Man, I really hope none of the cards that make your opponent discard make it to the finals.
Oh I'm sure that some will. We had one that won once actually back during season 1. Well, sort of won. It was the hand/deck interaction week, and the card that won was a minion that, when it damaged the enemy hero, forced them to discard a card. It was only after the final poll was resolved that we realized the card didn't technically qualify for the competition because the requirements were that the card actually have the word "hand" or "deck" in it, which the card didn't.
In general, though, now that the competitions are going back to being advertised on the front page of the site consistently, a larger percentage of voters will be less informed about card design. We saw this at many points back during season one during times of more pronounced front page promotion, that cards we would normally consider poorly designed (woefully and obviously unbalanced, excessive use of unique tokens for "quantity over quality", mechanics like forced discard that the developers have spoken out against, even poor wording entirely unlike what we see in the game) did better in the final polls. It's one of those unfortunately dilemmas we have to face. =P
Best thing you can do to combat it though? Post in the Final Poll topics, early and prominently, explaining exactly why you think what cards are good and bad. Maybe don't be too long-winded about it or people may be turned off from reading it all, but get the big main points out there to at least start the conversation. That was the point of there being a separate Final Topic for each competition, so that prominent, knowledgeable members of the fan creation community had an immediate place to tell everyone their opinion on the finalists. It's far too often that I put up a final topic and don't get much of any substantive early comments that I think would have had the opportunity to sway voters.
Your card must feature a fun and understandable effect, avoid anything beyond four lines of text.
Your card must seem balanced to me. Please note, I'm no expert on this but avoid all-in cards, cards with high variance and cards that harrass the opponent.
Your card must have appropriate art. Something that goes with the name and fits the Hearthstone look and feel.
Your card must comply to the Hearthstone spelling and wording. For unprecedented effects, try to find a close reference.
Your card must fit the World of Warcraft theme. If it's part of the lore, try to be as accurate as possible; if it's not part of the lore, try to make it as WoW-like as possible.
Please note that this is very subjective. It's merely my opinion, I'm not trying to demotivate anyone from competing!
Page 6
Storm Elemental 3/5 I don't really know what to say about this one. Probably hard to keep alive but can spin out of control but the discard effect keeps it under control. Hmmm......... okay! (Also, add a dot . after Windfury and don't use a line break.)
About wording and formatting - compare Sparring Partner, ability and battlecry are separated by a newline, and no dot after "taunt". I've formatted the text on Storm Elemental following the same pattern, permanent effects and triggers on separate lines.
Hi guys and girls, any thoughts on my version of Kil'jaeden?
I wanted the deathrattle to be epic, like realising his fury upon death and calling a firestorm over the enemy
If you happen to draw this card early and can play it on 7 or 8, how much damage would you expect it to do? I'm thinking back to my handlock games and I think on turn 7 or 8 I probably have at least 6 cards. I just added up a standard hand lock deck and found the average card cost (assuming Molten Giant and Mountain Giant cost 6) to be 4.1, or just 4 since a few of the giants will probably cost less. So when this is played, at an average of 4 damage per card and discarding 6 or more cards, you're looking to do about 24 damage.
I can imagine a world where you play Twisting Nether on 8 to clear the board, and then play this on 9 to minimize enemy minions. I like the concept but I feel like, barring really fast losses against aggro, this will just end the game single handedly on turn 8. It's ALMOST like a combo card but it is the only piece that matters. You just stick a bunch of high cost cards in your deck, scramble to live to 7 or 8 and then bam! Somewhere between 15-40 damage. Probably really OP but this is the kind of card that would need lots of testing to be sure.
Shade: Since adiscard effect seems to be valued by more than 1 mana, returning a card from discard should also worth more than 1 mana, more so if a return is by choice. Should cost 4, and might still be too strong. 1/5
Kil'Jaeden (10 12/12): An all-in card, basically a worse Deathwing, and worse BY FAR. This should at least clear the board. Also, "Discard from deck" is spelled "Remove from deck" in Hearthstone. 0/5
Gordunni Warlock: Funny, although I'd not put a random on such an effect. You pretty much gamble on whether to get a Chillwind Yeti on turn 3, and get a more powerful Succubus. 3/5, since there are IMHO enough random effects in Hearthstone to do a random OVER another random.
Time Warp: Well, it's a Door to Nothingness MTG art, and this does not fit the theme of the card - you don't take a turn after you lose the game. The mechanics, assumed your turn will start again once you press End Turn, with card draw and minions being able to attack again, is at least doable without major changes, and price on the effect might be justified, since you can do t10 this plus tap, everyone go face, next turn, everyone go face and you have two cards to play, 3 if you tap once more. 4/5
Blackhand: Um, discard a legend? And what if you are poor and have none? This forces your opponent to discard a random legend and that's all. 0/5, because discarding a legend is better than silence and kill, even counting that your enemy won't spend mana playing that legend. Sometimes battlecries are what a legend is played for, and this basically kills the way opponents play their decks.
Lightning Revenant: Honestly, I didn't see this before I made my entry. But, in this form, the card is WAY OP. First, it's a 4/4 for 3 mana, better than a Ogre Brute. Then, it's a Windfury, thus as good as 8/4 if going face. And then, it makes your opponent discard 2 cards next turn if not dealt with in an instant. 1/5, because you still have a drawback on your side.
Annihilan Overlord: 3/6 for 3? Already OP. Turn 3 this, turn 4 Wailing Soul, as this is only good first time, pretty much out-tempo. The drawback is decent, because it can misfire and not give you a 3/6 for 4, but should you discard a topdecked Flame Imp, you're getting good value again... 2/5, because it's a demon that eats demons, and can screw you over by eating a Mal'Ganis... someone spoke about betrayal?
Devouring Plague: You should clarify the writing on the card, I assume this heals you by discards, depending on what's been discarded, and a discarded Wisp heals you for 0. This is worse Power Word: Glory, and overpriced by 6 mana. But it already costs 5. Ha ha. 0/5
Arthas Menethil: If I understand WoW lore, this kid is completely not what Arthas is and ever was. Also, should you have no minions in your hand, it's a 1/1 for 10 mana. It's the same should your opponent have a silence. It's overpriced by about 5 mana IMHO, compare Void Terror, even he does not stay for long. 0/5
Ghastly Scavenger: Hmm, an oddball, collecting stuff as deathrattles. This misses what it does with targettable spells and weapons - I assume it selects a random eligible target for the spell, and weapons whiff unless they have an effect, like Death's Bite or Coghammer. Speak nuke, if you discard a Assassinate. But on its own, the body is weak and should cost 3, or be a 3/5 and cost 4, compare Violet Teacher and Flamewaker. 3/5, mainly because many interactions are overlooked by the designer.
Twisted Gambler: I've read that back in time where everyone and their mother played Nat Pagle, people got screwed because one got three cards out of his Nat and the other got 0, because of random. This is already a 6/6 with an attached "If you don't roll high, you lose" for their opponent. Example, two discarded Fireballs of your opponent while trying to remove the thing. NO, JUST NO. 0/5
Jar Soul: A limited Unstable Portal that also works on discards. Clever design, but should cost 3, compare Fist of Jaraxxus, when the normal spell costs 1 less for the same effect (Shadow Bolt). Worse if compared to Flamecannon, but this is a mage card, so no direct comparison. 4/5
Arcane Conversion: "It costs 0" should spell differently, most likely "It costs (3) less", otherwise FREAKING OP. Imagine you've ended up with a Flamestrike after a mulligan vs a facehunter. You throw this on turn 2 and end up with a 0-cost flamestrike or 0-cost Archmage Antonidas. (Sure you can get to discard a Mana Wyrm and get an Arcane Missiles back, but this parrt of behavior is unaltered.) 1/5 because the idea is nice.
Doom Lord Kazzak: Wow, a drop better than Varian Wrynn and a guaranteed one, should you have that many cards, with a 30 damage board and a lethal threaten. I'd limit discards to 2, four is kind of OP especially on a warlock, who can draw with hero power. 3/5
Hi guys and girls, any thoughts on my version of Kil'jaeden?
I wanted the deathrattle to be epic, like realising his fury upon death and calling a firestorm over the enemy
Remember, cards like Molten Giant are resolved for full cost when speaking about "cards", thus this has a potential to nail enemy face for 40 for instant win. If, however, this will use current costs on those cards, the best way with playing this will be combo-ing it with Sacrificial Pact to raise the cost of moltens by 5 each. Also, "its" and not "it's". If you ever write "it's" in a phrase, try unfolding it into "it is", and if the phrase becomes incorrect, the you should have used "its" instead.
Hi guys, so im finally kinda happy with my submission this week :) This card would not fit into every deck, actually i think new decks would be made around it or at least tweaked a bit.
The idea is for spell heavy combo decks to have strong minion that u can taunt and protect yourself with (even tho it will get to BGH range using Argus) and also have a strong card draw mechanic in just one card, it can be silenced and denied taunt and card draw, but u will be able to attack with it in exchange. The deathrattle is the part where it gets interesting :) u will draw 3 cards (the value!!!), but if u draw any minions, they will get discarded, so u might want to use this card in a spell heavy deck.
Maybe its total crap and even spell heavy decks would not risk running it, cause u might discard your Malygos or whatever, but i like it anyway :) Could be interesting if there would be some card with a positive interaction with discarding cards (not fist of jaraxus :P) so u would discard 3 minions on purpouse :)
hmm mby i should put Naxx watermark there rather then TGT to make it more thematic :X
Hi guys, so im finally kinda happy with my submission this week :) This card would not fit into every deck, actually i think new decks would be made around it or at least tweaked a bit.
The idea is for spell heavy combo decks to have strong minion that u can taunt and protect yourself with (even tho it will get to BGH range using Argus) and also have a strong card draw mechanic in just one card, it can be silenced and denied taunt and card draw, but u will be able to attack with it in exchange. The deathrattle is the part where it gets interesting :) u will draw 3 cards (the value!!!), but if u draw any minions, they will get discarded, so u might want to use this card in a spell heavy deck.
Maybe its total crap and even spell heavy decks would not risk running it, cause u might discard your Malygos or whatever, but i like it anyway :) Could be interesting if there would be some card with a positive interaction with discarding cards (not fist of jaraxus :P) so u would discard 3 minions on purpouse :)
hmm mby i should put Naxx watermark there rather then TGT to make it more thematic :X
Hi guys, so im finally kinda happy with my submission this week :) This card would not fit into every deck, actually i think new decks would be made around it or at least tweaked a bit.
The idea is for spell heavy combo decks to have strong minion that u can taunt and protect yourself with (even tho it will get to BGH range using Argus) and also have a strong card draw mechanic in just one card, it can be silenced and denied taunt and card draw, but u will be able to attack with it in exchange. The deathrattle is the part where it gets interesting :) u will draw 3 cards (the value!!!), but if u draw any minions, they will get discarded, so u might want to use this card in a spell heavy deck.
Maybe its total crap and even spell heavy decks would not risk running it, cause u might discard your Malygos or whatever, but i like it anyway :) Could be interesting if there would be some card with a positive interaction with discarding cards (not fist of jaraxus :P) so u would discard 3 minions on purpouse :)
hmm mby i should put Naxx watermark there rather then TGT to make it more thematic :X
I already submitted this card but I wanted some feedback :
I know it's not the strongest and you basically get a 3/3 Weapon for 3 Mana (if you use the Poison) but I liked the Idea. The Deadly Poison is just a really good way to enable your combos so you can get guaranteed turn 4 SI:7 Agent or a Turn 5 Oil.
Same thing ... from your text i can see u wanted this to act as a battlecry, so fix the wording ;-)
I already submitted this card but I wanted some feedback :
I know it's not the strongest and you basically get a 3/3 Weapon for 3 Mana (if you use the Poison) but I liked the Idea. The Deadly Poison is just a really good way to enable your combos so you can get guaranteed turn 4 SI:7 Agent or a Turn 5 Oil.
You discard a card and then add Deadly Poison to your hand. So you basically are trading a card in your deck for a Deadly Poison. I suppose in some rare cases this actually is a benefit if you were to collect all 3 Deadly Poison in your deck and then equip all at the same time for minor benefits. But the card you discard will too often be something you wanted more than Deadly Poison. Even if you empty your hand, the "free" Deadly Poison only makes this a 3 mana 3/3 like you said. I think that is the sign that it's too weak. I suggest you make it at least "add 2 deadly poisons to your hand". At least that way it is always some sort of benefit.
I already submitted this card but I wanted some feedback :
I know it's not the strongest and you basically get a 3/3 Weapon for 3 Mana (if you use the Poison) but I liked the Idea. The Deadly Poison is just a really good way to enable your combos so you can get guaranteed turn 4 SI:7 Agent or a Turn 5 Oil.
You discard a card and then add Deadly Poison to your hand. So you basically are trading a card in your deck for a Deadly Poison. I suppose in some rare cases this actually is a benefit if you were to collect all 3 Deadly Poison in your deck and then equip all at the same time for minor benefits. But the card you discard will too often be something you wanted more than Deadly Poison. Even if you empty your hand, the "free" Deadly Poison only makes this a 3 mana 3/3 like you said. I think that is the sign that it's too weak. I suggest you make it at least "add 2 deadly poisons to your hand". At least that way it is always some sort of benefit.
If I would go with 2 Deadly Poisons I should probably lower the durability 'cause a 4 5/3 weapon might be a little bit Op. I'm not sure :/
In that case u might as well use your hero power and make this a spell that discards a random card and gives u 2x poison lol :D
I'm not fond of cards this week that completely remove the downside of using discard cards, it just isn't that fun or new. Take Astral Communion Druid, if you were to draw that after you play said card, You would be almost guaranteed to win.
I'm just seeing a lot of these effects that are good on paper but forget that they wouldn't fit in the game right even those who completely negate the drawback of discarding. Getting the cards back you discarded is nice and dandy (and game breaking) but also simply don't fit into the existing card pool and deck types considering how few of these discard mechanic currently exist and are used. A lot of the cards won't change that either. But I guess that's not really the point of the Challenge. New cards that just have a discard effect on them are fine.
Though way too many "Your opponent discards cards" effects in the submissions.
I'm just seeing a lot of these effects that are good on paper but forget that they wouldn't fit in the game right even those who completely negate the drawback of discarding. Getting the cards back you discarded is nice and dandy (and game breaking) but also simply don't fit into the existing card pool and deck types considering how few of these discard mechanic currently exist and are used. A lot of the cards won't change that either. But I guess that's not really the point of the Challenge. New cards that just have a discard effect on them are fine.
Though way too many "Your opponent discards cards" effects in the submissions.
I am honestly quite surprised how many of these entries break Blizzards design philosophies. Sure, returning discarded cards and summoning them is all fine and dandy, if a bit too strong at times, but to deliberatly discard the opponents cards is something Blizz has made clear goes against their intentions.
I'm just seeing a lot of these effects that are good on paper but forget that they wouldn't fit in the game right even those who completely negate the drawback of discarding. Getting the cards back you discarded is nice and dandy (and game breaking) but also simply don't fit into the existing card pool and deck types considering how few of these discard mechanic currently exist and are used. A lot of the cards won't change that either. But I guess that's not really the point of the Challenge. New cards that just have a discard effect on them are fine.
Though way too many "Your opponent discards cards" effects in the submissions.
I am honestly quite surprised how many of these entries break Blizzards design philosophies. Sure, returning discarded cards and summoning them is all fine and dandy, if a bit too strong at times, but to deliberatly discard the opponents cards is something Blizz has made clear goes against their intentions.
Because we are totally creating cards that will end up in the game
I mean regaining, summoning or getting cards is a perfect mechanic (it's usually like a resurrect) but that's for Warlock who then would either tend to use Discard mechanics like Soulfire, Mistress of Pain, Fist of J and Doomguard. That's a new type of deck that needs some way of capitalizing or recovering from that mechanic so that's fine and there's randomness attached to it. It's impossible to go full nuke on your hand and then just getting it back but at least Warlock has the best way to do it right now and the only reason to do it. I think the lack of control over it should be highlighted. I'd personally prefer it if the recover would be usually limited to one card though because people aren't submitting a whole set, just one card. So that one card should work with the current cards in my opinion (unless it's a card that discards cards or something like that). But it's hard to tell what's right when you can't test it.
I'm just seeing a lot of these effects that are good on paper but forget that they wouldn't fit in the game right even those who completely negate the drawback of discarding. Getting the cards back you discarded is nice and dandy (and game breaking) but also simply don't fit into the existing card pool and deck types considering how few of these discard mechanic currently exist and are used. A lot of the cards won't change that either. But I guess that's not really the point of the Challenge. New cards that just have a discard effect on them are fine.
Though way too many "Your opponent discards cards" effects in the submissions.
I am honestly quite surprised how many of these entries break Blizzards design philosophies. Sure, returning discarded cards and summoning them is all fine and dandy, if a bit too strong at times, but to deliberatly discard the opponents cards is something Blizz has made clear goes against their intentions.
Because we are totally creating cards that will end up in the game
No but we are creating them in context of the game.
Things like making stuff in your opponents turn or make your opponent do stuff activelly (click) on your turn for example would not be new fun interaction and will not happen, it would simply be changing the game itself, because it's not MTG - It's HS and they went with secrets and next turn effects for this instead. And same goes for discarding your opponent cards in other way than making them overdraw - it's not something I can imagine in Hearthstone imo.
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Oh I'm sure that some will. We had one that won once actually back during season 1. Well, sort of won. It was the hand/deck interaction week, and the card that won was a minion that, when it damaged the enemy hero, forced them to discard a card. It was only after the final poll was resolved that we realized the card didn't technically qualify for the competition because the requirements were that the card actually have the word "hand" or "deck" in it, which the card didn't.
In general, though, now that the competitions are going back to being advertised on the front page of the site consistently, a larger percentage of voters will be less informed about card design. We saw this at many points back during season one during times of more pronounced front page promotion, that cards we would normally consider poorly designed (woefully and obviously unbalanced, excessive use of unique tokens for "quantity over quality", mechanics like forced discard that the developers have spoken out against, even poor wording entirely unlike what we see in the game) did better in the final polls. It's one of those unfortunately dilemmas we have to face. =P
Best thing you can do to combat it though? Post in the Final Poll topics, early and prominently, explaining exactly why you think what cards are good and bad. Maybe don't be too long-winded about it or people may be turned off from reading it all, but get the big main points out there to at least start the conversation. That was the point of there being a separate Final Topic for each competition, so that prominent, knowledgeable members of the fan creation community had an immediate place to tell everyone their opinion on the finalists. It's far too often that I put up a final topic and don't get much of any substantive early comments that I think would have had the opportunity to sway voters.
About wording and formatting - compare Sparring Partner, ability and battlecry are separated by a newline, and no dot after "taunt". I've formatted the text on Storm Elemental following the same pattern, permanent effects and triggers on separate lines.
Thanks for the review.
There is a lot of steak here...
If you happen to draw this card early and can play it on 7 or 8, how much damage would you expect it to do? I'm thinking back to my handlock games and I think on turn 7 or 8 I probably have at least 6 cards. I just added up a standard hand lock deck and found the average card cost (assuming Molten Giant and Mountain Giant cost 6) to be 4.1, or just 4 since a few of the giants will probably cost less. So when this is played, at an average of 4 damage per card and discarding 6 or more cards, you're looking to do about 24 damage.
I can imagine a world where you play Twisting Nether on 8 to clear the board, and then play this on 9 to minimize enemy minions. I like the concept but I feel like, barring really fast losses against aggro, this will just end the game single handedly on turn 8. It's ALMOST like a combo card but it is the only piece that matters. You just stick a bunch of high cost cards in your deck, scramble to live to 7 or 8 and then bam! Somewhere between 15-40 damage. Probably really OP but this is the kind of card that would need lots of testing to be sure.
Check out the WCD #34 finalists HERE
My review of page 5:
Shade: Since adiscard effect seems to be valued by more than 1 mana, returning a card from discard should also worth more than 1 mana, more so if a return is by choice. Should cost 4, and might still be too strong. 1/5
Kil'Jaeden (10 12/12): An all-in card, basically a worse Deathwing, and worse BY FAR. This should at least clear the board. Also, "Discard from deck" is spelled "Remove from deck" in Hearthstone. 0/5
Gordunni Warlock: Funny, although I'd not put a random on such an effect. You pretty much gamble on whether to get a Chillwind Yeti on turn 3, and get a more powerful Succubus. 3/5, since there are IMHO enough random effects in Hearthstone to do a random OVER another random.
Time Warp: Well, it's a Door to Nothingness MTG art, and this does not fit the theme of the card - you don't take a turn after you lose the game. The mechanics, assumed your turn will start again once you press End Turn, with card draw and minions being able to attack again, is at least doable without major changes, and price on the effect might be justified, since you can do t10 this plus tap, everyone go face, next turn, everyone go face and you have two cards to play, 3 if you tap once more. 4/5
Blackhand: Um, discard a legend? And what if you are poor and have none? This forces your opponent to discard a random legend and that's all. 0/5, because discarding a legend is better than silence and kill, even counting that your enemy won't spend mana playing that legend. Sometimes battlecries are what a legend is played for, and this basically kills the way opponents play their decks.
Lightning Revenant: Honestly, I didn't see this before I made my entry. But, in this form, the card is WAY OP. First, it's a 4/4 for 3 mana, better than a Ogre Brute. Then, it's a Windfury, thus as good as 8/4 if going face. And then, it makes your opponent discard 2 cards next turn if not dealt with in an instant. 1/5, because you still have a drawback on your side.
Annihilan Overlord: 3/6 for 3? Already OP. Turn 3 this, turn 4 Wailing Soul, as this is only good first time, pretty much out-tempo. The drawback is decent, because it can misfire and not give you a 3/6 for 4, but should you discard a topdecked Flame Imp, you're getting good value again... 2/5, because it's a demon that eats demons, and can screw you over by eating a Mal'Ganis... someone spoke about betrayal?
Devouring Plague: You should clarify the writing on the card, I assume this heals you by discards, depending on what's been discarded, and a discarded Wisp heals you for 0. This is worse Power Word: Glory, and overpriced by 6 mana. But it already costs 5. Ha ha. 0/5
Arthas Menethil: If I understand WoW lore, this kid is completely not what Arthas is and ever was. Also, should you have no minions in your hand, it's a 1/1 for 10 mana. It's the same should your opponent have a silence. It's overpriced by about 5 mana IMHO, compare Void Terror, even he does not stay for long. 0/5
Ghastly Scavenger: Hmm, an oddball, collecting stuff as deathrattles. This misses what it does with targettable spells and weapons - I assume it selects a random eligible target for the spell, and weapons whiff unless they have an effect, like Death's Bite or Coghammer. Speak nuke, if you discard a Assassinate. But on its own, the body is weak and should cost 3, or be a 3/5 and cost 4, compare Violet Teacher and Flamewaker. 3/5, mainly because many interactions are overlooked by the designer.
Twisted Gambler: I've read that back in time where everyone and their mother played Nat Pagle, people got screwed because one got three cards out of his Nat and the other got 0, because of random. This is already a 6/6 with an attached "If you don't roll high, you lose" for their opponent. Example, two discarded Fireballs of your opponent while trying to remove the thing. NO, JUST NO. 0/5
Jar Soul: A limited Unstable Portal that also works on discards. Clever design, but should cost 3, compare Fist of Jaraxxus, when the normal spell costs 1 less for the same effect (Shadow Bolt). Worse if compared to Flamecannon, but this is a mage card, so no direct comparison. 4/5
Arcane Conversion: "It costs 0" should spell differently, most likely "It costs (3) less", otherwise FREAKING OP. Imagine you've ended up with a Flamestrike after a mulligan vs a facehunter. You throw this on turn 2 and end up with a 0-cost flamestrike or 0-cost Archmage Antonidas. (Sure you can get to discard a Mana Wyrm and get an Arcane Missiles back, but this parrt of behavior is unaltered.) 1/5 because the idea is nice.
Doom Lord Kazzak: Wow, a drop better than Varian Wrynn and a guaranteed one, should you have that many cards, with a 30 damage board and a lethal threaten. I'd limit discards to 2, four is kind of OP especially on a warlock, who can draw with hero power. 3/5
There is a lot of steak here...
Remember, cards like Molten Giant are resolved for full cost when speaking about "cards", thus this has a potential to nail enemy face for 40 for instant win. If, however, this will use current costs on those cards, the best way with playing this will be combo-ing it with Sacrificial Pact to raise the cost of moltens by 5 each. Also, "its" and not "it's". If you ever write "it's" in a phrase, try unfolding it into "it is", and if the phrase becomes incorrect, the you should have used "its" instead.
There is a lot of steak here...
Hi guys, so im finally kinda happy with my submission this week :) This card would not fit into every deck, actually i think new decks would be made around it or at least tweaked a bit.
The idea is for spell heavy combo decks to have strong minion that u can taunt and protect yourself with (even tho it will get to BGH range using Argus) and also have a strong card draw mechanic in just one card, it can be silenced and denied taunt and card draw, but u will be able to attack with it in exchange. The deathrattle is the part where it gets interesting :) u will draw 3 cards (the value!!!), but if u draw any minions, they will get discarded, so u might want to use this card in a spell heavy deck.
Maybe its total crap and even spell heavy decks would not risk running it, cause u might discard your Malygos or whatever, but i like it anyway :) Could be interesting if there would be some card with a positive interaction with discarding cards (not fist of jaraxus :P) so u would discard 3 minions on purpouse :)
hmm mby i should put Naxx watermark there rather then TGT to make it more thematic :X
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Hey all, i thought of an counter to some combo decks, what do u think?
Screw Argus, use Wailing Soul and go face!
There is a lot of steak here...
That is ofc another thing u can do, Wailing Soul decks FTW! <3
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Since i dont like hand/deck attacks, this card is a big nono for me, however unreliable it is.
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U forgot battlecry/deathrattle or something at the start of the effect ;-)
Same thing ... from your text i can see u wanted this to act as a battlecry, so fix the wording ;-)
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You discard a card and then add Deadly Poison to your hand. So you basically are trading a card in your deck for a Deadly Poison. I suppose in some rare cases this actually is a benefit if you were to collect all 3 Deadly Poison in your deck and then equip all at the same time for minor benefits. But the card you discard will too often be something you wanted more than Deadly Poison. Even if you empty your hand, the "free" Deadly Poison only makes this a 3 mana 3/3 like you said. I think that is the sign that it's too weak. I suggest you make it at least "add 2 deadly poisons to your hand". At least that way it is always some sort of benefit.
Check out the WCD #34 finalists HERE
In that case u might as well use your hero power and make this a spell that discards a random card and gives u 2x poison lol :D
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I'm not fond of cards this week that completely remove the downside of using discard cards, it just isn't that fun or new. Take Astral Communion Druid, if you were to draw that after you play said card, You would be almost guaranteed to win.
I'm just seeing a lot of these effects that are good on paper but forget that they wouldn't fit in the game right even those who completely negate the drawback of discarding. Getting the cards back you discarded is nice and dandy (and game breaking) but also simply don't fit into the existing card pool and deck types considering how few of these discard mechanic currently exist and are used. A lot of the cards won't change that either. But I guess that's not really the point of the Challenge. New cards that just have a discard effect on them are fine.
Though way too many "Your opponent discards cards" effects in the submissions.
Choose one - Is it just in my head; or are people breaking rules like crazy this week?
I am honestly quite surprised how many of these entries break Blizzards design philosophies. Sure, returning discarded cards and summoning them is all fine and dandy, if a bit too strong at times, but to deliberatly discard the opponents cards is something Blizz has made clear goes against their intentions.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
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Because we are totally creating cards that will end up in the game
Hearthpwn Community's Balancing of Cards.
I mean regaining, summoning or getting cards is a perfect mechanic (it's usually like a resurrect) but that's for Warlock who then would either tend to use Discard mechanics like Soulfire, Mistress of Pain, Fist of J and Doomguard. That's a new type of deck that needs some way of capitalizing or recovering from that mechanic so that's fine and there's randomness attached to it. It's impossible to go full nuke on your hand and then just getting it back but at least Warlock has the best way to do it right now and the only reason to do it. I think the lack of control over it should be highlighted. I'd personally prefer it if the recover would be usually limited to one card though because people aren't submitting a whole set, just one card. So that one card should work with the current cards in my opinion (unless it's a card that discards cards or something like that). But it's hard to tell what's right when you can't test it.
No but we are creating them in context of the game.
Things like making stuff in your opponents turn or make your opponent do stuff activelly (click) on your turn for example would not be new fun interaction and will not happen, it would simply be changing the game itself, because it's not MTG - It's HS and they went with secrets and next turn effects for this instead. And same goes for discarding your opponent cards in other way than making them overdraw - it's not something I can imagine in Hearthstone imo.