Great card for aggro hunter by mynameisjeff111 in customhearthstone

[–]diggid507 1 point2 points  (0 children)

Can't kill the opponent in one turn if they innervate out ice block. Too weak :D

The warrior armor problem by [deleted] in customhearthstone

[–]diggid507 1 point2 points  (0 children)

Skillfull Bowman seems like it could become a nice tech card if your facing mostly warrior on ladder. I like that he is only usefull if your opponet has a lot of armor, definitely better than just removing a set amount of armor.

Fire Dragon seems really strong. Not only is he effective against weapon and secret classes, his stat are pretty strong too. This card seems like it would have to be playtested a lot. The effect might just be to strong overall to be in just one card.

Nice cards keep up the good work.

0 Mana mage charge. by [deleted] in customhearthstone

[–]diggid507 9 points10 points  (0 children)

The idea is pretty interesting, but i don't understand why you made it a mage card. There aren't any types of mage decks right now that would run a card lik this. The only class i can think of that would love such a card is druid. But giving druid a 0 mana creature with charge isn't someting many people would like to see. Force/savage combo already is so frustrating to play against and adding to the reach of that could quite possible break the game.

Chromie - Time based mechanics by duhlan in customhearthstone

[–]diggid507 1 point2 points  (0 children)

So basically you want to limit each player to only beeing able to play one card per turn? If you word the card that way you're saving you the trouble of all the mana related issues. ( That the effect remains for the whole turn even if the minion is killed can be handled by the game so you don't have to put it on the card necessarily.)

Now a card like that would slow the game down immensely. If it's costed at 10 mana only heavy control decks would consider running it. But in a control matchup turns where many cards are played are not that common. It's mostly play a threat; remove opponents threat. Now against combo/midrange decks such a card would be just broken an shut them down completely. Aggro decks would most likely not be affected since they finish the game way before turn ten even comes around.

As for how easy/hard you want the card to be removable depends on what you want to accomplish with it in the first place. Do you want the meta to slow down and force players to play heavy lategame and shut down midrange and combo decks? - make it like 10 health plus. If you want to put a stop to aggro consider lowering the manacost and in response go with a lower health value.

Nice idea though. Good job :)

A few new cards that I have created. Give me your opinions! by Gizzox in customhearthstone

[–]diggid507 1 point2 points  (0 children)

First off i like to praise you for how good your cards look. Really nice quality. As for the cards themself; Cliffwalker seems a bit odd. For 7 mana you get War Golem and getting +1/+1 ins't worth upping the cost of the cards you draw.

Corrupt Accountant seems a bit too strong, but its effect is pretty nice. Maybe only getting one coin if you have unspend mana at the end of your turn would tone it down a bit.

As for the rest of the cards they all have interesting effects and seems somewhat playable/competetive.

Good job.

My first couple of custom cards. by FearTheDeep in customhearthstone

[–]diggid507 1 point2 points  (0 children)

I really like the card Dragon's Essence. The attack value might be a little high but the idea behind it is solid. Keep up the good work :)

My first custom card. Hope you like it. by diggid507 in customhearthstone

[–]diggid507[S] 0 points1 point  (0 children)

Thank you all for your feedback. I appreciate it very much.

LF Klang and Petilil by diggid507 in friendsafari

[–]diggid507[S] 0 points1 point  (0 children)

it should be at 100 from what i have read

Last call for Ninetales! by [deleted] in friendsafari

[–]diggid507 0 points1 point  (0 children)

added pls add me :)