Xukuu. Love the art. The effect is unique but due to it's complexity I'm having a hard time visualizing balance, so I'll leave that to someone else.
I assume that's me. The old one (Exarch) or new one (Gorefiend?)
As for your card, way too specific as a class card. It just seems weird that a class card has anti-tribe disruptions. This could work as an "and" effect on a neutral minion tho. But then it kinda competes with Crawler.
My apologies on the misspelling, and I was looking at Gorefiend, my bad for not specifying. Thanks for the feedback on mine, I never considered that but it's a good point. Do you think making it an "and" effect on a shaman card would be more fitting, or should I do a neutral minion, cut the pirate part and find some other way to counter a tribe with murlocs?
Here's my thoughts on some of these cards, going in order of the thread. Not everyone is here unfortunately, so sorry in advance if I didn't say anything about your card.
Vilegloom: I really like your rhino idea, especially if you were to make it a paladin card to fit with the buff minions in your hand theme.
Shatterstar1998: I agree the initial version is really OP, but I think the second is much more balanced. Maybe still a little OP, but maybe making it a priest card would remedy that.
Lathy: I never really liked Loatheb's effect, but I think a spell would be more niche than Loatheb just as a tech card. So not a big fan of Kick. I do like arm's thievery. Considering that usually when someone plays a weapon they attack with it, I think the card is well balanced and unique. Also, I like the artwork.
TheRealMalfurion: I love the idea, almost like a reverse Reno or something. I don't really know which version is best though. The first might help to make it a little bit more impactful, but idk about balancing given how unique a card it is. For wording I might go something like this “Destroy any copies your opponent has of the next card you they play.”(hand, deck, board I assume). Honestly though I wouldn't worry too much about the wording. It's 4 lines and not needlessly complex so I think you're okay. However I don't like the artwork. I know it must be hard to find art that represents your idea but I just don't like it. But idk it might just be personal taste.
RazorofArtorias: Just wanted to say thanks for making me laugh. I was looking at the title being really confused and wondering why it costed so much. I didn't immediately get the connection haha. As for Dust to Dust, I think it is rather low-impact and while it could technically get some value, I don't think it would ever be run over ooze or even that 1 mana pirate guy.
ThisOtherGuyTox: Intimidating Shout is a nice idea, a way for a slower warrior to gain some breathing room or an aggressive warrior to interrupt their opponents game, although idk how it would be implemented as it is a rather low-value card. Potential for a lot of tempo though and will always have value vs any deck so just a generally all around cool card. If you could find a way to incorporate it into a battlecry that could be even better, but I already like the art as-is. As for Arathor, I think it would be balanced if it acted on only the minions currently on the battlefield. As a permanent effect it would be pretty OP and devastate certain decks. Not entirely clear on which you intended.
CheeseEtc: You seem to be getting a lot of feedback on shark attack, which I do like too. But I'll talk about Soul Steal. I like the flavor and simplicity, but perhaps it could be implemented on a larger scale, like a spell making enemy minions trigger their deathrattles for you this turn. However doing that also increases its gimmicky-ness so keeping it simple might be the way to go. Given the amount of support you've already received for Shark Attack, that'll probably be your submission, but good job regardless.
Mmrmm: Again, a funny card but not really serious (make crappy deck. If you get it in you opening hand you win, if not you lose)
Snapshot426: My favorite would be Black Empire Tactician. The others are a bit clunky, but this affect is simple and the card itself seems very balanced.
RawjawK: I like the flavor and idea, but it seems very OP. Resetting a quest is basically GG, and secret counters can be great techs, so running this is going to do not a lot in some games but would singlehandedly win games vs freeze mages and quest decks. I don't like a card that can just straight up win games vs certain archetypes, especially across mutliple classes, but I think if it removed 1 or 2 “parts” to the quest it would be more fair. So instead of resetting a quest it's just delaying it slightly. Might be tricky to word that though, just my 2 cents.
HenryXLII: Interesting card, but the whole point of a stealthed minion is it cant be targeted, so I would do something like “remove stealth from a random minion and gain stealth.” It would have the same effect most of the time but it is more consistent with the stealth them I think.
Liam3Bucks: Simple, yet effective. My first thought upon seeing this was of the Monster Book of Monsters from Harry Potter lol. Not a lot to say, there's always a place for cards like this.
Xukuu. Love the art. The effect is unique but due to it's complexity I'm having a hard time visualizing balance, so I'll leave that to someone else.
TheProgenitor: I like the Jungle Herbalist better. There is currently not a counter to poisonous and since it has become a bigger mechanic with adapt, I think this is a great idea with good flavor. The artwork is okay, but if I were to change anything I would start there just to find something maybe a little more colorful, but again that's a personal thing, and the current art isn't bad.
If I didn't get to your card, it's nothing personal, I had a limited amount of time and just wrote what came into my head. Also, sorry for any misuses of affect and effect, I did my best but I'm sure there's something in there lol.
And finally, here's my idea. I personally really like the art and flavor. It seems like a well-balanced card, but a second opinion is always great, so any feedback is appreciated.
Took this deck from rank 7 to rank 12 legend in 2 days of playing. Played this deck the entire time except from rank 3-1 because of the opponents I was facing. Also swapped tech cards every other game to adjust to the meta because I would end up playing the same person over and over again.
Whether or not the OP created this deck themselves, it's still worth sharing, so thank you hujo91
Here's a shot of my most common line-up. I used one auchenai and one naaru as flex spots. The main techs were golakka crawlers or kezan mystics/eater of secrets.
I've read through and looked at explanations but am still somewhat fuzzy on the rules. I've included some ideas below, but do not know for sure if they qualify so confirmation would be great.
I like weapons because they help your hero interact with the board and generally have good value. So my initial idea was to design a set of legendary weapons for each class with a similar mechanic. I chose a +1/+1 mechanic to enable these weapons to have a lasting effect on the game, but other than that none of the weapons have anything in common and I do not know if this is enough to be within the rules.
If you ever played WoW for a significant amount of time, you'll probably recognize most of these weapons so sorry for all the non-WoW players out there.
Warrior:
Shaman:
Rogue:
Paladin:
Hunter:
or
I know this will probably get buried, but that's okay. Criticism welcome, or even just a favorite/least favorite.
Also as a side note, I just wanted to say that I like the prompt this week. It's nice to have a a specific goal to accomplish with a card(or in this case a set of cards) rather than simply having to create a card that meets the requirements.
Lost my first game due to an aggressive paladin, but outlasted all my other opponents. One game against another mage even went into fatigue. Loved playing with all the different spells this deck generated.
My first 12-0, playing elemental mage. Despite some really bad minions(secret synergies with no secrets) dusk boar, nightblade, etc, I managed to get 12 wins because of the 9 elementals. Used almost every elemental every game for it's full potential. Fireball and pyroblast both gave reach to finish up games where I ran out of steam(4 pyro lethals). Took me less than 90 minutes to play all 12 games.
Not sure whether to make this druid or shaman. Went with shaman because lore wise the druids of the pack were against Malfurion in the War of the Satyr, and the effect is more aggressive and power hungry which seems to fit shaman better. Also Had a hard time deciding on the stats, but I want to keep it a 3 mana reduction like far sight because anything less than that wouldn't be particularly exciting IMO. I think the drawback of having to immediately play the card makes up for the potenkial tempo gain.
I like the idea of a cycle/tempo card like this one that can provide some midrange support for an aggressive deck while also being a great body for a control deck. The effect becomes more useful past turn 4, but it is still a good drop on early on with either a cycle or potential tempo swing. Because the card you draw can only be played on that turn, you'd have to try and get the most value possible out of it or hope it's actually a card you would want to play at that time.
Edit: Just realized I put you instead of your... oops. I'll fix that if I end up making a submission.
So I came back to HS to play a single arena, so I drafted my deck, and played a single game, and lost. But it says I lost 2 games. I don't understand why it would add on another loss when I haven't even played two games yet. Is this a bug or something?
From rank 9 all the way to rank 14. How's that even possible. Well, very likely considering the Dev Teams new fantastic approach of making the game as new (aka trash) player friendly as possible. The tier 1 decks should all be supercheap, autopilot, with as minimal chance as possible of being punished as possible. All you need to do is play blatantly powercreep cards on curve each turn, and win. Tuskarr Totemic into Totem Golem or Mana Tide Totem and you have lost the game.
Seriously it's so unfair. You play anything that isn't hunter, dragon warrior, Zoo or Shaman. You will have to sweat every single game out with perfect piloting, while your opponent just plays on curve and goes face. A mistake YOU make is fatal, but your opponents snowball deck is simply rewarded for ignoring favorable trades.
Karazhan was completely pointless. It didn't affect the meta a single bit (except making hunter a lot stronger), and the final wing wont do anything either except give Zoo a new 1-drop (which it soooo desperately needed....) Is this how Ben Brode wants the game?
And yet here I am between ranks 1 and 5 all month playing patron warrior and N'zoth priest. TBH I'm not really even trying, just surfing Hearthpwn and Youtube and clicking in to do my turns. I can understand your frustration but all decks in Hearthstone require skill. Face decks take more skill than most people think because you have to decide when to use your cards and there are many more possible plays. Often when playing priest I only have one viable play every turn and I don't have to think at all. I'd rather lose a 5 minute game to a face deck than a 30 min game to a control deck.
Anyone remember that quest? I always liked Gamon so here is my entry. I tried to make it as balanced as possible. Good late game when coins don't matter, but on turn 5 it will cost you a lot of tempo.
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Do you guys think this would qualify? It's not specifically countering a tribe, but still countering a type of card.
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Here's my thoughts on some of these cards, going in order of the thread. Not everyone is here unfortunately, so sorry in advance if I didn't say anything about your card.
Vilegloom: I really like your rhino idea, especially if you were to make it a paladin card to fit with the buff minions in your hand theme.
Shatterstar1998: I agree the initial version is really OP, but I think the second is much more balanced. Maybe still a little OP, but maybe making it a priest card would remedy that.
Lathy: I never really liked Loatheb's effect, but I think a spell would be more niche than Loatheb just as a tech card. So not a big fan of Kick. I do like arm's thievery. Considering that usually when someone plays a weapon they attack with it, I think the card is well balanced and unique. Also, I like the artwork.
TheRealMalfurion: I love the idea, almost like a reverse Reno or something. I don't really know which version is best though. The first might help to make it a little bit more impactful, but idk about balancing given how unique a card it is. For wording I might go something like this “Destroy any copies your opponent has of the next card you they play.”(hand, deck, board I assume). Honestly though I wouldn't worry too much about the wording. It's 4 lines and not needlessly complex so I think you're okay. However I don't like the artwork. I know it must be hard to find art that represents your idea but I just don't like it. But idk it might just be personal taste.
RazorofArtorias: Just wanted to say thanks for making me laugh. I was looking at the title being really confused and wondering why it costed so much. I didn't immediately get the connection haha. As for Dust to Dust, I think it is rather low-impact and while it could technically get some value, I don't think it would ever be run over ooze or even that 1 mana pirate guy.
ThisOtherGuyTox: Intimidating Shout is a nice idea, a way for a slower warrior to gain some breathing room or an aggressive warrior to interrupt their opponents game, although idk how it would be implemented as it is a rather low-value card. Potential for a lot of tempo though and will always have value vs any deck so just a generally all around cool card. If you could find a way to incorporate it into a battlecry that could be even better, but I already like the art as-is. As for Arathor, I think it would be balanced if it acted on only the minions currently on the battlefield. As a permanent effect it would be pretty OP and devastate certain decks. Not entirely clear on which you intended.
CheeseEtc: You seem to be getting a lot of feedback on shark attack, which I do like too. But I'll talk about Soul Steal. I like the flavor and simplicity, but perhaps it could be implemented on a larger scale, like a spell making enemy minions trigger their deathrattles for you this turn. However doing that also increases its gimmicky-ness so keeping it simple might be the way to go. Given the amount of support you've already received for Shark Attack, that'll probably be your submission, but good job regardless.
Mmrmm: Again, a funny card but not really serious (make crappy deck. If you get it in you opening hand you win, if not you lose)
Snapshot426: My favorite would be Black Empire Tactician. The others are a bit clunky, but this affect is simple and the card itself seems very balanced.
RawjawK: I like the flavor and idea, but it seems very OP. Resetting a quest is basically GG, and secret counters can be great techs, so running this is going to do not a lot in some games but would singlehandedly win games vs freeze mages and quest decks. I don't like a card that can just straight up win games vs certain archetypes, especially across mutliple classes, but I think if it removed 1 or 2 “parts” to the quest it would be more fair. So instead of resetting a quest it's just delaying it slightly. Might be tricky to word that though, just my 2 cents.
HenryXLII: Interesting card, but the whole point of a stealthed minion is it cant be targeted, so I would do something like “remove stealth from a random minion and gain stealth.” It would have the same effect most of the time but it is more consistent with the stealth them I think.
Liam3Bucks: Simple, yet effective. My first thought upon seeing this was of the Monster Book of Monsters from Harry Potter lol. Not a lot to say, there's always a place for cards like this.
Xukuu. Love the art. The effect is unique but due to it's complexity I'm having a hard time visualizing balance, so I'll leave that to someone else.
TheProgenitor: I like the Jungle Herbalist better. There is currently not a counter to poisonous and since it has become a bigger mechanic with adapt, I think this is a great idea with good flavor. The artwork is okay, but if I were to change anything I would start there just to find something maybe a little more colorful, but again that's a personal thing, and the current art isn't bad.
If I didn't get to your card, it's nothing personal, I had a limited amount of time and just wrote what came into my head. Also, sorry for any misuses of affect and effect, I did my best but I'm sure there's something in there lol.
And finally, here's my idea. I personally really like the art and flavor. It seems like a well-balanced card, but a second opinion is always great, so any feedback is appreciated.
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Took this deck from rank 7 to rank 12 legend in 2 days of playing. Played this deck the entire time except from rank 3-1 because of the opponents I was facing. Also swapped tech cards every other game to adjust to the meta because I would end up playing the same person over and over again.
Whether or not the OP created this deck themselves, it's still worth sharing, so thank you hujo91
Here's a shot of my most common line-up. I used one auchenai and one naaru as flex spots. The main techs were golakka crawlers or kezan mystics/eater of secrets.
Great deck, very effective and fun to play.
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I've read through and looked at explanations but am still somewhat fuzzy on the rules. I've included some ideas below, but do not know for sure if they qualify so confirmation would be great.
I like weapons because they help your hero interact with the board and generally have good value. So my initial idea was to design a set of legendary weapons for each class with a similar mechanic. I chose a +1/+1 mechanic to enable these weapons to have a lasting effect on the game, but other than that none of the weapons have anything in common and I do not know if this is enough to be within the rules.
If you ever played WoW for a significant amount of time, you'll probably recognize most of these weapons so sorry for all the non-WoW players out there.
Warrior:
Shaman:
Rogue:
Paladin:
Hunter:
or
I know this will probably get buried, but that's okay. Criticism welcome, or even just a favorite/least favorite.
Also as a side note, I just wanted to say that I like the prompt this week. It's nice to have a a specific goal to accomplish with a card(or in this case a set of cards) rather than simply having to create a card that meets the requirements.
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Another 12 wins I got this morning
Lost my first game due to an aggressive paladin, but outlasted all my other opponents. One game against another mage even went into fatigue. Loved playing with all the different spells this deck generated.
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My first 12-0, playing elemental mage. Despite some really bad minions(secret synergies with no secrets) dusk boar, nightblade, etc, I managed to get 12 wins because of the 9 elementals. Used almost every elemental every game for it's full potential. Fireball and pyroblast both gave reach to finish up games where I ran out of steam(4 pyro lethals). Took me less than 90 minutes to play all 12 games.
0
0
Not sure whether to make this druid or shaman. Went with shaman because lore wise the druids of the pack were against Malfurion in the War of the Satyr, and the effect is more aggressive and power hungry which seems to fit shaman better. Also Had a hard time deciding on the stats, but I want to keep it a 3 mana reduction like far sight because anything less than that wouldn't be particularly exciting IMO. I think the drawback of having to immediately play the card makes up for the potenkial tempo gain.
I like the idea of a cycle/tempo card like this one that can provide some midrange support for an aggressive deck while also being a great body for a control deck. The effect becomes more useful past turn 4, but it is still a good drop on early on with either a cycle or potential tempo swing. Because the card you draw can only be played on that turn, you'd have to try and get the most value possible out of it or hope it's actually a card you would want to play at that time.
Edit: Just realized I put you instead of your... oops. I'll fix that if I end up making a submission.
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So I came back to HS to play a single arena, so I drafted my deck, and played a single game, and lost. But it says I lost 2 games. I don't understand why it would add on another loss when I haven't even played two games yet. Is this a bug or something?
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Lol nice try
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Anyone remember that quest? I always liked Gamon so here is my entry. I tried to make it as balanced as possible. Good late game when coins don't matter, but on turn 5 it will cost you a lot of tempo.
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So close to legend. Hopefully will get it soon enough. I don't have Grom or Yogg so I'm using another armorsmith and Rafaam.
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I like good priest cards. So far I've been pretty disappointed.