Weekly Card Design Competition [Special Edition] - FINAL POLL [Ended]
Poll: The MERCHANT enters the Grant Tournament...
Log in with your Curse username to vote in this poll.
The MERCHANT enters the Grant Tournament... - Multiple Choice
- "Weve Stozniak" by CasmX 13.9% of Users - 16 votes
- "Snorn the Treasureater" by Ridelith 33% of Users - 38 votes
- "Imported Peacock" by Yuvalito 17.4% of Users - 20 votes
- "Dark Mercenary" by Cornfalk3 14.8% of Users - 17 votes
- "Arms Dealer" by nurgling13 14.8% of Users - 17 votes
- "Transmute Gold" by Jusper84 27.8% of Users - 32 votes
- "Hoarding Dragon" by ForPortal 14.8% of Users - 17 votes
- "Tollkeeper" by Jhamel 8.7% of Users - 10 votes
- "Glandet the Niggard" by nobravery 12.2% of Users - 14 votes
- "Master Engineer" by 91Luna 11.3% of Users - 13 votes
- "Bribe" by truluste 12.2% of Users - 14 votes
- "Treasure Hunter" by aiDen 5.2% of Users - 6 votes
- "Scapegoat" by Spike396 18.3% of Users - 21 votes
- "Blackheart" by MarioToast 20.9% of Users - 24 votes
- "Tax Collector" by Gombou_22 3.5% of Users - 4 votes
- "Booty Bay Teller" by superoutman 7.8% of Users - 9 votes
- "Treasure Goblin" by Darthjebus211 10.4% of Users - 12 votes
- "Office Party Pinata" by Melkman 17.4% of Users - 20 votes
Ended Sep 10, 2015
Poll: The TWILIGHT'S HAMMER enters the Grant Tournament...
Log in with your Curse username to vote in this poll.
The TWILIGHT'S HAMMER enters the Grant Tournament... - Multiple Choice
- "Cursed Owl" by adriamrk 5.4% of Users - 7 votes
- "Faceless Champion" by nurgling13 16.9% of Users - 22 votes
- "Twilight Aspirant" by Asylum_Rhapsody 23.8% of Users - 31 votes
- "Grim Tentacle" by nobravery 26.2% of Users - 34 votes
- "Saronite Stinger" by Lightforge_Chris 13.1% of Users - 17 votes
- "Lord Everblaze" by Jhamel 10.8% of Users - 14 votes
- "Twilight Champion" by FuzzyFG 13.1% of Users - 17 votes
- "Sha of Fear" by Hassashu 24.6% of Users - 32 votes
- "Calls of Ulduar" by Firebolts 8.5% of Users - 11 votes
- "Faceless Watcher" by Elyxie 23.1% of Users - 30 votes
- "Oblivion" by aiDen 8.5% of Users - 11 votes
- "Cataclysm" by Spike396 9.2% of Users - 12 votes
- "Spirit Beast" by DonnieMcKarlo 6.9% of Users - 9 votes
- "Belphegor Maneater" by Hyunno 16.9% of Users - 22 votes
- "Benedictus" by Delta_Narg 16.9% of Users - 22 votes
- "Oblivion" by EvanGreyjoy 7.7% of Users - 10 votes
- "Grizzik" by wqnxy 13.1% of Users - 17 votes
- "Herald of the End" by ForPortal 17.7% of Users - 23 votes
Ended Sep 10, 2015
Posts Quoted:
Reply
Clear All Quotes
This Week's Finalists
For this week's Special Edition competition, we had TWO competitions running side-by-side, one to honor each of our Class Design Champions as their winning classes were brought into The Grand Tournament! For each of the two classes, the entry restrictions were the same...
Entry Restrictions:
Your card must be a Merchant / Twilight's Hammer class card.
Your card must be a Grand Tournament card.
NOTE: If you're not familiar with these classes, click on their Hero Portraits to learn more.
We have whittled down ~180 total entries to just 36 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 winners and be sure to check back after the poll finishes for the announcement of the winner and the start of a new theme!
NOTE: Cards with a black border have additional material, like explanations or unique tokens,
located in a spoiler at the bottom of the finalist gallery.
by CasmX
by Ridelith
by adriamrk
by nurgling13
by Yuvalito
by Cornfalk3
by Asylum_Rhapsody
by nobravery
by nurgling13
by Jusper84
by Lightforge_Chris
by Jhamel
by ForPortal
by Jhamel
by FuzzyFG
by Hassashu
by nobravery
by 91Luna
by Firebolts
by Elyxie
by truluste
by aiDen
by aiDen
by Spike396
by Spike396
by MarioToast
by DonnieMcKarlo
by Hyunno
by Gombou_22
by superoutman
by Delta_Narg
by EvanGreyjoy
by Darthjebus211
by Melkman
by wqnxy
by ForPortal
Arms Dealer
Treasure Hunter
Lord Everblaze
Oblivion
(Yes, Oblivion itself may be produced.)
Benedictus
Hero Power change is in the exact order below.
Herald of the End
Sorry for the delay, folks. We took only a couple fewer finalists from each topic, so I still had almost twice as many finalists to prepare, a few of them also had a number of unique token cards, and then on top of that there was the formatting to figure out. I hope the formatting came out obvious enough that the left two columns are Merchant cards and the right two are Twilight's Hammer?
Of note, we ended up not having any Wild Cards this week, figured 36 finalists were plenty. =)
It seems like an alright final poll. I personally voted for aiDen's Oblivion and Snorn the Treasureater - they seemed like the most imaginative and interesting cards to me, while there were some strange outliers that seemed to not use proper wording, or didn't exactly fit the class theme.
REVIEWS:
Note; these reviews are my personal opinion, and reflect how I view the card in terms of how likely it is to be implemented by Blizzard in the particular scenario this competition presents.
Merchant Reviews:
Weve Stozniak: 7/10. Could've been worded better, honestly, and the effect doesn't really make sense given the card art and the name. The 6/7 body is decent, but it's not exactly a legendary effect.
Snörn the Treasureater: Voted for! 9.9/10. I really like this entry, because it's flavorful as a dragon that hoards gold, and seems like it would be a really interesting effect to implement. Maybe a pile of coins to the side of your hand to reduce clutter, or something like that. Love the body, as it doesn't have a HUGE effect other than stopping you from milling yourself, so it's got a nice average body. Nothing's perfect so I'll take off a .01 for the art being a bit underwhelming.
Imported Peacock: 6.5/10. Well it's a somewhat good idea, I guess if you had only this and the coin in your early game drops, you could play it as a respectable turn 3. But at the same time, it's just a 2 mana 2/3 and if you used the Coin you could get a 3 mana 3/4 anyway? It's alright but it basically doesn't differ from a 3 drop in terms of versatility.
Dark Mercenary: 6.5/10. I guess it follows along the same lines as Questing Adventurer, but it's still a solid 2 drop. Still though, it's not enough of a fun effect for me to be convinced by it.
Arms Dealer: 6/10. Although the idea is thematic, the body is bad and the token is even worse... It just complicates the Salary mechanic and adds even more cards to your hand, when Merchant has too many coins anyway.
Transmute Gold: 5/10. The art is a little stale, but sure. I think the idea of turning coins into dragons and mechs and potentially really bad minions is underwhelming. The payoff on the Coins could be good the following turn, but you rely so heavily on RNG that it doesn't really make any sense, notwithstanding the fact that Merchant depends on coins to pay salary and also synergize with other cards.
Hoarding Dragon: 7.8/10: Synergizes with dragons in Merchant, and the holding mechanic makes sense. However, it seems too easy to have coins and make this an almost objectively better 5-drop. Fifth choice.
Tollkeeper: 5/10. I'm not a big fan of turning the joust mechanic into a one-word keyword. Blizzard obviously thought about this mechanic, and decided against it. A 6/9 for 8 is kind of uninspiring seeing as that isn't usually a turn where you just play one thing. Also it seems like a reverse King's Elekk, such that joust decks get punished by it, as it automatically puts a 6/9 into your opponent's hand. With coins this could come out early as well and I just don't like the idea of that. Thematically it doesn't really make sense that the Tollkeeper is winning jousts either.
Glandet the Niggard: 6.75/10: While it's an okay idea, and the mechanic is interesting, the balance is off. A 6 mana 5/5 that doesn't immediately do something good is fundamentally bad. I see no reason to play this over Emperor Thaurissan, as it won't last more than a turn anyway usually. Also, it isn't really giving you a tremendous benefit as you're just paying one resource instead of another...
Master Engineer: 4.5/10: There's absolutely no reason to play this over Piloted Shredder in a mech deck. Its effect is kind of eh, and the stats are terrible for a 4-drop mech synergy drop! Piloted Shredder has so much more value it's not even funny. The only way this gets even value is if you play it turn 5 with a 1-drop mech, and even then you're spreading stats unevenly and to your own disadvantage by doing that, opening yourself up to board clears on turn 6 and 7. I'm sorry but I just can't get enthused about this one!
Bribe: 8.9/10. I am fundamentally okay with this as a card. It is like a flavorful Mind Control, so that's good. The art is good (despite Cutpurse being a thing), the idea of using your mana and possibly coins to get a big minion is also good, but the thing is you're limiting yourself in what you can take control of. On turn 10, you need 3 coins to get a 10-cost off your opponent. This is actually a good thing, because making a direct Priest equivalent would be boring. This is my second choice.
Treasure Hunter: 8.5/10. Hmm... The 75% complicates things because it's weighted in your favor but still, not guaranteed. I do like it because of the flavor of hunting for treasure. The more I look at it the better it gets. While it's a pretty crap 4 drop, it does have the potential to create a damage sink that can get out of control pretty quickly and win you the game. Third choice!
Scapegoat: 5/10. A skeleton is a scapegoat? Eh, I don't think so. Not only that, you're paying 3 mana for a 1/1 which can just... die on your opponent's turn if you're depending on it, letting your opponent kill your minions for free. The 2.5 mana that you spent on the ping-able body could be used for more productive stuff like casting spells, trading efficiently, or just Hero Powering.
Blackheart: 8/10. I like it... it's a good way to get off board clears as merchant. It'll probably get off about 5 damage in an average situation, (2-3 coins), and the body is respectable as a comparison to Baron Geddon. Fourth choice!
Tax Collector: 3/10. OP OP OP. Play aggro with a bunch of low cost minions on turn 4 (Haunted Creeper perhaps), and this can get you potentially 5-7 coins on turn 5, which could allow you to refuel and just play a 7-drop on turn 5 or a 10 drop on turn 6! Also a huge enabler for Mountain Giant, and I don't think that's a playstyle that needs any more encouragement in Merchant.
Booty Bay Teller: 7.5/10. Much better version of Tax Collector! The effect isn't eminently repeatable, and it only works conditionally. This is good as it doesn't encourage card abuse, and the flavor is pretty good as well. I would play it!
Treasure Goblin: 6/10. Turn 4 Treasure Goblin + Hero Power = 3/4 minion. Okay that's legitimate. Problems occur with Hero Power accumulating coins. It could get out of control, but not really. The coin negation effect is I suppose balanced, but given that you're focusing the buffs on one minion I think it's too risky, and so it probably wouldn't see much play.
Office Party Piñata: 7/10. I'm not exactly sure why it's a mech, but I suppose it works in mech decks. The flavor is nice, but it doesn't have any guaranteed way of taking damage, so I suppose that is one of my qualms with it. I really do like how it gives you 'candy' with the token Coin and Spare Parts, but I can't help thinking it's underpowered. As a 2 drop perhaps it is fine, but I still am not sure.
Twilight's Hammer Reviews:
Cursed Owl: 7/10. What a strange one. a 1 mana 2/1 with a conditional... benefit? Honestly this sounds like it's a useful card in some areas as it punishes high-cost, high-health minions by reducing their ability to survive on your turn. Very useful in an aggro Hammer build.
Faceless Champion: 6/10. The wording on this is poor, and while the card quality does make up for it, there are situations where this just becomes overpowered, and they're all too easy to create. Paying 3 mana for 4/6 Taunt is blatant in how power-creepy it is. Paying 5 mana for a 4/6 Taunt is average even, and I'm not sure what deck you would put this in that wouldn't try and lower its cost, rather than raise it. Twilight's Hammer is all about making your opponent's minions harder to play, not really your own. As I said, the wording on this is terrible, and that should have really been considered in the card creation process. Points for the concept, deductions for the execution.
Twilight Aspirant: 9.5/10. What a solid 3 drop. The joust counts for stat reversal, and the effect can be intense. Imagine jousting one of your opponent's critical cards with a Molten Giant, rendering it unplayable. I do like the effect, and was actually wondering if there would be a joust card like this in TGT itself. Second choice.
Grim Tentacle: 7.75/10. Dreadsteed for Twilight's Hammer. While it says it costs 1, it really costs 4, because you pay 1 for the minion, 2 for the Inspire, and another 1 for the summoning of the second Grim Tentacle. While it can get out of hand quite easily, it's at least susceptible to board clears and they can start to clog up your hand. Given it doesn't have a racial, this could probably get away with having 1 extra health or attack, as it doesn't actually persist as well as Dreadsteed does, and doesn't have as many interactions. Not quite sure why you would play it really, but it's a cool gimmick.
Saronite Stinger: 4/10. I don't really like the idea of this at all. Sure it's more limited than Archmage Antonidas in its scope, but that's a legendary and this is basically 5 damage on demand! You could say this has infinite durability given its effect. Just Hero Powering adds 1 durability for 3 mana essentially, which is pretty insane given its damage output. It's basically a somewhat limited Fireball with a drawback except you can use it forever...
Lord Everblaze: 8/10. A nice use of the Brood Affliction type mechanic, which makes this somewhat similar to Iron Juggernaut except with more power to it. I find that this is the sort of legendary I might like to include in a Twilight's Hammer deck, hobbling my opponent. Art is a bit weak though, and he should probably be a 4/5 or a 5/5 or even a 5/4.
Twilight Champion: 8/10. Excellent way to create a symmetrical almost Loatheb-like situation, where you force your opponent to spend their turn on playing minions and not clearing the board, or using their entire next turn on one spell. Well thought through.
Sha of Fear: 5.5/10. It's The Mistcaller but the other way around. The stats are too high for what it does, the effect is pretty ridiculous in terms of reducing your opponent's threat level, and the card is derivative. I'm sorry, but I can't get behind it! If it had a Sap-like effect I could see it, but not as it is. Whil
Calls of Ulduar: 7/10. I guess this is a good card, but it's very powerful and becomes problematic only in certain conditions and matchups. Otherwise it has to be used in conjunction with a mech-filled friendly board to gain value, and if your opponent thinks you have it they will absolutely make it a priority to clear your board on turn 7. Especially bad when it comes to turn 7/8 against other classes, as that's when board clears get played for the most part.
Faceless Watcher: 7.5/10. Good concept, good art, reasonable stats for the effect, but thematically could be even better, if it copied your opponent's minion if yours cost less, as it would be acting on your opponent's cards, technically.
Oblivion (aiDen): 9.8/10. Voted! This is a spectacular card in terms of how it can swing the game around in different turns. Discounted foolproof removal that comes at a random possible price to you is so flavorful. Your opponent gets to mess around with Twilight's Hammer-esque cards for a little bit, and the potential for destruction-trading is a lovely addition. First choice.
Cataclysm: 7/10. It's a good concept, similar to Twilight Aspirant. However, the fact that it's just a spell and that it takes up a card slot without actually doing anything unless you win the joust makes it somewhat mediocre. Not only that, I'm not sure how Cataclysm and Deathwing really apply thematically to a card like this.
Spirit Beast: 8/10. Respectable body so that the effect persists, good against aggro, very nice effect to have and TGT themed. The wording should definitely be different though; "Your Hero Power applies to the first two cards your opponent plays." Would be more succinct and more clear. Thematically I'm not sure why it's a "Spirit Beast" in the Twilight's Hammer class, though.
Balphagor Manaeater: 6.5/10. You're kind of punishing yourself and also slowing the game down for yourself potentially. Against aggro, this is kind of bad, as it allows your opponent to continually drop low-cost minions while you suffer, being unable to remove or counter them effectively with one card. If you did play this in an aggro deck, I'm not sure why you would, because it doesn't necessarily further your cause (face damage), and it can be removed by a simple Hex/Polymorph without having any effect. Other 6-drop legendaries are hard to compete with as it is.
Benedictus: 6/10. Well for Mistcaller stats, you're getting 11/14 for 16 mana with the hero powers and weapon and potential health gain of the Chromatus hero. Keep in mind 1: You won't be able to use your hero power on the turn you play Chromatus. 2: you're splitting the already pretty mediocre stats you're getting from this into two separate minions which are separated in cost by quite a margin, so playing Benedictus has no immediate effect, and your opponent can try to kill you before turn 10 due to this. As I said, 6-drops have to be competitive on the board, and as we've seen from the Mistcaller, the effect just isn't enough to win games. Benedictus doesn't even do that, and the missing 5 stats make him pathetic on the board. Not to mention that Chromatus has only 10 health, and on turn 10 it might be very easy to die simply by attacking something. You'll very rarely, if ever, get to use your final hero power with Chromatus. By then you've already dealt 28 damage overall... Not very well balanced, and way too slow! Points for the concept though, even though I'm not usually a huge fan of tokens.
Oblivion (EvanGreyjoy): 6/10. While the effect is similar to aiDen's, the execution is such that it's just Twisting Nether with 'silence everything first' tacked on, so you don't even get bonuses from Deathrattles on your side of the board first, which is the only conceivable reason you would run Twisting Nether competitively (see Dreadsteed). Thus, I just can't see why anyone would prefer this over other board clears... It just doesn't excite.
Grizzik: 6/10. The effect is worth 1 stat I guess? The thing is, the only way this body is good is against aggro, as it punishes your opponent's low-health minions if you can Taunt it up. However, against aggro you wouldn't really play this as you can immediately tell what an aggro deck will probably consist of. I question just how useful this effect is on turn 6 - by then you already know what you're up against for the most part. This would be better as a reverseShadowfiend - "Whenever your opponent draws a card, increase its cost by (1)." Art is a bit bland, unfortunately. :(
Herald of the End: 5/10. Uhh... okay? It's crazy, and it's likely going to win the game if it lasts into fatigue with this, but I'm not exactly sure how that would work out. Twilight's Hammer is about making your opponent's minions harder to play, and that includes the draw engines, like Acolyte of Pain. In that sense, Twilight's Hammer is somewhat anti-fatigue, because while it discourages your opponent playing out all their cards (enabling milling), you're also making it harder for them to draw cards, which is how you would fatigue them. This would probably even out in most decks, so the effect wouldn't really do anything. I guess it's a good insurance policy in some matchups, but even then I can't see how it would work. Not to mention that I'm not a fan of cards that have no cost (can't be played) and that have variables in them, where it could be "Summon a Faceless One for your opponent with Attack and Health equal to the amount of Fatigue damage you took this turn." Which would essentially accomplish the same thing while staying true to Hearthstone's wording.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I loved the design on Faceless Champion, Grim Tentacle and Sha of Fear.
Faceless Champion fits very well the class theme and is such a good design that I could see it even being a neutral or priest card in the current state of the game. Minions that get a little "unfair" bonus depending on other conditions were introduced in BRM and continued through TGT, and in both they pushed for a slower metagame. As it have taunt, coupled with the old dragon-control mechanics, this could push for a very strong control archetype within the Twillight Hammer class.
Grim Tentacle, albeit not fitting the class theme that much, is just a very cool design. The obvious parallel is between Dreadsteed, wich is already a very well designed card (although it haven't shined in constructed that much), and this one provides similar utility in inspire decks, being able to spire out of control once you hit inspire in more than one tentacle. It is hard to see where it would fit in the Twillight Hammer decks, since they push for a more control-oriented style and don't have the tools to combo this out. Would love to see this design in other competitions locked to different classes (or even as a neutral).
Sha of Fear is so much better than The Mistcaller. The -1/-1 completely destroys most of the 1-drops. It's a shame it doesn't affect summoned minions, such as paladin's guys, but it is already a good check to the so-prevalent token decks out there. Very simple yet amazing design, would be fun to see this pre-TGT, people would flip their hats over the avant-garde design.
Voting for all of them this week.
Two times Card Design Competition winner, with Durotan and Snörn the Treasureater.
Finalist with Baronor Badmouth, M'uru and Void Reaver.
You have to both have coins and not have coins, which makes things a bit more difficult. You cannot simply hold a coin turn after turn or the dragon won't attack - you have to spend all of your coins to remove its Cannot Attack, attack, then gain new coins and hold them over your opponent's turn to give it Taunt.
Have you ever played against this sort of mechanic? I have, and it is almost single-handedly responsible for ruining my opinion of Might & Magic: Duel of Champions as a game worth playing.
Thanks for the vote of confidence! The buff on Faceless Champion is supposed to be similar to other TGT cards like Wyrmrest Agent and Twilight Guardian and fits the anti-aggro theme of the expansion. I tried to make it fit the cost alteration theme of Twilight's Hammer (it combos with Lunatic Gaze and Doomseer Matron). I think Twilight's Hammer could also be very punishing for aggro decks, so it fits that aspect as well. I could see Faceless Champion possibly even making Mana Wraith work in a deck, which would hurt the other player even more in combination with Twilight's Hammer abilties, but the buff would negate the disadvantage for you.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
This review doesn't make sense. The card is not a 3 mana 4/6 taunt. It has no way of reducing its own cost. That's like saying Sludge Belcher is OP because if you reduce its cost to 3 with Thaurissan, it's a 3/5 taunt with a deathrattle for 3 mana. If you are talking about playing Faceless Champion for 3 mana, you still have to compare it to playing other 4 cost cards for 3 mana, because you don't have the option of playing a cost-reduce Faceless Champion or a normal-cost other card. You have the option of playing a cost-reduced Faceless Champion or another card that is also cost-reduced. If you had Chillwind Yeti in your hand instead of a Faceless Champion when the cost reduction happened, the Chillwind Yeti would cost 3, too. If you play it for 3 mana, it has one more health than Chillwind Yeti plus taunt. That is 1 mana above curve, which is fine, because if you play Faceless Champion for 4 mana, it is behind the mana curve. Also, if you think it doesn't fit the Twilight's Hammer class, I don't think you looked at it too closely. Twilight's Hammer has two cards that alter the cost of your own cards, Lunatic Gaze and Doomseer Matron. I specifically designed the card to combo with them.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I'm in love with Snorn, It's effect is exactly the one I worried about throughout this competition, and I'm really happy to see a card address it.
Well, I'm not going to win, but I can at least explain why I made my card as I made it.
It can only be explained in the following ways:
1) Ulduar is under the control of one of the old gods, so I thought it would fit the Twilight's Hammer's association with the Old Gods.
2) It's an epic, so it had to have some weird or over-the-top effect
3) One of the GVG cards was a Mech tribe spell, which inclined me to believe that, if Blizzard would make the TGT cars, they would add more Mechs for the class, thus I thought about making another Mech spell
That's my reasons for making it. I know it had little chance of winning, but still happy I got to the finals.
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
I feel proud about making it to the final poll on my first contest. I also feel dumb because my Twilight Hammer card had already been done.
The reason I did not vote for your card is that hosers are bad for the game (in the sense that they can reduce the game down to rock-scissors-paper of which player brought the right hosers to stomp their opponent flat) and as such should only be playable in a meta where something else is even worse for the game, and I feel that your card violates this rule. Calls of Ulduar is pretty much the most powerful anti-Mech deck hoser it is possible to print - a one-sided mass removal that ignores Divine Shield and Deathrattle, and then gives you everything you removed, but it's also a mass Blessing of Kings for a Twilight's Hammer mech deck. Any time there are two mechs on the board at the start of your turn - yours, theirs, or one of each - you play this and you pretty much win the game.
Did not expect to reach the finals with my card (Sha of Fear). Flipping Mistcaller on its head creates a lot of dire consequences, yes, and they aren't all that great. I actually agree with ForPortal on the fact that the effect -could- be problematic, but that is why I chose the mana cost to not be exactly like Mistcaller. Because it's a very slow 8-drop, you need to already be winning to not get out-tempo'd. Similar to Mistcaller. I think that for that reason it would not be played competitively, unless you plan to really, really mess with things like Aggro Paladin and Face Hunter. Anyway, I understand the mixed opinions, as I myself don't have an entirely positive opinion on my card.
Mostly I created the card because I found the theme very fitting to the class, and if one class were to receive the "reverse Mistcaller" it would be this custom Twilight's Hammer one. The class was also missing heavy drops, so I swatted two flies with one swing.
Congratulations to our winners, Snorn the Treasureater and Grim Tentacle! You both had great entries, and I'll be letting the higher ups know so they can set you up with your new avatar borders. ^_^
I hope everybody enjoyed this Special Edition of our competition. The new competition, Week #32, will be up in just half an hour or so, so sit tight. =)
Well since I already have won before, do I get a silver border now? 4Head
Two times Card Design Competition winner, with Durotan and Snörn the Treasureater.
Finalist with Baronor Badmouth, M'uru and Void Reaver.
That's a great question! I believe you're the competitions first two-time winner, so there's not really any precedent. Congratulations, and we will have to make sure we do something special for you, I promise! =)
Surprised to find my card winning the competition. It was at first a Warlock card I created when the new keyword Inspire was announced, but then Dreadsteed was published so I attempted to bring it to another class. Thankfully you like it!
THERE IS NO GAME.