My hand is too full !
#single
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My hand is too full !
#single
106
"This cute little guy is dreaming about becoming the next World Tree....awwww....."
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As Bonemare is obviously the cover-model for this week, this guy is something like it's counterpart. Instead of performing a big temposwing while you have the board, this sacrifices a significant amount of tempo to possibly generate a bunch of fresh board presence over time.
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9
This was my submission a few weeks back on another card design competition.
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Entrance - Now, where did I put it last time?
Normal battlecry - Not here.
Alternative one - Ah finally, here it is .
Attack - I have no time for You. Beat it.
Death - Blast'd from the past.
Some of you may be wondering where you can include this in - well, he doesn't offer a tremendous value in a control deck, but he can still cycle himself, which is nice. Combo decks could use him as replacement for Coldlight Oracles , but I think, that he can shine to some extent in Aluneth decks just because he offers you the ability to find one of your already used burn spells.
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- Sticks and stones may break my bones, but...
- Good enough for me.
Explanation - Taunt is cheat. Me go face . Just imagine when you are playing a fast deck and the opponent rudely blocks your attacks with taunts. What will you do in this case? - just throw rocks at them.
On a more serious note - the tokens are Darkbomb s. They may deal a lot of damage, but the balanced part comes from the fact that the value you will get depends on your hand size. If you have only 4 cards in hand and use this one, you will get only 3 pebbles to throw. If this isn't enough and you want to increase the rock production, then you can wait but doing so you give your opponent enough time to react and to stabilize. I would play this in tempo decks just because they lack reach.
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"Huh, dis be a good sellin strategy. I be tryin dis" - Griftah.
Token:
Explanation:
This is a card generator. While you may only get worthless spells, their purpose is to actually activate your combo cards and thus some decks like Miracle Rogue would love to use them in their decks.
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My entry:
Typical warlocks with their "Lust for Power".
Explanation:
This is the warlock equivalent of Shrieking Shroom . It's bigger, better and kinkier. On the first turn you get 5/6 stats in summary (or roughly 4/5 if you consider the -1/-1 loss for the discarded card). I purposely made the Summoner understated and weak, in order for the opponent to answer him easily and to prevent him from snowballing further.
Just like with every discard, you don't know for sure what card you will be sacrificing. In some cases the zoo player will low roll and will discard something big or useful ( Tar Creeper , Doomguard or even Bloodreaver Gul'dan ). However this card enables an amazing tempo, which zoo decks always dreamed of. The summoner's effect functions like a pseudo continuous recruit mechanic - he summons minions for you w/o you having to pay any mana for them or w/o even drawing them first. Not to mention, that you can also benefit from the Demon synergy.
As you can see, we have a great power contained in a weak body and countered by randomness.
Big thanks to Sinti, CheeseEtc and ffinderous for their feedback.
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I want to adress phase durations for big comps. There are waaay too short. Those of us who participated in the Year Comp remember being stressed out about the extremely tight deadlines to the point that what was supposed to be fun became a chore. IIRC we had 3 weeks to do 45 cards with 9 different concepts (for 9 different classes). I felt this too during CCC#4 even though I was unemployed at the time, so I don't even imagine what it's like for someone with a job!
The number of sets/concepts we have to come up with is at least as important. I think that in the future, 2 weeks per set/concept is good. This will be especially important in the next big comp which, if it works the same way as previous ones, will be extremely heavy since this year is the biggest in terms of cards released (six full expansions with 135 cards each!). Longer phases would also mean more contestants, since many potential constestants don't enter due to lack of time.
Here's what I think would be ideal for the next class comp (provided nothing changes compared to previous ones obviously):
- 2 weeks for the initial phase
- 3 weeks for the basic set
- 3 weeks for the classic set
- 4 weeks for the 3 remaining phases, that is (UNG+KFT); (K&C+Witchwood); and (Boomsday+Rumble)
(I realize it would make the comp last 20 weeks exactly, not sure if it's nice or not to have the final poll at the end of a season)
I probably won't participate in this but I want to echo this. There was simply too little time in previous comps for people to participate properly.
Edit: Also where my flair at
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There's a typo in the title. It should be singular "Free Card Pack".
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I don't think Bomb Warrior is that OP, but it's a very frustrating deck to lose against because it's uninteractive. Sometimes you draw 4 bombs in a row and you can't do anything about it. I think this nerf to Augmented Elekk would de-cancerize BW while not killing it completely, and would also preserve the essence and playability of this otherwise interesting card.
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"That Ragnaros statue just threw a fireball at me! You don't believe me?! THEN WHY AM I ONE FIRE???"
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(I also got 3 other legendaries)
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I will definitely put her into my
hot waifus foldertoken decks.1
Value Rogue will never break the meta because of Rogue's utter lack of control tools. No taunt, no healing, only one pseudo-board clear in the form of Vanish.
Don't get me wrong, this card is very good, and this+bunny+Togwaggle's Scheme is scary. BUT it's not meta-breaking.
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THE ALCHEMIST
The Alchemist is a specialist in the art of transformation, generation, and combination; including of living material. Her specialties are:
STRENGTHS
WEAKNESSES
Showcased Cards
In all my cards, I will use the term "Type" to mean what is commonly called "tribe". It's the offical term!
TOKENS
Philosopher's Stone cost 2 because 0 would have been OP and 1 is hard-countered by Skulking Geist and anti-synergy with my "transform 1-Cost in hand" cards.
Lich King Challenge card
Spectral Trainee
"But Cheese! The Lich King card is supposed to highlight a weakness from your class! This highlights a strength!"
Contrary to what people believe, Lich King cards don't target a class' intrinsic weaknesses (except maybe the Rogue one) but rather forces them into a specific playstyle. Warlock must play Renolock, Hunter must play Spells, Shaman must play Murlocs, etc... My Lich King card does the same: it forces you to play a token playstyle. It is still a significant downside since the Trainess deal damage to you.
Remaining cards
Journey to Un'Goro
TOKENS
NOTES
Knights of the Frozen Throne
TOKENS
NOTES
LINKS TO PREVIOUS POSTS
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All 6-drops available for Mage (in YotD standard only)
By "average" I mean the quantity of stats one would normally expect on a 8-Cost minion
Insane
Good
Average
Bad
Either good or bad depending on circumstances
Probably good in Arena. Decent but not good enough to see play in constructed, the problem is that class cards are weighted more in discover effects, and all currently known mage 6-drops for YotD are bad :(
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I clicked for the title and I'm very disappointed.