A fun card, comes with the gambling theme of ogres and fits perfectly into the theme of the mysterious dark moon faire. Can be extremly powerful (just as the items of the faire you can get) but vulnerable to silence.
It can grow incredibly powerful, but there's also a chance that it stays a 0 attack minion the whole game. Any thoughts?
It can grow incredibly powerful, but there's also a chance that it stays a 0 attack minion the whole game. Any thoughts?
It's tricky, but I'm tempted to say to cost it a bit more aggressively at 6 mana. Ogre brute comes to mind: for compensation of the randomness, he gets a bit of a stat upgrade. Keep in mind, at this point in the game most of your minions aren't going to be living that long, and if he doesn't trigger the first turn, he will be a wasted card. Not to mention all the vulnerabilities this card has that war golem doesn't.
Yeah, this is a problem too :/ ... i don't mean that it does that...
I had it ''Players gain or remove mana crystals until they have 7'' but that's not 7 words either, which I required for the stats to be 5/6... (he was originally 4/7). Here i could say that the MC are ''Gained'' so OL was overridden, so, In the situation you site, you'd get 2 new unlocked MC.
Miracle: Oh, my God, great job there Asylum, but the possibilites worry me :P It’s not difficult to run out of cards in a dedicated aggro deck. Reminds me of YGO’s Card of Sanctity!
Thanks, glad you like it! ^_^ I agree that the possibilities are a little scary, but that's why (a) it's a Priest card, a class not well known for its ability to enable aggressive decks, and (b) it costs 6 mana, which is extremely expensive for a card that only draws during a time when Aggro decks need to be finishing up their game. I'm even considering dropping it to 5 mana, but I'm not sure.
Actually, I don't think the card is legal for submission. If cards from non-existing classes are ineligible, then Neutral Spells should be, too. Not to mention that it's a Basic card as it is, with no rarity gem.
I'm not aware that cards for non-existent classes are or have ever been disallowed from the competition. I'm pretty sure I've actually seen a rare few submitted before. I honestly don't see the reason to bother disallowing them because I don't think anybody would vote for them. Neutral spells, though, have always been allowed. There's no particular reason neutral spells couldn't be a thing, just like there's no reaons they couldn't decide to give Druid Weapons or give Rogues Secrets. New basic cards are also not disallowed, a similar situation being the named characters that often get submitted as non-Legendary cards; it's not good design, and nobody should vote for it, but it's not disallowed. We might all hate it, but "Go Boom!" is an entirely legal entry. =/
Is summoning an existing token/card and giving it something that it normally doesnt have allowed? (Like summoning a murloc raider with taunt)
I... suppose it's not disallowed, no. It might depend on how you word it though. Like "Summon a Murloc Raider with Taunt" is fishy (har har har), but "Summon a Murloc Raider and give it Taunt" is a little different and certainly entirely legal. To be honest, though, that feels like you're trying to exploit a loophole. This is supposed to be a fun competition, so please don't deliberately try to subvert the weekly restrictions. =(
Yeh, I understand. Just really upset on how I spent a good chunk of my day figuring something out, only to find out my idea isnt legal, moreso since I do not have much time to think of something else.
Ill try and figure something else out I suppose
The idea aint bad, u can always keep it for another week :) so dont toss it out just yet ;-)
Oh I won't, spent too much time thinking on it to toss it. Hopefully there will be a week I can use this. Just hope no one jumps and takes my idea.
Until then, guess Ill take a backseat and see how everyone else does this week
Well, stay tuned ;) But I guess I know why there always are ineligble entries; many people don't bother to read all of the text in the submission post haha.
It probably sounded like i didnt know there is gona be a surprise, but i ment if u could be little bit more specific, cause i didnt know, if i would be able to be "online" today :) so i hope i will not forget to come here at 9 then, i think 11 my time tho :D (hope i have the timezone difference right :D)
It wouldn't be fun if I gave it away, would it? :P It's up and running now though ^^
Can I get some views on a bit of a pedantic element of my entry below? Every time I come and have a look at the votes I'm just slightly ... distracted ... by not being clear on how he works with Overload (and the coin) :/. I know it's daft, but I just can't settle on the errata, see-sawing between versions, so I'd love some advice/thoughts on that element, if anyone's interested. (changed art too after reading some the discussion between Pokeman and Isinti ... actually, maybe I shouldn't do this now.. it's a bit late. If you feel it's a disqualification, I understand. I'm just a bit obsessive D:)
Removing the OL Crystals post 7 is straight forward, but pre 7 is a little weird. What do you think is the best ruling on the following situations.
(1) First, I liked the idea that it counts OL Crystals as ''absent'' - eg: T6 Lightening Storm, T7 Nobundu = Crystal 6+7 unlocked from OL. However, I'm not sure now if that's a fair read of the card text.
(2) The coin, I first thought was better to dissipate from a T4 play, but that was taking into account (1) above as working. If (1) was not in effect, I'd be happy with the coin being made permanent from T4 as it reads better with the text, and negates a major tempo loss.
I'm happy that it removes OL post 7 Crystals (Eg T9 Lava Burst + lightning Bolt + Nobundu = no OL Crystals both players on 7 Crystals is a cool play), just the pre 7 power is illusive for me in terms of balance + effect. Any input, or other issues (i'm sure I'm forgetting another one I thought of before) you'd clarify, I'd really appreciate the consideration.
I feel there needs to an overload cost in there somewhere, just because of how powerful the effect is
Also, doesn't battlecry cont toward the word text limit? I am not sure if the card is qualified for this competition, since I only see 2 of the conditions met instead of 3.
just on the 7/7/7 - there's ''7'' in the text, 7 words in the text and 7 letters in the name.
Your fist point hjighlights the problem; it doese'nt give you all the Mana Crystals back, only, for example, on t5 you gain 2 x MC (Nobundo's cost is 5 + 2 full from his effect, opponent would have 8 MC next turn), if I understand your meaning?
''Battlecry: Players gain/remove Mana Crystals to 7.''
Would this be legal?
That sort of falls under deliberately manipulating your wording to subvert the contest restrictions. Why not just make him a 4/7 rather than a 5/6 and not worry about how many words the effect is? That way you don't have to struggle with awkward or unrealistic wording, just "Battlecry: Set both players' current maximum Mana Crystals to 7." or something like that?
I know, it would be so simple, I'm just liking the 5/6 element. It's like, if you ever heard of the Anslem argument for divine existence; something can only achieve perfection in the imagination!! ... or something along those lines of frustration! ;D
Ok that's it I think, or as close as I can get it. It clarifies that the crystals gained are not all 7, but just the ones above the current number. It incorporates the coin ruling indirectly; it would dissipate as the ''adjustment'' would be inclusive of the coin. And finally Overloaded Crystals pre 7 are unaffected, only removing them post 7 Overload. In fact, this may be the fairest outcome, and doesn't affect the usefulness of Lave shock either by taking its ability.
When surprise? I decided to not going to sleep until it ;p
The new stickies are literally up right now. =)
oh crap, this should be interesting :D does it have to be lore-friendly class/hero ?:p
It does not; voters will be the ones to determine how much they care about lore-friendliness. But let's keep questions and discussions about the new competition over to the dedicated Discussion Topic. =)
Okay, here's the card I'm planning on submitting tomorrow, although I don't know exactly what I want to do with it. So, I have a general concept that I want the card to accomplish, and to fit this week's theme, I've made 7 possible versions of this card that I'm considering submitting (two of them are unnamed, they will get a name with 7 letters). I don't think any of them are perfect, each one does something that I want to do while falling short somewhere else, so I wanted to see which you guys think is the best, if any of them are any good at all.
The idea: Ever since the release of implosion, and now imp gang boss, as well as cards like haunted creeper, I've more and more found myself playing my modified zoolock having a really large number of tiny minions on the board, more so than any other class. I really wanted to synergize with this, but unfortunately, cards like Raid Leader or Stormwind Champion just aren't strong enough for me to run. The closest I've gotten to a card that synergizes with a huge board is Sea Giant, but that got pushed out of the way by Dr. Boom.
When this contest came up, I realized that a nice way to include the number 7 was through controlling 7 minions, a completely full board. This is pretty hard to achieve, even with warlock, but getting it should give you a massive tempo swing, value play, or even become a likely win condition, like voltron.
If this card were to be introduced, it would be pretty easy to see coming from a zoolock, and have a decent amount of counterplay given that most of the board is just imps that can easily be trimmed out.
The following cards are all aimed at causing a truly epic effect if you get 7 minions. This isn't some "costs 1 less for each minion you control" hedging your benefits, this is an all-in, all-or-nothing chance to push for victory.
v1
Cool in that it's really simple. The problem I have with it is that it's actually rather weak - rather than being a stronger effect when you have 7 minions, it's just easier to play, because you can play 7 mana worth of minions while you have this card and then end your turn with it instead of having to already have a full or almost full board from the previous turn. Still, it's a huge tempo swing and a hard thing to achieve.
v2
I think this one is okay. It is an absolute game-changer if you pull it off, so that's one good thing. The idea isn't really to use this to wipe a massive enemy board as much as it is to swat away one or two minions to clear the way to victory, since it would be kind of strange to expect to get high value out of this card from your opponent having a lot of minions, but even though they had a lot of minions they let you get 7. It might be a little on the strong side but not that much, the only problem with it is that like mentioned above it is stronger when your opponent controls a lot of minions, but in situations that they do you probably won't be able to play this.
v3
This one I think isn't very fair. It's a lot more on the strong side, but it much better accomplishes the damage of a finisher. The problem I have with it is that it's too strong, but there's no way to nerf it. Nerfing the damage bonus at 7 minions makes it feel less epic when you get 7 minions, nerfing the base damage makes the card far too weak at a base value, and changing the mana cost can't be done.
v4
Next, we move into the buff variation. This one, like the first one, is simple, and I like it. The problem is that while it is a huuge tempo swing, we all know that whatever you buff is going to die to any number of the million ways of removing something with high attack. It can get 7 damage in on the turn you play it, it can be crazy powerful if it survives, but this card will mostly end up being sadness for you when it gets bghed and all you got out of your epic 7 minion setup was 7 damage. This problem is present in all of the tempo swing variants, because a tempo swing isn't really that epic, especially if it can get counteracted by 1 card.
v5
Another tempo swing variant for an AoE buff. I think this one is pretty nice. At a base value the card is pretty hunky because of its mana cost of 7, even if it does give a nice board solidification. However because you can play a bunch of minions in one turn, then solidify your board for 0 mana and attack for some extra damage, it actually accomplishes all tasks really well.
v6
Harder to play than the previous version, but more rewarding. This card is supposed to be pretty much "if you manage to play it, you probably win unless your opponent has a hard board wipe" (which only paladins and warlocks do). The massive health buff as well as attack is supposed to dodge pretty much everything, while not being a literally "win instantly" card.
v7
Another single target buff variant. I really don't like this one. It's either win on the turn you play it or else it gets popped and you are sad, it's really hard to pull of and somehow feels both OP and UP.
Roid - ''I feel there needs to an overload cost in there somewhere, just because of how powerful the effect is''
I'm trying to imagine how powerful the effect is but there are some many criteria that affect the impact, hard to gauge:
Going first or second becomes a major factor as playing it early boosts your opponent past you in mana tempo. This also affects if you get to T9/10 before opponent and against Druid, Mage, Warrior, that's huge. One major thing you brought me to think of is that this with Lotheb might make it OP, alright. I was thinking of it as reflecting Lotheb, but forgot that alongside Lotheb there might be too much control... or is it? He'll only put the opponent on 8MC on their go, btw. It's strong,b ut how strong?
Now I start thinking of adding an overload and that brings another interesting set of problems: OL only really affects Nobudo when he's played early, late game he negates his own OL and that's when he's control strong, or even OP when paired with Lotheb. So it's a nice dilemma, I think :)
Okay, here's the card I'm planning on submitting tomorrow, although I don't know exactly what I want to do with it. So, I have a general concept that I want the card to accomplish, and to fit this week's theme, I've made 7 possible versions of this card that I'm considering submitting (two of them are unnamed, they will get a name with 7 letters). I don't think any of them are perfect, each one does something that I want to do while falling short somewhere else, so I wanted to see which you guys think is the best, if any of them are any good at all.
The idea: Ever since the release of implosion, and now imp gang boss, as well as cards like haunted creeper, I've more and more found myself playing my modified zoolock having a really large number of tiny minions on the board, more so than any other class. I really wanted to synergize with this, but unfortunately, cards like Raid Leader or Stormwind Champion just aren't strong enough for me to run. The closest I've gotten to a card that synergizes with a huge board is Sea Giant, but that got pushed out of the way by Dr. Boom.
When this contest came up, I realized that a nice way to include the number 7 was through controlling 7 minions, a completely full board. This is pretty hard to achieve, even with warlock, but getting it should give you a massive tempo swing, value play, or even become a likely win condition, like voltron.
If this card were to be introduced, it would be pretty easy to see coming from a zoolock, and have a decent amount of counterplay given that most of the board is just imps that can easily be trimmed out.
The following cards are all aimed at causing a truly epic effect if you get 7 minions. This isn't some "costs 1 less for each minion you control" hedging your benefits, this is an all-in, all-or-nothing chance to push for victory.
v1
Cool in that it's really simple. The problem I have with it is that it's actually rather weak - rather than being a stronger effect when you have 7 minions, it's just easier to play, because you can play 7 mana worth of minions while you have this card and then end your turn with it instead of having to already have a full or almost full board from the previous turn. Still, it's a huge tempo swing and a hard thing to achieve.
v2
I think this one is okay. It is an absolute game-changer if you pull it off, so that's one good thing. The idea isn't really to use this to wipe a massive enemy board as much as it is to swat away one or two minions to clear the way to victory, since it would be kind of strange to expect to get high value out of this card from your opponent having a lot of minions, but even though they had a lot of minions they let you get 7. It might be a little on the strong side but not that much, the only problem with it is that like mentioned above it is stronger when your opponent controls a lot of minions, but in situations that they do you probably won't be able to play this.
v3
This one I think isn't very fair. It's a lot more on the strong side, but it much better accomplishes the damage of a finisher. The problem I have with it is that it's too strong, but there's no way to nerf it. Nerfing the damage bonus at 7 minions makes it feel less epic when you get 7 minions, nerfing the base damage makes the card far too weak at a base value, and changing the mana cost can't be done.
v4
Next, we move into the buff variation. This one, like the first one, is simple, and I like it. The problem is that while it is a huuge tempo swing, we all know that whatever you buff is going to die to any number of the million ways of removing something with high attack. It can get 7 damage in on the turn you play it, it can be crazy powerful if it survives, but this card will mostly end up being sadness for you when it gets bghed and all you got out of your epic 7 minion setup was 7 damage. This problem is present in all of the tempo swing variants, because a tempo swing isn't really that epic, especially if it can get counteracted by 1 card.
v5
Another tempo swing variant for an AoE buff. I think this one is pretty nice. At a base value the card is pretty hunky because of its mana cost of 7, even if it does give a nice board solidification. However because you can play a bunch of minions in one turn, then solidify your board for 0 mana and attack for some extra damage, it actually accomplishes all tasks really well.
v6
Harder to play than the previous version, but more rewarding. This card is supposed to be pretty much "if you manage to play it, you probably win unless your opponent has a hard board wipe" (which only paladins and warlocks do). The massive health buff as well as attack is supposed to dodge pretty much everything, while not being a literally "win instantly" card.
v7
Another single target buff variant. I really don't like this one. It's either win on the turn you play it or else it gets popped and you are sad, it's really hard to pull of and somehow feels both OP and UP.
It's tricky, but I'm tempted to say to cost it a bit more aggressively at 6 mana. Ogre brute comes to mind: for compensation of the randomness, he gets a bit of a stat upgrade. Keep in mind, at this point in the game most of your minions aren't going to be living that long, and if he doesn't trigger the first turn, he will be a wasted card. Not to mention all the vulnerabilities this card has that war golem doesn't.
tkx for the reply jhamel, :)
Yeah, this is a problem too :/ ... i don't mean that it does that...
I had it ''Players gain or remove mana crystals until they have 7'' but that's not 7 words either, which I required for the stats to be 5/6... (he was originally 4/7). Here i could say that the MC are ''Gained'' so OL was overridden, so, In the situation you site, you'd get 2 new unlocked MC.
Battlecry: Players gain or remove Mana Crystals to 7.
Agh, so close D':
Asking a mod if ''gain/remove'' is legal?
Did one of the posts on the Submission page get deleted?
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
Oh I won't, spent too much time thinking on it to toss it. Hopefully there will be a week I can use this. Just hope no one jumps and takes my idea.
Until then, guess Ill take a backseat and see how everyone else does this week
It wouldn't be fun if I gave it away, would it? :P It's up and running now though ^^
I feel there needs to an overload cost in there somewhere, just because of how powerful the effect is
Also, doesn't battlecry cont toward the word text limit? I am not sure if the card is qualified for this competition, since I only see 2 of the conditions met instead of 3.
Tkx for the reply Roid :)
just on the 7/7/7 - there's ''7'' in the text, 7 words in the text and 7 letters in the name.
Your fist point hjighlights the problem; it doese'nt give you all the Mana Crystals back, only, for example, on t5 you gain 2 x MC (Nobundo's cost is 5 + 2 full from his effect, opponent would have 8 MC next turn), if I understand your meaning?
The new stickies are literally up right now. =)
The precise meaning, within 7 words, is -
''Battlecry: Players gain/remove Mana Crystals to 7.''
Would this be legal?
That sort of falls under deliberately manipulating your wording to subvert the contest restrictions. Why not just make him a 4/7 rather than a 5/6 and not worry about how many words the effect is? That way you don't have to struggle with awkward or unrealistic wording, just "Battlecry: Set both players' current maximum Mana Crystals to 7." or something like that?
What does this say to you?
huh? that's 6 lol xD
Thanks Rhapsody :)
Ye, I thought so.
I know, it would be so simple, I'm just liking the 5/6 element. It's like, if you ever heard of the Anslem argument for divine existence; something can only achieve perfection in the imagination!! ... or something along those lines of frustration! ;D
Ok that's it I think, or as close as I can get it. It clarifies that the crystals gained are not all 7, but just the ones above the current number. It incorporates the coin ruling indirectly; it would dissipate as the ''adjustment'' would be inclusive of the coin. And finally Overloaded Crystals pre 7 are unaffected, only removing them post 7 Overload. In fact, this may be the fairest outcome, and doesn't affect the usefulness of Lave shock either by taking its ability.
Does that seem right?
oh crap, this should be interesting :D does it have to be lore-friendly class/hero ?:p
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It does not; voters will be the ones to determine how much they care about lore-friendliness. But let's keep questions and discussions about the new competition over to the dedicated Discussion Topic. =)
Okay, here's the card I'm planning on submitting tomorrow, although I don't know exactly what I want to do with it. So, I have a general concept that I want the card to accomplish, and to fit this week's theme, I've made 7 possible versions of this card that I'm considering submitting (two of them are unnamed, they will get a name with 7 letters). I don't think any of them are perfect, each one does something that I want to do while falling short somewhere else, so I wanted to see which you guys think is the best, if any of them are any good at all.
The idea: Ever since the release of implosion, and now imp gang boss, as well as cards like haunted creeper, I've more and more found myself playing my modified zoolock having a really large number of tiny minions on the board, more so than any other class. I really wanted to synergize with this, but unfortunately, cards like Raid Leader or Stormwind Champion just aren't strong enough for me to run. The closest I've gotten to a card that synergizes with a huge board is Sea Giant, but that got pushed out of the way by Dr. Boom.
When this contest came up, I realized that a nice way to include the number 7 was through controlling 7 minions, a completely full board. This is pretty hard to achieve, even with warlock, but getting it should give you a massive tempo swing, value play, or even become a likely win condition, like voltron.
If this card were to be introduced, it would be pretty easy to see coming from a zoolock, and have a decent amount of counterplay given that most of the board is just imps that can easily be trimmed out.
The following cards are all aimed at causing a truly epic effect if you get 7 minions. This isn't some "costs 1 less for each minion you control" hedging your benefits, this is an all-in, all-or-nothing chance to push for victory.
v1
Cool in that it's really simple. The problem I have with it is that it's actually rather weak - rather than being a stronger effect when you have 7 minions, it's just easier to play, because you can play 7 mana worth of minions while you have this card and then end your turn with it instead of having to already have a full or almost full board from the previous turn. Still, it's a huge tempo swing and a hard thing to achieve.
v2
I think this one is okay. It is an absolute game-changer if you pull it off, so that's one good thing. The idea isn't really to use this to wipe a massive enemy board as much as it is to swat away one or two minions to clear the way to victory, since it would be kind of strange to expect to get high value out of this card from your opponent having a lot of minions, but even though they had a lot of minions they let you get 7. It might be a little on the strong side but not that much, the only problem with it is that like mentioned above it is stronger when your opponent controls a lot of minions, but in situations that they do you probably won't be able to play this.
v3
This one I think isn't very fair. It's a lot more on the strong side, but it much better accomplishes the damage of a finisher. The problem I have with it is that it's too strong, but there's no way to nerf it. Nerfing the damage bonus at 7 minions makes it feel less epic when you get 7 minions, nerfing the base damage makes the card far too weak at a base value, and changing the mana cost can't be done.
v4
Next, we move into the buff variation. This one, like the first one, is simple, and I like it. The problem is that while it is a huuge tempo swing, we all know that whatever you buff is going to die to any number of the million ways of removing something with high attack. It can get 7 damage in on the turn you play it, it can be crazy powerful if it survives, but this card will mostly end up being sadness for you when it gets bghed and all you got out of your epic 7 minion setup was 7 damage. This problem is present in all of the tempo swing variants, because a tempo swing isn't really that epic, especially if it can get counteracted by 1 card.
v5
Another tempo swing variant for an AoE buff. I think this one is pretty nice. At a base value the card is pretty hunky because of its mana cost of 7, even if it does give a nice board solidification. However because you can play a bunch of minions in one turn, then solidify your board for 0 mana and attack for some extra damage, it actually accomplishes all tasks really well.
v6
Harder to play than the previous version, but more rewarding. This card is supposed to be pretty much "if you manage to play it, you probably win unless your opponent has a hard board wipe" (which only paladins and warlocks do). The massive health buff as well as attack is supposed to dodge pretty much everything, while not being a literally "win instantly" card.
v7
Another single target buff variant. I really don't like this one. It's either win on the turn you play it or else it gets popped and you are sad, it's really hard to pull of and somehow feels both OP and UP.
I know some people have posted joke cards, but i've seen so absurdly op cards in the sub topic that i would not be surprised if see i this...
(Exaggerating, of course)
The stupidest thing is that people liked those cards.
Roid - ''I feel there needs to an overload cost in there somewhere, just because of how powerful the effect is''
I'm trying to imagine how powerful the effect is but there are some many criteria that affect the impact, hard to gauge:
Going first or second becomes a major factor as playing it early boosts your opponent past you in mana tempo. This also affects if you get to T9/10 before opponent and against Druid, Mage, Warrior, that's huge. One major thing you brought me to think of is that this with Lotheb might make it OP, alright. I was thinking of it as reflecting Lotheb, but forgot that alongside Lotheb there might be too much control... or is it? He'll only put the opponent on 8MC on their go, btw. It's strong,b ut how strong?
Now I start thinking of adding an overload and that brings another interesting set of problems: OL only really affects Nobudo when he's played early, late game he negates his own OL and that's when he's control strong, or even OP when paired with Lotheb. So it's a nice dilemma, I think :)
I like v2 the best, but it is 4 7s currently.
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure