I think it's a perfectly balanced card. The card draw and spell damage are worth approximately 1.5 - 2 mana, so it's like a 3 mana 4/4 along with it which is basically what a lot of cards have if you look at their special effects.
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Ehronatha posted a message on Nerf coming to Azure Drake?Posted in: Card DiscussionPerfectly balanced cards don't see as much play as the Azure Drake does. The base stats for a vanilla 3-mana minion are 3/4 or 4/3, not 4/4. Its stats are worth about 3.33, card draw is like 1.66, and spell damage is like .33. Its value without the dragon tag is somewhat better than 5 mana, which is a major reason it gets so much play. Also, it was excellent in two deck-types that are played across classes: classes with many damaging spells (Mage, Druid, Rogue, Shaman), and classes with good Dragon decks (Priest, Warrior, Paladin). When played by a Druid or Rogue, it is a mandatory removal target, which is saying something. Now that it's immune to Dragonfire Potion, the value of its dragon type just went up even more.So no, it's not actually balanced. -
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Mewdrops posted a message on Weekly Card Design Competition #4.08 [SUBMISSION]A Spell-Damage based card for Druid. It's a cheap taunt that can grow exponentially stronger, protecting your weaker spell damage minions.
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Azshara posted a message on Weekly Card Design Competition #4.08 [SUBMISSION]"Using your claws is sooo 10,000 years ago."
Straight to the point, this card is based on Shadowform, with hero powers akin to Mind Spike and Mind Shatter, albeit themed around the Moonkin form Druids can take in Warcraft lore. This hero power removes your ability to gain armor and attack, however you gain a permanent increase to your spell damage without an activation cost. With cards like Swipe potentially becoming 'deal 6 damage to an enemy and 3 damage to all other enemies', perhaps the spellpower Druid from days of old could return.
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Bibikis posted a message on Weekly Card Design Competition #4.08 [SUBMISSION]Posted in: Fan CreationsMy submission this week, besides the nifty name, is a card that would suit some current Druid archetypes perfectly. It open up more uses for spells like Moonfire and Living Roots(besides running them with Malygos). It can give you a midgame boost for a Swipe clear if you have a minion on the board.
A good 3 slot filler for Druid and I'm happy with the results.
As always, good luck everyone!
Extra: If you wish to read more about Wildkins - [Click Here]
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user-16071257 posted a message on Weekly Card Design Competition #4.08 [SUBMISSION]Posted in: Fan CreationsI know it's power creep over the normal Wisp, but it's a class card...Yup that is my excuse.
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sashashepto posted a message on Adventure Creation Competition - [PHASE I SUBMISSION]Posted in: Fan CreationsNature's Fury
I'd like to make an expansion surrounding Beasts, because I think they are really cool. What do beasts do? They Pounce! This is the unique keyword of my expansion, I'll explain with an example:
Pounce: (4). This means that if the opponent has a minion that costs 4 or less, the minion gains Charge and Immune this turn, as long as it attacks that minion. If the opponent has a 2-drop and a 3-drop on the board, you can play your Pounce: (4) minion and attack one of them while taking no damage (you may not attack both).
The focus of my expansion is the Beast theme, but Beast synergy (while there is some) is not all-in. Kind of like how Blackrock Mountain focused around dragons, but dragon synergy itself was only found in a couple cards.
And who better to escort you throughout the wilds than the man himself, Hemet Nesingwary!
The big baddy is the Manticore, the one who has been corrupting the wilds and reverting the beasts of nature to pure savagery! That hero power is a force to be reckoned with, but you've some tricks of your own! Every turn, you draw one of five powerful cards to help out (in the spoiler) and you also draw your friend Hemet Nesingwary if he's not already in your hand!
Here we see the Pounce keyword on two cards. As seen on the Feline Shaman, Pounce is a mechanic that is very powerful when paired with high enough Attack, so the cat only has 2 Attack. Most 2-drops have 2 Health, but some have 3 if not more so this may not kill some.
And the Hydra's powerful Pounce ability earns it legendary status. Its Stealth ability only matters if it cannot Pounce (or you choose not to), which is a real waste if you ask me. And the Enrage effect may be useful to keep tempo.
The Fox Trader is an example of a Beast card which doesn't utilize the beastly pounce mechanic but still maintains a beast presence in rogue, a class which does not utilize beasts. Hopefully these cards, among others, can allow some beast synergy across all classes.
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Garlicnerd posted a message on Custom Expansion (WIP)Posted in: Fan CreationsNEW MECHANIC!
Pushes for CONTROL!
Neutral:
Warlock:
Druid:
Paladin:
Mage:
Priest:
Shaman:
Hunter:
Rogue:
The Hatchery is from Weekly Card Competition #31
Warrior:
I made a bunch of cards. Most of them push for certain archetypes. Others like Magna Aegwynn are just fun. I'll add more as I make them and may eventually just make an entire expansion with them. Tell me what you think!
Note: I advocate making certain cards for certain classes slightly overpowered if they don't fit into any existing archetypes.
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RandomScribbles posted a message on SEASON'S GREETINGS - A Competition Competition [Submission Topic]Posted in: Fan CreationsSTAY CLASSY,
SAN DIEGOHEARTHPWNOne of the great things about Hearthstone is that each class feels different. That's because each class tends to have different mechanics- not just in hero power, but in card abilities as well. With the exception of some neutral cards, each class has a near monopoly on a few card mechanics. I've chosen one from each class here:
- Rogue: Combo
- Paladin: Divine Shield
- Mage: Freeze effects
- Druid: "Choose one" effects
- Shaman: Windfury
- Priest: Copying/controlling your opponent's cards
- Hunter: Beast synergy
- Warrior: Enrage
- Warlock: Negative battlecries (or spell side effects) involving damage and/or discard effects.
The challenge is the following:
Make a class card that uses a listed mechanic from a different class, e.g. a priest card with windfury.
This card must still feel like it belongs to its actual class. That windfury priest card needs a justification for its white border. This can be via secondary mechanics, lore, or whatever you want; it just shouldn't feel out of place in its chosen class.
Druids can't use the hunter's beast synergy mechanic for obvious reasons.
An example from within the game would be Al'Akir the Windlord. He's the only non-paladin/non-neutral in the game to have divine shield, yet he still manages to be very much a Shaman card. More cards like that- that slightly blur the class lines but don't break them. Another example would be Frost Shock. Those Shaman just love breaking the rules, apparently.
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CGDPodcast posted a message on SEASON'S GREETINGS - A Competition Competition [Submission Topic]Posted in: Fan CreationsFEUGEN & STALAGG NEED FRIENDS - Design Competition
Your goal is to design a pair of 2 Legendary minions which have some sort of direct interaction with each other. This can be in the form of a Deathrattle, a "when drawn" effect, an Inspire effect, a Battlecry, etc., just no new created keywords.
Existing examples include... well, just Feugen and Stalagg!!
Your 2 minions must be collectible (no token creation), can be any class or neutral, must be Legendary, and must have an effect that doesn't inherently require you to draw one of them before the other (similar to how it doesn't matter if you draw Feugen or Stalaag first in order to make Thaddius). Also, just like with Feugen and Stalagg, both cards must reference the other one BY NAME in their texts!!
When posting your submission, show both cards next to each other in 300 x 431 sizes, like this:
And, of course, all the usual posting rules (no deleting, no huge changes, links from Imgur, etc.).
Happy Creating!!
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No idea if it is any good, but thought it might be an interesting card. Sort of inspired by Ivory Knight. Though whether it is too weak or completely over powered is hard to say as it would require a deck that balances between minions and spells somewhat evenly.
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Not sure if this technically counts as what was asked for in this competition but had it laying around and decided to put it in just in case. If it doesn't count then nothing lost, nothing gained.
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I have no idea if these are any good and honestly I am rather new to card creation. I thought I would give this a shot though since you can't improve without some practice.
http://www.hearthcards.net/cards/75b77e33.png
http://www.hearthcards.net/cards/72b207b5.png
These could be awful or over powered, I honestly have no idea...also I have yet to figure out how to make the image just show up....so yeah...