Thanks for replying. On formatting, you are completely right and I will change before submitting. The overall idea is that you would be feeding the dragon the beast. In terms of the effect, murlocs are generally too small of a cost and cannibalism is wrong. Plus I wanted to make the card focus on healing late game dragons like ysera or deathwinng.
What do you think of my first submission? Is a 1/1 too low considering it can be silenced?
I considered making it target only enemy minions but it would be too OP.
I feel like the main problem with that one is the 5 lines of card text, which is a big no-no for a lot of people (myself especially, but I'm just really picky). The similarities to C'Thun may also be a concern, although less so. I hope you don't mind me being so critical...
Balance-wise, it's probably fair, but don't quote me on that XD.
Okay, my cards:
I feel like maybe a different way to go for Paladin Dragons is a sort of on-board synergy. The Dragon Rider is almost like a psuedo-Choose One, allowing you to buff one of your Dragons (maybe a Whelp) into a much more threatening 4/6. The Dragon Tamer is a Crystalweaver for Dragons.
So I was thinking what if this also had murloc synergy? And thus, Murloc Dragoncaller was born. It positively effects Dragons and Murlocs, two tribes seen in the paladin cards. I'm not sure if it really counts for this challenge or is even a good idea, but hey here it is.
Onyxia make it really OP. Also it can buff only a non-dragon minion so it's high probability to buff Leeroy Jenkins.
I do not like this card. In a Dragon Paladin deck this would be ridiculous. If it would be a 1 mana secret with a Smuggler's Run type of effect after your Dragon dies, it would have been bad, but still playable.
Edit: Nevermind, my example is already a card by someone else.
If Zence's submission has gone through more than one cycle, how does that interact with N'Zoth? One card, one of each, or however many cycled? I assume option B, but I'm not quite sure. Regardless, sort of good in a theoretical N'Zoth Pally without dragons, since you'll always trigger the first DR there.
Even though Murozond is a token he still counts as a Deathrattle minion, so yes B. By the time you finish a cycle N'Zoth can resurrect both of them. With more cycles the chances of raising them and duplicates of them increase a lot, which is something you'd want to watch out for because you wouldn't want to use N'Zoth to summon too many 3/4's and 4/3's.
And yea you don't even really need to play Nozdormu in a dragon deck because technically you'll get Murozond anyway, you just won't be able to get Nozdormu back. Ty for your review!
Personally I like Zence's submission is it addresses the fundamental problem with dragon synergy, not having a dragon in hand. That being said, a powerful effect full stats is quite powerful, especially with N'zoth synergy. I would probably go with good due to the conditions and the flavour is on point.
Wondered if I could get feedback and thanks in advance:
Well thank you for your feedback! I find that a dragonless hand in a dragon deck can be some of the most painful experiences so hopefully a card like this actually appears to solve it (well it's kinda late now....). One thing i'd like to mention though is although he goes great with N'Zoth, if you had too many of them summoned it wouldn't really help. Yes either Nozdormu or Murozond will refill your hand for you, which is great, but at the same time you just filled your board with a bunch of 3/4's and 4/3's. If your opponent wanted to kill you that turn there's nothing stoping them. Which is why I felt that they were okay at their power level.
For you card: I know Livennia adressed formatting, but I just want to say that I love what you're doing with your card. I can see flavor quite clrealy in it, and I think you did a great job incorperating Hozen Healer with Ivory Knight, because I notice most Pally heals will usually hit face, and the ones that don't are usually too good to waste on a minion. I'm assuming the heal is targetable because it doesn't say it's random, and the beast is a good way to drop the power level of the card because Pally doesn't really mix with that tribe. Murlocs probably would have been too much and anything else wouldn't fit. Overall really like where you're going with the card!
@Zence Thanks for the response. I understand about how bad a board you would get with N'zoth, meaning this card is probably not broken. I am glad you like my card. Yes, the heal is targetable. I've submitted but decided to drop the health down to 4. The effect for 1 mana seemed slightly too good. With tomb spider, the effect is worth 1.5. As this is paladin and not neutral then the effect could be viewed as 1. Adding in the possible heal of I would guess 4 (which I estimated would be about a 0.5 mana effect because of the conditions) then you get a 2.5 body. I decided to limit it to beasts to keep it simple, encourage menagerie decks (beasts in paladin) and the other reasons I mentioned to Livienna.
What are your opinions? I stated my motives for the creation of the card in the submission thread. It mainly comes down to me wanting to go back to the roots of dragons like Ysera andChromaggus who form a win condition on their own.
Hi! Yesterday I asked for some feedback, but the question might have been overlooked. I'll ask again; anyone so kind to give some positive/ negative feedback on my card? Would be really nice to reach the next stage once, so I am looking to improve every time !
Your card is quite hard to judge. First, was it intentional that tirion stays alive after summoning deathwing because battlecries only activate if played from you hand.
If yes: Then you are getting 17/20 worth of stats for 8 mana. Even though it is slow (only being able to attack with deathwing on turn 10) one of the biggest disadvantages of deathwing is that you had to lose all your other minions and your hand. Being able to attack with him a turn earlier than normal and not having this disadvantage is extremely powerful.
If no: It is hard to comment. At the current stage, the card will summon tirion before destroy tirion and summon deathwing. This means that tirion can't attack and basically makes it a harder way of getting deathwing as it is much easier to counter it but you get him a turn earlier. To solve the wording error, you have to either put deathwing in hand or allude to that you activate it battlecry. If added to hand, then you can attack with Tirion remember.
Overall: It is really hard t judge as I am not sure if tirion is meant to survive.
What are your opinions? I stated my motives for the creation of the card in the submission thread. It mainly comes down to me wanting to go back to the roots of dragons like Ysera andChromaggus who form a win condition on their own.
Hi! Yesterday I asked for some feedback, but the question might have been overlooked. I'll ask again; anyone so kind to give some positive/ negative feedback on my card? Would be really nice to reach the next stage once, so I am looking to improve every time !
I don't have exact numbers right now because i'm working on other things, but I can tell you for sure that even with the delay a minion missing stats equal to a 2 drop could no way summon a 12/12 at the start of each turn. Is Tirion supposed to be destroyed? Because the way it's worded, Deathwing's Battlecry won't trigger. As of right now this card is broken, even with the delayed effect.
Thank you for taking your time to reply. In fact, as I stated in the post itself (submission thread), Deathwing's battlecry won't trigger because he's summoned, so Tirion, Oathbreaker is meant to survive. I wanted him to be a wincondition on his own (like Ysera is, but also comparable to Archmage Antonidas as you will lose 90% of the time if you can't deal with it immediately)
I don't quite understand what you mean; do you mean this card should have the stats of a two-drop? I agree, it's a very powerful card, but as I stated in this same post; I don't think it's too broken as it compares to Archmage Antonidas in the sense that you will almost automatically lose if not dealt with immediately.
What stats/ mana cost would you suggest for a card like this?
I don't quite understand what you mean; do you mean this card should have the stats of a two-drop? I agree, it's a very powerful card, but as I stated in this same post; I don't think it's too broken as it compares to Archmage Antonidas in the sense that you will almost automatically lose if not dealt with immediately.
What stats/ mana cost would you suggest for a card like this?
Nonono what i'm trying to say is that Tirion is missing 3/1 worth of stats to make him vanilla. That's the stats of a weak 2 drop. This is the only card that would ever exist that summons a minion at the start of your turn. I think it is because based on summoning rules Deathwing will still get summoning sickness and you can't actually attack with him. That being said, what we're going of of is:
6 mana card being played for 8
Card produces a 12/12 every other turn
Card is only triggered at the start of your turn.
Confessor Paletress is a 4 drop that costs 7. By spending 2 extra mana, you summon a wide array of minions with different abilities and stats, but none of them really equate to the amount of damage Deathwing can do on its own besides the OTHER Deathwing. Because of this and the fact that Confessor is techincally spending 8 mana to summon a minion, plus an additional 1 each time (and I say this because although Hero Powers costs 2, the actual effect is beneficial and is worth 1 mana, reducing the *price* to 1) , really your minion is really really REALLY OP.
For more consistency you could instead use Kodorider, because it is a 4 mana minion that when you spend 3 extra mana summons another 4 mana minion, +1 more mana for each 4 mana minion.
To get 2 4-Drops you're essentially losing 7 mana, +1 mana more for each Kodo
Tirion only loses 2 mana, to summon a *technically* 12 cost minion every other turn without losing any more mana. Only difference is you can't get immediate results from it.
It looks pretty Broken to me sry :(
As for stats I have no idea at the moment but i'd say he needs to be equal to 1-2 mana less than their value together (which ATM is 16 mana). Because he keeps making more you can't really excuse some stats, so really he'd have to have a strong 1 drop stat to keep it fair (aka a 2/2 like Enchanted Raven)
If this had been a deathrattle instead I could've easily told you he'd be a 3/3 or 4/3 (based on half deathrattle value and keeping Deathwing worth 10 mana (which he really isn't if you're not triggering the battlecry so it's still kinda strong)
I've noticed more and more often that people are voting for very very over the top, poorly-balanced cards. That's not to say they're not creative. In fact, with a bit more thought, they would be flawless. But I feel as though a lot of votes are going to those sort of cards that are blatantly too strong. Is it just me?
I've noticed more and more often that people are voting for very very over the top, poorly-balanced cards. That's not to say they're not creative. In fact, with a bit more thought, they would be flawless. But I feel as though a lot of votes are going to those sort of cards that are blatantly too strong. Is it just me?
Like what?
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
I've noticed more and more often that people are voting for very very over the top, poorly-balanced cards. That's not to say they're not creative. In fact, with a bit more thought, they would be flawless. But I feel as though a lot of votes are going to those sort of cards that are blatantly too strong. Is it just me?
Like what?
Well, last week we had Magni Bronzebeard aka Reno Jackson + Justicar Trueheart in a 3-drop without any restrictions sooo
Well, there was an entry this week that was the following:
Paladin legendary weapon, 2 mana, 3/2. It reads "You hold a dragon". So, basically, he is trying to make all your dragon-hand effects proc. That's fine, but he needs to make a condition that lowers Durability with each Dragon summoned. So, if the entrant put more thought into this, then he'd be much more deserving of his votes.
One of those cards that'l never be made, or ever wins but anyway, what do you think? :)
This is as result of some of my history work on the aspects... erm, they're something to do with the Titans xO... hmm. Well I know that Khaz'Goroth is known as The Shaper.
Idea is to encourage the big Dragons (the Aspects) into a single deck. In HS there're are 6 so your deck can gain 6 (or less) Seals at the start of the game (2 Deathwings so you can have 2 x Earth Seals). Balancing a deck around the number of Aspects might be an interesting challenge, the Seals are valuable but situational, Khaz'Goroth pretty much unplayable without the Aspects/Seals included.
NozMaly
AlexDeath
Ysere
Each Aspect has it's associated Seal. All the Seals reduce Khaz'goroth's cost but also ramp dragons. I tried to make Nozdormu's the most powerful, Ysere's the weakest so to encourage use of the lesser seen. I'd like to think Deathwing's (earth) would activate after 'destroy all minions' but before 'discard you hand' just cuz it would be sweet :) (it's an active effect if played prior so possibly as that's DW's sequence). Any suggestions would be great. I like it and I'll go with the concept tomorrow at some point.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Why Rogue is my favourite class:
My submission for this week's card design competition.
So I was thinking what if this also had murloc synergy? And thus, Murloc Dragoncaller was born. It positively effects Dragons and Murlocs, two tribes seen in the paladin cards. I'm not sure if it really counts for this challenge or is even a good idea, but hey here it is.
Tried tweaking the first version of my first idea a little bit. Thoughts?
Vote for my card in the WDC 6.03: Prof. Putricide! Check out the Fan Creations FAQ!
What do you think?
Onyxia make it really OP. Also it can buff only a non-dragon minion so it's high probability to buff Leeroy Jenkins.
Vote for my card in the WDC 6.03: Prof. Putricide! Check out the Fan Creations FAQ!
Wrong thread. I'm blind --.-
@Zence Thanks for the response. I understand about how bad a board you would get with N'zoth, meaning this card is probably not broken. I am glad you like my card. Yes, the heal is targetable. I've submitted but decided to drop the health down to 4. The effect for 1 mana seemed slightly too good. With tomb spider, the effect is worth 1.5. As this is paladin and not neutral then the effect could be viewed as 1. Adding in the possible heal of I would guess 4 (which I estimated would be about a 0.5 mana effect because of the conditions) then you get a 2.5 body. I decided to limit it to beasts to keep it simple, encourage menagerie decks (beasts in paladin) and the other reasons I mentioned to Livienna.
Check out my custom concept: Forests of Kalimdor
Hi! Yesterday I asked for some feedback, but the question might have been overlooked. I'll ask again; anyone so kind to give some positive/ negative feedback on my card? Would be really nice to reach the next stage once, so I am looking to improve every time !
Your card is quite hard to judge. First, was it intentional that tirion stays alive after summoning deathwing because battlecries only activate if played from you hand.
If yes: Then you are getting 17/20 worth of stats for 8 mana. Even though it is slow (only being able to attack with deathwing on turn 10) one of the biggest disadvantages of deathwing is that you had to lose all your other minions and your hand. Being able to attack with him a turn earlier than normal and not having this disadvantage is extremely powerful.
If no: It is hard to comment. At the current stage, the card will summon tirion before destroy tirion and summon deathwing. This means that tirion can't attack and basically makes it a harder way of getting deathwing as it is much easier to counter it but you get him a turn earlier. To solve the wording error, you have to either put deathwing in hand or allude to that you activate it battlecry. If added to hand, then you can attack with Tirion remember.
Overall: It is really hard t judge as I am not sure if tirion is meant to survive.
Check out my custom concept: Forests of Kalimdor
If this had been a deathrattle instead I could've easily told you he'd be a 3/3 or 4/3 (based on half deathrattle value and keeping Deathwing worth 10 mana (which he really isn't if you're not triggering the battlecry so it's still kinda strong)
I've noticed more and more often that people are voting for very very over the top, poorly-balanced cards. That's not to say they're not creative. In fact, with a bit more thought, they would be flawless. But I feel as though a lot of votes are going to those sort of cards that are blatantly too strong. Is it just me?
Click the image to go to my custom Time Traveler class.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Well, there was an entry this week that was the following:
Paladin legendary weapon, 2 mana, 3/2. It reads "You hold a dragon". So, basically, he is trying to make all your dragon-hand effects proc. That's fine, but he needs to make a condition that lowers Durability with each Dragon summoned. So, if the entrant put more thought into this, then he'd be much more deserving of his votes.
One of those cards that'l never be made, or ever wins but anyway, what do you think? :)
This is as result of some of my history work on the aspects... erm, they're something to do with the Titans xO... hmm. Well I know that Khaz'Goroth is known as The Shaper.
Idea is to encourage the big Dragons (the Aspects) into a single deck. In HS there're are 6 so your deck can gain 6 (or less) Seals at the start of the game (2 Deathwings so you can have 2 x Earth Seals). Balancing a deck around the number of Aspects might be an interesting challenge, the Seals are valuable but situational, Khaz'Goroth pretty much unplayable without the Aspects/Seals included.
NozMaly
AlexDeath
Ysere
Each Aspect has it's associated Seal. All the Seals reduce Khaz'goroth's cost but also ramp dragons. I tried to make Nozdormu's the most powerful, Ysere's the weakest so to encourage use of the lesser seen. I'd like to think Deathwing's (earth) would activate after 'destroy all minions' but before 'discard you hand' just cuz it would be sweet :) (it's an active effect if played prior so possibly as that's DW's sequence). Any suggestions would be great. I like it and I'll go with the concept tomorrow at some point.