Note that this only card text and not stats. Deathwing does not fit the restrictions.
Competition Process
Preview Phase (Starts Now! Ends 20:00 UTC 19/January/2017) During this Phase, the Discussion Topic is made available, previewing this week's competition theme. Entry and Early Voting Phase (Starts 20:00 UTC 19/January/2017, Ends 19:00 UTC 23/January/2017) 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 19:00 UTC 23/January/2017, Ends 19:00 UTC 24/January/2017) 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 20:00 UTC 24/January/2017, Ends 20:00 UTC 25/January/2017) 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!
Discussion Topic Rules
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about one of the entry requirements? Are you not sure whether your entry adhered to the rules? Ask here!
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Discussion! Do you have thoughts on other people's entries? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone card design and balance? This is where you want to be!
All of that said, please refrain from the following:
Posting TONS of Ideas. Discussion topics become an absolute mess if everybody is posting a dozen different ideas. Please post not more than 3 distinct ideas at a time. Any more than that and we'll have to delete your post.
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Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
So, without further ado, have fun and get creating!
It's like Beneath the Grounds, but for your own deck. It's slow, but you can deal a lot of damage for cheap. I'm thinking maybe of increasing the cost and having the Meteors deal 2 damage each, or attaching this to a minion. What do you think?
These are old ideas I made before this competition:
Akama which I made 30 minutes ago whithout knowing the theme. Great minds think alike apparently. Excellent for decks that loves to hoard cards like reno decks for example. Very dangerous in Miracle Rogue with Gadgetzan Auctioneer, that being said it's a setup that is hard to obtain. I'm afraid it's too niche to be interesting though.
Volley, because I want Control Hunter to be a thing. Note that it only targets minions.
Lorna Crowley is a card I've shown in the "Reno replacement" thread and, well, it's aimed at replacing reno. Unlike the real reno though, Lorna "heals" for potentially less but is less awkward since you can play her at any time and don't need to be specifically at low health to make her work. Also fuck freeze mage. I'm afraid people didn't like it though. Learn more about Lorna in WoW here.
Might be unbalanced af, but I really like the idea
Maybe all enemy MINIONS instead, also possibly a price raise?
I imagined it as a CW mainly weapon, but in its current form Aggro Warr could play it too for lethal when low at health, so I dont really know; I might leave the cost as it is, but change the effect a bit
These are old ideas I made before this competition:
Akama which I made 30 minutes ago whithout knowing the theme. Great minds think alike apparently. Excellent for decks that loves to hoard cards like reno decks for example. Very dangerous in Miracle Rogue with Gadgetzan Auctioneer, that being said it's a setup that is hard to obtain. I'm afraid it's too niche to be interesting though.
Volley, because I want Control Hunter to be a thing. Note that it only targets minions.
Lorna Crowley is a card I've shown in the "Reno replacement" thread and, well, it's aimed at replacing reno. Unlike the real reno though, Lorna "heals" for potentially less but is less awkward since you can play her at any time and don't need to be specifically at low health to make her work. Also fuck freeze mage. I'm afraid people didn't like it though. Learn more about Lorna in WoW here.
Akama is the most promising concept. What about "Costs (0) while you have 10 cards in your hand.", so that it doesn't feel like Kun+Aviana?
Volley, control hunter, +1! But probably too simple for the competition.
Lorna : Essentially a Reno which gives armor instead of health. So, not truly original?
So, some of you might be thinking, what's the point of being guaranteed to attack the wrong enemy? Well, you no longer have to make to make the gamble on whether or not they will attack the right enemy since you know they will always never attack it. Just on what they can attack.
This effect is also a lot more controllable than the tradition forgetful effect. If your opponent has one minion, than their hero, you just attack the minion if you want to go face, and vice-versa. Additionally, you can choose a minion you don't want to attack and you will never attack that minion. Of course, you can also always silence it so you will attack the right enemy.
My only thoughts is that 6/6 might still be too high even with this drawback now that I think about it. Maybe 5/6 or 6/5 would be better. Any and all feedback and constructive criticism are welcome.
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Ogre Summoner: It doesn't break the rules but I'm not a fan. It's not in the spirit of the competition. I think it's OP for a neutral card anyway: compare to Lotus Agent (5 mana 5/3 discover).
Ogre Mutant: Straight up OP. 100% chance is actually better then 50% because you can guarantee NOT to hit something. As a 6/5 it might be ok.
I'm happy with the one I've come up with. Eventhough it doesn't perhaps befit the actual meta we got now, so I'll take a chance by making a late game card here.
It does NOTHING if you play it manually. It can be used to trigger a combo if needed, or perhaps trigger effects that trigger via a spell IF needed. The outcome effect can be unvalueable, but at the same time it's a "free" effect. Since it one for one, it doesn't become "free" with a combines use with auctioneer, unless you double draw. Which is very specific but cool.
It has some fine interactions with mill, even though mill is pretty finicky.
This card became extremely well and several folded for many setups and offers minor value if you really need the sacrifice to gain something else.
Anyone here it is, I'll see if any changes needs to be made. Perhaps some work on the wording is needed.
My first idea so far. I wanted to make a 2-drop, but I fear it would be too powerful too early in the game. Let me know what you think :)
She doesn't like moving things
Some kind of Doomsayer with a selective and remote death effect. This minion more or less prevents anyone from attacking twice in a game. Great against aggro decks. This effect also applies to yourself and your opponent, so hero can't attack, unless they are ready to pay the price (10 Health). Lots of cards can be used to boost this minion's Health and increase its chances of survival. Combined with some Taunt minions your Gnome Watcher is almost sure to destroy some enemy minions. Against spells and big Attack enemy minions, protect it with a Divine Shield or some Secrets (Noble Sacrifice, Redemption, Counterspell, Spellbender). Crazed Alchemist or Kooky Chemist can be used to easily destroy it with a trade or deliver the final blow to your opponent if you have the board control.
I think there's like four or five layers to the joke that is this card, but it tickled me too much not to make it. Wasn't really sure where to go for mana cost, I figured 3 is a safe starting point.
@CastorT: This is super interesting, at first I thought it was brokenly powerful but the more I think about it the more I think its probably fine. Neat out-the-box idea.
@Bibikis: This feels quite weak, actually, there's just too many bad legendaries to get from it, especially since it'll be later in the game by the time it activates. I'm not sure what to do to improve it, maybe restrict it to a mana cost range?
Would love some feedback on this idea. I think this card would work best in a control type deck, and could also help balance out the swing from going first. Would love to hear what you guys think.
This is the Discussion Topic. The Submission Topic will go up in 24 hours.
Competition Theme: Alto
This weeks theme comes from nobravery, whose "An Interview with Nat" was the winner of our "We're the Millers" competition.
Competition-Specific Restrictions:
Competition Process
Preview Phase (Starts Now! Ends 20:00 UTC 19/January/2017)
During this Phase, the Discussion Topic is made available, previewing this week's competition theme.
Entry and Early Voting Phase (Starts 20:00 UTC 19/January/2017, Ends 19:00 UTC 23/January/2017)
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 19:00 UTC 23/January/2017, Ends 19:00 UTC 24/January/2017)
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 20:00 UTC 24/January/2017, Ends 20:00 UTC 25/January/2017)
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!
Discussion Topic Rules
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
All of that said, please refrain from the following:
So, without further ado, have fun and get creating!
Here is an idea I had:
It's like Beneath the Grounds, but for your own deck. It's slow, but you can deal a lot of damage for cheap. I'm thinking maybe of increasing the cost and having the Meteors deal 2 damage each, or attaching this to a minion. What do you think?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
These are old ideas I made before this competition:
Akama which I made 30 minutes ago whithout knowing the theme. Great minds think alike apparently. Excellent for decks that loves to hoard cards like reno decks for example. Very dangerous in Miracle Rogue with Gadgetzan Auctioneer, that being said it's a setup that is hard to obtain. I'm afraid it's too niche to be interesting though.
Volley, because I want Control Hunter to be a thing. Note that it only targets minions.
Lorna Crowley is a card I've shown in the "Reno replacement" thread and, well, it's aimed at replacing reno. Unlike the real reno though, Lorna "heals" for potentially less but is less awkward since you can play her at any time and don't need to be specifically at low health to make her work. Also fuck freeze mage. I'm afraid people didn't like it though. Learn more about Lorna in WoW here.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Might be unbalanced af, but I really like the idea
Don't know how I should feel about this one :
Not sure if I'm bending the rules too much :P ?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
So here is my first idea:
So, some of you might be thinking, what's the point of being guaranteed to attack the wrong enemy? Well, you no longer have to make to make the gamble on whether or not they will attack the right enemy since you know they will always never attack it. Just on what they can attack.
This effect is also a lot more controllable than the tradition forgetful effect. If your opponent has one minion, than their hero, you just attack the minion if you want to go face, and vice-versa. Additionally, you can choose a minion you don't want to attack and you will never attack that minion. Of course, you can also always silence it so you will attack the right enemy.
My only thoughts is that 6/6 might still be too high even with this drawback now that I think about it. Maybe 5/6 or 6/5 would be better. Any and all feedback and constructive criticism are welcome.
Click the image to go to my custom Time Traveler class.
Here are some of my cards:
Feedback:
Ogre Summoner: It doesn't break the rules but I'm not a fan. It's not in the spirit of the competition. I think it's OP for a neutral card anyway: compare to Lotus Agent (5 mana 5/3 discover).
Ogre Mutant: Straight up OP. 100% chance is actually better then 50% because you can guarantee NOT to hit something. As a 6/5 it might be ok.
I'm happy with the one I've come up with. Eventhough it doesn't perhaps befit the actual meta we got now, so I'll take a chance by making a late game card here.
It does NOTHING if you play it manually. It can be used to trigger a combo if needed, or perhaps trigger effects that trigger via a spell IF needed. The outcome effect can be unvalueable, but at the same time it's a "free" effect.
Since it one for one, it doesn't become "free" with a combines use with auctioneer, unless you double draw. Which is very specific but cool.
It has some fine interactions with mill, even though mill is pretty finicky.
This card became extremely well and several folded for many setups and offers minor value if you really need the sacrifice to gain something else.
Anyone here it is, I'll see if any changes needs to be made. Perhaps some work on the wording is needed.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
My first idea so far. I wanted to make a 2-drop, but I fear it would be too powerful too early in the game. Let me know what you think :)
She doesn't like moving things
Some kind of Doomsayer with a selective and remote death effect. This minion more or less prevents anyone from attacking twice in a game. Great against aggro decks. This effect also applies to yourself and your opponent, so hero can't attack, unless they are ready to pay the price (10 Health). Lots of cards can be used to boost this minion's Health and increase its chances of survival. Combined with some Taunt minions your Gnome Watcher is almost sure to destroy some enemy minions. Against spells and big Attack enemy minions, protect it with a Divine Shield or some Secrets (Noble Sacrifice, Redemption, Counterspell, Spellbender). Crazed Alchemist or Kooky Chemist can be used to easily destroy it with a trade or deliver the final blow to your opponent if you have the board control.
I think there's like four or five layers to the joke that is this card, but it tickled me too much not to make it. Wasn't really sure where to go for mana cost, I figured 3 is a safe starting point.
@CastorT: This is super interesting, at first I thought it was brokenly powerful but the more I think about it the more I think its probably fine. Neat out-the-box idea.
@Bibikis: This feels quite weak, actually, there's just too many bad legendaries to get from it, especially since it'll be later in the game by the time it activates. I'm not sure what to do to improve it, maybe restrict it to a mana cost range?
You can find me here! Good luck everyone!
How about...
Renolock, Tempolock, Discolock appreciate?
Would love some feedback on this idea. I think this card would work best in a control type deck, and could also help balance out the swing from going first. Would love to hear what you guys think.
VOTE FOR MY CARD in the Card Creation Competition of the week.
I think that is a great mechanic.
A few ideas that need to be refined: