(Click on each Adventure Banner to be directed to the corresponding Finalist Topic)
(These will become available as each Finalist's Finalist Topic does.)
Welcome to the final discussion topic of our first ever Adventure Creation Competition! Massive congratulations to our four finalists, who've captured the adventurous hearts and imaginations of the voters. But you're not done yet. We still need to find out how your adventures end! I don't know about anybody else, but I'm at the edge of my seat!
This IS the Discussion Topic. There is NO Submission Topic for our Finale.
That means you can post here freely even if you're not one of the finalists. =)
Phase V Schedule
Entry Phase (Starts Now! Ends 18:00 UTC 17/October/2016) It is during this phase that you may create your Finalist Topics, as detailed above. Poll Phase (Starts 19:00 UTC 17/October/2016, Ends 19:00 UTC 19/October/2016) During this Phase, the Discussion Topic will be locked, the Finalist Topics will be locked and stickied, and the Final Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, which will include all qualifying Finalists and a 48-hour poll to decide who will be our overall winner.
PHASE V - The Grand Finale
This is not a Submission Topic. There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Adventure Competition Finalist] LEAGUE OF EXPLORERS
Replace LEAGUE OF EXPLORERS with your own adventure's name, of course. Then, bring it to our attention, and we'll link to it from your Adventure Banner at the top of this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Adventure however you think is best.
As for this topic? This will just be for discussions generally pertaining to Phase V or to the competition as a whole. If you have something specific to say about any of the Finalists, please take it to the individual Finalist Topics. There is, however, one specific matter that I would like you all to discuss here:
How should the Final Poll be presented?
As you can see from our FirstTwo big competitions, which were both Class competitions, we usually presented them side-by-side and vertically, with competitors allowed to choose a number of example cards from their class to show off and entice voters to check out their individual Finalist Topics. For an Adventure, however, it's not quite that easy because the focus isn't and shouldn't primarily be on the collectible cards. That's why thus far we've also made sure that every voting round had you showcasing a boss battle and the tactics and story surrounding it. Side-by-side columns were preferred for those two competitions because that means that none of the finalists were "first" or "above" the others. Is that a concern that our finalists have? What do you think is the fairest way for the final poll to be displayed?
I think the final poll should show just the names of the adventures, and you should have to follow links to find out anything about them. That means it isn't as accessible, but it prevents people from coming in and voting for an adventure based on just a few example cards and a boss portrait. Adventures are supposed to tell a story, and you can't tell the story properly with a handful of images. Maybe every contestant can write a short blurb about their adventure, but no more than that in the poll.
I think the final poll should show just the names of the adventures, and you should have to follow links to find out anything about them. That means it isn't as accessible, but it prevents people from coming in and voting for an adventure based on just a few example cards and a boss portrait.
Yes, that is one thing that I considered and that I think might not be a bad idea!
Rather than just plain text, though, I'd prefer such a thing look a little nicer with individualized banners, like we have at the top of this topic. The only issue with that is that the finalists have varying levels of proficiency with graphic design, and I wouldn't want the "flashier banner" to become a thing people argue over. If, however, the finalists agree to this, then we'll come up with a uniform set of dimensions they must use to keep things looking neat. Some of the ones with less graphic design experience can even get outside help if they want; I'm sure there are a few people who've been knocked out that wouldn't mind helping the finalists with their banners.
I think the final poll should show just the names of the adventures, and you should have to follow links to find out anything about them. That means it isn't as accessible, but it prevents people from coming in and voting for an adventure based on just a few example cards and a boss portrait.
Yes, that is one thing that I considered and that I think might not be a bad idea!
Rather than just plain text, though, I'd prefer such a thing look a little nicer with individualized banners, like we have at the top of this topic. The only issue with that is that the finalists have varying levels of proficiency with graphic design, and I wouldn't want the "flashier banner" to become a thing people argue over. If, however, the finalists agree to this, then we'll come up with a uniform set of dimensions they must use to keep things looking neat. Some of the ones with less graphic design experience can even get outside help if they want; I'm sure there are a few people who've been knocked out that wouldn't mind helping the finalists with their banners.
As someone without very much graphical proficiency, I specifically didn't mention banners for that reason (I also felt obligated to make a banner for my adventure to not suffer a competitive disadvantage). DKPaladin deserved to win last competition because of great design, but I do think he got something of an advantage for being good at graphical design. If the banners are the only thing people are seeing, it could have a significant influence on low-effort voters.
I think the final poll should show just the names of the adventures, and you should have to follow links to find out anything about them. That means it isn't as accessible, but it prevents people from coming in and voting for an adventure based on just a few example cards and a boss portrait.
Yes, that is one thing that I considered and that I think might not be a bad idea!
Rather than just plain text, though, I'd prefer such a thing look a little nicer with individualized banners, like we have at the top of this topic. The only issue with that is that the finalists have varying levels of proficiency with graphic design, and I wouldn't want the "flashier banner" to become a thing people argue over. If, however, the finalists agree to this, then we'll come up with a uniform set of dimensions they must use to keep things looking neat. Some of the ones with less graphic design experience can even get outside help if they want; I'm sure there are a few people who've been knocked out that wouldn't mind helping the finalists with their banners.
As someone without very much graphical proficiency, I specifically didn't mention banners for that reason (I also felt obligated to make a banner for my adventure to not suffer a competitive disadvantage). DKPaladin deserved to win last competition because of great design, but I do think he got something of an advantage for being good at graphical design. If the banners are the only thing people are seeing, it could have a significant influence on low-effort voters.
Now that I think about it, I made a lot of effort to edit the art of some individual cards but just slapped my banner together in no time and it kinda looks cheap. It was made for phase 1 but i just continued to roll with it. I never considered it too important.
I'm not sure if I can make a flashy banner, but if necessary I can cut it to be smaller as it seems to be taller than the others.
My biggest concern is time restrictions again, the deadline isn't exactly generous. I mean, unless you made your entire adventure in advance (I didn't, my wings are made as they go with only the general story in mind) most of these individual topics are going to be open for a day or less.
edit: I also think that only showing the name/banner in the final poll is probably a good idea.
My biggest concern is time restrictions again, the deadline isn't exactly generous. I mean, unless you made your entire adventure in advance (I didn't, my wings are made as they go with only the general story in mind) most of these individual topics are going to be open for a day or less.
Hmm. It's 11 total days, including two full weekends, but if the others agree that that's insufficient, I could see is pushing it back a bit further. Unlike the last couple of competitions, when I actually participated (though only unofficially during the first one), I'm not quite in the same boat as the competitors this time and have never made an adventure before, so I definitely remain open to being flexible and accommodating in terms of time frame. I still don't want us taking forever though, haha.
As for the concern regarding how long the individual Finale Topics are open, though, since the winner will be determined solely by a final poll and not by up-votes or comments or views or anything like that, those with their topics open for longer shouldn't be at any advantage. That being said, since you can edit the first post of threads you create as much as you want, you shouldn't necessarily feel like you need to have your final wing finished before you start your individual topic and start putting some of your material up. They can be work-in-progress, under-construction, workshop spaces for as long as you like. This may even be useful for asking folks what they do or don't like about how you're presenting stuff, your adventure so far and if there's anything you could or should make adjustments to, and even what they'd like to see from your final wing!
My biggest concern is time restrictions again, the deadline isn't exactly generous. I mean, unless you made your entire adventure in advance (I didn't, my wings are made as they go with only the general story in mind) most of these individual topics are going to be open for a day or less.
Hmm. It's 11 total days, including two full weekends, but if the others agree that that's insufficient, I could see is pushing it back a bit further. Unlike the last couple of competitions, when I actually participated (though only unofficially during the first one), I'm not quite in the same boat as the competitors this time and have never made an adventure before, so I definitely remain open to being flexible and accommodating in terms of time frame. I still don't want us taking forever though, haha.
As for the concern regarding how long the individual Finale Topics are open, though, since the winner will be determined solely by a final poll and not by up-votes or comments or views or anything like that, those with their topics open for longer shouldn't be at any advantage. That being said, since you can edit the first post of threads you create as much as you want, you shouldn't necessarily feel like you need to have your final wing finished before you start your individual topic and start putting some of your material up. They can be work-in-progress, under-construction, workshop spaces for as long as you like. This may even be useful for asking folks what they do or don't like about how you're presenting stuff, your adventure so far and if there's anything you could or should make adjustments to, and even what they'd like to see from your final wing!
I didn't know whether posting unfinished topics would be ok. I'm probably going to do that, thanks!
I don't want to be the guy who pushes for more time, I'm probably going to make it anyway. My concern was the one above where one competitor could post his thread tomorrow and get a ton of response in 10 days and another one posting his an hour before deadline, but posting unfinished topics looks like a way around this. Having tons of response in your topic might look flashier than a good looking banner.
Edit: Is anyone else unable to open topics from the last class creation competition? The links from the poll topic don't seem to work anymore.
Seeing as how most people probably are going to be posting double wings for the finals, I think you should extend the timeline. It was grueling doing each of the other weeks, and I only did one wing per week.
I do have one question: I haven't done a good job keeping track of what rarities I've been using and looking back at my cards I've been a bit inconsistent. I know that Blizzard likes to keep things relatively even, giving classes the same number of cards of all rarities. Would it be ok if I tweak my past cards a bit to be more consistent in this way?
For example right now, both Rogue cards in my set are common. The intention though was each class would get 1 common, 1 rare, and 1 epic (for the most part).
If not, that's understandable. Just thought I'd check.
Is anyone else unable to open topics from the last class creation competition? The links from the poll topic don't seem to work anymore.
Ah, yes, there was a big change at one point in how the website did linking within itself, and it screwed up a TON of past topics. Let me see if I can't search out the past finalists for you...
I do have one question: I haven't done a good job keeping track of what rarities I've been using and looking back at my cards I've been a bit inconsistent. I know that Blizzard likes to keep things relatively even, giving classes the same number of cards of all rarities. Would it be ok if I tweak my past cards a bit to be more consistent in this way?
For example right now, both Rogue cards in my set are common. The intention though was each class would get 1 common, 1 rare, and 1 epic (for the most part).
If not, that's understandable. Just thought I'd check.
Sure, that's just a minor change, not anything we would consider problematic. =)
So here are my last collectible cards fresh out of the printing press:
Goblin Merchant - You choose one bottle from the Goblin's shelf. Discovers from the same set of cards as Xaril, Poisoned Mind. Discover spells are usually 1 mana, but because Toxins are on average less worth than a card, this costs 0. Could be good as a double combo enabler.
Mur-lock - A murloc warlock. Note that he can also buff himself so he isn't as bad as a standalone card (in arena for example).
North Sea Penguin - Another modified entry of mine from before. Note that silence also removes freeze so this card is versatile. You can either remove freeze from your minions so they can attack or combo it with a freeze effect of your own to remove powerful effects from enemy minions (for example a powerful deathrattle like the one from Sylvanas Windrunner).
Treasure Burier - He takes totems as landmarks for his buried treasure. A conditional delayed draw effect. On turn 2 it is only a 3/2, on later turns you can combine it with your hero power or other totems to cycle this card.
Leftovers for Dinner - A potentially powerful heal for murloc paladin.
Favorable Wind - Note that the mana crystal is not empty so it's not exactly more expensive than Wild Growth but it is clunkier and you can use it one turn later so you sometimes effectively lose another 1 mana. However, in exchange for its clunkiness you also get a 2nd option for pirate druids. If you have no pirates and already have 10 mana crystals, you can still use it to generate Excess Mana.
Fishy Angler - Note that this is a conditional battlecry like Hungry Crab so if he doesn't find a victim for a bait, there is no discover either. "Sea Beasts" is a made up set of the following 3 cards:
They are more powerful than usual cards but since the condition is so specific and you have to remove one of your minions I think it could be fair. They vary in cost so you can choose according to your curve if no effect stands out at the moment. Also, this is a control card in an aggressive class so it kinda pushes for unconventional hunter archetypes. Alongside collectible 1-Cost beasts, hunter also has lots of 1-Cost beast tokens which can serve as possible targets. I'm thinking about making this card a 2/4 but Cloaked Huntress has the same stats and cost and an arguably more powerful effect.
Miranda - Another conditional battlecry, you don't get a coin unless she kills a pirate. An anti pirate tech card. She isn't a pirate on purpose since in the story she is only a sailor and here serves as a pirate huntress.
Tortug von Cannonball - The main bad guy in this adventure. He steals from your opponent along the way. If he can copy more than 1 card, the value could be ok, but this reacquires a low response from your opponent or synergy with other cards like Dancing Swords. This is also an anti draw card since your opponent is discouraged from drawing more cards in his turn. However, your opponent could use Tortug's greed to mill a card from your deck.
Personally I would make Miranda a pirate and I would give her +2 health, seeing as her ability is very situational, other than that, I really like the cards you've made!
Personally I would make Miranda a pirate and I would give her +2 health, seeing as her ability is very situational, other than that, I really like the cards you've made!
Thanks for your response! I will try to explain the choices behind Miranda in more detail.
I didn't make her a pirate because in the story she is just the first officer of a trading ship, she doesn't practice piracy. For comparison, Edwin VanCleef isn't a pirate either and look at his full art:
Giving her +2 health would make her strictly better than Chillwind Yeti. She has the stats and cost of Kezan Mystic, another tech card (and just 3 classes can even use secrets). If the effect triggers you also get a coin so she effectively becomes a 3 mana card. I also included almost 20 collectible pirates in my adventure so she would have plenty of targets. I don't want to make her an auto include to discourage pirate decks.
edit: Asylum_Rhapsody, I made a flatter banner to be more in line with others:
The other mods and I have agreed to extend your time frame by a week, so the new deadline is the 17th. IF everybody is finished before that and wants to get started with the poll then we can do so, but otherwise, we want to make sure for the Grand Finale that y'all have plenty of time not only to complete your Adventures to your satisfaction but also to make sure they're organized and presentable.
So here are my last collectible cards fresh out of the printing press:
Goblin Merchant - You choose one bottle from the Goblin's shelf. Discovers from the same set of cards as Xaril, Poisoned Mind. Discover spells are usually 1 mana, but because Toxins are on average less worth than a card, this costs 0. Could be good as a double combo enabler.
Mur-lock - A murloc warlock. Note that he can also buff himself so he isn't as bad as a standalone card (in arena for example).
North Sea Penguin - Another modified entry of mine from before. Note that silence also removes freeze so this card is versatile. You can either remove freeze from your minions so they can attack or combo it with a freeze effect of your own to remove powerful effects from enemy minions (for example a powerful deathrattle like the one from Sylvanas Windrunner).
Treasure Burier - He takes totems as landmarks for his buried treasure. A conditional delayed draw effect. On turn 2 it is only a 3/2, on later turns you can combine it with your hero power or other totems to cycle this card.
Leftovers for Dinner - A potentially powerful heal for murloc paladin.
Favorable Wind - Note that the mana crystal is not empty so it's not exactly more expensive than Wild Growth but it is clunkier and you can use it one turn later so you sometimes effectively lose another 1 mana. However, in exchange for its clunkiness you also get a 2nd option for pirate druids. If you have no pirates and already have 10 mana crystals, you can still use it to generate Excess Mana.
Fishy Angler - Note that this is a conditional battlecry like Hungry Crab so if he doesn't find a victim for a bait, there is no discover either. "Sea Beasts" is a made up set of the following 3 cards:
They are more powerful than usual cards but since the condition is so specific and you have to remove one of your minions I think it could be fair. They vary in cost so you can choose according to your curve if no effect stands out at the moment. Also, this is a control card in an aggressive class so it kinda pushes for unconventional hunter archetypes. Alongside collectible 1-Cost beasts, hunter also has lots of 1-Cost beast tokens which can serve as possible targets. I'm thinking about making this card a 2/4 but Cloaked Huntress has the same stats and cost and an arguably more powerful effect.
Miranda - Another conditional battlecry, you don't get a coin unless she kills a pirate. An anti pirate tech card. She isn't a pirate on purpose since in the story she is only a sailor and here serves as a pirate huntress.
Tortug von Cannonball - The main bad guy in this adventure. He steals from your opponent along the way. If he can copy more than 1 card, the value could be ok, but this reacquires a low response from your opponent or synergy with other cards like Dancing Swords. This is also an anti draw card since your opponent is discouraged from drawing more cards in his turn. However, your opponent could use Tortug's greed to mill a card from your deck.
Goblin Merchant - I think this card is really weak. Maybe that's okay at 0 mana, but I'm not sure it would warrant a slot in a deck. I think it would be a much stronger card if it were a minion that discovered a Toxin card. The toxin is still a good combo enabler.
Mur-lock - This one seems just a little weak. I think it could do with 1 more stat.
North Sea Penguin - I think this is kinda useless. Why would you waste a Freeze on a minion just to silence it? And it actually isn't that versatile. How often does one of your own minions get Frozen? It isn't that common.
Treasure Burier - Seems fine, except the name is really awkward. What if you made the name a pun on "geo-cacher" somehow?
Leftovers for Dinner - This is anti-synergistic with Murlocs. If you have enough Murlocs to make this viable, you almost certainly have an aggro deck. In which case, you don't want a Heal card in there.
Favorable Winds - Blizzard has had to change every single card they've made that gives minions Charge. I think it's a really bad idea to make a new one.
Fishy Angler - I think the 1-Cost part is overly restrictive here. You don't really lose any flavor if it's just "Destroy a friendly Beast".
Miranda - I think this is really bad. As anti-Pirate tech, it's as useful as Light's Champion. Actually, it's worse, because it's a 4 mana 4/3 if your opponent has no Pirates, which is pretty bad. And you wouldn't want to target a friendly Pirate because destroying one for a Coin is not a good deal. Anti-pirate tech isn't that great. And on a Legendary is just not a good design. If you want to make anti-Pirate tech, it should be a common.
Tortug von Cannonball - I don't know a lot about your story, but Divine Shield on this guy does not make sense, lore-wise. Is it supposed to be because he has a hard shell or armor or something? Because you can't use Divine Shield to mean that.
So here are my last collectible cards fresh out of the printing press:
Goblin Merchant - You choose one bottle from the Goblin's shelf. Discovers from the same set of cards as Xaril, Poisoned Mind. Discover spells are usually 1 mana, but because Toxins are on average less worth than a card, this costs 0. Could be good as a double combo enabler.
Mur-lock - A murloc warlock. Note that he can also buff himself so he isn't as bad as a standalone card (in arena for example).
North Sea Penguin - Another modified entry of mine from before. Note that silence also removes freeze so this card is versatile. You can either remove freeze from your minions so they can attack or combo it with a freeze effect of your own to remove powerful effects from enemy minions (for example a powerful deathrattle like the one from Sylvanas Windrunner).
Treasure Burier - He takes totems as landmarks for his buried treasure. A conditional delayed draw effect. On turn 2 it is only a 3/2, on later turns you can combine it with your hero power or other totems to cycle this card.
Leftovers for Dinner - A potentially powerful heal for murloc paladin.
Favorable Wind - Note that the mana crystal is not empty so it's not exactly more expensive than Wild Growth but it is clunkier and you can use it one turn later so you sometimes effectively lose another 1 mana. However, in exchange for its clunkiness you also get a 2nd option for pirate druids. If you have no pirates and already have 10 mana crystals, you can still use it to generate Excess Mana.
Fishy Angler - Note that this is a conditional battlecry like Hungry Crab so if he doesn't find a victim for a bait, there is no discover either. "Sea Beasts" is a made up set of the following 3 cards:
They are more powerful than usual cards but since the condition is so specific and you have to remove one of your minions I think it could be fair. They vary in cost so you can choose according to your curve if no effect stands out at the moment. Also, this is a control card in an aggressive class so it kinda pushes for unconventional hunter archetypes. Alongside collectible 1-Cost beasts, hunter also has lots of 1-Cost beast tokens which can serve as possible targets. I'm thinking about making this card a 2/4 but Cloaked Huntress has the same stats and cost and an arguably more powerful effect.
Miranda - Another conditional battlecry, you don't get a coin unless she kills a pirate. An anti pirate tech card. She isn't a pirate on purpose since in the story she is only a sailor and here serves as a pirate huntress.
Tortug von Cannonball - The main bad guy in this adventure. He steals from your opponent along the way. If he can copy more than 1 card, the value could be ok, but this reacquires a low response from your opponent or synergy with other cards like Dancing Swords. This is also an anti draw card since your opponent is discouraged from drawing more cards in his turn. However, your opponent could use Tortug's greed to mill a card from your deck.
Goblin Merchant - I think this card is really weak. Maybe that's okay at 0 mana, but I'm not sure it would warrant a slot in a deck. I think it would be a much stronger card if it were a minion that discovered a Toxin card. The toxin is still a good combo enabler.
Mur-lock - This one seems just a little weak. I think it could do with 1 more stat.
North Sea Penguin - I think this is kinda useless. Why would you waste a Freeze on a minion just to silence it? And it actually isn't that versatile. How often does one of your own minions get Frozen? It isn't that common.
Treasure Burier - Seems fine, except the name is really awkward. What if you made the name a pun on "geo-cacher" somehow?
Leftovers for Dinner - This is anti-synergistic with Murlocs. If you have enough Murlocs to make this viable, you almost certainly have an aggro deck. In which case, you don't want a Heal card in there.
Favorable Winds - Blizzard has had to change every single card they've made that gives minions Charge. I think it's a really bad idea to make a new one.
Fishy Angler - I think the 1-Cost part is overly restrictive here. You don't really lose any flavor if it's just "Destroy a friendly Beast".
Miranda - I think this is really bad. As anti-Pirate tech, it's as useful as Light's Champion. Actually, it's worse, because it's a 4 mana 4/3 if your opponent has no Pirates, which is pretty bad. And you wouldn't want to target a friendly Pirate because destroying one for a Coin is not a good deal. Anti-pirate tech isn't that great. And on a Legendary is just not a good design. If you want to make anti-Pirate tech, it should be a common.
Tortug von Cannonball - I don't know a lot about your story, but Divine Shield on this guy does not make sense, lore-wise. Is it supposed to be because he has a hard shell or armor or something? Because you can't use Divine Shield to mean that.
Thanks for the response, however I have to disagree on almost everything this time.
Goblin Merchant - Some toxin cards are equal to collectible cards. Briarthorn Toxin is Blessing of Might and on pair with Cold Blood and Firebloom Toxin is basically Arcane Shot and Holy Smite. There is a 90% chance that you will be offered one or both of these cards [(3/5)*(2/4)*(1/3)=1/10 that you won't]. Otherwise you can cycle it away with Kingsblood Toxin for just 1 mana. The other two toxins can also be useful if you have an important minion on board and the situation calls for it. The card is versatile. Xaril, Poisoned Mind costs a lot and you can't choose the toxin (since they have very diverse effects, this is important). The card also has combo potential, it can be +4/+4 for Edwin VanCleef or draw you 2 cards with Gadgetzan Auctioneer, 3 cards if you discover Kingsblood Toxin (3 in 5 chance). That is a dream scenario but 3 cards for 1 mana is insane. For that alone, I think the card would at least be tried in miracle rogue.
Mur-lock - Giving him one more stat seems unfair to Murloc Raider and the card is already almost strictly better than Lowly Squire. It can grow twice as fast with your hero power only, not to mention cards like Flame Imp. On turn 3 it can be a 3 mana 2/2 that draws you a card which is already balanced, versatility aside.
North Sea Penguin - "Wasting" a freeze effect was used to describe how this card could be used in emergency situations where you need to remove a powerful effect. How often it can be used to unfreeze your own minions isn't that much of a problem on a card with already vanilla stats. It's not Ironbeak Owl where you can't just slam it on board on turn 2 for the body.
Treasure Burier - Ok, I admit, this one I don't understand, I'm not a native speaker. I even checked an online dictionary while making the card and it says "burier - a person, animal, or thing that buries". The character is depicted standing with one foot on a half buried treasure chest (the chest is not entirely visible on the card but would mostly be visible after the minion is summoned and his name letters disappear) so I named him that way. Geo catching has nothing to do with pirates while treasure burying is a common pirate trope.
Leftovers for Dinner - Murloc Paladin is not an agro deck. The strategy is using board clears and heal effects to stall the game long enough to set up an Anyfin Can Happen OTK. The deck is less frequent after Old Murk-Eye left standard so I'm giving it help to be less OTK but maybe still viable. This card fits that strategy perfectly. It could replace something like Forbidden Healing as more efficient. If just 4 murlocs died, this is already Healing Touch, everything above is pure profit. And it doesn't even have to be friendly murlocs so its good against another more aggressive murloc deck.
Favorable Wind - Think of a combo and I will think about it, every nerfed charge card was nerfed because some combo. Charge was nerfed because Raging Worgen and Frothing Berserker. Warsong Commander was nerfed because Grim Patron. Force of Nature was nerfed because the Savage Roar combo was extremely efficient. Arcane Golem was nerfed because more and more cheap buffs entered the game and blizzard refuses to nerf Emperor Thaurissan for whatever reason so he continues to restrict design space. My card only works on pirates and you are left with 7 mana to summon charged pirates (unlike with Savage Roar, the pirates already on board from a previous turn gain no benefit). The most efficient pirate for that is probably the bad and not in standard Salty Dog. If you add another 2 mana pirate or buff you get about 10 damage for a 3-cards-10-mana combo. That's basically a 3 card Pyroblast.
Fishy Angler - Not all beasts can be used as fishing bait, it has to be a small one. Besides collectible beasts like Stonetusk Boar and Fiery Bat, hunter has access to plenty of 1 mana beast tokens: Spider, Snake, Hound, Mastiff. All of them see play in constructed. Compare it to Fandral Staghelm, you don't fill your deck with choose one effects, you have a handful to combo it maybe with one to get OK value. Again, similar to North Sea Penguin, he has vanilla stats so it's not an issue if the effect doesn't trigger all the time.
Miranda - I don't think Light's Champion is a valid comparison, that card is pointless because only one class uses demons and Illidan Stormrage is the only neutral demon with a silencable effect and he is bad. Even warlock demons mostly don't have an effect you can silence because they have a battlecry or are without text. The point of my adventure is to make pirates across all classes and more than half of my neutral cards will be pirates, presumably some of them would see regular play even in non-pirate decks. Kezan Mystic is just a 4/3 against 6 classes (and some mage and most paladin decks don't even use secrets) so that isn't a valid point either. I made it legendary because I want to restrict this effect to one per deck not to discourage pirate decks.
Tortug von Cannonball - every of my 4 collectible turtle pirates have divine shield to make them distinguished, it's a mini theme. Yeah, it's suppose to be because of the shell. Why can't I use divine shield to mean that? Divine shield is a mechanic like every other in hearthstone and plenty of cards have it with no ties to paladin lore: Force-Tank MAX, C'Thun's Chosen, Al'Akir the Windlord, Psych-o-Tron... If Blizzard can slam divine shield on an armored tank I see no reason to impose this lore restriction on fan designs.
So here are my last collectible cards fresh out of the printing press:
Goblin Merchant - You choose one bottle from the Goblin's shelf. Discovers from the same set of cards as Xaril, Poisoned Mind. Discover spells are usually 1 mana, but because Toxins are on average less worth than a card, this costs 0. Could be good as a double combo enabler.
Mur-lock - A murloc warlock. Note that he can also buff himself so he isn't as bad as a standalone card (in arena for example).
North Sea Penguin - Another modified entry of mine from before. Note that silence also removes freeze so this card is versatile. You can either remove freeze from your minions so they can attack or combo it with a freeze effect of your own to remove powerful effects from enemy minions (for example a powerful deathrattle like the one from Sylvanas Windrunner).
Treasure Burier - He takes totems as landmarks for his buried treasure. A conditional delayed draw effect. On turn 2 it is only a 3/2, on later turns you can combine it with your hero power or other totems to cycle this card.
Leftovers for Dinner - A potentially powerful heal for murloc paladin.
Favorable Wind - Note that the mana crystal is not empty so it's not exactly more expensive than Wild Growth but it is clunkier and you can use it one turn later so you sometimes effectively lose another 1 mana. However, in exchange for its clunkiness you also get a 2nd option for pirate druids. If you have no pirates and already have 10 mana crystals, you can still use it to generate Excess Mana.
Fishy Angler - Note that this is a conditional battlecry like Hungry Crab so if he doesn't find a victim for a bait, there is no discover either. "Sea Beasts" is a made up set of the following 3 cards:
They are more powerful than usual cards but since the condition is so specific and you have to remove one of your minions I think it could be fair. They vary in cost so you can choose according to your curve if no effect stands out at the moment. Also, this is a control card in an aggressive class so it kinda pushes for unconventional hunter archetypes. Alongside collectible 1-Cost beasts, hunter also has lots of 1-Cost beast tokens which can serve as possible targets. I'm thinking about making this card a 2/4 but Cloaked Huntress has the same stats and cost and an arguably more powerful effect.
Miranda - Another conditional battlecry, you don't get a coin unless she kills a pirate. An anti pirate tech card. She isn't a pirate on purpose since in the story she is only a sailor and here serves as a pirate huntress.
Tortug von Cannonball - The main bad guy in this adventure. He steals from your opponent along the way. If he can copy more than 1 card, the value could be ok, but this reacquires a low response from your opponent or synergy with other cards like Dancing Swords. This is also an anti draw card since your opponent is discouraged from drawing more cards in his turn. However, your opponent could use Tortug's greed to mill a card from your deck.
Goblin Merchant - I think this card is really weak. Maybe that's okay at 0 mana, but I'm not sure it would warrant a slot in a deck. I think it would be a much stronger card if it were a minion that discovered a Toxin card. The toxin is still a good combo enabler.
Mur-lock - This one seems just a little weak. I think it could do with 1 more stat.
North Sea Penguin - I think this is kinda useless. Why would you waste a Freeze on a minion just to silence it? And it actually isn't that versatile. How often does one of your own minions get Frozen? It isn't that common.
Treasure Burier - Seems fine, except the name is really awkward. What if you made the name a pun on "geo-cacher" somehow?
Leftovers for Dinner - This is anti-synergistic with Murlocs. If you have enough Murlocs to make this viable, you almost certainly have an aggro deck. In which case, you don't want a Heal card in there.
Favorable Winds - Blizzard has had to change every single card they've made that gives minions Charge. I think it's a really bad idea to make a new one.
Fishy Angler - I think the 1-Cost part is overly restrictive here. You don't really lose any flavor if it's just "Destroy a friendly Beast".
Miranda - I think this is really bad. As anti-Pirate tech, it's as useful as Light's Champion. Actually, it's worse, because it's a 4 mana 4/3 if your opponent has no Pirates, which is pretty bad. And you wouldn't want to target a friendly Pirate because destroying one for a Coin is not a good deal. Anti-pirate tech isn't that great. And on a Legendary is just not a good design. If you want to make anti-Pirate tech, it should be a common.
Tortug von Cannonball - I don't know a lot about your story, but Divine Shield on this guy does not make sense, lore-wise. Is it supposed to be because he has a hard shell or armor or something? Because you can't use Divine Shield to mean that.
Thanks for the response, however I have to disagree on almost everything this time.
Treasure Burier - Ok, I admit, this one I don't understand, I'm not a native speaker. I even checked an online dictionary while making the card and it says "burier - a person, animal, or thing that buries". The character is depicted standing with one feet on a half buried treasure chest (the chest is not entirely visible on the card) so I named him that way. Geo catching has nothing to do with pirates while treasure burying is a common pirate trope.
Favorable Wind - Think of a combo and I will think about it, every nerfed charge card was nerfed because some combo. Charge was nerfed because Raging Worgen and Frothing Berserker. Warsong Commander was nerfed because Grim Patron. Force of Nature was nerfed because the Savage Roar combo was extremely efficient. Arcane Golem was nerfed because more and more cheap buffs entered the game and blizzard refuses to nerf Emperor Thaurissan for whatever reason so he continues to restrict design space. My card only works on pirates and you are left with 7 mana to summon charged pirates (unlike with Savage Roar, the pirates already on board from a previous turn gain no benefit). The most efficient pirate for that is probably the bad and not in standard Salty Dog. If you add another 2 mana pirate or buff you get about 10 damage for a 3-cards-10-mana combo. That's basically a 3 card Pyroblast.
Tortug von Cannonball - every of my 4 collectible turtle pirates have divine shield to make them distinguished, it's a mini theme. Yeah, it's suppose to be because of the shell. Why can't I use divine shield to mean that? Divine shield is a mechanic like every other in hearthstone and plenty of cards have it with no ties to paladin lore: Force-Tank MAX, C'Thun's Chosen, Al'Akir the Windlord, Psych-o-Tron... If Blizzard can slam divine shield on an armored tank I see no reason to impose this lore restriction on fan designs.
Mur-lock - You're comparing a class card to a neutral card. Class cards should be better than neutral cards. If you think it's not fair that your class card is better than some neutral cards, you aren't balancing the class card correctly. For example, is it no fair that Voidwalker is just better than Goldshire Footman?
Treasure Burier - I didn't realize you weren't a native speaker. It's not that "Treasure Burier" isn't the correct term or anything like that. The problem is that it sounds really awkward. "Burier" is just not a great word to use in this context. "Pirate Cachemaster" or something like that would be better. It just sounds better than "Burier".
Favorable Wind - I don't have to think of a current combo here. That's not the point. The problem is that giving minions Charge will either inevitably lead to a OTK combo, or it restricts design space because the Charge-giving card means you can't create a whole set of cards that would be OP if they were to get Charge. The fact that every Charge-giving card has been nerfed is evidence that it is an inherently problematic type of card, and you should just avoid making it. You can't think of a OTK now, but someone will figure out how to make one with it in the future.
Tortug von Cannonball - C'Thun's Chosen uses a paladin's divine shield. Al'Akir the Windlord does, too. Force-Tank Max and the other mechs with Divine Shield don't have it because of armor. They have Divine Shield because they have forcefield-like tech that acts in the same way as Divine Shield. Having a tough shell just isn't the same thing, and it's a misinterpretation of what Divine Shield means lore-wise.
So here are my last collectible cards fresh out of the printing press:
Goblin Merchant - You choose one bottle from the Goblin's shelf. Discovers from the same set of cards as Xaril, Poisoned Mind. Discover spells are usually 1 mana, but because Toxins are on average less worth than a card, this costs 0. Could be good as a double combo enabler.
Mur-lock - A murloc warlock. Note that he can also buff himself so he isn't as bad as a standalone card (in arena for example).
North Sea Penguin - Another modified entry of mine from before. Note that silence also removes freeze so this card is versatile. You can either remove freeze from your minions so they can attack or combo it with a freeze effect of your own to remove powerful effects from enemy minions (for example a powerful deathrattle like the one from Sylvanas Windrunner).
Treasure Burier - He takes totems as landmarks for his buried treasure. A conditional delayed draw effect. On turn 2 it is only a 3/2, on later turns you can combine it with your hero power or other totems to cycle this card.
Leftovers for Dinner - A potentially powerful heal for murloc paladin.
Favorable Wind - Note that the mana crystal is not empty so it's not exactly more expensive than Wild Growth but it is clunkier and you can use it one turn later so you sometimes effectively lose another 1 mana. However, in exchange for its clunkiness you also get a 2nd option for pirate druids. If you have no pirates and already have 10 mana crystals, you can still use it to generate Excess Mana.
Fishy Angler - Note that this is a conditional battlecry like Hungry Crab so if he doesn't find a victim for a bait, there is no discover either. "Sea Beasts" is a made up set of the following 3 cards:
They are more powerful than usual cards but since the condition is so specific and you have to remove one of your minions I think it could be fair. They vary in cost so you can choose according to your curve if no effect stands out at the moment. Also, this is a control card in an aggressive class so it kinda pushes for unconventional hunter archetypes. Alongside collectible 1-Cost beasts, hunter also has lots of 1-Cost beast tokens which can serve as possible targets. I'm thinking about making this card a 2/4 but Cloaked Huntress has the same stats and cost and an arguably more powerful effect.
Miranda - Another conditional battlecry, you don't get a coin unless she kills a pirate. An anti pirate tech card. She isn't a pirate on purpose since in the story she is only a sailor and here serves as a pirate huntress.
Tortug von Cannonball - The main bad guy in this adventure. He steals from your opponent along the way. If he can copy more than 1 card, the value could be ok, but this reacquires a low response from your opponent or synergy with other cards like Dancing Swords. This is also an anti draw card since your opponent is discouraged from drawing more cards in his turn. However, your opponent could use Tortug's greed to mill a card from your deck.
Goblin Merchant - I think this card is really weak. Maybe that's okay at 0 mana, but I'm not sure it would warrant a slot in a deck. I think it would be a much stronger card if it were a minion that discovered a Toxin card. The toxin is still a good combo enabler.
Mur-lock - This one seems just a little weak. I think it could do with 1 more stat.
North Sea Penguin - I think this is kinda useless. Why would you waste a Freeze on a minion just to silence it? And it actually isn't that versatile. How often does one of your own minions get Frozen? It isn't that common.
Treasure Burier - Seems fine, except the name is really awkward. What if you made the name a pun on "geo-cacher" somehow?
Leftovers for Dinner - This is anti-synergistic with Murlocs. If you have enough Murlocs to make this viable, you almost certainly have an aggro deck. In which case, you don't want a Heal card in there.
Favorable Winds - Blizzard has had to change every single card they've made that gives minions Charge. I think it's a really bad idea to make a new one.
Fishy Angler - I think the 1-Cost part is overly restrictive here. You don't really lose any flavor if it's just "Destroy a friendly Beast".
Miranda - I think this is really bad. As anti-Pirate tech, it's as useful as Light's Champion. Actually, it's worse, because it's a 4 mana 4/3 if your opponent has no Pirates, which is pretty bad. And you wouldn't want to target a friendly Pirate because destroying one for a Coin is not a good deal. Anti-pirate tech isn't that great. And on a Legendary is just not a good design. If you want to make anti-Pirate tech, it should be a common.
Tortug von Cannonball - I don't know a lot about your story, but Divine Shield on this guy does not make sense, lore-wise. Is it supposed to be because he has a hard shell or armor or something? Because you can't use Divine Shield to mean that.
Thanks for the response, however I have to disagree on almost everything this time.
Treasure Burier - Ok, I admit, this one I don't understand, I'm not a native speaker. I even checked an online dictionary while making the card and it says "burier - a person, animal, or thing that buries". The character is depicted standing with one feet on a half buried treasure chest (the chest is not entirely visible on the card) so I named him that way. Geo catching has nothing to do with pirates while treasure burying is a common pirate trope.
Favorable Wind - Think of a combo and I will think about it, every nerfed charge card was nerfed because some combo. Charge was nerfed because Raging Worgen and Frothing Berserker. Warsong Commander was nerfed because Grim Patron. Force of Nature was nerfed because the Savage Roar combo was extremely efficient. Arcane Golem was nerfed because more and more cheap buffs entered the game and blizzard refuses to nerf Emperor Thaurissan for whatever reason so he continues to restrict design space. My card only works on pirates and you are left with 7 mana to summon charged pirates (unlike with Savage Roar, the pirates already on board from a previous turn gain no benefit). The most efficient pirate for that is probably the bad and not in standard Salty Dog. If you add another 2 mana pirate or buff you get about 10 damage for a 3-cards-10-mana combo. That's basically a 3 card Pyroblast.
Tortug von Cannonball - every of my 4 collectible turtle pirates have divine shield to make them distinguished, it's a mini theme. Yeah, it's suppose to be because of the shell. Why can't I use divine shield to mean that? Divine shield is a mechanic like every other in hearthstone and plenty of cards have it with no ties to paladin lore: Force-Tank MAX, C'Thun's Chosen, Al'Akir the Windlord, Psych-o-Tron... If Blizzard can slam divine shield on an armored tank I see no reason to impose this lore restriction on fan designs.
Mur-lock - You're comparing a class card to a neutral card. Class cards should be better than neutral cards. If you think it's not fair that your class card is better than some neutral cards, you aren't balancing the class card correctly. For example, is it no fair that Voidwalker is just better than Goldshire Footman?
Treasure Burier - I didn't realize you weren't a native speaker. It's not that "Treasure Burier" isn't the correct term or anything like that. The problem is that it sounds really awkward. "Burier" is just not a great word to use in this context. "Pirate Cachemaster" or something like that would be better. It just sounds better than "Burier".
Favorable Wind - I don't have to think of a current combo here. That's not the point. The problem is that giving minions Charge will either inevitably lead to a OTK combo, or it restricts design space because the Charge-giving card means you can't create a whole set of cards that would be OP if they were to get Charge. The fact that every Charge-giving card has been nerfed is evidence that it is an inherently problematic type of card, and you should just avoid making it. You can't think of a OTK now, but someone will figure out how to make one with it in the future.
Tortug von Cannonball - C'Thun's Chosen uses a paladin's divine shield. Al'Akir the Windlord does, too. Force-Tank Max and the other mechs with Divine Shield don't have it because of armor. They have Divine Shield because they have forcefield-like tech that acts in the same way as Divine Shield. Having a tough shell just isn't the same thing, and it's a misinterpretation of what Divine Shield means lore-wise.
I explained why Mur-lock is OK besides the Murloc Raider comparison. I feel that I can't make him stronger than that because Lowly Squire already looks weak compared to it.
I will think about burier but I don't even know what a Cachemaster is and google doesn't show it being related.
Favorable Wind - If you can't think of a single combo then how can the card "inevitably lead to a OTK combo"?! No nerfed charge giving card was ever restricted to a single minion type. And how can it restrict design space? What would that future pirate be like to make this card unfair? Then just make it a non-pirate.
With the divine shield its already too late since 3 cards of the set are made in wing 1. I'm not a WOW player so I'm unfamiliar with what these cards used to be in that game.
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(Click on each Adventure Banner to be directed to the corresponding Finalist Topic)
(These will become available as each Finalist's Finalist Topic does.)
Welcome to the final discussion topic of our first ever Adventure Creation Competition! Massive congratulations to our four finalists, who've captured the adventurous hearts and imaginations of the voters. But you're not done yet. We still need to find out how your adventures end! I don't know about anybody else, but I'm at the edge of my seat!
This IS the Discussion Topic. There is NO Submission Topic for our Finale.
That means you can post here freely even if you're not one of the finalists. =)
Phase V Schedule
Entry Phase (Starts Now! Ends 18:00 UTC 17/October/2016)
It is during this phase that you may create your Finalist Topics, as detailed above.
Poll Phase (Starts 19:00 UTC 17/October/2016, Ends 19:00 UTC 19/October/2016)
During this Phase, the Discussion Topic will be locked, the Finalist Topics will be locked and stickied, and the Final Poll Topic will go up. Discussion will be allowed to continue in the Poll Topic, which will include all qualifying Finalists and a 48-hour poll to decide who will be our overall winner.
PHASE V - The Grand Finale
This is not a Submission Topic. There will be no Submission Topic for the competition Finale. Instead, you will create your own Finalist Topics. All that you have to do is create a normal topic here on the Fan Creation Forum and title it as such:
[Adventure Competition Finalist] LEAGUE OF EXPLORERS
Replace LEAGUE OF EXPLORERS with your own adventure's name, of course. Then, bring it to our attention, and we'll link to it from your Adventure Banner at the top of this topic. That's it. How you format and present your final product is entirely up to you. You've put in a lot of work to come this far, so you've earned the right to show us your completed original Adventure however you think is best.
As for this topic? This will just be for discussions generally pertaining to Phase V or to the competition as a whole. If you have something specific to say about any of the Finalists, please take it to the individual Finalist Topics. There is, however, one specific matter that I would like you all to discuss here:
How should the Final Poll be presented?
As you can see from our First Two big competitions, which were both Class competitions, we usually presented them side-by-side and vertically, with competitors allowed to choose a number of example cards from their class to show off and entice voters to check out their individual Finalist Topics. For an Adventure, however, it's not quite that easy because the focus isn't and shouldn't primarily be on the collectible cards. That's why thus far we've also made sure that every voting round had you showcasing a boss battle and the tactics and story surrounding it. Side-by-side columns were preferred for those two competitions because that means that none of the finalists were "first" or "above" the others. Is that a concern that our finalists have? What do you think is the fairest way for the final poll to be displayed?
I think the final poll should show just the names of the adventures, and you should have to follow links to find out anything about them. That means it isn't as accessible, but it prevents people from coming in and voting for an adventure based on just a few example cards and a boss portrait. Adventures are supposed to tell a story, and you can't tell the story properly with a handful of images. Maybe every contestant can write a short blurb about their adventure, but no more than that in the poll.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Seeing as how most people probably are going to be posting double wings for the finals, I think you should extend the timeline. It was grueling doing each of the other weeks, and I only did one wing per week.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Wow, I am so amazed to be in the finale! If need be, I can try to make a new banner.
My banner was just copied from the Warcraft wiki.
I do have one question: I haven't done a good job keeping track of what rarities I've been using and looking back at my cards I've been a bit inconsistent. I know that Blizzard likes to keep things relatively even, giving classes the same number of cards of all rarities. Would it be ok if I tweak my past cards a bit to be more consistent in this way?
For example right now, both Rogue cards in my set are common. The intention though was each class would get 1 common, 1 rare, and 1 epic (for the most part).
If not, that's understandable. Just thought I'd check.
Lich
Merchant
Twilight's Hammer
Bard
Pokemon Trainer
Agent
Nightmare
So here are my last collectible cards fresh out of the printing press:
Goblin Merchant - You choose one bottle from the Goblin's shelf. Discovers from the same set of cards as Xaril, Poisoned Mind. Discover spells are usually 1 mana, but because Toxins are on average less worth than a card, this costs 0. Could be good as a double combo enabler.
Mur-lock - A murloc warlock. Note that he can also buff himself so he isn't as bad as a standalone card (in arena for example).
North Sea Penguin - Another modified entry of mine from before. Note that silence also removes freeze so this card is versatile. You can either remove freeze from your minions so they can attack or combo it with a freeze effect of your own to remove powerful effects from enemy minions (for example a powerful deathrattle like the one from Sylvanas Windrunner).
Treasure Burier - He takes totems as landmarks for his buried treasure. A conditional delayed draw effect. On turn 2 it is only a 3/2, on later turns you can combine it with your hero power or other totems to cycle this card.
Leftovers for Dinner - A potentially powerful heal for murloc paladin.
Favorable Wind - Note that the mana crystal is not empty so it's not exactly more expensive than Wild Growth but it is clunkier and you can use it one turn later so you sometimes effectively lose another 1 mana. However, in exchange for its clunkiness you also get a 2nd option for pirate druids. If you have no pirates and already have 10 mana crystals, you can still use it to generate Excess Mana.
Fishy Angler - Note that this is a conditional battlecry like Hungry Crab so if he doesn't find a victim for a bait, there is no discover either. "Sea Beasts" is a made up set of the following 3 cards:
They are more powerful than usual cards but since the condition is so specific and you have to remove one of your minions I think it could be fair. They vary in cost so you can choose according to your curve if no effect stands out at the moment. Also, this is a control card in an aggressive class so it kinda pushes for unconventional hunter archetypes. Alongside collectible 1-Cost beasts, hunter also has lots of 1-Cost beast tokens which can serve as possible targets. I'm thinking about making this card a 2/4 but Cloaked Huntress has the same stats and cost and an arguably more powerful effect.
Miranda - Another conditional battlecry, you don't get a coin unless she kills a pirate. An anti pirate tech card. She isn't a pirate on purpose since in the story she is only a sailor and here serves as a pirate huntress.
Tortug von Cannonball - The main bad guy in this adventure. He steals from your opponent along the way. If he can copy more than 1 card, the value could be ok, but this reacquires a low response from your opponent or synergy with other cards like Dancing Swords. This is also an anti draw card since your opponent is discouraged from drawing more cards in his turn. However, your opponent could use Tortug's greed to mill a card from your deck.
Personally I would make Miranda a pirate and I would give her +2 health, seeing as her ability is very situational, other than that, I really like the cards you've made!
Giving her +2 health would make her strictly better than Chillwind Yeti. She has the stats and cost of Kezan Mystic, another tech card (and just 3 classes can even use secrets). If the effect triggers you also get a coin so she effectively becomes a 3 mana card. I also included almost 20 collectible pirates in my adventure so she would have plenty of targets. I don't want to make her an auto include to discourage pirate decks.
edit: Asylum_Rhapsody, I made a flatter banner to be more in line with others:
ANNOUNCEMENT:
The other mods and I have agreed to extend your time frame by a week, so the new deadline is the 17th. IF everybody is finished before that and wants to get started with the poll then we can do so, but otherwise, we want to make sure for the Grand Finale that y'all have plenty of time not only to complete your Adventures to your satisfaction but also to make sure they're organized and presentable.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Thanks for the response, however I have to disagree on almost everything this time.
Goblin Merchant - Some toxin cards are equal to collectible cards. Briarthorn Toxin is Blessing of Might and on pair with Cold Blood and Firebloom Toxin is basically Arcane Shot and Holy Smite. There is a 90% chance that you will be offered one or both of these cards [(3/5)*(2/4)*(1/3)=1/10 that you won't]. Otherwise you can cycle it away with Kingsblood Toxin for just 1 mana. The other two toxins can also be useful if you have an important minion on board and the situation calls for it. The card is versatile. Xaril, Poisoned Mind costs a lot and you can't choose the toxin (since they have very diverse effects, this is important). The card also has combo potential, it can be +4/+4 for Edwin VanCleef or draw you 2 cards with Gadgetzan Auctioneer, 3 cards if you discover Kingsblood Toxin (3 in 5 chance). That is a dream scenario but 3 cards for 1 mana is insane. For that alone, I think the card would at least be tried in miracle rogue.
Mur-lock - Giving him one more stat seems unfair to Murloc Raider and the card is already almost strictly better than Lowly Squire. It can grow twice as fast with your hero power only, not to mention cards like Flame Imp. On turn 3 it can be a 3 mana 2/2 that draws you a card which is already balanced, versatility aside.
North Sea Penguin - "Wasting" a freeze effect was used to describe how this card could be used in emergency situations where you need to remove a powerful effect. How often it can be used to unfreeze your own minions isn't that much of a problem on a card with already vanilla stats. It's not Ironbeak Owl where you can't just slam it on board on turn 2 for the body.
Treasure Burier - Ok, I admit, this one I don't understand, I'm not a native speaker. I even checked an online dictionary while making the card and it says "burier - a person, animal, or thing that buries". The character is depicted standing with one foot on a half buried treasure chest (the chest is not entirely visible on the card but would mostly be visible after the minion is summoned and his name letters disappear) so I named him that way. Geo catching has nothing to do with pirates while treasure burying is a common pirate trope.
Leftovers for Dinner - Murloc Paladin is not an agro deck. The strategy is using board clears and heal effects to stall the game long enough to set up an Anyfin Can Happen OTK. The deck is less frequent after Old Murk-Eye left standard so I'm giving it help to be less OTK but maybe still viable. This card fits that strategy perfectly. It could replace something like Forbidden Healing as more efficient. If just 4 murlocs died, this is already Healing Touch, everything above is pure profit. And it doesn't even have to be friendly murlocs so its good against another more aggressive murloc deck.
Favorable Wind - Think of a combo and I will think about it, every nerfed charge card was nerfed because some combo. Charge was nerfed because Raging Worgen and Frothing Berserker. Warsong Commander was nerfed because Grim Patron. Force of Nature was nerfed because the Savage Roar combo was extremely efficient. Arcane Golem was nerfed because more and more cheap buffs entered the game and blizzard refuses to nerf Emperor Thaurissan for whatever reason so he continues to restrict design space. My card only works on pirates and you are left with 7 mana to summon charged pirates (unlike with Savage Roar, the pirates already on board from a previous turn gain no benefit). The most efficient pirate for that is probably the bad and not in standard Salty Dog. If you add another 2 mana pirate or buff you get about 10 damage for a 3-cards-10-mana combo. That's basically a 3 card Pyroblast.
Fishy Angler - Not all beasts can be used as fishing bait, it has to be a small one. Besides collectible beasts like Stonetusk Boar and Fiery Bat, hunter has access to plenty of 1 mana beast tokens: Spider, Snake, Hound, Mastiff. All of them see play in constructed. Compare it to Fandral Staghelm, you don't fill your deck with choose one effects, you have a handful to combo it maybe with one to get OK value. Again, similar to North Sea Penguin, he has vanilla stats so it's not an issue if the effect doesn't trigger all the time.
Miranda - I don't think Light's Champion is a valid comparison, that card is pointless because only one class uses demons and Illidan Stormrage is the only neutral demon with a silencable effect and he is bad. Even warlock demons mostly don't have an effect you can silence because they have a battlecry or are without text. The point of my adventure is to make pirates across all classes and more than half of my neutral cards will be pirates, presumably some of them would see regular play even in non-pirate decks. Kezan Mystic is just a 4/3 against 6 classes (and some mage and most paladin decks don't even use secrets) so that isn't a valid point either. I made it legendary because I want to restrict this effect to one per deck not to discourage pirate decks.
Tortug von Cannonball - every of my 4 collectible turtle pirates have divine shield to make them distinguished, it's a mini theme. Yeah, it's suppose to be because of the shell. Why can't I use divine shield to mean that? Divine shield is a mechanic like every other in hearthstone and plenty of cards have it with no ties to paladin lore: Force-Tank MAX, C'Thun's Chosen, Al'Akir the Windlord, Psych-o-Tron... If Blizzard can slam divine shield on an armored tank I see no reason to impose this lore restriction on fan designs.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition