Well. I couldn't come up with anything great this week. The words odd and even don't really work on Hearthstone cards without them becoming really restrictive.
I hope for a better theme next week.
(personal preference)
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Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
I've gotten a couple of messages about this, so I just want to make sure that I address it openly in the Discussion Topic: The relatively low turn-out for submissions this week was probably not due to the more restrictive theme.
Indeed, the relatively low turn-out was something that we expected and indeed planned for. For the past several weeks of the competition, we've gotten tons of submissions, and it's actually made a few things harder to deal with on our end as well as on yours. On our end, if we're committed to keeping page winners in the finals, we have to figure out how to not end up with too many finalists. On your end, it takes much more effort to stand out, and he competition becomes a lot more cut-throat, with very highly-rated, high-quality cards often seemingly unfairly missing the cut for the finals.
To this end, though you may not have noticed, this week's competition was not advertised on Hearthpwn's front page. Not to worry, the finalist poll topic will still be advertised, but we figured that not advertising the submission phase on the front page might help to cut down on a lot of the lower-quality, lower-effort entries (not to mention rule-breaking) from participants not as dedicated or invested into the competition.
We're going to try this for a couple more weeks to see if it works out, but it should hopefully alleviate a lot of stress all around. Plus, since the finalist polls will remain consistently advertised, new folks who do want in on the competitions still have a way of finding out about them from the front page.
I've gotten a couple of messages about this, so I just want to make sure that I address it openly in the Discussion Topic: The relatively low turn-out for submissions this week was probably not due to the more restrictive theme.
It may have been a factor nonetheless . It was really hard to find a good idea that would stand out this week.
This activates at the end of your opponent's turn if they have played 2/4/6 minions and there is an eligible minion on the battlefield (i.e. if your opponent played 2 charge minions that died on the same turn, this Secret wouldn't trigger).
This activates at the end of your opponent's turn if they have played 2/4/6 minions and there is an eligible minion on the battlefield (i.e. if your opponent played 2 charge minions that died on the same turn, this Secret wouldn't trigger).
So, this is an RNG Sap with a specific condition.
This should spell secret on a card, then. And, it should put a "random minion" back into their hand. Otherwise, decent. Say, you play this, they play Knife Juggler, Muster for Battle and then Wolfrider - secret triggers and has a chance to sap their wolfrider, but the chance is not 50% but 20%.
I'm alright with a more limiting criterion, but just don't make it so that we're forced to include an extra line or two of boilerplate for the next ones :)
clarifications: every number, even in card text, for cards in your hand and both sides of the board are effected if they are odd
example: Living Roots becomes 2 mana cost and summons 2 2/2s Swipe 4 mana 4 damage to target and 2 to others Bloodmage Thalnos 2 mana 2/2 spell damage +2 Evening 4 mana gives +2 to all odd numbers
I feel it's balanced because it has the tradeoff of buffing your opponent's minions and increases costs of cards in hand in most cases you're basically getting Power of the Wild effect and/or some spell damage although it would be super op comboed with Emperor Thaurissan
clarifications: every number, even in card text, for cards in your hand and both sides of the board are effected if they are odd
example: Living Roots becomes 2 mana cost and summons 2 2/2s Swipe 4 mana 4 damage to target and 2 to others Innervate 1 mana gain 2 mana crystals Bloodmage Thalnos 2 mana 2/2 spell damage +2 Evening 4 mana gives +2 to all odd numbers
Why would Innervate cost 1 from this? Innervate's cost is not an odd number.
And this would make Force of Nature and Wild Growth a even bigger source of NaCl.
clarifications: every number, even in card text, for cards in your hand and both sides of the board are effected if they are odd
example: Living Roots becomes 2 mana cost and summons 2 2/2s Swipe 4 mana 4 damage to target and 2 to others Innervate 1 mana gain 2 mana crystals Bloodmage Thalnos 2 mana 2/2 spell damage +2 Evening 4 mana gives +2 to all odd numbers
Why would Innervate cost 1 from this? Innervate's cost is not an odd number.
And this would make Force of Nature and Wild Growth a even bigger source of NaCl.
Wild Growth - no odd numbers Force of Nature - doesn't effect text numbers also those cards are strong enough on their own, i doubt this extra 3 mana would even be worth the small benefit if it did work as you expected
clarifications: every number, even in card text, for cards in your hand and both sides of the board are effected if they are odd
example: Living Roots becomes 2 mana cost and summons 2 2/2s Swipe 4 mana 4 damage to target and 2 to others Bloodmage Thalnos 2 mana 2/2 spell damage +2 Evening 4 mana gives +2 to all odd numbers
I feel it's balanced because it has the tradeoff of buffing your opponent's minions and increases costs of cards in hand in most cases you're basically getting Power of the Wild effect and/or some spell damage although it would be super op comboed with Emperor Thaurissan
Does this affect deck cards as well? Probably it should. If so, this will buff: Starfire, Starfall, Moonfire, Swipe, Power of the Wild, Druid of the Saber (+2/+2 and stealth, and base 2/2 - wow!), all spell damage minions (already OP, although part of them will also get nerfed by +1 mana cost), all minions with even mana cost that have odd attack and/or health, all giants, and the second Evening will become useless, since all the numbers will turn even by the first one. It will nerf: Mark of Nature, Ancient of War (although a 6/12 is a tad better than 5/10, it will cost 8 mana), Naturalize, Mulch and basically any odd mana spell that doesn't list odd numbers, including Savage Roar (4 mana instead of 3), so no double combo, all odd mana cost minions (even if buffing their stats). Notable effects include: - Emperor Thaurissan will reduce cards' costs by 2 per turn; - Sen'jin Shieldmasta will replace Druid of the Claw bear form and powercreep him by 2 mana; - Haunted Creeper will be a 2/2 and summon two 2/2 spiders; - Knife Juggler will be a 4/2 deal 2 on summon; - Dr. Boom will be more balanced into 8-mana 8/8 summon two 2/2 bots each deal 1-4 on deathrattle; - Power of the Wild will either summon a 4/2 panther or buff minions by +2/+2; - Nourish will be 6 mana draw 4; - Flame Juggler will be a 2/4 deal 2 random damage; - Novice Engineer will be a 2/2 draw a card; - Molten Giant will cost 0 if you have 20 or less HP; (other giants will be buffed similarly) - Angry Chicken will be a 2-mana 2/2 enrage +6; - Injured Kvaldir would kill itself for 2 mana (lol); - Wrath will deal 4 or 2 with draw; - Aviana will be 10 mana 6/6 "Your minions cost 2" - balanced much? - Gruul will be a 8/8 grow 2/2 per turn (OW); - Drakonid Crusher will trigger at 16 and get +4/+4; - Gazlowe will trigger from 2-mana spells; - Kodorider will spam 4/6s; - Frostwolf Warlord will take double buffs from other minions; - Ancient Mage will be the best possible spell buffer (+4 total); - Dragonkin Sorcerer will be a 4/6 with double buffs per target; - Hungry Dragon will summon 2-cost minions (hello Doomsayer, we didn't expect you); - Maiden of the Lake will turn into a plain 2/6; - Big Game Hunter will cost 4 and fail to kill a 7-attack minion (Bigger Game Hunter?) - Hobgoblin will react on 2-attack minions (anyway all 1-attack ones will turn into 2-attack at your side); - Annoy-o-Tron will become a better Shielded Minibot; - Master Swordsmith will grant +2 attack and be a 2/4 (WOW); - Mechwarper will be a 2/4 and drop mechs' costs by 2; etc, many minions will get +1/+1 and a couple will get double buffs from their sources; - and finally a Wisp will be the TRUE POWER at 0 mana 2/2.
Resume: OP as hell, will get banned the second it'll be proposed. 2/5 because card modification effects are highly uncommon.
clarifications: every number, even in card text, for cards in your hand and both sides of the board are effected if they are odd
example: Living Roots becomes 2 mana cost and summons 2 2/2s Swipe 4 mana 4 damage to target and 2 to others Bloodmage Thalnos 2 mana 2/2 spell damage +2 Evening 4 mana gives +2 to all odd numbers
I feel it's balanced because it has the tradeoff of buffing your opponent's minions and increases costs of cards in hand in most cases you're basically getting Power of the Wild effect and/or some spell damage although it would be super op comboed with Emperor Thaurissan
Does this affect deck cards as well? Probably it should. If so, this will buff: Starfire, Starfall, Moonfire, Swipe, Power of the Wild, Druid of the Saber (+2/+2 and stealth, and base 2/2 - wow!), all spell damage minions (already OP, although part of them will also get nerfed by +1 mana cost), all minions with even mana cost that have odd attack and/or health, all giants, and the second Evening will become useless, since all the numbers will turn even by the first one. It will nerf: Mark of Nature, Ancient of War (although a 6/12 is a tad better than 5/10, it will cost 8 mana), Naturalize, Mulch and basically any odd mana spell that doesn't list odd numbers, including Savage Roar (4 mana instead of 3), so no double combo, all odd mana cost minions (even if buffing their stats). Notable effects include: - Emperor Thaurissan will reduce cards' costs by 2 per turn; - Sen'jin Shieldmasta will replace Druid of the Claw bear form and powercreep him by 2 mana; - Haunted Creeper will be a 2/2 and summon two 2/2 spiders; - Knife Juggler will be a 4/2 deal 2 on summon; - Dr. Boom will be more balanced into 8-mana 8/8 summon two 2/2 bots each deal 1-4 on deathrattle; - Power of the Wild will either summon a 4/2 panther or buff minions by +2/+2; - Nourish will be 6 mana draw 4; - Flame Juggler will be a 2/4 deal 2 random damage; - Novice Engineer will be a 2/2 draw a card; - Molten Giant will cost 0 if you have 20 or less HP; (other giants will be buffed similarly) - Angry Chicken will be a 2-mana 2/2 enrage +6; - Injured Kvaldir would kill itself for 2 mana (lol); - Wrath will deal 4 or 2 with draw; - Aviana will be 10 mana 6/6 "Your minions cost 2" - balanced much? - Gruul will be a 8/8 grow 2/2 per turn (OW); - Drakonid Crusher will trigger at 16 and get +4/+4; - Gazlowe will trigger from 2-mana spells; - Kodorider will spam 4/6s; - Frostwolf Warlord will take double buffs from other minions; - Ancient Mage will be the best possible spell buffer (+4 total); - Dragonkin Sorcerer will be a 4/6 with double buffs per target; - Hungry Dragon will summon 2-cost minions (hello Doomsayer, we didn't expect you); - Maiden of the Lake will turn into a plain 2/6; - Big Game Hunter will cost 4 and fail to kill a 7-attack minion (Bigger Game Hunter?) - Hobgoblin will react on 2-attack minions (anyway all 1-attack ones will turn into 2-attack at your side); - Annoy-o-Tron will become a better Shielded Minibot; - Master Swordsmith will grant +2 attack and be a 2/4 (WOW); - Mechwarper will be a 2/4 and drop mechs' costs by 2; etc, many minions will get +1/+1 and a couple will get double buffs from their sources; - and finally a Wisp will be the TRUE POWER at 0 mana 2/2.
Resume: OP as hell, will get banned the second it'll be proposed. 2/5 because card modification effects are highly uncommon.
To clarify it only effects visible numbers, so cards in hand and minions on board for both players.
There are some cards that would be ridiculous power with it, but you gotta remember that it is a combo card so it can work well, but only if you have just the right cards in hand/board otherwise, compare it to The Mistcaller that effects board instead of deck and has some downsides to account for that it effects all numbers
I like the examples you gave though :D I hadn't thought through a lot of the possibilities
in most cases though I don't think it is enough of a power swing early on that your opponent can't deal with it; but as with any combo deck, if you get just the right setup it will be near unstoppable
Well. I couldn't come up with anything great this week. The words odd and even don't really work on Hearthstone cards without them becoming really restrictive.
I hope for a better theme next week.
(personal preference)
Give a man a Murloc, and he'll eat for a day.
Give him a Murloc Knight, and people will hate him.
I've gotten a couple of messages about this, so I just want to make sure that I address it openly in the Discussion Topic:
The relatively low turn-out for submissions this week was probably not due to the more restrictive theme.
Indeed, the relatively low turn-out was something that we expected and indeed planned for. For the past several weeks of the competition, we've gotten tons of submissions, and it's actually made a few things harder to deal with on our end as well as on yours. On our end, if we're committed to keeping page winners in the finals, we have to figure out how to not end up with too many finalists. On your end, it takes much more effort to stand out, and he competition becomes a lot more cut-throat, with very highly-rated, high-quality cards often seemingly unfairly missing the cut for the finals.
To this end, though you may not have noticed, this week's competition was not advertised on Hearthpwn's front page. Not to worry, the finalist poll topic will still be advertised, but we figured that not advertising the submission phase on the front page might help to cut down on a lot of the lower-quality, lower-effort entries (not to mention rule-breaking) from participants not as dedicated or invested into the competition.
We're going to try this for a couple more weeks to see if it works out, but it should hopefully alleviate a lot of stress all around. Plus, since the finalist polls will remain consistently advertised, new folks who do want in on the competitions still have a way of finding out about them from the front page.
It may have been a factor nonetheless . It was really hard to find a good idea that would stand out this week.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
My submission to bring life to control rogue !
I guess I am too late:
This activates at the end of your opponent's turn if they have played 2/4/6 minions and there is an eligible minion on the battlefield (i.e. if your opponent played 2 charge minions that died on the same turn, this Secret wouldn't trigger).
So, this is an RNG Sap with a specific condition.
There is a lot of steak here...
I'm alright with a more limiting criterion, but just don't make it so that we're forced to include an extra line or two of boilerplate for the next ones :)
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.
It would seem I am too late D:
Druids seem to like this time of day
clarifications: every number, even in card text, for cards in your hand and both sides of the board are effected if they are odd
example: Living Roots becomes 2 mana cost and summons 2 2/2s
Swipe 4 mana 4 damage to target and 2 to others
Bloodmage Thalnos 2 mana 2/2 spell damage +2
Evening 4 mana gives +2 to all odd numbers
I feel it's balanced because it has the tradeoff of buffing your opponent's minions and increases costs of cards in hand
in most cases you're basically getting Power of the Wild effect and/or some spell damage
although it would be super op comboed with Emperor Thaurissan
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.
hehe im really tired, don't know why I put innervate on the list
this is what happens when I procrastinate too much
Force of Nature - doesn't effect text numbers
also those cards are strong enough on their own, i doubt this extra 3 mana would even be worth the small benefit if it did work as you expected
- Emperor Thaurissan will reduce cards' costs by 2 per turn;
- Sen'jin Shieldmasta will replace Druid of the Claw bear form and powercreep him by 2 mana;
- Haunted Creeper will be a 2/2 and summon two 2/2 spiders;
- Knife Juggler will be a 4/2 deal 2 on summon;
- Dr. Boom will be more balanced into 8-mana 8/8 summon two 2/2 bots each deal 1-4 on deathrattle;
- Power of the Wild will either summon a 4/2 panther or buff minions by +2/+2;
- Nourish will be 6 mana draw 4;
- Flame Juggler will be a 2/4 deal 2 random damage;
- Novice Engineer will be a 2/2 draw a card;
- Molten Giant will cost 0 if you have 20 or less HP; (other giants will be buffed similarly)
- Angry Chicken will be a 2-mana 2/2 enrage +6;
- Injured Kvaldir would kill itself for 2 mana (lol);
- Wrath will deal 4 or 2 with draw;
- Aviana will be 10 mana 6/6 "Your minions cost 2" - balanced much?
- Gruul will be a 8/8 grow 2/2 per turn (OW);
- Drakonid Crusher will trigger at 16 and get +4/+4;
- Gazlowe will trigger from 2-mana spells;
- Kodorider will spam 4/6s;
- Frostwolf Warlord will take double buffs from other minions;
- Ancient Mage will be the best possible spell buffer (+4 total);
- Dragonkin Sorcerer will be a 4/6 with double buffs per target;
- Hungry Dragon will summon 2-cost minions (hello Doomsayer, we didn't expect you);
- Maiden of the Lake will turn into a plain 2/6;
- Big Game Hunter will cost 4 and fail to kill a 7-attack minion (Bigger Game Hunter?)
- Hobgoblin will react on 2-attack minions (anyway all 1-attack ones will turn into 2-attack at your side);
- Annoy-o-Tron will become a better Shielded Minibot;
- Master Swordsmith will grant +2 attack and be a 2/4 (WOW);
- Mechwarper will be a 2/4 and drop mechs' costs by 2;
etc, many minions will get +1/+1 and a couple will get double buffs from their sources;
- and finally a Wisp will be the TRUE POWER at 0 mana 2/2.
There is a lot of steak here...
U can see inside of your deck? Bugger, report! report! report!
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There is a lot of steak here...
- Click Here To Join Us On Discord! -
otherwise, compare it to The Mistcaller that effects board instead of deck and has some downsides to account for that it effects all numbers
The finalist topic is up! ^_^
CLICK HERE