Oh, you posted a new version while I was writing this XD
I think your later iteration is the best one so far. Alternatively, you could use a variation of the first version which makes minions cost 1 instead of 0 (and maybe it could cost 6 mana instead of 7)
AeroJulwin
The last version you posted is very cool, but linkblade is right about it being a better The Runespear. That card was garbo, so I'd go with it anyways.
BloodMefist
Both are cool, but I like Orb of Dominion a lot. Maybe it could depict a mirror instead of an orb, though.
BasilAnguis
I think my favorite card is Ring of Purity (Silence Priest yay), but for goodness sake, change its name because it reminds me of this.
Saint's Skull is a close second for me. linkblade's criticism about consistency is kinda right, but considering you have to pay 5 mana for it I'd probably say it's not that big of a deal.
Two new variations of Horn of Cenarius which I feel are more balanced and interesting.
I think I prefer the second version, but I'm aware many people are not fond of infinite effects like Aluneth or Skull of the Man'ari. Of course, suggestions about the mana cost or the Durability of the first version are welcome.
First idea. It basically turns your HP into deal 2 damage and draw a card for three uses. I don't know if it's flashy enough for a legendary, though.
@linkblade You mean instead of paying Mana, you pay 1 Durability? If so, I think it's quite OP. I'd probably limit it to just the first minion you play each turn.
New idea that tries to support the Questline from the previous expansion. Not sure if a mine fits Demon Hunter identity, but the effect is so abstract it was hard to find something fitting for it.
I feel like this should probably be a Dormant minion.
I get where you're coming from, but a Dormant minion wouldn't fit the flavor of holding the line until a hero comes to save the day, like Gandalf in The Return of the King. It's not like Blizzard hasn't printed very similar cards implemented with different mechanics (like Feral Spirit VS Saronite Chain Gang).
I'll probably try to think something else, because I think many people could have similar criticism, but I wanted to explain the reasoning behind it.
Feedback:
linkblade91
The first three cards are very solid, but I think my favorite one is Sigil of Momentum. Effects that allow you to keep something from previous turns are always very original and interesting.
Demonxz95
Voodoo Grounds is a bit too on the nose. I think I prefer Icewing Bunker.
BasilAnguis
I really like Pacifism, very flavorful and interesting. It should probably cost 1, since your opponent can also take advantage of it.
I'd also remove the Alterac watermark from both Pacifism and Cover Fire: all Objective cards in this expansion are Rare, depict a place and last exactly 3 turns. These cards feel a bit out of place in this context, but in another expansion they would be fine.
BloodMefist
I really appreciate the pun in Rain of Chaos, but the text looks too crammed. Massive Hoard is also cool, so I'd go with it.
Aerojulwin
I really like the core idea behind Arcane Insight. However, it looks very weak. Yeah, it costs 0, but it doesn't give you card advantage, you need to build around it and takes several turns to pay off.
I'd personally drop the second part and make it last 3 turns by default. Maybe the cost should be risen to 1 in this case, but I don't think it would be necessary.
Restless Souls doesn't count, in my opinion. It's in the same category as AoE, which I don't belive they count.
Among the other two cards, it's a tough call because they're completely opposite in some ways. Magatha is very safe and the Templar is pretty bonkers. To be honest, I don't see any of them winning, but they'll both surely reach the finals. I'd say go with the Templar to try something more original?
Nirast
The new art is really cool. I'd say you're good to go.
Aerojulwin
I don't like the Snow Prowler in this thread, but the one you ended up submitting is very cool. Not a fan about the art, though.
linkblade91
I think I prefer the Divine Shield Yrel over the Rush one. The Rush one is a glorified, more flexible "Destroy all enemy minions if you don't have any", which isn't OP for 6, but still, I think the purpose she serves can be met with a more straight forward card.
I prefer Yrel, her effect is really cool and original. I agree she should probably be tone down a little bit, so I'd reduce her statline to 4/3.
anchorm4n
I like your Dwavern Vanguard, even if the effect is shared with Cyclopian Horror. Unlike that one, your card can be a pretty effective anti-aggro tool, considering you can drop him whenever you want without much cost.
Nirast
I like your card a lot, specially because how flexible it is, kinda like a much more interesting Dark Conviction. The artwork is definetly its main weakness, though.
Aerojulwin
I don't know… It's very hard to use, since you need your opponent to go both tall and wide for it to be worth it. Also, I think Warrior would be a more appropriate class for it, because removing big stuff with weapons requires a consistent source of healing or armor.
I took feedback from both of you in consideration and reworked Anub'arak to be a sort of self-healing Taunt similar to Cariel Roame, with the twist that it it can deal some damage, both passive and AoE. To compensate this, he cannot protect the same turn he heals, unlike Cariel. His final stats are a bit similar to hers, with a statline of 9/76.
I also wanted to incorporate a reference to HotS as linkblade suggested, so I replaced Crypt Lord Claws (which was redundant with the new Spiked Carapace) with Cocoon. This way, he can still slow down enemies in a more original and useful way.
Main issue now is that Infest doesn't feel inline with the rest of his playstyle, but he needs a way to Attack anyways, so I guess it's not a big deal.
I'll probably update stats of levels 15 and 30 tomorrow and rework Impale a little.
About Locust Swarm, I probably made it worse than it should've been because I feared AoE + healing was too much. Maybe 2-5-8-9-10 (like Samuro's AoE) would be more balanced?
I recently discovered there's a Mercenary tab in Hearthcards, and, since I've been playing Mercs recently, I wanted to create a custom character. It's mainly based on the Crypt Lord from Warcraft 3.
Skins
Stats at levels 1, 15 and 30.
The first skin is the default one.
Abilities
Infest
Improvements of every Infest level:
Infest 2: The Nerubian is a 6/6.
Infest 3: The Nerubian is a 8/8.
Infest 4: The Nerubian is a 10/10.
Infest 5: The Nerubian is a 12/12
Locust Swarm
Improvements of every Locus Swarm level:
Locust Swarm 2: Deals 4 damage.
Locust Swarm 3: Deals 6 damage.
Locust Swarm 4: Deals 7 damage.
Locust Swarm 5: Deals 8 damage.
Spiked Carapace
Improvements of every Spiked Carapace level:
Spiked Carapace 2: Bleed (2).
Spiked Carapace 3: Bleed (3).
Spiked Carapace 4: Bleed (4).
Spiked Carapace 5: Bleed (5).
Equipment
Spider Ring
Improvements of every Spider Ring level:
Spider Ring 2: Gives +4 Attack and Rush.
Spider Ring 3: Gives +6 Attack and Rush.
Spider Ring 4: Gives +8 Attack and Rush.
Cocoon
Improvements of every Cocoon level:
Cocoon 2: Reduce Speed by (2).
Cocoon 3: Reduce Speed by (3).
Cocoon 4: Reduce Speed by (4).
Carrion Talisman
Carrion Talisman cannot be upgraded, since it starts at level 4.
It's a card that might be interesting if it ever existed, but the way it works is pretty unintuitive, so I'd try something else.
linkblade91
I don't dislike the fact that the two forms are very distinct from one another, but maybe the Corrupted HP could have more to do with a Control playstyle. Maybe dealing damage to a minion? I don't know.
BasilAnguis
I think two turns of Immune are too dangerous, since you could buff the Forest Maiden on the first turn it can attack, especially since Druid has a good number of buff effects (probably the third class on this regard after Pally and Priest). I think 1 Dormant (and Immune) turn is enough.
Besides that, the idea is quite original, but a bit strange.
R
I don't mind bending class identity a little bit in this comp, but this is too much IMO. That effect screams Warlock to me.
AeroJulwin
Probably my favorite card so far. The effect just feels like a twisted version of Druid mechanics, which I think is the most interesting way to go for this comp.
Congrats, linkblade!
She generates more generators :D
I just wanted to say it's a shame Chromie's Timepiece didn't make the cut. I really loved the card :C
Anyways, good luck to all other finalists.
Feedback:
I think your later iteration is the best one so far. Alternatively, you could use a variation of the first version which makes minions cost 1 instead of 0 (and maybe it could cost 6 mana instead of 7)
Saint's Skull is a close second for me. linkblade's criticism about consistency is kinda right, but considering you have to pay 5 mana for it I'd probably say it's not that big of a deal.
Two new variations of Horn of Cenarius which I feel are more balanced and interesting.
I think I prefer the second version, but I'm aware many people are not fond of infinite effects like Aluneth or Skull of the Man'ari. Of course, suggestions about the mana cost or the Durability of the first version are welcome.
I'll try giving feedback tomorrow.
First idea. It basically turns your HP into deal 2 damage and draw a card for three uses. I don't know if it's flashy enough for a legendary, though.
@linkblade You mean instead of paying Mana, you pay 1 Durability? If so, I think it's quite OP. I'd probably limit it to just the first minion you play each turn.
EDIT: Added Horn of Cenarius.
New idea that tries to support the Questline from the previous expansion. Not sure if a mine fits Demon Hunter identity, but the effect is so abstract it was hard to find something fitting for it.
Congrats
I get where you're coming from, but a Dormant minion wouldn't fit the flavor of holding the line until a hero comes to save the day, like Gandalf in The Return of the King. It's not like Blizzard hasn't printed very similar cards implemented with different mechanics (like Feral Spirit VS Saronite Chain Gang).
I'll probably try to think something else, because I think many people could have similar criticism, but I wanted to explain the reasoning behind it.
Feedback:
I'd also remove the Alterac watermark from both Pacifism and Cover Fire: all Objective cards in this expansion are Rare, depict a place and last exactly 3 turns. These cards feel a bit out of place in this context, but in another expansion they would be fine.
I'd personally drop the second part and make it last 3 turns by default. Maybe the cost should be risen to 1 in this case, but I don't think it would be necessary.
I did this as a Secret long before Sigils were a thing, but it definetly fits this mechanic way better.
I don't know if the numbers are well adjusted. Maybe 2 turns would be more balanced?
Late feedback:
Among the other two cards, it's a tough call because they're completely opposite in some ways. Magatha is very safe and the Templar is pretty bonkers. To be honest, I don't see any of them winning, but they'll both surely reach the finals. I'd say go with the Templar to try something more original?
New idea. Is this too hard to pull off? Don't know if it's better or worse than my previous card.
Feedback:
Very cool card, congrats!
Kind of a basic effect, but maybe the flavor makes up for it.
I'd say not.
I took feedback from both of you in consideration and reworked Anub'arak to be a sort of self-healing Taunt similar to Cariel Roame, with the twist that it it can deal some damage, both passive and AoE. To compensate this, he cannot protect the same turn he heals, unlike Cariel. His final stats are a bit similar to hers, with a statline of 9/76.
I also wanted to incorporate a reference to HotS as linkblade suggested, so I replaced Crypt Lord Claws (which was redundant with the new Spiked Carapace) with Cocoon. This way, he can still slow down enemies in a more original and useful way.
Main issue now is that Infest doesn't feel inline with the rest of his playstyle, but he needs a way to Attack anyways, so I guess it's not a big deal.
Thanks for your feedback.
I'll probably update stats of levels 15 and 30 tomorrow and rework Impale a little.
About Locust Swarm, I probably made it worse than it should've been because I feared AoE + healing was too much. Maybe 2-5-8-9-10 (like Samuro's AoE) would be more balanced?
I recently discovered there's a Mercenary tab in Hearthcards, and, since I've been playing Mercs recently, I wanted to create a custom character. It's mainly based on the Crypt Lord from Warcraft 3.
Skins
Stats at levels 1, 15 and 30.
The first skin is the default one.
Abilities
Equipment
I also prefer the previous version.
Feedback, as promised.
Besides that, the idea is quite original, but a bit strange.