Jealous Shade looks pretty solid, although the name is a bit weird.
I think Well Fed is pretty good. I reckon the second version will probably win more people over.
Wailor
I think the reason we never saw a card like Redeemer of Sins is because it's too difficult to play properly. You can kinda see this in the existing cards that they avoid Infuse effects that are dependent on specific minions dying (Sinfueled Golem being a minor exception, and also incredibly terrible). That's not to say that the card is bad or anything. In fact, I think it's quite fine and it's likely to do pretty well, but Link is correct in that it needs to reed 'Gain "Battlecry:…'
Vampiric Awakening should be best avoided. Regardless of its balance, resurrection cards in Priest tend to get a visceral reaction out of people unless they're designed in a specific way that encourages a playstyle other than just walling with big minions. This will probably affect the voting.
Lysa Sinsong may be okay, or it may not be. The steal effect is incredibly powerful (although it's not entirely clear that it's random), and Warlock has a ton of ways to throw small insignificant minions out to help get the Infuse counter up. I do like the fact the base version can be used on minions with bad effects to give them to your opponent like Treachery, although the Infuse ends up hurting that as you can't fully control when it upgrades.
You have some pretty good ideas that could just use a little bit of extra touches.
AeroJulwin
I do appreciate the "Choose Twice" route instead of the obvious "do both" route. The card is fine, and in my opinion, just fine. Not amazing or terrible. Just, pretty alright. I do think the artwork is not very Hearthstone-y, but I can imagine that it's probably difficult to find good art that fits what you're trying to do.
MenacingBagel
I'm not exactly sure why the "instead" is italicized. You should fix that when you get the chance. I think the name is a bit too bloated as well. Maybe get rid of "Pestilence" and just call it "Purger Paul" or you could then even replace "Paul" with something a little bit more pizzazz-y.
Even though dealing 7 damage is obviously a lot stronger than restoring 7 Health, I'm not really a big fan of the effect that the effect is technically a sidegrade and not a strict upgrade, although this is entirely personal preference on my part.
EDIT: Here is Party Greeter, playing off of the Dinner Performer mechanic. Because this competition doesn't already have enough Priest, Warlock, or 3-Cost cards (lol).
Very interesting card. I like it slightly less than linkblade's Klai and AeroJulwin's Glorth, but any other week this could be my favorite. Still a very strong contender.
My only question is how will you submit it, since the website doesn't allow that many tokens.
Not a problem. According to Shadows, this competition allows up to seven total cards per submission.
I've been MIA for a few days because a hectic moving expedition that had to happen on extremely short notice, and not having wifi for my computer during that time, but here I am again.
Feedback
Linkblade91
Klai, Tiki Terror is certainly a strong wall. It's probably balanced by the fact that if your opponent has hard removal, that will take care of Klai no problem, but if you don't have it, then you're in for quite a strong defense. I don't want to say that it's OP, but it definitely can be quite strong and problematic to get around.
Anise, Avatar of Ice seems easier to evaluate. Contrary to your comment, I think this is safer in Shaman since they have less cheap Freeze effects that Freeze multiple things at a time. I don't think Snowfall Guardian would be a big problem.
Wailor
An okay idea, but I think Kavei himself is very easy to play around which naturally just limits his potential.
AeroJulwin
Glorth the Glutton is a strong source of hard removal for Shaman which they normally don't have. The flavor of the card though is absolutely on-point.
Zorqon, Granter of Power is a cool Elemental buffer. I like that the appendages do slightly different things, but in a way that still feels believable. One thing that does bug me though is that Zorqon himself has anti-synergy with the left arm since Immune + Taunt has the same interaction as Stealth + Taunt, which will turn the Taunt off.
R
This is not a Colossal minion for basically all the reasons AeroJulwin said.
Addendum: "Depths" was supposed to refer to volcanic depths, but now I notice how weird that is. I'll be changing that should I submit it.
I've updated my card, although now I feeling that it's a bit OP if I compare it to Nightcloak Sanctum. The great thing about this design is that I don't need a new Treant token, and I can just use the one created by Plot of Sin.
Linkblade91
There is the situation of Druid not being good at removal, but the card's flavor and mechanics are on point. It is slightly situational given that it can't remove minions with more Health than Attack. You may want to make it 5 mana to hopefully dodge some comments about Druid removal.
Wailor
Thank you for your kind words.
Draenor is a pretty creative location, although it doesn't really feel like a dual-class card to me.
Your original Walls of Orgrimmar seems to have expired, so I unfortunately can't leave a comment about that one.
Shadowmoon Valley is cool. It's certainly not as problematic in Warlock as it would be in either Paladin or Shaman, but Warlock is still a class that's pretty good at swarming useless tokens onto the board. Potentially locking out an enemy board like this is a bit on the scary side, though it does limit your board building potential, and you may have to dump quite a few cards out of your hand to use it, so it might be fine.
Orgrimmar should probably specify "Give this Taunt" or something like that. I read it, and my first thought was that your hero gained Taunt and then figured out that it was the location after I kept reading.
AeroJulwin
This feels like it might be too slow and impractical to work as good removal since you need to silence the minion you want to kill first, wait 2 turns (meaning your opponent will be able to attack twice with it before you can use the location again), and then use another point of Durability to kill it. I think it ends up working better as just a way to silence 3 minions rather than being used as a removal since you can just use removal spells to do that same thing.
Flavor though is absolutely great.
R
A Neutral location is going to hard to win over with the voters, but if you want to try, then go ahead.
The card seems fairly okay.
Amansleungcn
Hermetist's Room is a bit awkward to use. Specifically the second part, since if you only care about a single spell school for synergy, then most spells in your deck are going to be of that school anyway. And on the other hand, if you're running multiple spell school synergies, then the second effect has anti-synergy as it actively turns them off. Judging by the way it's phrased, it appears to be permanent too.
The Highest is okay, although the flavor is not too obvious.
Sunwell feels like it could be quite broken.
Moonwell seems to be awkwardly phrased, and I do agree that the art could be better. As a card though, it's alright.
I personally prefer the first Altar of Evil over the second.
If I seem like I'm slow in this comp at responding to anything, that's because I got Covid! (or so I think) I can't say that exactly having fun by any means.
I am already aware that Haunted Grove is on the weak side at the moment, but I can't be asked to change it the moment since I'm not feeling great.
I still haven't changed all the old spells to use spell schools, but I did document what they would all be.
Here is the spell schools of all spells from the original Basic set all the way up to 2021 Core (and then from that point onward, spells have schools on them anyway):
Show Spoiler
Future Sight - Arcane Dust Typhoon - Nature Accelerate Time - Arcane Been There - N/A Done That - N/A Sand Attack - Nature Quicksand - Nature Crossfire Bolts - Arcane Banish - Arcane
Energy Blast - Arcane Harness Time - Arcane Sandstorm - Nature Path to Nowhere - Arcane Parallel Dimensions - Nature Cube of Memories - Arcane Mirror Match - Arcane Black Hole - Arcane
Rapid Necromancy - Shadow
Blast From The Future - N/A Disturbed Flow - Arcane Rift Blaster - Arcane Timeline Shift - Arcane
Turn Back Time - N/A Astral Storm - Nature Vision of the Third Eye - Arcane Challenger's Portal - Arcane
Astral Discoveries - N/A
Temporal Storm - Nature Time Twister - Nature Dark Replication - Shadow Power of Yogg-Saron - Shadow Hourglass of Time - Arcane
Ladies and gentlemen, I present to you... Murder at Castle Nathria for Time Traveler!
Tellni has been invited to Sire Denathrius's dinner party. While the dinner party seemed to be going by smoothly, everyone is a suspect when Denathrius is found to be dead. Was it Two-Timing Tellni? At the Clock Tower? Using his satchel of tricks? People in the chronomantic arts have always been known to put a foot into the territory of dark magic, but Tellni seems to have embraced it a little more than others who study that field. What's his motive? Perhaps he knows that Denathrius created the Dreadlords and aims to get rid of him before he can create more and cause a distraught future?
While at the party, you're also accompanied by Fesh Krieger as a mole on the inside. He may appear to be a typical fancily-dressed butler, but he is actually a high-ranking member of the same origination that Thomas Temporison belongs to, and uses his skills in the field to aid himself around servant jobs. While working under the guise of Denathrius's personal butler. He won't kill Denathrius himself, but he is fully aware of one of the guest's intentions of doing so at the party and will happily go along with their plan. He may even help them sneak something useful into the castle to do that.
Time Traveler in this set features a special tri-spell school synergy with the use of Nature, Arcane, and Shadow spells. Play all 3 schools, and watch as Tellni performs his dark magic to fill your board with 6/6s. You've also got some cards to summon stuff to help with Infuse and other methods of playing with death.
Full Murder at Castle Nathria set
Tokens
Fesh Krieger does not add 3 extra cards directly into your starting deck, but instead puts your extra 3 cards in a separate pile of your decklist that he will pull from when played. Your starting deck size is still 30 and not 33. Your choice of 3 extra cards though must still follow deckbuilding rules and must be cards that you own.
In addition to this, 4 spells have now gained the Shadow spell school (they previously had no school): Ritual of Uprising, Soul Separation, Shallatoah's Presence, and Call of the Naga.
I do think that Paladin is not the best class for the effect flavorwise, but it might be gameplay wise. I don't know. I think the card is okay.
MrRhapsody
I definitely prefer the original version over this more complex version. I say just make the location of the original version 5 or something, and you're good.
Adamsleungcn
Welcome aboard. If you ever have any questions, then feel free to ask me or anyone else here and we'll be sure to answer them. I'm always able to help people new to the hobby of card creating. Just be prepared to lose a bit of free time (lol).
Your card unfortunately falls into a pitfall that lots of new creators fall into, which is making everything overcomplicated without a goal to it. The card has a lot of tokens and all of those tokens do too many things. The card in general actually just does way too much.
There's more problems to it though. Your card isn't valid for the comp since that's not how hero transformations work. The minion is already on the board, and if it's transforming to replace your hero, it won't transform into a card, but instead into just the hero itself. In this case, the text on the hero won't be on the hero card (because there wouldn't be a card), but instead on the Hero Power.
The card unfortunately also has a lot of logistical problems as well. Namely the fact that it has the same artwork (and unmistakably similar name) as The Boomship, and in the same set as that card no less. Speaking of the set, your card can't use Honorable Kill or Colossal as these mechanics didn't exist yet in The Boomsday, and are also set exclusive mechanics from different years. Locations also didn't exist yet either. Honorable Kill on an effect with random damage should also be avoided as its very unfun and unreliable. Actually, random damage in general shouldn't be used either, as Team 5 themselves have stepped away from this because they realized that it's a terrible mechanic that isn't fun for anyone involved. It's why Lightning Storm was buffed to always deal 3 damage when it was put into Core. Increasing the Durability on the card seems to be almost impossible without absurd luck.
As a Rogue card that interacts with Secrets, there's also a big problem in that there won't be a way to use the hero card's ability at some point in its Standard existence. Once Year of the Mammoth would rotate, the card would exist in a Standard rotation without any Rogue Secrets, rendering the ability of the hero card completely impossible to achieve outside of getting lucky with burgles (and if the hero card ability was applied to the Hero Power which it should be in this case, then that would only make matters worse). This is quite unfortunately, a very common problem with new card creators when making Rogue cards that interact with Secrets, and also an extremely important one to avoid.
This may seem harsh, but don't let that discourage you. It's perfectly normal for people making cards for the first time to make mistakes like this, and there will always be people around to point out the mistakes and how to avoid them later. Once you start designing cards more, you'll understand how Hearthstone card design works a little bit better and you'll be on your way to making some great projects! We're a welcoming community of people who will try to help you wherever possible.
DoctorDoom
Welcome. I haven't seen you around here either, so I'll be glad to help you out as well.
What I said to Adamsleungcn about new creators making cards that are too complicated also applies to this card as well. I think there's too much going on here to make a cohesive card. Unfortunately what you said about the card not fitting the rules by virtue of not being a strict transformation applies here.
I think the "and destroy this weapon/location" text is a bit unnecessary. Since Particle Blade destroys itself after attacking, it could just not have that text and instead have 1 Durability. Even if you can buff its Durability, this is very niche enough to the point where it won't matter in most game states. This also applies to the location I think even more so since there's currently no way to give a location more Durability. While we're on the topic of the location, I don't like the fact that it only has a conditional effect. It should always do something when used, and give you a bonus if you're holding an Elemental instead.
One other big problem I have with the card is that it's a 1-mana card that keeps infinitely giving you more and more, and I feel like that could easily become overpowered.
Yes, a legendary. By the way, if you open the cards database on this site, then there is a hero power in the filter for choosing the cards type. But anyway... does my card meet the conditions?
So we already have two 4-mana drops. Halkias and Private Eye. And I prefer 3-cost version.
Demonxz95
I prefer Millhouse over Brutus, but he has some problems with interaction. What if transformed minion already has its own battlecry?
Wailor
…continue with a Shudderwock example. I think it should sepate him into 6 mana 6/6 vanilla minion and other manacost (3) goes into the cost of a spell.
MrRhapsody
Pretty simple and good minion. But 10 durability on locatuon is nuts. 50 armor. Nearly no one is gonna spend it anyway.
AeroJulwin
I don't see a reason to make it a rogue card. And text of the card didn't say anything about cost of transformed card.
Unfortunately for you, I agree with Link in that transforming something into a Hero Power does not count for the prompt.
I understand the point you're trying to make with your argument that Hero Powers are found in the card database, but Hero Powers are not true cards. They are treated as cards in the game's internal files, but they're entirely their own thing in practice.
In something like a "name a card" game thread, I think using Hero Powers is perfectly fine since the environment is incredibly relaxed with no competition, and it's just supposed to be a fun little community mini-game. In a WCDC however, there is a competitive environment (a mostly casual and lighthearted one, but still competitive nonetheless) with official rules and moderation, and therefore I think this clarification that Hero Powers are not cards is quite important to make.
I think this is a good effect. A nice use of Infuse with the prompt requirement (because I think it wouldn't count if you did it in most other ways) and reuse of an existing token. Either version is usable, but I think I prefer the second version because it has a larger differentiation than just "Petting Zoo for Rogue".
Wailor
This is really cool conceptually.
I definitely think the way costs should be split should be a half-and-half type of situation since vanilla bodies do not particularly good to play, nor are they generally that useful. In the case of your Shudderwock example, you'd have a 1-mana Shudderwock Battlecry in hand and a vanilla 8 mana 6/6, and you can see how playing the body isn't too great. I think it makes the most sense if the body rounds down and the Spirit rounds up, so that Shudderwock in this example would be a vanilla 4 mana 6/6, and then a 5 mana spell. In my mind, the Battlecry itself is generally more important and meaningful than the body.
MrRhapsody
Flavorful and amusing. I don't think the 10 Durability on the location is ever going to run out all the way except in very isolated incidences, but it's still funny to look at.
AeroJulwin
The card seems fine in terms of balance (I'm not exactly sure really), but I don't really see a logical reason for it to be a location other than just activating the effect multiple times. It doesn't really make sense for a minion to be a location since a minion isn't a place.
Millhouse the Great can give you some longer lasting board impact from your spells by making them into minions, though something you'll have to watch out for is that sometimes you might get a minion/spell combination that doesn't work particularly well together. If a targeted spell changed into a minion with a targeted Battlecry, both of those effects will have the same target.
Brutus the Strongarm is incredibly strong and can hold basically anything of any size, so he can grab your minions and smack your opponent with them. Now that Remornia, Living Blade is a thing, we have a precedence for how an effect like this would work. Beside Brutus is an example of what would happen if you equip Frothing Berserker as a weapon (part of your crazy Whirlwind strategy). Most keywords like Taunt, Divine Shield, or Stealth don't do anything on a weapon since the effect is applied to the weapon and not your hero.
At least it's not all bad. If you Shadowstep the Sack, then your opponent can no longer grab that minion. Even if you can't free it from the Sack, neither can they if you play the Sack.
Fun fact: Private Eye and Perdition's Blade are the only two cards in the entire game that have Battlecry and Combo on the same card.
How they went nearly 10 years without printing a second one is beyond me since this design dynamic seems extremely obvious, has some easy design space, and is perfectly functional and intuitive to understand.
I feel like all they needed to do was just give the Gargon Companions +1/+1 or something and nobody would've had a major problem with it. Some people might've had little disgruntles, but I think most people would've seen it as a cool and flavorful callback/upgrade to Animal Companion as opposed to a lazy reskin of it.
The reason Paladin actually has Secrets and Rogue originally didn't was because during initial development, they found that Rogue already had a strong identity and found Paladin to be lacking in one, so they added Secrets to Paladin.
At this point, they should just make Rogue Secrets a core mechanic so they don't have to keep printing sets of 3 Secrets every time they want to revisit them. Limits possibly Rogue design in sets that have them.
Feedback time!
Jealous Shade looks pretty solid, although the name is a bit weird.
I think Well Fed is pretty good. I reckon the second version will probably win more people over.
I think the reason we never saw a card like Redeemer of Sins is because it's too difficult to play properly. You can kinda see this in the existing cards that they avoid Infuse effects that are dependent on specific minions dying (Sinfueled Golem being a minor exception, and also incredibly terrible). That's not to say that the card is bad or anything. In fact, I think it's quite fine and it's likely to do pretty well, but Link is correct in that it needs to reed 'Gain "Battlecry:…'
Vampiric Awakening should be best avoided. Regardless of its balance, resurrection cards in Priest tend to get a visceral reaction out of people unless they're designed in a specific way that encourages a playstyle other than just walling with big minions. This will probably affect the voting.
Lysa Sinsong may be okay, or it may not be. The steal effect is incredibly powerful (although it's not entirely clear that it's random), and Warlock has a ton of ways to throw small insignificant minions out to help get the Infuse counter up. I do like the fact the base version can be used on minions with bad effects to give them to your opponent like Treachery, although the Infuse ends up hurting that as you can't fully control when it upgrades.
You have some pretty good ideas that could just use a little bit of extra touches.
I'm not exactly sure why the "instead" is italicized. You should fix that when you get the chance. I think the name is a bit too bloated as well. Maybe get rid of "Pestilence" and just call it "Purger Paul" or you could then even replace "Paul" with something a little bit more pizzazz-y.
Even though dealing 7 damage is obviously a lot stronger than restoring 7 Health, I'm not really a big fan of the effect that the effect is technically a sidegrade and not a strict upgrade, although this is entirely personal preference on my part.
This competition is about to get... bloody!
EDIT: Here is Party Greeter, playing off of the Dinner Performer mechanic. Because this competition doesn't already have enough Priest, Warlock, or 3-Cost cards (lol).
Not a problem. According to Shadows, this competition allows up to seven total cards per submission.
I've been MIA for a few days because a hectic moving expedition that had to happen on extremely short notice, and not having wifi for my computer during that time, but here I am again.
Feedback
Klai, Tiki Terror is certainly a strong wall. It's probably balanced by the fact that if your opponent has hard removal, that will take care of Klai no problem, but if you don't have it, then you're in for quite a strong defense. I don't want to say that it's OP, but it definitely can be quite strong and problematic to get around.
Anise, Avatar of Ice seems easier to evaluate. Contrary to your comment, I think this is safer in Shaman since they have less cheap Freeze effects that Freeze multiple things at a time. I don't think Snowfall Guardian would be a big problem.
Glorth the Glutton is a strong source of hard removal for Shaman which they normally don't have. The flavor of the card though is absolutely on-point.
Zorqon, Granter of Power is a cool Elemental buffer. I like that the appendages do slightly different things, but in a way that still feels believable. One thing that does bug me though is that Zorqon himself has anti-synergy with the left arm since Immune + Taunt has the same interaction as Stealth + Taunt, which will turn the Taunt off.
Addendum: "Depths" was supposed to refer to volcanic depths, but now I notice how weird that is. I'll be changing that should I submit it.
Alright, let's push through this!
I've updated my card, although now I feeling that it's a bit OP if I compare it to Nightcloak Sanctum. The great thing about this design is that I don't need a new Treant token, and I can just use the one created by Plot of Sin.
Thank you for your kind words.
Draenor is a pretty creative location, although it doesn't really feel like a dual-class card to me.
Your original Walls of Orgrimmar seems to have expired, so I unfortunately can't leave a comment about that one.
Shadowmoon Valley is cool. It's certainly not as problematic in Warlock as it would be in either Paladin or Shaman, but Warlock is still a class that's pretty good at swarming useless tokens onto the board. Potentially locking out an enemy board like this is a bit on the scary side, though it does limit your board building potential, and you may have to dump quite a few cards out of your hand to use it, so it might be fine.
Orgrimmar should probably specify "Give this Taunt" or something like that. I read it, and my first thought was that your hero gained Taunt and then figured out that it was the location after I kept reading.
This feels like it might be too slow and impractical to work as good removal since you need to silence the minion you want to kill first, wait 2 turns (meaning your opponent will be able to attack twice with it before you can use the location again), and then use another point of Durability to kill it. I think it ends up working better as just a way to silence 3 minions rather than being used as a removal since you can just use removal spells to do that same thing.
Flavor though is absolutely great.
A Neutral location is going to hard to win over with the voters, but if you want to try, then go ahead.
The card seems fairly okay.
Hermetist's Room is a bit awkward to use. Specifically the second part, since if you only care about a single spell school for synergy, then most spells in your deck are going to be of that school anyway. And on the other hand, if you're running multiple spell school synergies, then the second effect has anti-synergy as it actively turns them off. Judging by the way it's phrased, it appears to be permanent too.
The Highest is okay, although the flavor is not too obvious.
Sunwell feels like it could be quite broken.
Moonwell seems to be awkwardly phrased, and I do agree that the art could be better. As a card though, it's alright.
I personally prefer the first Altar of Evil over the second.
If I seem like I'm slow in this comp at responding to anything, that's because I got Covid! (or so I think) I can't say that exactly having fun by any means.
I am already aware that Haunted Grove is on the weak side at the moment, but I can't be asked to change it the moment since I'm not feeling great.
I still haven't changed all the old spells to use spell schools, but I did document what they would all be.
Here is the spell schools of all spells from the original Basic set all the way up to 2021 Core (and then from that point onward, spells have schools on them anyway):
Future Sight - Arcane
Dust Typhoon - Nature
Accelerate Time - Arcane
Been There - N/A
Done That - N/A
Sand Attack - Nature
Quicksand - Nature
Crossfire Bolts - Arcane
Banish - Arcane
Energy Blast - Arcane
Harness Time - Arcane
Sandstorm - Nature
Path to Nowhere - Arcane
Parallel Dimensions - Nature
Cube of Memories - Arcane
Mirror Match - Arcane
Black Hole - Arcane
Rapid Necromancy - Shadow
Blast From The Future - N/A
Disturbed Flow - Arcane
Rift Blaster - Arcane
Timeline Shift - Arcane
Turn Back Time - N/A
Astral Storm - Nature
Vision of the Third Eye - Arcane
Challenger's Portal - Arcane
Astral Discoveries - N/A
Temporal Storm - Nature
Time Twister - Nature
Dark Replication - Shadow
Power of Yogg-Saron - Shadow
Hourglass of Time - Arcane
Rift Bomb - Arcane
Child's Play - N/A
Double Potion - N/A
Rift Potion - Arcane
Acid Potion - N/A
Robbing Time - N/A
Timestopper - N/A
Lost Timestone - Arcane
Element Energy - Arcane
Dimension Vortex - Arcane
Unlock the Rift - Arcane
The Rift - Arcane
Shackles of Time - Arcane
Time Continuum - N/A
Frozen Reflections - Frost
Greased Lightning - Nature
Frozen Soul - Frost
Pharaoh's Spirit - N/A
Lesser Opal Spellstone - Arcane
Guild Teleport - Arcane
Opal Spellstone - Arcane
Greater Opal Spellstone - Arcane
Temporal Flux - Arcane
Dawn of Midnight - N/A
Reversion - Nature
Temporal Loop - Arcane
Matter Split - Arcane
Temporal Project - Nature
Bullet Time - Arcane
Rift Blasters - Arcane
Wormhole Physics - Arcane
Sarax's Emergency Rift - Arcane
Sarax's Sealed Rift - Arcane
Delayed Reaction - N/A
Arch Rivals - N/A
Chronoblast - Arcane
Peerings of the Past - Shadow
Vortex Shift - Shadow
Cosmic Portal - Arcane
Vapor Wave - Arcane
Chronomantic Arrow - Arcane
Golden Amulet - N/A
Mummify - Shadow
Quick Strike - Arcane
Sense of Spirit - N/A
The Eternity Chamber - N/A
Nick of Time - N/A
Nebulon's Call - N/A
Cosmic Breath - Arcane
Observe the Cosmos - Nature
Hour of Twilight - Shadow
Volley of Comets - Arcane
Aetherflash - Shadow
The Portal Beyond - N/A
Visionary Influx - Arcane
Twilight Wormhole - Shadow
Flash Summon - Arcane
Historical Consciousness - N/A
Necromancy Training - Shadow
Dawnhammer Induction - Shadow
Ink Forgery - N/A
Timeblast - Arcane
Delayed Strike - N/A
Theatrical Troupe - N/A
Mirrored Madness - N/A
Supercharged Coin - Arcane
Troupe Portal - Shadow
Future Sight - Arcane
Accelerate Time - Arcane
Harness Time - Arcane
Quicksand - Nature
Sandstorm - Nature
Bullet Time - Arcane
Parallel Dimensions - Nature
Quick Strike - Arcane
Black Hole - Arcane
Ladies and gentlemen, I present to you... Murder at Castle Nathria for Time Traveler!
Tellni has been invited to Sire Denathrius's dinner party. While the dinner party seemed to be going by smoothly, everyone is a suspect when Denathrius is found to be dead. Was it Two-Timing Tellni? At the Clock Tower? Using his satchel of tricks? People in the chronomantic arts have always been known to put a foot into the territory of dark magic, but Tellni seems to have embraced it a little more than others who study that field. What's his motive? Perhaps he knows that Denathrius created the Dreadlords and aims to get rid of him before he can create more and cause a distraught future?
While at the party, you're also accompanied by Fesh Krieger as a mole on the inside. He may appear to be a typical fancily-dressed butler, but he is actually a high-ranking member of the same origination that Thomas Temporison belongs to, and uses his skills in the field to aid himself around servant jobs. While working under the guise of Denathrius's personal butler. He won't kill Denathrius himself, but he is fully aware of one of the guest's intentions of doing so at the party and will happily go along with their plan. He may even help them sneak something useful into the castle to do that.
Time Traveler in this set features a special tri-spell school synergy with the use of Nature, Arcane, and Shadow spells. Play all 3 schools, and watch as Tellni performs his dark magic to fill your board with 6/6s. You've also got some cards to summon stuff to help with Infuse and other methods of playing with death.
Tokens
In addition to this, 4 spells have now gained the Shadow spell school (they previously had no school): Ritual of Uprising, Soul Separation, Shallatoah's Presence, and Call of the Naga.
I quite like this card idea in general.
Welcome aboard. If you ever have any questions, then feel free to ask me or anyone else here and we'll be sure to answer them. I'm always able to help people new to the hobby of card creating. Just be prepared to lose a bit of free time (lol).
Your card unfortunately falls into a pitfall that lots of new creators fall into, which is making everything overcomplicated without a goal to it. The card has a lot of tokens and all of those tokens do too many things. The card in general actually just does way too much.
There's more problems to it though. Your card isn't valid for the comp since that's not how hero transformations work. The minion is already on the board, and if it's transforming to replace your hero, it won't transform into a card, but instead into just the hero itself. In this case, the text on the hero won't be on the hero card (because there wouldn't be a card), but instead on the Hero Power.
The card unfortunately also has a lot of logistical problems as well. Namely the fact that it has the same artwork (and unmistakably similar name) as The Boomship, and in the same set as that card no less. Speaking of the set, your card can't use Honorable Kill or Colossal as these mechanics didn't exist yet in The Boomsday, and are also set exclusive mechanics from different years. Locations also didn't exist yet either. Honorable Kill on an effect with random damage should also be avoided as its very unfun and unreliable. Actually, random damage in general shouldn't be used either, as Team 5 themselves have stepped away from this because they realized that it's a terrible mechanic that isn't fun for anyone involved. It's why Lightning Storm was buffed to always deal 3 damage when it was put into Core. Increasing the Durability on the card seems to be almost impossible without absurd luck.
As a Rogue card that interacts with Secrets, there's also a big problem in that there won't be a way to use the hero card's ability at some point in its Standard existence. Once Year of the Mammoth would rotate, the card would exist in a Standard rotation without any Rogue Secrets, rendering the ability of the hero card completely impossible to achieve outside of getting lucky with burgles (and if the hero card ability was applied to the Hero Power which it should be in this case, then that would only make matters worse). This is quite unfortunately, a very common problem with new card creators when making Rogue cards that interact with Secrets, and also an extremely important one to avoid.
This may seem harsh, but don't let that discourage you. It's perfectly normal for people making cards for the first time to make mistakes like this, and there will always be people around to point out the mistakes and how to avoid them later. Once you start designing cards more, you'll understand how Hearthstone card design works a little bit better and you'll be on your way to making some great projects! We're a welcoming community of people who will try to help you wherever possible.
Welcome. I haven't seen you around here either, so I'll be glad to help you out as well.
What I said to Adamsleungcn about new creators making cards that are too complicated also applies to this card as well. I think there's too much going on here to make a cohesive card. Unfortunately what you said about the card not fitting the rules by virtue of not being a strict transformation applies here.
I think the "and destroy this weapon/location" text is a bit unnecessary. Since Particle Blade destroys itself after attacking, it could just not have that text and instead have 1 Durability. Even if you can buff its Durability, this is very niche enough to the point where it won't matter in most game states. This also applies to the location I think even more so since there's currently no way to give a location more Durability. While we're on the topic of the location, I don't like the fact that it only has a conditional effect. It should always do something when used, and give you a bonus if you're holding an Elemental instead.
One other big problem I have with the card is that it's a 1-mana card that keeps infinitely giving you more and more, and I feel like that could easily become overpowered.
Wait until you read its flavor text, lol.
Not gonna lie, I forget all the time that Gwent is even still being supported since I very rarely hear anyone talk about it.
Unfortunately for you, I agree with Link in that transforming something into a Hero Power does not count for the prompt.
I understand the point you're trying to make with your argument that Hero Powers are found in the card database, but Hero Powers are not true cards. They are treated as cards in the game's internal files, but they're entirely their own thing in practice.
In something like a "name a card" game thread, I think using Hero Powers is perfectly fine since the environment is incredibly relaxed with no competition, and it's just supposed to be a fun little community mini-game. In a WCDC however, there is a competitive environment (a mostly casual and lighthearted one, but still competitive nonetheless) with official rules and moderation, and therefore I think this clarification that Hero Powers are not cards is quite important to make.
Early feedback
This is really cool conceptually.
I definitely think the way costs should be split should be a half-and-half type of situation since vanilla bodies do not particularly good to play, nor are they generally that useful. In the case of your Shudderwock example, you'd have a 1-mana Shudderwock Battlecry in hand and a vanilla 8 mana 6/6, and you can see how playing the body isn't too great. I think it makes the most sense if the body rounds down and the Spirit rounds up, so that Shudderwock in this example would be a vanilla 4 mana 6/6, and then a 5 mana spell. In my mind, the Battlecry itself is generally more important and meaningful than the body.
Let's get shifty! (no no, not like that)
Millhouse the Great can give you some longer lasting board impact from your spells by making them into minions, though something you'll have to watch out for is that sometimes you might get a minion/spell combination that doesn't work particularly well together. If a targeted spell changed into a minion with a targeted Battlecry, both of those effects will have the same target.
Brutus the Strongarm is incredibly strong and can hold basically anything of any size, so he can grab your minions and smack your opponent with them. Now that Remornia, Living Blade is a thing, we have a precedence for how an effect like this would work. Beside Brutus is an example of what would happen if you equip Frothing Berserker as a weapon (part of your crazy Whirlwind strategy). Most keywords like Taunt, Divine Shield, or Stealth don't do anything on a weapon since the effect is applied to the weapon and not your hero.
At least it's not all bad. If you Shadowstep the Sack, then your opponent can no longer grab that minion. Even if you can't free it from the Sack, neither can they if you play the Sack.
And I use this exact argument in HS groups to support why Battlecry/Combo cards should be fine.
Fun fact: Private Eye and Perdition's Blade are the only two cards in the entire game that have Battlecry and Combo on the same card.
How they went nearly 10 years without printing a second one is beyond me since this design dynamic seems extremely obvious, has some easy design space, and is perfectly functional and intuitive to understand.
I feel like all they needed to do was just give the Gargon Companions +1/+1 or something and nobody would've had a major problem with it. Some people might've had little disgruntles, but I think most people would've seen it as a cool and flavorful callback/upgrade to Animal Companion as opposed to a lazy reskin of it.
The reason Paladin actually has Secrets and Rogue originally didn't was because during initial development, they found that Rogue already had a strong identity and found Paladin to be lacking in one, so they added Secrets to Paladin.
At this point, they should just make Rogue Secrets a core mechanic so they don't have to keep printing sets of 3 Secrets every time they want to revisit them. Limits possibly Rogue design in sets that have them.