Sadly i don't think anyone made a drawing or something of this guy and his towers. I could put generic engineer pictures and generic metal towers, but it loses it's connection with the wow universe. I made 4 towers because there are 4 in wow. I could make it like Kalimos, where you choose from 4 options.
Regarding to the artwork, for Norgannon himself, you could use any Broken Draenei artwork, IMO. He doesn't look like a scientist anyway. For the towers, it's ok if it's a digital image.
Talking about the towers, the Kalimos option is interesting. Another option could also include the Tower of Death, which appeared in Warcraft 3 and is similar to the ones you designed. I think either option is fine.
I'm not sure if this counts as it does not support existing mechs but makes new ones instead. Also I don't know if this is overpowered I just made it lol.
Ok, try 2. I still want to try diferent ideas from "battlecry: give you mech this". GvG was largely inspired by Ulduar, a wow raid. So i tried to implement the defense towers into hs.
Not sure about the balance tho. I tried to use as simple effects as possible. What do you think?
I think it's not OP, as the card is pretty expensive and the effects are not so great unless you have a big board.
However, I find it weird that you have a pool of four options for a Discover effect. I'd rather remove one of the cards (probably Tower of Storm) or add a fifth tower.
Also, you shouldn't use images from the game, as it's a bit ugly. Try to find an artwork.
Great ideas so far (personal favorite is Linkblade91s Dr. Boom, however, i agree that a new art should be found :) )
My idea started as a tri-class card (hunter, pala, warrior obviously) but I think that tri-class cards are probably done with.
Any thoughts?
Does this affect to all Mechs in your hand or just the Magnetic ones?
Anyway, my original idea was going to be a minion that gives all Mechs in your hand Magnetic, but it's too similar to other ideas in this thread, so I'll keep trying to come up with a more original effect.
Yeah, because of the way that magnetic works it shouldn't work. But still, 1 Mana 5/5s with Mecharoo!
So, seeing all the proposed cards, does the minion have to EXIST in the current card collection or not? Most of the suggestions are new cards/new minions and not existing one.
You must make a minion that exists to directly support Mechs. The minion cannot be a Mech itself.
Can someone explain how the rule is supposed to be applied?
My thought, just not sure if it counts for all the rules.
They stated that a card that has magnetic should be a mech by all reasons.
But even then this cards is too busted. Charge is a very difficult mechanic to balance to a card. This can give a dozen of cards Charge. Remember prenerf Warsong Commander ? A combo that came to my mind is two 0 mana Mulchmuncher and then both gain charge. Stupid combo I know but I think charge should get this much versatility.
My thought, just not sure if it counts for all the rules.
They stated that a card that has magnetic should be a mech by all reasons.
But even then this cards is too busted. Charge is a very difficult mechanic to balance to a card. This can give a dozen of cards Charge. Remember prenerf Warsong Commander ? A combo that came to my mind is two 0 mana Mulchmuncher and then both gain charge. Stupid combo I know but I think charge should get this much versatility.
Hmm, good point, though I still want try out the goblin theme of suicidal/all-out craziness. Perhaps a change would be:
Goblin Engineer 2 mana 1/1 Battlecry: Give a friendly Mech Charge, it dies horribly after attacking.
My thought, just not sure if it counts for all the rules.
They stated that a card that has magnetic should be a mech by all reasons.
But even then this cards is too busted. Charge is a very difficult mechanic to balance to a card. This can give a dozen of cards Charge. Remember prenerf Warsong Commander ? A combo that came to my mind is two 0 mana Mulchmuncher and then both gain charge. Stupid combo I know but I think charge should get this much versatility.
Hmm, good point, though I still want try out the goblin theme of suicidal/all-out craziness. Perhaps a change would be:
Goblin Engineer 2 mana 1/1 Battlecry: Give a friendly Mech Charge, it dies horribly after attacking.
Much better balancing. And yeah I like the flavor on the previous one and this one. And I would actually like a card like this since I like charge as a mechanic but I know there are people who find the most craziest ways to abuse it. I think King Krush is a great balanced Charger.
I dont know if you can nerf it anymore than that tbh haha. Im no expert on stuff like this so I dont even know if im being too harsh on charge. Nonetheless cool card! Will give you an upvote if you decide to submit it.
My thought, just not sure if it counts for all the rules.
They stated that a card that has magnetic should be a mech by all reasons.
But even then this cards is too busted. Charge is a very difficult mechanic to balance to a card. This can give a dozen of cards Charge. Remember prenerf Warsong Commander ? A combo that came to my mind is two 0 mana Mulchmuncher and then both gain charge. Stupid combo I know but I think charge should get this much versatility.
Hmm, good point, though I still want try out the goblin theme of suicidal/all-out craziness. Perhaps a change would be:
Goblin Engineer 2 mana 1/1 Battlecry: Give a friendly Mech Charge, it dies horribly after attacking.
Much better balancing. And yeah I like the flavor on the previous one and this one. And I would actually like a card like this since I like charge as a mechanic but I know there are people who find the most craziest ways to abuse it. I think King Krush is a great balanced Charger.
I dont know if you can nerf it anymore than that tbh haha. Im no expert on stuff like this so I dont even know if im being too harsh on charge. Nonetheless cool card! Will give you an upvote if you decide to submit it.
Thanks, here's the card itself:
"So what if it can only attack once? What if that's all you need?"
Ok, try 2. I still want to try diferent ideas from "battlecry: give you mech this". GvG was largely inspired by Ulduar, a wow raid. So i tried to implement the defense towers into hs.
Not sure about the balance tho. I tried to use as simple effects as possible. What do you think?
I think it's not OP, as the card is pretty expensive and the effects are not so great unless you have a big board.
However, I find it weird that you have a pool of four options for a Discover effect. I'd rather remove one of the cards (probably Tower of Storm) or add a fifth tower.
Also, you shouldn't use images from the game, as it's a bit ugly. Try to find an artwork.
Great ideas so far (personal favorite is Linkblade91s Dr. Boom, however, i agree that a new art should be found :) )
My idea started as a tri-class card (hunter, pala, warrior obviously) but I think that tri-class cards are probably done with.
Any thoughts?
Does this affect to all Mechs in your hand or just the Magnetic ones?
Anyway, my original idea was going to be a minion that gives all Mechs in your hand Magnetic, but it's too similar to other ideas in this thread, so I'll keep trying to come up with a more original effect.
Yeah, I know. That’s why I made it overstatted. You can still play Magnetic Mechs as normal, so you can bypass this.
So, seeing all the proposed cards, does the minion have to EXIST in the current card collection or not? Most of the suggestions are new cards/new minions and not existing one.
You must make a minion that exists to directly support Mechs. The minion cannot be a Mech itself.
Can someone explain how the rule is supposed to be applied?
Yeah I had to read a few times, but what is being asked is that you create a new minion that has an effect which can only be applied to a Mech or group of Mechs (plus it has to be a positive effect as you are supporting the Mech/s, not harming it/them). And at the same time, it cannot be a Mech itself.
Q: why it can't be a mech? (Kalimos, Primal Lord is an elemental, has powerful effects and works with elemental synergy)
and when you’re reading a series of numbers, it's okay to say "O" instead of 0. so i decided to go with it (although it sounds like oxygen). also i didn't thought about wild that much, standard was the main focus here.
Q: why it can't be a mech? (Kalimos, Primal Lord is an elemental, has powerful effects and works with elemental synergy)
Part of the rules this week is that the minion you make cannot be a Mech. Thematically, the idea is that the Mechs have taken over, and are now our 'Metal Masters', so you're making a non-Mech which helps Mechs.
How does this card look? I quite like the idea of extracting more value from mechs and the idea of a repair & upgrade combo makes a lot of sense to me, especially since mechs upgraded with Magnetic tend to accumulate a lot of health.
Also I'm considering to up the statline of the minion itself to a 2/3 instead of a 2/2, but I didn't want to make it too strong if the battlecry is triggered.
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Regarding to the artwork, for Norgannon himself, you could use any Broken Draenei artwork, IMO. He doesn't look like a scientist anyway. For the towers, it's ok if it's a digital image.
Talking about the towers, the Kalimos option is interesting. Another option could also include the Tower of Death, which appeared in Warcraft 3 and is similar to the ones you designed. I think either option is fine.
While i think on the tower designes, i made 3 simple minions that interact with the magnetize mechanic.
I'm not sure if this counts as it does not support existing mechs but makes new ones instead. Also I don't know if this is overpowered I just made it lol.
Me? Gongaga.
Question: Is Magnetic allowed on a minion without that minion itself being a Mech?
If so I was thinking:
Goblin Pilot
4 Mana
4/1 Charge, Magnetic
This are my ideas so far.
Troll Scientist is suposed to be a reference to that old meme/rage comic called Troll Science, which resolved anything with magnets.
Other than that, do you think any of these is good enough? My fav is Coil Researcher, altough flavour is a bit off and I'm not sure it fits the rules.
Some early attempts
Yeah, because of the way that magnetic works it shouldn't work. But still, 1 Mana 5/5s with Mecharoo!
My thought, just not sure if it counts for all the rules.
So, seeing all the proposed cards, does the minion have to EXIST in the current card collection or not? Most of the suggestions are new cards/new minions and not existing one.
Can someone explain how the rule is supposed to be applied?
Why is the rum gone?
They stated that a card that has magnetic should be a mech by all reasons.
But even then this cards is too busted. Charge is a very difficult mechanic to balance to a card. This can give a dozen of cards Charge. Remember prenerf Warsong Commander ? A combo that came to my mind is two 0 mana Mulchmuncher and then both gain charge. Stupid combo I know but I think charge should get this much versatility.
Me? Gongaga.
Hmm, good point, though I still want try out the goblin theme of suicidal/all-out craziness.
Perhaps a change would be:
Goblin Engineer
2 mana
1/1
Battlecry: Give a friendly Mech Charge, it dies horribly after attacking.
Much better balancing. And yeah I like the flavor on the previous one and this one. And I would actually like a card like this since I like charge as a mechanic but I know there are people who find the most craziest ways to abuse it. I think King Krush is a great balanced Charger.
I dont know if you can nerf it anymore than that tbh haha. Im no expert on stuff like this so I dont even know if im being too harsh on charge. Nonetheless cool card! Will give you an upvote if you decide to submit it.
Me? Gongaga.
Thanks, here's the card itself:
"So what if it can only attack once? What if that's all you need?"
Yeah, I know. That’s why I made it overstatted. You can still play Magnetic Mechs as normal, so you can bypass this.
Yeah I had to read a few times, but what is being asked is that you create a new minion that has an effect which can only be applied to a Mech or group of Mechs (plus it has to be a positive effect as you are supporting the Mech/s, not harming it/them). And at the same time, it cannot be a Mech itself.
My Entry for this week's Card Design Competition - Season 8.16:
Hey all
Identity Thief is prob a bit strong in stats, but is it also bending the rules a little? And, ahem... The Shell's in to Ghosts...
Q: why it can't be a mech? (Kalimos, Primal Lord is an elemental, has powerful effects and works with elemental synergy)
and when you’re reading a series of numbers, it's okay to say "O" instead of 0. so i decided to go with it (although it sounds like oxygen). also i didn't thought about wild that much, standard was the main focus here.
Part of the rules this week is that the minion you make cannot be a Mech. Thematically, the idea is that the Mechs have taken over, and are now our 'Metal Masters', so you're making a non-Mech which helps Mechs.
You can find me here! Good luck everyone!
oh, i get it!
How does this card look? I quite like the idea of extracting more value from mechs and the idea of a repair & upgrade combo makes a lot of sense to me, especially since mechs upgraded with Magnetic tend to accumulate a lot of health.
Also I'm considering to up the statline of the minion itself to a 2/3 instead of a 2/2, but I didn't want to make it too strong if the battlecry is triggered.