• 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]

    I'd like to have more comments about my submission, please.

    Please upvote here and good luck to all of us participants! :)

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]
    Quote from mocandragon5 >>
    My ideas for this week:
    The stitched effect on Sharazar just saves space as to show the idea for both Warlock and Rogue. He is a class card to stop Warrior with the many Whirlwinds it has. These classes would expend their cheap damage spells or full board AoE to make big minions cheaper, using things such as Shiv or Hellfire. Please give suggestions as to possible name changes, et cetera, or other classes this could fit.
    Rage Unending is a very conditional Emperor tick for a small cost, reducing control warrior minions. And yes, it allows a 5-mana card on the next turn.
    Both of these work off the fact you want big minions for Y'Shaarj but you want to be able to play these cards earlier to keep board control. they also synergize with Joust cards which work with Y'Shaarj to some degree due to the same idea of wanting big cards.
    If I understand correctly, Sharazar, Rage Incarnate's effect activates only once when an AoE spell (like Whirlwind or Hellfire, for example) is cast and damages friendly minions. So it would be reducing the cost of your next minion by (1) only regardless of how many friendly minions were damaged if I'm correct. Doesn't sound Legendary too me, I think it can get away with being non-Legendary. You might have to nerf its stats a little bit and whatnot, but the effect itself isn't that powerful. Something truly worthy of being Legendary would be: "Whenever a friendly minion takes damage from a friendly source, the next minion you play costs (1) less." This way, it would be able to work off of multiple friendly minions being damaged, but it might be OP though.
    Rage Unending's text should read, "Cards in your hand that cost (5) or more cost (1) less." Regarldless, I think it's too expensive at 3 mana. Maybe give it one more effect or reduce its cost to 2.
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]
    Quote from binza >>

    I made this card for this weeks competition, what do you guys think? :)

     It should read "end-of-turn effect." Other than that, it's fine.
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]
    Quote from Mmrmm >>

    I am debating between these three:

     Definitely the Priest spell. Mage already has Ice Block and Warlock has Lord Jaraxxus. And besides, I don't think the other two cards support Y'Shaarj itself (the base card). As we all know, Priest needs some loving right now, so I'd pick the Priest spell.
    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition #4.03 [SUBMISSION]

    Not only supports Y'Shaarj, Rage Unbound, but the other Old Gods (not to mention the Giants) as well. Just like any other card, its effect only triggers when the game starts, so drawing a 10-or-more-mana card during the mulligan shouldn't count.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]
    Quote from Dillerion >>

    Just a cute card!;)

     This is only useful when played at turn 9 so that you'll be able to use the acquired Y'Shaarj immediately next turn. This card works better with non-Old God Legendaries IMO, but I believe it's legal since it still supports Y'Shaarj... right?
    Cute art, btw. Just out of curiosity, where did you get your card art?
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]
    Quote from 0xrgb >>
    Quote from yebaba >>

    Time Warp is a Mage spell in Wow, so I'd make it a Mage card, seems fine otherwise.

     Yes. I should change it to mage spell.
    +  nerf + use hearthstone's wording.
     This is just downright broken. The previous version was already fine, you just had to change it into a Mage spell and bump its cost to 2. But this? You do realize that this would also allow your minions to attack twice, akin to giving them all Windfury, right? You'd be able to refill your mana crystals as well. It might as well as say, "You win the game!", and there would've been no difference. That's just my opinion, though.
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]
    Quote from 0xrgb >>

    How about this card? It runs like Feign Death.

     The card itself is really, really cool. I know some minions that will combo really well with this card and I'm sure you know some, too. My only concern is that it doesn't just support Y'Shaarj so if this were in-game right now, decks will be built around it, not Y'Shaarj. Nevertheless, this might push some people to try Y'Shaarj out since it's the only Old God that's affected by its effect and minions without Battlecries combo well with Y'Shaarj.
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]
    Quote from Zukuu >>
    Quote from 0riginator >>
     I don't think that the chances of you drawing a 10-mana card at turn 1 are high, let alone good enough to consider for the balance (or lack of it) of the card. And even if you do draw a 10-mana card at turn 1 and get Lord Varo'then out, you'd have a dead card in your hand for several turns. Sure, you can argue that maybe you can draw one of the Old Gods at later turns (turns 3-4, for example),  but you'd still have a dead card in hand. I still think that the effect (not necessarily the stats) is balanced because the earlier you get this out, the longer the time that you'd have a dead card in hand that can only be used at turn 10 (less so if you're playing Druid, but you know what I mean).
    But if you're not convinced, maybe the stats have to be toned down or its effect has to be changed. I think that the summoning should be delayed i.e. it's summoned at the start of your next turn (or something else). Please let me know what you think :)
    Btw, mulligans aren't treated as drawing cards, right?
    P.S. Here's the card in question:
    Even if it was a 2/2 it would probably be OP. The problem is it comes out of your deck for free and can drop (and that chance isn't that slim) on turn 1 even. You would have that "dead card" in your hand either way, it's in no way, shape or form part of this card's budget. Just take a look at Nerubian Prophet. That is a 3 mana 4/4 in the best case scenario as tempo play and only becomes free after 6(!) turns of having it in your hand, and it's still only a 4/4 and has no taunt and still needs to be drawn.
    The only solution is to make it "from your hand" and lowering the stats, if you want to keep the effect mostly intact. It doesn't need to be legendary then either.

    Points taken. Now that you mention it, getting a strong body with Taunt for free is actually pretty strong. I've voiced my doubts earlier about the balance of the card, delaying the summon effect and whatnot. Nerubian Prophet is a good comparison to this card and it made me see how strong the previous version of the card was. Thanks for pointing that out :) So I've decided to nerf it, but not too much (it now only summons from the hand). Notice that it's still Legendary because I think getting to use its effect twice is too good IMO.

    Here's the current version. Any thoughts (from anyone)?

    Posted in: Fan Creations
  • 1

    posted a message on GAME OF THRONES MINI EXPANSION|Part 6: Warlock

    OK, first off - kudos to you for these cards. Most of them are really well done and the artwork is really awesome. Secondly, I have little to no knowledge of GoT lore, and I know but very few of the characters. With that said, I hope you understand that some of my suggestions on some of the cards might not be 'appropriate' or do not match their backgrounds in GoT. Please point these suggestions out so that I may correct myself.

    Mage Cards

      • Lord of Light's Avatar is underpowered. You'd have to have casted at least 5 spells before you play it to make it comparable to Pit Fighter. It's supposed to be stronger than that because it's a class-specific minion and players would most likely pick Pit Fighter just because it's more consistent if they wanted a decent 5-drop. It CAN be stronger than the Pit Fighter late game, but still...
      • You do know that Dracarys! also receives double bonuses to Spell Damage, right? Not sure if this is intended, but if that's the case, then it acts like a stronger Arcane Blast, but with Dragon synergy. It's a good card, I like it.
      • Wildfire is fine. Balanced as it is.
      • Daenerys Targaryen's effect is really good. It nets you more legendary minions later into the game. BUT this is not without disadvantages since you also have to commit 3 cards in your hand to keep your Dragon Eggs and this can be countered by Mill Decks really heavily. Nice card!

       Paladin Cards

      • Targaryen Knight's effect is balanced. Kind of the opposite of Inspire, but it's good. You don't always want to rush out those Recruits as Paladin.
      • Rebellion Army basically summons stronger Recruits, but it costs 1 more than Muster for Battle and 1 less than Stand Against Darkness. All of the aforementioned cards are weak to AoE (those tokens only have 1 health after all), but at least Muster gives you a weapon. This doesn't, but those tokens can trade really well with enemy minions and they can be useful when given Taunt. I think it's balanced and it's effect fits really well with its name (rebellion, and all). Nice job!
      • Kingsguard Champion is fine IMO. 5 Armor, contrary to what most people think, isn't really that powerful. And besides, Paladin doesn't have a 5-mana auto-include (yet) and its effect doesn't stack even if you have 2 of them. If it did, then it's blatantly OP. It doesn't, so it's fine.
      • I don't think Jaime Lannister should be in-game (currently). It's not imbalanced or anything, it's just that if Paladin were to have that card in-game RIGHT NOW, then it would be the only class to have a somewhat viable Big Game Hunter. And we all know why Big Game Hunter was nerfed, right?

       I'll make sure to comment on some of your other cards later when I find time. Nice job!

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]
    Quote from Zukuu >>

    And you think a turn 1 6/6 with taunt is balanced why?

     I don't think that the chances of you drawing a 10-mana card at turn 1 are high, let alone good enough to consider for the balance (or lack of it) of the card. And even if you do draw a 10-mana card at turn 1 and get Lord Varo'then out, you'd have a dead card in your hand for several turns. Sure, you can argue that maybe you can draw one of the Old Gods at later turns (turns 3-4, for example),  but you'd still have a dead card in hand. I still think that the effect (not necessarily the stats) is balanced because the earlier you get this out, the longer the time that you'd have a dead card in hand that can only be used at turn 10 (less so if you're playing Druid, but you know what I mean).
    But if you're not convinced, maybe the stats have to be toned down or its effect has to be changed. I think that the summoning should be delayed i.e. it's summoned at the start of your next turn (or something else). Please let me know what you think :)
    Btw, mulligans aren't treated as drawing cards, right?
    P.S. Here's the card in question:
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.03 [DISCUSSION]

    This is what I came up with:

    It also supports the other Old Gods since they cost 10 mana, but I think decks that center around Y'Shaarj will benefit from it the most since the other Old Gods already have so much support (C'Thun has his worshippers, Yogg-Saron is supported by all spells, and N'Zoth is supported by literally all Deathrattle minions in-game). It also helps alleviate the frustration you feel when you draw a 10-mana card early in to the game. I can imagine this being incredibly powerful when drawing any of the Old Gods at Turn 2 (turning something that would've been pretty unfortunate into something that would be preeeetty good).

    Posted in: Fan Creations
  • 0

    posted a message on Make the Card

    Next: Make Priests great again (I don't care how, just do it).

    Posted in: Fan Creations
  • 0

    posted a message on Make the Card

    Note: The Mana Tide Totems are summoned adjacent to Totemic Farseer - as per the art :)

    Next: Another one...

    P.S. I meant one more Druid Totem card (sorry for the confusion).

    Posted in: Fan Creations
  • 0

    posted a message on Make the Card

    Next: A card that gives something to or may benefit your opponent in exchange for something.

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.