It'll be really exciting to look back at these and see how we designed our "Initiate" Legendaries compared to the actual cards when Death Knight is actually added to the game.
I wanted one small and one large Legendary (to mirror Altruis and Nethrandamus). Freeze is one of the integral parts of DK, and that's where Lady Frostheart comes in. Gotta have some Freeze support somewhere. Frozen minions become brittle, weak, and ripe for the killing.
Alexandros Mograine is the father of Darion Mograine and draws on the power of death. What would a Death Knight be without utilizing, you know, death?
Teribus the Cursed is mostly there because I just wanted a dragon. Demon Hunter gets Nethrandamus, so Death Knight gets Teribus. Teribus draws on the power of your bigger minions dying as its effect scales upward based on what the highest-Cost friendly minion that died is. He could work in a Big Death Knight strategy, but he's also good for just Dragon decks in general since Dragons themselves have a lot of large hitters.
I do have a version of Frostheart that only doubles the damage instead of tripling it. Doubling may seem more grounded towards reality, but tripling just looked incredibly fun.
Treacherous Felstalker is made to support Token Demon Hunter, which, as far as I can tell, has only received support in the Initiate and Madness at the Darkmoon Faire sets.
If you can generate a large board of 1/1 Illidari and then use this to consume them all, you can end up with quite a large minion quite quickly.
I don't have much knowledge of WoW so I'm not sure if a Felstalker is a thing. All feedback appreciated!
I admire your creativity with the card, but unless you're attacking eggs (or similarly small minions with big Deathrattles), attacking your own minions doesn't seem that useful since it'll still take damage and you're losing your board in the process, meaning that the strength in which it scales is not very significant.
I feel like you can do better, but there's not very much time.
Mechlock is a cool archetype to push. I am slightly worried about the fact that your cards seem to push Discolock more than Mechlock though, not necessarily for validity, but because it'll probably affect your score.
Jaraxxus, Metal Mayhem is a really cool incantation of Mecha-Jaraxxus in card form, although I am slightly worried about both the amount of damage it can deal, and how much it can put on the board.
Abandoned Laboratory is a little safer in my opinion, although it seems difficult to use well and the artwork doesn't feel Hearthstone-y to me.
With all that said though, I really enjoy the direction you're going.
AeroJulwin
I'm not sure if Arcane Druid counts given that Druid has never had any cards which support Arcane spells, thus it usually isn't classified as an archetype. If the card does count, then it seems okay to print if slightly uninspired. It's not particularly great that it can be traded for free and doesn't pose a big threat. All those 0 mana 1/1s like Snowflipper Penguin have only ever been played in extremely specific strategies to exploit the fact that they're free cards that can synergize with something and aren't game breaking. And in VttSC, we got Priestess Valishj in Priest, so I think you can get away with making this a 1/1 especially since the Spell Damage is specifically just for Arcane spells. I'm also worried about the fact that there are so few Arcane spells, and only about half of them deal damage.
Discover the Light is a pretty good flavor card, but I'm pretty sure it doesn't count since it doesn't support an existing undersupported archetype for Warlock. I wouldn't call Renounce Darkness an archetype as much as it is just a fun meme card that people sometimes make decks for.
Moonglow Stalker is probably my favorite of the three cards by design, but Rush didn't exist yet in Journey to Un'Goro.
Wailor
I like Ferocious Wildcat. Not only does it support that "5 or more Attack synergy", but since Druids in general are just good at running big minions, many Druid decks can run it no problem.
Deathmetal Encorer is a fine, although slightly weak support card for Deathrattle DH, but I see one pretty major problem with it. It uses the same art as Mordresh Fire Eye.
adamsleungcm
Advance Wave is an okay idea in principle, but Paladin doesn't typically exceed in spell-spamming despite their affinity for small spells. It also uses the same artwork as Level Up! It has some other, more significant problems such as the fact that it uses Rush in TGT, which is a set where Rush didn't exist yet. The biggest problem however is the fact that it's a card that requires spell school synergy in a set spell schools didn't exist yet, meaning the card is literally unfunctional. This is what my note I left earlier in the thread was referring to, but there's still plenty of time to fix the problem.
Hold the Ground is a neat idea, but it feels a bit weak.
BloodMefist
I like Malicious Magmacaster as support for hand size synergy in Mage. It is quite easy to get about 5 damage with this, which might make it incredibly strong.
Archimonde is a cool Legendary. It's a bit limited by the fact that Warlock doesn't have any huge Fel spells (Felfire Potion and Impfestation are the most expensive Fel spells for the class), but there's probably still some strong things you can do with it.
SI:7 Scout is fairly explanatory. SI:7 support for Rogue.
Commander Akrula is something for Big Demon DH, and there are quite a lot of Demons that work well with her (and end of turn effects will still activate), but it can also be used as a tutor for any large Demon even if they have a strong Battlecry (which there surprisingly aren't any for DH or Neutral other than debatably Sathrovarr, but that doesn't mean more can't be made) since it can be used once it's returned to the hand.
I don't have any cards right now, but an important note of this competition is to be mindful of where you place your card. Since your archetype has only been supported by one or two sets, its important to consider the context of where your card is that supports it.
This is less of a concern for something based on minion types, spell schools, or card sizes since more of those can always be printed at any given time. But for things like Soul Fragments, the mechanic itself only exists in one set, so your card placement is extremely critical.
I'm a bit surprised to see how strong the pushback was on the idea of making a card using a newer mechanic for an older set. I'll play by the (unspoken) rule but I think it's a really silly reason to deduct points from a design. If anything, since these are custom cards that will most likely never make it in the actual game, we could really use the extra freedom the developers wish they had when it comes to bringing back old keywords, mechanics, etc.
Anyway, and consider this a minor spoiler -- if Shadows allows me, at least for next week everyone will be encouraged to break this silly rule :)
It's not silly in the slightest.
These cards will never be in the game, but that doesn't mean that we shouldn't be expected to follow guidelines of card design. There's a lot of extremes that this can be taken to. If we let the thought process of "this will never be in the game" dominate everything, then we could theoretically justify a lot of crazy things like blatantly OP and problematic cards or removing an entire class from the game. If they're never going to be added to the game, then they're technically of no consequence, right? Taking this argument to a much more grounded area, watermarks on cards are one such place. If a card has an incorrect watermark for the context of when the card exist, the card's realism is completely erased and thus the card becomes non-believable. Since this is a detail that is incredibly easy for both the creator and the viewers to spot, it also comes off as unprofessional. In general, people want their cards to feel like they could be real cards, and watermaks are not one of the most basic and easiest ways for this to shine through, but also one of the most integral.
Watermarks may not affect the actual balance of the card itself, but it can be quite important in other areas. The most prominent example I see of this are cards that are dependent on mechanics that didn't exist yet, or Secrets from other classes in Standard rotations where they have no other Secrets. If you make for instance, a Priest Secret in Mean Streets of Gadgetzan, well then it's unfortunately just tough shit since there's no other Secrets for them in Standard rotation, making it the only Secret that the class has access to, rendering the Secret non-functional as a Secret. Similarly, I sometimes see a card that requires spell school synergy, but is placed in a set before Forged in the Barrens. Is the card believable as a card in that set? Not only is the card, but also cannot function in the environment it is placed it.
Any card that falls into one of these two traps are cards that I automatically rate 1-star regardless of how well designed they may be otherwise. In the content of when/where they exist, their effects are completely non-functional. This exact reason is why our Top Three-cret prompt from last season asked us to make 3 Secrets for a class instead of 1, and it's also the reason why existing Hearthstone sets that add Secrets for Rogue add 3 Secrets instead of 1. In the case of Vacuuming Butler, even if the card can't be a GvG card because it uses a mechanic that didn't exist yet, it would still be functional as a card, meaning that the most it would get is probably a 1-star penalty, but this is still an example as to why the context of where your card is placed is often quite important. If your card is not designed with any particular set in mind (existing or custom), then just any custom watermark will suffice and it will make the card look better.
There's nothing wrong with theorizing how past mechanics would work in current sets or current mechanics in past sets. If you're making a funny little set built around that's idea, then that's absolutely fine. It's not horrible if it's on a card presented as a proof of concept that it clearly not intended to be a finished product, but on something that is presented as a final build for a card, then it just feels like the person who created their card literally just didn't care about their own card and it makes it almost impossible to take them seriously. Perhaps I've just seen too many people make this exact mistake in the way that comes off just like I described, but that's just the way that it feels almost 100% of the time without context as part of a larger project. I know that quite a few people here have this mindset too, so for your own sake, it is better to avoid this. It not only makes your cards look better, but it also makes you look better as a card creator, and it should give your cards better average scores.
Do understand that I'm just very passionate about quality in card design, so if I sound like my rough side is coming out a lot, then that would be why (lol). I can see that you have quite a bit of potential as a card creator. We're all here to help each other guide one-another in the right direction. One of the great things about the FC community is that we're all students and teachers at the same time. Absolutely all of us can learn from another person here, and we're all eager to help each other become the best that they can be.
Congrats on your win last week. I look forward to what you have for next week's competition.
First thing is first. Do not make Infuse cards for expansions other MaCN. The competition may say that you can, but that doesn't mean that you should. I admire the creativity, but it will cause you to lose some point from a few voters. Myself included particularly. I am quite vocal about the fact that I penalize cards for breaking the game's continuity like this. This was a problem that I had with Nash when it won last week, but it seemed that voting the card on other merits ended up making up for the penalties you may have had.
If you do decide to use the card anyway though, then the card seems fairly okay, but it should have Stoneborn Accuser wording and say Infuse: Gain "Battlecry: Add 3 different Spare Parts to your hand."
To answer your question about Party Greeter, it is intended to draw two minions that you can afford to play regardless of whether or not you can afford both of them right now. You may only be able to play one of them this turn and the other on the next turn, but you will still be able to afford either of them to play now. This isn't too relevant though as I've already submitted Spectral Split.
Adamsleungcn
Both of these card share many of the same problems. Namely the fact that they both need Stoneborn Accuser wording and say Infuse: Gain "Battlecry…". They also also don't really do anything if they aren't Infused, which just makes them extremely terrible if they don't have any infusions. Most Infuse cards do something if they aren't Infused, and the very few that don't are pretty terrible cards. I also think that both of these cards have a bloated textbox. I think you could cut the first Infuse on both of these cards which will improve their balance and clean their textbox.
Dcheming Deckhand appears to have a typo, so it's good to have that changed. It also appears to be a worse Bootstrap Sunkeneer which we just saw in the previous set. Fishing Deckhand looks better, but it does still have the problem of not being from Murder at Castle Nathria.
Grave Horror has a problem in that its name is both not suitable for a Legendary minion, and is already taken by a card in the game also called Grave Horror (which is a Rare, emphasizing my point about the name not being Legendary). The upgrade from Infuse 3 to Infuse 6 is also very insignificant a lot of the time. Rogue has immediate access to Flik Skyshiv which can do the same thing for 1 less mana and no infusing necessary, and its effect to destroy all copies of whatever it destroys has varying levels of relevance where it's sometimes quite strong and sometimes does basically nothing. This however didn't stop the fact that it was still a 6 mana 4/4 minion that came with a free hard removal and was a good target for Rogue tricks. The card also compares quite unfavorably to Insatiable Devourer which has the same effect do devour and gain stats without any infusing necessary, and a bonus effect that is more relevant and powerful in most situations and it also easier to achieve.
Angela Ziegler has an effect that is very obvious, but is still perfectly serviceable and may give you a high score if the card is refined a bit better. I think the added flavor text of "Heros never die!" is unnecessary, but if you decided to keep it anyway, they it shouldn't be bolded. Instead, it should be italicized. The card shouldn't have an Angel tribe tag as it's not a minion type in Hearthstone, and the card also shouldn't use the Classic watermark either. I assume this is mostly to show off a proof of concept rather than a finished idea, but it's never a bad reminder to have if you decide to go with this idea as your submission. I do also think that taking a character from another media universe and making it into a card is probably going to hurt your score pretty significantly unless the competition is specifically based around doing this, so that's something to keep in mind.
EDIT: Anesthesia Shooter is an okay idea (if possibly weak given that Maiev Shadowsong is a card), but the artwork doesn't belong in Hearthstone.
Wailor
I think I prefer the alternate form of Val'kyr Soulkeeper personally, and I think it's good that this version has a Battlecry effect at baseline. It is perhaps a little bit weird that the card has anti-synergy with the second copy of itself because of the 1/1 Soul, but I feel like this is probably just unavoidable with this type of design.
Your Epic Val'kyr Soulkeeper is more flashy, which might do better. I'm really not so sure how to proceed forward with the card actually.
BloodMefist
Wow, I really like Shrewd Broker. It's fairly simple, but it's elegant Relic DH support. I say great job!
Conspicuous Conspirator has great flavor, but I'm not as big of a fan of the effect as I am with Shrewd Broker. I do agree that it steps on the toes of Sketchy Stranger a bit too much, and it also falls into a design that I'm not personally a huge fan of which are Secrets that reveal themselves to the other player since that completely removes the secretive aspect of the Secret.
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.
It'll be really exciting to look back at these and see how we designed our "Initiate" Legendaries compared to the actual cards when Death Knight is actually added to the game.
I wanted one small and one large Legendary (to mirror Altruis and Nethrandamus). Freeze is one of the integral parts of DK, and that's where Lady Frostheart comes in. Gotta have some Freeze support somewhere. Frozen minions become brittle, weak, and ripe for the killing.
Alexandros Mograine is the father of Darion Mograine and draws on the power of death. What would a Death Knight be without utilizing, you know, death?
Teribus the Cursed is mostly there because I just wanted a dragon. Demon Hunter gets Nethrandamus, so Death Knight gets Teribus. Teribus draws on the power of your bigger minions dying as its effect scales upward based on what the highest-Cost friendly minion that died is. He could work in a Big Death Knight strategy, but he's also good for just Dragon decks in general since Dragons themselves have a lot of large hitters.
I do have a version of Frostheart that only doubles the damage instead of tripling it. Doubling may seem more grounded towards reality, but tripling just looked incredibly fun.
A Felstalker is a thing. Felstalker, Lakkari Felhound, Reffuh are examples of Felstalkers in the game.
I admire your creativity with the card, but unless you're attacking eggs (or similarly small minions with big Deathrattles), attacking your own minions doesn't seem that useful since it'll still take damage and you're losing your board in the process, meaning that the strength in which it scales is not very significant.
I feel like you can do better, but there's not very much time.
Feedback time
Mechlock is a cool archetype to push. I am slightly worried about the fact that your cards seem to push Discolock more than Mechlock though, not necessarily for validity, but because it'll probably affect your score.
Jaraxxus, Metal Mayhem is a really cool incantation of Mecha-Jaraxxus in card form, although I am slightly worried about both the amount of damage it can deal, and how much it can put on the board.
Abandoned Laboratory is a little safer in my opinion, although it seems difficult to use well and the artwork doesn't feel Hearthstone-y to me.
With all that said though, I really enjoy the direction you're going.
I'm not sure if Arcane Druid counts given that Druid has never had any cards which support Arcane spells, thus it usually isn't classified as an archetype. If the card does count, then it seems okay to print if slightly uninspired. It's not particularly great that it can be traded for free and doesn't pose a big threat. All those 0 mana 1/1s like Snowflipper Penguin have only ever been played in extremely specific strategies to exploit the fact that they're free cards that can synergize with something and aren't game breaking. And in VttSC, we got Priestess Valishj in Priest, so I think you can get away with making this a 1/1 especially since the Spell Damage is specifically just for Arcane spells. I'm also worried about the fact that there are so few Arcane spells, and only about half of them deal damage.
Discover the Light is a pretty good flavor card, but I'm pretty sure it doesn't count since it doesn't support an existing undersupported archetype for Warlock. I wouldn't call Renounce Darkness an archetype as much as it is just a fun meme card that people sometimes make decks for.
Moonglow Stalker is probably my favorite of the three cards by design, but Rush didn't exist yet in Journey to Un'Goro.
I like Ferocious Wildcat. Not only does it support that "5 or more Attack synergy", but since Druids in general are just good at running big minions, many Druid decks can run it no problem.
Deathmetal Encorer is a fine, although slightly weak support card for Deathrattle DH, but I see one pretty major problem with it. It uses the same art as Mordresh Fire Eye.
Advance Wave is an okay idea in principle, but Paladin doesn't typically exceed in spell-spamming despite their affinity for small spells. It also uses the same artwork as Level Up! It has some other, more significant problems such as the fact that it uses Rush in TGT, which is a set where Rush didn't exist yet. The biggest problem however is the fact that it's a card that requires spell school synergy in a set spell schools didn't exist yet, meaning the card is literally unfunctional. This is what my note I left earlier in the thread was referring to, but there's still plenty of time to fix the problem.
Hold the Ground is a neat idea, but it feels a bit weak.
I like Malicious Magmacaster as support for hand size synergy in Mage. It is quite easy to get about 5 damage with this, which might make it incredibly strong.
Archimonde is a cool Legendary. It's a bit limited by the fact that Warlock doesn't have any huge Fel spells (Felfire Potion and Impfestation are the most expensive Fel spells for the class), but there's probably still some strong things you can do with it.
Get your one-set wonders ready!
SI:7 Scout is fairly explanatory. SI:7 support for Rogue.
Commander Akrula is something for Big Demon DH, and there are quite a lot of Demons that work well with her (and end of turn effects will still activate), but it can also be used as a tutor for any large Demon even if they have a strong Battlecry (which there surprisingly aren't any for DH or Neutral other than debatably Sathrovarr, but that doesn't mean more can't be made) since it can be used once it's returned to the hand.
I don't have any cards right now, but an important note of this competition is to be mindful of where you place your card. Since your archetype has only been supported by one or two sets, its important to consider the context of where your card is that supports it.
This is less of a concern for something based on minion types, spell schools, or card sizes since more of those can always be printed at any given time. But for things like Soul Fragments, the mechanic itself only exists in one set, so your card placement is extremely critical.
Edwin VanCleef to 3 mana 3/3?
It felt like it wasn't that long ago that he was nerfed to a 4 mana 2/2 and then buffed back to 3 mana 2/2. And now there's this.
It's not silly in the slightest.
These cards will never be in the game, but that doesn't mean that we shouldn't be expected to follow guidelines of card design. There's a lot of extremes that this can be taken to. If we let the thought process of "this will never be in the game" dominate everything, then we could theoretically justify a lot of crazy things like blatantly OP and problematic cards or removing an entire class from the game. If they're never going to be added to the game, then they're technically of no consequence, right? Taking this argument to a much more grounded area, watermarks on cards are one such place. If a card has an incorrect watermark for the context of when the card exist, the card's realism is completely erased and thus the card becomes non-believable. Since this is a detail that is incredibly easy for both the creator and the viewers to spot, it also comes off as unprofessional. In general, people want their cards to feel like they could be real cards, and watermaks are not one of the most basic and easiest ways for this to shine through, but also one of the most integral.
Watermarks may not affect the actual balance of the card itself, but it can be quite important in other areas. The most prominent example I see of this are cards that are dependent on mechanics that didn't exist yet, or Secrets from other classes in Standard rotations where they have no other Secrets. If you make for instance, a Priest Secret in Mean Streets of Gadgetzan, well then it's unfortunately just tough shit since there's no other Secrets for them in Standard rotation, making it the only Secret that the class has access to, rendering the Secret non-functional as a Secret. Similarly, I sometimes see a card that requires spell school synergy, but is placed in a set before Forged in the Barrens. Is the card believable as a card in that set? Not only is the card, but also cannot function in the environment it is placed it.
Any card that falls into one of these two traps are cards that I automatically rate 1-star regardless of how well designed they may be otherwise. In the content of when/where they exist, their effects are completely non-functional. This exact reason is why our Top Three-cret prompt from last season asked us to make 3 Secrets for a class instead of 1, and it's also the reason why existing Hearthstone sets that add Secrets for Rogue add 3 Secrets instead of 1. In the case of Vacuuming Butler, even if the card can't be a GvG card because it uses a mechanic that didn't exist yet, it would still be functional as a card, meaning that the most it would get is probably a 1-star penalty, but this is still an example as to why the context of where your card is placed is often quite important. If your card is not designed with any particular set in mind (existing or custom), then just any custom watermark will suffice and it will make the card look better.
There's nothing wrong with theorizing how past mechanics would work in current sets or current mechanics in past sets. If you're making a funny little set built around that's idea, then that's absolutely fine. It's not horrible if it's on a card presented as a proof of concept that it clearly not intended to be a finished product, but on something that is presented as a final build for a card, then it just feels like the person who created their card literally just didn't care about their own card and it makes it almost impossible to take them seriously. Perhaps I've just seen too many people make this exact mistake in the way that comes off just like I described, but that's just the way that it feels almost 100% of the time without context as part of a larger project. I know that quite a few people here have this mindset too, so for your own sake, it is better to avoid this. It not only makes your cards look better, but it also makes you look better as a card creator, and it should give your cards better average scores.
Do understand that I'm just very passionate about quality in card design, so if I sound like my rough side is coming out a lot, then that would be why (lol). I can see that you have quite a bit of potential as a card creator. We're all here to help each other guide one-another in the right direction. One of the great things about the FC community is that we're all students and teachers at the same time. Absolutely all of us can learn from another person here, and we're all eager to help each other become the best that they can be.
Extra feedback time.
Congrats on your win last week. I look forward to what you have for next week's competition.
First thing is first. Do not make Infuse cards for expansions other MaCN. The competition may say that you can, but that doesn't mean that you should. I admire the creativity, but it will cause you to lose some point from a few voters. Myself included particularly. I am quite vocal about the fact that I penalize cards for breaking the game's continuity like this. This was a problem that I had with Nash when it won last week, but it seemed that voting the card on other merits ended up making up for the penalties you may have had.
If you do decide to use the card anyway though, then the card seems fairly okay, but it should have Stoneborn Accuser wording and say Infuse: Gain "Battlecry: Add 3 different Spare Parts to your hand."
To answer your question about Party Greeter, it is intended to draw two minions that you can afford to play regardless of whether or not you can afford both of them right now. You may only be able to play one of them this turn and the other on the next turn, but you will still be able to afford either of them to play now. This isn't too relevant though as I've already submitted Spectral Split.
Both of these card share many of the same problems. Namely the fact that they both need Stoneborn Accuser wording and say Infuse: Gain "Battlecry…". They also also don't really do anything if they aren't Infused, which just makes them extremely terrible if they don't have any infusions. Most Infuse cards do something if they aren't Infused, and the very few that don't are pretty terrible cards. I also think that both of these cards have a bloated textbox. I think you could cut the first Infuse on both of these cards which will improve their balance and clean their textbox.
Dcheming Deckhand appears to have a typo, so it's good to have that changed. It also appears to be a worse Bootstrap Sunkeneer which we just saw in the previous set. Fishing Deckhand looks better, but it does still have the problem of not being from Murder at Castle Nathria.
Grave Horror has a problem in that its name is both not suitable for a Legendary minion, and is already taken by a card in the game also called Grave Horror (which is a Rare, emphasizing my point about the name not being Legendary). The upgrade from Infuse 3 to Infuse 6 is also very insignificant a lot of the time. Rogue has immediate access to Flik Skyshiv which can do the same thing for 1 less mana and no infusing necessary, and its effect to destroy all copies of whatever it destroys has varying levels of relevance where it's sometimes quite strong and sometimes does basically nothing. This however didn't stop the fact that it was still a 6 mana 4/4 minion that came with a free hard removal and was a good target for Rogue tricks. The card also compares quite unfavorably to Insatiable Devourer which has the same effect do devour and gain stats without any infusing necessary, and a bonus effect that is more relevant and powerful in most situations and it also easier to achieve.
Angela Ziegler has an effect that is very obvious, but is still perfectly serviceable and may give you a high score if the card is refined a bit better. I think the added flavor text of "Heros never die!" is unnecessary, but if you decided to keep it anyway, they it shouldn't be bolded. Instead, it should be italicized. The card shouldn't have an Angel tribe tag as it's not a minion type in Hearthstone, and the card also shouldn't use the Classic watermark either. I assume this is mostly to show off a proof of concept rather than a finished idea, but it's never a bad reminder to have if you decide to go with this idea as your submission. I do also think that taking a character from another media universe and making it into a card is probably going to hurt your score pretty significantly unless the competition is specifically based around doing this, so that's something to keep in mind.
EDIT: Anesthesia Shooter is an okay idea (if possibly weak given that Maiev Shadowsong is a card), but the artwork doesn't belong in Hearthstone.
I think I prefer the alternate form of Val'kyr Soulkeeper personally, and I think it's good that this version has a Battlecry effect at baseline. It is perhaps a little bit weird that the card has anti-synergy with the second copy of itself because of the 1/1 Soul, but I feel like this is probably just unavoidable with this type of design.
Your Epic Val'kyr Soulkeeper is more flashy, which might do better. I'm really not so sure how to proceed forward with the card actually.
Wow, I really like Shrewd Broker. It's fairly simple, but it's elegant Relic DH support. I say great job!
Conspicuous Conspirator has great flavor, but I'm not as big of a fan of the effect as I am with Shrewd Broker. I do agree that it steps on the toes of Sketchy Stranger a bit too much, and it also falls into a design that I'm not personally a huge fan of which are Secrets that reveal themselves to the other player since that completely removes the secretive aspect of the Secret.
I say definitely go with Shrewd Broker.
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.