• 8

    posted a message on Weekly Card Design Competition 6.17 - Submission Topic

    Keeping the 4 mana 7/7 meme alive. You need 8 mana to play this guy, but you can then choose to refresh 4 mana crystals which you can use to cast spells or play another minion or whatever.

    Or you can just use it to deal 3 damage to an enemy if you have no other cards you want to play.

    Posted in: Fan Creations
  • 11

    posted a message on Weekly Card Design Competition 6.15 - Submission Topic

    A late game oriented Hunter Trap, based on the mana drain sting in WoW

    For Example, if your opponent have 10 Mana Crystals and casts Arcane Intellect, the Secret trigger and depletes his remaining 7 Mana Crystals; If your opponent plays a Water Elemental then casts Arcane Intellect, the Secret now only depletes 3 Mana Crystals. The later the game goes, the more powerful this trap becomes as it can lock down more Mana Crystals, swinging the tempo to your favor, but it can be played around by smart opponent, as secret should be!

    Also, if your opponent has no Mana Crystal left after he casts his spell, the Secret will not trigger, since there isn't any crystals to deplete!

     

    Posted in: Fan Creations
  • 1

    posted a message on Kabal Crystal Runner

    Un'goro brought new life into our delivery girl, she's awesome in the new Secret mage.

    Her sweet, sweet voice doesn't hurt either

    Posted in: Kabal Crystal Runner
  • 6

    posted a message on Greetings From Gadgetzan - Upcoming Content Hints?

    May be after the eerie dark theme of WotOG, they are going for a more relaxing, beach going, tanning and surfing theme?

    New Keyword: Relax

    If this minion could attack this turn but didn't, do something.

    Posted in: News
  • 4

    posted a message on Weekly Card Design Competition #4.15 - Submission Topic

    Everyone's favourite orc babe.

                                       The Minion                                                           The Hero

                      Equipped Weapon                                   New Hero Power

    Instead of the ultra control game most replacement Hero are aiming for, Garona is meant for "One last dance".

    You can play her and use her as a normal minion, her Stealth and 5 Health means she's very likely to survive for you to buff her with Cold Blood or other spells.

    On the other hand, you may also play her and not attack with her if you are close to dying. I can't remember how many games I've lost despite having a nice stealth board because my opponent just burst me down, making me wish if only I have one more turn. Her cheap hero power to get rid of Taunt, and a good 5 damage weapon, means she could very well be that one extra turn you need to win a close game. After that turn, you better wish your opponent's board is empty and he has no direct damage, because her 5 Health means pretty much any class can instantly burst her down.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.13 - Discussion Topic

    It's been a while since I submit any card so I decide to go a little crazy here. It's a reverse DOOM! - Cheap board wipe but provide your opponent card advantage.

    Is the Mana Cost okay? Does it need to Cost (6) ? Or may be lower at 4? What do everyone think?

    Posted in: Fan Creations
  • 12

    posted a message on Weekly Card Design Competition #4.13 - Submission Topic

    The opposite of DOOM! - A cheap board wipe that makes your opponent draw cards.

    Against Aggro, you reset the board at the cost of giving your opponent card advantage, which, could be good or bad depending on your own hand and what he draws. Against Control, this card can be played as a Mill card, seeing it will probably force your opponent to draw 3-4 cards if you play it smart, giving you a fatigue advantage.

    Posted in: Fan Creations
  • 1

    posted a message on Valeera as the Rogue hero

    So far, the hero racial are:

    Orc: Shaman, Hunter, Warrior, Warlock

    Human: Priest, Mage, Paladin

    Blood Elf: Rogue, Paladin

    High Elf: Hunter

    Night Elf: Priest, Druid

    Dwarf: Warrior

    Murloc: Shaman

    Which leaves Tauren, Forsaken, Troll, Gnome, Goblin, Worgen, Panda, Draenai.

    my wish list for future Hero:

    Hamuul Runetotem - Tauren Druid

    Kil'Jaeden - Eredar Warlock

    Genn Greymane - Worgen Warrior

    Nathanos Blightcaller - Forsaken Hunter

    Lulubelle Fizzlebang - Gnome Warlock

     

    Posted in: General Discussion
  • 0

    posted a message on ladder is infested with freeze mage

    Really? I found Tempo Mage still the dominant trend even after the Yogg nerf.

    Not to mention ppl don't like running slow decks at the start of a season, which Freeze Mage totally is. Burn Mage on the other hand...

    Posted in: General Discussion
  • 0

    posted a message on Weekly Card Design Competition #4.11 [FINAL POLL]
    Quote from Aodhun >>

    Contract Bearer + Violet Illusionist on turn 9 though. Could build a massive card advantage in one turn, especially if deck was playing aggro and had mostly run out of cards in hand before turn 9.

    Aggro Zoolock wouldn't play 6-Drop, never mind holding onto two cards for a 9 Mana Combo.
    Handlock wouldn't play it either since they already have a decent hand size and unpredictablely huge damage spike. Imagine drawing Jaraxxus or even a Giant from it. The 9/12/25 damage is simply too much to handle
    Posted in: Fan Creations
  • 5

    posted a message on Ideas to Fix Yogg (If you think he is fine as he is, this is no thread for you)

    Yogg is fundamentally broken in a way that you cannot have a super powerful minion that's balanced by a super drawback.

    imagine a card that says "if you have this card in your opening hand, win the game. Otherwise, lose the game."

    That's what Yogg is. It can be ridiculously broke, but can also be lethal to you. However, huge drawback cannot balance huge power. And that's  the problem of Yogg

    Posted in: Card Discussion
  • 0

    posted a message on Weekly Card Design Competition 3.20 - Final Poll

    Thanks very much for choosing my card as Wild Card! 

    My votes this week go to Cipher of Damnation (Unique Concept), Wilt's Leg (Cow Level!!) and Emperor's Hammer (I will miss Emperor once he rotates out of Standard)

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 3.20 - Discussion Topic
    Quote from Entro9 >>
    Quote from PotatoesEatPie >>
    Quote from nurgling13 >>

    While there's already a Skull of Gul'dan in the first page, I personally don't like it much so I decide to submit my own, feedback appreciated.

    Balance: Transform into 6/6 at 2 Mana is powerful, but it requires a minion, you cannot attacked with the buffed stat at the same turn, and it also gives this card to your opponent. Compare to Demonfire, use that on a Flame Imp, and you already got a 5/4 that can attack and doesn't give your opponent a card. It can also target enemy minions to get rid of nasty cards like Tirion, but your opponent still gets a 6/6.

    Flavor: The first part, transforming into Demon is very obvious, ala Illidan. The second part, give to your opponent, is me feeling the skull has the honor of being the artifact that changes its owner most often.

    Think about it, Stormreaver Warlock -> Random Warrior -> Hurkan Skullsplinter, the Bonechewer chieftain -> Ner'zhul -> Deathwing -> Khadgar -> Legion -> Illidan -> Adventurer (ala Players)

    I honestly can't think of another artifacts that changes hand so many times.

    I like it. What of, instead of giving your opponent the card when it's cast, it gives the Infernal "Deathrattle: Add Skull of Gul'dan to your opponent's hand". Then, it's like your opponent took the Skull off the minion's corpse. 
     no i like it this way, it's a strong card but balanced because your opponent can react to it with their own infernal.
    I agree while I like the flavor of the deathrattle idea,  balence wise it's more fitting for them to get it upon casting. Also lore walker cho shenanigans would be great with this. 
     Thanks everyone for the feedback! Now all I need to is to think of a witty flavor text :D
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 3.20 - Discussion Topic

    While there's already a Skull of Gul'dan in the first page, I personally don't like it much so I decide to submit my own, feedback appreciated.

    Balance: Transform into 6/6 at 2 Mana is powerful, but it requires a minion, you cannot attacked with the buffed stat at the same turn, and it also gives this card to your opponent. Compare to Demonfire, use that on a Flame Imp, and you already got a 5/4 that can attack and doesn't give your opponent a card. It can also target enemy minions to get rid of nasty cards like Tirion, but your opponent still gets a 6/6.

    Flavor: The first part, transforming into Demon is very obvious, ala Illidan. The second part, give to your opponent, is me feeling the skull has the honor of being the artifact that changes its owner most often.

    Think about it, Stormreaver Warlock -> Random Warrior -> Hurkan Skullsplinter, the Bonechewer chieftain -> Ner'zhul -> Deathwing -> Khadgar -> Legion -> Illidan -> Adventurer (ala Players)

    I honestly can't think of another artifacts that changes hand so many times.

    Posted in: Fan Creations
  • 7

    posted a message on Weekly Card Design Competition 3.20 - Submission Topic

    My submission this week, the infamous Skull of Gul'dan. While it's most famous for transforming Illidan into a full demon, I feel it also has the dubious honor of being the artifact that changes its owner most often.

    Think about it, Stormreaver Warlock -> Random Warrior -> Hurkan Skullsplinter, the Bonechewer chieftain -> Ner'zhul -> Deathwing -> Khadgar -> Legion -> Illidan -> Adventurer (ala Players)

    With that in mind, I present you my version of Skull of Gul'dan

    transforming a small minions into 6/6 at 2 Mana for massive tempo gain. or transform enemy legendary like Tirion into a more manageable form and avoid N'zoth, however, in typical Warlock high-risk, high-reward fashion, you bet your opponent is going to return the favor as soon as possible.

    Posted in: Fan Creations
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