KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
This is not at all relevant to the game, but I was looking at Saronite Chain Gangs art and I noticed that he has hoofs, blue skin, weird scale things on the top of his head, some little tentacles coming out of his face, and a tail. What on earth is this guy?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
I don't understand how giving your opponent renos hero power is better than having it yourself. A random spell cast on random targets is still a random spell regardless of where it came from.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
Millhouse is so different from all the other heroes. His hero power doesn't just modify the way the tavern works a little bit, it doesn't give you some small buffs for playing a certain strategy, he changes the fundamental aspects of how you play battlegrounds. I am not surprised players are having a hard time understanding how to play him.
Thank you everyone for your feedback, this is now what the card looks like:
Show Spoiler
I also had another idea for a similar card:
Show Spoiler
This card has a bit more flavor to it. He is a strong warrior who will protect your minions, but first they have to pay him.
what do you think?
I like Hired Hand more just because Enrage Warrior is still a good/fun archetype that's getting some love with Bomb Wrangler so would be very "playable" in an existing deck. 2 notes on that one though:
1. I would however keep the Short-Tempered Brute name because it fits what the card actually does - hit its fellow minions. He's not really "getting paid" by punching people standing next to him (unless he's paid in blood? In which case it would make sense to make him a Vampire/Demon, but then he'd make more sense as a Warlock card but that wouldn't be good since Enrage Warlock isn't a thing. Don't go down that long and winding road...)
Thanks again for your feedback. Do you think the card is better when it is a Battlecry, Or when it is a continual effect like on the first rendition of the card? I think the continual effect fits the theme of the card better, but I think the Battlecry is easier to balance.
@KANSAS – I like the idea but I do worry about power level in classes that thrive on single big minions (like Priest) where there might not be adjacent minions to hit. I might suggest making it a Warrior (or other class-specific) card rather than Neutral? Also sorry to be a pedant, but you should have a hyphen in “Short-Tempered” since it’s a compound adjective.
I thought about this as well but I don't think it is an issue. If you haven't played any minions then getting a beefy 4-drop isn't the end of the world. I feel like you will either be playing a board centric strategy and the downside is relevant, or you aren't playing a board centric strategy and you aren't interested in a pile of stats.
Also, don't be sorry about being a pedant. I want my card to look professional, so I am glad that you pointed out that little mistake.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
My thoughts on current cards:
@Linkblade91, I think the second one is better, just targeting a single minion makes the card way more tame and down-to-earth.
@economicaooc, I definitely think Chain Lightning is the better card, though it is way too OP, I would either reduce the damage, or increase the overload.
@DecentOfDragonsOP, I think Blast Shield is the best card partly because it is easiest to understand.
@LarryMoments, I like Hardenered Defender the best. Though I am a bit confused about the name, what exactly does "Hardenered" mean?
@Cocoduf, I really like the card, but it should say "Put a minion on top of your deck" and not "Shuffle a minion to the top of your deck". Also, I would increase the cost of the card because it is able to remove opponents minions. Look at Flik Skyshiv, she costs more than your card and is still the best single target removal card in the game.
@Demonxz95, I don't like it, it is complicated and the wording is all clunky. Plus it is way too highroll-y, you could get a 3/4 taunt on turn 1, or it could just be an okay-ish 4 drop. I would think of something else.
@Hordaki, The card looks great! The theme is very cool, and it seems well balanced. It has the potential to ruin one of your big guys, but in a token deck with 1/1 lackeys and imps this card would be great.
@Fedrion, I think the card is fine now as it is. I don't like it all too much, but that is just my personal opinion. I think the card looks balanced, and I am sure there are a lot of people who would like this card a lot.
@thepowerofcheese, I really like Diminutive Summoner, it isn't super OP because your opponent can see it coming and has time to prepare, but when played at the right time it can be very powerful. 5 stars
@h0lysatan, I like the design of the card, but I think it is too powerful. I don't think you should be able to make your opponent discard a card just like that. I would change it so that it shuffles the card back into their deck so that they actually have a chance of drawing it again before the game is over, or you could also make them draw a card to replace the one that they lost.
@MurlocAggroB, It is an interesting design but I think you should increase the stats so that you actually have a reason to play this card.
@Nirast, It seems a bit complicated, I don't like cards that care about the positioning of cards in your hand. Stargazer Luna is fine because she is pretty straight forward and tame, and her effect is only in place while on the field. If you change the effect so that it gains the deathrattles of adjacent minions on the field that would be a lot better.
@Arngrim Undying, I don't like it. You shouldn't be able to make your opponent just discard a card. All cards in Hearthstone that make your opponent 'discard' a card give them a chance to make some use of it (Dirty Rat and Unseen Saboteur put the card into play, and Chaos Gazer gives your opponent a turn to play the card before discarding it), but Sinister Sniper just kills it outright and your opponent has nothing they can do about it.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
Here is my card
He has a lot of stats, but he will also hurt your own minions. What do you guys think? Is the power level okay? Is the wording okay? And is it good enough to submit now?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
You know, people are always complaining about how prominent RNG is, and how influential it is to the outcome of a game, and how skills barley matter as long as you get lucky, and how dumb this game is because the whole thing is just one big RNG fiesta. But honestly, how much RNG is actually in all of the meta decks right now?
I am going to look at all of the decks provided in the Standard Meta Report and see how many cards are just random RNG, I will not count discover cards because they are fairly controllable, and most of them have a restriction (like discovering dragons, or only spells) that makes them even more consistent.
In Embiggen Druid, there is nothing.
In Quest Druid, the only RNG cards are [Hearthstone Card (ysera unleashed) Not Found].
In Aggro Dragon Hunter, there is Dragonbane, and I guess you could argue that Phase Stalker counts, but I say no to that because you can pick and choose which secrets you want to go into your deck, so there is barely any RNG on this card.
In Highlander Mage, there is Conjurer's Calling (and people play that card because 99% of the time, two random minions are better than the one you had, so I would say this card is pretty consistent), Dragonqueen Alexstrasza, and the [Hearthstone Card (amazing reno) Not Found].
In mech paladin, the only card which you could argue being an RNG card is Micro Mummy, but the effect is so small that I would say it hardly matters.
In Galakrond Priest, you do have all of those random minions coming off of Galakrond, as well as Mass Hysteria, and you could argue that Archmage Vargoth as well as all of the resurrection stuff is also RNG, but that is controllable, so I will not count that.
In Galakrond Rogue, really, the only random stuff is Pharaoh Cat, which isn't that influential to the outcome of the game, and all of the lackeys. And again, the lackeys aren't that influential to the outcome of the game.
In Control Galakrond Warlock, the only RNG cards are Dragonqueen Alexstrasza and the random demons you get from Galkronds battlecry.
In Zoo Galakrond Warlock, the only really random thing is just the random demons off of Galakronds battlecry
In galakrond Warrior, there is zero RNG cards.
All in all there is a total of five big RNG cards that can swing the game. That doesn't seem like a whole lot to me. Most of the RNG in Hearthstone is just draw, which is just how card games work. If there was no randomness than the game would be SUPER boring and stale, but there isn't NEARLY enough huge swingy RNG cards to make you quit the game.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
I think a good change might to be to make the effect be a buff that you place on a minion, not a passive effect. So, instead of saying "all minions have +3 attack" it would say "at the start of combat, give all minions +3 attack". This change might be a bit complicated, but it would fix the interactions with token generators such as Rat Pack, but it would still have cool synergies with things like Cave Hydra or divine shield minions.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 9 months ago
Honestly, I think it would be okay if the reverted Undertaker. Most things that were broken 5 years ago would be fairly tame today. As more cards get printed, the bar gets higher. Being an 11 isn't so impressive when the standard changes from 10 to 100, if you get what I mean.
This is not at all relevant to the game, but I was looking at Saronite Chain Gangs art and I noticed that he has hoofs, blue skin, weird scale things on the top of his head, some little tentacles coming out of his face, and a tail. What on earth is this guy?
I agree, I am getting pretty anxious to see what is being reverted.
I don't understand how giving your opponent renos hero power is better than having it yourself. A random spell cast on random targets is still a random spell regardless of where it came from.
Taunt is my favorite keyword.
Next card
Millhouse is so different from all the other heroes. His hero power doesn't just modify the way the tavern works a little bit, it doesn't give you some small buffs for playing a certain strategy, he changes the fundamental aspects of how you play battlegrounds. I am not surprised players are having a hard time understanding how to play him.
A very good article with a lot of good advice for anyone who is making a custom class.
CheeseEtc, you are a very good card creator and you have a very good understanding of what a core set should be.
Thanks again for your feedback. Do you think the card is better when it is a Battlecry, Or when it is a continual effect like on the first rendition of the card? I think the continual effect fits the theme of the card better, but I think the Battlecry is easier to balance.
I personally was hoping that copycat would win. But I am not too surprised that this card won, it is very interesting and creative.
Thank you everyone for your feedback, this is now what the card looks like:
I also had another idea for a similar card:
This card has a bit more flavor to it. He is a strong warrior who will protect your minions, but first they have to pay him.
what do you think?
I thought about this as well but I don't think it is an issue. If you haven't played any minions then getting a beefy 4-drop isn't the end of the world. I feel like you will either be playing a board centric strategy and the downside is relevant, or you aren't playing a board centric strategy and you aren't interested in a pile of stats.
Also, don't be sorry about being a pedant. I want my card to look professional, so I am glad that you pointed out that little mistake.
My thoughts on current cards:
@Linkblade91, I think the second one is better, just targeting a single minion makes the card way more tame and down-to-earth.
@economicaooc, I definitely think Chain Lightning is the better card, though it is way too OP, I would either reduce the damage, or increase the overload.
@DecentOfDragonsOP, I think Blast Shield is the best card partly because it is easiest to understand.
@LarryMoments, I like Hardenered Defender the best. Though I am a bit confused about the name, what exactly does "Hardenered" mean?
@Cocoduf, I really like the card, but it should say "Put a minion on top of your deck" and not "Shuffle a minion to the top of your deck". Also, I would increase the cost of the card because it is able to remove opponents minions. Look at Flik Skyshiv, she costs more than your card and is still the best single target removal card in the game.
@Demonxz95, I don't like it, it is complicated and the wording is all clunky. Plus it is way too highroll-y, you could get a 3/4 taunt on turn 1, or it could just be an okay-ish 4 drop. I would think of something else.
@Hordaki, The card looks great! The theme is very cool, and it seems well balanced. It has the potential to ruin one of your big guys, but in a token deck with 1/1 lackeys and imps this card would be great.
@Fedrion, I think the card is fine now as it is. I don't like it all too much, but that is just my personal opinion. I think the card looks balanced, and I am sure there are a lot of people who would like this card a lot.
@thepowerofcheese, I really like Diminutive Summoner, it isn't super OP because your opponent can see it coming and has time to prepare, but when played at the right time it can be very powerful. 5 stars
@h0lysatan, I like the design of the card, but I think it is too powerful. I don't think you should be able to make your opponent discard a card just like that. I would change it so that it shuffles the card back into their deck so that they actually have a chance of drawing it again before the game is over, or you could also make them draw a card to replace the one that they lost.
@MurlocAggroB, It is an interesting design but I think you should increase the stats so that you actually have a reason to play this card.
@Nirast, It seems a bit complicated, I don't like cards that care about the positioning of cards in your hand. Stargazer Luna is fine because she is pretty straight forward and tame, and her effect is only in place while on the field. If you change the effect so that it gains the deathrattles of adjacent minions on the field that would be a lot better.
@Arngrim Undying, I don't like it. You shouldn't be able to make your opponent just discard a card. All cards in Hearthstone that make your opponent 'discard' a card give them a chance to make some use of it (Dirty Rat and Unseen Saboteur put the card into play, and Chaos Gazer gives your opponent a turn to play the card before discarding it), but Sinister Sniper just kills it outright and your opponent has nothing they can do about it.
Here is my card
He has a lot of stats, but he will also hurt your own minions. What do you guys think? Is the power level okay? Is the wording okay? And is it good enough to submit now?
Next card:
You know, people are always complaining about how prominent RNG is, and how influential it is to the outcome of a game, and how skills barley matter as long as you get lucky, and how dumb this game is because the whole thing is just one big RNG fiesta. But honestly, how much RNG is actually in all of the meta decks right now?
I am going to look at all of the decks provided in the Standard Meta Report and see how many cards are just random RNG, I will not count discover cards because they are fairly controllable, and most of them have a restriction (like discovering dragons, or only spells) that makes them even more consistent.
In Embiggen Druid, there is nothing.
In Quest Druid, the only RNG cards are [Hearthstone Card (ysera unleashed) Not Found].
In Aggro Dragon Hunter, there is Dragonbane, and I guess you could argue that Phase Stalker counts, but I say no to that because you can pick and choose which secrets you want to go into your deck, so there is barely any RNG on this card.
In Highlander Hunter, there is Dragonbane, and Dragonqueen Alexstrasza.
In Highlander Mage, there is Conjurer's Calling (and people play that card because 99% of the time, two random minions are better than the one you had, so I would say this card is pretty consistent), Dragonqueen Alexstrasza, and the [Hearthstone Card (amazing reno) Not Found].
In mech paladin, the only card which you could argue being an RNG card is Micro Mummy, but the effect is so small that I would say it hardly matters.
In Galakrond Priest, you do have all of those random minions coming off of Galakrond, as well as Mass Hysteria, and you could argue that Archmage Vargoth as well as all of the resurrection stuff is also RNG, but that is controllable, so I will not count that.
In Galakrond Rogue, really, the only random stuff is Pharaoh Cat, which isn't that influential to the outcome of the game, and all of the lackeys. And again, the lackeys aren't that influential to the outcome of the game.
In Control Galakrond Warlock, the only RNG cards are Dragonqueen Alexstrasza and the random demons you get from Galkronds battlecry.
In Zoo Galakrond Warlock, the only really random thing is just the random demons off of Galakronds battlecry
In galakrond Warrior, there is zero RNG cards.
All in all there is a total of five big RNG cards that can swing the game. That doesn't seem like a whole lot to me. Most of the RNG in Hearthstone is just draw, which is just how card games work. If there was no randomness than the game would be SUPER boring and stale, but there isn't NEARLY enough huge swingy RNG cards to make you quit the game.
That would mean he gets minions for only 2 gold with virtually NO downside.
I think you mixed up Underworld Breach and Once Upon a Time.
Defender of Argus was a bit of a surprise, but I guess it makes sense to have a neutral (meaning, a non-tribe card) as the most popular pick.
I think a good change might to be to make the effect be a buff that you place on a minion, not a passive effect. So, instead of saying "all minions have +3 attack" it would say "at the start of combat, give all minions +3 attack". This change might be a bit complicated, but it would fix the interactions with token generators such as Rat Pack, but it would still have cool synergies with things like Cave Hydra or divine shield minions.
Honestly, I think it would be okay if the reverted Undertaker. Most things that were broken 5 years ago would be fairly tame today. As more cards get printed, the bar gets higher. Being an 11 isn't so impressive when the standard changes from 10 to 100, if you get what I mean.