sun was created to stop the Mantid swarm, so it seemed fitting to make it into a flood hindering card. It's a symmetrical effect though, so you have to build your deck accordingly or play with the effect in mind.
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The Gate of the Setting Sun was created to stop the Mantid swarm, so it seemed fitting to make it into an flood denial card. It wont save you from a big hitter like a taunt would, and limits your board as well, so i'm open to feedback on the stat line.
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Karazhan is supposed to be a nexus of pure magical energy and unbridled mayhem in its disrepair, and I think this ought to reflect that idea. Things should get out of hand fast with this in play, one way or the other.
The effect is symmetrical, but still very powerful, so I'm not sure how much mana it should cost.
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I'm tossing some ideas around, just to be sure, could WoW battlegrounds fall under the base/building category?
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Does this qualify under the "must produce a card that costs more than (10) mana." clause? The stat buff and cost increase are supposed to stack, so it will reach 11 mana if killed enough times. Still toying with what stats and cost it should initially have, so it might not be balanced as is.
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Summon: Fresh, warm blood. It has been too long.
Attack: Your heartbeat is music to my ears.
Death: Still I hunger, still I thirst.