what Overlay means: If this weapon replaces another weapon you currently have equipped, "gain an effect"
Theme Restriction:
Must be a weapon.
Must include the text Overlay.
Your card cannot produce other fan created cards. they can produce cards that are currently in the game.
Examples:
Hunter: trap recycler 6 cost 2/4 Overlay, whenever your hero destroys a minion by attacking it, put a random Hunter secret onto the battlefield.
Warrior Weapon Spiked Shield 5 cost 3/3 Overlay, gain "cannot attack. Whenever your hero is attacked, deal this weapon's attack to that enemy and lose 1 durabillity".
Shaman Weapon Earthembued Shovel! 4 cost 3/3 Overlay, gain a random deathrattle.
Rogue Weapon Sadist's Dagger 4 cost 2/3 Overlay, whenever your hero attacks, restore health equal to this weapons attack.
Now, why do i feel this effect could be interesting? Simply put, you have a lot of different layers to this. you can have some insanely powerful or creative effects but at the price of potentially not being able to use them just because you dont already have a weapon equipped but because of that limitation, when you do play it down, it could be a game changer or atleast give a different game plan then one would have expected. granted, this could easily be changed to "make weapon with battlecries" but i feel that would be less interesting.
* Select one of the following keywords for your card to have: Choose One, Combo, or Overload. (Your card must actually have the keyword itself, not merely reference it like Unbound Elemental, Lava Shock, or Tunnel Trogg.) * If you select Choose One, it may not be a Druid card. * If you select Combo, it may not be a Rogue card. * If you select Overload, it may not be a Shaman card.
Taking a mechanic that is strongly associated with one class to another class could be really interesting.
My main worry with this one is that we'd see tons of generic cards that are just 1 mana cheaper than usual, with "Overload: (1)" slapped on, and a bunch of generic battlecry cards that are "combo" instead.
... Wait, that already decribes most of the Rogue and Shaman entries in typical weeks :)
It's still worth a shot, especially if you add one for each class. Enrage / on damage effects but not Warrior, freeze / spell damage but not Mage, heal but not Priest, divine shield but not Paladin, discard / hero damage but not Warlock, empty hand but not Hunter.
It should also specify that it must be a class card, not neutral.
If the above is too generic, you could also say that it has to be a class card, and then pick a keyword for each class. Druid -> Freeze, Warlock -> empty hand, Mage -> Divine Shield, Hunter -> Overload ...
Design a card (or two cards) that specifically interacts with itself/eachother. In Game Examples: The only examples are Feugen and Stalagg.
i.e. A minion that gains +1/+1 for each copy of it on the field, or two cards with effects like Feugen and Stalagg. Maybe spice things up and have a spell or minion that activates a special effect when you have both copies of it in your hand.
I propose the idea behind one of my favorite threads, with additional restriction; Design a card to buff an existing Hearthstone card without explicitly mentioning that card. That means, create a new card which would assist/work well with an existing card but still be generic enough to not ONLY be useful with that card. It should be playable under circumstances where you don't have the card you're buffing.
what Overlay means: If this weapon replaces another weapon you currently have equipped, "gain an effect"
Theme Restriction:
Must be a weapon.
Must include the text Overlay.
Your card cannot produce other fan created cards. they can produce cards that are currently in the game.
Examples:
Hunter: trap recycler 6 cost 2/4 Overlay, whenever your hero destroys a minion by attacking it, put a random Hunter secret onto the battlefield.
Warrior Weapon Spiked Shield 5 cost 3/3 Overlay, gain "cannot attack. Whenever your hero is attacked, deal this weapon's attack to that enemy and lose 1 durabillity".
Shaman Weapon Earthembued Shovel! 4 cost 3/3 Overlay, gain a random deathrattle.
Rogue Weapon Sadist's Dagger 4 cost 2/3 Overlay, whenever your hero attacks, restore health equal to this weapons attack.
Now, why do i feel this effect could be interesting? Simply put, you have a lot of different layers to this. you can have some insanely powerful or creative effects but at the price of potentially not being able to use them just because you dont already have a weapon equipped but because of that limitation, when you do play it down, it could be a game changer or atleast give a different game plan then one would have expected. granted, this could easily be changed to "make weapon with battlecries" but i feel that would be less interesting.
I am a little confused on how you intend for Overlay to work. Using Rogue for example, if you had a Wicked Knife (the weapon that Rogue Hero Power spawns) out and then played Sadist's Dagger what would happen?
1) you have a 1/2 wicked knife with the ability: whenever your hero attacks, restore health equal to this weapons attack.
2) you have a 2/3 Sadist's Dagger with the ability: whenever your hero attacks, restore health equal to this weapons attack.
3) you have a 2/3 Sadist's Dagger with no ability.
the next example would be you had an untriggered Sadist's Dagger and then played Wicked Knife out what would happen?
1) you have a 2/3 Sadist's Dagger with the ability: whenever your hero attacks, restore health equal to this weapons attack.
2) you have a 1/2 wicked knife with the ability: whenever your hero attacks, restore health equal to this weapons attack.
the intention of overlay is to basically destroy your currently equipped weapon to have a new weapon with its own stats and then gain the effect due to you meeting the requirement. A good way to view weapon overlay is to think of it as Combo, just you have to have a weapon on the board already to gain the "combo" effect of overlay.
Cards that Sucks (This is like the worst contest title ever. But seems good for this theme lol)
Theme
Deliberately design a card which make us think it is poorly designed. During voting phase we up-vote cards that stink. In final phase we gonna find out the worst card in the contest :P
Theme Restrictions:
1. This card should only be poor in design. Specifically, the card should be reasonablely balanced (neither op nor useless). Since this is a subjective issue, voters are suggested to differentiate between the feelings of poorly balanced and poorly designed, thus only vote for the later part.
2. This card must stink on its own. Dumping to much meaningless tokens or heroes (hero powers) could easily be considered as poorly designed. To make this contest a bit more fun, lets just not adding any tokens :)
3. Crafting a card with stupid art or bad interface is against the spirit of this contest. We are not gonna judge a card from its appearance. Try to use at least reasonable art for your card.
Existing Examples:
Might be some examples in my opinion. But I don't want to start a war here so examples are not listed.
also, love the idea of stall. giving up an attack/damage for an effect is very creative. you can allow for stronger effects due to having to wait a full turn to use the effect and can create some interesting ideas. one i just thought of as an example:
Shaman Legendary:
5 cost 4/5
Stall: Destroy the minions on either side of this minion, then return them to life with full Health.
Just something, that always bothered me: Interesting cards with not bad but sometimes terrible wording being in the final polls (and sometimes terrible balancing, but that's a different story), so my idea:
Words of Warcraft
Theme Restrictions:
The card text must match of the cards that already exist. (i.e. there has to be a semicolon ";" after the first option of Choose one effects; the battlefield is the "battlefield" and not the "board", ...)
Spelling mistakes are not necessarily a reason to disqualify an entry but they should be avoided to prevent mistiness.
Since there exist a few inconsistencies in the game itself, anything that already exists, is accepted (i.e. Druid of the Claw doesn't say "Transform" but it actually does, so a card that has two "Transform"-options, but not the word "Transform" on it, would be okay. Tip: Be smarter than Blizzard and let your cards say, what they actually do)
If your card has an effect for which no specific wording/sequence of words exists yet, you can obviously come up with something new, but try to be clear and as close to the games wording as possible.
I'm not sure I understand this one. It sounds like you basically just want people to use correct spelling and grammar? What's the theme part of it? Or did you want this to just always be part of the rules or something?
I've only ever gotten to pick a whole submission theme myself once, Not-So-Secret, which people ended up not being such huge fans of. XP Unless you count "Make a class" as me getting to pick a competition theme. XD
Anyway, if I ever got to go again, I'm usually a fan of the wackier, more "unrealistic" stuff, so it'd be something like...
* Select one of the following keywords for your card to have: Choose One, Combo, or Overload. (Your card must actually have the keyword itself, not merely reference it like Unbound Elemental, Lava Shock, or Tunnel Trogg.) * If you select Choose One, it may not be a Druid card. * If you select Combo, it may not be a Rogue card. * If you select Overload, it may not be a Shaman card.
I'm seeing a pattern in your themes in giving class-specific stuff to other classes.
Druid card with Choose One or Choose Two with three or four options.
how about Choose All But One? i.e. the player clicks on the one they don't want to happen
I think this could be really interesting. You'd have three effects and you'd have to choose the two that you want. I think people could come up with some really interesting cards.
Cards that Sucks (This is like the worst contest title ever. But seems good for this theme lol)
Theme
Deliberately design a card which make us think it is poorly designed. During voting phase we up-vote cards that stink. In final phase we gonna find out the worst card in the contest :P
Theme Restrictions:
1. This card should only be poor in design. Specifically, the card should be reasonablely balanced (neither op nor useless). Since this is a subjective issue, voters are suggested to differentiate between the feelings of poorly balanced and poorly designed, thus only vote for the later part.
2. This card must stink on its own. Dumping to much meaningless tokens or heroes (hero powers) could easily be considered as poorly designed. To make this contest a bit more fun, lets just not adding any tokens :)
3. Crafting a card with stupid art or bad interface is against the spirit of this contest. We are not gonna judge a card from its appearance. Try to use at least reasonable art for your card.
Existing Examples:
Might be some examples in my opinion. But I don't want to start a war here so examples are not listed.
I don't understand your distinction between poor design and poor balancing. How can a card be balanced but poorly designed? It seems like a contradiction to me. Could you create an example that you think illustrates it?
Cards that Sucks (This is like the worst contest title ever. But seems good for this theme lol)
Theme
Deliberately design a card which make us think it is poorly designed. During voting phase we up-vote cards that stink. In final phase we gonna find out the worst card in the contest :P
Theme Restrictions:
1. This card should only be poor in design. Specifically, the card should be reasonablely balanced (neither op nor useless). Since this is a subjective issue, voters are suggested to differentiate between the feelings of poorly balanced and poorly designed, thus only vote for the later part.
2. This card must stink on its own. Dumping to much meaningless tokens or heroes (hero powers) could easily be considered as poorly designed. To make this contest a bit more fun, lets just not adding any tokens :)
3. Crafting a card with stupid art or bad interface is against the spirit of this contest. We are not gonna judge a card from its appearance. Try to use at least reasonable art for your card.
Existing Examples:
Might be some examples in my opinion. But I don't want to start a war here so examples are not listed.
I don't understand your distinction between poor design and poor balancing. How can a card be balanced but poorly designed? It seems like a contradiction to me. Could you create an example that you think illustrates it?
Well this is kinda subjective so its hard for me to give convincible illustrations. My personal examples could make no sense to you. In fact this theme is very difficult and the results could be interesting for us to learn what is a common accepted "bad design".
However I do believe there is a distinction between poor design and poor balancing. Here are some examples in my opinion (as I mentioned examples could make no sense to others but I wanna share it here anyway):
1. A neutral card that ruins the differentiation among classes: e.g. a neutral 2 mana spell that deals 3 damage (or a 2 mana 0-0 minion with battlecry: deal 3 damage). It is balanced but simply destroys the characteristics of different classes.
2. A redundant environment card that kills strategy: Having Big Game Hunter and Mind Control Tech is good for the meta not only because they provide meta-related tactics but also because they draw a clear line for people to get around (which is strategy-friendly). Introducing a 5 mana minion reads "Battlecry: destroy a minion with an attack of 6 or more." or "Battlecry: If your opponent has three or more minions, take control of one at random." could easily ruins this without having balancing issues.
3. A card with over-powered effect and rare probability of occurence (not always the case, but could dry the game easily if not well managed).
4. A card that destroys your opponent's strategy. It may be a balanced card by managing the stats and cost, but it just not fun to play agianst. For example, a card that discards (or even steals) your opponent's hand. Although Priest and Rogue copy the opponent's hand or deck but they are not disturbing opponent's funtamental strategy. However, throwing your opponent's unplayed cards away without providing any defense strategy is just not fun (thinking about throwing your opponent's Malygos away lol).
5. A "purely ramdom" card. Although hearthstone has a lot of random effects, but most of the effects are controllable to some extent. For example, the timing of playing Mad Bomber and Mind Control Tech is important. A card that has 50% chance of dealing damage to both heroes is poorly designed in my opinion. (Or an extreme example: 50% of winning the game directly for both players is kinda balanced but stupid)
6. Choose One cards with one effect that dominants the other. The overall strength could be balanced.
7. A legendary card's text that has little relation with the character.
9. A card appears balanced but on closer inspection has a particularly absurd interaction with existing cards/decks (An example being the original Summoning Portal allowing minions to cost 0, creating an infinite damage loop with 2 Brewmasters and a Knife Juggler, or Dreadsteed being neutral under pre-nerf Warsong Commander)
Well this is kinda subjective so its hard for me to give convincible illustrations. My personal examples could make no sense to you. In fact this theme is very difficult and the results could be interesting for us to learn what is a common accepted "bad design".
However I do believe there is a distinction between poor design and poor balancing. Here are some examples in my opinion (as I mentioned examples could make no sense to others but I wanna share it here anyway):
1. A neutral card that ruins the differentiation among classes: e.g. a neutral 2 mana spell that deals 3 damage (or a 2 mana 0-0 minion with battlecry: deal 3 damage). It is balanced but simply destroys the characteristics of different classes.
2. A redundant environment card that kills strategy: Having Big Game Hunter and Mind Control Tech is good for the meta not only because they provide meta-related tactics but also because they draw a clear line for people to get around (which is strategy-friendly). Introducing a 5 mana minion reads "Battlecry: destroy a minion with an attack of 6 or more." or "Battlecry: If your opponent has three or more minions, take control of one at random." could easily ruins this without having balancing issues.
3. A card with over-powered effect and rare probability of occurence (not always the case, but could dry the game easily if not well managed).
4. A card that destroys your opponent's strategy. It may be a balanced card by managing the stats and cost, but it just not fun to play agianst. For example, a card that discards (or even steals) your opponent's hand. Although Priest and Rogue copy the opponent's hand or deck but they are not disturbing opponent's funtamental strategy. However, throwing your opponent's unplayed cards away without providing any defense strategy is just not fun (thinking about throwing your opponent's Malygos away lol).
5. A "purely ramdom" card. Although hearthstone has a lot of random effects, but most of the effects are controllable to some extent. For example, the timing of playing Mad Bomber and Mind Control Tech is important. A card that has 50% chance of dealing damage to both heroes is poorly designed in my opinion. (Or an extreme example: 50% of winning the game directly for both players is kinda balanced but stupid)
6. Choose One cards with one effect that dominants the other. The overall strength could be balanced.
7. A legendary card's text that has little relation with the character.
8. Haven't thought through it... could be more
These are actually pretty good examples. I think I understand what you mean now. A certain recent card winner that was a 0 mana 0/0 comes to mind, although that card also wasn't balanced. Should have been like a 2 mana cost.
Here's another one, somewhat based on the Aegwynn competition (which I thought was really fun):
The Missing Bosses: Pick a boss from Naxx, BRM or LOE that's not a collectible card yet. Make that card.
There's quite a few of these, like Grand Widow Faerlina, Noth. Some, like Saphiron, already show up almost every week. Now, someone will take that as a challenge and make a Temple Escape card, but hey, why not, if you can pull it off?
It's kind of implied that the card should be a legendary minion, but I wouldn't put too many rules in to see what people come up with. I'd allow one hero power as token, but all other cards have to be existing cards. You can reference boss cards from that fight.
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Theme:
Make Weapons with the Keywords: Overlay.
what Overlay means: If this weapon replaces another weapon you currently have equipped, "gain an effect"
Theme Restriction:
Examples:
Hunter:
trap recycler
6 cost 2/4
Overlay, whenever your hero destroys a minion by attacking it, put a random Hunter secret onto the battlefield.
Warrior Weapon
Spiked Shield
5 cost 3/3
Overlay, gain "cannot attack. Whenever your hero is attacked, deal this weapon's attack to that enemy and lose 1 durabillity".
Shaman Weapon
Earthembued Shovel!
4 cost 3/3
Overlay, gain a random deathrattle.
Rogue Weapon
Sadist's Dagger
4 cost 2/3
Overlay, whenever your hero attacks, restore health equal to this weapons attack.
Now, why do i feel this effect could be interesting? Simply put, you have a lot of different layers to this. you can have some insanely powerful or creative effects but at the price of potentially not being able to use them just because you dont already have a weapon equipped but because of that limitation, when you do play it down, it could be a game changer or atleast give a different game plan then one would have expected. granted, this could easily be changed to "make weapon with battlecries" but i feel that would be less interesting.
Minions as weapons:
Valid examples: Arathi Weaponsmith and Tirion Fordring
Pleas vote on my submission on the Weekly Card Design Competition: Fahrum Specter!
In Game Examples:
The only examples are Feugen and Stalagg.
i.e. A minion that gains +1/+1 for each copy of it on the field, or two cards with effects like Feugen and Stalagg.
Maybe spice things up and have a spell or minion that activates a special effect when you have both copies of it in your hand.
I propose the idea behind one of my favorite threads, with additional restriction; Design a card to buff an existing Hearthstone card without explicitly mentioning that card. That means, create a new card which would assist/work well with an existing card but still be generic enough to not ONLY be useful with that card. It should be playable under circumstances where you don't have the card you're buffing.
Druid card with Choose One or Choose Two with three or four options.
A card that interacts with cards removed from the hand or deck (discarded or milled), and not the battlefield.
E.G.
I am a little confused on how you intend for Overlay to work. Using Rogue for example, if you had a Wicked Knife (the weapon that Rogue Hero Power spawns) out and then played Sadist's Dagger what would happen?
1) you have a 1/2 wicked knife with the ability: whenever your hero attacks, restore health equal to this weapons attack.
2) you have a 2/3 Sadist's Dagger with the ability: whenever your hero attacks, restore health equal to this weapons attack.
3) you have a 2/3 Sadist's Dagger with no ability.
the next example would be you had an untriggered Sadist's Dagger and then played Wicked Knife out what would happen?
1) you have a 2/3 Sadist's Dagger with the ability: whenever your hero attacks, restore health equal to this weapons attack.
2) you have a 1/2 wicked knife with the ability: whenever your hero attacks, restore health equal to this weapons attack.
3) you have a 1/2 wicked knife with no ability.
the intention of overlay is to basically destroy your currently equipped weapon to have a new weapon with its own stats and then gain the effect due to you meeting the requirement. A good way to view weapon overlay is to think of it as Combo, just you have to have a weapon on the board already to gain the "combo" effect of overlay.
hope that explained thing
Cards that Sucks (This is like the worst contest title ever. But seems good for this theme lol)
Theme
Deliberately design a card which make us think it is poorly designed. During voting phase we up-vote cards that stink. In final phase we gonna find out the worst card in the contest :P
Theme Restrictions:
1. This card should only be poor in design. Specifically, the card should be reasonablely balanced (neither op nor useless). Since this is a subjective issue, voters are suggested to differentiate between the feelings of poorly balanced and poorly designed, thus only vote for the later part.
2. This card must stink on its own. Dumping to much meaningless tokens or heroes (hero powers) could easily be considered as poorly designed. To make this contest a bit more fun, lets just not adding any tokens :)
3. Crafting a card with stupid art or bad interface is against the spirit of this contest. We are not gonna judge a card from its appearance. Try to use at least reasonable art for your card.
Existing Examples:
Might be some examples in my opinion. But I don't want to start a war here so examples are not listed.
Stall: Does something at the end of your turn if it could have attacked but didn't.
Reforge does sound way better of a name.
also, love the idea of stall. giving up an attack/damage for an effect is very creative. you can allow for stronger effects due to having to wait a full turn to use the effect and can create some interesting ideas. one i just thought of as an example:
Shaman Legendary:
5 cost 4/5
Stall: Destroy the minions on either side of this minion, then return them to life with full Health.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
9. A card appears balanced but on closer inspection has a particularly absurd interaction with existing cards/decks (An example being the original Summoning Portal allowing minions to cost 0, creating an infinite damage loop with 2 Brewmasters and a Knife Juggler, or Dreadsteed being neutral under pre-nerf Warsong Commander)
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Here's another one, somewhat based on the Aegwynn competition (which I thought was really fun):
The Missing Bosses: Pick a boss from Naxx, BRM or LOE that's not a collectible card yet. Make that card.
There's quite a few of these, like Grand Widow Faerlina, Noth. Some, like Saphiron, already show up almost every week. Now, someone will take that as a challenge and make a Temple Escape card, but hey, why not, if you can pull it off?
It's kind of implied that the card should be a legendary minion, but I wouldn't put too many rules in to see what people come up with. I'd allow one hero power as token, but all other cards have to be existing cards. You can reference boss cards from that fight.