This week is simple: Your card must simply reduce the cost of another card or cards permanently. Emperor Thaurissan and Fire Plume Harbinger are both great examples of this.
Cards like Sea Giant would not qualify, as it only reduces it's own cost. Same goes for Sorcerer's Apprentice, as it doesn't reduce costs permanently.
We have whittled down ~202 valid entries to just 20of the community's favorites. Check out all the finalists below and vote in our poll (vote for as many or as few as you like) to help decide the winner and be sure to check back after the poll finishes for the announcement of the winner and the start of a new theme!
Sanction - Wow, a super interesting effect! Well we all know single target removal in pally is desperately needed, so I feel like this would be run even at 2 mana, and would prob be better balanced there. I could be wrong... this kinda thing seems so hard to balance, as its completely gonna depend on the strength of their draw. If you use this to kill a giant threat, as you usually would, and their next draw is a 1-3 drop that then becomes 0-cost, well, actually this feels okay. I've decided I like it, hahaha. Would have preferred to see it at 2 mana, but again, that's me nitpicking.
I think you misread the effect, because the effect for your opponent is actually stronger than that. The cost reduction is for the next card your opponent plays, not the next one they draw, so they get to choose what to apply the cost reduction to. So, the biggest threat in their hand (or their next draw) is discounted, usually. I admit, it is hard to tell how much this effect would be worth, though. It would be a strong effect for both Aggro decks and control decks to get hit by. Killing an Aggro player's minion wouldn't give as much of a cost reduction as killing a big control minion, but the tempo gain of a free minion for Aggro is worth a lot.
Definitely realized this week how hard it is to properly balance cost reduction effects. One of the primary ways balance is usually maintained in this game is to make sure cards have costs that ensure that OP combos are impractical or impossible. But cost reduction mechanics can throw that delicate balance out the window. On the other hand, paying mana now to save mana later is not always going to be a beneficial trade. As a result, the line between "probably useless" and "probably broken" seems really thin this week. Aside from my own card (Gnomish Explorer), I'll be voting for Sanction and From the Void this week, which I think hit that delicate balance perfectly.
Some other cards come close for me but I always limit myself to only voting for my top three choices.
Thanks to everyone who voted for Gnomish Explorer and good luck to all the finalists.
Aside from my card, I really like From the Void and Door to Door Priest. I am pleasantly surprised that a card as simple as From the Void proved so popular. This is the kind of simple, Fire Fly-esque design that I like. I also really like the creativity behind Door to Door Priest. This was a really clever way to incorporate the cost reduction that I never would have thought of.
For my card, I get why people would say Paladin isn't "supposed" to have hard removal. They don't have any right now. I wouldn't personally say it defines the class, and I think it would be a good thing if they got something like Sanction: a hard removal with a big downside. You could also say hard removal with a big downside is Druid's thing, but I think that's a good reason not to give this card to Druid. It's too similar to Naturalize and Mulch. I don't think Druid needs another card like that. Anyway, that's why I chose to make Sanction a Paladin card.
Thanks mods for clearing up the poll confusion :) luckily the first half didn't change, so my review from the old thread still applies. I'll just copy/paste it here, and add my thoughts on the rest!
My thoughts on all 20 finalists behind the spoiler:
From the Void - this is a very cool card, I can see why it did so well. It seems like a very intuitive design, and I wouldn't be surprised to see something like this from Blizzard in the future. Well done.
Howling Pride Leader - nice!!! I think this works really well. I feel like it might be too slow for midrange hunter, though, but that's okay. Control hunters ftw.
Sally Whitemane - want to acknowledge that I don't know the lore behind this card, so flavor-wise I can't really evaluate it. In terms of the effect, I think its fine. Not wowed by it, but that could be because of wording inconsistency (see Mortal Strike) and me being a total stickler when it comes to that stuff, haha. Also, should this be a priest card..?
Bargain Hunter - I really like the mechanic of this card. I like that it's high-skill, since you have to take a lot into consideration on whether to pick the "best option" or the "best deal". I'm not 100% sold on the flavor (mostly the fact that its for hunter) but the mechanic is very cool so that's just fine with me :)
Gift of the Ancients - okay, the typo (should be "its" not "it's") aside, I think this is great. Digging the flavor, digging the effect. It's basically a "value now or value later" card, which I feel works so well for choose one effects. I get the argument that it's too strong, but it doesn't feel WAY too strong, at least to me.
Fortune Teller - hmmm. Interesting concept, but I don't like that the wording is kind of unclear... like, the added text makes sense for a spell, but it doesn't indicate that it would become a battlecry for a minion or a weapon (which is what I'm guessing it would do). I feel like both mechanically and flavorwise, this should have read "draw a spell from your deck". Although the rogue flavor still is odd to me.
Moonwell - ahhhh the flavor, I'm in love :D this is pretty damn good. I feel like if I had had this idea I would have scaled down the health and made it reduce only by 1, but this version is really amping up the power and I like it!! For a 0 attack epic minion, it feels pretty solid.
Wyrmrest Knight - Have I seen this card from you before, Dxiled? Sounds so familiar! Anyway, seems like a solid design. It might be sliiightly too strong, as against decks that don't run dragons you auto-win the joust, and you've given this guy vanilla stats. Being super nitpicky here, but I probably would have knocked one stat point off.
Sanction - A super interesting effect. Well we all know single target removal in pally is desperately needed, so I feel like this would be run even at 2 mana, and would prob be better balanced there. I could be wrong... this kinda thing seems so hard to balance, as its completely gonna depend on the strength of their draw. If you use this to kill a giant threat, as you usually would, and their next draw is a 1-3 drop that then becomes 0-cost, well, actually this feels okay. I've decided I like it, hahaha. Would have preferred to see it at 2 mana, but again, that's me nitpicking.
Stormwind Deposit - oof! well, it's certainly an interesting mechanic, and flavor is good... wow I don't really know what to think of this. I actually think it's decently balanced, because against aggro this is simply a dead draw, and against control it's usually incredibly strong (anti-fatigue, etc.). But you're still emptying your hand, and as we know from Deathwing, the effect better be damn good. So maybe this is too weak. But def a fun design.
Mana Soaker - okay, points for creativity, but damn this is WAY too strong. I get that the downside is you lose a card in your deck (since after the switch you wouldn't want to play it), but that really doesn't feel like a penalty enough for getting a 0-mana anything. It's basically an incredibly OP version of Innervate, if you think of it in that way... you end up saving yourself mana, anything from 1-10 (and beyond with the giants). If this was class-specific, I would be a bit more forgiving. But as a neutral, I feel like this card would just blow up the meta.
Forbidden Dreaming - See, now this works. It's a way to cash in having extra mana one turn in order to play something bigger on the next. I actually really love this design... and it fits perfectly in the druid class. I would love to see this card in the game... imagine whiffing on your 3 drop, but you have a 7-drop in hand... play this spell on 3 to do nothing, and on 4 you can drop the 7. Hmmm. You know, thinking of this in practice makes it feel very strong, especially in the class with Innervate. But then again, you're putting a "do nothing in case I draw badly" card in your deck. I'm also impressed that you were able to come up with a new Forbidden card that at least I haven't seen before. Well done!
Desperate Defender - Wow! What an innovative design. This totally works for me. I don't know if I'm missing something in terms of the balance, but from here it seems to work. I like that the downside is linked to how long the taunt is up, I feel like that's a very smart way to do this. Well done.
Back to Work! - Oh dear god. hahahah. I feel like this card won't do well simply because people are bitter towards Quest rogue right now... in terms of design, I like the art/flavor, but I feel it's a bit too strong. Shadowstep obviously already gives a cost reduction, but its limited for a reason. You could do some real crazy shit with this card xD I know you're paying 3 mana upfront for the effect, but still. Just think of all the Leeroys......
General Tao - Oh dear god. Gorehowl's best friend... I like the idea of the card but wish it was in, say, Paladin. This is just too good for control Warrior.
Arcane Opportunist - Ah! I like this. It's simple, synergizes with the current state of Mage decks, and has good flavor. I think the stats were also chosen well/it feels balanced. It might make the discover mage a bit too strong right now, but all in all, a solid design!
Gnomish Explorer - This is also super solid. Making it a 1-drop means you can definitely get good value by comboing it out with multiple Discover effects, and I think it works fine as neutral. It might be too strong though... I think this could potentially see play as a 2-drop. Or, hmmm... I know 1 mana 1/1s aren't too exciting but maybe thats the right choice for this lil guy. Also, a nitpick: would have preferred the wording to be clearer about what is being discounted. Something like "After you Discover a card, reduce its Cost by (1)."
Scrap Recycle - I appreciate the flavor here, but for some reason this just isn't working too well for me. I'm not sure why... maybe its because it was posted right under my entry this week and did so much better than mine LOL. It's a fine design, just not my fave. Maybe it's cuz it feels weird in shaman.
Door to Door Priest - First thing I notice is that this is too strong. You've got a minion with vanilla stats and an effect that is always going to be positive for you by saving you at least 1 mana (yes I know that technically Drakonid Operative is vanilla stats with a positive effect, but it at least has a condition to it). And with the potential for this to repeat... well, I feel like as is, this should be a 3-drop. Putting aside balance, though, I really like how this introduces new design space. I like it! Not crazy about th door-to-door flavor though, but that could just be me.
Forgotten Scrolls - Hmmmm. This is pretty solid. I'm not completely floored by it, though, so it doesn't quite make the top of my list. Feels like a fine card, but maybe slightly boring xD
tl;dr - I liked a lot of entries this week, so its been hard to choose which 3 to vote for (I know I could vote for more, I just try to limit it to 3, idk why). Considering the areas of design that I think are most important* my votes this week are going to: From the Void, Moonwell, and Forbidden Dreaming. Honorable mentions: Desperate Defender, Arcane Opportunist, and Howling Pack Leader.
*If anyone's interested: I like to consider the 3 main components of card creation to be Flavor, Mechanic, and Balance. Flavor includes art, name, lore, and how those things connect to the mechanic. Mechanic includes the innovation of the effect and how well it fits with the class (or as a neutral). Balance includes, well, if the card is balanced (not too weak, not too strong) and all things regarding mana cost/stat lines. I take all of these categories into consideration, but for me (and this changes from person to person) I tend to value the areas in the order I wrote them, with flavor being slightly more important than mechanic, and mechanic being slightly more important than balance. Again, just me ;) Also, I'm thinking of using this system to judge the next long-term competition, whether its for a class or an expansion. I'd actually give scores to entries for each category and such ;D I'm a statistics nerd apparently hahaha. Let me know if you think this would be useful/interesting?
Sanction - Wow, a super interesting effect! Well we all know single target removal in pally is desperately needed, so I feel like this would be run even at 2 mana, and would prob be better balanced there. I could be wrong... this kinda thing seems so hard to balance, as its completely gonna depend on the strength of their draw. If you use this to kill a giant threat, as you usually would, and their next draw is a 1-3 drop that then becomes 0-cost, well, actually this feels okay. I've decided I like it, hahaha. Would have preferred to see it at 2 mana, but again, that's me nitpicking.
I think you misread the effect, because the effect for your opponent is actually stronger than that. The cost reduction is for the next card your opponent plays, not the next one they draw, so they get to choose what to apply the cost reduction to. So, the biggest threat in their hand (or their next draw) is discounted, usually. I admit, it is hard to tell how much this effect would be worth, though. It would be a strong effect for both Aggro decks and control decks to get hit by. Killing an Aggro player's minion wouldn't give as much of a cost reduction as killing a big control minion, but the tempo gain of a free minion for Aggro is worth a lot.
Ahhh, yup I totally read that wrong. Well, I'd say that certainly makes it more balanced than I initially thought. I still think this would fit well in the 2-mana slot, though, especially since Pally has so many 1-mana spells with their secrets ;D
Hey everybody, just thought I would chime in on what cards are my favorites this week.
1. From the Void is the card I designed this week, so obviously I am a little biased, but I hope you guys think it's cool too.
2. Gift of the Ancients just seems like a fun card draw spell. Maybe a bit too op, as it functions as 1 mana draw a card, or a 2 mana Far Sight, but still cool
3. Scrap Recycle is just a good mech support card. It's always fun to play tribal synergy based cards, and this is a good one. Only downside is that it's in Shaman. I don't know if that is the best class, but still a fun card.
I voted for From the Void and Gnomish Explorer this week. I really like both the designs. From the Void provides gives discard locks a bit of an extra kick which they desperately need and I view Gnomish Explorer much like Pint-Size Summoner only much more distinct on the value it provides.
Stormwind Deposit is definitely what you'd call "unplayable garbage". Like, why would you ever play that?! The effect would have made sense on a 3 or 4 mana card or at least ona decent body or something, but 8 mana for "discard your hand, do nothing and waste your turn". That's akin to conceding. If you have already 8 mana, WHY WOULD YOU REDUCE other cards to 0 and shuffle them back? You can ALREADY PLAY THEM anyway and if you draw a card with a cost of 0 that would cost 10 otherwise, all you get is a 10 mana you can't spend on anything since you have no other cards on your hand anyway. A "free" hero power I guess, for the mere cost of drawing the same card twice... It's simply terrible and I have no idea how it made it to the finals in this state.
On the other end of the balance spectrum, you have Mana Soaker, which is so utterly broken, it's not even funny. If it would swap cost AND stats it would be actually kind of interesting, but just the cost means you can have a Deathwing, Alextraza, Tirion or whatever on turn 1. Yeah, no. Even if it hits a 3 or 4 mana card, the tempo gain you get from it is just too insane. An effect like that on a minion with Battlecry: Set a cards cost to 0 would already broken, and here you don't even have to play it!
Not as broken, but simply "2 off in every deck"-good is Gift of the Ancients. If pre-nerf Flare taught us anything, it's that 1 mana cycle is op and this is exactly that.
Forbidden Dreaming is too powerful as well. I had the same idea for the competition that we had a year ago or so that I won with another design where you had to create a card based on total mana or something and after thinking about it, the effect is just way too broken, because it lets you tempo out some minions way too early. Play this on turn 4 and Ysera on 5. If your opponent doesn't have hard removal, you just won the game.
From the void is a bit boring, but alright. Wyrmrest Kinght is basically a worse Dragon Consort but almost identical otherwise. Sanction is a card I like, but it might be too strong during lategame as removal, where mana reduction is kinda irrelevant more often than not. The tempo your opponent can get is hardly behind the tempo you gain when you play it. During top deck mode your opponent also can't really make use of it. Even if, since you are the turn player you have the advantage afterwards and force your opponent to counter your tempo play. It's probably too good.
My personal favorite and the card that gets my vote is Bargain Hunter. It's utterly flavorful, a play on words and has an interesting effect.
Ahhhh one vote close! The level of the entries was too high this time for me with the awesome From the Void and Scrap Recycle just avobe my card on the submission.
I vote for:
- Scrap Recycle by malthe3520 (I think my own vote on the submission topic destroyed my own card but I love this, I miss mech on Standart and it's cool to see someone is taking care of them)
Forgotten Scrolls - Hmmmm. This is pretty solid. I'm not completely floored by it, though, so it doesn't quite make the top of my list. Feels like a fine card, but maybe slightly boring xD
Not surprised that you think that to be honest, it is a fairly simple design, I've been trying to go for more basic designs recently rather than anything flashy. I'm also reasonably (99%) certain that most of my votes came from the flavour text, where I took a stab at the old TEMPO discount code meme. I was originally going to make it a Shaman card depicting a tornado and call it Tempo Storm but it just fit too well in Rogue =P
Not as broken, but simply "2 off in every deck"-good is Gift of the Ancients. If pre-nerf Flare taught us anything, it's that 1 mana cycle is op and this is exactly that.
I have to disagree with you there. Blessing of Wisdom is a 1 mana cycle card and it's far from OP. The main difference being that you can't exactly play it on Turn 1 but fairly reliable as a 1 mana cycle from that point forward. Of course you can't play Gift of the Ancients Turn 1 either so it's about on par with it IMO. Maybe a bit more reliable since you don't need a minion to play it but it also can't net you more than a single card where Blessing of Wisdom can, so....yeah, I'd argue about on par with it.
What made Flare OP at 1 mana wasn't just the cycle, but the fact that it was a tech card with no downside against non-secret decks and a HUGE upside against them. Putting it at 2 mana brought it in line with most other tech cards.
And when I read 'cycle', I assume you are implying cycling through your own deck. However, if you're referring to the fact that the card simply cycles itself out for another card, not necessarily from your own deck, then we have a lot of those in the game already and while quite powerful, they aren't exactly considered OP.
However, I do agree with you about this card as a whole. It's too powerful. Not because of the 1 mana cycle aspect of it but rather because there's simply way too much power packed into one cheap card. Honestly, if all it was was a 1 mana cycle that forced you to wait until Turn 2+ to play it, I probably wouldn't have a problem with it's level of power. But the effect of being able to reduce the mana of the card you draw by 2 is simply putting it over the top. Giving the player both options is putting it WAY over the top. Choice is a powerful tool in Hearthstone and most Choose One effects take that into account as part of the balancing of the card for druids. IMO, this card doesn't do that and that's why I believe it's actually a pretty poorly designed card. Just my 2 cents.
There are some interesting cards this week. Which is surprising because cost reduction is so difficult to balance; you might make stupidly broken cards (*cough* like mine *cough*)
Regardless, here are the cards I'm going to vote for:
From the Void: Simple yet powerful. I like it. It allows discolock to have some more discard synergy (which it desperately needs).
Sanction: An intriguing card. It's a solid removal card for Paladins, and its drawback is quite fair. In terms of the metagame, this card's balancing is actually quite brilliant. Against aggro, which has mostly small minions with a large one here and there, you are most likely to get value while reducing a 1-4 costing card in your opponent's hand (which is almost negligible). Against control, which Paladins are favoured against, it's a risky cards that requires some skill to know if your opponent has expensive cards or not, but it makes sense since destroying a minion in control is much more devastating than destroying a single minion in aggro.
Door to Door Priest: Straightfoward text. Well balanced, flavourful effect. Actual opponent interaction. Provides skill and RNG. What's not to like?
Anyways, like I have done so in many final polls before (and by many, I mean that one time last week during my first competition literally 2-3 weeks after I started playing Hearthstone), I have to ask: do you guys have any advice for making cards (in terms of balancing, mechanics, flavour, "fun", getting past writer's block, etc.?).
This Week's Finalists
Competition-Specific Restrictions:
We have whittled down ~202 valid entries to just 20 of the community's favorites.
Check out all the finalists below and vote in our poll (vote for as many or as few as you like) to help decide the winner and be sure to check back after the poll finishes for the announcement of the winner and the start of a new theme!
by ihascorm
by HitSlender
by Kresarian
by FallenPiano
by MrUncreative
by Broeck1
by Co_Ga
by Dxiled
by nurgling13
by Enselt
by Sneaky_Raptor
by Dracossack
by Dat_boi_Eow
by Lathy
by LittleOgreHearthstone
by Rhadan
by Toble
by malthe3520
by HenryXLII
by ShadowsOfSense
I didn't have a signature so Flux added one for me.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Definitely realized this week how hard it is to properly balance cost reduction effects. One of the primary ways balance is usually maintained in this game is to make sure cards have costs that ensure that OP combos are impractical or impossible. But cost reduction mechanics can throw that delicate balance out the window. On the other hand, paying mana now to save mana later is not always going to be a beneficial trade. As a result, the line between "probably useless" and "probably broken" seems really thin this week. Aside from my own card (Gnomish Explorer), I'll be voting for Sanction and From the Void this week, which I think hit that delicate balance perfectly.
Some other cards come close for me but I always limit myself to only voting for my top three choices.
Thanks to everyone who voted for Gnomish Explorer and good luck to all the finalists.
Aside from my card, I really like From the Void and Door to Door Priest. I am pleasantly surprised that a card as simple as From the Void proved so popular. This is the kind of simple, Fire Fly-esque design that I like. I also really like the creativity behind Door to Door Priest. This was a really clever way to incorporate the cost reduction that I never would have thought of.
For my card, I get why people would say Paladin isn't "supposed" to have hard removal. They don't have any right now. I wouldn't personally say it defines the class, and I think it would be a good thing if they got something like Sanction: a hard removal with a big downside. You could also say hard removal with a big downside is Druid's thing, but I think that's a good reason not to give this card to Druid. It's too similar to Naturalize and Mulch. I don't think Druid needs another card like that. Anyway, that's why I chose to make Sanction a Paladin card.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Posted on the wrong page again -_______________-
My personal favorites :
Stormwind Deposit: Super flavor and super effect. Probably unplayable like Astral Communion but would make trolden-worthy videos!
Sanction: Paladin isn't "supposed" to have hard removal, but this one has a big enough drawback
Desperate Defender: Big early-game taunt minions are always a blast.
Voted for those.
Honorable mentions:
Bargain Hunter: A useful and original card, but the stat line is weird and the art feels more rogue than hunter.
From the Void: An awesome card, but not a very original one since it's just Primordial Glyph for warlocks.
Gift of the Ancients: I think it leans on the OP side. If the card was drawn after the choose, I think it would have been more fair.
General Tao: An awesome effect, but definitively too powerful.
Cards that would buff cancer decks:
Queen Azshara: See discussion in the discussion thread.
Arcane Opportunist: No more control/freeze mage buff PLEAS
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Thanks mods for clearing up the poll confusion :) luckily the first half didn't change, so my review from the old thread still applies. I'll just copy/paste it here, and add my thoughts on the rest!
My thoughts on all 20 finalists behind the spoiler:
From the Void - this is a very cool card, I can see why it did so well. It seems like a very intuitive design, and I wouldn't be surprised to see something like this from Blizzard in the future. Well done.
Howling Pride Leader - nice!!! I think this works really well. I feel like it might be too slow for midrange hunter, though, but that's okay. Control hunters ftw.
Sally Whitemane - want to acknowledge that I don't know the lore behind this card, so flavor-wise I can't really evaluate it. In terms of the effect, I think its fine. Not wowed by it, but that could be because of wording inconsistency (see Mortal Strike) and me being a total stickler when it comes to that stuff, haha. Also, should this be a priest card..?
Bargain Hunter - I really like the mechanic of this card. I like that it's high-skill, since you have to take a lot into consideration on whether to pick the "best option" or the "best deal". I'm not 100% sold on the flavor (mostly the fact that its for hunter) but the mechanic is very cool so that's just fine with me :)
Gift of the Ancients - okay, the typo (should be "its" not "it's") aside, I think this is great. Digging the flavor, digging the effect. It's basically a "value now or value later" card, which I feel works so well for choose one effects. I get the argument that it's too strong, but it doesn't feel WAY too strong, at least to me.
Fortune Teller - hmmm. Interesting concept, but I don't like that the wording is kind of unclear... like, the added text makes sense for a spell, but it doesn't indicate that it would become a battlecry for a minion or a weapon (which is what I'm guessing it would do). I feel like both mechanically and flavorwise, this should have read "draw a spell from your deck". Although the rogue flavor still is odd to me.
Moonwell - ahhhh the flavor, I'm in love :D this is pretty damn good. I feel like if I had had this idea I would have scaled down the health and made it reduce only by 1, but this version is really amping up the power and I like it!! For a 0 attack epic minion, it feels pretty solid.
Wyrmrest Knight - Have I seen this card from you before, Dxiled? Sounds so familiar! Anyway, seems like a solid design. It might be sliiightly too strong, as against decks that don't run dragons you auto-win the joust, and you've given this guy vanilla stats. Being super nitpicky here, but I probably would have knocked one stat point off.
Sanction - A super interesting effect. Well we all know single target removal in pally is desperately needed, so I feel like this would be run even at 2 mana, and would prob be better balanced there. I could be wrong... this kinda thing seems so hard to balance, as its completely gonna depend on the strength of their draw. If you use this to kill a giant threat, as you usually would, and their next draw is a 1-3 drop that then becomes 0-cost, well, actually this feels okay. I've decided I like it, hahaha. Would have preferred to see it at 2 mana, but again, that's me nitpicking.
Stormwind Deposit - oof! well, it's certainly an interesting mechanic, and flavor is good... wow I don't really know what to think of this. I actually think it's decently balanced, because against aggro this is simply a dead draw, and against control it's usually incredibly strong (anti-fatigue, etc.). But you're still emptying your hand, and as we know from Deathwing, the effect better be damn good. So maybe this is too weak. But def a fun design.
Mana Soaker - okay, points for creativity, but damn this is WAY too strong. I get that the downside is you lose a card in your deck (since after the switch you wouldn't want to play it), but that really doesn't feel like a penalty enough for getting a 0-mana anything. It's basically an incredibly OP version of Innervate, if you think of it in that way... you end up saving yourself mana, anything from 1-10 (and beyond with the giants). If this was class-specific, I would be a bit more forgiving. But as a neutral, I feel like this card would just blow up the meta.
Forbidden Dreaming - See, now this works. It's a way to cash in having extra mana one turn in order to play something bigger on the next. I actually really love this design... and it fits perfectly in the druid class. I would love to see this card in the game... imagine whiffing on your 3 drop, but you have a 7-drop in hand... play this spell on 3 to do nothing, and on 4 you can drop the 7. Hmmm. You know, thinking of this in practice makes it feel very strong, especially in the class with Innervate. But then again, you're putting a "do nothing in case I draw badly" card in your deck. I'm also impressed that you were able to come up with a new Forbidden card that at least I haven't seen before. Well done!
Desperate Defender - Wow! What an innovative design. This totally works for me. I don't know if I'm missing something in terms of the balance, but from here it seems to work. I like that the downside is linked to how long the taunt is up, I feel like that's a very smart way to do this. Well done.
Back to Work! - Oh dear god. hahahah. I feel like this card won't do well simply because people are bitter towards Quest rogue right now... in terms of design, I like the art/flavor, but I feel it's a bit too strong. Shadowstep obviously already gives a cost reduction, but its limited for a reason. You could do some real crazy shit with this card xD I know you're paying 3 mana upfront for the effect, but still. Just think of all the Leeroys......
General Tao - Oh dear god. Gorehowl's best friend... I like the idea of the card but wish it was in, say, Paladin. This is just too good for control Warrior.
Arcane Opportunist - Ah! I like this. It's simple, synergizes with the current state of Mage decks, and has good flavor. I think the stats were also chosen well/it feels balanced. It might make the discover mage a bit too strong right now, but all in all, a solid design!
Gnomish Explorer - This is also super solid. Making it a 1-drop means you can definitely get good value by comboing it out with multiple Discover effects, and I think it works fine as neutral. It might be too strong though... I think this could potentially see play as a 2-drop. Or, hmmm... I know 1 mana 1/1s aren't too exciting but maybe thats the right choice for this lil guy. Also, a nitpick: would have preferred the wording to be clearer about what is being discounted. Something like "After you Discover a card, reduce its Cost by (1)."
Scrap Recycle - I appreciate the flavor here, but for some reason this just isn't working too well for me. I'm not sure why... maybe its because it was posted right under my entry this week and did so much better than mine LOL. It's a fine design, just not my fave. Maybe it's cuz it feels weird in shaman.
Door to Door Priest - First thing I notice is that this is too strong. You've got a minion with vanilla stats and an effect that is always going to be positive for you by saving you at least 1 mana (yes I know that technically Drakonid Operative is vanilla stats with a positive effect, but it at least has a condition to it). And with the potential for this to repeat... well, I feel like as is, this should be a 3-drop. Putting aside balance, though, I really like how this introduces new design space. I like it! Not crazy about th door-to-door flavor though, but that could just be me.
Forgotten Scrolls - Hmmmm. This is pretty solid. I'm not completely floored by it, though, so it doesn't quite make the top of my list. Feels like a fine card, but maybe slightly boring xD
tl;dr - I liked a lot of entries this week, so its been hard to choose which 3 to vote for (I know I could vote for more, I just try to limit it to 3, idk why). Considering the areas of design that I think are most important* my votes this week are going to: From the Void, Moonwell, and Forbidden Dreaming. Honorable mentions: Desperate Defender, Arcane Opportunist, and Howling Pack Leader.
*If anyone's interested: I like to consider the 3 main components of card creation to be Flavor, Mechanic, and Balance. Flavor includes art, name, lore, and how those things connect to the mechanic. Mechanic includes the innovation of the effect and how well it fits with the class (or as a neutral). Balance includes, well, if the card is balanced (not too weak, not too strong) and all things regarding mana cost/stat lines. I take all of these categories into consideration, but for me (and this changes from person to person) I tend to value the areas in the order I wrote them, with flavor being slightly more important than mechanic, and mechanic being slightly more important than balance. Again, just me ;) Also, I'm thinking of using this system to judge the next long-term competition, whether its for a class or an expansion. I'd actually give scores to entries for each category and such ;D I'm a statistics nerd apparently hahaha. Let me know if you think this would be useful/interesting?
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Hey everybody, just thought I would chime in on what cards are my favorites this week.
1. From the Void is the card I designed this week, so obviously I am a little biased, but I hope you guys think it's cool too.
2. Gift of the Ancients just seems like a fun card draw spell. Maybe a bit too op, as it functions as 1 mana draw a card, or a 2 mana Far Sight, but still cool
3. Scrap Recycle is just a good mech support card. It's always fun to play tribal synergy based cards, and this is a good one. Only downside is that it's in Shaman. I don't know if that is the best class, but still a fun card.
bepisI voted for From the Void and Gnomish Explorer this week. I really like both the designs. From the Void provides gives discard locks a bit of an extra kick which they desperately need and I view Gnomish Explorer much like Pint-Size Summoner only much more distinct on the value it provides.
Good luck guys.
Stormwind Deposit is definitely what you'd call "unplayable garbage". Like, why would you ever play that?! The effect would have made sense on a 3 or 4 mana card or at least ona decent body or something, but 8 mana for "discard your hand, do nothing and waste your turn". That's akin to conceding. If you have already 8 mana, WHY WOULD YOU REDUCE other cards to 0 and shuffle them back? You can ALREADY PLAY THEM anyway and if you draw a card with a cost of 0 that would cost 10 otherwise, all you get is a 10 mana you can't spend on anything since you have no other cards on your hand anyway. A "free" hero power I guess, for the mere cost of drawing the same card twice... It's simply terrible and I have no idea how it made it to the finals in this state.
On the other end of the balance spectrum, you have Mana Soaker, which is so utterly broken, it's not even funny. If it would swap cost AND stats it would be actually kind of interesting, but just the cost means you can have a Deathwing, Alextraza, Tirion or whatever on turn 1. Yeah, no. Even if it hits a 3 or 4 mana card, the tempo gain you get from it is just too insane. An effect like that on a minion with Battlecry: Set a cards cost to 0 would already broken, and here you don't even have to play it!
Not as broken, but simply "2 off in every deck"-good is Gift of the Ancients. If pre-nerf Flare taught us anything, it's that 1 mana cycle is op and this is exactly that.
Forbidden Dreaming is too powerful as well. I had the same idea for the competition that we had a year ago or so that I won with another design where you had to create a card based on total mana or something and after thinking about it, the effect is just way too broken, because it lets you tempo out some minions way too early. Play this on turn 4 and Ysera on 5. If your opponent doesn't have hard removal, you just won the game.
From the void is a bit boring, but alright. Wyrmrest Kinght is basically a worse Dragon Consort but almost identical otherwise. Sanction is a card I like, but it might be too strong during lategame as removal, where mana reduction is kinda irrelevant more often than not. The tempo your opponent can get is hardly behind the tempo you gain when you play it. During top deck mode your opponent also can't really make use of it. Even if, since you are the turn player you have the advantage afterwards and force your opponent to counter your tempo play. It's probably too good.
My personal favorite and the card that gets my vote is Bargain Hunter. It's utterly flavorful, a play on words and has an interesting effect.
Ahhhh one vote close! The level of the entries was too high this time for me with the awesome From the Void and Scrap Recycle just avobe my card on the submission.
I vote for:
- Scrap Recycle by malthe3520 (I think my own vote on the submission topic destroyed my own card but I love this, I miss mech on Standart and it's cool to see someone is taking care of them)
- From the Void by ihascorm
- Bargain Hunter by FallenPiano
- Forgotten Scrolls by ShadowsOfSense
- Gnomish Explorer by Toble
You can find me here! Good luck everyone!
Hey, just out of curiosity, does anyone know what happens when all of Bargain Hunter's options are the same cost?
There are some interesting cards this week. Which is surprising because cost reduction is so difficult to balance; you might make stupidly broken cards (*cough* like mine *cough*)
Regardless, here are the cards I'm going to vote for:
From the Void: Simple yet powerful. I like it. It allows discolock to have some more discard synergy (which it desperately needs).
Sanction: An intriguing card. It's a solid removal card for Paladins, and its drawback is quite fair. In terms of the metagame, this card's balancing is actually quite brilliant. Against aggro, which has mostly small minions with a large one here and there, you are most likely to get value while reducing a 1-4 costing card in your opponent's hand (which is almost negligible). Against control, which Paladins are favoured against, it's a risky cards that requires some skill to know if your opponent has expensive cards or not, but it makes sense since destroying a minion in control is much more devastating than destroying a single minion in aggro.
Door to Door Priest: Straightfoward text. Well balanced, flavourful effect. Actual opponent interaction. Provides skill and RNG. What's not to like?
Anyways, like I have done so in many final polls before (and by many, I mean that one time last week during my first competition literally 2-3 weeks after I started playing Hearthstone), I have to ask: do you guys have any advice for making cards (in terms of balancing, mechanics, flavour, "fun", getting past writer's block, etc.?).
You can find me here! Good luck everyone!
I'm not going to go really in-depth right now (might do that later), but I'm voting for From the Void, and Moonwell.
Why Rogue is my favourite class:
My submission for this week's card design competition.
I don't know what to vote for yet but I'm NOT voting for
mana soaker: oh hi deathwing Dragonlord! On turn 1! (Low chances are still chances)
back to work: yeah no. Knife juggler+any 2 bounce minions and you can OTK your opponent