Doesn't matter. Explosive Trap kills everything either way. Period.
ABSOLUTELY incorrect. Attacking with the Witchwood Imp into the Hench-Clan Burglar before playing any of the cards he had in hand at the time (Voidwalker, Witchwood Imp and Arch-Villain Rafaam) would've buffed the Argent Squire's Health to 3, that was lethal on the spot. However Viper did not know which secret it was, obviously. He chose to give himself a better chance against Misdirection and COMPLETELY disrespected Explosive Trap by playing not only the Voidwalker but also Witchwood Imp, which by the way was lethal the very next turn as Hunterace's deck did not run any copies of Fan of Knives. (I might be wrong on that one so if I am please do correct me but I remember hearing the casters say that.) Worst case scenario, it is Misdirection and the Argent Squire didn't attack face. VIper could've just played the other Witchwood Imp and win the next turn unless some other shenanigans happen. That was a huge misplay and cost him the title but I think it's very understandable to brain fart under such immense pressure.
Flavor text
: "So you're telling me you accepted a heart transplant from a shady looking old woman in the middle of a haunted forest."
Idea behind the card
:
Inspired by the Monster Hunt boss,
Glinda Crowskin
,
Glinda's "Gift"
offers you great power, almost "forcing" your opponents to trade into your minions, at a great price.
Life Tap
only dealing 1 damage,
Pit Lord
only dealing 3 damage, paying half the Health cost with
Chittering Tunneler
and such. Warlock has a lot of very powerful cards that inflict damage to your hero as a drawback.
And not only your own cards,
Glinda's "Gift"
halves damage deal to your hero from
all sources
, including enemies.
But make sure you built your deck to keep you alive consistently and on the board consistently, losing your minions AND Health is a great disadvantage you'll have to try to mitigate with healing such as
Lesser Amethyst Spellstone
,
Siphon Life
or even minions, that other than healing your hero, also keep you on the board and your Trial card active, like
Reno Jackson
,
Shroom Brewer
or even
Deathweb Spider
. You probably don't want to have too many high Health minions on the board at the same time because a clear that normally wouldn't deal any damage to your hero, like
Twisting Nether
, might actually just kill you!
Plus, don't forget that when your last minion dies, you're gonna take full damage because
Glinda's "Gift"
's effect will be disabled.
Each point of damage might be the difference between winning or losing the match.
I tried creating a card that could push Warlock in a different direction than the one we're used seeing, maybe even spotlight some very old cards that never had their chance to see play.
I'm not sure if I did a good job conveying that feeling, but I definitely tried.
@Pryce_Permafrost: Not sure, really, i like it, but i can't decide if it's really strong or really weak. In zoo you don;t really care about damage on your hero so there won't be any reason to play it, in control you want beefy minions which will eventually kill you if they die.
I intentionally designed the card in a way that'd push players to build their deck in an unusual way. It's not very promising in already existing decks, for the reasons you already mentioned. I want it to be something that makes you build your deck in a weird, different way rather than just be something you add to Zoo, Control, Cube or whatever deck. "How much healing do I want to make up for my minions damaging me, what's a good balance? Does this make cards like Chittering Tunneler or Pit Lord any better?" That last question in particular was kinda ruined by removing the Immunity from my card, but eh... I guess I could change it to Round down the damage if it feels that weak. I'm not sure.
I'm not saying I did an amazing job inspiring that feeling but I'm trying.
edit: oh, BTW, you may want to put the WW emblem on both cards, and the silver dragon on the burden
If you want to be truly accurate, everyone should be using the "Fables" watermark under the Custom section - the book. All of the original Trials I made use that one, because it's the watermark used for my expansion. That would technically be the "correct" one to choose :P
Well, your original idea was to "defeating one's personal demons and tackling adversity". My card specifically is something more along the lines of "Why hello there, Gul'dan. I heard you like power." And bam, that's what you get for trusting shady looking old women in the middle of a haunted forest. The Witchwood watermark seems more fitting, don't you think?
@Bryce_Permafrost: it looks way better now. I would’ve liked to maintain the trial’s text at 4 lines max, but I guess you can’t have everything. I did, however, think of a change that will solve that problem and still maintain the Immune mechanic. For the trial: “Start of Game: While you control a minion, your hero is Immune. Burden: Brainwashed.” And for the burden: “Your minions can't have Stealth. Whenever your last minion dies, take thrice its stats as damage.” or something along those lines. That way, you can keep the Immune mechanic, since the damaging trigger happens when you have no minions! I’m not saying this should be the final card (you may want to fiddle with the burden’s damage a bit more) but the idea is there. What do you think?
edit: oh, BTW, you may want to put the WW emblem on both cards, and the silver dragon on the burden
Eh. I don't know. Thing is... Immunity, while it feels stronger and matches the flavor better, would mean bringing back the "Your minions can't have Stealth" part. Which feels clunky and, honestly, kind of a stretch to me.
I did think of a similar Burden change as well but... I don't know, I didn't really like it. It could be abused by playing your weakest minion last (Against AoE removals), hide them behind high Health taunts and such. I don't like the idea of being able to make the Burden less impactful than it should be. I would prefer it to be something that tells the player "Alright. So you get this awesome super strong buff for the entire game, but it has a price/it might backfire."
I'll still try to figure out a way to make the Immunity version work without it being too confusing or counter-intuitive but as for now, I think I'll stick to just halving the damage. It's straight forward and even though it's weaker, the burden also isn't as bad because if a minion dies while you control another one, the damage you take it's also gonna be halved. So it kinda feels similar to your idea? You take double the damage if it's your last minion.
As for the "cosmetic" changes, good call! But... I... did put the silver dragon on the Burden token? I can see it, I'm confused.
I really wanna thank all of you for your feedback, much appreciated.
Looks like the two major problems with the previous version of this card were the wording being too clunky and Immunity being a tricky mechanic to balance. I d agree with some of your opinions so I decided to change my card to what you see now.
You've noticed I removed the part stating your minions can't have Stealth. The reasoning behind the change is that the card is clearly much weaker. While Immunity can instantly win you the game, only reducing the damage does not in most cases. Also, most Stealth minions have really low Health and can easily be destroyed by removals that don't rely on targeting minions. Of course, this does not apply to decks that don't have the right tools to deal with untargetable minions. Thing is... those decks would most likely be aggro or even midrange decks. You want to clear the board against those. Almost every board clear available to Warlock also deals damage to your own minions.
Could you build a deck based on buffing your Stealth minion's Health, that's not complete garbage, as Warlock? I mean... probably not, right? And even then, all that effort wouldn't win you the game, unlike Immunity.
What do you guys think? Just to be clear: I'll leave the previous version of the card below.
@Demonxz95: I think that this is definitely on the right track, but the drawback outweighs the benefit most of the time imo. This seems focused for more of a big spell mage where you can consistently drop a huge boardclear spell, but eventually this is going to slow you down and you'll run out of spells. Maybe make it so there's a drawback specific to spells, like one spell per turn, or spells cost more? As for the AI one, it's fun, but not viable :/
@CecilHoshino: I like this one, but it seems too powerful. Unexpected Results being about a 4 Mana 10/10 on average is way too strong, since mage has some alternative removal/burn like Blazecaller and Meteorologist and can take advantage of. I'd say bump it down to 2 or 3, whichever seems more right.
@Shatterstar1998: The effect seems very powerful, since at worst you break even, and at best you essentially get a 0-Mana Polymorph. In terms of just mana value, you're always gaining one mana in value each turn, so this has no real downside. Lightwarden is a great token flavor-wise, but I think the drawback should be something bigger, like a maybe a 2/3 or 3/3 so the effect is less valuable for you.
@Noah_McGrath: Raiding Time is insanely broken because of usage against friends and such, and it's a mechanic that shouldn't and won't exist in game. Dark Lady's Call is interesting, but it feels more Priest than Hunter to me. The main problem I have is that while the flavor of summoning your opponent's dead is spot-on, it's lacking mechanically, since you don't get any extra Deathrattle synergy from it. It might be better to just summon a 1/1 with a minor deathrattle, like a Fiery Bat type card, than an actual copy. Vow of Silence is pretty cool, and I think it's a great way to promote a very all-or-nothing aggressive Silence Priest, and I like the best of your ideas.
@Fortify: I'd word it as "Start of Game: Your non-Rogue spells have Spell Damage: +1" and "Your Rogue spells have Spell Damage: -1." The card itself is pretty specific to getting Lilian Voss or something similar, and thus it seems a bit weak. Maybe make it a more general effect, like a cost change to all class cards, Rogue or not?
@waterwalker: I like the concept a lot, it's very flavorful and tells a story which is good for this contest. The upside you chose is very cool, and it actually lets you experiment with a Deathrattle Rogue, which I think is very well played on your part.
@linkblade91: I'd make the Burden focused around your Armor as well, maybe that your minions have -2/-2 while you have no Armor, that way your opponent has an easier way to keep you from snowballing.
@Turkeybag: That seems like a very harsh downside, I'd consider making it so the Hero Power costs more, that way it can still be used, but it gives the flavor of your hero stealing healing from your minions and lets you heal in a pinch.
@ffinderous: My only concern is that you have to play a 29-Neutral deck to make this card work, and there's no way to get cards from your opponent's class that way. Getting a random hero is not worth ruining a big portion of your deck like this. Maybe make the Burden only active while you're part of the other class?
@Pryce_Permafrost: I like the card, but all the text on the burden is very clunky. I'd reword it as "Your minions can't have Stealth. Whenever one dies, your hero loses Health equal to half its Health [i](rounded up).[/i]" That fits in four lines in Hearthcards, and it gets the point across much more efficiently.
@DestroyerR: I like this card a lot, but I think it's actually pretty weak. 5 is a lot of damage, and if you care about having lifesteal spells, you're likely to only have a few minions on the board at any given time. I'd change it to non-minion damage, so it affects your Life Tap, weapons like Blood Fury from Lord Jaraxxus, and the Burden itself.
@Xetrov: Both of the Mage ones seem way too extreme, with the first one you either win by like turn 3 or you just lose all of your mana and die, with the second one you only have 8 total draws before you die, which is not enough time to pull off a full combo or really take advantage of those cards. The Paladin one seems alright to me, but the flavor behind it seems off, why does you being injured buff your minions? If you can justify the concept of the card, though, I think it would work fine.
I've decided to scrap my old card since I couldn't make it work like I wanted it to, this is what I'm thinking now:
This lets you tutor out multiple copies of cards and sift through your deck at turbo speed, but it's hard to abuse since a.) you can't hold on to the card you draw for later and b.) you can't use it to combo off with Shudderwock since you lose the copies at the end of the turn. Any card in your hand that wasn't drawn either via mulligan or at the start of one of your turns is fair game for discard, so anything you Grumble/Zola/Brew back won't stay, along with Fire Fly tokens and Hagatha spells. One fun interaction is that based on the trigger order, discard from Fleeting Foresight would happen before draw from Mana Tide Totem/The Lich King, so you can still run some sneaky card draw at the end of your turn.
Thanks a lot for your help with the wording. I decided to still leave the "(Ignores Immunity.)" par because even though it does look clunky, I feel like it would be counter-intuitive otherwise.
As for your new card idea, I really like it. Card draw is extremely potent but this card really requires some hard thinking and specific deckbuilding, which are always welcome. Though it would actually be too hard to find the right place for this card, I think it's actually what makes it great. I like weird cards with the potential of creating new archetypes. Nice.
Too many lines on that burden. Maybe change it to taking damage equal to the minion's attack, to shorten the text. This also seems op. Warlock can (at least in wild) generate a ridiculous ammount of tokens. Plus after he uses the hero card, good luck trying to destroy those voidlords while he heals up with the hero power.
Eh. I don't like your suggestion. It's kind of you to share your thoughts but I feel like changing the way the card works JUST to shorten the text is beyond ridiculous. Also, I don't really understand what you mean by "tokens". If you're playing a Control deck you don't really want to floor your board with cheap token minions. If you're playing zoo, i don't think you really want this card, sure Immunity is nice and all but it's not like there are THAT many match ups where your opponents doesn't want to trade anyways, you'll just help the majority of opponents to also kill you while taking over the board. Lastly, you mention Bloodreaver Gul'dan resurrecting Voidlord. I did think about that and my reasoning is that, if you can't deal with Voidlord you probably lost in the first place. Immunity or not. The only archetypes I can see really suffering from this are OTK decks and honestly I wouldn't mind that too much. It's no secret there are polarized match ups in Hearthstone already, most of which are OTK against Control.
But perhaps it's not punishing enough when your opponent CAN clear the board. I'm thinking of changing the Burden so that your hero takes full damage based on the minion's Health, instead of just half. That might make it more balanced. Though it might feel bad to straight up die because your opponent cast a board sweep like Twisting Nether, maybe it's for the better. it might make building a deck around Glinda's "Gift" more interesting.
Any thoughts? I had a few other ideas for the Burden, like "Whenever a friendly minion dies, discard a random card from your hand/deck." But it felt too weak. Or having a fixed number for the damage dealt to your hero, like 2 or maybe 3. But then it'd most likely feel unfair to deal with high Health minions. I also wouldn't want it to be an instant win against decks that have no removal for Stealth minions.
This is the version I liked the most for now. Feedback is very appreciated.
Hmmmm... I’ve always disliked cards that use a super-niche mechanic to work around an inconvenient interaction. The “ignores Immunity” part is an example. Immunity isn’t meant to be bypassed, it’s an ingame mechanic!
I see your point. And I have to agree, it hurt me to have to add that part to the text, but it simply felt like I had to.
I'm pretty sure a lot of people would be confused as how can your hero by damaged if it's Immune, it's more of a clarification rather than "a mechanic". Sure, it's not meant to be bypassed, but that's one thing I find fun about custom card: Experimenting with new ways to interact with an already existing mechanic.
I do appreciate your opinion, but I can't come up with a better wording to make it clear to people that your hero would be damaged even though it's Immune. Any ideas?
Any thoughts? I had a few other ideas for the Burden, like "Whenever a friendly minion dies, discard a random card from your hand/deck." But it felt too weak. Or having a fixed amount of damage dealt to your hero, like 2 or maybe 3. But then it'd most likely feel unfair to deal with high Health minions. I also wouldn't want it to be an instant win against decks that have no removal for Stealth minions.
This is the version I liked the most for now. Feedback is very appreciated.
Clarification: While choosing which card to shuffle, both players will not be able to see their opponent's hand, it'll stay face-down as usual.
Even after the cards have been shuffled, they will still appear as face-down for the player who stole them. Meaning the player will only know if the card is playable (In which case the card will have a green border.) or not (Because you don't have enough Mana or whatever other reason.)
Think that card your opponent has been holding for the whole game is their, say,
Malygos
? You could try to steal it. But what if it's not? What if your opponent has tricked you into thinking it is? What if it backfires? There's only one way to find out.
No. Team 5 just takes a ridiculous amount of time to realize they've made a mistake, especially when it comes to Wild mode.
I suggest you stop jumping to the conclusion that when something "bad" happens, there must be some dark scheme for world domination we don't know about. It's likely to become an extremely unhealthy habit, as shown by some people.
2
ABSOLUTELY incorrect. Attacking with the Witchwood Imp into the Hench-Clan Burglar before playing any of the cards he had in hand at the time (Voidwalker, Witchwood Imp and Arch-Villain Rafaam) would've buffed the Argent Squire's Health to 3, that was lethal on the spot. However Viper did not know which secret it was, obviously. He chose to give himself a better chance against Misdirection and COMPLETELY disrespected Explosive Trap by playing not only the Voidwalker but also Witchwood Imp, which by the way was lethal the very next turn as Hunterace's deck did not run any copies of Fan of Knives. (I might be wrong on that one so if I am please do correct me but I remember hearing the casters say that.)
Worst case scenario, it is Misdirection and the Argent Squire didn't attack face. VIper could've just played the other Witchwood Imp and win the next turn unless some other shenanigans happen.
That was a huge misplay and cost him the title but I think it's very understandable to brain fart under such immense pressure.
0
Well, yeah. You can still play it though. Sometimes it's better than passing even if it's not great tempo.
2
The more Murlocs the better.
This one is nice, if you play it on turn 1 you can always play the Lackey on 2.
4
Omega Devastator is really exciting, especially considering Omega Assembly and Delivery Drone.
9
Flavor text : "So you're telling me you accepted a heart transplant from a shady looking old woman in the middle of a haunted forest."
Idea behind the card :
Inspired by the Monster Hunt boss, Glinda Crowskin , Glinda's "Gift" offers you great power, almost "forcing" your opponents to trade into your minions, at a great price.
Life Tap only dealing 1 damage, Pit Lord only dealing 3 damage, paying half the Health cost with Chittering Tunneler and such. Warlock has a lot of very powerful cards that inflict damage to your hero as a drawback.
And not only your own cards, Glinda's "Gift" halves damage deal to your hero from all sources , including enemies.
But make sure you built your deck to keep you alive consistently and on the board consistently, losing your minions AND Health is a great disadvantage you'll have to try to mitigate with healing such as Lesser Amethyst Spellstone , Siphon Life or even minions, that other than healing your hero, also keep you on the board and your Trial card active, like Reno Jackson , Shroom Brewer or even Deathweb Spider . You probably don't want to have too many high Health minions on the board at the same time because a clear that normally wouldn't deal any damage to your hero, like Twisting Nether , might actually just kill you!
Plus, don't forget that when your last minion dies, you're gonna take full damage because Glinda's "Gift" 's effect will be disabled.
Each point of damage might be the difference between winning or losing the match.
I tried creating a card that could push Warlock in a different direction than the one we're used seeing, maybe even spotlight some very old cards that never had their chance to see play.
I'm not sure if I did a good job conveying that feeling, but I definitely tried.
0
I intentionally designed the card in a way that'd push players to build their deck in an unusual way. It's not very promising in already existing decks, for the reasons you already mentioned. I want it to be something that makes you build your deck in a weird, different way rather than just be something you add to Zoo, Control, Cube or whatever deck. "How much healing do I want to make up for my minions damaging me, what's a good balance? Does this make cards like Chittering Tunneler or Pit Lord any better?" That last question in particular was kinda ruined by removing the Immunity from my card, but eh... I guess I could change it to Round down the damage if it feels that weak. I'm not sure.
I'm not saying I did an amazing job inspiring that feeling but I'm trying.
Well, your original idea was to "defeating one's personal demons and tackling adversity". My card specifically is something more along the lines of "Why hello there, Gul'dan. I heard you like power." And bam, that's what you get for trusting shady looking old women in the middle of a haunted forest. The Witchwood watermark seems more fitting, don't you think?
0
Eh. I don't know. Thing is... Immunity, while it feels stronger and matches the flavor better, would mean bringing back the "Your minions can't have Stealth" part. Which feels clunky and, honestly, kind of a stretch to me.
I did think of a similar Burden change as well but... I don't know, I didn't really like it. It could be abused by playing your weakest minion last (Against AoE removals), hide them behind high Health taunts and such. I don't like the idea of being able to make the Burden less impactful than it should be. I would prefer it to be something that tells the player "Alright. So you get this awesome super strong buff for the entire game, but it has a price/it might backfire."
I'll still try to figure out a way to make the Immunity version work without it being too confusing or counter-intuitive but as for now, I think I'll stick to just halving the damage. It's straight forward and even though it's weaker, the burden also isn't as bad because if a minion dies while you control another one, the damage you take it's also gonna be halved. So it kinda feels similar to your idea? You take double the damage if it's your last minion.
As for the "cosmetic" changes, good call! But... I... did put the silver dragon on the Burden token? I can see it, I'm confused.
Thanks for your feedback. It means a lot to me.
0
I really wanna thank all of you for your feedback, much appreciated.
Looks like the two major problems with the previous version of this card were the wording being too clunky and Immunity being a tricky mechanic to balance. I d agree with some of your opinions so I decided to change my card to what you see now.
You've noticed I removed the part stating your minions can't have Stealth. The reasoning behind the change is that the card is clearly much weaker. While Immunity can instantly win you the game, only reducing the damage does not in most cases. Also, most Stealth minions have really low Health and can easily be destroyed by removals that don't rely on targeting minions. Of course, this does not apply to decks that don't have the right tools to deal with untargetable minions. Thing is... those decks would most likely be aggro or even midrange decks. You want to clear the board against those. Almost every board clear available to Warlock also deals damage to your own minions.
Could you build a deck based on buffing your Stealth minion's Health, that's not complete garbage, as Warlock? I mean... probably not, right? And even then, all that effort wouldn't win you the game, unlike Immunity.
What do you guys think? Just to be clear: I'll leave the previous version of the card below.
0
Thanks a lot for your help with the wording. I decided to still leave the "(Ignores Immunity.)" par because even though it does look clunky, I feel like it would be counter-intuitive otherwise.
As for your new card idea, I really like it. Card draw is extremely potent but this card really requires some hard thinking and specific deckbuilding, which are always welcome. Though it would actually be too hard to find the right place for this card, I think it's actually what makes it great. I like weird cards with the potential of creating new archetypes. Nice.
0
Eh. I don't like your suggestion. It's kind of you to share your thoughts but I feel like changing the way the card works JUST to shorten the text is beyond ridiculous. Also, I don't really understand what you mean by "tokens". If you're playing a Control deck you don't really want to floor your board with cheap token minions. If you're playing zoo, i don't think you really want this card, sure Immunity is nice and all but it's not like there are THAT many match ups where your opponents doesn't want to trade anyways, you'll just help the majority of opponents to also kill you while taking over the board. Lastly, you mention Bloodreaver Gul'dan resurrecting Voidlord. I did think about that and my reasoning is that, if you can't deal with Voidlord you probably lost in the first place. Immunity or not. The only archetypes I can see really suffering from this are OTK decks and honestly I wouldn't mind that too much. It's no secret there are polarized match ups in Hearthstone already, most of which are OTK against Control.
But perhaps it's not punishing enough when your opponent CAN clear the board. I'm thinking of changing the Burden so that your hero takes full damage based on the minion's Health, instead of just half. That might make it more balanced. Though it might feel bad to straight up die because your opponent cast a board sweep like Twisting Nether, maybe it's for the better. it might make building a deck around Glinda's "Gift" more interesting.
Thanks for your feedback.
0
I see your point. And I have to agree, it hurt me to have to add that part to the text, but it simply felt like I had to.
I'm pretty sure a lot of people would be confused as how can your hero by damaged if it's Immune, it's more of a clarification rather than "a mechanic". Sure, it's not meant to be bypassed, but that's one thing I find fun about custom card: Experimenting with new ways to interact with an already existing mechanic.
I do appreciate your opinion, but I can't come up with a better wording to make it clear to people that your hero would be damaged even though it's Immune. Any ideas?
0
Any thoughts? I had a few other ideas for the Burden, like "Whenever a friendly minion dies, discard a random card from your hand/deck." But it felt too weak. Or having a fixed amount of damage dealt to your hero, like 2 or maybe 3. But then it'd most likely feel unfair to deal with high Health minions. I also wouldn't want it to be an instant win against decks that have no removal for Stealth minions.
This is the version I liked the most for now. Feedback is very appreciated.
14
It's even worse than that: it contaminates the random Mage spells pool.
6
Clarification: While choosing which card to shuffle, both players will not be able to see their opponent's hand, it'll stay face-down as usual.
Even after the cards have been shuffled, they will still appear as face-down for the player who stole them. Meaning the player will only know if the card is playable (In which case the card will have a green border.) or not (Because you don't have enough Mana or whatever other reason.)
Think that card your opponent has been holding for the whole game is their, say, Malygos ? You could try to steal it. But what if it's not? What if your opponent has tricked you into thinking it is? What if it backfires? There's only one way to find out.
2
No. Team 5 just takes a ridiculous amount of time to realize they've made a mistake, especially when it comes to Wild mode.
I suggest you stop jumping to the conclusion that when something "bad" happens, there must be some dark scheme for world domination we don't know about. It's likely to become an extremely unhealthy habit, as shown by some people.