Thanks for the feedback, but I'm getting conflicting info about the stats of my card. Closest thing that I could find as a reference point is Gloom Stag.
More Feedback:
Show Spoiler
GoliathTheDwarf - Permanent stealth is scary because it allows combos to be set up easily without any interaction. I suggest a battlecry with granting stealth for 1 turn only, maybe affecting all friendly minions to compensate for the weaker effect.
Jhamel - "no netural" needs to be in the text somewhere, so this wouldn't work.
BloodMefist - I like Medivh quite a bit, and the weapon is a lot of better than Atiesh, summoning a Dread Infernal regardless of the cost of the spell. It makes sense since its a payoff for a no neutral deck. I prefer it over pure evil, which isn't bad but is not as interesting.
FieselFitz - I like this card a lot. I don't have much to add. I also managed to get the card to fit into three lines of text without any issues.
Demonxz95 - I think the original card is better. I can't see the second card fitting a class in particular and I would leave it as a neutral card.
Neoguli - The discover bonus effect is very interesting. I don't know if Rogue has more discover cards than the other classes, but its an unique effect to build around with.
linkblade91 - Sargeras is very cool. Now if warlock just had better demons XD
I'm not sure how to feel about Emperor Shaohao. A neutral hero card is a unique and hard to pull off, and this is a good implementation of it, but this issue is that if it's become popular, it makes decks play out the same. It would be like if all the versions of Galakrond were exactly the same.
Neoguli - Kenzou's effect means you get a 2/1 in addition to the Discover, right? Because right now it seems to imply that the Discover is replaced with a 2/1-summon instead. There should be an "also" in there: "your Discover effects also summon…" With that change in mind, I like the card.
KANSAS - I think I like the first art the most, or use the 8-mana's art with the 4-mana's text. As long as it's not the third one I'll be fine with whichever you choose.
FieselFitz - Welcome to our little corner of things :D I think your card is almost ready to go: I just have one little niggle and that's that "Deck" should not be capitalized. I would also move the word "Basic" to the next line by putting in a line-break (using Enter). That way, "Basic Totems" is on one line together, which is more aesthetically pleasing. Other than that, I think you're ready to submit :)
Demonxz95 - I say leave it as a Neutral card, even though it does bug me to do that - a non-Legendary card means you can run two, which means they could be at-odds with each other when trying to set off the Battlecry. I don't think it's too OP with Tekahn, and even if it is…well, maybe it will get people to use the card lol. There are balance levers that can be pulled to rein in either card if necessary. Ultimately, though, I think I like your Hunter card more.
Shivershine - Love the art, and I think the effect is fine. That being said, the stat-line is unusual for a Rogue minion; not a deal-breaker, just something that might irk some Rogue purists out there. I think it needs the Health so it can be more than a one-and-done attacker a la Patient Assassin.
BloodMeFist - I have to agree in-that Pure Evil is a bit on the boring side. I like Medivh, though: it's a good interpretation of him canonically while also playing on his (admittedly non-canon) One Night in Karazhan iteration.
Jhamel - Welcome to the site :D Cool to see your first posts being in our neck of the woods. Unfortunately, I have to say that your card is not going to be allowed as-is. I understand your reasoning for phrasing the card as you have, but we're looking for a specific phrase that matches the cards that already exist.
GoliathTheDwarf - As it is right now, as an aura effect, the two adjacent minions would have permanent Stealth so long as Murderous Omen remains on the board. You could choose to forego attacking with the Beast to keep it in Stealth, making it incredibly hard to remove. I say either the Health needs to be crippled so it can die to AoE effects, or the effect itself needs to be a Battlecry so the Stealth ends when the adjacent minions attack.
Pokeniner - A spell that tutors other spells; could be useful in the right setup. I like the card well enough, and as grumpymonk noted you've successfully navigated around the "No Minion Mage" archetype without losing the No Neutral phrasing. Nicely done.
grumpymonk - I mean, you technically have the phrase "no Neutral" in your card's text, so I guess it's fine. I think 5/5/7 is a more fair stat-line with the Taunt, which I prefer to the one without it.
grayghost39 - Pretty straight-forward card, although a little lackluster if I'm being honest. Personally I would dock you a point for reusing Lightforged Zealot's stat-line; just seems too on-the-nose to me.
Cg8889 - Remove the Classic watermark and I think you're good-to-go.
allthehype - I agree with the "keep all 3" direction. Remove the capital from "Spell" and capitalize "neutral" and you're good to go.
bigcums - I like it, and I don't think much needs to be changed. The smallest niggle could be made about how you say "enemy characters" instead of just "enemies" (which includes the hero), but beyond that I think it's ready to submit.
JackJimson - Welcome to Fan Creations :D Lots of newcomers; always cool to see. Right off the bat, I have to point out that your card breaks an unspoken but fundamental rule of Hearthstone: it has more than four lines of text. Any such card is always considered to be too complicated for the game, and so it needs to be changed.
anchorm4n - Honestly, I'm concerned that the Priest would be too good at Fatigue matchups with this card. I know that's the point, but for a lot of people (myself not included), long Control games make them miserable. To some degree, encouraging a game to go that long would be a feelsbad moment for the enemy. I'm not sure how to rectify that, and maybe it's not even a major issue - the game needs to satisfy a large variety of players, after all. Just something to think about.
R - Is that supposed to be Azari? Because you spelled the name wrong. That being said, I prefer the Beast Tamer: destroying all Neutral cards in your opponent's deck is simply too disruptive, and could effectively neuter a lot of decks. I know it's a 10-mana card, but still.
BasilAnguis - I prefer Scarlet Dominator, for flavor reasons. That being said, I think the stats might need to take a hit, considering this is Shadow Madness with no restriction.
Arkasaur - I prefer Stampeding Riverwallow. Resurrection is not really a Warrior thing, and I honestly think people are tired of seeing it: you'll lose some points from such players. As for Riverwallow, I think you're good to go minus a single comma after "cards".
TheHoax91 - The downside being attached to a condition does make this "grossly overpowered", as you noted. However, you could submit it should you choose to: we are not explicitly barring people from creating Neutral no-Neutral cards.
shaveyou - Remove the Classic watermark and change the phrase to "has no Neutral cards", and I think you're good to go. I don't know how exciting the card is, per se, but I still think it's one I could see in-game.
While at the subject, does anyone else think Relentless Pursuit could use a small nerf? Maybe is just me, but i feel this card got really strong with all the scout and support support (lol) added to the game.
I don't mind Relentless Pursuit too much. It lets aggro punish slow decks and gives aggro an edge against them what is okay.
If you deny them enough tempo or have enough tempo youself, the card does nothing and that is a concept of a card that is imo healthy but I also see how it is very polarized
Honestly, I think a simple +1/+1 to Taric's body stats would do a world of good, but I wouldn't mind seeing a little more spice in his level-one support ability. SpellShield this round instead of Tough? SpellShield this round AND Tough? The level-two version is perfect as is. Sojourner is already crazy good, but I think Tyari the Traveler could use a little help, maybe create a Gem when it supports?
As for Targon spells, maybe dropping the mana cost of Blessing of Targon to 4? Dropping the mana cost of Gem to 0, or leaving the mana cost alone but making it grant +1/+1 instead of healing?
For Petty Officer, they seem to be pushing a more Bilgewater-heavy aggro archetype these days, so maybe they want to restrict the summon to Bilgewater. Or just make it kegs only -- I'd be fine with that. I don't like the way people have been using this card as a general-purpose board flooder.
(TESL is in the middle not because it's not generous but because it has so many cards...)
There are region quests and daily missions which help building your collection, and you can win up to 3 cards a day through victories which is really cool to build that starting set of Co/Unco (and sometimes a Rare or a Mythic: party time!)
Blue also means it doesn't take the minion's action, so it can be used when it arrives, while orange like attack or move is subject to summoning sickness.
Iv never taken much interest in Mythgard, but reading this article, it sounds very interesting. I did see some artwork from the first expansion and it looked awesome!
I wouldn't say it's more f2p friendly, but I haven't played LoR enough to know that. Still, it's pretty good in that regard, I've only spent like 30 usd on the game (10 for the starter bundle that comes with 20 packs, and another 20 that I've also used on some cosmetics) and I have 100% Commons and Uncommons, 96% Rares and about 36 Mythics. You get 3 Commons, 2 Uncommons and 1 Rare per pack, with a 10% chance of the Rare becoming a Mythic (with duplicate protection on that one), and that chance gradually increases until you open it if you don't open it in 10 packs.
I've replaced Kil'jaeden with two new cards; hopefully these are better received:
The Dark Titan Sargeras is the most powerful being that ever existed, hence the 15/15 (The Ancient One? Never heard of it). Literally the size of a planet, Sargeras is the creator and Dark Lord of the Burning Legion. Show your devotion to him and he will duplicate all Demons in your hand, shuffle in new copies of all Demons in your deck, and summon copies of all Demons on your battlefield. With him, the Legion is endless. Note that he is not a Demon himself.
Emperor Shaohao would be our first Neutral Hero card, having overcome many trials to become balanced in mind and spirit. Despite being a 6-mana "do nothing", he provides a ton of refuel and a means to access it in the Hero Power.
Utility action cost. To activate those abilities, you drag the minion towards you and there are 3 symbols you can snap the mouse/finger to. The orange ones serve the same purpose, except you can't do anything else with that minion that turn.
I want to point out the voice acting and writing on these has been pretty great on the last several adventures. The reno one for descent of dragons, Illidan, and now Jaina have been pretty high quality.
One more attempt at creating Kenzou. This time, he does not cause frustration nor does he literally plagiarize one card. Now, he improves your Discover effects to be better tempo-wise. They are also still thematically tied to scavenging, which is Kenzou's profession in WoW.
Firstly, it's free. You don't have to play it. The reward is minor, and afaik, it doesnt need to be completed to play the other classes further down the line. This isn't the Scholomance adventure.
I can see why they started with Jaina, especially as its basically tutorial + for difficulty, but I think some of the other heroes will be more interesting stories. I'm looking forward to Thrall and Garrosh.
For solo content, I'd like to see 1 "classic" adventure, 1 Dungeon run style, and one of something different per year. Don't really care what, but so far, the only time they deviated from the other two was Boomsday. Personally, I didn't enjoy it, but it was nice to see them trying something else.
As for Dungeon Run content, I personally think that the original was one of the worst, only beating Rumble Run. They made massive steps forward with Witchwood (new Avatars, dual classes) Dalaran Heist (Multiple Twists, Anomaly mode, Choice of Hero powers) and Uldum (improvements on Dalaran Heist, returning dual classes, more flavour). All of them have issues without question, and I think the Plague Lords were a mistake, especially for content that you want people to complete multiple times, but I can see them learning each time, which makes me want a new one. Not more than one per year though.
I actually thought the Tombs of Terror (Saviors of Uldum's dungeon run version) was by far the best one. It allowed for the most deck building choices thanks to Bob's Bazaar and the different starting decks and treasures, it introduced some incredibly fun and versatile treasures (both as cards and as passives), the Plague lords not regenerating health in between runs was a great way to to get the maximum amount of potential out of your deck and it also made your runs not feel useless (unless the 6th or 7th boss did some unfair bullshit, which was the mode's biggest downside for me), the passive effects present in each different 'tomb/area' were versatile enough but also not gamebreaking and even allowed for some cool synergies, and finally anomaly mode allowed for some of the craziest interactions Hearthstone has to offer.
If this data is correct only about once a year since 2016, but there are several "random" brawls that are really similar so the whole random concept is a bit played out.
Book of Hero deck
Awful, awful deal. Save your cash for another promotion.
Pure Of Heart - Card Design Competition Discussion Thread
Thanks for the feedback, but I'm getting conflicting info about the stats of my card. Closest thing that I could find as a reference point is Gloom Stag.
More Feedback:
GoliathTheDwarf - Permanent stealth is scary because it allows combos to be set up easily without any interaction. I suggest a battlecry with granting stealth for 1 turn only, maybe affecting all friendly minions to compensate for the weaker effect.
Jhamel - "no netural" needs to be in the text somewhere, so this wouldn't work.
BloodMefist - I like Medivh quite a bit, and the weapon is a lot of better than Atiesh, summoning a Dread Infernal regardless of the cost of the spell. It makes sense since its a payoff for a no neutral deck. I prefer it over pure evil, which isn't bad but is not as interesting.
FieselFitz - I like this card a lot. I don't have much to add. I also managed to get the card to fit into three lines of text without any issues.
Demonxz95 - I think the original card is better. I can't see the second card fitting a class in particular and I would leave it as a neutral card.
KANSAS - I like the second art the best.
Neoguli - The discover bonus effect is very interesting. I don't know if Rogue has more discover cards than the other classes, but its an unique effect to build around with.
linkblade91 - Sargeras is very cool. Now if warlock just had better demons XD
I'm not sure how to feel about Emperor Shaohao. A neutral hero card is a unique and hard to pull off, and this is a good implementation of it, but this issue is that if it's become popular, it makes decks play out the same. It would be like if all the versions of Galakrond were exactly the same.
Pure Of Heart - Card Design Competition Discussion Thread
Here's the feedback I promised:
Neoguli - Kenzou's effect means you get a 2/1 in addition to the Discover, right? Because right now it seems to imply that the Discover is replaced with a 2/1-summon instead. There should be an "also" in there: "your Discover effects also summon…" With that change in mind, I like the card.
KANSAS - I think I like the first art the most, or use the 8-mana's art with the 4-mana's text. As long as it's not the third one I'll be fine with whichever you choose.
FieselFitz - Welcome to our little corner of things :D I think your card is almost ready to go: I just have one little niggle and that's that "Deck" should not be capitalized. I would also move the word "Basic" to the next line by putting in a line-break (using Enter). That way, "Basic Totems" is on one line together, which is more aesthetically pleasing. Other than that, I think you're ready to submit :)
Demonxz95 - I say leave it as a Neutral card, even though it does bug me to do that - a non-Legendary card means you can run two, which means they could be at-odds with each other when trying to set off the Battlecry. I don't think it's too OP with Tekahn, and even if it is…well, maybe it will get people to use the card lol. There are balance levers that can be pulled to rein in either card if necessary. Ultimately, though, I think I like your Hunter card more.
Shivershine - Love the art, and I think the effect is fine. That being said, the stat-line is unusual for a Rogue minion; not a deal-breaker, just something that might irk some Rogue purists out there. I think it needs the Health so it can be more than a one-and-done attacker a la Patient Assassin.
BloodMeFist - I have to agree in-that Pure Evil is a bit on the boring side. I like Medivh, though: it's a good interpretation of him canonically while also playing on his (admittedly non-canon) One Night in Karazhan iteration.
Jhamel - Welcome to the site :D Cool to see your first posts being in our neck of the woods. Unfortunately, I have to say that your card is not going to be allowed as-is. I understand your reasoning for phrasing the card as you have, but we're looking for a specific phrase that matches the cards that already exist.
GoliathTheDwarf - As it is right now, as an aura effect, the two adjacent minions would have permanent Stealth so long as Murderous Omen remains on the board. You could choose to forego attacking with the Beast to keep it in Stealth, making it incredibly hard to remove. I say either the Health needs to be crippled so it can die to AoE effects, or the effect itself needs to be a Battlecry so the Stealth ends when the adjacent minions attack.
Pokeniner - A spell that tutors other spells; could be useful in the right setup. I like the card well enough, and as grumpymonk noted you've successfully navigated around the "No Minion Mage" archetype without losing the No Neutral phrasing. Nicely done.
grumpymonk - I mean, you technically have the phrase "no Neutral" in your card's text, so I guess it's fine. I think 5/5/7 is a more fair stat-line with the Taunt, which I prefer to the one without it.
grayghost39 - Pretty straight-forward card, although a little lackluster if I'm being honest. Personally I would dock you a point for reusing Lightforged Zealot's stat-line; just seems too on-the-nose to me.
Cg8889 - Remove the Classic watermark and I think you're good-to-go.
allthehype - I agree with the "keep all 3" direction. Remove the capital from "Spell" and capitalize "neutral" and you're good to go.
bigcums - I like it, and I don't think much needs to be changed. The smallest niggle could be made about how you say "enemy characters" instead of just "enemies" (which includes the hero), but beyond that I think it's ready to submit.
JackJimson - Welcome to Fan Creations :D Lots of newcomers; always cool to see. Right off the bat, I have to point out that your card breaks an unspoken but fundamental rule of Hearthstone: it has more than four lines of text. Any such card is always considered to be too complicated for the game, and so it needs to be changed.
anchorm4n - Honestly, I'm concerned that the Priest would be too good at Fatigue matchups with this card. I know that's the point, but for a lot of people (myself not included), long Control games make them miserable. To some degree, encouraging a game to go that long would be a feelsbad moment for the enemy. I'm not sure how to rectify that, and maybe it's not even a major issue - the game needs to satisfy a large variety of players, after all. Just something to think about.
R - Is that supposed to be Azari? Because you spelled the name wrong. That being said, I prefer the Beast Tamer: destroying all Neutral cards in your opponent's deck is simply too disruptive, and could effectively neuter a lot of decks. I know it's a 10-mana card, but still.
BasilAnguis - I prefer Scarlet Dominator, for flavor reasons. That being said, I think the stats might need to take a hit, considering this is Shadow Madness with no restriction.
Arkasaur - I prefer Stampeding Riverwallow. Resurrection is not really a Warrior thing, and I honestly think people are tired of seeing it: you'll lose some points from such players. As for Riverwallow, I think you're good to go minus a single comma after "cards".
TheHoax91 - The downside being attached to a condition does make this "grossly overpowered", as you noted. However, you could submit it should you choose to: we are not explicitly barring people from creating Neutral no-Neutral cards.
shaveyou - Remove the Classic watermark and change the phrase to "has no Neutral cards", and I think you're good to go. I don't know how exciting the card is, per se, but I still think it's one I could see in-game.
Patch 1.1 call of the mountain
I don't mind Relentless Pursuit too much. It lets aggro punish slow decks and gives aggro an edge against them what is okay.
If you deny them enough tempo or have enough tempo youself, the card does nothing and that is a concept of a card that is imo healthy but I also see how it is very polarized
Patch 1.11 Later This Month Contains Changes to Petty Officer and Buffs to Taric's Followers and Spells
Honestly, I think a simple +1/+1 to Taric's body stats would do a world of good, but I wouldn't mind seeing a little more spice in his level-one support ability. SpellShield this round instead of Tough? SpellShield this round AND Tough? The level-two version is perfect as is. Sojourner is already crazy good, but I think Tyari the Traveler could use a little help, maybe create a Gem when it supports?
As for Targon spells, maybe dropping the mana cost of Blessing of Targon to 4? Dropping the mana cost of Gem to 0, or leaving the mana cost alone but making it grant +1/+1 instead of healing?
For Petty Officer, they seem to be pushing a more Bilgewater-heavy aggro archetype these days, so maybe they want to restrict the summon to Bilgewater. Or just make it kegs only -- I'd be fine with that. I don't like the way people have been using this card as a general-purpose board flooder.
Randomonium
I think they said they're doing a new chapter once a month. Rexxar is probably next.
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
I've been playing F2P since beta and I have all the rares (94%) and mythics (60% so 59 cards) I really wanted.
If you want a comparison with LoR, there I also F2P since beta but I have a complete set and spare jokers for the next launch in October.
Mythgard is a lot more generous than HS but more grindy than LoR, but much closer to the latter on the scale:
(stingy) HS---------------------------------------------------------------------------TESL-----------------------MG--------------LoR (generous)
(TESL is in the middle not because it's not generous but because it has so many cards...)
There are region quests and daily missions which help building your collection, and you can win up to 3 cards a day through victories which is really cool to build that starting set of Co/Unco (and sometimes a Rare or a Mythic: party time!)
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
Blue also means it doesn't take the minion's action, so it can be used when it arrives, while orange like attack or move is subject to summoning sickness.
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
Well my respect for Mythgard and its Devs has doubled then
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
Yep, exclusive reveal means that we're the ones to show it.
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
Hold on does that exclusive reveal means OOC were the people who got to reveal it? Because if so that's awesome
6 Card Game Mechanics We Want to See Added to Mythgard
Iv never taken much interest in Mythgard, but reading this article, it sounds very interesting. I did see some artwork from the first expansion and it looked awesome!
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
I wouldn't say it's more f2p friendly, but I haven't played LoR enough to know that. Still, it's pretty good in that regard, I've only spent like 30 usd on the game (10 for the starter bundle that comes with 20 packs, and another 20 that I've also used on some cosmetics) and I have 100% Commons and Uncommons, 96% Rares and about 36 Mythics. You get 3 Commons, 2 Uncommons and 1 Rare per pack, with a 10% chance of the Rare becoming a Mythic (with duplicate protection on that one), and that chance gradually increases until you open it if you don't open it in 10 packs.
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
How is monetization system in Mythgard compared to LoR?
Is it more f2p friendly?
(I don't know anything about Mythgard so sorry if that's an obvious question)
Pure Of Heart - Card Design Competition Discussion Thread
I've replaced Kil'jaeden with two new cards; hopefully these are better received:
Working on feedback next.
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
Utility action cost. To activate those abilities, you drag the minion towards you and there are 3 symbols you can snap the mouse/finger to. The orange ones serve the same purpose, except you can't do anything else with that minion that turn.
Sigh! Another garbage solo adventure...
I want to point out the voice acting and writing on these has been pretty great on the last several adventures. The reno one for descent of dragons, Illidan, and now Jaina have been pretty high quality.
Randomonium
If it wanted to get shit on by random bullshit i'd just play against rogue, mage, and priest.
EXCLUSIVE Mythgard Rings of Immortality Card Reveal - Steroid Drip
one question: What are the blue arrows for?
Pure Of Heart - Card Design Competition Discussion Thread
One more attempt at creating Kenzou. This time, he does not cause frustration nor does he literally plagiarize one card. Now, he improves your Discover effects to be better tempo-wise. They are also still thematically tied to scavenging, which is Kenzou's profession in WoW.
Sigh! Another garbage solo adventure...
Firstly, it's free. You don't have to play it. The reward is minor, and afaik, it doesnt need to be completed to play the other classes further down the line. This isn't the Scholomance adventure.
I can see why they started with Jaina, especially as its basically tutorial + for difficulty, but I think some of the other heroes will be more interesting stories. I'm looking forward to Thrall and Garrosh.
For solo content, I'd like to see 1 "classic" adventure, 1 Dungeon run style, and one of something different per year. Don't really care what, but so far, the only time they deviated from the other two was Boomsday. Personally, I didn't enjoy it, but it was nice to see them trying something else.
As for Dungeon Run content, I personally think that the original was one of the worst, only beating Rumble Run. They made massive steps forward with Witchwood (new Avatars, dual classes) Dalaran Heist (Multiple Twists, Anomaly mode, Choice of Hero powers) and Uldum (improvements on Dalaran Heist, returning dual classes, more flavour). All of them have issues without question, and I think the Plague Lords were a mistake, especially for content that you want people to complete multiple times, but I can see them learning each time, which makes me want a new one. Not more than one per year though.
Sigh! Another garbage solo adventure...
I actually thought the Tombs of Terror (Saviors of Uldum's dungeon run version) was by far the best one. It allowed for the most deck building choices thanks to Bob's Bazaar and the different starting decks and treasures, it introduced some incredibly fun and versatile treasures (both as cards and as passives), the Plague lords not regenerating health in between runs was a great way to to get the maximum amount of potential out of your deck and it also made your runs not feel useless (unless the 6th or 7th boss did some unfair bullshit, which was the mode's biggest downside for me), the passive effects present in each different 'tomb/area' were versatile enough but also not gamebreaking and even allowed for some cool synergies, and finally anomaly mode allowed for some of the craziest interactions Hearthstone has to offer.
[Rings of Immortality Spoilers] Wake the Hel up, Mythgardians! We have a lotta cards to burn!
New card revealed by... us? OH, how nice!
Randomonium
does anyone know when the other characters will be unlocked for the solo adventure?
Randomonium
If this data is correct only about once a year since 2016, but there are several "random" brawls that are really similar so the whole random concept is a bit played out.