• 0

    posted a message on 1500 XP Quest Trading - Play A Friend! (#7)

    Battletag: Killmachine#2771

    Region: EU

    Trade Only?: Yes, you go first

    Posted in: Players and Teams Discussion
  • 0

    posted a message on 1500 XP Quest Trading - Play A Friend! (#7)

    Battletag: Killmachine#2771
    Region: EU
    Trade Only?: Yes, you go first!

    Posted in: Players and Teams Discussion
  • 0

    posted a message on 1500 XP Quest Trading - Play A Friend! (#7)

    100G Quest Trade 5x

    Battletag: Killmachine#2771
    Region: EU
    Trade only?: Yes

     

    Posted in: Players and Teams Discussion
  • 0

    posted a message on 1500 XP Quest Trading - Play A Friend! (#7)

    Battletag:  Killmachine#2771

    Region:  EU

    Trade Only:  Yes, you go first.

    Posted in: Players and Teams Discussion
  • 0

    posted a message on OLD Play A Friend! 6.0

    done

    Posted in: Players and Teams Discussion
  • 0

    posted a message on OLD Play A Friend! 5.0

    Battletag: Killmachine#2771

    Region: EU

    Trade only: Yes, you go first.

    Posted in: Players and Teams Discussion
  • 0

    posted a message on OLD Play a Friend! 4.0

    Battletag: Killmachine#2771

    Region: EU

    Trade Only?: You go first, no scammerino.

     DONE

    Posted in: Players and Teams Discussion
  • 5

    posted a message on New Card - Fire Plume Harbinger

    Is this a Mage or a Shaman card?

    Posted in: Card Discussion
  • 0

    posted a message on OLD Play a Friend! 3.0

    Battletag: Killmachine#2771

    Region: EU

    Trade only: Yes, you go first.

     

    DONE

    Posted in: Players and Teams Discussion
  • 1

    posted a message on Custom Expansion: Terrors of Cyber City [118/134 cards revealed]

    Really cool collection of cards. Although I am not a fan of a theme which is unrelated to Warcraft universe, I do like this futuristic sci-fi theme. The card designs also fit really well with the theme. Keep it up!

    Posted in: Fan Creations
  • 0

    posted a message on [ADVENTURE] [WIP - 9/40] [Shaman Cards Added!] Malice of the Violet Hold
    Quote from Zhon >>
    Quote from ArceusO >>
    Skull Bash is by no means intented to feel like Earth Shock. It first damages the minion, then silences it. It is a silence resource bundled up with a bit of damage for Druids which they lack heavily after the nerf of Keeper of the Grove.
     
     With that in mind, then, I would say you could even get away with dropping its cost to 2. Druid has a 1 mana spell that deals 3 damage or 1+card draw - choice and power.  If it doesn't have the power of earth shock (remove buffs and divine shield BEFORE damage is a huge deal), 3 mana might be a bit high.
    Seems like a card you'd use to soften up a Sylvanas or Unearthed Raptor before taking it to the grave.
    I think at 3 mana it is more than fine. The reasoning being that Blizzard values Silence so high in mana cost. When taken into consideration Ironbeak Owl provides you Silence with only a 2/1 body, so with that math - judging from the fact that most 1-drops are 2/1's - Blizzard values Silence at 2 mana overall (not counting Earth Shock because that card is intented to be a powerful Silence spell). With 2 damage attached to it, I think 3 mana is the sweet spot that this card needs in terms of balancing (2 damage = 1 mana (Living Roots) - Silence = 2 mana). Thanks for the feedback, I really appreciate it.
     
    Quote from Marcuspereiiraa >>

    I like the idea of the adventure only problem being, If this adventure actually was released I think alot of players would be kind of sick of the whole ''malchezaar'' based theme after Karazhan being alot about finding Medivh and fighting Malchezaar already. I think alot of people might just see it as a rerun or not so creative. (No offense whatsoever) like I said I do like the idea and I actually love the whole ''next turn'' mechanic. I think you've done a decent job so far and hopefully I'll get to see the finished version of it. Keep going, My only concern is that right now, it just feels like a follow up (which it is, I am aware of that) But I just don't like the thought of it being too similar too Karazhan, since that was the adventure I think the majority enjoyed the least. Although you might make it amazing I wouldn't know. Long story short, I like the card ideas alot so far but the adventure doesn't really hype me as much as a player. Keep it up

    In terms of Lore, I didn't put much time in developing it because I am more into designing the cards rather than creating a flowing storyline; but I see your concern there. However, redesigning, reitirating old content or making them continue forward in some or other way has always been Blizzard's approach to their games in the Warcraft universe (new Karazhan dungeon - Legion's appearence after the ending in Warlords of Draenor with Gul'dan being used now in two expansion packs). I think that would be one justifying factor in designing the lore as a continuation act. But I might look into developing the lore further in the future. Thanks for the feedback! :)
    Posted in: Fan Creations
  • 0

    posted a message on [ADVENTURE] [WIP - 9/40] [Shaman Cards Added!] Malice of the Violet Hold
    Quote from kenshin620 >>

    Maybe its me but Shadow Mastery seems way better, if not on the cusp of OP, compared to Marked for Death. Outside of stealth clears or board wipes, you basically give double damage to 2 (or more) minions and make them untargettable.

     Totally agreed. I redesigned both of the cards. Now Marked for Death feels as a lesser card in terms of rarity, mana cost and effect.
    Quote from Zhon>>

    I think Rejuvenate opens up interesting opportunities, and seems like a hard counter to Ragnaros when you have no other answer or are worried about him dropping.  I would definitely bump the cost up though.  Remember that having the effects of multiple cards packed into one card makes its cost rise more.  The fact that this heal is delayed makes it even stronger.  I would definitely say drop the healing amount as well to balance it out.  Realize that Reno is a 6 mana card with a very stringent activation requirement.  This card costs 3 less, offers multi-round security, and almost has the same overall healing amount.

    Skull Bash - did you intend this to be a souped up version of Earth Shock?  If so I would make sure to use the same wording - "Silence a minion, then deal 2 damage to it."  On Shaman this would be kind of a silly card since you can score Wrath of Air to make your earth shock deal 2 damage for 1 mana, but on Druid, I think it's quite powerful.

    I agree with the concerns about Rejuvenate. I increased the mana cost to 5 and it now heals 6 each turn for a total of 18 over three turns.
    Skull Bash is by no means intented to feel like Earth Shock. It first damages the minion, then silences it. It is a silence resource bundled up with a bit of damage for Druids which they lack heavily after the nerf of Keeper of the Grove.
     
    Posted in: Fan Creations
  • 0

    posted a message on [ADVENTURE] [WIP - 9/40] [Shaman Cards Added!] Malice of the Violet Hold
    Quote from CO1933 >>

    I don't really like the design on Rejuvenate. It's gonna give Druid a ton of survivability potential against Aggro decks and in turn cover up the main weakness of Jade Druid really well.

    Thank you for your feedback. I agree that it seems a little bit overwhelming. I designed that card with Healing Touch in mind to actually power creep it up (since Blizzard always pushes the power levels of the cards up with every expansion). However, I might change its mana cost to 5 or 6 in the future. I am currently debating about it.
    Posted in: Fan Creations
  • 0

    posted a message on [ADVENTURE] [WIP - 9/40] [Shaman Cards Added!] Malice of the Violet Hold

    Hey guys,

    I am currently working on a custom fan made adventure named Malice of the Violet Hold.

    Quick Information:

    - There will be 40 cards total.

    - Each class will have 3 class cards.

    - There will be 13 Neutral cards.

    Rarity Information:

    - Every class will have a Common, Rare and Epic card.

    - There will be 4 Common, 3 Rare, 3 Epic and 3 Legendary neutral cards.

    Lore: 

        

     

    The Violet Hold (previously known as dungeons of Dalaran) is a prison complex located in Dalaran. It is the third instance to be located within the bounds of a capital city (after the Stormwind Stockade and Orgrimmar's Ragefire Chasm). 

    This dungeon used to be to the southeast of Silverpine Forest and to the north east of the Dalaran Crater, but was moved with the city to Northrend, then later moved again with the city to the Broken Isles.

    Among the ornate spires and enchanted streets of Dalaran, the great Violet Hold stands as a testament to the glory of the city's rulers, the Kirin Tor. Yet within its mighty walls, a dark truth awaits.

    Filled with row upon row of deadly inmates, the hold has long been used to restrain threats to Dalaran.

    What are we doing here?

    After the Night in Karazhan, we find ourselves travelling to Dalaran to retrieve some information about how Medivh got abducted during that night. We co-operate with Kirin Tor to get some answers and how Prince Malchezaar suddenly appeared out of nowhere to kidnap Medivh in the middle of the party. To do this, we need to retrieve the information from Prince Malchezaar himself, who got the hold of the Violet Hold after his defeat in Karazhan once he heard that there are a lot of foul creatures that he can use to unleash upon us. We need to defeat the creatures and reach Malchezaar to extract the information out of him. There may lie a better evil that we do not know of yet. Malchezaar may just very well be a stepping stone for a greater deed. 

    Bosses:

    WIP - Will be revealed at a later time.

    Druid:

    3 out of 3.

    Clarifications:

    • Rejuvenate will heal for a total of 18 over 3 turns. The effect does not start in the turn you play the card.
    • Skull Bash does not Silence before applying the damage. It does not work like Earth Shock.

    Hunter:

    0 out 3.

    Mage:

    0 out 3.

    Paladin:

    0 out 3.

    Priest:

    0 out 3.

    Rogue: 

    3 out of 3.

    Shaman:

    3 out 3.

    Warlock:

    0 out 3.

    Warrior:

    0 out 3.

    Neutral:

    0 out 13.

     Changelog:

    17.12.2016 - Thread created (6/40 cards total). 

    17.12.2016 - Druid and Rogue cards have been reworked. Rarity information added.

    18.12.2016 - Added Shaman cards (9/40 cards total).

     

     

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.06 [SUBMISSION]

    Divine Star

    3 Mana Priest Weapon

     

    Clarifications Below:

    - A great addition to Priest's Ressurrect theme.

    - Attaching means targeting a friendly minion when playing the weapon. That minion will get a buff and will be linked to this weapon.

    - If the attached minion dies, the weapon stays in play but the effect is lost. It can still be used as means of attacking.

     

     

    Posted in: Fan Creations
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