This weeks theme comes from Crucinel, whose "Avatar of Sargeras" was the runner up of our "Secondhand Spellcasting" competition.
Competition-Specific Restrictions:
Your card must do something "When the game starts...". The only existing example is Prince Malchezaar, so it may be difficult to know where to begin. Thankfully, Asylum has taken the second post of the Discussion Topic to discuss some design considerations and recommendations that may help give you more direction.
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
Entry and Early Voting Phase (Starts Now! Ends 19:00 UTC 20/February/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 20/February/2017, Ends 19:00 UTC 21/February/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 21/February/2017, Ends 20:00 UTC 22/February/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!
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!
The Cataclysm (also called the Shattering) was a worldwide disaster that struck Azeroth following Deathwing blasting his way from Deepholm into the world. Earthquakes, volcano eruptions and floods followed in his wake, reshaping the face of the world. After this event, Deathwing was given the title of "The Worldbreaker".
This card visually crumbles the left and right sides of the battlefield setting the maximum number of minions per side to 5 for the rest of the game. It's coded to destroy the 1st and 7th locations specifically, so it has no additional effect when both players have the card.
Az'Ammuth's a double-edged sword. It gives Priests another early game card, card draw and burst with the 'Dark Whispers' spells. However, one must be careful. The whispers are unpredictable and may be drawn in both the best and worst moments possible. One must know when to use those cards and when to hold onto them. There will be the moment to strike, but patience is key.
Makes Rogues have an easier time in the early game by having the ability to use the Hero Power to kill many most 2 drops. Also allows for more aggressive archetypes of rogue. This comes at the cost of having 2 durability. If you don't want the new hero power anymore you always have the ability to reverse it with the minion itself and the minion synergises with Unearthed Raptor for some permanent 2/1 weapon shenanigans.
The new 2/1 weapon would look like this (for clarification the actually heroPower name and Icon would not change)
Fun Fact: the card was named after my childhood friends WoW Rogue.
This card is an anti-aggro tool that prevents turn 1 plays (carefully read the totem's text, damage is dealt at the start of turn). To not allow broken combos such as Evolve or Token deck shenanigans the totems can't be affected at all by spells (not by AOEs, not by buffs etc.). Clearly this has been inspired by decks that can deal 7 damage on turn 2 and I think it would allow slower decks to get some more breathing space early on. The effect is obviously only strong vs aggro and you only get a Bog Creeper in other matchups otherwise so I feel its pretty balanced.
This spell is named after the WoW Paladin ability. Paladins in WoW have access to the best, heaviest armor in the game, and yet Paladins in Hearthstone currently have zero ways to get Armor. So, I thought a card like this might be cool to give Paladins more potential build options that can use their Hero Power to focus more on survival in exchange for no longer producing board presence on demand.
The start-of-game effect is internally balanced, in isolation with the rest of the card, and I don't believe Armor would be particularly problematic in Paladin because, with only this card, they just can't stack Armor as high as Warriors can, and they also don't have any armor synergy effects like Warriors do. Plus, the Paladin's existing survival cards are all health restoration, which Armor actually conflicts with. This does nothing balance-wise but potentially increase the variety of viable Paladin play-styles.
As a quirk, the start-of-game effect here can actually only take place once, so you only need one of these in your deck to benefit, but the second copy, just like the first, is still a 1-Cost spell that'll get you 4 Armor anyway, so it's not like two copies aren't worth playing. I could have avoided this redundancy by attaching the effect to a Legendary minion, but thematically plate armor is a basic feature of Paladins. Also, I like the idea that, as a Common card, this opens up options to lower-budget players.
With two of these in your deck, you gain a boost to your Mortal Strike and Revenge right off the bat, as well as plenty of ammuntition for Shield Slam. Important to note that it reduces your max health as oposed to damaging you. This is so you can have 20 armor with two, as opposed to just 10 (the damage from the second would cancel out the armor from the first), and to prevent Mountain Giant shenanigans.
A new decktype that has the handicap of not being able to field neutral cards, meaning it loses access to most legendaries and tech options, in exchange for a class-based power-up.
Rogue: Whenever you play a card, restore 1 Health to your hero. - Your Hero Power also activates Combos.
Warlock: Reduce the damage taken by your hero on your turn by 1. - Your Hero Power also gives +1 Health to a friendy Demon.
Warrior: All minions are considered damaged. - Your Hero Power also gives a friendly minion Taunt.
Paladin: You can trigger secrets on your own turn. - Your Hero Power also restores 1 Health to your Hero for every friendly Silver Hand Recruit on the Battlefield.
Hunter: All your minions are considered Beasts. - Your Hero Power can also target enemy minions if they have 3 or more on the battlefield.
Priest: Your hero can be healed beyond its maximum health. - Your hero power also reduces the attack of a random enemy minion by 1.
Shaman: Overload effects restore health to your hero by the same amount. - Your Hero Power also removes 1 Overload.
Druid: Reduce the cost of your 3 most expensive cards by (1). Your Hero Power also makes you immune while attacking.
Mage: Whenever you cast a spell that costs (3) or more, summon a mirror image. - Your Hero Power also freezes its target.
Lord Godfrey is a card idea I have had for some time. How do I use the fact that he dual wields in to Hearthstone without just being Windfury? Thats where I started thinking. How about having two hero powers? Imagine having two resources and being able to use them when you wanted? Perhaps you only have enough mana for one, you can heal but you are at full health, you wouldnt need it. Maybe you can use it to gain armor or land a fireball on to a enemy. Lord Godfrey will take effect as soon as the game starts and you will be gifted a random basic hero power and that is where the fun begins
How it works:
1. You will not get a copy of your current classes hero power
2. you will only get a hero power, not a boss power or a better version of it.
3. Will Justicar Trueheart effect this hero power? No she will not. She will follow the card text that says "starting hero power" and in this case, this slot didn't exist before the start.
4. Can you lose it? Of course you can. If you get the Rogue hero power, use a weapon, or Blingtron 3000 you will lose your hero power slot.
The freezing effect will help against aggressive decks or even ramp decks. I think it would be great if Blizzard started adding permanent aesthetic effects on the board, in this case the board would have an ice cap until a hero decides to play its first minion.
Frog's back on the menu, boys, and it's dinner and a show tonight! Provides a large wall for you to survive a few extra turns or try and set up something behind it, but is very weak to AoE. Goes well with Bloodlust, but you'd need to bait out the aforementioned AoE first.
As a little extra protection for the opponent, you give them a Hex to help them out against whatever you're trying to hide behind the wall, so they aren't screwed if they don't run many big minion counters. Running two of these in your deck will also shut off Reno Jackson and his ilk for your opponent, but at the expense of giving them two extra fantastic removal cards.
This is the Submission Topic. The Discussion Topic is here.
Competition Theme: Ready, Set...
This weeks theme comes from Crucinel, whose "Avatar of Sargeras" was the runner up of our "Secondhand Spellcasting" competition.
Competition-Specific Restrictions:
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
Entry and Early Voting Phase (Starts Now! Ends 19:00 UTC 20/February/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 20/February/2017, Ends 19:00 UTC 21/February/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 21/February/2017, Ends 20:00 UTC 22/February/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!
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!
You can find me here! Good luck everyone!
>
"So you wanna play?"
A truely risky card for Rogue, but hey, according to Gadgetzan Auctioneer and Red Mana Wyrm, it's worth playing it (two of them!).
The Cataclysm (also called the Shattering) was a worldwide disaster that struck Azeroth following Deathwing blasting his way from Deepholm into the world. Earthquakes, volcano eruptions and floods followed in his wake, reshaping the face of the world. After this event, Deathwing was given the title of "The Worldbreaker".
This card visually crumbles the left and right sides of the battlefield setting the maximum number of minions per side to 5 for the rest of the game. It's coded to destroy the 1st and 7th locations specifically, so it has no additional effect when both players have the card.
ç
Dark Whispers:
Az'Ammuth's a double-edged sword. It gives Priests another early game card, card draw and burst with the 'Dark Whispers' spells. However, one must be careful. The whispers are unpredictable and may be drawn in both the best and worst moments possible. One must know when to use those cards and when to hold onto them. There will be the moment to strike, but patience is key.
Makes Rogues have an easier time in the early game by having the ability to use the Hero Power to kill many most 2 drops. Also allows for more aggressive archetypes of rogue. This comes at the cost of having 2 durability. If you don't want the new hero power anymore you always have the ability to reverse it with the minion itself and the minion synergises with Unearthed Raptor for some permanent 2/1 weapon shenanigans.
The new 2/1 weapon would look like this (for clarification the actually heroPower name and Icon would not change)
Fun Fact: the card was named after my childhood friends WoW Rogue.
Thank you Kanye,
Very Cool.
This card is an anti-aggro tool that prevents turn 1 plays (carefully read the totem's text, damage is dealt at the start of turn). To not allow broken combos such as Evolve or Token deck shenanigans the totems can't be affected at all by spells (not by AOEs, not by buffs etc.). Clearly this has been inspired by decks that can deal 7 damage on turn 2 and I think it would allow slower decks to get some more breathing space early on. The effect is obviously only strong vs aggro and you only get a Bog Creeper in other matchups otherwise so I feel its pretty balanced.
"Forks to the left, knives and spoons on the right!"
- Knights of the Round and Elegantly-Set Dinner Table
Armor Up! is the Warrior power, of course.
This spell is named after the WoW Paladin ability. Paladins in WoW have access to the best, heaviest armor in the game, and yet Paladins in Hearthstone currently have zero ways to get Armor. So, I thought a card like this might be cool to give Paladins more potential build options that can use their Hero Power to focus more on survival in exchange for no longer producing board presence on demand.
The start-of-game effect is internally balanced, in isolation with the rest of the card, and I don't believe Armor would be particularly problematic in Paladin because, with only this card, they just can't stack Armor as high as Warriors can, and they also don't have any armor synergy effects like Warriors do. Plus, the Paladin's existing survival cards are all health restoration, which Armor actually conflicts with. This does nothing balance-wise but potentially increase the variety of viable Paladin play-styles.
As a quirk, the start-of-game effect here can actually only take place once, so you only need one of these in your deck to benefit, but the second copy, just like the first, is still a 1-Cost spell that'll get you 4 Armor anyway, so it's not like two copies aren't worth playing. I could have avoided this redundancy by attaching the effect to a Legendary minion, but thematically plate armor is a basic feature of Paladins. Also, I like the idea that, as a Common card, this opens up options to lower-budget players.
Ambush!
Burrowing Mine
Weasel Tunneler
Totally an accident that this is submission #13...
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Some love for Control Hunter!
With two of these in your deck, you gain a boost to your Mortal Strike and Revenge right off the bat, as well as plenty of ammuntition for Shield Slam. Important to note that it reduces your max health as oposed to damaging you. This is so you can have 20 armor with two, as opposed to just 10 (the damage from the second would cancel out the armor from the first), and to prevent Mountain Giant shenanigans.
A new decktype that has the handicap of not being able to field neutral cards, meaning it loses access to most legendaries and tech options, in exchange for a class-based power-up.
Rogue: Whenever you play a card, restore 1 Health to your hero. - Your Hero Power also activates Combos.
Warlock: Reduce the damage taken by your hero on your turn by 1. - Your Hero Power also gives +1 Health to a friendy Demon.
Warrior: All minions are considered damaged. - Your Hero Power also gives a friendly minion Taunt.
Paladin: You can trigger secrets on your own turn. - Your Hero Power also restores 1 Health to your Hero for every friendly Silver Hand Recruit on the Battlefield.
Hunter: All your minions are considered Beasts. - Your Hero Power can also target enemy minions if they have 3 or more on the battlefield.
Priest: Your hero can be healed beyond its maximum health. - Your hero power also reduces the attack of a random enemy minion by 1.
Shaman: Overload effects restore health to your hero by the same amount. - Your Hero Power also removes 1 Overload.
Druid: Reduce the cost of your 3 most expensive cards by (1). Your Hero Power also makes you immune while attacking.
Mage: Whenever you cast a spell that costs (3) or more, summon a mirror image. - Your Hero Power also freezes its target.
Lord Godfrey is a card idea I have had for some time. How do I use the fact that he dual wields in to Hearthstone without just being Windfury? Thats where I started thinking. How about having two hero powers? Imagine having two resources and being able to use them when you wanted? Perhaps you only have enough mana for one, you can heal but you are at full health, you wouldnt need it. Maybe you can use it to gain armor or land a fireball on to a enemy. Lord Godfrey will take effect as soon as the game starts and you will be gifted a random basic hero power and that is where the fun begins
How it works:
1. You will not get a copy of your current classes hero power
2. you will only get a hero power, not a boss power or a better version of it.
3. Will Justicar Trueheart effect this hero power? No she will not. She will follow the card text that says "starting hero power" and in this case, this slot didn't exist before the start.
4. Can you lose it? Of course you can. If you get the Rogue hero power, use a weapon, or Blingtron 3000 you will lose your hero power slot.
I hope you guys like this card as much as I do.
The freezing effect will help against aggressive decks or even ramp decks. I think it would be great if Blizzard started adding permanent aesthetic effects on the board, in this case the board would have an ice cap until a hero decides to play its first minion.
Make control hunter a thing. I've updated the tokens' text so they no longer draw you a card when used.
Hope you like it.
Token:
Frog's back on the menu, boys, and it's dinner and a show tonight! Provides a large wall for you to survive a few extra turns or try and set up something behind it, but is very weak to AoE. Goes well with Bloodlust, but you'd need to bait out the aforementioned AoE first.
As a little extra protection for the opponent, you give them a Hex to help them out against whatever you're trying to hide behind the wall, so they aren't screwed if they don't run many big minion counters. Running two of these in your deck will also shut off Reno Jackson and his ilk for your opponent, but at the expense of giving them two extra fantastic removal cards.
You can find me here! Good luck everyone!