That's the point of the Burn/ Mill Rogue deck (I hope I got that right), where you make your opponent overdraw to the point that they start burning cards, by using cards such as Coldlight Oracle, Lorewalker Cho, Vanish, and as you had mentioned, King Mukla. Although I don't think you can make your opponent's hand unplayable unless you start filling their hand with cards while they have little-to-no cards in their hand, which is almost impossible to accomplish. I'm not sure what sort of answer you wanted, so I hope I answered your question! xD
Sorry for the negative comments, but it's pretty easy to point out some problems with your cards:
-The only problem with your first two cards is that they sound a little too complicated for a game that's supposed to be basic and easy to learn.
- Shivarra seems to be a copy of a Flame Imp/Pit Lord, except worse because Flame Imp gets +1/+1 for it's cost (keeping in mind most 1-cost minions are either 2/1 or 1/2), whereas with your card it gets only a +1 buff compared to most 3-cost minions. Not sure whether it's a Warlock-only card though, because if it is then ignore what I said earlier because class-specific cards are usually better than neutral cards.
- Seal of Righteousness is a super OP card for a 4 cost, not only because you can take out any minion in the game that has an attack that's the same or higher than it's health, but you can also destroy the minions on either side of it, as in a lot of cases your opponent has a big minion and some smaller ones (A more realistic mana cost would be 8). I might just make it the "Choose a minion. Deal damage to that minion equal to its attack" or Deal 3 damage to a minion and any adjacent minions to it, and then revise the mana cost to be more fitting.
What if the hero power involved buffing a minion? It may be OP but it would add to the strategy behind the monk with buffing minions, and it will allow the player to hold onto their minions that have meditate easier.
Also, I was thinking you should probably make the spells more related to how the Monk works. It looks to me that a lot of your spells are copies of other heroes' spells
These are my first cards, so I appreciate any imput. I decided to make Ancient Seer for the Monk class, and Hollow Templar for the Death Knight. thanks!
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That's the point of the Burn/ Mill Rogue deck (I hope I got that right), where you make your opponent overdraw to the point that they start burning cards, by using cards such as Coldlight Oracle, Lorewalker Cho, Vanish, and as you had mentioned, King Mukla. Although I don't think you can make your opponent's hand unplayable unless you start filling their hand with cards while they have little-to-no cards in their hand, which is almost impossible to accomplish. I'm not sure what sort of answer you wanted, so I hope I answered your question! xD
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Another death knight card: I may have the lore wrong with this one, but I try. I've never owned WoW in the first place.
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Some cards for the future Death Knight class:
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I think there needs to be more class-specific legendaries in the future, so here's my addition to the paladin:
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Sorry for the negative comments, but it's pretty easy to point out some problems with your cards:
-The only problem with your first two cards is that they sound a little too complicated for a game that's supposed to be basic and easy to learn.
- Shivarra seems to be a copy of a Flame Imp/Pit Lord, except worse because Flame Imp gets +1/+1 for it's cost (keeping in mind most 1-cost minions are either 2/1 or 1/2), whereas with your card it gets only a +1 buff compared to most 3-cost minions. Not sure whether it's a Warlock-only card though, because if it is then ignore what I said earlier because class-specific cards are usually better than neutral cards.
- Seal of Righteousness is a super OP card for a 4 cost, not only because you can take out any minion in the game that has an attack that's the same or higher than it's health, but you can also destroy the minions on either side of it, as in a lot of cases your opponent has a big minion and some smaller ones (A more realistic mana cost would be 8). I might just make it the "Choose a minion. Deal damage to that minion equal to its attack" or Deal 3 damage to a minion and any adjacent minions to it, and then revise the mana cost to be more fitting.
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How do you attach images to your post again? All my picture files are too big, and they can't go onto the attachments.
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Sorry, ignore this - my attempt at uploading an image didn't work
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I feel like it would be a little under-powered if the Monk's hero power was either "give random friendly minion +1 attack or +1 health"
Maybe if it was - give a random friendly minion +1/+1
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What if the hero power involved buffing a minion? It may be OP but it would add to the strategy behind the monk with buffing minions, and it will allow the player to hold onto their minions that have meditate easier.
Also, I was thinking you should probably make the spells more related to how the Monk works. It looks to me that a lot of your spells are copies of other heroes' spells
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How do you make the cards show up full-size without having to open up thumbnails?
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What do you think of the Hollow Templar?
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Sorry, for some reason Chimera came out twice
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These are my first cards, so I appreciate any imput. I decided to make Ancient Seer for the Monk class, and Hollow Templar for the Death Knight. thanks!