@Sinti Remove "always" and you're good. You don't need the word there and it clutters the card up a bit. Zooming in on Ol' Rowdy a little might help too!
I put it there, so u cant give it regular Windfury as shaman, but i guess it doesnt rly matter, so yeah i might take it out again.
Which should I submit?
I like the priest one the most, even tho it seems a bit too strong. basicly 2 mana 5/3 + all the health spread on your minions (counting 5 mana for Assassinate). 3/3 might be top as to what i would give stats to such effect, but it might seem unattractive, even tho that would probably be balanced.
This one seems pretty perfect to counter the agro.
I dont like Prophet Skeram, thats just waay to wierd for me :D And your opponents next turn is waaaaaaaay in the future for me to want to summon minions there and waste my mana for nothing now.
Murozond: interesting, but i think unrealistic with current game mechanics, so thats out. And i think even if it were possible, that blizz would not put in the game such overlly complex card, they seem to be noob-friendly most of the time :)
Harbringer: hm mi guess ok, even tho it might be abused, but i guess 7 is high enought that it wouldnt be so bad.
So you know those cards I posted? Looking back on them, I still really like them but they just aren't special enough. So I made this:
Smokebomb isn't really a keyword, but it's just such a cool idea that I can't resist it. I think I had to use the tooltip generator really... When you Smokebomb the board, the entire board (both sides) appears as though it has the Stealth effect, but even more obscure - dark gray clouds floating over everything, like smoke. Akin to Nozdormu's aesthetic effect when he is in play. Smokebomb lasts exactly one turn. When it occurs, all of your minions change places with each other (same with your opponent's minions). This can mess up positioning e.g. flametongue totem, dire wolf alpha, wee spellstopper, etc. When you mouse over a minion, 50% of the time it will make a sound (their greeting or attack sound). This way you can kind of figure out which minions are where. The green minion outline will be visible through the smoke, as well as the burning end of the rope. This makes it hard to target minions with spells and targeting arrows. This is really only a bad thing for your opponent, because by your next turn, the board will clear and both players will be able to see the current board state. Talia has low health to prevent this from getting out of hand (vulnerable to RNG, board clears, etc.).
What do you guys think now? Should I submit this?
@xSakasa Really cool. Very fitting as a Rogue card. Very cool implications if you're running up against Sludge Belcher, Sylvanus, Boom Bots, etc. Bravo!
@Asylum_Rhapsody my favorite is Hero of the Bastion. Change the art to be more WoW-ish and the stats a bit (seeing as it's a legendary and you can only have one, so it should be a little better, considering power creep and other things) and it'll look great!
I wasn't sure how this competition would be received, but I'm glad it seems to be overall doing not bad so far. ^_^ The submissions themselves are a mixed bag, but that's pretty much what I expected. Some fantastic, truly brilliantly unique ideas like Bryla Bloodsight and Aina Worldbreakress! And then a couple of ideas like Ostareon, Undead Priest and Eyana Duskbloom that I need to figure out how to politely tell folks aren't going to cut it, not because I don't like them but just because they do things that are simply not unique and that we already see in the existing cards. XP
For my part, after a bit of a hiatus, I will actually be submitting an entry for this competition! ^_^ The only question is what. o_o
Well, the easy way out is to submit something I've submitted before. I have submitted two concepts before to previous contests whose effects I think would fit well in this competition, and I'd just need to come up with cool, original character to attach them to:
Harbinger prevents you from getting stuck with high-cost cards too early in the game. While Harbinger remains in your deck, minions that cost 7 or more are excluded from the card-draw RNG's options. Those minions might still get pulled as a result of Thoughtsteal, Mindgames, Deathlord, and so on, since those effects do not draw them.
Murozond's effect specifically requires some very long explanation:
This Murozond is like Lord Jaraxxus in a lot of ways, mostly in that its full effect is too complex to be concisely worded. Also, like Lord Jaraxxus replaces your hero (leaving your old hero, hero power, and weapon behind), this Murozond replaces the battlefield (leaving both players' old minions and Secrets behind, though they'll come back once Murozond is taken care of).
The End Time is a separate map. When Murozond is played, the battle moves over to that separate map and stays there until his effect is no longer active (because he has died or been Silenced or returned to your hand or whatever). It's like a clean slate, only Murozond will be there. Anything that was on the battlefield, specifically minions and secrets, remain back on the normal map, but everything else remains the same (your hero, their health, their armor, their weapon, your mana, your deck, the cards in your hand, and so on). Your minions and Secrets don't die or get destroyed or anything. They're just not around, can't be targeted (not even randomly or by area effects since they're not on this map), and don't do anything (not even, for example, Imp Master's ability activating at the end of your turn, because you're not actually taking any turns over there, or Violet Teacher's ability triggering when you cast a spell, because nobody is casting any spells over there). By the same token, when Murozond or his effect are disposed of, minions and Secrets played here (including Murozond himself if Silenced) are lost to the End Time. Play will then continue back on the normal map like nothing happened.
There's only one End Time, so it's not like playing Murozond again will create an additional battlefield. You can return to the End Time to find that all of the minions and Secrets you had on the battlefield there are still there like nothing happened.
Another possibility is to use the effect from the Prophet Skeram card that was my GvG legendary for my Seer class, so it's NOT a card I've ever entered a competition with before, but it is something that I've come up with before:
The idea is simply that he lets you better play and abuse minions that normally have the downside of your opponent getting to deal with them before you get a chance to use them to their full potential. Obvious pairings? Doomsayer, Gadgetzan Auctioneer, and Malygos come to mind.
And, of course, there's always the possibility of just making something entirely new. My first thought is something like this:
Not entirely sure about the numbers or about divine shield or about it being a neutral minion even. It'd take a lot more thought to be sure, but the idea of a minion that summons itself from your deck free of charge if a condition is met is something I think would be very unique and cool. Plus, this idea is more accessible than my others, its value being immediately identifiable as anti-aggro tech rather than obscure potential combo pieces.
Hero of the Bastion looks awesome, I almost upvoted it before remembering this was the discussion topic :P. Honestly, I think you can bump it's attack up one. It's trigger would be pretty hard to pull, especially since its 4 more than you yourself control. And it is, after all, a legendary. your other ideas are also good, especially Murozond, but personally, the Bastion Hero is my favourite.
@Dudu42: Definitely an interesting card. It's difficult to figure out a balance for the effect, but I think that the stats should be fine - it wouldn't be played for the body, but for the effect.
@Hereharehere: Waay too wordy :) I like the concept, but it's so complicated an effect that I feel it would just confuse people. I'd suggest toning it down, perhaps removing the Ursites from it.
@Asylum_Rhapsody: I think my favourite is definitely the anti-aggro card. The concept of the End Times is great, but I don't know if people would enjoy reading so much to understand the effect. _____________________________
Glad to see so many people like the competition this week! I have four concepts I've been trying out, but I need help picking one. I'm not even sure all of them have a unique enough effect, but I'll let you decide.
Blodynn, the Dragon born from the earth and soon to grow into something amazing. I really like the idea behind this card, but I feel it would be better off as a class card - perhaps a class that doesn't take advantage of dragons often, like Hunter? It looks really good in Green, but what do you think?
Margfalda, the dragon from another realm that multiplies and promotes prosperity. A strong, large body that has an effect that might make your opponent think twice about removing it - after all, they get the benefit too! Is this effect unique enough? I can't think of anything quite like it already in the game.
Witherdreki, a Dragon that is rotting at her core. The Wither effect is a debuff that applies to a minion and reduces its Attack and Health by 1. If a minion is at 1 Health and receives the Wither debuff, they will be destroyed. Just like any debuff, it can be silenced off, and any minion who was Withered will regain as much Health as they had had removed by Wither effects - for example, a Boulderfist Ogre that has been Withered twice and taken two damage will be at 4/3. If it is silenced, it then becomes a 6/5.
Is this effect too complicated? What about the stats? Should it be a Druid class card, given the tree-like appearance?
And finally, the icy queen of a frozen region far to the north, Shantaal Shivermist. Her effect is designed to be balanced by the fact that your opponent is the first to draw after she comes into play, and so the first to be potentially affected by it. Judging by the way Freeze mechanics work when you attack into a Snowchugger, if your minion is Frozen on your turn, it will be unfrozen at the end of your next turn, so this essentially stops the minions drawn from attacking the turn after they are played. or for Charge minions, it stops them for two turns. Potentially good anti-aggro, and a soft-taunt as your opponent doesn't want it to stick around for long. Against spell-based decks she is of course much weaker.
Should she be a Mage card? What about the stats and cost? ____________________________-
And finally, which card do you think is the most interesting? Which one would you vote for? Whichever one I pick will of course have their mini-background fleshed out further :D
Blodynn is good but not overwhelming. Can't imagine Priest running this in a dragon deck (Twilight Whelp...), but other classes definitely could. If it was a Hunter legendary I would say make it a 3m 2/2 with Deathrattle: Add this minion to your hand, it costs (2) more.
Margfalda: Would both players see the cards revealed? Or would it be like Chromaggus where it just does a sort of magic effect and then it's done? Regardless, I love the idea, but I would appreciate a similar statline to Chromaggus (there aren't many 6/8 dragons around you know!)
Witherdreki: Not sure if you need the keyword, but I suppose the "Destroy the minion if it has 1 health" point warrants it. Very balanced.
Shantaal Shivermist: If this was a Mage only legendary it would be insaneeee. Freeze mage would get really tough in late game as well as midgame. Despite it being symmetrical, mage doesn't usually run many minions. For that reason I'm not sure about this just for how it cripples your opponent :/.
So I kind of had this idea a while ago, and I wanted to run it past y'all before spending too much time on it. Feedback on whether the idea's good, which version you prefer, and such would be very welcome.
So for the first version, once the minion hits the board, things start getting weird. The mana change is permanent, so if any minions are returned to hand, they keep their altered mana cost. Trading works strangely too. Lets say a Chillwind yeti takes 3 damage from a trade. Turn ends. His values rotate, Making him a 2/4 with mana cost 4.
The other version is more self absorbed. The changes occur while in had as well, so if timed correctly, he can be dropped as a 7/8 for 6. the rotation acts to help with much more effeicent trades, just like the other version.
Shadesunder is neat! Wouldn't say it's something that priests really need though as they have the Shadow Words. Maybe make it neutral instead?But compare it to Assassinate for balancing.
I like the effect of Spanner but the art is of a knight, right? Also I think it should be neutral, that would probably be a dream to have in priest lol :D
Clockwise doesn't work in Hearthstone because the two players sees the board opposuite of the other. Amazing art though, so you should keep the name and art IMO.
Anyone got any comments on Talia? I'm trying to figure out if it's a better entry than the other three...
@FirebugRM: I love it. Much better than Trade Prince Gallywix in lots of ways. However, the text length is offputting! I'm not sure how to rectify that. Maybe "Whenever a player draws a card, Grexizmo steals it and replaces it with a coin. Deathrattle: Give both players their stolen cards."
Clockwise doesn't work in Hearthstone because the two players sees the board opposuite of the other. Amazing art though, so you should keep the name and art IMO.
It'll always turn clockwise though, because its always facing you. The card makes complete sense.
I think we had a card like that week 26 and I remember Asylum_Rhapsody saying it wouldn't work.
Caledra once lived in Theramore with her mother. Mistreated as a half-elf, she took up reading and befriended animals instead of other kids. At 17, she escaped discrimination by fleeing into Ashenvale and has lived there since, teaching travelers things that they wish to learn, like e. g. magic.
If Justicar Trueheart has upgraded your hero power you get to choose from the variety of upgraded ones. You can't choose "DIE INSECT!" or Lord Jaraxxus' hero power.
@ThatFennecFoxGuy: Question? Are those cards permanetly revealed?
[clipped]
yeah, all cards in your opponent's hand at the time the battlecry activates are permanently revealed, so you can see them until they're played (even in Malethos is silenced or killed). cards drawn afterwards stay hidden.
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Life before death. Strength before weakness. Journey before destination.
Well then, it looks like Hero of the Bastion is it. =) Now to give her a name and a backstory. Hmm... Okay, three versions of the artwork:
After years of living in the mountains in exile for suspected witchcraft, Lux Aeterna received a vision that her hometown of [Named Town] would be the victim of a surprise attack. Setting aside old bitterness, she reappeared unexpectedly, just in time to warn and defend the town against the Scourge.
Now it's only fair I return the favor to those who game me their thoughts. =)
@Loyal_Shabati: I'm generally not a fan of 10-mana cards because I think them unrealistic. Like, the developers would never, I don't believe, introduce another 10-mana card deliberately. The only 10-mana cards that exist are Deathwing (and that's sort of his thing) and Pyroblast and Mind Control (which were both nerfed to 10 mana). The reason is exactly that, if a card turns out to be too powerful, the development team can't use their favorite nerf method of just increasing the mana cost if it already costs 10 mana. In general, though, I feel like this is much too powerful. I mean, it basically says "check the board state how it looks right now, and this is going to determine the ending of the game". Like, if it's going to do that, I think it's got to have a much lower Health than 8.
@iSinti: Plain and simple, I love this card. It's unique but easily understood, and I was very pleased to see it as the first post in this topic. I think it set the tone well for the competition. =)
@PupleMD: This sounds super cool, and I love the art, but the problem is that clockwise doesn't look the same for both players. What's clockwise to you is counter-clockwise to the other player. =/
@ShadowsOfSense: The art for Blodynn is my favorite, but my favorite effect is going to be Shantaal. The first two dragons I don't think have unique-enough effects to stand out in this competition, and new keywords don't usually go over well with voters.
I understand what you want this card to do, but it just wouldn't work like that. When a minion dies, it is dead, and can't be healed back to life. I like the concept, but the way it's worded now it's just a 6 mana 4/5 with a non-functioning Deathrattle.
I'd choose the art in the middle if I were you but move it a little to the right. However I'd prefer this as a less serious card as I stated on Skype :3
I understand what you want this card to do, but it just wouldn't work like that. When a minion dies, it is dead, and can't be healed back to life. I like the concept, but the way it's worded now it's just a 6 mana 4/5 with a non-functioning Deathrattle.
Do you have any idea how to make it work?
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"You miss 100% of the shots you don't take. - Wayne Gretzky"
So you know those cards I posted? Looking back on them, I still really like them but they just aren't special enough. So I made this:
Smokebomb isn't really a keyword, but it's just such a cool idea that I can't resist it. I think I had to use the tooltip generator really... When you Smokebomb the board, the entire board (both sides) appears as though it has the Stealth effect, but even more obscure - dark gray clouds floating over everything, like smoke. Akin to Nozdormu's aesthetic effect when he is in play. Smokebomb lasts exactly one turn. When it occurs, all of your minions change places with each other (same with your opponent's minions). This can mess up positioning e.g. flametongue totem, dire wolf alpha, wee spellstopper, etc. When you mouse over a minion, 50% of the time it will make a sound (their greeting or attack sound). This way you can kind of figure out which minions are where. The green minion outline will be visible through the smoke, as well as the burning end of the rope. This makes it hard to target minions with spells and targeting arrows. This is really only a bad thing for your opponent, because by your next turn, the board will clear and both players will be able to see the current board state. Talia has low health to prevent this from getting out of hand (vulnerable to RNG, board clears, etc.).
What do you guys think now? Should I submit this?
@xSakasa Really cool. Very fitting as a Rogue card. Very cool implications if you're running up against Sludge Belcher, Sylvanus, Boom Bots, etc. Bravo!
@Asylum_Rhapsody my favorite is Hero of the Bastion. Change the art to be more WoW-ish and the stats a bit (seeing as it's a legendary and you can only have one, so it should be a little better, considering power creep and other things) and it'll look great!
Well, it's definitely unique. Do I understand this correctly in that the smokebomb only lasts for your opponents turn? I feel like she doesn't need stealth. I mean, the board's already covered in dust, you can't see anything that's going on, and you don't even know what minions you're attacking with. Although Stealth works thematically, I don't see how an opponent would feasibly stop this madness unless they're a mage or they run a LOT or RNG damage cards. However, I really like this idea. It's a cheaper card, so it might actually be run in some decks (unlike nozdormu) that interacts with the board in a very new way.
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I like the priest one the most, even tho it seems a bit too strong. basicly 2 mana 5/3 + all the health spread on your minions (counting 5 mana for Assassinate). 3/3 might be top as to what i would give stats to such effect, but it might seem unattractive, even tho that would probably be balanced.
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This one seems pretty perfect to counter the agro.
I dont like Prophet Skeram, thats just waay to wierd for me :D And your opponents next turn is waaaaaaaay in the future for me to want to summon minions there and waste my mana for nothing now.
Murozond: interesting, but i think unrealistic with current game mechanics, so thats out. And i think even if it were possible, that blizz would not put in the game such overlly complex card, they seem to be noob-friendly most of the time :)
Harbringer: hm mi guess ok, even tho it might be abused, but i guess 7 is high enought that it wouldnt be so bad.
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So you know those cards I posted? Looking back on them, I still really like them but they just aren't special enough. So I made this:
Smokebomb isn't really a keyword, but it's just such a cool idea that I can't resist it. I think I had to use the tooltip generator really... When you Smokebomb the board, the entire board (both sides) appears as though it has the Stealth effect, but even more obscure - dark gray clouds floating over everything, like smoke. Akin to Nozdormu's aesthetic effect when he is in play. Smokebomb lasts exactly one turn. When it occurs, all of your minions change places with each other (same with your opponent's minions). This can mess up positioning e.g. flametongue totem, dire wolf alpha, wee spellstopper, etc. When you mouse over a minion, 50% of the time it will make a sound (their greeting or attack sound). This way you can kind of figure out which minions are where. The green minion outline will be visible through the smoke, as well as the burning end of the rope. This makes it hard to target minions with spells and targeting arrows. This is really only a bad thing for your opponent, because by your next turn, the board will clear and both players will be able to see the current board state. Talia has low health to prevent this from getting out of hand (vulnerable to RNG, board clears, etc.).
What do you guys think now? Should I submit this?
@xSakasa Really cool. Very fitting as a Rogue card. Very cool implications if you're running up against Sludge Belcher, Sylvanus, Boom Bots, etc. Bravo!
@Asylum_Rhapsody my favorite is Hero of the Bastion. Change the art to be more WoW-ish and the stats a bit (seeing as it's a legendary and you can only have one, so it should be a little better, considering power creep and other things) and it'll look great!
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
Hero of the Bastion looks awesome, I almost upvoted it before remembering this was the discussion topic :P. Honestly, I think you can bump it's attack up one. It's trigger would be pretty hard to pull, especially since its 4 more than you yourself control. And it is, after all, a legendary. your other ideas are also good, especially Murozond, but personally, the Bastion Hero is my favourite.
@Dudu42: Definitely an interesting card. It's difficult to figure out a balance for the effect, but I think that the stats should be fine - it wouldn't be played for the body, but for the effect.
@Hereharehere: Waay too wordy :) I like the concept, but it's so complicated an effect that I feel it would just confuse people. I'd suggest toning it down, perhaps removing the Ursites from it.
@Asylum_Rhapsody: I think my favourite is definitely the anti-aggro card. The concept of the End Times is great, but I don't know if people would enjoy reading so much to understand the effect.
_____________________________
Glad to see so many people like the competition this week! I have four concepts I've been trying out, but I need help picking one. I'm not even sure all of them have a unique enough effect, but I'll let you decide.
Blodynn, the Dragon born from the earth and soon to grow into something amazing. I really like the idea behind this card, but I feel it would be better off as a class card - perhaps a class that doesn't take advantage of dragons often, like Hunter? It looks really good in Green, but what do you think?
Margfalda, the dragon from another realm that multiplies and promotes prosperity. A strong, large body that has an effect that might make your opponent think twice about removing it - after all, they get the benefit too! Is this effect unique enough? I can't think of anything quite like it already in the game.
Witherdreki, a Dragon that is rotting at her core. The Wither effect is a debuff that applies to a minion and reduces its Attack and Health by 1. If a minion is at 1 Health and receives the Wither debuff, they will be destroyed. Just like any debuff, it can be silenced off, and any minion who was Withered will regain as much Health as they had had removed by Wither effects - for example, a Boulderfist Ogre that has been Withered twice and taken two damage will be at 4/3. If it is silenced, it then becomes a 6/5.
Is this effect too complicated? What about the stats? Should it be a Druid class card, given the tree-like appearance?
And finally, the icy queen of a frozen region far to the north, Shantaal Shivermist. Her effect is designed to be balanced by the fact that your opponent is the first to draw after she comes into play, and so the first to be potentially affected by it. Judging by the way Freeze mechanics work when you attack into a Snowchugger, if your minion is Frozen on your turn, it will be unfrozen at the end of your next turn, so this essentially stops the minions drawn from attacking the turn after they are played. or for Charge minions, it stops them for two turns. Potentially good anti-aggro, and a soft-taunt as your opponent doesn't want it to stick around for long. Against spell-based decks she is of course much weaker.
Should she be a Mage card? What about the stats and cost?
____________________________-
And finally, which card do you think is the most interesting? Which one would you vote for? Whichever one I pick will of course have their mini-background fleshed out further :D
You can find me here! Good luck everyone!
@ShadowsOfSense:
Blodynn is good but not overwhelming. Can't imagine Priest running this in a dragon deck (Twilight Whelp...), but other classes definitely could. If it was a Hunter legendary I would say make it a 3m 2/2 with Deathrattle: Add this minion to your hand, it costs (2) more.
Margfalda: Would both players see the cards revealed? Or would it be like Chromaggus where it just does a sort of magic effect and then it's done? Regardless, I love the idea, but I would appreciate a similar statline to Chromaggus (there aren't many 6/8 dragons around you know!)
Witherdreki: Not sure if you need the keyword, but I suppose the "Destroy the minion if it has 1 health" point warrants it. Very balanced.
Shantaal Shivermist: If this was a Mage only legendary it would be insaneeee. Freeze mage would get really tough in late game as well as midgame. Despite it being symmetrical, mage doesn't usually run many minions. For that reason I'm not sure about this just for how it cripples your opponent :/.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
So I kind of had this idea a while ago, and I wanted to run it past y'all before spending too much time on it. Feedback on whether the idea's good, which version you prefer, and such would be very welcome.
So for the first version, once the minion hits the board, things start getting weird. The mana change is permanent, so if any minions are returned to hand, they keep their altered mana cost. Trading works strangely too. Lets say a Chillwind yeti takes 3 damage from a trade. Turn ends. His values rotate, Making him a 2/4 with mana cost 4.
The other version is more self absorbed. The changes occur while in had as well, so if timed correctly, he can be dropped as a 7/8 for 6. the rotation acts to help with much more effeicent trades, just like the other version.
Shadesunder is neat! Wouldn't say it's something that priests really need though as they have the Shadow Words. Maybe make it neutral instead?But compare it to Assassinate for balancing.
I like the effect of Spanner but the art is of a knight, right? Also I think it should be neutral, that would probably be a dream to have in priest lol :D
Clockwise doesn't work in Hearthstone because the two players sees the board opposuite of the other. Amazing art though, so you should keep the name and art IMO.
Blodynn: Interesting effect but doesn't really make sense flavorwise, or?
Margfalda: Too simple
Witherdreki: I like this card and the flavor, however I don't feel it needs a keyword. "At the start of your turn, give all enemy minions -1/-1"?
Shivermist: Cool effect! But maybe change the effect to replace the battlecry with self-freeze instead? It feels a little clunky as it is now somehow.
Anyone got any comments on Talia? I'm trying to figure out if it's a better entry than the other three...
@FirebugRM: I love it. Much better than Trade Prince Gallywix in lots of ways. However, the text length is offputting! I'm not sure how to rectify that. Maybe "Whenever a player draws a card, Grexizmo steals it and replaces it with a coin. Deathrattle: Give both players their stolen cards."
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
I think we had a card like that week 26 and I remember Asylum_Rhapsody saying it wouldn't work.
Okay, my turn :P Is it good enough to submit?
Backstory:
Caledra once lived in Theramore with her mother. Mistreated as a half-elf, she took up reading and befriended animals instead of other kids. At 17, she escaped discrimination by fleeing into Ashenvale and has lived there since, teaching travelers things that they wish to learn, like e. g. magic.
If Justicar Trueheart has upgraded your hero power you get to choose from the variety of upgraded ones. You can't choose "DIE INSECT!" or Lord Jaraxxus' hero power.
yeah, all cards in your opponent's hand at the time the battlecry activates are permanently revealed, so you can see them until they're played (even in Malethos is silenced or killed). cards drawn afterwards stay hidden.
Life before death. Strength before weakness. Journey before destination.
Well then, it looks like Hero of the Bastion is it. =)
Now to give her a name and a backstory. Hmm... Okay, three versions of the artwork:
After years of living in the mountains in exile for suspected witchcraft, Lux Aeterna received a vision that her hometown of [Named Town] would be the victim of a surprise attack. Setting aside old bitterness, she reappeared unexpectedly, just in time to warn and defend the town against the Scourge.
Now it's only fair I return the favor to those who game me their thoughts. =)
@Loyal_Shabati: I'm generally not a fan of 10-mana cards because I think them unrealistic. Like, the developers would never, I don't believe, introduce another 10-mana card deliberately. The only 10-mana cards that exist are Deathwing (and that's sort of his thing) and Pyroblast and Mind Control (which were both nerfed to 10 mana). The reason is exactly that, if a card turns out to be too powerful, the development team can't use their favorite nerf method of just increasing the mana cost if it already costs 10 mana.
In general, though, I feel like this is much too powerful. I mean, it basically says "check the board state how it looks right now, and this is going to determine the ending of the game". Like, if it's going to do that, I think it's got to have a much lower Health than 8.
@iSinti: Plain and simple, I love this card. It's unique but easily understood, and I was very pleased to see it as the first post in this topic. I think it set the tone well for the competition. =)
@PupleMD: This sounds super cool, and I love the art, but the problem is that clockwise doesn't look the same for both players. What's clockwise to you is counter-clockwise to the other player. =/
@ShadowsOfSense: The art for Blodynn is my favorite, but my favorite effect is going to be Shantaal. The first two dragons I don't think have unique-enough effects to stand out in this competition, and new keywords don't usually go over well with voters.
Looks like folks are avoiding my submission in droves. I wonder if it was too long and became TL/DR for folks.
Galavant Animation
I understand what you want this card to do, but it just wouldn't work like that. When a minion dies, it is dead, and can't be healed back to life. I like the concept, but the way it's worded now it's just a 6 mana 4/5 with a non-functioning Deathrattle.
You can find me here! Good luck everyone!
I'd choose the art in the middle if I were you but move it a little to the right. However I'd prefer this as a less serious card as I stated on Skype :3
Do you have any idea how to make it work?
"You miss 100% of the shots you don't take. - Wayne Gretzky"
-Michael Scott
Please vote for my card, Hulking Void Terror, in week 29! http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/55403-weekly-card-design-competition-29-submission-topic?page=10#c145
Well, it's definitely unique. Do I understand this correctly in that the smokebomb only lasts for your opponents turn? I feel like she doesn't need stealth. I mean, the board's already covered in dust, you can't see anything that's going on, and you don't even know what minions you're attacking with. Although Stealth works thematically, I don't see how an opponent would feasibly stop this madness unless they're a mage or they run a LOT or RNG damage cards. However, I really like this idea. It's a cheaper card, so it might actually be run in some decks (unlike nozdormu) that interacts with the board in a very new way.