Righto, here's one of the ideas I've had. (Art by Jung Park)
I am unsure of the mana cost. The card has a perpetual effect, sure, but it equips a weapon for your opponent as well. BUT, if you get cursed blade you only have to suffer 1 turn of it, which is neat.
Also, the effect doesn't stack, so, if you cast the spell again, it would just replace the weapons both players have.
Plus, you can destroy an opponent's weapon and they won't get a replacement until the end of their turn.
Idk, I would just like to ask about balance of the card.
Really nice card, very fun !
For the cost it's for me clearly too much. All advantages and inconvenients you can have, your opponent can have it too. So for me the cost should be more like 3. You can't even boost your weapon because it broke after your turn, the only advantage you can have is to summon minions that cost less for the attack of your weapon or gain charge when a weapon is equiped, this advantages are not worst more than 3 manas I think.
Also, like lot of members say, you can have so much difference between players weapons and make salt coming. I would balance this with: "Equip a random weapon with same cost for each player". Like that, when cursed blade appear, you opponent don't have a 7 attacks weapon :)
If that was me (but i'm totally breaking your card :D ) I would too change weapon at the start of YOUR turn only. Like this players can enjoy their same mana cost weapon both once.
Indeed Mewdrops, it's clearer without those 2 lines and logical to heal 4 :)
For the art, I was thinking the same even if for me the second could be a priest one because of all shadow spells there is in priest^^
Result: Thx you so much for helping !
Finally I had internet problems so my previous message wasn't send but I was talking about your card. The art is very cool and for names i'm not very good but it sound cool for a non-native-english-speaker :P For the design, I think that 4 is too much for the effect. I guess it's more a Zoo spell to counter healing decks. Maybe 3 or even 2 manas will be better? I personally won't play a 4 mana card when I can play an Imp gang boss + Void caller I think :/ 2 manas is for me the better amount.
Hi again ! It's 5 time the same card but the art is different, which one do you prefer? (and is more representative of lifesteal). Also, if you have any change to propose I take it too :P
Problem is: Blizzard doesn't give rarity for the power of the card.
Rare = Powerful common
Epic = Not powerful with weird effect
Legendary = Powerful with weird effect
So basically a rare is better than an epic. If we begin to change rarity of some cards for their power, we will have to change all rare and epic rarity and it will be the mess.
Hi ! I'd like to know if the text is well written?
And do you thing it's too op?
I though to reduce the healing effect just when attacking an opponent hero or just to heal 2 every time a friendly minion attacks. It will be more balance I think.
I think the idea of having a card for the situation is great, we sometimes need a all in. But for me the rng is not the best way to do it. For me a controllable risk should be better like:
Give +1/+1
Give +2/+2 and your hero loose 2HP
Give +5/+5 and your hero loose 1HP every end of your turn.
So you gain something but you have to pay it like a debt !
One more :D
Deal 2 damage to an enemy character.
Deal 4 damage to an enemy character and 2 damage to a friendly character.
Deal 7 damage to an enemy character and double the damage you will take the next 2 turns.
What about more murlocs, more pirates? Mechs are like dead after the rotation...
Naga would be a brand new tribe, Tauren another one, human another one, orc another one etc.
There are many possibilities
Tribes like human cant be added, there is already too many humans who are not notified as human in the game that would be weird to add some with the tribe and others not having the tribe tag :/
But to have a new tribe blizzard will need a new mechanical because all tribes have his own. Murlocs boost themself, dragon if you have an other dragon in your hand, pirates weapon, etc.
I don't know enough WOW to know what are all possibilities but a think I would like to see is Naga. We don't have a lot of water minions in HS and that could make some great stuff. We could see something like: Water mark: Put a Water mark on a minion when hurting him. Drowning: if the attacked minion has a water mark, do something.
But I don't thing we will see a new tribe soon. For me 2017 will begin with a new keyword. I like to create cards so I have created like 30 news keywords and I think it's easier than create a tribes so chances to get a new keyword soon is more like 70% and new tribe 10% (20% nothing new :c )
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Sometimes there is exceptions but it's rare muahah
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The entire population has taken medical courses.
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Indeed Mewdrops, it's clearer without those 2 lines and logical to heal 4 :)
For the art, I was thinking the same even if for me the second could be a priest one because of all shadow spells there is in priest^^
Result: Thx you so much for helping !
Finally I had internet problems so my previous message wasn't send but I was talking about your card. The art is very cool and for names i'm not very good but it sound cool for a non-native-english-speaker :P For the design, I think that 4 is too much for the effect. I guess it's more a Zoo spell to counter healing decks. Maybe 3 or even 2 manas will be better? I personally won't play a 4 mana card when I can play an Imp gang boss + Void caller I think :/ 2 manas is for me the better amount.
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Hi again ! It's 5 time the same card but the art is different, which one do you prefer? (and is more representative of lifesteal). Also, if you have any change to propose I take it too :P
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Problem is: Blizzard doesn't give rarity for the power of the card.
Rare = Powerful common
Epic = Not powerful with weird effect
Legendary = Powerful with weird effect
So basically a rare is better than an epic. If we begin to change rarity of some cards for their power, we will have to change all rare and epic rarity and it will be the mess.
0
Hi ! I'd like to know if the text is well written?
And do you thing it's too op?
I though to reduce the healing effect just when attacking an opponent hero or just to heal 2 every time a friendly minion attacks. It will be more balance I think.
Thx in advance !
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Thx MonsieurBourse, I learn so much things in one post :D
Sympas ta signature x)
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I think the idea of having a card for the situation is great, we sometimes need a all in. But for me the rng is not the best way to do it. For me a controllable risk should be better like:
Give +1/+1
Give +2/+2 and your hero loose 2HP
Give +5/+5 and your hero loose 1HP every end of your turn.
So you gain something but you have to pay it like a debt !
One more :D
Deal 2 damage to an enemy character.
Deal 4 damage to an enemy character and 2 damage to a friendly character.
Deal 7 damage to an enemy character and double the damage you will take the next 2 turns.
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I'm the other side than Ophion, I love tribes.
But to have a new tribe blizzard will need a new mechanical because all tribes have his own. Murlocs boost themself, dragon if you have an other dragon in your hand, pirates weapon, etc.
I don't know enough WOW to know what are all possibilities but a think I would like to see is Naga. We don't have a lot of water minions in HS and that could make some great stuff. We could see something like: Water mark: Put a Water mark on a minion when hurting him. Drowning: if the attacked minion has a water mark, do something.
But I don't thing we will see a new tribe soon. For me 2017 will begin with a new keyword. I like to create cards so I have created like 30 news keywords and I think it's easier than create a tribes so chances to get a new keyword soon is more like 70% and new tribe 10% (20% nothing new :c )
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Is that possible to have doubles on the names?
I don't know if this is taken: Hiei
if not can I be renamed with "Hiei" ? :)