Wow I wasn't going to mention anything but you keep harping on it.
Deal 1 damage for each Beast in your deck and hand =/= Deal 1 damage if a Beast is in your deck and hand. One is an iteration for all instances of Beasts in both locations and the other is a condition that requires a Beast in both locations.
What are you talking about? Nobody has used "if". His original tooltip was
"Battlecry: Deal 1 damage to a random enemy per each Beast card in your deck and hand" which is a less polished version of your "Battlecry: Deal 1 damage to a random enemy minion for each Beast in your deck and hand."
Aww nuts…just realized my card probably doesn’t count since the initial effect works independently from the deck interaction…ah well, there’s always next week.
Damn, haven't even thought about it. Too bad, I kinda liked the final version. Wait a second... that Renounce Darkness mess again... I'm pretty sure your card counts.
@Shadicar Sorry I'm on my phone so quoting doesn't work, my reply was @Animaker, he's treating the "for each x in y and z" as IF it's an "if x is in y and z" statement so I was stating that "for each" does not mean "if" as he's trying to show us.
Aww nuts…just realized my card probably doesn’t count since the initial effect works independently from the deck interaction…ah well, there’s always next week.
Damn, haven't even thought about it. Too bad, I kinda liked the final version. Wait a second... that Renounce Darkness mess again... I'm pretty sure your card counts.
I’ll find out next day if it got flagged or not I guess.
How exactly is (2) overload = 1 less mana and way more power over Assassinate?:O It should be like 3-4 overload or keep 2, but rise the cost to 5 mana.
Turns out that Sacrificial Pact and Light's Champion are pretty good when all minions are demons. If you have two of these and two Sense Demons then you have a decent chance of drawing them in the early game. If you don't, though, you're stuck with a bad deck until you do. I feel like the "no demons" requirement isn't very exciting, but I couldn't think of anything better. Ideally, I'd want something that encourages creativity on the same level as Reno Jackson. Thoughts?
Here are my ideas so far. Anyone like any of these?
The one on the left is designed for decks that might go to fatigue. If you get it early in the game, it replaces itself with another card, making it easier to hit early game combos. Late in the game, it's a big Taunt minion that might win you the game. The one in the middle is like Drakonid Crusher: it has below curve stats normally, but is above curve later in the game. I did a quick informal census of card costs in decks. An aggro deck has a total card Cost of 55, a midrange deck had a total cost of 87, and a control deck had a total cost of 115. This card would trigger quite early in the game for an aggro deck, but why would they want a card like this? It would be pretty late game for a control deck to use this, but it seems about right for a midrange deck, which was my intention.
Ah, shoot. Messed up my entry, not realizing that the effect needed to change depending on what's in your deck, not interact with it. How should I deal with it, or should I just leave it up there?
I don't really like the name, but I can't think of anything else.
North/Deep Sea Rider/Cavalry? Not sure about the balance tho, since u put some lolo random class on it and not an existing one :P
I was actually thinking how this would play in a hunter deck, i tried to make a spell damage hunter once and had some great moments, especially with snipe. I can only imagine how crazy traps would be with such a minion but also kinda broken with all the cheap spells hunter keeps getting.
As a mage however it would deliver OTK at round 8 from empty board. Right now you can put up to 18 minions with spell damage in your deck, but some are junk so lets cut them down to 12. Let's say in a typical match you'd draw 4 of them by turn 8 leaving you with 8 spell damage minions in your deck. That's +8 spell damage for 4 mana and you still have leftover for say Frostbolt, Ice Lance, Ice Lance totaling 35 damage and i'm sure there would be other combos out there.
BTW is it even legal to post cards for custom classes? And if it's legal, do DK/monk cards ever get any votes? :D
Also, would this card be legal? The card text doesn't contain "if", but the results of the battlecry obviously depend on the number of starlings in your deck.
Hi all. First time I'm participating to this competition. For my first entry, I revisited Divine Favor (If someone already did it, please let me know). In a slighty different way, I wanted a unique common card (legendary minion) that takes advantage of opponents relying too much on their preciiious combo (Freeze Mage, Miracle...) and who tend to use cards to draw faster (Acolyte of Pain, Loot Hoarder, etc.).
You can influence/emplify the effet of this "Good Old Jimmy" by filling your deck with additional cards using Gang Up, Entomb, Forgotten Torch, Elise Starseeker or other cards. Good thing is, the more you fill your deck, the more cards you are likely to draw.
Currently two possible thoughts for this week. It is kinda weird for me because I don't usually make legendaries but this week I have made two legendaries in a row.
Both cards interacts with C'Thun, while one denies it, the other buffs it.
The first one silences C'Thun. And the issue here is that since silence removes both card text and enhancements, after silencing, C'Thun's battlecry no longer triggers. Another thing is that it works for both sides, just like Stalagg and Feugen. So you definitely don't want to put it into your own C'Thun deck.
The second one buffs C'Thun, while it only triggers when both player has C'Thun and both player hasn't draw it yet. If it triggers, the game might turn into a top deck mode in which the player who draws C'Thun first will more likely to win the game. Though this card is greatly based on RNG, we have to admit that this game is mostly based on RNG. Also, old gods LOVE chaos, aren't they?
Any advice? I think these cards may require further modifications.
I would like to get some feedbacks on these cards. Any thoughts?
Currently two possible thoughts for this week. It is kinda weird for me because I don't usually make legendaries but this week I have made two legendaries in a row.
Both cards interacts with C'Thun, while one denies it, the other buffs it.
The first one silences C'Thun. And the issue here is that since silence removes both card text and enhancements, after silencing, C'Thun's battlecry no longer triggers. Another thing is that it works for both sides, just like Stalagg and Feugen. So you definitely don't want to put it into your own C'Thun deck.
The second one buffs C'Thun, while it only triggers when both player has C'Thun and both player hasn't draw it yet. If it triggers, the game might turn into a top deck mode in which the player who draws C'Thun first will more likely to win the game. Though this card is greatly based on RNG, we have to admit that this game is mostly based on RNG. Also, old gods LOVE chaos, aren't they?
Any advice? I think these cards may require further modifications.
I would like to get some feedbacks on these cards. Any thoughts?
I'm not really a fan of either one. The left one is a deck attack, and I am strictly against those. Unless I am interpreting it wrong? It's meant to silence the enemy C'thun, right? Cho'gall is symmetrical, but it is too powerful. Doubling C'thun's attack is crazy strong. That could bring his battlecry up to like 30 damage or something, which is probably going to mean whoever plays him first wins. I think something like lowering their costs would be better.
Any thoughts onmy cards? Even just if you think they're all boring?
Here are my ideas so far. Anyone like any of these?
The one on the left is designed for decks that might go to fatigue. If you get it early in the game, it replaces itself with another card, making it easier to hit early game combos. Late in the game, it's a big Taunt minion that might win you the game. The one in the middle is like Drakonid Crusher: it has below curve stats normally, but is above curve later in the game. I did a quick informal census of card costs in decks. An aggro deck has a total card Cost of 55, a midrange deck had a total cost of 87, and a control deck had a total cost of 115. This card would trigger quite early in the game for an aggro deck, but why would they want a card like this? It would be pretty late game for a control deck to use this, but it seems about right for a midrange deck, which was my intention.
Here are my ideas so far. Anyone like any of these?
The one on the left is designed for decks that might go to fatigue. If you get it early in the game, it replaces itself with another card, making it easier to hit early game combos. Late in the game, it's a big Taunt minion that might win you the game. The one in the middle is like Drakonid Crusher: it has below curve stats normally, but is above curve later in the game. I did a quick informal census of card costs in decks. An aggro deck has a total card Cost of 55, a midrange deck had a total cost of 87, and a control deck had a total cost of 115. This card would trigger quite early in the game for an aggro deck, but why would they want a card like this? It would be pretty late game for a control deck to use this, but it seems about right for a midrange deck, which was my intention.
I actually like the idea of infiltrator and I would make it 5 mana 4/4 instead.
I'm not sure I want to increase the cost, because it becomes prohibitively difficult to Combo it. And it's already triply restrictive, in that you need to combo it, you have to have other classes' cards (which means it doesn't even work against other Rogues), and you can only target minions of that class. What if it were a 4 mana 3/3 or 4/2 though?
Currently two possible thoughts for this week. It is kinda weird for me because I don't usually make legendaries but this week I have made two legendaries in a row.
Both cards interacts with C'Thun, while one denies it, the other buffs it.
The first one silences C'Thun. And the issue here is that since silence removes both card text and enhancements, after silencing, C'Thun's battlecry no longer triggers. Another thing is that it works for both sides, just like Stalagg and Feugen. So you definitely don't want to put it into your own C'Thun deck.
The second one buffs C'Thun, while it only triggers when both player has C'Thun and both player hasn't draw it yet. If it triggers, the game might turn into a top deck mode in which the player who draws C'Thun first will more likely to win the game. Though this card is greatly based on RNG, we have to admit that this game is mostly based on RNG. Also, old gods LOVE chaos, aren't they?
Any advice? I think these cards may require further modifications.
I would like to get some feedbacks on these cards. Any thoughts?
I'm not really a fan of either one. The left one is a deck attack, and I am strictly against those. Unless I am interpreting it wrong? It's meant to silence the enemy C'thun, right? Cho'gall is symmetrical, but it is too powerful. Doubling C'thun's attack is crazy strong. That could bring his battlecry up to like 30 damage or something, which is probably going to mean whoever plays him first wins. I think something like lowering their costs would be better.
Any thoughts on my cards? Even just if you think they're all boring?
And actually, I am trying to avoid making legendaries every time I make a card, since making a legendary card may cause problems for most of the times. The reason I made legendaries this week is that my friend desperately wanted me to do so. Maybe I will consider about other ideas.
Here are my ideas so far. Anyone like any of these?
The one on the left is designed for decks that might go to fatigue. If you get it early in the game, it replaces itself with another card, making it easier to hit early game combos. Late in the game, it's a big Taunt minion that might win you the game. The one in the middle is like Drakonid Crusher: it has below curve stats normally, but is above curve later in the game. I did a quick informal census of card costs in decks. An aggro deck has a total card Cost of 55, a midrange deck had a total cost of 87, and a control deck had a total cost of 115. This card would trigger quite early in the game for an aggro deck, but why would they want a card like this? It would be pretty late game for a control deck to use this, but it seems about right for a midrange deck, which was my intention.
I actually like the idea of infiltrator and I would make it 5 mana 4/4 instead.
I'm not sure I want to increase the cost, because it becomes prohibitively difficult to Combo it. And it's already triply restrictive, in that you need to combo it, you have to have other classes' cards (which means it doesn't even work against other Rogues), and you can only target minions of that class. What if it were a 4 mana 3/3 or 4/2 though?
which is a less polished version of your
"Battlecry: Deal 1 damage to a random enemy minion for each Beast in your deck and hand."
I personally like the name and art, not sure if non traditional card background are valid or not though.
With that said, it seems stronger than Malygos even though its fragile. I would throw in "Has Spell Damage +1..."
sidenote: For some reason I really wish they would add an Enrage: Spell Damage +1 or +2 minion to the game.
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Wait a second... that Renounce Darkness mess again... I'm pretty sure your card counts.
@Shadicar Sorry I'm on my phone so quoting doesn't work, my reply was @Animaker, he's treating the "for each x in y and z" as IF it's an "if x is in y and z" statement so I was stating that "for each" does not mean "if" as he's trying to show us.
- Click Here To Join Us On Discord! -
Oh whoops, meant that to be a Mage card.
Turns out that Sacrificial Pact and Light's Champion are pretty good when all minions are demons. If you have two of these and two Sense Demons then you have a decent chance of drawing them in the early game. If you don't, though, you're stuck with a bad deck until you do. I feel like the "no demons" requirement isn't very exciting, but I couldn't think of anything better. Ideally, I'd want something that encourages creativity on the same level as Reno Jackson. Thoughts?
Here are my ideas so far. Anyone like any of these?
The one on the left is designed for decks that might go to fatigue. If you get it early in the game, it replaces itself with another card, making it easier to hit early game combos. Late in the game, it's a big Taunt minion that might win you the game. The one in the middle is like Drakonid Crusher: it has below curve stats normally, but is above curve later in the game. I did a quick informal census of card costs in decks. An aggro deck has a total card Cost of 55, a midrange deck had a total cost of 87, and a control deck had a total cost of 115. This card would trigger quite early in the game for an aggro deck, but why would they want a card like this? It would be pretty late game for a control deck to use this, but it seems about right for a midrange deck, which was my intention.
Also, I just came up with this card:
It's designed for use with Burgle, Gang Up, Undercity Huckster, Nefarian, and even Grand Crusader
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Ah, shoot. Messed up my entry, not realizing that the effect needed to change depending on what's in your deck, not interact with it. How should I deal with it, or should I just leave it up there?
Just in case: http://i.imgsafe.org/89c6253.png
BTW is it even legal to post cards for custom classes? And if it's legal, do DK/monk cards ever get any votes? :D
Also, would this card be legal? The card text doesn't contain "if", but the results of the battlecry obviously depend on the number of starlings in your deck.
Hi all. First time I'm participating to this competition. For my first entry, I revisited Divine Favor (If someone already did it, please let me know). In a slighty different way, I wanted a unique common card (legendary minion) that takes advantage of opponents relying too much on their preciiious combo (Freeze Mage, Miracle...) and who tend to use cards to draw faster (Acolyte of Pain, Loot Hoarder, etc.).
You can influence/emplify the effet of this "Good Old Jimmy" by filling your deck with additional cards using Gang Up, Entomb, Forgotten Torch, Elise Starseeker or other cards. Good thing is, the more you fill your deck, the more cards you are likely to draw.
Any thoughts on this proposal?
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
And actually, I am trying to avoid making legendaries every time I make a card, since making a legendary card may cause problems for most of the times. The reason I made legendaries this week is that my friend desperately wanted me to do so. Maybe I will consider about other ideas.
A card that combo's with Naturalize !