Card Type: Any (No Legendary Minions) Mana Cost: Any Class: Any / Neutral Other: Your card must be an 'overpowered' card for its Cost but possess a large drawback that balances it. (e.g Discard, Destroys a Mana Crystal, Gives your opponent a minion, Makes your minions/spells cost more etc.)
Competition Results
Joint Winner
Joint Winner
3rd Place
by Zeppo122
by Vonrith
by mr_0range
Finalists
Notes: Any card with a Black Banner has additional art / comments in the Spoiler Tags below.
by VadoskiN by Telefonkabel by BerryInvasion by zartgruen by ThePokeMann by mr_0range by PupleMD by Widzei by matj1986 by Zeppo122 by Avavava by Baldassar by VaporEyez by Gabriel_the_angelfire by Aspard by Nakazawa by Fullmetalandross by TheSeventhPainer by Zukuu by iSinti by J1633 by tambdc by RoofTopOctopus by ShadowsOfSense by green_magic by KingSuraimu by Acemore by Fatiguer by Vonrith by Orangejesus
Tokens / Clarifications:
Perception - 'Choose One' Options
&
Doombringer - DIE INSECT! Hero Power
Ascendence - 'Fatigue' Card
- "You would draw a '1 Damage' Card, '2 Damage' Card and a '3 Damage' Card.
this card is meant for those "rush" type rogues that dont rely on their hero power too much. I think all oil rogue players all know how Water Elementals and Chugga-chuggas outright lost you the game so you really gotta think about a situation you would use this card in.
A 4mana 5/6 has 5 mana value and looking at Frost Elemental, a 6 mana 5/5 (3 less stats for targetable freeze), the card should be a little strong due to the fact that you can get a larger minion out sooner
Some nice submissions so far, I feel like I went a bit too mild on the drawback though.
The idea is, if the opponent has a taunt out, this dude can't attack at all. Think the main drawback though is the mana slot it occupies, anyway, pm me for suggestions!
At first glance, this card seems massively overpowered, even with the token. However, you'll find every class, even Priest, has a way of dealing <4 damage to a friendly minion. If they're fortunate, your enemy can enrage their token and take out 2/3 of the big guy's health, reducing him to mortal proportions.
Of course, Titan Dragon's weak to all the regular stuff - poly, hex, SwD, all that crap. If they don't have anything, though, and they don't have a way to enrage the drake, this thing could be a nightmare to take down at 6 mana - especially if innervated by a druid, or unstable portal'd. Not to mention, with 15 health, a Divine-IF combo will become a nightmare one-hit kill - so you'd better have removal.
This competition has ended.
Imgur Album / Finalists Spreadsheet
Entry Restrictions:
Card Type: Any (No Legendary Minions)
Mana Cost: Any
Class: Any / Neutral
Other: Your card must be an 'overpowered' card for its Cost but possess a large drawback that balances it. (e.g Discard, Destroys a Mana Crystal, Gives your opponent a minion, Makes your minions/spells cost more etc.)
Competition Results
by Zeppo122
by Vonrith
by mr_0range
Finalists
Notes: Any card with a Black Banner has additional art / comments in the Spoiler Tags below.
by VadoskiN
by Telefonkabel
by BerryInvasion
by zartgruen
by ThePokeMann
by mr_0range
by PupleMD
by Widzei
by matj1986
by Zeppo122
by Avavava
by Baldassar
by VaporEyez
by Gabriel_the_angelfire
by Aspard
by Nakazawa
by Fullmetalandross
by TheSeventhPainer
by Zukuu
by iSinti
by J1633
by tambdc
by RoofTopOctopus
by ShadowsOfSense
by green_magic
by KingSuraimu
by Acemore
by Fatiguer
by Vonrith
by Orangejesus
Tokens / Clarifications:
Perception - 'Choose One' Options
&
Doombringer - DIE INSECT! Hero Power
Ascendence - 'Fatigue' Card
- "You would draw a '1 Damage' Card, '2 Damage' Card and a '3 Damage' Card.
Druid Of The Swamp - 'Choose One' Options
Can help your early game, but maybe destroy your game. Nice for Mill Decks, and maybe good for fast decks.
Woot first ever entry!
Spell Stealer
Stronger than 4-Cost vanilla cards (4/5) but with a draw back
and of course if in any case a spell normally deals 0 damage, this card wont make it deals -1 damage
Let's play a round of Ghoul ping pong.
"Hrghnn!"
A menacing creature with no requirements, but with a punishing drawback.
He will cancel card draws cause by any effect (including Ysera), not just your turn's card.
He will not stop fatigue.
Edit: changed name from Zombie Giant to Zombie Titan, since Giants in hearthstone are a specific cycle.
We didn't have no fancy -pancy eldritch horrors to ride on back in MY warlock days!
EDIT: Warlock only, as it should be.
EDIT2: Now costs 5 Mana, Attack bumped to 6.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
Cannot be used without a friendly minion on board. #makeaggropriesthappen
this card is meant for those "rush" type rogues that dont rely on their hero power too much. I think all oil rogue players all know how Water Elementals and Chugga-chuggas outright lost you the game so you really gotta think about a situation you would use this card in.
A 4mana 5/6 has 5 mana value and looking at Frost Elemental, a 6 mana 5/5 (3 less stats for targetable freeze), the card should be a little strong due to the fact that you can get a larger minion out sooner
I think it's a huge drawback. Feel free to comment.
Some nice submissions so far, I feel like I went a bit too mild on the drawback though.
The idea is, if the opponent has a taunt out, this dude can't attack at all. Think the main drawback though is the mana slot it occupies, anyway, pm me for suggestions!
Kezan Tinkerer - http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/45270-weekly-design-competition-19-submission-thread?comment=333
Something a bit newer, so new infact that there's no TCG art for it.
My submission this week:
And its token:
At first glance, this card seems massively overpowered, even with the token. However, you'll find every class, even Priest, has a way of dealing <4 damage to a friendly minion. If they're fortunate, your enemy can enrage their token and take out 2/3 of the big guy's health, reducing him to mortal proportions.
Of course, Titan Dragon's weak to all the regular stuff - poly, hex, SwD, all that crap. If they don't have anything, though, and they don't have a way to enrage the drake, this thing could be a nightmare to take down at 6 mana - especially if innervated by a druid, or unstable portal'd. Not to mention, with 15 health, a Divine-IF combo will become a nightmare one-hit kill - so you'd better have removal.
Check out my Custom Undead Expansion!
...Or my Custom Elemental Expansion!
A Kel'Thuzad that can help your opponent.
Edit : Wording change.
http://www.twitch.tv/szsoulzek
Play something, or face this shitface.