• 1

    posted a message on Weekly Card Design Competition 8.14 - Discussion Thread
    Quote from Noah_McGrath >>

    Here's 2 options. I don't know if i should include or not the battlecry explination.

    Examples: Arcanite Reaper gives +5/+2. Blood Razor gives +2/+2 then deals 1 to all minions. Eaglehorn Bow gives +3/+2 and +1 health after your secret is revealed. Perdition's Blade gives +2/+2 then deals 1 damage (2 if combo). 

    The million dollar question is: is Candleshot too dangerous if it had the Magnetic tag? It's possible I might have overreacted; a 1-mana spell that gave +1/+3 and Immune while Attacking would've been way too snowball-y, early game, but the earliest you could pull off that combo is Turn 4, Turn 3 with The Coin, and only if you already had a Mech in play with the Armaments Engineer. There's also the shenanigans you could pull with Kingsbane, but, again, is it an overreaction?

    If Candleshot's immunity and Kingsbane's immortality are too powerful to give, then there's no other elegant solution other than just picking the least problematic class with Weapon's access and making the Armaments Engineer belong to that class. If they come late enough (and good lord, I just called Turns 4 and 3 "late enough"), you could remove the (2+) Mana clause and keep it Neutral.

    Quote from RazorOfArtorias >>

    What about this? Seems balanced? 

     

    Overall, I'm digging on this card. I think you could get away with making it a 4/4, but 5/3 is a more interesting and pleasing statline. I think what you need to make this complete is a Token for clarity, just to demonstrate what this new weapon would look like. Do you equip a multi-purpose weapon with constantly fluctuating attack, or does the minion kinda appear in your weapon slot? Which of these two would it look like?

    or  (I'm sorry)

    Quote from kasper376 >>

    Is something like this allowed? In one way it supports Mechs but it also slightly counters them? 

    Yeah, that downside is just massive. And trying to actively use it as a counter would be just as high-roll and unfun. You might get some Trolden clips out of this, but, otherwise, no one would run this card. It's far too unreliable, and incredibly weak on its own should you come up short.

    Quote from Sillyraptor >>

    Just a couple of ideas I came up with right off the bat (yes I know Mech isn't capitalized when it should be i'll fix that in the final go)

    Forgetful is the unnamed mechanic of 50% chance to attack the wrong enemy, I just couldn't put that on there without making the card look cluttered. Mech-Racer is probably too cheap for the bonus too, should probably either make him 3 mana or a 2 mana 2/1  

    Between the two, I'd stick with the Mech-Racer. Both reintroducing and codifying an old keyword seems outside the scope of these card design contests, plus the Mech-Racer is just a better, more impactful card for its cost.

    Quote from Wailor >>

    Anyway, here's my new card, which I think is miles better than my previous ones.

    She allows you grow your board both wide and tall. Kinda like Fandral Staghelm for Magnetic cards.

    What do you think? I'm not too sure of the cost and stats, however, so any suggestion is welcome.

    Definitely an improvement. I think you actually got a good balance of cost and stats; cheaper and the combo potential starts to get worrying; weaker and it becomes less appealing to use. Magnetic minions tend to be understatted for their cost (with the exception of Glow-Tron, and Venomizer but that's a Hunter card, we're dealing with Paladins), so it's much more manageable than Fandral's "Choose Both" effect.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 8.14 - Discussion Thread
    Quote from Turkeybag >>

     

    This feels inefficient. On top of being weaker stat-wise than I think it needs to be for its mana cost, you're still probably going 2-for-1 against your opponent, spending this card and your Mech to deal with their one threat while maybe damaging another minion (ideally killing it and going 2-for-2, which is...better, not great, still very fair), or getting in some extra face damage at least. And playing it with a fresh Mech on the same turn is even worse, since you're basically spending 3 more Mana for +1/+2 on Skaterbot. You could probably get away with making it a 2/4, or lower it to 3 mana.

    Quote from Demonxz95 >>

     

    I....totally forgot Baleful Banker was a thing! Boy is my face red! I mean, I also forgot Manic Soulcaster but that was a year ago, two years since Standard relevance, the Banker was literally the expansion that started this year. Still, Schematics Runner's probably not the card I'm going to go forward with...although, I did have another version in mind that was slightly more costly (say, 5 mana), significantly stronger (4/6), and shuffled a copy of all friendly Mechs into the deck. Would that be worth exploring, or should the focus be more on Pit Crewman or Denton?

    As for the Demolition Expert, I don't think you have to worry too much about the 2-mana slot. You don't need to run all the synergy cards to make a synergistic deck work; Bomb Toss and Whirliglider are "for lack of anything better" tech, and the Demo Goblin would make for a good replacement... Although, if you wanted to commit to the theme, you'd probably want to play the Demo Goblin later in the game when you've got more targets to hit. And an emergency 3-mana 2/2 is incredibly worse than a 2-mana 2/2. So...what if you instead upped the cost (and stat-line, appropriately) and gave that new Deathrattle to all friendly Mechs?

    Quote from BOOOOOOOOOOM >>

    Skaterbot with +1 Attack for +1 Mana, +3 Attack if you remember not to run this in, first. Very fair, decent, not sure what to suggest for Balance while still keeping the core of the card idea, but it still feels like a reprint, overall. Maybe you could push it further, make it stronger but more expensive, rather than fulfilling the cheap niche. Although, that said, I do love the image of a Mech hopping into the goblin's sidecar and then detaching to crash into the enemy, first, that is so on brand, it's great.

    Posted in: Fan Creations
  • 4

    posted a message on Weekly Card Design Competition 8.13 - Submission Topic

    So if Trials are to Genn what Quests are to Baku, why not design a card that further supports the classes that would rather have a (1) cost Hero Power rather than an Upgraded one? Evenlock was the easy pick. And what support does Evenlock need? Well, all its super star cards are on the higher end, and without cards like Voidlord , their survivability relies on cards like Sunfury Protector or Vulgar Homunculus . By bargaining with the Burning Legion, you cut the middle man, and you start with Taunt already on your Mountain Giant s and your 6+ Health Twilight Drake s.

    Of course, in Warlock more than anything, power comes at a price: Soul Tap now deals 5 damage to your Hero on use (in two separate increments), and the downside lasts even with you play Bloodreaver Gul'dan . And since the Burden acts as a separate source of damage, it won't trigger Siphon Life's Lifedrinker effect, so your Hero Power becomes just straight "Deal 3 damage." Still good, but you loose that late game survivability and certainty of victory.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 8.13 - Discussion Topic
    Quote from Demonxz95 >>

    So, I just came up with a really stupid idea. The trial effect may be too powerful, but the card is intentionally stupid, and yes I think that's a valid response.

     You should call the trial "Yogg Take the Wheel"

    (and the burden "Wake me in 5 minutes")

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 8.11 - Discussion Topic
    Quote from FunPolice749 >>

    So I think I got a pretty decent idea for the challenge but I want to hear some outside opinions. 

    This is meant to a powerful late game tool for a control (or heal) paladin that it currently lacks. However I'm a little worried that the hero powers are unbalanced. Namely what would you do to fix/balance the hero powers while still leaving it to be powerful.

     

    I'm with @AUzg in regards to their comments, and general interest in the card. I'd just like to add some of my own: the Faith Hero Power would also look better zoomed in a bit. The real challenge, though, is how to phrase the resets. I'm assuming your intent here, granted, but it feels like, with the word "empower" rather than "upgrade," the idea is that, after a hero power is used, it resets back to Faith. I'd be inclined to add the line "Reset to Faith" at the end of Vindication and Seraphim, but then you're running up against the line limit and massive text shrinkage, meaning you might have to put the Gain Health and Attack effects on the same line.

    Quote from Chocfudges >>

    Wow, I spent a lot of time creating this one, but feel free to give your opinions on what I should submit/change.

     

    Blood Magic Spells:

    Token: 

     

    Just a bit of formatting advice, but, the cost reduction clause on Zenor should probably read: "Costs (1) less each time your hero takes damage on your turn this game."

    Mechanically, you're spoiled for choice as far as the Blood Magic goes. Vampiric Thirst is the only way to activate Zenor's Lifesteal, since Warlock doesn't have any way to give themselves weapons with an attack value (not since Medivh, the Guardian rotated out), and with 6 Blood Magic spells in the pool, there are going to be a lot of instances where you don't get Vampiric Thirst on offer, which means an entire element of Zenor's effect goes unused. On top of that, some of the Blood Magic doesn't seem thematically right, being more "Soul Magic" than "Blood Magic." I'd narrow down the Discover pool to just Blood Harvest (while also bumping up its cost to 2), Vampiric Thirst, and Altar of Blood. We've had cards that Discovered between only three options before (Arch-Thief Rafaam), and you're not overwhelming users with a plethora of tokens.

    Posted in: Fan Creations
  • 8

    posted a message on Weekly Card Design Competition 8.11 - Submission Topic

    You gotta spend Mana to make Mana. Remember, this isn't each time you spend Mana Crystals, it's a 1-to-1 saving. Play Hench-Clan Thug , that's 3 mana off Sound Investment. Fungalmancer , that's 5 mana (for now). Preparation + Vanish , 3 mana. You'd need to spend 25 mana to make this a less flexible Nourish , but, if you curve out perfectly turns 1 through 5, that's already 15 mana. 21 if you curve out turn 6. Once you get to 25, it's easy enough to make this Arcane Intellect +1, maybe all the way to 0 Mana Draw 3, the dream.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 8.11 - Discussion Topic
    Quote from Hieii >>

    @sinti yeah it totally sucks :D  I made it as a replacement of other ideas so it wasnt well thinking :/

     

    So i come back with a very last idea^^:

    I'm pretty sure the effect is Ok, but i don't know for the name (I mean an axe that unite, is that Union Axe or Axe of Union? :/ )

     

    Axe of Unity would be my call for a name. +2/+1 looks like a weird aura on a weapon. It feels like it should be +2 Attack only, or +1/+1 (full Stormwind Champion).

    Quote from ffinderous >>

    The 11-cost is based on Logan’s General Order No. 11.  So I wonder if the cost is reasonable.

    And ask for a better art. Thanks.

     

    This looks like another "Discover an X" card like Journey Below or Secret Plan. And the Legendaries from the past aren't always a guaranteed success, even with 3 shots. You could definitely high roll into Ragnaros, Lightlord, or Loatheb, but just as easily get a Discover set of Patches the Pirate, The Skeleton Knight, Majordomo Executus. At least you don't pull from other classes, so you don't get cards like Acidmaw or Wilfred Fizzlebang. So you'd need 10 or 11 Silver Hand Recruits for this to pay off. Even for Odd Paladin, that can be a big ask, only slightly accelerated in the mirror. Requiring just friendly minions in general might be better.

    Just for wording, I think something like "Remember the Fallen" might be a better name, and you need the condition to read "[...] Silver Hand Recruit that died this game" (no actual bolding, just pointing out the missing word). What about this for art?

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 8.09 - Discussion Topic

    @Hieii

    Sorry. Beatstick is a card game shorthand for a monster or minion that doesn't offer anything beyond raw stats. It can have a LOT of those stats, and, in fact, that's its best feature, but it doesn't have any built-in protection, or additional effects that give it more utility.

    So, in the context of the Pi-Rat, given the Tribal synergies you mentioned, I think the effect is strong enough, the ideal being to have at least two Beasts and/or Pirates in play to make it a 5/4, which is easier to do with Beasts.

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 8.09 - Discussion Topic

    @Shatterstar1998I'm really torn. "Eye of the Storm" is the more fulfilling pun, but "Bee-ware" has the more interesting effect, albeit with a weaker pun along with it. Maybe something like "2 Bees or Not 2 Bees," or "Un-bee-lievable" or "All A-Buzz."

    @ihascorm: On top of what Demonxz95 pointed out, "Felbent" feels like it's missing something, make it a phrase that it's punning off of. Like, "Felbent for Leather."

    @waterwaIker: Dynamite Duo is probably the most interesting card effect, but it also just sounds like a straight up thing, I keep having to convince myself it's a play on Dynamic Duo. Van Hellscream is just a perfect Hearthstone level parody, though, and his effect is pretty interesting and unique, which is probably worth something in a contest more about the play on words with more freedom for actual effects.

    @Wailor: I hate you! And I hate the bands you like! Usually, though, you get about...3 or 4 "S" instances in a card, with some major outliers either way, so, stupid though it may be, it's actually pretty fair.

    @Demonxz95: Seems mostly like a Ragnaros, Lightlord level anti-corruption, rather than a pun. And as a mirrored card in and of itself, it's....not the most interesting take you could've gone with it.

    @Giz4Gamer: Now that's the sort of high level pun I can grok with. It'd kind of a shame it's one of those puns where you'd have to explain the joke, but damn it works if you know it.

    @Fortify: Of the three, "What Doesn't Kill You" is the best designed card (basic though it is), although it's more of an idiom, not so much a play on words. Unless you count "taking it literally by literally making your minions strong." Whether it counts as a full play on words or not, it's still the best name of the bunch, as well.

    @ffinderous: This one's probably my favourite of the bunch, so far. I love the name and the art, just not sure if the effect goes with the name or not. (Also, the wording should be "After your opponent plays a minion, reduce the cost of a random minion in your hand by (1), 3 times.")

    Posted in: Fan Creations
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