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 know we're not making them for real, but we are making cards based on a game with an established way of designing. I just feel like if you're not following the outlines for the game, why are we even designing for this game at all? Why not make up one of our own instead, where we would have free reign to do whatever? Maybe I seem a bit ticked off, but its just a nitpick I have, I guess.
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CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist --- Click on the images below to check out my different custom card threads!
Hi mods, thanks for the all the work done here, which seems to be increasing!!
This is under review due to the Fel Reaver rule, but I'm not totally convinced that's necessary. The first referral to ''discard'', the trigger, is a legitimate discard effect within the rules; ''Whenever you discard'' (from you hand). The second referral is from the Fel Reaver mechanic, but is not the base criteria for the card. It uses the Fel Reaver mechanic in the card but that's a conversion from the proper discard mechanic, which I think makes it a fit within the rules? I've no big objection btw :) just like a clarification.
This as an alternative, but maybe someone might give another version?
Actually, ''whenever you discard'' could be said to refer to the Fel Reaver effect as well, but I think your rules imply that the ONLY Discard implied, is the proper discard? :D
Hi mods, thanks for the all the work done here, which seems to be increasing!!
This is under review due to the Fel Reaver rule, but I'm not totally convinced that's necessary. The first referral to ''discard'', the trigger, is a legitimate discard effect within the rules; ''Whenever you discard''. The second referral is from the Fel Reaver mechanic, but is not the base criteria for the card. It uses the Fel Reaver mechanic in the card but that's a conversion from the proper discard mechanic, which I think makes it a fit within the rules? I've no big objection btw :) just like a clarification.
This as an alternative, but maybe someone might give another version?
I think the wording on the second version pretty much nails it. I think it fits the criteria, since it does in fact interact with discarding, which was the point of the theme.
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
This doesn't make any sense. Whenever someone creates a card here, it is as if it would be in the game. That's what it means to design a card. It has to fit with other Hearthstone cards and the overall themes. Or do you look at a submission and say, "This would be a good card, as long as it were never in the game?" That doesn't make any sense.
I think the wording on on the second version pretty much nails it. I think it fits the criteria, since it does in fact interact with discarding, which was the point of the theme.
Thanks Machinae,
yeah, I agree it's clear, I'm just hunting for that extreme reduction of unnecessary text :), and I don't think the first breaks the rules.
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
This doesn't make any sense. Whenever someone creates a card here, it is as if it would be in the game. That's what it means to design a card. It has to fit with other Hearthstone cards and the overall themes. Or do you look at a submission and say, "This would be a good card, as long as it were never in the game?" That doesn't make any sense.
We are still allowed to have other philosophies than what Blizzard has when creating our cards, and still create with the thought of implementing them into the game. I usually don't respond to people twisting my words into something else and going off on that, but I had to on this one, good bye
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
This doesn't make any sense. Whenever someone creates a card here, it is as if it would be in the game. That's what it means to design a card. It has to fit with other Hearthstone cards and the overall themes. Or do you look at a submission and say, "This would be a good card, as long as it were never in the game?" That doesn't make any sense.
We are still allowed to have other philosophies than what Blizzard has when creating our cards, and still create with the thought of implementing them into the game. I usually don't respond to people twisting my words into something else and going off on that, but I had to on this one, good bye
I didn't twist your words. You said "Because we are totally creating cards that will end up in the game", which very clearly implies that you create cards WITHOUT the thought of implementing them in the game. Then you said that you "create with the thought of implementing [cards] into the game". These two statements are directly contradictory, so don't accuse me of twisting your words.
I think one of the many hurdles for making people understand why discard doesn't work in Hearthstone compared to other games, and why it likely never well. Most people see other games that have discard like; Magic: The Gathering, Yu Gi Oh, and Pokemon. However, all of these games have very different things going on. They all have a much larger collection of cards, a higher number of multiple cards allowed, and larger deck sizes. This means they have more redundancy, I.E. cards that do relatively the same thing, so you may only have 3 of one specific card but you have 6-8 cards that all remove creatures for a similar cost. It also means most creatures/minions whatever you want to call them, also are at least somewhat replaceable, or you can interact with cards in a graveyard/discard pile meaning you can return key cards. ATM Hearthstone doesn't really support large redundancy, because it would make certain classes and strategies far too powerful. Now, maybe in some universe where you could get back lost cards discard might become somehow viable, but again this sort of thing just allows for redundancy in linear strategies by allowing players to have more effective copies of powerful cards. I know people hate losing to combos and OP cards like Mysterious Challenger and Dr. Boom, but that doesn't mean that discard is actually a healthy thing for this game. Since no deck has more than 2 of any one card and cards are generally very unique, especially legendaries, discard just overly disrupts people ability to play and win games, and not just combo decks. Aggro and Control decks often play specific cards for specific match ups and situations and if you could remove your opponents ability to stop you by taking those cards its also really bad for the health of the game, and also generally stronger against control and combo and weaker against aggro that mostly uses minions and spells aren't as important.
So, really discard isn't a great answer, people just believe its one, but really it would probably warp the meta in a bad way much more than a good one.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I think one of the many hurdles for making people understand why discard doesn't work in Hearthstone compared to other games, and why it likely never well. Most people see other games that have discard like; Magic: The Gathering, Yu Gi Oh, and Pokemon. However, all of these games have very different things going on. They all have a much larger collection of cards, a higher number of multiple cards allowed, and larger deck sizes. This means they have more redundancy, I.E. cards that do relatively the same thing, so you may only have 3 of one specific card but you have 6-8 cards that all remove creatures for a similar cost. It also means most creatures/minions whatever you want to call them, also are at least somewhat replaceable, or you can interact with cards in a graveyard/discard pile meaning you can return key cards. ATM Hearthstone doesn't really support large redundancy, because it would make certain classes and strategies far too powerful. Now, maybe in some universe where you could get back lost cards discard might become somehow viable, but again this sort of thing just allows for redundancy in linear strategies by allowing players to have more effective copies of powerful cards. I know people hate losing to combos and OP cards like Mysterious Challenger and Dr. Boom, but that doesn't mean that discard is actually a healthy thing for this game. Since no deck has more than 2 of any one card and cards are generally very unique, especially legendaries, discard just overly disrupts people ability to play and win games, and not just combo decks. Aggro and Control decks often play specific cards for specific match ups and situations and if you could remove your opponents ability to stop you by taking those cards its also really bad for the health of the game, and also generally stronger against control and combo and weaker against aggro that mostly uses minions and spells aren't as important.
So, really discard isn't a great answer, people just believe its one, but really it would probably warp the meta in a bad way much more than a good one.
This ^. This is a perfect description of why hand/deck attacks don't work in hearthstone
I think this would be a cool mechanic, having a cast time on a card. o essentially it is a low cost card with an amazing effect for its cost but it takes a turn or so for it to activate. In my example, if you played this card on turn 2, it wouldn't activate until turn 4. I think this would be a great card for dealing with face decks cause they could go face, but all their lo health minions could die, or they would wait 2 turns ut by that time you could have board control, and the damage would go face. what do you guys think?
Wow, 26 pages of submissions! We're probably going to have to take a larger number of finalists again, I'm thinking 30.
That's all for this week, folks. Take the next 24 hours to review the Submission Topic and up-vote your favorites. The finalist poll topic will then go up in about 25 hours. Good luck everyone! ^_^
I think this would be a cool mechanic, having a cast time on a card. o essentially it is a low cost card with an amazing effect for its cost but it takes a turn or so for it to activate. In my example, if you played this card on turn 2, it wouldn't activate until turn 4. I think this would be a great card for dealing with face decks cause they could go face, but all their lo health minions could die, or they would wait 2 turns ut by that time you could have board control, and the damage would go face. what do you guys think?
First, this thread isn't a general discussion thread. It is specific to this week's card design challenge, which has rules for how you can make your cards. If you want to discuss something not related to the challenge, you should make your own thread in this forum.
Second, there already is a card like this, Corruption. Corruption basically has a "cast time" of 1. And no one uses it, because it is terrible. Hearthstone is a very fast game, and slow control cards like Corruption just don't work. They know what's coming and they play around it. With corruption, they just trade into one of your minions. Or, worse, they just go face and you lose. With your card, the opponent would just hero power or put out a Nerubian Egg or something, and most of your damage would end up going face, which isn't what you want to do in a control deck. And they'd still be able to attack with their minions for 2 turns, so it is incredibly slow.
Oof, finally done with this week's disqualifications. o.o The total number of valid entries is 370, so yes, there will definitely be 30 finalists this week, plus a wild card or two.
Blend-O-Tron the card that exchanges your Hero Ability for something random better or worse whenever inspire is triggered from it, if silenced before its death the ability stays and thus it is both a risk but also has a high reward chance if you should be lucky gaining a better ability.
Shame, you're in the wrong thread. This is discussion for the weekly design competition. Go to fan creations and make a thread or some such if you want to post cards like this.
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CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist --- Click on the images below to check out my different custom card threads!
Hello. I know i missed this week competition, that's ok. Just wanted to post an idea of card beside competition. My firts one :)
Pretty nice, but probably overpowered. It's something like "This minion cannot attack" at a threat of discard. Aggro can play around these tho, they usually throw their hand to the opponent anyway, but a t2 drop of this on their first drop can pretty much singlehandedly lose them the game. Also, "its", and not "it's".
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There is a lot of steak here...
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I know we're not making them for real, but we are making cards based on a game with an established way of designing. I just feel like if you're not following the outlines for the game, why are we even designing for this game at all? Why not make up one of our own instead, where we would have free reign to do whatever? Maybe I seem a bit ticked off, but its just a nitpick I have, I guess.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
Hi mods, thanks for the all the work done here, which seems to be increasing!!
This is under review due to the Fel Reaver rule, but I'm not totally convinced that's necessary. The first referral to ''discard'', the trigger, is a legitimate discard effect within the rules; ''Whenever you discard'' (from you hand). The second referral is from the Fel Reaver mechanic, but is not the base criteria for the card. It uses the Fel Reaver mechanic in the card but that's a conversion from the proper discard mechanic, which I think makes it a fit within the rules? I've no big objection btw :) just like a clarification.
This as an alternative, but maybe someone might give another version?
Actually, ''whenever you discard'' could be said to refer to the Fel Reaver effect as well, but I think your rules imply that the ONLY Discard implied, is the proper discard? :D
I think the wording on the second version pretty much nails it. I think it fits the criteria, since it does in fact interact with discarding, which was the point of the theme.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
This doesn't make any sense. Whenever someone creates a card here, it is as if it would be in the game. That's what it means to design a card. It has to fit with other Hearthstone cards and the overall themes. Or do you look at a submission and say, "This would be a good card, as long as it were never in the game?" That doesn't make any sense.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Thanks Machinae,
yeah, I agree it's clear, I'm just hunting for that extreme reduction of unnecessary text :), and I don't think the first breaks the rules.
We are still allowed to have other philosophies than what Blizzard has when creating our cards, and still create with the thought of implementing them into the game. I usually don't respond to people twisting my words into something else and going off on that, but I had to on this one, good bye
Hearthpwn Community's Balancing of Cards.
I didn't twist your words. You said "Because we are totally creating cards that will end up in the game", which very clearly implies that you create cards WITHOUT the thought of implementing them in the game. Then you said that you "create with the thought of implementing [cards] into the game". These two statements are directly contradictory, so don't accuse me of twisting your words.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I think one of the many hurdles for making people understand why discard doesn't work in Hearthstone compared to other games, and why it likely never well. Most people see other games that have discard like; Magic: The Gathering, Yu Gi Oh, and Pokemon. However, all of these games have very different things going on. They all have a much larger collection of cards, a higher number of multiple cards allowed, and larger deck sizes. This means they have more redundancy, I.E. cards that do relatively the same thing, so you may only have 3 of one specific card but you have 6-8 cards that all remove creatures for a similar cost. It also means most creatures/minions whatever you want to call them, also are at least somewhat replaceable, or you can interact with cards in a graveyard/discard pile meaning you can return key cards. ATM Hearthstone doesn't really support large redundancy, because it would make certain classes and strategies far too powerful. Now, maybe in some universe where you could get back lost cards discard might become somehow viable, but again this sort of thing just allows for redundancy in linear strategies by allowing players to have more effective copies of powerful cards. I know people hate losing to combos and OP cards like Mysterious Challenger and Dr. Boom, but that doesn't mean that discard is actually a healthy thing for this game. Since no deck has more than 2 of any one card and cards are generally very unique, especially legendaries, discard just overly disrupts people ability to play and win games, and not just combo decks. Aggro and Control decks often play specific cards for specific match ups and situations and if you could remove your opponents ability to stop you by taking those cards its also really bad for the health of the game, and also generally stronger against control and combo and weaker against aggro that mostly uses minions and spells aren't as important.
So, really discard isn't a great answer, people just believe its one, but really it would probably warp the meta in a bad way much more than a good one.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
This ^. This is a perfect description of why hand/deck attacks don't work in hearthstone
I think this would be a cool mechanic, having a cast time on a card. o essentially it is a low cost card with an amazing effect for its cost but it takes a turn or so for it to activate. In my example, if you played this card on turn 2, it wouldn't activate until turn 4. I think this would be a great card for dealing with face decks cause they could go face, but all their lo health minions could die, or they would wait 2 turns ut by that time you could have board control, and the damage would go face. what do you guys think?
Wow, 26 pages of submissions! We're probably going to have to take a larger number of finalists again, I'm thinking 30.
That's all for this week, folks. Take the next 24 hours to review the Submission Topic and up-vote your favorites. The finalist poll topic will then go up in about 25 hours. Good luck everyone! ^_^
First, this thread isn't a general discussion thread. It is specific to this week's card design challenge, which has rules for how you can make your cards. If you want to discuss something not related to the challenge, you should make your own thread in this forum.
Second, there already is a card like this, Corruption. Corruption basically has a "cast time" of 1. And no one uses it, because it is terrible. Hearthstone is a very fast game, and slow control cards like Corruption just don't work. They know what's coming and they play around it. With corruption, they just trade into one of your minions. Or, worse, they just go face and you lose. With your card, the opponent would just hero power or put out a Nerubian Egg or something, and most of your damage would end up going face, which isn't what you want to do in a control deck. And they'd still be able to attack with their minions for 2 turns, so it is incredibly slow.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
26 pages someone said, but why can I only see 19?
Phant4sm#1722
Because you're looking at the Discussion topic not the submissions thread.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
haha ppl cant even read the name of the topic they post in ?:)
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Oof, finally done with this week's disqualifications. o.o
The total number of valid entries is 370, so yes, there will definitely be 30 finalists this week, plus a wild card or two.
Shame, you're in the wrong thread. This is discussion for the weekly design competition. Go to fan creations and make a thread or some such if you want to post cards like this.
CDC #34, #3.07, #3.08 and Mini Competition #1 Finalist ---
Click on the images below to check out my different custom card threads!
Hello. I know i missed this week competition, that's ok. Just wanted to post an idea of card beside competition. My firts one :)
Pretty nice, but probably overpowered. It's something like "This minion cannot attack" at a threat of discard. Aggro can play around these tho, they usually throw their hand to the opponent anyway, but a t2 drop of this on their first drop can pretty much singlehandedly lose them the game. Also, "its", and not "it's".
There is a lot of steak here...