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    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
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    posted a message on Make the Card

    Next: A card commemorating a holiday of your country of origin. Bonus points if you can give a background or history lesson regarding such holiday :)

    Posted in: Fan Creations
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    posted a message on Make the Card

    Next: The use of the keyword Counter (as in Counterspell). Does NOT have to be mage.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.02 [SUBMISSION]

    It's more of a location than a structure, but I guess it still counts, right? Anyways, I think this card could be good with aggro or token decks, just so you can buff 'em up later. Notice that this is a neutral card that gives access to a class-specific card (which isn't entirely new). Why does it have 1 Attack? Well, that's because it's underground, and being underground doesn't really spell safety, doesn't it?

    Posted in: Fan Creations
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    posted a message on Make the Card

    Basically, the Enrage effects of your minions go online even without them being damaged. This buff is permanents btw, so even if your opponent damages and then heals your Enrage minions, they will still remain Enraged i.e. their Enrage effects are still active.

    Next: MOAR Enrage support!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.02 [DISCUSSION]
    Quote from AculAlHazred >>

    So, these are the ideas I've come up with so far. Any thoughts?

     

     

    I really like the effect of Great Observatory, but I think that it costs 1 more mana than it should. I know it's a Mage secret, but I really think you can get away with this if this costs 2 mana (essentially becoming a Hunter secret, but then you'll also have to find a more suitable name and art to suit the flavor). The cards you get are random, and there's a chance that you might not get to use its effect at all. Putting this card in a Mage deck makes no sense since Mages already have Arcane Intellect (unless you want to avoid fatigue, but then you'll probably need at least one copy for card draw).

    Witch Hut is... interesting. It has a cool effect, but I'm still not sure what class can make the most use out of its effect (Priest or Paladin, IMO). I think the card's balanced.

    Cursed Graveyard acts like a smaller Kel'Thuzad, except that it has to die first. Hmmm... I think it's too expensive at 4 mana, maybe it should cost 3.  The effect can be really awesome if you time it right, but may also do nothing if your opponent just kills it first during his/her turn. I'm not familiar enough with Warlock to give a solid opinion of this card, so I'm not really sure.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.02 [DISCUSSION]
    Quote from Nihls >>

    Hello everyone, here's two cards I made a few months ago, I thought it would be pretty good in token druid.


    I feel like it's a bit weak, what do you guys think?

     Ashenvale Moonwell is without a doubt UP. It's so weak as it is right now that I think it should cost 3 mana or spawn 2 Wisps to make it balanced. It has 0 Attack, so your opponent can trade freely with it, especially so at turn 5. Druid also has way better cards at 5 mana, so this would be pretty much unusable. It's currently the Cobra Shot of Druid, unless you really buff it up.
    Darkshore Sightseeing is like Raven Idol's bigger brother. It is less versatile, but it also restores health to your hero so I think it's fair overall. I don't see any problems with this card.
    Posted in: Fan Creations
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    posted a message on Card Forge 3 (Rogue + Priest)

    K'ure, as his name suggests, guides the Priest and helps him survive the early game. K'ure, in the lore, is one of the Naarus that guided the Draenei through their journey to Azeroth. I just thought that the effect kinda fits the lore behind the character. Personally, I, too don't like the alternative version of K'ure the Shepherd, but it was the only way I could think of to reduce its effect to 4 lines of text. But maybe the rules will have to be bent for this card, but I'm still unsure about it.

    I apologize for the late reply. I've been busy handling real life stuff, not to mention I've also been thinking about my future submission for this week's Weekly Design Competition. Good luck to your own future submission this week!

    Posted in: Fan Creations
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    posted a message on A Custom Card for each Class

    These are very good cards! I like the ideas and the new effects or concepts that some of these cards bring, especially those of Battle InstinctsTome of Knowledge and Aldrachi Warblades, but I do have some points to raise against or suggestions for the other cards.

    Enraged Blademaster deals too much damage to your hero, and can even be used against you if your opponent knows how to take advantage of its effect. One such way of doing so is ramming multiple small minions into it (with Silver Hand Recruits, for example) and you'll take AT LEAST 8 damage out of it since it will doing 4 damage to minions that attack it no matter the attacker's health. So yeah, I like the idea - I just don't like being lethaled very early. It's kinda like Millhouse Manastorm, except for minions.

    Druid of the Scythe with Savage Roar can deal at least 10 direct damage, and that's only for 7 mana. It acts like a mini-Force of Nature back when it still spawned three 2/2 Treants with Charge (it did cost 6 mana, though). There's a reason why the effect of Force of Nature was changed, and that's because it enables lethal too early and promotes non-interactive play. These are the same reasons why I don't like this card.

    I see no problems with the effects of Hippogryph Rider, it's just that I don't think it will be used much if it were in-game right now. It should be cheaper, but have weaker stats (just like Seb0815 said) just so that Priest can have better early game.

    Dreadlord should just be a 4/5. Its effect is situational anyway and it will still be balanced (the same way Mechanical Yeti is as balanced Chillwind Yeti). That's just my opinion, though.

    I don't really have any comments on Crawler Mine and Apocalypse since I have no way to tell if they're balanced or not. They both have cool effects, though.

    If you have the time, please check out some of my card ideas below! (Links in my signature)

    Posted in: Fan Creations
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    posted a message on Make the Card

    I'm sorry, I can't really think of any flavor text for this card. And besides, I never really paid much attention to flavor texts in-game. If you can think of one, please post it! I'd love to see one for this card.

    Posted in: Fan Creations
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    posted a message on Make the Card

    Next: Do more corrupted or reverse versions of legendary minions.

    EDIT: Got sniped, so do this AND a good card for Mill Rogue!

    Posted in: Fan Creations
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    posted a message on Make the Card

    It doesn't directly make use of your Overload, but it gives you an incentive to use Overload cards so I think it counts :p

    Next: A card with a particular synergy or mechanic, for a class that doesn't have it (example: a Beast for a class other than Hunter/Druid).

    Posted in: Fan Creations
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    posted a message on Make the Card

    Next: More of these, please!

    Posted in: Fan Creations
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    posted a message on Card Forge 3 (Rogue + Priest)

    I've added an alternative version to K'ure the Shepherd. This version deals damage to ALL minions ALL the time. Thematically (for Priest), this version is worse, but it was the only way I could think of  to shorten its effect to 4 lines of text. Please let me know which one you think is better :)

    Posted in: Fan Creations
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    posted a message on Make the Card

    Next: Bring back the "If you hold x card, make y happen", that wasn't too bad.

    Posted in: Fan Creations
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