By Your Powers Combined - Card Design Competition Discussion Thread
Submitted 4 years, 7 months ago by
ShadowsOfSense
Competition Theme: By Your Powers Combined
Tired of the same old Hero Power every game? Great news! We're swapping them out this week.
- You must create a card that changes your Hero Power into a new one
- You cannot create a Hero Card, a Quest, or a minion which replaces your Hero (like Lord Jaraxxus)
- These are all card types which could get their own competition - we want to focus on the Hero Powers this time
- The Hero Power your card gives you cannot be an existing one - including Basic and Upgraded Hero Powers
- We want to see brand new ideas!
- Existing examples include Charged Hammer, Shadowform and Vilefin Inquisitor
Remember to include your Hero Power in your submission by adding it as an extra card!
This week link wants us to branch out into a different specialisation; to do that we'll need to change up that Hero Power!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
- Submission Phase: Starts on Mon, May 18 17:00 EDT (GMT -0400). Runs until Sat, May 23 17:00 EDT (GMT -0400)
- Voting Phase: Starts on Sat, May 23 17:00 EDT (GMT -0400). Runs until Sun, May 24 16:00 EDT (GMT -0400)
- Finalist Phase: Starts on Sun, May 24 17:00 EDT (GMT -0400). Runs until Mon, May 25 17:00 EDT (GMT -0400)
- Winner Selected: After finalist voting concludes and we validate votes.
Discussion Thread Rules
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Competition Theme: By Your Powers Combined
Tired of the same old Hero Power every game? Great news! We're swapping them out this week.
Remember to include your Hero Power in your submission by adding it as an extra card!
This week link wants us to branch out into a different specialisation; to do that we'll need to change up that Hero Power!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
Welcome to the site!
Totally intended to go with the competition's title. The token is just simply one example of what you can do.
I've got a load of ideas (it's my prompt, after all), but for now I'll just post one major idea and two "obvious" ones:
I have a question.... can the replacement hero power be temporary or be limited to a certain amount of uses, such as Metamorphosis does?
I like the ability, but not the token art.
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Yep! Metamorphosis is the latest example of a card that fits the requirement.
As usual, the first card I thought of was Un'Goro themed... I'm not sure if this is balanced as is, or if it should be "a friendly beast", and if so if it should be a Hunter card. At any rate, I am going to have a longer think and see if I can come up with anything slightly more novel.
~ An expertly disguised dinosaur
Because screw balance in all meanings I don't expect this to get a good rating or anything but I really wanted to do something with the plague lords.
Self proclaimed good at battlegrounds
By the way, all Hero Powers have "Hero Power" at the top in bold, so remember to put that in before you submit.
Just one question - what would happen with HPs that cancel each other out, like Mage and Priest. Do you choose two different targets, or does the target suffer both effects
:)
I'm sorry DescentOfDragonsOp: I was deleting one of your excess posts at the same time as you were, and now they're both gone >_< I should have left it alone. Feel free to post again.
If both Hero Powers target, then they both use the same target. Hearthstone doesn't have a double-targeting system (at least not yet).
So, you probably shouldn't combine Mage and Priest's Hero Power together because they would work against each other.
Can you explain to me why this matters? EDIT: I'm dumb, and misunderstood here...this is referring to the top of the text block, not the card image.
Does Doublecast Ogre combine combined hero powers if/when you play a second copy (or if/when your opponent plays one)?
It's not a huge thing per se, just a small detail that I think people don't really think about that will make your presentation that much more professional, like watermarks.
And by the way, the Hero Power in your image does in fact have "Hero Power" in bold at the top, and it's still done to this very day.
Yeah, I'd be willing to say so.
Okay, I think I misunderstood your meaning when you said "at the top" - I thought you meant the top of the image (that is, above the card), not the top of the text. That's my bad.....clearly I regularly gloss over the Hero Power part of the text....
Cool competition theme! I have a couple of cards, let me know which one you like best.
I do have one question, do Ragnaros, the Eternal Flame and Dwarven Blacksmith count? They technically don't change your hero power so much as modify it. If that is an issue I can easily edit the cards to fit the requirement.
I will make Tokens later.
Carrion, my wayward grub.
I would say no, they do not count, because we're looking to replace one's Hero Power with something completely different. It's the same reason why, say, Fallen Hero also doesn't count as an example.
Just posting my idea up before I head off to sleep, will hammer out some feedback tomorrow. Good luck creating everybody!
I realise that this is horribly uncreative, but could be functional.
Started playing HS in May, 2015. The bad news: I missed the excitement of 'Naxx out?' and GvG. The good news: I never met an Undertaker.
This one is pretty creative, so I probably won't have an idea I'm happy with for a while... I'll try and give feedback once a couple of cards have piled up in the meantime though.
:)
Thank you for clarifying that. I don't think I will pursue the Ragnaros idea any further. I did change Drawven Blacksmith a bit though. What do you think?
Ahh that good old 2 mana Fiery War Axe.
Carrion, my wayward grub.
Ah yes, i shall return from indefinite hibernation.
I ask of you whether what this card does is clear.
Hello and welcome to the Tox Show!
Isn't that just Mutanus without the restriction?
Hello and welcome to the Tox Show!
Thoughts on a card for the competition.
Fira can be used almost the same as Metamorphisis, but it's a random chance to hit face or the target you want you do get 1 more try at it tho to hit something. Thoughts?
Ever wonder what the rumble Run cards would be like in the HS world, well wonder no more and look at the custom collection created to solve that question in Rumble Run Returns! http://www.hearthcards.net/setsandclasses/#5363
Hmm, I'm not really feeling this weeks theme, but I'll have a crack.
It allows a huge tempo play, with a significant drawback. You lose your HP, but retain the damage it caused, and can't escape it. You could potentially run this alongside another way to change your Hero Power, or try to capitalise on the damage using cards like Diseased Vulture, Duskbat, Nethersoul Buster and Deathweb Spider.
Extremely quick feedback, if anyone wants anything expanded on, I'll try and do it in the morning.
KANSAS - Feels strong. Compared with the rogue 2/1 which increases weapon attack by 1 (the name eludes me), this is much stickier, and has a much better effect. This could easily be 3 mana.
Dermostatic - Solid, functional, balanced, would likely score well, but fall short of finalist due to it lacking flair.
Menacingbagel - First of, a few grammar corrections - Fishy Constructs needs a comma after Murlocs, as does Mur-pocalypse, which also needs Murloc capitalised. Murloc also needs to capitalised on Vesh, and Fishy Flesh. That aside, it's massively overcosted, this could easily be 5 mana, Fishy Constructs could be brought down to 3, and I can't even begin to work out balance on Mur-pocalypse. Still, nice idea!
Inconspicuosaurus - I like it, but I do think it should go to either Hunter or Druid (probably the latter) with a beast restriction. Hunter got Dino-mancy in the same set, so this could be too much there, while Beast Druid got a push in the set. Apart from that, nice card.
Linkblade91 - I've played Recruit Warrior/Big Warrior enough to feel that To The Arena would be enough to take it past viable and straight to broken. I'd personally go with Power of Friendship. Unlimited casts of a 3 mana spell is very, very good, but it's balanced by the fact that Hunter will always struggle to play a 5 mana do nothing spell. The flavour on Blackhand makes me very, very happy though, but my vote is for Power of Friendship.
Demonxz95 - Interesting idea for a neutral. Obviously some Hero Powers are contradictory (Mage/Priest for example), but others work quite nicely together (Rogue/Druid being the first that comes to mind.) My only question is how this would work with some of the upgraded powers, or more specifically, Dinomancy. Maybe, maybe could do with a cost increase, but I'm not entirely set on that myself.
Not really much of a drawback with quest. Clearing an enemy's board early to get to to the reward is kinda necessary. If you are playing Quest, you are usually playing a slow and control like deck, meaning you have enough heal to counter this. You could play this on Turn 5 and then almost complete the quest with Plot Twist to follow up.
Ever wonder what the rumble Run cards would be like in the HS world, well wonder no more and look at the custom collection created to solve that question in Rumble Run Returns! http://www.hearthcards.net/setsandclasses/#5363
Here's my first idea for this competition:
Very quick idea I came up with. Is the HP too strong at 1-mana? (Also yes, it's the card art for Purify, that's a place-holder while I create some more ideas)
I doubt this will be my submission unless I get really stuck, but this is just a starting idea.
Edit: Changed the effect to 'Silence a friendly minion' so that the game doesn't break due to this one card... as if that hasn't happened before lmao.
:)
you fine its not a hassle to re upload my submisiion
TOTAL CORRUPTION
TOTAL POWAAAAAAA
The hero power is granted via an aura, so it lasts as long as the weapon does. Normal rules for hero power refreshing still apply. You have the choice to swing with a strong weapon, or hold it for more uses of the hero power.
A man is lying on the street, some punks chopped off his head
I'm the only one who stops to see if he's dead.
Hmm. Turns out he's dead.
since my original post accidentally got deleted here it is again
also made some adjustments while re uploading the card
TOTAL CORRUPTION
TOTAL POWAAAAAAA
Some quick feedback:
@Linkblade91, I don't really like "To The Arena" because it would take over the entire game. The winner or loser would be decided primarily by who gets more value off of their Hero Power. Power of Friendship is probably super OP. But Blackhand, Iron Rider is pretty cool. I would change the art though to something that actually exists in the World of Warcraft.
@Inconspicuosaurus, This card is really powerful. Being able to Adapt any minion every turn of the game is really useful to any board-based strategy in any class. You should add some restrictions such as putting it in a class, or as you mentioned, restricting it to only one tribe. However, if it only hit Beasts, it probably wouldn't be much better than Dinomancy.
@MenacingBagel, This card is either too slow and you won't be able to find a safe turn to play it, or it gives you so much value it wins you the game and your opponent can do nothing to stop it. Either way the card is poorly balanced.
@Dermostatic, As you mentioned, this card isn't the most inspiring. I would try and come up with something a bit more creative.
@Tox, I think the card is pretty easy to understand, though I do think there is a better way of wording this. In terms of balance I think this card provides way too much value for it's cost. Quest Mage in wild could easily stack up 4+ uses in a single turn.
@Pokeniner, I guess the card is okay, but without being able to play-test this it is very hard to know for sure. This may be game ending for your opponent, or it may be too random to be good. Either way I don't think the heavy random factor will go over well with people.
@shaveyou, I think this is a really cool concept for this competition. But I think 3 mana may be a bit too low when it is so easy to change your Hero Power in this game. I think 5 mana would be better.
@meisterz39, I don't know what to think of this card. It is pretty basic and straight forward, but I still can't really get a grasp of how powerful this would actually be. All in all it seems to be a fairly okay card all-around, I guess the best feedback I can give you is to look at other peoples feedback because I really don't know if this card is too powerful or not.
@Conduit, (btw congrats on winning the last competition.) This card looks super OP. Being able to silence any minion you want is crazy powerful. Your opponents would never be able to trigger their Deathrattles, or utilize their Taunts, or anything like that. I would make the Hero Power cost 4 mana so that it isn't so convenient to use, you would only use it when you had to, not every turn just because you have extra mana.
@MurlocAggroB, Very cool card, but I would tone down the Hero Power a little bit to be less powerful. Maybe get rid of the 4 health, or make it summon a 2/2 taunt and 3 health?
@DecentOfDragonsOP, I really like the idea of having Overload in the Hero Power, but I think it deals too much damage. Being able to play a Crackle every turn would make burn deck way too efficient and powerful. I would make it deal 3 damage.
Carrion, my wayward grub.
Yeah, that's a fair point. Do you reckon it would be better if I made it friendly minions only? Give some love to Silence Priest without completely breaking the game?
:)
I think if it were 1 mana and only hit friendly minions it would be awesome
Carrion, my wayward grub.
Yup, made the change. Already that looks a lot better, thanks
:)
would making it overload 2 be another good change or stills trong
TOTAL CORRUPTION
TOTAL POWAAAAAAA
Mutanus
Thank you for the feedback. Speaking specifically about Blackhand, I think the art is acceptable: Blackhand, the Destroyer is a real character, and while the bike isn't the same, motorcycles exist in WoW as player mounts. They came in Warlords of Draenor, the same expansion this iteration of Blackhand (and The Iron Horde) are from. I think others have been created since then: I remember seeing one where you ride in the side-car while an orc chauffeur drives you around, during my time in the free Standard Edition.
Here's my first round of ideas. I'll add the Hero Power when I decide which one to go with...
Paladin has a strong effect with a big condition.
Priest does not change your Hero Power permanently. That's an aura, not a Battlecry!
Shaman puts your opponent on a 10 turn timer...
I like Priest a lot, but feel like the text is too long... So maybe I'll come up with something simpler tomorrow^^
Anyways here's some feedback:
Demonxz95 - What if your opponent has a Passive Hero Power?
linkblade91 - Of the three I prefer 'To the Arena!' because it does more than just changing your Hero Power.
Inconspicuosaurus - I like the card. I think it fits better into Hunter thematically, the way you suggested. The only thing that really bothers me is the word 'Radical' for some reason =S I don't know I'd go for something like 'Probing' (like experimenting with the other minions) or 'Ruthless' (like he doesn't care too much about their well-being while conducting those experiments).
MenacingBagel - Don't think 3 Tokens will be possible this week. Nevermind.
Dermostatic - Sometimes simple is what people want. I like this. I'd cut Mana cost down to 2 though. Trust me you will NEVER want to pay 6 Mana for ONE Treant!
KANSAS - I'm not sure about this. It seems great against aggro IF you run a lot of Armor-gain cards. It seems a bit too good as aggro. And for control or quest warrior I think it's too early on turn 2. Those decks would probably prefer a bigger and more costly body with Taunt over the 2 Mana 1/4, which would also solve the aggro problem.
Tox - My guess would be. You play this and 3 spells, then it dies. Your next 3 Hero Powers are 'Draw a card.' Still might be too complicated for some people…
Pokeniner - Very falvorful, no doubt, but I think it's still too similar to Metamorphosis. Also the Hero power would probably be called 'Sling Fire' if you want to use the same word-family.
shaveyou - My favorite so far. I really like how you used the Hero Power as a drawback.
meisterz39 - Very falvorful, and you managed to use less than 4 lines. Nice!
Conduit - Friendly minion is definetly better, and yes 1-Mana should be fine.
MurlocAggroB - Cards that change your Hero Power don't just say the name of the Hero Power. They say what it does. I know that doesn't fit on the card, but that's just how it is.
DescentOfDragonsOp - Volcanic Elemental should probably have an Elemental tag. Also Eviscerate as Hero Power seems too strong, especially without any conditions.
TheHoax91 brings up an excellent point that I should clarify: the number of available tokens this week has been expanded from two total cards to four total cards. That's enough for your card, your Hero Power, and any additional tokens you might need for your idea.
We'll probably go back to two after this, but will expand it back out when the prompt calls for it.
@TheHoax91
Aha, I thought ahead!
If your opponent has a Passive Hero Power, you can activate its normal effect and the Passive will still be there.
Some quick feedback for what's been posted so far:
Demonxz95 - I think it's an interesting way to tackle the prompt, and of course it's spot-on with the title, but I think it could get messy if you have more than one copy of this card being played in a game. It's not intuitive how that would play out. Plus everything could easily spin out of control in terms of complexity, if you pair it with a Passive Hero Power and/or a boss' Hero Power.
Inconspicousaurus - I like being able to Adapt any minion; being Beast-only would hamper the card's power-level and overall interest-level significantly.
MenacingBagel - Unfortunately, because you're supposed to have "Hero Power" in bold at the top of your Hero Power's text, you wouldn't be able to fit two of them within four lines of text. I think in general your idea is interesting but too complicated.
Dermostatic - I like it, and the art is perfect. I think the Hero Power might be right on the edge of too good - a Treant deck would go bananas for this - but then again it's not like Treant decks are Tier 1 material so maybe it's fine…
KANSAS - You meant for the Blacksmith to be an aura, right, as opposed to leaving off the Battlecry by mistake? Just checking. I think as an aura it's fine because the Blacksmith can be killed and thus end the problem. It's a neat idea to hearken back to the old Fiery War Axe, but in a new way.
Tox - I think it reads fine. I don't agree with the vanilla stats, but I figure that's just placeholder :P
Pokeniner - I like the flavor of the card: I think it pairs well with the Hero Power-related cards received from Rastakhan's Rumble and its whole fire motif (some of them, anyway: it works for Pyromaniac but possibly not for Daring Fire-Eater). I'm not sure if it's too good or balanced.
shaveyou - As Pokeniner noted, you can completely negate the downside by playing it alongside Supreme Archaeology. Plot Twist Warlock wants to stall for time until they can start pulling off their shenanigans, and this is a too-perfect card for them.
meisterz39 - I wonder if the sword's stats are too good, but I like the flavor of Thunderfury + Windfury a lot.
Conduit - It looks safer/better now that it only targets friendlies, but I wonder if that makes it too underwhelming as a result. Of course it could see play in a Silence Priest, but would that be enough to push them into the upper tier of decks? I don't know.
MurlocAggroB - Not a fan of the fact that the weapon doesn't explain what "Ardent Defender" means, but I can understand why that is the case given the overall length of the text and whatnot. It's something that you would have to learn over the course of playing, but some cards are already like that I guess. I approve of pushing Control Paladin, though.
DescentOfDragonsOp - I agree with KANSAS: I like the idea of Overload on the Hero Power, but I think 4 damage is too strong. You don't need to specify "an enemy", though, unless you don't want people targeting their own minions for whatever reason (not that they would, which is the point I'm trying to make lol). Removing that would clean up the text a little.
TheHoax91 - I like A'dal the most: I think the flavor is on point, and I also feel like A'dal should have been the Ashes of Outland Legendary for the Paladin (instead of the stupid Murloc). I feel like giving everyone Divine Shield is a little strong, though.
The hero power needs to be strong, since you're only using it 4 or less times, similar to how Demon Hunters are allowed to have 1 mana deal 5 twice. If it becomes meta, weapon removal is always a strong counter.
EDIT: Man, I wish this forum would just let me edit the HTML directly. The thing I'm trying to quote is hidden by a spoiler tag in the OP, so it's rendered invisible despite no text in my post denoting it.
A man is lying on the street, some punks chopped off his head
I'm the only one who stops to see if he's dead.
Hmm. Turns out he's dead.
Alright, I've got a free moment so let's give out some FEEDBACK!
As always, this will most likely be pretty shit, but if it helps you, that's all I care about.
Demonxz95 - I really like this, but it's obviously a little shaky. Some combos are useless/detrimental and some are ludicrously strong. Also, why not make this Legendary? You'd never run more than one of this in a deck anyway, right?
Linkblade91 - My favourite is probably To The Arena. The effect is really cool, especially because it mirrors to your opponent. Blackhand is perhaps a little bit strong and the Hunter one just doesn't excite me at all, sorry.
Inconspicuosaurus - It's pretty good on paper, but how much does the HP cost? Cause 2 might be a little too cheap, I think making it 3 would be optimal.
MenacingBagel - It's so overpowered and stupid. I secretly love it. But yeah, maybe come up with something a little more… low-key. (Any Hero Power that costs 8 freaking mana might be a tad too much).
Dermostatic - I actually like it tbh. It's pretty simple but works well for Treant Druid which is still in a rough place.
KANSAS - As an aura, it's quite well balanced! It's kinda like a 3-mana War Axe that counts as a minion but has the potential to be much more deadly than that.
Tox - I see no problem with the wording of this. As for the balance… maybe make it cost a little more and tweak the stats accordingly. I think 3-mana is a little too low to come up with that sort of swing in later turns.
Pokeniner - Pre AOO, I would've called this way too strong. But now that Metamorphasis exists, I'd say it's fine. Maybe knock it down to 2 uses if you feel the need, but I think 3 would be OK.
Shaveyou - I love this card! No complaints here!
Meisterz39 - I reckon you should change the Windfury to 'this turn only'. Cause yeah, this could be really swingy otherwise. Also Whirlwind Tempest says hi!
MurlocAggroB - This is just a very solid card. Nothing incredible, but nothing terrible. It's fairly solid.
DescentOfDragonsOP - I like the idea of Overload on a Hero Power, giving more support to a somewhat useless archetype. But 4 damage is too much. I think 3 is much better.
TheHoax91 - Prophet Zul is really damn cool. I don't think you can circumvent the wordiness, but the effect is so damn cool. A'dal is pretty good, though it has huge swing potential. Rune of Destruction is way too gimmicky to ever be useable.
Overall, very well done so far! This one is shaping out to be very, very interesting...
:)
The effect actually does stack if you play more than 1 (you'd combine your already combined Hero Power with your opponent's Hero Power, adding its effect), so there is purpose to playing a second one.
Oh. That's quite terrifying actually. I honestly like that better tbh, thanks for the call
:)
First idea for this week. A control tool for mage and I really like the character. How do you like it? Is turn 6 too early for this?
Edit: Someone on imgur told me it's way too strong, something I feared right from the start. Do you think it would be still OP behind a highlander restriction?
Edit 2: Forget it, you could combo this with Frost Nova into a 5 mana perma freeze. No way to balance this. Back to the drawing board...
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
here’s my initial idea, maybe i’ll think about other ideas later. maybe an hp with a Summon mechanic... anyway, thoughts?
Make The Cow King an alternate Warrior skin plz
What about this? The power should say “remove” instead of “discard.” If you can stuff your deck, you can feast instead of fatiguing. Possibly run it with Hakkar and eat your own Corrupted Blood? I would definitely run it in Dead Man’s Hand Warrior- I always seem to end up with a stash of Big Bad Archmages in han.
Two of my ideas. What do you guys think?
Feedback time! It's amazing how creative you guys are. I was worried when I read the theme because there are tons of Hero Powers between all the Dungeon Runs and stuff, but what you came up with in that short of a time is very impressive!
DestroyeR:
TheHoax91:
DescentOfDragonsOP:
MurlocAggroB:
Conduit:
meisterz39:
shaveyou:
Pokeniner:
Tox:
KANSAS:
Dermostatic:
MenacingBagel:
Inconspicuosaurus:
linkblade91:
Demonxz95:
CapnMunch:
bigcums:
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
Second try, this one shouldn't be OP and is closer to the lore. I'm still looking for Dragonwrath's art. Is it strong enough? Should I put a cost reduction on the Hero Power (not sure if that wouldn't be too much text)...
Edit: For lore-overkill it should be a Deathrattle effect of course. I like it, but I feel like it misses something like spell damage or cost reduction. Has anyone an idea that doesn't include too much text?
Edit 2: Whoops, missed the "Passive" for the Hero Power.
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
Having played a lot with Trade Prince Gallywix over the years I can assure you it doesn't need any extra bonuses. Gallywix has a better body but gives the opponent coins and can be removed. While some decks (e.g. zoo-lock) don't care about the effect, it feels really bad to play against with lots of decks when you know every spell will be handed to your opponent.
Given that, I would suggest making it a deathrattle effect so the opponent has some options to prevent it. The stats are large enough for it to need dealing with so it shouldn't be a major decrease in power compared to the battlecry, but the opponent won't feel like there was nothing they could have done about it.
Thank's for the feedback so far! I'm glad people like Zul, but I decided I'll retire him for a future competition where its effect can be a Battlecry instead of a Hero Power. I scrapped Rune of Destruction completely and changed A'dal a bit. Its Hero Power is now Humility instead of Righteousness. I also came up with an idea for Druid:
Edit: Noticed a typo on Symbiosis, that obviously won't be submitted like this^^
More feedback:
DestroyerR - The big issue I have with this is, that the card doesn't say what exactly the Power does… Edit: This can be fixed. For example:
CapnMunch - Good job on coming up with a Neutral card that has good use in more than one class. As you said this probably is Hakkar's best friend in Control decks, which even adds to the flavor! The card could use some better art though. Maybe something like this => https://media.discordapp.net/attachments/243076504915935232/478629736898363392/ghuun.png
bigcums - Iron Wrath seems like an unnecessary removal tool for control Warriors. It's a nice idea, but what Warrior will ever use this over the myriad of control tools they already have? I like the Master Summoner better effect-wise. It seems too expensive at 7 Mana. If you don't combo this with Frost Nova you're dead. Also the art seems un-warcraftish (what a word =S) to me…
anchorm4n - I think making it a Deathrattle is all the change it needs. Really nice card, very fitting of Mages!
i tend to go the swampqueen hagatha/chromatic egg/etc. rule, where programmer’s clarity < practical clarity/aesthetic. if blizz does it, i don’t see why we couldn’t. about the second point, do you think 1 health is better? also, remember that you lose your normal hp while healing. anyway, here’s another idea in a similar vein:
feedback:
Make The Cow King an alternate Warrior skin plz
Yep Mutanus. Winner of Season 6 back on hp
Hello and welcome to the Tox Show!
Thanks to folks for the feedback on Thunderfury. It was kind of a mixed bag, so I'm going to play with some other ideas (might revisit it later). Here's a new idea I worked on this morning:
I had to play around a little with standard templating to make the text fit within four lines. Typically you'd expect the card to include "At the start of your turn" in the hero power description, and you'd expect the damage to be described as "deal 2 damage to your hero," but all of that was impossible to reasonably fit.
Thanks for the feedback so far!
@TheHoax91: A'dal looks a lot better to me now, this could be very annoying to play against. It's a good thing you've put it behind the Pure Paladin restriction. I must say Symbiosis is even more interesting, though. That's a great example for a highly creative card that doesn't blow up the boundaries of what we're used to (which are my favorite cards in these competitions). Major BUT: Making it change both player's Hero Powers could be too much. There are lots of cards and even decks which are directly countered by your card. Toxic Reinforcements, Activate the Obelisk, Supreme Archaeology, practically almost all the Uldum quests and/or their rewards. I love this effect but you should really restrict it to your own Hero Power.
@DestroyerR: Yeah, 1 Health sounds more fair. It's hard to evaluate because it triggers every turn and that way is of potentially really high value. If you play this on curve you should be able to trigger it at least 5 to 8 times. A priest would have to pay 10 to 16 mana for this. Your new card is very creative, I like the idea.
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
Thanks for the feedback. Based on what I've received, it's a good idea, but exploitable with Supreme Archaeology, because you could play this, followed by Plot and get a 3 mana Twisting Nether with no draw back. So, slight rework to counter/limit that below.
This way, trying to Plot Twist after playing this would be...painful. It can still work with the quest, but requires much more precise timing in order to minimise the damage.
Original in the spoiler:
Well, there are a "few" issues:
Ooh, and I forgot - read the rules - The Hero Power your card gives you cannot be an existing one
-=alfi=-
@shaveyou - your passive hero power shouldn't have a cost associated with it
Gives more flexibility with 1 mana and it lets you spend 3 mana for 3 Health if you want to.
Any thoughts?
Feedback:
Shaveyou: Interesting, though I'd consider reducing it to 1 damage. Yes, it's a 3 mana Twisting Nether, but you only get the one and are taking damage for the entire remainder of the game for each and every card drawn.
meisterz39: I like it, but shouldn't it say: Swap your Hero Power to Shadow Drain, as that is the name of the Hero Power?
@Thez, I could make it say "Swap your Hero Power to Shadow Drain" in the interest of shrinking the text box a bit, but I used Metamorphosis' text as my baseline for how to template it. The card text says "Deal 5 damage" despite the hero power being called "Demonic Blast," so I opted to print its effect as closely as I could (while keeping text at 4 lines or fewer).
@grayghost39, I think you may need to adjust the costs a bit. "3 mana draw 2" is generally a fair price, and this is more like "5 mana draw 4." Yes, the "end your turn" clause is something of a counter balance, but it's not hard to just use the hero power as your last action on your turn anyway and mitigate that cost. I think I'd rather see the cost increased a bit (maybe to 3 for the base spell) and then drop the "end your turn" bit. In that way, it's balanced against Sprint from a cost perspective, but you get to trade certain efficiencies for "cards over time."
Regarding the art, I think it works but it would be better as something more tavern-centric to fit the broader Hearthstone "meta" nature (e.g. a human and an orc having a beer together). (And I'm not sure an elf bathing would get past Blizzard censors.)
Thanks for the feedback everyone! I've received mixed reviews, but I'm going to stick with my card as I find there's some beauty in it's simplicity, even if it doesn't rock the boat all that much.
There were two comments concerning the power level I'll address: Whilst it's true that no one wants to pay (6) for a single 2/2 body, the cost of the spell factors in the existence of Goru the Mightree and the fact that Druids can ramp quite easily. That said, Treant decks aren't exactly top-tier, and this card could be a useful tool in giving the deck some more consistency, so I'll reduce the mana-cost to (3).
Finally, a comment concerning the art as well. Some liked, some didn't. I wanted: a) an image of a Druid midway through a treantsformation (please, don't hurt me) and, b) something that would be Witchwood appropriate. This was the best I could find, even after spending an extra hour this morning scouring the internet. I have however changed the art and name of the Hero Power to be a bit more suitable.
I'll probably submit later in the day. If anyone has any other feedback or noticed that I've missed something obvious, please fire away! My own feedback for the un-submitted is below...
Demonxz95: I like the card, it's creative, though I do think it could cost a mana or two more. Nice job!
linkblade91: First off, great competition idea. As for your cards, To the Arena! could be a lot of fun, though I can also see the opposite since you and your opponent might miss out on a lot of useful Battlecries. I don't think it needs fixing since it seems to be more about flavour than anything, and for that alone it has my vote. The other two are both good, but nowhere near as interesting as your main choice :)
inconspicuosaurus: The card isn't bad, but very swing-y. The right Adapt at the right time could mean game over for an opponent, and the wrong one would be very frustrating for you, the player. Also feels like it should be a Hunter card.
menacingbagel: There are many formatting and grammatical errors with this card and it's hero powers. I'd suggest you look at a few examples of other's cards and/or actual Hearthstone cards for an idea of what to do. Ignoring those, you stood by your words. Balance screwed indeed.
KANSAS: Old-Fashioned Blacksmith is a good card, I'm just unsure as to whether it's an aura or you forgot to include the Battlecry?
Tox: The card is a little complicated, but does make sense. I can see it fitting into a casino mage for sure.
shaveyou: Interesting card, although I can't see it being any better than most Warlock board clears. I do like that it can synergise with self-damage cards however, an archetype which I have a soft spot for, so I'd personally score this card well.
meisterz39: For the hero power, Life Tap just says '… take 2 damage', so you needn't specify your hero. As for the card, don't quite understand it. Does the hero power swap back if you couldn't fully heal to more than 15 Health, or does it activate later, once you do go below 15 Health?
Conduit: More Silence Priest, yes please! I like how elegant it is and that it pushes an underused archetype. Good job!
DescentOfDragonsOP: This card is too stronk. The hero power should cost more (3, probably). There should also be a full stop between the card text and Overload, and Hero Power doesn't need a semi-colon after it.
anchorm4n: Either this card should cost more, have a drawback, or needs some way to be stopped. It's a flavourful and fun card, but the ability to copy your opponent's spells with zero drawback would be frustrating as heck to play against.
DestroyerR: Really cool card! Not much to critique, other than that 'Hero' in the text of 'After your Hero…' doesn't need to be capitalised ;)
CapnMunch: I'm not really feeling this card. Aside from a few formatting errors - and the fact that the card doesn't say what the hero power is - I don't see why it's neutral when discard is almost exclusively a Warlock trait. Also, 7/14 with an effect like that is brutal - the stats need to be reduced.
bigcums: Unfortunately neither of these cards strikes me as good. I want to like Iron Wrath, but the effect is too wordy and the condition makes little sense. The Mage card provides far too much tempo. With small spells, it would fill the board and with big spells it would provide a big body. Even in this meta I find that OP.
TheHoax91: How much would A'dal's hero power cost? It's possibly OP, certainly infuriating to play against. Symbiosis is interesting. I like the card, but I'm not sure about forcing both players into it. If it only lasted a few turns and affected just you I think it'd be great.
Started playing HS in May, 2015. The bad news: I missed the excitement of 'Naxx out?' and GvG. The good news: I never met an Undertaker.
Some more feedback:
@Linkblade91, I didn't know Motorcycles were a thing in WoW. I guess the card is fine then.
@TheHoax91, I like A'dal, though I don't really like the Humility Hero Power. I really liked the flavor of the Divine Shield one, but hitting your entire board seems like a lot. I would change the Hero Power to give a single minion Divine Shield. On a more minor note, I would adjust the stats to 3/4 simply because I feel that is more aesthetically pleasing.
@DestroyerR, I like Healing Stasis, but I think it could be worded better. It should say "Change your Hero Power to restore (2) Health to your Hero at the end of your turn. Add an 'End Stasis' to your hand." If you try and put a description of what both the Hero Power and the token do on the card, it isn't going to read very well. I think just putting the name of the token is sufficient, but I am not 100% sure on the correct wording. Lighning Shield is OP and the wording is super weird.
@CapnMunch, In all honesty, this card is really bad. You are spending 10 mana on a vanilla minion, so that later you can Heal yourself while also accelerating fatigue. In the short run, you are gaining life, but in the long run you are ultimately taking more damage. I would reduce the cost of G'huun to either 7 or 8, and maybe change the Hero Power to kill a friendly minion and gain life? I feel like this would have more interesting interactions that removing the top card of your deck.
@anchorm4n, Having played a good bit of Lorewalker Cho, I can say that having this ability as a one-sided effect for the entire game is really powerful. I would increase the cost to 8 mana to compensate for the near-infinite value.
@meisterz39, I like Shadow Mend a lot better than Thunderfury. Though I do think it would make more sense as a Warlock card. You are gaining a lot of immediate power, at the cost of having your life slowly sucked away from your body. One note about the wording, I think the "swap back at 15 or less life" bit should be on the Hero Power instead of the card, or maybe on both.
@shaveyou, I like the change, but I still think 3 mana may be a bit too little. 4 mana would probably be good. Also, you Hero Power costs 2 mana when it is passive, don't forget to fix that.
@Thez, I like it. It is interesting and flexible, but not really OP. It is really creative and interesting, but in a subtle way. Good job.
@grayghost, Pretty neat idea and good flavor. I don't have anything to criticize.
I am also going to re-post my cards here since it seems people didn't notice one of my first ideas.
Do you think Chalice of Rebirth should be Legendary and also buff the Orc? Or should I increase the cost?
Some people were confused as to whether Old-Fashioned Blacksmith was a passive effect, or if I had just forgotten the Battlecry. I want to clarify that it is a passive effect. Once he dies your Hero Power goes back to what it was.
Carrion, my wayward grub.
Each combination would just use the same art (the one currently used for Dualcast), just to make it really easy. Same Hero Powers do double. Passive HPs combined with triggered ones I know what what would happen: You could use normal version for the normal amount of mana, but the passive one would always be active.
The Hero Power is also not an existing one, so I fail to see the need for you to write what you did in bold italics.
Oh, well that card was made ages ago.
It's also a little bit different in that it affects only basic Hero Powers, whereas Doublecaster Ogre effects all Hero Powers, except boss ones.
Having the Hero Power being actively changed by a live minion is interesting but I can understand the confusion, since it could be a Battlecry as well. Maybe replace 'Your Hero Power becomes' to 'Your Hero Power is'? Maybe even add 'while this is alive' to the description if you have room for it.
Keep in mind though, that it is unlikely to be anything more than a 2 mana 3/2 War Axe on the turn it is played. Given the durability of the weapon, I doubt it would live long enough to be used again (other than maybe replacing your War Axe the next turn for 1 durability).
The Warlock card is interesting but Charge is really tricky to balance. I think Rush would a bit easier to balance.
Decided to revise Vesh and use my favorite power. I figured it was more balanced than the other two in the sense that unless your facing aggro decks you'll probably only summon 1 or 2 a turn, although maybe I should increase the price since its a free murloc for the rest of the game.
Self proclaimed good at battlegrounds
Few things to mention:
The idea is that as you win more games at the Darkmoon Faire (destroy enemy minions), you get a better prize (a stronger 1-Cost spell).
Need some help with balancing as I think the idea is sound, just need to tweak numbers.
Ideas that I have had include:
-Only allowing one Darkmoon Prize in hand at a time (would be stated on card or Hero Power)
-Lowering the damage amount to starting at 0 damage
-Raising the cost of the spell itself
Thoughts?
I'm probably going to avoid going with Doublecaster Ogre. Despite its positive reception, the amount of questions it raises in terms of specific interactions will most likely be a detriment to my score.
Thus, idea 2:
Draw it and get a passive that upgrades your spells. Play it at any time if you want to swap back.
Increased the cost and fixed some grammar. I think the higher cost is justified since shaman has a few ways to heal. Witch's Brew, Healing Rain, Healing Wave, and cards like Shudderwock and Lifedrinker which lets you sustain even after playing Vesh letting you summon more Murlocs.
Self proclaimed good at battlegrounds
Nice comp topic! Got 2 cards that probably need some word fixin'
My Mage card, Kirin Tor Arcanist. Is this clear enough when I say this is like just a Hero Power that you can use once and then it swaps back to your normal hero power?
Then my Warlock card, Imp Summoner. I'm sure this is cool and simple enough :3
I make stuff! Go check em out down below here!
More to come soon, maybe?
Nerd.
I prefer the Arcanist. I believe Imp Summoner would have a wording akin to "Your Hero Power is" considering it's a tempoary deal.
Hello and welcome to the Tox Show!
Just be sure to change the watermark for Kirin Tor Arcanist. *wink, wink*
(This ain't the r/customhearthstone Discord where people will jump on you for making that criticism. Here, it's pretty accepted)
@meisterz39 Thanks for the feedback. Agree with the balance issues. I liked the idea of not being able to use the cards you drew as a counter, but you're right, that is still a lot of draw. Also I figured the art would need to be "nerfed" - that was just what gave me the idea so I figured I would throw it up as is for some feedback.
Am I the only one who's irritated by the widespread use of double quotation marks ("Hero Power") instead of single ones ('Hero Power')? Even some of the veterans do this. Are there old cards where doubles were used so it's okay to do so?
(Also: as far as I know, if your card ends with the quote of your new Hero Power, the period should be inside the quotation marks.)
Demon, that's usually your kind of business. Can you confirm or correct this?
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
I noticed that I'm wrong pretty early on, and planned to fix it before I submitted lol. You are right, though: it should be single quotations if you want to be 100% accurate. For most people, though, I imagine being 99% accurate is good enough :P
Edit: Also yes, the period should be inside the quotations.
Edit2: Apparently Metamorphosis uses double quotations, so maybe that's now the standard *shrugs* Curious.
I was using Metamorphosis for my basis. I will correct before entering but I just figured that was the norm not the exception. My bad!
I mean, since Metamorph is the newest card with the mechanic, it makes sense to follow that wording. For the same reason it is now perfectly reasonable to write "Draw a spell" instead of including "From your deck" despite more cards including that part than not. The games language evolves over time, and it's therefore logical to use the most recent wording.
Hello and welcome to the Tox Show!
Thanks for pointing me at Metamorphosis, I had overlooked this. I guess both variations are viable then.
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
All the previous cards that change the Hero Power this way (Shadowform, Dinomancy, Vilefin Inquisitor, and Charged Hammer) do in fact use single quotations around the Hero Power effect.
However, the newest card to use it, Metamorphosis, does use double quotations. That may be the new norm going forward, or it may be just be Team 5 being inconsistent again. You never really know.
I even had mine with single quotes originally, then I looked at Metamorphosis to double-check. Good job, Blizz.
A man is lying on the street, some punks chopped off his head
I'm the only one who stops to see if he's dead.
Hmm. Turns out he's dead.
Feedback regarding my ideas has been a little all over the place, in regards to what people prefer. With that in mind, I came up with something else lol
Edwin VanCleef will have his revolution, and the Alliance will tremble before the might of the Common people!
If you prefer an old idea from Page 1, just let me know :)
Feedback for those added since the last time I did it:
DestroyerR - I like the idea of controlling your own swap back via a card. I do wonder though how impactful the card is overall, because 2 Health is not a lot of healing. Granted it is "free", so maybe that's fine. Could be enough to help Heal-Druid get somewhere.
CapnMunch - G'huun is a 10-mana card that doesn't do anything right away, so in that sense he's a Legendary Ultrasaur. That's really asking a lot, especially on top of a Hero Power that burns your deck away. I don't think I like it :(
bigcums - Iron Wrath is kind of weird; I guess it's a permanent Bladed Gauntlet passive, which is neat I suppose. Should probably come from a set after Bladed Gauntlet, though. I like it more than Eegan, because I think Eegan is super powerful in a Big Spells deck, or even just in general given how many spells a Mage runs. If they can survive long enough to drop a 7-mana 2/2, this could be game-winning even without a Khadgar to support it.
anchorm4n - Your card is complicated, and the idea of stealing spells is kind of weird for the Mage, but it all fits within the flavor of Tarecgosa so I guess I can deal with it. Might be too strong, but perhaps being a Deathrattle is fine.
TheHoax91 - I think I prefer A'dal still, compared to Symbiosis. Is it worth a Legendary card and losing your Hero Power for an effect that can also benefit your opponent? I would say No.
meisterz39 - I like the idea behind the card a lot, because it plays into the Shadow aspect of Priests perfectly. I can see this in an expansion with cards that benefit from you hurting yourself, to really drive home the Shadowpriest vibe.
Thez - I think the card is fine, but it might be a little plain. You're ultimately gaining a slightly better version of the base Hero Power, which might not be worth the card slot.
grayghost39 - I have to agree with meisterz39 that the art might be a little too risque for Hearthstone. That being said, I like the general idea of the card; a little on the strong side, though.
MenacingBagel - I like this version of Vesh a lot more: it's cleaner, overall, and the no-duplicate requirement creates interesting decisions for the Shaman deck-builder.
Cg8889 - I don't believe I'm a fan of the card, mostly because it feels like a Combo card where you fill your hand with Darkmoon Prizes then blast your opponent in the face with all of them in one turn. Making it where you can only have one at a time might be neutering the effect too much, ironically, so I'm not sure where the sweet spot is.
Demonxz95 - I think I prefer the Ogre, despite its complexity, if-only because it's very interesting and Ansirem is less so.
Beatdoof - I like Kirin Tor Arcanist more than Imp Summoner. The flexibility is pretty cool. Don't have much to say because it looks pretty solid already (minus the watermark).
A deck using this would be similar to a Lady in White deck, but because the Hero Power effect only happens at the start of your turn, the opponent would be able to react to it by damaging the minion, and it couldn't be used to OTK someone. Should it cost 0 or is 1 good enough?
You don't need the "combo" on the Hero Power. If your minion has summoning sickness then it probably means you played it from your hand and have the combo ready to trigger.
Carrion, my wayward grub.
You're probably right: I just included it as a catch-all in case something down the line existed to bring up the issue, like a Start of Turn summoning effect or whatever. Al'ar, for example, or pulling Waxadred's Candle/Spider Ambush!.
If it bugs people I'll remove it.
Edit: Those are dumb examples, because they are not Common minions XD
I personally see no issue with it, but that's just me. Then again, I love seeing weird stuff when it comes to things like Hero Powers, and you rarely see Combo in one, if at all.
:)
Well, I just found out someone submitted a card extremely similar to mine. Guess it's back to the drawing board! No hard feelings to whoever submitted it though, I guess I should've been more confident about it lmao.
:)
There is nothing wrong with having a Combo in the Hero Power (I personally think it is a neat idea), but the combo in this Hero Power is just unnecessary.
Carrion, my wayward grub.
Idea #2! Any thoughts?
:)
This is my first idea so far. Perhaps not the most balanced but i went with maximum flavor this time. Xal'atath corrupting your mind with shadow words. One idea i have, in case you guys deem infinite removal too op, is to just have it as an aura tied to the weapon. So you can lose the weapon and the hero power with it.
I'll boop you
Lol, this theme was the one i was thinking to suggest in case i won a compettition, but now that it is here i'm a lot less inspired than i thought i would be. But i managed to think in some decent ideias, go to the SPOILERS for Hero Power's reveal and CLARIFICATIONS.
CLARIFICATIONS FOR POSSIBLE DOUBTHS:
Element Extractor: It creates a (2) mana Hero Power aside the chosen minion's cost. The name of the Hero Power will always be named "Elemental Essence", i puted Sluge Sluper Essence just to use as a clear exemple.
Final Form: The Hero Power IS NOT Demonic Blast, it stays forever and costs 1 more mana, therefore, its a diferent Hero Power and is inside the rules of making a custom Hero Power. I might consider being more creative on the Hero Power if people shows interest in the card.
Cursed Blood: The first version posted was the original, but i see that someone made a card with a very similar Hero Power, so i made a second version to be more original.
Thats it, hope y'll liked them!
Do you also like Elden Ring? Then you should check out my Elden Ring inspired Duels Heroes!
PUNS!
I was thinking to go with something like this. Any suggestions how to make the wording better with Varoth? It is correctly written but sounds clunky and the 4 line limit is crossed if anything else is added. Also is this idea even worth using or is it simply too boring?
May the waves ever lap at your feet
-Murloc Spirit
It's my first DIY on outofcards and I hope it's not too foolish(or full of grammar errors LOL).
This has synergy with all the inspire cards, especially the cheap ones. just something to consider
I'll boop you
Totally intended ( ͡° ͜ʖ ͡°).
Do you also like Elden Ring? Then you should check out my Elden Ring inspired Duels Heroes!
Some feedback:
@Cg8889, I fear this card could easily get out of hand and give control decks way too many removal spells. Imagine having infinity Jasper Spellstone. I would increase the cost of the Hero Power and Darkmoon Prize, and also change it so that you can only have one in hand at a time, and also make it so that it cannot hit face.
@Beatdoof, I like Kirin Tor Arcanist better than Imp Summoner. I really like the flexability of the card. It does feel weird though only making it trigger once, it kind of defeats the purpose of a Hero Power. I wonder if there was a way you could make it give you a different Arcane Hero Power each turn, and it keeps swapping between each Hero Power until you have used them all once, then it swaps back to normal. Though that may be too complicated to fit onto the card. Also, you are not allowed to use existing Hero Powers, so you can't use FireBlast Rank 2.
@Linkblade, I really like Edwin, the Revolutionary. It is a very interesting deck-building restriction. Though I do think the Hero Power is a bit much. The best thing I could think to compare this to is [Hearthstone Card (Fire Blast Rank 2) Not Found]. They both deal extra burst damage to whatever, the main differences being you have to use your minion to deal the damage, whereas the Mage can use it anytime. But the main thing that worries me is that the damage from Revolt! stacks over time. The Odd Mage can deal 2 damage every turn, but the Revolutionary Rogue can deal 3 damage on turn 2, 6 damage on turn 3, 9 damage on turn 4, etc. I would reduce the attack from the Hero Power to reduce the snowball potential.
@CursedParrot, I understand what you are trying to do here. It is an Inner Fire type effect, without the potential to deal a ton of burst damage. But the restriction basically makes the card useless. It is way too easy to interact with your opponents board in Hearthstone, so most of the time the minion you hit will either die, or have it's attack reduced. I don't think there is a way to really balance this idea. It is either way too easy to abuse, or really useless.
@Conduit, I really like this card for flavor reasons. You are still making 1/1 minions with your Hero Power, but now instead of recruiting brave soldiers to fight for your cause, you are now using dark lich-king-type powers to summon an army of undead. It really fits the corrupting theme of Kights of the Frozen Throne. As for balance, I think you could get away with making this 3 mana. At 4 mana it looks a bit clunky and hard to play.
@BasilAnguis, I deem infinite removal too OP. Maybe if it were Power Word cards instead? Or would that go against the lore too much? If you want to stick with the Shadow Word thing I would change it so that there is a way to stop it.
MrRhapsody, I like the second version of Cursed Blood the best. I do think 10 Health is too little though. Compared to Greater Healing Potion, Healing Rain, or Healing Touch, this really doesn't give you enough life to justify the extra damage from the Hero Power. You could probably make this heal you for 15-20 life and be okay.
@Sinth, I really like the idea. But I don't think the 5 damage is ever going to come into effect. When playing Control Warlock, it really isn't hard to fit a 2 mana kill spell into your turn. I would adjust the cost to 4 mana. As for the wording, you could make it say "Battlecry: Your Hero Power becomes "Destroy a minion, take 5 damage if you don't use this (2 uses left!)." That might read a little smoother.
@thenjax, As someone mentioned, having a 0 mana Hero Power can be beneficial to some decks, even if it doesn't do anything. I would change it to a passive Hero Power that doesn't do anything instead. Also, this is a minor thing, but I would change her stats to a 0/1, maybe a 0 mana 0/1? Just to emphasize just how useless she is.
I also changed some of my cards a bit.
I increased Old-Fashioned Blacksmith to a 1/5 and also changed the wording. I also made Chalice of Rebrith into a 2 mana Legendary, and changed the Fel Orcs into 3/2s with Rush instead of a 2/2 with Charge (I still like Charge better, but all in all I think Rush is more balanced).
Carrion, my wayward grub.
Welcome to the website, and our little area :D
In terms of grammar, formatting and whatnot the card looks great. I think the only thing you're missing is a watermark. Balance seems fine, as well, although it can be hard to tell with Start of Game effects; hopefully a dead Hero Power and a useless draw later in the game equate to an extra Mana Crystal *shrugs*
Some feedback for the other people on this page; didn't mean to pick out thenjax exclusively:
Conduit - I'm not a fan of it, to be totally honest. I understand it's from KFT so the flavor of the Lich King is supposed to be there, but it still feels weird to me as a Paladin card. Not that I have any idea where it should go. Also not a fan of the art choices: you're hyper-zoomed in for the main graphic, which is very noticeable, and Dead Soldiers is reusing [Hearthstone Card (Army of the Dead') Not Found]s art.
BasilAnguis - I have to agree with KANSAS: you essentially have an infinite-removal generator in the Hero Power. I think making it an aura would really help.
MrRhapsody - For being "a lot less Inspired", you still managed 6 ideas, so I'd say not bad all-in-all. My favorite is the Passive iteration of Cursed Blood. Element Extractor is hell-a busted with the right cards, and would warp the game around whatever oppressive Battlecry you could pull off best. Final Form is probably too good, Zedzer isn't very interesting to me (and steps on Zephrys the Great's toes a lot), and the second version of Cursed Blood doesn't change the Hero Power enough for me. The Passive version can be more readily exploited via cards such as Diseased Vulture, which I think is a cool way to go.
Sinth - I like the inherent idea behind the card, but I agree in-that it reads clunky and doesn't look appealing on a visual level - especially the lengthy Hero Power. I'm not sure how I would fix it, though, so I'm sorry about that.
KANSAS - I still prefer the Blacksmith, although 5 Health can be kinda scary; if the nerfs to EVIL Miscreant and Shadowjeweler Hanar are anything to go off of, this might see the same treatment.
It was a 1/4 but everybody said it would be too easy to kill and you probably wouldn't be able to get more than a single axe off of it. But I agree that 1/5 is kind of big for a 2 mana card. I kind of want to make it 1 mana, but I also don't want it to feel too similar to Dwarven Sharpshooter.
Carrion, my wayward grub.
I redesigned this so that it was more consistent yet still interactive. Basically, you would play minions with high health (or heal/buff minions) so that on your opponent's turn they have to kill it or damage it enough so that it won't hit them for huge amounts of damage. Because this Hero Power could be very bad in certain game states, the Alchemist also adds an 'Experiment complete!" spell to your hand, so that you can switch back if necessary.
I think you should remove the ability to turn it off. It's a very powerful effect, and if you somehow get trapped in a bad situation because of your choices you shouldn't be able to bail out of it for free: you should be punished appropriately.
At least, that's my two cents. I made this card for my Lich class, and the common thread of feedback was that it was too strong if it had an Attack stat, in-part because you can then get out of the effect when things stop going your way:
I'm learning from that and trying to pass it along, I guess lol.
Since my last 2 cards were pretty bad I came up with this new idea that I actually kinda like :
What do you guys think?
Thanks for the advice! I think I will remove the way to switch back, I already felt the card might be too good so that’s a nice change I can make. Also, this way the opponent can counter the alchemist by removing your board and then leaving you without a Hero Power.
Since this is an Epic card, you could make it work similar to Shadowform. In other words, playing a second copy could make them 3/3 Treants instead. Or maybe just buff ALL Treants +1/+1 the rest of the game for playing a second copy, similar to Goru the Mightree.
Quick! Someone give me something clever to write here.
Hold on am I actually allowed to post Kirin Tor Arcanist with Fireblast Rank 2 also? I know it says to not use the already used Hero Powers but like I also post two new ones also so like idk?
The card mentioned for reference. Also I'd like more backfeed yes pls thnx
I make stuff! Go check em out down below here!
More to come soon, maybe?
Thought of this effect, not sure if it's that great but I like it. The weapon itself and the effect don't necessarily go together, but I wanted a cool weapon from WoW if I was going to make a Legendary weapon card. The cost might be a little steep, and the name of the Hero Power probably needs a little work too, but I already submitted it so... oh well! Fits the idea of a warrior giving up a defensive position (armor gain) to go full out offensive and hitting anything that comes within reach of his blade.
Quick! Someone give me something clever to write here.
I decided to scrap my original card idea due to the difficulty with the wording. I think I'll go with this idea instead. Do you think 3 mana is good for this weapon or should it be upped to 4 mana even with the Overload? Comparing it to Charged Hammer that never saw any play.
May the waves ever lap at your feet
-Murloc Spirit
Thanks for the comments from BasilAnguis and linkblade91, your advices are really valuable .I'll fix the problems and repost it :)
ps: it's weird that every time I try to reply/quote/edit, a new page pop out with a few lines of 'forum not valid' balabala, so meanwhile I can only leave comments :(
Well this is the final version since i submitted it already. Still, if anyone wants to give some feedback feel free too.
I'll boop you
I didn't think of this when I first provided feedback; sorry about that :/ To be safe, you should probably change it into something new.
Sorry I wasn't as active here lately, been super busy with work. Here's a few ideas I have, I'll polish the one that's the most positively received later:
Fairly simple concept: Super powerful HP that you can only use once every 3 turns. Not sure about the class yet, thinking Mage, Shaman or Warlock.
Those two are fairly simmilar: AoE that expires after they did enough damage (ignore the cost on the Warlock one, it should also be 4).
Feedback:
Sinth: Charged Hammer Probably never saw play because you had to wait quite a while to get the power, unless you destroyed the weapon. Yours I think is pretty good as is, seems pretty balanced.
thenjax: Hello, Inspire support! 5 stars! Nothing more to say, except put it in The Grand Tournament (you can find another art and call it 'Lazy Jouster' if you don't want to use AFK in that situation). I'm talking about the original, not the inexplicable repost down the page.
KANSAS: Rogue has to work pretty hard for the same HP as the Blacksmith. Yeah, that has inspire, but having a 3/2 weapon always at the ready is pretty strong. That said, it's a passive on a minion… A very hard to kill minion in the early game. Chalice of Rebirth is a very powerful control tool. I'd make the first one cost 3, and the second cost 4 or 5.
CursedParrot: Inner Fire on a whim. WHAT COULD GO WRONG?! Yes, your opponent has SOME control over it, but if you play this in a deck with a lot of high-health minion, your opponent's toast. Can you imagine resurrecting 6/6 Convincing Infiltrators all the time? No, just… no! Sorry.//
bigcums: Don't really like it. It puts both players on the clock, which isn't super fun, and the two effects don't really have much to do with each other. Also, Hunter isn't really a class known for healing, so more often than not, this will just kill you.
Beatdoof: None of them are strong enough to warrant an 'only once' clause, but without it, you'd just always pick Insight. I'd remove the 'only once', make them cycle (like how the Power of Dr. Boom, Mad Genius works) and stick them to a Legendary, maybe a conditional one (like the highlander cards, or [Hearthstone Card (Jan'alai the Dragonhawk) Not Found]).
Thonson: The problem here is that you can just keep the weapon and you'd always have a 3 damage AoE (up to 7 damage with Gorehowl, not counting any [Hearthstone Card (Upgrade) Not Found]s). I'd suggest also loosing durability when you are attacked, nut that might make the text too cluttered.
No worries: we're here when you're available :)
I like the first one the most, putting your Hero Power in time-out because it's too strong to use on the regular. Reminds me of Pokemon's Hyper Beam attack lol. I think flavored well it could be really good. I'm thinking Shaman, in-part because Charged Hammer never saw any play so why not rectify it with something better?
The other two are fine, as well; I just find the top option to be more appealing to me.
3-mana for a 3/2 weapon is standard (or at least it is now-a-days, sorry Fiery War Axe), and new Hero Powers generally cost 2-mana if given on a stand-alone spell (Dinomancy). With that in mind, I think 4-mana/Overload: 1 is a good idea to make it balanced, but if you want to really push the card's strength then I guess you can leave it at 3. It is a Legendary, after all, so maybe it's fine.
I've done some thinking about my concept and the feedback you all gave and I'm back with a new iteration.
I decided to keep it neutral and targeting any minion, as I agree with those of you that said this is a more exciting and flexible idea. I have however made it a beast itself so that beast specialists like Hunter and Druid can tutor it. I decided to make it higher cost and legendary, to remove some temptation of aggro decks to make oppressive use of it. Consequently, I changed up the art and name to suit its more grandiose nature. Making it a one-off honestly makes more sense, as a second copy would rarely be useful anyway, and again this promotes building a deck around pulling it.
What do y'all think? I feel like it is still missing something, but I am not sure what.
EDIT: After posting this, I immediately had another idea - for the Hero power to become one of the Adapt options. This is a less flexible ability, but I believe it is more powerful due to the consistency. As such, I have added a deck restriction, but I am not sure how to word the actual effect. I think the last one is my favourite, but which option do you all prefer?
~ An expertly disguised dinosaur
Just wanted to say good luck to everyone this week. I decided I needed a break this week to clear my head, so I won't be giving any feedback or submitting a card. Depending how I'm feeling, I'll see everyone again for next week.
I think it's funny that Rexus is "Lord of Un'Goro" when Tyrantus is just that much more powerful lol. Kind of disappointing that Tyrantus is already taken, actually, given that Tyrantus adapts when threatened in WoW. Really all of the good ones have become cards already :/
If the card is missing something I don't know what it is either, because every thing looks ready to go.
Yeah, all of the named Devilsaurs are already taken, sadly :( I debated making it a new form of Krush, but I wanted to use that art and it doesn't look much like him.
I am glad you like that version! Did you see my edit with the alternate idea though? Now I am torn!
~ An expertly disguised dinosaur
I like the new versions having a deck requirement, because those are always fun to toy around with. That being said, Beasts-only is gonna be hard to do for any non-Hunter class, and making it a Hunter Legendary would defeat the point. Plus, the Adapts are kind of all over the place in terms of power-level, assuming you can acquire one on a consistent basis (like a Hero Power). Guaranteed Poisonous on a Hero Power is way more powerful than +1/+1.
I like them, I just wonder whether the added complexity and variability is helping or hurting you...
Alright, third try for this since Fireblast Rank 2 is uh, forboden. I end up just statting her up more and making the Hero Power do more, or at least one number it up. Is this still good/elegant enough?
I make stuff! Go check em out down below here!
More to come soon, maybe?
Yeah, this looks good. That said, I feel like Insight is just much stronger than the others. I feel like it instead could be something like "Draw a card. It costs 2 less"
Aaaaand I'm disqualified because I forgot to post in the three hero powers cuz I don't know how this be working, so, well, good luck to the others competing.
Since I'm disqualified might as well just post my cards here, basically the same as my last post but with Demon's suggestion taken in:
I make stuff! Go check em out down below here!
More to come soon, maybe?
Which is just another example for our need of a preview / confirmation page or the ability to delete and repost once a week.
I had a quick look and checked how many entries could have been saved if we had this. The best way to measure the problem are probably the DQs, which we've had 28 of so far, resulting in an average of just above 2 per week (please note that there were 10 DQs in week 2 because of missing watermarks). Please keep in mind that the real number is probably higher because I'm not able to track down errors that didn't lead to a DQ like major spelling issues, submitting already used art or something along those lines. I've heard there even are people who submitted the wrong card.
Back to topic.
@Incospicuosaurus: The basic version is good, but maybe you could find a way to avoid the orphan in the last line of text. Personally, I find the third alternative in the spoiler more interesting. To adapt Rexus first and then transfer the choice to the Hero Power is a very elegant solution. The other two look a bit clunky next to this. If I were in your shoes, I'd probably submit the more creative version.
@Nirast: I prefer the Mage Hero Power that deals 4 damage every third turn. I haven't seen anyone putting "dormant" on a Hero Power, so you'd net some extra points for creativity from me. The effect is strong, but not OP imo.
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
Thank you for the feedback, anchorm4n and linkblade. I think I am going to go for the 6 mana 5/5 which adapts and then takes the HP from the result. My heart was telling me that was the most interesting and elegant solution, so I hope everyone else sees it that way!
~ An expertly disguised dinosaur
Do I have to make cards for the Discovery options too?
EDIT: Now that I think about It, Shields Up! can snowball hard in a Control deck if you play Stance Mastery on turn 1. What do you think?
SMOrc
Here's the final version of my idea:
Couldn't let those extra card slots go to waste, now, could I. Inspired by Shadowform (rest in peace, sweet prince), it starts of strong, with a long cool down, and if you manage to play a third copy (easiest with [Hearthstone Card (Krag'wa the Frog) Not Found]), it becomes a real powerhouse.
SMOrcolaio, cool idea, but I feel getting the spell back is a bit complicated. Why not just cycle, like Dr. Boom's?
A weird idea. Not sure what class it goes into, but I think that this could play a lot like astral communion.
This post is discussing the wild format.
I like it, but I think you meant to say "Stormshape" not "Stromshape". You did it in the title of the card and within the text itself :P
SMOrcoliao - Yes, please be sure to include your Hero Powers in your submission. I agree with you in-that being able to pick Shields Up! right away is a problem.
economicaooc - This is a weird card to place. The most obvious location would be the Rogue, but that would be insane value for their Comboes and whatnot. Anywhere else, however, doesn't make much sense from a flavor standpoint :(
Less than 24 hours to go; get those submissions in! Good luck to everyone with the voting :D
Any thoughts on how to improve this? The effect is very powerful but it takes a minimum of 10 turns to achieve and it can be tough to manage your hand without burning cards at the end as you need to fill your hand with Essences of Doom. Maybe it is actually too weak?
A few things to note:
The effect is interesting to say the least. Effects that destroy the enemy hero are impossible to judge since they're usually either way OP or unplayably difficult. I'm tempted to say that yours falls closer to the latter simply due to the number of turns you need and you effectively lose your Hero Power in the process.
Thanks so much for the feedback! Here is the new version, I think the art was definitely an issue. After further thinking about balance, I think reducing the number will make it too easy to have a one card win condition vs slow decks as you don't have to devote your whole deck to it unlike Mechathun which requires a combo. With having to only have few cards that are not Essence of Doom the turns before you win, you have to balance when you are ready to add Essences of Doom to your hand and maybe even slow decks can win before then. On the other hand, this makes it easier for fast decks to win as you have less hand slots for cards but you can run them out of value with control tools and set up a taunt wall before going for the win condition. I think this will be more fair and interesting than Mechathun as Mechathun goes off before turn 10 consistently in warlock. You usually try to draw through your deck as soon as possible and then just win. With this, the fact that it clogs up your hand and spends mana makes it so that it is not always the best choice to play every turn.
edit: I tried to add a watermark but it does not get added, I am using hearthcards.net
To add a watermark onto a card without a rarity, click the "Custom" watermark option, and then there will be a box that says "Force Apply Emblem (for Basic Cards)". Tick that box, and your most recently applied watermark will be applied to the card.
To apply a watermark without a rarity gem, after selecting your watermark, you have to choose "Custom" watermark and bring up that menu. One of the things you can then pick is "Force apply emblem"; that's what you need. You can also click on "Force apply Dragon" for Legendary tokens.
Hearthcards doesn't tell you that, unfortunately; you have to find it on your own.
Edit: ninja'd.
That worked.
@Swizard, nice idea in theory, but you also need to remember Warlock now has Control Heavy clears, 12 Hand max Holds and Wild can easily hero power combo into an OTK. It seems weak in general, but atm in Standard where Warlock can hold more than 10 and still have ton of clears in hand (especially with Dark Skies) I think it's too strong. Maybe "If your hand is almost full, destroy the enemy hero." Clarifying "Almost" seems simple enough to new players seeing a full hand means you can't draw. So if you're almost full, you probably can only draw 1 more card.
Ever wonder what the rumble Run cards would be like in the HS world, well wonder no more and look at the custom collection created to solve that question in Rumble Run Returns! http://www.hearthcards.net/setsandclasses/#5363
To have more than 12, you need to draw Valdris Felgorge first and then still have to play this minion and use the hero power 10 times while having to empty your hand and play all cards in it. In the standard meta even against something slow like resurrect priest it is not certain the warlock can survive for 10 turns. In wild, I think Mechathun warlock is too one dimensional and this would fit more in a control tool like Renolock. Renolock is currently weaker than Reno Priest and Mage as it is the only one without a good finisher, and I was envisioning this card in Renolock as a potential finisher that can be strong but not oppressive. Compared to Rin, the First Disciple which often destroys only a few cards in their deck by the time you activate its condition, this will let Renolock have a way to win in the end of the game. It's definitely hard to predict exactly how good this card would be but I think for autowin cards like this it's better to have them weaker so they don't turn into Mechathun decks which have very linear playstyles.
Submissions are now closed. Good luck to everyone in the voting, and good luck to our future finalists come tomorrow :)
Dear site staff, any chance that a link, showing additional tokens for my submission, Hamuul Runetotem, can be added next to my entry in the finalist phase? The card submission system didn't allow all 10 of them to be added. They are in this album: https://imgur.com/a/hufht4P which was included in the submission description, but those aren't included in the voting phase. I believe it is important to showcase them, as it helps in understanding all of the options, as well as all possible combinations having their own unique name and art for more flavour.
Put your faith in the Light!
Short answer: No, your submission stands on its own.
Long answer: The way our current submission system works isn't very friendly to entries which include a lot of tokens. Another one of the finalists had to sneak in two tokens as one image for what is realistically quite a simple design. That finalist - and your own entry - are a bit of a grey area, since technically they're subverting the rules put in place on submissions.
These rules are there for a good reason. Realistically, your entry doesn't need all the extra tokens to be understood, and allowing all of them to be added would unnecessarily bloat the entry. Since our system is entirely automated, we would have no way (currently) of hiding those extra tokens, meaning that your entry would fill the page.
Now, a different system for submitting tokens is high on my priority list for improvements to the WCDC. Ideally I'd like them to be hidden come the initial voting and finals; probably in a spoiler which can then be revealed, to save space. That won't happen until next Season at the earliest, however.
Until that time, submissions must stand on their own. Anything in the description will not be featured in the finals. We'll be looking for feedback at the end of the Season, and a couple of things I'll be specifically asking about include the number of tokens allowed per entry, the description box featuring in the finals, and how people feel about additional materials being present in the description at all. For the rest of the Season, we would ask that people try and keep their submissions to just the single card and additional token or two.
Welcome to the site!
Good luck to all the finalists, what a creative week! Stormshape stands out for me as a particularly interesting concept.
On another note, I'm really glad Talon King Ikiss made it; I love anything C'Thun related.
Started playing HS in May, 2015. The bad news: I missed the excitement of 'Naxx out?' and GvG. The good news: I never met an Undertaker.
Congrats to the finalists! I would like to ask for more feedback on my card. What did you vote and why? Where did I fall short? And what should I have done better? Thanks in advance!
My card:
Carrion, my wayward grub.
I looked over previous competitions and i was surprised by how low the scores actually are. None are over 4, most are between 2 and 3, maybe 3 and a bit. That to me seems super low, like if someone bombed them with 1 star ratings. How do you people vote on cards? What are your rating systems? Just curious cause now i feel i gave everyone way higher scores than they deserved.
I'll boop you
It probably comes from the fact people want to see only their card in the finals. I'm not gonna lie that I feel a bit of a disappointment for my card to not enter the finals, but I did not drop bombshells on every card. I did rate a lot of them pretty low though mostly because of existence of cards like [Hearthstone Card (Sir Finley Mrrglton) Not Found], and some felt too bland, as they simply changed their Hero Power and nothing else - I thought people would experiment more with the Hero Power usage time like I did with Deductive Learning.
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
On the one hand, I liked the creativity this week, lots of different approaches and cool ideas. On the other hand, I didn't rate any submission 5 stars for the first time, because all of them had at least one little flaw in my opinion. That said, I did give out a lot of 4 star ratings, so yeah, it's curious how the low ratings come together. But then, as long as they are consistently low on average, that shouldn't be a problem.
@KANSAS: I gave you 4 stars because I didn't like the statline. 2/4 would have made the deal for me. How did you like my Tarecgosa?
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
I wasen't all too confident on the stat-line, but I figured that because it had to survive for at least 3 turns to really get any value out of it, I thought that a lot of health was the way to go.
About your card, I don't remember if I gave it 3 or 2 stars. Voting was really hard this time around because it can be really hard to know how OP a Hero Power can be without playtesting it. On one hand, because of the Deathrattle it was really slow, but on the other hand, it gave you near infinite value which is pretty scary.
Carrion, my wayward grub.
For a card to get a rating of over 4, more than two thirds of the votes would have to be either 4 or 5 stars. Because so many people are voting and different people have different opinions, the average card would on average get an average of 3. If it is a good card, it would average over 3, if it is bad, it would average less than 3. If it is really bad, it would average below two. If a card gets a score of 3.5, then more than half of the people liked it, and it is a good card.
Carrion, my wayward grub.
For a card to get over 4 stars, it'd have to be impressively good. Remember, the only option that will push a card above a 4 is a 5 - that means that a card needs to be good enough to consistently get 4s and 5s.
40 5-stars, 40 4-stars, and 10 each of 2 and 1? Sounds like a really well-liked card, right? 3.9 stars overall.
It's not always completely intuitive, but a rating of 3+ is actually really good. Even ratings like 2.5 can mean your card was well-liked, it was just polarising.
Welcome to the site!
For some reason, a huge number of my submissions tend to have significantly more 1-star and 5-star votes than most of the other cards around it.
I think this is maybe the sixth or seventh time this has happened.
Congratulations to LutriSpellcaster! One quick note: Siege Engine already exists as a card, so your card would have needed another name lol :P
CG, LutriSpellcaster! I loved the card, but yes, I forgot about Siege Engine at first as well :) A small oversight, but ppl did like the effect/design it would seem :)
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I think I may have mentioned this once before, but you generally tend to design more out-of-the-box cards. Some people will really like i, and some people will really hate it, but not a lot of people would feel "meh" about your cards.
Carrion, my wayward grub.
Whoa, people really didn't like the cards this time around.
Congratulations to LutriSpellcaster.
This post is discussing the wild format.
First off, congratulations to LutriSpellcaster.
Now, can someone explain why I have this in my notifications?
The link goes to Lutri's page. I was so excited to see it, then so deflated when I realised it's not for me.
Edit: You wanna know the REALLY sad part? I tend not to vote at all for my own card. Had I given myself a 5-star review, I WOULD'VE WON! ARGH!
Congrats to LutriSpellcaster!
@Nirast: I have no idea what happened here, but when I checked right after the phase had ended, you were shown as the winner.
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com