EVERYONE GET IN HERE! warsong commander was nerfed for a reason.. tbh warsong commander was 3 mana "your minions have charge" before it was nerfed for the first time.. and then you give this to a patron warrior.. besides a rogue can shadow step it to just use latter just like leeroy, ancient shade comes to mind for 14 damage for 8 mana(3 cards though add shadow step and it's 21 dmg for 10 maa and 4 cards.. rogues can do this..)
When u die, u lose. There is no comming back. Mby if u worded it "When u would die", but dunno if that would work either.
when u die, u summon this minion and gain 10 health, there is an comback....
Nope, thats not how the game mechanics work. This thing will trigger only AFTER u die, but after u die, u simply lose, anything that was or would be chained behind it will simple not trigger, so this card would not trigger, cause the game would be over already. Like it was suggested earlier, he should reword it as an Ice Block then it will work as intended.
EVERYONE GET IN HERE! warsong commander was nerfed for a reason.. tbh warsong commander was 3 mana "your minions have charge" before it was nerfed for the first time.. and then you give this to a patron warrior.. besides a rogue can shadow step it to just use latter just like leeroy, ancient shade comes to mind for 14 damage for 8 mana(3 cards though add shadow step and it's 21 dmg for 10 maa and 4 cards.. rogues can do this..)
Rogue cant shadowspet it, u cant target immune minions, but that doesnt change the fact, that the card is broken :)
Hello folks! I've been asked for clarifications, so here they are:
Cards that cause your opponent to potentially lose the game but not you are against the spirit of this contest's theme. So for example, giving your opponent a token that may lose them the game at no risk to yourself is not cool. On the other hand, giving that token to both you and your opponent is acceptable.
With regards to tokens in general, we would prefer if your main card contained the required wording. For example, how Beneath the Grounds describes in its own card text what Ambush! does.
This is a difficult theme, but the mini-competitions are narrow both because they let us explore things that we otherwise couldn't specifically and because they're more if a challenge. A lot of people are taking the approach of a guaranteed future game loss, but I think a more open, versatile, and interesting path will be conditional losses. One of you gave the example of an undercosted minion with something like "lose the game if your opponent plays 3 spells".
EVERYONE GET IN HERE! warsong commander was nerfed for a reason.. tbh warsong commander was 3 mana "your minions have charge" before it was nerfed for the first time.. and then you give this to a patron warrior.. besides a rogue can shadow step it to just use latter just like leeroy, ancient shade comes to mind for 14 damage for 8 mana(3 cards though add shadow step and it's 21 dmg for 10 maa and 4 cards.. rogues can do this..)
Would adding a minion limit be better for this? Or just does it need more of a mana cost. It would never be 1, 2, or 4 mana because of Hungry Dragon, Shredders, etc.
EDIT: Spells are invalid because Immune
first make this a battlecry so you can't vanish it or something.. this effect will be broken in any way you do this due to patron warrior if you give charge to a board then you get patron warrior again..
second make it a legendary minion this effect can't be consistant.
if it's give charge to 1 minion it's kinda pointless since you can just play Leeroy Jenkins or Arcane Golem
dunno charge mechanics are really hard to balance! just thought about another combo..
5(!) mana this, Undertaker, Dreadsteed, does damage equal to your enemies total hp on board or even better 2 undertakers.. just aim at a shredder + lotheb or something and you deal 18 dmg minimum. in short this card is so broken..
This card is meant for fatigue priest. When you cast it, you win if it is your exact last card, meaning your hand and deck are empty, and you have no minions (or weapons) in play. If you cast it at any other time, you lose. It isn't legendary, because there are no legendary spells, but it would be unusable if you had more than 1 in your deck, since you wouldn't be able to cast either without losing. The card is always on top of your deck, which means you are guaranteed to draw it on turn 1. This is meant to make it harder to use, since it will take up a hand slot the entire game. Is that enough of a balancer? Also, it is 10 mana, so that you have to cast all your spells the turn before you use this.
ok I will try to comment on some of the submitted cards
gateway to a dream: 3 mana pyroblast.. just use as finisher.. combo it with *2mind blast or velen for 20 damage from nowhere.. broken.
the big 14/14 demon just void caller it.. crazy value..
tyrande.. so basically you have 12 hp on board.. it's like tyrande is your hero.. dunno ysera barely dies.. but in a control match up this card might lose you more games than win..
avatar of sargeras-pointless. basically asking for only being played with void caller.. but then just play malganis.
Uvorus - 0TK/finisher not a real drawback.
kaelthas, wonder why this card isn't mage legendary(?) it's too strong the drawback isn't really anything in tempo mage they barely run minions anyway.
big red button: just play FH.. they lose anyway if they get to turn 10.. just to not get any opposition since the enemy board will probably be clear.
the dragon soul- why would you want a draw? to pop a divine shield.. rly?
ashvalee maelstorm.. yeah sure.. let druid cast double combo at turn 6.. 4 cards 22 damage from hand + 4 for every minion on the field.
abysmall abomination: BGH gg
well of eternity: this one is nice great idea tbh just machinegun your opponent if you don't win you lose.
souege commander- windfury exists so.. dustdevil + 2 rockbiters= 4 cards 3 mana 18 damage, charge is problematic specially when it's neutral.
emerald dream.. I think this is too broken... insane value.
tichondirius this card is fine actually although you could just feth your enemy a lethal..
sacrifice of a wisp first it isn't worded well.. just +1 attack as in warsong commander, the card doesn't state it's a secret, and this card is kinda broken cause it gives +1 to you the whole game unless your oppenent teched for that specifically.. low counterplay.. and it's really a secret but a field card.
wrathion just silence it for 12/12.
magic overwhelming.. warlock's last problem is card draw so dunno.
last stand this card will just be used in aggro to get more charge minions or weapons, in a control game it isn't as good as it seems..
doom seer.. the price is too low, easy to avoid the downside.
the burnong legion.. just 7 wisps are 7 damage, play this in handlock for charging giants..
marked for death.. almost no game goes to fatigue..
blessing of deamons +1 attack bloodlust same text (tbh in a bloodlust turn you either win or lose anyway) crazy finisher in zoo.. but I think it costs too little.. with 3 minions on board it's 15 damage.. minimum, which with zoo at turn 5 isn't that hard to do..
rapture.. just lowering your handside -1 whole game to win you the game in a very specific scenario.. your whole deck needs to be drawing cardd and nothing else.
marked for death.. almost no game goes to fatigue..
Obviously you never played mill deck ;)
probably.. maybe I am seeing most cards in current meta.. mill decks might be viable some day.. or even in the end of LOE who knows..
card design is quite hard specially when you do a card which is a win or lose the game at that moment.
I think some cards I commented about are really creative though.. but none of them are balanced.. they mostly creat OTKs.. which in constructed some combos are like this anyway..
rapture.. just lowering your handside -1 whole game to win you the game in a very specific scenario.. your whole deck needs to be drawing cardd and nothing else.
If your whole deck was drawing cards, you wouldn't last until fatigue. The deck would need to be all cards that help you outlast your opponent, which is something priest is good at.
This is a difficult theme, but the mini-competitions are narrow both because they let us explore things that we otherwise couldn't specifically and because they're more if a challenge. A lot of people are taking the approach of a guaranteed future game loss, but I think a more open, versatile, and interesting path will be conditional losses. One of you gave the example of an undercosted minion with something like "lose the game if you play any minions" or "lose the game if your opponent plays 3 spells".
I disagree about something like "lose the game if you play any minions". Cards like that don't make any sense. Why wouldn't that card just say "You can't play minions"? That would make more sense on a Hearthstone card. Having you lose when the card could just disallow something instead, like playing a minion or using your hero power, is a completely unneccessary modification, and would cause people to lose by forgetting about a restriction they placed on themselves, which is just bad card design. Cards with stuff like "lose the game if your opponent plays 3 spells" make more sense, or losing or winning that game as two different possible outcomes of the card.
rapture.. just lowering your handside -1 whole game to win you the game in a very specific scenario.. your whole deck needs to be drawing cardd and nothing else.
If your whole deck was drawing cards, you wouldn't last until fatigue. The deck would need to be all cards that help you outlast your opponent, which is something priest is good at.
you need to balance the 2..but it's harder when you got a useless card in your hand the whole game.. and will you really need this? I mean.. justicar does something similar.
rapture.. just lowering your handside -1 whole game to win you the game in a very specific scenario.. your whole deck needs to be drawing cardd and nothing else.
If your whole deck was drawing cards, you wouldn't last until fatigue. The deck would need to be all cards that help you outlast your opponent, which is something priest is good at.
you need to balance the 2..but it's harder when you got a useless card in your hand the whole game.. and will you really need this? I mean.. justicar does something similar.
Obviously it is harder to get to fatigue with this in your hand. But it also completely bypasses your opponent's health and remaining cards. And of course you don't "need" it. You don't "need" any card, but you could build a deck around this. Justicar isn't an outright win. You still need to kill your opponent with fatigue. And winning with fatigue is easier when your opponent runs out of cards first. You could put more card draw in your deck, or even combo with Fel Reaver, with this card, because you want to run out of cards first.
This is a difficult theme, but the mini-competitions are narrow both because they let us explore things that we otherwise couldn't specifically and because they're more if a challenge. A lot of people are taking the approach of a guaranteed future game loss, but I think a more open, versatile, and interesting path will be conditional losses. One of you gave the example of an undercosted minion with something like "lose the game if you play any minions" or "lose the game if your opponent plays 3 spells".
I disagree about something like "lose the game if you play any minions". Cards like that don't make any sense. Why wouldn't that card just say "You can't play minions"? That would make more sense on a Hearthstone card. Having you lose when the card could just disallow something instead, like playing a minion or using your hero power, is a completely unneccessary modification, and would cause people to lose by forgetting about a restriction they placed on themselves, which is just bad card design. Cards with stuff like "lose the game if your opponent plays 3 spells" make more sense, or losing or winning that game as two different possible outcomes of the card.
You make a very good point! I have amended my examples. =)
I think I've figured out an idea I like the direction of.
Let's make Ramp Shaman a thing.
My major difficulty here was making sure that the wording was both clear and concise, but I think I've got it. I balanced this by comparing to Nourish, as both give you two Mana Crystals. I think that the way Storm Incarnate forces you to play at least one Overload card per turn and thus also restricts the sorts of decks you can viably play it in justify it being 2 mana cheaper.
I think I've figured out an idea I like the direction of.
Let's make Ramp Shaman a thing.
My major difficulty here was making sure that the wording was both clear and concise, but I think I've got it. I balanced this by comparing to Nourish, as both give you two Mana Crystals. I think that the way Storm Incarnate forces you to play at least one Overload card per turn and thus also restricts the sorts of decks you can viably play it in justify it being 2 mana cheaper.
Really cool idea, it can spark off new ideas
Since there is Tunnel Trogg as well, i'll throw in this example that will compliment the cards.
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Hello folks! I've been asked for clarifications, so here they are:
Cards that cause your opponent to potentially lose the game but not you are against the spirit of this contest's theme. So for example, giving your opponent a token that may lose them the game at no risk to yourself is not cool. On the other hand, giving that token to both you and your opponent is acceptable.
With regards to tokens in general, we would prefer if your main card contained the required wording. For example, how Beneath the Grounds describes in its own card text what Ambush! does.
This is a difficult theme, but the mini-competitions are narrow both because they let us explore things that we otherwise couldn't specifically and because they're more if a challenge. A lot of people are taking the approach of a guaranteed future game loss, but I think a more open, versatile, and interesting path will be conditional losses. One of you gave the example of an undercosted minion with something like "lose the game if your opponent plays 3 spells".
Here's my idea:
This card is meant for fatigue priest. When you cast it, you win if it is your exact last card, meaning your hand and deck are empty, and you have no minions (or weapons) in play. If you cast it at any other time, you lose. It isn't legendary, because there are no legendary spells, but it would be unusable if you had more than 1 in your deck, since you wouldn't be able to cast either without losing. The card is always on top of your deck, which means you are guaranteed to draw it on turn 1. This is meant to make it harder to use, since it will take up a hand slot the entire game. Is that enough of a balancer? Also, it is 10 mana, so that you have to cast all your spells the turn before you use this.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
ok I will try to comment on some of the submitted cards
gateway to a dream: 3 mana pyroblast.. just use as finisher.. combo it with *2mind blast or velen for 20 damage from nowhere.. broken.
the big 14/14 demon just void caller it.. crazy value..
tyrande.. so basically you have 12 hp on board.. it's like tyrande is your hero.. dunno ysera barely dies.. but in a control match up this card might lose you more games than win..
avatar of sargeras-pointless. basically asking for only being played with void caller.. but then just play malganis.
Uvorus - 0TK/finisher not a real drawback.
kaelthas, wonder why this card isn't mage legendary(?) it's too strong the drawback isn't really anything in tempo mage they barely run minions anyway.
big red button: just play FH.. they lose anyway if they get to turn 10.. just to not get any opposition since the enemy board will probably be clear.
the dragon soul- why would you want a draw? to pop a divine shield.. rly?
ashvalee maelstorm.. yeah sure.. let druid cast double combo at turn 6.. 4 cards 22 damage from hand + 4 for every minion on the field.
abysmall abomination: BGH gg
well of eternity: this one is nice great idea tbh just machinegun your opponent if you don't win you lose.
souege commander- windfury exists so.. dustdevil + 2 rockbiters= 4 cards 3 mana 18 damage, charge is problematic specially when it's neutral.
emerald dream.. I think this is too broken... insane value.
tichondirius this card is fine actually although you could just feth your enemy a lethal..
sacrifice of a wisp first it isn't worded well.. just +1 attack as in warsong commander, the card doesn't state it's a secret, and this card is kinda broken cause it gives +1 to you the whole game unless your oppenent teched for that specifically.. low counterplay.. and it's really a secret but a field card.
wrathion just silence it for 12/12.
magic overwhelming.. warlock's last problem is card draw so dunno.
last stand this card will just be used in aggro to get more charge minions or weapons, in a control game it isn't as good as it seems..
doom seer.. the price is too low, easy to avoid the downside.
the burnong legion.. just 7 wisps are 7 damage, play this in handlock for charging giants..
marked for death.. almost no game goes to fatigue..
blessing of deamons +1 attack bloodlust same text (tbh in a bloodlust turn you either win or lose anyway) crazy finisher in zoo.. but I think it costs too little.. with 3 minions on board it's 15 damage.. minimum, which with zoo at turn 5 isn't that hard to do..
rapture.. just lowering your handside -1 whole game to win you the game in a very specific scenario.. your whole deck needs to be drawing cardd and nothing else.
too lazy to comment on the rest.
Aww you haven't seen my edited version!
"The old dude made a potion to become immortal. The potion became immortal instead..."
Playing Mad Bomber next is probably a bad idea
Compliments Dreadsteed decks
If you are interested, Dark Peddler sells these potions too.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I think I've figured out an idea I like the direction of.
Let's make Ramp Shaman a thing.
My major difficulty here was making sure that the wording was both clear and concise, but I think I've got it. I balanced this by comparing to Nourish, as both give you two Mana Crystals. I think that the way Storm Incarnate forces you to play at least one Overload card per turn and thus also restricts the sorts of decks you can viably play it in justify it being 2 mana cheaper.
what do you guys think? should i make it a 6/8?