Quote from davebosch3 >>Wow nice review
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McF4rtson posted a message on Which Witch? - A Card Design Competition (Final Poll)Posted in: Fan CreationsI felt obligated to review all the entries, as it is my class after all. -
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McF4rtson posted a message on Which Witch? - A Card Design Competition (Final Poll)Posted in: Fan CreationsAll cards:
- Naga Sentinel: Just an all-around fair card. Most of the time, it'll be a Fierce Monkey that *might* shuffle on card in. Because of that, I think it's a fairly average entry. It doesn't exactly fit in with the Witchwood aesthetics, however, something I noticed with a lot of the entries, not just this one.
- Marvs, the Sea Horror: Well, the effect is unique, but keeping track of Health being restored from last turn is not a mechanic currently in the game. In addition, shuffling what I assume are random minions on board, and I also assume not including itself, it fairly weak, since it can very easily backfire. Typos and syntax errors detract from the card.
- 15 pound muddy: Too weak.
- Tidal Brute: I actually somewhat liked this card, though it is probably too complicated and perhaps a bit on the weak side. It is unplayable at 3 mana, barely on-par at 6 mana (5/5, Lifesteal) and slightly above average at 9 mana (9/9, Lifesteal). At 9 mana, it is far too clunky, however. Flavour text checks out, though.
- Atlantean Scout: This is the first of two Highborne Card generators. While both are overpowered, this one is a bit less so. I'd put this at 3 mana, maybe at a 2/1 Deathrattle. Also, you could have easily billed this as some sort of kelp/swamp/marsh monster for the Witchwood.
- Tidemancer Sorasza: Similar to Marvs, the Sea Horror, but removes the randomness. It instead functions like a really good Psychic Scream, but only works at 10 cards or less. It is a bit difficult to meet this card's condition, but even just shuffling in two cards from your opponents field to your deck is massive value (2 entombs plus a 5/3 body, plus 4/4 stats). It is very slow, though.
- Sea Witch Ahtagah: First of all, instead of mixing reservoir with battlecries, I used two reservoir effects on the same card. It saves space. Next, discarding cards goes against *most* Sea Witch deck playstyles. Not too crazy over this card, sorry. Also, do keep in mind that is not a Warcraft Naga.
- Poseidon: A very... tough card to evaluate. I would first of all say the typos and "God" race detract greatly from this card, and it does not fit into Witchwood at all. Second, the effect is honestly hard to balance. I think it might be way too good, comparing it to Prince Keleseth. I think building a deck with just Sea Witch cards is very doable, and does not limit deck building nearly as much as no 2-Cost cards does.
- Echoing Wavecaller: No need for the Battlecry after Reservoir, it is like the keyword Choose One and Combo. The idea is sound. Rewards you for keeping your deck large, and 20+ isn't too hard to pull off. Maybe 3/2.
- Hydra, Forgotten Evil: 5 lines is too much. The concept is fairly neat, however. In addition, I'd give it a tiny bit more health.
- Dawn of a New Age: Just a strange card. It's a non-quest legendary spell. In addition, I can't really tell what your Reservoir is, but I assume you meant 0-10 cards. In any case, having a 9 mana card that does nothing at all until very late in the game is just not good.
- Spectral Summoner: A very interesting card. It certainly embodies the strong healing the Sea Witch is known for. Maybe not as a 1 mana 2/2, though. This is one of those very hard to visualize cards, as the effect is just so delayed. In addition, I would have chosen a more swampy-Murloc picture, if you really wanted to choose a Murloc.
- Sudden Wave: Don't forget the Witchwood card icon. Simply because there is already a 1 mana spell that deals damage based on deck size, I have to give this card a no-go. However, even if I did not have a card that existed already, this card would be a little frustrating to play. You can't see how many Ocean Depths there are in your deck, it is not like Armor and Shield Slam. You'd have to constantly remember how many times you added OD into the deck.
- Hydross the Unstable: Very interesting. Very interesting. As you point out, not drawing your Ocean Depths can certainly be a good thing to some Sea Witch decklists. And you even managed to incorporate a worgen-like effect. My only gripe is card art; I would have chosen a green, poisoned Water Elemental, and the purple one you used, I have already used for a card in the class.
- Waverberator: Too many lines. I do like the overall direction of this card, however.
- Escaped Gilnean Soldier: This might actually be too good. I'd bump it down to either a 4/4 or a 3/5, to keep it in line with Rabid Worgen.
- Rassharom, Jinyu Prophet: What is a Jinyu doing in Gilneas...? But in any case, I like the battlecry effect very much. Simple, could even go on an Epic spell or weapon.
- Tsunami: Basically a better Twisting Nether in a class that is supposed to have subpar AOE. Do keep in mind, there is already an 8-mana AOE in this class, an it is also an epic. Also, Gilneas doesn't do tsunamis. Finally, you lost me with the Reservoir effect. What loses health, your hero? Why would there be a penalty when you use this card at 10 or less cards, that is, late in the game?
- Aqua Pulse: Looks fine to me. Could even go to 2 damage, like Flame Geyser.
- Crazed Torrent: What a strange card. Well, first of all, it's too wordy. This effect might also be better off on a Legendary minion. I like the shuffle your deck into your deck part. Giving them "cast on drawn" is very interesting... but would most certainly backfire with spells. Hard to evaluate.
- Ship Sinker: Far too powerful, and doesn't really fit the Sea Witch flavour. Would be better as a Rogue card with less Attack. The ability to regain stealth is very powerful, especially if at 5 attack.
- Naida, the First Witch: This is too slow and weak. Fal'dorei Stalker does basically the same thing but way cheaper and with much better stats. And is an epic.
- Book of Ocean: Great art, but the effect is too unreliable. It's basically a really weak Far Sight. With Echo.
- Depthsea Naga: That is most certainly not a Warcraft Naga. Typos and too many lines of text also detract from this card. Despite this, the general idea is decent. It is too strong however, because of the Echo; even at a large deck size, at 6 mana, you already get a 6/4 with a Consecration. In addition, having a gap between the two Reservoir effects is a bad idea; the card is unplayable in between those values. I'd have chosen (16+) and (0-15).
- High Tides: This will most likely be a staple in Healing Control Sea Witch. Warpath-level of utility; can reach excellent value starting at 6-mana. Gilneas doesn't get high tides though.
- Reccurent Assassin: Would work better as a neutral minion, and probably as a 3 mana of some sort.
- Maiden of the Swamp: There really isn't such a thing as deck order in hearthstone like physical card games. That being said, it is an interesting attempt to keep your Ocean Depths stuck in the deck.
- Darktide Commnader: I like this concept a lot (supports token Murloc which is how Sea Witch uses Murlocs), but I'd give the Murloc some extra stats, maybe a 3/5, akin to Violet Teacher. Violet Teacher gives you 1/1 vanillas, but it is far easier to proc her effect.
- Keel Ferryman: I couldn't find a way to shorten the text either. It's a very interesting card. Strong combo potential.
- Pixie of Depths: A lot of strange effects going on. Silencing is strong, but silencing a random enemy at the end of your turn is not. You typically want silence the moment you play a card, like Spellbreaker. Furthermore, having a buff off of Silencing a class card is just rather strange.
- Staff of the Marsh: I really like this card concept. It does clash somewhat with the KAC lifesteal weapon, but this could be run as a one-of. That being said, I think making it go to 1/4 or 2/3 would be better. Probably 2/3. A 6 mana 3/3 weapon is just awful. I'd much prefer a 4/3 or an Ass Blade with Lifesteal at 6 mana.
- Brackish Triton: Simple, clean. Too many stats though. Either 3/3 or 2/4, compare it to Rabid Worgen.
- Silver Tide Trinketkeeper: The second of the Highborne Cards-based entries. You're right, this is far too OP. There is a card in my Karazhan set. It is a 4-mana spell, which reads Discover a Highborne Card. That is essentially the baseline of how the Highborne cards were balanced. This card needs to be 5 mana, at least. And a nitpicky detail, but Silver Tide is an odd name choice.
- Sudden Rush: So... it's sort of like Houndmaster Shaw. It's actually not too bad, though you have typos and formatting errors. That being said, the main flaw with this card is that if buffs Murlocs in hand. Sea Witch murloc decks operate by swarming the board, so I'd much rather buff the field. It might even be a bad thing if you shuffle in too many copies of this card back into your deck by buffing your board rather than hand, as this card can easily be a dead draw.
- Stormglen Haunter: Decent card, solid. I feel like this would be better as a Priest card, however. A couple minor formatting errors as well.
- Water Stream: Welp.
- Groddo the Bogwarden: Best art. Solid healing effect, akin to Alexstraza but slower and less flexible. Essentially heals for a whopping ~20 Health and puts a fat beatstick into play.
- Tidelord Raznaj: I feel like this card woul not be played with the Sea Witch Death Knight, there simply is no point. Why slowly burn your opponent when you can combo out an OTK? In addition, faster decks rarely shuffle *too* many Ocean Depths into the deck so they can't utilise his burn effect. As such, this might see play in a midrange-y deck with this as a secondary win-condition. I would buff his stats, though, as he doesn't actually do anything the turn he is played. It could also see play in, like you said, low reservoir combo decks. Interesting card, I like it.
- Wisdom of the Deep: Solid. A bit more Witchwood flavour would be appreciated, but solid nonetheless.
- Rip Current: This is actually quite an interesting card. It emphasizes the Sea Witch's single-target removal strength. Might be too situational, though.
- Abyssal Horrors: One of the most unique effects. Well executed, though. It might even be a bit too strong, since it can function either as a Frostbolt or a mini Arcane Explosion. Furthermore, it can potentially increase deck size. I think it's a very flexible card, perfect for the Sea Witch.
- Sea Rune: Formatting and wording errors. I don't think card will work, as it is poor value whenever you play it less than 5 times. When you *do* play it five times, then it just becomes way too strong; draw 5, summon a huge 8/8.
- Lady Blackscale: This effect would fit more as a Priest card. Also, this is not a major problem, but that art is a pretty well-known depiction of Lady Azshara.
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deimereder posted a message on Weekly Card Design Competition 7.15 - Submission TopicPosted in: Fan Creations -
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Vision136 posted a message on Weekly Card Design Competition 7.14 - Final PollPosted in: Fan CreationsI wish I had been notified that my card made finals, or at least there should have been a news post, but congrats to the winner, whoever they were.
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Cogito_Ergo_Sum posted a message on Weekly Card Design Competition 7.14 - Final PollPosted in: Fan Creations -
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AlexHeinrichs posted a message on Fiendish CirclePosted in: Fiendish CircleThis shows how insane Imp-losion was.
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fanteezy posted a message on Snap FreezePosted in: Snap Freeze"Small Indian company"
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Nivmohnd posted a message on Fiendish CirclePosted in: Fiendish CircleCall in the Finishers for warlocks.
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RazorOfArtorias posted a message on The Feelings of Fatigue Card Design CompetitionPosted in: NewsI don't get all those "I don't like the card creation competitions, this is ruining my day!" comments lately. I'm zero interested in competitive HS and when there's a post on the front page about meta-decks or the top tournament I don't care about them but I'm not going to the comment section to bother those users interested in the subject.
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Ninehills42 posted a message on New Shaman Card Reveal - Totem CruncherPosted in: NewsOH yes, Lets kill ALL our totems, so we cant even bloodlust the enemy down! Perfect idea!
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