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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    Thanks a lot for the feedback and I happy to see that many people like my work ! Minor fixes but nothing big so it's time for reviews. I'll only do entries on this page cause then I gotta go to bed. Sorry I couldn't participate more this time around.

    @Ozymandias

    I think I get what Sanguinate does but it seems a little niche imo. Not that it's bad, Outcast is a lot like that but then Prince Tenris Mirkblood doesn't make much sense... I think Blood Elemental should say 'this turn' or cost more, as it stands it's pretty much 0 mana. I'm also worried that your class has extremely good curving abilities. I don't remember exactly your basic set but iirc you had aa solid 1-drop in there and adding both Swamp Snatcher and Blood Elemental with Blood Boil as an early finisher sounds really strong. Crimson Tides is really good, I would knock the base effect down to 4 damage. Blood Orb can become really problematic with buffs (Taunt in particular) but maybe I'm too harsh.

     @McF4rtson

    I really like your cards ! I'm sorry that I don't really remember your basic set but if you have a flex spot I think your class could use one more weapon generation. I like your Taunt sub-theme but again you have more payoffs than setups. A middle-most buff card could be cool if you don't already have one.

     @JoshoPrime

    I like your keyword but the cards you use it on aren't balanced at all. Just in Time! is a better Arcane Shot, Mecha-Rex is a better War Golem and Chrommie is a better Vilespine Slayer. I think you should balance each half of the card to be equivalent to a neutral option as the flexibility is really powerful. I also think all Warp effects should be higher cost. First, it would be less confusing if the cost on the mana symbol was in fact the minimum cost for the card, second, it would make it clearer what the keyword does. Initial Raider is a fine card but I'm not really sure you intend its insane synergy with Mecha'thun... The second Arcane Warden seems like a good fit in this set and it's a cool design. It throws me off that the wording order changes for no reason between the basic hero power and the upgraded one...

     @hza166

    I would reword Encore as 'a bonus if you have already played a card with the same name this game'. It changes the mechanic a little bit but in a good way because now the opponent can see these effects coming. This change also removes the possibility of a starting hand with both cards negating the cost of Encore. As suggested by someone else, I would change the name to something like 'Second Round' to fit more with your class' flavor. Other than that, I like your set. Maybe Carnival Night is a little crazy with other aggro tools...

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    Thanks to @JoshoPrime for suggesting a new image hoster. Here is a little reminder of the class' hero power as well as the upgraded version. This is very much a 'Shaman case' as there was no clear way to make it better without making it too strong (two cards is just too much...)

     >>> 

    I'm finally able to present my Mystic Set for the Seer :

    Omen is a simple keyword that will help the class predict future draws, a very important tool for a class built around card draw. I want a keyword that can go on any card type and that helps the fantasy of a prophet. Only the player using Omen will see the card so you aren't giving up anything by using it. Ominous Specter is pretty straightforward, Prophecy is a value tool with some tutoring potential, Alternate Realities is a big reload for the late game that synergizes with the hero power.

    Silence and Murlocs are sub-themes of the Seer that I want to explore in this set. Cleansing Wind is a big reset against mid-range decks or high synergy minions, Weirdeye is my take on both challenges (I thought it'd be fun to do both in one card), Darklight Lurker brings reliable board control and Riptide Seer can be great removal or burn as long as you play it at the right time.

    To round things up, I wanted to give the Seer access to Secrets as well as a powerful board clear. Confusing Times may be a little strong but Sap is only 2 mana, Gift of the Naaru is a defensive tool similar to other secrets that trigger when your hero is attacked and Angered Manes is a little weird but I think it's important for a control class, maybe I should change it to "destroy all minions that attacked a friendly character last turn" ?

    I hope you like my set and can give me your opinion. I'll try to get some reviews in before the deadline.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    Hey everyone. I've completed my first draft but Imgur isn't working atm so I'm looking for a replacement. Please help !

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week Two

    Hey everyone, happy to be here for phase 2 ! Because of the holidays, I don't know when I'll be able to make cards but for the time being I'm on mobile. That being said, I'd like to pitch a couple ideas early on before I start working on my set.

    The first thing is the keyword for my class. I don't think every custom class needs a new keyword but I have a couple of ideas for this one.

    Omen - This card is (secretely?) visible when it is at the top of your deck.

    OR

    Omen - When played, (secretely?) reveal the top card of your deck.

    I'm not sure which one is best and my wording might be influenced by Legends of Runeterra but the gist of it is that I want a keyword that can go on any card type and that reveals (only to you ?) the top card of your deck. This provides synergy with the class' hero power and other draw effects.

    I'm also interested in make a few cards that have special effects during deck creation. This isn't a very common design in card games but I find deckbuilding is the most fun part of any card game so I think it would be cool.

    I'm a little torn when it comes to choosing an expansion for my class. The character I chose (Nobundo) is a Broken Draenei so he has obvious ties to Outland and he also happen to have fought the Old Gods during the Cataclysm. So both AoO and MatDF are sound options but I'm not a fan lf these options... AoO was tailored for the Demon Hunter class so I'm not sure my class can fit mechanicaly and thematicaly ; MatDF already has a lot of ground covered when it comes to the Seer's themes (specificaly, the character Sayge is already taken). At the end of the day, I'm also a big fan of SA's flavor and design. Dual class cards are super cool and since Nobundo was both a Paladin and a Shaman I have a pretty good road map for it. Something along the lines of a guidance conselor could be really fun for the Seer.

    Let me know what you think !

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Voting Thread | Week One
    Quote from fjl93 >>

    I really love the seer concept. It'd fit perfectly into Hearthstone!

     Happy to see my work caught your eye !

    I must say, I very happy about the amount of discussion that happened over the past week. It's good to see this many submissions and I hope people stay engaged over the next phases !

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Submission Thread | Week One

    The Seer

    I see a burning city, a people in distress. I hear a prayer in vain, one last call to the Light. I see a broken champion, corrupted in his flesh. I hear the countless voices echoing through the night.

    Nobundo is a Broken Draenei, a former Vindicator who lost his connection with the Light. After discovering the power of the elements, he became a Farseer and joined prophet Velen to guide the Draenei in their exodus to Azeroth. He joins Hearthstone as the Seer, a class that likes to slow things down and plan a few steps ahead of the opponent.

    Showcase cards:

    The Seer makes the most of its cards by drawing a lot and slowing games down. No need to rush things, the future will be here soon enough. But prophecy isn't an easy art. One must take their time to get a good look. This is why "end of turn" effects are core to this class's identity.

     

    Rest of the set:

    Peaceful Hermit was made to complete the challenge of using Rush, Lifesteal or Poisonous.

     Flavor text:

    Blinding Vision - Asking a question is always a gamble. Sometimes you get the answer you want, sometimes you have to deal with the one you fear.

    Channel - When I'm finished gathering all my power, you're going to be sorry.

    Truesight - I SEE YOU NOW !

    Expanded Mind - It's big brain time !

    Impending Doom - Fate is like a boomerang: just when you think you've gotten rid of it, it comes back to smack you in the face !

    Stellar Protection - Watching the night sky is always a soothing experience.

    Fleeting Image - You are your own worse enemy. But the enemy of your enemy (that would be you) is your friend, right ?

    Sharp Eclipser - Whenever I see magic, I can't help it, I have to shoot something.

    Peaceful Hermit - Slow down, take a deep breath.

    Behold - Peering into the future isn't the hard part, it's coming back to the present after seeing so much.

     Thanks to everyone who took part in the discussion thread, it is good to see this much energy around this new competition. I hope people like my contribution and I can't wait to keep going !

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    Okay so I was going to post so I took a good look at my set and the thing is, there is too much card draw in there... So I'm reworking a few cards and I would like a quick review to make sure I'm not messing this up.

    Replaced cards:

    While I love this Impending Doom idea, I'm a little worried about making infinite recursiveness this early... Maybe it could be "At the end of your turn, add a copy of this to your hand" so Fatigue is still a problem. Truesight is a little more interesting this way and it ties in with the hero power. Stellar Protection I changed a lot but it wasn't a very good card to begin with so I like this new control tool better and it's a good payoff for the "draw and shuffle" mechanics of the class.

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    Sorry for double-posting, a lot of new ideas have been pitched since my last post and I felt it was better to keep reviews separate. I'm actually going to go in reverse order to make sure I comment on the latest versions of everyone's work.

    As a general note, I would like to remind everyone that numbers only show up on Hearthstone cards to represent Cost, Attack, Health/Armor/Durability or damage, as well as alongside certain keywords. If you are talking about a number of cards, tokens or targets, you have to write out the number. Please make sure that your cards follow this wording convention.

    @Noah_McGrath

    I'm going to be very blunt on your hero power question: I don't like hero powers that add cards to your hand. I especially hate it when you have to pay 2 mana to then spend another 1 or 2 mana getting the full value. So yeah I would advise against Vermintide. Verminous Valor is interesting but it can end up useless in a lot of situations. To combat that, I would make a lot of 1 or even 0 mana minions to allow the class to capitalize on it more often. You have a lot of token generators so that should work.

    Not much to say about your cards, except Artillery Support is really similar to Starfire so I think you should either make it a cheap version (maybe 3 mana deal 2) or an expansive version (maybe 8 mana deal 8) to differentiate. Warp Lightning is also a little weird since you don't have that many cheap cards.

    From your basic set, I get the impression of a slow mid-range playstyle rather than an aggressive swarm. Hopefully, that's what you're going for but then the flavor is a little off.

     @Ragnador

    I'm not a fan of your hero power. Not only is it essentially a 3 mana hero power, but you also have almost no specific synergy (hand size, hand buff, on play effect, etc...) to justify it. I've tried many variations on a minion summoning hero power and it's really hard because Paladin and Shaman have it pretty much covered. Two solutions I would advise are 2 mana "At the start of your next turn, summon a 2/2 Familiar" or "Summon a 2/2 Familiar. You can only have one." if you want to keep this effect. If the card generation is the important part, then make it a 0 mana token or a 1 mana hero power with a 1 mana token to keep the balance in line with other hero powers.

    Your cards are pretty cool but Curse of Youth is straight-up Subdue, Dual Potion is a cheaper Drain Soul and Mastering the Basics is a worse The Forest's Aid so I would either scrap them or add more variation.

    @B3ckemon

    I like your Rockscale Cod and Zangar Trout but Slitherin Mackarei seems out of place in a class that has just one damage spell. Maybe give it Stealth or Divine Shield ? I like that you only have 3 options rather than the 4 of Shaman but I'm a little on the fence with your hero power costing 2 for no immediate effect. Maybe you could make it 1 mana and bring down all fishes to 1/1s ?

    I like you new cards but I wish Fishing Rookie would pull a fish from your deck instead of thin air since you have a lot of synergy with that. Speaking of, this new batch has 3 new tokens in it, on top of the ones from the hero power. That feels like a lot so maybe consider moving some of these cards to later sets. Finally, it's more nitpicky but isn't it weird that a Koi Carp is bigger than a Muskie ? Almost as big a Calve ? Idk the flavor is a bit off on some of these numbers I feel.

     @Weston_Smith

    Man, I really don't love these hero powers that add a card to your hand. You should try to have all basic Sub-Weapons cost the same (0 in my opinion, or 1 mana hero power and 1 mana spells) for predictability. I like that they are all some sort of removal but I think it's a shame that the Dagger is obviously worse than the others. It creates a lot of "feels-bad" RNG. I would go with something like "Deal 1 damage" (Dagger), "Deal 1 damage to a minion twice" (Holy Water) and "Deal 1 damage to all minions" (Axe). That would put your hero power on the strong side but not quite broken in my opinion. You should also consider adding Spell Damage synergy, otherwise, what's the point ?

    Hunter's Whip is a straight-up worse Light's Justice and I know that's your intention but I don't think it's a great idea. Not only is it really boring, it requires synergy to be worth it. Which brings me to Leatherworker... This card text is busted, I'm not sure you can write a stat line that would make it fair. Weapon buffs are weird because most things are linear in Hearthstone (minion Attack, spell damage, healing, etc...) but weapons are multiplicative. The total damage you get is (Attack x Durability) and that can get really out of hand when you increase both at the same time. It also makes games really coin-flippy: if you play a weapon on 1 or 2 and a Leatherworker on 3, you basically snowball out of control and win on the spot ; if you miss one of the two pieces your deck is built around, your whole gameplan walls apart. Not much you or your opponent can do about it either. I would advise you to make Leatherworker buff only Attack or Durability. I also think you should be very careful with balance when it comes to weapons because they can easily slip to one slide into OP territory.

    Flick of the Wrist needs more weapons to function. I'm not even sure this effect can work in a class that doesn't generate weapons with it's hero power.

    Sidenote : How does a leatherworker improve your weapons ? Maybe that's a reference to the game you're basing this off of...

     @hist_arnold

    Right out the gate, I'm a little thrown off by the fact that so many tokens called "skeleton" that are actually different things. I'm also not sure of how applicable your hero power is. You do have a lot of synergy for it, which is good, but idk.

    Splintering Shard looks like a worse Umberwing in my opinion. Maybe bump it up to three skeletons so it's a little more varied ? Bone Armor also looks really weak. Either reduce the cost of up the damage. Otherwise, I find your set really solid and it does fell like a basic set. Maybe that's why I'm not super hyped by it but honestly staying simple is a great strength and should be encouraged in a basic set. Well done !

     @MvonTzeskagrad

    Cool hero power but the Hero Power part should have its own line. The thing I find a little problematic is that the wording means using Through Space but not Through Time in a turn means you're stuck with only 1 hero power trigger the next turn. The flavor is also a little lacking. Why does Space damage the enemy hero ? Why does Time restore Health ?

    Your cards are interesting but I think you shouldn't shove so many hero power synergies right away because they require more lines to explain and you and up with to many cards at 3 or 4 lines for the basic set. Also Rewind I don't understand. Does it go back to the first or second hero power ? One is "Through space" and the other "And Time" but Rewind says "Through Time"... 

    @Shatterstar1998

    Your hero power is interesting (well done, I'm not a fan of card generating hero powers) and looks really powerful. Stoneclaw Totem is arguably the best result for Shaman's hero power and yours is really consistent, with a lot of specific synergy on top. Maybe you could make the Apprentices 0 mana 0/1s ?

    I'm wondering if Self Defense Training triggers twice on minions that both cost 0 and have 0 Attack. I'm also unsure of what you plan to do with revealed cards. Hand information isn't that valuable and revealing cards is actually an upside for your class so keep that in mind when you balance such cards. Finally, I'm too aware of Freeze Mage to not warn you about the balance of Arcane Sidekick. Spell Damage is usually balanced as worth 1 stat point BUT it's gated behind mana cost with a 2 mana for 1 Spell Damage ratio. The idea is that Spell Damage can stack and get out of hand if it's not properly costed. Cheap Spell Damage is especially problematic because you can combine it with a lot of spells. New cards push these boundaries but for a basic set, I would advise rebalancing this one to cost 2 or change the keyword.

    For your showcase cards, I think Orc apprentice is great but Bonus Payment covers themes the former already covers and Arcane Sidekick isn't really representative of the class since it's your only Elemental and you don't have that many damaging spells. I would include Self Defense Training and Magnifying Glass.

    @Ozymandias

    Dredger Servant seems really strong, especially with your hero power on 2. Think back to Small-Time Buccaneer. I would drop it to 1 Health to make it fairer. Crimson Knight is really a better Bloodworm, which is fine in terms of balance but quite boring, I would change the stats up a bit. Same thing for Infuse and Lightforged Blessing. Nice rework on Sun Blast !

     @Artimex723

    Your hero power is kinda weird but it can work out with the right synergies. Your cards seem great but most of them are too complicated. I would advise moving some of the four-liners to the initiate set or simplifying their design. Venthyr Assassin could easily read "Poisonous. Battlecry: Deal 1 damage." In Eternal Atonement, going from "Change" to "Set" should bring it down to 3 lines. Maybe only keep the debuff effect for Sinful Brand ? Overall, I like your set.

     I'm sorry for everyone left out but it's been a slog and I have a lot to do beside this contest. Cheers !

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    I'm feeling pretty good about my current set so here are the showcase candidates I have for The Seer :

    I like this mix because it showcases the class' strong ties to card draw, the end of turn synergy and the control playstyle. What do you think ?

    Here are also a rework of Expanded Mind and a new card to replace Riptide Seer which will be moved to the Initiate set as part of the Murloc synergy that will be included there.

    With these, half of my basic set is composed of spells worth 2 or less mana, which is important to me for the hero power to function properly. It will get a synergistic keyword in initiate so cheap draws should be enough for now.

    Portrait and Hero Power :

    Rest of the set :

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    Thank you @McF4rtson and @Ragnodor for your feedback ! I was bound to make a stupid mistake like including Silence in the Basic set... Well at least it's easy to fix, I'll just move the cards to Initiate and replace them with new ones. For Channel and Expanded Mind, I'm completely reworking them. While I enjoy combo decks, I don't want to end up making a pure explosive burn archetype for this class. So, I'll try to provide combo cards that don't involve direct damage. Finally, I want to keep Star Seeking at 3. I know that it looks like a worse Arcane Intellect but not only does the class have access to card draw with its hero power, I want to introduce end of turn trigger synergy in the likes of Drakkari Enchanter.

    Here are my 4 new cards :

    Now onto review duty ! Side note : can you people post new versions of cards instead of editing your old comment ? It makes it easier to track the evolution of a card and avoids making comments irrelevant in the future.

    @Ozymandis

    Your hero power is interesting but it might put a little too much stress on the hero's health. Make sure to include good healing options in your class. You should also word it in a way that makes it cear hero Attack goes away at the end of the turn.

    I would put Crimon Sacrifice's effect on a minion and bump up the cost to at least 8, otherwise it's going to be a huge problem. Bloodwalker is a little unclear, I would word it as "This minions loses Attack before it loses Health". Crimson Blast is a cool design but I would tie it to burn because that's just too easy to abuse.

     @Artimex723

    Hard to evaluate anything without much information on the class but I'd say you need to be careful with permanent Attack (capital A) debuffs as they can often be synonymous with completely removing a minion from the field. I would just remove the Silence and go with a more straight forward effect.

     @AnarchistMurloc

    Your hero power is nice and simple but I think you need a little more if you plan on adding a ton of synergy for it. For one thing, I'm not a fan of class that utilize both Armor and healing as the two pretty much contradict each other. I also think that hero power refresh synergy works much better with a 1 mana hp or one that have flexible effects. I might go with 1 mana "Restore 1 Health" or "Gain 1 Armor" tho I find the later a little rigid.

    I'm gonna assume that Submerged is based on LoR's Depth. While adapting ideas from another card game into Hearthstone is pretty cool, I'd like to remind you that LoR has 40 cards decks when Hearthstone has 30 so I would adapt the number of cards below which Submerged is triggered (probably to 10). Also, I gotta say that this looks a lot similar to the Seawitch concept that won a competition not long ago. I would advise you look into it to make sure you aren't stepping on too many toes, and even consider reflavoring your class.

    Your hp synergy cards look great but as it stands the archetype is a little one-dimensional for the reasons I outlined above.

    Armor synergy is interesting and something that we don't see much of in Hearthstone. That said, you still have a lot of mechanical conflict with the hero power's healing.

    Giant sea monsters are cool but Couatl Goliath's drawback is far too easy to ignore. That makes it a super powerful tempo play for any Aggro or Mid-Range deck.

    @JoshoPrime

    Right out the gate, I would like to say that, while cheating mana is a fun concept, it can be easy to overdo it. Just something to keep in mind in the future.

    Some of your cards seem to be on the complex side so I would advise moving more convoluted ideas for the Initiate set. Also consider adding Mech synergy as you seem to have a lot of those.

     @McF4rtson

    I like you concepts a lot ! I think you should push it a bit with weapon buffs, especially beyond just stat increases.

    I'd like to see what your class can do beyond weapon synergy tho. I would assume that it leans on the control side based on what's available right now but you could go a more aggressive direction.

     @CakeEater

    Nice hero power ! Maybe you could rebrand this as a gambler ? Magician sounds really similar to Mage...

    Your cards look great but there are spaces in weird places... Maybe this is a formating issue. Either way, I'd like to see more of your class !

     @B3ckemon

    Nice flavor you got there ! It's cool to see a less serious concept for once :)

    Your hero power is interesting but the variance on it is quite problematic. Sometimes it's a literal waste of 2 mana, sometimes you'll draw 5 fishes in a raw and overwhelm your opponent. I would either have the fishes go to your hand or to the top of your deck to mitigate that. I'm also not a fan of the Shaman-esque design but I think you're close to something great. In my opinion, it would be better if each fish was different but had a similar purpose. For example, you could have four fishes that help a tempo or control gameplan. This way, the randomness adds variety without making the game all about high and low rolls.

    For the cards themselves, they look good to go. Goldie Friend should probably be a Beast tho. I'd love to see more !

     

    Posted in: Fan Creations
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    posted a message on Custom Class Competition #7 -- Discussion Thread | Week One

    Hey everyone ! I'm super hyped for this competition and have been brewing something for a few days now. Here is my first draft :

     

    Introducing : The Seer ! This class is all about planning ahead, drawing cards and controlling the flow of the game. Glimpse is meant to open a lot of new synergies, with things like with Keli'dan, the Breaker as well as shuffling and hand size. I also want to introduce a few new ideas for card design in Hearthstone but I'm trying to keep it pretty tame for the basic set.

    Card draw is a strength of this class so I wanted to start with a couple staples. I don't want to overdo it though, because of the hero power. They also both showcase the 'end of turn' theme of the class. To know the future, you must give up acting in the present.

    This class is built toward a control playstyle and these cards are meant to help that. Not much to say about them, though I wanted to go beyond 'deal X damage' or 'restore X Health'.

    I decided to use Silence as a core keyword for the class. In my opinion, it is pretty underutilized in Hearthstone and I see a lot of potential for it. Of course, it's really fun to play against which might explain the lack of cards printed with it but gameplay isn't really a concern here.

    Finally, I gave the class combo tools to allow for a more proactive style of decks. It's a playstyle I personally love and it makes sense for a class that wants to consider its every move.

    So what do you think ? Is there a card that feels out of place ? Did I make a big balance mistake ? Let me know !

    Posted in: Fan Creations
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    posted a message on When will there be another custom class competition?

    Great news ! I must admit, I quit the game as well because of the monetization but I'm still very engaged in the design of cards. I'll start thinking about a concept. I have ideas for a DK but I assume we won't be able to enter WoW classes... I'm excited to create a hero power and keyword as well !

    Posted in: Fan Creations
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    posted a message on When will there be another custom class competition?

    Well you can mark me as interested ! I don't think we'll see dozens of submissions like older competitions but there seem to be a good number of regulars here.

    Posted in: Fan Creations
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    posted a message on [POLL] Idea for Hearthstone - Loot Cards

    I'm pretty sure everyone knows card packs are a gamble.

    Loot boxes with cosmetics is one of the reasons I stopped playing Overwatch. The game just tries so hard to convice you that cosmetics are a reward. I see nothing wrong with games selling nothingness but at least don't shove it in my face.

    Also I would be super upset if the base value of card packs dropped down for no good reason. Hearthstone has a robust cosmetic system, WoW, HoS and Owerwatch as well. "Rewarding" players of one game with cosmetics of another makes no sense. If I wanted cosmetics from a game, I would at the very least play that game.

    Posted in: Fan Creations
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    posted a message on Custom Keyword: Rooted.

    Interesting design but I think a better execution of this idea would be to make a hero card or a completely new card type (terrain ?). The thing is, minions is Hearthstone are designed with the intent that they come and go on the board. Most spells are also designed around that ethos, especially removal spells.

    The closest thing to a permanent minion in Hearthstone are minions the go dormant as a deathrattle but even then it take resources out of your other cards to bring them back and they can be temporarly dealt with or even silenced.

    Then there are hero cards and a few quest rewards that have a permanent effect that your opponent can't interact with. I think this is the place to go if you want to make a permanent effect.

    As for a new card type, terrains could be interesting in Hearthstone but making up a new card type is more work. You'd have to explain how they work and distribute them across the 10 classes. I also don't think that terrains would really accomplish more than hero cards in Hearthstone and while it's a card type that exists in many card games, it's usually pretty integral to the design and not an added mechanic.

    Finally, I think it's obvious but I'll spell it out : this card has a busted effect. Cost reduction is one of the most broken mechanics in Hearthstone and card draw is also very powerful. I mean, at least with 2 additional cards each turn you might burn some (although not if they all cost 1 to play) and you'll reach fatigue pretty fast so there's that but Mira's Unstable Element is a very good card that litterally draws too much. I'm also not much of a fan of cards with so many different effects. I think Hearthstone cards are at there best when they have a sigular but polished and interesting effect that can be combined with others. Less is more if you will. It's taste rather than a rule tho.

    Posted in: Fan Creations
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