My only idea so far. Maybe it's too complex and I'm not even sure if it fits the competition. I'll try to come up with something else later.
Ha, just saw this. We had similar ideas... But I don't think Druid has many ways to activation this deathrattle.
My second idea:
This angel will link herself with someone - the healthier she is, the more power the "someone" will have. And once she dies, the "someone" will lose the ability to attack. Interesting note: if that someone is an enemy minion, it can always kill her (with the price of attack changed to 0).
@Drakkarus059 Obsidian Guard seems too weak to me. Warriors don't typically have high heal minions. I would make it a 4 mana 2/7.
And here's my first idea:
If this minion gets destroyed by any "destroy" effect its deathrattle will trigger. You can also bump up the health to make it a larger AOE. Thoughts? Flavor suggestions?
When something dies it has 0 or less than 0 health... not sure why it would be a Deathrattle unless it said this minion’s “max” health.
Hello everyone. For this WCDC, I created a legendary warrior card, Varok Saurfang. The card itself is focused on Taunt Warrior, even if he doesn't have Taunt. My idea was that since Saurfang is High Overlord, he should command the troops, especially the shield phalanx, making their resistance (Health) their offensive force (Attack).
Not sure if this fits the requirements. If it does, it's kinda neat, but I don't like the art recycle nor the fact that the minion is a Rager but its statline isn't 5/1 or something similar.
Pretty neat card. Without buffs, it's a slightly worse Maelstrom Portal, but fits nicely with handbuff archetype. Plus, it's also very good with Equality, providing a 6 Mana clear once again.
Only issue is that the card isn't very shiny, so it might not get a lot of upvotes.
Finally, as a bit of nitpick, the artwork is a bit low-quality. It should also be a Rastakhan card, not a Classic one.
Interesting effect, although it's probably too expensive. I'd make it 5 Mana and Priest. Also, the artwork is already used for Drakonid Crusher, so I'd try to find a new one.
Main problem with this card is that it could easily say: "Whenever a friendly minion dies while this is in your hand, gain +1/+1." What you're proposing is just a convoluted version of that so that it fits the requirement.
@Drakkarus059 Obsidian Guard seems too weak to me. Warriors don't typically have high heal minions. I would make it a 4 mana 2/7.
And here's my first idea:
Just by reading the card, it is not totally intuitive if it refers to its current or total Health. Besides that, it doesn't look like a minion you'd want to use hard removal on, so it won't do much usually.
It reminds me to that film called Dragonheart. Maybe you could change the artwork and name to reference it? I don't know if the film is popular, but pop culture references are usually a good way to gain upvotes.
Since the rules allow the card to give other minions such an ability, I came up with this idea. My idea is to provide a way to counter Galakrond in the late game. This card will make EVIL classes double think and encourage them to make as much minion trades as possible before they play their Galakrond. Because after they transform into Galakrond while leaving minions on the board, they may potentially take an enormous amount of damage through minion trading when this card is played.
However, notice that when you play this, you CANNOT be Galakrond yourself. Otherwise, the damage will also be dealt to you. By doing this, I feel like to make this card fit the Explorers classes more, as they do not have Galakrond.
Your card may phrase this however you feel best exemplifies this, but the phrasing we suggest is "This minion's Health is used to deal damage." We are leaving it open this time, so as long as it deals damage based on Health, however you want to do that, we're supporting it.
Is a custom keyword permissible? For example, something like this:
The idea is good, but although the rules are quite merciful on wording, I still do not recommend making custom keywords. Since custom keywords are not allowed in the competition for most of the time, unless there is a rule clearly indicates that you can make custom keywords, or the competition theme itself is based on custom keywords. Last week's competition was a perfect example.
@Drakkarus059 Obsidian Guard seems too weak to me. Warriors don't typically have high heal minions. I would make it a 4 mana 2/7.
And here's my first idea:
If this minion gets destroyed by any "destroy" effect its deathrattle will trigger. You can also bump up the health to make it a larger AOE. Thoughts? Flavor suggestions?
When something dies it has 0 or less than 0 health... not sure why it would be a Deathrattle unless it said this minion’s “max” health.
When a minion is destroyed by means other than minion trade / weapon / direct damage spells, for example by Assassinate or Shadow Word: Pain, then it has more than 0 health when it dies. Not the most intuitive way of death of course - I will try to think of a better way to word it so that it's clear.
Whats the point of the minions attack value if it deals damage with it's health, like you posit with the keyword? Its basically just Lightspawn at different mana values?
Your card may phrase this however you feel best exemplifies this, but the phrasing we suggest is "This minion's Health is used to deal damage." We are leaving it open this time, so as long as it deals damage based on Health, however you want to do that, we're supporting it.
Thanks for your suggestion, @Wailor. What about this?
I would like the dragon to have larger stats, but then it will probably only be used on friendly minions as a buff. With 4 health it makes sense to use on either a friendly minion or an enemy minion, depending on the situation.
Not sure if this fits the requirements. If it does, it's kinda neat, but I don't like the art recycle nor the fact that the minion is a Rager but its statline isn't 5/1 or something similar.
Thanks for the feedback.
If it takes 5 damage, it will become 5/1. :-)
About the art, I think there is nothing more appropriate than recycle Lightspawn.
Il'gynoth is the 10th boss of WOW 8.3 new raid: N'yalotha, the Waking City. In this raid, players should defeat him 3 times then can get final victory, this is my original idea of designing Il'gynoth in Hearthstone: He will die and resurrect 3 times. Although 9 mana is too much to summon Il'gynoth, priest can use cards like Power Word: Shield or Divine Spirit to buff Il'gynoth to increase the number of his resurrection, and N'Zoth can summon at least 3 Il'gynoth, too.
Another card-design! Fury of N'Zoth is the 11th boss of WOW 8.3 new raid: N'yalotha, the Waking City. My design thoughts are from Curse of Rafaam, this kind of cards can make trouble to your opponent like Secrets, to increase a game's interaction. You can play this minion to curse your opponent's main minions with high health(Ysera,Voidlord), to force your opponent to deal with it by themselves!
Ha, just saw this. We had similar ideas... But I don't think Druid has many ways to activation this deathrattle.
My second idea:
This angel will link herself with someone - the healthier she is, the more power the "someone" will have. And once she dies, the "someone" will lose the ability to attack. Interesting note: if that someone is an enemy minion, it can always kill her (with the price of attack changed to 0).
[url=https://postimg.cc/bDvMKHng][img]https://i.postimg.cc/bDvMKHng/Unstable-Doomsayer.png[/img][/url]
https://postimg.cc/bDvMKHng
There we go!
This may be too op.
When something dies it has 0 or less than 0 health... not sure why it would be a Deathrattle unless it said this minion’s “max” health.
Hello everyone.
For this WCDC, I created a legendary warrior card, Varok Saurfang. The card itself is focused on Taunt Warrior, even if he doesn't have Taunt. My idea was that since Saurfang is High Overlord, he should command the troops, especially the shield phalanx, making their resistance (Health) their offensive force (Attack).
Rate my Death Knight Concept Class (be nice in the feedbacks... hehe).
Board clear while also having synergy with some of the handbuff stuff from the past.
Thanks everyone for your feedback! I updated my card with your suggestions. I'll probbly use another idea, but here's it nonetheless:
It's time to return the favor!
Not sure if this fits the requirements. If it does, it's kinda neat, but I don't like the art recycle nor the fact that the minion is a Rager but its statline isn't 5/1 or something similar.
As a general rule, cards cannot have 5 lines of text. Try to shorten it or find another idea.
Pretty neat card. Without buffs, it's a slightly worse Maelstrom Portal, but fits nicely with handbuff archetype. Plus, it's also very good with Equality, providing a 6 Mana clear once again.
Only issue is that the card isn't very shiny, so it might not get a lot of upvotes.
Finally, as a bit of nitpick, the artwork is a bit low-quality. It should also be a Rastakhan card, not a Classic one.
If it's allowed, go with it. I think it's quite interesting.
Interesting effect, although it's probably too expensive. I'd make it 5 Mana and Priest. Also, the artwork is already used for Drakonid Crusher, so I'd try to find a new one.
Main problem with this card is that it could easily say: "Whenever a friendly minion dies while this is in your hand, gain +1/+1." What you're proposing is just a convoluted version of that so that it fits the requirement.
I'd go with another idea.
Just by reading the card, it is not totally intuitive if it refers to its current or total Health. Besides that, it doesn't look like a minion you'd want to use hard removal on, so it won't do much usually.
Really interesting effect.
It reminds me to that film called Dragonheart. Maybe you could change the artwork and name to reference it? I don't know if the film is popular, but pop culture references are usually a good way to gain upvotes.
The effect is alright, but it could use a more interesting flavor (that is, name and artwork). It's a bit bland right now.
Cool idea. This week's theme is really interesting combined with Taunt.
Since the rules allow the card to give other minions such an ability, I came up with this idea. My idea is to provide a way to counter Galakrond in the late game. This card will make EVIL classes double think and encourage them to make as much minion trades as possible before they play their Galakrond. Because after they transform into Galakrond while leaving minions on the board, they may potentially take an enormous amount of damage through minion trading when this card is played.
However, notice that when you play this, you CANNOT be Galakrond yourself. Otherwise, the damage will also be dealt to you. By doing this, I feel like to make this card fit the Explorers classes more, as they do not have Galakrond.
Is a custom keyword permissible? For example, something like this:
The idea is good, but although the rules are quite merciful on wording, I still do not recommend making custom keywords. Since custom keywords are not allowed in the competition for most of the time, unless there is a rule clearly indicates that you can make custom keywords, or the competition theme itself is based on custom keywords. Last week's competition was a perfect example.
When a minion is destroyed by means other than minion trade / weapon / direct damage spells, for example by Assassinate or Shadow Word: Pain, then it has more than 0 health when it dies. Not the most intuitive way of death of course - I will try to think of a better way to word it so that it's clear.
This will be the rule-clarifiying reply. Will do reviews later.
I think you've answered your own question; no you don't. As long as a card can somehow deal Health as damage, the possibilities are endless.
See above.
No custom keywords, sorry.
Thanks for your suggestion, @Wailor. What about this?
I would like the dragon to have larger stats, but then it will probably only be used on friendly minions as a buff. With 4 health it makes sense to use on either a friendly minion or an enemy minion, depending on the situation.
Thanks for the feedback.
If it takes 5 damage, it will become 5/1. :-)
About the art, I think there is nothing more appropriate than recycle Lightspawn.
Sorry about Chinglish. :-(
Il'gynoth is the 10th boss of WOW 8.3 new raid: N'yalotha, the Waking City. In this raid, players should defeat him 3 times then can get final victory, this is my original idea of designing Il'gynoth in Hearthstone: He will die and resurrect 3 times. Although 9 mana is too much to summon Il'gynoth, priest can use cards like Power Word: Shield or Divine Spirit to buff Il'gynoth to increase the number of his resurrection, and N'Zoth can summon at least 3 Il'gynoth, too.
Another card-design! Fury of N'Zoth is the 11th boss of WOW 8.3 new raid: N'yalotha, the Waking City. My design thoughts are from Curse of Rafaam, this kind of cards can make trouble to your opponent like Secrets, to increase a game's interaction. You can play this minion to curse your opponent's main minions with high health(Ysera,Voidlord), to force your opponent to deal with it by themselves!
Does this work for the competition?
Or it has to be by battle?