Hey I have my card ready. I just want to make sure the wording is optimal.
I could not find another effect that gives a minion a battlecry, so this is my best guess on how to word it. Also If anyone has better suggestions for art, I am all ears.
The wording is more-or-less fine; the main thing missing is a set of quotations around the Battlecry. Something like this would be perfect:
Draw a minion. Give it "Battlecry: Deal 2 damage to this minion."
Hey fellas! I made 4 versions of the same card, I just couldn't decide which one was the most balanced. What do you guys think? I wanna say "deal 2 damage to a random minion" is the best version, but I really don't know.
Flavourwise, Star Shards sounds like a Druid Spell, and the in effect seems like a Mage Spell. Why is this a Priest Spell?
It's that time, when I ask for your feedback guys. I've designed bunch of cards and I'm dry out. Hope you like them.
Tokens:
Act of Friendship (my favourite from them all). It would be better to make a more visual list like so:
Entrance: I love you. Attack: Love me. Death: *Sob* I thought...
Rock Barrage:
Bonus Cards (it won't hurt if you take a look at them as well):
-->-->
Explanation:
Thunderstorm - Some good spells for shaman pls. Obviously good vs aggro and kinda bad vs control If the opponent has 4 cards in hand, then this is an Excavated Evil. Synergy with Baku Shaman.
Rock Barrage - Taunt is cheat. Me go face. That's right, when you need reach, then you just replace your bad cards anyway and throw rocks instead.
Act of Friendship - :D, ok I'm only halve serious with this. I remember the time, when Priest was a joke class and people made lots of meme videos, including building the famous Unicorn Priest. Also before the Legion expansion I have seen people making fun of Anduin for being a sissy and I just wanted to recreate those moments. The idea is taken from Nixxiom's video.
Totem Fury - You know the card. The design may be boring and simple, but it's good in an aggro/mid-range deck, which runs lots of totems.
Start from Scrap - I wanted to design a card with a structure. I thought how the warrior class fits the builder's theme more. The card is a delayed Southsea Captain, which buffs all other minions.
Pro tip - always wait for others' feedback even though it may take some time. In order to speed up the process you can give a feedback on others' posts so that they will return the favour. In some cases the shaman spell can be really problematic (snowfury giant + 0 mana Lesser Sapphire Spellstone and dunno if this will upgrade) not to mention with the strong support in wild (Lava Shock). The card you posted isn't impressive. I understand the frustration against Cubelock, but it's not a good design to have an effect on a class legendary card, which only functions 1/9 of the cases. Dunno about the balance part regarding the HP. I think you made your reward a bit too strong.
There was user in the previous page who made a very similar rogue card. Their one had a downside and despite that I explained them how their spell would have been very dangerous in an aggro/Kingsbane deck. Your card makes a step further and doesn't have any downsides...
Glad that you went with the hunt spell - it's a nice one.
A card resource just for a slightly more controllable and a single Discard outcome? That's super underwhelming imho.
Regarding desperate player - I understood the idea behind it, but I think it is too strong and thus it would be problematic in some cases. Just imagine the following picture - you need one turn to survive and then to unleash your game-winning combo. There won't be a drawback after than because the game would have ended. Raza Priest isn't an issue anymore, but future Velen combo decks will emerge and this spell would be an auto-include there. But even if we forget about that archtype, the spell is too cheap, because you can use the rest of your mana crystals to make insane turns (gaining board control or setting up lethal).
Regarding the rogue spell - unlike Yugioh you can play discard cards and not discard anything. You just have to have an empty hand to gain the most out of those cards. That's why your card would be really strong in miracle or in an aggro deck.
I like the paladin secret, but in wild I would prefer Coghammer over it. It's just more flexible & powerful.
As much as I love the flavour, I completely agree with Link. In order to get the maximum value, you have to avoid using your HP, which is a big loss for any paladin. Not to mention, that you only have 2 resurrection spells in your deck and thus you can't get the value you could have gotten like in Big Priest. *Cough* Silence *cough*.
Well, I certainly like the flavour behind this. I think that the old version (2/2s) is good enough but you have to make the title of the reward shorter. Normally the bolded 'Reward' part is written on a new paragraph. You don't have to write the whole name there but just the first word. Look at Jungle Giants and Barnabus the Stomper.
Dunno how to evaluate this. I really can't decide to call it balanced or not - don't get me wrong, you may have done a really good job, but I just can't give a good feedback. I imagine this in Miracle, in Malygos and I don't know of having a cheap swap card is OP or fairly strong. Sorry that I can't help you further. Ask for others' opinions.
Love the flavour but it's really underwhelming. This card is way too slow. *badumtss* But seriously, buff it somehow - increase the damage, give it can't attack? Maybe also give it to hunter, because it's not normal for a rogue to have difficulties with killing other minions. Also Corruption. Or make it target the enemy hero - but be careful not to design it too OP, e.g. at the start of the opponent's turn...
I already gave you my opinion on the first card. Regarding the second one ... dunno what to say. Where would you play this? Because it's obvious for me how you wouldn't out this in a deck, that doesn't interact with weapons. I also know, that you wouldn't put it in Kingsbane since the weapon is indestructible and there is no point in swapping the stats for more durability. The only logical answer is using this deck in a combination with e.g. a 4/1 Spectral Cutlass, so that you can keep the weapon and deal more dmg over time. Either way I'm not really impressed by that card.
1) Extremely situational. The Kobold Monk is better, because it leaves you with a body. The only usage of the shaman card would be in a casters' combo meta, where you deny them to target your face. But 1) you have to time right spell correctly and 2) if you can't kill them right away, then they will finish you off eventually.
2) That's super strong in an aggro deck. It's better than Noble Sacrifice since the minion gets to live and then you have a free 2/2 on the board. Not to mention, that you should have used when instead of whenever. 3) Dark Pact
Now about the new post:
Regarding double tap - true, it would have cost more that way. But now your spell feels underwhelming, because the hunter would like to include expensive and subpar cards just to have a bit more value on the same turn. Not to mention, that hunter lacks the draws so finding a good combo won't be easy to do.
Spellstone - I like it. Find a suitable art and go with this.
Pala spell - still too slow. Possibly good in the new odd deck (when the pala plays the Raid Leader). Other than that... If you don't have any buffing cards in hand, then this is just a dead card, which is extremely bad from an aggro deck perspective.
I understood the reference, but this isn't going to work as you planned it. On the first sight this is a 1 mana spell, that deals 4 dmg to a minion (see Shadow Bolt and Stormcrack). But your spell goes further and it allows you to make valuable trades by weakening the enemy minion.
If the minion somehow survives the spell, then at the end of your turn it will regain its previous Attack stats, but not the health. Up until now there isn't a card that gives -1 (or more) Health and then it returns the minion to its previous state. No, there isn't a such card. Instead we have card, which deal damage. That's why your card won't work the way you thought it would.
I think this may be way too powerful for priest. True, that the player has to play the minions first, but imagine how you steal a minion (Sylvanas) or kill one (Statue) just for 1 mana.
Strong vs mage, warlock, rogue, dudu, shaman. Weak vs warrior (execute, but not shield slam), priest (pain, death) and other transform/single target removal abilities from casters. Also weak vs minion decks. Dunno mate, I like the idea and the design, but I kinda think it's a bit situational.
Powerful shot - if you don't have a minion on your side of the board, then this only interacts with the opponent's minions. Imho the art feels strange in warrior as that class doesn't have ranged weapons. But I personally prefer:
Ambush - it's very flexible and useful. Also very flavourful. The only issue I have is the aggressiveness of hunter and I don't know if squeezing 3 damage would be too powerful there. Ask for others' opinions before you submit your entry.
Defence Stance is a good way to gain more armor, however I guess weapon for warrior is more important, and this one is kind slow... I don't know how to make a choice between Fifty Shade of Purple and Cannon Fodder, they are both cool ideas with good balanced. Maybe the hunter card is better cause we could use it in a quest deck. The warlock card is a little weak in build, because warlock has so many ways to clear the battle field.
Thunderstorm is kind of weird which not like a shaman class card. I guess the second part should be '... Overload (1) for each card in your opponent's hand.' Act of Friendship is too complex... though it seems balanced. I like Rock Barrage the most. It gives warrior another way to end the game with a fair cost.
And Bump my idea for the last time... I decide to submit the hunter card, but I don't know which version looks better... Should I make it 2 damage? Or make it could choose the enemy minion only? Please help me to make the choice. Thanks again.
Defence Stance is a good way to gain more armor, however I guess weapon for warrior is more important, and this one is kind slow... I don't know how to make a choice between Fifty Shade of Purple and Cannon Fodder, they are both cool ideas with good balanced. Maybe the hunter card is better cause we could use it in a quest deck. The warlock card is a little weak in build, because warlock has so many ways to clear the battle field.
Thunderstorm is kind of weird which not like a shaman class card. I guess the second part should be '... Overload (1) for each card in your opponent's hand.' Act of Friendship is too complex... though it seems balanced. I like Rock Barrage the most. It gives warrior another way to end the game with a fair cost.
And Bump my idea for the last time... I decide to submit the hunter card, but I don't know which version looks better... Should I make it 2 damage? Or make it could choose the enemy minion only? Please help me to make the choice. Thanks again.
I like the idea of it only targeting enemy minions, to punish them for attacking you. But I'm not sure how an arrow attack translates into damage whenever that minion attacks instead of immediate damage.
Anyway, I'm dropping my Reverse Grip idea and have one more card that I'm likely to submit. It's an arguably better Wanted!, but is that too similar to the existing card?
Defence Stance is a good way to gain more armor, however I guess weapon for warrior is more important, and this one is kind slow... I don't know how to make a choice between Fifty Shade of Purple and Cannon Fodder, they are both cool ideas with good balanced. Maybe the hunter card is better cause we could use it in a quest deck. The warlock card is a little weak in build, because warlock has so many ways to clear the battle field.
Thunderstorm is kind of weird which not like a shaman class card. I guess the second part should be '... Overload (1) for each card in your opponent's hand.' Act of Friendship is too complex... though it seems balanced. I like Rock Barrage the most. It gives warrior another way to end the game with a fair cost.
And Bump my idea for the last time... I decide to submit the hunter card, but I don't know which version looks better... Should I make it 2 damage? Or make it could choose the enemy minion only? Please help me to make the choice. Thanks again.
I like the idea of it only targeting enemy minions, to punish them for attacking you. But I'm not sure how an arrow attack translates into damage whenever that minion attacks instead of immediate damage.
Anyway, I'm dropping my Reverse Grip idea and have one more card that I'm likely to submit. It's an arguably better Wanted!, but is that too similar to the existing card?
Thematically, this card really bugs me. Cut purses don't kill people. Also, cut purses don't steal money only if they kill their target. Killing their target would be like the one way they wouldn't steal money, because they just stabbed someone in a crowd and drew attention to themselves. It would make more sense if it was called Mug, and/or it gave you a Coin only if the target survived.
Defence Stance is a good way to gain more armor, however I guess weapon for warrior is more important, and this one is kind slow... I don't know how to make a choice between Fifty Shade of Purple and Cannon Fodder, they are both cool ideas with good balanced. Maybe the hunter card is better cause we could use it in a quest deck. The warlock card is a little weak in build, because warlock has so many ways to clear the battle field.
Thunderstorm is kind of weird which not like a shaman class card. I guess the second part should be '... Overload (1) for each card in your opponent's hand.' Act of Friendship is too complex... though it seems balanced. I like Rock Barrage the most. It gives warrior another way to end the game with a fair cost.
And Bump my idea for the last time... I decide to submit the hunter card, but I don't know which version looks better... Should I make it 2 damage? Or make it could choose the enemy minion only? Please help me to make the choice. Thanks again.
I like the idea of it only targeting enemy minions, to punish them for attacking you. But I'm not sure how an arrow attack translates into damage whenever that minion attacks instead of immediate damage.
Anyway, I'm dropping my Reverse Grip idea and have one more card that I'm likely to submit. It's an arguably better Wanted!, but is that too similar to the existing card?
Thematically, this card really bugs me. Cut purses don't kill people. Also, cut purses don't steal money only if they kill their target. Killing their target would be like the one way they wouldn't steal money, because they just stabbed someone in a crowd and drew attention to themselves. It would make more sense if it was called Mug, and/or it gave you a Coin only if the target survived.
I would change the name to mug or any similar word that meets your fancy, change the image to match, and keep the card text as is. I really like the design, but Nurgling has a point when it comes to flavor.
It's that time, when I ask for your feedback guys. I've designed bunch of cards and I'm dry out. Hope you like them.
Tokens:
Act of Friendship (my favourite from them all). It would be better to make a more visual list like so:
Entrance: I love you. Attack: Love me. Death: *Sob* I thought...
Rock Barrage:
Bonus Cards (it won't hurt if you take a look at them as well):
-->-->
Explanation:
Thunderstorm - Some good spells for shaman pls. Obviously good vs aggro and kinda bad vs control If the opponent has 4 cards in hand, then this is an Excavated Evil. Synergy with Baku Shaman.
Rock Barrage - Taunt is cheat. Me go face. That's right, when you need reach, then you just replace your bad cards anyway and throw rocks instead.
Act of Friendship - :D, ok I'm only halve serious with this. I remember the time, when Priest was a joke class and people made lots of meme videos, including building the famous Unicorn Priest. Also before the Legion expansion I have seen people making fun of Anduin for being a sissy and I just wanted to recreate those moments. The idea is taken from Nixxiom's video.
Totem Fury - You know the card. The design may be boring and simple, but it's good in an aggro/mid-range deck, which runs lots of totems.
Start from Scrap - I wanted to design a card with a structure. I thought how the warrior class fits the builder's theme more. The card is a delayed Southsea Captain, which buffs all other minions.
Thanks for the feedback! I'mma just go out on a limb here and say that Fandral Staghelm doesn't work with Investigate simply because a) that'd be weird, b) I highly doubt that adding 8 cards in your hand (as there are 8 unique combinations) with only 5 mana would be considered "balanced", c) not all Choose One cards work with Fandral Staghelm, specifically Branching Paths.Your cards!
Thunderstorm: It's a simple yet powerful AoE counter to aggro decks which is great for Shaman considering that their most viable deck is weak to aggro decks. It is however quite inconsistent against control decks, and Lightning Storm and Volcano already exist, so this might get outshined by those cards.
Rock Barrage: Oh, I love this one. One of the problems with Control Warrior is that you don't really have a finisher and all you're hoping to do is to outvalue your opponent via fatigue...which is kinda unreliable. This provides a balanced and kinda funny solution to that problem by providing another win condition to Wallet Warriors by making them tank up and try to fill their hands with cards in order to turn them into a bunch of Darkbombs to burst your opponent down at the cost of losing utility cards like Brawl that might prove more useful then "Deal 3 damage". It is somewhat concerning that with just 5 cards, you could turn your hand into a 10 mana "Deal 15 damage", so you may wanna decrease the cost to 2. Also, something about throwing rocks at your opponent is kinda comedic. :P
Act of Friendship: This is just a treasure trove of flavour and hilarity but it's ultimately too slow and elaborate for my liking. :P
Totem Fury: I really like this one. It's simple but powerful and promotes a deck archetype/tribe that really needs some support. It has lots of gameplay implications in the sense that you could use this as a finisher after flooding the board with totems, but it's not too ridiculous because your Totems are obviously vulnerable. However, the fact that this card exists alone would make every totem have a soft Taunt in fear of this card, so that's another cool effect it has.
Barracks: Like your Priest Legendary spell, it's flavourful but ultimately too complex especially considering that this is a Rare card. So it's a no for me on this one.
All in all, I think you choose either Rock Barrage, Totem Fury, or Thunderstorm. I'm leaning more towards Rock Barrage because Totem Fury is less interesting than your other cards, and Thunderstorm is just another AoE card for Shaman.
Ignoring the grammatical errors (if you're only shuffling one Mana Bomb, you don't need the s on the end for example), I think the quest is probably the best of the three; Chilled to the Core is just insane for Freeze Mage (4 mana Freeze and Deal 1 to all enemy minions? 3 mana Freeze and deal 1 to three enemies?), Mana Bomb just isn't a fun card in the earlier parts of the game and is basically useless later on and Remulos' effect I'm not convinced goes in Druid? But it's a decent card nonetheless.
I will note that I don't think you should necessarily give up on Mana Bomb though, that flavour of detonating Mana is something I think is really cool and I think you can definitely do a really cool effect with that.
Final Prophecy is really awkward as a two-of as it most likely does nothing for you on the second cast. Long Range Shot 1.) Doesn't work within the rules of Hearthstone (see Voodoo Doll interactions with cards in hand) and 2.) is extremely uninteractive even if it did work.
This is basically just Counterfeit Coin except can be extended over another turn.
Alright, so I've come up with three more ideas. I haven't abandoned the other three which you can find in the spoiler tag at the bottom here (Rush is a joke, don't worry, I'm not quite THAT insane). No card art yet, but I'll have a look once I get back from my meeting.
Peridot Spellstone would summon three 1/1s and Greater would summon four 1/1s.
Edit: Spoilerising. Makes car go FASTER.
Thanks for the criticism! Fandral Staghelm won't work with Investigate because it'll work like Branching Paths...and because I said so. :P
Double Tap: I've always wondered why Shot spells haven't become a thing yet. Anywho, this is a cool idea, but since there's only 4 Shots in Standard (Multi-Shot, Arcane Shot, Explosive Shot, and Deadly Shot) and only 2 of them barely see play currently, I have a feeling that this card won't go well, especially considering that you have to actually have to hold these shots in the first place. Otherwise, you're just holding a card that does nothing.
Lesser Peridot Spellstone: I like this! It supports Zoolock a bit more (one day you'll return old friend) and gives some more Demon synergy for Warlock. It is a bit weak when compared to Lesser Ruby Spellstone though; maybe reduce the requirement to playing 2 Demons to upgrade it?
Balancing Scales: It's a nice little buff-synergy spell that works nicely with Sound the Bells!, but it pales in power compared to your Warlock spellstone and Blessing of Might.
@Cogito_Ergo_Sum: I'm not even gonna say anything about the first two ones because Investigate is just so good. The flavor is a bit off for Druid but all you gotta do is find a way to improve it a little 'cus the card is already awesome as it is. Also to everyone who's worried about how it would interact with Fandral: it wouldn't 'cus it's not Choose One so chill out.
@Divoc: The effects of the first two cards seem like they would fit better in minions (though I could see the Mage one being played), and the quest is quite slow and the reward, kinda meh in my opinion.
@crasyherbz: Run only Boars and two Blessings of Might and there you have it, 3 mana deal 28 damage. The Hunter card is an interesting idea but a little too disruptive in my opinion, as you just can't play around it.
@MrUncreative: I'm really not a fan of those "do nothing" spells for Rogue. This can also work as a really bad Wild Growth, I guess, but why even bother?
@Kovachut: Totem Fury seems like the best one. I kinda like Desperate Times though; it's a really deceptive card. I could see it being totally busted in aggro (maybe not in Warlock but say, in Hunter or other very aggressive deck that actually runs out of cards) or really shitty in every deck.
@nobravery: I like this. I think you should specify whether it draws the minion from your deck or makes a copy of it like Stitched Tracker.
@ASifyouwoulD: You should specify Double Tap only works on the turn you cast it. The Spellstone is so damn hard to buff for such a small reward. Balancing Scales creates an infinite loop, and I know that's not what you intended, so you should specify "another" minion in the card text.
@YJHS2000: Cool card, I like the flavor. Powercreep on Charge. lul
@Vilegloom: Death Shock is the coolest one, though probably not very strong. Mindbent Puppet allows you to kill your opponent with Malygos as early as turn 5 depending on your draw, so I think it's a no-go.
@THWeaver: How do you Discover random cards? Marsh Fishing is a fun card but very polarizing and I'd hate to play against it AND with it just because there's so much RNG involved. Prophecy is alright I guess; I think it would fit Druid better.
Reworked my entry; now it only destroys minions that killed yours by attacking, not through effects like Vilespine, for instance. Thanks @thepowrofcheese for pointing it out.
I'm glad you liked my card!
Retribution is an interesting card that works well in aggro Pally or just Paladin in general with their Silver Hand Recruits. It does look a bit powerful though considering that it's a Vaporize-ish or Execute-like effect for only 1 mana, so you may wanna nerf it somehow. Additionally, it should probably be worded as "When an enemy minion attacks, kills one of yours, and survives, destroy it".
How about this one ?
"Science isn't about why! Its about why not!"
Next contest needs to be Brode themed :(
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
OK so I have an idea. A pally secret which can give a minion a chance to survive depending on the spell that is played. Thoughts?
My Entry for this week's Card Design Competition - Season 8.16:
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
It's that time, when I ask for your feedback guys. I've designed bunch of cards and I'm dry out. Hope you like them.
Tokens:
Act of Friendship (my favourite from them all). It would be better to make a more visual list like so:
Entrance: I love you. Attack: Love me. Death: *Sob* I thought...
Rock Barrage:
Bonus Cards (it won't hurt if you take a look at them as well):
-->-->
Explanation:
Thunderstorm - Some good spells for shaman pls. Obviously good vs aggro and kinda bad vs control If the opponent has 4 cards in hand, then this is an Excavated Evil. Synergy with Baku Shaman.
Rock Barrage - Taunt is cheat. Me go face. That's right, when you need reach, then you just replace your bad cards anyway and throw rocks instead.
Act of Friendship - :D, ok I'm only halve serious with this. I remember the time, when Priest was a joke class and people made lots of meme videos, including building the famous Unicorn Priest. Also before the Legion expansion I have seen people making fun of Anduin for being a sissy and I just wanted to recreate those moments. The idea is taken from Nixxiom's video.
Totem Fury - You know the card. The design may be boring and simple, but it's good in an aggro/mid-range deck, which runs lots of totems.
Start from Scrap - I wanted to design a card with a structure. I thought how the warrior class fits the builder's theme more. The card is a delayed Southsea Captain, which buffs all other minions.
Page 5
Glad that you went with the hunt spell - it's a nice one.
A card resource just for a slightly more controllable and a single Discard outcome? That's super underwhelming imho.
Regarding the rogue spell - unlike Yugioh you can play discard cards and not discard anything. You just have to have an empty hand to gain the most out of those cards. That's why your card would be really strong in miracle or in an aggro deck.
Page 6
Page 7
3) Dark Pact
Now about the new post:
If the minion somehow survives the spell, then at the end of your turn it will regain its previous Attack stats, but not the health. Up until now there isn't a card that gives -1 (or more) Health and then it returns the minion to its previous state. No, there isn't a such card. Instead we have card, which deal damage. That's why your card won't work the way you thought it would.
Kthx
I personally think that your current card is also a bit too powerful. Reduce the number of minions to 5 and I think we are ok.
@Kovachut I like Totem Fury because Totem deserve love too. Not joking.
It's been a while since I joined a design comp. Here are my three cards:
Did somebody say Thunderfury, Blessed Blade of the Windseeker? I think this is very underwhelming because it's super slow. Change the effect to end of turn. I would still prefer Lightning Bolt though.
Powerful shot - if you don't have a minion on your side of the board, then this only interacts with the opponent's minions. Imho the art feels strange in warrior as that class doesn't have ranged weapons. But I personally prefer:
Ambush - it's very flexible and useful. Also very flavourful. The only issue I have is the aggressiveness of hunter and I don't know if squeezing 3 damage would be too powerful there. Ask for others' opinions before you submit your entry.
Sorry for reply late! It's killing me that working on Saturday. And thanks for your feedback!
@CheeseETC
Defence Stance is a good way to gain more armor, however I guess weapon for warrior is more important, and this one is kind slow... I don't know how to make a choice between Fifty Shade of Purple and Cannon Fodder, they are both cool ideas with good balanced. Maybe the hunter card is better cause we could use it in a quest deck. The warlock card is a little weak in build, because warlock has so many ways to clear the battle field.
@Kovachut
Thunderstorm is kind of weird which not like a shaman class card. I guess the second part should be '... Overload (1) for each card in your opponent's hand.' Act of Friendship is too complex... though it seems balanced. I like Rock Barrage the most. It gives warrior another way to end the game with a fair cost.
And Bump my idea for the last time... I decide to submit the hunter card, but I don't know which version looks better... Should I make it 2 damage? Or make it could choose the enemy minion only? Please help me to make the choice. Thanks again.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
"Science isn't about why! Its about why not!"
Your cards!
All in all, I think you choose either Rock Barrage, Totem Fury, or Thunderstorm. I'm leaning more towards Rock Barrage because Totem Fury is less interesting than your other cards, and Thunderstorm is just another AoE card for Shaman.
Thanks for the criticism! Fandral Staghelm won't work with Investigate because it'll work like Branching Paths...and because I said so. :P
I'm just about to finish up my submission! Your thoughts on which wording is the clearest and neatest?
Tokens (i.e. All Possible Combinations/Choices)