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    posted a message on Weekly Card Design Competition - Feedback

    For the adventure design competition, I'd suggest not eliminating adventures on a round by round basis. After several competitors in later rounds left due to the time consumption required, it left the competition small, when those from earlier rounds could've competed with more content. So rounds should go more on a point system, with each adventure trying to score the most votes overall. Maybe bonus votes for winning a round. Elimination works for weekly competitions because submissions are very time consuming, and there's lots of submissions as a result, whereas adventures require a lot of tuning and consideration, and as a result less competitors and, more importantly, less returning participants and voters.

    Posted in: Fan Creations
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    posted a message on Adventure Creation Competition - [PHASE I SUBMISSION]

    Deep in the desert sands of Tanaris, the Caverns of Time have been opened for any adventurer brave enough to take the perilous journey. Inside, the Bronze Dragonflight and the Timewalkers guard the Hourglass of Time, protecting the future (and the past) of Azeroth. The guardians of time have discovered that the Infinite Dragonflight is attempting to rewrite history, and destroy the Hourglass of Time. It is up to you, brave adventurer, to stop the Infinite Dragons from distorting history and find the leader of these mysterious new enemies.

    The Caverns of Time is a 5 wing adventure, with 60 new collectible cards. Each class will receive 2 common, 2 rare, and 1 epic card, in addition to 15 neutral cards, including 5 legendaries. There are 16 new bosses, with 3 cards earned at the end of each one, as well as 3 given as a reward for beating the adventure, as well as 9 Class Challenges.

    At the climax of the conflict, Nozdormu sends you to the End of Time, where you must defeat Murozond, Lord of The Infinite and Leader of the Infinite Dragonflight.

    Having taken over The Hourglass in an alternate timeline, he uses it to use powerful cards from previous boss fights that would surely destroy any adventurer. Luckily, tampering with The Hourglass has twisted reality, causing some of his cards to backfire. Nozdormu will also send you his blessings to help empower your minions, spells, and Hero Power. Even then, it will be a difficult fight, and on Heroic it will be even more challenging, as the Hourglass will switch to Hero Powers from previous Heroic bosses.

    In addition to an epic new adventure, there are 50 new cards to gain from travelling in the past.

    Several new spells have been added that activate twice. These spells will only target minions, but will but will be cheaper, and there effects double from spell damage, reinforcing control decks to counteract some of the stickier minions being playing in the aggressive meta.

     

    In addition, your travels through the past have given you cards that interact with time, as many new minions will have effects at the start or end of your turn. Dragons, demons, and undead are all at your disposal.

    Of course, an awesome boss must have an awesome effect. While The Lord of The Infinite does not make as big of an impact as Deathwing, he allows control decks to last longer against other control decks, and if you can repeat his effect after playing him, you can draw the war against any opponent until the End of Time! (Or until the start of the 90th turn).

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.03 [SUBMISSION]

    My submission is a card that is designed to help Ramp Druids in general, but it combos with Y'Shaarj pretty well. To be clear the exact implication of this card, it works exactly as if after you played the card both players hit the end turn button as soon as it became available. Both player's beginning and end turn effects (such as Y'Shaarj) would trigger, would gain a mana crystal, and draw a card on the immediately ended turns. This means both players gain 2 mana and draw 2 cards (because you gain one of both from the skipped turn and the next turn that you start) and if Y'Shaarj was on the board, he would trigger twice. This card not only combos with him well, it also works well with the only deck that usually runs him, and interacts well with other Ramp friendly cards like Baron Geddon, Emperor Thaurissan, Hogger, Ragnaros, The Firelord, Ysera, and even Chromaggus.

    Edit: Deleted the extra image I uploaded. Sorry :S

    Posted in: Fan Creations
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    posted a message on My Fan Made Cards: Opinions on balance are welcome

    I added the images as attachments and it only allows a maximum of 5. Is there a way around it for photos saved to my desktop? Thanks

    Posted in: Fan Creations
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    posted a message on My Fan Made Cards: Opinions on balance are welcome

    I'm glad to see your thoughts sudhirking. I'll go a little more in depth.

    For Cyclone, I agree that it's a bit underpowered. I was comparing it to Freezing Trap and Deadly Shot, but totally didn't consider Sap. I for making a card cost more, Making it not random may make it a bit too powerful, but perhaps making it 4 or even 3 mana may make it a decent removal card.

    For Druid of the Pack, I intending on making a Dark Aarakoha for other Druid architypes, but perhaps making it more verastile was poor design. Perhaps reducing its base health by one is fair, since most Choose One cards are designed to be balancing even as if they weren't Choose Ones. Although maybe that's wrong.

    For Eclipse, I am honestly proud of it. I think you understand the concept pretty well, but I'll clarify a couple more things. Not only will both players gain 2 mana, they will also draw 2 cards, making it good for ramp and mill. An important interaction to consider is with cards that trigger at the beginning and ending of each turn. Cards like Ysera, Ragnaros, Y'Shaarj, and especially Emperor Thaurissan. Certainly a card that could get better over time.

    For Rain of Arrows, I'm glad you agree with it. Hunter has been a class that many people have wanted to turn into a control deck, and it has been desperately lacking any significant board clears. although weak to select cards (like Grim Patron and Acolyte of Pain), it's effect is double with spell damage, so with the right cards a spell control hunter could see play.

    For Prismatic Crystal, I'm not sure if you think it's over or under powered, but it use to be broken. before if was 2 mana and said "whenever a minion takes damage" which would've been ridiculous. It's a decent 3 drop to help control the board, but susceptible to spells. 

    For Swift Hawkstrider, Jousting is certainly a dead idea, but I feel like it fit the theme well and it was balanced enough to at least be include. Maybe they'll add more jousting in the future to help these cards out. It should be mentioned that you have never mentioned the effects every card has on arena, which is as important to card balancing as ranked play.

    For Dwarven Mortar Team, I agree it's not a good card, but it's able to get at least one shot off, which is pretty powerful for a 4 drop.

    For Divine Inspiration, I can see how it's not very good. I think the problem is the card is week early in the game and only adds value to aggro decks late game, but not every card can be great.

    For Light's Vengeance, I realize Paladin is already well equiped, but I feel making it expensive makes it better for control decks, and it thematically works best for Paladin. A proof of concept card I guess.

    For Blackrock Blademaster,  I agree it's a really powerful AoE. maybe a 6 mana 5/4 would be better, since it makes it harder to use alongside a brawl. 

    For Vampiric Touch, I think the cheapest it should be is 3 mana, since being able to remove anything on the board as long as you have a minion is pretty powerful, especially since priest can buff minions really well to make them survive aggro minions. 

    For Gaurdian Spirit, I am surprised you think it is that bad. Having a minion that can tank damage, especially on a class with powerful buffs and stabilization, this card may not be meta defining, but it has a chance in arena, Inner Fire decks, or super control decks.

    For Recuperate, Your hero restores health that was lost from a weapon attack or maybe an explosive trap too. you bringing up Far Seer is a good point. It's rare you'll ever get more value than Healing Touch. I'll have to go back to the drawing board on this one.

    For Backstabber's Bluff, this is my other card that I'm proud of. It actually made it into the weekly card competition poll, except a lot cheaper. It's an expensive weapon because not only do you get a 4/2 weapon, you also temporarily gain control of a minion for however long you want. It limits rogue from using thelr weapon once they use it though, so choosing the right target is crucial. 

    For Deathstalker, it's interesting you mentioned the rarity of it's usefulness. I originally was a 4 mana 3/4. What do you think? I'm not sure how to balance it.

    Thanks for your ideas!

    Posted in: Fan Creations
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    posted a message on My Fan Made Cards: Opinions on balance are welcome

    And here are the last few I have for now.

    Posted in: Fan Creations
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    posted a message on My Fan Made Cards: Opinions on balance are welcome

    A couple more to consider!

    Posted in: Fan Creations
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    posted a message on My Fan Made Cards: Opinions on balance are welcome

    Welcome! These are some of my most recent creations. Some of them are inspired from the weekly competitions, and I have some more I will be posting soon. I feel I have balanced most of them, but opinions are welcome. If you'd like an explanation on a certain cards mechanics or balancing, I'll respond as soon as possible. I hope you enjoy!

    Posted in: Fan Creations
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    posted a message on New Card Creations!

    Life's Bite seems pretty balanced card, as stated above a bit out of warrior's theme but still good.

    Lap Dog is okay. Balanced I guess, but it's too specific. Cards that focus on a specific synergy (like C'thun) require at least some other cards to help solidify it. I suggests build cards around helping combos to make Edwin more viable.

    Knock out might seem like a decent card until you realize you are spending 2 mana to freeze a minion, which is vastly inferior to Frost Bolt. Maybe make it a secret, but even then it's weak compared to Freezing Trap.

    Posted in: Fan Creations
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    posted a message on WCDC Season 3 Finale - Mini-Competition #3: Fun and Games (Submission Topic)

    Clarification: at the end of each of your turns, a different friendly minion on the board will be randomly copied and put into the deck, without changing Chromie or the minion that was copied.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.16 - Submission Topic

    Despite the significant 4 mana cost, this card offers more immediate board presence than Sword of Justice. It makes smaller minions much more powerful, yet only to the ones summoned on that turn, allowing the opponent time to answer. If this card needed to be nerfed, it could be increased to 5 mana cost or at worse a 3 mana that gives +1/+1.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #37 - Submission Topic [Ended]

    My submission is really simple, but extremely powerful, slowing down the game for both players which helps prevent combos and forces its removal to be expensive if you don't already have big threats on the board

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #35 - Submission Topic [Ended]

    Metamorphosis is such a unique ability for Warlocks that I believe it deserves to be their only secret. To clarify, it will activate the turn after you play it and you will deactivate at the end of that turn. It will replace any hero power, such as Soul Tap, INFERNO!, and even stolen hero powers, but only for that turn.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #32 - Submission Topic [ENDED]

    REMOVED

    (REMINDER: Deleting Submission Topic posts is against the rules.)

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #32 - Discussion Topic

    I assume the rules do not count Warcraft 3 inspired cards, which is unfortunate :/

    Posted in: Fan Creations
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