Some quick feedback for what's been posted so far:
Show Spoiler
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.
Purify works because it removes "all text" from a follower. This includes the text that classifies the card as a "Spider".
Wait, what? Are you certain? It removes the tribal class as well??? So that means its possible to prevent Elise from leveling up by casting Purify on a spider? How does that even work... do the follower and everybody else forget the spider was a spider... hahahaha, weird :)
I'm actually super excited for this. I loved Artifact but it went on to prove that physical card game monetization does not work in a digital setting, and that fact had a big hand in ruining the game.
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.
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:
Show Spoiler
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.
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.
@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.
would making it overload 2 be another good change or stills trong
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
Yup, made the change. Already that looks a lot better, thanks
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
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?
@Demonxz95, I like it, but I really cannot decide exactly how I feel about the balance. On one hand, this is way better than Sideshow Spelleater. On the other hand, that card sucks. But on the other hand, this looks like a gimmicky card and should be on a gimmicky power level. You can decide if you want this to be a silly "Timmy" card, or a actually good card that can be used in some slower decks to generate value.
@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.
However, against certain decks the combo can be unfair and unforgiving.
In fact, that's the point of Fiora and Unyielding Spirit.
By design, these cards have a property I'd call "countermetish". They are gamebreaking if an opponent has no answer to them... but they are not that good if he does. The same deck constructed around Fiora may be great in one meta and awful in another. If it was too easy to answer her, nobody would play Fiora.
On the other hand, I must agree that Unyielding Spirit seems to be available to deploy a bit too early. But I don't think it needs anything else than cost nerf. Heightening it's price even by 1 would give more time to an opponent and burn more resources, giving slightly bigger chance to outspeed the deck. Which is crucial, because if another deck has no direct answer to a buffed unit, it's only way to win is to outspeed.
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.
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.
you fine its not a hassle to re upload my submisiion
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.
By Your Powers Combined - Card Design Competition Discussion Thread
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.
Artifact 2.0 Beta Invites Begin Next Week
Soooooo.... New players still gonna need to buy the game, right? No F2P option? Yeah, good luck mate.
By Your Powers Combined - Card Design Competition Discussion Thread
@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.
Odd behavior with "everywhere" buffs?
Wait, what? Are you certain? It removes the tribal class as well???
So that means its possible to prevent Elise from leveling up by casting Purify on a spider?
How does that even work... do the follower and everybody else forget the spider was a spider... hahahaha, weird :)
Artifact 2.0 Beta Invites Begin Next Week
I'm actually super excited for this. I loved Artifact but it went on to prove that physical card game monetization does not work in a digital setting, and that fact had a big hand in ruining the game.
By Your Powers Combined - Card Design Competition Discussion Thread
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.
By Your Powers Combined - Card Design Competition Discussion Thread
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.
By Your Powers Combined - Card Design Competition Discussion Thread
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.
By Your Powers Combined - Card Design Competition Discussion Thread
Mutanus
List of Runeterra Daily Quests
By Your Powers Combined - Card Design Competition Discussion Thread
would making it overload 2 be another good change or stills trong
By Your Powers Combined - Card Design Competition Discussion Thread
Yup, made the change. Already that looks a lot better, thanks
Legends vs Diamond 9/10
When you are at Legend you can see your opponent's rank
By Your Powers Combined - Card Design Competition Discussion Thread
I think if it were 1 mana and only hit friendly minions it would be awesome
By Your Powers Combined - Card Design Competition Discussion Thread
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?
Legends vs Diamond 9/10
Question: how do u guys know opponents rank? Cause since the new system i cant see opponents rank during the match
By Your Powers Combined - Card Design Competition Discussion Thread
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.
Fiora + Unyielding Spirit is BS.
In fact, that's the point of Fiora and Unyielding Spirit.
By design, these cards have a property I'd call "countermetish". They are gamebreaking if an opponent has no answer to them... but they are not that good if he does. The same deck constructed around Fiora may be great in one meta and awful in another. If it was too easy to answer her, nobody would play Fiora.
On the other hand, I must agree that Unyielding Spirit seems to be available to deploy a bit too early. But I don't think it needs anything else than cost nerf. Heightening it's price even by 1 would give more time to an opponent and burn more resources, giving slightly bigger chance to outspeed the deck. Which is crucial, because if another deck has no direct answer to a buffed unit, it's only way to win is to outspeed.
Hearthstone Patch 17.2.1 Now Live - 8 Cards Available For Full Dust Refund
Its really not that difficult to play around Priestess of Fury. The main problem has always been how to kill it.
It has only 5 health now, and at 7 mana its barely playable. I would give it some time, but I honestly think its days are numbered.
By Your Powers Combined - Card Design Competition Discussion Thread
since my original post accidentally got deleted here it is again
also made some adjustments while re uploading the card
We're Getting a Faerie Dragon Card Back in September - Concept Card Back Art Stream Recap
This was just one of the ideas thrown around for the September card back. We don't know if the other ones will ever happen.
We're Getting a Faerie Dragon Card Back in September - Concept Card Back Art Stream Recap
I'm hyped "Spellbreaker". Is this one comes out monthly seasons too? If its, when?
By Your Powers Combined - Card Design Competition Discussion Thread
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.
By Your Powers Combined - Card Design Competition Discussion Thread
you fine its not a hassle to re upload my submisiion
By Your Powers Combined - Card Design Competition Discussion Thread
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.