I like the idea of Nozdormu's effect affecting time in some way, but the current version either does nothing or breaks the game. Some ideas could be...
1) Start or end of turn effects triggering twice
2) Getting an extra turn
3) Healing / dealing damage / summoning minions a set number of turns into the future (similar to the pokemon move Future Sight)
Obviously every one of those ideas needs a lot of balancing and tweaking, but I could see them working. This was a card I made a while back that might give a sense of the type of time mechanic Nozdormu could have.
Think about what an extra turn would bascially do:
Summon a 8/8 with charge for 0 mana; all other friendly minions gain windfury for this turn.
You get another turn and thus 10 fresh mana, also your Nozdormu can attack in your second turn. Basically it is a single turn with Noz having charge. If that isn't broken enough for your liking, imagine the extra damage you can get for from all minions that can attack twice thanks to the extra turn.
Dr Boom is not even a Magma Rager compared to this suggestion.
You're not wrong. Obviously just having an effect that lets you take an extra turn is completely broken unless it came with some sort of massive penalty or drawback. But at that point maybe balancing it becomes such a pain that it's not worth it. I wasn't proposing the idea assuming it would be implemented in game verbatim, but rather I offered it as a prompt to inspire other people to come up with better ideas.
I like the idea of Nozdormu's effect affecting time in some way, but the current version either does nothing or breaks the game. Some ideas could be...
1) Start or end of turn effects triggering twice
2) Getting an extra turn
3) Healing / dealing damage / summoning minions a set number of turns into the future (similar to the pokemon move Future Sight)
Obviously every one of those ideas needs a lot of balancing and tweaking, but I could see them working. This was a card I made a while back that might give a sense of the type of time mechanic Nozdormu could have.
It'd probly be pretty boring. If you wanted a "fair" mode where everyone is equal then maybe have a mode with rarity restrictions (i.e. only basic and commons).
El Pollo: Cute card. I like it. It seems a bit too strong (consider it compared to Wolfrider or Haunted Creeper), so I would make it a 2/2 instead of a 3/2.
Timewalker: Interesting mechanic that should show up at some point in hearthstone.
Syrein: I like the card, basically a much better Elven Archer. I just worry it could be too strong since it's a durable body with a 1-mana battlecry. Might be fine since it's a legendary but idk, maybe make her 1/2?
Angelista: I like it, but I worry it's too similar to Acidic Swamp Ooze.
Goldrinn: Seems like a fine druid card. It's very similar to Druid of the Saber, to the point that I'd wonder why I'd use this over it. Not sure it should be a legendary though.
Dawnblaze: I'm not sure I understand the card. Is it that it has a 50% chance to not lose durability when you attack with it?
Spectral Tiger: This card literally already exists. It's Kor'kron Elite. I would do something to it to make it distinct from it.
Ultraxion: I like it, but would likely make it a 4/12 to align thematically with the statlines of the other dragons.
Tyrande: Seems fine.
Angrida: Why would I play this card? It's a bad 3-drop statwise that hurts my hero. I guess it activates Floating Watcher and Molten Giant but like...
General advice would be to read over your cards to make sure they match the wording of existing cards. There are typos in them and some general card writing conventions that were ignored. On top of that, it would improve your cards to get some higher resolution art.
If a certain race worships a certain old god.... why to hell would you in hearthstone make it synergize with a totally different old god?thats just stupid.
We're not talking about R-E-A-L-I-T-Y here. It's not like Blizzard is making Moses summon demons to fight Mary and her hoard of vampires. We're talking about made up characters in a made up world referenced in another made up world.
It's not stupid. You might wish they'd have been more true to the made up stories they made, but, let's be honest. The only reason they spun off some aspects of WoW was to appeal to a larger market. They had no intention of it being 100% WoW canon and certainly don't owe you whiners anything.
Dude I'd play the hell out of a game where Moses summons demons to fight vampire Mary. That sounds awesome
I like it. Hearthstone doesn't have many stat reducing effects and this one seems really unique. I like that is has both offensive and defensive uses, and looks fairly balanced.
I don't really have a preference between the two since both types of cards are important to deckbuilding and there needs to be a balance between both types of cards.
Vulture master is way to op. Example: Turn 5 kodo, kill small minion. Next turn the kodo kills the shredder and the vulture master kill the kodo and draws 5 cars, adversary cant keep up with the card difference.
Well, yeah in that scenario it would be very good. But I doubt that would happen many times and you would have to be running Kodo in the deck as well. I also don't think it's quite clear cut when to use it also. Would you kill your Savannah Highmane for the card draw? Most of the time I think you'll be hitting 2 and 3 mana costed cards. I think experimentation would be needed to see exactly how this would work.
I think your cards are pretty solid! This one, however, should probably be phrased:
Battlecry: Destroy a friendly Beast and draw cards equal to its Cost.
Just some friendly advise for future correctness. Keep it up! :)
I see your point, but wouldn't that look like you are drawing a card with equal cost to the one you destroyed? Blizzard already makes enough confusing cards as it is O_o I know your text is correct btw. I'm just trying to make it as clear as possible. I can probably cut the word mana from my original text.
I think that "...and draw cards equal to its cost" won't get confused since it says cards. If it said "...and draw a card equal to its cost" it would function like how you just said.
As a side note, the second option could make an interesting card.
Hey Hearthpwn. This is my first thread and I wanted to share some cards I've made. They are right now mostly themed around Dragons and Silver Hand Recruits, but there are some others in there too. I hope to keep tweaking and adding to the gallery so feel free to look at it later. Feedback is greatly appreciated.
UPDATE 1: Added some more cards as well as tweaked a few of the ones I posted before, specifically Nozdormu's Champion, Atonement, and United Front. Most of the new cards are themed around Overload and Moonfires.
UPDATE 2: Added 14 more cards. These ones don't have a general theme to them, but some expand on the Dragon and Silver Hand synergies.
UPDATE 3: Added 40+ new cards. Added cards for every class as well as some neutrals.
Yeah I have to agree with Scarthcaroth on Whitemane. As is it is brutally overcosted. I like the idea of extremely high health and low attack, plus the constant heal+damage. So maybe instead it could be something like an 9 mana 2/12 with "Can't attack. At the end of your turn, deal 5 damage to a random enemy and restore 5 health to your hero." Essentia;ly she casts holy fire every turn against something, and the 12 health makes her difficult to remove. This makes her comparable to something like ragnaros, but a little more priest-y.
Turalyon basically seems liked a mini Tirion. Cute. Like Tirion he probly packs a liiiittle bit too much value for his mana cost but there isn't a clean way to make him more balanced without making him useless. Maybe bump to 6 mana and make him a 4/6?
I think Proudmore is likely too powerful. It's essentially a slightly weaker King Krush for one extra mana with a 2.5x stronger stormwind champion buff to boot. It should probly either have a weaker body (say 4/7), no charge (possibly replace with something like Taunt instead since it would almsot be negative synergy with the powerful aura it has) or reduce the aura into a battlecry that casts inner rage on all your minions (based on what N4P4L44 suggested).
Jubeithos seems neat, but is likely too powerful at 6 mana. I'd weaken the body a little (say down to a 4/5).
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Well played for sure. The rest more often feel sarcastic or disrespectful.
That being said, I tend to squelch most of the time.
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I think the weapon is fine as is.
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I like the idea of Nozdormu's effect affecting time in some way, but the current version either does nothing or breaks the game. Some ideas could be...
1) Start or end of turn effects triggering twice
2) Getting an extra turn
3) Healing / dealing damage / summoning minions a set number of turns into the future (similar to the pokemon move Future Sight)
Obviously every one of those ideas needs a lot of balancing and tweaking, but I could see them working. This was a card I made a while back that might give a sense of the type of time mechanic Nozdormu could have.
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It'd probly be pretty boring. If you wanted a "fair" mode where everyone is equal then maybe have a mode with rarity restrictions (i.e. only basic and commons).
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Here are my thoughts:
El Pollo: Cute card. I like it. It seems a bit too strong (consider it compared to Wolfrider or Haunted Creeper), so I would make it a 2/2 instead of a 3/2.
Timewalker: Interesting mechanic that should show up at some point in hearthstone.
Syrein: I like the card, basically a much better Elven Archer. I just worry it could be too strong since it's a durable body with a 1-mana battlecry. Might be fine since it's a legendary but idk, maybe make her 1/2?
Rayne: Nice
Nasala: Comparable to Imp Master. Neat.
Bloat: Probly should be a beast.
Angelista: I like it, but I worry it's too similar to Acidic Swamp Ooze.
Goldrinn: Seems like a fine druid card. It's very similar to Druid of the Saber, to the point that I'd wonder why I'd use this over it. Not sure it should be a legendary though.
Dawnblaze: I'm not sure I understand the card. Is it that it has a 50% chance to not lose durability when you attack with it?
Spectral Tiger: This card literally already exists. It's Kor'kron Elite. I would do something to it to make it distinct from it.
Ultraxion: I like it, but would likely make it a 4/12 to align thematically with the statlines of the other dragons.
Tyrande: Seems fine.
Angrida: Why would I play this card? It's a bad 3-drop statwise that hurts my hero. I guess it activates Floating Watcher and Molten Giant but like...
General advice would be to read over your cards to make sure they match the wording of existing cards. There are typos in them and some general card writing conventions that were ignored. On top of that, it would improve your cards to get some higher resolution art.
Good start. Keep it up.
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I like it. Hearthstone doesn't have many stat reducing effects and this one seems really unique. I like that is has both offensive and defensive uses, and looks fairly balanced.
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I don't really have a preference between the two since both types of cards are important to deckbuilding and there needs to be a balance between both types of cards.
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I wanted to make a card that really benefitted from spell damage, or that could shred through minions with divine shield.
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Thank you for your feedback. I have some ideas of how to iterate on some of those cards you mentioned and when I have some time I'll post the updates.
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Hey Hearthpwn. This is my first thread and I wanted to share some cards I've made. They are right now mostly themed around Dragons and Silver Hand Recruits, but there are some others in there too. I hope to keep tweaking and adding to the gallery so feel free to look at it later. Feedback is greatly appreciated.
There link is right here: http://imgur.com/a/mLlX7
Cheers!
UPDATE 1: Added some more cards as well as tweaked a few of the ones I posted before, specifically Nozdormu's Champion, Atonement, and United Front. Most of the new cards are themed around Overload and Moonfires.
UPDATE 2: Added 14 more cards. These ones don't have a general theme to them, but some expand on the Dragon and Silver Hand synergies.
UPDATE 3: Added 40+ new cards. Added cards for every class as well as some neutrals.
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Yeah I have to agree with Scarthcaroth on Whitemane. As is it is brutally overcosted. I like the idea of extremely high health and low attack, plus the constant heal+damage. So maybe instead it could be something like an 9 mana 2/12 with "Can't attack. At the end of your turn, deal 5 damage to a random enemy and restore 5 health to your hero." Essentia;ly she casts holy fire every turn against something, and the 12 health makes her difficult to remove. This makes her comparable to something like ragnaros, but a little more priest-y.
Turalyon basically seems liked a mini Tirion. Cute. Like Tirion he probly packs a liiiittle bit too much value for his mana cost but there isn't a clean way to make him more balanced without making him useless. Maybe bump to 6 mana and make him a 4/6?
I think Proudmore is likely too powerful. It's essentially a slightly weaker King Krush for one extra mana with a 2.5x stronger stormwind champion buff to boot. It should probly either have a weaker body (say 4/7), no charge (possibly replace with something like Taunt instead since it would almsot be negative synergy with the powerful aura it has) or reduce the aura into a battlecry that casts inner rage on all your minions (based on what N4P4L44 suggested).
Jubeithos seems neat, but is likely too powerful at 6 mana. I'd weaken the body a little (say down to a 4/5).
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Yeah that looks like your typical fake...