Meant to submit something similar for the weapon competition but this is pretty cool here too
- Celeritas
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Xpertranger9 posted a message on Weekly Card Design Competition #4.07 [SUBMISSION]Posted in: Fan Creations -
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Shaveyou posted a message on Weekly Card Design Competition #4.06 [SUBMISSION]Posted in: Fan CreationsMy submission for the week.
Designed to synergise with spells such as Claw, Bite and Savagery. Can't be used to attack without hero powering first though.
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PupleMD posted a message on Weekly Card Design Competition #4.06 [SUBMISSION]The 0-attack means you'll have to aquire the attack some other way, usually with your hero power. Compared to Wild Growth for balance, where that card gives you an instant 1 crystal, this gives you two much harder to obtain mana crystals.
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Woshiwo posted a message on Weekly Card Design Competition #4.06 [SUBMISSION]Balance: You freeze and deal 4 damage to the first enemy (you can't choose) that attacks your Hero but you still take the damage from it. Next turn, you'll have a 4-Attack weapon with one charge left (you can choose what to attack). Also has synergy with Ice Lance and Shatter.
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renqaz posted a message on Weekly Card Design Competition #4.01 [SUBMISSION]Posted in: Fan CreationsThe artifacts are the ones from Arch-Thief Rafaam. And yes, that is weirdly the capitalization
EDIT: My card got turned into a box with an x :( I just fixed it.
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Kvothe1698 posted a message on Weekly Card Design Competition #4.01 [SUBMISSION]Basically replaces two of your cards with Mountain Giants. Definitely can build a deck around it or even just as a late-game topdeck to get two 8/8's.
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Gomelus posted a message on Weekly Card Design Competition #4.01 [SUBMISSION]The name Master Jouster was already taken.
Joust diehards rejoice! This is the card you were waiting for. Whenever a joust effect is triggered, your minion revealed will always be this one.
A few clarifications:
-It gets revealed if it's in your deck OR hand, not if in play or dead. This way it doesn't become a dead card if you draw it before a joust (plus flavor!)
-The Cost reduction triggers whether you win or lose the joust, meaning the first joust costs 12, the second 9 and so on.
-It CAN become a deadweight and lose you all jousts, but that's intended! You're not supposed to win them all, and the purpose of this card is to make a terrible mechanic actually reliable. -
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ShadowsOfSense posted a message on Weekly Card Design Competition #4.01 [SUBMISSION]Druid has always been one of the most interesting classes to me, because there's a lot of different ways you could think about designing new cards for them. In this case, I wanted to give them something that would encourage the play of Poison Seeds, Soul of the Forest and the newly nerfed Force of Nature. I also wanted to incorporate a more unusual method of cost reduction for this week.
With Force of Nature, this card becomes (3) mana - however, you also destroy the Treants when it is played, so you end up with an 8 mana total cost for an 8/8. As such, it'd be best to see if you can keep the Treants alive 'til a later turn, when throwing out a (3) mana 8/8 and some other cards would be more beneficial.
Soul of the Forest is hard to judge. It could result in a costless 8/8 if played correctly, but your opponent would try and play around that where possible. I'd say you could average two Treants out of it, which might be enough to justify it.
Poison Seeds is interesting. To be able to play them both on the same turn, you'd need a minimum of two minions on your side of the field - (4) mana for the Poison Seeds, and then (6) mana for the Desolate Lurcher. However, this is a full board clear that leaves you with an 8/8, as it destroys ALL Treants when it is summoned, not just your own. I could see this being played as a good comeback helper.
Additionally you have Cenarius's Treants, but these likely won't last long with Taunt. You can always keep them in mind when deckbuilding, though.
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Papamiah posted a message on Weekly Card Design Competition #4.01 [SUBMISSION]Posted in: Fan Creations -
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MardyVain posted a message on The Ivory Tower of Karazhan (1/4 Wings Designed)Posted in: Fan Creations
"The sins that corrupted my soul haunt these forgotten halls, adventurer. I've payed my mistakes with my own flesh, and still the chains that bind my spirit to this place didn't shattered. Immortality is my sentence: locked within these walls by guilt, wrapped by the flame of anger, I'm just a silent shadow struggling in the darkness.
But please - forgive my manners - let me introduce myself: I am Magna Medivh, the last Guardian of the Tirisfalen."Magna Medivh was once the ruler of Karazhan: as a Guardian of the Tirisfalen, he was a powerful archmage able to contain the Burning Legion threat; subdued by the will of the fallen Titan Sargeras, Medivh failed to comply his role and opened the Dark Portal - aided by an orc warlock called Gul'dan.
His treachery was ended by his most promising student, Khadgar, who pierced his hearth with his sword, destroying the spirit of Sargeras possessing him; Medivh's spirit, instead, survived, wandering on Azeroth aimlessly for years.
But now, the Guardian has reached his home once again, leaded by dark energies that surrounds the Ivory Tower of Karazhan.THE IVORY TOWER OF KARAZHAN - A HEARTHSTONE ADVENTURE
The whole WoW dungeon (TBC version) contains 12 bosses, and it was the first 10-man raid implemented in The Burning Crusade expansion. It had some of the most entertaining fights back in the days (like Opera Event and Chess Event), and I remember I used to run the dungeon even if it couldn't drop anymore something useful to me, just for the sake of fun. There are four wings in this concept, and each wing contains 3 bosses. The Adventure is divided into:
- The Servant Quarter (infested by Attumen the Huntsman, the Servant Quarter's Beast and Moroes);
- The Guest Quarter (inhabited by the Maiden of Virtue, the Curator and hosting the Opera Event);
- The Guardian's Library (keepers of the Guardian's secrets are Terestian Illhoof, the Shade of Aran and Netherspite);
- The Master's Terrace (after the Chess Event, Nightbane and Prince Malchezaar are spreading the corruption through the zone).
Without further linger, let's head to the first wing!
The Servant Quarter
Attumen the Huntsman - Normal Mode
The voice of Medivh echoes across the blackness of the stables:
"Attumen was once a fellow liveryman, the only one who managed to tame the fastest steed in my stables, Midnight. When the shadows enveloped Karazhan his heart embraced the darkness, and his spirit heard the whispers of a greater power - the same whispers I knew aswell. These rooms must become silent once again, the grooms have worked so much...they must be...so tired..."
Midnight/Attumen the Huntsman Deck
2xDeathcharger
2xHaunted Creeper
3xCall of the Herd
3xSkeletal Horse
3xUpgrade!
2xExecute
2xCleave
2xSlam
3xHeroic Strike
3xWieldy Sword
3xMortal Strike
2xBrawlSpecific Normal encounter cards:
The first boss in the entire adventure is Attumen the Huntsman, who will come in defense of his steed Midnight if attacked. In World of Warcraft Attumen the Huntsman is the easiest encounter of the whole raid; also, he is optional, and back in the days he was considered more or less a warm-up for the fresh group (I cannot remember a single time I wiped this boss). Another reason he was often engaged was that Attumen had a (infinitesimal) chance to drop the rare mount Midnight's Reins, who was really unlikely to see outside Karazhan.
During the first phase of the fight the raid had to face the only Midnight; when it reached 95% of health, second phase started and Attumen the Huntsman spawned to fight alongside his beloved horse; in the last phase, when Midnight reached 30% of health, Attumen the Huntsman mounted Midnight and started to cleave the tank. And at this point, the fight was pretty over.
To make things more fluid and dinamic, I thought about skipping phase two - the one in which Attumen the Huntsman and Midnight fighted separated.Phase One
Starting Dialogue: **Neigh**
When trying to emote with Boss: **Neigh**During Phase One Attumen the Huntsman is hiding in the dark, and the player must hurt his tender steed to make him show himself. This stage of the game consist in rushing Midnight to 25 (in Normal mode) as fast as you can, because during this phase the boss will hit like a truck: inspired by hunter's playstyle, Midnight will stomp everything (but preferably you) with its Hero Power, and will flood the board with annoying low Mana-cost minions. To avoid adventurers to abuse this phase to setup the board for the next one, Midnight's deck is filled with Deathcharger and Skeletal Horse, which won't make phase one last much.
Midnight will not use Warrior cards or Wieldy Sword, as Attumen the Huntsman won't use Hunter cards, Deathchargers, Haunted Creepers, Call of the Herd or Skeletal Horse.
When Midnight reaches 25 Health, Attumen the Huntsman will come to face you.Phase Two
Starting Dialogue: Who dares attack my steed? You will pay for your insolence!
After the change portrait: Come, Midnight, let's trample this pesky rat!
When trying to emote with Boss: You cannot distract me from the haunt!
After the defeat: So, at last...the hunter became...the haunted.At the start of phase two Attumen the Huntsman hold his Wieldy Sword; he will basically always have a weapon equipped, considering the one from the start plus the three copies in the deck. After he mounts his steed, the flavor of the game suddenly changes: Attumen the Huntsman will try to rush you down just using his own hands - this means, no more minions except from the ones already in play (he's going to play minions only if forced: i.e. when going for fatigue, but I'm pretty sure it shouldn't possible to reach the bottom of the decks). The damage output will be lower than phase one, while the burst damage will be a little higher; also, Attumen the Huntsman's Hero Power will force adventurers to make efficient deck choices, considering he's going to attack each turn, no matter what (Evil Heckler , I'm looking at you). Last but not least, Attumen the Huntsman's got a few removals (Execute and Brawl over all), that really could screw up your game.
After his defeat, Medivh shows up once again:"May you and Midnight ride forever, in the quiet of true death."
The Servant Quarter's Beasts - Normal Mode
Deeper, beneath the cellars of it's mansion, Medivh shows up once again:
"Where once the racket of my servants filled the rooms, now there is only silence. You should fear the stillness: the shadows conceal the beasts that overrun these undergrounds. Don't let the quiet lure you, adventurer, we're not alone. Something is waiting."
The Servant Quarter's Beasts' Deck
Hyakiss the Lurker Phase:
3xWebspinner
3xHaunted Creeper
4xCorrosive Spider
Rokad the Ravager Phase:
3xUnleash the Hounds
3xBite
4xEager Bloodhound
Shakidith the Gilder Phase:
3xEviscerate
3xSavage Roar
4xRuthless PredatorSpecific Normal encounter cards
Phase One
Starting Dialogue: Ikssssshh!
When trying to emote with Boss: Ksshkshhh!
After the defeat: **Whining**The Servant Quarter's Beasts are a bunch of tiny, evil critter that awaits you before your ascent to the top of Karazhan; and you have to face them all! In World of Warcraft your raid have to fight just one of them, spawned at random, and I've never considered them as a raid bosses - even if they had a pretty decent amount of HP for that time. This said, the first boss who blocks your way is Hyakiss the Lurker: in the MMROPG its main ability was similar to Maexxna's one: they both transform one raid member into a cocoon, stunning the poor player for even ten seconds!
Also, I wanted this fight to be challenging in a different way: every phase reduce the effectiveness of a particular ability, as the specific cards may suggest. Also, every boss will likely play its own cards - so i tried to balance the fight curve considering this.
During phase one Divine Shield (but also Armor) will not put you on a safe spot. Corrosive Spider can become a threat combined with Hyakiss the Lurker's Hero Power; it can also fill the board with spiders, slowly lowering you to death if you cannot react quickly.
Phase two will start as soon as Hyakiss the Lurker reaches 30 HP; no matter if you damage it for more, the second boss will have 30 HP anyway (consider this as a overkill); also the Hero Power prevents the OTK combo Priest.Phase Two
Starting Dialogue: **Roaarr!**
When trying to emote with Boss: **Growl**
After the defeat: **Muttering**Rokad is a ferocious bloodhound, haunting everything is moving around him; honestly this is not true in World of Warcraft, where this fight is a simple tank'n spank, but nevermind. During this phase the boss will hit you hard (and I mean hard): his Hero Power is a time bomb, and you need to rush him down to 15 HP fast. Taunt will help you survive his claws, but during this phase Deathrattle aren't going to come in handy (Piloted Shredder nerf). Nothing more to say, to be honest I think this is the phase where the fight resolves, either into a bad or into a good finale. When Rokad goes down to (at least) 15 HP, the last phase will start.
Phase Three
Starting dialogue, when trying to emote and after the defeat: **Screech**
The third phase isn't going to be cake: if Rokad the Ravager injured you badly, there is few chance you can survive Shakidith the Gilder. He can combo Ruthless Predators with Savage Roar to instantly vanish all your defensive effort, or he can burst you with Eviscerate. 15 Health, anyway, shouldn't be an issue at this stage of the fight, so if your board is set you can easily take him down in one turn or two.
After Shakidith the Gilder's death, you can see the shadow of a smile over Medivh's face:
"Even in the darkest depths, the smaller light can bring hope. But there are challenges you cannot even image, up to those stairs; don't be overconfident, but don't let the doubt slow your sword or confuse your mind.
Come, adventurer, there is a friend I didn't see for a long time, and I'm sure he's waiting for us."Moroes - Normal Mode
The shadowy figure of Medivh appears beside you:
"Even when I killed him, his eyes were wide and open, but his face was calm and confident. His voice wasn't trembling, nor his breath was quivering. Neither the death seemed to surprise my old friend Moroes; nothing could discompose the castellan".
Moroes' Deck
4xEmerald Ripper
Specific Normal encounter cards
Starting Dialogue: "Unnanounced guests? Hm, preparations must be made..."
When trying to emote with Boss: "You rang?"
When Moroes gains Stealth: "Now, where was I? Oh, yes..."
After the defeat: "Ceremonies...must not...be stopped"Moroes was the master of ceremonies in Karahzan. He was killed by Medivh during his final stage of madness, even if he seemed to be surprised of that: he was suddendly buried near the tower, where he rested until new, dark forces brought him to life to fill, once again, the banquet halls.
In WoW Moroes is surrounded by his guests, a few nobles of Darkshire, while having dinner served by his servant; the encounter itself was pretty funny: the entire party had to CC some of those noblemans to achieve success. While the adds were bringed down, Moroes from times to times Vanished and Garrote one random player, dealing ton of bleeding damage over time (that need to be healed pretty much constantly in order to prevent the player's death).
Without further linger, let's take a look at Moroes HS' mechanics!
First, his guests made into Hearthstone too, making the banquet's halls much more animated; let me introduce you la crème de la crème of Darkshire:Shadow Spells: Shadow Bolt, Shadow Word: Pain, Shadow Word: Death, Mind Blast.
Holy Spells: Flash Heal, Divine Strenght, Power Word: Glory, Thoughtsteal.Only 4 of those 6 minions will take place into the fight, chosen randomly. Moroes will not have any cards in his deck, except for the ones in his starting hand (being 4 Emerald Ripper). The four guests will be into the battlefield at the start of the game. Most of them are pretty simple to understand; however, some words need to be spent about Baroness Dorothea Millstipe and Lady Catriona Von'Indi.
Those two minions will cast one random spell at the start of Moroes' turn. Baroness Dorothea Millstipe will cast a shadow spell (see the spoiler above), choosing smartly the target: this said, she will always target random but appropriate enemy minions (she won't cast SW:D on a <5 Attack minion, for example, and she won't target friendly minions); if there are no minions on your side of the battlefield she will just cast Mind Blast for face damage.
Lady Catriona Von'Indi, instead, will constantly support her own allies with her spells, and sometimes will cast also Thoughsteal to add more flavor to this fight.*Let's have some pragmatic clarification about those two servants:
1) You have two Shielded Minibot on the board; Baroness Dorothea Millstipe has a chance to cast every shadow spells listed above except SW:D.
2)You have a Shielded Minibot and Deathwing on the board; Baroness Dorothea Millstipe has a chance to cast every shadow spells listed above.
3)You have one Chillwind Yeti on board; Lady Catriona Von'Indi has a chance to cast every holy spells.
4)All enemy characters are fully healed: Lady Catriona Von'Indi has a chance to cast every holy spells listed above except Flash Light and Resurrect.Now, let's have a look at the Deathrattle: all guests will break Moroes' Stealth when killed, but what's that? A stealthed Hero?
Indeed, Moroes will cast every turn his Hero Power; first of all, he will cast Vanish, gaining Stealth; while stealthed Moroes cannot be attacked and cannot be targeted by spells and Hero Powers (like any other stealthed minion). After that, his Hero Power will be replaced with Garrote, that will be casted the turn after if Moroes is still stealthed, dealing direct damage to your Hero. To prevent the damage, you have to kill one of his guests; doing this, Moroes won't cast Garrote on the next turn, and will also become also targetable, allowing you to harm him.
When Moroes loses Stealth, his Hero Power will turn back into Vanish, making you buy another turn.
Emerald Ripper is another pretty straightforward card: when stealthed Moroes will deal more damage, while he won't the turn after you break his Stealth. For this, is important to clarify the order of Moroes' action during his Stealth:Turn 1: Moroes casts Vanish - Moroes' servants will attack if able.
Turn 2: Moroes casts Garrote - Moroes' servants will attack if able - Moroes attacks (losing his Stealth after dealing damage) - Moroes casts Vanish.
Turn 3: like Turn 2.If you break his Stealth:
Turn 1: Moroes casts Vanish - Moroes' servants will attack if able.
Your turn: You kill one of Moroes' servants and he loses Stealth.
Turn 2: Moroes' servant attack if able - Moroes attacks (dealing 1 damage instead of 3) - Moroes casts Vanish.The goal of this fight is to rush the boss down before it's obviously too late; you will have to think about the exact moment in which kill one of the guests, to maximize your damage output, or what guest kill first to prevent a bad fight outcome. Also, pretty much all classes got early removals that can easily deal with (at least) one of the legendary minion on the board. There are also lot of spells/mechanics that can deal damage to your opponent without targeting it directly (Hellfire, Mind Blast, Flamewaker, Explosive Trap, Consecration...) You can also try to kill Moroes using draw mechanics (like in the Patchwerk encounter in Naxxramas), Beneath the Grounds, or big Taunt minions.
NB:Flare won't break Moroes' Stealth.After Moroes' defeat, Medivh will break the shadows once again:
"Once betrayed, then bent and enslaved...what a pitiful destiny was yours, my fellow castellan. I promise your services won't be forgotten, nor your loyalty won't be buried into the misery of these halls. Back to us Hero, there are dangers ahead that need to be fought; I can sense a strange power awaiting in the dark, a power ancient as old as the world itself. Wait...Titans? How could it be?"
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The effect applies to your opponent too, so most people may choose the 2nd option (if you are playing an odd-Cost deck) unless you are facing an even-cost deck. Late game, this can act like 3 Freezing Trap s which is hard for your opponent to deal with (& if he kills all 3 Salamanders with an aoe, the next even-cost card he plays will cost (6) more).
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A card for spell & quest hunters. (Late game, you may discover the quest and complete it too)
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Have to give it low stats because it works better in multiples & will be strong in control decks.
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' Merge ' from Blood of The Ancient One . Ultrasaur
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Includes Mindbreaker , Ancient Mage , Blackwater Pirate , Venomancer , and soon-to-be C******* C****** . Synergy with Shadowstep .
In Memory Of:
Corridor Creeper & Patches the Pirate
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Only enemy minion attack; does not work for spells.
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Inspiration from Carnivorous Cube obviously. Works well with card draws i.e. Arcane Intellect . Does not duplicate Secrets though.
20 Damage Combo :
10 mana: 2x Herbivorous Sphere + Mind Blast + Embrace the Shadow + Circle of Healing
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Slimy goos which are super tacky especially in token buff deck. Synergy with Shadowstep , toxic with Mark of the Lotus etc.