1) Imgur: Don't use it. (This is on the front page people)
2) Formatting. It's not easy to read all the keywords on one line, and you shouldn't have a space between the two sections of the ability.
3) Why on earth is an Annoy-o-tron not a mech? (Granted I would not want this thing discoverable in Boom Warrior, but then why make it an Annoyotron?)
4) All that said, I don't really like this card. It's unlikely to be balanced, and it's a really unwieldy, wordy and unintuitive card. Honestly? Just do away with the whole random aspect and give it Reborn, Taunt, Divine Shield and Poisonous. It's sticky, powerful, INSANELY annoying to get through, and can do a lot of damage to mid-range decks.
Just clarifying this entry before a discussion happens... technically, yes, it follows the rules.
Rules aside, this card is broken because of Stonetusk Boar, or even Skaterbot.
It's not even just that: It's her own synergy that breaks her.
If you're able to give her reborn through Embalming Ritual or even just pinging her to one health: She'll be Reborn with 1 Health and then give herself herself reborn through her effect: so immortal 3/1that also makes everything else immortal.
Change is really simple though. Make her text read: Reborn, Your other minions gain Reborn at the end of turn. (Or even just: When you play a minion, give it Reborn.)
Keeps the 'Everything Reborn' idea while making her not completely broken with everything.
@ProsiaczekPuchatek Most people don't have high level artistic talents. There's nothing wrong with using Googled pictures for a contest that's just a bit of fun.
Feel free to draw your own images if you want, but don't act snobbish other people can't.
Great Idea, but probably could use a different name. "Reborned" isn't really a word, so probably something like "Kel'thuzad, Ascended" or just "Arch-lich Kel'thuzad" would be a better name.
First of all: make it a legendary. This effect it too dang powerful for just an epic. 2nd of all: this card is just too dang powerful full stop.
Let me put it this way: in the current standard format, both Paladin and Druid have exactly four cards that could possibly kill this reliably. And all of them are neutrals. (To be specific: Deathwing, Tinkmaster Overspark, Big Game Hunter, and Voodoo Doll. Doomsayer and also Choose-both Keeper of the Grove technically can kill this, but that's why I said 'reliable ways'.) There are no Druid or Paladin standard cards that remove without dealing damage, and sweet mercy on your poor opponent if you could draft this in arena.
There's a difference between something being weak to silence effects, and something that forces silence to be run by a class that literally cannot kill it otherwise.
Yeah, this is not as slow as you think it is. Yes, it doesn't do anything when you place it down but I'm honestly reminded of Rez-Preist when I see this, and that is not a good thing.
Hear me out: You place this down on turn 4, it does nothing. But if your opponent just has a minion on the field, you trade the Phoenix, then you ping it with hero power. +2 spell damage in 1 turn: your next turn Blizzard is now a Flamestrike. At worst, if you only pinged this, you have +5 spell damage, (essentially permanently) by turn 10. If your opponent has any minions at all, and maybe needs to use an AoE effect one time: this minion gains +11 Spell Damage in 6 turns. That's not quite as bad as having 4 Obsidian Statues up by turn 8; but I'd say it's close.
Defiantly your best designed one by far. Thematic, looks balanced. I like it a lot! (And am rather scared to compete against it with my own rogue weapon if I'm honest.)
Repeat again: Don't use Imgur. (Also you don't really need to specify what Reborn does. The 1-durability requirement is part and parcel to the keyword.)
Otherwise, I think 4 or 5 mana would be a little bit better. Unlike trying to multi-hit with Sul'thraze, it shouldn't be that difficult to get something to 3 health or less to kill with this weapon.
I honestly can't figure out if this is too strong or too weak?
On one hand you drop this turn 4 and your opponent can kill it if they have three damage just around. However if they can't? As long as you can use spells to clear off enemy minions (and you're most likely a Mage so you generally do.) This thing can start snowballing fast. It's certainly more balanced than a lot of the other "permanently reborn minions" here, so I think is probably is balanced really well: I'm just quite scared of the idea that you would have to kill this in one turn lest it spiral out of control. So thumbs up from me. :D
Definitely think that Spirit guide is the best designed of the two: Suddenly healing totem is the biggest threat. I'd say it's a little weak stat-lined though, probably give it 3 attack. The effect of permanent reborn via conditions is much probably more worth 1 mana than two.
I'm less keen on Growing Sapling simply because of the second Choose One option. It's worded in such a way that I can't tell if it becomes reborn forever or only once after it dies the first time: and neither option is that great. Might I suggest instead the option be between 2 2/2 treants and 2 1/1 Saplings with Reborn. That way as token druid, (where this would almost certainly go) you'd able to choose between a little more damage or being a bit stickier, both of which are actually good.
I like your photoshop skills. You have potential. ;)
Regarding your query, since Mekgineer Thermaplugg doesn't trigger when he dies, you shouldn't have to worry about that. The only thing I'm thinking about is that there's few enemy board clears in Druid, so realistically you'd have to combo with Wispering Woods or the like to properly abuse this, and I'm not sure how well it would fit in Hand Druid or Token Druid. I love the idea and it seems balanced, I'm just struggling to think of where it would fit into a deck.
Okay: So compare Blood of The Ancient One and Mogu Cultist. The first is small number of really big expensive minions that combine over two turns, the second requires a lot of cheap minions to combine in one turn. Your card is an expensive minion that need to combine with other things in a single turn: as a deathrattle.
Just thinking of the logistics here: Lets imagine you did, somehow, get three Zuls on the board at once. You need 6 Dark Youngs to combo. So just Hellfire and you have three Dark Young and Three Zuls: How do you kill the Zuls without the Dark Youngs also dying? Two Mortal Coils and a Shadow Bolt for 9 mana maybe? Cause you cant AoE them down; the Dark Youngs need to be alive. And all of this all needs to happen on one turn to work.
And that brings me to Ghun which is: No. Just No.
First off: Hexproof isn't a keyword. And if you mean "Can't be target by spell or Hero powers", Soggoth the Slitherer was hard to remove, and he was 5/9. This is 30/30. So not only is this card almost impossible to pull off, but it's absolutely broken while also being too slow, since you need to play him the next turn you pull off this combo, that means your opponent has a full turn with your empty board + any direct damaging effects the turn after that to kill you.
I understand where the idea came from, but there is a lot wrong with basically every stage of this card to make worth playing.
As MrBurger said: Reborn doesn't stack. Case in point: using Embalming Ritual on a minion that has Reborn active does nothing. Which is acually good, because if it did work like that, your card would be broken. This + 2 EVIL Totem + Hero power = Old Dreadsteed-esque full board for 9 mana.
The idea is still cool though: just needs to be balanced around reborn happening once.
Absolutely love it! But a couple of quick reminders: 1) Don't use Imgur. I needed to basically code to see what your card looks like. Theres a link on the first post to a site that will work.
B) Paladin cards aren't allowed. Condition 3 of the opening post specifies that if you make a class card, it can't be for a class that got Reborn minions in the expansion. So Paladin is out, but I honestly think this could would be good for Hunter alongside Spider Bomb decks, so probably pick that class. :D
Insanely Broken and straight up power-creep on Wasteland Assassin. Basically unless your opponent has a full board clear: this card will never ever die. Read this card as "Gain Stealth and Divine Sheild at the end of your turn." because in a lot of cases that is exactly the effect it has. Which is pretty much broken.
I don't understand how the weapon submission option works without violating the first rule of the competition. It doesn't make much sense putting Reborn on a weapon, since that's what the rules/restrictions imply.
The first rule just states you can't submit cards that just give or interact with Reborn as a keyword. Psychopomp doesn't have Reborn itself, it gives it to another minion. Likewise Pharaoh Cat wouldn't be allowed because it doesn't have Reborn either, it just has synergy with the keyword.
Yes, they haven't put Reborn on a weapon, but theoretically there's nothing that says they couldn't. You'd just have to mentally switch out '1-health remaining" with '1-durability remaining' if reborn was on a weapon.
Just to clarify about the rules: I know you can't make cards that give or just synergise with reborn, but does it count if I make a card that gains reborn under certain conditions?
Like something for hunter that says "Battlecry: gain reborn if you have a beast." or something?
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1) Imgur: Don't use it. (This is on the front page people)
2) Formatting. It's not easy to read all the keywords on one line, and you shouldn't have a space between the two sections of the ability.
3) Why on earth is an Annoy-o-tron not a mech? (Granted I would not want this thing discoverable in Boom Warrior, but then why make it an Annoyotron?)
4) All that said, I don't really like this card. It's unlikely to be balanced, and it's a really unwieldy, wordy and unintuitive card. Honestly? Just do away with the whole random aspect and give it Reborn, Taunt, Divine Shield and Poisonous. It's sticky, powerful, INSANELY annoying to get through, and can do a lot of damage to mid-range decks.
It's not even just that: It's her own synergy that breaks her.
If you're able to give her reborn through Embalming Ritual or even just pinging her to one health: She'll be Reborn with 1 Health and then give herself herself reborn through her effect: so immortal 3/1that also makes everything else immortal.
Change is really simple though. Make her text read: Reborn, Your other minions gain Reborn at the end of turn. (Or even just: When you play a minion, give it Reborn.)
Keeps the 'Everything Reborn' idea while making her not completely broken with everything.
@ProsiaczekPuchatek Most people don't have high level artistic talents. There's nothing wrong with using Googled pictures for a contest that's just a bit of fun.
Feel free to draw your own images if you want, but don't act snobbish other people can't.
First of all: make it a legendary. This effect it too dang powerful for just an epic. 2nd of all: this card is just too dang powerful full stop.
Let me put it this way: in the current standard format, both Paladin and Druid have exactly four cards that could possibly kill this reliably. And all of them are neutrals. (To be specific: Deathwing, Tinkmaster Overspark, Big Game Hunter, and Voodoo Doll. Doomsayer and also Choose-both Keeper of the Grove technically can kill this, but that's why I said 'reliable ways'.) There are no Druid or Paladin standard cards that remove without dealing damage, and sweet mercy on your poor opponent if you could draft this in arena.
There's a difference between something being weak to silence effects, and something that forces silence to be run by a class that literally cannot kill it otherwise.
Yeah, this is not as slow as you think it is. Yes, it doesn't do anything when you place it down but I'm honestly reminded of Rez-Preist when I see this, and that is not a good thing.
Hear me out: You place this down on turn 4, it does nothing. But if your opponent just has a minion on the field, you trade the Phoenix, then you ping it with hero power. +2 spell damage in 1 turn: your next turn Blizzard is now a Flamestrike. At worst, if you only pinged this, you have +5 spell damage, (essentially permanently) by turn 10. If your opponent has any minions at all, and maybe needs to use an AoE effect one time: this minion gains +11 Spell Damage in 6 turns. That's not quite as bad as having 4 Obsidian Statues up by turn 8; but I'd say it's close.
Defiantly your best designed one by far. Thematic, looks balanced. I like it a lot! (And am rather scared to compete against it with my own rogue weapon if I'm honest.)
Repeat again: Don't use Imgur. (Also you don't really need to specify what Reborn does. The 1-durability requirement is part and parcel to the keyword.)
Otherwise, I think 4 or 5 mana would be a little bit better. Unlike trying to multi-hit with Sul'thraze, it shouldn't be that difficult to get something to 3 health or less to kill with this weapon.
Definitely think that Spirit guide is the best designed of the two: Suddenly healing totem is the biggest threat. I'd say it's a little weak stat-lined though, probably give it 3 attack. The effect of permanent reborn via conditions is much probably more worth 1 mana than two.
I'm less keen on Growing Sapling simply because of the second Choose One option. It's worded in such a way that I can't tell if it becomes reborn forever or only once after it dies the first time: and neither option is that great. Might I suggest instead the option be between 2 2/2 treants and 2 1/1 Saplings with Reborn. That way as token druid, (where this would almost certainly go) you'd able to choose between a little more damage or being a bit stickier, both of which are actually good.
I like your photoshop skills. You have potential. ;)
Regarding your query, since Mekgineer Thermaplugg doesn't trigger when he dies, you shouldn't have to worry about that. The only thing I'm thinking about is that there's few enemy board clears in Druid, so realistically you'd have to combo with Wispering Woods or the like to properly abuse this, and I'm not sure how well it would fit in Hand Druid or Token Druid. I love the idea and it seems balanced, I'm just struggling to think of where it would fit into a deck.
Okay: So compare Blood of The Ancient One and Mogu Cultist. The first is small number of really big expensive minions that combine over two turns, the second requires a lot of cheap minions to combine in one turn. Your card is an expensive minion that need to combine with other things in a single turn: as a deathrattle.
Just thinking of the logistics here: Lets imagine you did, somehow, get three Zuls on the board at once. You need 6 Dark Youngs to combo. So just Hellfire and you have three Dark Young and Three Zuls: How do you kill the Zuls without the Dark Youngs also dying? Two Mortal Coils and a Shadow Bolt for 9 mana maybe? Cause you cant AoE them down; the Dark Youngs need to be alive. And all of this all needs to happen on one turn to work.
And that brings me to Ghun which is: No. Just No.
First off: Hexproof isn't a keyword. And if you mean "Can't be target by spell or Hero powers", Soggoth the Slitherer was hard to remove, and he was 5/9. This is 30/30. So not only is this card almost impossible to pull off, but it's absolutely broken while also being too slow, since you need to play him the next turn you pull off this combo, that means your opponent has a full turn with your empty board + any direct damaging effects the turn after that to kill you.
I understand where the idea came from, but there is a lot wrong with basically every stage of this card to make worth playing.
Absolutely love it! But a couple of quick reminders: 1) Don't use Imgur. I needed to basically code to see what your card looks like. Theres a link on the first post to a site that will work.
B) Paladin cards aren't allowed. Condition 3 of the opening post specifies that if you make a class card, it can't be for a class that got Reborn minions in the expansion. So Paladin is out, but I honestly think this could would be good for Hunter alongside Spider Bomb decks, so probably pick that class. :D
Doesn't follow rule 1 I'm afraid: The card you make has to either have Reborn, or be able to acquire it. Your card gives reborn, so it isn't allowed.
Insanely Broken and straight up power-creep on Wasteland Assassin. Basically unless your opponent has a full board clear: this card will never ever die. Read this card as "Gain Stealth and Divine Sheild at the end of your turn." because in a lot of cases that is exactly the effect it has. Which is pretty much broken.
The first rule just states you can't submit cards that just give or interact with Reborn as a keyword. Psychopomp doesn't have Reborn itself, it gives it to another minion. Likewise Pharaoh Cat wouldn't be allowed because it doesn't have Reborn either, it just has synergy with the keyword.
Yes, they haven't put Reborn on a weapon, but theoretically there's nothing that says they couldn't. You'd just have to mentally switch out '1-health remaining" with '1-durability remaining' if reborn was on a weapon.
Just to clarify about the rules: I know you can't make cards that give or just synergise with reborn, but does it count if I make a card that gains reborn under certain conditions?
Like something for hunter that says "Battlecry: gain reborn if you have a beast." or something?