... Wow, interesting theme. Lemme just throw out some random ideas off the top of my head:
In Shadowverse, Olivia gives you three 'evolution points', each of which equates to pretty much giving a minion +2/+2 and Rush (which is charge but can't hit heroes). Obelisk is just a recreation of his Yu-Gi-Oh effect.
EDIT: Added PtP. In Shadowverse, you need to cast a total of 30 spells or have 30 of your minions die or some combination of both, and then you play this and it slams your opponent's board and hero for 6 each turn. I'll find better art for Judgement. Mainly worried about how to translate that condition into HS, which has a smaller deck and less minion/spell generation.
OH MY GOSH, YOU'RE NOT DEAD. Annnd you changed your avatar again. XD (But in all seriousness, welcome back! <3)
Dark Angel Olivia: Ooooooh. I really like this card! It's a sweet buff card that's essentially a split Icehowl; it also depicts the Evolution mechanic well. It's a really cool Control/Midrange card that can help you immediately attack with your minions to control the board (and not go face...); it's also just a solid buff card or spell-synergy material. This supports a numerous amount of decks, and it gives a strong boost to The Last Kaleidosaur, which is always a good thing in my books. This is your best card IMO. However, this isn't a strong suggestion, but maybe you should make it a 3/3 due to its sheer flexibility.
Obelisk the Tormentor: Wowsers. That looks like an extremely powerful card, especially in decks that can spawn a lot of tokens like Token Druid. You can essentially just spam minions and continuously wipe out your opponent's board, and your opponent can't do much about it. Thus, I think it's a bit too OP. You can look at it as a Deathwing with a better effect and smaller drawback. The effect is basically a Unwilling Sacrifice on steroids, and a >6 mana effect on a beefy 8/8 is a too potent for my liking.
Path to Purgatory: 2 Forbidden Rituals just halves the job already. Again, it looks broken as heck in Zoolock, Token Druid, and every other Token deck in Hearthstone. 2 Forbidden Rituals just halves the job already. Put a N'Zoth, the Corruptor into the mix and you practically win the game with a bunch of token-spawning Deathrattles. The Quest Reward seems particularly OP and uninteractive as well. You might as well word this as "Win the game" because your opponent can't play any minions without them being wiped out or weakened to low Health, so your opponent can't really do much. You basically created a slow death here, and that is not fun on the receiving end.
I've already submitted my card, but what balance changes do you think I need to make to it? (It's in my signature!)
Yep, I'm back! Not sure how long I'll stay back, though. I had an idea for this competition so I quickly threw it here, but recently I've been sorta getting more and more bored of HS, so I've been taking a hiatus XD. The new avatar is there because I found this new song and fell in love immediately.
Olivia was my favourite all along anyways, so I'll probably just go with her. I want to keep her current stats because she's a 9 mana 4/4 in that game as well, and I don't think it'd be too broken. Besides, she's unplayable in Shadowverse, so she deserves some love here XD.
As for your card, I feel like it's probably fair, and also a very interesting effect that helps out greatly against token decks. I honestly don't have much to say. Keep up the good work!
Well this is my first card design competition, so I hope to make a good first impression.
For this one, I looked to Yugioh since that's the only other TCG I ever played. A card I used to use a lot of back in the day was Relinquished, so I thought how would he translate into Hearthstone?
Relinquished was a Ritual monster, which meant to summon him you needed the Ritual Spell, and then completed the Ritual with Relinquished in your hand. So for Hearthstone, I made the Ritual spell itself into a Quest Spell for Warlock. Here's the original card:
So, what is Relinquished in Hearthstone form?
Original:
Relinquished in Yugioh would be a no stat monster that would steal one of your opponent's monsters and turn it into an equip spell, copying that monster's stats. If Relinquished got destroyed, the monster it equipped itself to will be destroyed instead, and it can then equip another monster the next turn and repeat the cycle.
So for Hearthstone, I translated that effect by making it a Battlecry that destroyed any minion. ANY! You could use it as a 1 mana removal, or use it to pop an egg. Then it has a Deathrattle that allows it to come back to your hand whenever it dies. Now while this might sound OP, bear in mind he's a quest reward, so it'll take some turns before he actually comes out. And he can only destroy one minion at a time, so if you flood your board with stickies you'll be fine. This card gives Warlocks removal they desperately need, and who knows, this could also work with Zoo decks as well.
Hiya! Welcome to the Fan Creations Forum! I'm Cogito_Ergo_Sum, a frequent visitor of this place and a winner of a few of these competitions (as denoted by the shiny border around my avatar).I like the general idea of a quest about Warlock's "Destroy friendly minion" theme. It would greatly supports an archetype and theme within Warlock, and you can't get enough Zoo! As a bonus, the card imitates the original version without being too unoriginal. However, balance-wise, this card is insanely strong.
Okay, so let's start with the most glaring issue. "Destroy 4 friendly minions" is an extremely easy condition to fulfill, especially in Zoolock with Forbidden Ritual and its many other Token generators. You could easily throw your minions into your opponent's minions, and that would count as "Destroying a friendly minion". (If I attack with my 1/1 into a 6/6, would my 1/1 not be destroyed? If it isn't destroyed...then what would it be?) Either that, or your opponent kills your own minions. You could pretty much word the card as "Quest: Have 4 friendly minions die."
The reward is a bit too powerful as well, even when compared to other quest rewards. A 1 mana Assassinate that constantly returns to your hand is broken. A 1 mana Assassinate that summons a copy of a minion is just OP.
Additionally, "it's" is supposed to be worded as "its". "It's" means "it is"; "Its" is the possessive form of "it".
Essentially, this card is a 1 mana Mind Control that constantly returns to your hand. To acquire this, you need have 4 minions die, which happens in almost every Hearthstone game. Additionally, this works in pretty much any deck. So...yeah, I'm not a fan of this card.EDIT: It just occurred to me that you submitted this card. Unfortunately, as stated by the rules, you can't change your submissions once you have submitted it (with the exception of minor balance and flavour changes). What you submit is final. In the future, you may want to wait for a little bit for feedback before you submit the final version of your card.
Thank you for the feedback. So here's my piece:
Looking at the quest yeah I should've worded it better. The condition is supposed to be destroying the minion outside of just attacking. This means, using battlecries, using spells, and so on. Attacking a minion then it dying would not trigger the quest. I'll ask the mods if I could quickly add a little to the card text to clarify that better.
As for Relinquished being OP, I have to disagree with you there. By the time you actually get this card, your opponent will have a strong board that a 1 mana assassinate/Faceless Shambler isn't gonna do much, and if they don't have that board then they're dead anyway since you'll have a better board then them before you even finished the quest. At the earliest, I see you getting the quest finished by turn 6, and that's if you even drew your minions that destroy your friendly minions, which also have a high mana cost. Plus while it would be good to nuke your own board to finish the quest faster, that'll put you at a disadvantage and give your opponent board control.
But yeah, the only problem I see is the quest itself. If it turns out it's very easy to complete, I'll increase the requirement from 4 to 5.
Ah, that makes much more sense.
Might I suggest the wording "Quest: Destroy X friendly minions with your cards"? It's a simple way to indicate your intentions. I think you should raise the requirements to 6 though when compared to Open the Waygate. Warlock is well-known for their massive board clears (Twisting Nether, Corrupting Mist, Hellfire, DOOM!), and those spells can easily fulfill the quest in one go. And we haven't even gotten to the numerous sacrificial cards yet (Ravenous Pterrordax, Sanguine Reveler, Void Terror, Shadowflame, Unwilling Sacrifice...I think you get the point.)
In regards to Relinquished, I think you're taking a ONE mana Assassinate pretty lightly. I'm pretty sure that in ANY situation, a 1 mana Assassinate + Faceless Shambler would be good. Even if you only destroy one minion out of four, it's only for just one mana. But let's just presume that this card is balanced. Then we have to realize that we're playing a sacrificial Zoo deck, and that can create some insane combos due to its cheap cost. You could easily go Relinquished > Void Terror > Relinquished > Ravenous Pterrordax > Relinquished, and you basically just destroyed 3 of the enemy minions while developing a strong board. Yikes. Also, almost all Quest rewards cost 5 mana (the only exception is Sulfuras, but it gives you a new 2 mana Hero Power); thus, this severly breaks the Quest Reward's flavour.
I have a new pair of ideas to float out, both based around Aurelia the Warleader from Magic the Gathering. They're not super "sexy" cards, but I'm not really feeling this competition theme to be honest. Maybe I should just submit The Cheese and call it a day...anyway, I digress.
As far as I see it, a Hearthstone version of her ability is, simply put, providing everyone Windfury. I could add additional qualifiers and whatnot to make it more equivalent to the original text, but that would be over-complicating the matter. I traded her keywords for additional stats, but also bumped up her mana costs because AoE Charge and AoE Windfury are super good.
Both iterations are based around a similar tactic to that of Sulfuras/Fire Plume's Heart: taking your time, building your rage so-to-speak before flipping the aggression-switch to "on" and slamming your opponent's face in after you've hit the boiling point. I gave Aurelia to the Warrior because Charge is kinda of his thing so that's fitting, while Windfury is not his thing so it would be interesting to see it available for him in some capacity. Regardless of the version I move forward on, they both align well with the aforementioned mindset behind Quest Warrior: they're (hopefully) too expensive to utilize in aggro decks, which is intended.
...I doubled up on mentioning Charge in the left version to maximize clarity. I could have said "All friendly minions have Charge," but I imagine there would be some out there confused as-to whether or not that included Aurelia herself.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I have a new pair of ideas to float out, both based around Aurelia the Warleader from Magic the Gathering. They're not super "sexy" cards, but I'm not really feeling this competition theme to be honest. Maybe I should just submit The Cheese and call it a day...anyway, I digress.
As far as I see it, a Hearthstone version of her ability is, simply put, providing everyone Windfury. I could add additional qualifiers and whatnot to make it more equivalent to the original text, but that would be over-complicating the matter. I traded her keywords for additional stats, but also bumped up her mana costs because AoE Charge and AoE Windfury are super good.
Both iterations are based around a similar tactic to that of Sulfuras/Fire Plume's Heart: taking your time, building your rage so-to-speak before flipping the aggression-switch to "on" and slamming your opponent's face in after you've hit the boiling point. I gave Aurelia to the Warrior because Charge is kinda of his thing so that's fitting, while Windfury is not his thing so it would be interesting to see it available for him in some capacity. Regardless of the version I move forward on, they both align well with the aforementioned mindset behind Quest Warrior: they're (hopefully) too expensive to utilize in aggro decks, which is intended.
...I doubled up on mentioning Charge in the left version to maximize clarity. I could have said "All friendly minions have Charge," but I imagine there would be some out there confused as-to whether or not that included Aurelia herself.
I think that the first one is honestly kinda useless. You can barely play any other cards the turn you play her, so the ability almost does nothing, unless you manage to pull some fancy combo with eggs or something. Sure, it's a continuous effect, but 99% of the time, these types of cards don't survive for more than a single turn. The second one is pretty scary though - but somehow I doubt it'd ever result in anything other than a Bloodlust.
If you had to go with one of the two, I'd say the second one. Honestly, I think the second one can have Charge as well - it'd make her role as a finisher a whole lot more powerful, because right now I'd say she's too high-costed for an effect that requires a large board of decently-sized minions to be good.
Also, question to the mods: Can we use art that's not on the original card if it's obvious that it depicts the same character? Some other CCGs have card sizes and the art on those don't translate well into HS.
Hey everybody! I was the one who came up with Underworld Tour Guide a while ago:
What do you guys think? I originally had her at 2 mana, but thought that would be too broken, so I bumped it up to 3. A 2 mana 2/1 that summons a Flame Imp was just Tuskarr Totemic all over again, but a 3 mana card that does the same thing isn't all that threatening these days IMO.
I also considered this as my submission, but it would be far too broken, so I didn't. People who play or played Yu-gi-oh will understand, but this card was ridiculously broken back in its time, so I wanted to replicate that.
Just so that you know, once you submit a card, it's your final submission. In other words, you can't submit a new card or make massive changes to your submitted card. You can, however, make minor balance changes or flavour changes to the card.Anyways, your Warlock cards!
Underworld Tour Guide: I concur with Mewdrops. It should be worded as "1-Cost Demon" when compared to Desert Camel. Speaking of which, this seems a bit too weak when compared to Desert Camel and Mounted Raptor. Plus, there's only 4 1-cost Demons in Hearthstone (Flame Imp, Blood Imp, Malchezaar's Imp, and Voidwalker). Thus, I think you should buff it to a 3 mana 2/2 or 2 mana 1/1. Besides that, it's a fine card for Demonlock/Zoolock.
Grapha, Dark Dragon Lord: Again, I agree with Mewdrops for the wording ('If you discard this minion, summon it and destroy a random enemy minion'). I feel like it's too "swingy" though. If you manage to discard this early in the game, you get an 8/8 before turn freaking 5 AND destroy an enemy minion. You basically just won the game due to RNG, and I feel like that might be a bit too frustrating to play against. If you don't discard it? You get an 8 mana 8/8. That's a incredibly small drawback for a potentially huge tempo swing.
Underworld Tour Guide: I concur with Mewdrops. It should be worded as "1-Cost Demon" when compared to Desert Camel. Speaking of which, this seems a bit too weak when compared to Desert Camel and Mounted Raptor. Plus, there's only 4 1-cost Demons in Hearthstone (Flame Imp, Blood Imp, Malchezaar's Imp, and Voidwalker). Thus, I think you should buff it to a 3 mana 2/2 or 2 mana 1/1. Besides that, it's a fine card for Demonlock/Zoolock.
Grapha, Dark Dragon Lord: Again, I agree with Mewdrops for the wording ('If you discard this minion, summon it and destroy a random enemy minion'). I feel like it's too "swingy" though. If you manage to discard this early in the game, you get an 8/8 before turn freaking 5 AND destroy an enemy minion. You basically just won the game due to RNG, and I feel like that might be a bit too frustrating to play against. If you don't discard it? You get an 8 mana 8/8. That's a incredibly small drawback for a potentially huge tempo swing.
I went ahead and changed the wording on the card and made it a 2/2 (I hope that's okay). Still keeping the Silence, though, because it's necessary for the card's flavor and also means the card would theoretically take up less design space, so people could design 1-cost demons with cool effects like Malchezaar's Imp and not have to worry about them being tutored out and combo'd with for 3 mana (or 2 if I decided to lower its cost).
Grapha was mostly a joke, which was why I didn't submit it. My friend noticed I made Tour Guide into a Warlock card and went "Why not make some broken discardlock support by making Grapha?"
Are card games other card games ? If the rules said the card have to come from a ccg, which I would say that you need to have a personal library of cards to make your decks out of, then Dominion and Smash Up won't be allowed, for example. I would say yes that they cant be used.
Well this is my first card design competition, so I hope to make a good first impression.
For this one, I looked to Yugioh since that's the only other TCG I ever played. A card I used to use a lot of back in the day was Relinquished, so I thought how would he translate into Hearthstone?
Relinquished was a Ritual monster, which meant to summon him you needed the Ritual Spell, and then completed the Ritual with Relinquished in your hand. So for Hearthstone, I made the Ritual spell itself into a Quest Spell for Warlock. Here's the original card:
So, what is Relinquished in Hearthstone form?
Original:
Relinquished in Yugioh would be a no stat monster that would steal one of your opponent's monsters and turn it into an equip spell, copying that monster's stats. If Relinquished got destroyed, the monster it equipped itself to will be destroyed instead, and it can then equip another monster the next turn and repeat the cycle.
So for Hearthstone, I translated that effect by making it a Battlecry that destroyed any minion. ANY! You could use it as a 1 mana removal, or use it to pop an egg. Then it has a Deathrattle that allows it to come back to your hand whenever it dies. Now while this might sound OP, bear in mind he's a quest reward, so it'll take some turns before he actually comes out. And he can only destroy one minion at a time, so if you flood your board with stickies you'll be fine. This card gives Warlocks removal they desperately need, and who knows, this could also work with Zoo decks as well.
Hiya! Welcome to the Fan Creations Forum! I'm Cogito_Ergo_Sum, a frequent visitor of this place and a winner of a few of these competitions (as denoted by the shiny border around my avatar).I like the general idea of a quest about Warlock's "Destroy friendly minion" theme. It would greatly supports an archetype and theme within Warlock, and you can't get enough Zoo! As a bonus, the card imitates the original version without being too unoriginal. However, balance-wise, this card is insanely strong.
Okay, so let's start with the most glaring issue. "Destroy 4 friendly minions" is an extremely easy condition to fulfill, especially in Zoolock with Forbidden Ritual and its many other Token generators. You could easily throw your minions into your opponent's minions, and that would count as "Destroying a friendly minion". (If I attack with my 1/1 into a 6/6, would my 1/1 not be destroyed? If it isn't destroyed...then what would it be?) Either that, or your opponent kills your own minions. You could pretty much word the card as "Quest: Have 4 friendly minions die."
The reward is a bit too powerful as well, even when compared to other quest rewards. A 1 mana Assassinate that constantly returns to your hand is broken. A 1 mana Assassinate that summons a copy of a minion is just OP.
Additionally, "it's" is supposed to be worded as "its". "It's" means "it is"; "Its" is the possessive form of "it".
Essentially, this card is a 1 mana Mind Control that constantly returns to your hand. To acquire this, you need have 4 minions die, which happens in almost every Hearthstone game. Additionally, this works in pretty much any deck. So...yeah, I'm not a fan of this card.EDIT: It just occurred to me that you submitted this card. Unfortunately, as stated by the rules, you can't change your submissions once you have submitted it (with the exception of minor balance and flavour changes). What you submit is final. In the future, you may want to wait for a little bit for feedback before you submit the final version of your card.
Thank you for the feedback. So here's my piece:
Looking at the quest yeah I should've worded it better. The condition is supposed to be destroying the minion outside of just attacking. This means, using battlecries, using spells, and so on. Attacking a minion then it dying would not trigger the quest. I'll ask the mods if I could quickly add a little to the card text to clarify that better.
As for Relinquished being OP, I have to disagree with you there. By the time you actually get this card, your opponent will have a strong board that a 1 mana assassinate/Faceless Shambler isn't gonna do much, and if they don't have that board then they're dead anyway since you'll have a better board then them before you even finished the quest. At the earliest, I see you getting the quest finished by turn 6, and that's if you even drew your minions that destroy your friendly minions, which also have a high mana cost. Plus while it would be good to nuke your own board to finish the quest faster, that'll put you at a disadvantage and give your opponent board control.
But yeah, the only problem I see is the quest itself. If it turns out it's very easy to complete, I'll increase the requirement from 4 to 5.
Ah, that makes much more sense.
Might I suggest the wording "Quest: Destroy X friendly minions with your cards"? It's a simple way to indicate your intentions. I think you should raise the requirements to 6 though when compared to Open the Waygate. Warlock is well-known for their massive board clears (Twisting Nether, Corrupting Mist, Hellfire, DOOM!), and those spells can easily fulfill the quest in one go. And we haven't even gotten to the numerous sacrificial cards yet (Ravenous Pterrordax, Sanguine Reveler, Void Terror, Shadowflame, Unwilling Sacrifice...I think you get the point.)
In regards to Relinquished, I think you're taking a ONE mana Assassinate pretty lightly. I'm pretty sure that in ANY situation, a 1 mana Assassinate + Faceless Shambler would be good. Even if you only destroy one minion out of four, it's only for just one mana. But let's just presume that this card is balanced. Then we have to realize that we're playing a sacrificial Zoo deck, and that can create some insane combos due to its cheap cost. You could easily go Relinquished > Void Terror > Relinquished > Ravenous Pterrordax > Relinquished, and you basically just destroyed 3 of the enemy minions while developing a strong board. Yikes. Also, almost all Quest rewards cost 5 mana (the only exception is Sulfuras, but it gives you a new 2 mana Hero Power); thus, this severly breaks the Quest Reward's flavour.
I already updated the card's text. It now reads like this:
I don't wanna raise the requirement for you need to remember how expensive the minion based removals are. Pterrordax is 4 mana on top of a minion already on the board, and Void Terror is 3 mana with minions already on the board. If you opponent is trading (Which seeing as you played the quest turn one, they most likely will) then it'll be difficult to work on the quest past turn 5 . Hence why I made it 4 instead of 5 or 6, because from my calculations you'll most likely not get this quest done until turn 6-9, which by that time your opponent will have solutions to Relinquished. So the quest requirements are gonna stay.
Now you do bring up a good point about the combos itself, and I agree. I have two solutions for possible nerfs:
So one solution is keeping the 1 mana cost, but it'll go to your hand at the end of the turn, which eliminates combo potential. However I actually like the combo potential, so I also increased the cost to 3 mana, so they won't be able to play him as much. Best you'll do is Relinquished > Void Terror > Relinquished. Hey, since he's a Demon it also could lead to people using Sacrificial Pact again.
So those are my nerfs. I'm leaning to the 3 mana one.
Well this is my first card design competition, so I hope to make a good first impression.
For this one, I looked to Yugioh since that's the only other TCG I ever played. A card I used to use a lot of back in the day was Relinquished, so I thought how would he translate into Hearthstone?
Relinquished was a Ritual monster, which meant to summon him you needed the Ritual Spell, and then completed the Ritual with Relinquished in your hand. So for Hearthstone, I made the Ritual spell itself into a Quest Spell for Warlock. Here's the original card:
So, what is Relinquished in Hearthstone form?
Original:
Relinquished in Yugioh would be a no stat monster that would steal one of your opponent's monsters and turn it into an equip spell, copying that monster's stats. If Relinquished got destroyed, the monster it equipped itself to will be destroyed instead, and it can then equip another monster the next turn and repeat the cycle.
So for Hearthstone, I translated that effect by making it a Battlecry that destroyed any minion. ANY! You could use it as a 1 mana removal, or use it to pop an egg. Then it has a Deathrattle that allows it to come back to your hand whenever it dies. Now while this might sound OP, bear in mind he's a quest reward, so it'll take some turns before he actually comes out. And he can only destroy one minion at a time, so if you flood your board with stickies you'll be fine. This card gives Warlocks removal they desperately need, and who knows, this could also work with Zoo decks as well.
Hiya! Welcome to the Fan Creations Forum! I'm Cogito_Ergo_Sum, a frequent visitor of this place and a winner of a few of these competitions (as denoted by the shiny border around my avatar).I like the general idea of a quest about Warlock's "Destroy friendly minion" theme. It would greatly supports an archetype and theme within Warlock, and you can't get enough Zoo! As a bonus, the card imitates the original version without being too unoriginal. However, balance-wise, this card is insanely strong.
Okay, so let's start with the most glaring issue. "Destroy 4 friendly minions" is an extremely easy condition to fulfill, especially in Zoolock with Forbidden Ritual and its many other Token generators. You could easily throw your minions into your opponent's minions, and that would count as "Destroying a friendly minion". (If I attack with my 1/1 into a 6/6, would my 1/1 not be destroyed? If it isn't destroyed...then what would it be?) Either that, or your opponent kills your own minions. You could pretty much word the card as "Quest: Have 4 friendly minions die."
The reward is a bit too powerful as well, even when compared to other quest rewards. A 1 mana Assassinate that constantly returns to your hand is broken. A 1 mana Assassinate that summons a copy of a minion is just OP.
Additionally, "it's" is supposed to be worded as "its". "It's" means "it is"; "Its" is the possessive form of "it".
Essentially, this card is a 1 mana Mind Control that constantly returns to your hand. To acquire this, you need have 4 minions die, which happens in almost every Hearthstone game. Additionally, this works in pretty much any deck. So...yeah, I'm not a fan of this card.EDIT: It just occurred to me that you submitted this card. Unfortunately, as stated by the rules, you can't change your submissions once you have submitted it (with the exception of minor balance and flavour changes). What you submit is final. In the future, you may want to wait for a little bit for feedback before you submit the final version of your card.
Thank you for the feedback. So here's my piece:
Looking at the quest yeah I should've worded it better. The condition is supposed to be destroying the minion outside of just attacking. This means, using battlecries, using spells, and so on. Attacking a minion then it dying would not trigger the quest. I'll ask the mods if I could quickly add a little to the card text to clarify that better.
As for Relinquished being OP, I have to disagree with you there. By the time you actually get this card, your opponent will have a strong board that a 1 mana assassinate/Faceless Shambler isn't gonna do much, and if they don't have that board then they're dead anyway since you'll have a better board then them before you even finished the quest. At the earliest, I see you getting the quest finished by turn 6, and that's if you even drew your minions that destroy your friendly minions, which also have a high mana cost. Plus while it would be good to nuke your own board to finish the quest faster, that'll put you at a disadvantage and give your opponent board control.
But yeah, the only problem I see is the quest itself. If it turns out it's very easy to complete, I'll increase the requirement from 4 to 5.
Ah, that makes much more sense.
Might I suggest the wording "Quest: Destroy X friendly minions with your cards"? It's a simple way to indicate your intentions. I think you should raise the requirements to 6 though when compared to Open the Waygate. Warlock is well-known for their massive board clears (Twisting Nether, Corrupting Mist, Hellfire, DOOM!), and those spells can easily fulfill the quest in one go. And we haven't even gotten to the numerous sacrificial cards yet (Ravenous Pterrordax, Sanguine Reveler, Void Terror, Shadowflame, Unwilling Sacrifice...I think you get the point.)
In regards to Relinquished, I think you're taking a ONE mana Assassinate pretty lightly. I'm pretty sure that in ANY situation, a 1 mana Assassinate + Faceless Shambler would be good. Even if you only destroy one minion out of four, it's only for just one mana. But let's just presume that this card is balanced. Then we have to realize that we're playing a sacrificial Zoo deck, and that can create some insane combos due to its cheap cost. You could easily go Relinquished > Void Terror > Relinquished > Ravenous Pterrordax > Relinquished, and you basically just destroyed 3 of the enemy minions while developing a strong board. Yikes. Also, almost all Quest rewards cost 5 mana (the only exception is Sulfuras, but it gives you a new 2 mana Hero Power); thus, this severly breaks the Quest Reward's flavour.
I already updated the card's text. It now reads like this:
I don't wanna raise the requirement for you need to remember how expensive the minion based removals are. Pterrordax is 4 mana on top of a minion already on the board, and Void Terror is 3 mana with minions already on the board. If you opponent is trading (Which seeing as you played the quest turn one, they most likely will) then it'll be difficult to work on the quest past turn 5 . Hence why I made it 4 instead of 5 or 6, because from my calculations you'll most likely not get this quest done until turn 6-9, which by that time your opponent will have solutions to Relinquished. So the quest requirements are gonna stay.
Now you do bring up a good point about the combos itself, and I agree. I have two solutions for possible nerfs:
So one solution is keeping the 1 mana cost, but it'll go to your hand at the end of the turn, which eliminates combo potential. However I actually like the combo potential, so I also increased the cost to 3 mana, so they won't be able to play him as much. Best you'll do is Relinquished > Void Terror > Relinquished. Hey, since he's a Demon it also could lead to people using Sacrificial Pact again.
So those are my nerfs. I'm leaning to the 3 mana one.
Okay, your card text works too. Yeah, the 3 mana version will be a good change. I like combos myself, but I'm not a fan of ridiculous ones.
I think you're forgetting 2 key cards: Corrupting Mist (only 2 mana) and Mortal Coil (only one). Let's not forget about Hellfire, which is just a good AoE card. You can get easily corrupt/destroy 4 minions coming out of a Forbidden Ritual or some Possessed Villagers. You can get this around turn 5-7, which is dangerously close to The Caverns Below material.
Let's not forget to mention Fire Plume's Heart, which is much like your card. You usually get Sulfuras in the mid-late game. Technically, you could "flood the board" to counter DIE, INSECT!, and you theoretically had enough mana to counter it. Did it stop it from being one of the most powerful decks in the meta? No. Worryingly, your card is stronger than Fire Plume's Heart. Fire Plume's Heart has a greater requirement than yours (and Taunt cards are also expensive). Both Black Illusion Ritual's and Fire Plume's Heart's reward destroys minions. DIE, INSECT! destroys one minion at a time, but the effect is random; Relinquished's effect isn't random AND summons a minion AND it's a Demon.
And I'm pretty sure that 6-9 mana won't be enough to counter this. Only Priest runs Silence, and flooding the board is mainly in aggro decks i.e. if you managed to get this far, aggro already lost and the Quest is useless. Otherwise, this is bonkers strong against control decks. Your opponent will likely run only 3 minions on average, so the card WILL matter a lot. The reason why I'm worried about this card's power level is the same reason why the Hearthstone community isn't fond of Jade Idol and The Caverns Below. It's not the card itself; it's what the card does to the meta. It encourages aggro decks; it discourages control decks.
Another problem is Bloodreaver Gul'dan. It's just OP with it. If Relinquished died more than once during the game (which is likely), you can have the Warlock DK summon multiple versions of it that return to your hand. And your opponent can do nothing to stop a bunch of Relinquisheds that constantly destroy any minion they play. That's pretty uninteractive.Sorry if I seem negative. I just really think that 4 is too low of a requirement. I'm suggesting 5 as a generous recommendation. I strongly believe it should be 6. Remember that Open the Waygate is MUCH slower to get than your Quest. And you'll find people still complaining about it.
I have to agree that Black Illusion Ritual is absurdly powerful. The flavour is great which is probably why it has so many votes but balance wise it's a nightmare. There's literally no way for your opponent to play around it; once you complete the quest you win. And it's very easy to complete. Doesn't even matter if you're throwing away mana, once you get to Relinquished it's done.
At the very least it should NOT be a demon. It barely looks like one anyway and there's too much ridiculous synergy (mainly the warlock DK hero)
I have a new pair of ideas to float out, both based around Aurelia the Warleader from Magic the Gathering. They're not super "sexy" cards, but I'm not really feeling this competition theme to be honest. Maybe I should just submit The Cheese and call it a day...anyway, I digress.
As far as I see it, a Hearthstone version of her ability is, simply put, providing everyone Windfury. I could add additional qualifiers and whatnot to make it more equivalent to the original text, but that would be over-complicating the matter. I traded her keywords for additional stats, but also bumped up her mana costs because AoE Charge and AoE Windfury are super good.
Both iterations are based around a similar tactic to that of Sulfuras/Fire Plume's Heart: taking your time, building your rage so-to-speak before flipping the aggression-switch to "on" and slamming your opponent's face in after you've hit the boiling point. I gave Aurelia to the Warrior because Charge is kinda of his thing so that's fitting, while Windfury is not his thing so it would be interesting to see it available for him in some capacity. Regardless of the version I move forward on, they both align well with the aforementioned mindset behind Quest Warrior: they're (hopefully) too expensive to utilize in aggro decks, which is intended.
...I doubled up on mentioning Charge in the left version to maximize clarity. I could have said "All friendly minions have Charge," but I imagine there would be some out there confused as-to whether or not that included Aurelia herself.
I think that the first one is honestly kinda useless. You can barely play any other cards the turn you play her, so the ability almost does nothing, unless you manage to pull some fancy combo with eggs or something. Sure, it's a continuous effect, but 99% of the time, these types of cards don't survive for more than a single turn. The second one is pretty scary though - but somehow I doubt it'd ever result in anything other than a Bloodlust.
If you had to go with one of the two, I'd say the second one. Honestly, I think the second one can have Charge as well - it'd make her role as a finisher a whole lot more powerful, because right now I'd say she's too high-costed for an effect that requires a large board of decently-sized minions to be good.
Also, question to the mods: Can we use art that's not on the original card if it's obvious that it depicts the same character? Some other CCGs have card sizes and the art on those don't translate well into HS.
Thanks for the feedback. I'm just going to submit The Cheese; I'm really not into this theme.
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Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I have to agree that Black Illusion Ritual is absurdly powerful. The flavour is great which is probably why it has so many votes but balance wise it's a nightmare. There's literally no way for your opponent to play around it; once you complete the quest you win. And it's very easy to complete. Doesn't even matter if you're throwing away mana, once you get to Relinquished it's done.
At the very least it should NOT be a demon. It barely looks like one anyway and there's too much ridiculous synergy (mainly the warlock DK hero)
You can play around it. Priests have Silence, Shamans have Devolve and Hex, Mages have Polymorph, Druids have Jades, and of course just playing a bunch of big minions counter it. Relinquished is also useless against decks that are Zoo like that use small minions, like Murloc Pally, Pirate Warrior, Hunter decks in general, and Zoolock.
My assumption is that that is frowned upon, but I'm newer here so I'm probably not the person to say definitively. The way I see it, these competitions are kind of first-come-first-serve when it comes to ideas.
Thanks for the advice. Decided to submit the other card that popped into my head second. xP
Is this good? After he attacks and kills a minion, he gains "exp points", and evolve into a Gyarados...
Sorry my bad english, help me if the card texts are wrong, please :)
Original:
Angry Chicken isn't really played if I've got it straight, and this is the same principle. However, it's a lot easier to trigger (you don't need to buff + damage + attack, just buff and attack the right enemy) so it might be a lot better. Turning it into a fresh minion makes it better as well.
That said it might actually be a little too cheap? Similar cards like Devilsaur Egg cost 3, and only give a 5/5 without the cleave effect. Not sure if Devilsaur Egg really sees play. I'm thinking not so much? If I'm right on that, then I would suggest something like a 3-cost instead, mainly just because of cards like Acherus Veteran that essentially turn this into a 3-mana 6/6 with cleave. xP Question though, what happens if Magikarp dies in the attack? Because with those stats it's very likely, and I think if that cancels the Gyarados then it's possibly unplayable. Perhaps reword it to say it SUMMONS the Gyarados instead of transforming into it? Unless you meant that as a factor with the 1-2 mana buff combos? If this requires large buffs to work then it's not good; it's easier, faster, and more reliable to just play a big minion instead.
I also suggest searching up similar effects in the actual game and getting closer to their wording, because the wording for Gyarados' effect is particularly off and as I understand unauthentic wording can lose you points. xP
Well this is the first time I take part in this competition and I didn't see this discussion thread.
I have already submitted this, however is the stat line ok and if not, am I allowed to change it.
You're allowed to make minor stat or balancing edits I think; not anything that changes the spirit or overall mechanics of the card.
The stats are okay but they're not necessarily tuned right to be a viable card. If you look here you can see some rough guidelines on how to balance cards, so for 8 mana you generally get 17 points worth of stats, and in this case you've used 12. I'm not sure that +1 attack for each dragon that's died is powerful enough to compare to just 5 normal stats, but I guess I'm not sure. Bloodreaver Gul'dan is 10 mana, but it actually re-summons all demons that've died. I think lowering the mana cost to 7 or MAYBE 6 would be better, or maybe make it +2 attack or give it some keyword ability to make those stats stretch farther. Probably not Charge but you get the idea. xP
Thanks for the feedback. I'm just going to submit The Cheese; I'm really not into this theme.
I can totally understand that; it requires to have spent a lot of time with other CCGs I think to be very fun; it's a lot of fun if you have favorite cards from those games because it's neat imagining playing with them again in Hearthstone. =P
Well this is the first time I take part in this competition and I didn't see this discussion thread.
I have already submitted this, however is the stat line ok and if not, am I allowed to change it.
I LOVE this card for 2 reasons.
1.) Its a terrific value minion, and even though it will prolly just be another potato on the battlefield, it at least has synergy with Dragon AoE effects, meaning it'll stay around most likely.
2.) It doesn't have a hold a dragon requirement, meaning you can use this to activate other dragons, that will then help this card once they die,
All in all a good submission Imo
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Why Rogue is my favourite class:
My submission for this week's card design competition.
I have a new pair of ideas to float out, both based around Aurelia the Warleader from Magic the Gathering. They're not super "sexy" cards, but I'm not really feeling this competition theme to be honest. Maybe I should just submit The Cheese and call it a day...anyway, I digress.
As far as I see it, a Hearthstone version of her ability is, simply put, providing everyone Windfury. I could add additional qualifiers and whatnot to make it more equivalent to the original text, but that would be over-complicating the matter. I traded her keywords for additional stats, but also bumped up her mana costs because AoE Charge and AoE Windfury are super good.
Both iterations are based around a similar tactic to that of Sulfuras/Fire Plume's Heart: taking your time, building your rage so-to-speak before flipping the aggression-switch to "on" and slamming your opponent's face in after you've hit the boiling point. I gave Aurelia to the Warrior because Charge is kinda of his thing so that's fitting, while Windfury is not his thing so it would be interesting to see it available for him in some capacity. Regardless of the version I move forward on, they both align well with the aforementioned mindset behind Quest Warrior: they're (hopefully) too expensive to utilize in aggro decks, which is intended.
...I doubled up on mentioning Charge in the left version to maximize clarity. I could have said "All friendly minions have Charge," but I imagine there would be some out there confused as-to whether or not that included Aurelia herself.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Why Rogue is my favourite class:
My submission for this week's card design competition.
Anyways, your Warlock cards!
I went ahead and changed the wording on the card and made it a 2/2 (I hope that's okay). Still keeping the Silence, though, because it's necessary for the card's flavor and also means the card would theoretically take up less design space, so people could design 1-cost demons with cool effects like Malchezaar's Imp and not have to worry about them being tutored out and combo'd with for 3 mana (or 2 if I decided to lower its cost).
Grapha was mostly a joke, which was why I didn't submit it. My friend noticed I made Tour Guide into a Warlock card and went "Why not make some broken discardlock support by making Grapha?"
Oh, goody.
Are card games other card games ? If the rules said the card have to come from a ccg, which I would say that you need to have a personal library of cards to make your decks out of, then Dominion and Smash Up won't be allowed, for example. I would say yes that they cant be used.
Original card:
Dont you think it will be pretty op in druid/priest decks?
Sorry if I seem negative. I just really think that 4 is too low of a requirement. I'm suggesting 5 as a generous recommendation. I strongly believe it should be 6. Remember that Open the Waygate is MUCH slower to get than your Quest. And you'll find people still complaining about it.
OK so I think I may have a idea for this week's competition. The card is from the DC Vs. System call 'Pick a card'. Do think this balanced for Rogues?
My Entry for this week's Card Design Competition - Season 8.16:
"At the start of your opponent's next turn, they discover a card from their deck to add to your hand." Is the most elegant way I can put it
I have to agree that Black Illusion Ritual is absurdly powerful. The flavour is great which is probably why it has so many votes but balance wise it's a nightmare. There's literally no way for your opponent to play around it; once you complete the quest you win. And it's very easy to complete. Doesn't even matter if you're throwing away mana, once you get to Relinquished it's done.
At the very least it should NOT be a demon. It barely looks like one anyway and there's too much ridiculous synergy (mainly the warlock DK hero)
Well this is the first time I take part in this competition and I didn't see this discussion thread.
I have already submitted this, however is the stat line ok and if not, am I allowed to change it.
Thanks for the feedback. I'm just going to submit The Cheese; I'm really not into this theme.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@Dr_Scaphandre
Read post 325.