Thanks for the tips guys. I'll change it as soon as I can :)
It was BRM because I originally didnt have it as inspire and since it was a dragon, I thought it would fit into the BRM theme. Forgot to the change expansion haha
So I wanted to make an AoE effect for Control Rogue. Since Blade Flurry is the only viable AoE of Rogue and you can pretty much only play it in Oil Rogue I chose a more control-y approach. The Spell has a cool synergy with Master of Disguise & Conceal. 8 Mana seems pretty balanced to me because it's a bigger AoE than Flamestrike and has a similar effect to Twisting Nether. What do you guys think ?
I think its very weak ... u can flamestrike from empy board and thats why it is so powerful, u basicly need to have decent board (3+ minions), so your card is very expensive win more card. I think u can easily lower it to like 4 mana, mby 5 to have a reasonable combo with conceal, but 8 is super high. In most cases this would have to be Prepped, so it would be a 3 card combo: Conceal, Prep, Last Strike. I cant imagine anyone would even consider playing this over Blade Flurry combos with weapon buffs.
So I wanted to make an AoE effect for Control Rogue. Since Blade Flurry is the only viable AoE of Rogue and you can pretty much only play it in Oil Rogue I chose a more control-y approach. The Spell has a cool synergy with Master of Disguise & Conceal. 8 Mana seems pretty balanced to me because it's a bigger AoE than Flamestrike and has a similar effect to Twisting Nether. What do you guys think ?
I think its very weak ... u can flamestrike from empy board and thats why it is so powerful, u basicly need to have decent board (3+ minions), so your card is very expensive win more card. I think u can easily lower it to like 4 mana, mby 5 to have a reasonable combo with conceal, but 8 is super high. In most cases this would have to be Prepped, so it would be a 3 card combo: Conceal, Prep, Last Strike. I cant imagine anyone would even consider playing this over Blade Flurry combos with weapon buffs.
I agree with Sinti, the card is quite a bit too over priced. The synergy with conceal is obvious, but even with conceal, it may still be hard to pull off the combo because you'll need 3 minions on board. I think it would be a lot more competitively priced at 5 mana.
Is good in both a control oriented Hunter or a Lock and Load deck. If you are behind it can get you back in the game has it curves well with his own effect or forces the enemy to trade in his board to avoid getting mass hounds.
Is good in both a control oriented Hunter or a Lock and Load deck. If you are behind it can get you back in the game has it curves well with his own effect or forces the enemy to trade in his board to avoid getting mass hounds.
So, what do you think folks?
I guess its fine, if your opponent has 4+ minions out and u spent your entire turn to play this, chances r ur dead next turn anyway, so the fact that u get "huge boardclear" as a potential turn of the events seems kinda cool :) Im not sure how used would this card be, probably not very, since like i said, if your opponent has 4+ minions, ur f******************** most of the time already.
Is good in both a control oriented Hunter or a Lock and Load deck. If you are behind it can get you back in the game has it curves well with his own effect or forces the enemy to trade in his board to avoid getting mass hounds.
So, what do you think folks?
It doesn't work that well with Lock and Load because UTH is too high of a mana cost. I think it would work well in a control hunter though. I think it is balanced enough for a 5 spot legendary and I would probably replace loatheb with it in many decks. Im glad its not something face hunter would use :)
Hi this my first post and first run at making custom cards and stuff.. I thought druid need a weapon so came up with this since it is an epic weapon for Druid:
puts a temp freeze on aggro without totally OP a face hunter or grim patron. almost on the same lines as frost nova but 1 more mana so you get an atk. hope ya like.
Hi this my first post and first run at making custom cards and stuff.. I thought druid need a weapon so came up with this since it is an epic weapon for Druid:
puts a temp freeze on aggro without totally OP a face hunter or grim patron. almost on the same lines as frost nova but 1 more mana so you get an atk. hope ya like.
I don't feel like this fits druid thematically. Freeze is really mage's thing, with the exception of Frost Shock (which makes sense because Shamans are all about the elements). What does freezing or a Frost Wyrm have to do with druids? If you're going to go against the grain and give Druid a weapon, it really has to be one that makes thematic sense.
@dark I would use the word "and" instead of & and its "Divine" not "Devine" so for 3 - and I am not a pro by all means; seems like an Enhance O Mechano with just one not the entire board. I would probably give it 3 health instead..maybe a 2; because you are basically giving someone a Tyrion or Alakir for 3 mana based on how much aggro they have.. and also- just how long to you plan to hold that in your deck while you are getting steamrolled? am I right all you vets here?
@nurg I made this because it is an epic druid weapon in WOW and yes its a mage thing with freeze.. but also gives an incentive at the same time for druids to counter aggro besides swipe; plus noone uses freeze but mages.
Hi this my first post and first run at making custom cards and stuff.. I thought druid need a weapon so came up with this since it is an epic weapon for Druid:
puts a temp freeze on aggro without totally OP a face hunter or grim patron. almost on the same lines as frost nova but 1 more mana so you get an atk. hope ya like.
I don't feel like this fits druid thematically. Freeze is really mage's thing, with the exception of Frost Shock (which makes sense because Shamans are all about the elements). What does freezing or a Frost Wyrm have to do with druids? If you're going to go against the grain and give Druid a weapon, it really has to be one that makes thematic sense.
maybe he doesnt have a sleeping bag and is cold XD
@nurg I made this because it is an epic druid weapon in WOW and yes its a mage thing with freeze.. but also gives an incentive at the same time for druids to counter aggro besides swipe; plus noone uses freeze but mages.
It's been awhile since I've played WoW, so I looked up the weapon. First of all, I think you should change the art so it represents the weapon. If the art doesn't make sense, you are going to lose votes. Also, when I played WoW, druids mainly used staves. Did they use this weapon with an off-hand item? Seems weird, since it looks like it would only fit Feral druid, and I don't ever remember there being good off-hands for feral. They were mostly geared towards casters. Anyway, since it seems like a feral item, the freezing doesn't make a lot of sense. You're adding effects based on the name of the item, which goes beyond the lore. It seems like the effect should be centered around the feral theme (i.e., cards like Bite, Savagery, and Savage Roar).
As I like to do each week, but usually don't (but did this week in spite of there being approximately 10,000 entries!), I've gone through every single entry and picked out some favorites that I think aren't getting enough love.
Runesmith (#25)—As designed it's totally OP, but I still love the concept (although I'm not 100% sure I understand the thematic relationship between smithing and having lots of enemies).
Ahune, the Frost Lord (#26)—Cool stuff (har har)! This is a novel use of both totems and the freeze mechanic, and seems fairly balanced.
Prince Taldaram (#31)—Simple, balanced, and flavorful. I'm surprised nobody thought of this before!
Caelestrasz (#35)—A nice effect, impactful yet not OP, and not something I’ve seen before. It's thematically appropriate for the red dragonflight, so bonus points for that, although why is it a shaman card specifically?
Durotan (#61)—A proper legendary. Very vulnerable to removal, but has some interesting synergies with Garrison Commander etc. and feels suitably powerful and dangerous.
Wall of Fire (#71)—There were literally dozens of versions of this spell this week (often in the form of a minion battlecry), and nearly all of them were wildly overpowered and underpriced. No points for originality, but this is actually a well-balanced spell with real strengths and weaknesses compared to Flamestrike. Nice art selection too.
Treasure Hunting (#81)—Very creative, seems fun, and it might even actually be good!
Frostwolf Battleguard (#89)—Nothing fancy, just a Mogu'shan Warden that can also be a Sen'jin Shieldmasta (or a giant Shieldbearer, I guess). I actually think it's a little on the weak side, but it's a cool idea.
Gnomish Frost Mage (#112)—A novel use of this week's theme and the freeze mechanic. It's always nice to see a fan creation that makes a bunch of weenies instead of giants and legendaries, and anything that takes Frost Nova in any direction away from Doomsayer is fine by me.
Goblin Tax Collector (#117)—This one is thematically strong and fairly balanced, although it might be better as a class card (rogue?), considering how quickly and cheaply some classes can spam out tokens.
Wind Shear (#153)—Simple, potentially strong, and quite unusual. I guess the wind knocks half their wits out? Ogres, I imagine, are immune.
Ethereal Duelist (#154)—A very interesting, unusual mechanic. It's hard to know how exactly it would function—I suspect it'd be a bit on the overpowered side, especially in paladin (imagine the multi-turn Blessed Champion combos, good lord), but it's still a cool idea.
Wrathtail Sorceress #166—Yet another clever use of freeze. Fan-created minions with charge are usually very poorly balanced, but this is a great exception to that rule.
Nature’s Will (#204)—Like Ritual of Summoning all the way back on page 1, this represents that much-discussed, seldom-seen grail of design: good RNG. For the best chance to get what you really need with this, you need some metagame knowledge, some strategic sense, and enough math skills to trade the board down (or up) to the number you need. Nice druid flavor and art, too.
Gargoyle (#253)—This guy could really flood the board and might get some serious mileage out of the inspire-supporting stuff, like Maiden of the Lake and Garrison Commander, that nobody’s using yet. A Grim Patron for the rest of us!
Houndkeeper (#325)—A lot of people did “Unleash the Hounds, but slightly different” this week. In a sense, this one is the closest to the original UTH, yet at the same time, it's much more creative than the other takes on the same idea.
Conspiracy (#328)—Rogue spells tend to be useful but cheap and fairly low-impact, so I think this is pretty balanced, and I love the Conceal synergy. Imagine getting another Conceal and another Conspiracy from it!
Surge Breaker (#364)—A relatively strong weapon on its own, and a nice tool for overload-heavy decks. It's probably a little too strong, actually; “for each friendly Totem” might be both more flavorful and more balanced.
Special shout-out to Ritual of Summoning (#9), which doesn't need any more attention (it's the overall vote leader, I think) but certainly deserves it. Because I mentioned it when I wrote about Nature's Will, I figured I ought to praise this use of good RNG: it's superficially somewhat similar to Unstable Portal (you get a random minion), but because you control when it's cast and how many minions are in play when it goes down, you're rewarded for your timing, your metagame knowledge, and your ability to manipulate the number of minions on the battlefield. If you know, for instance, that every single 8-mana minion is extremely powerful, whereas some 9-drops have all their value in the battlecry (Lord Jaraxxus) or have a seriously detrimental deathrattle (Majordomo Executus), you can be sure to get the most value possible from this spell.
My own Infernal Rites (#29) is also doing pretty well, but I certainly wouldn't mind a few more votes to be on the safe side. I also wouldn't mind having it in the game for real. Just imagine that sweet animation!
I just wanted to share a little bit about this card in the hopes it drives a few votes my way. Party members are chosen randomly from the following list with the restriction that you can't get the same member more than once.
Questing Adventurer - He's the attention hog up front and center with the big sword.
I think it's a very fun card. If you are facing 2 minions it's pretty good value. Any more than 2 and the value gets insane. If you think it deserves a vote you can click HERE.
Damn missed the dead line, anyways was thinking something like this
I was debating making it a 3/8 or a 4/7 but i suppose it might be just slightly too strong. Isn't power creep either as the stat distribution is new and the effect is unique and other similar stated minions with different abilities (snap jaw is a beast, maiden has hero power, water ele has freeze, flameguard has + attack) and refreshment vendor the closest comparison both doesn't see play and can be beneficial to heal the opponent, as well as working when no other minions are in play on turn 4. Also no 4 drop sees play besides piloted shredder, stat boosting minions that don't see play isn't power creep. Might actually make some control decks pretty viable.
Damn missed the dead line, anyways was thinking something like this
I was debating making it a 3/8 or a 4/7 but i suppose it might be just slightly too strong. Isn't power creep either as the stat distribution is new and the effect is unique and other similar stated minions with different abilities (snap jaw is a beast, maiden has hero power, water ele has freeze, flameguard has + attack) and refreshment vendor the closest comparison both doesn't see play and can be beneficial to heal the opponent, as well as working when no other minions are in play on turn 4. Also no 4 drop sees play besides piloted shredder, stat boosting minions that don't see play isn't power creep. Might actually make some control decks pretty viable.
This is definitely power creep. It has better stats than Chillwind Yeti with a powerful battlecry to boot. A crazy powerful battlecry. How could you possibly think this was balanced? Needs to be a cost of at least 7 for those stats and that effect. The effect should be changed to either friendly or enemy minions. Both is way too powerful. And you should reduce it to a smaller heal per minion. And still keep it at 7 mana, at least.
Thanks for the tips guys. I'll change it as soon as I can :)
It was BRM because I originally didnt have it as inspire and since it was a dragon, I thought it would fit into the BRM theme. Forgot to the change expansion haha
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Actually, I did do an Inspire card (pg 17 towards the bottom of the submissions) called Icecrown Citadel
I think its very weak ... u can flamestrike from empy board and thats why it is so powerful, u basicly need to have decent board (3+ minions), so your card is very expensive win more card. I think u can easily lower it to like 4 mana, mby 5 to have a reasonable combo with conceal, but 8 is super high. In most cases this would have to be Prepped, so it would be a 3 card combo: Conceal, Prep, Last Strike. I cant imagine anyone would even consider playing this over Blade Flurry combos with weapon buffs.
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I agree with Sinti, the card is quite a bit too over priced. The synergy with conceal is obvious, but even with conceal, it may still be hard to pull off the combo because you'll need 3 minions on board. I think it would be a lot more competitively priced at 5 mana.
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So, what do you think folks?
I guess its fine, if your opponent has 4+ minions out and u spent your entire turn to play this, chances r ur dead next turn anyway, so the fact that u get "huge boardclear" as a potential turn of the events seems kinda cool :) Im not sure how used would this card be, probably not very, since like i said, if your opponent has 4+ minions, ur f******************** most of the time already.
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It doesn't work that well with Lock and Load because UTH is too high of a mana cost. I think it would work well in a control hunter though. I think it is balanced enough for a 5 spot legendary and I would probably replace loatheb with it in many decks. Im glad its not something face hunter would use :)
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Hi this my first post and first run at making custom cards and stuff.. I thought druid need a weapon so came up with this since it is an epic weapon for Druid:
puts a temp freeze on aggro without totally OP a face hunter or grim patron. almost on the same lines as frost nova but 1 more mana so you get an atk. hope ya like.
Phant4sm#1722
I don't feel like this fits druid thematically. Freeze is really mage's thing, with the exception of Frost Shock (which makes sense because Shamans are all about the elements). What does freezing or a Frost Wyrm have to do with druids? If you're going to go against the grain and give Druid a weapon, it really has to be one that makes thematic sense.
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@dark I would use the word "and" instead of & and its "Divine" not "Devine" so for 3 - and I am not a pro by all means; seems like an Enhance O Mechano with just one not the entire board. I would probably give it 3 health instead..maybe a 2; because you are basically giving someone a Tyrion or Alakir for 3 mana based on how much aggro they have.. and also- just how long to you plan to hold that in your deck while you are getting steamrolled? am I right all you vets here?
Phant4sm#1722
@nurg I made this because it is an epic druid weapon in WOW and yes its a mage thing with freeze.. but also gives an incentive at the same time for druids to counter aggro besides swipe; plus noone uses freeze but mages.
Phant4sm#1722
Phant4sm#1722
It's been awhile since I've played WoW, so I looked up the weapon. First of all, I think you should change the art so it represents the weapon. If the art doesn't make sense, you are going to lose votes. Also, when I played WoW, druids mainly used staves. Did they use this weapon with an off-hand item? Seems weird, since it looks like it would only fit Feral druid, and I don't ever remember there being good off-hands for feral. They were mostly geared towards casters. Anyway, since it seems like a feral item, the freezing doesn't make a lot of sense. You're adding effects based on the name of the item, which goes beyond the lore. It seems like the effect should be centered around the feral theme (i.e., cards like Bite, Savagery, and Savage Roar).
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That is down right brokend now, I would leave it at 3 minionso and have it a 5 mana spell
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All right, the Submission Topic is closed for the week. Take the next 24 hours to look through and up-vote your favorites! =)
As I like to do each week, but usually don't (but did this week in spite of there being approximately 10,000 entries!), I've gone through every single entry and picked out some favorites that I think aren't getting enough love.
I just wanted to share a little bit about this card in the hopes it drives a few votes my way. Party members are chosen randomly from the following list with the restriction that you can't get the same member more than once.
Squire - He's the beefy guy on the far right.
Young Priestess - She's the only female, top left.
Pint-Sized Summoner - He's the mage who seems to be holding a weapon instead of a staff for some inexplicable reason. Bottom left.
Master Swordsmith - Rear row middle.
Hidden Gnome - He's hiding in a barrel.
Raid Leader - He's the guy with the spear in the very back, right where a smart leader goes.
Questing Adventurer - He's the attention hog up front and center with the big sword.
I think it's a very fun card. If you are facing 2 minions it's pretty good value. Any more than 2 and the value gets insane. If you think it deserves a vote you can click HERE.
Galavant Animation
I've never seen 100 votes on 3 cards on page one. This week is very lively (and fierce).
Damn missed the dead line, anyways was thinking something like this
I was debating making it a 3/8 or a 4/7 but i suppose it might be just slightly too strong. Isn't power creep either as the stat distribution is new and the effect is unique and other similar stated minions with different abilities (snap jaw is a beast, maiden has hero power, water ele has freeze, flameguard has + attack) and refreshment vendor the closest comparison both doesn't see play and can be beneficial to heal the opponent, as well as working when no other minions are in play on turn 4. Also no 4 drop sees play besides piloted shredder, stat boosting minions that don't see play isn't power creep. Might actually make some control decks pretty viable.
This is definitely power creep. It has better stats than Chillwind Yeti with a powerful battlecry to boot. A crazy powerful battlecry. How could you possibly think this was balanced? Needs to be a cost of at least 7 for those stats and that effect. The effect should be changed to either friendly or enemy minions. Both is way too powerful. And you should reduce it to a smaller heal per minion. And still keep it at 7 mana, at least.
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Check out my Worgen Class in the Class Competition