The fan creations team has finally gotten back on its feet after all the hubbub the Uldum expansion has caused. While we have had some setbacks trying to get the show running again, hopefully, we're here to stay.
You can expect regular weekly competitions hosted on the forums from now on. Here's to another 9 seasons!
Competition Theme: Quest Chain
Competition-Specific Restrictions:
You must make a card that directly benefits Two or more Quests.
You must also choose one of these sub prompts:
Your submission may be a Neutral card that directly benefits quests from different classes.
Your submission may be a Class card that directly benefits both the quest from SoU and JtU.
Important! Simply having a battlecry minion like Questing Explorer does not mean it directly benefits all 9 quests. It’s effects (Battlecry and Draw a card) would benefit two quests, and we can split hairs about Unseal the Vault. The card would be viable for the competition, but only because it works with Supreme Archaeology and Corrupt the Waters. Here’s a shortlist of what we consider a general direct interaction....
Saviors of Uldum:
Untapped Potential: Should interact with unspent mana at the end of the turn or refresh mana crystals.
Unseal the Vault: Should allow you to summon at least 2 minions, be it through adding them to your hand or directly summoning them.
Raid the Sky Temple: A spell that either provides you with more spells or makes the ones you have easier to cast.
Making Mummies: It should have Reborn or give you a minion with reborn. Or both!
Corrupt the Waters: Battlecry minion or card that gives you Battlecry minion. Or weapon. Or hero?
Supreme Archaeology: A card that either draws cards or benefits (intentionally) from being cheap. Or has an on draw effect. Could also make your deck bigger too,
Lakkari Sacrifice: Either it should discard cards, interact with previously discarded cards, or do some wacky things when it itself is discarded. I’ll even support the classic “Discard fodder” producers that clog your hand with cards to discard.
Fire Plumes Heart: Last one! Taunt minions, bread and butter, which was basically half of SoU anyways.
These are just general guidelines, we are open to debate the voracity of direct interactions.
Below is a list of all the deadlines for this contest:
Preview Phase (August 15, 2019 [10:00 PM CST] - August 16, 2019 [10:00 PM CST]) The Discussion Topic is made available, previewing this week's competition theme. Entry and Early Voting Phase (August 16, 2019 [10:00 PM CST] - August 20, 2019 [10:00 PM CST]) During this Phase, the Submission Topic will be unlocked. You may also, of course, feel free to give early up-votes to any submissions that you like! Voting Phase (August 20, 2019 [10:00 PM CST] - August 21, 2019 [10:00 PM CST]) During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites! Final Phase (August 21, 2019 [10:00 PM CST] - August 22, 2019 [10:00 PM CST]) During this Phase, the Discussion Topic will also be locked, and a Finalists Thread will go up. Discussion will be allowed to continue in the Finalists Thread, and it will also include all the qualifying finalists and a poll to decide the winner of the competition!
Discussion Topic Rules
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
Rules or Process. Do you have a question about the competition's process? Do you need clarification about one of the entry requirements? Are you not sure whether your entry adhered to the rules? Ask here!
Feedback or Ideas. Do you have some ideas you'd like to run by others before settling on one? Do you need help balancing or wording your entry? Do you need help finding art that will fit your card? Or do you just want feedback from the community on your entry? You're in the right place! Remember, although you are allowed to make minor tweaks to your entry after you've submitted it, you're only allowed one submission per week, so make sure that you've settled on your card for sure beforehand.
Discussion! Do you have thoughts on other people's entries? Are there directions you don't like that you're seeing too many people take? Or directions you'd like to see more people take? Would you like to help others and contribute to a greater community understanding of Hearthstone card design and balance? This is where you want to be!
All of that said, please refrain from the following:
Posting TONS of Ideas. Discussion topics become an absolute mess if everybody is posting a dozen different ideas. Please post not more than 3 distinct ideas at a time. Any more than that and we'll have to delete your post.
Advertising Your Entry. As a rule of thumb, please don't pop in here just to advertise your entry only to never be heard from again. This includes only asking short, generic questions like "Thoughts?" or "Do you think this is interesting?". Yes, getting feedback on your entry is one of the purposes of this topic, but we're not just here for other people to help you. We're here for you all to help each other.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
Looking for more information about the WCDC or Fan Creations in general? Why not check out this FAQ to see if your question is answered there? You can also PM one of us Fan Creation Mods!
I like the theme this week, good job!! My 3 ideas so far. For Warrior it is Taunt & Weapon/Attack synergy. For Warlock it is Discard/Draw synergy (in the form of a Ultimate Infestation for Warlocks). For Shaman it is Murlocs/Battlecry synergy.
"Faith is her mirror, but will is her weapon. Also the hammer... Mostly the hammer."
High Exarch Yrel: My idea this week is all about Paladin synergies. Yrel has Reborn to activate Making Mummies, and allows your minions to benefit even further from casting spells on them for The Last Kaleidosaur. Her stats allude to Tirion Fordring, with Divine Shield and healing to embody the archetypal paladin. I decided to go with similar wording to Djinni of Zephyrs for targeting friendly minions, although changed to 'a friendly minion', since Yrel can also be healed by her own effect.
Rule Clarifications: "A Class card that directly benefits both the quest from SoU and JtU." ✔ "Making Mummies: It should have Reborn or give you a minion with reborn." ✔ "The Last Kaleidosaur: Buff Spells and spell interacting minions." ✔
I like the theme this week, good job!! My 3 ideas so far. For Warrior it is Taunt & Weapon/Attack synergy. For Warlock it is Discard/Draw synergy (in the form of a Ultimate Infestation for Warlocks). For Shaman it is Murlocs/Battlecry synergy.
I like Worgen Abomination for its simplicity in benefiting both quests, but feel it might be a little more balanced if the Battlecry was to gain a Deathrattle, which then gave you the weapon you'd Discovered. Pact of Sargeras also seems fine, I like that it being a legendary prevents too many shenanigans with cycling cards, while still being suitably powerful in the right situation. Kamurleoc is the most interesting of the bunch, but feel it could be a little too strong. Repeating once, or increasing the cost would make it more intuitive or balanced.
Couple of ideas I had for this week. Ascendence is basically the reward from the new quest on a card with twinspell. I figured bumping the cost up 1 accounts for the twinspell and random new spells are great for the other quest.
The druid one was a little harder cause their quests are so different but I think this toes the line in that the unspent mana will bring the cost down but it's also enough that post-quest completion or even early on when you're just biding time to play it can be a big minion threat early on. Only issue is if it starts in your hand and you pass first 4 turns its already at 2 mana. So to compensate I'm either bumping the stats down or the cost up, don't know which is a better fix though
I like the theme this week, good job!! My 3 ideas so far. For Warrior it is Taunt & Weapon/Attack synergy. For Warlock it is Discard/Draw synergy (in the form of a Ultimate Infestation for Warlocks). For Shaman it is Murlocs/Battlecry synergy.
My idea this week is all about Paladin synergies. Yrel has Reborn to activate Making Mummies, and allows your minions to benefit even further from casting spells on them for The Last Kaleidosaur. Her stats allude to Tirion Fordring, with Divine Shield and healing to embody the archetypal paladin. I decided to go with similar wording to Djinni of Zephyrs for targeting friendly minions, although changed to 'a friendly minion', since Yrel can also be healed by her own effect.
I like the theme this week, good job!! My 3 ideas so far. For Warrior it is Taunt & Weapon/Attack synergy. For Warlock it is Discard/Draw synergy (in the form of a Ultimate Infestation for Warlocks). For Shaman it is Murlocs/Battlecry synergy.
I like Worgen Abomination for its simplicity in benefiting both quests, but feel it might be a little more balanced if the Battlecry was to gain a Deathrattle, which then gave you the weapon you'd Discovered. Pact of Sargeras also seems fine, I like that it being a legendary prevents too many shenanigans with cycling cards, while still being suitably powerful in the right situation. Kamurleoc is the most interesting of the bunch, but feel it could be a little too strong. Repeating once, or increasing the cost would make it more intuitive or balanced.
I don't know if this counts, but i guess it should, it does not help directly to the Ungoro paladin quest, but helps the deck crafting.
Couple of ideas I had for this week. Ascendence is basically the reward from the new quest on a card with twinspell. I figured bumping the cost up 1 accounts for the twinspell and random new spells are great for the other quest.
The druid one was a little
harder cause their quests are so different but I think this toes the line in that the unspent mana will bring the cost down but it's also enough that post-quest completion or even early on when you're just biding time to play it can be a big minion threat early on. Only issue is if it starts in your hand and you pass first 4 turns its already at 2 mana. So to compensate I'm either bumping the stats down or the cost up, don't know which is a better fix though
I think Ascendence could cost 2 mana, since is a random spell instead a discover effect like Primordial Glyhp, i could see it costing less even being a twinspell, i LoveWarden Hoomut BUT, 13 mana or more, i know this isn't a real card, but, its just another broken turn 4/5/6 for mage and Conjurers Calling
Simple and straight forward minion for both druid quests. If you compare it with Jade Blossom it is weaker, but gives you the ramp right away.
Isn't the 'gain a mana crystal' option almost always strictly better? That's strict powercreep over Wild Growth (you get a free 1/1 and you get the mana immediately). The +4 attack is a strictly worse Magma Rager since it can be silenced.
The idea behind this is that you can mulligan away your quest if this is in your opening hand, you can still "play" your quest on turn 1, but gain some tempo as well
Simple and straight forward minion for both druid quests. If you compare it with Jade Blossom it is weaker, but gives you the ramp right away.
Isn't the 'gain a mana crystal' option almost always strictly better? That's strict powercreep over Wild Growth (you get a free 1/1 and you get the mana immediately). The +4 attack is a strictly worse Magma Rager since it can be silenced.
Since the basic set shouldn't be the strongest set, a lot of cards form expansions are better than basic ones, even in classes, is a tolerable power creep.
The idea behind this is that you can mulligan away your quest if this is in your opening hand, you can still "play" your quest on turn 1, but gain some tempo as well
Add the "Start of the Game Effect", Keyword, it's really good, and it doesn't make completly better your deck, cause eventually you will draw this and it will be a pretty bad topdeck.
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This is the Discussion Topic. The Submission Topic is here.
Imgur is BACK UP!
We're back!
The fan creations team has finally gotten back on its feet after all the hubbub the Uldum expansion has caused. While we have had some setbacks trying to get the show running again, hopefully, we're here to stay.
You can expect regular weekly competitions hosted on the forums from now on. Here's to another 9 seasons!
Competition Theme: Quest Chain
Competition-Specific Restrictions:
Saviors of Uldum:
Untapped Potential: Should interact with unspent mana at the end of the turn or refresh mana crystals.
Unseal the Vault: Should allow you to summon at least 2 minions, be it through adding them to your hand or directly summoning them.
Raid the Sky Temple: A spell that either provides you with more spells or makes the ones you have easier to cast.
Making Mummies: It should have Reborn or give you a minion with reborn. Or both!
Activate the Obelisk: Heal things or give you things that need healing.
Bazaar Burglary: Burgle things. Other people’s things.
Corrupt the Waters: Battlecry minion or card that gives you Battlecry minion. Or weapon. Or hero?
Supreme Archaeology: A card that either draws cards or benefits (intentionally) from being cheap. Or has an on draw effect. Could also make your deck bigger too,
Hack the System: Weapons and weapon accessories.
Journey to Un’goro:
Jungle Giants: Give it 5 or more attack or a way to gain 5 or more attack.
The Marsh Queen: As many 1-attack interacts as you can without stepping on Paladins’ toes.
Open the Waygate: See the previous Mage quest, because mages don’t change all that much.
The Last Kaleidosaur: Buff Spells and spell interacting minions.
Awaken the Makers: Are we just getting quests in places with Titan facilities? Deathrattle.
The Caverns Below: If you really feel like buffing this, you weren’t playing in JtU. Anyways, hand bounce or replication is good.
Unite the Murlocs: Mrrrgrggrgrlllll!
Lakkari Sacrifice: Either it should discard cards, interact with previously discarded cards, or do some wacky things when it itself is discarded. I’ll even support the classic “Discard fodder” producers that clog your hand with cards to discard.
Fire Plumes Heart: Last one! Taunt minions, bread and butter, which was basically half of SoU anyways.
These are just general guidelines, we are open to debate the voracity of direct interactions.
LooseExamples: Springpaw, Hench-Clan Shadequill, Sludge SlurperCompetition Process
Below is a list of all the deadlines for this contest:
The Discussion Topic is made available, previewing this week's competition theme.
During this Phase, the Submission Topic will be unlocked. You may also, of course, feel free to give early up-votes to any submissions that you like!
During this Phase, the Submission Topic will be locked, so no more entries may be submitted. Instead, use this time to browse the submissions and up-vote your favorites!
During this Phase, the Discussion Topic will also be locked, and a Finalists Thread will go up. Discussion will be allowed to continue in the Finalists Thread, and it will also include all the qualifying finalists and a poll to decide the winner of the competition!
Discussion Topic Rules
To make sure that everything runs smoothly, we need to reserve the Submission Topic for submissions only. Everything else goes here. What is everything else, you might ask?
All of that said, please refrain from the following:
Looking for more information about the WCDC or Fan Creations in general? Why not check out this FAQ to see if your question is answered there? You can also PM one of us Fan Creation Mods!
Waiting for someone to submit a card that synergizes with all 9 (or even all 18?) quests and win the final poll
THERE IS NO GAME.
I like the theme this week, good job!! My 3 ideas so far. For Warrior it is Taunt & Weapon/Attack synergy. For Warlock it is Discard/Draw synergy (in the form of a Ultimate Infestation for Warlocks). For Shaman it is Murlocs/Battlecry synergy.
Supports:
edit: not relevant any longer
Would this card be ok for The Last Kaleidosaur in addition to Corrupt the Waters?
upd: spelling, pic
Damn, this is smart :)
"Faith is her mirror, but will is her weapon. Also the hammer... Mostly the hammer."
High Exarch Yrel:
My idea this week is all about Paladin synergies. Yrel has Reborn to activate Making Mummies, and allows your minions to benefit even further from casting spells on them for The Last Kaleidosaur. Her stats allude to Tirion Fordring, with Divine Shield and healing to embody the archetypal paladin. I decided to go with similar wording to Djinni of Zephyrs for targeting friendly minions, although changed to 'a friendly minion', since Yrel can also be healed by her own effect.
Rule Clarifications:
"A Class card that directly benefits both the quest from SoU and JtU." ✔
"Making Mummies: It should have Reborn or give you a minion with reborn." ✔
"The Last Kaleidosaur: Buff Spells and spell interacting minions." ✔
I like the theme this week, good job!! My 3 ideas so far. For Warrior it is Taunt & Weapon/Attack synergy. For Warlock it is Discard/Draw synergy (in the form of a Ultimate Infestation for Warlocks). For Shaman it is Murlocs/Battlecry synergy.
I like Worgen Abomination for its simplicity in benefiting both quests, but feel it might be a little more balanced if the Battlecry was to gain a Deathrattle, which then gave you the weapon you'd Discovered. Pact of Sargeras also seems fine, I like that it being a legendary prevents too many shenanigans with cycling cards, while still being suitably powerful in the right situation. Kamurleoc is the most interesting of the bunch, but feel it could be a little too strong. Repeating once, or increasing the cost would make it more intuitive or balanced.
Couple of ideas I had for this week. Ascendence is basically the reward from the new quest on a card with twinspell. I figured bumping the cost up 1 accounts for the twinspell and random new spells are great for the other quest.
The druid one was a little harder cause their quests are so different but I think this toes the line in that the unspent mana will bring the cost down but it's also enough that post-quest completion or even early on when you're just biding time to play it can be a big minion threat early on. Only issue is if it starts in your hand and you pass first 4 turns its already at 2 mana. So to compensate I'm either bumping the stats down or the cost up, don't know which is a better fix though
Weekly Card Design Competition 10.15
Quests that can use this card, From Un'goro Awaken the Makers, Jungle Giants, Open the Waygate, The Last Kaleidosaur (since a lot of heal cards are target this could fit in that deck.
From Saviors of Uldum; Activate the Obelisk, Bazaar Burglary, Raid the Sky Temple, Unseal the Vault (i guess, still a minion summoned, but i think with that logic every neutral minion helps this quest.)
What do you think?
I like the 3 cards,
Nice.
Also Mage quests. Edit, and the Rogue one from SoU
Shet, i think we already lost. It's basicaly cheating, eh? Eh? cause is a exploidable glitch?.....ok im dumb
I don't know if this counts, but i guess it should, it does not help directly to the Ungoro paladin quest, but helps the deck crafting.
I think Ascendence could cost 2 mana, since is a random spell instead a discover effect like Primordial Glyhp, i could see it costing less even being a twinspell, i LoveWarden Hoomut BUT, 13 mana or more, i know this isn't a real card, but, its just another broken turn 4/5/6 for mage and Conjurers Calling
Simple and straight forward minion for both druid quests. If you compare it with Jade Blossom it is weaker, but gives you the ramp right away.
"Scargil says this card is amazing! Lord Godfrey begs to differ."
A nice murloc board refill card that is preety annoying to deal with, but also very heavy on mana cost.
It interacts with:
Isn't the 'gain a mana crystal' option almost always strictly better? That's strict powercreep over Wild Growth (you get a free 1/1 and you get the mana immediately). The +4 attack is a strictly worse Magma Rager since it can be silenced.
The idea behind this is that you can mulligan away your quest if this is in your opening hand, you can still "play" your quest on turn 1, but gain some tempo as well
Since the basic set shouldn't be the strongest set, a lot of cards form expansions are better than basic ones, even in classes, is a tolerable power creep.
I like the card, but it's a bit strong
Love the pun in the name.
I think this would see play in aggro since you draw 2 if you are in top deck mode, but the card by it self is good in both quest decks.
Add the "Start of the Game Effect", Keyword, it's really good, and it doesn't make completly better your deck, cause eventually you will draw this and it will be a pretty bad topdeck.