This weeks theme comes from Telefonkabel, whose "Deep Sea Jones" was the winner of our "Mix and Mingle" competition. This week's a little different, as you'll see below.
Competition-Specific Restrictions:
Your task this week is to create a unique, original keyword. Your keyword should have a short, simple definition, much like the existing keyword definitions in the game. You may elaborate beyond that short, simple definition if necessary, but make sure that the short, simple definition is somehow offset and easily identifiable. For an example using an existing keyword, you might submit something like "Deathrattle (Does something when it dies.)", but you can follow up with an explanation of specific cases, such as the sequence of events involved when multiple Deathrattle minions die or what happens first when something like Bane of Doom kills a Deathrattle minion. (Clarification: No, simply naming "Elusive", "Joust", and other such existing mechanics would not be considered new, unique, or original.) (Tip: You can make those grey, tool-tip keyword boxes here! But as always, see our rule regarding Hearthcards...)
Our competitions usually involve the submission of only one entry card, but this week will be an exception. After all, part of the point of keywords is to be easily applicable to multiple cards. Therefore, this week you must submit three (3) collectible cards that make use of your new keyword. For Deathrattle again, you might submit cards that have or grant Deathrattle, like Loot Hoarder, Ancestral Spirit, or Soul of the Forest, but you could also submit something that interacts with Deathrattle specifically, whether positively or negatively, like Undertaker or Lil' Exorcist.
Because you're already submitting multiple collectible cards as part of your entry, NONE of your cards may produce any unique tokens. This also means that inventing new keywords like Spare Parts is out of the question.
Bad submission formatting will make reviewing submissions very difficult this week. Be courteous and format your entry concisely by sizing your cards appropriately and placing them beside one another rather than in a column or completely separate. The first example below is acceptable while the second is not. (Clarification: This is indeed a rule, not merely a suggestion that you be polite. Entries that unnecessarily inflate the size of the submission topic and make it more difficult to get through will be disqualified.)
Deathrattle: Look, a keyword!
Soul of the Forest: Look at how nice this is. Hammer of Twilight: All neat, organized, and concise. Twilight Summoner: What a great post.
Deathrattle: Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
As always, you may not delete any posts you make in this Submission Topic. Message one of the Fan Creation moderators if you've posted here in error or otherwise would like your post removed.
Remember that, although HearthCards is awesome, you must host your card somewhere other than Hearthcards, such asImgur or Photobucket.
General Competition Rules
These are the rules that remain consistent from competition to competition.
First, these are the rules about Posting:
You are allowed to submit only one entry. An entry normally consists of only one collectible card, plus any necessary additional material or commentary (explained below).
You are allowed to post in this Submission Topic only once, only to submit your one entry.
You may not delete ANY posts you make in this Submission Topic, not even accidental ones you may make over your one allowed, such as by double-posting or by accidentally posting something here that you meant for the Discussion Topic. If you do accidentally post more than once, inform any of the Fan Creation Forum moderators via PM, and we will handle it.
Speaking of the Discussion Topic, that is where any discussion of this competition should go. This thread is for submissions only. If you want to discuss your card or ask questions about the competition rules or process, you can find a link to the Discussion Topic at the top of this thread. Plenty of folks there will be happy to help you out.
Once you have submitted your one entry, you are allowed to make only minor changes to it. Minor changes are things like correcting typos or making balance changes that do not alter the spirit of your entry as determined by we the moderators. If you want to make any changes and have any doubts as to their legality, ask us first.
These are the rules about your Submission:
Accompanying the image of your card, you may offer some minimal additional commentary to explain its design, balance, and/or other qualities. Flavor text is also welcome.
You may not submit any Gold cards or animated cards. (It's just a cheap attention grab tactic that makes it unnecessarily difficult to determine what class your card is for.)
Your entry must be a card of your own creation. We've been doing this for a while, so if you blatantly rip off somebody else's idea, we will know.
Remember that, although HearthCards is awesome, you MUST host your card somewhere other than Hearthcards. Save it and upload it toImgur, Photobucket, or some other similar site. HearthCards has a limited server space and will purge cards after a few days, and nobody wants your card disappearing part-way through the finals. We understand that there are some HearthCards memberships that will allow you to save your card there for longer (and you should totally get one of those just for general fan creation purposes, by the way), but we don't know who has those memberships and we can't tell from the URLs.
Fun and even humorous entries are perfectly allowed, but "troll" entries will be disqualified. If you're worried that your card may be misinterpreted as a troll card, contact a moderator before you submit.
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
Competition Process
Preview Phase (Starts Now! Ends 19:00 UTC 17/November/2016) During this Phase, the Discussion Topic is made available, previewing this week's competition theme. Entry and Early Voting Phase (Starts 19:00 UTC 17/November/2016, Ends 17:00 UTC 21/November/2016) During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like! Voting Phase (Starts 17:00 UTC 21/November/2016, Ends 17:00 UTC 22/November/2016) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites! Final Phase (Starts 18:00 UTC 22/November/2016, Ends 18:00 UTC 23/November/2016) During this Phase, the Discussion Topic will also be locked, and a new Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, and it will also include all the qualifying finalists and poll to decide the winner of the competition!
How do we determine the qualifying finalists? First, we'll pull up-vote data from each submission using the formula detailed below:
(ab) / (c) = x
Where, a = The total number of submissions on the same page as the submission. b = The total number of up-votes that the submission received. c = The total number of up-votes on the same page as the submission. x = The submission's final score.
The formula basically measures which cards stood out the most, with the necessary assumption that each page is about equal in overall submission quality. It will be the entries that receive the highest final scores that move on to the Final Phase.
The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
But wait, there's more! During each Weekly Card Design Competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the Final Phase, regardless of its final score. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun. (Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
Rewards
Bragging rights are always awesome, but as usual, we do offer a couple of HearthPwn site rewards to competition winners: Their card forever immortalized in our Winners' Gallery! They will be allowed to select the next card design competition theme. And a unique Avatar Border & "Card Design Champion" Title, as depicted below!
Just in case you didn't understand, this means spells with SMOrc can only target face, minions and heroes with SMOrc can only attack face, and battlecries can only target face if they're on a card with SMOrc. Minions with SMOrc can't attack minions with taunt though (they can't go through taunts either).
The Entries:
Though the ability is a meme, it would also change the game so aggro decks would have to balance their decks more; into things that can trade, and things that are slightly overstatted and go face. "Korm, the SMOrc Minded" can even be good in control or midrange decks.
A card with Infuse gains some extra effect when played with more mana than it's base cost (they become infused by the power of extra mana crystals). Infuse will trigger every time you have extra mana crystals available so it's not something that you can choose.
Righteous Protector: Let's you choose if you need to play that taunt NOW or if you want to wait one more turn so that it would also get Divine Shield. Simple.
Aimed Shot: A flexible removal that can deal 5 or 7 damage. A good example how Infuse would work with spells.
Furious Felhound: A choice between taking some face damage and getting a big early game minion or playing it later and getting a vanilla 4/5. I'm not sure whether this card would be unplayable or broken but it shows what kind of tactical choices Infuse would bring.
Being able to attack face that one last time, or hit that Flamewalker behind the wall of Mirror Images, or kill that Stranglethorn Tiger before the combo will help almost any deck.
Spell Taunt! Protect your face against Skill Commands, Skillblasts and Skillfires! Protect important minions from removal! Also be mean to buff decks as an added bonus.
It should only work if it is a natural eligible target for the spell though.
If you play the card, you can choose the cheap or the more powerful verison of the card (the way Druids "Choose one" works). (You can only use the Amplification, if you have enough mana.) Helps to make slower Decks more consistent since you can play the cards earlier in a weaker form to curve out better, in exchange to a slightly lower Power Level.
f.e. If you play Precise Archer you can choose between a 2 mana 3/2 vanilla and a 5 mana 3/2 with the Effect.
The cards:
Precise Archer: Can be played as a 2-drop with ok stats or later as control card which has great synergy with the new "buff cards in your hands" mechanic of Gadgedzan.
Scorch: Be played as Frostbolt without freeze or Fireball for 1 extra mana. Not as strong as the 2 individual cards, but more flexible.
Kazzak, Lord of Demons: Can be played on curve as Chillwind Yeti with drawback if needed or later to clear the board.
so this mechanic presents the idea of saving mana to trigger minions abillities
so here are some cards i made:
Priestess of Light: Mana Drain (X) the X here mean the amount of unspent mana, it's a consistent way t restore health to priest and also makes priest the master healer again! cause with forbidden healling paladin became i think a better healler than priest, hope you dont play auchanai soulpriest with this card though :)
Mannoroth The destructer: this one is my favorite, you can play it on turn 10 to get a Pit Lord with it on board and also saving 3 mana each turn for it to summon a pit lord is also a possibilty , also this might bring up another warlock deck other than zoo for a competitve play.
Sunwalker Knight: it can be played as a 3 mana 3/3 or as a 4 mana 3/3 with divine shield , also it gains the divine shield back at the end of each turn if you managed to save enough mana.
Notes: 1- The mechanic works at the end of each turn of yours not only the turn its played 2- if you have lets say mannoroth and sunwalker both on board and you saved 3 both effects will trigger cause you left 3 mana which meets the condition needed to trigger mannoroth's and sunwalker's ability
The idea is that these effects are forced upon the opponent at the beginning of their turn, as if provoking them into doing it. This effect happens before their start-of-turn draw. To prevent issues with the opponent's timer (and Nozdormu) due to animation duration, the effect technically takes place within your own timer, or inbetween the two players' turns, in the game's engine, but for all intents and purposes, it's at the beginning of the opponent's turn, before they draw.
The effect happens every single turn, and keeps happening on future turns if the minion is kept alive.
Card technicalities
Friendly Patron: Minions will be forced to attack it, dying (if they have 1 or 2 health) when the opponent normally would want them to go face (if played against an aggro deck of sorts). The attack order is from left to right until the opponent is out of minions or this minion dies. It DOES use the minions' regular attack for the turn, so once they have proper control of their turn, the opponent cannot attack with their minions that have attacked into this minion from this effect
Insightful Gnome: As this effect happens before their draw, you don't get to see what they drew at the beginning of their turn.
Ner'zhul, the Deceived: This card makes the opponent's leftmost minion attack their rightmost minion. Both minions take damage, as if they had battled normally. If the leftmost minion has 0 attack, it cannot attack and thus doesn't take damage back from that nonexistant attack. If there is only one minion, nothing happens. This card would make people think about card position when playing against warlock.
Leadership: Other friendly minions that cost less than this one have X.
The idea is mainly for Cheap/Aggro decks, however, there are expensive ones too, as Wreckasaurus explains, also for buffing them up to big minions, and its also based in like the Student/Teacher thing, the Teachers will not teach other´s of the same rank, they need more superiors.
Clarification on Wreckasaurus: Excess damage is the one left when it attacks a minion, for example, your opponent has a Zombie Chow in play, and you have this and a Magma Rager on your side, you trade Magma with Chow, however, commonly these both should die, however, as the excess damage is 2, it will deal that 2 damage left to the enemy hero, since 5 (attack)- 3 (Opposing Health)= 2 (Damage redirected to the enemy hero)
Eaglerune Bomber: An expensive, but cheap tool for getting a bit of board clear and those Enrage/self-damage effects, like Axe Flinger, Frothing Berserker and Armorsmith for naming few examples.
Silver Guard Officer: Offers a cheap body, but mainly for synergy with your Silver Hand recruits and get an aggresive start, wich few Paladins have.
Wreckasaurus: Grow your low cost minions up to oblivion, and make favorfull changes without desperditiating any damage! Try to eat your vegetables kid! You wanna grow, right?
1) This is an active effect, so if the condition of Bolster is no longer fulfilled (you no longer have more cards in your deck than your opponent) the effect is lost, on either players turn.
2) All cards produced will have synergy with Taunt (due to the card Bolster). None will be below 4 mana due to the effect of going first giving you an advantage.
This is the Submission Topic. The Discussion Topic is here.
Competition Theme: Keyword Kerfuffle
This weeks theme comes from Telefonkabel, whose "Deep Sea Jones" was the winner of our "Mix and Mingle" competition. This week's a little different, as you'll see below.
Competition-Specific Restrictions:
Deathrattle: Look, a keyword!
Soul of the Forest: Look at how nice this is.
Hammer of Twilight: All neat, organized, and concise.
Twilight Summoner: What a great post.
Deathrattle: Wait, what are you doing?
Seriously, please don't.
This is painful. Why are you doing this?
You are a monster.
General Competition Rules
These are the rules that remain consistent from competition to competition.
First, these are the rules about Posting:
These are the rules about your Submission:
TIP: Though not a rule exactly, we highly recommend that you insert your images using this icon on the bar above the post text editor: . Just click that button and put in the URL of your image. Cards that are uploaded and attached to your post are not disallowed, but in our experience they will not do nearly as well, so this is for your own benefit more than anything.
Finally, know that manipulating votes in any way is strictly forbidden. Any violators will receive an official warning, and will be banned from this and all future HearthPwn Card Design Competitions.
Competition Process
Preview Phase (Starts Now! Ends 19:00 UTC 17/November/2016)
During this Phase, the Discussion Topic is made available, previewing this week's competition theme.
Entry and Early Voting Phase (Starts 19:00 UTC 17/November/2016, Ends 17:00 UTC 21/November/2016)
During this Phase, the Submission Topic is made available for your submissions. You may also, of course, feel free to give early up-votes to any submissions that you like!
Voting Phase (Starts 17:00 UTC 21/November/2016, Ends 17:00 UTC 22/November/2016)
During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
Final Phase (Starts 18:00 UTC 22/November/2016, Ends 18:00 UTC 23/November/2016)
During this Phase, the Discussion Topic will also be locked, and a new Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, and it will also include all the qualifying finalists and poll to decide the winner of the competition!
How do we determine the qualifying finalists? First, we'll pull up-vote data from each submission using the formula detailed below:
(ab) / (c) = x
Where,
a = The total number of submissions on the same page as the submission.
b = The total number of up-votes that the submission received.
c = The total number of up-votes on the same page as the submission.
x = The submission's final score.
The formula basically measures which cards stood out the most, with the necessary assumption that each page is about equal in overall submission quality. It will be the entries that receive the highest final scores that move on to the Final Phase.
The bottom line is that, although entries on the earlier pages of the Submission Topic are much more visible and thus receive many more up-votes than entries on later pages, you don't actually have to rush to get your entry in as soon as possible because the up-votes end up being weighted by what page your entry ends up on in order to determine its final score.
But wait, there's more! During each Weekly Card Design Competition, each Fan Creation Forum moderators will be given a Wild Card, which they can use to advance any one entry that they feel was initially overlooked or under-appreciated to the Final Phase, regardless of its final score. Wild Cards are our way of spicing things up a bit, but please don't ask to be given one or be upset if you aren't given one. These are just supposed to be fun.
(Also, it should go without saying that, while we moderators are allowed to participate in the competitions, we are not allowed to benefit from Wild Cards.)
Rewards
Bragging rights are always awesome, but as usual, we do offer a couple of HearthPwn site rewards to competition winners:
Their card forever immortalized in our Winners' Gallery!
They will be allowed to select the next card design competition theme.
And a unique Avatar Border & "Card Design Champion" Title, as depicted below!
Good Luck!
Payback: Does something if the opponent dealt more damage to your hero than your minions last turn, but only if you had any minions that turn.
Sorry, but face is NOT place :P
Diabolical Demon: Sworn enemy of the Angelic Angel.
High Priestess Hilari: #ImWithHer (because of Mind Control).
Mercenary: No, he doesn't take credit cards.
Spending all your Mana is always the best? Not anymore.
This Keyword supports minion trading and require strategic Mana usage.
Regeneration will activate once per each Full Mana Crystal at the end of yout turn. And here's my cards:
Have you ever wanted to only go face?...
The Ability:
Just in case you didn't understand, this means spells with SMOrc can only target face, minions and heroes with SMOrc can only attack face, and battlecries can only target face if they're on a card with SMOrc. Minions with SMOrc can't attack minions with taunt though (they can't go through taunts either).
The Entries:
Though the ability is a meme, it would also change the game so aggro decks would have to balance their decks more; into things that can trade, and things that are slightly overstatted and go face. "Korm, the SMOrc Minded" can even be good in control or midrange decks.
A card with Infuse gains some extra effect when played with more mana than it's base cost (they become infused by the power of extra mana crystals). Infuse will trigger every time you have extra mana crystals available so it's not something that you can choose.
Righteous Protector: Let's you choose if you need to play that taunt NOW or if you want to wait one more turn so that it would also get Divine Shield. Simple.
Aimed Shot: A flexible removal that can deal 5 or 7 damage. A good example how Infuse would work with spells.
Furious Felhound: A choice between taking some face damage and getting a big early game minion or playing it later and getting a vanilla 4/5. I'm not sure whether this card would be unplayable or broken but it shows what kind of tactical choices Infuse would bring.
How many should you add to the deck?
Being able to attack face that one last time, or hit that Flamewalker behind the wall of Mirror Images, or kill that Stranglethorn Tiger before the combo will help almost any deck.
Here is an example of the cards:
Spell Taunt! Protect your face against Skill Commands, Skillblasts and Skillfires! Protect important minions from removal! Also be mean to buff decks as an added bonus.
It should only work if it is a natural eligible target for the spell though.
Works with Goon Pally's various hand buffs and Control Pally in general. Divine Shield at the end of every turn if you have Advantage.
Bullet Time:
Works for Miracle Rogue (Draw three cards with Gadgetzan Auctioneer) but also Mill Rogue (since your opponent probably has Advantage).
Works with Goon Hunter, or the elusive Control Hunter. A replacement for Quick Shot when it rotates, with a buff attached if you have Advantage.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
If you play the card, you can choose the cheap or the more powerful verison of the card (the way Druids "Choose one" works). (You can only use the Amplification, if you have enough mana.) Helps to make slower Decks more consistent since you can play the cards earlier in a weaker form to curve out better, in exchange to a slightly lower Power Level.
f.e. If you play Precise Archer you can choose between a 2 mana 3/2 vanilla and a 5 mana 3/2 with the Effect.
The cards:
Precise Archer: Can be played as a 2-drop with ok stats or later as control card which has great synergy with the new "buff cards in your hands" mechanic of Gadgedzan.
Scorch: Be played as Frostbolt without freeze or Fireball for 1 extra mana. Not as strong as the 2 individual cards, but more flexible.
Kazzak, Lord of Demons: Can be played on curve as Chillwind Yeti with drawback if needed or later to clear the board.
so this mechanic presents the idea of saving mana to trigger minions abillities
so here are some cards i made:
Priestess of Light: Mana Drain (X) the X here mean the amount of unspent mana, it's a consistent way t restore health to priest and also makes priest the master healer again! cause with forbidden healling paladin became i think a better healler than priest, hope you dont play auchanai soulpriest with this card though :)
Mannoroth The destructer: this one is my favorite, you can play it on turn 10 to get a Pit Lord with it on board and also saving 3 mana each turn for it to summon a pit lord is also a possibilty , also this might bring up another warlock deck other than zoo for a competitve play.
Sunwalker Knight: it can be played as a 3 mana 3/3 or as a 4 mana 3/3 with divine shield , also it gains the divine shield back at the end of each turn if you managed to save enough mana.
Notes:
1- The mechanic works at the end of each turn of yours not only the turn its played
2- if you have lets say mannoroth and sunwalker both on board and you saved 3 both effects will trigger cause you left 3 mana which meets the condition needed to trigger mannoroth's and sunwalker's ability
The idea is that these effects are forced upon the opponent at the beginning of their turn, as if provoking them into doing it. This effect happens before their start-of-turn draw. To prevent issues with the opponent's timer (and Nozdormu) due to animation duration, the effect technically takes place within your own timer, or inbetween the two players' turns, in the game's engine, but for all intents and purposes, it's at the beginning of the opponent's turn, before they draw.
The effect happens every single turn, and keeps happening on future turns if the minion is kept alive.
Card technicalities
Friendly Patron: Minions will be forced to attack it, dying (if they have 1 or 2 health) when the opponent normally would want them to go face (if played against an aggro deck of sorts). The attack order is from left to right until the opponent is out of minions or this minion dies. It DOES use the minions' regular attack for the turn, so once they have proper control of their turn, the opponent cannot attack with their minions that have attacked into this minion from this effect
Insightful Gnome: As this effect happens before their draw, you don't get to see what they drew at the beginning of their turn.
Ner'zhul, the Deceived: This card makes the opponent's leftmost minion attack their rightmost minion. Both minions take damage, as if they had battled normally. If the leftmost minion has 0 attack, it cannot attack and thus doesn't take damage back from that nonexistant attack. If there is only one minion, nothing happens. This card would make people think about card position when playing against warlock.
There are a lot of remedies we don't yet know a disease for.
Intimidate: Any minions with less attack than this character can't attack.
the idea with the Intimidate mechanic is that it will discourage aggro and encourage control decks.
"quz wsxed crafvtg byhn jmikolp?" ~zsxefvh
Leadership: Other friendly minions that cost less than this one have X.
The idea is mainly for Cheap/Aggro decks, however, there are expensive ones too, as Wreckasaurus explains, also for buffing them up to big minions, and its also based in like the Student/Teacher thing, the Teachers will not teach other´s of the same rank, they need more superiors.
Clarification on Wreckasaurus: Excess damage is the one left when it attacks a minion, for example, your opponent has a Zombie Chow in play, and you have this and a Magma Rager on your side, you trade Magma with Chow, however, commonly these both should die, however, as the excess damage is 2, it will deal that 2 damage left to the enemy hero, since 5 (attack)- 3 (Opposing Health)= 2 (Damage redirected to the enemy hero)
Eaglerune Bomber: An expensive, but cheap tool for getting a bit of board clear and those Enrage/self-damage effects, like Axe Flinger, Frothing Berserker and Armorsmith for naming few examples.
Silver Guard Officer: Offers a cheap body, but mainly for synergy with your Silver Hand recruits and get an aggresive start, wich few Paladins have.
Wreckasaurus: Grow your low cost minions up to oblivion, and make favorfull changes without desperditiating any damage! Try to eat your vegetables kid! You wanna grow, right?
EDIT: Added card explanation.
The joke is you.
Stupidity: <situation>. Whenever the situation happens, deals its Attack as damage to your Hero.
1) This is an active effect, so if the condition of Bolster is no longer fulfilled (you no longer have more cards in your deck than your opponent) the effect is lost, on either players turn.
2) All cards produced will have synergy with Taunt (due to the card Bolster). None will be below 4 mana due to the effect of going first giving you an advantage.
>>>Check out my Latest Card Design Competition Entry<<<
Banish: To remove a card (or cards), from the game without triggering its effects, or attached effects.
Banished cards are REVEALED before they are removed if they were in a hidden zone.
Uses the same animation as burning cards from overdraw, and Game mechanics may be changed to treat overdrawn cards as having been Banished.
Fearless: Apply X times for each enemy minion.
Flamesoul Axe: 3 enemy minions, 3/3
Alpha Protector: 3 enemy minions, costs 3 mana
Shadow Shift: 7 enemy minions, 0 mana board clear!
Who am I?
None of your business!