Spoof on Resurrect Priest. You could just say "Battlecry: Summon two 1/1
Sheep
," but where's the fun in that? Playing into the "Fluffy as a placeholder" joke, here's what her "actual translation" would be
"If I can hold onto this for 49 turns, I could summon
Golemagg!
"
Continuing
Khadgar
's theme of summoning random minions, this Scheme allows him to go tall as well as go wide. Factoring in all the minions who get most of their power from their battlecry, a random 6-cost minion is about where this card starts to give you the bang for your buck (giving fun parallels to
A New Challenger...
and
Power of Creation
). Also, while the flavour text is obviously facetious, you
could
hold onto this for 24 turns and summon
Shirvallah, the Tiger
. Or just hard cap at 12 for
Mountain Giant
and
Grave Horror
.
@CheeseEtc - Going by the Evil Heckler/Faceless Rager method, it's probably fine to powercreep on a card that was already not seeing more than really fringe play (or just the arena), and, if the Orc art is the new art, I agree with you on it. The gnome art is more spell and priest appropriate, but the orc art gets across the damage and health aspect.
Weird sticking point to me, though, is it being Rare. If it is powercreep on Holy Fire, maybe make it Common or Epic, just to make it less explicit?
Why not both? Anyway, this card is pretty slow, and might be on the bad side, but it sure would be great in some sort of control-mage.
This one walks an interesting balancing act. There are a lot of cards that are very dangerous to give Twinspell; in Wild, if you get a hand of x2 Frost Bolt and x2 Ice Lance (plus a Sorcerer's Apprentice to squeeze out 12 mana worth of spells on turn 6 at a minimum), that's 32 damage before any Spell Damage effects. On the other hand, that's 4 mana for "do nothing," which can be a hefty cost. I'm wondering if the card is not as scary as it looks, if I'm falling into the overestimation trap for Twinspell as the design team did for Windfury.
Mimiron's Head The idea is that it can be use vs control decks as removal . Having 3 of them as Mimiron's Head will make it V-07-TR-0N which may or may not be a good idea depending on your deck .
As has been pointed out, the idea is cute, but incredibly bad for you, especially since you don't get an "easy" way to deal with V-07-TR-0N until after he's punched you in the face 4 times. The "combo breaker" aspect doesn't work nearly as well since, by the time they've "assembled all the pieces" and got them all in play, you usually don't have the turn to "break" their combo that already kills you.
So I apologize I wasn't really here. Life happened. I thought of one card for both sides.
Something I realized is that all existing Twinspell cards have the Kirin Tor eye in their artwork. I've chosen not to follow this because it would restrict things way too much. We're not Blizzard, who can simply just commission artists for them.
...Hey, you're right...!
Anyway, between the two, Re-Energize is the more interesting, plus it has some cute parallels to Lava Shock and Eternal Sentinel, since this also "costs" two mana, but instead of damage or a 3/2 body, you basically get to do the effect twice. It's one of those humble effects that are charming and just well balanced.
So I have my idea for the card ready, now I just need an opinion on the theme: Khadgar, or Medivh?
Khadgar is more appropriate given what his legendary card already does, but it also seems a bit too obvious? Like, this won't be the only Khadgar's Scheme in the lineup. Medivh is a bit tangential, but he is theoretically more powerful than Khadgar, plus there's a nice little lore pop if you have Khadgar the minion facilitating Medivh's "Scheme."
Also, this card could easily be 6 mana, but it didn't feel right having a Scheme cost more than 5 mana, since that was one of their design philosophies for the Scheme mechanic overall for it to be somewhat inexpensive.
The intention is that the first version on the left goes wide, while the second version on the right goes tall. And, of course, it can combo with Khadgar himself for a truly diabolical development (one moreso than the other).
For balance, after 3 turns, the Wide version is like a different take on Unexpected Results, where you can improve the quantity of minions summoned, but not the quality. As for the Tall version, a random 5 drop for 4 without its battlecry is about where you start to get some value, but mostly you'd want to hold this until it hits 6. Naturally, it'll hard cap at 12, although, theoretically, you could hold onto it long enough to get Shirvallah, the Tiger...
@OttawaCloset - I was struggling to come up with something similar; a Hero Card based around Recruit seemed like an easy way to go, but trying to shoehorn in something from Journey to Un'Goro was what kept tripping me up.
That said, Recruit specifically interacts with minions in your deck, not your hand, so you'd want to take that clause out. And the Hero Power just feels ridiculously weak; Feral Spirits is already a 5 mana card (given its 3 mana cost and 2 Overload), so tacking on another 2 mana on top of that, even if you have access to it whenever you want, is grossly inefficient.
You could easily make Rehgar 5 mana since it's already doing absolutely nothing the turn you play him, and the Hero Power could do something like shuffle no-effect elementals into your deck, so Rehgar always has something to Recruit. (At which point, though, you'd probably need a different shaman, since Rehgar is all about Spirits and Wolves and Spirit Wolves rather than Elementals)
1) Gadgetzan Auctioneer is a 6 mana card with -2/-3 stats in comparison to a vanilla 6-drop. Since B0t-0f-6r33d has a restriction in the drawing effect, I thought the cost-stats proportion could be increased a bit.
2) Loot Hoarder is a 2 mana 2/1 with a "Deathrattle: Draw a card". This spell summons a 1/1 version of it, but it can grow you a whole farm, if you have many treants on the board. The seeds can be buffed, so this supports token (treant) druid. I think this might be a bit too weak, but having 2 1/1s with a drawing effect would be too strong. Every combo deck would run this spell just for the cheap cycle.
3) Me Hunter. Me have no cards. Me poor. Gib cards plox. This card was meant to help face hunter decks by giving them draw in a fair way.
Tokens and my previous cards:
If anyone has a better art for a seed, I would appreciate if they shared it.
The Bot of Greed would've been great to see during the actual Goblins vs Gnome days, further pushing the Spare Parts theme. Of the cards you pitched, it seems like the most fair, least likely to be abused, while still being interesting enough. Although, for sure fascination factor, I think I'd have to give it to "Growing the Farm," perhaps renamed to "Farm Grown."
I like the mechanics of the card, but I'm not so keen on the theme of it. The name and the art don't really go together, nor does it really go with what the card does (the taxes part maybe, but not the death). Maybe something to do with reckless greed, or the Prisoner's Dilemma would make for a more fitting theme. This card is halfway there, I think, just needs some renaming.
Is there a better way to word the condition? The idea is to exclude the draw at the start of the turn, while allowing for everything else, from two cards from Arcane Intellect to one card from Loot Hoarder if they proc it on their turn, to decking out from Myra's Unstable Element if your opponent wants to go for an out-there super punish.
Additional:
NVM, according to the mods, the "add copies" alternative would not have been within the rules.
0
"With my last breath, I curse Zoidberg!"
2
Said it once, I'll say it again
See you all on the other side!
For this last competition, because of my own sense of humour, my votes are for linkblade91, JhamelReborn, DestroyerR, and, of course, me.
2
"I think that goes against your alignment. Can I see your character sheet?" "... ...No."
0
Ghosts are scary... Ghost sheep, not so much.
Spoof on Resurrect Priest. You could just say "Battlecry: Summon two 1/1 Sheep ," but where's the fun in that? Playing into the "Fluffy as a placeholder" joke, here's what her "actual translation" would be
0
Man, it's so surreal to think about, seeing the lights being turned off for the last time.
Hopefully, we'll all see each other again elsewhere, perhaps Out Of Cards, or the Custom Hearthstone Reddit, or the next Hearthstone forum.
3
"If I can hold onto this for 49 turns, I could summon Golemagg! "
Continuing Khadgar 's theme of summoning random minions, this Scheme allows him to go tall as well as go wide. Factoring in all the minions who get most of their power from their battlecry, a random 6-cost minion is about where this card starts to give you the bang for your buck (giving fun parallels to A New Challenger... and Power of Creation ). Also, while the flavour text is obviously facetious, you could hold onto this for 24 turns and summon Shirvallah, the Tiger . Or just hard cap at 12 for Mountain Giant and Grave Horror .
0
@CheeseEtc - Going by the Evil Heckler/Faceless Rager method, it's probably fine to powercreep on a card that was already not seeing more than really fringe play (or just the arena), and, if the Orc art is the new art, I agree with you on it. The gnome art is more spell and priest appropriate, but the orc art gets across the damage and health aspect.
Weird sticking point to me, though, is it being Rare. If it is powercreep on Holy Fire, maybe make it Common or Epic, just to make it less explicit?
1
This one walks an interesting balancing act. There are a lot of cards that are very dangerous to give Twinspell; in Wild, if you get a hand of x2 Frost Bolt and x2 Ice Lance (plus a Sorcerer's Apprentice to squeeze out 12 mana worth of spells on turn 6 at a minimum), that's 32 damage before any Spell Damage effects. On the other hand, that's 4 mana for "do nothing," which can be a hefty cost. I'm wondering if the card is not as scary as it looks, if I'm falling into the overestimation trap for Twinspell as the design team did for Windfury.
As has been pointed out, the idea is cute, but incredibly bad for you, especially since you don't get an "easy" way to deal with V-07-TR-0N until after he's punched you in the face 4 times. The "combo breaker" aspect doesn't work nearly as well since, by the time they've "assembled all the pieces" and got them all in play, you usually don't have the turn to "break" their combo that already kills you.
...Hey, you're right...!
Anyway, between the two, Re-Energize is the more interesting, plus it has some cute parallels to Lava Shock and Eternal Sentinel, since this also "costs" two mana, but instead of damage or a 3/2 body, you basically get to do the effect twice. It's one of those humble effects that are charming and just well balanced.
0
So I have my idea for the card ready, now I just need an opinion on the theme: Khadgar, or Medivh?
Khadgar is more appropriate given what his legendary card already does, but it also seems a bit too obvious? Like, this won't be the only Khadgar's Scheme in the lineup. Medivh is a bit tangential, but he is theoretically more powerful than Khadgar, plus there's a nice little lore pop if you have Khadgar the minion facilitating Medivh's "Scheme."
Also, this card could easily be 6 mana, but it didn't feel right having a Scheme cost more than 5 mana, since that was one of their design philosophies for the Scheme mechanic overall for it to be somewhat inexpensive.
0
A crazy idea...and an even crazier idea!
The intention is that the first version on the left goes wide, while the second version on the right goes tall. And, of course, it can combo with Khadgar himself for a truly diabolical development (one moreso than the other).
For balance, after 3 turns, the Wide version is like a different take on Unexpected Results, where you can improve the quantity of minions summoned, but not the quality. As for the Tall version, a random 5 drop for 4 without its battlecry is about where you start to get some value, but mostly you'd want to hold this until it hits 6. Naturally, it'll hard cap at 12, although, theoretically, you could hold onto it long enough to get Shirvallah, the Tiger...
0
@OttawaCloset - I was struggling to come up with something similar; a Hero Card based around Recruit seemed like an easy way to go, but trying to shoehorn in something from Journey to Un'Goro was what kept tripping me up.
That said, Recruit specifically interacts with minions in your deck, not your hand, so you'd want to take that clause out. And the Hero Power just feels ridiculously weak; Feral Spirits is already a 5 mana card (given its 3 mana cost and 2 Overload), so tacking on another 2 mana on top of that, even if you have access to it whenever you want, is grossly inefficient.
You could easily make Rehgar 5 mana since it's already doing absolutely nothing the turn you play him, and the Hero Power could do something like shuffle no-effect elementals into your deck, so Rehgar always has something to Recruit. (At which point, though, you'd probably need a different shaman, since Rehgar is all about Spirits and Wolves and Spirit Wolves rather than Elementals)
4
Also, getting the really easy/obvious one out of the way...
1
The Bot of Greed would've been great to see during the actual Goblins vs Gnome days, further pushing the Spare Parts theme. Of the cards you pitched, it seems like the most fair, least likely to be abused, while still being interesting enough. Although, for sure fascination factor, I think I'd have to give it to "Growing the Farm," perhaps renamed to "Farm Grown."
Perhaps this as an alternate to the Seed art?
I like the mechanics of the card, but I'm not so keen on the theme of it. The name and the art don't really go together, nor does it really go with what the card does (the taxes part maybe, but not the death). Maybe something to do with reckless greed, or the Prisoner's Dilemma would make for a more fitting theme. This card is halfway there, I think, just needs some renaming.
5
"Come on, people, we can't ALL roll Need!"
Arcane Intellect ? That's two cards for you. Loot Hoarder went off on their turn? That's a card for you. Ultimate Infestation ? We're in the goddamn money, sunshine.
1
Is there a better way to word the condition? The idea is to exclude the draw at the start of the turn, while allowing for everything else, from two cards from Arcane Intellect to one card from Loot Hoarder if they proc it on their turn, to decking out from Myra's Unstable Element if your opponent wants to go for an out-there super punish.
Additional:
NVM, according to the mods, the "add copies" alternative would not have been within the rules.