I'll make the card later but another effect is: Magic Mike (Mage) - "When the game starts, shuffle a copy of each spell from your hand into your deck."
Something Highlander Mage could use. At the same time i'm not sure it's that effective. Knowing that you're gonna want to mulligan for good spells you might be shuffling some Arcane Missiles into your deck for all you know...
I'd like to see the card later though to get a more detailed analysis of it.
For mine I have multiple ideas, but for now I'll only say this one:
Some Legendary character who summons 1/1 whatevers with stealth with some temporary living effect until both sides of the battlefield are full.
Forces early game combat and prevents strong openers like Patches Packages. On the other hand allows players to take massive amounts of early game damage... Not sure on what the stats would be yet.
Hard theme this week. Trying not to copy/past Prince Malchezaar concept is a puzzle.
So i'll try with this card this week.
- Anachronos is always the chosen card for 5 mana.
- You have 5 turns with curved draw.
any opinion??
I really don't think he should be a Pit Fighter... classes like Shaman Pally and Warlock would gain way too much tempo out of this. Please nerf... maybe a 5/4?
Has to be Legendary since two of them would render the drawback moot.
Hmmm i like it but it's too strong. It basically prevents you from playing a 1-drop and that doesn't mean much. Maybe force it to cap your mana at 9? That might still be busted though. Also don't forget to bold keywords like "Spell Power" and "Overload"
Hmmm..... maybe.
Missing out on T1 can be pretty huge, but not so much for the combo/ control decks that would run this (as T6 this into Maelstrom Portal or Lightning Storm would be the dream).
Maybe I need to make an aggro card with that drawback instead, so that way you miss your T1 (Which is huge for an aggro deck) but can play a 3 mana 7/7 ( :P )later. There are other alternative things I could do, though......
My CCC TgT legendary's effect fits this theme perfectly so I've made a version of it for an existing class.
Unsure if it's a good idea to use an identical card for both the upcoming CCC and the weakly competition though as people will possibly see the card twice causing them to dislike the second one. Any thoughts?
Edit: Actually since the last weekly winner was also a health buff when the game starts, I should probably go with something else.
Here is my first idea. The art is just a placeholder, and I don't know what character I would use for this.
As with Malchezaar, the effect happens after your mulligan. Your starting hand will stay the same as normal, and then the effect triggers before your first draw.
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Click the image to go to my custom Time Traveler class.
My TgT legendary's effect fits this theme perfectly so I've made a version of it for an existing class.
Unsure if it's a good idea to use an identical card for both the upcoming CCC and the weakly competition though as people will possibly see the card twice causing them to dislike the second one. Any thoughts?
While the base idea is unoriginal, I like the idea of preventing yourself from being healed. Also prevents Reno shenanigans. I wouldn't vote for this however, as last competitions card was also a "set total health higher" card.
To add some more potential avenues for inspiration and discussion, I'm going to post two other card concepts that I've had and liked, each taking a different approach:
I like these both a lot conceptually, but they both share the major problem that they're just a little too good in practice for aggro decks. Both of their penalties are essentially that your hero takes damage, but aggro decks don't care at all about that. Indeed, there's practically no difference in the game between having 30 Health and having only 1. It's late-game decks that have to worry about keeping their Health up, but early-game decks couldn't care less about sacrificing Health for more resources or to start whittling down the opponent early.
Despite liking these concepts and hoping that Battle-Scarred veteran could lead to a Hand-Warrior veteran, I've resolved that penalties to Hero health are just too tricky for me to get right. Maybe if the bonus you get in exchange is of no use to aggro...?
The flavor is that Garrosh gets quite the beating from this trainer so he's somewhat hurt but he's become so good from his training that when he wants to hit you, he does and there is no way your gonna be able to counterattack.
Prompts a weapon heavy control deck and is really good with Fool's Bane.
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
@Demonxz95 I could actually see this as a Tavern Brawl. Build a 29 card deck and this gets slotted in as your 30th, or build a full 30 card deck and it just works like Clockwork Card Dealer.
So I thinking to go a different route this week considering last week was a complete failure... anyway to the point, so this is my first idea. So far when I try to think of ideas to make that start with "When the game starts..." they are either sound uninteresting or possibly broken. But then I realised this could be a great way to get something into your hand. Then I thought maybe this could work:
The idea is that you get a weapon straight away so if are against a deck that plays a lot of early game, you can counter it. However if you go trigger happy with this card, you will lose 3 health attacking the hero plus the 2 which you would have held onto the weapon too. But I'm worried that it's too much of a negative to use this card.
So do you like the idea of starting with a weapon, therefore reducing the deck to 29 cards? Or is the negative effects on the card make it less desirable? Either way I would like to hear what you think about it.
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My Entry for this week's Card Design Competition - Season 8.16:
To add some more potential avenues for inspiration and discussion, I'm going to post two other card concepts that I've had and liked, each taking a different approach:
I like these both a lot conceptually, but they both share the major problem that they're just a little too good in practice for aggro decks. Both of their penalties are essentially that your hero takes damage, but aggro decks don't care at all about that. Indeed, there's practically no difference in the game between having 30 Health and having only 1. It's late-game decks that have to worry about keeping their Health up, but early-game decks couldn't care less about sacrificing Health for more resources or to start whittling down the opponent early.
Despite liking these concepts and hoping that Battle-Scarred veteran could lead to a Hand-Warrior veteran, I've resolved that penalties to Hero health are just too tricky for me to get right. Maybe if the bonus you get in exchange is of no use to aggro...?
Battle-Scarred Veteran seems a bit weak. Potentially strong in Aggro, yes but really that's about it and even then, 7 damage is a lot of deal to yourself just for one card, and just to get a 5/5 with Taunt. It seems pretty weak when I compare it to White Eyes. Have a second one in your deck, and you're sacrificing almost half of your life just to draw two cards. Also, I get what you're saying but I disagree with your statement that in Aggro, 1 Health and 30 Health is practically the same.
Blair is an idea I actually had before I made my card here in the Discussion Topic, but decided not to make it. It's a really cool idea and I give you props for that, but I don't think it should be a Demon since the artwork appears to depict just a regular human witch.
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Click the image to go to my custom Time Traveler class.
So I'm thinking of a rogue minion with text "When the game starts, add 3 random spells to your deck (from your opponent's class). " It wouldn't be legendary, so you could really commit with adding 6... do people think this is too close to the Prince Malchezaar effect? Might make it a dragon for a nod to nefarian. Hmmm.
Other option is for it to be a spell... "Draw x card(s). When the game starts, add 3 random spells to your deck (from your opponent's class). "
I would keep it a minion, the spell makes the card do too many things at once. The effect is different enough that I would personally be interested in seeing it.
@Demonxz95 I could actually see this as a Tavern Brawl. Build a 29 card deck and this gets slotted in as your 30th, or build a full 30 card deck and it just works like Clockwork Card Dealer.
Yeah, come to think of it, a Tavern Brawl with that rule set would be pretty crazy, though I think it would be pretty difficult to build a deck based around it. It would actually be a pretty cool brawl though.
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Click the image to go to my custom Time Traveler class.
The two I've brought to the table. Think the rules are clear enough, perhaps not perfectly formed. Perhaps 15 Health is worth 3 cards, hard to tell since you get more options but that doesn't mean they are playable options. M'uru is a positive/negative effect. Donno if the (if possible) is needed.
Battle-Scarred Veteran seems a bit weak. Potentially strong in Aggro, yes but really that's about it and even then, 7 damage is a lot of deal to yourself just for one card, and just to get a 5/5 with Taunt. It seems pretty weak when I compare it to White Eyes. Have a second one in your deck, and you're sacrificing almost half of your life just to draw two cards.
I totally disagree. It did not arrive at 7 damage by accident.
First of all, a spell that said nothing but "Draw a card" would cost (1) mana. Why such a spell doesn't actually exist, beats me, but there are tons of different existing calculations we can do to arrive at that; one of them is that adding a 0-cost effect to something generally increases its mana cost by (1), so we can look at Novice Engineer and Shiv easy.
Second, we can look to a lot of Warlock cards to see how we're allowed to discount costs by spending Health instead. There's some variation, and a lot of it admittedly is not consistent, but the Life Tap hero power itself is all we need. Hero Powers are generally on-par in power with 0-cost cards, and so we can extrapolate that discounting "Draw a card" from a 1-cost effect to a 0-cost effect should also cost 2 Health.
But that's not all. See, even 0-cost cards cost something that start-of-game effects don't: a card. Cards are worth something themselves, so for start-of-game effects we're looking at effects that not only cost 0 mana but also cost 0 cards. How much is a card worth? About (2) mana. We can see this by looking at Innervate or by looking at Hero Powers, which cost (2) and again produce affects that would be balanced on 0-mana cards.
So, "When the game starts, draw a card." as an effect that costs neither mana nor cards needs to pay up the equivalent of (3) mana. Looking back at Life Tap, we see a 1-mana discount costs 2 Health. But again, it's not an exact science as Flame Imp costs 3 Health for a 1-mana discount. And keep in mind that Life Tap is considered one of the best Hero Powers if not the best and Flame Imp has always been considered a fantastic 1-drop. Even averaging their life costs to 2.5, multiplying that by the (3) mana discount we needs gets us 7.5.
Thus, drawing an extra card at the start of the game, at the cost of neither mana nor even a card, should cost around 7.5 Health. If anything, rounding it down to 7 was generous.
"Just for one card" is not a expression that makes sense. Extra cards, especially at the start of the game when you want and need as many of your options available to you as soon as possible, are not "just" anything. It is a big deal, and I'm entirely comfortable saying that having a starting hand size of two more cards should absolutely cost you almost half your life.
As for his 5/5 Taunt body, you're probably right that it could get away with 6/5 Taunt.
My first idea comes from the cause of the Cataclysm in WoW, Deathwing. The visual would destroy the left and right sides of the battlefield, setting the max number of minions per side to 5 for the rest of the game. Worldbreaker is one of the titles given to Deathwing after the cataclysm. The effect does not stack whenever both players have this card since it's coded to destroy the 1st and 7th locations only.
I am OBSESSED with this. Love the lore, love the creativity, love love love. :D
So I'm thinking of a rogue minion with text "When the game starts, add 3 random spells to your deck (from your opponent's class). " It wouldn't be legendary, so you could really commit with adding 6... do people think this is too close to the Prince Malchezaar effect? Might make it a dragon for a nod to nefarian. Hmmm.
Other option is for it to be a spell... "Draw x card(s). When the game starts, add 3 random spells to your deck (from your opponent's class). "
Yeeeah, I just got done explaining that I think drawing just one extra card at the start of the game should cost around 7 Health, and you're proposing a card that gives you three extra card at the start of the game for nothing. I think you should rethink the balance of your idea. =P
So I'm thinking of a rogue minion with text "When the game starts, add 3 random spells to your deck (from your opponent's class). " It wouldn't be legendary, so you could really commit with adding 6... do people think this is too close to the Prince Malchezaar effect? Might make it a dragon for a nod to nefarian. Hmmm.
Other option is for it to be a spell... "Draw x card(s). When the game starts, add 3 random spells to your deck (from your opponent's class). "
Yeeeah, I just got done explaining that I think drawing just one extra card at the start of the game should cost around 7 Health, and you're proposing a card that gives you three extra card at the start of the game for nothing. I think you should rethink the balance of your idea. =P
Hey, boss. Her post clearly says to your DECK, not hand.
So I'm thinking of a rogue minion with text "When the game starts, add 3 random spells to your deck (from your opponent's class). " It wouldn't be legendary, so you could really commit with adding 6... do people think this is too close to the Prince Malchezaar effect? Might make it a dragon for a nod to nefarian. Hmmm.
Other option is for it to be a spell... "Draw x card(s). When the game starts, add 3 random spells to your deck (from your opponent's class). "
Yeeeah, I just got done explaining that I think drawing just one extra card at the start of the game should cost around 7 Health, and you're proposing a card that gives you three extra card at the start of the game for nothing. I think you should rethink the balance of your idea. =P
Hey, boss. His post clearly says to your DECK, not hand.
"her" post. But yes, thank you ^__^
edit: to be fair, maybe it should be "...shuffle 3 random spells into your deck..."
ShamanPally and Warlock would gain way too much tempo out of this. Please nerf... maybe a 5/4?My CCC TgT legendary's effect fits this theme perfectly so I've made a version of it for an existing class.
Unsure if it's a good idea to use an identical card for both the upcoming CCC and the weakly competition though as people will possibly see the card twice causing them to dislike the second one. Any thoughts?
Edit: Actually since the last weekly winner was also a health buff when the game starts, I should probably go with something else.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Here is my first idea. The art is just a placeholder, and I don't know what character I would use for this.
As with Malchezaar, the effect happens after your mulligan. Your starting hand will stay the same as normal, and then the effect triggers before your first draw.
Click the image to go to my custom Time Traveler class.
To add some more potential avenues for inspiration and discussion, I'm going to post two other card concepts that I've had and liked, each taking a different approach:
I like these both a lot conceptually, but they both share the major problem that they're just a little too good in practice for aggro decks. Both of their penalties are essentially that your hero takes damage, but aggro decks don't care at all about that. Indeed, there's practically no difference in the game between having 30 Health and having only 1. It's late-game decks that have to worry about keeping their Health up, but early-game decks couldn't care less about sacrificing Health for more resources or to start whittling down the opponent early.
Despite liking these concepts and hoping that Battle-Scarred veteran could lead to a Hand-Warrior veteran, I've resolved that penalties to Hero health are just too tricky for me to get right. Maybe if the bonus you get in exchange is of no use to aggro...?
The flavor is that Garrosh gets quite the beating from this trainer so he's somewhat hurt but he's become so good from his training that when he wants to hit you, he does and there is no way your gonna be able to counterattack.
Prompts a weapon heavy control deck and is really good with Fool's Bane.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@Demonxz95 I could actually see this as a Tavern Brawl. Build a 29 card deck and this gets slotted in as your 30th, or build a full 30 card deck and it just works like Clockwork Card Dealer.
So I thinking to go a different route this week considering last week was a complete failure... anyway to the point, so this is my first idea. So far when I try to think of ideas to make that start with "When the game starts..." they are either sound uninteresting or possibly broken. But then I realised this could be a great way to get something into your hand. Then I thought maybe this could work:
The idea is that you get a weapon straight away so if are against a deck that plays a lot of early game, you can counter it. However if you go trigger happy with this card, you will lose 3 health attacking the hero plus the 2 which you would have held onto the weapon too. But I'm worried that it's too much of a negative to use this card.
So do you like the idea of starting with a weapon, therefore reducing the deck to 29 cards? Or is the negative effects on the card make it less desirable? Either way I would like to hear what you think about it.
My Entry for this week's Card Design Competition - Season 8.16:
Click the image to go to my custom Time Traveler class.
So I'm thinking of a rogue minion with text "When the game starts, add 3 random spells to your deck (from your opponent's class). " It wouldn't be legendary, so you could really commit with adding 6... do people think this is too close to the Prince Malchezaar effect? Might make it a dragon for a nod to nefarian. Hmmm.
Other option is for it to be a spell... "Draw x card(s). When the game starts, add 3 random spells to your deck (from your opponent's class). "
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I would keep it a minion, the spell makes the card do too many things at once. The effect is different enough that I would personally be interested in seeing it.
"Science isn't about why! Its about why not!"
Click the image to go to my custom Time Traveler class.
The two I've brought to the table. Think the rules are clear enough, perhaps not perfectly formed. Perhaps 15 Health is worth 3 cards, hard to tell since you get more options but that doesn't mean they are playable options. M'uru is a positive/negative effect. Donno if the (if possible) is needed.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist