Apologies for the double post, but how does Lorekeeper Nordu work if he's in both decks? Since the card says "another mulligan", do you get three mulligans? Or does it just give a second mulligan?
Since it doesn't specifically say 2 mulligans like how Brann and Baron only double your battlecries and deathrattles, it would stack to 3 times.
My vote this week: ✔ "One, Two, Combo!" by Lathy ✔ "Il'gynoth" by CheeseEatingSurrenderMonkey ✔ "Talented Spellcaster" by OBoily
and my personal favourite for this week is... ♥︎ "Fimdeeflonk Overwaster" by Co_Ga I mean look at how cute is this little guy. Not to mention he will remind us a good old, ancient deck archetype that call Zoolock. #MakeZoolockGreatAgain
I think some of these designs suffer from "you think you want it, but do you really want it?" Lorekeeper Nordu; One, Two, Combo; and Gelbin, the Corrupted all create too much consistency in how games start. A lot of players think they want more consistency, because they get frustrated by poor draws, but variety between games with the same deck is critical to TCGs being fun to play.
Plate Specialization doesn't seem particularly fun and it breaks class identity in a deep way without a good reason. It's one thing to get to switch hero powers to a different class occasionally depending on your draw and RNG, but this card would undermine the different feel of Paladin control in every single game.
I like Mallory, Il'gynoth, Fimdeeflonk, and Jacus because they all change the way the game will play out in a way that creates variety and strategic choice, and without overly advantaging the player who knows what's coming. Deathwing Worldbreaker, for instance, has an interesting effect but completely shuts down the power of some decks without any interaction.
Alex the Unlucky seems like a very fun casual design. I think it would be safer as a 2/4 pirate or 3/3 non-pirate though. A 4/3 pirate is competitive enough stats that some decks might play it just for that, since the RNG isn't a drawback on average. This type of card should be under-statted to keep it from introducing harmful randomness into competitive levels of play.
Croaky Concertoad is a cool Johnny card for spell-based Shaman control decks. I didn't get it at first, but really cool design!
Highlord Mograine I'm torn about. It's flavorful, but confusing. Why does it say destroy "all the Horsemen" when it doesn't provide a way to summon more than one? The special case of both players including the card seems rare enough that it's not worth the extra complexity. In Wild, the power level and swinginess are probably okay, but I don't like how much games will be decided by which 25% die roll you get. It seems like pre-nerf Tuskarr Totemic, but every game. Overall, I think the complexity of any card that involves creating tokens with rules text is really high, since players don't get to read what the possibilities are. It takes a really great design to justify Ysera level complexity, and I'm not quite sold on Mograine.
Croaky Concertoad is a cool Johnny card for spell-based Shaman control decks. I didn't get it at first, but really cool design!
As Shevvek pointed out, my card is meant to be one of those dream scenario, epic moment cards that you build around, with a little extra utility. Yes, one in a million games you keep all your Frogs and Bloodlust for the win, but in general you'll lose most if not all of them, since 1 Health is very easy to get rid of for any class. It's also super good after playing Elemental Destruction, for example, which is why it costs so little, in order to be able to combo it quite early.
I was aware of the fact that it can shut off Reno and the like, but you're also giving your opponent two more premium removal cards, which Reno decks love. You're giving them the answer to the stuff you're trying to hide behind the taunt.
Having said that, 1 mana was probably a mistake. I think 2 mana would be better, just because this card as a turn 1 play is pretty damn good.
Fimdeeflonk Overmaster: Really cool and unique effect but I feel in practice he wouldn't see play as you couldn't play anything with 1 health, your 2 health minions can now be pinged by mage/rogue/druid, and most importantly health tends to be worth more than attack so he kinda hurts your deck. I could just be overthinking him though, the effect is still awesome either way.
(...)
This cool effect like you said bring more creativity to the deck building, because you can forget 1 HP minions (it was the idea to forbid the charge minions with 1HP, too OP) or not ;) think about 1 HP minions with deathrattle, it means instant effect like Twilight Summoner or Explosive Sheep in wild.
Hearthstone need more creativity, tactics and brainstorming in deck building.
I really like the idea of Mallory the Maniacal because it's a combo-enabler with small odds. However these are also the cards that never get played in the end, but they are fun.
By the way. anyone else had some options in the poll preselected? Seems like a weird bug on the page.
How has nobody pointed out how broken Il'gynoth would be? You currently have to devote an entire deck to C'thun, with this it would be a mere 2 cards, one of which you don't even have to draw. How many C'thun druids are using their hero power that much anyway?
My Il'gynoth would def make C'Thun decks more powerful than they are now (which doesn't say much anyway) but they'll be far from broken. You still need some time to ramp your C'Thun with just your hero power and having a good turn 10 doesn't matter if you die on turn 4. Besides you're overestimating the cost of giving up your hero power. Yes, Druids sometimes use it.
Malory the Maniacal seems like the only one that's both playable and/or not completely broken. It's probably too much of an auto-include in practically any deck to ever be printed, but still, it's got my vote.
How has nobody pointed out how broken Il'gynoth would be? You currently have to devote an entire deck to C'thun, with this it would be a mere 2 cards, one of which you don't even have to draw. How many C'thun druids are using their hero power that much anyway?
My Il'gynoth would def make C'Thun decks more powerful than they are now (which doesn't say much anyway) but they'll be far from broken. You still need some time to ramp your C'Thun with just your hero power and having a good turn 10 doesn't matter if you die on turn 4. Besides you're overestimating the cost of giving up your hero power. Yes, Druids sometimes use it.
Totally agree.
Talking about druids giving up using their hero power, i thinking about the dead card Savagery in druid pool (because of the lack of druidic weapons or more synergy with hero power)
The toads are not as powerful as they appear. Just think, if you play it on an empty board you can no longer summon anything, even totems, and the toads can't attack. The opponent can develop their own board at their leisure.
The toads are not as powerful as they appear. Just think, if you play it on an empty board you can no longer summon anything, even totems, and the toads can't attack. The opponent can develop their own board at their leisure.
Doesn't matter if its protecting your WinBurst combo the following turn...
Hey, I like your card! Have you considered instead of all three, each player will randomly get ONE of the three?
If you run 2 Croaky Concertoads, does that put 2 Hexs into your opponent's deck.
Automatically nullifies a Reno deck? So OP as a 1 mana non-legendary spell? Beneath the Grounds needs to be played to disrupt Reno.
"Put 'em all in", they said. "You gon' be ballin", they said.
My vote this week:
✔ "One, Two, Combo!" by Lathy
✔ "Il'gynoth" by CheeseEatingSurrenderMonkey
✔ "Talented Spellcaster" by OBoily
and my personal favourite for this week is...
♥︎ "Fimdeeflonk Overwaster" by Co_Ga
I mean look at how cute is this little guy. Not to mention he will remind us a good old, ancient deck archetype that call Zoolock. #MakeZoolockGreatAgain
WCD #8.06: Curse of the Flesh WCD #8.05: Pet Egg
I think some of these designs suffer from "you think you want it, but do you really want it?" Lorekeeper Nordu; One, Two, Combo; and Gelbin, the Corrupted all create too much consistency in how games start. A lot of players think they want more consistency, because they get frustrated by poor draws, but variety between games with the same deck is critical to TCGs being fun to play.
Plate Specialization doesn't seem particularly fun and it breaks class identity in a deep way without a good reason. It's one thing to get to switch hero powers to a different class occasionally depending on your draw and RNG, but this card would undermine the different feel of Paladin control in every single game.
I like Mallory, Il'gynoth, Fimdeeflonk, and Jacus because they all change the way the game will play out in a way that creates variety and strategic choice, and without overly advantaging the player who knows what's coming. Deathwing Worldbreaker, for instance, has an interesting effect but completely shuts down the power of some decks without any interaction.
Alex the Unlucky seems like a very fun casual design. I think it would be safer as a 2/4 pirate or 3/3 non-pirate though. A 4/3 pirate is competitive enough stats that some decks might play it just for that, since the RNG isn't a drawback on average. This type of card should be under-statted to keep it from introducing harmful randomness into competitive levels of play.
Croaky Concertoad is a cool Johnny card for spell-based Shaman control decks. I didn't get it at first, but really cool design!
Highlord Mograine I'm torn about. It's flavorful, but confusing. Why does it say destroy "all the Horsemen" when it doesn't provide a way to summon more than one? The special case of both players including the card seems rare enough that it's not worth the extra complexity. In Wild, the power level and swinginess are probably okay, but I don't like how much games will be decided by which 25% die roll you get. It seems like pre-nerf Tuskarr Totemic, but every game. Overall, I think the complexity of any card that involves creating tokens with rules text is really high, since players don't get to read what the possibilities are. It takes a really great design to justify Ysera level complexity, and I'm not quite sold on Mograine.
Retired streamer and Hearthstone journalist @Shevvek
You can find me here! Good luck everyone!
I love Alex The Unlucky, my vote for you, Dxiled!
made a mistake in my post.....found error of my ways. Can't find a way to delete post so ya all get this.
"The world outside is so big, but it's safe in my domain
Because to you I'm just a number and a clever screen name..."
I THINK FOR MYSELF, THEREFORE.... I'M AN ATHEIST !!!
Card Design Competition : Check out my creation -> Here ! // Finalist : #5.07 #5.09 #5.11 #5.17
I really like the idea of Mallory the Maniacal because it's a combo-enabler with small odds.
However these are also the cards that never get played in the end, but they are fun.
By the way. anyone else had some options in the poll preselected? Seems like a weird bug on the page.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Malory the Maniacal seems like the only one that's both playable and/or not completely broken. It's probably too much of an auto-include in practically any deck to ever be printed, but still, it's got my vote.
Card Design Competition : Check out my creation -> Here ! // Finalist : #5.07 #5.09 #5.11 #5.17
The toads are not as powerful as they appear. Just think, if you play it on an empty board you can no longer summon anything, even totems, and the toads can't attack. The opponent can develop their own board at their leisure.
Lorekeeper Nordu has a good effect to ruin the opponent's hand. Or your hand, if both have it.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
You can find me here! Good luck everyone!
Congrats Cheese :)