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    posted a message on Weekly Card Design Competition #4.19 - Submission Topic

    Rest (X): If this minion does not attack for X turns, it gains a certain effect (does not count the first turn where the minion cannot attack anyways.)

    So here are 3 ways to utilise this effect. The Arcane Shieldbearer cannot attack at all, thus it will get divine shield every turn, becoming a big nuisance to deal with. Overall, a rather boring but annoying use of the Rest. The Wind-up Gun is almost like a 4 mana 5/4 with charge if played on turn 2. While this is quite broken, remember that enemies have more chances to kill this minion before it gets to attack. Thus, the true power comes out when you coin this on turn 1. Many 2 mana cards cannot deal with the 5/4 early on and thus your opponent needs to either play a 1 drop and 2 drop to trade into the Wind-up Gun, or use 2 charge minions to kill it before you take the 5 damage, both making it an unworthy trade. Finally, the Patient Tactician. Since Rest stacks, you will get the +1/+1 everytime you activate Rest. This card adds an element of complexity to the mechanic. You can get the windfury and start attacking, or wait for the immunity when attacking to get some very good trades in. Or even wait longer to get better stats.

     

     

    Side note: pls ignore my deleted post above, I was struggling witht he formatting and accidentally posted that one. Then, when i went to edit it, I accidentally posted a new comment instead of editting the old one

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    posted a message on Weekly Card Design Competition #4.19 - Submission Topic

    REMOVED

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    posted a message on Weekly Card Design Competition 3.14 [Discussion Topic]

    My idea. It works pretty good if you get shredder or something like that. Also pretty good with patient assassin or ragnoros, especially on turn one, which woud be quite op in fact. Its like the miniture warfare brawl. Any feedback?

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    posted a message on Weekly Card Design Competition #39 - Discussion Topic

     

    Is this allowed? Feedbaack pls.

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    posted a message on Weekly Card Design Competition #36 - Submission Topic. [CLOSED]

    The Pandarians are sort of impartial, hence the art.

    The keyword Impartial means that a minion is at the centre of the board (In between both player's field). Impartial minions can be used by anyone during their turn. eg: Archmage Antonidas will give Fireballs to whichever player that plays a spell during their turn. And Deathrattles that spawn minions will spawn Impartial  minions too.

    Balance explanation: Since anything summoned, good or bad, will be mutually used, I think it is justified.

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    posted a message on Weekly Card Design Competition #35 - Final Poll
    Quote from The_Odinson>>
    Quote from Delta_Narg>>
    Quote from The_Odinson>>

    Rush - Of all the cheap Rogue secrets, and the one I feel like should cost almost nothing costs 3. This effect is cool I guess, its one of the few cards that uses time. This wouldn't cause me to play hastily for fear of triggering this unless I was really far behind on board. 2/10

    Fair point. But I costed it at 3 mostly because of Noz. 0 mana would kill your opponent if you have Noz. Also, Windfury costs 2 mana. A secret that could do the same for your whole board should cost at least 2 more. So I attached a heavy drawback to it and bumped made it 3 mana. Might be UP, but anything cheaper might be OP, I don't really know.

    Consecration costs 4 and technically Explosive Trap does the same thing for 2. Assassinate costs 5, Vaporize costs 3. Making something require a secret trigger is definitely a cost reduction. This hitting all your stuff is a mana increase, but you could easily have made this costs 2 from that. If you consider that your opponent knows exactly what the secret is, which they would as per the design rules laid out at the start, they would know that this only triggers if they play slowly, and so unless they really really had to think about a very difficult play they would likely never trigger this unintentionally, so this costing 1 is probably fine. Even if you have Nozdormu (which costs 9) and this, so a turn 10 play, 8 with an Emperor Thaurissan, ok, Noz and whatever else you have have Windfury, but if your opponent can deal with Noz they might still be able to deal with what ever other stuff you have. It also means you're playing Noz and this in your deck, which aren't going to be great all the time, pretty much only together.

    I'm not sure if 1 or 2 is the right cost, but I don't think its 3 is all. I still think your card was a cool idea, but the overall execution and likelihood of the card being playable if real is not very high.

    You have a great point, but I feel that you are not paying 3 mana for the windfury, but for the mind games you get from the card. Against a calm person, this would probably not have too much of an impact. But against most of the community, they will panic and play fast and rushed plays, causing them to do irrational things. See players when there is Noz on the board, they have to move fast, and it's this effect that I feel makes it 3 mana.
    In all truth, windfury alone is not that strong, but frankly, I could not think of a more dangerous effect that is not confirmed lethal. Also, in don't think this debate is getting anywhere, I agree with most of the things you say, so lets end it here shall we?
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    posted a message on Weekly Card Design Competition #35 - Final Poll
    Quote from The_Odinson>>

    Rush - Of all the cheap Rogue secrets, and the one I feel like should cost almost nothing costs 3. This effect is cool I guess, its one of the few cards that uses time. This wouldn't cause me to play hastily for fear of triggering this unless I was really far behind on board. 2/10

    Fair point. But I costed it at 3 mostly because of Noz. 0 mana would kill your opponent if you have Noz. Also, Windfury costs 2 mana. A secret that could do the same for your whole board should cost at least 2 more. So I attached a heavy drawback to it and bumped made it 3 mana. Might be UP, but anything cheaper might be OP, I don't really know.

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    posted a message on Weekly Card Design Competition #35 - Final Poll

    Thanks for all the votes, really glad to be in the finals.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #35 - Discussion Topic
    Quote from Telefonkabel>>



    - skillful card, cause it could wreck your opponents plan, or aquire nothing (like Loatheb)
    - enables combos at least
    plus in general:
    - A secret, even more so when it‘s a the only one of a class, has to force interaction (otherwise you could put the effect into a spell or a battlecry like in Loatheb or Saboteur!)
    - A secret should have an individual mana-cost for each class, and shouldn't be too expensive (therefore only 0 or 4 Mana would fit) --> Mad Scientist
    - A secret should somehow remain a »secret« (a bad example is Competitive Spirit)
    - A sole secret, like in this competition claimed, cries for a tech-role

    but should it be epic cause of arena? is a 0-mana-tech-card enough without cycling? am i missing something? :)

    I'll address each of your points.

    - Not really all that skillful. Most of the time, it WILL wreck your opponent's plans, especially against combo decks. I can think of less situations when this will aquire nothing than I can think of ways this will wreck your opponent. It would let you stall one more turn where you can get ahead in tempo and snowball your way to victory.

    - It does enable combos, making it even more dangerous and moving it more towards "broken". Theeffect is strong enough, we don't need more upsides to this card than we already have.

    - This card does'nt force interaction, it disables interaction. Unless your opponent has EXACTLY the card to counter this (High cost cards that work well alone) , he would just lose all the tempo and lose the game. In fact, it could be a battlecry and would still be as broken.

    - Undercosted. I agree that secrets should be 0-4 mana, but think of it this way ; Would you make a 2 mana 3/2 with battlecry: Skip your opponent's next turn when he plays a card. No right? And yes, I know that your opponent can just not play card, but that woul be no different from playing one right? I think that 3-4 mana would be more blanced to justify it.

    - And finally, yes, I agree that a sole secret should see a tech role, i did the same, my card waas also very techish (and a bit broken too). But in the end, tech cards shoud be mildly balanced, somewhere I feel we both failed at.

     

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    posted a message on Weekly Card Design Competition #35 - Discussion Topic
    Quote from abenx >>
    Thanks for the advice, my submission already contains a "Shuriken" card, I was just too lazy to insert the image here again. Would a name like "Slice n' Dice" work? It's more humorous, that's for sure, but I'm not sure if it describes this card accurately enough.

    Like I said, I'm not good with making names, in actual fact, I think Swift Strike is totally fine. Does'nt really matter that it is a WoW ability, Hearthstone already has a bunch of stuff that do not equate to their WoW counterparts, such as Malygos' art really being Kalecgos and Gruul not being Gruul. But if you really want to change the name, Slice n' Dice is also good.

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    posted a message on Weekly Card Design Competition #35 - Discussion Topic
    Quote from Edalcmagal >>

    I was confused when I saw this at first. I think a better wording should be like " Secret: If your opponent plays a card, put a Dodgeball into his battlefield. When your turn starts, deal 6 damage to the enemy hero" This way it's less confusing and it follows the wording of other HS cards like Mad Scientist, Competitive Spirit, and Steady Shot.

    Wording aside, I think this card is quite cool, if you play this on turn one, and your opponen does not have a 1drop or 2 drop, you baasically force him to waste his coin. If you are against Handlock, whose game does'nt start for real until turn 4, you get free 6 damage.

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    posted a message on Weekly Card Design Competition #35 - Discussion Topic

    Already submitted mine, but I got another idea. Any feedback on this card?

    Yes, yes, I know that secrets only trigger during your opponents turn. I'm talking about stuff like Imp Gang Boss summoning an Imp or Voidcaller spawning a demon during your opponents turn.

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    posted a message on Weekly Card Design Competition #35 - Discussion Topic
    Quote from abenx >>

    I think something like Shuriken Toss will be okay, I'm not the best at making names. Also, I suggest that you make a seperate card for the Shuriken and add it in a spoiler in your sumbission. Good luck!

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    posted a message on Weekly Card Design Competition #35 - Submission Topic [Ended]

    An interesting mechanic that triggers when your opponent has little time left. The best part is, since there is no indicater to tell you how much time you have left, except for the rope, your opponent will try to play as short a turn as possible in fear of the windfury. If your opponent lost the previous turn to the rope, his turn will start with a rope, instanly activating this secret, even if he plays a card. This way, no one would dare rope against a rogue. OP with Nozdormu.

    Ropecoach direct counter! YAY!!!

     

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