Weekly Card Design Competition 3.04 [Final Poll]
Poll: Vote for your favourite "Holding Hands" cards!
Ended Feb 4, 2016
Ended Feb 4, 2016
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This Week's Finalists
Restrictions:
We have whittled down ~240 valid entries to just 20 of the community's favorites.
Check out all the finalists below and vote in our poll (vote for as many or as few as you like) to help decide the winner and be sure to check back after the poll finishes for the announcement of the winner and the start of a new theme!
NOTE: Cards with a black border have additional material, like explanations or unique tokens, located in a spoiler at the bottom of the finalist gallery. They are listed in order of position in the final poll.
by Asylum_Rhapsody
by Sinthuja
by knifelheim
by 17thShard
by Jazio
by MarioToast
by Hejiahua
by zartgruen
by havox112
by Lathy
by Hereharehere
by nurgling13
by HS_XxShrekxX
Ambush!
by Adamaxes
by MrZillot
by affekopp111
by shlazar
by Elyxie
by TheBeaverKing
by Nothingsjim
Magatha Grimtotem
Sealed Ogre
Booby Trap
Blind
Shadow Priestess
Wanted Poster
You can find me here! Good luck everyone!
One mistake a lot of people made this week was creating cards that affect the battlefield while you hold them. Unless the effect is strictly negative for you, this is not a good design. You can simply hold the card in your hand forever and never lose its effect. Worse, your opponent can't even see the card to know how exactly you are gaining the effect in most cases people made. This kind of non-interactive card is not what belongs in Hearthstone. Thankfully, people didn't vote many of these cards into the finals.
The worst offender here is Champion of Azeroth. While you hold it, you basically just win all jousts, and there isn't anything your opponent can do about it. Not only that, but if your opponent is running joust cards, they will lose all of their jousts while this is in your hand. And they can't even do anything about it. So Champion of Azeroth affects cards in your opponent's hand while it is in your hand. Naga Siren and Mark of Anub'arak also do this, although their effects aren't as obviously beneficial. Even so, they aren't strictly bad for you, and decks could probably be created around them. And your opponent can't get rid of or even see the cards in your hand to stop the effects. Silas Darkmoon does this as well. The random nature probably makes it more of a fun card, and it isn't much worse than if it changed your hero power with a Battlecry effect, so it probably isn't that bad.
There is also a problem with Balnazzar, in that it's effect would not work in practice. The issue is that you cannot disguise mana costs. If Balnazzar is disguised as something like a Flame Imp, and you try to cast it with only 1 mana crystal what happens? BeaverKing said that this wouldn't work, but what would the interface be like? When you can cast something, it is lit up in green. Would the green outline be for the true or disguised mana cost? When you try to cast it but can't, would it give you the normal error message about not having enough mana? Either way, trying to interact with Balnazzar like this makes it seem like a bug. Are you holding Balnazzar, or is there a bug with trying to cast it? You might say you would know Balnazzar is in your deck, but that is not always the case, because you can get it from cards like Unstable Portal. The chances of there being a bug are low, but so are the chances of getting Balnazzar randomly.
Basically, a card whose effect imitates a bug in the game is not good design.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I suppose we'll just have to agree to disagree. =P
I'm personally of the school of thought that doesn't like the idea of buffing existing cards or mechanics but instead prefera the idea of adding new cards to the game to make those cards better or more worth using, and many of my card design competition concepts attest to that.
Regardless, I'm very happy with this week overall. I was worried the restrictions were going to be too weird, but we got quite a number of interesting, creative gems out of it and I'm excited to see who wins. Good luck to all! ^_^
As a side note, never again let it be said that the finalist formula is unfair to entries on pages with multiple high-quality entries. The top two finalists here were both from the same page! XD
Also, I'm not sure I understand Hasty Ogre. It seems like the effect is a pure downside, but it's only a 4 mana 4/4? When the effects triggers, does it get played for 4 mana, or the mana cost of the spell you just cast?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@nurgling13: I really like your card btw. It is not that hard to pull it off and has decent stats (compare it to Feugen 5 mana 4/7). Some cards are just too much: you should have a motivation to play a card and not just get the (awesome, sometimes overpowered) effect while holding it. Example: Silas Darkmoon -> the effect is awesome, but would you ever play a 7 mana 3/6 when almost every 1-mana-spell is better than the average hero power? Sure, there is the randomness, but you are not forced to use that heropower-spell if you don't like it.
Some cards are just overpowered: Venture Co. Spider -> Handlock plays a t4 Mountain Giant and has no real problem with it. If you have this card you can play it whenever you draw it and only if you have it in your starting hand it really hurts you. Even then it is not much worse than a Handlock playing a t4 Mountain Giant without doing anything before that play.
Another card, that I really like is Druid of Myna. Simple idea, but it allows awesome combos with certain cards if you build a deck around it (Discover theme, Echoing Ooze). It could even use one more health and would not be too overpowered.
The wanted poster is interesting (would be my third place): if you kill two enemy minions on the turn you play the poster, you get your mana back and with every additional minion you even gain mana (not even considering the tempo-loss when your enemy has to waste 2 mana). My problem with this card: it does not fit the Warcraft-theme. But we don't know how future expansions will look like ;) .
"Greetings, Friend!" Vote my card please: Siltfin Guildleader :)
I must say that there are some really nice cards here today, btw, as well as the mentioned above of Asylum Rapsody and Zartgruen:
Jazio's Magarath Grimtotem, to me, is just great because it's solved a prob i've never satisfactorily got passed - getting Earth shield to mimic how it functions in-game WoW. It's a great retro-fit of the comp rules. Love the spell synergy too WD
Lathy's Blind - great use of the nuance's within the flavour of ''giving'' an enemy something.
17th shard's Frozen Orb is brilliant, but scarily effective for those darn Mages ;;D I think this is the most dangerous on the grounds that you've set out Nurgling, but I'd still like to see it in action as it adds another layer to secret play (I don't enjoy that, but it's intriguing ;))
Mario Toast's Furious Defender is in my top 10 of ''most apt mechanic'' cards I've seen in these comps - Just on the money.
Elyxia's Grounding Totem is great in the same way Earth Shield is; great grasp of what the possibilities the rules presented. It's under powered, imo, but perfect on theme.
Nurgling's Elite Guard is very solid, and I'm glad you went for the 4/7. I do think the Taunt makes it a bit too strong as getting a 1 drop is so vital but it's highly effective design.
Sintujaa's Hasty Orge is a clever addition to consider for those who ashamedly aggro their way through the ladder :D (JK)) It's got a real nice Hearthstone feel to it.
knifelheim's Krickthiir the Gatewatcher has a great Legendary aura about it, with some good lovin for the DR Rogue.
The other's have all got their merits too! real interestin results!
Entries like Frozen Orb should be disqualified. What's with the dumb playfield background? I see cards like these way too often in an desperate attempt to stand out. It's like "gold versions". Ultimately it offers an unfair advantage (and personally, I think it looks really stupid, in particular when presented to "normal" entries).
As for the cards themselves, I really like Grounding Totem. Offers tempo for the price of card advantage and requires an overload card to boot. Can be really strong with certain cards, but considering the cost, it's alright.
I don't understand the purpose of Balnazzars first effect.
May your nets always be full! 🎣
You can find me here! Good luck everyone!
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I admit, I really like the idea behind Champion of Azeroth where you can play a card short in order to guarantee that your Joust effects activate, but I have to agree that it's rather problematic that the opponent can't use their own Joust cards while you hold this. Since basically all the Joust cards are fairly bad without their abilities, I feel that Champion of Azeroth punishes opponents who use Joust cards much too severely for what is more or less an incidental benefit in addition to Champion of Azeroth's main objective. You gain this benefit "for free" since you're using Champion of Azeroth to synergize with your own cards regardless of what the opponent has. It basically disables a whole keyword for the opponent while you hold it and there's nothing they can do about it, and to me, that's as bad as if it said something like "Enemy minions lose Taunt while this is in your hand". Not good for the game imo. Moreover, while this is intended to make Joust cards better, it could even have the opposite effect, since if it actually made Joust cards good, then people could just tech in a copy of this in a deck with no Joust effects just to disable the enemy Joust cards. It just shouldn't be able to do that imo.
If Champion of Azeroth were phrased in such a way that it only triggers for your Joust effects, then I think it would easily be the best entry, and I might vote for it anyway because of that, and because I'm not entirely sure that disabling enemy keywords was intentional, but I just want to express that while I love the idea of the card, I don't think the execution is done properly, but the concept has the potential to be quite an awesome card.
Only based on today's Joust cards does it seem reasonable to boost cards, but if Joust was improved, it would indeed shut far too much down.