Update: Because of the launch of the beta, we are extending the contest one more week (Ends August 23)
Goal
Design your own WoW creature card using our downloadable template. Any creature in World of Warcraft that does not currently have a card in Hearthstone is allowed. Cards will be shown on the next Fireside Chat and you will be judged by whichever criteria James' D20 feels like. Dat sack. Your card should be created using GIMP or Photoshop with our template, and should include:
Card Name
Mana Cost, Attack, Health
Card Artwork (You can use a screenshot of the creature)
Card Description
Why you chose to create that card
You may submit as many cards as you wish to the thread, but please label which card you would like to be officially submitted. If you don't let us know which card you intended to submit to the contest, we'll pretend you don't exist.
Winrar Is You?
Winner of the contest will receive $10.00 of something. Something is decided by the winner and it may be Riot Points, a World of Warcraft Pet Store Pet, or a game on Steam. Contest winner will be announced on the next Fireside Chat (Aug 16 Aug 23) so be sure to tune in!
Wheres the template?
You can grab the template here. Use GIMP or Photoshop to edit it.
Good Luck!
Don't forget to follow HearthPwn to keep up to date with all the latest and greatest. Also check out the wonderful work of James over on the Curse Entertainment YouTube Channel.
Before I spoil my grand evil scheme I have a question.
On the stream there was said that the competition was going to be "Create a card". That specifically mentioned that it included spell cards. I have my awesome spell idea that I really want to use for the competition. However, the post only says that it's only for creature cards. Is this due to the limitation of the card template that you are using or you all decided to save the idea for another time?
In short. Are spells still allowed as official entries?
Spells are not allowed as official entries, although it's definitely a great idea for future contests. During the livestream we had given card examples such as bosses and creatures, so that is why it's for Minions. I suppose we could do weapons at some point too ^^. IMO, save your awesome spell idea for a future contest ;D
The Goblin "Sappers" from the past Warcraft games were suicide units that dealt heavy AoE damage to units, primary to buildings. They could also hit your own units. A single unit was actually 2-3 goblins, hence the squad name.
The Deathrattle works different depending on how the creature was killed.
If the minion died when you attacked with him into another creature. He deals an additional 2 damage to it's adjacent targets. As for a visual effect, the card would never return to your side of the board. When it connects to the opponent there will be a small explosion (3 creatures wide, covering all creatures hit) which after the smoke goes away the creature is already gone.
If the minion dies in any other way (your opponent's minion, a spell or you damage it yourself.) the creature explodes and damages ALL your characters (even the hero). The original wording was "to YOUR hero and adjacent minions", however due to weird scenarios of "bad" minion placements this was changed simply to characters.
Some might say that the card ain't work it for it's backlash but it has to be balanced against it's best case scenario (which is a 1-for-3 card advantage). So you better have something to work around the negative. (For example: Taunt, charge, increase his health, no minions on your board.)
However, not having charge allows me to make the card more interesting and pack more power into it.
First of, permanent charge removes the possible counter play on the card, so I might as well remove that possible backlash effect. (more boring card) Second, simply adding charge to this guy would make him really overpowered, (AoE Wolfrider) so the card would have to be rebalanced.
If you add charge I figure you have combine it with one of these changes. 1. Attack reduced to 2, The explosion would be changed to 1 damage 2. Mana cost increased to 5 (from 3). 3. Attack reduced to 2, The explosion would be changed to half damage, mana cost increased to 4 (from 3).
The first one would make him a Bluegill Warrior with 1 higher cost with a no negative Mad Bomber effect. While more balanced. The effect might be too close the bomber and cause a identity issue.
The second one would make this a Force of Nature that does not suffer from "token" buff syndrome. Still possible to go 1-for-3 on 3 3/2 minions. As long this change won't have identity issues with Force of Nature and does not overshadow the Reckless Rocketeer (it will), this is probably the best compromise I can make.
The third one would make him unique and really interesting with buffs. However, now you HAVE to buff him with a spell or he is really weak.
Honestly, if now if the original wouldn't cut it. I'd probably scrap the idea and make a regular minion that has a small splash damage every attack instead.
However, not having charge allows me to make the card more interesting and pack more power into it.
First of, permanent charge removes the possible counter play on the card, so I might as well remove that possible backlash effect. (more boring card) Second, simply adding charge to this guy would make him really overpowered, (AoE Wolfrider) so the card would have to be rebalanced.
While I agree that if you gave him charge you may have to bump up his mana cost to at least 4, but when I read the card I was thinking of different play options.
If he doesn't have charge he is a high risk situational card, you could only play him if your opponent has no minions to throw at him, because if they did they get a free 2 damage on you, and you have to hope they have no spells so he will last so you can use him to his true purpose.
If he had charge though you could run him into enemy minions so that he is practically a aoe spell, or if the enemy didn't have any minions you can run him into the enemy hero. Then as long as the enemy doesn't have a minion with charge he will be hesitant to play small minions because they will get cleared easily.
I don't know, those were my thoughts, I feel that he has more playability with charge, the counterplay being big minions, enemy minions with charge, or spells, but you would still have a free 3 damage unless they had a secret, but that is an issue with all charge minions.
However, not having charge allows me to make the card more interesting and pack more power into it.
First of, permanent charge removes the possible counter play on the card, so I might as well remove that possible backlash effect. (more boring card) Second, simply adding charge to this guy would make him really overpowered, (AoE Wolfrider) so the card would have to be rebalanced.
While I agree that if you gave him charge you may have to bump up his mana cost to at least 4, but when I read the card I was thinking of different play options.
If he doesn't have charge he is a high risk situational card, you could only play him if your opponent has no minions to throw at him, because if they did they get a free 2 damage on you, and you have to hope they have no spells so he will last so you can use him to his true purpose.
If he had charge though you could run him into enemy minions so that he is practically a aoe spell, or if the enemy didn't have any minions you can run him into the enemy hero. Then as long as he doesn't have a minion with charge he will be hesitant to play small minions because they will get cleared easily.
I don't know, those were my thoughts, I feel that he has more playability with charge, the counterplay being big minions, charge, or spells, but you would still have a free 3 damage unless they had a secret, but that is an issue with all charge minions.
As for counterplay. The thing is that compared to a spell that you can expect the class to have, a neutral card instant AoE is not something that you can prepare for in the same way. Giving the opponent a turn to notice it makes him aware that you are actually using that card and than act upon it. Now if it had charge it would just instantly blow up in his face with no time to react. The card really has to be expensive to make a single card with no condition or drawback bust his pack of 3/2 and 4/3 creatures with no time for reaction which is why I had to put at least 5 mana.
You might be correct that the risk is not worth the reward considering it's too situational. However, considering that this card either forces your opponent to use at least one card to deal with it or he ignores it/can't deal with it and lose up to 3 minions. I wouldn't remove it entirely though. There has to be a possible penalty if you want to keep it on the board to terrorize your opponent when he has no minions or if you try to play him without backup when your opponent has some creatures.
I still believe it has a place with it's current incarnation, always good to discuss ideas though =)
As for counterplay. The thing is that compared to a spell that you can expect the class to have, a neutral card instant AoE is not something that you can prepare for in the same way. Giving the opponent a turn to notice it makes him aware that you are actually using that card and than act upon it. Now if it had charge it would just instantly blow up in his face with no time to react. The card really has to be expensive to make a single card with no condition or drawback bust his pack of 3/2 and 4/3 creatures with no time for reaction which is why I had to put at least 5 mana.
You might be correct that the risk is not worth the reward considering it's too situational. However, considering that this card either forces your opponent to use at least one card to deal with it or he ignores it/can't deal with it and lose up to 3 minions. I wouldn't remove it entirely though. There has to be a possible penalty if you want to keep it on the board to terrorize your opponent when he has no minions or if you try to play him without backup when your opponent has some creatures.
I still believe it has a place with it's current incarnation, always good to discuss ideas though =)
I understand what you are saying about it being to strong for the mana cost. As for it's situationality the only thing I can think of is that the deathrattle can't be triggered on the first turn they are out (Lore wise you could say they take a turn to get all their bombs armed) that way it still can be killed the first turn to counter them completely this would also make them less risky. Then the opponent can make the decision to keep them around to try to trigger the ability on you or kill them now, but then there would be really no reason not to throw them at your opponent the first turn they can attack.
Eh, well now we know how developers feel constantly thinking about stuff like this.
On a side note I bet they are super happy we decided to do this in the contest thread, they are gonna have to roll that dice like 10 times.
As some of you mgiht know I love the eredar twins so I wanted to make a card dedicated to them. Unfortunately I apperently suck at editing. I couldn't firegure out the programs the way I wanted to. So I used Paint to do it. Obviously it's not very good but tried to use actual photos and whatnot.
Let me explain the card: Both twins are on a single card. So obviously it has windfury. The regular versions sort of enrage when you attack the other and I think the best way to do that (since both are on the same card and making them seperate would be a bad idea as you would need both for an awsome effect, not very heathstone like.) is give them enrage. But enrage only occurs once yet the twins constantly protect each other so they won't enrage but instead increase attack when they are damaged. The value increasing is +1, since it has windfury it seems that both twins get +1 each.
It costs 7 because there aren't many 7 cost legendaries and I wanted the possiblity of being able to cast Inner Fire on it the turn it is summoned (it will still give time for your opponent to deal with it though every damage is plus 1 attack.) At first I wanted to make the cost 5 or a 6 because those are the months of Gemini (sign) but this effect for that cost seems too strong. Plus it would allow warriors to use it with warsong commander if they desired.
The card has 1 attack so it can attack and so it can be crippled with silence (otherwise it would be too strong to counter). Because it has windfury you can trigger the buff on your own turn twice. I has 11 health so it's tough to remove and gives a lot of room for enrage benefits. Though not too much enrage to make it OP. The reason it's exatcly 11 is the attack is 1 and the health is 1-1 representin twins. I thought it would be poetic :D But since there are no minions with 11 health I had to make due with editing 1 and 10 together :D Plus it's exatcly enough to be killed by a pyroblast and mage hero power.
I hope the image is good enough to enter the contest with.
The Winner was Titanscreed!
Update: Because of the launch of the beta, we are extending the contest one more week (Ends August 23)
Goal
Design your own WoW creature card using our downloadable template. Any creature in World of Warcraft that does not currently have a card in Hearthstone is allowed. Cards will be shown on the next Fireside Chat and you will be judged by whichever criteria James' D20 feels like. Dat sack. Your card should be created using GIMP or Photoshop with our template, and should include:
You may submit as many cards as you wish to the thread, but please label which card you would like to be officially submitted. If you don't let us know which card you intended to submit to the contest, we'll pretend you don't exist.
Winrar Is You?
Winner of the contest will receive $10.00 of something. Something is decided by the winner and it may be Riot Points, a World of Warcraft Pet Store Pet, or a game on Steam. Contest winner will be announced on the next Fireside Chat (
Aug 16Aug 23) so be sure to tune in!Wheres the template?
You can grab the template here. Use GIMP or Photoshop to edit it.
Good Luck!
Don't forget to follow HearthPwn to keep up to date with all the latest and greatest. Also check out the wonderful work of James over on the Curse Entertainment YouTube Channel.
Does this contest has anything to do with the dissapearence of http://www.hearthpwn.com/forums/hearthstone-general/general-discussion/341-custom-card-project ?
Nope, he seems to have deleted all of his posts four days ago. Please keep this thread on topic from here on out.
I choose Huggalon the Heart Watcher because He/She is so lonely out in his/her cave, I always thought He/she deserved more.
Shake your sacks for Huggalon!
I chose Socks because he is the bravest creature to have ever lived. I wish to keep his legacy strong.
Before I spoil my grand evil scheme I have a question.
On the stream there was said that the competition was going to be "Create a card". That specifically mentioned that it included spell cards.
I have my awesome spell idea that I really want to use for the competition. However, the post only says that it's only for creature cards. Is this due to the limitation of the card template that you are using or you all decided to save the idea for another time?
In short. Are spells still allowed as official entries?
Spells are not allowed as official entries, although it's definitely a great idea for future contests. During the livestream we had given card examples such as bosses and creatures, so that is why it's for Minions. I suppose we could do weapons at some point too ^^. IMO, save your awesome spell idea for a future contest ;D
Well that was close, had most of it ready to post and noticed that minion thing. Gonna save it for another time than. :)
Now off to get a creature idea...
I have no idea how to use either of those programs
Let me change your mind
Honestly I had never used photoshop before either, but after 30 mins or so of messing around with it i think my entry came out pretty good.
I more or less got the hang of it but I can't find how you change the text or numbers in gimp
Let me change your mind
Great idea for a contest! :)
I decided to create the Hunter pet: Shale Spider. I feel it would be cool to add a Web mechanic in the game.
(Webbed minions may not attack or be returned to the hand during the next turn)
So I refined my old goblin sapper idea.
Clarification
The Goblin "Sappers" from the past Warcraft games were suicide units that dealt heavy AoE damage to units, primary to buildings. They could also hit your own units. A single unit was actually 2-3 goblins, hence the squad name.
The Deathrattle works different depending on how the creature was killed.
If the minion died when you attacked with him into another creature. He deals an additional 2 damage to it's adjacent targets. As for a visual effect, the card would never return to your side of the board. When it connects to the opponent there will be a small explosion (3 creatures wide, covering all creatures hit) which after the smoke goes away the creature is already gone.
If the minion dies in any other way (your opponent's minion, a spell or you damage it yourself.) the creature explodes and damages ALL your characters (even the hero). The original wording was "to YOUR hero and adjacent minions", however due to weird scenarios of "bad" minion placements this was changed simply to characters.
Some might say that the card ain't work it for it's backlash but it has to be balanced against it's best case scenario (which is a 1-for-3 card advantage). So you better have something to work around the negative. (For example: Taunt, charge, increase his health, no minions on your board.)
If he had charge it could go with his suicide theme.
However, not having charge allows me to make the card more interesting and pack more power into it.
First of, permanent charge removes the possible counter play on the card, so I might as well remove that possible backlash effect. (more boring card)
Second, simply adding charge to this guy would make him really overpowered, (AoE Wolfrider) so the card would have to be rebalanced.
If you add charge I figure you have combine it with one of these changes.
1. Attack reduced to 2, The explosion would be changed to 1 damage
2. Mana cost increased to 5 (from 3).
3. Attack reduced to 2, The explosion would be changed to half damage, mana cost increased to 4 (from 3).
The first one would make him a Bluegill Warrior with 1 higher cost with a no negative Mad Bomber effect. While more balanced. The effect might be too close the bomber and cause a identity issue.
The second one would make this a Force of Nature that does not suffer from "token" buff syndrome. Still possible to go 1-for-3 on 3 3/2 minions. As long this change won't have identity issues with Force of Nature and does not overshadow the Reckless Rocketeer (it will), this is probably the best compromise I can make.
The third one would make him unique and really interesting with buffs. However, now you HAVE to buff him with a spell or he is really weak.
Honestly, if now if the original wouldn't cut it. I'd probably scrap the idea and make a regular minion that has a small splash damage every attack instead.
While I agree that if you gave him charge you may have to bump up his mana cost to at least 4, but when I read the card I was thinking of different play options.
If he doesn't have charge he is a high risk situational card, you could only play him if your opponent has no minions to throw at him, because if they did they get a free 2 damage on you, and you have to hope they have no spells so he will last so you can use him to his true purpose.
If he had charge though you could run him into enemy minions so that he is practically a aoe spell, or if the enemy didn't have any minions you can run him into the enemy hero. Then as long as the enemy doesn't have a minion with charge he will be hesitant to play small minions because they will get cleared easily.
I don't know, those were my thoughts, I feel that he has more playability with charge, the counterplay being big minions, enemy minions with charge, or spells, but you would still have a free 3 damage unless they had a secret, but that is an issue with all charge minions.
As for counterplay. The thing is that compared to a spell that you can expect the class to have, a neutral card instant AoE is not something that you can prepare for in the same way. Giving the opponent a turn to notice it makes him aware that you are actually using that card and than act upon it. Now if it had charge it would just instantly blow up in his face with no time to react. The card really has to be expensive to make a single card with no condition or drawback bust his pack of 3/2 and 4/3 creatures with no time for reaction which is why I had to put at least 5 mana.
You might be correct that the risk is not worth the reward considering it's too situational. However, considering that this card either forces your opponent to use at least one card to deal with it or he ignores it/can't deal with it and lose up to 3 minions. I wouldn't remove it entirely though. There has to be a possible penalty if you want to keep it on the board to terrorize your opponent when he has no minions or if you try to play him without backup when your opponent has some creatures.
I still believe it has a place with it's current incarnation, always good to discuss ideas though =)
I understand what you are saying about it being to strong for the mana cost. As for it's situationality the only thing I can think of is that the deathrattle can't be triggered on the first turn they are out (Lore wise you could say they take a turn to get all their bombs armed) that way it still can be killed the first turn to counter them completely this would also make them less risky. Then the opponent can make the decision to keep them around to try to trigger the ability on you or kill them now, but then there would be really no reason not to throw them at your opponent the first turn they can attack.
Eh, well now we know how developers feel constantly thinking about stuff like this.
On a side note I bet they are super happy we decided to do this in the contest thread, they are gonna have to roll that dice like 10 times.
As some of you mgiht know I love the eredar twins so I wanted to make a card dedicated to them. Unfortunately I apperently suck at editing. I couldn't firegure out the programs the way I wanted to. So I used Paint to do it. Obviously it's not very good but tried to use actual photos and whatnot.
Let me explain the card: Both twins are on a single card. So obviously it has windfury. The regular versions sort of enrage when you attack the other and I think the best way to do that (since both are on the same card and making them seperate would be a bad idea as you would need both for an awsome effect, not very heathstone like.) is give them enrage. But enrage only occurs once yet the twins constantly protect each other so they won't enrage but instead increase attack when they are damaged. The value increasing is +1, since it has windfury it seems that both twins get +1 each.
It costs 7 because there aren't many 7 cost legendaries and I wanted the possiblity of being able to cast Inner Fire on it the turn it is summoned (it will still give time for your opponent to deal with it though every damage is plus 1 attack.) At first I wanted to make the cost 5 or a 6 because those are the months of Gemini (sign) but this effect for that cost seems too strong. Plus it would allow warriors to use it with warsong commander if they desired.
The card has 1 attack so it can attack and so it can be crippled with silence (otherwise it would be too strong to counter). Because it has windfury you can trigger the buff on your own turn twice. I has 11 health so it's tough to remove and gives a lot of room for enrage benefits. Though not too much enrage to make it OP. The reason it's exatcly 11 is the attack is 1 and the health is 1-1 representin twins. I thought it would be poetic :D But since there are no minions with 11 health I had to make due with editing 1 and 10 together :D Plus it's exatcly enough to be killed by a pyroblast and mage hero power.
I hope the image is good enough to enter the contest with.
Let me change your mind
>Be at work
>Super busy
>See this thread
>Remember why I love my job