I don't like the art for Claws of the Dragon. It's perfectly fine in full view, but it shouldn't be spaced out such that you lose so much of the details in the splash image - like, you know, the claws. There are a couple other cards that do this, as well, and it bugs me a lot.
It's great that we can go into our collections and see the full image, but what is presented on the card needs to do the heavy lifting.
I made a secret for each class. I didn't look at any cards before I made these, except for the paladin one which I had to change from its original design.
I like Divine Entity the most, because it seems the most fair. I believe Killer Instincts is too good - a full revive + they get to keep all buffs, for 2-mana? - and the other two I just don't find that appealing. There's nothing wrong with them per se, but the Mage and the Rogue stealing copies of what their opponent plays has been done to death.
Also: welcome to the site! It's cool to see new faces, especially when they come here first haha :D
Flavor text: "We're talking about practice. Not a game, practice"
Are we talking about the minion that is being attacked, or the one doing the attacking? Because it currently reads as though it is the former, meaning this card is only useful with cards like Mechano-Egg and Devilsaur Egg. Otherwise you're shooting yourself in the foot :/
It needs to say something like "Secret: When one of your minions is attacked, change the enemy minion's Attack to 1."
I spent more time deliberating on what to put in my deck than I did playing the game: I played a Kobold Librarian, got Forked Lightning, used it next turn, and the Rogue quit on me.
Always wanted to make a murloc based secret. Also first submission
Unfortunately, there is a lot going on here that's problematic. Grammatical errors, to start, namely the lack of a comma after "attacked", a capitalization of Murloc, and the final sentence should be "It fights to the death." or something similar. This leads to a new problem, in-that the text is going to be too long. All of that being said, I feel gameplay-wise this is just too niche: it's a Secret that only belongs in one type of deck (Murlocs), and such a deck doesn't want to spend time playing Secrets when it could be flooding the table with more minions.
Sorry if I'm being overly negative; it's all in the name of being helpful :/
Thank you to everyone who provided me some feedback; I know I didn't leave it open for long before I submitted. Anyway, here's some feedback for those who have not submitted (at time of writing):
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Xarkkal - I like Counter Shot the most because it's something truly different. "Freezing Trap for spells" is unique, and it doubles the instances of Counter in the game. The other two are fine.
anchorm4n - I would argue that you're stepping on Flame Ward's toes too much with this idea, being from the same expansion and with the same trigger. I know it's on purpose but still. I also think Flame Ward is just better: why Freeze them when you can just clear the board instead?
Conduit - The Secret seems fine, although I don't think I would name it "Counter"-Spell. I'm not sure if the game could recognize the quotations as being a different card as Counterspell. I understand it's a bit of a joke, but still.
Nirast - People have been making "your weapon activates on your opponent's turn" effects since forever lol. I think a Rogue Secret that does such a thing could be very interesting, but I'm concerned how good that is when combined with the likes of Spectral Cutlass or Kingsbane. Your card comes from Kobolds & Catacombs, and I fear it would make Kingsbane even more of a problem.
Almaniarra - I think your Leeching Poison is too good with Kingsbane. They nerfed the original Leeching Poison for the same reason, and this does the same thing but better. I would stick with Dismantle instead.
ZardozSpeakz - I think Spell Duel is interesting - like a spell-version of Evolve - but you have a problem in-that there are no 11-cost spells in the game. If my opponent played Nagrand Slam, for example, Spell Duel would possibly fizzle out. Iron out that kink and I think it's my favorite of the four.
Wendeee - I would NOT call it Self Harm because I think that's inappropriate, and change the art, but I like the card the most of the two. It's like a one-off of Lightbomb. The other Secret is way too niche to be of use.
Wailor - I like Unsheathe (you're missing the first H). Draconic Avengers is definitely too niche - it would be a dead draw in all non-Dragon decks, as you noted - and Rabid Dog seems a little too good to me. Since I submitted Counter Strike, you can go ahead with Squid Tactics if you want *shrugs*
MenacingBagel - I like it. The cost reduction makes it better than Daring Escape, although you are paying one more mana to do so. Is the extra mana worth it for the Secret shenanigans? I guess so. Maybe make it 2 less, for the Shadowstep-connection?
thepowrofcheese - I like the regular Tricks of the Trade the most, the one that Discovers Rogue Secrets. It makes a Secret Rogue deck that much more consistent with its abilities, knowing you essentially have another two Bamboozles or Ambushes or whatever.
Here are two secrets, and one more I made for this competition. Let me know what you think.
Retaliating Flame is scary, but at the same time it might be okay. The other two Secrets in question progress from a casting of Arcane Intellect to a 6/6 minion on the table; is the next step up 3 damage to all enemies? I think I would be less concerned if the face-damage wasn't there, but then this would just be a different variant of Flame Ward. By the way you're missing the period at the end of the sentence and the word "to" between "damage" and "all". My other concern is one of flavor: fire doesn't really jive with The Witchwood.
All that being said, I think you should stick with Retaliating Flame; Pitfall Trap is fine, but I like the idea of completing the Witchwood trio more.
Unfortunately no, we do not allow people to edit or remove their cards after submitting :( We always suggest people come here first if they want feedback on their ideas.
Your card breaks an unspoken rule of Hearthstone in-that no card should have text longer than four lines. Any such card would be considered too complicated for the game, and this is pretty complicated; unfortunately, I have no idea how you would shorten it while still keeping the effect intact D:
Thanks for giving them a look :) I think Counter Strike translates the best out of the three, in terms of being able to pull it out of a custom expansion, removing all of the context surrounding the card, and presenting it solo. I'll have to think about buffing it to +6 Attack ;P
You are changing the Silver Hand Recruit from being summoned to being played, meaning he would now trigger things like Mirror Entity, Snipe, and Swamp King Dred. These aren't exactly popular cards, but it does matter. Not sure I like this change, all-in-all.
That Murloc Paladin is doing fine and Libram Paladin is not makes me want to puke :(
I don't like the art for Claws of the Dragon. It's perfectly fine in full view, but it shouldn't be spaced out such that you lose so much of the details in the splash image - like, you know, the claws. There are a couple other cards that do this, as well, and it bugs me a lot.
It's great that we can go into our collections and see the full image, but what is presented on the card needs to do the heavy lifting.
I like Divine Entity the most, because it seems the most fair. I believe Killer Instincts is too good - a full revive + they get to keep all buffs, for 2-mana? - and the other two I just don't find that appealing. There's nothing wrong with them per se, but the Mage and the Rogue stealing copies of what their opponent plays has been done to death.
Also: welcome to the site! It's cool to see new faces, especially when they come here first haha :D
Are we talking about the minion that is being attacked, or the one doing the attacking? Because it currently reads as though it is the former, meaning this card is only useful with cards like Mechano-Egg and Devilsaur Egg. Otherwise you're shooting yourself in the foot :/
It needs to say something like "Secret: When one of your minions is attacked, change the enemy minion's Attack to 1."
I spent more time deliberating on what to put in my deck than I did playing the game: I played a Kobold Librarian, got Forked Lightning, used it next turn, and the Rogue quit on me.
Unfortunately, there is a lot going on here that's problematic. Grammatical errors, to start, namely the lack of a comma after "attacked", a capitalization of Murloc, and the final sentence should be "It fights to the death." or something similar. This leads to a new problem, in-that the text is going to be too long. All of that being said, I feel gameplay-wise this is just too niche: it's a Secret that only belongs in one type of deck (Murlocs), and such a deck doesn't want to spend time playing Secrets when it could be flooding the table with more minions.
Sorry if I'm being overly negative; it's all in the name of being helpful :/
Evasion already exists, and does basically the same thing.
I pulled Waxadred from within the first ten packs of the YoD set, so hopefully that means yes.
Welcome to our little side of things :D We'd love to see more new faces in the Discussion thread <3
Thank you to everyone who provided me some feedback; I know I didn't leave it open for long before I submitted. Anyway, here's some feedback for those who have not submitted (at time of writing):
Xarkkal - I like Counter Shot the most because it's something truly different. "Freezing Trap for spells" is unique, and it doubles the instances of Counter in the game. The other two are fine.
anchorm4n - I would argue that you're stepping on Flame Ward's toes too much with this idea, being from the same expansion and with the same trigger. I know it's on purpose but still. I also think Flame Ward is just better: why Freeze them when you can just clear the board instead?
Conduit - The Secret seems fine, although I don't think I would name it "Counter"-Spell. I'm not sure if the game could recognize the quotations as being a different card as Counterspell. I understand it's a bit of a joke, but still.
Nirast - People have been making "your weapon activates on your opponent's turn" effects since forever lol. I think a Rogue Secret that does such a thing could be very interesting, but I'm concerned how good that is when combined with the likes of Spectral Cutlass or Kingsbane. Your card comes from Kobolds & Catacombs, and I fear it would make Kingsbane even more of a problem.
Almaniarra - I think your Leeching Poison is too good with Kingsbane. They nerfed the original Leeching Poison for the same reason, and this does the same thing but better. I would stick with Dismantle instead.
ZardozSpeakz - I think Spell Duel is interesting - like a spell-version of Evolve - but you have a problem in-that there are no 11-cost spells in the game. If my opponent played Nagrand Slam, for example, Spell Duel would possibly fizzle out. Iron out that kink and I think it's my favorite of the four.
Wendeee - I would NOT call it Self Harm because I think that's inappropriate, and change the art, but I like the card the most of the two. It's like a one-off of Lightbomb. The other Secret is way too niche to be of use.
Wailor - I like Unsheathe (you're missing the first H). Draconic Avengers is definitely too niche - it would be a dead draw in all non-Dragon decks, as you noted - and Rabid Dog seems a little too good to me. Since I submitted Counter Strike, you can go ahead with Squid Tactics if you want *shrugs*
MenacingBagel - I like it. The cost reduction makes it better than Daring Escape, although you are paying one more mana to do so. Is the extra mana worth it for the Secret shenanigans? I guess so. Maybe make it 2 less, for the Shadowstep-connection?
thepowrofcheese - I like the regular Tricks of the Trade the most, the one that Discovers Rogue Secrets. It makes a Secret Rogue deck that much more consistent with its abilities, knowing you essentially have another two Bamboozles or Ambushes or whatever.
Retaliating Flame is scary, but at the same time it might be okay. The other two Secrets in question progress from a casting of Arcane Intellect to a 6/6 minion on the table; is the next step up 3 damage to all enemies? I think I would be less concerned if the face-damage wasn't there, but then this would just be a different variant of Flame Ward. By the way you're missing the period at the end of the sentence and the word "to" between "damage" and "all". My other concern is one of flavor: fire doesn't really jive with The Witchwood.
All that being said, I think you should stick with Retaliating Flame; Pitfall Trap is fine, but I like the idea of completing the Witchwood trio more.
Unfortunately no, we do not allow people to edit or remove their cards after submitting :( We always suggest people come here first if they want feedback on their ideas.
Your card breaks an unspoken rule of Hearthstone in-that no card should have text longer than four lines. Any such card would be considered too complicated for the game, and this is pretty complicated; unfortunately, I have no idea how you would shorten it while still keeping the effect intact D:
If you could PM ShadowsOfSense or myself, that would be preferable :)
Thanks for giving them a look :) I think Counter Strike translates the best out of the three, in terms of being able to pull it out of a custom expansion, removing all of the context surrounding the card, and presenting it solo. I'll have to think about buffing it to +6 Attack ;P
I created various Secrets for my custom expansion; maybe I can get away with one here:
Congratulations Devizz! You swooped in late for the victory haha :D
Good luck to the finalists!
Veteran Investigator says "ALL players", not "BOTH players". Could this mean we'll be seeing a game-mode with more than two players? ;D
You are changing the Silver Hand Recruit from being summoned to being played, meaning he would now trigger things like Mirror Entity, Snipe, and Swamp King Dred. These aren't exactly popular cards, but it does matter. Not sure I like this change, all-in-all.