Boomsday Mage is the perfect expansion-class combo for this competition because of their theme. Also, I really like this art.
Feedback for this page (newest to oldest):
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DestroyerR: Very interesting idea, but I think it's too expensive, especially with the fact that the hand is temporary. I think 2 mana is fine. I also don't know what expansion you've chosen, but it would fit really well in Boomsday, and you can kinda-sorta-not really get away with using Echo.
KANSAS: Very cool idea, but I think Obscuron's effect is a little underwhelming for the cost, even though mana-wise it's on curve. Really not sure what effect to give him.
CursedParrot: Luna's cool, but I'm not sure I like the wording. How about "After you cast a spell, loose 1 Durability. Deathrattle: Cast all spell that were cast while this was equipped."?
Algalon is also interesting, but you'll mostly use him for value-generating spells, since you don't want to risk Fireballing or Pyroblasting your face.
TheHoax91: Kinda boring design. It'd be cool if you also cast them. I you don't want a straight battlecry, make the second version target your deck only, then give it "Deathrattle: play them". You'd have to increase the cost significantly, though.
Hordaki: Doesn't really fit Boom's MO, but the idea is good. Maybe see if you can find an ethereal with a space backgorund and claim it's Raffam.
I had to look at the basic set for HS's no.4 because I couldn't remember the card's name. Then I had to look at the classic set because it wasn't in the basic one.
Boy, I'm bad at this! I think I found about 3 before I resorted to using the 'find' function on my browser to isolate letters so I can see the words easier, and even then, I had to take screenshots and overlay them in affinity photo (think photoshop) before I found Maiev and Arthas.
Nice theme, Feeling a bit discouraged after 7 consecutive non-finalist but I'll try to come up with something tomorrow.
Don't be. I've participated in those things since the Hearthpwn days and I can count the number of times I've been a finalist on one hand. You'll get there.
Forgot to make Marrowgar a Legendary, not sure anyone noticed :p
I've also had another idea, but I don't think it's eligible, since Rikkar (the guy you play as in Rumble Run) isn't technically a boss. Still, I want to share it:
Feedback (going in reverse order just 'cuz):
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Hordaki: Lyris is dangerous. It can get really crazy in cyclone mage in wild. Not sure I like this card.
Ivan is a cool concept, but it can get pretty crazy too. I'd make it a 4/4.
The Slipstream seems the most balanced, though it would fit Warrior better it would deal damage to all minions.
Shivershine: What is the treasure? If it's the Marin ones, it seems to powercreet Heistbaron Tog. If it's the ones from the single player content, NO! Those cards are busted an not in constructed for a reason.
Wailor: Hmm, this one's though. For statline, I'd say vanilla stats work fine, no matter the cost. As for wording, probably something like "Battlecry: Summon a 4/3 (or whatever statline) Romulo. When one dies, they both die." Careful with silence effects one those.
MenacingBagel: Way too disruptive. If your opponent has a full board, and you have nothing, playing this could completely turn the table in your favour in an unfair way. Unless they don't swap sides, in which case it's pretty useless, since position is pretty irrelevant in HS. In that case, make it's cost (3).
Neoguli: Sazin is pretty broken. As long as you keep a minion in hand, you have an infinite train unless your opponent has silence.
Zaraam I actually like quite a bit, though I'd change the wording should be "theirs costs (1) more." It should also probably not cost more than (10), so you don't completely brick their win condition.
Glack is pretty powerful, though you won't get more than one or two triggers from him. Still, the reward is way too powerful, I'd tone it down a bit. It should also not be a card from a later expansion than itself.
Man, I now realised I'm at a pretty big disadvantage. I haven't played single player since RoS, and even until then very little, so I don't really know the bosses.
My ideeas, showing some love to the KotFT bosses. If anyone has a better wording for Saurfang, I'm all ears:
Feedback:
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Pokeniner: Hope they let you use Hearth, because I really like the idea. You could probably get away with making it cost 4, since the card won't be OP at all.
grumpymonk: Jin'zo is an interesting effect, especially if you have a bunch of small minions that can be killed easily. Combos great with Shutter, Yogg and Tess if they survive a turn after play.
Alda seems expensive, but it could really bring combo Hunter into viability, so I really like it. Sish something like this actually existed.
Stonewind is cool, but the wording is a little clunky. As is now, you can't go face if your first attack is used for trading. I suggest "they can only attack the enemy hero once each turn."
Beatdoof: Uhm… Waxrider has a token. That's two cards you have to post. The card itself is pretty cool, and synergises well Dragonqeen Alextrasza if you decide not to play the 0 cost dragons.
Norra is also cool, if a little annoying to play against because Secret Mage. Funny, I just saw the card on Hearthcards while making mine.
BasilAnguis: Simple concept that can prove devastating for your opponent. If this hits a big minion, because of the pseudo-charge this gives, you could easily end the game with it. I like it!
DestroyerR: Is Vustrasz's chest the same one from Marin? I don't see why this is a Start of Game effect, it would make more sense as a battlecry. Otherwise, great card!
The Queen is pretty cool, has mill potential in a miracle deck.
Rasil is… weird. I get what it does, but it raises too many questions when it comes to interactions. Don't like it.
Couldn't let those extra card slots go to waste, now, could I. Inspired by Shadowform (rest in peace, sweet prince), it starts of strong, with a long cool down, and if you manage to play a third copy (easiest with [Hearthstone Card (Krag'wa the Frog) Not Found]), it becomes a real powerhouse.
SMOrcolaio, cool idea, but I feel getting the spell back is a bit complicated. Why not just cycle, like Dr. Boom's?
Sorry I wasn't as active here lately, been super busy with work. Here's a few ideas I have, I'll polish the one that's the most positively received later:
Fairly simple concept: Super powerful HP that you can only use once every 3 turns. Not sure about the class yet, thinking Mage, Shaman or Warlock.
Those two are fairly simmilar: AoE that expires after they did enough damage (ignore the cost on the Warlock one, it should also be 4).
Feedback:
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Sinth: Charged Hammer Probably never saw play because you had to wait quite a while to get the power, unless you destroyed the weapon. Yours I think is pretty good as is, seems pretty balanced.
thenjax: Hello, Inspire support! 5 stars! Nothing more to say, except put it in The Grand Tournament (you can find another art and call it 'Lazy Jouster' if you don't want to use AFK in that situation). I'm talking about the original, not the inexplicable repost down the page.
KANSAS: Rogue has to work pretty hard for the same HP as the Blacksmith. Yeah, that has inspire, but having a 3/2 weapon always at the ready is pretty strong. That said, it's a passive on a minion… A very hard to kill minion in the early game. Chalice of Rebirth is a very powerful control tool. I'd make the first one cost 3, and the second cost 4 or 5.
CursedParrot: Inner Fire on a whim. WHAT COULD GO WRONG?! Yes, your opponent has SOME control over it, but if you play this in a deck with a lot of high-health minion, your opponent's toast. Can you imagine resurrecting 6/6 Convincing Infiltrators all the time? No, just… no! Sorry.//
bigcums: Don't really like it. It puts both players on the clock, which isn't super fun, and the two effects don't really have much to do with each other. Also, Hunter isn't really a class known for healing, so more often than not, this will just kill you.
Beatdoof: None of them are strong enough to warrant an 'only once' clause, but without it, you'd just always pick Insight. I'd remove the 'only once', make them cycle (like how the Power of Dr. Boom, Mad Genius works) and stick them to a Legendary, maybe a conditional one (like the highlander cards, or [Hearthstone Card (Jan'alai the Dragonhawk) Not Found]).
Thonson: The problem here is that you can just keep the weapon and you'd always have a 3 damage AoE (up to 7 damage with Gorehowl, not counting any [Hearthstone Card (Upgrade) Not Found]s). I'd suggest also loosing durability when you are attacked, nut that might make the text too cluttered.
I think it's balanced. Hand of the A'dal offers the same buff and draws a card, and the Deathrattle on this is around the same value and is situational.
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bananenparty: Uhm, you can go infinite with this. Yes, it's gonna clog up your hand, but if you keep a card from another class in hand, it's going to be stupid easy to complete Caverns, and from there it's 4/4s ad infinitum. Card is busted. Sorry.
grumpymonk: I don't think Tricks of the Trade is that op, but I prefer Amber Ranger and Fungal Giant the most. Caretaker and Soul Conduit are also interesting (The latter works really well with Magma Rager, lol). Ready for Battle is kinda meh.
Feuerrabe: Fel drainer is kinda weired, and will tell your opponent you have it in hand. Cut Training is ok. The murloc seems a little too powerful. The weapon that gains durability is probably the best, since with the other you could just keep it equiped until you you gain a stupid ammount of attack and it't be overpowered. I preffer the weapon the most.
economicaooc: The card is ok, But I'd change the wording to "Reduce it's cost bu (2)".
Zeratia: Arch Druid is pretty good, I like her. Isn't Anacondra just a more situational Battlecry Kun with ore Health and Taunt?
Cg8889: The murloc is good. Basically a Maelstrom Portal on a stick that's limited to Murlocs. The Templar is also ok, the Deathrattle pretty much guarantees a targeted spell. I prefer the Templar of the two.
CurseOfMech: Cards that generate class cards are usually neutral, so it's kinda wired to see this one. I think you could put it on a neutral minion called "Apple Vendor" or something, since the rules don't specify the card must be class specific (for example, Khartut Defender would be eligible for Priest).
Last minute remake:
If anyone still wants feedback, let me know.
Two Shens are better than one:
First idea:
Boomsday Mage is the perfect expansion-class combo for this competition because of their theme. Also, I really like this art.
Feedback for this page (newest to oldest):
DestroyerR: Very interesting idea, but I think it's too expensive, especially with the fact that the hand is temporary. I think 2 mana is fine. I also don't know what expansion you've chosen, but it would fit really well in Boomsday, and you can kinda-sorta-not really get away with using Echo.
KANSAS: Very cool idea, but I think Obscuron's effect is a little underwhelming for the cost, even though mana-wise it's on curve. Really not sure what effect to give him.
CursedParrot: Luna's cool, but I'm not sure I like the wording. How about "After you cast a spell, loose 1 Durability. Deathrattle: Cast all spell that were cast while this was equipped."?
Algalon is also interesting, but you'll mostly use him for value-generating spells, since you don't want to risk Fireballing or Pyroblasting your face.
TheHoax91: Kinda boring design. It'd be cool if you also cast them. I you don't want a straight battlecry, make the second version target your deck only, then give it "Deathrattle: play them". You'd have to increase the cost significantly, though.
Hordaki: Doesn't really fit Boom's MO, but the idea is good. Maybe see if you can find an ethereal with a space backgorund and claim it's Raffam.
I had to look at the basic set for HS's no.4 because I couldn't remember the card's name. Then I had to look at the classic set because it wasn't in the basic one.
Boy, I'm bad at this! I think I found about 3 before I resorted to using the 'find' function on my browser to isolate letters so I can see the words easier, and even then, I had to take screenshots and overlay them in affinity photo (think photoshop) before I found Maiev and Arthas.
Druid tree lady.
Fluffy birthday!
Don't be. I've participated in those things since the Hearthpwn days and I can count the number of times I've been a finalist on one hand. You'll get there.
Forgot to make Marrowgar a Legendary, not sure anyone noticed :p
I've also had another idea, but I don't think it's eligible, since Rikkar (the guy you play as in Rumble Run) isn't technically a boss. Still, I want to share it:
Feedback (going in reverse order just 'cuz):
Hordaki: Lyris is dangerous. It can get really crazy in cyclone mage in wild. Not sure I like this card.
Ivan is a cool concept, but it can get pretty crazy too. I'd make it a 4/4.
The Slipstream seems the most balanced, though it would fit Warrior better it would deal damage to all minions.
Shivershine: What is the treasure? If it's the Marin ones, it seems to powercreet Heistbaron Tog. If it's the ones from the single player content, NO! Those cards are busted an not in constructed for a reason.
Wailor: Hmm, this one's though. For statline, I'd say vanilla stats work fine, no matter the cost. As for wording, probably something like "Battlecry: Summon a 4/3 (or whatever statline) Romulo. When one dies, they both die." Careful with silence effects one those.
MenacingBagel: Way too disruptive. If your opponent has a full board, and you have nothing, playing this could completely turn the table in your favour in an unfair way. Unless they don't swap sides, in which case it's pretty useless, since position is pretty irrelevant in HS. In that case, make it's cost (3).
Neoguli: Sazin is pretty broken. As long as you keep a minion in hand, you have an infinite train unless your opponent has silence.
Zaraam I actually like quite a bit, though I'd change the wording should be "theirs costs (1) more." It should also probably not cost more than (10), so you don't completely brick their win condition.
Glack is pretty powerful, though you won't get more than one or two triggers from him. Still, the reward is way too powerful, I'd tone it down a bit. It should also not be a card from a later expansion than itself.
Man, I now realised I'm at a pretty big disadvantage. I haven't played single player since RoS, and even until then very little, so I don't really know the bosses.
Shadows, maybe you can tell me what happened here:
My ideeas, showing some love to the KotFT bosses. If anyone has a better wording for Saurfang, I'm all ears:
Feedback:
Pokeniner: Hope they let you use Hearth, because I really like the idea. You could probably get away with making it cost 4, since the card won't be OP at all.
grumpymonk: Jin'zo is an interesting effect, especially if you have a bunch of small minions that can be killed easily. Combos great with Shutter, Yogg and Tess if they survive a turn after play.
Alda seems expensive, but it could really bring combo Hunter into viability, so I really like it. Sish something like this actually existed.
Stonewind is cool, but the wording is a little clunky. As is now, you can't go face if your first attack is used for trading. I suggest "they can only attack the enemy hero once each turn."
Beatdoof: Uhm… Waxrider has a token. That's two cards you have to post. The card itself is pretty cool, and synergises well Dragonqeen Alextrasza if you decide not to play the 0 cost dragons.
Norra is also cool, if a little annoying to play against because Secret Mage. Funny, I just saw the card on Hearthcards while making mine.
BasilAnguis: Simple concept that can prove devastating for your opponent. If this hits a big minion, because of the pseudo-charge this gives, you could easily end the game with it. I like it!
DestroyerR: Is Vustrasz's chest the same one from Marin? I don't see why this is a Start of Game effect, it would make more sense as a battlecry. Otherwise, great card!
The Queen is pretty cool, has mill potential in a miracle deck.
Rasil is… weird. I get what it does, but it raises too many questions when it comes to interactions. Don't like it.
First off, congratulations to LutriSpellcaster.
Now, can someone explain why I have this in my notifications?
The link goes to Lutri's page. I was so excited to see it, then so deflated when I realised it's not for me.
Edit: You wanna know the REALLY sad part? I tend not to vote at all for my own card. Had I given myself a 5-star review, I WOULD'VE WON! ARGH!
Here's the final version of my idea:
Couldn't let those extra card slots go to waste, now, could I. Inspired by Shadowform (rest in peace, sweet prince), it starts of strong, with a long cool down, and if you manage to play a third copy (easiest with [Hearthstone Card (Krag'wa the Frog) Not Found]), it becomes a real powerhouse.
SMOrcolaio, cool idea, but I feel getting the spell back is a bit complicated. Why not just cycle, like Dr. Boom's?
Sorry I wasn't as active here lately, been super busy with work. Here's a few ideas I have, I'll polish the one that's the most positively received later:
Fairly simple concept: Super powerful HP that you can only use once every 3 turns. Not sure about the class yet, thinking Mage, Shaman or Warlock.
Those two are fairly simmilar: AoE that expires after they did enough damage (ignore the cost on the Warlock one, it should also be 4).
Feedback:
Sinth: Charged Hammer Probably never saw play because you had to wait quite a while to get the power, unless you destroyed the weapon. Yours I think is pretty good as is, seems pretty balanced.
thenjax: Hello, Inspire support! 5 stars! Nothing more to say, except put it in The Grand Tournament (you can find another art and call it 'Lazy Jouster' if you don't want to use AFK in that situation). I'm talking about the original, not the inexplicable repost down the page.
KANSAS: Rogue has to work pretty hard for the same HP as the Blacksmith. Yeah, that has inspire, but having a 3/2 weapon always at the ready is pretty strong. That said, it's a passive on a minion… A very hard to kill minion in the early game. Chalice of Rebirth is a very powerful control tool. I'd make the first one cost 3, and the second cost 4 or 5.
CursedParrot: Inner Fire on a whim. WHAT COULD GO WRONG?! Yes, your opponent has SOME control over it, but if you play this in a deck with a lot of high-health minion, your opponent's toast. Can you imagine resurrecting 6/6 Convincing Infiltrators all the time? No, just… no! Sorry.//
bigcums: Don't really like it. It puts both players on the clock, which isn't super fun, and the two effects don't really have much to do with each other. Also, Hunter isn't really a class known for healing, so more often than not, this will just kill you.
Beatdoof: None of them are strong enough to warrant an 'only once' clause, but without it, you'd just always pick Insight. I'd remove the 'only once', make them cycle (like how the Power of Dr. Boom, Mad Genius works) and stick them to a Legendary, maybe a conditional one (like the highlander cards, or [Hearthstone Card (Jan'alai the Dragonhawk) Not Found]).
Thonson: The problem here is that you can just keep the weapon and you'd always have a 3 damage AoE (up to 7 damage with Gorehowl, not counting any [Hearthstone Card (Upgrade) Not Found]s). I'd suggest also loosing durability when you are attacked, nut that might make the text too cluttered.
They get the buff, wherever they are, but once recalled, they don't get it back, since they already had it.
Discard synergy, obviously.
Next, a Mech that has to synergy with itself(generates copy, benefits from being on the field etc.):
Next, let's keep this Triassic Train rollin':
Ok, new idea:
I think it's balanced. Hand of the A'dal offers the same buff and draws a card, and the Deathrattle on this is around the same value and is situational.
Feedback for this page:
bananenparty: Uhm, you can go infinite with this. Yes, it's gonna clog up your hand, but if you keep a card from another class in hand, it's going to be stupid easy to complete Caverns, and from there it's 4/4s ad infinitum. Card is busted. Sorry.
grumpymonk: I don't think Tricks of the Trade is that op, but I prefer Amber Ranger and Fungal Giant the most. Caretaker and Soul Conduit are also interesting (The latter works really well with Magma Rager, lol). Ready for Battle is kinda meh.
Feuerrabe: Fel drainer is kinda weired, and will tell your opponent you have it in hand. Cut Training is ok. The murloc seems a little too powerful. The weapon that gains durability is probably the best, since with the other you could just keep it equiped until you you gain a stupid ammount of attack and it't be overpowered. I preffer the weapon the most.
economicaooc: The card is ok, But I'd change the wording to "Reduce it's cost bu (2)".
Zeratia: Arch Druid is pretty good, I like her. Isn't Anacondra just a more situational Battlecry Kun with ore Health and Taunt?
Cg8889: The murloc is good. Basically a Maelstrom Portal on a stick that's limited to Murlocs. The Templar is also ok, the Deathrattle pretty much guarantees a targeted spell. I prefer the Templar of the two.
CurseOfMech: Cards that generate class cards are usually neutral, so it's kinda wired to see this one. I think you could put it on a neutral minion called "Apple Vendor" or something, since the rules don't specify the card must be class specific (for example, Khartut Defender would be eligible for Priest).
Did someone say egg support?
Attention, ladies and gentlemen, the cute train is arriving at the station this moment: