@PRKSlayer You should swap around the effects in your Submission's text:
A. Give the top two minions in your deck +2/+2 and Rush.
B. If your deck is empty, shuffle two 2/2 Worgens in.
A = Main Effect, B = Secondary Effect to assist in completing A. It doesn't read well the way you have it, because it's backwards to normal speech. "Everyone gets a cookie. If I don't have enough cookies, I'll bake some more."
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I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@PRKSlayer You should swap around the effects in your Submission's text:
A. Give the top two minions in your deck +2/+2 and Rush.
B. If your deck is empty, shuffle two 2/2 Worgens in.
A = Main Effect, B = Secondary Effect to assist in completing A. It doesn't read well the way you have it, because it's backwards to normal speech. "Everyone gets a cookie. If I don't have enough cookies, I'll bake some more."
You make a good point, the way I have is confusingly worded. I purposely did this so the Worgen's had Rush and +2/+2, but in retrospective your suggestion is much more nuanced.
@PRKSlayer You should swap around the effects in your Submission's text:
A. Give the top two minions in your deck +2/+2 and Rush.
B. If your deck is empty, shuffle two 2/2 Worgens in.
A = Main Effect, B = Secondary Effect to assist in completing A. It doesn't read well the way you have it, because it's backwards to normal speech. "Everyone gets a cookie. If I don't have enough cookies, I'll bake some more."
You make a good point, the way I have is confusingly worded. I purposely did this so the Worgen's had Rush and +2/+2, but in retrospective your suggestion is much more nuanced.
They should still benefit; it just puts the main effect upfront where it's supposed to be. Kind of like [card]Sense Demons[card], if the card outright told you you'd get two 1/1 imps if your deck was devoid of Demons. It wouldn't tell you that part first; it would say it second, as a "just in case" add-on like your two Worgens.
If you want to make 100% sure that the card wants to give them the boost, phrase it like "If your deck is empty, shuffle two Worgens in first." Not sure it'll fit, though :/
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
@PRKSlayer You should swap around the effects in your Submission's text:
A. Give the top two minions in your deck +2/+2 and Rush.
B. If your deck is empty, shuffle two 2/2 Worgens in.
A = Main Effect, B = Secondary Effect to assist in completing A. It doesn't read well the way you have it, because it's backwards to normal speech. "Everyone gets a cookie. If I don't have enough cookies, I'll bake some more."
You make a good point, the way I have is confusingly worded. I purposely did this so the Worgen's had Rush and +2/+2, but in retrospective your suggestion is much more nuanced.
They should still benefit; it just puts the main effect upfront where it's supposed to be. Kind of like [card]Sense Demons[card], if the card outright told you you'd get two 1/1 imps if your deck was devoid of Demons. It wouldn't tell you that part first; it would say it second, as a "just in case" add-on like your two Worgens.
If you want to make 100% sure that the card means to give them the boost, "If your deck is empty, shuffle two Worgens in first." Not sure it'll fit, though :/
@PRKSlayer You should swap around the effects in your Submission's text:
A. Give the top two minions in your deck +2/+2 and Rush.
B. If your deck is empty, shuffle two 2/2 Worgens in.
A = Main Effect, B = Secondary Effect to assist in completing A. It doesn't read well the way you have it, because it's backwards to normal speech. "Everyone gets a cookie. If I don't have enough cookies, I'll bake some more."
You make a good point, the way I have is confusingly worded. I purposely did this so the Worgen's had Rush and +2/+2, but in retrospective your suggestion is much more nuanced.
They should still benefit; it just puts the main effect upfront where it's supposed to be. Kind of like [card]Sense Demons[card], if the card outright told you you'd get two 1/1 imps if your deck was devoid of Demons. It wouldn't tell you that part first; it would say it second, as a "just in case" add-on like your two Worgens.
If you want to make 100% sure that the card means to give them the boost, "If your deck is empty, shuffle two Worgens in first." Not sure it'll fit, though :/
How's this?
Looks good :)
"Shuffling" two copies of the same thing into an empty deck is kind of silly, though lol. Maybe it should say "place"? I guess it's fine as-is.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Murozond doesn't give you whatever benefits of having an empty deck while still being able to draw from it. While Murozond is in play and you would draw a card, it acts like you have no deck and you draw Fatigue instead. This does mean that you will trigger the odd, even, and unique only deck effects, because it will act like you have nothing in your deck. But you can't draw anything while this is out and take damage when you try to, so that should more than make up for this.
For Adrenaline Rush, I tried to make it so that overusing it kills you. If you draw too many cards (by using this in Miracle rogue), you'll draw too many of the Fatigue cards you generated and kill yourself. Basically, it self-regulates. I think it might be a little too powerful, still. What if I made it a 1 mana reduction?
NOTE: When you would draw one of the "Fatigue cards" you shuffled into your deck, it will play the animation like when you have no cards in your deck, and you will take the N+1 damage from drawing your Nth Fatigue card. You will then draw the next card in your deck.
You clearly didn't read the bold text at the start of my post. I can paste it again, if you want - Warning - Some of the cards are hard to evaluateand I don't think, that I will give a proper feedback regarding the theme, so don't take my words that seriously.
1) Handlocks do utilize big bodies, but when they can make them cheaper. Playing a normal 8/8 body for 7 mana isn't what I call impressive. Molten Giant and Mountain Giant can be played early on and they get to attack.
2) Subjective opinion - the fatigue effect I'm constantly seeing on people's cards got extremely cliche. Dunno if we will see new deck-types, but Mill Rogue could potentially use this or will ignore it, if they have more consistent plays (Gang Up with Valeera the Hollow). "Also, as someone who plays quite a bit of Wild, it's no more obnoxious than something like Secret Mage, Paladin or any Giant deck for that matter." - maybe, but something bothers me with this spell. I can't describe it, so take a look at the first paragraph again^.
As for balancing - bump your ideas, I don't think I can help you further.
I did read the text, but given you are posting feedback on my cards and especially considering your opening words upon commenting on my cards were "Tbh I don't like your cards that much", I feel that I should at the very least give context for my ideas surrounding my cards to perhaps help come up with better ideas or to rework existing ideas and make those better. This I feel is a theme that is difficult to get right and I think there's only been a few that have gotten it right, and I don't think I can honestly include myself in that.
1.) This was something I did actually consider, especially since Ancient Watcher is a 4 costed minion, however, it being unable to attack without being Silenced was why it cost two. The idea of it being 7 mana as opposed to 6 was that, if the taunt activated, it would an 8/8 Taunt that would help at least partially negate Fatigue, albeit with this negation effect being avoidable, which is the main problem with a lot of the cards that have been posted here, which are either better than Violet Illusionist or just extremely unbalanced. I have since reduced the cost it down to 6.
2.) I can understand that opinion and I'll be honest, this is kind of the reason I'm holding off on straight up throwing in Debilitating Strike, as while it's definitely a decent idea, the fact that a lot of other people are using Fatigue damage as ways of qualifying for this challenge (and I raise my hands as someone who has done it myself, I am by no means immune to my own criticism) is making me hesitant about submitting a card that is fairly similar to other peoples cards.
3.) I can understand that. Again, I have since changed the card, and I will post all three current versions of my cards below for yours and everyone else's convenience. It works like it did prior, however the card text is a little cleaner and I feel that the changes I made to cost make it a little later when that sort of shenanigan can happen. I should also note for the benefit of everyone else that I have a variant of Fatiguing Sayaad with no other changes made to it other than its card name, which is Fatiguing Succubus. Any comments as to which name would be best, given that the Sayaads are the Succubi that you see in both Hearthstone and the rest of the Warcraft series, would be appreciated.
Not a fan of the Fighter, since it's incredibly weak if your deck isn't empty, and is a dead card for most of the game. Fatiguing Sayaad and the Strike are both good, but how would the strike work? Does the target have its own Fatigue counter, or is it your hero's counter? Still, I like the right two a lot.
Here's my new idea. I'm not sure if it's worded correctly, but I think that it's balanced ok. Thoughts on this?
Bumping
Is the "draw X fatigue cards" wording the one people are agreeing on? Seems a little weird to me. Overall, though, I like it: maybe a little strong when compared to Bittertide Hydra, but the damage scales faster, so maybe it's alright. It seems a little on the boring side to me though, but maybe that's just me :/
You clearly didn't read the bold text at the start of my post. I can paste it again, if you want - Warning - Some of the cards are hard to evaluateand I don't think, that I will give a proper feedback regarding the theme, so don't take my words that seriously.
1) Handlocks do utilize big bodies, but when they can make them cheaper. Playing a normal 8/8 body for 7 mana isn't what I call impressive. Molten Giant and Mountain Giant can be played early on and they get to attack.
2) Subjective opinion - the fatigue effect I'm constantly seeing on people's cards got extremely cliche. Dunno if we will see new deck-types, but Mill Rogue could potentially use this or will ignore it, if they have more consistent plays (Gang Up with Valeera the Hollow). "Also, as someone who plays quite a bit of Wild, it's no more obnoxious than something like Secret Mage, Paladin or any Giant deck for that matter." - maybe, but something bothers me with this spell. I can't describe it, so take a look at the first paragraph again^.
As for balancing - bump your ideas, I don't think I can help you further.
I did read the text, but given you are posting feedback on my cards and especially considering your opening words upon commenting on my cards were "Tbh I don't like your cards that much", I feel that I should at the very least give context for my ideas surrounding my cards to perhaps help come up with better ideas or to rework existing ideas and make those better. This I feel is a theme that is difficult to get right and I think there's only been a few that have gotten it right, and I don't think I can honestly include myself in that.
1.) This was something I did actually consider, especially since Ancient Watcher is a 4 costed minion, however, it being unable to attack without being Silenced was why it cost two. The idea of it being 7 mana as opposed to 6 was that, if the taunt activated, it would an 8/8 Taunt that would help at least partially negate Fatigue, albeit with this negation effect being avoidable, which is the main problem with a lot of the cards that have been posted here, which are either better than Violet Illusionist or just extremely unbalanced. I have since reduced the cost it down to 6.
2.) I can understand that opinion and I'll be honest, this is kind of the reason I'm holding off on straight up throwing in Debilitating Strike, as while it's definitely a decent idea, the fact that a lot of other people are using Fatigue damage as ways of qualifying for this challenge (and I raise my hands as someone who has done it myself, I am by no means immune to my own criticism) is making me hesitant about submitting a card that is fairly similar to other peoples cards.
3.) I can understand that. Again, I have since changed the card, and I will post all three current versions of my cards below for yours and everyone else's convenience. It works like it did prior, however the card text is a little cleaner and I feel that the changes I made to cost make it a little later when that sort of shenanigan can happen. I should also note for the benefit of everyone else that I have a variant of Fatiguing Sayaad with no other changes made to it other than its card name, which is Fatiguing Succubus. Any comments as to which name would be best, given that the Sayaads are the Succubi that you see in both Hearthstone and the rest of the Warcraft series, would be appreciated.
Not a fan of the Fighter, since it's incredibly weak if your deck isn't empty, and is a dead card for most of the game. Fatiguing Sayaad and the Strike are both good, but how would the strike work? Does the target have its own Fatigue counter, or is it your hero's counter? Still, I like the right two a lot.
Here's my new idea. I'm not sure if it's worded correctly, but I think that it's balanced ok. Thoughts on this?
Bumping
Is the "draw X fatigue cards" wording the one people are agreeing on? Seems a little weird to me. Overall, though, I like it: maybe a little strong when compared to Bittertide Hydra, but the damage scales faster, so maybe it's alright. It seems a little on the boring side to me though, but maybe that's just me :/
Bumping my idea for feedback:
I think this is just too underpowered. It's a dead card for almost the whole game. You can pay the 2 mana to cycle it, but then you're just wasting 2 mana. It makes more sense to just include a card that heals you or gives you armor rather than this, since that has the same ultimate effect of delaying when you'll die from Fatigue damage and is relevant for the whole game.
Would the wording of "fatigue cards" be accepted? Or should we just say take fatigue damage?
I know it's a weird topic which has no existing examples, but it would help to have some clarafication.
Never once does the Hearthstone Wiki article about Fatigue name a Fatigue "card", only referring to "(t)he message displayed upon attempting to draw a card after reaching Fatigue." So as far as I'm concerned, that Fatigue "card" is just a notification, and you should be referring to the game state as being in/reaching Fatigue or taking Fatigue damage. There is no "Fatigue card" to interact with.
Edit: That being said I'm the only Mod currently online, and my coworkers might be more lenient on the subject. As you noted there are no existing examples of cards directly interacting with the Fatigue mechanic, and I honestly don't expect there ever to be one. If the notion of "Fatigue cards" allows for greater creative liberty in addressing the theme, I assume we will allow it.
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I'm not a fan of Lucid Dream Yogg: he's insanely slow - you have to take Fatigue damage multiple times to make it worth anything - and it's ultimately a retread of what the existing Yogg-Saron, Hope's End does. Ragnaros the Firelord and Ragnaros, Lightlord are very similar, but the end result of their respective Battlecries are not the same. If you want to follow in classic-Yogg's footsteps as an RNG-machine, consider turning the Battlecry into a passive effect that says something like "Fatigue damage dealt to your hero is instead dealt to a random character." It's still in the random-YOLO spirit of Yogg-Saron, but provides a unique take on Yogg instead of just copying what he used to do.
Mannoroth's stats are way too low: his Battlecry has an extremely-specific use, and even then you're arguably better off with a more imposing minion that can help to end the game before Fatigue becomes a problem; that's something an 8-mana 4/7 will struggle with.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
I'm not a fan of Lucid Dream Yogg: he's insanely slow - you have to take Fatigue damage multiple times to make it worth anything - and it's ultimately a retread of what the existing Yogg-Saron, Hope's End does. Ragnaros the Firelord and Ragnaros, Lightlord are very similar, but the end result of their respective Battlecries are not the same. If you want to follow in classic-Yogg's footsteps as an RNG-machine, consider turning the Battlecry into a passive effect that says something like "Fatigue damage dealt to your hero is instead dealt to a random character." It's still in the random-YOLO spirit of Yogg-Saron, but provides a unique take on Yogg instead of just copying what he used to do.
Mannoroth's stats are way too low: his Battlecry has an extremely-specific use, and even then you're arguably better off with a more imposing minion that can help to end the game before Fatigue becomes a problem; that's something an 8-mana 4/7 will struggle with.
Thank you for your advice! I do agree that the Lucid Dream Yogg is not very useful unless you're way into the late game, so I'll have to scratch him, probably.
I wasn't entirely sure how to make Mannoroth viable, but since the ability has such a specific use, I'll definitely look into raising his stats.
Do you think the Warrior card is okay? I'd originally designed it to go with Control Warrior via Dead Man's Hand.
Do you think the Warrior card is okay? I'd originally designed it to go with Control Warrior via Dead Man's Hand.
It seems fine, although it's a bit of a "win-more" card: if your opponent is out of cards, and you're not, you're most likely in a winning-position already. Winning the Fatigue battle isn't really the Control Warrior's problem; they struggle to reach that point in the first place.
You clearly didn't read the bold text at the start of my post. I can paste it again, if you want - Warning - Some of the cards are hard to evaluateand I don't think, that I will give a proper feedback regarding the theme, so don't take my words that seriously.
1) Handlocks do utilize big bodies, but when they can make them cheaper. Playing a normal 8/8 body for 7 mana isn't what I call impressive. Molten Giant and Mountain Giant can be played early on and they get to attack.
2) Subjective opinion - the fatigue effect I'm constantly seeing on people's cards got extremely cliche. Dunno if we will see new deck-types, but Mill Rogue could potentially use this or will ignore it, if they have more consistent plays (Gang Up with Valeera the Hollow). "Also, as someone who plays quite a bit of Wild, it's no more obnoxious than something like Secret Mage, Paladin or any Giant deck for that matter." - maybe, but something bothers me with this spell. I can't describe it, so take a look at the first paragraph again^.
As for balancing - bump your ideas, I don't think I can help you further.
I did read the text, but given you are posting feedback on my cards and especially considering your opening words upon commenting on my cards were "Tbh I don't like your cards that much", I feel that I should at the very least give context for my ideas surrounding my cards to perhaps help come up with better ideas or to rework existing ideas and make those better. This I feel is a theme that is difficult to get right and I think there's only been a few that have gotten it right, and I don't think I can honestly include myself in that.
1.) This was something I did actually consider, especially since Ancient Watcher is a 4 costed minion, however, it being unable to attack without being Silenced was why it cost two. The idea of it being 7 mana as opposed to 6 was that, if the taunt activated, it would an 8/8 Taunt that would help at least partially negate Fatigue, albeit with this negation effect being avoidable, which is the main problem with a lot of the cards that have been posted here, which are either better than Violet Illusionist or just extremely unbalanced. I have since reduced the cost it down to 6.
2.) I can understand that opinion and I'll be honest, this is kind of the reason I'm holding off on straight up throwing in Debilitating Strike, as while it's definitely a decent idea, the fact that a lot of other people are using Fatigue damage as ways of qualifying for this challenge (and I raise my hands as someone who has done it myself, I am by no means immune to my own criticism) is making me hesitant about submitting a card that is fairly similar to other peoples cards.
3.) I can understand that. Again, I have since changed the card, and I will post all three current versions of my cards below for yours and everyone else's convenience. It works like it did prior, however the card text is a little cleaner and I feel that the changes I made to cost make it a little later when that sort of shenanigan can happen. I should also note for the benefit of everyone else that I have a variant of Fatiguing Sayaad with no other changes made to it other than its card name, which is Fatiguing Succubus. Any comments as to which name would be best, given that the Sayaads are the Succubi that you see in both Hearthstone and the rest of the Warcraft series, would be appreciated.
Not a fan of the Fighter, since it's incredibly weak if your deck isn't empty, and is a dead card for most of the game. Fatiguing Sayaad and the Strike are both good, but how would the strike work? Does the target have its own Fatigue counter, or is it your hero's counter? Still, I like the right two a lot.
Bumping my idea for feedback:
Yea, Exhausted Warrior is one of the concepts where it's great in a world that has long since passed unfortunately, and nothing short of possibly dropping it to a 4 cost a la Eerie Statue will make it decent. Debilitating Strike and Fatiguing Sayaad work in a similar way when it comes to how the Fatigue happens; it will treat the relevant players deck as empty and attempt to draw from it, with predictable results. In the case of Debilitating Strike, the order of what happens would go like so:
The minion is targeted (targeting is overridden in the case of Mayor Noggenfogger).
3 + any Spell Damage damage the minion.
Temporarily "stealth" the deck, so it cannot "target" a card to draw.
Draw a Fatigue "card" (note there is no actual Fatigue card), Fatigue counter is now adjusted, where in this example, we will presume this is the first cast of Debilitating Strike and you have hit Fatigue, meaning that it is set at 1, with the next Fatigue damage being 2.
Hero is damaged (primarily for any end-of-game triggers. There is an additional caveat to this that I'll explain in a minute.)
Minion takes damage equal to the damage taken (note a couple things, firstly that this is a separate damage tick, similar to Wrath when Fandral Staghelm is on the board, secondly that, as far I am aware and this is very much a guess, this IS effected by Spell Damage, as the Fatigue effect is technically is being triggered by the card, so I feel like this would end up working like Savagery if you have no Attack power but have Spell Damage. This would also mean that, if you have Malygos, your target would take eight, then you would take six damage from Fatigue, before the target would take an additional six. This may not be the case, however we have no real precident for this, so either way works, especially as this matters little for the actual order at this point.).
Your deck is "unstealthed".
The death phase initiates and any relevant Deathrattles trigger.
And for Fatiguing Sayaad:
Opponent draws a card successfully (important to note that a burnt card does not count as a successful draw, neither does taking Fatigue from an empty deck. If the opponent hasn't drawn successfully, go to step 6).
Enemy deck is "stealthed", so they cannot "target" a card from the deck.
Fatiguing Sayaad attempts to draw a card from the "stealthed" deck, resulting in Fatigue. Adjust Fatigue counter accordingly.
Ememy deck is "unstealthed".
Any triggers from drawing a card trigger (a friendly Daring Reporter would get buffed from the initial card draw, unless it was unsuccessful per normal rules).
End of interaction.
If those steps seem really fucking complicated, that's because they are. However, before you decide to say "this card is overly complicated", I would encourage a look at the Advanced rulebook on the Hearthstone wiki. It may take a month to read through (that is not intended to be an insult by the way, the rulebook really is fucking massive), but if you do, this suddenly becomes pretty straightfoward.
Now that the complicated rulebook bullshit is out of the way (which took half a fucking hour, I will add), I will look at your card. It's a card that, on its own at least, is really boring; until the late game it's nothing more than a 2 mana cycle effect, of course at the late stages of the game where Fatigue is a factor the Draw a card part serves really as an interesting form of removal, as it actually encourages usage of cards such as Battle Rage or Shield Block that would otherwise be dead at that point. I like the idea quite a lot, even if for most of the game it sucks. And is only really good with some of the other submissions.
If you could do me/us a favor, please use the Insert a Spoiler tool to condense your quotes when you're looking to reply to large posts (like I just did). That or crop out the excess material: leaving everything as-is creates really lengthy quote-chains that make thread navigation a pain.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Exhausted Fighter: Overall, while I like the flavor and the implied story behind the card, mechanically it just breaks down. I know you've heard this a number of times, but a card that's only useful at Fatigue is generally useless, so it would probably just be run in Silence Priest (and then why not use Eerie Statue?). The problem that this card has seems to be a very common one this week, and honestly I dislike this prompt because of it.
Debilitating Strike: So the first time you play it, it'll be "Deal 4 damage, take 1 damage," and the second time you play it, it will be "Deal 5 damage, take 2 damage." Since you can't consistently get more than two in a deck, the Fatigue seems to play too small a role in the card to justify the additional mechanic. Flavorwise, it makes sense, but the idea also doesn't quite jive with the art. I do like the fact that it's a spell, because it seems like most submissions this week are minions.
Fatiguing Sayaad: Aside from the name, this is probably my favorite of the cards that you've posted. It has a sort of "mechanical story" to it, which I like. Balance-wise, you need to compare this to Kabal Trafficker, because that has a much more powerful effect for the same statline. You might consider giving yours a more defensive statline... maybe 4/9?
Also, my ideas:
And...
=>
I acknowledge that the Quest is a dead card in all but dedicated Fatigue decks, so that one's there 'cuz flavor. Are the cards balanced? Unique? And most importantly, fun?
Today in my free brawl pack I got Barongeddon, then I had a cup of fresh green tea. As a result of that, I think Priest is OP because my keyboard is not a mechanical one. I hope Blizzard will address this issue.
nurgling13 -Murozond: I like this card a lot. It's perfectly balanced in my opinion. -Adrenaline Rush: This card is just broken with a Malyrogue deck. Making your Eviscerates and Sinister Strikes cost is 0 is a very big deal. Even with just a 1 mana reduction I still think it would be too powerful even with the drawback.
revalista -Yogg-Saron, Lucid Dream: Very very very slow, and the stats aren't even that good. I like the idea but it's pretty underwhelming in that form. Maybe making it cast 2 spells for each Fatigue damage you hava taken, or giving it better stats would make this card okay? -Worgen Warmage: I also like a lot the concept of this card but it may be too powerful in Warrior since it isn't very difficult for a Warrior to Fatigue their opponent. This card guarantees you to win in Fatigue against any deck that doesn't kill you before that. -Mannoroth the Flayer: I think somebody has already made a card like this. I feel it should have better stats since it technically does nothing through the game, but if you make it better stated you should remove the Demon tag. You know, nobody wants a really big Demon getting pulled by Possessed Lackey.
Ahh yes, we've been expecting you. You'll have to be recorded before you're officially released. There are a few ways we can do this, and the choice is yours. See my submission to the WCDC hereand upvote if you like it. WCDC 8.3
Imp Mother Bruva is meant to ruin your opponent's draws as well as prevent yourself from fatigue. The idea is that this combination would give you the time you need to clench your victory.
Fel Prince Gallywix is all about equality. If your "poor" he'll make sure you opponent goes bankrupt as well. I realize that this effect is powerful so I tried to make him a completely dead card in your hand. Hell, I almost made him 11 mana.
Oh, and I use the "start of game" text to ensure that the effect will go off. I know it seems weird because it doesn't do anything until the END of the game, but hey, this competition is weird (no examples exist in-game).
Feedback is appreciated. I've taken a long break from these competitions and this is my return!
FrostyBlue -Faith in the Light!: I find your card so cool and I don't know why, but even so I find issues in the balance. Although 4 Fatigue turns are a lot, reaching them and then using the Quest Reward is just an instant win if you design your deck around it. Try to imagine it, a big wall of 2 Righteous Protector's, 2 Sunwalker's, a Wickerflame Burnbristle and a Tirion Fordring, and behind all of that Bolvar, Fireblood, it just sounds like insanity. I would remove the healing of the card or reduce the number of resummoned minions.
I thought the heal was justifiable.. getting to the very end of your deck, taking 10 damage off of fatigue and then waiting for another 5 damage next turn is a lot of effort. Also, you don't get to use the minions you summoned on the same turn. The 8 Health would give you enough leeway to try and go for a swing.
And since the card is a quest.. your opponent knows exactly what you are plotting to do. So, he could also just burn you down before you ever get to the quest completion. If he outlasts our power turn, I don't think we'd survive another turn of fatigue damage anyway.
@PRKSlayer You should swap around the effects in your Submission's text:
A = Main Effect, B = Secondary Effect to assist in completing A. It doesn't read well the way you have it, because it's backwards to normal speech. "Everyone gets a cookie. If I don't have enough cookies, I'll bake some more."
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Here are my ideas so far:
Murozond doesn't give you whatever benefits of having an empty deck while still being able to draw from it. While Murozond is in play and you would draw a card, it acts like you have no deck and you draw Fatigue instead. This does mean that you will trigger the odd, even, and unique only deck effects, because it will act like you have nothing in your deck. But you can't draw anything while this is out and take damage when you try to, so that should more than make up for this.
For Adrenaline Rush, I tried to make it so that overusing it kills you. If you draw too many cards (by using this in Miracle rogue), you'll draw too many of the Fatigue cards you generated and kill yourself. Basically, it self-regulates. I think it might be a little too powerful, still. What if I made it a 1 mana reduction?
NOTE: When you would draw one of the "Fatigue cards" you shuffled into your deck, it will play the animation like when you have no cards in your deck, and you will take the N+1 damage from drawing your Nth Fatigue card. You will then draw the next card in your deck.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Hey Mods:
Would the wording of "fatigue cards" be accepted? Or should we just say take fatigue damage?
I know it's a weird topic which has no existing examples, but it would help to have some clarafication.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Start of game. When ever a player takes fatigue damage discard both hands and decks. Randomly distribute graveyards between both players.
such salt much BM.
#gNOmeferatu
Welp, time for another quick review.
nurgling13
-Murozond: I like this card a lot. It's perfectly balanced in my opinion.
-Adrenaline Rush: This card is just broken with a Malyrogue deck. Making your Eviscerates and Sinister Strikes cost is 0 is a very big deal. Even with just a 1 mana reduction I still think it would be too powerful even with the drawback.
revalista
-Yogg-Saron, Lucid Dream: Very very very slow, and the stats aren't even that good. I like the idea but it's pretty underwhelming in that form. Maybe making it cast 2 spells for each Fatigue damage you hava taken, or giving it better stats would make this card okay?
-Worgen Warmage: I also like a lot the concept of this card but it may be too powerful in Warrior since it isn't very difficult for a Warrior to Fatigue their opponent. This card guarantees you to win in Fatigue against any deck that doesn't kill you before that.
-Mannoroth the Flayer: I think somebody has already made a card like this. I feel it should have better stats since it technically does nothing through the game, but if you make it better stated you should remove the Demon tag. You know, nobody wants a really big Demon getting pulled by Possessed Lackey.
Bumping my cards again.
Ahh yes, we've been expecting you. You'll have to be recorded before you're officially released. There are a few ways we can do this, and the choice is yours.
See my submission to the WCDC here and upvote if you like it. WCDC 8.3
My two ideas:
Imp Mother Bruva is meant to ruin your opponent's draws as well as prevent yourself from fatigue. The idea is that this combination would give you the time you need to clench your victory.
Fel Prince Gallywix is all about equality. If your "poor" he'll make sure you opponent goes bankrupt as well. I realize that this effect is powerful so I tried to make him a completely dead card in your hand. Hell, I almost made him 11 mana.
Oh, and I use the "start of game" text to ensure that the effect will go off. I know it seems weird because it doesn't do anything until the END of the game, but hey, this competition is weird (no examples exist in-game).
Feedback is appreciated. I've taken a long break from these competitions and this is my return!
I thought the heal was justifiable.. getting to the very end of your deck, taking 10 damage off of fatigue and then waiting for another 5 damage next turn is a lot of effort. Also, you don't get to use the minions you summoned on the same turn. The 8 Health would give you enough leeway to try and go for a swing.
And since the card is a quest.. your opponent knows exactly what you are plotting to do. So, he could also just burn you down before you ever get to the quest completion. If he outlasts our power turn, I don't think we'd survive another turn of fatigue damage anyway.