Phew - so much going on within these first few hours. I could barely handle keeping track of new posts, giving feedback and still researching for my own ideas. My tricksy mistress of a Laptop isn't helping either.
But oh well - here's at least an early idea that immediately came to my mind:
The art is still temporary. I found only little that seemed to fit okay - maybe have to craft something.
Obviously i am going for some alchemy related theme here and i think - although this is possibly up to interpretation - alchemy is basically about deconstructing something to its basic elements (a-ha) and putting those back together in a entirely new way.
As for how this would work: Let's suppose you destroy a Kalimos, Primal Lord - you destroy 14 worth of stats (7+7=14) and get another random minion with that same value, for example Kel'Thuzad (6+8=14). If no other minion with the exact same value exists in the game (let's say you destroyed a 5/20 Ozruk) the minion is simply resummoned.
Really courious about your thoughts on this one :)
Lastly found a mechanic that i actually like. This is also the last thing i put up here for a while. I SWEAR
The idea is that you have an ENDLESS amount of Elementals to keep triggering your elemental syngeries and stuff. Its never really a strong tempo play, but is usually stronger than playing your hero power. And the condition is manageable.
Rollback Post to RevisionRollBack
I want a new title, but Flux won't let me have one,
Elemental Guardian: A combination of Spellbender and Noble Sacrifice that require you to play an Elemental.
Tandrum, Stormlord: A neutral board clear legendary that need you to play an Elemental every turn to keep the effect going. This card is a strong card but as long as this card is in the battlefield and the effect is active you can't develop a board.
What do you guys think? Please give me your opinion.
Thoughts about design and in particular balance? A 5/4 for 4 mana without effect that self-damages means it only gets value after its second rebirth, which is at least 3 turns away without being popped by the player or due to enemy effects like AoE. Adds an interesting concept to how and when to use AoEs as the opponent and also an interesting way to find ways to pop it yourself. It also means you always have a body for buff cards, but has counterplay in that it is weak to silence and rather slow to generate value. Tho, shouldn't be a bad turn 4 play imo.
For those who don't know, in WoW Princess Tempestria leads an Elemental Invasion in Winterspring. She opens a portal to the Elemental Plane, and a whole buncha Water Elementals make their way into Azeroth. Still unsure on if I'll end up going for this or one of my other ideas, but thought I'd share.
The card is obviously meant for a control Mage, in the style of Lord Jaraxxus. In terms of balance... the mana cost of the Princess makes it so that you can summon the elemental immediately, and she also has 5 more Health than Jaraxxus. Of course, she lacks the weapon. I'm thinking this might still be too strong... giving the water elemental Taunt might be overkill :P
Another concern is it might just not be very interesting.
@aeson88, well, I'm not quite sure about the balance to be honest. I would think if it were to be a viable battlecry-minion, it would have to be a 1-mana 2/1. If it's a permanent effect, I'm not so sure. You'd probably want to play this the same turn with something else for the synergy, and that's why 2 mana might be too much for an enabler. The thing is, it only has effect the first turn it's played, no value the next one as it's an Elemental itself, so anything with "If you played an elemental last turn..." would still trigger, and then value again from the next turn and forth if it isn't dealt with. My thought is, that it would be dealt with within your opponent's next two turns meaning it would only have value the turn it's played, and 2 mana just seem a bit too much as an enabler. That was my thought behind it.
Hmm that's a very god point! The likelihood of it living beyond 2 turns is virtually nil so it does make way more sense to be a cheaper battlecry minion!
I did realize that :D - i just think you should maybe consider making the tiny flames a little more useful (especially for mages, who cannot buff their minions). For example make them into 1/1s or give them taunt.
Something i'd find even more interesting though: Why not make the tiny flames into spells themselves that read something along the lines of 'This card counts as playing an Elemental this turn'? In a way its combining the ideas of pilot light and trickster.
You would have the activators for your elementals while also encouraging spell synergy - which fits mage even better in my opinion :)
Actually that's a great idea!
The spell synergy does make a lot of sense and I could call the spells "Flame On" :p
Thanks MrUncreative!
Edit: I've updated my original post with changes :)
Thought we needed some warrior elemental love. A little like demonwrath. It costs 4 rather than 3 because it can give you back your elemental from the turn before, even if it died. More control/midrange than aggro.
Forget about Elemental Summoner, this is 100% going to be my submission.
Thoughts?
According to 'lore', Golems are not considered elementals, being artificial constructs rather than direct manifestations of 'elemental energies'. Super combo potential w/ Druid via Kun (and with Malygos as well we could see +10 spell damage - a very rare feat). I've always liked the idea of a spell damage based 'theme' deck, but the game doesn't really support it other than as a combo finisher type.
This would be an immediate removal target via spells, and might be 'more consistent' if the card draw were a result of casting spells, in which case, it would be more practical (read: likely to actually be used) at a slightly lower cost. It might also be 'more consistent' if the spell damage amount or card draw was somehow dependent on elemental synergy in the 'obvious' way or a new way not yet presented. For example, 'gain spell damage equal to the number of elementals you have played this game', 'spell damage +2, draw an imbued shard for each elemental summoned last turn', 'whenever you cast a spell add an imbued shard to your hand', or something of the like...
Thank you, I'm really not familiar with lore. If that's the case maybe I'll try and think of something completely different. Besides, I want to try and come out with something that synergies with Elementals.
Btw, what are the rules on cards ideas submitted in previous discussion topics that weren't ultimately submitted in the submission topic too? Could they be "recycled" in future competitions? Because I really like this one, I wouldn't want to just waste it.
You don't need an entirely new idea. Just change the name and art so that it's a Mana or Arcane Elemental, which are part of Warcraft lore.
You don't need an entirely new idea. Just change the name and art so that it's a Mana or Arcane Elemental, which are part of Warcraft lore.
The idea behind it was of rock shards falling from the golem as it is damaged, an Arcane Elemental wouldn't have the same flavor. Plus, I don't want to just slap the Elemental tag on a card and call it a day.
I'll just rework it into a future competition.
Make it a Crystal Elemental or something like that. Those exist in Warcraft, and Mana Geode is supposed to be like that. You could call it "X, Crystal Lord" or something like that.
I have a feeling Druid isn't going to get much love during this week's competition, but here's my idea and rationale.
It appears that there will be several strong Elementals in the new expansion, so I wanted to create some sort of elemental-based hard removal. I thought that Druid's 'Choose One' effect would be a strong option, as it could still have great value (Discovering a potentially strong Elemental) even if you're not playing against an elemental-themed deck. Destroying an elemental, or discovering one, are both really strong effects, so I attempted to balance the card with that in mind. Also, I didn't want to make this a Legendary minion, so I wanted to make sure it's cost was high enough and it's stats were low enough to dissuade anyone from running 2 of these in their deck. Plus, with Mulch rotating out of standard, this could be somewhat of a replacement.
Any thoughts on the card? Is the effect too strong/weak? Are the stats properly balanced? Any input is greatly appreciated!
I figured I'd try and go for an anti-Elemental tech card. A secret to disrupt the next turn was my first thought. At this moment I'm not sure if it fits in Hunter, and I'm not entirely satisfied with the wording (originally just said until end of next turn but realized that would be your turn and would effectively do nothing). Also, is "Secret: If your opponent played an Elemental last turn, [X] until next turn" valid wording?
EDIT: And literally a second after posting this, just realized that it'd probably be easier to just make this a minion with "Battlecry: Enemy Elementals cost (5) more next turn" ala Loatheb huh?
hey all, nice excitment building on he new xpac, high ratio of good stuff imo so far.
Watched noxious' review of the 2 shaman legends where he suggested a murloc/ele hybrid. So this aims to function with finja, increase the Quest completion murloc numbers and can be considered in a non-finja ele deck. GL all, will have a look at the page soon too.
For those who don't know, in WoW Princess Tempestria leads an Elemental Invasion in Winterspring. She opens a portal to the Elemental Plane, and a whole buncha Water Elementals make their way into Azeroth. Still unsure on if I'll end up going for this or one of my other ideas, but thought I'd share.
The card is obviously meant for a control Mage, in the style of Lord Jaraxxus. In terms of balance... the mana cost of the Princess makes it so that you can summon the elemental immediately, and she also has 5 more Health than Jaraxxus. Of course, she lacks the weapon. I'm thinking this might still be too strong... giving the Water Elemental Taunt might be overkill :P
Another concern is it might just not be very interesting.
Okay last post for the night... like I said I'll do reviews tomorrow :)
Taunt warrior (Tar Creeper), potential burst for priest, and a completely insaneballs stonemother. xD to be clear, when she dies both players' used up mana crystals are destroyed... talk about slowing the meta!! Control card, but def a big risk to play.
Just some extended lore.
Working on the art/name.
Phew - so much going on within these first few hours. I could barely handle keeping track of new posts, giving feedback and still researching for my own ideas. My tricksy mistress of a Laptop isn't helping either.
But oh well - here's at least an early idea that immediately came to my mind:
The art is still temporary. I found only little that seemed to fit okay - maybe have to craft something.
Obviously i am going for some alchemy related theme here and i think - although this is possibly up to interpretation - alchemy is basically about deconstructing something to its basic elements (a-ha) and putting those back together in a entirely new way.
As for how this would work: Let's suppose you destroy a Kalimos, Primal Lord - you destroy 14 worth of stats (7+7=14) and get another random minion with that same value, for example Kel'Thuzad (6+8=14).
If no other minion with the exact same value exists in the game (let's say you destroyed a 5/20 Ozruk) the minion is simply resummoned.
Really courious about your thoughts on this one :)
SoonTM
I want a new title, but Flux won't let me have one,
Lastly found a mechanic that i actually like. This is also the last thing i put up here for a while. I SWEAR
The idea is that you have an ENDLESS amount of Elementals to keep triggering your elemental syngeries and stuff. Its never really a strong tempo play, but is usually stronger than playing your hero power. And the condition is manageable.
I want a new title, but Flux won't let me have one,
Here's some card idea I came up with:
Elemental Guardian: A combination of Spellbender and Noble Sacrifice that require you to play an Elemental.
Tandrum, Stormlord: A neutral board clear legendary that need you to play an Elemental every turn to keep the effect going. This card is a strong card but as long as this card is in the battlefield and the effect is active you can't develop a board.
What do you guys think? Please give me your opinion.
SoonTM
Here's a few ideas I got:
I have a question... does anybody knows a site more than imgur to host the cards? Seems that is no longer working for me...
The joke is you.
Long time no see. 0/
Thoughts about design and in particular balance? A 5/4 for 4 mana without effect that self-damages means it only gets value after its second rebirth, which is at least 3 turns away without being popped by the player or due to enemy effects like AoE. Adds an interesting concept to how and when to use AoEs as the opponent and also an interesting way to find ways to pop it yourself. It also means you always have a body for buff cards, but has counterplay in that it is weak to silence and rather slow to generate value. Tho, shouldn't be a bad turn 4 play imo.
For those who don't know, in WoW Princess Tempestria leads an Elemental Invasion in Winterspring. She opens a portal to the Elemental Plane, and a whole buncha Water Elementals make their way into Azeroth. Still unsure on if I'll end up going for this or one of my other ideas, but thought I'd share.
The card is obviously meant for a control Mage, in the style of Lord Jaraxxus. In terms of balance... the mana cost of the Princess makes it so that you can summon the elemental immediately, and she also has 5 more Health than Jaraxxus. Of course, she lacks the weapon. I'm thinking this might still be too strong... giving the water elemental Taunt might be overkill :P
Another concern is it might just not be very interesting.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Thought we needed some warrior elemental love. A little like demonwrath. It costs 4 rather than 3 because it can give you back your elemental from the turn before, even if it died. More control/midrange than aggro.
bepisCome Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I have a feeling Druid isn't going to get much love during this week's competition, but here's my idea and rationale.
It appears that there will be several strong Elementals in the new expansion, so I wanted to create some sort of elemental-based hard removal. I thought that Druid's 'Choose One' effect would be a strong option, as it could still have great value (Discovering a potentially strong Elemental) even if you're not playing against an elemental-themed deck. Destroying an elemental, or discovering one, are both really strong effects, so I attempted to balance the card with that in mind. Also, I didn't want to make this a Legendary minion, so I wanted to make sure it's cost was high enough and it's stats were low enough to dissuade anyone from running 2 of these in their deck. Plus, with Mulch rotating out of standard, this could be somewhat of a replacement.
Any thoughts on the card? Is the effect too strong/weak? Are the stats properly balanced? Any input is greatly appreciated!
I figured I'd try and go for an anti-Elemental tech card. A secret to disrupt the next turn was my first thought. At this moment I'm not sure if it fits in Hunter, and I'm not entirely satisfied with the wording (originally just said until end of next turn but realized that would be your turn and would effectively do nothing). Also, is "Secret: If your opponent played an Elemental last turn, [X] until next turn" valid wording?
EDIT: And literally a second after posting this, just realized that it'd probably be easier to just make this a minion with "Battlecry: Enemy Elementals cost (5) more next turn" ala Loatheb huh?
hey all, nice excitment building on he new xpac, high ratio of good stuff imo so far.
Watched noxious' review of the 2 shaman legends where he suggested a murloc/ele hybrid. So this aims to function with finja, increase the Quest completion murloc numbers and can be considered in a non-finja ele deck. GL all, will have a look at the page soon too.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist