Yeah, I agree that Gallywix is too powerful in warlock. As for Bruva, trust me, imp mother art is practically nonexistent. They were just introduced in legion and don't seem to be very popular.
Well, I've decided to go with Draconic call but I need some last feedback before I sumbit this idea. Which version is more balanced?
I also have tweaked the Venomous Ambusher card if you guys want to see it:
Rollback Post to RevisionRollBack
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
ASifyouwoulD, I completely agree with your evaluation of Gallywix. As for Bruva, here is what wowpedia says about imp mothers:
"Imp mothers are a type of demon loyal to the Burning Legion. First seen during the third invasion of the Burning Legion, very little is currently known about them, but their stomachs are known to operate as a kind of portal from which imps emerge."
Imp Mother Bruva is actually an mob in the game. I gave her a boulderfist ogre statline and cost because her effect isn't guaranteed to be usefull every game, so at least she is decent to play. I discovered imp mothers because I went through an imp phase for card creation. My original imp mother card was this:
The obvious warning: I don't think, that I will give a proper feedback regarding the current theme, so keep asking for other's opinions if you don't agree with what I said.
I'm not familiar with the WoW lore, but for me this makes more sense as a warlock card. Tbh I didn't confuse the Echo part. I think your card is almost finished, but I would suggest you to make the following modifications - revert it back to warlock and cut the first comma. If you wish, you can ask for other's opinions too.
Amm, I don't like the card that much, it feels really underwhelming. True, that as the last card she thins out the deck, but for me the "restore 2 health" part isn't impressive at all. I feel how she was designed to negate fatigue, which Violet Illusionist, although squishy, does better. Ask for other's opinions.
About the Patches comparison (by the other user) - if that mechanic is so broken, then why don't we see him anymore? He was way too good, because he offered a lot of things at the same time - thinning out the deck, but also tempo (in the form of charge, sometimes with buffs) and pirate synergies. So imho thinning out your deck on its own isn't OP. Patches was, because he had too many things going on.
After a lot of consideration, I stopped at the warlock spell, because it has great flavour and is a powerful one. Maybe a bit too powerful, but you also risk your own health, so I think it's kinda worth it? Running Violet Illusionist isn't really smart, because you will dilute your deck with 2 (3) situational cards. Normally I post the opposite on people's cards, because a) using the fatigue damage as a burst became a cliche, b) some cards weren't balanced at all and they could just OTK the opponent out of nowhere, c) and it's hard to evaluate a card, when a certain class is already so pumped up. Pff...ask for other's opinions, this is my advice.
Chef Kargath is a well designed card, maybe a bit too fair. Kinda slow and expensive, it will act like a Faceless Behemoth with a taunt (still a dead card most of the time). When the condition is fulfilled, he still feels kinda clumsy imho. although he was the taunt attribute. The effect is strong though, but everything else makes the card a bit underwhelming for my standard.
About the third card - amm, can you explain it? How many legendaries will I shuffle into my deck? Let's say I draw 5 cards and my deck is empty - will I shuffle 5 legendaries or 10 (because it wasn't specified). Whatever the case - although drawing cards is powerful, I think that he is way too slow and you wouldn't want to burn your own resources. You might hold onto him just to get more value, but that's why Dead Man's Hand is here in the first place.
The Murloc doesn't relate to the theme, so I will only comment on the quest. And just like a similar card, this is kinda broken in warlock, even more due to the fact, that you are going to save yourself with the opponent's deck, while they get punished by your aggressive taps. As much as I like the idea of drawing each other's cards, the quest is super unfair to play against. Sorry.
I kinda hate the last card. Even w/o the Illusionist, this card in miracle rogue would be bonkers. Edwin and Questing + other friendly spells = happy rogue and a sad opponent.
I actually love the hunter legendary. Hunter has to survive until the 10th turn and has to find and play this legendary, but with the right cards, this can actually turn into a win-condition. King Krush + 2x Charge Devilsaurs + ? It's like going all-in and I like this part. But it may be reasonable to ask for other's opinions as well.
Don't really like Archimond. Mid-range decks will pull him off with Lackey or with voidcaller.
The only card I like is the Eye of Killrog, but I don't think this should be a demon. I'm not impressed by the flavour, but I think the effect is balanced - no body, health penalty, a space on the board, but that's the price you have to pay, in order to keep your cards. Nature's swiftness - I don't like Fiber Jar similar cards. For mt they are very broken and this is a super Jade Idol effect (w/o the actual jades). Sorry, change this part.
Quest - kinda complicated and the art/title don't fit with the effect that much. Also, I don't think that the effect is that balanced either.
Why would you make it a 4/3 with this downside? Truesilver is a 4 mana 4/2 weapon and heals for 4. Your idea is a 4/2 + 1 extra durability costing 1 more mana, but having a downside. Yeah, aggro paladin is annoying, but Assassin's Blade is the opposite version. Maybe it's balanced the way you did it, but I won't stop looking at it as a more durable Truesilver.
And wouldn't suggest to make it a 5 mana 4/4, because aggro paladin would have abused it a lot. So I think, that if this cost 6 mana it will be fine as a 4/4. It will function like the paladin's legendary weapon, but an idea faster, because paladins won't have to sacrifice the minion, in order to get their weapon back. It won't be problematic, if it comes in the late mid-game and doesn't offer synergies (like that vinecleaver).
The goal of this card is to disrupt / change the usual fatigue / mill tactics. You can bring enemy who drew fewer cards to fatigue faster, or break his way of inserting cards into his own deck. Makes the fatigue game more closer / equal, or it may change the game plan entirely. For example, you can disrupt opponent's combo win condition, and change the fight to a game of fatigue. You can mill opponent's deck through milling yourself first and then insert cards into your own deck to reverse fatigue disadvantage. The synergy for own deck can involve lot of draw, recruit mechanic, Hemet, Jungle Hunter, Skulking Geist, ... It's not a card for any / general decks, but can enable / support interesting / fun deck buidling.
In retrospect, I should have posted this here first. I am new to this process, apologies. Even though my submission is already in, I'm still curious whether anyone else has ideas to better this design.
A slowly growing minion that speeds you to fatigue. My original idea was for it to Evolve on each death, but having that text roll forward on each death took up way too much space for a normal Hearthstone card.
Hiya, I am new to this so I am just wondering how to upload an image to this. Hopefully it works.
The first thing I thought of was playing World of Warcraft and being on a flying mount, setting auto run and going afk. When I come back I am dead in the far ocean from fatigue damage.
What I like about the idea of this card is the count down it has. Your opponent knows that you are planning to unleash crazy damage on them in a few turns. The reason why I made this related to depth is because of the shaman's connection to the elements, particularly water. This card works well with healing abilities such as Healing Rain, Healing Wave, Mana Tide Totem, etc. Because they keep you from dying on your turn while also dealing damage to your enemy. This also has a synergy with a particular three cost depth dweller that is rotating out of standard in the Witchwood expansion, Coldlight Oracle causing 4 fatigue ticks for both players.
Hey, this is a question that I haven't seen answered before: How exactly are finalists chosen for the final poll? Is it just based purely on upvotes, or is there some other system that is used? Just something I've been curious about for a while.
The obvious warning: I don't think, that I will give a proper feedback regarding the current theme, so keep asking for other's opinions if you don't agree with what I said.
I'm not familiar with the WoW lore, but for me this makes more sense as a warlock card. Tbh I didn't confuse the Echo part. I think your card is almost finished, but I would suggest you to make the following modifications - revert it back to warlock and cut the first comma. If you wish, you can ask for other's opinions too.
Amm, I don't like the card that much, it feels really underwhelming. True, that as the last card she thins out the deck, but for me the "restore 2 health" part isn't impressive at all. I feel how she was designed to negate fatigue, which Violet Illusionist, although squishy, does better. Ask for other's opinions.
About the Patches comparison (by the other user) - if that mechanic is so broken, then why don't we see him anymore? He was way too good, because he offered a lot of things at the same time - thinning out the deck, but also tempo (in the form of charge, sometimes with buffs) and pirate synergies. So imho thinning out your deck on its own isn't OP. Patches was, because he had too many things going on.
After a lot of consideration, I stopped at the warlock spell, because it has great flavour and is a powerful one. Maybe a bit too powerful, but you also risk your own health, so I think it's kinda worth it? Running Violet Illusionist isn't really smart, because you will dilute your deck with 2 (3) situational cards. Normally I post the opposite on people's cards, because a) using the fatigue damage as a burst became a cliche, b) some cards weren't balanced at all and they could just OTK the opponent out of nowhere, c) and it's hard to evaluate a card, when a certain class is already so pumped up. Pff...ask for other's opinions, this is my advice.
Chef Kargath is a well designed card, maybe a bit too fair. Kinda slow and expensive, it will act like a Faceless Behemoth with a taunt (still a dead card most of the time). When the condition is fulfilled, he still feels kinda clumsy imho. although he was the taunt attribute. The effect is strong though, but everything else makes the card a bit underwhelming for my standard.
About the third card - amm, can you explain it? How many legendaries will I shuffle into my deck? Let's say I draw 5 cards and my deck is empty - will I shuffle 5 legendaries or 10 (because it wasn't specified). Whatever the case - although drawing cards is powerful, I think that he is way too slow and you wouldn't want to burn your own resources. You might hold onto him just to get more value, but that's why Dead Man's Hand is here in the first place.
The Murloc doesn't relate to the theme, so I will only comment on the quest. And just like a similar card, this is kinda broken in warlock, even more due to the fact, that you are going to save yourself with the opponent's deck, while they get punished by your aggressive taps. As much as I like the idea of drawing each other's cards, the quest is super unfair to play against. Sorry.
I kinda hate the last card. Even w/o the Illusionist, this card in miracle rogue would be bonkers. Edwin and Questing + other friendly spells = happy rogue and a sad opponent.
I actually love the hunter legendary. Hunter has to survive until the 10th turn and has to find and play this legendary, but with the right cards, this can actually turn into a win-condition. King Krush + 2x Charge Devilsaurs + ? It's like going all-in and I like this part. But it may be reasonable to ask for other's opinions as well.
Don't really like Archimond. Mid-range decks will pull him off with Lackey or with voidcaller.
The only card I like is the Eye of Killrog, but I don't think this should be a demon. I'm not impressed by the flavour, but I think the effect is balanced - no body, health penalty, a space on the board, but that's the price you have to pay, in order to keep your cards. Nature's swiftness - I don't like Fiber Jar similar cards. For mt they are very broken and this is a super Jade Idol effect (w/o the actual jades). Sorry, change this part.
Quest - kinda complicated and the art/title don't fit with the effect that much. Also, I don't think that the effect is that balanced either.
Why would you make it a 4/3 with this downside? Truesilver is a 4 mana 4/2 weapon and heals for 4. Your idea is a 4/2 + 1 extra durability costing 1 more mana, but having a downside. Yeah, aggro paladin is annoying, but Assassin's Blade is the opposite version. Maybe it's balanced the way you did it, but I won't stop looking at it as a more durable Truesilver.
And wouldn't suggest to make it a 5 mana 4/4, because aggro paladin would have abused it a lot. So I think, that if this cost 6 mana it will be fine as a 4/4. It will function like the paladin's legendary weapon, but an idea faster, because paladins won't have to sacrifice the minion, in order to get their weapon back. It won't be problematic, if it comes in the late mid-game and doesn't offer synergies (like that vinecleaver).
Fiber Jar (for reference):
Oh boy, more of those cards.
Thanks for feedback! I'm going to delete the tribe part.
For the quest... At the beginning I wanna say 'Look at 3 cards of your opponent's deck and choose one of them. whenever opponents draw it or the cards with same name, they takes a fatigue damage'. But it is too long for one card in wording, so I modify it to the quest version. My english is poor so I don't know how it could be better in a reasonble way...
Hey guys, can you review my cards one last time? I want to hear out the flaws regarding them, before I enter the competition.
kthx
Card 1:
Entrance - Now, where did I put it last time? Normal battlecry - Not here. Better keep searchin'. Alternative one - Ah finally, here it is. Attack - I have no time for You. Beat it. Death - Blast'd from the past.
Some of you may be wondering where you can include this in - well, he doesn't offer a tremendous value in a control deck, but he can still cycle himself, which is nice. Combo decks could use him as replacement for Coldlight Oracles, but I think, that he can shine to some extent in Aluneth decks just because he offers you to find one of your already used burn spells.
Inb4 some people wanted to change the art. I thought it was cool, when I first saw it:
Card 2
Flavour text - Trust me, you don't really want to know what the ingredients are. Better drink it, while it's still... fresh...
Heal, until you decide to use it as a burn in your Miracle Rogue deck. With the Auctioneers you can cycle extremely fast and pressure your opponent.
Card 3
Too OP with Scavenging Hyena? I thought, that you have to get rewarded for actually reaching the end-game by receiving some kind of a win-condition. After all it's not like hunter can brag about it every day, we rarely see a slow build from that class, not to mention the cases, where they reach Fatigue. So I figured - let's give them something useful. I was wondering between making the card 2 or 3 mana, I stopped at 3, because I thought that it was too powerful, but I'm having second thoughts.
Ach du meine Güte, so many pages with so many ideas. I'm just spamming my cards, I will review your ones in an hour or so.
Card 1:
Entrace: Did I forget something? Normal battlecry - Nah, probably nothing. Alternitive one - Ah yeah, now I remember.
Some of you may be wondering where this will fit in - well, he doesn't offer a tremendous value in a control deck, but he can still cycle himself, which is nice. Combo decks could use him as replacement for Coldlight Oracle, but I think, that he can shine in Aluneth decks just because he offers you to find one of your already used burn spells.
card 2
Flavour text - Trust me, you don't really want to know about the ingredients. Better drink it, while it's still fresh...
[else they will spoil and you will just poison yourself, or something else]
Heal, until you decide to use it as a burn in your Miracle Rogue deck.
Time Travaling Goblin: I like this one the most, for mage has many spell that bring tokens.
Undercity Beverage: Cool idea, however I guess effect of restore health is not fit for rogue...
Relics of the Fallen One: The same problem with the second idea. Maybe a deathknight card is more reasonble?
Hey guys, can you review my cards one last time? I want to hear out the flaws regarding them, before I enter the competition.
kthx
Card 1:
Entrance - Now, where did I put it last time? Normal battlecry - Not here. Better keep searchin'. Alternative one - Ah finally, here it is. Attack - I have no time for You. Beat it. Death - Blast'd from the past.
Some of you may be wondering where you can include this in - well, he doesn't offer a tremendous value in a control deck, but he can still cycle himself, which is nice. Combo decks could use him as replacement for Coldlight Oracles, but I think, that he can shine to some extent in Aluneth decks just because he offers you to find one of your already used burn spells.
Inb4 some people wanted to change the art. I thought it was cool, when I first saw it:
Card 2
Flavour text - Trust me, you don't really want to know what the ingredients are. Better drink it, while it's still... fresh...
Heal, until you decide to use it as a burn in your Miracle Rogue deck. With the Auctioneers you can cycle extremely fast and pressure your opponent.
Card 3
Too OP with Scavenging Hyena? I thought, that you have to get rewarded for actually reaching the end-game by receiving some kind of a win-condition. After all it's not like hunter can brag about it every day, we rarely see a slow build from that class, not to mention the cases, where they reach Fatigue. So I figured - let's give them something useful. I was wondering between making the card 2 or 3 mana, I stopped at 3, because I thought that it was too powerful, but I'm having second thoughts.
Now I think I like the hunter card the most out of the three. And I guess the cost and effect is balanced.
This was originally gonna be a very cheap spell called Sinister Seedling that added another spell to the bottom of the opponent's deck. That card would draw 3 cards (of fatigue) and summoned a 5/5 Corrupted Treant or something for the opponent, but then I realized two copies of that effect might be a problem.
So then I decided to use Xavius and the Emerald Nightmare as a theme, and had him put a spell at the bottom of your opponent's deck, but it'd just draw a number of cards (3 or 4?) once for a burst of fatigue damage, and then be over with.
But... I REALLY liked the name "Endless Nightmare" for the spell, but it didn't fit the one-off effect, so I changed it so it would draw 2, and keep replacing itself, effectively doubling the rate of fatigue. At that point, I thought since the nightmare was spreading itself in the opponent's deck, it'd be flavorful (and less broken) to make it symmetrical. Anyone who'd play a fatigue or mill deck with this should still have to participate in the fatigue race, after all.
Hey guys, can you review my cards one last time? I want to hear out the flaws regarding them, before I enter the competition.
kthx
Card 1:
Entrance - Now, where did I put it last time? Normal battlecry - Not here. Better keep searchin'. Alternative one - Ah finally, here it is. Attack - I have no time for You. Beat it. Death - Blast'd from the past.
Some of you may be wondering where you can include this in - well, he doesn't offer a tremendous value in a control deck, but he can still cycle himself, which is nice. Combo decks could use him as replacement for Coldlight Oracles, but I think, that he can shine to some extent in Aluneth decks just because he offers you to find one of your already used burn spells.
Inb4 some people wanted to change the art. I thought it was cool, when I first saw it:
Card 2
Flavour text - Trust me, you don't really want to know what the ingredients are. Better drink it, while it's still... fresh...
Heal, until you decide to use it as a burn in your Miracle Rogue deck. With the Auctioneers you can cycle extremely fast and pressure your opponent.
Card 3
Too OP with Scavenging Hyena? I thought, that you have to get rewarded for actually reaching the end-game by receiving some kind of a win-condition. After all it's not like hunter can brag about it every day, we rarely see a slow build from that class, not to mention the cases, where they reach Fatigue. So I figured - let's give them something useful. I was wondering between making the card 2 or 3 mana, I stopped at 3, because I thought that it was too powerful, but I'm having second thoughts.
I honestly like Slow and Steady the most because while Rush is nice for the control game, when you get to the end, you just need to finish the game as quick as possible.
I also like Time Travelling Goblin because it if left to the end it will give a card the Mage really needs, while also giving them the chance to pull a random card if needed.
Undercity Beverage is a bit meh to me. Not it's bad it's just a bit... uninteresting.
By the way thanks for giving advice for everyone on the forum.
Gladly. 1 question - yesterday I made my card in the small hours (hunter spell). Right now I kinda think that it's overpriced at 3 mana. What's your opinion about this.
Others are also welcome to express their opinion regarding this
Gladly. 1 question - yesterday I made my card in the small hours (hunter spell). Right now I kinda think that it's overpriced at 3 mana. What's your opinion about this.
Others are also welcome to express their opinion regarding this
Most definitely overpriced. Just compare it to Charge (which used to be a 0 mana card for just "Charge" without restrictions, then nerfed to 3 mana and +2 attack then to 1 mana rush.). This only gives beasts Rush and needs 3 targets to be worthwhile. I mean, Tundra Rhino costs 2 more and you give every beast charge, and comes with a 2/5 charge body. Houndmaster Shaw costs 1 more and has 3/6 and isn't even limited to beasts. No one would play the spell version, when you get a better effect with a 3/6 body for 1 mana more. Both of these cards are also reason why I think the card is kinda meaningless (currently) for Hunter.
Yeah, I agree that Gallywix is too powerful in warlock. As for Bruva, trust me, imp mother art is practically nonexistent. They were just introduced in legion and don't seem to be very popular.
Anyways, thanks for the feedback.
Well, I've decided to go with Draconic call but I need some last feedback before I sumbit this idea. Which version is more balanced?
I also have tweaked the Venomous Ambusher card if you guys want to see it:
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
ASifyouwoulD, I completely agree with your evaluation of Gallywix. As for Bruva, here is what wowpedia says about imp mothers:
"Imp mothers are a type of demon loyal to the Burning Legion. First seen during the third invasion of the Burning Legion, very little is currently known about them, but their stomachs are known to operate as a kind of portal from which imps emerge."
Imp Mother Bruva is actually an mob in the game. I gave her a boulderfist ogre statline and cost because her effect isn't guaranteed to be usefull every game, so at least she is decent to play. I discovered imp mothers because I went through an imp phase for card creation. My original imp mother card was this:
The obvious warning: I don't think, that I will give a proper feedback regarding the current theme, so keep asking for other's opinions if you don't agree with what I said.
Page 10 (and taking a break)
After a lot of consideration, I stopped at the warlock spell, because it has great flavour and is a powerful one. Maybe a bit too powerful, but you also risk your own health, so I think it's kinda worth it? Running Violet Illusionist isn't really smart, because you will dilute your deck with 2 (3) situational cards. Normally I post the opposite on people's cards, because a) using the fatigue damage as a burst became a cliche, b) some cards weren't balanced at all and they could just OTK the opponent out of nowhere, c) and it's hard to evaluate a card, when a certain class is already so pumped up. Pff...ask for other's opinions, this is my advice.
Nature's swiftness - I don't like Fiber Jar similar cards. For mt they are very broken and this is a super Jade Idol effect (w/o the actual jades). Sorry, change this part.
Hi everyone,
what do you think about those cards? I am not sure if they are balanced correctly, especially Lazzuxei's board wipe effect.
The goal of this card is to disrupt / change the usual fatigue / mill tactics. You can bring enemy who drew fewer cards to fatigue faster, or break his way of inserting cards into his own deck. Makes the fatigue game more closer / equal, or it may change the game plan entirely. For example, you can disrupt opponent's combo win condition, and change the fight to a game of fatigue. You can mill opponent's deck through milling yourself first and then insert cards into your own deck to reverse fatigue disadvantage. The synergy for own deck can involve lot of draw, recruit mechanic, Hemet, Jungle Hunter, Skulking Geist, ... It's not a card for any / general decks, but can enable / support interesting / fun deck buidling.
LoL, people are spamming like crazy in the submission thread.
Biggerbossman and Co, good job in making the theme popular. You provoked people's interest a lot.
In retrospect, I should have posted this here first. I am new to this process, apologies. Even though my submission is already in, I'm still curious whether anyone else has ideas to better this design.
A slowly growing minion that speeds you to fatigue. My original idea was for it to Evolve on each death, but having that text roll forward on each death took up way too much space for a normal Hearthstone card.
Hiya, I am new to this so I am just wondering how to upload an image to this. Hopefully it works.
The first thing I thought of was playing World of Warcraft and being on a flying mount, setting auto run and going afk. When I come back I am dead in the far ocean from fatigue damage.
What I like about the idea of this card is the count down it has. Your opponent knows that you are planning to unleash crazy damage on them in a few turns. The reason why I made this related to depth is because of the shaman's connection to the elements, particularly water. This card works well with healing abilities such as Healing Rain, Healing Wave, Mana Tide Totem, etc. Because they keep you from dying on your turn while also dealing damage to your enemy. This also has a synergy with a particular three cost depth dweller that is rotating out of standard in the Witchwood expansion, Coldlight Oracle causing 4 fatigue ticks for both players.
Hey, this is a question that I haven't seen answered before: How exactly are finalists chosen for the final poll? Is it just based purely on upvotes, or is there some other system that is used? Just something I've been curious about for a while.
Hey guys, can you review my cards one last time? I want to hear out the flaws regarding them, before I enter the competition.
kthx
Card 1:
Entrance - Now, where did I put it last time?
Normal battlecry - Not here. Better keep searchin'.
Alternative one - Ah finally, here it is.
Attack - I have no time for You. Beat it.
Death - Blast'd from the past.
Some of you may be wondering where you can include this in - well, he doesn't offer a tremendous value in a control deck, but he can still cycle himself, which is nice. Combo decks could use him as replacement for Coldlight Oracles, but I think, that he can shine to some extent in Aluneth decks just because he offers you to find one of your already used burn spells.
Inb4 some people wanted to change the art. I thought it was cool, when I first saw it:
Card 2
Flavour text - Trust me, you don't really want to know what the ingredients are. Better drink it, while it's still... fresh...
Heal, until you decide to use it as a burn in your Miracle Rogue deck. With the Auctioneers you can cycle extremely fast and pressure your opponent.
Card 3
Too OP with Scavenging Hyena? I thought, that you have to get rewarded for actually reaching the end-game by receiving some kind of a win-condition. After all it's not like hunter can brag about it every day, we rarely see a slow build from that class, not to mention the cases, where they reach Fatigue. So I figured - let's give them something useful. I was wondering between making the card 2 or 3 mana, I stopped at 3, because I thought that it was too powerful, but I'm having second thoughts.
Hm, I wonder if this sort of thing would count?
This was originally gonna be a very cheap spell called Sinister Seedling that added another spell to the bottom of the opponent's deck. That card would draw 3 cards (of fatigue) and summoned a 5/5 Corrupted Treant or something for the opponent, but then I realized two copies of that effect might be a problem.
So then I decided to use Xavius and the Emerald Nightmare as a theme, and had him put a spell at the bottom of your opponent's deck, but it'd just draw a number of cards (3 or 4?) once for a burst of fatigue damage, and then be over with.
But... I REALLY liked the name "Endless Nightmare" for the spell, but it didn't fit the one-off effect, so I changed it so it would draw 2, and keep replacing itself, effectively doubling the rate of fatigue. At that point, I thought since the nightmare was spreading itself in the opponent's deck, it'd be flavorful (and less broken) to make it symmetrical. Anyone who'd play a fatigue or mill deck with this should still have to participate in the fatigue race, after all.
My Entry for this week's Card Design Competition - Season 8.16:
Gladly. 1 question - yesterday I made my card in the small hours (hunter spell). Right now I kinda think that it's overpriced at 3 mana. What's your opinion about this.
Others are also welcome to express their opinion regarding this
Thx for the fast reply, I really appreciate it :). I will try one more time to come up with something else, until I eventually give up.