Shaveyou - I like the idea of trying to make a card that does something even without the restriction. It seems like it's on the cusp of the power level, so I like it. That said, you shouldn't use the Classic watermark with the no Neutral restriction.
TheHoax91 - I already spoke about this card, so I'll skip over it.
Linkblade91 - Kil'jaeden seems really cool. And it's totally fine in my opinion. You need to have no Neutral cards in your deck and hold a lot of cards in your hand at once for the effect to go off. The most you can possibly do with it is 22 damage with Valdris Felgorge.
Arkasaur - Skyhold Val'kyr seems balanced fine enough, but resurrecting is not a Warrior mechanic, so it feels a bit strange to be placed here. Stampeding Riverwallow is a bit better in terms of fitting the class identities.
Grumpymonk - A clever workaround to the drawback, although I feel like it's possible some people might give you a penalty for believing that it works around the spirit of the prompt. Still though, it's really clever and I'd vouch for it. Playing a 5/10 on turn 4 with The Coin though might be a bit much, so it might be worth it to finetune the numbers a bit.
BasilAnguis - Grumpymonk pretty much said everything that I can say about it.
BloodMefist - Neat. I like it.
R - I feel like it's a bit too obvious that Azari (which you misspelled) just has the same artwork as the original Azari the Devourer just mirrored. The effect is also hard to use because your opponent is either playing a lot of Neutrals and this almost acts as a regular Azari without the condition, or your opponent is barely playing any and it does almost nothing. Beast Tamer is better, but don't use the Classic watermark.
Anchorm4n - A nice tribute to the Unicorn Priest meme, but it's really difficult to use in Priest since they lack weapons. The only thing I can see it being useful for is fatigue. You have a pretty unique viewpoint of my card, and I actually did originall have it as a Start of Game effect but didn't like it very much and figured it'd just go the way of Genn or Baku.
Neoguli - The first version of Kenzou seems a bit too weird to me, and I don't feel like most people want another Zephrys in the game. The second version is a bit better, but these effects tend to have a visceral reaction from some people.
JackJimson - Welcome aboard. It's always nice to see new faces here for these competition. As for Cornered, the first thing I noticed is that it breaks an unofficial but widely accepted and followed rule of Hearthstone card design: Your card cannot have 5 lines of text. This won't get you disqualified, but it will very certainly give you a penalty from most people in voting. The two effects also don't really seem to do anything with each other resulting in a card that feels "overbaked" with abilities. You also have a grammar mistake in "beasts" (all tribes are always capitalized).
Bigcums - A decent idea, although I can't tell if it's OP, UP, or anything in between. Sorry if this wasn't very helpful.
FieselFitz - Another newcomer. That makes me happy. Totemic Potion seems okay, although it's too obvious that it uses Kazakus Potion art, so I'd suggest changing it to something else. While you're changing the art, you might want to change it to something more closely related to Totems. The effect of summoning all 4 Basic Totems is fine, although even without the condition, it's not worth 4 mana in my opinion.
Any suggestions on a replacement effect then? I was thinking the other choice could be "your opponent has one less mana crystal while this is on the board", but decided to try and lean into the beast stuff instead.
The best (and really, only) thing I can tell you is to drop the Beast synergy since you can't pair it with Hunter for obvious reasons, meaning one class is going to get shafted if you go with that effect.
Attempting to bridge some mana and beast play between druid and mage. Feedback?
An admirable effort. There is a syntax error as "Mana Crystal" is always capitalized.
The two options seems weak. The first one reminds me of Darnassus Aspirant, and the second one is bad in Mage which lacks a lot of Beasts to use the effect.
Hey! I'm back everyone! Here's my 3 ideas for the dual class cards!
Or this:
Give me your thoughts on each idea.
Keymaster Alabaster isn't allowed because it uses an existing combo found in Scholomance (Mage/Rogue). Even if it was allowed though, I would highly suggest against it as the name is already taken by a card named Keymaster Alabaster, in the same set no less.
Thunder Adrenaline is a decent idea in theory, although there's too much Overload on both versions for it to be worth it.
I did decide to change the name to "Conjurer" off of feedback. I also thought about what side was better to put the classes on. Do you guys prefer the first one where the two "halves" of the artwork match their other respective halves and clash with the side their on, or the second one where each side of the artwork matches the side of their card?
I'm not really sure on the idea of changing the size of the card.
I've been thinking about what watermarks to use for this comp. Should it be Scholomance Academy, since that's the set where dual-class cards first appeared, and it wouldn't make sense to use another watermark? Or should it be something else, since Scholomance didn't have the dual-class combination of the cards we're submitting, even if the card flavorfully fits?
Anyways, more quick feedback:
I always penalize people for using watermarks incorrectly.
Hypothetically, it wouldn't make any sense for these cards to use the Scholomance watermark as the set of cards for the combination you use wouldn't exist, although I actually am willing to overlook this and not penalize people for using the Scholomance watermark. It's very easy to think dual-class and immediately associate that with Scholomance and perhaps the card you make could be a theoretical imagining of the set where that would be the combination instead.
My first idea: Rogue/Hunter Secret! The art is not final, and I need to make the token still. The idea is if the first Hound kills the attacking minion, the 2nd won’t attack and will retain Stealth.
Interesting idea, although here's a problem with the card.
You know how Mage Secrets show up pink while they're on your hero? Green for Hunter, yellow for Paladin, and a black-ish purple for Rogues? What would this show up as? Would it use the Hunter color or the Rogue color? It can't use both because then your opponent would know that it's this.
Number 5 is probably the way to go, as I've seen a few other classes use this Hero Power. It's different enough from Fireblast to where it doesn't feel like a blatant copy.
Linkblade91 - I didn't think anyone would be crazy enough to make a Hunter/Priest card, but you did it! And in a way that actually makes sense both mechanically and thematically. Wandering Monk is a cool card, although you will get quite a lot of comments telling you Hunter should have good AoE.
Edwin is flashier, although it seems EXTREMELY strong to give all your minions Rush for the rest of the game. Look at Dr. Boom, Mad Genius which only gave your Mechs Rush and also required you play 7 mana to do nothing that turn (unless you're able to summon a Mech on the same turn you play him). Rogue might have some difficulty with the no-Neutrals requirement, but Pure Paladin slots it in extremely easily.
Shaveyou - Wow, so TWO people were crazy enough to make a Hunter/Priest card. Veterinary Student is really neat. This isn't necessarily a big deal, but I feel like it benefits Hunter a lot more than it benefits Priest due to the latter's lack of Beast.
KANSAS - Street Magician is a cool idea in theory, although since they'll draw a card to replace that card anyway, it isn't really a knock to them in card advantage and you're just as likely to help them as you are to hurt them.
BloodMefist - Sacred Deer is a neat idea, although I feel like it's difficult to make work in practice. Also, don't use the Classic watermark on dual-class cards.
Bananenparty - I understand the idea of Baby Amalgam although it seems too weak to me. I feel like half the time, you can just use Nightmare Amalgam instead and it'll do the job better.
Bipolar Elemental seems bad to me. The first effect is okay, but the second effect is so much worse than the first one that it's not even funny. I know some Choose One cards have one effect which is typically better than the second one, but the discrepency in power is never as significant as it is on Bipolar Elemental. You'd play this card pretty much exclusively for the first effect, and the only time the second one would come into play is if you had Ossirian Tear on the battlefield. You also have grammer mistakes in "Choose One" and "Health".
Elfensilver - I'm glad you have other arts because TGT trailer art on the card seems strange. The effect seems neat, although I'm not sure how you target it since the language of the card seems to imply that you choose both targets although Hearthstone does not (yet) have the functionality to do this.
MrRhapsody - A competently designed card, but I've never been a fan of Choose One cards with a negative effect.
RealJC1234TheToonist - That's quite the username you've got there.
The biggest problem I see with Karaak is that Paladin can't really use it. It feels like a Warlock-only card that just has Paladin added on to it arbitrarily. I do get that healing is a Paladin theme, but the condition for the healing screams just Warlock to me. Not a bad idea though.
Grumpymonk - Now THIS is a really nice design in my opinion. Reminds me of Keeper of Uldaman, but it's different enough in a lot of ways. This is probably my favorite card of the competition so far.
Nirast - I've seen people try to do "[secondary effect] and Choose One" a few times before and it always looks really clunky. Not the case here though, as this is by far the best execution of this that I've seen so far. I really like the flavor and aesthetic of the card, although I feel like it's slightly too weak. Buff it a little bit (maybe +5 Attack and a 3/2 weapon?) and it'd be really great.
I for one also really like that we can finally make cards that give Druid weapons without freaking out over the fact that it breaks Twig, and this card is a nice way to take advantage of that newly found space.
DestroyerR - It's very rare for me to see someone make option cards when they make Choose One cards, so kudos to you for going the extra mile. I kinda like thematically that the two effects are polar opposites of each other, although I'm not a huge fan of the negative synergy with Fandral and Ossirian Tear.
Anchorm4n - Congrats on the win, dude. Spirit Huntress is a neat way to tie Hunter and Rogue together through Deathrattles, although I don't think the effect needs to be random.
Ardin - Hey, it kinda looks like you. Despite the fact that Hunter is not an Elemental class, nor Shaman a Beast class that the effect works for both classes in a different way. It also kinda adds a bit of a bit of a deckbuilding thought of using the other tribe a class isn't focused on in that class. I don't know if this was intentional or not, but I also think it's neat that you gave the Hunter side a Shaman keyword, and the Shaman side a Hunter keyword.
BasilAnguis - A decent idea, although I feel like it's perhaps "overbaked".
I have brought this up to the staff. I believe that even if this doesn't necessarily improve their chances of winning (as hypothetically, they should end up with nearly the same exact score), I believe a DQ is warranted here off of simply the intention of cheating.
Holy shit, a lot has happened since I was gone yesterday.
Rapid-fire feedback time.
Show Spoiler
Elfensilver - Nearsighted Bully is a really funny card, although I think it being able to attack friendly characters makes it unplayable.
MrRhapsody - Nice effect. I don't feel like it's too egregious as a Common, but it does push the boundaries more than pretty much every other card so far. I don't put it against you though, and the card is good. A problem I do see is that most random effects only hit enemies anyway.
thepowrofcheese - I really like it.
MenacingBagel - It's like a more "explosive" Weasel Tunneler. Kinda cool.
Nirast - Flavorwise, it feels weird that the Trainer has less stats than what it's trying to train. On paper, it's always a 1/2 + a 1/1 for 1 mana. It seems like it might be too strong.
Ardin - Nice! I really like it. I'd say you could probably get away with making it a 1/2 or a 2/1.
Feedback
Shaveyou - I like the idea of trying to make a card that does something even without the restriction. It seems like it's on the cusp of the power level, so I like it. That said, you shouldn't use the Classic watermark with the no Neutral restriction.
TheHoax91 - I already spoke about this card, so I'll skip over it.
Linkblade91 - Kil'jaeden seems really cool. And it's totally fine in my opinion. You need to have no Neutral cards in your deck and hold a lot of cards in your hand at once for the effect to go off. The most you can possibly do with it is 22 damage with Valdris Felgorge.
Arkasaur - Skyhold Val'kyr seems balanced fine enough, but resurrecting is not a Warrior mechanic, so it feels a bit strange to be placed here. Stampeding Riverwallow is a bit better in terms of fitting the class identities.
Grumpymonk - A clever workaround to the drawback, although I feel like it's possible some people might give you a penalty for believing that it works around the spirit of the prompt. Still though, it's really clever and I'd vouch for it. Playing a 5/10 on turn 4 with The Coin though might be a bit much, so it might be worth it to finetune the numbers a bit.
BasilAnguis - Grumpymonk pretty much said everything that I can say about it.
BloodMefist - Neat. I like it.
R - I feel like it's a bit too obvious that Azari (which you misspelled) just has the same artwork as the original Azari the Devourer just mirrored. The effect is also hard to use because your opponent is either playing a lot of Neutrals and this almost acts as a regular Azari without the condition, or your opponent is barely playing any and it does almost nothing. Beast Tamer is better, but don't use the Classic watermark.
Anchorm4n - A nice tribute to the Unicorn Priest meme, but it's really difficult to use in Priest since they lack weapons. The only thing I can see it being useful for is fatigue. You have a pretty unique viewpoint of my card, and I actually did originall have it as a Start of Game effect but didn't like it very much and figured it'd just go the way of Genn or Baku.
Neoguli - The first version of Kenzou seems a bit too weird to me, and I don't feel like most people want another Zephrys in the game. The second version is a bit better, but these effects tend to have a visceral reaction from some people.
JackJimson - Welcome aboard. It's always nice to see new faces here for these competition. As for Cornered, the first thing I noticed is that it breaks an unofficial but widely accepted and followed rule of Hearthstone card design: Your card cannot have 5 lines of text. This won't get you disqualified, but it will very certainly give you a penalty from most people in voting. The two effects also don't really seem to do anything with each other resulting in a card that feels "overbaked" with abilities. You also have a grammar mistake in "beasts" (all tribes are always capitalized).
Bigcums - A decent idea, although I can't tell if it's OP, UP, or anything in between. Sorry if this wasn't very helpful.
FieselFitz - Another newcomer. That makes me happy. Totemic Potion seems okay, although it's too obvious that it uses Kazakus Potion art, so I'd suggest changing it to something else. While you're changing the art, you might want to change it to something more closely related to Totems. The effect of summoning all 4 Basic Totems is fine, although even without the condition, it's not worth 4 mana in my opinion.
Not gonna lie, I was absolutely sure I was going to win this one.
But if there was a card I'd lose to, grumpymonk's would've been it. Nice job, grumpy.
I'm not really a fan of this. You can just run Neutral cards and mostly negate the downside
We still have no Hunter winners yet, so here I come to change that.
Hey, congrats Boozor.
If you pick a custom watermark, I believe you can just leave the option blank. There's no penalty or anything for doing so
Yeah, I like this better
The best (and really, only) thing I can tell you is to drop the Beast synergy since you can't pair it with Hunter for obvious reasons, meaning one class is going to get shafted if you go with that effect.
An admirable effort. There is a syntax error as "Mana Crystal" is always capitalized.
The two options seems weak. The first one reminds me of Darnassus Aspirant, and the second one is bad in Mage which lacks a lot of Beasts to use the effect.
Keymaster Alabaster isn't allowed because it uses an existing combo found in Scholomance (Mage/Rogue). Even if it was allowed though, I would highly suggest against it as the name is already taken by a card named Keymaster Alabaster, in the same set no less.
Thunder Adrenaline is a decent idea in theory, although there's too much Overload on both versions for it to be worth it.
Congrats to anchorm4n for the first win of season 2.
Your card was my favorite of the competition.
I did decide to change the name to "Conjurer" off of feedback. I also thought about what side was better to put the classes on. Do you guys prefer the first one where the two "halves" of the artwork match their other respective halves and clash with the side their on, or the second one where each side of the artwork matches the side of their card?
I'm not really sure on the idea of changing the size of the card.
I always penalize people for using watermarks incorrectly.
Hypothetically, it wouldn't make any sense for these cards to use the Scholomance watermark as the set of cards for the combination you use wouldn't exist, although I actually am willing to overlook this and not penalize people for using the Scholomance watermark. It's very easy to think dual-class and immediately associate that with Scholomance and perhaps the card you make could be a theoretical imagining of the set where that would be the combination instead.
Interesting idea, although here's a problem with the card.
You know how Mage Secrets show up pink while they're on your hero? Green for Hunter, yellow for Paladin, and a black-ish purple for Rogues? What would this show up as? Would it use the Hunter color or the Rogue color? It can't use both because then your opponent would know that it's this.
Number 5 is probably the way to go, as I've seen a few other classes use this Hero Power. It's different enough from Fireblast to where it doesn't feel like a blatant copy.
Quick feedback time.
Linkblade91 - I didn't think anyone would be crazy enough to make a Hunter/Priest card, but you did it! And in a way that actually makes sense both mechanically and thematically. Wandering Monk is a cool card, although you will get quite a lot of comments telling you Hunter should have good AoE.
Edwin is flashier, although it seems EXTREMELY strong to give all your minions Rush for the rest of the game. Look at Dr. Boom, Mad Genius which only gave your Mechs Rush and also required you play 7 mana to do nothing that turn (unless you're able to summon a Mech on the same turn you play him). Rogue might have some difficulty with the no-Neutrals requirement, but Pure Paladin slots it in extremely easily.
Shaveyou - Wow, so TWO people were crazy enough to make a Hunter/Priest card. Veterinary Student is really neat. This isn't necessarily a big deal, but I feel like it benefits Hunter a lot more than it benefits Priest due to the latter's lack of Beast.
KANSAS - Street Magician is a cool idea in theory, although since they'll draw a card to replace that card anyway, it isn't really a knock to them in card advantage and you're just as likely to help them as you are to hurt them.
BloodMefist - Sacred Deer is a neat idea, although I feel like it's difficult to make work in practice. Also, don't use the Classic watermark on dual-class cards.
Bananenparty - I understand the idea of Baby Amalgam although it seems too weak to me. I feel like half the time, you can just use Nightmare Amalgam instead and it'll do the job better.
Bipolar Elemental seems bad to me. The first effect is okay, but the second effect is so much worse than the first one that it's not even funny. I know some Choose One cards have one effect which is typically better than the second one, but the discrepency in power is never as significant as it is on Bipolar Elemental. You'd play this card pretty much exclusively for the first effect, and the only time the second one would come into play is if you had Ossirian Tear on the battlefield. You also have grammer mistakes in "Choose One" and "Health".
Elfensilver - I'm glad you have other arts because TGT trailer art on the card seems strange. The effect seems neat, although I'm not sure how you target it since the language of the card seems to imply that you choose both targets although Hearthstone does not (yet) have the functionality to do this.
MrRhapsody - A competently designed card, but I've never been a fan of Choose One cards with a negative effect.
RealJC1234TheToonist - That's quite the username you've got there.
The biggest problem I see with Karaak is that Paladin can't really use it. It feels like a Warlock-only card that just has Paladin added on to it arbitrarily. I do get that healing is a Paladin theme, but the condition for the healing screams just Warlock to me. Not a bad idea though.
Grumpymonk - Now THIS is a really nice design in my opinion. Reminds me of Keeper of Uldaman, but it's different enough in a lot of ways. This is probably my favorite card of the competition so far.
Nirast - I've seen people try to do "[secondary effect] and Choose One" a few times before and it always looks really clunky. Not the case here though, as this is by far the best execution of this that I've seen so far. I really like the flavor and aesthetic of the card, although I feel like it's slightly too weak. Buff it a little bit (maybe +5 Attack and a 3/2 weapon?) and it'd be really great.
I for one also really like that we can finally make cards that give Druid weapons without freaking out over the fact that it breaks Twig, and this card is a nice way to take advantage of that newly found space.
DestroyerR - It's very rare for me to see someone make option cards when they make Choose One cards, so kudos to you for going the extra mile. I kinda like thematically that the two effects are polar opposites of each other, although I'm not a huge fan of the negative synergy with Fandral and Ossirian Tear.
Anchorm4n - Congrats on the win, dude. Spirit Huntress is a neat way to tie Hunter and Rogue together through Deathrattles, although I don't think the effect needs to be random.
Ardin - Hey, it kinda looks like you. Despite the fact that Hunter is not an Elemental class, nor Shaman a Beast class that the effect works for both classes in a different way. It also kinda adds a bit of a bit of a deckbuilding thought of using the other tribe a class isn't focused on in that class. I don't know if this was intentional or not, but I also think it's neat that you gave the Hunter side a Shaman keyword, and the Shaman side a Hunter keyword.
BasilAnguis - A decent idea, although I feel like it's perhaps "overbaked".
Sinth - A really funny idea. I kinda like it.
Hoo. Was away today, but I was able to prepare this in advance.
Will get to feedback soon.
There are indeed two separate cards entered.
I have brought this up to the staff. I believe that even if this doesn't necessarily improve their chances of winning (as hypothetically, they should end up with nearly the same exact score), I believe a DQ is warranted here off of simply the intention of cheating.
Holy shit, a lot has happened since I was gone yesterday.
Rapid-fire feedback time.
Elfensilver - Nearsighted Bully is a really funny card, although I think it being able to attack friendly characters makes it unplayable.
MrRhapsody - Nice effect. I don't feel like it's too egregious as a Common, but it does push the boundaries more than pretty much every other card so far. I don't put it against you though, and the card is good. A problem I do see is that most random effects only hit enemies anyway.
thepowrofcheese - I really like it.
MenacingBagel - It's like a more "explosive" Weasel Tunneler. Kinda cool.
Nirast - Flavorwise, it feels weird that the Trainer has less stats than what it's trying to train. On paper, it's always a 1/2 + a 1/1 for 1 mana. It seems like it might be too strong.
Ardin - Nice! I really like it. I'd say you could probably get away with making it a 1/2 or a 2/1.
This should be fixed now.
(Courtesy of me telling Flux that you left this comment)