Thanks for the feedback KANSAS & Anchorm4n - two revised ideas: one that's basically just a more controllable Deadly Shot on a Tribal stick and one that's got some big clearance potential with Stargazer Luna feeling. Which do people think is better?
I'm a fan of simplicity, so I support the first. The stats don't look right yet, but I suck at balancing cards. My feeling says 4 or even 3 mana 3/2, but surely someone else is able to give solid advice on that matter.
The moment katarina strikes an unit she levels up and recalls, on defense the full trade is made(if she survives she recalls), on offense only katarina attacks as long as her attack is higher than 0.
The ephemeral interaction is intended I saw on reddit a Rioter clarifying that ephemeral does not trigger cause katarina triggers "on strike" and ephemeral check is made after the strike is made.
BTW Run hecarim on the first list as well the card is broken and you don't need any synergy to run him (that's the problem with the card so -2 crocolisks +2 hecarims.
but nice idea with the undying and hecarims + rally (it's already been done with demacia).
You see you don't need to buff katarina? she is fine as she is.. it's not hearthstone some cards can get supported enough to function with worse than ideal stats (one good example for that is Rivershaper).
I haven't been super motivated to try out Katarina since I already learned in PvE matches that I don't know how to use her efficiently, but that Shark Chariot interaction definitely makes me want to try that deck out. If only my champion RNG would allow me to get Hecarim or two...
I really like Jinx and Heimerdinger from P&Z, on heimer every time you play him the game feels a little different, will I play him on 5? can they kill him? which turrets will I get this time? and how can I use them? play them, discard them use them as chump blockers, attack with heimer? it's sometimes the correct play as well.
JInx is also really fun in my opinion not only her whole recklessness is translated perfectly into the game (empty your hand, hell if I care) she has really fun lines and interactions, I still remember her video from 2013 when she came out.
Jinx is just an insane character.
If she was a jungler or a support I would also play her more in league but what can I do, I can't play adc.
@KANSAS – I like the idea but I do worry about power level in classes that thrive on single big minions (like Priest) where there might not be adjacent minions to hit. I might suggest making it a Warrior (or other class-specific) card rather than Neutral? Also sorry to be a pedant, but you should have a hyphen in “Short-Tempered” since it’s a compound adjective.
I thought about this as well but I don't think it is an issue. If you haven't played any minions then getting a beefy 4-drop isn't the end of the world. I feel like you will either be playing a board centric strategy and the downside is relevant, or you aren't playing a board centric strategy and you aren't interested in a pile of stats.
Also, don't be sorry about being a pedant. I want my card to look professional, so I am glad that you pointed out that little mistake.
That's a fair point I just saw the card and thought how perfectly it would fit for Priest, especially Silence Priest (with undercosted/overstated minions designed for friendly Silencing) which sadly never took off despite the new additions this year.
I don’t think that Lackey generation feels that random. There is a small, predictable pool of cards to draw from. Of course there is a random event, but it feels less “random” to me than, say, trying to draw 2 cards for a combo from my deck.
Lackeys remind me of the Discover mechanic: A merging of randomness and strategy in a way that’s only possible in a virtual card game. Some people will like it and some won’t, but it’s fundamental to what makes Hearthstone different than Magic.
@KANSAS – I like the idea but I do worry about power level in classes that thrive on single big minions (like Priest) where there might not be adjacent minions to hit. I might suggest making it a Warrior (or other class-specific) card rather than Neutral? Also sorry to be a pedant, but you should have a hyphen in “Short-Tempered” since it’s a compound adjective.
I thought about this as well but I don't think it is an issue. If you haven't played any minions then getting a beefy 4-drop isn't the end of the world. I feel like you will either be playing a board centric strategy and the downside is relevant, or you aren't playing a board centric strategy and you aren't interested in a pile of stats.
Also, don't be sorry about being a pedant. I want my card to look professional, so I am glad that you pointed out that little mistake.
Thanks for the feedback KANSAS & Anchorm4n - two revised ideas: one that's basically just a more controllable Deadly Shot on a Tribal stick and one that's got some big clearance potential with Stargazer Luna feeling. Which do people think is better?
There are a lot of different opinions about how nerfs should be approached. If you see it differently, that’s fine. But I was very cynical about that round of Shaman nerfs when they were announced, and I was wrong. They ended up making the meta much healthier. Reverting Sludge Slurper now shouldn’t hurt anything, and will support additional Shaman strategies. I am comfortable with that
runs both kata and battering ram, the cards are being played at high ranking and doing actually good..
Battering ram if it's not played it's because of the many freeze effects in the meta also it doesn't protect you much from hard removal, elnuks or hecarim spam, or elusives (assumption: the top 3 decks in the meta is freeze ezreal,fearsome/rally,elusives)
@Demonx95 – seems strong, but my minor quibble is that the name/art doesn’t seem to have anything to do with Dragons so not sure the effect “fits the card” if that makes sense? You could rename it idk “Draconic Judge” or try to find art that works? Again random thing but I always thought cards like Nightbane Templar were weird for not having any connection to their effects.
@Hordaki – I like that a lot – strong but not OP and definitely has good value. Would absolutely add to my Wild Quest Taunt Warrior deck.
@MurlocAggro – sorry but I think that card is bad. With the Treachery nonsense you have control over what you’re giving to activate specific combo – this as an end-of-turn effect would really only be useful as a Mill card when your opponent had 9 cards. I just can’t image a situation where it would be more useful than a different big Demon card for example.
@Linkblade91 – I like your handbuff idea better than the watchtower, but definitely the second one that just hits the right-most. Paladin has enough draw and big minions that hitting all of them on the right (which could be up to 5 minions) would be absolutely broken at even 10 mana, let alone 6 mana with a 5/4 body behind it.
@Nirast – I like the idea but think you need to tweak the wording to be more clear re: your clarification because as now it reads like ANY deathrattle minion that was next to it would count, not just those at the time of play.
@Thepowrofcheese – I like the first version with the shuffle more; I think the discard would get complicated for certain minions/cards.
@Fedrion – I would at least make it Legendary. To your exact point, you can already play 2 in a turn with Shadowstep on turn 10. Add to that some Daring Escape and the various shuffle cards? Overall Rogue has so many “bounce back to your hand” and “shuffle copies into your deck” cards even with that being legendary you’d still get a lot of use out of it.
@DescentOfDragonsOp – That card is just Shadowmourne but half the cost since you don’t have to play DK Garrosh AND you can have 2. Raise the cost (6 or 7) or maybe lower the stats to 3/2?
@KANSAS – I like the idea but I do worry about power level in classes that thrive on single big minions (like Priest) where there might not be adjacent minions to hit. I might suggest making it a Warrior (or other class-specific) card rather than Neutral? Also sorry to be a pedant, but you should have a hyphen in “Short-Tempered” since it’s a compound adjective.
@Linkblade91, I think the second one is better, just targeting a single minion makes the card way more tame and down-to-earth.
@economicaooc, I definitely think Chain Lightning is the better card, though it is way too OP, I would either reduce the damage, or increase the overload.
@DecentOfDragonsOP, I think Blast Shield is the best card partly because it is easiest to understand.
@LarryMoments, I like Hardenered Defender the best. Though I am a bit confused about the name, what exactly does "Hardenered" mean?
@Cocoduf, I really like the card, but it should say "Put a minion on top of your deck" and not "Shuffle a minion to the top of your deck". Also, I would increase the cost of the card because it is able to remove opponents minions. Look at Flik Skyshiv, she costs more than your card and is still the best single target removal card in the game.
@Demonxz95, I don't like it, it is complicated and the wording is all clunky. Plus it is way too highroll-y, you could get a 3/4 taunt on turn 1, or it could just be an okay-ish 4 drop. I would think of something else.
@Hordaki, The card looks great! The theme is very cool, and it seems well balanced. It has the potential to ruin one of your big guys, but in a token deck with 1/1 lackeys and imps this card would be great.
@Fedrion, I think the card is fine now as it is. I don't like it all too much, but that is just my personal opinion. I think the card looks balanced, and I am sure there are a lot of people who would like this card a lot.
@thepowerofcheese, I really like Diminutive Summoner, it isn't super OP because your opponent can see it coming and has time to prepare, but when played at the right time it can be very powerful. 5 stars
@h0lysatan, I like the design of the card, but I think it is too powerful. I don't think you should be able to make your opponent discard a card just like that. I would change it so that it shuffles the card back into their deck so that they actually have a chance of drawing it again before the game is over, or you could also make them draw a card to replace the one that they lost.
@MurlocAggroB, It is an interesting design but I think you should increase the stats so that you actually have a reason to play this card.
@Nirast, It seems a bit complicated, I don't like cards that care about the positioning of cards in your hand. Stargazer Luna is fine because she is pretty straight forward and tame, and her effect is only in place while on the field. If you change the effect so that it gains the deathrattles of adjacent minions on the field that would be a lot better.
@Arngrim Undying, I don't like it. You shouldn't be able to make your opponent just discard a card. All cards in Hearthstone that make your opponent 'discard' a card give them a chance to make some use of it (Dirty Rat and Unseen Saboteur put the card into play, and Chaos Gazer gives your opponent a turn to play the card before discarding it), but Sinister Sniper just kills it outright and your opponent has nothing they can do about it.
The idea being it would be a good tech card since the left-most minion would often be one your opponent held during mulligan so could be a good "plan-disrupter". It would give an "attack the hand" card to a class other than Warlock with Chaos Gazer, and I went for Hunter since it would both 1) fit the Mech Hunter archetype and 2) the class identity of strong, single-target removals.
I guess my main concern is cost vs stats - should the cost/stats be dropped a bit so it can be played earlier/cheaper (thinking 3 mana 1/2) or is it already strong and should be raised (so maybe 5 mana 2/4)?
Also random trivia time re: the name of the card - for those who were not tasked with studying Latin for years, "sinister" originally just meant "left" - it only took on the negative connotations during late antiquity/the early middle ages when the Catholic church began associating "left" with evil and "right" with good based on a handful of biblical passages. So in case any nuns ever beat the left-handedness out of you in school, now you know why.
I love the art and the trivia. But destroying a card in hand is a no-go for me. Chaos Gazer targets a playable card, Rin can be silenced but you couldn't do anything to prevent your opponent from destroying a key card in your hand with this. Your hand should be a safe place imho. Make it remove a minion on board, the left-most would be the obvious choice. If you don't mess up the stats you'll get a top rating from me, but please don't make it remove cards from hand.
You know Kaladin if you would vent like a normal person things would be fine. The reason why everyone in here is annoyed by you is your whiny self-hate attitude. Sentences like: "this is why i dont deserve an account. i need to be banned. I want to fucking die." lead to people not wanting to deal with you in any way. You also used to spam a lot but that has gotten better since you have started to just edit your own posts.
Venting in here obviously is not helping you since you come here every day with the same self-hate over and over. Get some professional help in rl.
I like frequent balance adjustments. Leaving the meta stale and ignoring problems is what insults me as a player. Blizzard has gotten more proactive, and if that means there will be occasional course corrections, I think it’s more than fair.
You are justifying their poor balance decisions by the argument that "they used to be worse than this". To me, this is not good enough for a game as expensive as hearthstone from a company as big as blizzard.
The idea being it would be a good tech card since the left-most minion would often be one your opponent held during mulligan so could be a good "plan-disrupter". It would give an "attack the hand" card to a class other than Warlock with Chaos Gazer, and I went for Hunter since it would both 1) fit the Mech Hunter archetype and 2) the class identity of strong, single-target removals.
I guess my main concern is cost vs stats - should the cost/stats be dropped a bit so it can be played earlier/cheaper (thinking 3 mana 1/2) or is it already strong and should be raised (so maybe 5 mana 2/4)?
Also random trivia time re: the name of the card - for those who were not tasked with studying Latin for years, "sinister" originally just meant "left" - it only took on the negative connotations during late antiquity/the early middle ages when the Catholic church began associating "left" with evil and "right" with good based on a handful of biblical passages. So in case any nuns ever beat the left-handedness out of you in school, now you know why.
There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became 8/2 after battle phase ends; Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.
I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.
Thanks for providing an example - this helped me better understand your point. However, I disagree that it would be more intuitive. In fact, I'd say it's the least logically consistent solution out of 3 alternatives:
1. The game currently ups the maximum health of the unit and permanently heals it by the same amount.
2. The game could only increase and heal the unit's health for the current round. This would mean that in your example, the Radiant Guardian would die since the 3 health subtraction would reduce it to -1 health. (This is what I initially thought you were suggesting)
3. Your suggestion: The buff effect temporarily increases max health and heals the unit; after the round, if the unit's current health exceeds what its current health was before the buff took effect, reduce its health to that old value instead.
I'd say #3 is an overly complicated solution compared to the other 2. For discussions on a topic like this, we always need to keep in mind that Runeterra calculates unit health in the form of a 'damage counter' on each unit. Options #1 and #2 are both very straightforward in this sense (the difference being that one of them provides a lasting heal while the other doesn't), while #3 is sort of an awkward mix between the two.
Since #2 would make health buffs almost pointless and #3 is not very consistent with the game's underlying rules, I think keeping things as they are (#1) is the best choice. Cards are already (at least somewhat) balanced to account for this: Elixir of Iron 'heals' 2 while also providing a temporary max health increase while Health Potion heals 3 for the same cost. Maybe buffs are a little too strong compared to healing overall, but I would fix that by adjusting individual card power rather than changing the rules altogether.
Also, I will mention one card that I believe is absolutely sleeper-OP: Battering Ram. I boggles my mind that this doesn't see more play. I only own 1 copy, but I'm planning to build a deck including it soon. In my opinion, the attack buff effect either needs to only last for the current round or be reduced to +2 attack. In addition, reducing its health to 10 might be called for.
I've seen some in action, if they are able to protect them enough, that card is lethal single-handedly. Saw some Katarina-Battering Ram build-arounds also. Seems fun. I need to try it by myself. You might be right about its brokenness. Just one attack will be enough for everything it needs. Blocks Fearsome units also. I think that card should have Can't block with its huge Health or as you said, permanent attack should be reverted. Might be read as "Attack: Grant me +4|+0. End of Turn: Grant me -2|-0." or something like that.
There is a Radiant Guardian as 5/1 and Though. Your opponent uses Back to Back on her to block your 3/2 and makes her 8/4. She became 8/2 after battle phase ends; Right now, she became 5/2 after the turn ends. You can't kill her with Mystic Shot for example if you top-deck some. If the change I have called above is applied, it would became 5/1 after Back to Back's effect disappear so you would be able to kill her with your top-deck Mystic Shot.
I don't think this is so confusing. People already confuses why they are healing instead of my change. All people expects units to revert back their current health instead of healing them.
Thanks for providing an example - this helped me better understand your point. However, I disagree that it would be more intuitive. In fact, I'd say it's the least logically consistent solution out of 3 alternatives:
1. The game currently ups the maximum health of the unit and permanently heals it by the same amount.
2. The game could only increase and heal the unit's health for the current round. This would mean that in your example, the Radiant Guardian would die since the 3 health subtraction would reduce it to -1 health. (This is what I initially thought you were suggesting)
3. Your suggestion: The buff effect temporarily increases max health and heals the unit; after the round, if the unit's current health exceeds what its current health was before the buff took effect, reduce its health to that old value instead.
I'd say #3 is an overly complicated solution compared to the other 2. For discussions on a topic like this, we always need to keep in mind that Runeterra calculates unit health in the form of a 'damage counter' on each unit. Options #1 and #2 are both very straightforward in this sense (the difference being that one of them provides a lasting heal while the other doesn't), while #3 is sort of an awkward mix between the two.
Since #2 would make health buffs almost pointless and #3 is not very consistent with the game's underlying rules, I think keeping things as they are (#1) is the best choice. Cards are already (at least somewhat) balanced to account for this: Elixir of Iron 'heals' 2 while also providing a temporary max health increase while Health Potion heals 3 for the same cost. Maybe buffs are a little too strong compared to healing overall, but I would fix that by adjusting individual card power rather than changing the rules altogether.
Also, I will mention one card that I believe is absolutely sleeper-OP: Battering Ram. I boggles my mind that this doesn't see more play. I only own 1 copy, but I'm planning to build a deck including it soon. In my opinion, the attack buff effect either needs to only last for the current round or be reduced to +2 attack. In addition, reducing its health to 10 might be called for.
He has a lot of stats, but he will also hurt your own minions. What do you guys think? Is the power level okay? Is the wording okay? And is it good enough to submit now?
Pole Position - Card Design Competition Discussion Thread
I'm a fan of simplicity, so I support the first. The stats don't look right yet, but I suck at balancing cards. My feeling says 4 or even 3 mana 3/2, but surely someone else is able to give solid advice on that matter.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
You're awfully fragile if you consider this "insulting."
Honest Hearthstone Cards (Game)
... What import button?
Hearthstone's Dean Ayala thinks Millhouse Manastorm Needs a Buff in Battlegrounds
Did anyone else freak out when reading this post's title, and then notice it says "in Battlegrounds" at the end?
Some Funny Katarina/Ephemeral Interactions
The moment katarina strikes an unit she levels up and recalls, on defense the full trade is made(if she survives she recalls), on offense only katarina attacks as long as her attack is higher than 0.
The ephemeral interaction is intended I saw on reddit a Rioter clarifying that ephemeral does not trigger cause katarina triggers "on strike" and ephemeral check is made after the strike is made.
BTW Run hecarim on the first list as well the card is broken and you don't need any synergy to run him (that's the problem with the card so -2 crocolisks +2 hecarims.
but nice idea with the undying and hecarims + rally (it's already been done with demacia).
You see you don't need to buff katarina? she is fine as she is.. it's not hearthstone some cards can get supported enough to function with worse than ideal stats (one good example for that is Rivershaper).
Some Funny Katarina/Ephemeral Interactions
Very interesting, thanks for sharing!
I haven't been super motivated to try out Katarina since I already learned in PvE matches that I don't know how to use her efficiently, but that Shark Chariot interaction definitely makes me want to try that deck out. If only my champion RNG would allow me to get Hecarim or two...
Piltover & Zaun Spotlight - Our Favorite Cards & Decks from the Legends of Runeterra Region
I really like Jinx and Heimerdinger from P&Z, on heimer every time you play him the game feels a little different, will I play him on 5? can they kill him? which turrets will I get this time? and how can I use them? play them, discard them use them as chump blockers, attack with heimer? it's sometimes the correct play as well.
JInx is also really fun in my opinion not only her whole recklessness is translated perfectly into the game (empty your hand, hell if I care) she has really fun lines and interactions, I still remember her video from 2013 when she came out.
Jinx is just an insane character.
If she was a jungler or a support I would also play her more in league but what can I do, I can't play adc.
Pole Position - Card Design Competition Discussion Thread
That's a fair point I just saw the card and thought how perfectly it would fit for Priest, especially Silence Priest (with undercosted/overstated minions designed for friendly Silencing) which sadly never took off despite the new additions this year.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
I don’t think that Lackey generation feels that random. There is a small, predictable pool of cards to draw from. Of course there is a random event, but it feels less “random” to me than, say, trying to draw 2 cards for a combo from my deck.
Lackeys remind me of the Discover mechanic: A merging of randomness and strategy in a way that’s only possible in a virtual card game. Some people will like it and some won’t, but it’s fundamental to what makes Hearthstone different than Magic.
Pole Position - Card Design Competition Discussion Thread
I thought about this as well but I don't think it is an issue. If you haven't played any minions then getting a beefy 4-drop isn't the end of the world. I feel like you will either be playing a board centric strategy and the downside is relevant, or you aren't playing a board centric strategy and you aren't interested in a pile of stats.
Also, don't be sorry about being a pedant. I want my card to look professional, so I am glad that you pointed out that little mistake.
Pole Position - Card Design Competition Discussion Thread
Thanks for the feedback KANSAS & Anchorm4n - two revised ideas: one that's basically just a more controllable Deadly Shot on a Tribal stick and one that's got some big clearance potential with Stargazer Luna feeling. Which do people think is better?
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
There are a lot of different opinions about how nerfs should be approached. If you see it differently, that’s fine. But I was very cynical about that round of Shaman nerfs when they were announced, and I was wrong. They ended up making the meta much healthier. Reverting Sludge Slurper now shouldn’t hurt anything, and will support additional Shaman strategies. I am comfortable with that
March 17 patch expectations
@bluespark, Almaniarra:
runs both kata and battering ram, the cards are being played at high ranking and doing actually good..
Battering ram if it's not played it's because of the many freeze effects in the meta also it doesn't protect you much from hard removal, elnuks or hecarim spam, or elusives (assumption: the top 3 decks in the meta is freeze ezreal,fearsome/rally,elusives)
Pole Position - Card Design Competition Discussion Thread
My two cents here so far:
@Demonx95 – seems strong, but my minor quibble is that the name/art doesn’t seem to have anything to do with Dragons so not sure the effect “fits the card” if that makes sense? You could rename it idk “Draconic Judge” or try to find art that works? Again random thing but I always thought cards like Nightbane Templar were weird for not having any connection to their effects.
@Hordaki – I like that a lot – strong but not OP and definitely has good value. Would absolutely add to my Wild Quest Taunt Warrior deck.
@MurlocAggro – sorry but I think that card is bad. With the Treachery nonsense you have control over what you’re giving to activate specific combo – this as an end-of-turn effect would really only be useful as a Mill card when your opponent had 9 cards. I just can’t image a situation where it would be more useful than a different big Demon card for example.
@Linkblade91 – I like your handbuff idea better than the watchtower, but definitely the second one that just hits the right-most. Paladin has enough draw and big minions that hitting all of them on the right (which could be up to 5 minions) would be absolutely broken at even 10 mana, let alone 6 mana with a 5/4 body behind it.
@Nirast – I like the idea but think you need to tweak the wording to be more clear re: your clarification because as now it reads like ANY deathrattle minion that was next to it would count, not just those at the time of play.
@Thepowrofcheese – I like the first version with the shuffle more; I think the discard would get complicated for certain minions/cards.
@Fedrion – I would at least make it Legendary. To your exact point, you can already play 2 in a turn with Shadowstep on turn 10. Add to that some Daring Escape and the various shuffle cards? Overall Rogue has so many “bounce back to your hand” and “shuffle copies into your deck” cards even with that being legendary you’d still get a lot of use out of it.
@DescentOfDragonsOp – That card is just Shadowmourne but half the cost since you don’t have to play DK Garrosh AND you can have 2. Raise the cost (6 or 7) or maybe lower the stats to 3/2?
@KANSAS – I like the idea but I do worry about power level in classes that thrive on single big minions (like Priest) where there might not be adjacent minions to hit. I might suggest making it a Warrior (or other class-specific) card rather than Neutral? Also sorry to be a pedant, but you should have a hyphen in “Short-Tempered” since it’s a compound adjective.
Pole Position - Card Design Competition Discussion Thread
My thoughts on current cards:
@Linkblade91, I think the second one is better, just targeting a single minion makes the card way more tame and down-to-earth.
@economicaooc, I definitely think Chain Lightning is the better card, though it is way too OP, I would either reduce the damage, or increase the overload.
@DecentOfDragonsOP, I think Blast Shield is the best card partly because it is easiest to understand.
@LarryMoments, I like Hardenered Defender the best. Though I am a bit confused about the name, what exactly does "Hardenered" mean?
@Cocoduf, I really like the card, but it should say "Put a minion on top of your deck" and not "Shuffle a minion to the top of your deck". Also, I would increase the cost of the card because it is able to remove opponents minions. Look at Flik Skyshiv, she costs more than your card and is still the best single target removal card in the game.
@Demonxz95, I don't like it, it is complicated and the wording is all clunky. Plus it is way too highroll-y, you could get a 3/4 taunt on turn 1, or it could just be an okay-ish 4 drop. I would think of something else.
@Hordaki, The card looks great! The theme is very cool, and it seems well balanced. It has the potential to ruin one of your big guys, but in a token deck with 1/1 lackeys and imps this card would be great.
@Fedrion, I think the card is fine now as it is. I don't like it all too much, but that is just my personal opinion. I think the card looks balanced, and I am sure there are a lot of people who would like this card a lot.
@thepowerofcheese, I really like Diminutive Summoner, it isn't super OP because your opponent can see it coming and has time to prepare, but when played at the right time it can be very powerful. 5 stars
@h0lysatan, I like the design of the card, but I think it is too powerful. I don't think you should be able to make your opponent discard a card just like that. I would change it so that it shuffles the card back into their deck so that they actually have a chance of drawing it again before the game is over, or you could also make them draw a card to replace the one that they lost.
@MurlocAggroB, It is an interesting design but I think you should increase the stats so that you actually have a reason to play this card.
@Nirast, It seems a bit complicated, I don't like cards that care about the positioning of cards in your hand. Stargazer Luna is fine because she is pretty straight forward and tame, and her effect is only in place while on the field. If you change the effect so that it gains the deathrattles of adjacent minions on the field that would be a lot better.
@Arngrim Undying, I don't like it. You shouldn't be able to make your opponent just discard a card. All cards in Hearthstone that make your opponent 'discard' a card give them a chance to make some use of it (Dirty Rat and Unseen Saboteur put the card into play, and Chaos Gazer gives your opponent a turn to play the card before discarding it), but Sinister Sniper just kills it outright and your opponent has nothing they can do about it.
Pole Position - Card Design Competition Discussion Thread
I love the art and the trivia. But destroying a card in hand is a no-go for me. Chaos Gazer targets a playable card, Rin can be silenced but you couldn't do anything to prevent your opponent from destroying a key card in your hand with this. Your hand should be a safe place imho. Make it remove a minion on board, the left-most would be the obvious choice. If you don't mess up the stats you'll get a top rating from me, but please don't make it remove cards from hand.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
You know Kaladin if you would vent like a normal person things would be fine. The reason why everyone in here is annoyed by you is your whiny self-hate attitude. Sentences like: "this is why i dont deserve an account. i need to be banned. I want to fucking die." lead to people not wanting to deal with you in any way. You also used to spam a lot but that has gotten better since you have started to just edit your own posts.
Venting in here obviously is not helping you since you come here every day with the same self-hate over and over. Get some professional help in rl.
Honest Hearthstone Cards (Game)
Go to Hearthcards. If you click the "import" button, it'll let you edit any existing card.
Custom Expansion - The Trials Within Us
Actually requires 8 minion hits if you run the trial. And it has taunt. Way too powerful.
Sludge Slurper Confirmed As Being Reverted in Upcoming Unnerfing Hearthstone Patch
You are justifying their poor balance decisions by the argument that "they used to be worse than this". To me, this is not good enough for a game as expensive as hearthstone from a company as big as blizzard.
Pole Position - Card Design Competition Discussion Thread
Thoughts on this?
The idea being it would be a good tech card since the left-most minion would often be one your opponent held during mulligan so could be a good "plan-disrupter". It would give an "attack the hand" card to a class other than Warlock with Chaos Gazer, and I went for Hunter since it would both 1) fit the Mech Hunter archetype and 2) the class identity of strong, single-target removals.
I guess my main concern is cost vs stats - should the cost/stats be dropped a bit so it can be played earlier/cheaper (thinking 3 mana 1/2) or is it already strong and should be raised (so maybe 5 mana 2/4)?
Also random trivia time re: the name of the card - for those who were not tasked with studying Latin for years, "sinister" originally just meant "left" - it only took on the negative connotations during late antiquity/the early middle ages when the Catholic church began associating "left" with evil and "right" with good based on a handful of biblical passages. So in case any nuns ever beat the left-handedness out of you in school, now you know why.
https://www.merriam-webster.com/words-at-play/sinister-left-dexter-right-history
March 17 patch expectations
I've seen some in action, if they are able to protect them enough, that card is lethal single-handedly. Saw some Katarina-Battering Ram build-arounds also. Seems fun. I need to try it by myself. You might be right about its brokenness. Just one attack will be enough for everything it needs. Blocks Fearsome units also. I think that card should have Can't block with its huge Health or as you said, permanent attack should be reverted. Might be read as "Attack: Grant me +4|+0. End of Turn: Grant me -2|-0." or something like that.
Why the loose specimen?
March 17 patch expectations
Thanks for providing an example - this helped me better understand your point. However, I disagree that it would be more intuitive. In fact, I'd say it's the least logically consistent solution out of 3 alternatives:
1. The game currently ups the maximum health of the unit and permanently heals it by the same amount.
2. The game could only increase and heal the unit's health for the current round. This would mean that in your example, the Radiant Guardian would die since the 3 health subtraction would reduce it to -1 health. (This is what I initially thought you were suggesting)
3. Your suggestion: The buff effect temporarily increases max health and heals the unit; after the round, if the unit's current health exceeds what its current health was before the buff took effect, reduce its health to that old value instead.
I'd say #3 is an overly complicated solution compared to the other 2. For discussions on a topic like this, we always need to keep in mind that Runeterra calculates unit health in the form of a 'damage counter' on each unit. Options #1 and #2 are both very straightforward in this sense (the difference being that one of them provides a lasting heal while the other doesn't), while #3 is sort of an awkward mix between the two.
Since #2 would make health buffs almost pointless and #3 is not very consistent with the game's underlying rules, I think keeping things as they are (#1) is the best choice. Cards are already (at least somewhat) balanced to account for this: Elixir of Iron 'heals' 2 while also providing a temporary max health increase while Health Potion heals 3 for the same cost. Maybe buffs are a little too strong compared to healing overall, but I would fix that by adjusting individual card power rather than changing the rules altogether.
Also, I will mention one card that I believe is absolutely sleeper-OP: Battering Ram. I boggles my mind that this doesn't see more play. I only own 1 copy, but I'm planning to build a deck including it soon. In my opinion, the attack buff effect either needs to only last for the current round or be reduced to +2 attack. In addition, reducing its health to 10 might be called for.
Pole Position - Card Design Competition Discussion Thread
Here is my card
He has a lot of stats, but he will also hurt your own minions. What do you guys think? Is the power level okay? Is the wording okay? And is it good enough to submit now?