• 1

    posted a message on Weekly Card Design Competition 10.20 - Submission Topic

    "Power... OVERWHELMING!"

    Although not strictly hearthstone themed, after seeing this art I knew it had to be done. Archon Form is somewhat different to Galakrond, with lower value Invoking cards, but a higher power Invoke effect. It starts off as 'Deal 3 damage to a random enemy. Overload: (1)', but by the time you upgrade and play the twilight archon, it can be 'Deal 4 damage to four random enemies. Overload: (4)', operating like Arcane Missiles. And yes, it Overloads for each Lightning Bolt cast.

    The intent is that the player becomes surging with ever increasing power, dealing massive damage to the opponent, and either winning, or destroying yourself in the process. Each time you use your hero power, is another time you've Invoked, so you'll Overload yourself further and further, dealing more damage, but limiting your own ability to do anything else.

    As an Archon might say:

    "We... BURN!"

    Posted in: Fan Creations
  • 3

    posted a message on Weekly Card Design Competition 10.18 - Submission

    Posted in: Fan Creations
  • 0

    posted a message on Nithogg

    Something tells me it's more of a reference to the mythical dragon Níðhöggr.

    https://en.wikipedia.org/wiki/N%C3%AD%C3%B0h%C3%B6ggr

    Posted in: Nithogg
  • 3

    posted a message on Weekly Card Design Competition 10.15 - Submission Topic

    "We're fairly certain your old weapons are just being stolen, broken, and sold back to you."

    Serrated Tooth, Necrium Blade, Waggle Pick... the possibilities are endless!*
    *The three weapons are branded as Endless™. Sethrak Excavation Inc. accepts no refunds.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 10.15 - Discussion Topic

    Starting off with a simple concept here. Being able to draw a weapon with a battlecry and reasonable stats is pretty powerful, but it comes at the cost of nerfing the weapon itself. Hopefully it's equally balanced and thematic - unearthing an ancient, but fragile weapon.

    I'll be giving more feedback if I participate more in the thread, but my favourite so far is @Shatterstar1998's Plague of Decay. With the recent Uldum plagues, this feels like a really nice way to introduce the effect, and fits in well with existing plagues. There are some other interesting cards like @Wailor's Harrison, Reckless Explorer, but feel like it's balanced in such a way that it'd be unfun to play against.

    Posted in: Fan Creations
  • 4

    posted a message on Weekly Card Design Competition 10.9 - Submission Topic

     "They said to 'Ride the Lightning', so we slapped a saddle on a Dread Raven!"

    I felt the best way to embody a Shaman / Paladin Dual Class card was to make a card that interacts with both the Divine Shield and Overload keywords. Rather than just slapping an overload cost on a strong minion, I decided to create a more versatile card, which acquires its 'paladin-themed' power by interacting with a shaman exclusive mechanic.

    Clarification: This minion's Overload means it grants itself Divine Shield. Unlike Battlecry effects, however, it does so *after* successfully being summoned, which means it can still be killed by secrets such as Snipe.

    Posted in: Fan Creations
  • 8

    posted a message on Weekly Card Design Competition 10.8 - Submission Topic

    "Shooting seven minions, with only six arms?  N'Zoth works in mysterious ways..."

    Posted in: Fan Creations
  • 0

    posted a message on Plague lord of Death

    It was a close call, but I managed to beat him from full health with Reno. Had the treasure that let you play your hero power for free after playing an even cost card, and filled my deck with even cost minions from then on. With the Arcane Trickery hero power, and a bunch of hero power buffing minions, it was pretty easy to keep the board clear for most of the game, while also dealing excess damage to the Plague Lord. 

    Posted in: Adventures
  • 1

    posted a message on Weekly Card Design Competition 10.4 - Submission Topic

    "Runes? Totems? I don't believe this Tauren have ever been to Druidic school!"

    I had a couple of ideas this week, but eventually settled on this. Hamuul essentially doubles all healing you do, and any armour you gain for the rest of the game. Since Druid tends to focus mostly on single target heals, and armour being harder to gain without duplicates, I think this is a strong yet thematic card, without being too unbalanced. He doesn't provide any immediate benefit, but the long term benefit might just be worth building a Highlander deck around.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 10.4 - Discussion Topic

    I have a couple of ideas this week. Hamuul essentially doubles all healing you do, and any armour you gain for the rest of the game. Since Druid tends to focus mostly on single target heals, and armour being harder to gain without duplicates, I think this might be a card worth building a highlander deck around. As for Li Li - Her effect summons a permanent 'minion' akin to Nether Portal, where it takes up a board space, but is unable to die, be removed, or otherwise interact.

    Though granting spell damage is rather generic, I felt summoning a permanent buff is pretty unique, and a little more flavourful and balanced than simply granting permanent spell damage as an aura. I'm honestly not sure which one I prefer - I think Hamuul works well in concept, but Li Li is more reasonably balanced. Let me know what you think!


    As for feedback, I'll focus mostly on the cards I like the mechanics / flavour of:

    Quote from LittleOgre >>

    Just for fun, so all classes have Highlander support.

    These are all the Hero Powers for all classes:

    Paladin: Backup and Boon of Light

    Warlock: Pain Split and The Pact

    Druid: Lifebloom and Touch of Bark

    Warrior: Invigorating Brew and Undermine

    Priest: Distort and Soothe

    Mage: Frostburn and Burning Wit

    Shaman: Evolution and Refresh

    Hunter: Opportunist and Pet Training

    Rogue: Yoink! and Cut-less

     I'm quite the fan of this one, since Dalaran Heist is one of my favourite adventures, but for how interesting it is, I think it's a tad understatted, or doesn't impact gameplay enough. I'd make it a Start of Game effect akin to Genn Greymane, where you select your hero power at the start of the game. It'd also be nice to choose the default hero power if you want to, making the effect a little more flexible.

    Quote from Triple_Factorial >>

    "Former Classic" basically means once-Classics that get sent to the Hall of Fame: Ice Block, Doomguard, Ragnaros the Firelord, and so on.

    I'd say "past Classic card" or "Classic card from the past," but none of them seemed to make sense.

     I'm a big fan of this one, it fits in well with the existing Toki card, but gives a unique twist, rewarding the highlander restriction with discovering from a limited pool. I think it might be better balanced / worded as 'Discover a classic card from the Hall of Fame', but I can see how that might take up some text space.

    Quote from Froggageddon >>

    Not sure if this is strong enough, has some use with most 2 drop elementals for shaman..
    Could also be used with Mountain Giant for 5 giants with 10 cards in hand.

    Missed the Elemental Tag on this one XD

    Quite the fan of the effect on this one, but I think it's a bit too low cost given how powerful it is, even in highlander. Somewhere around the 5 mana mark would make it just as impactful in the long run, without early game shenanigans with 1-2 mana minions. Based on Frost Lich Jaina, the wording would work better as 'Your Elementals have Echo this game.' Perhaps the heart itself could be an elemental too.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 10.3 - Final Poll

    Tempus Fugit is brilliant in my (snake) eyes. It's pretty balanced at one mana cheaper than Assassinate, since you'll only want to use it as the last card on your turn, making it less effective against taunt minions and such. The flavour is what sells it: the concept of time running out as the minion dies, the final curtain closing in only two short sentences. 

    Posted in: Fan Creations
  • 2

    posted a message on Should Counterspell counter Flare?

    Counterspell says When a spell is cast, which means it activates when you spend mana to play the card. Flare is a spell, and destroying secrets requires the spell to have been successfully cast. Since the countering of the spell casting resolves before flare can do any of its effects, the interaction is working as intended. 

    It's not the 'destroy secrets' effect that's being countered, it's the casting of the card, regardless of effect.

     

    Posted in: Card Discussion
  • 1

    posted a message on The Innkeeper Returns!

    The Innkeeper isn't something I personally tend to use, but I still appreciate the effort put in to bringing it back.

    Props to everyone involved - I'm glad to see it's being kept alive for anyone and everyone who uses it.

    Posted in: Innkeeper Feedback & Support
  • 3

    posted a message on Weekly Card Design Competition 10.3 - Submission Topic

    "I don't believe this Sethrak has ever been to medical school!"

    Though the concept of Refreshing Mana Crystals exists with Kun the Forgotten King, it hasn't been implemented to any broader extent. I figured an alchemist who refreshes your mana whenever you heal could be a nifty of bringing the mechanic back. By including Healing and Mana manipulation, it ought to fit in with recent cards like Lifeweaver.

    An earlier iteration involved being a neutral card with slightly higher attack and mana cost, but I feel it's most balanced and thematic as a Druid card. Best of luck to everyone, and let me know what you think in the Discussion Topic!

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