My submission this week, going by the lore that the skull transforms things into Demon (Illidan's case)
Obvious use is to buff up your demon, or transform your weak 1/1 non-demon token into 6/6, but it can also be used to get rid of nasty enemy minions like Ragnaros the Firelord, Tirion Fordring etc. Any thoughts on this one? Thank you.
I thought to have a mechanic like bloodlust or savage roar for the zoo warlocks with a double edged style. Seemed like a bit powered to me to give +5/+5 so i added the lose life thing. Also making it 6 mana sounded me reasonable. Well i am really open to any critics or suggestions. Can such mechanic for warlocks could work?
Lost Health is irrelevant (not to mention that it's not really a huge amount) because in most cases this would be used as a finisher. Just another win condition for Zoo Loc. I'd advise you to go with a different idea because this kind of mechanic is not exactly interactive, but seeing that you've already submitted it, at least scale it down.
... but that would be a bit boring. So I went through my notes pile and found this one. Dragon Warrior is my favorite deck, ever, so hell yeah, let's go for it.
So here is my entry this week. 7 words - this must be the simplest card I ever created. But whoa I want this in the game. Dragon decks have Twilight Guardian and Chillmaw, but with just a few big threats you always struggle against decks like Zoo to shut them down. This card forces your opponent to deal with your big fat dragons instead of just SMOrcing it out. At 1 mana, you can still drop it the same turn as Ysera, Nefarian or Onyxia (yes, the whelps are dragons!!). I had an alternative version that was 3 mana and gave +1/+1 and taunt, but that version is less useful because you really want to drop a big dude the same turn as you play this.
There's also the Bolster synergy... but no, I don't think this will make Warrior's worst card viable either.
@SWGolgoth: I think the simple, clean version (#3) is the best.
First of all, it avoids the very confusing 4/4 that's really a 6/6 thing. Is the aura even active when this card is in hand? Can it be pulled by Voidcaller? And so on...
On top of that, "also counts as a demon" is just bloat. It's the sort of thing game designers try to avoid like the plague. Why? Because once you have such a card, every effect that targets either demons or mechs needs to be balanced against both mech and demon synergy. Maybe right now a card that can be played cheap by Mechwarper and gets the Mal'Ganis buff isn't broken, but what about 5 expansions down the road?
Saying 'Beast Tribe' or 'counts as' are really clunky things for concepts that can be expressed in plain English.
X becomes a Beast or X becomes a Demon. It's plain, it's clean, and it's easy to understand. (Does that replace an existing tribe? I don't know, but that's something that would be an FAQ entry, not written on the face of the card.)
The idea is to give Druid a continuous way to buff it's minions, all the way through your turn 10 if it stays alive. If you play buffs on it such as Mark of Nature, it would stay alive that much longer and keep buffing. It works great to make a lot of little minions more formidable (Wisps of the Old Gods, Force of Nature, Living Roots, Cenarius, etc), or make your already big minions that much bigger. It's essentially silence-proof after you play it, otherwise your opponent just gave you an 8/8 that can attack on turn 7. The downside is if you don't have any other minions on the board, obviously you're wasting it's abilities.
The only thing I had trouble with was if you played this with 1 or both Faceless Manipulators, you essentially would have never-ending buffs as these minions would continue to give each other the health they just lost. Hence, I made up a unique tribe for it (Forest), so multiple ones can't keep buffing each other. I don't know how else to address that problem.
'Wherever it is' should be 'wherever they are' gramattically, but I think that the correct way to do that card is to be more the The Mistcaller and simply specify hand and deck. C'thun cards are set up that way because C'thun is an ominous legend.
Man this community showcases its inability to think for a second before voting for a vastly OP card again and again.
Varok Saurfang on page #2 is leading, but that it shuts down your opponent ENTIRELY if you place it next to ANY taunt, doesn't seem to be grasped by people. Unless you have a silence or hard-removal you have lost by turn 8. #Balanced.
While I don't necessarily think the card is balanced, I think you missed that it itself has Taunt, so it will always be able to be targeted and killed by your opponent, even with other Taunts in play. I still think it's probably way too powerful, but it isn't gamebreaking.
While I don't necessarily think the card is balanced, I think you missed that it itself has Taunt, so it will always be able to be targeted and killed by your opponent, even with other Taunts in play. I still think it's probably way too powerful, but it isn't gamebreaking.
Indeed I have, could have sworn it wasn't there, but maybe I just missed it. Never mind then. Tho, it's actually inferior to Kel'Thuzad now in almost every way.
The idea is to give Druid a continuous way to buff it's minions, all the way through your turn 10 if it stays alive. If you play buffs on it such as Mark of Nature, it would stay alive that much longer and keep buffing. It works great to make a lot of little minions more formidable (Wisps of the Old Gods, Force of Nature, Living Roots, Cenarius, etc), or make your already big minions that much bigger. It's essentially silence-proof after you play it, otherwise your opponent just gave you an 8/8 that can attack on turn 7. The downside is if you don't have any other minions on the board, obviously you're wasting it's abilities.
The only thing I had trouble with was if you played this with 1 or both Faceless Manipulators, you essentially would have never-ending buffs as these minions would continue to give each other the health they just lost. Hence, I made up a unique tribe for it (Forest), so multiple ones can't keep buffing each other. I don't know how else to address that problem.
Thanks for any input!
This card is definitely too strong. Perhaps make it a 5/5 as even then, it has a maximum of +5/+5 for EACH minion, or make it give 1 random friendly minion +1/+1, so it is a combo of Young Priestess and Master Swordsmith.
Anyway, my cards are below. Any idea for replacement art/name for Warcrier?
I wanted there to be more unconditional buff spells in Warrior, and this seemed flavorful and balanced. Perhaps it could be a bit stronger, but I didn't want it to feel too pushed.
Thoughts?
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
Considered variants: Only +1 Attack or +1 Health instead of +1/+1. I am not sure whether it is op or not. Minion survivability was always intended as being the mage's weakness and this card gives them a way to balance that.
Considered variants: Limiting this effect to the highest-attack friendly minion in order to let a chance to C'Thun decks. I forgot about C'Thun when I made this card. Obviously if you manage to have a minion left (or Repentance) when you opponent drops it and you play this, you instantly win. This can be countered with Twillight Geomancer but still.
Silver Hand Commander: Note that although it is obviously meant to be (old) Warsong Commander for paladins, the effect isn't merely a nerf of its original ability since it is an AURA effect which implies that if any of your minions get above 1 Attack, they will immediately lose charge therefore no OTK is possible contrary to old WC. Since SHC has 1 Attack himself, he will also have Charge.
Obviously I had to make it a paladin card in order to avoid a problematic combo with Dreadsteed. Anyway, paladin is the class that benefitiate the most of this effect.
Considered variants: 3-mana 1/5 or 2-mana 1/3. Compared to Gnomeregan Infantry, SHC loses taunt and an unconditional charge for his aura effect. However I think he could be a bit more powerful since it is a class card.
Anyway, my cards are below. Any idea for replacement art/name for Warcrier?
I don't find the logic behind the naming of "Battle of Morals" and "Lockpicking" (by the way, that one's name is written wrong!). Naming aside, Battle of Morals seems decent; but Lockpicking is kind of clunky and unclear... Why do the cards have to wait until next turn to gain the effect? If you draw a minion on the next turn, does it gain Combo: Stealth too? Is the effect permanent, or only for 1 turn? I don't know what to make of the card :p
Anyway, about Warcrier... I think something more appropriate could be a Banner/Standard bearer, as it makes sense for such an unit to boost the morale of allies and "radiate" its buffs. Besides, why is the card Legendary? If it's Legendary, it cannot have a generic name; so it's up to you to give it a name, or make it a Common/Rare/Epic card instead.
I did find difficulty naming, but I will explain and maybe you can help.
Lockpicking is named such because the idea is they stealthily break in to the place the fight is taking place in, think an arena for example. The 'next turn' thing is basically because it would instantly trigger combos on the turn its played and not having to trigger combo seems a bit overpowered for permanent stealth. I suppose it could just be 'Minions you play this turn gain Stealth.' What is your opinion on this?
Battle of Morals is basically the idea that when fighting against the whispers of the old gods, some would crumble and be given some 'corrupt power', while others would have to have stronger belief in their faith (the divine shield option). Just if you want to know how it would work, the wording is borrowed fromEnhance-o Mechano and so would work like that card.
Warcrier is Legendary just because of what could happen if you had two. True, Faceless Manipulator could happen, but it would be encountered less. I do like the idea of a standard bearer, thank you. I will come up with a name, I was just rushing at the time.
Warcrier is Legendary just because of what could happen if you had two. True, Faceless Manipulator could happen, but it would be encountered less. I do like the idea of a standard bearer, thank you. I will come up with a name, I was just rushing at the time.
Warcrier is Legendary just because of what could happen if you had two. True, Faceless Manipulator could happen, but it would be encountered less. I do like the idea of a standard bearer, thank you. I will come up with a name, I was just rushing at the time.
By the way, about your card, it's definitely clean and simple. That Onyxia into Roar of the Dragonflights is simply glorious! However, I'm concerned that it'd be added to most decks whether they have Dragons or not, just for the cheap cycle (as was the case with Flare when it was 1-Mana), while having limited value for Dragon decks in most cases.
I don't know if raising the cost to (2) could be a good idea - drives it out of non-Dragon decks, but makes it even harder to put to use, not to mention that it kills the Onyxia combo... May I suggest adding the effect to a minion (possibly another Dragon) or weapon instead? That way it'd be easier to provide better value in its intended archetype.
Another option would be removing the universally useful Draw in favor of a greater buff, preferably, for Dragons too.
I see your point about the 1-mana cycle card but I'm not too concerned. Warrior already has excellent cycle potential in Acolyte of Pain, Battle Rage, Slam and Shield Block, or even Commanding Shout, which can either draw a lot more or do something useful on top of giving a card. The main issue with Flare was that there just wasn't a lot of other card draw in Hunter (post-Buzzard nerf).
The idea of making the effect a weapon or a minion is interesting. It's certainly an option. For a weapon, it would be something like a Coghammer that only targets dragons.
So far I like the idea of a cheap spell that you drop after playing, say Twilight Drake + Azure Drake or a single big threat more though.
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My submission this week, going by the lore that the skull transforms things into Demon (Illidan's case)
Obvious use is to buff up your demon, or transform your weak 1/1 non-demon token into 6/6, but it can also be used to get rid of nasty enemy minions like Ragnaros the Firelord, Tirion Fordring etc. Any thoughts on this one? Thank you.
I was tempted to submit an old finalist again...
... but that would be a bit boring. So I went through my notes pile and found this one. Dragon Warrior is my favorite deck, ever, so hell yeah, let's go for it.
So here is my entry this week. 7 words - this must be the simplest card I ever created. But whoa I want this in the game. Dragon decks have Twilight Guardian and Chillmaw, but with just a few big threats you always struggle against decks like Zoo to shut them down. This card forces your opponent to deal with your big fat dragons instead of just SMOrcing it out. At 1 mana, you can still drop it the same turn as Ysera, Nefarian or Onyxia (yes, the whelps are dragons!!). I had an alternative version that was 3 mana and gave +1/+1 and taunt, but that version is less useful because you really want to drop a big dude the same turn as you play this.
There's also the Bolster synergy... but no, I don't think this will make Warrior's worst card viable either.
@SWGolgoth: I think the simple, clean version (#3) is the best.
First of all, it avoids the very confusing 4/4 that's really a 6/6 thing. Is the aura even active when this card is in hand? Can it be pulled by Voidcaller? And so on...
On top of that, "also counts as a demon" is just bloat. It's the sort of thing game designers try to avoid like the plague. Why? Because once you have such a card, every effect that targets either demons or mechs needs to be balanced against both mech and demon synergy. Maybe right now a card that can be played cheap by Mechwarper and gets the Mal'Ganis buff isn't broken, but what about 5 expansions down the road?
Re: Wild Attunement and Possessed Engine -
Saying 'Beast Tribe' or 'counts as' are really clunky things for concepts that can be expressed in plain English.
X becomes a Beast or X becomes a Demon. It's plain, it's clean, and it's easy to understand. (Does that replace an existing tribe? I don't know, but that's something that would be an FAQ entry, not written on the face of the card.)
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.
Too weak? Cost appropriate? Help me out guys.
Hey all, only my 2nd post, this is fun!
The idea is to give Druid a continuous way to buff it's minions, all the way through your turn 10 if it stays alive. If you play buffs on it such as Mark of Nature, it would stay alive that much longer and keep buffing. It works great to make a lot of little minions more formidable (Wisps of the Old Gods, Force of Nature, Living Roots, Cenarius, etc), or make your already big minions that much bigger. It's essentially silence-proof after you play it, otherwise your opponent just gave you an 8/8 that can attack on turn 7. The downside is if you don't have any other minions on the board, obviously you're wasting it's abilities.
The only thing I had trouble with was if you played this with 1 or both Faceless Manipulators, you essentially would have never-ending buffs as these minions would continue to give each other the health they just lost. Hence, I made up a unique tribe for it (Forest), so multiple ones can't keep buffing each other. I don't know how else to address that problem.
Thanks for any input!
'Wherever it is' should be 'wherever they are' gramattically, but I think that the correct way to do that card is to be more the The Mistcaller and simply specify hand and deck. C'thun cards are set up that way because C'thun is an ominous legend.
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.
You can find me here! Good luck everyone!
I wanted there to be more unconditional buff spells in Warrior, and this seemed flavorful and balanced. Perhaps it could be a bit stronger, but I didn't want it to feel too pushed.
Thoughts?
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
What do you think of the card, and especially the wording of the second part? Does that make sense?
It should buff things like Duskboar and Oasis Snapjaw but not Jeweled Scarab or Mukla's Champion.
Arcane Strength: At last, buff for mages! Great to improve the survivability of your Mana Wyrms, Sorcerer's Apprentices, Flamewa(n)kers, and other toys of
cancertempo mage. comboes well with Ancient Mageand Infected Kobold.Considered variants: Only +1 Attack or +1 Health instead of +1/+1. I am not sure whether it is op or not. Minion survivability was always intended as being the mage's weakness and this card gives them a way to balance that.
Seal of Truth: A Silver Hand Recruit with 30 attack ? No way!
Considered variants: Limiting this effect to the highest-attack friendly minion in order to let a chance to C'Thun decks. I forgot about C'Thun when I made this card. Obviously if you manage to have a minion left (or Repentance) when you opponent drops it and you play this, you instantly win. This can be countered with Twillight Geomancer but still.
Silver Hand Commander: Note that although it is obviously meant to be (old) Warsong Commander for paladins, the effect isn't merely a nerf of its original ability since it is an AURA effect which implies that if any of your minions get above 1 Attack, they will immediately lose charge therefore no OTK is possible contrary to old WC. Since SHC has 1 Attack himself, he will also have Charge.
Obviously I had to make it a paladin card in order to avoid a problematic combo with Dreadsteed. Anyway, paladin is the class that benefitiate the most of this effect.
Considered variants: 3-mana 1/5 or 2-mana 1/3. Compared to Gnomeregan Infantry, SHC loses taunt and an unconditional charge for his aura effect. However I think he could be a bit more powerful since it is a class card.
Which one should I submit ?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Arcane strength should buff attack only (fits the spell damage thing).
Seal of Truth looks fun, but should have a different name.
Silver Hand Commander isn't Warsong Commander for paladins - it's Tundra Rhino.
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.
Moroes, the rogue boss from Karazhan. Can be used to bypass your opponents taunts as well as protecting your own minions.
Mini-competition #1 - Buff your demons or have Yogg-Saron eat your face.