Wordy I suppose (Joust not having a keyword is the culprit), but Its something clever with a wide margin of variability.
Note: Please don't comment about how this would just allow your opponent to rope you and waste your turn. This is about fun within the ruleset, not realistic playability
Is this any better? allows you to play all 4 different invocations in a game if you play 2 of these in your deck. Tried to balance out the cost, 4 mana 12 heal, 6 face damage, 3 damage enemy board and a 4 mana 7 7 in stats on board.
I like where this is going, but having a free 6/6 body and double the candles seems like way too big of a buff. I say this guy needs a smaller body. I'd look at Rin, the First Disciple as a benchmark.
Hmmm this is a super difficult thing to pull off, especially with the lack of elementals in Standard right now. Plus, if you're playing a Murloc deck, you're playing nothing but Murlocs. You have no room at all for elementals. (Yes you have Nightmare Amalgam, but you only have two of those). I like the summoning part, but this is honestly going to be like Windshear Stormcaller; a meme card.
Hmmmm... I think you're putting too much faith in Dr. 6. True, Paladin has a few super strong secret right now, but I feel as though decks are much better equipped to handle Secret Paladin, especially when they have lost Divine Favor. You can honestly make this guy a 4/4 or something.
Well... yes this fulfills the challenge requirements but the card still has to *work* in-game, imho. Voters might have this in mind too. And it is not even about your opponent roping you, it is just not possible to have an opponent take an action on your turn, period. Maybe you can do something like Griftah, where you choose both cards and its randomized? You could also you discover, your opponent's is random.
This is card is rather wonky since C'Thun's effect is basically a dud (9 mana cinderstorm + 1 damage), while Y'shaarj's isn't a battlecry. And if you're building a deck to hope and try to get N'Zoth or Yogg, what happens when you don't get it? 9 mana whiff? Oof.
Broken. Dealing 3 damage to the entire enemy board is 6 mana. 7/7 as 1/1's is at least 5 mana.
On the other hand, 4 mana deal 6 to face is like 2.5 to 3 mana. The only one that fits is heal 12 to face (3.5 mana, since Greater Healing Potion can target minions).
I like the idea of playing around with Elemental Invocations, but the execution needs a little work. Since the disparity on in mana value between the invocations is so high, I'm not sure how you could balance them, in all honesty. My idea is to have a Ysera-like card, since her Dream Cards also have a fairly high mana disparity (Emerald Dragon vs. Laughing Sister, or Ysera Awakens vs. Nightmare)
Yep, Hall of Fame counts. This is a simple, but solid, card. If you look a bit deeper, the HoF discover pool is actually very, very strong so this card is an auto-include in a lot of value and highlander decks. *Possibly*, you could make it 4 mana 2/4 like Gnomish Inventor.
Good point, it should have slightly weaker stats for the mana cost. Given that the HoF has a lot of different cards and you might not get something you actually need I've made it a 2/5 as it's a legendary as well. Thanks.
Hmmm this is a super difficult thing to pull off, especially with the lack of elementals in Standard right now. Plus, if you're playing a Murloc deck, you're playing nothing but Murlocs. You have no room at all for elementals. (Yes you have Nightmare Amalgam, but you only have two of those). I like the summoning part, but this is honestly going to be like Windshear Stormcaller; a meme card.
Hi McF4rtson, thanks for the assessment although I have to disagree. They're are over 40 Elemental slots to choose from, 30 easily playable, as well as Earthen Might, Voltaic Burst. Consider the effectiveness of Thunderhead at producing Elementals too.
Even Totems now have 3 very playable + Totemic Smash.
Yes, you've got a deck building challenge but there's in no way a comparison to Windshear Stormcaller as basic totems are so useless at fighting for the board. The decks easily got early aggression with surplus to activate the Seer, decent power spike potential and value. Bog Slosher the Seer is nice too btw! Not saying it's simple to activate, but it's very achievable by T7.
Made an alternative considering zany's point, but I think think the simplicity of the first is better? Also, looking for suitable naga art btw.
This is card is rather wonky since C'Thun's effect is basically a dud (9 mana cinderstorm + 1 damage), while Y'shaarj's isn't a battlecry. And if you're building a deck to hope and try to get N'Zoth or Yogg, what happens when you don't get it? 9 mana whiff? Oof.
The card trigger the effect independently of the prompt text. In my concept, Yshaarj would trigger at least once, that's why it says "effect" (in a general way). About not getting what you expect, we know every card has its risks, but this is definitely a strong card, even with C'thun (12 dmg +6/6 body).
Love this weeks theme, lots of options, here are three ideas I came up with, woud love some ideas on how to fix some and which one would be best to stick with.
Tireless Cleric is really focused on flavour, obviously the idea is she is resurrecting all here allies who keep dying. I understand resurrect Priest is pretty big in wild right now and doesn't need any help, and that's why I stated her on the weaker side, and made it an end of turn effect rather the more succinct "After a friendly minion dies".
Tipsi Wobblerune is based on the boss from Dalaran heist. She is a Underbelly Angler / Whirlkick Master self-synergy that I love in cards, while also just being all around fun and promoting some lesser played cards.
Sadistic Bladesmith brings back an old Warrior mechanic seen in Mortal Strike and Revenge but reverses it. I am not sure how much on a downside having a cursed blade would be exactly so could do with some help of the stats on this one, but either way I love the idea of this weaponsmith just forcing you to carry this evil weapon if you aren't damaged enough.
I like Tipsi, but I would remove the "that summons a minion" part, adding a portal to your hand is not that big of a reward, having in mind that it is a not very well stated class legendary. Yeah, you can get 5 to 6 portals in a turn, but Tipsi is going to be removed after that and you'd need all of them to be Mage's portals (Firelands Portal or Unstable Portal) to be worth it (Ironforge Portal or Silvermoon Portal are bad outcomes, and Maelstrom Portal and Moonglade Portal are circumstantial). Anyway, I like the card, it's a very interesting idea.
About Sadistic Bladesmith... that card is way too overpowered. A highly overstatted 5-drop that gives you a 2/3 weapon? That's absolutely insane in Aggro/Tempo Warrior. Play this on curve after Town Crier, Frothing Berserker and a decent 4 drop (either Restless Mummy, Kor'kron Elite or even Militia Commander to remove something from the board) and you always win. You don't care about life total when you're going for your opponent's throat. I think that going for a 7/5 instead (or even an 8/5) could be a nice option, making it still strong but easier to remove.
...This is quite complicated. Um. Ok, battlecry. Sure, I guess, but just this card alone should be 5 mana from that Battlecry. Then the combo, you silence everything and summon Sonya. If you're going to summon a silenced Sonya, why not just summon a 2/2 vanilla minion token? I actually don't really see the point of all this, other than just a big ball of stats that's costed way too low.
Both legendary Shaku, the Collector and Sonya Shadowdancer are pretty weak in any of competitive decks like Tempo, Aggro, Miracle or Sprint Rogue (that's my expirience + history of top rated decks). Rogue feels like a weak class right now (only weapons helps smash face, which is shame) cut all the weapons and Rogue "weakest class in the game". So what we do when class are not that great ? I think we buff it.
My card is legendary - so only one copy in the deck, max stats 14 (6 attack and 8 health) with silence on them + u need combo (use card that takes a slot in your deck), otherwise u have 10 stats (4 attack + 6 health) with positive effect like Shaku, the Collectoron next turn.
Cards like Oasis Surger have 20 stats (10 Attack and 10 health with positive effect like Rush on your turn + often this is 5th turn).
So I completly disagree with "5 mana from that Battlecry".
"Why not just summon a 2/2 vanilla minion token? " - Both legendary are weak (they are OK only in specific types of deck) for people who like non-standard plays it would be fun and interesting to use Shadowstep on Sonya and not for 2/2 vanilla minion, don't see any of problems with impact for the game.
I understand you - Shaku, the Collector and Sonya Shadowdancer are 6 mana , but i take it + add 2/3 body and put it for 4 mana , that's why so many quesions. So how i said legendary are not that strong to make a huge impact, 4 mana is OK for class like Rogue right now.
Tad's back, and this time he's gone fishing in the Oases (Oasises? Oasi? Who knows.) of Uldum! Is this card maybe completely unbalancable considering the existence of Underbelly Angler? Mayhaps. Is it the cutest goddamn thing this side of Uldum? You bet! (My other name for this card was Tad's Big Haul, to give the flavor of him fishing out tons of little Tinyfins, but I feel like the dog analogy with the new name is much more in line with the tone of this card.) Maybe this shouldn't be a Shaman card, but it would feel wrong to not give this card to my boy Morgl. There are also some problems with Murloc Warleader and Murloc Tidecaller (and possibly Gentle Megasaur), but I feel like this is relatively balanced since to take advantage of all of the Tinyfins, you have to build a deck around Murloc synergy but also a deck that can vomit out its hand. It being a legendary spell was also my idea of trying to balance it somehow.
The League of Evil has come to Uldum! It's time to get the band back together, and what better way to do that then with some good old fashioned exploring? I struggled to fit this into an existing set, so I decided that it should exist outside of them should Blizzard ever decide to bring back Recruit. I couldn't not use Recruit as a mechanic though, as it fits perfectly with the idea of getting the League together again in order to go on their next big quest! And here is their reward for all their hard work:
This card is super fun. I love Explore Un'Goro, but I feel like it never got the attention it deserved. This way, you can play a sort of meta deck with Recruit cards, and then finish the quest to swap over to a late game value deck with as many answers as you could possibly need. Cards like this might not be competitively viable, but the flavor was a lot of fun to theorize.
And here's my final entry! I wanted to make this a Priest card really bad, but since Paladin has Nozari I felt like it would be in flavor for them to receive a Bronze dragon card. I also love how the Bronze are related to time, since that ties in perfectly with "scouting" out a card from past sets. I decided to make it all Dragons not only to provide the card with more options, but also to make it less consistent and more fun since you don't know what you are going to get but you can also get really strong Dragon synergy cards like Drakonid Operative or Twilight Guardian.
And that's all from me! To anyone looking to give feedback, I'll gladly accept it because I know these cards aren't the most balanced I've ever made. I had a great time designing these cards, this is only the second time I've entered but I feel like I've gotten a lot better. Good luck to everyone else who has entered and I hope you enjoyed my cards!
Now with the most consistent mana cost following the tip of the @McF4rtson hehehe...
I feel like this card is cool, but the wording on the hero power is a little strange. "Summon a Doomguard" makes more sense in my head, maybe I'm just going insane. I'd also add that allowing you to summon a charge minion every turn for 3 mana is kind of bullshit and unfun, it's the kind of thing that seems cool on paper but would absolutely suck to play against in game. I'd change the hero power to be at least 6 mana to make up for the fact that you're not discarding cards, the downside of being Jaraxxus is not a good enough price to justify being able to summon 5/7 charge minions for 3 mana.
Love this weeks theme, lots of options, here are three ideas I came up with, woud love some ideas on how to fix some and which one would be best to stick with.
Tireless Cleric is really focused on flavour, obviously the idea is she is resurrecting all here allies who keep dying. I understand resurrect Priest is pretty big in wild right now and doesn't need any help, and that's why I stated her on the weaker side, and made it an end of turn effect rather the more succinct "After a friendly minion dies".
Tipsi Wobblerune is based on the boss from Dalaran heist. She is a Underbelly Angler / Whirlkick Master self-synergy that I love in cards, while also just being all around fun and promoting some lesser played cards.
Sadistic Bladesmith brings back an old Warrior mechanic seen in Mortal Strike and Revenge but reverses it. I am not sure how much on a downside having a cursed blade would be exactly so could do with some help of the stats on this one, but either way I love the idea of this weaponsmith just forcing you to carry this evil weapon if you aren't damaged enough.
I love all these cards! Tireless Cleric is a bit wordy, but I think it has to be in order to be Wild friendly so I don't really blame you there. Tipsi is actually really cool even if she is a bit niche (the effect would probably work better on a Priest minion, for example, but the flavor is distinctly very Mage) and Sadistic Bladesmith is a really fun idea and the unique statline really suits the flavor. I don't know if it's fully balanced since you can replace your weapon with Weapons Project or just another weapon, but honestly I think it'd be fine to leave it the way it is because its pretty rad. Nice job!
Honestly I think these are all great! I think The Great Escape is my favorite, but I also really like Mushhuckster Max because he's got a lot of really cool flavor.
Alright... I'm spitballing a few more concepts, a few more bodies, a few more costs. If you didn't see the first one, it prevented your other minions from attacking while the Dreadsteed's alive.
@jjroks354 I'm not sure what angle could honestly balance Tad's Best Friend, it's just a far too strong refuel engine in the current meta. The Coffer of Promise is cute but thematically it's strange with Explore Un'goro, it's utilizing a kobolds and catacombs mechanic that you'd need to be in wild for, and to be honest with you decksize wasn't the reason people weren't playing explore un'goro, putting aside locking it behind a quest gate. The last one I think is fine, but other than the flavor it's a bit obvious. I like where you went with a lot of these older cards, I just think the individual concepts need a bit of fine-tuning.
@Deravcc The issue I have with this card is it's basically a 3200-dust legendary; It takes another legendary to activate, and if Lord Jaraxxus is the last card in your deck and this is your first draw it feels really bad. I'm not a huge fan of 3-cost hero powers either.
@Soulbattle To be honest I like all of these. Tireless cleric makes Resurrect a lot less broken and thus I don't mind the generation. Tipsi is I think the most RNG dependent, so perhaps not the best for the contest. I love the flavor on Sadistic Blacksmith, though part of me thinks instead of extra stats he should be loaded down with Keywords. All in all great stuff though!
@Imhappyfou I actually really like this concept; i'd advise that you smack Battlecry on it though.
@Frogageddon The Totem Golem's Right, and I fear I've steered you in the wrong direction. It'll definitely need to be a pay-off for playing elementals to really be useful, or high cost. I'm going to recommend it start at 12 cost and get cheaper each elemental (Let's be honest, even non elemental shamans play 2-3 eles per game so Discovering it won't be too much of an issue). If you went that way with cost, I think either discover two different ones to trigger or another one triggers randomly would be good.
@Blightcaller How does the Yogg interaction work? In any case, I think this is a much slicker way of triggering a battlecry/end of turn effect. Admittedly the wording's very Yu-Gi-Oh but what can ya do.
@b1ack1ce I'll set aside the logistic arguments, and I respect that you know them already, but here's my question... 4 mana? Rogue already has a generally low-cost pool to choose from (I don't think they had a Joust card even), and if it's not a guaranteed discover effect there's no point playing it. From the wording it doesn't sound like the opponent ever gets the card, but if that's what you're intending, I see no reason I'd ever want to pay 4 mana to give my opponent a card of their choosing. if you want to gate this effect to later turns in the game, I'd reccomend you slap it onto a minion. If not, a 1 mana spell, if not 0 considering it is a gamble. But in it's current form, I'd say it wouldn't be fun to play. Maybe whoever's card cost more gets reduced to the cost of the opponent's card or something, maybe the person who took more expensive gets two copies. Sorry if I sound too negative; The name's absolutely dope and I appreciate an attempt at jousting.
@Dewox If you want to gate mysterious challenger's effect, stick it on an 8-cost minion that has better stats. Challenger couldn't be handdled turn 6-7 and that was the problem. It could probably be in the game if it was just gated behind some kid of 10 cost spell or 8-mana divine shield taunt minion.
@Thearcanist236 Great concept, I'd say Discover instead. Considering she's older and theoretically wiser than Toki, she'd be able to pull it off. Also, mirror stats or do stats+1, She's way stronger than Toki in the Adventure.
@Cheese Dog Mushhuckster is soooooo broken. Have the activation cost be like cards from another class because right now you need to play a spell.... and he'll give you a 1 mana spell. He loops himself harder than Lyra the Sunshard, and she was busted. I like the The Great escape, both flavorfully and mechanically. Nerubian queen is really, really slow. If you rebalance the Mushhuckster go for that one.
Wordy I suppose (Joust not having a keyword is the culprit), but Its something clever with a wide margin of variability.
Note: Please don't comment about how this would just allow your opponent to rope you and waste your turn. This is about fun within the ruleset, not realistic playability
Now with the most consistent mana cost following the tip of the @McF4rtson hehehe...
Rate my Death Knight Concept Class (be nice in the feedbacks... hehe).
Came up with another idea besides Therazane (I'm still deciding which one I'll submit):
Is this any better? allows you to play all 4 different invocations in a game if you play 2 of these in your deck. Tried to balance out the cost, 4 mana 12 heal, 6 face damage, 3 damage enemy board and a 4 mana 7 7 in stats on board.
Submission's unlocked.
I like where this is going, but having a free 6/6 body and double the candles seems like way too big of a buff. I say this guy needs a smaller body. I'd look at Rin, the First Disciple as a benchmark.
A solid card, but not super flashy. I think he should summon pirates instead of deal damage, so he better synergizes with Kragg.
Yeah this works. Not 100% sure if Gadgetzan should be bolded.
...Also is "furry" intentional?
Hmmm this is a super difficult thing to pull off, especially with the lack of elementals in Standard right now. Plus, if you're playing a Murloc deck, you're playing nothing but Murlocs. You have no room at all for elementals. (Yes you have Nightmare Amalgam, but you only have two of those). I like the summoning part, but this is honestly going to be like Windshear Stormcaller; a meme card.
I see what you did there :^) This is nice, solid. Smart use of your idea, for sure.
Hmmmm... I think you're putting too much faith in Dr. 6. True, Paladin has a few super strong secret right now, but I feel as though decks are much better equipped to handle Secret Paladin, especially when they have lost Divine Favor. You can honestly make this guy a 4/4 or something.
Well... yes this fulfills the challenge requirements but the card still has to *work* in-game, imho. Voters might have this in mind too. And it is not even about your opponent roping you, it is just not possible to have an opponent take an action on your turn, period. Maybe you can do something like Griftah, where you choose both cards and its randomized? You could also you discover, your opponent's is random.
This is card is rather wonky since C'Thun's effect is basically a dud (9 mana cinderstorm + 1 damage), while Y'shaarj's isn't a battlecry. And if you're building a deck to hope and try to get N'Zoth or Yogg, what happens when you don't get it? 9 mana whiff? Oof.
Broken. Dealing 3 damage to the entire enemy board is 6 mana. 7/7 as 1/1's is at least 5 mana.
On the other hand, 4 mana deal 6 to face is like 2.5 to 3 mana. The only one that fits is heal 12 to face (3.5 mana, since Greater Healing Potion can target minions).
I like the idea of playing around with Elemental Invocations, but the execution needs a little work. Since the disparity on in mana value between the invocations is so high, I'm not sure how you could balance them, in all honesty. My idea is to have a Ysera-like card, since her Dream Cards also have a fairly high mana disparity (Emerald Dragon vs. Laughing Sister, or Ysera Awakens vs. Nightmare)
Good point, it should have slightly weaker stats for the mana cost. Given that the HoF has a lot of different cards and you might not get something you actually need I've made it a 2/5 as it's a legendary as well. Thanks.
Hi McF4rtson, thanks for the assessment although I have to disagree. They're are over 40 Elemental slots to choose from, 30 easily playable, as well as Earthen Might, Voltaic Burst. Consider the effectiveness of Thunderhead at producing Elementals too.
Re murlocs, we've incredibly efficient set of murlocs in standard shaman atm; Sludge Slurper Underbelly Angler Ghost Light Angler + Soul of the Murloc. Also Neutrals Hench-Clan Hogsteed, Fishflinger and ofc Nightmare Amalgam tying it all together.
Even Totems now have 3 very playable + Totemic Smash.
Yes, you've got a deck building challenge but there's in no way a comparison to Windshear Stormcaller as basic totems are so useless at fighting for the board. The decks easily got early aggression with surplus to activate the Seer, decent power spike potential and value. Bog Slosher the Seer is nice too btw! Not saying it's simple to activate, but it's very achievable by T7.
Made an alternative considering zany's point, but I think think the simplicity of the first is better? Also, looking for suitable naga art btw.
The card trigger the effect independently of the prompt text. In my concept, Yshaarj would trigger at least once, that's why it says "effect" (in a general way). About not getting what you expect, we know every card has its risks, but this is definitely a strong card, even with C'thun (12 dmg +6/6 body).
Love this weeks theme, lots of options, here are three ideas I came up with, woud love some ideas on how to fix some and which one would be best to stick with.
For reference: Resurrect, Cursed Blade, and all the different Portals Maelstrom Portal, Unstable Portal, Silvermoon Portal, Ironforge Portal, Moonglade Portal and Firelands Portal.
Tireless Cleric is really focused on flavour, obviously the idea is she is resurrecting all here allies who keep dying. I understand resurrect Priest is pretty big in wild right now and doesn't need any help, and that's why I stated her on the weaker side, and made it an end of turn effect rather the more succinct "After a friendly minion dies".
Tipsi Wobblerune is based on the boss from Dalaran heist. She is a Underbelly Angler / Whirlkick Master self-synergy that I love in cards, while also just being all around fun and promoting some lesser played cards.
Sadistic Bladesmith brings back an old Warrior mechanic seen in Mortal Strike and Revenge but reverses it. I am not sure how much on a downside having a cursed blade would be exactly so could do with some help of the stats on this one, but either way I love the idea of this weaponsmith just forcing you to carry this evil weapon if you aren't damaged enough.
Sorry for the attachment, I don't think my mobile supports many of the editing features.
@Soulbattle
I like Tipsi, but I would remove the "that summons a minion" part, adding a portal to your hand is not that big of a reward, having in mind that it is a not very well stated class legendary. Yeah, you can get 5 to 6 portals in a turn, but Tipsi is going to be removed after that and you'd need all of them to be Mage's portals (Firelands Portal or Unstable Portal) to be worth it (Ironforge Portal or Silvermoon Portal are bad outcomes, and Maelstrom Portal and Moonglade Portal are circumstantial). Anyway, I like the card, it's a very interesting idea.
About Sadistic Bladesmith... that card is way too overpowered. A highly overstatted 5-drop that gives you a 2/3 weapon? That's absolutely insane in Aggro/Tempo Warrior. Play this on curve after Town Crier, Frothing Berserker and a decent 4 drop (either Restless Mummy, Kor'kron Elite or even Militia Commander to remove something from the board) and you always win. You don't care about life total when you're going for your opponent's throat. I think that going for a 7/5 instead (or even an 8/5) could be a nice option, making it still strong but easier to remove.
That would be worse.
1. The Thing attacks next turn and summons the Gibberers.
2. The opponent clears the board.
3. The Gibberers don't get to attack even once
And you want them to attack as they give you Combo enablers (1-Cost cards).
(I didn't want to reply in Submission Topic, so I do it here)
Both legendary Shaku, the Collector and Sonya Shadowdancer are pretty weak in any of competitive decks like Tempo, Aggro, Miracle or Sprint Rogue (that's my expirience + history of top rated decks). Rogue feels like a weak class right now (only weapons helps smash face, which is shame) cut all the weapons and Rogue "weakest class in the game". So what we do when class are not that great ? I think we buff it.
My card is legendary - so only one copy in the deck, max stats 14 (6 attack and 8 health) with silence on them + u need combo (use card that takes a slot in your deck), otherwise u have 10 stats (4 attack + 6 health) with positive effect like Shaku, the Collector on next turn.
Cards like Oasis Surger have 20 stats (10 Attack and 10 health with positive effect like Rush on your turn + often this is 5th turn).
High Priest Amet also have positive effect on your turn.
So I completly disagree with "5 mana from that Battlecry".
"Why not just summon a 2/2 vanilla minion token? " - Both legendary are weak (they are OK only in specific types of deck) for people who like non-standard plays it would be fun and interesting to use Shadowstep on Sonya and not for 2/2 vanilla minion, don't see any of problems with impact for the game.
I understand you - Shaku, the Collector and Sonya Shadowdancer are 6 mana , but i take it + add 2/3 body and put it for 4 mana , that's why so many quesions. So how i said legendary are not that strong to make a huge impact, 4 mana is OK for class like Rogue right now.
Tad's back, and this time he's gone fishing in the Oases (Oasises? Oasi? Who knows.) of Uldum! Is this card maybe completely unbalancable considering the existence of Underbelly Angler? Mayhaps. Is it the cutest goddamn thing this side of Uldum? You bet! (My other name for this card was Tad's Big Haul, to give the flavor of him fishing out tons of little Tinyfins, but I feel like the dog analogy with the new name is much more in line with the tone of this card.) Maybe this shouldn't be a Shaman card, but it would feel wrong to not give this card to my boy Morgl. There are also some problems with Murloc Warleader and Murloc Tidecaller (and possibly Gentle Megasaur), but I feel like this is relatively balanced since to take advantage of all of the Tinyfins, you have to build a deck around Murloc synergy but also a deck that can vomit out its hand. It being a legendary spell was also my idea of trying to balance it somehow.
The League of Evil has come to Uldum! It's time to get the band back together, and what better way to do that then with some good old fashioned exploring? I struggled to fit this into an existing set, so I decided that it should exist outside of them should Blizzard ever decide to bring back Recruit. I couldn't not use Recruit as a mechanic though, as it fits perfectly with the idea of getting the League together again in order to go on their next big quest! And here is their reward for all their hard work:
This card is super fun. I love Explore Un'Goro, but I feel like it never got the attention it deserved. This way, you can play a sort of meta deck with Recruit cards, and then finish the quest to swap over to a late game value deck with as many answers as you could possibly need. Cards like this might not be competitively viable, but the flavor was a lot of fun to theorize.
And here's my final entry! I wanted to make this a Priest card really bad, but since Paladin has Nozari I felt like it would be in flavor for them to receive a Bronze dragon card. I also love how the Bronze are related to time, since that ties in perfectly with "scouting" out a card from past sets. I decided to make it all Dragons not only to provide the card with more options, but also to make it less consistent and more fun since you don't know what you are going to get but you can also get really strong Dragon synergy cards like Drakonid Operative or Twilight Guardian.
And that's all from me! To anyone looking to give feedback, I'll gladly accept it because I know these cards aren't the most balanced I've ever made. I had a great time designing these cards, this is only the second time I've entered but I feel like I've gotten a lot better. Good luck to everyone else who has entered and I hope you enjoyed my cards!
I feel like this card is cool, but the wording on the hero power is a little strange. "Summon a Doomguard" makes more sense in my head, maybe I'm just going insane. I'd also add that allowing you to summon a charge minion every turn for 3 mana is kind of bullshit and unfun, it's the kind of thing that seems cool on paper but would absolutely suck to play against in game. I'd change the hero power to be at least 6 mana to make up for the fact that you're not discarding cards, the downside of being Jaraxxus is not a good enough price to justify being able to summon 5/7 charge minions for 3 mana.
I love all these cards! Tireless Cleric is a bit wordy, but I think it has to be in order to be Wild friendly so I don't really blame you there. Tipsi is actually really cool even if she is a bit niche (the effect would probably work better on a Priest minion, for example, but the flavor is distinctly very Mage) and Sadistic Bladesmith is a really fun idea and the unique statline really suits the flavor. I don't know if it's fully balanced since you can replace your weapon with Weapons Project or just another weapon, but honestly I think it'd be fine to leave it the way it is because its pretty rad. Nice job!
Target Dummy / Hallucination / Nerubian Egg
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Dreadsteed
Alright... I'm spitballing a few more concepts, a few more bodies, a few more costs. If you didn't see the first one, it prevented your other minions from attacking while the Dreadsteed's alive.
@jjroks354 I'm not sure what angle could honestly balance Tad's Best Friend, it's just a far too strong refuel engine in the current meta. The Coffer of Promise is cute but thematically it's strange with Explore Un'goro, it's utilizing a kobolds and catacombs mechanic that you'd need to be in wild for, and to be honest with you decksize wasn't the reason people weren't playing explore un'goro, putting aside locking it behind a quest gate. The last one I think is fine, but other than the flavor it's a bit obvious. I like where you went with a lot of these older cards, I just think the individual concepts need a bit of fine-tuning.
@Deravcc The issue I have with this card is it's basically a 3200-dust legendary; It takes another legendary to activate, and if Lord Jaraxxus is the last card in your deck and this is your first draw it feels really bad. I'm not a huge fan of 3-cost hero powers either.
@Soulbattle To be honest I like all of these. Tireless cleric makes Resurrect a lot less broken and thus I don't mind the generation. Tipsi is I think the most RNG dependent, so perhaps not the best for the contest. I love the flavor on Sadistic Blacksmith, though part of me thinks instead of extra stats he should be loaded down with Keywords. All in all great stuff though!
@Imhappyfou I actually really like this concept; i'd advise that you smack Battlecry on it though.
@Frogageddon The Totem Golem's Right, and I fear I've steered you in the wrong direction. It'll definitely need to be a pay-off for playing elementals to really be useful, or high cost. I'm going to recommend it start at 12 cost and get cheaper each elemental (Let's be honest, even non elemental shamans play 2-3 eles per game so Discovering it won't be too much of an issue). If you went that way with cost, I think either discover two different ones to trigger or another one triggers randomly would be good.
@Blightcaller How does the Yogg interaction work? In any case, I think this is a much slicker way of triggering a battlecry/end of turn effect. Admittedly the wording's very Yu-Gi-Oh but what can ya do.
@b1ack1ce I'll set aside the logistic arguments, and I respect that you know them already, but here's my question... 4 mana? Rogue already has a generally low-cost pool to choose from (I don't think they had a Joust card even), and if it's not a guaranteed discover effect there's no point playing it. From the wording it doesn't sound like the opponent ever gets the card, but if that's what you're intending, I see no reason I'd ever want to pay 4 mana to give my opponent a card of their choosing. if you want to gate this effect to later turns in the game, I'd reccomend you slap it onto a minion. If not, a 1 mana spell, if not 0 considering it is a gamble. But in it's current form, I'd say it wouldn't be fun to play. Maybe whoever's card cost more gets reduced to the cost of the opponent's card or something, maybe the person who took more expensive gets two copies. Sorry if I sound too negative; The name's absolutely dope and I appreciate an attempt at jousting.
@Dewox If you want to gate mysterious challenger's effect, stick it on an 8-cost minion that has better stats. Challenger couldn't be handdled turn 6-7 and that was the problem. It could probably be in the game if it was just gated behind some kid of 10 cost spell or 8-mana divine shield taunt minion.
@Thearcanist236 Great concept, I'd say Discover instead. Considering she's older and theoretically wiser than Toki, she'd be able to pull it off. Also, mirror stats or do stats+1, She's way stronger than Toki in the Adventure.
@Cheese Dog Mushhuckster is soooooo broken. Have the activation cost be like cards from another class because right now you need to play a spell.... and he'll give you a 1 mana spell. He loops himself harder than Lyra the Sunshard, and she was busted. I like the The Great escape, both flavorfully and mechanically. Nerubian queen is really, really slow. If you rebalance the Mushhuckster go for that one.
Explain to me how you get 12 damage from C'Thun's effect from your card.