I think a few people should really consider the help Asylum posted in the initial submission post topic - many cards I'm seeing are interesting, yes, but they're either too strong to justify as a neutral card, or too class-oriented to seem appropriate.
With that in mind, here's my card this week:
A very simple card, that favours no class. You could use it to cycle for combo pieces in any deck, or could adapt it to specific classes if you wish to - perhaps use it as a low-cost spell in a Tempo Mage, or as a combo activator in a Rogue deck. In any case, what do you think? I think it's simple, effective, and really encapsulates the idea of a 'neutral' spell, but my thoughts have been wildly different from others' before, so it's always good to hear another opinion.
I think this card is very close. It might be undercost, it might be fine, but its very close. Some people think of and try to play Murlocs as just some aggro deck, but all the people that have really played it a large amount and had success know its a combo deck more than anything. You want to sandbag some murlocs and try to set up those turns and board states your opponent can't beat. This means much of the time you want to try to hold your best murlocs plus 1-2 weaker ones to make a big play turn, even if some times you do start on Murloc Tidecaller and snowball a turn 5 win that generally doesn't happen. Also a card like this that rewards that sort of play can then be even more powerful. Having 3 murlocs makes this a 1 sided Hellfire for 1 extra mana, a spellpowered Consecration for 1 extra, all of those are great things to compare it to. Its almost Flamestrike. If you have 4 Murlocs or more its Flamestrike or better for 5 mana. Now, Murlocs aren't strictly the strongest cards, and really only Warlock is going to easily be able to always have a decent murloc count for this, but knowing you have this and need it to be powerful means its very often going to be very very good. I think 6 mana is the right call. A 5 mana neutral Consecration is exactly where'd you'd expect and this can be better and is very infrequently worse. I really like the card, you did some great photoshop work with the art, though the other figure doesn't fit the Blizzard art style that much.
Also I do know this doesn't hit the player, but I don't think that should affect the cost much if at all.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I wanted to make the spell something that actually effected everyone and everything in Kalimdor. To feel like a neutral spell to me it had to be an event of some sort that affected everyone. I think there are a number of these out there, but this is the one that I think is one of the most iconic. I obviously chose to make the spell legendary, because it shouldn't be happening over and over. I also chose to make this a dynamic spell to make it more "Legendary" in feel. This spell is certainly over powered when its just wiping your opponents board, but that is true about a card like Twisting Nether as well, this just has a bit more play at different phases of the game. It is also worth noting if your opponent has a full board and you have nothing you can't cast this and save yourself. That was an intentional design choice. Not only did I feel like 3 was too low a base cost, a card that is amazing in any number of situations while also being super clutch seemed too good.
I have already submitted it but I'd love to know peoples thoughts. I tend to overdo it every week and miss the mark but I feel like this is very close.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I wanted to make the spell something that actually effected everyone and everything in Kalimdor. To feel like a neutral spell to me it had to be an event of some sort that affected everyone. I think there are a number of these out there, but this is the one that I think is one of the most iconic. I obviously chose to make the spell legendary, because it shouldn't be happening over and over. I also chose to make this a dynamic spell to make it more "Legendary" in feel. This spell is certainly over powered when its just wiping your opponents board, but that is true about a card like Twisting Nether as well, this just has a bit more play at different phases of the game. It is also worth noting if your opponent has a full board and you have nothing you can't cast this and save yourself. That was an intentional design choice. Not only did I feel like 3 was too low a base cost, a card that is amazing in any number of situations while also being super clutch seemed too good.
I have already submitted it but I'd love to know peoples thoughts. I tend to overdo it every week and miss the mark but I feel like this is very close.
It doesn't really distinguish itself that much from existing cards. It feels just like a rehashed Twisting Nether. I think it needs to be more unique to fit with this week's theme.
I think a few people should really consider the help Asylum posted in the initial submission post topic - many cards I'm seeing are interesting, yes, but they're either too strong to justify as a neutral card, or too class-oriented to seem appropriate.
With that in mind, here's my card this week:
A very simple card, that favours no class. You could use it to cycle for combo pieces in any deck, or could adapt it to specific classes if you wish to - perhaps use it as a low-cost spell in a Tempo Mage, or as a combo activator in a Rogue deck. In any case, what do you think? I think it's simple, effective, and really encapsulates the idea of a 'neutral' spell, but my thoughts have been wildly different from others' before, so it's always good to hear another opinion.
I think you fell victim a little to what you were complaining about. This is very similar to Far Sight.
I think a few people should really consider the help Asylum posted in the initial submission post topic - many cards I'm seeing are interesting, yes, but they're either too strong to justify as a neutral card, or too class-oriented to seem appropriate.
With that in mind, here's my card this week:
A very simple card, that favours no class. You could use it to cycle for combo pieces in any deck, or could adapt it to specific classes if you wish to - perhaps use it as a low-cost spell in a Tempo Mage, or as a combo activator in a Rogue deck. In any case, what do you think? I think it's simple, effective, and really encapsulates the idea of a 'neutral' spell, but my thoughts have been wildly different from others' before, so it's always good to hear another opinion.
I think you fell victim a little to what you were complaining about. This is very similar to Far Sight.
Man haha stop with this, if you see this way we can't create any cards because ALL cards someone posts here you say it's equal to another existing card. The idea is good, just talk about the card, doesn't matter if it is equal to an existing card...
Avoiding similarities to other cards of some sort is almost impossible. Any damage card is going to draw similarities, any removal is going to draw similarities its whether or not the flavor and aesthetic works. That or you have to make it something that the game doesn't currently support a new type of idea that may not work at all. That's a big part of HS, taking something and shifting it to make it work in a new class or in this case, for every class.
Take your card. Currently, aesthetically it looks like a druid card. It has a name that seems like it fits Druid or Mage, maybe Priest and Paladin, but definitely not Warlock, Warrior or Rogue. You did note that you'd maybe change the name and art, but atm this was just easy to do. This is also a card that is surprisingly very much more dangerous than you think. In an aggro style deck this probably isn't good enough, but considering how the current Mulligan system works in HS where if you send a card back you literally can't get that exact one again means this does a great deal to make it much easier to find answers, especially for control players holding lots of cards. I think a card like this really needs to force you into a full hand mulligan or not have the extra draw a card at the end.
I think a few people should really consider the help Asylum posted in the initial submission post topic - many cards I'm seeing are interesting, yes, but they're either too strong to justify as a neutral card, or too class-oriented to seem appropriate.
With that in mind, here's my card this week:
A very simple card, that favours no class. You could use it to cycle for combo pieces in any deck, or could adapt it to specific classes if you wish to - perhaps use it as a low-cost spell in a Tempo Mage, or as a combo activator in a Rogue deck. In any case, what do you think? I think it's simple, effective, and really encapsulates the idea of a 'neutral' spell, but my thoughts have been wildly different from others' before, so it's always good to hear another opinion.
An interesting idea. I might make it cost 1 more due to its power, but it depends on whether you think a card costing (1) less is worth a 1/1 body(otherwise I'd play Novice Engineer)
Back with my card, which has spawned an interesting, more social version as well.
Only problem is I can't think which one I'd want to submit. Thoughts on the power levels?
The drawback is very bad for its effect, i think another drawback would fit better but the idea is good, just like ice block.
Also this would be much better as an epic
You only get 1 Hearthstone at a time in Warcraft, and also you can only have 1 instance of Hearthstone running in your desktop (under normal conditions), so Legendary makes more sense.
And consider it more as a combo-enabling card. You have a bunch of damage in your hand ready to finish them off next turn, after poking all game, but you need to live this one turn... what do you do?
Actually, I think this might be undercosted. But it's weak to heals, because you don't have anything left on board to do the extra damage you'd normally want.
Avoiding similarities to other cards of some sort is almost impossible. Any damage card is going to draw similarities, any removal is going to draw similarities its whether or not the flavor and aesthetic works. That or you have to make it something that the game doesn't currently support a new type of idea that may not work at all. That's a big part of HS, taking something and shifting it to make it work in a new class or in this case, for every class.
Take your card. Currently, aesthetically it looks like a druid card. It has a name that seems like it fits Druid or Mage, maybe Priest and Paladin, but definitely not Warlock, Warrior or Rogue. You did note that you'd maybe change the name and art, but atm this was just easy to do. This is also a card that is surprisingly very much more dangerous than you think. In an aggro style deck this probably isn't good enough, but considering how the current Mulligan system works in HS where if you send a card back you literally can't get that exact one again means this does a great deal to make it much easier to find answers, especially for control players holding lots of cards. I think a card like this really needs to force you into a full hand mulligan or not have the extra draw a card at the end.
I realize it's hard to avoid similarities, but your card is just so similar to Twisting Nether. It's basically just giving Twisting Nether to every class. The cost alterations I don't think are enough of a differentiation. And it may be hard, but I really think you need to be innovative this week if you want to fit the theme.
I think a few people should really consider the help Asylum posted in the initial submission post topic - many cards I'm seeing are interesting, yes, but they're either too strong to justify as a neutral card, or too class-oriented to seem appropriate.
With that in mind, here's my card this week:
A very simple card, that favours no class. You could use it to cycle for combo pieces in any deck, or could adapt it to specific classes if you wish to - perhaps use it as a low-cost spell in a Tempo Mage, or as a combo activator in a Rogue deck. In any case, what do you think? I think it's simple, effective, and really encapsulates the idea of a 'neutral' spell, but my thoughts have been wildly different from others' before, so it's always good to hear another opinion.
I think you fell victim a little to what you were complaining about. This is very similar to Far Sight.
Man haha stop with this, if you see this way we can't create any cards because ALL cards someone posts here you say it's equal to another existing card. The idea is good, just talk about the card, doesn't matter if it is equal to an existing card...
I think you are just being unimaginative. It is very easy to create cards that are very similar to existing cards, but it is not an impossible task to create something that really doesn't feel like an existing class card. Maybe you think I am being too hard, but I think people aren't trying hard enough, and we are going to end up with a bunch of terrible cards in the final again that don't fit the theme at all.
I think a few people should really consider the help Asylum posted in the initial submission post topic - many cards I'm seeing are interesting, yes, but they're either too strong to justify as a neutral card, or too class-oriented to seem appropriate.
With that in mind, here's my card this week:
A very simple card, that favours no class. You could use it to cycle for combo pieces in any deck, or could adapt it to specific classes if you wish to - perhaps use it as a low-cost spell in a Tempo Mage, or as a combo activator in a Rogue deck. In any case, what do you think? I think it's simple, effective, and really encapsulates the idea of a 'neutral' spell, but my thoughts have been wildly different from others' before, so it's always good to hear another opinion.
I think you fell victim a little to what you were complaining about. This is very similar to Far Sight.
I can agree somewhat with your view, but I think a distinction can be made - while my card is similar to an existing card, I don't think it feels like a class card. What I mean by that is that Far Sight's effect doesn't scream Shaman to me - we have in fact seen the effect in Hunter with Call Pet.
What I am opposed to is cards that feel like they'd work better as part of a class's repertoire - off the top of my head from what I saw in a quick browse of the submission topic, cards that appear magic based in nature (if not in effect) I'd expect to see as Mage cards, not neutral cards. Cards that implement Choose One I'd expect to be Druid cards, not neutral. When I see a Secret, i'm expecting a specific class, unless thematically you can explain it to me.
Its not as if your card is some outstanding thing. Its a modification on card draw, much like Tracking, that they call, card selection. I don't find your card to be innovative. It doesn't really expand the game in any way, it just smooths out existing decks. It doesn't change game play, it doesn't make anything new or different possible, its not expanding to create a new archtype. This is just another crack at finding the cards you need to win or stabilize a game. It makes combo much better and control somewhat, especially against aggro.
You see your card as something different because it lets you do something you normally only get to do at a specific time, but its still something you already get to do, every game. Its fine if you think my card is boring/lame, but don't spend this whole week riding people down for not being innovative enough when you haven't been as innovative as you think.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Since a bunch of people are getting on my case about this, let me just quote from the front of the submissions page:
Design: At the same time, know why Neutral Spells don't already exist. As stated in interviews, the devs currently want to use spells as a way to differentiate classes. So, when you're designing your spell, consider whether it steps on the toes of or takes away any of the uniqueness of the options available to existing classes.
My interpretation of this is that if you create a card that is very similar to an existing class spell, that takes away from that class. Like Odinson's card, which is very similar to Twisting Nether, takes away from the Warlock class, because now every class gets basically the same card. This is especially true if you make a better version of that card, or even one that is better in common situations. Such as the Deep Freeze card that LucasPassado made. It costs one less than Frost Nova, but freezes ALL minions. If you have no minions out, which is common for the Freeze mage decks that play Frost Nova, the neutral spell is better than the class spell, and there isn't much point in having the class spell. By letting all classes get the new spell you created, you have cheapened that class' identity. And I may be getting on a lot of people's case about this, but I think a lot of people are really failing to live up to the theme.
This card is interest, but probably horrible for the health of the game. Its just there to save you a turn, like Ice Block, but it makes combo decks like Ancestor's Call/Malygos Shaman, Freeze Mage, or even Patron even stronger. These decks don't rely on setting up minions to kill with until the big turn they go off so this just buys them a turn every time, and on the cheap. Its an twist on a card, but not a balanced one even its its a more narrow one.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Its not as if your card is some outstanding thing. Its a modification on card draw, much like Tracking, that they call, card selection. I don't find your card to be innovative. It doesn't really expand the game in any way, it just smooths out existing decks. It doesn't change game play, it doesn't make anything new or different possible, its not expanding to create a new archtype. This is just another crack at finding the cards you need to win or stabilize a game. It makes combo much better and control somewhat, especially against aggro.
You see your card as something different because it lets you do something you normally only get to do at a specific time, but its still something you already get to do, every game. Its fine if you think my card is boring/lame, but don't spend this whole week riding people down for not being innovative enough when you haven't been as innovative as you think.
I think this is extremely unfair and I really think you have missed the point of this. I am not telling you that you haven't been innovative enough. I think you are missing the point of the theme this week. If your card was a class card, it would be a perfectly fine card. But you have to make a neutral card, and you are infringing upon a specific class card by giving this card to all classes. You also seem to be trying really hard to knock down my card when it really isn't very similar to any existing card. No class has anything quite like this. Tracking isn't really the same thing. I am still trying to improve upon my card, and I will take constructive criticism or go back to the drawing board, so I would appreciate it if you would bring down the spite level and try to actually see where I am coming from.
I think a few people should really consider the help Asylum posted in the initial submission post topic - many cards I'm seeing are interesting, yes, but they're either too strong to justify as a neutral card, or too class-oriented to seem appropriate.
With that in mind, here's my card this week:
A very simple card, that favours no class. You could use it to cycle for combo pieces in any deck, or could adapt it to specific classes if you wish to - perhaps use it as a low-cost spell in a Tempo Mage, or as a combo activator in a Rogue deck. In any case, what do you think? I think it's simple, effective, and really encapsulates the idea of a 'neutral' spell, but my thoughts have been wildly different from others' before, so it's always good to hear another opinion.
I think you fell victim a little to what you were complaining about. This is very similar to Far Sight.
I can agree somewhat with your view, but I think a distinction can be made - while my card is similar to an existing card, I don't think it feels like a class card. What I mean by that is that Far Sight's effect doesn't scream Shaman to me - we have in fact seen the effect in Hunter with Call Pet.
What I am opposed to is cards that feel like they'd work better as part of a class's repertoire - off the top of my head from what I saw in a quick browse of the submission topic, cards that appear magic based in nature (if not in effect) I'd expect to see as Mage cards, not neutral cards. Cards that implement Choose One I'd expect to be Druid cards, not neutral. When I see a Secret, i'm expecting a specific class, unless thematically you can explain it to me.
Okay, that is a good point with Call Pet. Card draw does seem to be something that Blizzard is giving to every class, so I guess it isn't really stepping on everyone's toes. Also, you seem to have misunderstood me a bit. I am not saying that it is bad card design to create a card similar to an existing card. I was saying that, in many cases, that would not fit this week's theme. And I actually don't think damage spells would fit this week's theme that well. I am not sure it would be a good idea to give neutral damage spells that any class can use. I think it is an important part of each classes identity which damage spells they have access to.
Edit: I've been thinking about it some more, and I think you're card is too powerful compared to Far Sight. Both give one card draw, but yours costs 2 less. The lesser reduction in cost does not make up for this. No shaman would take Far Sight over your card IMO, so I think you need to increase the cost. And it is also more powerful than Call Pet.
This card is interest, but probably horrible for the health of the game. Its just there to save you a turn, like Ice Block, but it makes combo decks like Ancestor's Call/Malygos Shaman, Freeze Mage, or even Patron even stronger. These decks don't rely on setting up minions to kill with until the big turn they go off so this just buys them a turn every time, and on the cheap. Its an twist on a card, but not a balanced one even its its a more narrow one.
Yeah. I was thinking of making it be "If you shuffled 2 or more minions, then gain Immunity" to make it less abusable, but the wording was just horrible to me.
EDIT: Came up with a wording that doesn't make me foam from the mouth in disgust.
I think a few people should really consider the help Asylum posted in the initial submission post topic - many cards I'm seeing are interesting, yes, but they're either too strong to justify as a neutral card, or too class-oriented to seem appropriate.
With that in mind, here's my card this week:
A very simple card, that favours no class. You could use it to cycle for combo pieces in any deck, or could adapt it to specific classes if you wish to - perhaps use it as a low-cost spell in a Tempo Mage, or as a combo activator in a Rogue deck. In any case, what do you think? I think it's simple, effective, and really encapsulates the idea of a 'neutral' spell, but my thoughts have been wildly different from others' before, so it's always good to hear another opinion.
You can find me here! Good luck everyone!
@ Telefonkabel
I think this card is very close. It might be undercost, it might be fine, but its very close. Some people think of and try to play Murlocs as just some aggro deck, but all the people that have really played it a large amount and had success know its a combo deck more than anything. You want to sandbag some murlocs and try to set up those turns and board states your opponent can't beat. This means much of the time you want to try to hold your best murlocs plus 1-2 weaker ones to make a big play turn, even if some times you do start on Murloc Tidecaller and snowball a turn 5 win that generally doesn't happen. Also a card like this that rewards that sort of play can then be even more powerful. Having 3 murlocs makes this a 1 sided Hellfire for 1 extra mana, a spellpowered Consecration for 1 extra, all of those are great things to compare it to. Its almost Flamestrike. If you have 4 Murlocs or more its Flamestrike or better for 5 mana. Now, Murlocs aren't strictly the strongest cards, and really only Warlock is going to easily be able to always have a decent murloc count for this, but knowing you have this and need it to be powerful means its very often going to be very very good. I think 6 mana is the right call. A 5 mana neutral Consecration is exactly where'd you'd expect and this can be better and is very infrequently worse. I really like the card, you did some great photoshop work with the art, though the other figure doesn't fit the Blizzard art style that much.
Also I do know this doesn't hit the player, but I don't think that should affect the cost much if at all.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Prepare yourselves for....
I wanted to make the spell something that actually effected everyone and everything in Kalimdor. To feel like a neutral spell to me it had to be an event of some sort that affected everyone. I think there are a number of these out there, but this is the one that I think is one of the most iconic. I obviously chose to make the spell legendary, because it shouldn't be happening over and over. I also chose to make this a dynamic spell to make it more "Legendary" in feel. This spell is certainly over powered when its just wiping your opponents board, but that is true about a card like Twisting Nether as well, this just has a bit more play at different phases of the game. It is also worth noting if your opponent has a full board and you have nothing you can't cast this and save yourself. That was an intentional design choice. Not only did I feel like 3 was too low a base cost, a card that is amazing in any number of situations while also being super clutch seemed too good.
I have already submitted it but I'd love to know peoples thoughts. I tend to overdo it every week and miss the mark but I feel like this is very close.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
It doesn't really distinguish itself that much from existing cards. It feels just like a rehashed Twisting Nether. I think it needs to be more unique to fit with this week's theme.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I think you fell victim a little to what you were complaining about. This is very similar to Far Sight.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Man haha stop with this, if you see this way we can't create any cards because ALL cards someone posts here you say it's equal to another existing card. The idea is good, just talk about the card, doesn't matter if it is equal to an existing card...
Maybe... nah nah nah nah
@ nurgling13
Avoiding similarities to other cards of some sort is almost impossible. Any damage card is going to draw similarities, any removal is going to draw similarities its whether or not the flavor and aesthetic works. That or you have to make it something that the game doesn't currently support a new type of idea that may not work at all. That's a big part of HS, taking something and shifting it to make it work in a new class or in this case, for every class.
Take your card. Currently, aesthetically it looks like a druid card. It has a name that seems like it fits Druid or Mage, maybe Priest and Paladin, but definitely not Warlock, Warrior or Rogue. You did note that you'd maybe change the name and art, but atm this was just easy to do. This is also a card that is surprisingly very much more dangerous than you think. In an aggro style deck this probably isn't good enough, but considering how the current Mulligan system works in HS where if you send a card back you literally can't get that exact one again means this does a great deal to make it much easier to find answers, especially for control players holding lots of cards. I think a card like this really needs to force you into a full hand mulligan or not have the extra draw a card at the end.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Shamelessly bumping my card for feedback.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
The drawback is very bad for its effect, i think another drawback would fit better but the idea is good, just like ice block.
Also this would be much better as an epic
Maybe... nah nah nah nah
An interesting idea. I might make it cost 1 more due to its power, but it depends on whether you think a card costing (1) less is worth a 1/1 body(otherwise I'd play Novice Engineer)
Back with my card, which has spawned an interesting, more social version as well.
Only problem is I can't think which one I'd want to submit. Thoughts on the power levels?
What stirs beneath the sands...
Sands of Ahn'Qiraj: A Custom Hearthstone Adventure
You only get 1 Hearthstone at a time in Warcraft, and also you can only have 1 instance of Hearthstone running in your desktop (under normal conditions), so Legendary makes more sense.
And consider it more as a combo-enabling card. You have a bunch of damage in your hand ready to finish them off next turn, after poking all game, but you need to live this one turn... what do you do?
Actually, I think this might be undercosted. But it's weak to heals, because you don't have anything left on board to do the extra damage you'd normally want.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
I realize it's hard to avoid similarities, but your card is just so similar to Twisting Nether. It's basically just giving Twisting Nether to every class. The cost alterations I don't think are enough of a differentiation. And it may be hard, but I really think you need to be innovative this week if you want to fit the theme.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I think you are just being unimaginative. It is very easy to create cards that are very similar to existing cards, but it is not an impossible task to create something that really doesn't feel like an existing class card. Maybe you think I am being too hard, but I think people aren't trying hard enough, and we are going to end up with a bunch of terrible cards in the final again that don't fit the theme at all.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I can agree somewhat with your view, but I think a distinction can be made - while my card is similar to an existing card, I don't think it feels like a class card. What I mean by that is that Far Sight's effect doesn't scream Shaman to me - we have in fact seen the effect in Hunter with Call Pet.
I'm not opposed to weaker or modified versions of existing cards - otherwise I'd have to hate all damaging spells, because Fireball, Darkbomb, Imp-losion, Holy Smite, Explosive Shot, Arcane Missiles, Bash etc. already have that covered.
What I am opposed to is cards that feel like they'd work better as part of a class's repertoire - off the top of my head from what I saw in a quick browse of the submission topic, cards that appear magic based in nature (if not in effect) I'd expect to see as Mage cards, not neutral cards. Cards that implement Choose One I'd expect to be Druid cards, not neutral. When I see a Secret, i'm expecting a specific class, unless thematically you can explain it to me.
You can find me here! Good luck everyone!
Its not as if your card is some outstanding thing. Its a modification on card draw, much like Tracking, that they call, card selection. I don't find your card to be innovative. It doesn't really expand the game in any way, it just smooths out existing decks. It doesn't change game play, it doesn't make anything new or different possible, its not expanding to create a new archtype. This is just another crack at finding the cards you need to win or stabilize a game. It makes combo much better and control somewhat, especially against aggro.
You see your card as something different because it lets you do something you normally only get to do at a specific time, but its still something you already get to do, every game. Its fine if you think my card is boring/lame, but don't spend this whole week riding people down for not being innovative enough when you haven't been as innovative as you think.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Since a bunch of people are getting on my case about this, let me just quote from the front of the submissions page:
My interpretation of this is that if you create a card that is very similar to an existing class spell, that takes away from that class. Like Odinson's card, which is very similar to Twisting Nether, takes away from the Warlock class, because now every class gets basically the same card. This is especially true if you make a better version of that card, or even one that is better in common situations. Such as the Deep Freeze card that LucasPassado made. It costs one less than Frost Nova, but freezes ALL minions. If you have no minions out, which is common for the Freeze mage decks that play Frost Nova, the neutral spell is better than the class spell, and there isn't much point in having the class spell. By letting all classes get the new spell you created, you have cheapened that class' identity. And I may be getting on a lot of people's case about this, but I think a lot of people are really failing to live up to the theme.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@ TheWamts
This card is interest, but probably horrible for the health of the game. Its just there to save you a turn, like Ice Block, but it makes combo decks like Ancestor's Call/Malygos Shaman, Freeze Mage, or even Patron even stronger. These decks don't rely on setting up minions to kill with until the big turn they go off so this just buys them a turn every time, and on the cheap. Its an twist on a card, but not a balanced one even its its a more narrow one.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I think this is extremely unfair and I really think you have missed the point of this. I am not telling you that you haven't been innovative enough. I think you are missing the point of the theme this week. If your card was a class card, it would be a perfectly fine card. But you have to make a neutral card, and you are infringing upon a specific class card by giving this card to all classes. You also seem to be trying really hard to knock down my card when it really isn't very similar to any existing card. No class has anything quite like this. Tracking isn't really the same thing. I am still trying to improve upon my card, and I will take constructive criticism or go back to the drawing board, so I would appreciate it if you would bring down the spite level and try to actually see where I am coming from.
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Check out my Worgen Class in the Class Competition
Okay, that is a good point with Call Pet. Card draw does seem to be something that Blizzard is giving to every class, so I guess it isn't really stepping on everyone's toes. Also, you seem to have misunderstood me a bit. I am not saying that it is bad card design to create a card similar to an existing card. I was saying that, in many cases, that would not fit this week's theme. And I actually don't think damage spells would fit this week's theme that well. I am not sure it would be a good idea to give neutral damage spells that any class can use. I think it is an important part of each classes identity which damage spells they have access to.
Edit: I've been thinking about it some more, and I think you're card is too powerful compared to Far Sight. Both give one card draw, but yours costs 2 less. The lesser reduction in cost does not make up for this. No shaman would take Far Sight over your card IMO, so I think you need to increase the cost. And it is also more powerful than Call Pet.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Yeah. I was thinking of making it be "If you shuffled 2 or more minions, then gain Immunity" to make it less abusable, but the wording was just horrible to me.
EDIT: Came up with a wording that doesn't make me foam from the mouth in disgust.
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My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.