Tried to make a new version of Deception (with a new name) to try to differentiate it more from Suppressive Light and address a few balance comments.
New feedback
FieselFitz
These Secrets look better, however you've created a new problem with Shields Up! The watermark. Since it uses the FitB watermark and the other two do not, there will be a period in time where it will be the only Warrior Secret available, thus completely negating the secretive aspect of it being a Secret.
Linkblade91
Looks pretty good. *thumbs up*
Neoguli
Demonic Presence seems a bit strange and also weak. While I don't particularly have a problem with giving Armor to classes that don't currently have it in some cases, it will likely end up costing you points from voters who believe it makes the card "not Warlock-y" The tutor effect can also very easily be played around by just not attacking into your opponent.
Maledict Shadow is also one that I'm afraid I'm going to have to say no to. It's definitely a lot stronger than the previous version and I appreciate the buff, but permanent Attack reduction without some additional effect is a dangerous road to travel on. Any type of permanent Attack reduction like this didn't exist until Ancient Void Hound which is a 9 mana minion that only drains 1 Attack at a time and also drains Health as well meaning that the minions will eventually die if Ancient Void Hound's effect keeps going off. This however is quick permanent Attack reduction without anything to get rid of the minions. Trigger this on a board full of 2-Attack minions and all of a sudden, your opponent is completely locked out of playing any minions unless they either buff them or use their own removal on them. This in particular is why Hex gives the minion it transforms Taunt. Otherwise, it's just a 0/1 minion that sits on the board taking up a board slot without your opponent being able to do anything about it efficiently.
Wailor
These look pretty good. *thumbs up*
FenrirWulf
I think this is good. Disarming Palm might be too weak. I do like its synergy with effects like Cabal Acolyte, though I think there are better ways to go about this. Other two are pretty good though.
That Garrosh skin is probably going to replace Deathwing for me. As much as I love the thought of Deathwing controlling an army of pirates, the Garrosh skin just fits way too perfectly to pass up.
You MUST change Hold The Line because of the fact that it costs 4 mana and therefore the secretive aspect of the Secret is negated. If I see my opponent play a 4-Cost Warrior Secret, then I automatically know that it's Hold The Line since there aren't any other 4-Cost Warrior Secrets. The card is very weird too. Why exactly is Blackhowl Gunspire in the Barrens and how did it even get there? The card name shouldn't be bolded either, and it's also pretty clear that you used the same art so that should be changed as well.
Burning Guard is an okay idea, but I feel like some of that 8 damage will likely end up being wasted. It also uses the same artwork as Soot Spewer, so it should be changed.
Bomb Throw is a concept I approve of, although it is very weak. And once again, the card name shouldn't be bolded.
Thx for the feedback, im also not very happy with the cards so i will change them - regarding the art of Hold the Line - yes it is the same, so i understand the point there - but for the art of the other cards - aren't we allowed to use Hearthstone Art? i mean even the Creations Primer has a link to Hearthstone Art ... but i guess i have to look for other art sites.
I thought card names on other cards should have to be bolded , so that's good to know!
You are allowed to use Hearthstone art, but you shouldn't use Hearthstone art. As a rule, collectible cards should never use the same art as another collectible card unless you want to try to pull a Murloc Raider/Old Murk-Eye.
The exception to this is using artwork that is only found outside of any Constructed play mode (as is the case with cards like Roll the Bones or Simulacrum, which use the artwork of Ancient Power and Pure Cold respectively which is fine as neither of these cards are accessible in Constructed).
Alright, time for feedback. I literally hit Legend for the first time today, so I'm feeling pretty good!
Linkblade91
Engage Defenses is a fine idea for a Secret, but it's weak at 3 mana. Compare specifically to Dirty Tricks as well as the fact that tutor effects tend to be cheaper than raw draw effects.
Product Recall actually can use Bombs since Seaforium Bomber exists, although it may be better to use Mines anyway since they deal 3 damage instead of 5 which is sort of an iconic thing for Bombs.
Scrap for Parts is fine.
Wailor
Fertilizer and Crystalize are both fine Secrets, but I would suggest changing one of them since they both share the same activation timing and when you only have 3 Secrets to work with, variety of situations is key.
FenrirWulf
Focused Healing is a fine card design, but I feel its effect should probably be a bit more impactful since it requires quite a few specific things in the game state to be the way you want.
Mirroring Shadow needs to have Silence properly capitalized, but it seems good to me otherwise, and I do quite like Spell Ward.
R
I'm afraid I don't really like any of these. United We Stand is very weak, and even if it were 2 mana, it'd probably still be just "fair" and not fantastic. You do get some brownie points for reminding me of Yu-Gi-Oh tough.
Without A Trace seems to be almost a strictly better version of Hunt Them Down. Yeah, I understand that you can play them from Outcast and expand their effects differently, but still requires a LOT of specific things to happen. Namely in the case of Hunt Them Down, you have play it from Outcast and then your opponent needs to play a minion in the center of their board to get full value from the effect. I do kinda like the idea of giving some of the Secrets a bonus Outcast effect, but I don't think this is the way to go about it.
I'm also thinking that maybe Demon Hunter is not the best class to give Secrets to since they already have Sigils which basically act as their own version of Secrets.
Grumpymonk
I am a bit afraid that Explosive Devolution is too powerful against a wide board. In addition to neutering their board pretty heavily, they'll also spawn with summoning sickness.
The other two are pretty good!
FieselFitz
You MUST change Hold The Line because of the fact that it costs 4 mana and therefore the secretive aspect of the Secret is negated. If I see my opponent play a 4-Cost Warrior Secret, then I automatically know that it's Hold The Line since there aren't any other 4-Cost Warrior Secrets. The card is very weird too. Why exactly is Blackhowl Gunspire in the Barrens and how did it even get there? The card name shouldn't be bolded either, and it's also pretty clear that you used the same art so that should be changed as well.
Burning Guard is an okay idea, but I feel like some of that 8 damage will likely end up being wasted. It also uses the same artwork as Soot Spewer, so it should be changed.
Bomb Throw is a concept I approve of, although it is very weak. And once again, the card name shouldn't be bolded.
Neoguli
Soul Harvest is pretty good, but I have problems with the other two.
Afterlife Soul on the other hand seems quite broken since it summons a permanently Immune minion which you can buff and make a monster that's very hard to get rid of.
1 mana Priest Secrets! To give some distinction in comparison to Paladin Secrets, I tried to give them effects that tend to be more aggressive and have some quick board impact.
EDIT: Ninja changed Deception.
Addendum: I am a bit worried that Deception is a bit too similar to Suppressive Light given that they both effectively deal 2 damage with a 2/2 value of stats in some way.
Horde - Horde and Alliance are the two main factions in World of Warcraft that many characters belong to, and some characters may belong to neither. Admittedly, this does require a background knowledge of the Warcraft universe to use effectively and the game really should have some designator for each Mercenary as to what faction they belong to. For the most part though, the determinant factor here is the character's Race (for example, Humans and Draenai are Alliance, whereas Orcs and Trolls are Horde).
Deathblow - A keyworded mechanic that triggers when the ability in question kills a Mercenary.
Critical Damage - The term used for bonus damage when a Role fights whatever Role it is strong against.
Alright, I made Lithin more expensive to get rid of its early-drop potential. I might still end up changing "its Cost" to "the spell's Cost" or something like that.
And now it's time for some extra feedback:
FieselFitz
Well that's certainly quite a design. Unfortunately I can't say that I like it too much. I admire the Murloc werewolf flavor, but there will be many times in which it'll be played and then just removed, resulting in you essentially just blowing up a large part of your deck without any real strategic benefit. It being a 6-Cost Murloc with an effect that wants you to play a traditional swarmy Murloc strategy is a little bit weird.
Wailor
I quite like its parallels to Mal'Ganis, and I also appreciate that it's something strong that can't be used with The Demon Seed (haha). Pretty good overall.
Both of these are fun designs and the payout for both of them is certainly big. I think I probably prefer Zuluhed the Wicked as Dragon Shaman seems like an interesting archetype to push since Shamans are not typically about Dragons. This is bonus points for me, though I'm not sure how others will feel. Some may prefer Lord Prestor in this regard as it seems like more of a "believable" design choice.
As I did point out, due to the way Gonk, the Raptor works, a single Nature spell that deals damage to multiple characters will allow Dragon's Maw to attack one additional time for each character it damaged as opposed to just a single extra time. This may not matter that much since you'll only get a total of 6 attacks anyway, but it may be something to consider.
R
Whilst you have already pointed this out, the artwork for Queen Huhuran will be a problem. If you find art for that version though, I would suggest using it over Queen Mechuhuran solely because Deathrattle Beasts are far more plentiful. Although there are quite a few Mechs with big Deathrattles, there's simply not that many Deathrattle Mechs to begin with, especially in Standard.
Wailor
The art is used for the Totem of the Dead treasure, though it has been long established that artwork that appears on cards that are not available in Constructed are fair game to use for collectable cards, so you are good in this department. I'm not going to judge this as a Standard card since it quite obviously isn't intended to be one as there simply wouldn't be enough Totems in Standard for this to work. In Wild where there are actually enough Totems to make a deck with this effect, you actually might get something good! If the past is anything to go by, it seems to be a very aggressive strategy.
Neoguli
Quite the interesting combination of class and minion type. A problem I do is the fact that there are only 2 Paladin Elementals in the game (Ragnaros, Lightlord and Benevolent Djinn) and both of them are Wild. Of course, you can use Neutral Elementals, but I'm not sure how I feel about having to rely entirely on Neutral cards for your tribal synergy to function. The effect is certainly creative though. Priest does seem to make more sense to me.
AeroJulwin
Zanari the Brilliant is quite the effect you've got there. My concern about the effect is that the permanent Elusive effect on your hero is on such high extremes of usefulness depending on matchup. Against some decks, the effect is entirely useless and against others, it just instantly wins the game outright.
Rhea the Mainframe seems like a fine card on its own, but it is unfortunately usurped in practicality by Dr. Boom, Mad Genius which grants ALL of your Mechs Ruch and doesn't require every minion in your deck to be a Mech. This is made worse by the fact that the card is in the same expansion and class as Dr. Boom, Mad Genius. If this was in a different Mech class or perhaps even Neutral, then I think you'd be onto something.
Forest Guardian is certainly a deviation from the norm of this comp, and I mean that in a positive way. I think it'll help the card stand out. Unfortunately, I do think the card is quite a bit on the weak side. I think it could not have the Elemental condition and the card wouldn't be overpowered. Of course it then wouldn't be eligible for the competition though.
I know it's not quite the same and it's not strictly better, but still, [Hearthstone Card (RIP Captain Hooktusk) Not Found].
ChickyChick
Caught me at the tail end of writing this.
It is a little bit weird that "Crumbel" sounds so similar to Grumble, but then again we have Lyra and Myra so it's not exactly something I can take away from the card. I think the effect works out quite well. The effect is stronger than either Genn or Baku and the condition seems a lot easier than cutting out roughly half of your collection in deckbuilding, though the fact that the card is class-specific may help alleviate that.
We've got less than 24 hours left to submit. Not that many entries. I changed the artwork of my card to try to get a stronger association of thematics and mechanics. I already submitted it since there's not that much time left and feedback has been going pretty slowly.
Some late feedback, and I'm sorry I didn't do this sooner.
R
I do fear how OP this could potentially be. Just remember Darkglare for instance.
MenacingBagel
"(wherever this is)" should be in italics. The concept does seem fine, but now I do realize that it probably scales a bit too quickly.
Cg8889
As Linkblade pointed out, the big problem with the card is that it'll just be used as a finisher to give all your minions +2/+2 and kill your opponent right away. This isn't just a problem with your card, but this basically applies to all wide board-buff cards with a downside.
FieselFitz
Unfortunately, I do believe the card is a bit dangerous as it basically can give all your Silver Hand Recruits a pseudo-Windfury that's open to attack face. If you've done a relatively decent job at clearing the job, then you can rack up a lot of face damage with the card that Paladins typically don't have access to.
I'm not sure if this is intentional, but I do think it's a bit strange (although admittedly flavorful) that it also effects enemy Silver Hand Recruits.
Linkblade91
As I pointed out with FieselFitz's card, I am a bit afraid of the amount of potential face damage you can get with this card.
I've had a busy past few days, so I don't have a card with me right now, but what I CAN do it provide feedback.
Linkblade91
I do expect a lot of "drunk" flavored cards in this competition, but this seems to be one of the best ways to achieve that effect since it still keeps some originality in its design. I am slightly worried about its RNG, but this is Hearthstone, so there's no shame in embracing it.
Shaveyou
I don't feel too strongly about this card unfortunately. It is quite strong as a 3 mana 3/3 that draws a card, but it also has a potential upside on top of that. It's not quite in flavor of Patrons either since it seems to cap at one extra Patron as opposed to being able to string multiple of them together. Not that it needs it since the card is already very playable as is, but it takes away from the aspect of it being a "Patron" card.
Grumpymonk
The drinking-flavored cards seem to always flavor on being "tipsy" rather than being "rowdy", so I do appreciate this little change up in flavor that helps the card stand out. I think the Hearthstone community as a whole has learned to never underestimate the potential of any 0-mana spell and this one does seem quite strong to me as it does basically give your minions a pseudo-Windfury effect and a wide board buff.
Anchorm4n
I seem to remember this card. It's not extravagant for the comp, but it gets the job done.
Neoguli
I really like the Kabal flavor, and I like the potential for on-Trade effects, but this one is too strong. Kazakus's 1-mana spells are really good to get continuously like this and you don't even need to shape your deck around it in any way like the two Kazakus cards. I also don't ever see a reason to actually play the card as opposed to using it solely for the on-Trade effect without the intention to ever actually play it.
MenacingBagel
I quite like this concept, but in regards to the TGT watermark, I don't think you should use it specifically since "wherever it is" effects didn't exist until Whispers of the Old Gods.
Lundy
The card seems to be missing a rarity. I assume it's intended to be Legendary since summoning permanents on the board is an effect that seems to be relegated to Legendaries and the permanent has the dragon border on it.
I do see a problem with the card being Druid since they can ramp into this pretty easily and as soon as it's been on the board for a few turns, you can very easily stall your opponent out.
Tried to make a new version of Deception (with a new name) to try to differentiate it more from Suppressive Light and address a few balance comments.
New feedback
Demonic Presence seems a bit strange and also weak. While I don't particularly have a problem with giving Armor to classes that don't currently have it in some cases, it will likely end up costing you points from voters who believe it makes the card "not Warlock-y" The tutor effect can also very easily be played around by just not attacking into your opponent.
Maledict Shadow is also one that I'm afraid I'm going to have to say no to. It's definitely a lot stronger than the previous version and I appreciate the buff, but permanent Attack reduction without some additional effect is a dangerous road to travel on. Any type of permanent Attack reduction like this didn't exist until Ancient Void Hound which is a 9 mana minion that only drains 1 Attack at a time and also drains Health as well meaning that the minions will eventually die if Ancient Void Hound's effect keeps going off. This however is quick permanent Attack reduction without anything to get rid of the minions. Trigger this on a board full of 2-Attack minions and all of a sudden, your opponent is completely locked out of playing any minions unless they either buff them or use their own removal on them. This in particular is why Hex gives the minion it transforms Taunt. Otherwise, it's just a 0/1 minion that sits on the board taking up a board slot without your opponent being able to do anything about it efficiently.
That Garrosh skin is probably going to replace Deathwing for me. As much as I love the thought of Deathwing controlling an army of pirates, the Garrosh skin just fits way too perfectly to pass up.
You are allowed to use Hearthstone art, but you shouldn't use Hearthstone art. As a rule, collectible cards should never use the same art as another collectible card unless you want to try to pull a Murloc Raider/Old Murk-Eye.
The exception to this is using artwork that is only found outside of any Constructed play mode (as is the case with cards like Roll the Bones or Simulacrum, which use the artwork of Ancient Power and Pure Cold respectively which is fine as neither of these cards are accessible in Constructed).
Alright, time for feedback. I literally hit Legend for the first time today, so I'm feeling pretty good!
Engage Defenses is a fine idea for a Secret, but it's weak at 3 mana. Compare specifically to Dirty Tricks as well as the fact that tutor effects tend to be cheaper than raw draw effects.
Product Recall actually can use Bombs since Seaforium Bomber exists, although it may be better to use Mines anyway since they deal 3 damage instead of 5 which is sort of an iconic thing for Bombs.
Scrap for Parts is fine.
Focused Healing is a fine card design, but I feel its effect should probably be a bit more impactful since it requires quite a few specific things in the game state to be the way you want.
Mirroring Shadow needs to have Silence properly capitalized, but it seems good to me otherwise, and I do quite like Spell Ward.
I'm afraid I don't really like any of these. United We Stand is very weak, and even if it were 2 mana, it'd probably still be just "fair" and not fantastic. You do get some brownie points for reminding me of Yu-Gi-Oh tough.
Without A Trace seems to be almost a strictly better version of Hunt Them Down. Yeah, I understand that you can play them from Outcast and expand their effects differently, but still requires a LOT of specific things to happen. Namely in the case of Hunt Them Down, you have play it from Outcast and then your opponent needs to play a minion in the center of their board to get full value from the effect. I do kinda like the idea of giving some of the Secrets a bonus Outcast effect, but I don't think this is the way to go about it.
I'm also thinking that maybe Demon Hunter is not the best class to give Secrets to since they already have Sigils which basically act as their own version of Secrets.
I am a bit afraid that Explosive Devolution is too powerful against a wide board. In addition to neutering their board pretty heavily, they'll also spawn with summoning sickness.
The other two are pretty good!
You MUST change Hold The Line because of the fact that it costs 4 mana and therefore the secretive aspect of the Secret is negated. If I see my opponent play a 4-Cost Warrior Secret, then I automatically know that it's Hold The Line since there aren't any other 4-Cost Warrior Secrets. The card is very weird too. Why exactly is Blackhowl Gunspire in the Barrens and how did it even get there? The card name shouldn't be bolded either, and it's also pretty clear that you used the same art so that should be changed as well.
Burning Guard is an okay idea, but I feel like some of that 8 damage will likely end up being wasted. It also uses the same artwork as Soot Spewer, so it should be changed.
Bomb Throw is a concept I approve of, although it is very weak. And once again, the card name shouldn't be bolded.
Soul Harvest is pretty good, but I have problems with the other two.
Maledict Shadow is pretty weak. Compare to Curse of Weakness.
Afterlife Soul on the other hand seems quite broken since it summons a permanently Immune minion which you can buff and make a monster that's very hard to get rid of.
1 mana Priest Secrets! To give some distinction in comparison to Paladin Secrets, I tried to give them effects that tend to be more aggressive and have some quick board impact.
EDIT: Ninja changed Deception.
Addendum: I am a bit worried that Deception is a bit too similar to Suppressive Light given that they both effectively deal 2 damage with a 2/2 value of stats in some way.
I think you're focusing too much on the "glass" part. The connection with broken glass is not that on the nose.
A hint for the "broken glass" clue.
Nice job finding that clue. ;)
Horde - Horde and Alliance are the two main factions in World of Warcraft that many characters belong to, and some characters may belong to neither. Admittedly, this does require a background knowledge of the Warcraft universe to use effectively and the game really should have some designator for each Mercenary as to what faction they belong to. For the most part though, the determinant factor here is the character's Race (for example, Humans and Draenai are Alliance, whereas Orcs and Trolls are Horde).
Deathblow - A keyworded mechanic that triggers when the ability in question kills a Mercenary.
Critical Damage - The term used for bonus damage when a Role fights whatever Role it is strong against.
Alright, I made Lithin more expensive to get rid of its early-drop potential. I might still end up changing "its Cost" to "the spell's Cost" or something like that.
And now it's time for some extra feedback:
Feedback
Both of these are fun designs and the payout for both of them is certainly big. I think I probably prefer Zuluhed the Wicked as Dragon Shaman seems like an interesting archetype to push since Shamans are not typically about Dragons. This is bonus points for me, though I'm not sure how others will feel. Some may prefer Lord Prestor in this regard as it seems like more of a "believable" design choice.
As I did point out, due to the way Gonk, the Raptor works, a single Nature spell that deals damage to multiple characters will allow Dragon's Maw to attack one additional time for each character it damaged as opposed to just a single extra time. This may not matter that much since you'll only get a total of 6 attacks anyway, but it may be something to consider.
The art is used for the Totem of the Dead treasure, though it has been long established that artwork that appears on cards that are not available in Constructed are fair game to use for collectable cards, so you are good in this department. I'm not going to judge this as a Standard card since it quite obviously isn't intended to be one as there simply wouldn't be enough Totems in Standard for this to work. In Wild where there are actually enough Totems to make a deck with this effect, you actually might get something good! If the past is anything to go by, it seems to be a very aggressive strategy.
Zanari the Brilliant is quite the effect you've got there. My concern about the effect is that the permanent Elusive effect on your hero is on such high extremes of usefulness depending on matchup. Against some decks, the effect is entirely useless and against others, it just instantly wins the game outright.
Rhea the Mainframe seems like a fine card on its own, but it is unfortunately usurped in practicality by Dr. Boom, Mad Genius which grants ALL of your Mechs Ruch and doesn't require every minion in your deck to be a Mech. This is made worse by the fact that the card is in the same expansion and class as Dr. Boom, Mad Genius. If this was in a different Mech class or perhaps even Neutral, then I think you'd be onto something.
Forest Guardian is certainly a deviation from the norm of this comp, and I mean that in a positive way. I think it'll help the card stand out. Unfortunately, I do think the card is quite a bit on the weak side. I think it could not have the Elemental condition and the card wouldn't be overpowered. Of course it then wouldn't be eligible for the competition though.
RIP Captain Hooktusk.
I know it's not quite the same and it's not strictly better, but still, [Hearthstone Card (RIP Captain Hooktusk) Not Found].
Caught me at the tail end of writing this.
It is a little bit weird that "Crumbel" sounds so similar to Grumble, but then again we have Lyra and Myra so it's not exactly something I can take away from the card. I think the effect works out quite well. The effect is stronger than either Genn or Baku and the condition seems a lot easier than cutting out roughly half of your collection in deckbuilding, though the fact that the card is class-specific may help alleviate that.
Little bit of creative thinking and I think I got something!
We've got less than 24 hours left to submit. Not that many entries. I changed the artwork of my card to try to get a stronger association of thematics and mechanics. I already submitted it since there's not that much time left and feedback has been going pretty slowly.
Some late feedback, and I'm sorry I didn't do this sooner.
Unfortunately, I do believe the card is a bit dangerous as it basically can give all your Silver Hand Recruits a pseudo-Windfury that's open to attack face. If you've done a relatively decent job at clearing the job, then you can rack up a lot of face damage with the card that Paladins typically don't have access to.
I'm not sure if this is intentional, but I do think it's a bit strange (although admittedly flavorful) that it also effects enemy Silver Hand Recruits.
"Valeera stands for loyalty. She won't stab you in the back."
The watermark! This version uses the one from Saviors of Uldum when the card is from Forged in the Barrens.
Believe it or not, I actually have seen a few Questline Warlock decks on ladder that included the card in their deck.
Finally got a card.
He's rough. He's rowdy. He's also super super tipsy and can barely stand up straight.
I love the fact that when she levels up, she has the whole "now you've gone and done it" look to her.
I've had a busy past few days, so I don't have a card with me right now, but what I CAN do it provide feedback.
The card seems to be missing a rarity. I assume it's intended to be Legendary since summoning permanents on the board is an effect that seems to be relegated to Legendaries and the permanent has the dragon border on it.
I do see a problem with the card being Druid since they can ramp into this pretty easily and as soon as it's been on the board for a few turns, you can very easily stall your opponent out.