• 10

    posted a message on Weekly Card Design Competition [Special Edition] - Merchant Submission Topic [REVIEW PHASE, UP-VOTING ONLY]

    Here's my dedication to your brilliant work.



    Use this for a single turn sustain on a massive board of nasty workers. Or cheat yourself some future ramp and dispose of those good-for-nothings.

    Posted in: Fan Creations
  • 6

    posted a message on Weekly Card Design Competition #30 - Submission Topic [Closed]



    So I couldn't bring myself to actually make Daelin a pirate, even though every bloody charachter in the game that's wearing a bandana or tricorn is automatically labeled such.

    He is Jaina's dad, as such is put into the mage class. Former Grand Admiral of the Stormwind fleet, defeated by the Ogrimmar forces led by Rexxar.

    The logic behind the effect, is that if you manage to kill Daelin, the pirates he held captive are released. Honestly, pirates aren't really the chumps that have any loyalties, so who says they should fight for you. Well, in this case, that's just how it is.

    On to the card. It's heavily reliant on the deathrattle. At turn 8 you really can't afford to just play a 5/5. If it gets silenced, you are mega sad, what can make matters potentially worse - there's quite alot of garbage pirates out there. But on the rare occasion you might get a sky captain kragg out of it, or, you know, 3!!!

    Best of luck to everyone, really fun week this is, a lot of subs I like.

    Posted in: Fan Creations
  • 3

    posted a message on Weekly Card Design Competition #29 - Submission Topic [Up-Voting Only]


    Tricky card to pull off, but well worth it.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #28 - Discussion Topic
    Quote from ACinJC jump

    Hey, all, 

    Here's my feedback. I just went through from page 1 to 13 and made comments on anything I had something to say on it. Sorry this is long, but I did try to use the spoiler function to help prevent TL/DR issues. 

    Thanks! 

    ACinJC

     

    @Roefl 

    Nekali seems fairly balanced (I’d capitalize “Silencer”) especially because you can also accidentally silence your own minions (possibly even Nekali?) I could see it getting out of hand if it sticks, though. What about “With the first successful combo on your turn, silence a random minion.” ?

     

     

    Cap’n Bruand does seem too much like the Antonidas effect, I think (as first written).

    New version is too similar to the upcoming Trueheart card.

     

     

    @Firebolts B

    roodmahr seems an interesting card – good for tempo. Probably balanced because it’s pretty likely to die before midgame.

     

     

    @Daumis123 

    I can’t think of a similar card. I think the high initial cost will make it OK… maybe… because it will be hard to buff him much before he gets taken out. Still, might be OP just because of how sticky he is if you don’t have a silence. Maybe -2/-2?

     

     

    @The_Imposter 

    I think Ramekgos is too similar to Uncle Tony / Trade Prince Gallywix.
    For Kargoroth, do you think the demon minion type is strictly necessary? It just seems to make things problematic in terms of OP in a demonlock deck, and I think the effect is powerful enough without it. (Consider, for example, Ragnaros, who is a neutral card that is technically a demon, but doesn’t have the minion type designation.

     

     

    @alky13 

    Augustus seems well-balanced and an interesting effect. I think it might be too close to Fel Reaver, though, for this week’s rules (gain better stats for the risk of discarding cards).

     

     

    @Laggzor Mileena 

    has an interesting unique effect. I don’t know how clear the card text is, though. Is it split into one damage at a time? Who does the split damage hit – all enemies? All enemy minions? All characters? All minions? What about single-target damage spells that deal only one damage… (like Moonfire)… does it somehow have to split that one damage into ½ and ½?

     

     

    @Sinti 

    Ol’ Rowdy is interesting… but the OTK potential feels a little OP. I also don’t know how much they will consider “Gain XX for number of XX minions” a unique effect.

     

     

    @TheBeaverKing 

    I like dinosaurs. I like this card. What about designating a new minion type of “Dinosaur” and making the text “Inspire: Summon a random dinosaur.”

     

     

    @Parco21 

    Agree that the text on Leya is too complex and doesn’t follow existing convention. I’d go with Leya: “Battlecry: Transform the next card you play into Meliae.” And Meliae’s text into: “Deathrattle: If Leya is alive, resummon Meliae.” (Which I now see is similar to @Sinti’s suggestion). Also, the comments that this seems too similar to existing effects are probably making a good point.

     

    @Herearehere 

    Seems too similar to Onyxia.

     

    @GrumpyDumpyDoo 

    I like Anatomist, but seems too much like Void Terror, imho. Logistically, make sure to put a colon after “Battlecry” and I’d try to tighten up the text so it doesn’t overlap your stats area.

     

    @ThatFennecFoxGuy 

    Cool card and a unique effect(s). Might be OP, and I’d consider increasing the casting cost.

     

    @Loyal_Shabti 

    Hakon is intriguing, but I’m really unclear on what it actually means to “freeze” a mana crystal. Is it like overloading it? Do you not gain more or is it that you just can’t use them?

     

    @Dudu42 

    Meta’zul has a cool effect and the name makes me lol. I think (1) overload is just right. Feels like a reverse Emperor.

     

    @Teknician

    I really like Shadesunder and Taulac. For Talia, it seems like it takes too long to explain how it works. I kind of get it from the long paragraph, but from the pop up explanation you’d see in game, I’d have the questions:
    Is it obscured for your opponent’s AND your next turn, or just your opponent’s next turn? What does “obscure” mean? Like, you can still grab a minion and try to do stuff with them without being able to tell which is which or can you just do nothing at all?

    If it makes a sound 50 percent of the time, why not just mouse over until you get a sound for everything… (And that needs to be in the in-game explanation).

    Finally, I think it should not have stealth. Otherwise, it would just be too much of an OP.

    I like your middle one for an alternate plan.

     

    @Asylum_Rhapsody 

    Interesting cards. I like Murozond, but the mechanics of it seem overly complex. Harbinger is interesting. How does it work during the mulligan phase? If it’s in your deck anything 7+ can’t show up as an option in your mulligan, either? With Skeram… can your opponent somehow see the pending minions or are they hidden until then? I guess what I’m asking is… does your opponent have some sort of indication that you have taken these actions? My only question might be… when does the text take effect? As soon as your opponent has four more minions? At the start of your turn? Just not 100 percent clear.

     

    @PupleMD 

    I think that rotating ALL the stats is too much. I’d pick one.

     

     

    @FirebugRM 

    Fat Merchant is interesting. I think could be interesting in a mill rogue, steal their drawn cards and then kill off Grexizmo after playing conceal. I think it’s too similar to Trade Prince for this competition, though… maybe…

     

    @xt3rm1n80rx 

    Seems overly complex, but you could try “Deathrattle: Resummon Garen Truspear, give him +2/+2, and re-apply the damage that killed without triggering deathrattle.” This way, you could save Garen and possibly get a buff, but your opponent could also kill him outright if the initial damage to him that killed him the first time was 7 or more.
    But again, overly complex, I think.

    Update: I don’t think that “Whenever this minion takes lethal damage, gain +2/+2” solves the problem. If it’s lethal damage your minion has, by definition, died. The death takes effect before any stats gain, so you have the same issue as before.
    What about: “Whenever this minion takes non-lethal damage, gain +2/+2” or maybe +1/+1. This would force your opponent to kill it outright or to just never touch it.

     

     

    @nobravery 

    Interesting effect. I like it.

     

    @Quippish

    Interesting. I like it in big-picture terms (thematically feels a bit like the Cloak and Dagger characters from comics), although I could see some potential awkwardness.

     

    -First, when a deathrattle is triggered on your opponent’s turn and it has a delayed effect until your own turn, at what point in your turn does that effect happen? At the start (so that you have to apply, say, 2 damage from Holy Smite somewhere before you can do anything else? Or can you do it when you choose? If the latter, what do you “grab” to then target where that damage will go (since the minion it had been applied to is most likely gone)?

    -How do you make a secret into a deathrattle effect on a minion? (some of them don’t make much sense as such). I know it’s a priest card, but you have to allow for the possibility of one being thoughtstolen.

    -What if the deathrattle is not to your advantage to have happen by the time it gets back to your turn? Can you opt to not have it trigger?

    -Speaking generally, what advantage does this have over just casting the spell? (I guess you could have Baron Rivendare out, but apart from that…)

    -A side note to @PupleMD’s comments – I’d thought that the 2nd sentence wasn’t needed at first, too, until I realized that there’s the potential for you needing to make a choice on a targeted spell on the opponent’s turn if the deathrattle went off on the opponent’s turn. Also, I think his suggestion to apply the deathrattle randomly AND get the spell effect is way too much. It essentially doubles every spell card in your deck for just 4 mana.

     

    I like your first edit. That would be targeted, correct?

    Your other edit to try to get back to the original concept… I don’t think it gets played much, as there are just some spells you don’t want to have going off and targeting randomly (10-health Sludge Belcher, anyone?)

     

     

    @superoutman 

    King Bagurgle strikes me as rather overpowered, especially as a neutral. Apply windfury to this thing and suddenly you’ve burned through almost a third of the enemy’s deck (or more, given that murlocs are about synergy boosting) with not a darn thing the opponent can do about it.

     

     

    @Shanksyo – 

    Agree with others who said far too overpowered. This mechanic should never exist.

     

     

    @MayDayPayDay – 

    I think it’s OK. My only question is when does the Loyalty keyword activate? Is it like a battlecry?
    On your new version, what defines a “positive” and a “negative” spell? You’d have to somehow have a marker on every spell to indicate it. Consider, for example, demonheart and demonfire. Are they positive or negative? Depends entirely on whether it’s a demon, right?
    What about drain life? It’s negative for the minion, but it could also be the two health the hero needs to survive to kill you?
    Just saying, I don’t think it’s so black and white.

    To latest, I’d go with 50% chance or nothing. I’m not even quite sure how to parse my chances with 60 percent.

     

     

    @MightyGorgon 

    I think if you look at the example of what the mods would consider non-unique, this is clearly dis-allowed.
    But, heck, I’m not a mod. Knock yourself out. :)

     

     

    @KaoticKreature

    Just doesn’t make sense to me how silencing something is the opponent’s hand fits into how HS has functioned so far. Silencing has so far been only a board effect. Moreover, returning a card to your hand has been a known mechanism for removing silence effects from important minions. So technically you could play out the silenced minon, return it to your hand, and have it all OK in your hand again to play as normal.
    Just feels too funky, imho

     

     

    @Yszkyrwa 

    A nitpick. Should be: minions’
    Also, I’m not sure of how Blessing of Kings doesn’t take effect. The card text says “enemy minions’” effects are silenced, but BoK is a spell effect.

     

     

    @jhamel 

    Overpowered, imho. The way I read it, Druid gains +1 attack permanently for each turn Rage Bearer lives and he hero powers? Get this behind some solid taunt, and it’s just gg.

     

     

    @TSMS 

    My thoughts #1 – Waste of a card slot. #2 OP. #3 – SCARY overpowered. Also, how do you make this work in the UI without being cumbersome? #4 Permanent attack boosts seem OP to me. How on earth do you even start to counter?

     

     

    @PSVapour 

    For clarity, you need to give an upper and possibly lower limit of the random times created by Dezzak. As written, your opponent could have 5 nanoseconds or 132 years…

     

    Everytime I see these kind of reviews I have to give a massive thumbs up, since I very well know how much effort it takes. You mind adding one more to that list?


    Mostly curious if the effect needs any elaboration how it works out. Or if the card is any good.

    Regarding your own submission. I think it lacks some wide appliance. The statline is nice, so it fits very well into any given tribal deck, but I feel like that's a bit of a too convenient-like effect. I can see some fringe case scenarious that imply other interactions, but I'm currently 6/10 on your card.

    Posted in: Fan Creations
  • 14

    posted a message on Weekly Card Design Competition #28 - Submission Topic [UP-VOTING ONLY]

    Amongst the Draenei acolytes, Aveun always had an exceptional affinty to the arcane and ley lines in the world. Her tapping in these energies produced the biggest ecstasy imaginable to her, be it the visual allure of flames dancing in the air or the feeling of power coursing through while casting the most potent of spells. Her acceptance in the Kirin Tor was dismissed due to her unpredictable and impulsive nature. Now she wanders the lost places of arcane energies, steadily looking for traces of new magics.

    Posted in: Fan Creations
  • 5

    posted a message on Class Creation Competition [ENDED]

    So as promised, here come's my review. In fairness of the other competitors I will try to disregard any negative feelings I have for the final entries and just go with a very positive representation what I find appealing and/or interesting in said class. I'm also likely to highlight some of my favourite cards in each set. So here we go(bear with my format moderators, pls).

    Donnie's Finalists review

     

    McF4rtson's  Demon Hunter

    Cunning and calculating, Illidan punishes his opponent for playing cards as well as completely nullifies them while using his health and deck as additional resources to further his goals. If you have any sadistic tendencies towards making your opposing player feel miserable, this class certainly fills your bill. Across all the cards that counter your opponents actions there is enough additional health gain, which can further enable more counterplay or just elude inevitable death all the longer. 

    A very key component of this principle are the 1 mana secrets that although low in their cost, offer really powerful and disruptive effects that are thusly balanced with a serious drawback upon their activation. In that respect, there are also non secret versions of these spells aimed at countering the opponent's plays, that sacrifice the surprise effect, being telegraphed into the opponent's turn.

    The weight of sacrifice in general is a very core idea of this class which really rewards reading into the opponent's plays and messing them up in the worst way possible. It's very do or die, as if you yourself are being read, playing around your cards and making your investments inefficient can very quickly turn the tide on the demon hunter.

    As such, I believe it may be very exhilarating to master this class and play it on a competitive level as the interaction from both sides is very key in the matchup.

    My top picks: Disarm(GvG), Health Funnel(Basic) and Black Temple Guard(Basic).



    DKPaladinMDL's Lich



    Cunning and calc... wait, we had that already! Alright, let's go with sinister and cold. A very combination oriented class concept that thrives upon it's exclusive ability to weave it's own fate, thanks to the scheme mechanic. Having the privilege to hand pick cards from the upper portion of your deck while altering the board state is very impactful indeed, considering a lot of the cards from the class are somewhat on a weaker level than the average class card. They do however sport a great degree of synergy with another, and piecing them together at the correct time can lead to devastating swings in the flow of the game.

    A natural piece of the set is the duality between frost and shadow, where one emphasises minions and their interaction and the second powers your spells and shreds the opposing frontline. The flavour between these two components has been garnered very well and it came out very convincing in the final iteration. 

    Notably the class also features an interesting degree of card creation which enlarge your deck size, mostly minions, but the occasional spell as well. This was a very smart move to give the class mechanic more appeal due to the limits of hearthstone's 30 card decks which would firstly make the keyword too overpowered but secondly just giving it that extra usefulness and definition.

    The minions are very interesting and diverse, in the grand scheme of things(pun intended) the spells not so much, but it's clear that there are alot of directions this class can go as far as deckbuilding is concerned, so, well done!

    My top picks: Damned Cultist(Expert), Countermeasures(Expert) and Evil-O-Matic(GvG).


    Carminacore's Merchant

    This is quite the shark, not only does it mess with hearthstone's monetary system, but it also devoured a load of other contestants to stand here today. Value is written all over this class which is mainly represented in the keyword introduced - salary. Basically your skills at handling merchandise often allow you to get the best of the best to handle your needs. Your minions are very powerful, so much in fact, that you have to keep paying them, unless you want to relieve them of their services. Managing a larger amount of these crack troops can't really be handled with the regular flow mana crystals, so it's time for some *KaChing*. 

    Starting from the hero power, there is a lot of ways for this class to secure a healthy generation of coins to temporarily handle the paychecks of your frontline or, if you feel like saving them up, invest in something more lucrative. The very clever implementation of the coin in this class allow for nearly endless possibilities in playstyles.

    Well, but a good merchant doesn't just handle his own business. He is always on the lookout for his competitors which corelates in a decent amount of disruptive cards that can influence your opponent's turns directly. 

    The core of the class is investment and it's a pleasure to see how it pays off in every single game differently. Flavourwise it's great and I just somehow want to see a card like 'slot machine' implemented in the future, cuz damn man! I can't hold all these coins!

    My top picks: Interest(Basic), I Found it!(Expert), Thy Goblin King(Expert) and Hidden Shop(Expert).





    Arkasaur's Twilight's Hammer

    Playing around with the sensations and emotions of his prey, the twilight's hammer prides himself upon forging the battlefield to his whims using tools of disruption and negation. That in general seems to be a very cohesive theme among the finalists with lich to a lesser degree, but it's there. Vezax does not really exclusively deal with the cards being played, but he makes them worse. This is done through cost manipulation, reduction of effectiveness or simply making the owner suffer.

    These are the 3 core ideas how the class operates with the most dominant being the card cost reduction/increase. And then there's the unique approach of making the spells worse not only by making them cost more, but also giving negative spelldamage.

    To add to all of this, the class minions not only get a favoured board state but some also greatly benefit from not being dealt with or become very difficult to deal with due to the restrictions placed on the opponent.

    Overall the class leaves an impression of chaos and it greatly twists the game state to a degree where your foundations of playing hearthstone are shaken to their core. 

    My top picks: Faceless Corruptor(Basic), Dark Visions(Expert), Yogg-Saron(Expert).

    Posted in: Fan Creations
  • 1

    posted a message on Class Creation Competition Phase III - Discussion Topic
    Quote from Arkasaurjump

    @DonnieMcKarlo

    Thanks for the feedback, 

    Yogg-Saron - I did have an earlier concept of "Your opponents cards cost (2) more" passively, but i didnt think it felt legendary enough, does that one seem better?

    I actually liked your 'inverted' Thaurissan very much. It presents your opponent with a choice - does he spam all his weak cards in order to save mana in the future, or does he play his legendary before it costs too much to play at all(well, you could word it so they cost don't cost more than 10).

    Firesworn - That was partly the intention, to tie in a bit more with a "tempo" style of play, additionally it ties in with one of the other cards i didnt post yet (See below) (Turn 1 maelstrom -> turn 2, firesworn + saronite vapors).

    I would be very careful of introducing cards that reduce costs for you. The tempo swings you could achieve seem unfair and unfun.

    Searing Flames - The armor destroy was more there for flavour purposes (its what his spell in WoW does), but i've reconsidered it and it probably wont show up on the card. I'm also considering an effect more like an Area bouncing blades, "Deal 1 damage to all enemy minions. Repeat this effect until a minion dies." 6 mana, sound balanced? 

    An interesting take. I support this.

    I super like this one.

     

     

    Posted in: Fan Creations
  • 6

    posted a message on Class Creation Competition Phase III - Submission Topic

    Warden class.

    Expert set examples:

    Deal with a threat without suffering return damage. Must be done on the same turn though.


    The class has a wide range of weapons available, but they are not particularly strong. This card gives the class some combo potential and there is some fun stuff you can do with this, I'll leave it up to your imagination, after you take a look at the whole set.


    While usually this means, that you can only use this against the freshly summoned minions of last turn, there are tools in the class that outright don't give the opponent a chance to attack. Also, the card does have some combo potential.


    Much needed sustain and further emphasises the value in going for board control with this very battle hungry class.


    The only real damage spell in the foreseeable future. Since the weapons are somewhat weak, but don't lack in durability, this makes for nice removal.

    Rest of the expert set:

    Sap with a discount but a condition attached.


    Helps in using the weapons to your full extent, since you want to reequip new ones anyway.


    Like a spell, but in weapon form. Obviously has some synergies with the class.


    More sustain of the permanent variety. You can make an effort in protecting this, and you will be rewarded.


    More for utility than for hitting.


    Consider this a 4 mana draw a card and play it. Guarantees you get a weapon out, and most of them are useful in any given situation, timing is key though.


    Gets better the longer you stay in it.


    Solid body that helps you with weapon recycling.


    Wonderful minor additions to your game plan along with a solid body.

    And of course the legendary!


    Now your opponent not only has to worry about the warden, but also this very dangerous threat, that if left uncontested will surely dominate board control.

     Basic Set:


     Tokens:

    Kelen's Dagger of Escape:            

    Ancient of Wonders items:

    Avatar of Vengeance:

    Edit: Changed picture and name of Coup De Grace to Cut the Chase.
    Edit2: Made wording more consistent with other cards present in hearthstone, props to asylum_rhapsody for the input.

    Posted in: Fan Creations
  • 5

    posted a message on Weekly Card Design Competition #24: Submission Topic [Closed]



    Bwahahahahaha!

    Edit: Pile of Ashes.

     

    Posted in: Fan Creations
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