Weekly Card Design Competition #4.09 [FINAL POLL]
Poll: Vote for your favourite "Perpetual Commotion" cards!
Ended Sep 14, 2016
Ended Sep 14, 2016
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This Week's Finalists
Restrictions:
We have whittled down ~200 valid entries to just 20 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!
NOTE: Cards with a black border have additional material, like explanations or unique tokens, located in a spoiler at the bottom of the finalist gallery. They are listed in order of position in the final poll.
by alexbroxman
by SDhn2a
by binza
by King_of_Ferrets
by Crawsushi
by PRKSlayer
by Somebowdy
by Spottedshadow
by DoctorWhoops
by Crucinel
by turnip_song
by Elysie
by nobravery
The Coin
by CaptainDG
by Vyse1986
by HS_XxShrekxX
by Boethion
by Mewdrops
by Shaveyou
by RandomScribbles
The Art of Burglary
Employment
Imp-ocalypse
The Imps summoned are: Blood Imp, Flame Imp, Malchezaar's Imp, Imp Gang Boss and the Tokens Worthless Imp (Sense Demons), Imp (Imp Master), Imp (Imp-losion) and Imp (Imp Gang Boss).
You can find me here! Good luck everyone!
Promise of Power should have won the legendary spells competition last season. Definitely the best contender here.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
While I'm sad my card didn't make it to the finals, many of these cards are deserving to win. For those interested, these are my top picks (and why).
Ice Age: This is a very powerful card for mages, especially since most of their minions are used for their stagnant effects (Flamewaker or Sorcerer's Apprentice) or because they're cheap taunt minions such as Mirror Image). This card could see use in just about any mage deck, including ice mage since it doesn't effect the caster as much as it would their opponent. It's a nice card, but likely would never see more than one per deck.
Call to the Elements: I was iffy about this card at first, simply because of it's small amount of RNG, however I can see it being played. Shaman have a number of good 1-mana cards such as Earth Shock, Evolve, and Lightning Bolt, just to name a few. Of course Lightning Bolt probably wouldn't see as much play since it's effectively 3 mana (since it has overload) but that's just one of multiple options. This card may see two in a deck, in case the first three options all suck, or if the game turns and the shaman player wants a new power.
The Art of Burglary: This card is my personal favorite. I am not always a fan of RNG, but rogue has cards to support it, such as ways to get The Coin and, more importantly, Ethereal Peddler. It will give a new play-style for rogues that could see competitive play.
Promise of Power: Also a fantastic card. It makes zoolock/handlock/aggrolock an even bigger threat, at the threat of drawing out the deck too fast, and giving your opponent a better edge. Currently it would only see one per deck, unless the player REALLY wants to draw this card. If Blizzard makes it so Armor Up! goes to 4, 6, then 8 armor with 2 copies of Promise of Power and Justicar Trueheart, then this card would be seen twice in warlock decks. TLDR; this card makes the game a race. Can the warlock kill their opponent before they draw themselves to death.
Blood Armor: Very simple card. I like it, however it almost didn't make the cut because it does not have much synergy in most warrior decks. Reno Jackson would make great use out of it, as would the occasional Earthen Ring Farseer, but otherwise this card wouldn't be powerful in warrior decks. I still love the card though.
Employment: This is possibly the most balanced card overall. It has amazing synergy with The Curator style decks, and the card itself may be played twice since it's a good upgrade from 1/1 to 1/2. I predict this card will win, and I will admit it is in my top 3.
Expert Training: For it's mana cost, it is a good card. I couldn't see a ton of warriors playing it though. If it were a neutral spell (even though Blizzard has yet to make anything of the sort) it would be better. If Expert Training got you Lesser Heal, and you ran Blood Armor it would have some good synergy, but most decks wouldn't want to run both of those cards when Justicar Trueheart already gives you a 4 armor hero power and a 6/3 body to boot, I still like the card at its heart though, which is why it made the cut.
Just because I chose my top few card does not mean the other cards are bad. I wanted to limit the cards I chose, otherwise I'd go over every single one. I read every single submission, and voted for a very large number of them. This is my favorite weekly competition so far, and everyone in the finals deserves to be here. Well done, and congratulations in advance to the winner. I look forward to next week.
RedneckBudha
I would love for so many of these to exist, even if it was just for a weekly Brawl.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
RedneckBudha
"Elephants guide me." -Thrall
Wow, it's really nice to be in the final poll. Good luck to everyone and may the best win.
Check out my Hearthstone expansion: The Shifting Sands
I gave my vote to quite a few cards this time, though Promise of Power is probably my favourite. Totemic Blessing seems very well made, balanced just right I'd say...
Also glad Mewdrops made it with his Soul Bind, after the work done on it in the discussion thread :P
You can't stop the signal.
Promise of Power and Imp-ocalypse win my votes.
Congrats to everyone who made it to the finals!
Sundering was probably my favorite out of the finalists. The idea of really looking at the game board in a new way intrigued me, and I like the strategic layer it adds to minion placement and distribution.
Call to the Elements was another big favorite of mine. Upgrading the Shaman's totems into a damage spell or even Evolve seemed like a pretty awesome idea. The fact that Blizzard printed Charged Hammer suggests that they agree. ;)
Tricks of the Trade was another clever idea (and a card name I've been wanting to use for a while), and operates along sort of the same lines as my submission: a card that goes with the Rogue's weapon synergies, and helps ameliorate the fact that the rogue's Hero Power replaces the current weapon. TotT has the advantage that it also benefits Combo Rogue, though, and might even be played in Rogue decks that care more about Combo than weapons as "just" a Hero Power improvement.
Jusr voted for one, and my most favourite and interesting, Employement seems excelent and perfect for me, and the concept is excellent and fine, sry for the other ones who didn´t had my vote, but sure they are going to do it well!
Holy Knowledge and Soul Bind almost got my vote, but sure I liked them!
The joke is you.
95% of these are either completely broken or completely awful, and the remaining 5% are incredibly boring :/
Yay, I made it!
That aside, I like Blood Armor, The Art of Burglary, and Grand Fissure.
Why Rogue is my favourite class:
My submission for this week's card design competition.
How does Sundering work? If we assume that the board is split down the middle, can minions attack the opponent?
Hate to be a stinker, but wouldn't Ice Age only affect charge minions?
Why Rogue is my favourite class:
My submission for this week's card design competition.
#gNOmeferatu