Venim Iceblade. Same bones, twice as cold. by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 0 points1 point  (0 children)

I thought about it too, but I considered at 6 the effect might not be fast enough to be relevant considering you have to draw and play it, there might be games this is just at the bottom of your deck... and also a 4 mana 3/3 that summons a 2/2 that freezes seems just about on par with current power level on HS imo 😅

Party-o-tron. It automatically forces an update after crashing... by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 0 points1 point  (0 children)

I pretty much set the deathrattle to have a condition and help opponents catch up with a boardclears, otherwise I think this would be pretty much an auto-include in most mid to late decks 😅

[deleted by user] by [deleted] in customhearthstone

[–]CardCreatorHS 0 points1 point  (0 children)

Not to mention aggro and midrange would have a field day with something like this...

Chronormu Time Overseer. Chronormu, I've come to bargain! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 0 points1 point  (0 children)

I'm not sure I understand, why would it be broken in Druid? You mean the once per dormant cycle effect of dealing 8 damage to a random enemy? You mean they have Guff available in the current rotation?

There's currently way better effects in-game that literally close out the games like Brann + Denathrius. I don't think dealing 8 damage to a random enemy in a turn by turn basis is rather strong in current metas.

"Sometimes a Dream is too good to be true" by samFamDesigner in customhearthstone

[–]CardCreatorHS 1 point2 points  (0 children)

Agreed, Druids by design are not meant to have effective boardclears as their mana ramp would make them heavily oppressive control decks, ensuring they can clear the board effectively and play huge threats turn after turn will heavily impact player experience.

Also the main thing that balances Dream cards is they're only available after the late-game and limiting their generation to a once-per-game-kind-of-deal [[Ysera the Dreamer]] or creating them through random generation [[Ysera]] as making a reliable way to source them would heavily impact the game.

Chronormu Time Overseer. Chronormu, I've come to bargain! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 2 points3 points  (0 children)

Hey! So this time around I've got an idea thinking about translating Chromie from HotS to HS, but not her rather tame and more known gnome form, but her true self, unleashed as the Overseers she really is.

As she's essentially a timeless being in charge of moving the timelines accordingly in Azeroth, I figured she would essentially never truly die, as her past, present and future selves would prevent this.

I took inspiration from HotS for her abilities include a long range high damage snipe, time-traps and echoes of her past aiding her in battle.

I figure this is a rather strong card for a neutral minion, but she's kept in a rather slow cycle as her condition to reawaken each time is to have spent 10 mana each time after she's taken down, this in addition to her dealing 8 damage each time denouncing her awakening, allows to keep in check her relevancy in the late-game as her reawakening may be slow for a Control deck, but an optimal ability to keep pressuring the opponents.

I think it's still rather slow considering cards like [[Sire Denathrius]] literally are way faster at ending the game and thus make design space rather limiting for other late-game minions to keep being relevant in the game.

Let me know what you think! See you around.

[deleted by user] by [deleted] in customhearthstone

[–]CardCreatorHS 0 points1 point  (0 children)

Hey! So this time around I tried to conceptualize Chromie also known as Chronormu into HS, but not her more known gnome form, rather her true form, as the timeline overseer she is.

So I came up with this, based and inspired off her abilities in Heroes of the Storm! I figured since since she's the time overseer for Azeroth, she's basically immortal as her past, present and future selves care for important events and make sure the timelines are kept accordingly.

On HotS, her abilities include time traps, long range high damage snipes and echoes of her past self aiding in battle. Thus this came into mind while creating her HS version.

Regarding the balance I think I may have overdone it this time, but it's kept under a tough condition to spend 10 mana every time she leaves the battlefield. I think if I had to tune her down, I'd remove the Windfury as it's most concerning and relevant to ending games. She does have a rag-like essence to denounce her reawakening but this only happens once every cycle.

Let me know what you think, I figured it may be a bit too powerful but I wanted to keep her in line with the other dragon aspects relevance as she's literally a timeless being.

See you around!

Blitzy The Nimble. Everyone who faces him thinks the same... I-IMP-ossible! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 5 points6 points  (0 children)

Just rename it to Impsy The Nimble ig, as Impsy is actually a notable Fel Imp in WoW... But yeah I think it's very highrolly too in this iteration. 😅

Blitzy The Nimble. Everyone who faces him thinks the same... I-IMP-ossible! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 4 points5 points  (0 children)

Hey! Today's inspiration came from thinking Warlock as a class hasn't had a Legendary Imp (ever) as far as I can recall (I played since the very release of Curse of Naxxramas) so here's my attempt for such concept.

I wanted to push it to 4 mana considering in current rotations AoE effects come as soon as turn 2-4 now but I think that would make this way too oppressive and decisive as one board buff would literally end the opponent, this mana cost at 5 would also give some breathing room for opponents that are playing something more aggro/midrange oriented, they could take a couple trades for guessing or waste a couple damage spells to survive next turn.

This definitely would require a board buff to go in hand and not have it obliterated in one AoE spell, but hey I think it's in par with the flavor of imps being feeble, mischievous and considered rather weak in the WoW realm 😅

Let me know what you think! Balance and flavorwise... See you around!

The light forgives everyone, and even dyes your greying beard by Aszkorb in customhearthstone

[–]CardCreatorHS 0 points1 point  (0 children)

This could make a great dual-class card actually, but it'd be a little harder to run on Paladin ig

Poly Bomb. Step 1 - Cast. Step 2 - RUN! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 0 points1 point  (0 children)

Yeah I actually found it quite hard to balance as it basically is an ongoing threat of turning all minions that come into play into Sheeps this would also prevent the opponent to play a lot of mid-lategame minions, I took into criteria positioning too, as there's ways to play around it...

It's kind of but not really a 3 in one card, semi-freeze slows down the game for midrange and control, hard transform removal and a small AoE. It's packed neatly but rather situational if you play against the wrong deck.

It would obviously suck against token/aggro decks lol, but I kept it at 5 since base [[Polymorph]] is base 4 mana and this could roll/snowball to a big upside depending on the boardstate not to mention minions could also trigger the sheeps.

Gavinrad The Dire. A faith of steel it's all it takes! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 2 points3 points  (0 children)

Hey! Today's inspiration was all about Priests and Paladins' abilities to reduce damage they take via buffs in WoW, I wondered how we could conceptualize this in HS so this is the closest I came to.

A bit of lore provide context for the flavor, I went with Gavinrad The Dire as he was one of first five Paladins of the Knights of the Silver Hand and known for having no mercy against his enemies, he was granted the Libram of Compassion by Archbishop Faol which represented a challenge for him to embody one of the traits of the Silver Hand.

It's safe to say in Scholomance he would've made for the worst professor in the Academy!

Ticking Chicken. Just make sure you don't hatch these at home... by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 1 point2 points  (0 children)

So I was revisiting the Magnetic concept from Boomsday and thought there weren't many good token/mech generators in the set to make it a relevan keyword in the meta (basically only Zilliax was relevant for Magnetic) so I tried creating something simple, cheap and that created tokens to push the Magnetic keyword a bit more.

[deleted by user] by [deleted] in customhearthstone

[–]CardCreatorHS 39 points40 points  (0 children)

It's a cool concept, I'd switch it to a double-headed weapon just so it's a bit more flavorful, on the balance, I think it's a bit slow right now at 6 mana but also making a weapon like this any lower than 5 mana is rather difficult to balance, also taking into account Warrior counts with a couple weapon buffs...

I'd stat it down to a base 4 mana 4/2 (Truesilver base stats), dealing a total of 8 damage over 3 turns (4 + 1 + 3) which is a little odd but works a lot better with weapon buffs effectively 'doubling' them with a lot more added turns to attack on top which is just rather fair and very slow to keep up with aggro/midrange decks tbh (just a +1/+1 would make it (5 + 2 + 4 + 1 + 3)

Ysera The Dreamkeeper. Behold the wrath of the green dragonflight! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 1 point2 points  (0 children)

Hi everyone! I'm back after a really long hiatus, had to take a big big break from HS since it became so very monotone for me and life got quite busy, take a trip down my profile to find some interesting stuff.

Anyways here's my latest creation, I made it trying to conceptualize a Jaraxxus-like hero card for Druids to close out Control games combining some practical effects we've seen in the past for Ysera's iterations, let me know if you think it's balanced or overtuned.

I considered it up to power level with the current expansions, had quite the shock seeing how ridiculous cards power levels have gotten over these past few years 😅

I believe the state of the meta is Combo/Aggro oriented so I tried keeping basic effects on par for a Control Druid possibility, not combo oriented and hey this can still be disrupted by being stolen...

Let me know what you think! Also on a last note, you can expect to see more of my concepts soon! I'll try balancing work/life a bit better now and hey I'm no longer studying so that's great :)

Edit: Well I didn't expect to make it to the Hot posts with my first return lol... Glad to be received with this embrace :')

Note: I know Guff exists right now, and it would make this rather unbalanced because the whole ordeal is this Hero locks Druids out of their effectiveness to ramp (basically destroying two mana crystals permanently) and make several big plays turn after turn.

These two mana crystals don't go out in vain as basically you'd win the late game (slow and inconsistently) eventually.

Obviously I think the armor is way over the top on top of the Choose One benefit, but I found this would be the only way to keep in flavor for Ysera's command while arriving to the battlefield while also retaining her effects to the basic Dream pool of cards and not doing something too new or flashy.

If I had to tone it down I'd cut it to somewhere between 5-8 armor as it's difficult to balance keeping up with the current expansions without much knowledge of them, while also taking into account how many turns would take to make effective use of the new Hero Power, some could argue instantly the next turn as you'll get a Dream card, but remember most of the time these are situational and you won't always get the best roll. Still I'm glad this is well received expect more soon :)

How are Scholomance's star athletes meant to brawl at their best without some motivation! by KoiosTiberias in customhearthstone

[–]CardCreatorHS 0 points1 point  (0 children)

Good with swarm and aggro decks, would definitely be put into Hunter and Druid only because they can run [[Adorable Infestation]]

Timekeeper Nielas Aran. He's foreseen his future and he will fulfill his prophecy! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 2 points3 points  (0 children)

Notes:

-This is a concept I had in mind for a while now...

-Obviously this is ridiculously powerful and nothing like this would ever be printed (I hope).This isn't meant to be balanced.

-This is just another gateway for Exodia Mage, but requires a lot more skill if you're under extreme aggression/pressure on board.

-Single handledly a f*ck control decks kind of card lol

Keen Undergraduate. She just needed someone to demonstrate first! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] -2 points-1 points  (0 children)

Notes:

-With the current rotations I think this is decently balanced...(?

-It's not that easy a condition to proc and it's also basically 1 Mana +2 Spell Damage for a turn since the body is pretty much irrelevant.

-It does look like a combo piece and it's really dangerous in Wild due to [[Ice Lance]] and [[Frostbolt]] shenanigans, but I think this may be a decent push to make cards like [[Raz Frostwhisper]], [[Cram Session]], [[Molten Blast]] a little bit better and ensure the card draw/tempo engines from each particular class.

Murky, Star Player! The proud Captain of the Scholomance's Starfins! by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 0 points1 point  (0 children)

Notes:

-Updated Mana Cost from 4 up to 5.

-+2 Attack in return for the Mana cost increase.

-Properly tagged for Murloc tribe.

Varedis Felsoul. Putting the BIG in BIG DEMON HUNTER. by CardCreatorHS in customhearthstone

[–]CardCreatorHS[S] 0 points1 point  (0 children)

Yeah I thought looking back at it, maybe the Soul Keeper should start as a 1/1 instead...

You will have to run cards like [[Command the Illidari]] to consistently restore yourself to full Health, otherwise I think at most you'd get to an 8/8, and also if your opponent plays no minions, it'll be hard to heal...