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PostPosted: Mon Aug 11, 2014 5:43 am 
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I know we have a hearthstone thread but this has a slightly different purpose, it's for creating your own hearthstone cards (like how the regular ymtc forum creates Magic cards).

Nine new heroes


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PostPosted: Mon Aug 11, 2014 4:02 pm 
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You didn't give a cost to any of your actual cards.

OR

Spy is a weird name for a 4 cost spell that does that.

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PostPosted: Mon Aug 11, 2014 4:12 pm 
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I'm surprised you didn't do badger tribal.

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PostPosted: Mon Aug 11, 2014 4:16 pm 
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mjack33 wrote:
You didn't give a cost to any of your actual cards.

OR

Spy is a weird name for a 4 cost spell that does that.


Those are heroes.

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PostPosted: Mon Aug 11, 2014 5:10 pm 
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More polymorphing for druids would be cool, maybe in the style of the priest's Shadowform, e.g., Moonkin replacing Shapeshift with a passive Spellpower +2 (I'm not up on WoW enough anymore to suggest a name for this).

To fill out the totems:

Earthbind Totem 1?
Taunt. Freeze any character that damages this minion.
0/3

Stoneskin Totem 2
At the end of your turn, your hero gains divine shield.
0/3

Grounding Totem 3?
Your other minions can't be affected by spells.
0/3


Grounding Totem is meant to block both targeted spells and sweepers until it's eliminated. Earthbind doesn't work because it's a direct upgrade of Stoneclaw, whereas the other totems are not redundant.

Farseer Nobundo 3
Ignore Overload.
0/4

or
Farseer Nobundo 4
Your Totemic Call may summon any Totem of your choice.
1/5

or
Farseer Nobundo 5?
When you draw a card, draw an additional card.
2/5


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PostPosted: Wed Aug 20, 2014 10:47 am 
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The obvious answer is to finish out the classes.

Blood Knight power would be Draw a card, discard a card. Cards pull stuff that has been discarded over the course of the game (either killed from play, or cast, or discarded to the hero power)

Monk would be hard to say, because a lot of the stuff would be very similar to Druid hero power. I don't know anything about the in game class either so there's that too.

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PostPosted: Tue Aug 26, 2014 12:52 pm 
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Priest secrets, each costing seven mana.

- When the opponent plays an equipment, destroy it and draw two cards, then end the turn.

- When the opponent plays a spell, counter it and put a copy of it into your hand, then end the turn.

- When the opponent plays a minion, gain control of it, then end the turn.

- When your hero is attacked, destroy the attacker and restore 4 health to your hero, then end the turn.

- When one of your minions is attacked, deal 8 damage to the enemy hero. After the attack is done, end the turn.


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PostPosted: Tue Aug 26, 2014 3:44 pm 
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Mad Scientist is already pretty good as is.

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PostPosted: Sat Aug 30, 2014 2:40 am 
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They would be fine except for the whole end the turn part. :( That falls into a category of things like discard they said they will never do.

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PostPosted: Sun Sep 21, 2014 1:17 am 
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Flopfoot wrote:
Soldier - Rocket jump
2: Deal 2 damage to your hero. It gains +2 attack this turn.

I'd say 1 damage to hero to give +2 attack. I mean, you want to come out somewhat on top for spending the crystals for it.

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PostPosted: Mon Feb 02, 2015 8:30 pm 
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[H] Disengage - 1
Spell [C]
Return a friendly minion to your hand. It costs 0.

[N] Mutanus the Devourer - 6
Minion - Murloc [L]
At the end of each turn, put a random murloc onto the battlefield.
4/6

[M] Prismatic Crystal - 3
Minion [R]
Spellpower 1
Whenever a spell you cast deals damage to ~, deal that much damage to each enemy character.
0/5


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PostPosted: Mon Feb 02, 2015 10:04 pm 
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Disengage too strong. The limit for these things really is shadowstep. I mean.... yeah. It would read "cast any creature two more times this turn for only 2 mana". Double Leeroy would become a thing again, and even some broken **** that was too expensive for double shadowstep would be a thing.

I like the other two.

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PostPosted: Tue Feb 03, 2015 10:43 am 
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PostPosted: Tue Feb 03, 2015 12:57 pm 
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Hellreaver would force ooze to be played again, which is neat. But it's super oppressive against aggro if it functions like I think it does. Control warrior does not need to be supported.

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PostPosted: Tue Feb 03, 2015 4:03 pm 
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Again, everything good there except Hellreaver.

Hellreaver would be oppressive and too good of a counter. The entire idea of sheathing during your opponent's turn is that you can't leave it up forever and prevent your opponent from doing anything. Preventing your opponent from attacking you is only allowed to be single use (which this is not even if the durability goes down).

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PostPosted: Tue Feb 03, 2015 4:15 pm 
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If the durability goes down it may not be that good, but I wonder. Would control warrior run this over the deathrattle axe? Don't remember what else they run at 4. Perhaps it would create a while new control warrior focused on this and upgrade. Lol fatigue warrior.

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PostPosted: Tue Feb 03, 2015 6:59 pm 
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PostPosted: Tue Feb 03, 2015 7:42 pm 
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You can't have that kind of ability on a neutral card. Good idea for a druid legendary though (although I would say to make the cost reduction 3 instead of 4).

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PostPosted: Tue Feb 03, 2015 8:12 pm 
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We need a mage creature that makes you unstable portals

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PostPosted: Tue Feb 03, 2015 8:15 pm 
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Maraxas wrote:
We need a mage creature that makes you unstable portals


Archmage squidonidas

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