FieselFitz: There's a comma missing after "Secret" and I think your card is one of those cases where too much is going on at once. I'm sorry, but I don't like it very much.
linkblade: Nice card, I like your idea! I would argue to give the Ice Pillar at least one Attack though, since there are some classes that would really struggle to get rid of this otherwise. Or make it "thaw" and lose 1 Health at the end of each turn.
Ah i missed the comma , sry about that!
What i don't get is my card that hits 3 prompts is labeld with going on too much but another card with all 3 prompts is fine? or is some sort of Balance that the card is missing?
Still im gonna change/improve it - at least i'll try to do that :)
Here is the first new version:
and here is another idea :
Let me know what you guys think about those two!
I think it's because Link's card feels less "forced" as far as applying all 3 prompts (although that said, it does still feel forced).
This version of the card is definitely a lot better. The first version is probably easier to balance (as it's comparable to Occult Conjurer). The second version could be too messy with Frost Nova and it should say "enemy" instead of "opponent".
Linkblade91 - I see you've already submitted, but I do believe this card falls victim of trying too hard to follow all 3 prompts. The Secret requirement doesn't seem to do anything with the card flavorwise. I am glad that you changed Ice Pillar to "another" minion though.
Wailor - Not the most original idea in the world, but it's one that I like regardless.
BloodMefist - I think this card is fairly decently balanced. It's not really usably in Mage since they have to rely on Neutral cards to buff it. It's better in Hunter and Paladin which have access to handbuff cards. Cards which require buffing to be good are usually hit or miss as far as their viability, so I feel like this most likely wouldn't be overpowered. Nice flavor though.
FenrirWulf - I do agree with the choice of making it a Shaman card. The first version is more flavorful, although it also seems less playable and mechanically interesting than the second version. Second version is pretty good though.
Anchorm4n - I really like this card and I would personally give it a pretty good rating. That said, you might be weary of some people who will penalize it for being a Hunter AoE card. Unfortunately, some people will penalize any card that bends a class's weaknesses regardless of its actual strength or how often Blizzard does it themselves. Perhaps that would make for an interesting comp?
DestroyerR - Really flavorful, but there are some weird interactions to consider. Are all card given back regardless of where they are? (hand, deck, battlefield, etc.) What about dead minions? Do they go back as well?
DavnanKillder - Disguised Saboteur should have the passive effect first, then the Battlecry. I like the idea of the card, but it's unfortunately very weak. Your opponent can easily play around it by not playing many minions and even if they do play one or two, it's probably not going to be the end of the world for them. And you're also giving them a 2/5 minion. 4 mana to do all that for your opponent and nothing for you is not too great. Nixue, the Awake Winter is a little better although I agree with KANSAS in that you should change the name and the wording. What KANSAS wrote actually works really well there.
KANSAS - I do think it should probably have Stealth from the start. Too weak otherwise. I do like the idea though. Recurring Stealth as long as you play more Secrets. I will say though that the artwork doesn't really fit the Christmas-y theme of the comp.
FieselFitz - I think this is another card that falls victim of trying to do every prompt at once and the card suffering for it. I think it just has too much things going on that could be reworked or cut entirely. You need to have a comma after Secret, and the art isn't too Christmas-y either.
Linkblade91 - Nice flavor, although I do feel that duplicating your Soul Fragments might end up leading to too much healing.
Wailor - I pretty much agree with Ancorm4n. It's by no means a bad idea, but it seems difficult to balance properly and it's not that original either.
BloodMefist - I think this has an unintended quirk with the way Echo works. It seems to read as if you need to Corrupt each temporary copy for them to generate again. This is otherwise though, a fine card.
DestroyerR - The effect of refreshing Spellburst seems neat, but in practice I feel like it wouldn't change much. Decent idea though.
DavnanKillder - Sand Shark is a funny card with a fine idea, although the effect does have a weird interaction. Overkill doesn't require the minion to survive, so would it be possible to Adapt into Rocky Carapace or Volcanic Might to save it from death if it would've otherwise died? Power Word: Drowse seems really neat though I'm not sure if it would be better than Maiev Shadowsong. Enchanted Shotgun seems like a neat idea. The Spellburst is flavorful although I'm not sure if it's "necessary" compared to Combustion, and some people might penalize it on the basis that it's Hunter AoE regardless of its power level.
Anchorm4n - I am quite fond of both of your cards. I really like Zevrad because Big Demons DH is an archetype I would actually like to see get some play (or really anything that isn't just "draw your deck, gain Attack, hit the face"). Sleepy Spell Scribe is a cool Spell Damage card.
Something that I think is worth mentioning is that you probably shouldn't try to force all 3 prompts onto one card or else you'll most likely end up with a weird, overbaked card that has too many things going on in it.
Got another Idea and i think this will be the one i go with because this time the Card has no copy in standard and should work according to the rules ;)
The Effect should work like Rattlegore but only upwards. Not sure if i should set a cap at 10/10 - and if i do so how i should phrase it?
(up to 10) for example or should it be (up to 10/10). Or is it ok without a Cap ?
Even with a cap of 10, it's still very OP. Play this on turn 1, and you're basically set for the whole game
True ... should it be enough to increase the Mana or is the Abilitiy to strong?
Could also make it to "resummon with +1/+0 so the health would stay at 1 mana
First change (changed Mana cost)
or this one (changed ability to just increase the attack)
Even with a Mana increase, I compare to pre-nerf Dreadsteed and foresee some problems.
Got another Idea and i think this will be the one i go with because this time the Card has no copy in standard and should work according to the rules ;)
The Effect should work like Rattlegore but only upwards. Not sure if i should set a cap at 10/10 - and if i do so how i should phrase it?
(up to 10) for example or should it be (up to 10/10). Or is it ok without a Cap ?
Even with a cap of 10, it's still very OP. Play this on turn 1, and you're basically set for the whole game
When you said "wild west set before", I thought you meant the first one I did and not the second one (which is the most recent one and the one you're talking about).
A really clever usage of the art and prompt. It might be too difficult to use effectively though since you will only have 3 mana to cast spells on and it is reliant on having a full board. That said, if you do have that board, Blessing of Might can seal the game for you.
Wailor
A.F.Kay is not a valid submission since adventure characters don't count (I know you made it really early where the rule may not have been established clearly yet, just feedback for the same of complete feedback).
Saraad is fairly alright, although I feel like you'd rather just use Soulwarden instead and nothing about him really captures the same feeling as the original Saraad.
Megafin looks kinda cool. Murlocs are not really meant to be a late-game tribe, but this perhaps allows some weird late-game Murloc decks to exist. My only gripe is the sense of scale as the Murloc in the art does not look very big, although finding good art is probably quite difficult, so I can't fault you too much for this one.
I feel very mixed about people who use their own edited art for comps since it does present a disadvantage for people who aren't familiar with these programs. That said, I would be a hypocrite if I criticized you for doing it as I did it myself during the "Manual of Monsters" comp, and the art is pretty funny as well. Unlike the original Boogeymonster, it's actually not complete shit either. It's not *great*, but it's definitely not horrible.
Overall, I'd say Megafin is probably my favorite of your cards.
SLima
I will echo what Wailor said about the watermark. It doesn't really make sense for this card to be introduced in the same set as the original Toki. Other than that though, the rest of the card seems fine. You could probably just called it "Infinite Toki" since that's the art you used.
FungusABao
Kun seems okay, but it's very weird for him to be the in the same set as the original Kun. Although at the same time, a different set wouldn't allow for Jade Golem synergies, so there's a bit of a dilemma there.
Shudderwock is okay, although it's a bit difficult to use since most Dragons are designed to be big and have strong Battlecries. Neither of which really go well with this card.
DestroyerR
Baku is kinda neat, although I agree with Wailor in that it's definitely too dangerous to print. Flark's effect is really cool, and it'd definitely get a lot of creativity points.
MenacingBagel
Unfortunately, Krizgut is not a valid character to use since it was never a card at any point. That said, you could perhaps still use the effect for something, so it's worth keeping. I won't mention the watermark since it's not really necessary on a card that won't be used anyway.
I like Sherazin better anyway, although I feel like Maiev usually accomplishes what you want to do with this card better unless you use it on your own minions.
DavnanKillder
Dorian has a strange art perspective as the most visible character in the art appears to be the doll and not Dorian himself, unless… that is Dorian? The effect seems pretty flavorful and on point too, although I feel like it may overlap too much with The Nameless One which we just got.
The Face Collector is an okay card, but the name feels really lazy and the effect could backfire.
Queen Ashmore is not bad, but it doesn't seem to have any connection with the original card.
BangyakunoSquash
Baku has a creative effect, although the artwork seems more draconic than bestial.
CursedParrot
I can't really say much since Zavas is not a valid character for the prompt. That said, the effect seems creative. On the other hand, it feels really weird for this version to exist one set after the original.
FieselFitz
Seems a bit OP since you can summon 5 Jade Golems with this at once. I do also agree with Wailor in that you shouldn't use Jade Golems outside of MSoG.
BloodMefist
Arfus is a pretty "out there" character to use for this prompt, so points for originality! The effect seems good and flavorful as well. Compared to Val'anyr, Greybough, or Talritha, it doesn't seem to be too problematic.
WW — obviously not going to be rated by balance, but this card honestly has no point. You’d get the same effect doing eenie meenie miney mo with your deck slots. 1/5
Every time you do that though, you have to stop and play eenie meenie miney mo with yourself after each game.
With this new Whizbang, you can just start a new game immediately after the previous one ends and get a completely random deck. It's a more streamlined approach.
If you want to play some Hearthstone, but don't know which deck to play, Whizbang's got your back. He'll also add a little bit of fun as you'll get random decks each game. Compared to his original counterpart, his utility is that he will always choose decks you have (and are therefore of higher average quality), but won't allow you to use cards you don't own. He functions as a "random deck" button for when you enter Ranked mode.
Whizbang cannot choose:
Another Whizbang deck.
A Zayle deck.
An incomplete deck.
A Wild deck if you're playing Standard.
If you have no valid decklists for it to choose, then you won't be able to use his ability.
Check out this link. Click on a card to get its code.
If you see a watermark you want, then you type that watermark's code into your card's textbox to get that one onto the card. It is important that you don't add line breaks or spaces for the code.
Some of them appear to have been deleted from the set page, but their codes will still work. For the sun watermark in Liftoff!, I typed the code {{EMBLEM=custom35}} into the textbox of each card I made.
A little defense of my card: I thought giving Mage a wand as a Weapon in an expansion themed around a magic school would be flavourful. I mean, what kind of card type would you make a wand if not a weapon? The wand increasing your magical abilities seemed natural, too, thus the Spell Damage. Triggering the effect was meant to be easy as well, since a mage should not have problems using their wand to their advantage. I concede that the 3/2/1 statline is a bit random but the point I was trying to make is that a "stick" isn't that great of a weapon. Finally, I accept that this would be very powerful in a meta without weapon removal, but my argument against that point is that Scholomance brought along strong Weapons synergies for at least Demon Hunter, Warrior and Rogue.
I don't think the problem with the card is so much that it's a Mage weapon, but rather that it's incredibly broken.
You play it, and you just have Spell Damage +2 for the rest of the game if you just don't attack with it. This is why weapons that have passive effects like this are often avoided, because it's better to just not attack with them.
I had these questions a while back about these custom Hearthstone, I meant no offense, I respect anyone decision about arts. I would even encourage them to keep pursuing this.
The thing is, up until now, after 6+ years, I haven't seen yet a single custom made Hearthstone being used by the Hearthstone team (please correct me If I'm wrong), since they always made their own arts (or new keywords) from their own team, maybe some arts from outside source, but never about the gameplay design or keywords.
So why keep doing this without any sort of incentives from them (Blizzard)? Is it not a better alternatives to send them all of this directly? I mean, if you want to be recognized, plus your arts is fascinating, why not apply for the job?
Again, just curious. No offense in any way at all. Great job.
As someone who's very involved with the FC community, perhaps I can try to answer.
From what I can gather, people like to create cards just because it's simply fun to create your own card ideas for a CCG you really like. I like to create cards because it's fun. When people play a card game, it's natural for some of those people to start thinking of what cards they would create. Entire fan-made expansions is just a natural step from fan-made cards. Most of us don't care if these cards we make never get into the game because we simply enjoy making the cards that we make and don't expect anything to come of it.
As far as applying for the job goes, one does have to keep in mind that to get a job working at Hearthstone designing cards, there's a lot more than just being able to think of good card ideas. Knowledge and experience of proper game design is also required, which obviously not everyone has. Take me for instance. Regardless of what cards I have made, I don't believe that Blizzard would want to hire a 21 year old who lives on the other side of the country and knows very little about how to actually design the basis of games.
As far as there being no custom cards in the game made by us, this isn't necessarily true. Card designs that the FC community has made have sometimes ended up in the game at some point, although not necessarily those exact cards. Although we know that Team 5 has looked at cards made by the FC community before (in the past anyway, so their perspective of this may be different now), it's difficult if not outright impossible to judge how much influence from us they actually get from us.
But the main reasons people create cards is because they like to get creative with their own ideas, and they just simply enjoy making their own cards regardless of if anything actually comes of it or not.
Just like what I thought, both of them were not that good according to feedbacks, so I decied to go with another idea:
Similar to The Card of Ledgend, this one can also replaces a card you draw with another one, and hope it can be a little bit more useful than a random Golden Legendary. (If it is OP, then probably I will raise its cost by 1.)
I don't really like perfect card effects outside of Zephrys, since it basically just robs him of his "virginity", if you understand what I mean. And this exists in the same same set, no less. Not only that, but Zephrys's effect in general is a bit polarized in opinion and fairly frustrating to play against anyway.
Another such problem is that no collectible Neutral weapon existed until Scholomance, so if you want to make another one, it should be from that set or, preferably after.
How about this for detachable blade, since its the one that people seem to like the most?
In the enviornment where echo cards can cost 0, it would take two [Hearthstone Card (Blackwater Pirates) Not Found] to go infinite, and it would cost 11 mana.
Actually it would still only cost 8. The two Blackwater Pirates and then the weapon itself costs 0 in your hand
I think it's because Link's card feels less "forced" as far as applying all 3 prompts (although that said, it does still feel forced).
This version of the card is definitely a lot better. The first version is probably easier to balance (as it's comparable to Occult Conjurer). The second version could be too messy with Frost Nova and it should say "enemy" instead of "opponent".
Feedback
Linkblade91 - I see you've already submitted, but I do believe this card falls victim of trying too hard to follow all 3 prompts. The Secret requirement doesn't seem to do anything with the card flavorwise. I am glad that you changed Ice Pillar to "another" minion though.
Wailor - Not the most original idea in the world, but it's one that I like regardless.
BloodMefist - I think this card is fairly decently balanced. It's not really usably in Mage since they have to rely on Neutral cards to buff it. It's better in Hunter and Paladin which have access to handbuff cards. Cards which require buffing to be good are usually hit or miss as far as their viability, so I feel like this most likely wouldn't be overpowered. Nice flavor though.
FenrirWulf - I do agree with the choice of making it a Shaman card. The first version is more flavorful, although it also seems less playable and mechanically interesting than the second version. Second version is pretty good though.
Anchorm4n - I really like this card and I would personally give it a pretty good rating. That said, you might be weary of some people who will penalize it for being a Hunter AoE card. Unfortunately, some people will penalize any card that bends a class's weaknesses regardless of its actual strength or how often Blizzard does it themselves. Perhaps that would make for an interesting comp?
DestroyerR - Really flavorful, but there are some weird interactions to consider. Are all card given back regardless of where they are? (hand, deck, battlefield, etc.) What about dead minions? Do they go back as well?
DavnanKillder - Disguised Saboteur should have the passive effect first, then the Battlecry. I like the idea of the card, but it's unfortunately very weak. Your opponent can easily play around it by not playing many minions and even if they do play one or two, it's probably not going to be the end of the world for them. And you're also giving them a 2/5 minion. 4 mana to do all that for your opponent and nothing for you is not too great. Nixue, the Awake Winter is a little better although I agree with KANSAS in that you should change the name and the wording. What KANSAS wrote actually works really well there.
KANSAS - I do think it should probably have Stealth from the start. Too weak otherwise. I do like the idea though. Recurring Stealth as long as you play more Secrets. I will say though that the artwork doesn't really fit the Christmas-y theme of the comp.
FieselFitz - I think this is another card that falls victim of trying to do every prompt at once and the card suffering for it. I think it just has too much things going on that could be reworked or cut entirely. You need to have a comma after Secret, and the art isn't too Christmas-y either.
Feedback
Linkblade91 - Nice flavor, although I do feel that duplicating your Soul Fragments might end up leading to too much healing.
Wailor - I pretty much agree with Ancorm4n. It's by no means a bad idea, but it seems difficult to balance properly and it's not that original either.
BloodMefist - I think this has an unintended quirk with the way Echo works. It seems to read as if you need to Corrupt each temporary copy for them to generate again. This is otherwise though, a fine card.
DestroyerR - The effect of refreshing Spellburst seems neat, but in practice I feel like it wouldn't change much. Decent idea though.
DavnanKillder - Sand Shark is a funny card with a fine idea, although the effect does have a weird interaction. Overkill doesn't require the minion to survive, so would it be possible to Adapt into Rocky Carapace or Volcanic Might to save it from death if it would've otherwise died? Power Word: Drowse seems really neat though I'm not sure if it would be better than Maiev Shadowsong. Enchanted Shotgun seems like a neat idea. The Spellburst is flavorful although I'm not sure if it's "necessary" compared to Combustion, and some people might penalize it on the basis that it's Hunter AoE regardless of its power level.
Anchorm4n - I am quite fond of both of your cards. I really like Zevrad because Big Demons DH is an archetype I would actually like to see get some play (or really anything that isn't just "draw your deck, gain Attack, hit the face"). Sleepy Spell Scribe is a cool Spell Damage card.
I came up with a new card, not used anywhere. In all reality, Secrets make for great flavor in this comp.
Something that I think is worth mentioning is that you probably shouldn't try to force all 3 prompts onto one card or else you'll most likely end up with a weird, overbaked card that has too many things going on in it.
I'm thinking of just reusing this card I used earlier this season since it did pretty good and I'm quite fond of it.
My first idea.
It's a tiny, mummified dragon, but it comes with two Invokes!
I thought of making it a 3/1 because 2/1 seemed weak, although the staff pointed out that 3/1 was too strong.
Even with a Mana increase, I compare to pre-nerf Dreadsteed and foresee some problems.
Even with a cap of 10, it's still very OP. Play this on turn 1, and you're basically set for the whole game
I think I know what happened.
When you said "wild west set before", I thought you meant the first one I did and not the second one (which is the most recent one and the one you're talking about).
I'm not counting that many. I count 139.
Oh hey, I can finally give feedback now.
Saraad is fairly alright, although I feel like you'd rather just use Soulwarden instead and nothing about him really captures the same feeling as the original Saraad.
Megafin looks kinda cool. Murlocs are not really meant to be a late-game tribe, but this perhaps allows some weird late-game Murloc decks to exist. My only gripe is the sense of scale as the Murloc in the art does not look very big, although finding good art is probably quite difficult, so I can't fault you too much for this one.
I feel very mixed about people who use their own edited art for comps since it does present a disadvantage for people who aren't familiar with these programs. That said, I would be a hypocrite if I criticized you for doing it as I did it myself during the "Manual of Monsters" comp, and the art is pretty funny as well. Unlike the original Boogeymonster, it's actually not complete shit either. It's not *great*, but it's definitely not horrible.
Overall, I'd say Megafin is probably my favorite of your cards.
Kun seems okay, but it's very weird for him to be the in the same set as the original Kun. Although at the same time, a different set wouldn't allow for Jade Golem synergies, so there's a bit of a dilemma there.
Shudderwock is okay, although it's a bit difficult to use since most Dragons are designed to be big and have strong Battlecries. Neither of which really go well with this card.
Unfortunately, Krizgut is not a valid character to use since it was never a card at any point. That said, you could perhaps still use the effect for something, so it's worth keeping. I won't mention the watermark since it's not really necessary on a card that won't be used anyway.
I like Sherazin better anyway, although I feel like Maiev usually accomplishes what you want to do with this card better unless you use it on your own minions.
Dorian has a strange art perspective as the most visible character in the art appears to be the doll and not Dorian himself, unless… that is Dorian? The effect seems pretty flavorful and on point too, although I feel like it may overlap too much with The Nameless One which we just got.
The Face Collector is an okay card, but the name feels really lazy and the effect could backfire.
Queen Ashmore is not bad, but it doesn't seem to have any connection with the original card.
Every time you do that though, you have to stop and play eenie meenie miney mo with yourself after each game.
With this new Whizbang, you can just start a new game immediately after the previous one ends and get a completely random deck. It's a more streamlined approach.
He's back to being in charge!
Or rather, in a rush.
EDIT: Added Whizbang the Whimsical
If you want to play some Hearthstone, but don't know which deck to play, Whizbang's got your back. He'll also add a little bit of fun as you'll get random decks each game. Compared to his original counterpart, his utility is that he will always choose decks you have (and are therefore of higher average quality), but won't allow you to use cards you don't own. He functions as a "random deck" button for when you enter Ranked mode.
Whizbang cannot choose:
If you have no valid decklists for it to choose, then you won't be able to use his ability.
http://www.hearthcards.net/setsandclasses/#3875-%3E%3E%3EEmblems-
Check out this link. Click on a card to get its code.
If you see a watermark you want, then you type that watermark's code into your card's textbox to get that one onto the card. It is important that you don't add line breaks or spaces for the code.
Some of them appear to have been deleted from the set page, but their codes will still work. For the sun watermark in Liftoff!, I typed the code {{EMBLEM=custom35}} into the textbox of each card I made.
I don't think the problem with the card is so much that it's a Mage weapon, but rather that it's incredibly broken.
You play it, and you just have Spell Damage +2 for the rest of the game if you just don't attack with it. This is why weapons that have passive effects like this are often avoided, because it's better to just not attack with them.
The original post was made before Bloodyface came out as a trans woman, thus why it still uses the name, Brian.
I assume that since this post links to that previous post, her new name is used here for chronological context.
As someone who's very involved with the FC community, perhaps I can try to answer.
From what I can gather, people like to create cards just because it's simply fun to create your own card ideas for a CCG you really like. I like to create cards because it's fun. When people play a card game, it's natural for some of those people to start thinking of what cards they would create. Entire fan-made expansions is just a natural step from fan-made cards. Most of us don't care if these cards we make never get into the game because we simply enjoy making the cards that we make and don't expect anything to come of it.
As far as applying for the job goes, one does have to keep in mind that to get a job working at Hearthstone designing cards, there's a lot more than just being able to think of good card ideas. Knowledge and experience of proper game design is also required, which obviously not everyone has. Take me for instance. Regardless of what cards I have made, I don't believe that Blizzard would want to hire a 21 year old who lives on the other side of the country and knows very little about how to actually design the basis of games.
As far as there being no custom cards in the game made by us, this isn't necessarily true. Card designs that the FC community has made have sometimes ended up in the game at some point, although not necessarily those exact cards. Although we know that Team 5 has looked at cards made by the FC community before (in the past anyway, so their perspective of this may be different now), it's difficult if not outright impossible to judge how much influence from us they actually get from us.
But the main reasons people create cards is because they like to get creative with their own ideas, and they just simply enjoy making their own cards regardless of if anything actually comes of it or not.
I don't really like perfect card effects outside of Zephrys, since it basically just robs him of his "virginity", if you understand what I mean. And this exists in the same same set, no less. Not only that, but Zephrys's effect in general is a bit polarized in opinion and fairly frustrating to play against anyway.
Another such problem is that no collectible Neutral weapon existed until Scholomance, so if you want to make another one, it should be from that set or, preferably after.
Actually it would still only cost 8. The two Blackwater Pirates and then the weapon itself costs 0 in your hand