Changed Thalnos to be more in line with his Classic counterpart. Like the OG, Thalnos gives Card Draw and Spell Damage. Not sure if I worded the card correctly to get what I wanted to convey across. Actually hope I can word this differently, as I had to space out the words so that they could fit the card frame. Honestly, I think this is trash and wouldn't vote for it. Going to go for something new and hope for the best lol
Feedback:
anchorm4n
As others have said, I like the new effect of your card, as well as the wording of the 2nd example you posted. I feel the card isn't as good as the original due to having the restriction and not being able to somewhat target what you want, though I suppose the randomness is in line with OG Sylvanas. Nice work!
Alfi
Having a no 8-Cost restriction doesn't work well in this comp, as there isn't much competing for that spot anyways. However, due to having to have a steep restriction of no X-Cost cards, it allows you to go cheaper and keep the big effects that you want.
Found using DH with Blur, +attack, and card draw to work well. Cycle through the deck and stack a ton of damage without hurting yourself to be a pretty easy win.
Since I can't use an absurd amount of tokens for my card, I had to come up with another idea.
My first thought was to have the Warlock hero power also damage the enemy hero, but it was a lot of text on the card, so went another direction. This will now upgrade the hero power to Soul Tap, fitting for the Soulrender. Biggest issue I have is maintaining the flavor of the original. This doesn't have Spell Damage nor direct card draw. Thoughts on scrapping the hero power upgrade and instead having it read "... 2-Cost card, give your hero +1 Spell Damage for the rest of the game" or something to that effect?
Wailor: I like it. It maintains the flavor of the original while still being its own thing. Might be too dangerous late game, but I think that's okay given the condition and the fact only one Fireball could be played that same turn.
linkblade91: This card reads weird. It wants to be a "For the rest of the game…" but has to have the other text regarding costs on it as well. Maybe make it like the Rogue quest and have it add a card to your hand. This would shorten the text as well. Spreading Saplings exists, so maybe just add that (or variant) to the hand.
R: My favorite so far. This also maintains the flavor of the original. It would be nice to have the 5/5 effect in there as well, but I understand text limitations prevents that. Great!
anchorm4n: I don't like the Pitch-Black Knight. Way too OP. The effect for Indiana Ford is great and very fitting for a remake of a Harrison Jones with restrictions. While I understand the name, it's off-putting for Hearthstone since the other has a precedent in WoW. That said, this is just a Card Design Competition and not actual Hearthstone so it's quite alright.
DestroyerR: Card is perfectly fair as is. This isn't a critique of your card, but if I were designing it, I think I would keep the Start of Game effect and have it be the next card drawn so it's as if Leeroy is charging to the front of the deck. Dumb, maybe, but flavorful haha.
Demonxz95: In the current Standard set, that would only leave 2 weapons Headhunter's Hatchet and Trueaim Crescent. I think it could keep the flavor of a NE Ranger if it said something like "add 2 random Hunter Shots to your hand." similar to how Poisons became a thing for Rogue. List of Standard Shots
Name is a placeholder until I think of something a bit.. more.
Considering making the cost lower so it has a bigger impact on deckbuilding. I'm thinking 4 mana 4/4 and have it affect 4-cost cards, while possibly adjusting the stats of the Wind Lords as well. This would remove Vivid Spores, which would make this a nightmare to face, and allow setup with Primal Dungeoneer.
This effect allows Al'Akir to be reminiscent of its Classic self, with the four keywords that make it notable spread over four minions. It also ties into the Al'Akir encounter in WoW which required the Wind Lords to be defeated before tackling the big guy himself.
Considered having the Wind Lords make Al'Akir dormant instead of immune, and having Al'Akir gain something like +1/+1 for each Wind Lord at the beginning of every turn until he awakens (to make it feel like he's "charging up" while you face his lieutenants) but wanted to consider text space on the main card.
I do have backup ideas in Krush and Thalnos, but would rather work in a space I doubt anyone else will mess with. Hopefully Al'Akir will be good enough haha :)
EDIT: Thinking about doing away with the immune idea, and changing it to "When this minion dies, give Al'Akir [keyword]." Biggest issuebwith making this how I want is still card text space however.
Combo disruption! This will be played in most decks at the start, then people will find out it's way to slow and then it will only get played in Control decks like Tickatus Warlock.
Cheap Ysera that also guarantees you 2 Dream cards, which are very powerful that early into the game. This card reminds me a lot of Mankrik in that it's not super great, but can be slotted into any deck and feels fine.
If this only Overloads once, then it's amazing and will help Shaman become a real class again. If it overloads each cast, then it's garbage and makes my Think Hearthstone reddit designed it. Both seem like plausible Blizzard designs..
This will see play and make a new archetype. Lots of cheap weapon buff minions that will scale this out of control while this will also scale minions. 5/5.
Aggro Warrior
A Pirate Warrior Deck created by
Lundy. Last updated 4 years, 9 months ago
This is very good and has a very easy to activate effect. This also pulls the spell from your deck, thinning it out for you to draw into the stuff you really want. This sees play.
Changed Thalnos to be more in line with his Classic counterpart. Like the OG, Thalnos gives Card Draw and Spell Damage. Not sure if I worded the card correctly to get what I wanted to convey across. Actually hope I can word this differently, as I had to space out the words so that they could fit the card frame. Honestly, I think this is trash and wouldn't vote for it. Going to go for something new and hope for the best lol
Feedback:
Found using DH with Blur, +attack, and card draw to work well. Cycle through the deck and stack a ton of damage without hurting yourself to be a pretty easy win.
Since I can't use an absurd amount of tokens for my card, I had to come up with another idea.
My first thought was to have the Warlock hero power also damage the enemy hero, but it was a lot of text on the card, so went another direction. This will now upgrade the hero power to Soul Tap, fitting for the Soulrender. Biggest issue I have is maintaining the flavor of the original. This doesn't have Spell Damage nor direct card draw. Thoughts on scrapping the hero power upgrade and instead having it read "... 2-Cost card, give your hero +1 Spell Damage for the rest of the game" or something to that effect?
Feedback:
Wailor: I like it. It maintains the flavor of the original while still being its own thing. Might be too dangerous late game, but I think that's okay given the condition and the fact only one Fireball could be played that same turn.
linkblade91: This card reads weird. It wants to be a "For the rest of the game…" but has to have the other text regarding costs on it as well. Maybe make it like the Rogue quest and have it add a card to your hand. This would shorten the text as well. Spreading Saplings exists, so maybe just add that (or variant) to the hand.
R: My favorite so far. This also maintains the flavor of the original. It would be nice to have the 5/5 effect in there as well, but I understand text limitations prevents that. Great!
anchorm4n: I don't like the Pitch-Black Knight. Way too OP. The effect for Indiana Ford is great and very fitting for a remake of a Harrison Jones with restrictions. While I understand the name, it's off-putting for Hearthstone since the other has a precedent in WoW. That said, this is just a Card Design Competition and not actual Hearthstone so it's quite alright.
DestroyerR: Card is perfectly fair as is. This isn't a critique of your card, but if I were designing it, I think I would keep the Start of Game effect and have it be the next card drawn so it's as if Leeroy is charging to the front of the deck. Dumb, maybe, but flavorful haha.
Demonxz95: In the current Standard set, that would only leave 2 weapons Headhunter's Hatchet and Trueaim Crescent. I think it could keep the flavor of a NE Ranger if it said something like "add 2 random Hunter Shots to your hand." similar to how Poisons became a thing for Rogue. List of Standard Shots
Wind Lords:
Name is a placeholder until I think of something a bit.. more.
Considering making the cost lower so it has a bigger impact on deckbuilding. I'm thinking 4 mana 4/4 and have it affect 4-cost cards, while possibly adjusting the stats of the Wind Lords as well. This would remove Vivid Spores, which would make this a nightmare to face, and allow setup with Primal Dungeoneer.
This effect allows Al'Akir to be reminiscent of its Classic self, with the four keywords that make it notable spread over four minions. It also ties into the Al'Akir encounter in WoW which required the Wind Lords to be defeated before tackling the big guy himself.
Considered having the Wind Lords make Al'Akir dormant instead of immune, and having Al'Akir gain something like +1/+1 for each Wind Lord at the beginning of every turn until he awakens (to make it feel like he's "charging up" while you face his lieutenants) but wanted to consider text space on the main card.
I do have backup ideas in Krush and Thalnos, but would rather work in a space I doubt anyone else will mess with. Hopefully Al'Akir will be good enough haha :)
EDIT: Thinking about doing away with the immune idea, and changing it to "When this minion dies, give Al'Akir [keyword]." Biggest issuebwith making this how I want is still card text space however.
Combo disruption! This will be played in most decks at the start, then people will find out it's way to slow and then it will only get played in Control decks like Tickatus Warlock.
Cheap Ysera that also guarantees you 2 Dream cards, which are very powerful that early into the game. This card reminds me a lot of Mankrik in that it's not super great, but can be slotted into any deck and feels fine.
Doomhammer is the best use of this as it negates the Overload, but any big weapon that you want to tutor from your deck is a good pick.
One of the better Adventurer summoning cards. This is really sticky and the adventurer could be really annoying.
Interesting. Won't see play in Standard, but Arena will love this card. Reminds me a lot of EVIL Totem.
Reminds me a lot of Trogg, but without the broken 3/4 on turn 2. This is what will make Shaman OP.
If this only Overloads once, then it's amazing and will help Shaman become a real class again. If it overloads each cast, then it's garbage and makes my Think Hearthstone reddit designed it. Both seem like plausible Blizzard designs..
3 mana tutor 2. This card isn't enough to make Shaman viable, but it's a very good start.
Mortal Coil that summons a 2/2 w/ effect. Warlock got a lot of good stuff this mini-set.
This is amazing. Removes a big threat for cheap so you can develop behind it. This is outstanding.
Cheaper G'huun with a more persistent effect, but requires you to have the draw in hand to be effective.
Sort of meh, but goes well with the new 1 cost 1/4 weapon.
This will see play and make a new archetype. Lots of cheap weapon buff minions that will scale this out of control while this will also scale minions. 5/5.
This card is nuts! Gets resurrected by Saurfang and N'zoth. This card will make the Menagerie Warrior real.
This is very good and has a very easy to activate effect. This also pulls the spell from your deck, thinning it out for you to draw into the stuff you really want. This sees play.