Okay, so Secrets themselves don't appear outside of three classes, but the Secret keyworddoes appear in other classes, including Hunter with Flare and the neutral set with Secretkeeper, Eater of Secrets, and more. The prompt current seems unclear as to whether our card must have the keyword itself or mere has to make use of the keyword, and if it's the latter then Secret interaction from other classes is perfectly believable and should be allowed.
Thoughts?
Hey Asylum :D I see your point, however you'll notice that I chose to not include the Secret keyword at all (it's not on the list of 'valid keywords' in the original post, same as the class-specific keywords and things like mega-windfury and counter). I simply decided that secrets secrets are no fun xD or at least too complicated for this challenge. So, I mean, people can submit secrets or cards that interact with secrets, but it needs to fulfill the requirement in another way... hope that makes sense!!
Heading to bed now. Will catch up with posts in the morning! ^__^
Okay, so Secrets themselves don't appear outside of three classes, but the Secret keyworddoes appear in other classes, including Hunter with Flare and the neutral set with Secretkeeper, Eater of Secrets, and more. The prompt current seems unclear as to whether our card must have the keyword itself or mere has to make use of the keyword, and if it's the latter then Secret interaction from other classes is perfectly believable and should be allowed.
Thoughts?
Hey Asylum :D I see your point, however you'll notice that I chose to not include the Secret keyword at all (it's not on the list of 'valid keywords' in the original post, same as the class-specific keywords and things like mega-windfury and counter). I simply decided that secrets secrets are no fun xD or at least too complicated for this challenge. So, I mean, people can submit secrets or cards that interact with secrets, but it needs to fulfill the requirement in another way... hope that makes sense!!
Heading to bed now. Will catch up with posts in the morning! ^__^
Sorry if I wasn't clear, I was questioning exactly the decision not to include it as a valid keyword even though it could have been. But if you want to avoid keyword-interaction counting as keyword inclusion itself, then that's fair enough. =)
Okay, so Secrets themselves don't appear outside of three classes, but the Secret keyworddoes appear in other classes, including Hunter with Flare and the neutral set with Secretkeeper, Eater of Secrets, and more. The prompt current seems unclear as to whether our card must have the keyword itself or mere has to make use of the keyword, and if it's the latter then Secret interaction from other classes is perfectly believable and should be allowed.
Thoughts?
Hey Asylum :D I see your point, however you'll notice that I chose to not include the Secret keyword at all (it's not on the list of 'valid keywords' in the original post, same as the class-specific keywords and things like mega-windfury and counter). I simply decided that secrets secrets are no fun xD or at least too complicated for this challenge. So, I mean, people can submit secrets or cards that interact with secrets, but it needs to fulfill the requirement in another way... hope that makes sense!!
Heading to bed now. Will catch up with posts in the morning! ^__^
Sorry if I wasn't clear, I was questioning exactly the decision not to include it as a valid keyword even though it could have been. But if you want to avoid keyword-interaction counting as keyword inclusion itself, then that's fair enough. =)
Ah, I see! Well, I haven't actually avoided that. People can still do things like "Destroy a minion with Windfury" in a non-shaman class and technically it meets the requirements (although it would suck, haha). Originally I actually HAD limited the keywords to what I call "stand-alone" keywords (i.e. don't need extra text to function). But I ended up deciding to open up the design space.
Frankly I nixed Secrets because it just bothers me seeing secrets from other classes in a vacuum. I'm fine with someone presenting a set of secrets for a class (I have a set of 0-mana secrets for rogue, actually) but obviously that's not possible here. So, I guess it ended up being a personal pet peeve kinda thing. Like with the new 4 lines of text rule xD and once actual secrets were out, secret interaction cards were too.
Very interesting prompt. My first idea was a Hunter pirate that summoned Captain's Parrot for the Quest, but then I discovered the Parrot costs 2, :( So here's my new idea. It's one of my most complex cards, and I'm sure the numbers need fudging, but let me know what you think!
Very interesting prompt. My first idea was a Hunter pirate that summoned Captain's Parrot for the Quest, but then I discovered the Parrot costs 2, :( So here's my new idea. It's one of my most complex cards, and I'm sure the numbers need fudging, but let me know what you think!
While this is a really cool card with a lot of flavor, I think it needs a slight balance tweak. Sure they can prep this for a 2 cost spell and a combo with a destroy card, but that's where it gets a bit problematic. Its actually TOO easy to get this. And then Rogues can use all the weapon buffs in the world to completely annihilate your opponent.
It looks balanced to me, but this is Rogue we're talking about. They can even make 4 mana deal 2 damage really good (Razorpetal Volley).
EDIT: Also Black Drake has the same art as Volcanic Drake.
*In order to keep some semblance of believability, tribes and keywords that do NOT appear in the neutral set are not valid. These include things like Totems, Secrets, Combo, Choose One, and Overload.
Dartfin is the only Murloc Rogues would ever need, as he can quickly help build a board to throw down. He also has nice synergy with Quest Rogue and bounce effects.
Shadowstaff would be the only Priest weapon, but its fantastic for those sustain decks as extra defense. Control Priest would eat this up!
Dartfin is the only Murloc Rogues would ever need, as he can quickly help build a board to throw down. He also has nice synergy with Quest Rogue and bounce effects.
Shadowstaff would be the only Priest weapon, but its fantastic for those sustain decks as extra defense. Control Priest would eat this up!
Dartfin would have to trigger off of "playing" murlocs instead of "summoning" murlocs. As written, it'll summon 1/1 copies of the 1/1 copies and immediately fill the board.
Dartfin is the only Murloc Rogues would ever need, as he can quickly help build a board to throw down. He also has nice synergy with Quest Rogue and bounce effects.
Shadowstaff would be the only Priest weapon, but its fantastic for those sustain decks as extra defense. Control Priest would eat this up!
Dartfin would have to trigger off of "playing" murlocs instead of "summoning" murlocs. As written, it'll summon 1/1 copies of the 1/1 copies and immediately fill the board.
oo you're right. "After" should work though as it can't trigger its effect unless it was already on the board.
Dartfin is the only Murloc Rogues would ever need, as he can quickly help build a board to throw down. He also has nice synergy with Quest Rogue and bounce effects.
Shadowstaff would be the only Priest weapon, but its fantastic for those sustain decks as extra defense. Control Priest would eat this up!
As someone has already said, Dartfin might be non-functional.
I like the Priest weapon but I think the effect is mostly useless since Priest have plenty of ways to survive. Also, the text should be clearer about when the effect ends (at the end or the beginning).
After fudging with the number a little bit, I realize that a 4 mana 3/4 version of this card suck and Priest already have enough 4-drop. So, here's another version of this card:
Dartfin is the only Murloc Rogues would ever need, as he can quickly help build a board to throw down. He also has nice synergy with Quest Rogue and bounce effects.
Shadowstaff would be the only Priest weapon, but its fantastic for those sustain decks as extra defense. Control Priest would eat this up!
Giving your hero Stealth is insane. It's like, 2 Ice Blocks in a single card, (bar AOE/Random damage), with a weapon on top and in Priest as well, which has a lot of burst healing. I'd say at least bump it up to 5 mana.
So, here's a new idea since I have no idea what to do with Flame Fenrir.
Probably needs some balance work.
I agree that it might need balance work, but I quite like the idea of this guy. Functionally, it gives hunter a few nice combos and encourages a slower style of play. Hunter also seems to me like a good class for the poisonous keyword flavorwise. I'd maybe bump it up 1 mana just so that it competes with highmane and slowing the card down a bit to prevent it from just being overly efficient removal in any hunter.
Really like Private Eye, gives more much needed identity to the Rogue class and fits with the Stealth theme Blizzard tried to push then gave up on. The Inspire requirement make's sure it doesn't get too out of hand. Hellhound is cool concept but would probably be too OP by giving Arcane Giants and Molten Giants charge.
Druid doesn't have any good AOE or Hard removal but has lots of big dudes and needs some time to get them out. I think this card serves Druid as a Pseudo AOE. You can play this on turn 10 and alongside it summon 2 big Jade Dudes and gain the tempo.
Flavor wise, Druids are Nature lovers and has some control over Nature and can shapeshift themselves. Thus, they use their control over Nature to bring Ice Age!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Very interesting prompt. My first idea was a Hunter pirate that summoned Captain's Parrot for the Quest, but then I discovered the Parrot costs 2, :( So here's my new idea. It's one of my most complex cards, and I'm sure the numbers need fudging, but let me know what you think!
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
How's this?
thoughts?
You can't use Combo.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Couple of fun ideas I had.
Dartfin is the only Murloc Rogues would ever need, as he can quickly help build a board to throw down. He also has nice synergy with Quest Rogue and bounce effects.
Shadowstaff would be the only Priest weapon, but its fantastic for those sustain decks as extra defense. Control Priest would eat this up!
bepisSo, here's a new idea since I have no idea what to do with Flame Fenrir.
Probably needs some balance work.
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Which one you guys like the most?
He likes to BM before killing his enemy Adapting them to his own taste.
Summon: Greetings, Friend.
Attack: I Thank You.
Death: I will crush you!
Check out my entry for this week's Card Design Competition. Vote for it if you like it.
Justicar Trueheart in Rogue?
Druid doesn't have any good AOE or Hard removal but has lots of big dudes and needs some time to get them out. I think this card serves Druid as a Pseudo AOE. You can play this on turn 10 and alongside it summon 2 big Jade Dudes and gain the tempo.
Flavor wise, Druids are Nature lovers and has some control over Nature and can shapeshift themselves. Thus, they use their control over Nature to bring Ice Age!
Check out my entry for this week's Card Design Competition. Vote for it if you like it.