Hey guys, this week my card is a little less complicated. I have oriented myself to Violet Illusionist, because this card is now eliminated by the new standard. Since this card protected Mill Rouge from fatigue damage, it now needs a replacement, of course. Hence the somewhat stronger version for this deck, which is reserved for the Rogue. This card has quite good attack and health values for 3 mana, but is not really usable for that during the whole game. It is also worth having 2 versions of it in the deck, as it is easy to kill with 3 health. I hope you like this card and I look forward to your feedback.
Here's a rework of my initial idea about a "Fatigue Quest" lock. This one has an actual use before fatigue, although quite slow and not great value. Any thoughts? :)
I feel like I am missing something here. If the legendary minion must cost 6 or more, how do you intend to use the Echo? Summoning portal will work if the minion costs 7 or less but what if you get one that costs 8 or more? And two summoning portals and playing out your deck seems like a ton of work to get two copies of a legendary that isn't even guaranteed to be good. Also, the card is kind of vague whether you need to have already taken fatigue damage when you play this spell to get the echo or if the minion gains echo whenever you take fatigue damage, regardless of when you play the spell.
Here's a rework of my initial idea about a "Fatigue Quest" lock. This one has an actual use before fatigue, although quite slow and not great value. Any thoughts? :)
No card currently exists in Hearthstone that contains five or more lines of text; four has always been the unofficial maximum. As far as Blizzard is concerned, if a card requires more than four lines of text to explain itself, the card is too complicated for Hearthstone.
Thanks for the feedback, Toble and Linkblade91! Much appreciated. The intention was that the spell itself has Echo, but I can clearly see why you where confused, Toble.
I made it a paladin card for flavor/lore purposes, as Xenedar was a Dimensional Ship of the Vindicaar. And I lowered the mana cost to (2) as opposed to (3), as I think it was too pricy for the effect.
Ok so I have another idea after the first idea was pointed out that the design was broken, which I was worried about, so thanks for your advice @Kovachut.
Anyway... This time I have a card which will always be at the bottom of your deck. But if you keep her alive the amount of damage done to your hero is reduced because she can heal 2 damage each time you take fatigue damage. Thoughts?
Rollback Post to RevisionRollBack
My Entry for this week's Card Design Competition - Season 8.16:
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.
Does Questing Adventurer get +1/+1 when you take fatigue damage? If not, its not a card. I'm honestly surprised anyone has ever thought "fatigue cards" were a thing in this game. Personally, I wouldn't allow it because its letting people incorporate a mechanic that literally does not exist in hearthstone. In my mind, this is similar to targeted effects that let you pick more than one target - it would allow more creative liberty to let people make cards like that but such effects are always frowned upon because that is a mechanic that simply does not exist in the game.
Also, do these "fatigue cards" count as odd or even? Are they spells that trigger Yogg? Can they trigger a combo? Inventing a new type of card creates a lot of complications.
Ok so I have another idea after the first idea was pointed out that the design was broken, which I was worried about, so thanks for your advice @Kovachut.
Anyway... This time I have a card which will always be at the bottom of your deck. But if you keep her alive the amount of damage done to your hero is reduced because she can heal 2 damage each time you take fatigue damage. Thoughts?
No. The last card in deck means you have only 29 cards in deck, that is a huge advantage in game. It just like Patches the Pirate, even an aggro deck would like to take this one.
Time-traveling Goblin (Kovachut) - flavor could be inproved though. I prefer the Beverage though.
Undercity Beverage (Kovachut)
Shannox (YoThats)
The Void (Vilegloom) - You can name it Dimensuisfor extra flavor.
Share the Burden (DeltaStorm101) - "Draw a card" should be on a single line though.
Venomous Ambusher (OmegaZero)
Cards I'd vote for with modifications
Deathwing, the Cataclysm (thepowrofcheese) - Well, you know my problem with this card, even if I obviously find the base concept good.
Adrenaline Rush (nurgling13) - "Take fatigue damage" rather than shuffling a fatigue card.
Ascient Casket (Vilegloom) - I'd give it another small effect so that it's not situational. I prefer "The Void" though.
Forbidden Moves (chenzhen....) - "Whenever your opponent draws extra cards" as the trigger.
Enfeebling Lycan (Lathy) - That name sucks sry
Card's I'd not vote for.
The rest. It means that the base concept is bad and can't be made better with modifications for one or several of the following reasons : too bland, unoriginal, cancerous, non-functional, doesn't follow the rules, etc...
Here's a rework of my initial idea about a "Fatigue Quest" lock. This one has an actual use before fatigue, although quite slow and not great value. Any thoughts? :)
I feel like I am missing something here. If the legendary minion must cost 6 or more, how do you intend to use the Echo? Summoning portal will work if the minion costs 7 or less but what if you get one that costs 8 or more? And two summoning portals and playing out your deck seems like a ton of work to get two copies of a legendary that isn't even guaranteed to be good. Also, the card is kind of vague whether you need to have already taken fatigue damage when you play this spell to get the echo or if the minion gains echo whenever you take fatigue damage, regardless of when you play the spell.
Here's a rework of my initial idea about a "Fatigue Quest" lock. This one has an actual use before fatigue, although quite slow and not great value. Any thoughts? :)
No card currently exists in Hearthstone that contains five or more lines of text; four has always been the unofficial maximum. As far as Blizzard is concerned, if a card requires more than four lines of text to explain itself, the card is too complicated for Hearthstone.
Thanks for the feedback, Toble and Linkblade91! Much appreciated. The intention was that the spell itself has Echo, but I can clearly see why you where confused, Toble.
I made it a paladin card for flavor/lore purposes, as Xenedar was a Dimensional Ship of the Vindicaar. And I lowered the mana cost to (2) as opposed to (3), as I think it was too pricy for the effect.
The card looks good to me. You either use it straight away and hope you opponent cannot counter it, or wait the game out and go for the mega value. You could change the 'Echo if your deck is empty' as the first line of the card instead of the last, but that's more based personal taste rather than a needed minor change. Either way, nice design.
Seriously, my idea is to provide a solid solution against the mill druid / rogue / warrior and a good possibility for the "control priest" to survive again. Obviously the heroes start the new game with max life and all the cards in the deck by drawing the same amount of starting cards from the first game. (coin included).
Just no. No!
I say this because if you are in a control match-up you would be the same game for twice (or maybe longer in some cases) it will annoy opponents if they have a limited about of time.
Plus there is a slight flaw in the design. When you start the game you have three cards (or four cards and a Coin) in your hand. The problem? You can't draw the cards that are in your hand at the start of the game, so the quest couldn't be completed.
If you still want to use your idea I would recommend something on the lines of creating cards that were given to you at the start of the game, that way the mulligan would be important to you as well as knowing when to empty your hand, so that quest reward would give you those cards back.
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.
Does Questing Adventurer get +1/+1 when you take fatigue damage? If not, its not a card. I'm honestly surprised anyone has ever thought "fatigue cards" were a thing in this game. Personally, I wouldn't allow it because its letting people incorporate a mechanic that literally does not exist in hearthstone. In my mind, this is similar to targeted effects that let you pick more than one target - it would allow more creative liberty to let people make cards like that but such effects are always frowned upon because that is a mechanic that simply does not exist in the game.
Also, do these "fatigue cards" count as odd or even? Are they spells that trigger Yogg? Can they trigger a combo? Inventing a new type of card creates a lot of complications.
To answer those questions for anyone who may wondering what the answers are:
Firstly the picture show the fatigue card. As you can see no number on the left corner of the card, like all cards in Hearthstone. Therefore this 'card' isn't odd or even as it has no cost.
Secondly Yogg-Saron, Hope's End only casts spells whenever you play a spell, so therefore because you don't play it, it's not counted as a spell you cast. But is it a spell? Well in short any card which has 'cast' a spell will have the words 'Your' 'You' 'Your Opponent' in them. So the fatigue 'cards' are not yours or your opponent per se.
Thirdly, if you receive a fatigue 'card', Rouge combos wouldn't work until you play a card. So again the card isn't yours or your opponent cards.
Rollback Post to RevisionRollBack
My Entry for this week's Card Design Competition - Season 8.16:
Ok so I have another idea after the first idea was pointed out that the design was broken, which I was worried about, so thanks for your advice @Kovachut.
Anyway... This time I have a card which will always be at the bottom of your deck. But if you keep her alive the amount of damage done to your hero is reduced because she can heal 2 damage each time you take fatigue damage. Thoughts?
No. The last card in deck means you have only 29 cards in deck, that is a huge advantage in game. It just like Patches the Pirate, even an aggro deck would like to take this one.
Thanks for the advice. Though it does raise a question (if someone could clarity if this would OK based on this week's competition).
Let's say I put down as the card's text: 'Whenever your hero takes damage, restore 2 Health.' Would this allow in this week's competition? Because even though it doesn't say 'empty deck' or 'Fatigue', whenever you take fatigue, you take damage. Now these week's rules say:
Your card must interact with a player’s empty deck or the Fatigue mechanic.
So even though this doesn't say the word 'Fatigue', it could be considered as interacting with the Fatigue mechanic because when you draw Fatigue you take damage.
I feel like the concept of a deck that wants to rush too fatigue by drawing tons of cards isn't especially healthy, but quite cool. With this archetype in mind I made this quest, I doubt it would be competitive enough to see play beyond rank 15, but I think it would be fun nonetheless.
(Sorry for putting the images as attachments but I don't know how to do it otherwise).
A deck like this would probably be completely useless right now, but with the addition of some new cards that work well with the Warlock meta and this archetype (drawing your deck fast) it could be a usable deck. The Murloc i created works both with the new Witchwood "archetype" (if you can call it that) and this deck.
Now considering I came up with this idea in a matter of minutes it isn't very flushed out yet, but I think it has potential.
To answer those questions for anyone who may wondering what the answers are:
Firstly the picture show the fatigue card. As you can see no number on the left corner of the card, like all cards in Hearthstone. Therefore this 'card' isn't odd or even as it has no cost.
Secondly Yogg-Saron, Hope's End only casts spells whenever you play a spell, so therefore because you don't play it, it's not counted as a spell you cast. But is it a spell? Well in short any card which has 'cast' a spell will have the words 'Your' 'You' 'Your Opponent' in them. So the fatigue 'cards' are not yours or your opponent per se.
Thirdly, if you receive a fatigue 'card', Rouge combos wouldn't work until you play a card. So again the card isn't yours or your opponent cards.
That looks to me like a notification that you are out of cards, not a card itself. As I noted, if they were cards than questing adventurer would get a buff when the card is "drawn." The problem here is that people are designing cards that give your opponent's "fatigue cards," meaning its something they could draw BEFORE the end of the game. The questions I asked were meant to point out the problem in treating these notifications like actual cards.
If someone is referring to taking fatigue damage because their deck is empty, they should just say "take fatigue damage." If someone is referring to an actual "fatigue card" that could be given to your opponent, shuffled into someone's deck, or drawn from a non-empty deck, then they are referring to something that does not exist in hearthstone.
I feel like the concept of a deck that wants to rush too fatigue by drawing tons of cards isn't especially healthy, but quite cool. With this archetype in mind I made this quest, I doubt it would be competitive enough to see play beyond rank 15, but I think it would be fun nonetheless.
(Sorry for putting the images as attachments but I don't know how to do it otherwise).
A deck like this would probably be completely useless right now, but with the addition of some new cards that work well with the Warlock meta and this archetype (drawing your deck fast) it could be a usable deck. The Murloc i created works both with the new Witchwood "archetype" (if you can call it that) and this deck.
Now considering I came up with this idea in a matter of minutes it isn't very flushed out yet, but I think it has potential.
The quest is a little bit broken, because you'd want to draw through your deck as quickly as possible, and you'd probably run some sort of control deck to keep him from using all his resources until you start taking his things. Maybe it should be an active effect for the reward?
The murloc is really interesting in my opinion. I really like MurLock so I love it, but it also feels extremely dangerous if you take damage. Neat concept!
Here's some ideas I had, would love some feedback!
I dunno if this one counts, because it doesn't explicitly mention fatigue, but *shrug*. I would probably make it have more stats if I were to remake it.
This one is really interesting because while it has a huge downside in most of the game, his ability helps in fatigue. If I were to remake this, I'd lower its cost and its attack/health to make it easier to remove.
Pretend Violet Illusionist doesn't exist before you judge this card. Sure, you could potentially gain 5 more mana for free, but at what cost? 15 damage, and a fatigue ramp.
Nathanos is a cool concept as it pushes Control / Big Hunter to be a thing, something i'd personally love to see! I do agree that perhaps it should have a bit more stats considering the later you play it, the worse it gets (generally speaking), and Hunter doesn't really have a good way to draw cards, so you wont always be able to play it on 10. Reversing the stats, making it a 4/7 might be enough balancing.
I like Archimonde too since it adds diversity to your play. You can choose to play him at two completely different points in the game, both with substantially different outcomes. My only problem is that neither of the cards directly mention fatigue (which you implied). But since they has some synergy with fatigue I don't think this should be a problem.
Final Idea due to the boring nature of my other cards. I think this weapon should be a 4/3 but I can change that later. Quick final thoughts on the card? I'll be happy to review your card as well.
Final Idea due to the boring nature of my other cards. I think this weapon should be a 4/3 but I can change that later. Quick final thoughts on the card? I'll be happy to review your card as well.
I absolutely love the flavor on this one, and it's relatively well-balanced- it would probably be used as a 1-of in Control Warrior, but it would also certainly be used in Pirate Warrior. If you lower it to a 4/3 I feel like then its power level will be a little too low, as it might not even be played without the downside. Honestly, compared to Arcanite Reaper, getting 6 extra damage over the course of 2 additional turns, at the cost of 10 health, doesn't seem particularly OP, and as I've said before, the flavor is on-point. I'd vote for it as is, though ofc you may want to get some other opinions.
EDIT: Whoops, I totally thought this was a Warrior card. I like it more now, especially given that Paladin is often pretty heal-focused. Another option would be a 5/3 instead of a 4/4, which at least makes it possible for a second copy to be played.
EDIT 2: Oh, I guess you did submit it as a Warrior card. Now I'm confused, but s'all good. +1
And... clumpity-clump-clump bumpity-bump-bump:
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.
Exhausted Fighter is nice flavor-wise, but the idea of putting a card in my deck that's useless until fatigue isn't very promising. While you could make a deck that includes lots of silence or taunt appliers, it just seems too difficult to pull off.
Debilitating Strike is good, but imo seems pretty bland. Although the idea of dealing fatigue to minions is interesting, I just think that rogue has too much trouble healing( minus Kingsbane) to make proper use of this.
Fatiguing Sayaad is good, a threat that needs to be removed immediatlly or it can kill your opponent pretty quickly. I think it's good balance-wise compared to the Kabal that adds a random demon to your hand every turn. I would personally vote for this one over the other 2.
EDIT:@Sdhn2a
Thanks for the feedback, although it is a paladin card as of right now, I could change it to a warrior card.
As for your cards, Forgotten Library seems a little too risky. Potentially removing some key spells from your deck until the end of the game does not seem very beneficial.
The quest is neat, but some other people have had similar ideas, and yours might not stand out as much.
Lost seems to be the best of these, with a big tempo swing if you manage to empty your deck. The problem is, since when does hunter get an empty deck? Now though, blizzard does seem to be pushing for control hunter, so that card might be really good if that becomes an archetype.
I came back from work, so I will continue to comment on people's ideas. Inb4 I thought I asked for a favour yesterday. As much as I'm grateful to all of you, who commented on my cards, I wanted to design at least one more, so that I will have better options to choose from.
Well, your card isn't broken or anything, it's fair actually but I'm not impressed by it that much. Mill Rogue will only be part of wild, because Coldlight Oracle is moving there. Even if this wasn't the case, rogues have that 3 mana weapon, which makes them immune for a turn. Yes, this weapon has a temporary effect, but your minion is squishy, so the rogues would hold onto him until they unleash their devastating fatigue combo. Sorry, mate.
I feel like Asifyouwould just explained everything there needs to be said. Galywyx is just too powerful, because he is in the warlock class. He would also be bonkers in rogue and dudu, because with auctioneer those can draw like crazy. I'd also go with Bruva, but please find another art.
Archer - he does the 6 damage to any character, right? If this isn't the case, then he won't be goof it in your decks, as a bad stated 4 mana creature, which only damages minions, isn't impressive at all.
Rogue card - kinda bad. Most of the time you are giving your opponents a big lead, just by giving them a free card for the cost of 1-2 damage. Against aggro, mid-range or combo this is way too punishing. Versus control - well, Coldlight Oracle is better.
The 9 mana paladin spell is great, but imho you have to increase the number of the dragons. You have reached fatigue for Christ's sakem you should reward yourself more.
I thought I was clear enough about Fiber Jar. I don't like similar cards like that one. As for the mage and hunter spells - I like the flavour a lot, but I think that I'd go with the mage spell. Hunter isn't a class, which goes to fatigue and this spell isn't quite strong enough to reward them for reaching it. And it's RNG dependent. Dunno if the mage spell will produce some crazy or annoying OTKs, but I like how you remove specific cards from your deck, how you thin it and at the last turn you draw the needed pieces consistently. I would use such a card in Freeze Mage. Maybe it's kinda OP, maybe narrow the removed cards to 3. Ask for other's opinions about this.
Hey. Before I continue - just know, that you were right about "Tbh I don't like your cards that much" bland commentaries. And sorry, if I wasn't helpful enough, even when you reviewed my cards. The truth is - it's really hard to analyze certain cards and very often I don't know how to fix them. For me some are way too much confusing and I don't know where to begin with. Look, I'm not an expert - I have read few articles about card designing and I have learnt even less. So when you see me comment on cards, just take me as a random dude with an opinion. Don't take my words that seriously, instead bump your ideas so that you will get a proper feedback (which you actually did).
Sadly, I can't add much about your cards.
1st card- Like others, I told you, that the flavour is sweet. The issue is how you didn't make your card to be rewarding enough. Imagine how you reach the end game. You play this and it gets taunt and lifesteal. GG, but was happens, if your opponent doesn't bump anything into him? I'm a warlock player, I can just ping you down. Mage - they have burn spells. So you don't actually get healed. I'd suggest the following - lower the stats, give your minion can't attack, but also taunt. Now, change the battlecry - give them rush, whirlwind, divine shield and/or other attributes. Make it so, that your warrior becomes "fully rested", so that he can join the fight.
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.
True.
2nd card - I partly read your comment to the other user. I think, that this card is kinda confusing, when it targets minions. No ideas on how to modify it, so ignore this.
3rd card - Now I like it better. At 6 mana this is more reasonable. I don't like the art though, I don't feel like a flirting Succubus is connected to fatiguing.
Your cards are kinda slow. They all really slow as link said. As for Mannoroth - although we saw a similar post on the submission page, it makes no sense to include the following text "if your deck is empty". You don't get damaged by fatigue anyway, so there is nothing to reset.
As for Yogg - I think this can do, but you have to change him. Instead of casting random spells, buff him by Discover-ing them. Because I love the title Lucid Dream, but for a restrictive effect like his one you have to make his ability strong. Buff the stats, it won't hurt imho.
So you have a 2 mana spell, which gives your minions a Bolf Ramshield-effect? Look, man, I really love the title and the art of the card, but the effect is really underwhelming. Most of the time it will act like a 2 mana draw spell, which we have already seen by that Commanding Shout. If you are trying to make some helpful usage against fatigue, well currently warriors can deal with fatigue by playing Dead Man's Hand. So as it hurts me saying this, your card will be ignored in normal circumstances. So design something else. But save the artwork and the title of that card; when the next theme arrives, you will design something really amazing with it.
I think Cheeseetc gave you a real advice. Sorry, if I wasn't clear enough yesterday, I wrote those comments in the small hours. If you remember correctly - I mentioned how Adrenaline Rush would be bonkers in Maly Rogue. You just have to play Malygos, then one Adrenaline Rush and every other cheap spell, which grants a small ping, will become a 0 cost Fireball. All because of 1 card (or 2 if you play both of them at the same turn).
Inb4 I don't like the dragon either. I read what you said, but I feel how he will be very punishing in all of your decks. Since you won't draw cards anymore, at one moment your opponent will just have more resources to work with and they will out-value you. You will fall behind even on tempo just because you can't get to your cards and you can't produce enough pressure. And the 4 mana 7/7 stats, although made fun of in the past, aren't that impactful. They are stitched to a single minion and most control decks can deal with an overstated body. Not to mention, that Aldor Peacekeeper and similar cards will just wreck you even more. Sorry mate.
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.
It's currently almost impossible to use spoilers on iPad, though I haven't tried any other browsers than Safari, so my mileage could vary. I will be a little more diligent when it comes to reducing the content in the quotes, though with how awkward it is to use, it may end up being a case where I either don't post or I have to make it awkward, and I apologise in advance.
Also, as a matter of clarification, would I be able to use my explanation of how Debilitating Strike/Fatiguing Sayaad works on the submission thread? I would, of course, put it in a spoiler tag, however, I feel that clarifying how it works may help.
Thank you. That goes for everyone, as well; your post just happened to be an obvious target.
As for explaining yourself in the Submission thread, not only do I support it, I wholeheartedly recommend it. Don't write up a full blog post, but sell your card! Point out a cool combo your card sets up, or a fun deck it could find a home in. Tell us about the card's flavor, tell us about its balancing strengths and weaknesses; tell us something to help your card stand out.
It doesn't necessarily have to be in a spoiler tag, and either-way you should rein in how verbose you are with your sales pitch. Just don't throw your card up there alone; that's so boring. A card should be able to sell itself, certainly, but it doesn't hurt to give it some love.
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
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.
Does Questing Adventurer get +1/+1 when you take fatigue damage? If not, its not a card. I'm honestly surprised anyone has ever thought "fatigue cards" were a thing in this game. Personally, I wouldn't allow it because its letting people incorporate a mechanic that literally does not exist in hearthstone. In my mind, this is similar to targeted effects that let you pick more than one target - it would allow more creative liberty to let people make cards like that but such effects are always frowned upon because that is a mechanic that simply does not exist in the game.
Also, do these "fatigue cards" count as odd or even? Are they spells that trigger Yogg? Can they trigger a combo? Inventing a new type of card creates a lot of complications.
Oh I agree most-definitely, but leniency has generally been the course of action for such things...whether or not I agree with it lel
Rollback Post to RevisionRollBack
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
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Hey guys, this week my card is a little less complicated. I have oriented myself to Violet Illusionist, because this card is now eliminated by the new standard. Since this card protected Mill Rouge from fatigue damage, it now needs a replacement, of course. Hence the somewhat stronger version for this deck, which is reserved for the Rogue. This card has quite good attack and health values for 3 mana, but is not really usable for that during the whole game. It is also worth having 2 versions of it in the deck, as it is easy to kill with 3 health. I hope you like this card and I look forward to your feedback.
Got no skill? Just click here -> Face Hunter
Ok so I have another idea after the first idea was pointed out that the design was broken, which I was worried about, so thanks for your advice @Kovachut.
Anyway... This time I have a card which will always be at the bottom of your deck. But if you keep her alive the amount of damage done to your hero is reduced because she can heal 2 damage each time you take fatigue damage. Thoughts?
My Entry for this week's Card Design Competition - Season 8.16:
Mass review!
Cards I'd vote for
Fiber Jar (Kovachut) wait...Lust for Power (Zukuu)
Time-traveling Goblin (Kovachut) - flavor could be inproved though. I prefer the Beverage though.
Undercity Beverage (Kovachut)
Shannox (YoThats)
The Void (Vilegloom) - You can name it Dimensuis for extra flavor.
Share the Burden (DeltaStorm101) - "Draw a card" should be on a single line though.
Venomous Ambusher (OmegaZero)
Cards I'd vote for with modifications
Deathwing, the Cataclysm (thepowrofcheese) - Well, you know my problem with this card, even if I obviously find the base concept good.
Adrenaline Rush (nurgling13) - "Take fatigue damage" rather than shuffling a fatigue card.
Ascient Casket (Vilegloom) - I'd give it another small effect so that it's not situational. I prefer "The Void" though.
Forbidden Moves (chenzhen....) - "Whenever your opponent draws extra cards" as the trigger.
Enfeebling Lycan (Lathy) - That name sucks sry
Card's I'd not vote for.
The rest. It means that the base concept is bad and can't be made better with modifications for one or several of the following reasons : too bland, unoriginal, cancerous, non-functional, doesn't follow the rules, etc...
And now, my cards...
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Firstly the picture show the fatigue card. As you can see no number on the left corner of the card, like all cards in Hearthstone. Therefore this 'card' isn't odd or even as it has no cost.
Secondly Yogg-Saron, Hope's End only casts spells whenever you play a spell, so therefore because you don't play it, it's not counted as a spell you cast. But is it a spell? Well in short any card which has 'cast' a spell will have the words 'Your' 'You' 'Your Opponent' in them. So the fatigue 'cards' are not yours or your opponent per se.
Thirdly, if you receive a fatigue 'card', Rouge combos wouldn't work until you play a card. So again the card isn't yours or your opponent cards.
My Entry for this week's Card Design Competition - Season 8.16:
My Entry for this week's Card Design Competition - Season 8.16:
I feel like the concept of a deck that wants to rush too fatigue by drawing tons of cards isn't especially healthy, but quite cool. With this archetype in mind I made this quest, I doubt it would be competitive enough to see play beyond rank 15, but I think it would be fun nonetheless.
(Sorry for putting the images as attachments but I don't know how to do it otherwise).
A deck like this would probably be completely useless right now, but with the addition of some new cards that work well with the Warlock meta and this archetype (drawing your deck fast) it could be a usable deck. The Murloc i created works both with the new Witchwood "archetype" (if you can call it that) and this deck.
Now considering I came up with this idea in a matter of minutes it isn't very flushed out yet, but I think it has potential.
Would destroying your deck count as something related to fatigue, or would it not?
Nathanos is a cool concept as it pushes Control / Big Hunter to be a thing, something i'd personally love to see! I do agree that perhaps it should have a bit more stats considering the later you play it, the worse it gets (generally speaking), and Hunter doesn't really have a good way to draw cards, so you wont always be able to play it on 10. Reversing the stats, making it a 4/7 might be enough balancing.
I like Archimonde too since it adds diversity to your play. You can choose to play him at two completely different points in the game, both with substantially different outcomes. My only problem is that neither of the cards directly mention fatigue (which you implied). But since they has some synergy with fatigue I don't think this should be a problem.
Bump an old one with modifing and 2 new ideas.
Final Idea due to the boring nature of my other cards. I think this weapon should be a 4/3 but I can change that later. Quick final thoughts on the card? I'll be happy to review your card as well.
it would probably be used as a 1-of in Control Warrior, but it would also certainly be used in Pirate Warrior. If you lower it to a 4/3 I feel like then its power level will be a little too low, as it might not even be played without the downside. Honestly,compared to Arcanite Reaper,getting 6 extra damage over the course of 2 additional turns, at the cost of 10 health, doesn't seem particularly OP, and as I've said before, the flavor is on-point. I'd vote for it as is, though ofc you may want to get some other opinions.EDIT: Whoops, I totally thought this was a Warrior card. I like it more now, especially given that Paladin is often pretty heal-focused. Another option would be a 5/3 instead of a 4/4, which at least makes it possible for a second copy to be played.#gNOmeferatu
@Asifyouwould
Exhausted Fighter is nice flavor-wise, but the idea of putting a card in my deck that's useless until fatigue isn't very promising. While you could make a deck that includes lots of silence or taunt appliers, it just seems too difficult to pull off.
Debilitating Strike is good, but imo seems pretty bland. Although the idea of dealing fatigue to minions is interesting, I just think that rogue has too much trouble healing( minus Kingsbane) to make proper use of this.
Fatiguing Sayaad is good, a threat that needs to be removed immediatlly or it can kill your opponent pretty quickly. I think it's good balance-wise compared to the Kabal that adds a random demon to your hand every turn. I would personally vote for this one over the other 2.
EDIT:@Sdhn2a
Thanks for the feedback, although it is a paladin card as of right now, I could change it to a warrior card.
As for your cards, Forgotten Library seems a little too risky. Potentially removing some key spells from your deck until the end of the game does not seem very beneficial.
The quest is neat, but some other people have had similar ideas, and yours might not stand out as much.
Lost seems to be the best of these, with a big tempo swing if you manage to empty your deck. The problem is, since when does hunter get an empty deck? Now though, blizzard does seem to be pushing for control hunter, so that card might be really good if that becomes an archetype.
Good luck on your cards guys!
I came back from work, so I will continue to comment on people's ideas. Inb4 I thought I asked for a favour yesterday. As much as I'm grateful to all of you, who commented on my cards, I wanted to design at least one more, so that I will have better options to choose from.
*clears throat*
Page 9 (sorry for not making it in a clear order)
Well, your card isn't broken or anything, it's fair actually but I'm not impressed by it that much. Mill Rogue will only be part of wild, because Coldlight Oracle is moving there. Even if this wasn't the case, rogues have that 3 mana weapon, which makes them immune for a turn. Yes, this weapon has a temporary effect, but your minion is squishy, so the rogues would hold onto him until they unleash their devastating fatigue combo. Sorry, mate.
Sadly, I can't add much about your cards.
1st card- Like others, I told you, that the flavour is sweet. The issue is how you didn't make your card to be rewarding enough. Imagine how you reach the end game. You play this and it gets taunt and lifesteal. GG, but was happens, if your opponent doesn't bump anything into him? I'm a warlock player, I can just ping you down. Mage - they have burn spells. So you don't actually get healed. I'd suggest the following - lower the stats, give your minion can't attack, but also taunt. Now, change the battlecry - give them rush, whirlwind, divine shield and/or other attributes. Make it so, that your warrior becomes "fully rested", so that he can join the fight.
Inb4 this took some time. You guys really made some difficult to analyze cards.
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