Well, when it comes to stuff like that, I kinda live under a rock - so most anime references just *woosh* right over my head. The way you describe it, it sounds almost like overload, actually.
I think cost increase would go better with hearthstones general mechanics. There is a precedent for cost increases, there is none for just being unable to use a type of card.
To be honest, I didn't expect anyone to get the reference. It was more of just a little thing for me to chuckle at.
Yeah, I know that there are certain similarities to overload (now that I think about it, any overload card will qualify for this competition, no?) but I feel like having the cost increase apply only to spells gives it a unique dimension that makes the effect similar to but separate from overload. I want to make the cost increase (8) to prevent follow ups with Roaring Torch/Fireball to finish, but that'll pretty much make all spells unplayable anyways, so I'm wondering if I should just go all the way and make them cost (11).
So it is kind of similar. Rather play Pint-Sized Summoner for the ongoing effect than the one time battlecry. The only thing better from your card is that its effect is guaranteed and can combo with Brann.
I am only saying it is not that original in a "card-design-competition" if the card/effect already exists. No offense, it is still a good card. :)
I just didn't knew what you ment with your comment (if it was beacause of the statline increase I was suggestion) ;) That said, I totally agree with you. It's nothing original, but I thought it would fit well in priest. Pint-Sized Summoner is worse than this card, both given the cost and the effect isn't guarenteed (as you said so yourself). Giving them this card could help out with the tempo problems they have to start with, AND it doesn't even have to be played on curve to be good.
Pint sized isn't the only minion this is similar to. We have a precedent for cost reduction as a battlecry in Dragon Consort as well. The existence of both kinda makes the card look really shoehorned.
I don't really see why those card make it look shoehorned. There's a lot of cards with similar effect to eachother that sees play (I'm not only talking about constructed). Dragon Consort only works with dragons (duh) and is a paladin card... I can't really see how this has any place in this argument? The effect is similar, but not the same. You can't really make cards that doesn't have any similarities to already existing cards, or cards that we've seen in this competition before. I didn't try to re-invent the wheel on this one, agreed, but I thought it would be a good card that goes well with the priest class (and what they currently need) AND this weeks theme, and I honestly think it's quite alright.
Dragon consort feels relevant when looking at the text on this card because it's the only precedent for this kind of effect we have. It's cost reduction on a battlecry - and a higher reduction for being able to only affect a tribal. I am not saying to not make cards similar to other cards, I am all for wording cards based on other cards - I'm saying that making an effect such as this looks out of place TO ME, but maybe I'm just getting jaded after seeing too many submission where the contest rules seem to be tacked on.
If you care about it, I can give you my opinion on the card itself.
It being a 1/1 for 1 seems underpowered to me. Basically, it's a wisp that allows you to take 1 excess mana into the next turn. The other 1 mana 1/1 class cards, Babbling Book and Swashburglar (problematic as their design is), seem much more exciting than that.
A good comparison would be Tomb Pillager. Tomb pillager has no stat deductions (compared to vanilla stats) on it and basically does the same thing your card does and more.
What kind of situation would you say your card is good and/or fun in?
@Mewdrops:
I'd say costing (11) looks better than costing (8) more.
Thank you. I'm all for the critique :) would you suggest making it a 2/1?
I see your point in Tomb Pillager, but we also have to remember, that Deathrattle minions tend to have better stats than battlecry minions, as they can be played around/silenced. Though I agree, it might need a statboost.
I'd say the card is good in any turn basically, obviously best in turn 1/2. Being able to play a 3/4 drop there seems like a good tempo swing, plus it would be able (especially if I made it a 2/1) to trade well with most aggro decks. I'm aware priests also lack 3 drops, but if I made it a 2-mana minion, I thought it would be TOO similar to Pint-Sized Summoner.
Babbling Book and Swashburglar are very fun cards, I agree. Mine isn't a >fun< card, but I still think it would be playable in the same extent as the aforementioned as it isn't RNG based.
Two words: Too complex. Any card that has more than 4 lines of text is almost immediately disqualified for me. Balance-wise, I feel like it has potential to be very strong, perhaps too strong, being either a 5 mana 7/8 taunt or a 7 damage board clear. It also has potential to just suck. At worst, it allows your opponent to play 2 minions for free, which is preeeetty bad. In short, I don't like it.
Inspire is a good mechanic, but the way Blizzard handled it was a bit of a misstep. Here is what I think an Inspire card should look like:
This card is an abysmal play on turn 7, but it's not meant to be played on turn 7. It's a Vanilla stat 5 drop that may or may not be a good set up for defense in the following turns. This card also wouldn't be op as hell in Arena, which is a problem that Blizzard had to face when designing Inspire cards. I think the problem is that Blizzard wants to make cards that are exciting and have impactful effects, but Inspire cards shouldn't really be like that.
It isn´t the thing that Inspire cards are bad, but the thing is that they are too slow for even make an instant play or impactfull effect, like Kodorider or Nexus-Champion Saraad, players almost never get to make their inspires except if they get this by shredder, portals, etc.
Inspire is a good mechanic, but the way Blizzard handled it was a bit of a misstep. Here is what I think an Inspire card should look like:
This card is an abysmal play on turn 7, but it's not meant to be played on turn 7. It's a Vanilla stat 5 drop that may or may not be a good set up for defense in the following turns. This card also wouldn't be op as hell in Arena, which is a problem that Blizzard had to face when designing Inspire cards. I think the problem is that Blizzard wants to make cards that are exciting and have impactful effects, but Inspire cards shouldn't really be like that.
While I like the card, I'm not sure if you're just showcasing your idea of a good inspire card or posting for the competition. If it's the latter, this card doesn't work, as its effect lasts during your turn and through the opponents, and the rules state that the effect must last for only one turn
I was talking to my friend about my entry and he was saying he felt it was too strong. My three cards are in the spoiler below. I was wondering if I should change Half Moon to only damage minions so the card doesn't end up being a pure finisher. What do you think?
Rollback Post to RevisionRollBack
legend is like a marriage, one day it'll actually be there.
UPDATE: It appears that our vote-counting systems somehow got itself stuck in an infinite loop. O_O We're working with some of the higher-ups to figure out what the problem could be, but we're not quite sure yet. Still, I wanted to keep y'all updated that we are sorting this out.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
What do y'all think about a card like this?
Why Rogue is my favourite class:
My submission for this week's card design competition.
This is the discussion thread, you're looking for the submission thread.
" I also do my own stunts"
Inspire is a good mechanic, but the way Blizzard handled it was a bit of a misstep. Here is what I think an Inspire card should look like:
This card is an abysmal play on turn 7, but it's not meant to be played on turn 7. It's a Vanilla stat 5 drop that may or may not be a good set up for defense in the following turns. This card also wouldn't be op as hell in Arena, which is a problem that Blizzard had to face when designing Inspire cards. I think the problem is that Blizzard wants to make cards that are exciting and have impactful effects, but Inspire cards shouldn't really be like that.
It isn´t the thing that Inspire cards are bad, but the thing is that they are too slow for even make an instant play or impactfull effect, like Kodorider or Nexus-Champion Saraad, players almost never get to make their inspires except if they get this by shredder, portals, etc.
The joke is you.
That's all for this week! Take the next 24 hours to review the submission topic and up-vote your favorite entries. =)
I was talking to my friend about my entry and he was saying he felt it was too strong. My three cards are in the spoiler below. I was wondering if I should change Half Moon to only damage minions so the card doesn't end up being a pure finisher. What do you think?
legend is like a marriage, one day it'll actually be there.
fair enough. I honestly didn't consider that aspect of it.
legend is like a marriage, one day it'll actually be there.
Sorry for the delay in getting the poll topic up, folks. The other mods and I just happened to all be super busy today. Bear with us please. ^_~
UPDATE: It appears that our vote-counting systems somehow got itself stuck in an infinite loop. O_O
We're working with some of the higher-ups to figure out what the problem could be, but we're not quite sure yet. Still, I wanted to keep y'all updated that we are sorting this out.
Final Poll is now up, we un-looped our logic with a reverse paradox (that's a computers thing, right?).
Anyway, go vote for your favourites!
You can find me here! Good luck everyone!