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    posted a message on 5 new cards- 4 of them for rogue

    I really like Yogg-Saron, its a neat card.  Its very powerful stat wise, and effect wise if it can go off.  Control warriors would burn as much removal on him as they need.  It would make your opponent think about actually USING a few cards instead of just hording 10 cards every turn, even if it is just to remove him.  Sad to think its effect would rarely ever work. 

    Posted in: Fan Creations
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    posted a message on Shadow Priest Custom Cards

    A few of these are really powerful.   Some thoughts

    Conjure Shadow Bomb:  Its all RNG, which is never fun, you either never draw this and it has no effect, or you draw it really soon so its a 3 mana deal 10 damage to the enemy her.  Its also far too much like the warrior legendary.  Yes, its probably themed after it as its the same mechanic, but you could easily change the card to be a little different.  

    Example  Conjure Shadow Bombs :  Shuffle 5 Shadow Bombs into your opponent's decks.  When Drawn, they explode for 2 damage.  (Shadow bomb:  When you draw this, it explodes. You take 2 damage and draw a card. )   This keeps it far more consistent.  You will almost always get SOME value out of this card, and will almost never fizzle and do nothing.   It would also be hilarious when your opponent draws them with spell damage on the board to deal more several times :)

    Dark Mirrors.  Oh jeeze....use this on a Twilight Guardian and its basically GG.   Maybe cost 5?  Or cost 3 but only summon 1 copy?  Or make the copies die at the start/end of your next turn. 

    Mind Shatter.  At first I really liked this card. Except I'm pretty sure the downside would never actually happen.  I know combo's are a big thing in this game, but just looking at this card, you could wait until turn 10.   Then summon a bluegill warrior, then use two mind shatters and charge for 18 damage on turn 10.   Tho I guess its not as bad as  Leeroy, Power overwhelming Facless for 20, so I guess its ok. 

     

    Posted in: Fan Creations
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    posted a message on RELEASE THE GIANT DARK COLORED KRAKEN!!!!!!!!!!!!!!

    10 mana cost cards are generally restricted to very important figures in WoW.  Varian is the leader of the alliance and one of the most powerful warriors around.  Deathwing is...deathwing.   Sea giant is never meant to be played at 10 mana.  Even the Aspect Dragons are 9 mana, so probably make this guy 8 or 9 and balance him accordingly.  Take a look at the north sea kraken, who is 9 mana battlecry deal 4 damage. 

    I would make this guy a 9 mana 7/7  with battlecry : Deal 2 damage to all enemies and freeze them.  It's a concentration and buffed frost nova on a stick.   A 7 mana 7/7 (war golem),   plus a 4 mana consecration, plus a 3 mana frost nova, plus a 1 mana ice lance for your opponent.  Its 15 mana worth of stuff for 9 mana.  Pretty powerful even this way.

    Posted in: Fan Creations
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    posted a message on Custom Card Expansion (The Second World)

    Arcane Apparition pretty broken.   I can already see people using this in its own deck version of tempo mage that hordes 0 and 1 cost spells.   Then Drops Arcane Apparition on turn 5 or so with 5 spells in your hand, gaining +10 spell damage.  Then they coin, gaining a mana crystal, with the 1 they have left over.  Then casting 2 arcane missiles for 26 total damage.   Or,  turn 8 Coin, then cast frostbolt for 13 damage, then cast 2 frost lances for 14 damage apiece, totaling 37 damage on turn 6. 

    Even +1 Spell damage for each card in your hand, the value is crazy.  5 spells in hand is +5 spell damage, which is not hard to do in tempo mage. Even with just that,  Frostbolt + Ice lance + Ice lance (8+9+9) = 26 damage on turn 8 with coin. 

    Posted in: Fan Creations
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    posted a message on overloaded , shaman new idea

    Card is fine.  Use it while you have board control, you get a free turn to beat face.   It locks mana crystals.  If someone plays loatheb you can still play creatures, you can't play anything with this.  You could use this to lock people out of lethal combos.  No force savage, no antonidas combo's.  

    Posted in: Fan Creations
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    posted a message on Some new Hunter cards!

    Beast Master seems a bit strong.  The closest thing I can compare him with is Shattered Sun Cleric, which is a 3 mana 3/2 with "give a friendly minion +1/+1"      Beast master requires a beast, which is a downside.  But giving Stealth is an upside.  I would think these two effects would cancel each other out.  (+1 -1 =0 sorta thing)   That just leaves the base stats. +1/+1 is a 1 mana effect.  So your card should be stated 1 mana higher than its stats should be.  

    If you look at Hound Master, which is the other closest comparison.  He is stated as a 3 mana 4/3.   But his effect raises him to a 4 mana card.  I would say either raise Beast Master to a 3 mana 3/3, or lower him to a 2 mana 2/1 like Iron beak owl.   That being said, he's not really THAT op, so he might just be fine as is....barely. :)

    Posted in: Fan Creations
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    posted a message on Card search doesn't work properly

    No, i'm not talking about the hearthstone card search function on the game.   I'm talking about the hearthpwn card search function.   You click 'cards' and it displays all cards in the game. You can then search through and filter the cards how you want so only certain cards show up.  You can search through the cards by name, but you can also check the little box 'Insert card text'  allowing you to search through cards by their effects.  It doesn't work properly. 

    Example

    http://www.hearthpwn.com/cards?filter-name=deal 3 damage&filter-include-card-text=y&filter-premium=1&display=3

    Notice how Holy Nova is the first card that shows up, yet it does not "Deal 3 damage"   It just "Deal"   And "damage" But not 3.

    Second example.   Molten gian'ts effect is.  "Costs (1) less for each damage your hero has taken"  It has "less" and "Each" In the effect. 

    "Less" Actually seems to be searching correctly now (weird)  But "More" Still has no results. 

    http://www.hearthpwn.com/cards?filter-name=more&filter-include-card-text=y&filter-premium=1&display=3

    Posted in: Site Feedback & Support
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    posted a message on Card search doesn't work properly

    I often search through cards to find certain effects.  How many cards use the words. " Next " Or "Adjacent' But sometimes it just doesn't work properly, or not accurately. 

    Examples

    When I search "Deal 3 damage" I would generally expect Frostbolt, Darkbomb, and Bash to show up.  But not Holy Nova, Flamestrike, Savagery, powershot etc.   None of these cards have the number 3 in them at all!   The search just seems to search for a keyword or two you enter, not what you actually search for.

    Worse than that, the search does not search for everything, some searches are just blank.  Search words like "Each"  For cards like "For each enemy minion" on unleash the hounds. I get no results.  Or when I search "More".   Or "less" for cards like Molten Giant, no results at all. I was wondering if there was a reason the search function doesn't seem to work like an actual search function, or if its just broken?

    Posted in: Site Feedback & Support
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    posted a message on Tempo cards

    What do you guys thinks makes a really good tempo card? The ability to generate tempo is obviously neccesary.  But what actual effects are the best for this? Extra damage from flamewaker,  the ability to summon multiple creatures?  Simply overstated minions?  Eager to hear what others think.

    Posted in: General Discussion
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    posted a message on Some Warlock cards

    Some minor picky thoughts, sorry in advance.

    Imp-act -   Summon a 1/1 Imp with Charge for each Demon in your hand.

    Chaos Demon - Battlecry: Deal 1 damage for each Demon in your hand.

    Corruption imp.  There are currently no effects in the game that allow you to 'choose' a card in your hand.  So this effect would probably be random.  "Battlecry: A random non-Demon in your hand becomes a Demon."  This would also fix the problem that a Demon in your hand couldn't be turned into a demon, and you get no effect. 

    Sacrifice.  The effect and balance looks pretty good to me.  Fix the effect to " The next card you play costs health instead of mana "

    Posted in: Fan Creations
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    posted a message on Darkmoon faire: custom expansion

    Not so sure on the fortune: luck card.  Overload is all about balancing the powerful effects.  Being able to just give 5 overloaded crystals to your opponent after wiping the board with elemental destruction for 4 mana, then watch them skip there next turn would be insane.

    Just think about Lava Shock.  2 mana : Deal 2 damage, unlock your overloaded mana crystals.  Honestly, the 2 damage is just there to make it do something, the unlocking your mana crystals is the real effect, and just unlocking them costs 2 mana.  Your talking about straight up giving them to the opponent.   A card this powerful...would litterally have to GIVE your mana crystals to your opponent.  so you start back at 1 mana crystal, then the opponent can wait a turn and unlock all the mana crystals you gave him and be at like 8 mana :P

    Posted in: Fan Creations
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    posted a message on Class Creation Competition - Worlds Beyond Warcraft [Phase I Submission]

    Class: Primal Zerg

    Hero: Zurvan

    Zurvan's hero power is.  Primal Evolution.

    Primal Evolution triggers Evolve, the Zerg keyword, unlocking their extra abilities.

    Class cards.

    Everyone LOVES zerglings, to my knowledge. Zerglings are naturally very fast, earning them Charge straight away.  If you managed to Evolve a Zergling, another one pops up, an exact copy (Not a token!, earning you a small zerg rush on turn 4 if you summon one and evolve it for 4 charge damage.  If you can manage to keep them on the field, the opponent will be quickly swarmed with these little annoyances.  They are costed like a bluegill warrior. (2/1 for 2 mana with charge)  But earn Evolve as there class bonus

    Next up is everyone's favorite, the Hydralisk.  These little suckers shoot out projectiles that bounce between nearby enemies, earning them the ability to damage adjacent minions a little.  Great for clearing out trash, such as Leper Gnomes and Spectral Spiders.  There evolve bonus grants them extra range.  In this game, the only card that states it has extra range is the Gladiators Longbow, and it gives immunity while attacking.  So thats what Hydralisk gets for its Evolve bonus. If you can managed to keep Hydralisk on the board for a turn and evolve it, you earn yourself an immune attacker that can clear out little minions, great for anti flood and swarm tactics.  However, Hydralisk has its downsides, as it has fairly poor stats to begin with.  They are easy to clear out with cheap minions, and even more so with ANY aoe. But if you can keep them alive, your rewarded fairly. 

    Last up is Evolution Pit.  Zergs are not heavy on spells, but I figured it would be best to represent them anyway.  Zerg spells all focus around improving the minions.  Evolution nest is a Prime(al) Example of this!  At just 3 mana, you get to forcefully evolve every friendly zerg you control, triggering all of their effects right off the bat.  You can even use this right after Evolving a Zergling, so Evolution Pit hits two zerglings, spawning you two more.  Rush em boys!

    Class Explanation:  The zerg class is all about evolution, and board control.  Keep your zergs alive, do favorable trades when you can, and go face any other time.  Its not a face class, as zergs die to easy, and you don't get there second effects free. Support your minions with your minion based spells, to get as much value as you can out of every card.  And when all else fails? ZERG RUSH!

    Hope you like it, I know starcraft stuff is probably all over the place, but this was my take on a favorite~ 

    Posted in: Fan Creations
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    posted a message on Warlock Legendary - Xavius

    Great effect, love it in a demon deck.  It just has to many stats.   The only way a minion should have more than (Costx2) stats is if it has a negative effect.  While this effect can be abused, it is most definitely a positive effect.   Make it a 3 mana 3/4.   Or, if your really having trouble lowering the stats, up the mana cost.  A 4 mana 4/4.   Xavious is not a weak demon at all, so i'm surprised you made him so weak.  He's suppsoed to be one of the strongest demons in the world if my memorys serves.   maybe make him VERY aggressive?

    5 mana 7/4.   Deathrattle: Discard A demon, resummon this minion. 

    This way you always resummon him if its possible, but opens up abuse by BGH.  You'll lose cards, but warlock has never had issues with card draw.  You might lose 2-3 cards when your opponent removes him multiple times in a turn, but hey, thats all of there removal, and you still have a 7/4 that refuses to die.  Face all day bro. 

    Posted in: Fan Creations
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    posted a message on Magic dagger

    Oh yea..I forgot about that.  Something does need to be played first. Prep!   Prep > Runesong dagger > etc. 

    And backstab has always been the most efficient rogue card in my opinion. It's already so strong.  There is something to be said for a 0 mana card that deals 2 damage. Its the only 0 mana card that's used very commonly.   Also, I would hit the face just to trigger a 3 damage backstab. You have 3 charges on the dagger, so you can use the first one fairly liberally.  Killing a Piloted Shredder that easy is totally worth a single weapon charge.   If you had any other weapon you'd have to backstab it, then hit the shredder with your weapon, taking 4 damage.  So in this scenario you can equate   1 charge of the Runesong Dagger to 4 life.  Pretty good to me! 

    Changed the name to runesong dagger as I was searching through wow tcg card art earlier yesterday and saw it.  Definitely looked like a neat magic dagger.  

    Posted in: Fan Creations
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    posted a message on Magic dagger
    Quote from Braven10 >>
    Quote from Giorgioksk >>
    Quote from Braven10 >>

    Seems pretty OP. You would just never use the charges on your weapon to keep the spell damage

     Then you will be at a disadvantage, since you won't be using your hero power. Rogue is supposed to use his hp to gain tempo advantage.
     This matters less in the world of Sir Finley Mrrgglton
     So your solution is to use the dagger, then use sir finley to replace your hero power and just keep the 1 drop weapon the entire game to abuse its constant, no cost effect.  Then never play another weapon in a weapon based class? 
    Here is my solution to all of these problems. I hope you like it. 
    This weapon now ENCOURAGES you to attack with it, instead of punishing you for it.  Kill 1 health minions, hit the enemy hero. Just swing with it and your rewarded with a heathy spell damage bonus to all of your spells. You also keep the spell cost reduction, encouraging you to do high value plays.  Don't equip the dagger on turn 1, hold onto it. Wait until you want to make a play.
    Equip the dagger for only 1 cost, triggering all of your combo's for the turn.  Swing with the weapon, gain +1 spell damage this turn.  Play Eviscerate for 1 mana, deal 6 damage,  use another eviscerate, deal 6 damage. (3 mana total!) Sap an enemy minion for 1 mana. Then Sabotage there last remaining minion for 3 mana, and destroy their weapon.  Or just blade flurry after you attack, so your blade flurry gains the spell damage from the weapon u just used!  2 damage AOE for 2 mana!
    Thoughts, criticism? Is it not the permanent spell power weapon originally planned anymore? Or does it still have that same feel but now it feels like a real weapon instead of just a Permanent passive spell that just happens to take up your weapon slot?
     
     
    Posted in: Fan Creations
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