Variation of this has been done several times already, i would suggest goin in a different dirrection. Also the discard part is completely irrelevant, you dont even have to have any common cards and your other minions get the buff anyway. Not a thought out design imho.
Ok, I've changed my mind. How about these? I think the second one is more interesting, though.
Just reposting my cards as they may have been overlooked. ^^ I've had a third idea, though.
I have tried to find an effect that would be as much neutral as possible, inspired by neutral minions. It's hard to come up with a card without class flavour and spells are the very essence of classes. Thus my idea to have an effect which benefits both players, but that could be taken advantage of with the right deck building.
I made Call of the Guardian so that you chose for your opponent first because it opens more for high-level plays, IMO. You need to chose without knowing what you'll get. I don't really know how to word Dust Recycling to make clear that you'll discover a card of the rarity just below the one your destroying. And I'm open to any suggestion for another name for Tavern Reward. :-)
Call of the Guardian
You need to realize that "the Guardian" refers to Medivh, the Guardian to understand why this summon demons, and it would sound weird if any other guardian tries to summon demons. I don't even know medivh like to summon demons according to the law. The spell looks like warlock instead of neutral, and I don't see why it needs to be a wild Demon.
Tavern Reward
I think the better text is to change "the deck of each player" is "each players' decks". A name I can think of is Brawl Reward because you get a pack from the weekly brawl. Maybe that sounds too cheesy, but at least it would be a direct reference.
Dust Recycling
Very underpowered. Destroy your own minion for 3 mana to discover a card? Look at Demonic Possession. For the wording, I thought of "Discover a minion of equal or lower rarity", but that would chage the effect.
Thanks for your advice. I've tweaked Dust Recycling to erase its main drawback, but added rng. I would have loved to keep the discover mechanic, but effects killing several minions at once would make this difficult to handle.
@Wailor: I really like Rigged Dice.
@CheeseEtc: Does the card cast the current Hero Power or the starting Hero Power? I'm a bit confused by your explanation with switched Hero Powers. ^^
Just reposting my cards as they may have been overlooked. ^^ I've had a third idea, though.
I have tried to find an effect that would be as much neutral as possible, inspired by neutral minions. It's hard to come up with a card without class flavour and spells are the very essence of classes. Thus my idea to have an effect which benefits both players, but that could be taken advantage of with the right deck building.
I made Call of the Guardian so that you chose for your opponent first because it opens more for high-level plays, IMO. You need to chose without knowing what you'll get. I don't really know how to word Dust Recycling to make clear that you'll discover a card of the rarity just below the one your destroying. And I'm open to any suggestion for another name for Tavern Reward. :-)
I have tried to find an effect that would be as much neutral as possible, inspired by neutral minions. It's hard to come up with a card without class flavour and spells are the very essence of classes. Thus my idea to have an effect which benefits both players, but that could be taken advantage of with the right deck building. I made Call of the Guardian so that you chose for your opponent first because it opens more for high-level plays, IMO. You need to chose without knowing what you'll get. And I'm open for suggestions for another name for Tavern Reward. :-)
@Notorious0wl I have to say that I like Quick Repair, but I wonder how it would work with non starting Hero Power. Maybe you should add tokens for non-starting Hero Powers or word this like Justicar Trueheart to specify starting Hero Power.
@ihascorm Illuminate is interesting, but I would see this as a class card like Rogue or Hunter personaly.
@Hikarigami I'm not sure that all classes are balanced. If you look at Reflection of Cunning and Reflection of Spiritualism, they deal the same damage (and Rogue can make it cost 2 with preparation) and the Shaman will be overloaded by (5)! I really don't think why there would be a reason for Shaman to be disadvantaged with an overload while the other classes won't, unless the spell is really stronger.
@Turkeybag I like the idea, but I can't really imagine if this would barely see play or be meta defining, ah ah. I wouldn't mind seeing this as an epic, though.
@UndeadRebel13 Simple, but effective! I would make this 3 mana, as class cards tend to be cheaper than neutral and there's Shadow Visions that is similar.
I voted for Tiny Golem, Leatherworking and Magtheridon. I haven't much more to add than Gooble_HS. :) Well done to the finalists. I hope to make it one day. x)
Smoked souls are better appreciated with some salt and lemon. Oh, I meant salmon.
So this card has its cost reduced when you've got friendly minions on board. E.g. With a carnivorous cube (5) on board, it costs only (6) and allow to kill the cube and have its content.
@LittleOgreHearthstone I'd go with the Giant Hammer. The secret doesn't really work as if you play it when it doesn't cost exactly 3, you tell your opponent what you've just played.
@TheProgenitor and @Wailor thanks for your feedback. I'm really bothered by finding another art. The Jailer Demon from WoW fits exactly the idea of capturing poor souls to make itself stronger, but I haven't found any artwork with it. >< I searched for hours but to no avail. I tried to make the screenshot more artsy in Photoshop, but well. I am no illustrator. I'll try with another demon I think, thanks.
@KliftonnZandalari Scout is too complex, IMO. Soulchaser is much better, altough I don't know how would it work, as all cost-reduction effects in the game take place BEFORE you play the card. In this case, the reduction is applied AFTER playing the card.
I agree and that's why I didn't really know how to write it. How about this?
As for your card, I like the concept. As for the name, would Luna's Gaze to the Stars be fitting?
Anyway, I didn't have much to say and not for every card so far, sorry. Here are my current ideas:
The idea for the Scout is that he's gaining intel on the enemy before he can strike and gain a significant advantage. As we always draw one card at the beginning of the turn, it'll cost maximum 10 mana in reality, except when fatiguing. It's not against the rules, is it?
I don't really know how to write Soulchaser, but the idea is to reduce its cost by the cost of the destroyed minion. So if you have a carnivorous cube on board, you'll get a 6 mana 7/7 with Taunt and the cube's content.
@TheProgenitor Both cards are interesting. I do prefer the rogue weapon and don't think it's that much out of flavor. But I wonder if it should really be a Legendary.
Therazane, the Earthmother, is quite a whopper of an independent female elemental demigod avatar, so she also has quite an impact on both player's resource supply. (wowwiki) Mechanicwise you always spend your opponent's Mana Crystals first. If your opponent has e.g. 10 full Mana Crystals, you just pay 2 of your own to play Therazane. So normally the earliest she can be played is turn 6, if your opponent doesn't do anything with their Mana, which is pretty rare. Her Overload can be useful to stall the game or counter combo plays (e.g. if you know that Mecha'thun is comming next turn). If she gets Grumbled, her stone belly can rock the battlefield multiple turns delaying your opponent even more (or even lock both players for all 10 Mana Crystals). Your opponent's Mana Crystals will be available again sooner than yours but the tempo of a cheap 8/8 and being able to plan for your Overloaded turn should be a worth compensation. Therazane pushes Snowfury Giant's playability a lot for a strong late game (but only reduces its Cost by (5) since this is what you get Overloaded for). With all that she might find a comfortable place in a Control Shaman deck.
When you catch your opponent leaving you enough Mana open, a combo could be:
Now your opponent is locked for an entire turn and you have a massive board of big Elementals. (If you can squeeze in a Lava Shock, Eternal Sentinelor Spirit Echo even better.)
@Schlauchneid If you see this message, I wonder if you shouldn't rewrite it to make it clearer like this: First use your opponent's unspent Mana Crystals to play this minion.
We're going to have a lot of Giants in this competition.
Knight of the Void basically guarantees a Joust victory if you pull it (unless your opponent is also running a Knight of the Void, in which case it can tie). It also has dank Holy Wrath synergy, although without cards that looks at the top X cards of your deck, this deck will never be viable.
Not really sure how expensive Sand Giant should be.
I'd go with Sindragosa, even though its stats are enormous. The other is not enough interactive. You play very much alone against an opponent who cannot do anything to prevent that. It would be nice for a solo adventure, though.
Just to get my brain pumping, here are some quick ideas I came up with for this week's theme. The first two are takes on the existing Giants, the Silver Hand Giant having the Sea Giant twist of not just counting YOUR minions. The idea behind Sound Investment is like this: if you start with this in your hand, and play completely on curve, by Turn 6 you've already spent 15 mana, bringing Sound Investment's cost down to 10. Play on curve one more time, it's down to a 4 mana Draw 3, leaving you 3 mana on turn 7 to follow that up. Granted, that's the highroll scenario.
I like the Scurvy Giant, which reminds of Dread Corsair. I don't really feel like the Silver Hand Giant fit the fantasy of the class, but that's only my opinion. Sound Investment is interesting but very much a dead card if you don't draw it fast enough, IMO.
For C'thun! I would really like a C'thun deck revival at some point. This works against all the different ways to counter C'thun via Polymorph, Discard, Steal, etc. (hence why it is never played anymore). So basically it is a minion - Egg tribe - that can be played from 10-1 mana and works as a 0 attack taunt or wait until 0 mana to transformt it into a copy of your current C'thun (wherever he is, even dead).
Hope you like the idea :D
Cool idea but: 1) Egg tribe does not exist 2) It should be part of WOTOG 3) I'd change the text to "Costs (1) less per attack of your C'thun (Dread Corsair). If it costs (0) while in your hand or deck, transform it into C'thun"
I have nothing more to add, but I really like the idea!
Another Giant! But it's interesting as you are guaranteed a powerful low-cost minion in the endgame. It's a bit like the Omega things of Boomsday.
Anyway, I didn't have much to say and not for every card so far, sorry. Here are my current ideas:
The idea for the Scout is that he's gaining intel on the enemy before he can strike and gain a significant advantage. As we always draw one card at the beginning of the turn, it'll cost maximum 10 mana in reality, except when fatiguing. It's not against the rules, is it?
I don't really know how to write Soulchaser, but the idea is to reduce its cost by the cost of the destroyed minion. So if you have a carnivorous cube on board, you'll get a 6 mana 7/7 with Taunt and the cube's content.
0
Why only one Tundra Rhino?
-2
This deck is useless.
0
Ok, I've changed my mind. How about these? I think the second one is more interesting, though.
0
My idea this week:
2
Art by linxz2010
1
0
Thanks for your advice. I've tweaked Dust Recycling to erase its main drawback, but added rng. I would have loved to keep the discover mechanic, but effects killing several minions at once would make this difficult to handle.
@Wailor: I really like Rigged Dice.
@CheeseEtc: Does the card cast the current Hero Power or the starting Hero Power? I'm a bit confused by your explanation with switched Hero Powers. ^^
0
Just reposting my cards as they may have been overlooked. ^^ I've had a third idea, though.
I have tried to find an effect that would be as much neutral as possible, inspired by neutral minions. It's hard to come up with a card without class flavour and spells are the very essence of classes.
Thus my idea to have an effect which benefits both players, but that could be taken advantage of with the right deck building.
I made Call of the Guardian so that you chose for your opponent first because it opens more for high-level plays, IMO. You need to chose without knowing what you'll get.
I don't really know how to word Dust Recycling to make clear that you'll discover a card of the rarity just below the one your destroying.
And I'm open to any suggestion for another name for Tavern Reward. :-)
0
My two currents ideas:
I have tried to find an effect that would be as much neutral as possible, inspired by neutral minions. It's hard to come up with a card without class flavour and spells are the very essence of classes. Thus my idea to have an effect which benefits both players, but that could be taken advantage of with the right deck building. I made Call of the Guardian so that you chose for your opponent first because it opens more for high-level plays, IMO. You need to chose without knowing what you'll get. And I'm open for suggestions for another name for Tavern Reward. :-)
@Notorious0wl I have to say that I like Quick Repair, but I wonder how it would work with non starting Hero Power. Maybe you should add tokens for non-starting Hero Powers or word this like Justicar Trueheart to specify starting Hero Power.
@ihascorm Illuminate is interesting, but I would see this as a class card like Rogue or Hunter personaly.
@Hikarigami I'm not sure that all classes are balanced. If you look at Reflection of Cunning and Reflection of Spiritualism, they deal the same damage (and Rogue can make it cost 2 with preparation) and the Shaman will be overloaded by (5)! I really don't think why there would be a reason for Shaman to be disadvantaged with an overload while the other classes won't, unless the spell is really stronger.
@Turkeybag I like the idea, but I can't really imagine if this would barely see play or be meta defining, ah ah. I wouldn't mind seeing this as an epic, though.
@UndeadRebel13 Simple, but effective! I would make this 3 mana, as class cards tend to be cheaper than neutral and there's Shadow Visions that is similar.
0
I voted for Tiny Golem, Leatherworking and Magtheridon. I haven't much more to add than Gooble_HS. :) Well done to the finalists. I hope to make it one day. x)
3
Smoked souls are better appreciated with some salt and lemon. Oh, I meant salmon.
So this card has its cost reduced when you've got friendly minions on board. E.g. With a carnivorous cube (5) on board, it costs only (6) and allow to kill the cube and have its content.
Art by Dark-ONE-1 on deviantart
0
@LittleOgreHearthstone I'd go with the Giant Hammer. The secret doesn't really work as if you play it when it doesn't cost exactly 3, you tell your opponent what you've just played.
@TheProgenitor and @Wailor thanks for your feedback. I'm really bothered by finding another art. The Jailer Demon from WoW fits exactly the idea of capturing poor souls to make itself stronger, but I haven't found any artwork with it. >< I searched for hours but to no avail. I tried to make the screenshot more artsy in Photoshop, but well. I am no illustrator. I'll try with another demon I think, thanks.
0
I agree and that's why I didn't really know how to write it. How about this?
As for your card, I like the concept. As for the name, would Luna's Gaze to the Stars be fitting?
0
May I ask for some feedback ? ^^
@TheProgenitor Both cards are interesting. I do prefer the rogue weapon and don't think it's that much out of flavor. But I wonder if it should really be a Legendary.
@Schlauchneid If you see this message, I wonder if you shouldn't rewrite it to make it clearer like this: First use your opponent's unspent Mana Crystals to play this minion.
0
It's simple, but I like it. I wonder if Magnetic would make this too strong, though.
I really like the idea! But I wonder if it's not another Flamewreathed Faceless
I like the "Joust Master" better.
I'd go with Sindragosa, even though its stats are enormous. The other is not enough interactive. You play very much alone against an opponent who cannot do anything to prevent that. It would be nice for a solo adventure, though.
I like the Scurvy Giant, which reminds of Dread Corsair. I don't really feel like the Silver Hand Giant fit the fantasy of the class, but that's only my opinion. Sound Investment is interesting but very much a dead card if you don't draw it fast enough, IMO.
I have nothing more to add, but I really like the idea!
Another Giant! But it's interesting as you are guaranteed a powerful low-cost minion in the endgame. It's a bit like the Omega things of Boomsday.
Anyway, I didn't have much to say and not for every card so far, sorry. Here are my current ideas:
The idea for the Scout is that he's gaining intel on the enemy before he can strike and gain a significant advantage. As we always draw one card at the beginning of the turn, it'll cost maximum 10 mana in reality, except when fatiguing. It's not against the rules, is it?
I don't really know how to write Soulchaser, but the idea is to reduce its cost by the cost of the destroyed minion. So if you have a carnivorous cube on board, you'll get a 6 mana 7/7 with Taunt and the cube's content.