Hearthstone: Heroes of Warcraft V3 - The Argent Tournament is GETTING IN HERE *Uhuhuhuh*
5,000 replies, posted
[QUOTE=AbeX300;48327251]Okay now that's actually pretty awesome. It's like Gang Up but more expensive and has a better RNG aspect to it.
Imagine comboing it with Chromaggus... (Like, in either way, that card to duplicate Chromaggus or Chromaggus to duplicate whatever card you cloned)[/QUOTE]
If you're on your final few cards of your deck you can gamble to get a core card and save a game from fatigue. Or you can use it when there's nothing else to do if you need to fill your deck up if you're playing a discard deck (which could also lead to you needlessly discarding more cards if you lose the dice roll!).
Coin Silent Knight into Blood Knight would be pretty good.
[QUOTE=IrishBandit;48327859]Coin Silent Knight into Blood Knight would be pretty good.[/QUOTE]
Assuming you'll only be using Paladin for that sort of deck. Wouldn't it be better to just play minibot and use blood knight next turn? Don't even need to have the coin for it.
[t]http://i.imgur.com/RZGchKM.png[/t]
Wish we had a card like this for Priest, dunno if it's OP or not
[QUOTE=o DefcoN o;48328386][t]http://i.imgur.com/RZGchKM.png[/t]
Wish we had a card like this for Priest, dunno if it's OP or not[/QUOTE]
Part of me thinks it should be a 3/6, 4/5, or even a 3/5. When you compare it to Antique Healbot, that heals for 8 on your hero. When you compare it to Darkscale Healer, that heals for 2 on your minions. This, as it stands, heals for a minimum of 7 health [b]and[/b] heals your other minions for the same health. It's also a 4/7 which is the base stat-line, so it loses nothing. Class cards are supposed to be better, but not [b]that[/b] better.
Also, I assume you mean "heal all [b]other[/b] friendly characters", because otherwise it'd only die by anything with 7 attack or more. :v:
When someone brings forth Jaraxxus
[media]http://www.youtube.com/watch?v=MkeC9WVVsQ4[/media]
[QUOTE=AbeX300;48328463]Part of me thinks it should be a 3/6, 4/5, or even a 3/5. When you compare it to Antique Healbot, that heals for 8 on your hero. When you compare it to Darkscale Healer, that heals for 2 on your minions. This, as it stands, heals for a minimum of 7 health [b]and[/b] heals your other minions for the same health. It's also a 4/7 which is the base stat-line, so it loses nothing.
Also, I assume you mean "heal all [b]other[/b] friendly characters", because otherwise it'd only die by anything with 7 attack or more. :v:[/QUOTE]
yep heal all others, completely slipped my mind, good point :v:
although a minion that healed itself if it took non-lethal damage could be interesting if it had the right stat line
fuck stoneskin gargoyle
[QUOTE=iNothing;48327665]I find that one really creative and cool, I really wish some of these concept cards were in the game.[/QUOTE]
Its a great idea but because of how hearthstone works this would (99.99%) never be added in the game because you would have to do something on your turn, like target a battlecry
[QUOTE=o DefcoN o;48328477]yep heal all others, completely slipped my mind, good point :v:
although a minion that healed itself if it took non-lethal damage could be interesting if it had the right stat line
fuck stoneskin gargoyle[/QUOTE]
That'd be interesting if Stoneskin Gargoyle's text was "Whenever this minion survives damage, restore 1 Health to this minion." It'd still die to 3/2s and stronger minions, but be able to take more hits from anything with 2-attack, and outright be unphased by 1-attack minions.
[QUOTE=Skully22;48328503]Its a great idea but because of how hearthstone works this would (99.99%) never be added in the game because you would have to do something on your turn, like target a battlecry[/QUOTE]
Again, we'll assume that the battlecry just randomly picks a valid target. The card text could be altered slightly to say that.
[QUOTE=o DefcoN o;48328386][t]http://i.imgur.com/RZGchKM.png[/t]
Wish we had a card like this for Priest, dunno if it's OP or not[/QUOTE]
Imagine using Faceless Manipulator and having two.
:snip: What am I even saying
[t]http://i.imgur.com/nns7nFy.png[/t]
Combo / super aggro tech card?
Wow, I personally think the Pre order card back looks really ugly, heres a pic of someone that has it [url]http://i.imgur.com/CvflvdH.png[/url]
Not a fan of that card back at all.
Another idea I had was for a 1 mana Rogue minion with card text [b]Stealth. Inspire:[/b] Activate [b]Combo.[/b]
[QUOTE=Skully22;48328753]Wow, I personally think the Pre order card back looks really ugly, heres a pic of someone that has it [url]http://i.imgur.com/CvflvdH.png[/url][/QUOTE]
Yeah, no thanks.
I can say that the music for this pack is going to be awesome, if the music that played while browsing the GT cards in the shop.
[QUOTE=agentwash;48327187]yow, does anyone have that link to that reddit site or whatever that had the funny custom cards? Like all minions have a mana crystal? Much obliged![/QUOTE]
This? [url]https://www.reddit.com/r/hearthstone/comments/3cyi15/hearthstone_cards_as_created_by_a_neural_network/[/url]
[QUOTE=AbeX300;48326313]So guys, I decided to create a card. What do you think of the idea?
[img]http://www.hearthcards.net/cards/72d1393f.png[/img]
I know it's a straight upgrade from Chillwind Yeti, but it's a Legendary and you can only run one copy of it! It even makes Nerub'ar Weblord more useful as a counter[/QUOTE]
Alright geeze lol
I get what you guys are saying. I guess Dr. Boom doesn't bother me that much because War Golem was never considered good, and there was never anything worth playing for 7 drops in the game outside of druid and certain mage decks. This is part of the reason why Boom will never be nerfed (according to blizzard, though they could always change their mind), alongside the fact that there is no deck that needs boom in order to work well. Leeroy was nerfed because it allowed a broken deck to reign supreme on the ladder. Undertaker was the same way. Boom is just a sticky threat. Sylvanas isn't nerfed despite being straight up the best 6 drop you could play (and every deck that plays 6 drops plays her).
Part of the balancing factor is that you can only run one of whatever legendary card you have per game too, and I don't think you guys aren't giving that enough credit. A legendary minion that was exactly as useful/good as a non-legend that competes for the same spot would never be used because of that factor alone. Ideally this means legends are balanced by having "interesting" effects, but honestly most legendary cards aren't that. And who says they have to be? If you were to design a legend that doesn't rely on an "interesting" effect, just a good body that fills some kind of niche, how would you do it?
It is also interesting to note that perhaps high cost legends are going to be way more valuable than low cost ones, simply because it is much more likely you'll draw a high cost legend and be able to use it on curve than you will a low cost legend. People are going to be less inclined to run lower cost legendaries that aren't 100% support roles (Thalnos) if their value demands they play them on curve.
This is cool as fuck, some guy created hearthstone paper edition
[url]https://imgur.com/gallery/vD91h/new[/url]
[QUOTE=MrFlashcat;48331305]This is cool as fuck, some guy created hearthstone paper edition
[url]https://imgur.com/gallery/vD91h/new[/url][/QUOTE]
I kinda feel bad seeing the process. I winced when I saw the $280 worth of ink cartridges and 15 hour of precision cutting. He could have done it faster and cheaper at a print shop, or he could have at least bought refillable cartridges and ink.
It's his money and time obviously, but still.
[editline]qew[/editline]
[quote]Part of the balancing factor is that you can only run one of whatever legendary card you have per game too, and I don't think you guys aren't giving that enough credit. A legendary minion that was exactly as useful/good as a non-legend that competes for the same spot would never be used because of that factor alone.[/quote]
Or you could run 1 copy of the legendary and 1 or even 2 copies of the competing card?
[QUOTE=o DefcoN o;48328691][t]http://i.imgur.com/nns7nFy.png[/t]
Combo / super aggro tech card?[/QUOTE]
Pretty OP I think
You basically totally shut down most aggro
The goal is to make it so face-aggro is hard, risky, or not as strong.
I think it if it lost stealth it would be a bit more balanced. Forces your opponent to trade with it and slows face rush damage. With how it is now certain classes just have zero way of dealing with it and other classes need to board clear twice just to clear one.
[editline]30th July 2015[/editline]
I do think that inspire looks like its going to slow down aggro a lot already. Simply because a lot of inspire cards you do not want to keep alive, which encourages trading. Aggro will likely be completely shut down if they focus on only face damage while ignoring inspire cards that have good effects.
[QUOTE=o DefcoN o;48328691][t]http://i.imgur.com/nns7nFy.png[/t]
Combo / super aggro tech card?[/QUOTE]
There's something about Slowing Ooze and Silent Knight that urks me, and it's that they both got Stealth whereas Scarlet Crusader doesn't, and they all have the same stat-line. Then again, most likely due to different stat distribution.
That said, I'm not even sure about this. It's a measly 1/3 (which would otherwise be better as a 3/1), and yet it is like a [b]ultimate[/b] tech card for Face Hunter or Grim Patron...
[QUOTE=o DefcoN o;48328769]Another idea I had was for a 1 mana Rogue minion with card text [b]Stealth. Inspire:[/b] Activate [b]Combo.[/b][/QUOTE]
If it's something like a 0/1 or 1/1 (so like Blood Imp), this would be [b]mandatory[/b] to add into the game, considering how shafted Rogue is probably going to get in the upcoming update.
[QUOTE=AbeX300;48331384]There's something about Slowing Ooze and Silent Knight that urks me, and it's that they both got Stealth whereas Scarlet Crusader doesn't, and they all have the same stat-line. Then again, most likely due to different stat distribution.
[/QUOTE]
3/1 is a much better stat distribution for a divine shield minion. No one would play a 3 cost 1/3 with divine shield and stealth (or taunt, seeing as it's a 1 mana for 1 health and no mech tag compared to annoy-o-tron).
I think Silent Knight isn't as good as Scarlet Crusader.
[QUOTE=o DefcoN o;48328691][t]http://i.imgur.com/nns7nFy.png[/t]
Combo / super aggro tech card?[/QUOTE]
Killing this is fucking impossible. How many cards in the game can actually kill this from the off without blowing an aoe just to take the divine shield off.
Come to think of it, Slowing Ooze seems like it'd be rather neat against Aggro or Rushdown that revolves around Charge.
[QUOTE=Cloak Raider;48331464]Killing this is fucking impossible. How many cards in the game can actually kill this from the off without blowing an aoe just to take the divine shield off.[/QUOTE]
it's a tech card, it's pretty garbage unless you're playing against decks that revolve around charge such as patron warrior, face hunter, combo druid
other decks can just completely ignore it
that stats are just kinda whatever, I just wanted to think about a card that put a stop to ridiculous damage in short periods of time such as dying in one turn to patron warriors (they can't whirlwind 3 times or warsong dies), dying by turn 5 to face hunters, etc...
[QUOTE=NotAName;48331332]I kinda feel bad seeing the process. I winced when I saw the $280 worth of ink cartridges and 15 hour of precision cutting. He could have done it faster and cheaper at a print shop, or he could have at least bought refillable cartridges and ink.
It's his money and time obviously, but still.
[/QUOTE]
and he could have gotten higher quality paper too
[QUOTE=o DefcoN o;48331493]it's a tech card, it's pretty garbage unless you're playing against decks that revolve around charge such as patron warrior, face hunter, combo druid
other decks can just completely ignore it
that stats are just kinda whatever, I just wanted to think about a card that put a stop to ridiculous damage in short periods of time such as dying in one turn to patron warriors (they can't whirlwind 3 times or warsong dies), dying by turn 5 to face hunters, etc...[/QUOTE]
Tech cards shouldn't totally shut down an entire deck archetype, they should just counter a specific key component of a deck when played at the right moment and give you a big benefit when done so.
Loatheb is a good body counters spells when played on a key turn, Mind Control Tech steals an enemy minion when they have at least 4, Kezan Mystic counters a secret and gives it to you, Harrison counters a weapon and draws you cards when played, etc.
None of them totally shut down all secrets, weapons, spells, etc. It requires good timing. This card would be "OP" even if it was a 0/1 for 5.
many tech cards outright win the game when played though so not sure what your point is
it doesn't shut down an entire deck archetype, it just slows them down enough that you can possibly recover
like I said, don't focus so much on the stats or stealth or divine shield, I'm no game designer so the balance is probably off but it's the concept that's important.
This portal brawl is incredibly frustrating to play.
I suppose it's time I show off the rest of the cards I've done (and to prevent making the post very long, I've just arranged them all into one pack)
[t]http://www.hearthcards.net/cards/91880561.png[/t] [t]http://www.hearthcards.net/cards/81f8a65b.png[/t] [t]http://www.hearthcards.net/cards/0ea7aca6.png[/t] [t]http://www.hearthcards.net/cards/939edbba.png[/t] [t]http://www.hearthcards.net/cards/bf4b38e8.png[/t]
[t]http://www.hearthcards.net/cards/d8b7566b.png[/t] [t]http://www.hearthcards.net/cards/209e1962.png[/t] [t]http://www.hearthcards.net/cards/9df901f8.png[/t] [t]http://www.hearthcards.net/cards/106133f7.png[/t] [t]http://www.hearthcards.net/cards/b214990b.png[/t] [t]http://www.hearthcards.net/cards/ce4e0322.png[/t]
I've always felt that there needed to be a risk-for-reward card when it comes to discards; as in, a card getting better as you discard more at the chance of it being discarded itself, so we got the Dreadlord. Although, this probably needs tweaking. I didn't want to make it too wordy so I just left the card text as is. But then realizing the potential combo with Fel Reaver and how this can spiral out to be an [b]8/9[/b] even if Fel Reaver takes a removal spell, and there's also one other card I've made that'd be stupidly powerful (but slow) with this...
Usually my method of creating cards involve hitting Random Article on WoWpedia, searching up a tribe, or looking at old TCG cards and trying to make something with them. I'm not even sure how I got to Darkhound, but when I read "dogs used by mage hunters to sniff out magic users," I thought, why not have a situational counter to Spell Damage cards (especially good against Azure Drakes)? The nice thing is that this doesn't need to target the minion with Spell Damage, and otherwise it's just a Bloodfen Raptor.
Not sure how overpowered or underpowered Blink is at all. On one hand, it can save a big minion (i.e. Fireball on a Boulderfist Ogre, can't get pinged off immediately). On the other hand, it can be worse than Eye for an Eye (i.e. ping something weak/not important to kill like a Harvest Golem). Also the first instance of making a card off of an old TCG card!
Dwarven Priest is your average joe Priest card. 'Nuf said.
When I saw that Elendril was weapon-based, I [b]really[/b] wanted to make this work. The problem is that Hunter doesn't have much weapons to use; Glaivezooka is more for aggro and this card would be too slow. Gladiator's Longbow is rarely seen play (mostly played on Control Hunter). This leaves Gladiator's Longbow. So I thought, why not just give Hunter more weapons by duplicating?
I've had to think about Circle of Life. This was either going to be 0-mana or 1-mana. I've considered 1-mana because it's basically Ancestral Spirit but a bit more situational. But then I went with 0-mana because it basically gives your opponent a tell that you don't have the minion in your deck anymore. Little note, you would [b]not[/b] want to use this on Druid of the Claw/Fang/Flames. :v:
Don't know if Darkstrider's fine or broken. This was without taking Oil Rogue into consideration.
Forbidden Knowledge was a weird one. For one, it's a Legendary spell, so it's already a bit out there. This is the one spell I can think of that it'd make [i]absolutely no sense[/i] to run two copies of, and the effect is so grand. Another, it basically prevents fatigue. Something to note that any card not discarded by this will still count (i.e. Soulfire, Doomguard, Fel Reaver). This was also when I realized how [b]insane[/b] Dreadlord would be if you had just one in your hand.
Not exactly sure how I got the stats for Ruby Gemsparkle so it might be underpowered? This effects things like Arcane Intellect, Gnomish Experimenter (if it's a minion and spell, it only turns the minion into a chicken), Unstable Portal, etc.
I think what I did with Sen'zir Beastwalker was getting the average stats of all Beast cards (that are either Hunter-specific or Neutral, excluding Druid), and then slightly nerfing it for the Savannah Highmane scenario. I'm not even sure if I did nerf it because it still seems kinda insane.
Blood Elf Paladin is actually a recent one. I like the idea of basically being able to transfer its card text to another minion. Like other Inspire cards this is a slow one, but it can spiral out of control to the point where your Hero Power becomes "Spawn a 1/1 and give your minions +1 Attack."
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