I have yet to improve the flavor (and probably the artwork) in this one, but I think the effect is pretty interesting and it promotes a different Hunter archetype.
I had a very similar idea to yours, though a different overall design. I loved playing an unholy DK back in WotLK so I immediately thought of "Corpse Explosion" for my entry, but I did it as a mage spell (see below)
Since you already made a card with that name, I don't want to risk plagiarism, so I'm asking; do you mind if I use the same card name in my entry?
It's fine. It's not plagiarism since we both got the idea from existing abilities in WoW/Diablo/Somewhere similar and not from each other. Your card is also pretty different form mine.
Following nurgling's feedback, here are my 2 main ideas.
Which one is best ?
I like the first two ones, especially Killing Spree. Really nice flavor and pretty original effect. The third one could be problematic and I don't know if it fits the theme of the competition.
I had a very similar idea to yours, though a different overall design. I loved playing an unholy DK back in WotLK so I immediately thought of "Corpse Explosion" for my entry, but I did it as a mage spell (see below)
Since you already made a card with that name, I don't want to risk plagiarism, so I'm asking; do you mind if I use the same card name in my entry?
It's fine. It's not plagiarism since we both got the idea from existing abilities in WoW/Diablo/Somewhere similar and not from each other. Your card is also pretty different form mine.
Awesome, just wanted to check in before hand so I wasn't stepping on any toes.
Following nurgling's feedback, here are my 2 main ideas.
Which one is best ?
I like the first one best. I think this could be interesting in Druid. It amounts to a 1 damage AOE without any buffs, and is similar to the original version of Savagery when you use a card like Claw. It could make Bite viable again, possibly. The second one is a bit unclear in the wording. Just by reading it, it's not clear if it's supposed to repeat just once, or keep going until you don't kill a minion. If it's the latter case, I think you should word it as "Deal two damage to the left-most enemy minion. If it dies, cast Killing Spree." That would be clearly recursive in nature. Also, make sure you include the dash in left-most, as in Eruption. The last card doesn't fit the restriction.
It's ironic how this design goes against my principles, but there was no way I could make such a card differently while keeping the flavor intact, which was my priority when making this.
It's also quite hard to balance and maybe 2 is too low of a cost, but I think 3 would make it absolutely unplayable.
Most of the times it will just be a cycle card, but the synergy with Conceal is there and could maybe even guarantee it a spot in Miracle Rogue as a 1-of.
Hi guys, I can see some plans already formulating and I can see some of these cards are gonna be very outside-the-box, can't wait to see them all!
I was thinking of ways to make a card very excellent, as it would be diverse, so I came up with this:
This would be considered a card with a "drawback", but is extremely versatile given the class its in. This could be used in multiple Warrior archetypes for a variety of plays. I was just wondering if it was balanced? I know its stronger than Deathlord, but I thought that would be okay because this is a class card isn't as overbearing of a play.
Edit: Also is this similar to any cards? I can't remember off the top of my head... (Yeah I know Unstable Ghoul exists guys...)
Any feedback is appreciated, even more on Stampede, because I am unsure about the balance of this one, because for me feels OP.
Third one's definitely the best, though I don't like the idea of replicating a Legendary's unique effect.
Stampede is always summoning 3 Rhinos, since this kind of spell needs your opponent to have at least the amount of minions it refers to, in this case, three. If they don't, then you can't play it.
Just change it to "up to 3 minions" and maybe nerf of the stats of the Rhinos.
So any card the deals damage to or destroys multiple minions (without requiring synergy)? This seems far more open than other recent competitions
Yes, this one is very open and basic. At the same time, though, it's a somewhat specific card niche, and as evidenced by our class creation competitions in the past, coming up with new AoEs that are both interesting and effective may be harder to do than it sounds. Broad themes like this really require you to dig deep into creativity in order to stand out. =)
How come Circle of Healing (As stated from the original post) is not considered an AoE? It still affects the board state, except it heals instead of dealing damage.
It's not that it isn't considered an AoE at all. It's just that the theme's proposal specified damaging/destroying AoEs. The theme is already very broad, I don't think we would have approved of anything even broader. =P
Lemme see: This is going to be an interesting theme, for sure. I have't gotten around to designing stuff specifically for this competition yet, but I do have some AOE left over from previous design stuff.
My second* idea. Name is currently a placeholder, even though I'm kind of tickled by it. Flavor-wise, I guess the minion that dies is the one who sacrifices itself to stop the damage? Not sure if it's under or over costed.
*My first idea was an effect that dealt one damage to the left most enemy minion, then the second left, then the third left, etc. When it hit the rightmost it would then start over from right to left, like a pendulum swinging back and forth across the line, stopping when a minion died. But even trying to think of how to begin to word that succinctly was giving me a headache.
So any card the deals damage to or destroys multiple minions (without requiring synergy)? This seems far more open than other recent competitions
Yes, this one is very open and basic. At the same time, though, it's a somewhat specific card niche, and as evidenced by our class creation competitions in the past, coming up with new AoEs that are both interesting and effective may be harder to do than it sounds. Broad themes like this really require you to dig deep into creativity in order to stand out. =)
How come Circle of Healing (As stated from the original post) is not considered an AoE? It still affects the board state, except it heals instead of dealing damage.
It's not that it isn't considered an AoE at all. It's just that the theme's proposal specified damaging/destroying AoEs. The theme is already very broad, I don't think we would have approved of anything even broader. =P
I feel silly now. Totally read, then promptly forgot it said "Must deal damage or destroy"
Ring of Fire: I really like positional cards like Betrayal [/card]and [card]Void Terror, so I really like the design here. As for balance, I think your comparison to Multi-Shotis well made, being 1 cheaper, but being able to play around it. Good design.
Frostflame: I'm not a huge fan of this card to be honest. The RNG element isn't great, and I can't imagine it would be played, despite being very well balanced. Balanced against Frost Nova, the chance to do 3 damage instead of freezing is pretty good early game, and not so good late game. While there's no card that deals 3 damage to strictly one side of the board, we have Arcane Explosion at 2 mana, Consecration at 4 mana, and Flamestrike at 7, putting 3 damage at just under 6 mana. So that would put a spell that have a 50/50 chance of casting a 3 mana, or 6 mana spell, target by target with a random element, at 4 mana, which it is. However, given that, if you want to delay, you would use Frost Nova, and Mages have much more reliable ways of removing early game, and have Flamestrikefor late game, why would you put this in your deck?
Corpse Explosion: Again, I like placement related cards, so this gets a nod from me. It's an interesting reversal ofBetrayal, since to play aroundBetrayal, you want a Weak/Strong/Weak/Strong placement, with this, it's a good idea to keep your weak minions isolated, otherwise a 1/1 Babbling Book could blow up, taking aFlamewaker with it. I have a slight worry about it's potential when combo'ed withHellfire, but that would be a 7 mana, 2 card combo, so it deserves to be strong.
CheeseEatingSurrenderMonkey:
Mangle: On its own, it's weak. 4 mana for a 3 mana cleave seems weak, although a reasonable alternative to Swipe in certain circumstances. However, paired with Claw, Bite, or even Savagery, this could be massive. It's a hard card to balance on it's own, but I think it's ok.
LittleOgreHearthstone:
Extinction: Firstly, I don't think Tribe is a recognised key word. It hasn't been used in any actual content unless I'm mistaken. Secondly, is this a neutral weapon? As for the balancing, Stats put it at 3.5 mana, and an Assassinateeffect as a battlecry. I think the pure amount of control this gives you makes it a little bit OP
Larrymoments:
Reactor Bot: I really like it. 3 mana body, plus a situational AOE. It wouldn't fit Aggro/Midrange Shaman, which would mean it might never see play, but it's another tool that would work perfectly with a Control Shaman Archetype, which I would love to see. Could maybe, just maybe get away with being a 3/5, but I'm not sure myself.
Yebaba:
Flame Wreath: I think it would be more balanced at 1 damage. At least that way, it could backfire by giving Acolyte of Pain triggers. I could see this being played in Freeze/Control mage though.
Void Eruption: A cheap AOE for late game, or a delayed one for early game. A lot of flexibility, and well costed. Nice idea.
Th3D4rkL0rd:
Firstly, Starfall is a druid ability. I understand that Tyrande is the new Priest Hero, and that the Priestess has the Starfall ability in WC3, but they also had Trueshot Aura. Should Priest now get a card based round Trueshot Aura? Sorry, but I can occasionally be a bit pedantic.
1st Version:Flamestrike [/card]+ face damage. 4 face damage sits in between 1 and 2 mana as shown by [card]Sinister Strike and Mind Blast, so this is slightly discounted. I know Priest needs more AoE capabilities, but 8 mana is too late. Well balanced, but not too original.
2nd Version: Double Holy Nova, without the cost increase of combining cards. Slightly undercosted, and not too original.
3rd Version: A slightly more powerful Flamestrike. The difference that 1 damage makes is huge though, as this could now take out Sylvanas or Emperor Thaurissan. This may actually see play, but personally I think it lacks the flair the creation contests generally look for.
yuyuwawa:
Fel Rain: Honestly, this feels more like an anti-zoo card than a zoo card. Zoo revolves around constantly trading and replacing your board, outpacing your opponent, and using your HP to guarantee you extra fuel. As an anti-zoo card, I really like it, using your opponents minions against them in a way. I like it, but not in the way you intended :) (Just a slight criticism, the artwork could do with being changed)
Lathy:
Stampede: You would need at very least, 3 beasts to make this a good play. 4 beasts to make it a real value play. While it does have synergy with Unleash the Hounds, so Scavenging Hyena and Starving Buzzard, and look how much play they get. I would make it 4 mana, so you only need 2 beasts to make it equalConsecration
Dishonorable Blademaster: Doesn't count. Also, not entirely sure what it does. Does it kill itself if it destroys another minion?
As for my ideas...
Ignite: Simple, balanced againstPowershot. I worry that this isn't interesting enough though.
Volley: I used this in the Adventure competition if anyone thinks it looks familiar. Conditional AOE that works to counter board floods.
Call of the Nether: A bit worried about a T1 Flame Imp T2 Call of the Nether combo with this. My ideas for fixes are either 1) make it enemy minions only, or 2) make it +3 attack, and reduce it to 1 cost. Also need an idea of how best to fix the wording.
Lemme see: This is going to be an interesting theme, for sure. I have't gotten around to designing stuff specifically for this competition yet, but I do have some AOE left over from previous design stuff.
Note: Dragonflies are Beasts.
I like the last one the best. The first one doesn't cut it for me because of the effect itself... I think it is ok for its cost, but the fact that this has to summon the dragonflies first creates a huge problem. I can see its supposed to have Beast synergy but this card only shines if you have max 2 minions on the board, if any more this card can only summon till the boards full :/
2nd is OP in a big way... If Timepiece of Horror is 10 mana AND a token off of a legendary, then in no way should you be able to play this so cheap AND run 2 of them in a deck... even if Priest is having a bad year. Maybe reduce it to 3 times? Makes it more similar to Flame Lance, which should be a better comparison.
3rd one seems balanced, and taking into effect the overload, seems also very fair. I think it sits well at its cost
A few ideas. I could do with better art for Trap door and a warrior border for Gut Buster!. I can imagine Stitches' effect now, Card Appears, Hooks appear, grab minions and destroy them, Perfect. Trap Door is basically Anti-Zoo (not its for played minions not summoned). Stitches is just a fun control card. Gut Buster is a full board Flamestrike on legs.
What about something to encurage/enpower unused cards like Shadowform.
Check out my submission for this weeks card design competition; or my other fan creations! Nullius in verba
I have yet to improve the flavor (and probably the artwork) in this one, but I think the effect is pretty interesting and it promotes a different Hunter archetype.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Following nurgling's feedback, here are my 2 main ideas.
Which one is best ?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
RedneckBudha
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Oh, I also had this one too. Which you pref?
It's ironic how this design goes against my principles, but there was no way I could make such a card differently while keeping the flavor intact, which was my priority when making this.
It's also quite hard to balance and maybe 2 is too low of a cost, but I think 3 would make it absolutely unplayable.
Most of the times it will just be a cycle card, but the synergy with Conceal is there and could maybe even guarantee it a spot in Miracle Rogue as a 1-of.
Ok, I got a few ideas for the competition, are these balanced?
Tokens:
Ballista Shot
Any feedback is appreciated, even more on Stampede, because I am unsure about the balance of this one, because for me feels OP.
The joke is you.
Hi guys, I can see some plans already formulating and I can see some of these cards are gonna be very outside-the-box, can't wait to see them all!
I was thinking of ways to make a card very excellent, as it would be diverse, so I came up with this:
This would be considered a card with a "drawback", but is extremely versatile given the class its in. This could be used in multiple Warrior archetypes for a variety of plays. I was just wondering if it was balanced? I know its stronger than Deathlord, but I thought that would be okay because this is a class card isn't as overbearing of a play.
Edit: Also is this similar to any cards? I can't remember off the top of my head... (Yeah I know Unstable Ghoul exists guys...)
Okay, trying two priest cards (and 1 warlock) here since my first two entries was either bad or didn't fit the restrictions ;)
Lemme see: This is going to be an interesting theme, for sure. I have't gotten around to designing stuff specifically for this competition yet, but I do have some AOE left over from previous design stuff.
Note: Dragonflies are Beasts.
Why Rogue is my favourite class:
My submission for this week's card design competition.
My second* idea. Name is currently a placeholder, even though I'm kind of tickled by it. Flavor-wise, I guess the minion that dies is the one who sacrifices itself to stop the damage? Not sure if it's under or over costed.
*My first idea was an effect that dealt one damage to the left most enemy minion, then the second left, then the third left, etc. When it hit the rightmost it would then start over from right to left, like a pendulum swinging back and forth across the line, stopping when a minion died. But even trying to think of how to begin to word that succinctly was giving me a headache.
RedneckBudha
First off, feedback.
Nurgling13:
Ring of Fire: I really like positional cards like Betrayal [/card]and [card]Void Terror, so I really like the design here. As for balance, I think your comparison to Multi-Shotis well made, being 1 cheaper, but being able to play around it. Good design.
Frostflame: I'm not a huge fan of this card to be honest. The RNG element isn't great, and I can't imagine it would be played, despite being very well balanced. Balanced against Frost Nova, the chance to do 3 damage instead of freezing is pretty good early game, and not so good late game. While there's no card that deals 3 damage to strictly one side of the board, we have Arcane Explosion at 2 mana, Consecration at 4 mana, and Flamestrike at 7, putting 3 damage at just under 6 mana. So that would put a spell that have a 50/50 chance of casting a 3 mana, or 6 mana spell, target by target with a random element, at 4 mana, which it is. However, given that, if you want to delay, you would use Frost Nova, and Mages have much more reliable ways of removing early game, and have Flamestrikefor late game, why would you put this in your deck?
Corpse Explosion: Again, I like placement related cards, so this gets a nod from me. It's an interesting reversal ofBetrayal, since to play aroundBetrayal, you want a Weak/Strong/Weak/Strong placement, with this, it's a good idea to keep your weak minions isolated, otherwise a 1/1 Babbling Book could blow up, taking aFlamewaker with it. I have a slight worry about it's potential when combo'ed withHellfire, but that would be a 7 mana, 2 card combo, so it deserves to be strong.
CheeseEatingSurrenderMonkey:
Mangle: On its own, it's weak. 4 mana for a 3 mana cleave seems weak, although a reasonable alternative to Swipe in certain circumstances. However, paired with Claw, Bite, or even Savagery, this could be massive. It's a hard card to balance on it's own, but I think it's ok.
LittleOgreHearthstone:
Extinction: Firstly, I don't think Tribe is a recognised key word. It hasn't been used in any actual content unless I'm mistaken. Secondly, is this a neutral weapon? As for the balancing, Stats put it at 3.5 mana, and an Assassinateeffect as a battlecry. I think the pure amount of control this gives you makes it a little bit OP
Larrymoments:
Reactor Bot: I really like it. 3 mana body, plus a situational AOE. It wouldn't fit Aggro/Midrange Shaman, which would mean it might never see play, but it's another tool that would work perfectly with a Control Shaman Archetype, which I would love to see. Could maybe, just maybe get away with being a 3/5, but I'm not sure myself.
Yebaba:
Flame Wreath: I think it would be more balanced at 1 damage. At least that way, it could backfire by giving Acolyte of Pain triggers. I could see this being played in Freeze/Control mage though.
Void Eruption: A cheap AOE for late game, or a delayed one for early game. A lot of flexibility, and well costed. Nice idea.
Th3D4rkL0rd:
Firstly, Starfall is a druid ability. I understand that Tyrande is the new Priest Hero, and that the Priestess has the Starfall ability in WC3, but they also had Trueshot Aura. Should Priest now get a card based round Trueshot Aura? Sorry, but I can occasionally be a bit pedantic.
1st Version: Flamestrike [/card]+ face damage. 4 face damage sits in between 1 and 2 mana as shown by [card]Sinister Strike and Mind Blast, so this is slightly discounted. I know Priest needs more AoE capabilities, but 8 mana is too late. Well balanced, but not too original.
2nd Version: Double Holy Nova, without the cost increase of combining cards. Slightly undercosted, and not too original.
3rd Version: A slightly more powerful Flamestrike. The difference that 1 damage makes is huge though, as this could now take out Sylvanas or Emperor Thaurissan. This may actually see play, but personally I think it lacks the flair the creation contests generally look for.
yuyuwawa:
Fel Rain: Honestly, this feels more like an anti-zoo card than a zoo card. Zoo revolves around constantly trading and replacing your board, outpacing your opponent, and using your HP to guarantee you extra fuel. As an anti-zoo card, I really like it, using your opponents minions against them in a way. I like it, but not in the way you intended :) (Just a slight criticism, the artwork could do with being changed)
Lathy:
Stampede: You would need at very least, 3 beasts to make this a good play. 4 beasts to make it a real value play. While it does have synergy with Unleash the Hounds, so Scavenging Hyena and Starving Buzzard, and look how much play they get. I would make it 4 mana, so you only need 2 beasts to make it equalConsecration
Dishonorable Blademaster: Doesn't count. Also, not entirely sure what it does. Does it kill itself if it destroys another minion?
As for my ideas...
Ignite: Simple, balanced againstPowershot. I worry that this isn't interesting enough though.
Volley: I used this in the Adventure competition if anyone thinks it looks familiar. Conditional AOE that works to counter board floods.
Call of the Nether: A bit worried about a T1 Flame Imp T2 Call of the Nether combo with this. My ideas for fixes are either 1) make it enemy minions only, or 2) make it +3 attack, and reduce it to 1 cost. Also need an idea of how best to fix the wording.
Check out my entrant for the WCDC 9.12: Bilgewater Highroller
A few ideas. I could do with better art for Trap door and a warrior border for Gut Buster!. I can imagine Stitches' effect now, Card Appears, Hooks appear, grab minions and destroy them, Perfect. Trap Door is basically Anti-Zoo (not its for played minions not summoned). Stitches is just a fun control card. Gut Buster is a full board Flamestrike on legs.
>>>Check out my Latest Card Design Competition Entry<<<