Okay, Asylum said that this card is legal (and also, it will look awesome in 3d!):
Love may be in the air, but flowers and chocolates might not be the only thing you get from that special someone
Is this balanced? If it only transformed one minion, it would be worse than Vaporize. Would transforming 2 minions be balanced? And what about my random 1-3 minions? I admit that it is a little shaman-y. Also, I think I should probably change the trigger to be after the attack.
Because Hungry Crab is already a card, I'm pretty sure you don't need to include the "1/2" in the card text.
"She has six arms, so if you ever need a hand... it's probably because she cut it off."
Design notes:
Why it's a Priest card: Actually, it's because I wanted a Priest Demon. The Shivarra are the only Demons who are known to be priestesses, and they happen to have multiple arms... hence the Windfury. Everything just meshes together!
How it works: This card has a conditional Windfury. The extra attack is enabled if, at any point, she is at full Health. If she is damaged, she'll temporarily be unable to attack twice (as if a Windfury minion was silenced) but will regain the second attack the very second she's healed to full, even if she already attacked (just as if you buffed her with Windfury). Needless to say, no more than twice per turn, like the rest.
Balance: The conditional is there to enforce some healing sinergy, which is also suited to the class; and to also keep the very strong Divine Spirit + Inner Fire combos in check (the higher the health, the harder to keep topped)
No one going to say how disgustingly overpowered this card is?
Turn 4 -> Shivaara
Turn 5 -> Flash Heal into Divine Spirit into Innerfire 24 damage turn 5.
Ayyyy no.
Yes, it's a little too strong. personally, I'd say if it were a 2/4 for 3 with that effect, it'd be perfect.
Other than the balance though, It's a great concept, that fits into the playstyle of priest whilst also being a friggin' Demon. people. including me, probably love the idea of priest having a demon minion.
Basically, it's a finisher for beast warrior. Warrior doesn't combo well with Beast otherwise (yet) so I made it pretty powerful for the cost. I'm thinking it still probably wouldn't be any good, though, because you'd have to be running beasts. Thoughts?
I like your card's effect better, but I like Shadow's name for the card better. Of course, the two of you will have to engage in Mortal Kombat in order to decide who gets to submit the concept.
Here's my entry. I'm trying to push forward a control rogue by giving them one heal at least that's actually tied to their class. I'd like a little input though just because I think that this would just go to making Oil rogue bullshit broken OP, and I'd like some ideas to incentivize it towards control archetypes.
I really want to see rogues with a class heal to make control rogue more viable so I like it. Would this wording sound better?
Windfury Whenever you trigger a Combo effect, restore 3 Health to your hero.
Yeah, I saw the wording after posting it and realized it was pretty ambiguous myself.
For flavor, I'm thinking:
We were going to call them the Ex-Girlfriend, but the PR Department said that was... probably a bad idea.
Here's my entry. I'm trying to push forward a control rogue by giving them one heal at least that's actually tied to their class. I'd like a little input though just because I think that this would just go to making Oil rogue bullshit broken OP, and I'd like some ideas to incentivize it towards control archetypes.
Hi everyone, I thought of this effect to go alongside discover cards. I'm not sure if that effect is worth a legendary sloth so I made a second version:
What do you think?
I REALLY like this one.
EDIT: I'd especially go with the legendary version. I like the balance point, and the flavor. plus, the effect feels sufficiently legendary.
Hey guys, what do you think of these two ideas I've had:
I was thinking that Goblin Fixer could bring a bit more reliability to a Joust-centric deck, since the Joust mechanic is really interesting but isn't deck-defining (IE there's not enough reliability/substance to build a deck around the Joust mechanic). A Goblin Fixer + Master Jouster combo on turn 10 could also help ensure that the Fixer stays alive to fix more Jousts. Plus, there hasn't really been any flavor surrounding cheating in TGT :).
Possession was a card I thought could bring the priest meta out of the control zone and into a more midrange archetype. Also, I tried to budget the card around some of the strongest deathrattle. For instance, the sneed's deathrattle is budgeted around 2 mana, since 5/7 stats is about 6 mana's worth, and Sneed's costs 8. So if you hit, say, 3 minions, this card is pretty balanced I think.
I'm not entirely sure if Joust is a keyword, which might eliminate the first one. need a ruling from the mods on that one.
Second one does violate the rules though. Your card CANNOT produce the keyword you choose. It must only modify or trigger off of other cards with that keyword.
This permanently attaches a random applicableInspire effect to your Hero Power.Inspire effects such as Boneguard Lieutenant and Argent Watchman are not valid. If you change your Hero Power, the Inpsire effect is lost. If you use this with Brann Bronzebeard, it overwrites the previously attached effect instead of attaching two effects.
What do you think of the stats and wording?
The problem with this is that you have a chance of getting Confessor Paletress's effect on your Hero Power, which is just crazy. One solution to this could be to restrict it to non-Legendary Inspires. I think the problem is more in the wide range of Inspire abilities, though. There are some non-legendary Inspires that would also be crazy good, like getting Kodorider, or even Murloc Knight. Considering how powerful this card can be, there really needs to be some way for your opponent to stop the effect.
The other problem is that it violates the rules. The card cannot produce the keyword you choose. This card, by itself, produces an inspire effect. It doesn't modify, or trigger off of, an Inspire effect that is already in play.
need some help with stats and wording or arcanagos and stats and balancing on nightbane, also which nightbane feels better and more balanced in the long run.
Arcanagos:
Nightbane #1, minion revival, and 2, dragon revival
As a general rule, if I'm trying to decide between two versions of a card, I try to go with the one that is less powerful, just to err against being OP. As such, I'd go with #2.
Other than that, Discover just needs to be Capitalized and bolded.
Kinda surprised to see that one of the more famous bromances of warcraft lore hasn't been used yet.
I feel that, nuts though Koltira's effect is when Thassarian is also on the field, coupling it with Thassarian's effect makes Koltira the biggest target ever, and you kinda deserve to get smacked if you don't deal with him.
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As a 5 cost card, I'm unsure that this would see play in Standard/Wild mode, but it would definitely be an arena hero.
What do you guys think?
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I'm thinking now that I prefer this version:
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This is What I'm thinking of going with:
How's the flavor? Does the card work?
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Flavor: We were going to call it the Ex-Girlfriend, but the PR Department said that was... probably a bad idea.
Finally some heal for rogue, to maybe push for a more control oriented archetype.
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Here's my entry. I'm trying to push forward a control rogue by giving them one heal at least that's actually tied to their class. I'd like a little input though just because I think that this would just go to making Oil rogue bullshit broken OP, and I'd like some ideas to incentivize it towards control archetypes.
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Kinda surprised to see that one of the more famous bromances of warcraft lore hasn't been used yet.
I feel that, nuts though Koltira's effect is when Thassarian is also on the field, coupling it with Thassarian's effect makes Koltira the biggest target ever, and you kinda deserve to get smacked if you don't deal with him.