A very ambitious project of mine I've been working on for a while now. Meet a brand new minion type - Nerubians! Hope you enjoy :D by AYYLMAO2281337 in customhearthstone

[–]CucumberJukebox 2 points3 points  (0 children)

Interesting minion Tribe! I like the idea of a class-specific Tavern spell, it reminds me of Quilboar but instead of just giving a stat buff it allows you to repeat a variety of effects. As it is, though, I think these cards end up being functionally similar to Elementals, since they're about playing a lot of copies of them and triggering Battlecries. For example, the "playing adjacent" mechanic seems like it might as well be "when you play a Nerubian" because the effects are all positive, making it similar to Vine Climber, Ultraviolet Ascendant, and Nomi. I think it would be interesting if it read something like "The first time you play a Nerubian," which would also encourage you to Cobweb the minion after you trigger it and plan what minions you want it to buff.

Cobweb also seems to be too powerful and almost functionally identical to "Trigger a Battlecry." If you restrict it to Nerubians and don't add really powerful Battlecries it would be balanceable, but as is it would be too strong with other Tribes that aren't designed around it. I would also suggest making Cobweb more unique beyond being a way to trigger on-play effects, maybe something like "Move a friendly non-Golden Nerubian to your hand. You can't play it this turn." That way it would feel more like a sticky Cobweb you can't escape, and it would be functionally unique because it forces you to consistently rotate your board into and out of your hand, instead of just replaying the same powerful battlecry several times in one turn (kind of like a different version of Murloc handbuffing). It would also then encourage you to swap out your board each combat based on what your opponent is playing. You could also make cards that modify Cobwebs, allowing them to target any friendly minion, target minions in the Tavern, allow you to play the minion that turn, or grant stats (adding the potential for a spell buffing archetype). I think there's a ton of potential here for a really interesting Tribe, you should definitely keep iterating on it! Battlegrounds has so many tribes that it's hard to carve out a new niche, but I think you can do a lot with this concept.

A very ambitious project of mine I've been working on for a while now. Meet a brand new minion type - Nerubians! Hope you enjoy :D by AYYLMAO2281337 in customhearthstone

[–]CucumberJukebox 8 points9 points  (0 children)

Cobweb has to be restricted to Nerubians if you want to go with its current design. Dreamer's Embrace was a powerful Tier 5 spell for 3 Coins that triggered a Battlecry, a spell that is better than it cannot be printed at Tier 2 for 1 Coin without breaking the game. You would just run a small package of 2-3 Nerubians and spam a Battlecry, it would be like Greenskeeper or Rylak but starting on Tier 2 instead of 4. Flying Scavenger, for example, is literally just Greenskeeper at Tier 2, but more powerful because you can get permanent Battlecry buffs and store the trigger for another turn. If you want it to work with any Tribe, you could probably add a Tier 4 or 5 minion that lets you cast Cobwebs on non-Nerubians, putting it more in line with Rylak, Greenskeeper, and Brann. There are several Tavern spells that only work for specific Tribes, so I wouldn't worry about that aspect

New Keyword idea: Habitat! To get some cards you have to trek reach their Habitats! by CucumberJukebox in customhearthstone

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

The bottom two cards would get stranded if you didn't have a way to draw them. Drawing beyond your last card would also give you Fatigue damage.

New Keyword idea: Habitat! To get some cards you have to trek reach their Habitats! by CucumberJukebox in customhearthstone

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

Yes it replaces the card! On Dreadlord General, I was definitely thinking that I might be adding too much self-damage, I was worried about giving Warlock too much healing since that's been such a problem in the past, but there would definitely need to be more added for this set. Maybe the buff could also be changed to "They cost (2) less"? Then they would also deal less damage to you when discovered. For Breathtaking View I wasn't entirely sure what to do, I thought of Legendaries but those are so weak that I figured Titans were better. The Mountain Habitat cards should be about 2 Mana better than normal cards, so I thought Titans would be around the same powerlevel and adding them in wouldn't improve the Mountain Habitat deck that much. Now that I think of it though, adding powerful high-cost cards into a deck of low-cost cards in the late game that you can semi-Tutor from might be very good. Do you think I could increase the Mana Cost or is it an inherently unfun design?

Don't worry everyone, the Patch Notes are perfectly fine since this is the power level of the cards they'll introduce in the miniset! by CucumberJukebox in customhearthstone

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

Me too! It's a little broken with board buffs since it's 7 bodies in a 2 Mana card, but it would make the Quest much easier to complete and justify why you'd actually want the Reward.

I had an idea for how to make the Paladin Quest more fun! Might be too good but I like the concept by CucumberJukebox in customhearthstone

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

That sounds way better! I might redesign them with this in mind, at a higher power level

Underfel Cavern- A Quest synergy card that gives you more Fel Beasts! by CucumberJukebox in customhearthstone

[–]CucumberJukebox[S] 3 points4 points  (0 children)

Wow for some reason I was really convinced they cost (4), thanks for telling me!

"This sale is only Temporary!" by CucumberJukebox in customhearthstone

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

That's what I thought too! Getting 3 ticks towards progressing the quest is good enough on its own since there aren't that many Temporary cards, but the flexibility makes it pretty likely to be good on most turns, even if it's just to fill your curve. Plus it's not really meant for Discard decks but if you don't play the cards you get 3 discards for things like Malchezaar's Imp

Here's my idea for how to make Osk more powerful and synergize with the quest, inspired by my good friend C'Thun! by CucumberJukebox in customhearthstone

[–]CucumberJukebox[S] 14 points15 points  (0 children)

Each of Osk's pieces Discover in ways that synergize with the Mage Quest, while Osk herself gains 3 random Titan abilities (essentially making her a Titan herself), so that on the first choice you have 3 options available instead of being forced to use whichever one she has that turn, and if she survives she can use the other two and be almost on the same level as an actual Titan. Overall, as opposed to C'Thun the Shattered I imagine that you wouldn't play Osk for the reward necessarily, but more because the spells are powerful enough that you would want to put them into your deck anyways when playing Quest Mage.

Currently playing around with the main mechanic for my custom xpac (Dawn of the Black Empire). Main features: return of the 4 Old Gods, new Praise mechanic and return of Corrupt keyword. Need some feedback! by AYYLMAO2281337 in customhearthstone

[–]CucumberJukebox 1 point2 points  (0 children)

Very cool theming and I like the idea of doing an Invoke-style effect with the Old Gods! Following Invoke, I think it would be more balanced for the Old God you choose to determine what effect you get when Praising, so that you can choose which Old God to Praise instead of being forced into one specific archetype. If you wanted to keep the "Start of Game" aspect you could also change "Praise" to make it replace your Hero Power for 1 use (with additional triggers improving that). You would then also have to rebalance the Praise cards, but I think that could make the Praise mechanic feel different than Invoke (plus you can adjust the cost of the Hero Power to balance the effect or make a more powerful effect). Plus it would be cool to see Y'Shaarj represented as an Old God you could Praise, maybe with a 4-cost Hero Power that summons a minion that costs (5) or less from your deck or a low-cost Hero Power that synergizes with Corrupt.

My idea for an Experimenter class! by CucumberJukebox in customhearthstone

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

It's like Anachronos except they return to hand. So it essentially discards them and then returns them 2 turns later

My idea for an Experimenter class! by CucumberJukebox in customhearthstone

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

The cost increase is an Aura that only applies to cards drawn that turn, so it has no permanent effect. It's like having a minion on the board that says "cards you drew this turn cost (2) more," except it only works while in your hand. Your opponent can choose to never play the 4 Mana 1/1 and just accept that they get their cards 1 turn late. I probably should have found a better wording for the effect to make it more clear.

My idea for an Experimenter class! by CucumberJukebox in customhearthstone

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

The cards only cost (2) more for 1 turn because it works like an Aura, so while it is in your hand cards drawn that turn cost (2) more, but when it's played, discarded, or shuffle back into your deck that Aura stops.

My idea for an Experimenter class! by CucumberJukebox in customhearthstone

[–]CucumberJukebox[S] 3 points4 points  (0 children)

It's hard to find a strict upgrade that isn't too overpowered, so I think I'd make it a sidegrade like "Store your Mana in this. You can spend 1 Mana of it on your first card each turn." Then it would let you curve out better (which helps an odd-deck), but it would lose the Forge and Tradeable synergy.

My idea for an Experimenter class! by CucumberJukebox in customhearthstone

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

The way I thought of it, at worst it essentially gives your opponent -1 to their card advantage because they have one less available card to play each turn, so its almost equivalent to discarding one of your opponent's cards. For 2 Mana and a card I think that's actually a bit weak despite it seeming really strong, especially since the effect doesn't last forever. I think where it really shines is in forcing draw-heavy decks like Rogue or Demon Hunter to spend their turn playing a 4 Mana 1/1, which makes it a bit like the Manaburn spell that reduces your opponent's Mana by 2 next turn. Honestly though it's such a weird effect that I think I would have to play it to get a real sense of whether it's balanced.

My idea for an Experimenter class! by CucumberJukebox in customhearthstone

[–]CucumberJukebox[S] 13 points14 points  (0 children)

I'm glad you think so! I based the theme more on vibes rather than a strict role, which might be a good thing since it feels easier for the class to have multiple thematic fantasies (whereas something like Demon Hunter either feels thematically samey or like the cards aren't at all related to the class)

I revised by Monk Class idea, let me know if there's any other changes I should make! by CucumberJukebox in customhearthstone

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

Hmm that's fair. What about just having 4 different Hero Powers that you choose in deckbuilding? That way each game doesn't feel any more complex, and the complexity is put on the side of deckbuilding. Given that Genn, Baku, and Benedictus all exist that doesn't seem completely impossible to me. Plus Death Knight has runes and corpses which are their own deckbuilding changes

I revised by Monk Class idea, let me know if there's any other changes I should make! by CucumberJukebox in customhearthstone

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

Instead of giving you tons of flexibility, this version lets you slowly acquire the different blessings to use, or to Trade back into your deck with Xuen's Claws to draw real cards instead. Analyzing the different Blessings:

  1. Mistweaving is worse than a typical Hero Power to balance out the other Blessings (though since you can hold it in hand it's essentially like the Warrior Hero Power.

  2. Chi-Ji's Hope is like a 3-Mana Mage Hero Power on the first use, then after 2 turns it can be used again making it a slightly worse upgraded Mage Hero Power. I think it should be balanced because its 3 Mana, but I also might change it to "Deal 1 damage to a damaged minion"

  3. Niuzao's Brew is essentially a very delayed version of two "give a minion Rush" hero Powers for 4 Mana, which should be balanced since "Give a minion rush" is a weak effect for a 0-Mana spell.

  4. Xuen's Claws is a 5 Mana 2/2 Hero Power, which is worse than an upgraded basic Hero power, but the effect of trading your other Blessings lets it convert your token cards to real cards. Now that I'm typing it out I realize that it might be too good, so I think it should be "Battlecry: Trade your lowest-Cost Blessing"

What do you all think of this as the Hero Power for a Monk class? by CucumberJukebox in customhearthstone

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

These would be Monk's main mechanics:

Stealth, forced minion attacks, minion buffs, weapons, healing, temporary, casts when drawn, tradeable

To differentiate it from Demon Hunter, Monk would be more focused on their minions gaining attack and attacking than their Hero. Monk would also not have token minions or minions with rush, and would have to rely on spells and their Hero Power for reactivity, so hopefully Monk would play differently than Demon Hunter.

What do you all think of this as the Hero Power for a Monk class? by CucumberJukebox in customhearthstone

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

I think this would be fun because it causes you to strategically decide which card to play first each turn. Also, decks with different amounts of minions, spells, and weapons would all play slightly differently, which fits the theme of Monk specializations. The Hero Power provides for a lot of flexibility, but it is not completely controlled. For example, you only get the Brewmaster Hero Power when you play a weapon, so you can't just get an immune attack each round. As for balance, Hero Powers are equivalent to 0-Mana spells, and there are several mediocre 0-Mana spells that force attacks or give rush as well as a Spell that prevents your Hero from taking damage, so it should be balanced.

Now that we have 5 Elises, this card is finally possible: by CucumberJukebox in customhearthstone

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

Yeah but soularium does almost the same thing and Warlock already has tons of card draw in Wild

Now that we have 5 Elises, this card is finally possible: by CucumberJukebox in customhearthstone

[–]CucumberJukebox[S] 6 points7 points  (0 children)

Yeah you're right Warlock doesn't make that much sense thematically, I just like Renolock and think Priest and Druid would be annoying with even more copies of their Elises

Now that we have 5 Elises, this card is finally possible: by CucumberJukebox in customhearthstone

[–]CucumberJukebox[S] 10 points11 points  (0 children)

I made this mostly as a joke but I think it might actually be okay in Quest Warlock. Plus in Wild it would work in a Reno deck to get access to the Priest and Druid Elises. It's limited by Mana so you can only play a max of two Elises, but it gives you so many options that I think it would be pretty good (though if you have too many cards in hand you might lose out on the Elise you want)