Weekly Card Design Competition 3.10 [Final Poll]
Poll: Vote for your favorite "Deckadent" entries!
Ended Mar 31, 2016
Ended Mar 31, 2016
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This Week's Finalists
Restrictions:
This week, your card's effect must depend on the content or composition of your and/or your opponent's deck.
We have whittled down ~240 valid entries to just 21 of the community's favorites.
Check out all the finalists below and vote in our poll (vote for as many or as few as you like) to help decide the winner and be sure to check back after the poll finishes for the announcement of the winner and the start of a new theme!
by Grynax
by nurgling13
by VictorTheII
by Turnspit
by Steengroeve
by Vultrae
by _Jorad
by nobravery
by mk572
by freddoccino
by Shaveyou
by pui980178
by Goodman503
by lalaiosmoiko
by Spodanaculum
by bholebandit
by DoctorWhoops
by PRKSlayer
by AUzg
by cg8889
by Luke_lavablade (Wild Card)
Hello, folks!I wanted to apologize for this week turning out a little crazier than we expected. We have lots of different sorts of competitions, some on the very well mechanically defined side and some deliberately less so, and this one was definitely one of the latter. We understand there were a couple of confusing and even potentially contradictory rulings, and so we tried to be lenient. There were still some disagreements among us mods, though, and we're going to make a better effort in the future not to bite off more than we can chew with the more ephemeral competitions. We won't stop doing them entirely or anything; after all, we do always get plenty of interesting things we couldn't otherwise get, many of this week's entries being great examples. But, being better about being more consistent when we do is something we will pay more mind to.
That said, I'm still very happy with quit a number of our finalists, and I hope y'all are too. =D
And, tomorrow, y'all can look forward to a competition that is very well mechanically defined.
Let me head off any claims that SI:7 Infiltrator is OP. Something a lot of people seem to miss here is that it is triply restrictive: you have to Combo it, you need to have another class' card, and you can only target class minions of that class. The last part is probably the most significant, and I think people are overlooking it. It means you can never destroy neutral minions with this. Big Game Hunter is strong because it can kill common cards that people run in a lot of decks, like Dr. Boom, Ragnaros the Firelord, and the legendary dragons. SI:7 Infiltrator can never target these minions, because they are not class minions. And the card is useless against other Rogues, because you can't meet the second condition of having another class' card. It is good for killing something like Tirion, but you will probably have to use it against a smaller target than with BGH. Also, I did some in depth analysis of the cost:
First, This minion is designed for use with Burgle, Gang Up, Undercity Huckster, Nefarian, and even Grand Crusader.
Now, let’s talk about restrictive minion destruction effects. The base to compare things to is, of course, Assassinate. So, unrestricted minion destruction is worth 5 mana. We have a number of examples of restricted minion destruction. There is Execute, Shadow Word: Pain, Shadow Word: Death, Big Game Hunter, The Black Knight, and Rend Blackhand. Execute is so cheap because it has to be comboed with another card to be used. Shadow Word: Painand Shadow Word: Death show that restrictions on the minion that is allowed to be targeted can give discounts of 2-3 mana (of course, even more restrictive targeting could give even higher discounts). The Black Knight’s effect, which is also very restrictive, is also worth 2 mana based on his cost and stats. Rend Blackhand’s effect is worth 1.5 mana based on his stats. This is the one most similar to my card, because it is doubly restrictive. You have to be holding a Dragon, similar to my restriction on needing a card from another class, and it can only target Legendary minions. Of course, these are the kinds of minions you most want to destroy. There's also Big Game Hunter, which is only 0.5 mana below curve, but a lot of people think it is too powerful, so it's probably not a good card to compare to for this analysis.
Now, how can my card be budgeted? First, let’s take a brief look at Combo. Shado-Pan Rider is 1 stat (or 0.5 mana) below curve without the Combo. With the Combo, it is 1 mana above curve. Defias Ringleader is also 0.5 mana below curve with the Combo. Counting total stats, it is 1 mana above curve with the Combo. So, in both cases, you get an effect worth 1 mana (going 1 mana above curve) in exchange for being 0.5 mana below curve without the Combo. SI:7 Agent is also 0.5 mana below curve with the Combo. If we count dealing 2 damage as being worth 1 mana, as in Holy Smite, then, again, you get an effect worth 1 mana in exchange for being 0.5 mana below stats without the Combo. You could extrapolate this to say that you have to allocate half of what a Combo effect is worth in stats. Kidnapper doesn’t follow this trend, but Kidnapper is terrible.
So, how much is my restrictive destruction effect worth? Similar to Rend Blackhand, SI:7 Infiltrator has tocombowith specific cards (ones like Burgle as opposed to Dragons). This may be similarly restrictive. It is also restrictive in its target. Rend Blackhand can only target Legendary minions, while the Infiltrator can only target class minions. It’s hard to say which is more restrictive. It may be similar. As I said before, Rend Blackhand’s effect is worth 1.5 mana based on his cost and stats. He is a legendary, though, so you get a little leeway. I think we can say that Infiltrator’s effect is worth about 2 mana, being a little more conservative than Rend. Now, based on the Comboanalysis, we need to allocate 1 mana worth of stats for this. So, for a 4 mana minion, we need to give it 3 mana worth of stats. 4/3 is 3 mana worth of stats.
In summary, remember that there are direct removal cards worth 1-2 mana (e.g., Execute, Shadow Word: Pain). Combine this with a combo effect, and my card's stats are reasonable.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Some very interesting (but some really op) finalists this week. Good luck to everyone, looking forward to the next competition.
Ain't easy being the last post on a two-post page :D
Gratz to the finalists though. Eye of C'thun is probably my favourite. The effect is neat and different from most of the entries.
First time making the finals! Lots of really cool cards this week.
Have to say that my favorites are Soul Shattering, Nerubian Vizier, and Grave Digger.
Grave Digger gets my vote though.
Good luck everyone!
First time making the finals too :'D
I really like Ghostcaller Apprentice and dislike Miracle (even though it would be pretty hard to pull of probably, I don't like the "you win the game" cards)...I would also haaate to play against Grave Digger :O
Chain Shattering, Nerubian Vizier and Ysera, The Dreamer are also on my to-vote-for-shortlist
You can't stop the signal.
@yebaba
Thank you for the kind words sir.
I don't have a lot of experience balancing cards, so my reasoning was this: it's a Legendary spell (so it should be slightly stronger) and it can also be a dead card if you draw both sisters before it (which would be a disaster T_T)...I think that warranted the lower cost :)
You can't stop the signal.
Sorry, but I don't like Twin Valkyr at all. Summoning two (in many cases one) specific minions with already established connection between them seems boring both mechanically and flavourwise. And you've wasted unprecedented legendary tag on a spell that's basically a minion.
Didn't expect to make it to the final poll, thanks & good luck to everyone though!:)
Defensive stance: Nice card for fatigue warrior, fairly costed compared to shield slam. Could save you vs aggro but also allow you to out-fatigue your opponent vs control. Nice. Gets a vote.
A few things...
I think any card that has no counter play, such as deck/hand destroy effects and permanent buggy 15 sec turns (RIP mobile users) are no fun and never get my vote but they are always popular for whatever reason. I guess people enjoy having their decks and strategies ruined without a way to mitigate/stop it.
I feel a name such as Tomb Raider would've been a better fit for the Grave Digger (a Deathrattle/graveyard themed minion). Its a little too niche for me but I liked the flavor and idea behind it a lot.
I like the combination of Murloc Hornblower's name and art (and that is why it got votes) but requiring 5 murlocs after t8 is brutal! There aren't enough good murlocs to use this and you want/need to play a majority of them on early turns, so if they are sitting in your deck, they are doing more harm than good. And do you even risk running 2 of these in a deck??
I like Night Stalker only because my Deckhand Pirate probably would've used a tutor effect of taking a weapon from your "deck" to your "hand", but I submitted my card before the "clarification" of allowed tutor effects was added.
So does "Discover a card from your deck" put the card from the deck into your hand or add a copy of that card to your hand? Its just too confusing when Discover is specifically supposed to generate cards that are NOT in your deck.
I feel like this week's rules were a mess and will leave it at that.
You can't stop the signal.
I really like the cards who made it into the finale, good job to everyone. I hope to learn a lot from it, so next time I could be up there too ;)
My personal favorite is " the Staff of origination", as I love Mage really much. I think this would be awesome to put in your deck. Spellmage ftw! ;)
This week has been interesting :) CG to all finalists, lets get to the reviews shall we?:)
Ok thats all, well in the end, i suppose i have very few favourites im gonna vote for this week. Some ugly deck attacks r in finals (again) *sigh* im hoping for better finals next week, GL in the poll and let
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I like the SI:7 infiltrator , some of the other cards are kinda OP I feel
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Favorite submissions this week are Defensive Stance by PRKSlayer and Miracle by nobravery.
Defensive Stance (5/5): This is my favorite, i liked it in discussion already, i still kinda feel it should be 10 armor not 12 on empty deck, but thats just minor tweak that might not matter in the end, hard to say without play testing. Good card overall and love the art
Thanks, I did take your advice on 'changing it to 10 armor' when making the final version of this card (since it was originally 15 armor). I think 12 is a good amount, and I doubt that 2 extra armor would hurt the power level of this card too much (hard to tell without actual play testing). Thanks for the review.
Favorite submissions this week are Defensive Stance by PRKSlayer and Miracle by nobravery.
Thanks :) I also liked your entry, good luck ;)
(Your entry reminds me of Ancient Harbinger)