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    posted a message on Share Your Heroic Brawl Outcome

    I wanted to start this thread =[

    My 2 runs

    I played control warrior, here's the list:

    heroic brawl control warrior
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    Minion (11) Ability (16) Weapon (3)
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    Record against shamans is 8-1 by the way, with the one loss being extremely close. I had a loss in each of my runs against a tempo mage and an anyfin paladin, the 2nd anyfin I almost won, after I included a tinkmaster instead of shield block.


    Posted in: Tavern Brawl
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    posted a message on Heroic Chess Board

    Second attempt for me, was pretty careless on the first one, noticed that I have 16 pieces total way too late, when I tried to discover a piece.

    I was fortunate enough to immediately take out his queen with mine and from there I just attritioned him. My knights were even the bottom 2, so I think theres quite a bit of leeway you can get, actually.

    Posted in: Adventures
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    posted a message on Weekly Card Design Competition 3.14 [Discussion Topic]
    Quote from nurgling13 >
    I could make it a 5 mana 3/4, but then it would look similar to Sludge Belcher. It should look somewhat similar to Infested Tauren, though, since I am trying to replace that card with one that doesn't suck. What would make it not seem to similar? Re-arranged stats?
     I mean, it's quite a touched upon niche I'm afraid. If I'm forced to offer a solution I'd advise to make it a 3 mana 1/1 but that would be like annoy-o-tron, so there's always a problem at some stage.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.14 [Discussion Topic]

    Also, here's what I came up with.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.14 [Discussion Topic]
    Quote from nurgling13 >>
     Sapling seems a bit too good. It's quite a bit of health, when you consider, the druid can ramp out stuff that would trade down and survive while getting healed for quite cheap. I realise it's quite specific, which actually ties into druid quite well but I still think it's too good. 3 Health seems adequate.

    Elemental - is too similar to infested tauren. Has a lot of flavourful appeal though. I don't know, seems balanced, you sure have a thing for stones.
    Quote from mocandragon5 >>
     
     There is quite a disbalance in the broodmother - usually you want some heavier inspire effects for a more expensive minion - compare effect impact from lowly squire to Confessor Paletress. This just makes the card very unappealing. I think you can safely try to massively dowtune this card into a 2-4 mana minion and applying the stats accordingly.

    Silver Hand Avenger seems like a downgrade from bolvar. they are virtually identical at 5 casualties and the avenger only counts recruits. Yes, it's comparing an epic to a legendary, but I still don't fancy this card at all.

    Totem wall is by far the most interesting concept, making clever use of overload with a relevant effect to boot, I like it.
    Quote from user_711705 >>
     
     I'll assume the netherdrake has a battlecry. If so, it still seems fairly weak, I think it's justifiable at 2 mana, on paper this might be correct pricing, but practically we know, that if this were good, then volcanic drake would be too.
    Augmented Polymorph looks clearly superior to polymorph and doubles as a board clear. Yes, it's quite nasty when you have a board yourself, but in practice - both explosive sheep and polymorph are run in fatiguish/controlish mages who make use of board clears and rarely have a board themselves. So this just seems too good.

    The weapon looks okay, but I don't like the flavour of it. Summoning argent squires off weapon hits doesn't sit well with me, but I guess as a card it's fine.
    Quote from Darthscion >>
     
    I like this quite a bit. It seems it could deserve a slightly bigger stat penalty - something like a 4/5, but overall this is a nice one. 
    Quote from Esdeathzilla >>
     Looks fairly underpriced to me. This is an insane finisher when paired in an all out beast deck along with tundra rhino. At the very least it looks balanced at 5 mana - see bolvar fordragon.
    Quote from Zence93 >>

     

     

     Bogspike is quite undercosted when you consider the recent massive nerfs to silence. It's a neutral to boot. I'd like it to target 1 random card in the opponent's hand instead, the effect is pretty unique and likeable though.

    As a neutral sourfang seems pretty overwhelming when compared to dreadsteed, I kinda don't think it's too big of an issue, since it takes quite a while for this card to get huge, and when it actually does, it's hard for it to die again. Still there's too much buff synergies in addition to copy shanaenigans, so I'd at the very least assign this to a class.
    Ugh, the blessing lacks flavour for me, and it's an insanely strong secret for paladin - easily outweighs the mana cost. You could just turn this into a paladin polymorph and price it accordingly, otherwise I don't see this working.
    Quote from thepowrofcheese >>
     I don't think the sha is a healthy design.

    I believe Niby is ineligible for the competition since it must interact with a 1/1 specifically not incidentally.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.14 [Submission Topic]

    I kinda miss the part where shamans can turn their stuff into monsters

    No real lore behind it, but as far as I know, shamans were one of the beastlier buff classes. Might be wrong though, anyway, this seems pretty cool.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.13 [Discussion Topic]
    Quote from YourAppleVodka >>
     
    While I think the card design is acceptable, the class placement is highly impractical - no warlock would go through the trouble to make this card work for them, as the payoff in the grand scale of things is minimal. 
    Quote from DialM4Murloc >>
     I mean, that sounds reasonable (@maloriak) but in the end, I feel that's getting a tad too complex, it might not even need changing.
    Quote from mk572 >>
     
    This card has the downside, that unlike other dragon synergy cards, you actually just can't play it without one in your hand. The stats also have to be compromised due to the huge upside of having a dragon in your hand. So I don't know, surely in warlock this thing will work more often than not, but seems like a tad bit flawed on the design. 
    Quote from Shadicar >>
     
     Sprite is quite flavourful, effect and body are balanced, good work on this one.

    Bombardier could be made neutral based on your concerns, as, when a minion deals damage, it would lose stealth. Going by how blizzard said Yogg Saron would work I would assume that it's bombardier that casts the salvo - thus dealing damage. Well, that aside, I think the card is ok.
    Devious Diva seems on the weak end, but seemingly fits a zoo deck. Not quite as flavourful, still balanced card that gets approval from me.
    Quote from Hackergrad >>
     No, I think it's quite fitting in paladin.
    Quote from g0dAri3s >>
     
     As was suggested, probably needs a downtune in stats. 3/3 seems generous still.
    Quote from nurgling13 >>
     
     Well, the new cost is justifiable because the card is worse then the 3 mana counterparts to it's effect - hex and feral spirit. I don't think the flexibility is strong enough that makes up for a whole mana worth, so all good here.
    Quote from Brainiac_BR >>
     
    This is a fair instructor razuvious, which I find amazing, as the runeblade is just broken from a normal viewpoint, tying a condition into it with a weak body as this makes it not seem overpowered, so good job. 
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.13 [Discussion Topic]
    Quote from Tomerick88 >>
     
    Seems a bit excessive. Not sacrificing much in stats and has the potential to be a 2-of Iron Juggernaut. Pretty far off aesthetically as well, at least in my opinion.
    Quote from DialM4Murloc >>
     
    I think both cards are overtuned. While I like Maloriak's flavour, I think the most of the times free extra minion with that statline and effect is a bit too much. In a situation where you are winning, you make your opponent restrictive on plays, in a situation where you are behind you create a sylvanasesque effect where they will ram most of their stuff into maloriak to avoid the extra minion, unless hard removal is available. Which is the point what kills it as well - as any big card with no immediate effect, you lose a lot of tempo to hard removal.

    Instructor Razuvious is beyond broken, mainly due to the massive runeblade and how it operates. This could easily replace alexstrazsa in freeze mage. Or think warrior with upgrade.  
    Quote from GearOFF >>
     Burning colossus feel more like a warlock card to me. I think living bomb is mostly a balanced spell, but the colossus statline still doesn't seem inhibiting enough. It is after all pretty much like drawing 2 cards.

    Same with emberscar, that looking more like a warlock card - that's mainly due to the art though. Effect is probably detrimental to you so could use a buff in stats. 
    Quote from Nothingsjim >>
     
     I like this one, flavour, class align and choice of adventure representation are top notch.
    Quote from MarioToast >>
     
     I will just generalise among these cards because all of them share the same trait. Their stats are heavily compromised due to the adventure cards they are reffering too. While the cards almost seem balanced (looking at drakisath's champion - that card is nuts) the effects they lead to are either not very interesting or not very impactful thus making the cards look bland. I mean, when you look at the general - you are looking at a 3 - stage deathrattle that culminates in a 0 attack minion for your opponent that burns him 1 damage a turn... that's pretty disappointing to be fair.
    Quote from Sylicas >>
     
     Cute and simple, fairly likeable I'd say. 
    Quote from layrit >>
     
     Looks okay to me. Definitely more humourful than serious, but looks balanced. Might be overpowered with a couple of stealth shanaenigans. So, maybe stick a class restriction to it, then again, there's always Ravenholdt Assassin
     
     Doesn't really strike a flavour with me as we have a corrupted death knight weapon with sound effects from atramedes... Ignoring that, the card takes a lot of work to be useful, starting to really shine after the 3rd swing only. While it's cool from a balancing perspective, I think it's design is too bland.
    Quote from Hackergrad >>
     
     I like this one. Fairly reasonable stats for the effect to take place and itself that one is not too impactful - compare to divine shield, stuck in paladin too which has these tools already. I mean, seems a bit boring, but one of the more fair cards out there.
    Quote from Novblast >>
     
    Aligns with blessing of wisdom, so may be okay from a balance perspective. Overall decent. 
    Quote from TheFelix87 >>
     
    Seems too specific to me. Always playable as a 2/2 with stealth, but the additional text just seems like cameo to me. Flashyness vs practicality - won by the flashyness, for me that's a downer though. 
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.13 [Discussion Topic]

    I partially agree about your arguments. Well, you are giving up a pretty good hero power to have a better one, which can be affected by your opponent, mind you, wherein reducing it's cost isn't really that ground breaking. Yeah, I'm aware, some decks struggle to empty their hands but I dunno, I want some more feedback from someone else. Upping a mana cost seems fairly reasonable to me, though when compared to shadowform, which provides you with a stable, targetable option, this is more chaotic and manageable by the opponent. So I don't think it's that far off the mark.

    Yes, the armor part.

    4/5 total stats for 4 seems cool on paper, but 2/2 of those stats is a 2/2 with charge for 1 mana (not quite applicable that way, but pretty close). Also, I don't think tyrant of the vale is as bad as it seems, opinions.

    @thepowrofcheese from which instance is that card anyway? I haven't had a chance to encounter it... card seems fairly straight forward - glorified Troggzor - you get some mileage out of the spell they use to kill it. Not too exciting. Also 9/9/9 is unprecedented and looks kind of ugly, 9/8/8 would be prettier.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.13 [Discussion Topic]

    Here's what I cooked up.

     

    Rain of Fire

    Could use some help with the wording. No real precedent, I tried my attempt based on Shadowform. Any appeal for this one?


    @nurgling13 

    Ogron - effect seems really powerful, especially in warrior. I like the restrictive health on the minion, creative thinking in limiting it's potential. I think it's borderline balanced even, considering what we have to come up with this week.

    Meteor - I love this, but I think it's ok at 1 overload. The downside is quite significant, especially in shaman, which would actually struggle to deal with 2 0/3 taunts. Well, ok, now I see you can also make 2 taunts for yourself. Definitely very flexible and thus interesting. The card is worse than feral spirits or hex for that matter, but you get the flexibility, this one has got me riled!

    Pharmacologist - Seems broken to me. When looking at tyrant of the vale, at least. Needs a cut in stats 2/2 would be the bare minimum, but then it just becomes still ridiculously good in classes that abuse spell triggers. so maybe a 1/2?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.13 [Submission Topic]

    On to the change your hero power train, featuring warlocks.

     

    Rain of Fire

    Because drawing cards is boring. So here you have an option to annoy the hell out of any control deck, and we're kind of missing some warlock destruction tools, aside from the random aoe here or there.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.12 - Final Poll Topic

    A bit disappointed, none of these cards really blow me away, and most of these effects are pretty flashy and in this case, not in a cool way. As such Envious Blade immediately gets my approval. Voted for 2 others that I won't disclose, but overall... meh week?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.12 - Discussion Topic
    Quote from Hereharehere>
    Thanks Donnie. Good, interesting points on all.
    On Killshot, I think the fact that hunter is so efficient at  damaging the enemy makes this too crushing. Yes, pyro blast exists, and sav/fon but they're not hunter. You could say that you basically start at 20 life against aggro hunters (barring heals) already as they manage 8/10 damage with HP each game... it's not pure equivalence, but somewhere around that is the aggro hunter's theme, so starting on ten life is frightening. Fon/SR is two cards, disrupted by taunt and both Mage and Druid care much more about board presence. The only thing stopping hunter is its reach is not as good as say, Shaman, reflectively, aggro shaman isn't as sustained through secrets, HP and UtH. I think Killshot breaks Hunter's class restriction.
    Well, running this in aggro is pointless - you'd just use another charger for deck consistency. There's probably fringe cases where you can get a win with this, but all the times you'd draw this too soon would seriously kill your damage output and even block off quickshots. Instead here you have a finisher that doesn't require you to stack your deck with early game cards but rather use a more midrangey or even controlesque approach.
    On the pirate, I'm supposing the Pirate themed deck is aggressive - tempo driven, so I don't really see the basis for the change. Taking damage is part of the Rogue's life :), but in warrior/hunter (shaman!?) pirate aggro, dealing damage is more prevalent. I think the way it is makes it more multi class applicable, and isn't it more thematic for the pirates to seize victory?!
     Wait, I didn't quite understand this, from the wording I felt, you get bloodsail corsairs from hitting the enemy hero that is 15 or below health. The way you reason this (mainly cuz of the rogue's life part) I get that if your hero and pirates attack while they are under 15 you get corsairs? If I'm wrong disregard the next part - but that makes it kind of irrelevant regarding your hero's health, since your pirates will always be able to spawn corsairs, which is good for the card, but makes the design way less interesting.

    If my original assumption was correct however, then here's this. Pirate's are not a tempo driven concept, if anything, you sacrifice tempo, to get the most out of them in order to combo them with weapons or more pirate synergies, which is unlikely to happen in the early stages of the game where tempo matters the most. Since most pirates don't have optimal statlines, achieving 15 health loss on the enemy hero by the time the quartermaster hits, seems quite difficult to be honest and the effect is not that late game enticing either, so it just doesn't mesh well with the pirates as a whole as I see it.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.12 - Discussion Topic
    Quote from Hastalavista >>
    Aside that I don't see constructive feedback. Thank you.
     Here's what I can muster:

    Aesthetically the card doesn't fit, as in, the m'uru -> entropius transcription to hearthstone. It's unpleasant due to an abundance of mechanics, including the one where you have a charge/taunt interaction based on your health which is quite popular among a couple of present entries. It's just my subjective point of view, but I think overhauling the entire card and making an effect that is more simple and straightforward while preserving a hint of interest might be for the best. Not enough appeal for me.
    Quote from Hereharehere >>

     

    I like this as as it's a body that can save you with the battlecry but you can play it on curve to still benefit from the Deathrattle, be it from drawing out a silence, or forcing an aggro to adjust from face damage. Wondering if it should set it to '15'?

     A bit too good for it's statline, I'd say. The effect is interesting, but the wording is a bit unappealing. 

    Something like a replacement for Sludge Belcher. In the Control vs Control, it might not get the bonus until maybe  low double Healths 8-4, but against aggro it could save you big time. I find this a bit too random maybe though and it's my least favourite design.

     It's definitely in the extreme, I also think it's slightly undercosted, 6.5 mana card right now, 4/4 could make it a solid 6.

     

    I think this is my favourite. A bit wordy but I like the flavour of once the enemy is wounded the Pirates swarm. A sort of Violet Teacher for pirates. Ships Cannon, Knife Juggler, Sky'Capn Kragg all benefit, even Doomhammer Pirate Shaman might be a thing.  

     This one is very cute. With an unprecedented effect - attacking a target with a health requirement. But this card feels too tempo oriented. If the requirement were the other way around it would be stronger I feel.

     
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 3.12 - Discussion Topic

    Kind of don't see this working as well, considering it transforms as a battlecry and then has another battlecry? Aside from that the charge<->taunt theme is already quite representative in this competition and this one doesn't particulary stick out.

    Posted in: Fan Creations
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