Anyway so for my first idea I was think more on the lines of cheating in a card game. You know in the movies when a person has a bad card and after a slight of hand, that card become the most card that person needs, I was going for that kind of affect. Also if you Combo it, you can draw some needed combo cards. However I'm a bit worried it may be a bit too powerful, so I would like to hear what you think. (As a side note, the swap would be from your deck just in case that wasn't clear, that will be something I will change later)
Back at it again. Here's what I got for now. Thoughts?
Morphing Slime & Summon Familiar: Both explore the same mechanic; Hunters gaining minions without actually putting them into their decks. I don't know whether these qualify for the comp, though, as they don't directly interact with the 'No minions in deck' mechanic.
The Bigger they are...: Stuck between this version and one where you cast the highest costing spell from your deck, rather than from your hand.
I'll be giving feedback as soon as I can. Trading feedback too, of course.
So I had this thought for Miracle Rogue to be akin to some of their more recent additions like Fal'dorei Strider, and add a unique form of defense in a Stall sense...
Any time you draw the Coin when you're not Rogue or Druid, that's pretty much a dead draw, although there are situations where it's not entirely useless. And for the Miracle Rogue, this gives them fuel for the Gadgetzan Auctioneer turn, whether they've drawn them before playing the Auctioneer, or if they draw them during the Auctioneer chain. The delayed gratification I thought would make it more fair.
So I had this thought for Miracle Rogue to be akin to some of their more recent additions like Fal'dorei Strider, and add a unique form of defense in a Stall sense...
Any time you draw the Coin when you're not Rogue or Druid, that's pretty much a dead draw, although there are situations where it's not entirely useless. And for the Miracle Rogue, this gives them fuel for the Gadgetzan Auctioneer turn, whether they've drawn them before playing the Auctioneer, or if they draw them during the Auctioneer chain. The delayed gratification I thought would make it more fair.
Hey, I think this card is too powerful. Shuffling useless cards in the opponent's deck (especially when they are in top-deck mode) is kinda unfair, when your deck is specifically built around cycling. Gadgetzan Miracle Rogue was one of those tempo decks, which didn't allow the opponents to enter the late game. Thanks to the auctioneer, tomb pillager and the counterfeit coins the rogue player could easily cycle through their deck, they could make Edwin pretty big and then stealth him, not to mention that they also had arcane giants to play out cheaply. Their opponent had to have an answer, else the rogue's board would snowball hard.
Now imagine the same scenario, but you are also hindering your opponent to find their answers. The tokens from Beneath the grounds (or other card shuffling spells/minions) are automatically castable and the affected player still draws normally.
Soo if you make those coins automatically castable once they are drawn, this would be a better change. The spell will become strange and probably weak because the synergies will be gone, but it will most certainly feel balanced. Not to mention, that you can always look at it as an early ramp.
@mods: I and the other cheese need a PM for the next theme lel
I'm with Demon on this one. If I could rate the originality of your card, I would give it 9 or 9.5/10, but the card isn't well balanced. At first it will be a useless card and we all know how hunter (with his lack of draws) can't afford to have a clunky start, but this card can be really dangerous with charge. Either this or in combination with some zombeasts. Even w/ Savana Highmane this is still pretty good.
@mods: I and the other cheese need a PM for the next theme lel
I saw this on hearthcards, and immediately loved it. The flavor, originality and fun on this one are all wonderful, and I feel like- if you balance it- you've got a runaway winner. Unfortunately, balance is going to be difficult, because it can either have an incredibly powerful effect, or be more or less useless. I might have suggested that you instead add that minion to the pool of Beast Companions, but then that only increases the variance, which is not the direction we want to go.
Two other possibilities would be to restrict the minion that it can target- ones that cost (5) or less, perhaps? But that's less fun. Alternatively, you could make it summon a 4/4 copy of the minion. This is probably my favorite solution so far, but wording that on the card seems like it's going to be quite difficult.
Also, my current front-runner card:
EDIT: Oops, oversize image.
While the card clearly supports Burgle Rogue, Miracle Rogue can also benefit from a variety of cheap spells. Thoughts?
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.
Here's my card: The user creates mist by blowing into the cold dark night with his warm breath, and conceals in it. The user then lurks in his own created shadow preparing his sinister plans or envenoming his weapon.
This is the first time i am making a card for the weekly competition, I am very exited about it. Any thoughts about my card?
I'm ready for this! Go Miracle Rogue, one of my first decks.
Really weak imho. I would prefer to see a card, which deals 2 dmg to a minion and it gets a +1 damage buff per played card.
Either this or allow the enemy face to be targeted as well and increase the cost to 3. This may be a bit underwhelming, but at 2 I think it will be too good. Another option would be to increase the cost to 5+ and the damage and its buff to 2. That way a rogue has to play 2 additional cards before it can hurl a Fireball for 5 mana.
I'm ready for this! Go Miracle Rogue, one of my first decks.
I agree with Kovachut, the card is too weak. However, "do x for each card you've played this turn" is a pretty flexible trigger. You can have AOE, an Arcane Missiles-like effect, a weapon buff, a minion buff...
Miracles can happen more than one time! Which version do you like the most? At the beginning, I was going to make it 1 mana without the end of turn effect, but then I realised how easily that could degenerate :_D
Also, I'm not really loving the flavour. If someone can come up with a better theme for the card, I will welcome it! (An alternative art from WoW or at least is not so clearly about Gwent would also be nice, btw)
This might not seem to benefit spell heavy decks all the much, but I think it might with cards like Pick Pocket, Hallucination and more. It's also slightly disruptive, as your opponent can't Discover from the old class, but will Discover from the new one instead. It would work sort of similar to when you're picking another class in Cart Crash at the Crossroads Brawl, showing three random classes that's not currently your opponents'. Would also benefit rogue-rogue matchups. Their art will change to the hero picked, but not their hero power.
Miracles can happen more than one time! Which version do you like the most? At the beginning, I was going to make it 1 mana without the end of turn effect, but then I realised how easily that could degenerate :_D
Also, I'm not really loving the flavour. If someone can come up with a better theme for the card, I will welcome it! (An alternative art from WoW or at least is not so clearly about Gwent would also be nice, btw)
I love the flavour of your first card. I also think it's balanced. Ask for others' opinion about this, but imho you can easily submit it. gl
[edit] I think you have forgotten the rogue frame.
Back at it again. Here's what I got for now. Thoughts?
Morphing Slime & Summon Familiar: Both explore the same mechanic; Hunters gaining minions without actually putting them into their decks. I don't know whether these qualify for the comp, though, as they don't directly interact with the 'No minions in deck' mechanic.
The Bigger they are...: Stuck between this version and one where you cast the highest costing spell from your deck, rather than from your hand.
I'll be giving feedback as soon as I can. Trading feedback too, of course.
Morphing Slime is a nice take on the "shifter" mechanic. Most likely it's not playable, but the flavor's there, and I find it appealing, at least. I also like Summon Familiar, which has the added benefit of maybe being playable. This after a maxed Spellstone would be brutal. My biggest issue with either of them is their tenuous connection to this week's theme; design-wise, I prefer them to the Mage card.
The Mage spell has a much clearer connection, though it feels clunky. It boils down to just a 1- or 2-mana discount for your AoE, so even if you have one in hand, it's worse Prep. I do like the from-deck idea better except for that it pretty much prohibits running Pyroblast, but I don't think that's run much anyway. Also, for the wording, you can just say "highest Cost" a la Witchwood Piper, and "on the board" is redundant; you can't target anything off the board.
I like it. The parallelism with the 5's is appealing, and it gives Big Spell Mage a new direction focused on big tempo plays as opposed to pure control. The reduction will be small, except for Pyroblast, so it might be on the weak side, but you can't really change anything without losing the parallelism, so it's probably fine.
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A new start for the season! Hooray!
Anyway so for my first idea I was think more on the lines of cheating in a card game. You know in the movies when a person has a bad card and after a slight of hand, that card become the most card that person needs, I was going for that kind of affect. Also if you Combo it, you can draw some needed combo cards. However I'm a bit worried it may be a bit too powerful, so I would like to hear what you think. (As a side note, the swap would be from your deck just in case that wasn't clear, that will be something I will change later)
My Entry for this week's Card Design Competition - Season 8.16:
My first thoughts, not completely satisfied with the Cost for either.
Back at it again. Here's what I got for now. Thoughts?
Morphing Slime & Summon Familiar: Both explore the same mechanic; Hunters gaining minions without actually putting them into their decks. I don't know whether these qualify for the comp, though, as they don't directly interact with the 'No minions in deck' mechanic.
The Bigger they are...: Stuck between this version and one where you cast the highest costing spell from your deck, rather than from your hand.
I'll be giving feedback as soon as I can. Trading feedback too, of course.
So I had this thought for Miracle Rogue to be akin to some of their more recent additions like Fal'dorei Strider, and add a unique form of defense in a Stall sense...
Any time you draw the Coin when you're not Rogue or Druid, that's pretty much a dead draw, although there are situations where it's not entirely useless. And for the Miracle Rogue, this gives them fuel for the Gadgetzan Auctioneer turn, whether they've drawn them before playing the Auctioneer, or if they draw them during the Auctioneer chain. The delayed gratification I thought would make it more fair.
Hey, I think this card is too powerful. Shuffling useless cards in the opponent's deck (especially when they are in top-deck mode) is kinda unfair, when your deck is specifically built around cycling. Gadgetzan Miracle Rogue was one of those tempo decks, which didn't allow the opponents to enter the late game. Thanks to the auctioneer, tomb pillager and the counterfeit coins the rogue player could easily cycle through their deck, they could make Edwin pretty big and then stealth him, not to mention that they also had arcane giants to play out cheaply. Their opponent had to have an answer, else the rogue's board would snowball hard.
Now imagine the same scenario, but you are also hindering your opponent to find their answers. The tokens from Beneath the grounds (or other card shuffling spells/minions) are automatically castable and the affected player still draws normally.
Soo if you make those coins automatically castable once they are drawn, this would be a better change. The spell will become strange and probably weak because the synergies will be gone, but it will most certainly feel balanced. Not to mention, that you can always look at it as an early ramp.
It means that Animal Companion would summon the Beast you chose. To My Side! the same beast twice, and Call of the Wild the chosen beast thrice!
@mods: I and the other cheese need a PM for the next theme lel
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
What do you think? Isn't it too strong?
Imagine picking King Krush with this. Charged Devilsaur would even allow you to play that and this in one turn.
Click the image to go to my custom Time Traveler class.
I'm with Demon on this one. If I could rate the originality of your card, I would give it 9 or 9.5/10, but the card isn't well balanced. At first it will be a useless card and we all know how hunter (with his lack of draws) can't afford to have a clunky start, but this card can be really dangerous with charge. Either this or in combination with some zombeasts. Even w/ Savana Highmane this is still pretty good.
Dunno what I can advise you-
increase the cost?I saw this on hearthcards, and immediately loved it. The flavor, originality and fun on this one are all wonderful, and I feel like- if you balance it- you've got a runaway winner. Unfortunately, balance is going to be difficult, because it can either have an incredibly powerful effect, or be more or less useless. I might have suggested that you instead add that minion to the pool of Beast Companions, but then that only increases the variance, which is not the direction we want to go.
Two other possibilities would be to restrict the minion that it can target- ones that cost (5) or less, perhaps? But that's less fun. Alternatively, you could make it summon a 4/4 copy of the minion. This is probably my favorite solution so far, but wording that on the card seems like it's going to be quite difficult.
Also, my current front-runner card:
EDIT: Oops, oversize image.
While the card clearly supports Burgle Rogue, Miracle Rogue can also benefit from a variety of cheap spells. Thoughts?
#gNOmeferatu
Here's my card: The user creates mist by blowing into the cold dark night with his warm breath, and conceals in it. The user then lurks in his own created shadow preparing his sinister plans or envenoming his weapon.
This is the first time i am making a card for the weekly competition, I am very exited about it. Any thoughts about my card?
I'm ready for this! Go Miracle Rogue, one of my first decks.
Really weak imho. I would prefer to see a card, which deals 2 dmg to a minion and it gets a +1 damage buff per played card.
Either this or allow the enemy face to be targeted as well and increase the cost to 3. This may be a bit underwhelming, but at 2 I think it will be too good. Another option would be to increase the cost to 5+ and the damage and its buff to 2. That way a rogue has to play 2 additional cards before it can hurl a Fireball for 5 mana.
I agree with Kovachut, the card is too weak. However, "do x for each card you've played this turn" is a pretty flexible trigger. You can have AOE, an Arcane Missiles-like effect, a weapon buff, a minion buff...
My ideas so far:
Oops hunter card should say secrets not spells
Miracles can happen more than one time! Which version do you like the most? At the beginning, I was going to make it 1 mana without the end of turn effect, but then I realised how easily that could degenerate :_D
Also, I'm not really loving the flavour. If someone can come up with a better theme for the card, I will welcome it! (An alternative art from WoW or at least is not so clearly about Gwent would also be nice, btw)
Submissions Topic is up!
I want a new title, but Flux won't let me have one,
This might not seem to benefit spell heavy decks all the much, but I think it might with cards like Pick Pocket, Hallucination and more. It's also slightly disruptive, as your opponent can't Discover from the old class, but will Discover from the new one instead. It would work sort of similar to when you're picking another class in Cart Crash at the Crossroads Brawl, showing three random classes that's not currently your opponents'. Would also benefit rogue-rogue matchups. Their art will change to the hero picked, but not their hero power.
Could use some help with the art :)
I love the flavour of your first card. I also think it's balanced. Ask for others' opinion about this, but imho you can easily submit it. gl
[edit] I think you have forgotten the rogue frame.
Morphing Slime is a nice take on the "shifter" mechanic. Most likely it's not playable, but the flavor's there, and I find it appealing, at least. I also like Summon Familiar, which has the added benefit of maybe being playable. This after a maxed Spellstone would be brutal. My biggest issue with either of them is their tenuous connection to this week's theme; design-wise, I prefer them to the Mage card.
The Mage spell has a much clearer connection, though it feels clunky. It boils down to just a 1- or 2-mana discount for your AoE, so even if you have one in hand, it's worse Prep. I do like the from-deck idea better except for that it pretty much prohibits running Pyroblast, but I don't think that's run much anyway. Also, for the wording, you can just say "highest Cost" a la Witchwood Piper, and "on the board" is redundant; you can't target anything off the board.
I like it. The parallelism with the 5's is appealing, and it gives Big Spell Mage a new direction focused on big tempo plays as opposed to pure control. The reduction will be small, except for Pyroblast, so it might be on the weak side, but you can't really change anything without losing the parallelism, so it's probably fine.