Because Charged Hammer wanted some love. Shaman is the class with the most Deathrattle weapons (Ok, two...), and therefore this is designed to gain value off of being cheap AND either giving mechs +2/+2 (Powermace) or switching your hero power. It gains value off at the expense of damage though, so there's some math for ya. Also, this was very, very tentatively designed with the concept of Doomhammer Swing once, Swing twice, and finally Defias Tidelord (For free!), and ignore the Harrison Jones hassle.
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Zanywoop posted a message on Weekly Card Design Competition #30 - Submission Topic [Closed] -
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user-17833270 posted a message on Weekly Card Design Competition #30 - Discussion TopicPosted in: Fan CreationsPage 1
@TheKaldorei1: Lorewise, this card is awkward, but it's effect is pretty fun, but for an end of the turn summon, it's pretty powerful.. I'd make it "At the start of your turn" instead
@Zukuu: Already told my thoughts about it
@Cryss16: Piratadin please! Yes!
@Billars: Really cool card, it can combo well with Pyro + Circle or something like that, many healing/damaging synergies with this one
@Ser_Wa: Boomloc, interesting idea, but it'd be better if it'd only affect your minions (the battlecry)
@FirebugRM: Already said my thoughts
@Roflnaab: Same story
@narf444: This could also be a 4/4, 5/4 might be good too, but maybe too strong, 4/4 would be good indeed
@RoofTopOctopus: So if you attack a minion, do you take the damage or just destroy the minion? Also, since the minion hasn't practically hit anything (weapon interaction vs Misdirection + Explosive Trap killing the target minion giving you the chance to attack again, same effect here) can it still attack after the first destroyed minion?
@Redichaos: Love this card! An early-game legendary yey, also a neat one, tempo rogue might be revived with something as such
@berkevren: Losing a card draw might be dangerous if you seriously need a solution against a specific play, but it's versatility is what grants this card power, also, I love it's art!
@Lord_HS: Tempolock, new archetype, new plays, new fun, that , could be removed though, other than that, it's a great card!
@Slipgate: This one's a bit too strong, maybe even more powerful than Harrison Jones, but I like the idea of stealing the weapon and using it for yourself!
@Aghora: Ok, this minion is OP, hands down.. it's not like mages don't have enough removal, but it'd be an auto-include in tempo decks.. having the ability to both play a minion and get rid of a threat is just insane! It's a legendary too, so I don't really know how I feel about it, text: "Transform an enemy minion into a 1/1 Demon Pup." Maybe 4/2 or 2/4 with the same effect to make it 2-3 mana value-wise and a Polymorph with a benefic turnaround for warlocks?
@YoThats: Pretty cool idea, Medivh has failed in getting an economic copy-paster, but it seems that Murk-eye made it where the mage has failed!
@knifelheim: This one is kind of underpowered, unless if you try to make an OTK deck.. which.. I don't know if you'll have enough pirates to use the charge effect with.. maybe "Battlecry: Choose a friendly Pirate. Equip a random weapon equal to it's cost." would be better, this idea is lovely!
@jazio: Ancients usually are epics (Lore/War = epic), so it'd be nice to follow that flavor, but the card is fine in this way, combining both warlock features in a single card, nice! (Demons/deal damage to your hero)
I'll be back later with page 2 (later.. in.. 10 hours or so, since it's 1 AM here), g'luck!
This page:
@Rise of the Tides: Make it "this game" and 5 mana overload (3)/(4)?
@Saltscale Soulreaper: No comment, neat card
@Satyr Magister: This could also be a 5/4, considering the offensive effect/minion drawback/spell advantage
@Bluegill Shaman: Love it as it is! Don't change it! Maybe just make it "friendly Totem" to completely follow the game format
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Lord_HS posted a message on Weekly Card Design Competition #30 - Submission Topic [Closed]Posted in: Fan CreationsΙ decided to go with this. Thank you everyone for voting for my card last week!
Talking about an Imp-losion follow up...
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user-12953405 posted a message on Weekly Card Design Competition #29 - Discussion TopicPosted in: Fan CreationsWell, gentlemen, this is going to be a long one. What follows is a complete review of all cards submitted on page 9 of the Submission Thread at the time of writing, judged primarily on balance and design, but also on artwork quality and 'rule of cool'. I hope you enjoy.
Dark Iron Bloodleaker- UndeadRebel13 Overall = 5.3/10
- Balance and Design: 6/10
- Artwork: 4/10
- Rule of Cool: 6/10
- The problem with this card is the fact that existing Oil Rogue decks tend to contain no creatures worth more than 5 mana. Granted, this isn’t an issue against most aggro decks, but against control the Dark Iron Bloodleaker may have trouble winning the necessary jousts to maximise its value. In addition, as Oil Rogue tends to burst in the late-game, there’s no real reason not to use Assassin’s Blade instead, which has +1 Attack and +2 Durability for 2 more mana, with no risk of failing. An interesting idea, though.
Enchanted Blade- ACinJC Overall = 5/10
- Balance and Design: 4/10
- Artwork: 6/10
- Rule of Cool: 5/10
- In order to evaluate this card, one must consider the amount of durability it is likely to gain following the joust. Most Rogue spells in the current metagame range from 0 to 2 mana, with the exception of Sprint and Tinker’s Sharpsword Oil. Given that Sprint will only proc Enchanted Blade if the opponent reveals a Mind Control, Tree of Life, Pyroblast or Twisting Nether (two of which are barely ever run, the other two of which appear only in certain class-specific decks), it is more likely that Enchanted Blade will be a 2/3 or a 2/4 weapon. The former is not really good enough; the latter is better, but hardly game-breaking. The dream of a 2/9 will happen sometimes, but so will the nightmare of +0 durability. Better left on the shelf.
Scout- Vleesh Overall = 6/10
- Balance and Design: 4/10
- Artwork: 7/10
- Rule of Cool: 7/10
- Scout is certainly a unique mechanic that lends itself to a lot of cool and diverse situations. What if Oil Rogue suddenly had access to Gorehowl? What if, on 8 mana, a Rogue managed to prep into Flamestrike and then prep into Sprint? However, these Trolden-worthy occurrences aside, Scout doesn’t really fit into any of the current Rogue archetypes. As Rogue tends to curve low and be combo-heavy, Scout is both unlikely to trigger, making it a deeply sub-par Coldlight Oracle with no board presence, and, if it does, unlikely to present you with a better hand for your purposes than the one you had before. Picture drawing into a Tinker’s/Southsea Deckhand lethal only to receive your opponent’s Holy Smite and Light of the Naaru. Although a cool idea, this might have worked better in a different class, as it doesn’t seem nearly strong enough to define a new archetype on its own.
Invigorate- Dracossack Overall = 7.3/10 (6.3 if used in super-ramp tempo decks due to power creep)
- Balance and Design: 6/10
- Artwork: 9/10
- Rule of Cool: 7/10
- Invigorate seems likely to be an auto-include in Druid control decks, given that the only currently existing deck archetype that curves higher than them is the control Warrior. To explain why, let’s analyse the potential outcomes of using this card. Most of the time, if Invigorate hits, it will produce one or two Mana Crystals. In the case of the former, it becomes a strictly better Wild Growth; in the case of the latter, a strictly better Nourish. The dream is if Invigorate hits higher, say, around three or four. If this occurs, Invigorate becomes game-winning for tempo Druid, as it enables power plays such as Druid of the Claw and, eventually, the Force-Savage combo far earlier than the enemy is able to counter them. I feel Invigorate, therefore, would be a touch overpowered against some decks and outright broken against others. Again, this does all depend on if it hits, however.
Discount- Asomal Overall = 6.3/10
- Balance and Design: 5/10
- Artwork: 9/10
- Rule of Cool: 5/10
- Another Rogue card, Discount suffers from a similar problem to its preceding counterparts in that Rogue decks do not tend to curve highly in terms of the minions they include. In typical Oil Rogues, the highest-costing minion tends to be either Antique Healbot or Azure Drake at 5- this is a similar story in tempo and mill Rogue. Of course, draw and play a 2-mana Azure Drake is very desirable, but first you have to be lucky enough to reveal it and then lucky enough that your opponent doesn’t reveal a costlier minion in order to get the discount. As such, this is going to be a 2-mana ‘draw a card’ most of the time. When it hits, it’ll be good, but Discount will largely be lacklustre, although it could enable combos earlier or provide certain pieces, again, if you get lucky. Great art, though.
Tome of Medivh- Drathdarkstar Overall = 7/10
- Balance and Design: 7/10
- Artwork: 7/10
- Rule of Cool: 7/10
- This card has the potential to be very strong, acting almost as a miniature Archmage Antonidas with a three-spell limit. In certain situations, Tome of Medivh can provide ridiculous burst (imagine copying two Fireballs or a Pyroblast), but it does stumble a little against certain decks due to the nature of its joust. Given that Mage tends to run few spells above 4 mana, excluding Flamestrike, Pyroblast and, in the case of Freeze Mage, Blizzard, Tome of Medivh may not always be guaranteed to proc when you need it most in a control meta. Given that it costs 5 mana, this can be a devastating loss of tempo. Against aggro, however, Tome of Medivh could be a natural fit in Freeze Mage as an alternative finisher with Alexstrasza. It may just be the case, though, that, due to the consistency of Archmage, this card is ultimately unnecessary.
Double Up! - JinTMDYan Overall =?/10
This card will not be covered until its moderator review has been resolved (as it doesn’t meet the competition criteria).
Mind Over Matter- bakaraizer Overall = 4.6/10
- Balance and Design: 3/10
- Artwork: 7/10
- Rule of Cool: 4/10
- As if Mage needed more extremely powerful board clear in the Freeze archetype… The vast majority of aggro decks would be completely shut down by this card, given that they tend to run very few spells (in the case of Divine Favour Paladin and the ever-popular Face Hunter). In addition, most control decks also would be punished by Mind Over Matter, given that the Mage deck this would most likely be included in- Freeze Mage- is arguably one of the most spell-heavy decks in the metagame currently. At 4 Mana, a total guaranteed board clear is also quite dramatically under-costed. This card needs serious reworking in terms of external balance. Always nice to see some MTG art, though.
Multi Sniper Shot- Qormusata Overall = 5/10
- Balance and Design: 4/10
- Artwork: 7/10
- Rule of Cool: 4/10
- This card doesn’t really fit into any of the Hunter decks present in the metagame due to its requirement of including high-cost minions into traditionally low or midrange mana curves. It seems to be attempting to replace Kill Command as a finisher in Midrange and Beast Hunter, as well as providing Face with another method for late-game lethal. The problem is it simply costs too much for what it does. Kill Command with a Beast and Quick Shot costs 5 mana and deals 8 damage- one extra mana for the potential of 8 damage on one card doesn’t seem worth it in any of the archetypes.
Backfire- Bd30 Overall = 4.6/10
- Balance and Design: 3/10
- Artwork: 8/10
- Rule of Cool: 3/10
- This card is horribly broken. Backfire is a strictly better Avenge that triggers when a minion is attacked, rather than when another minion dies. +5/+5 is ridiculously strong and will likely enable the minion attacked to trade efficiently regardless of its original stats, potentially robbing the opponent of board advantage and granting a huge swing to the Mage. The supposed ‘downside’ is only to receive +4/+4, which is more than sufficient to have more or less the same effect. The artwork at least is pretty and strongly thematic, but, all in all, this card needs a significant adjustment.
Mana Gathering Staff- Mr Karasti Overall = 6.3/10
- Balance and Design: 5/10
- Artwork: 8/10
- Rule of Cool: 6/10
- The dream with this card is to reveal Alexstrasza or Archmage Antonidas, thus enabling your finisher absurdly early. In either of these cases, Mana Gathering Staff is exceptional- in all other cases, however, it is a little lacklustre. If the joust doesn’t trigger successfully, Mana Gathering Staff is a Fiery War Axe that costs 2 extra mana in exchange for +1 Spell Damage. This isn’t really of that much value, as Mage already has more efficient forms of removal; in addition, while the Spell Damage is nice, it definitely is not worth 2 mana. If the joust does trigger, but off of a 2-cost or lower minion (unlikely but possible, such as in Mech Mage), you have the same problem. In the case of other commonly included Mage minions, such as Blastmage or Shredder, Mana Gathering Staff becomes worthwhile as a four or five durability weapon that provides a mana discount. However, you cannot be sure of drawing into that discount when you need it, something which further reduces the impact of this card. A unique and intriguing concept, but a sadly inconsistent one.
Arena Brute- TeamNasty Overall = 7.3/10
- Balance and Design: 8/10
- Artwork: 8/10
- Rule of Cool: 6/10
- The creator is right in saying that Arena Brute would work reasonably well in control Warrior due to its traditionally high mana curve. However, the question is not whether it would work, but whether it is a necessary addition to the control Warrior’s line-up. A Boulderfist Ogre for 1 less mana with a minor drawback is certainly a very strong tempo play and provides earlier board pressure than other cards typically used in control Warrior. This could be seen as a tech card for a more aggressive variant or as a counter to early pressure. Not a particularly interesting card, but one that is solidly designed, nonetheless.
Spirit Healer- Zadikiel Overall = 7/10
- Balance and Design: 6/10
- Artwork: 9/10
- Rule of Cool: 6/10
- The most direct competition for Spirit Healer’s slot in control decks is the Cabal Shadow Priest, also a 6-mana epic but, crucially, one that directly affects the board on the turn it is played. Spirit Healer has +2 Health, sure, but also needs to stick around for a turn or two in order to get value, whereas the Cabal Shadow Priest has already given board and tempo advantage on the turn you play it. Spirit Healer is nevertheless a strong card if it wins one or two jousts. Resurrect is an underrated card that can potentially provide powerful swings if used correctly, but can also fail to do so in equal measure. It is arguable that Spirit Healer is too slow to replace Cabal Shadow Priest currently despite its extra stats, as its ability is unreliable and may not provide the same sort of advantage as its competitor. The artwork is gorgeous, though.
Alastos- l4chsnacken Overall = 5.6/10
- Balance and Design: 6/10
- Artwork: 6/10
- Rule of Cool: 5/10
- Alastos is a card plagued by its unreliability. First off, a 6-mana 6/6 is not fantastic unless it has some effect that directly influences the board when it comes into play, a la Dread Infernal, which Alastos does not. Secondly, Alastos can work against you just as capably as it can work against your opponent. If, for example, you have a developed board but your opponent has a Shield Slam, Deadly Shot, Siphon Soul or the like, there is the possibility you lose 3 minions right off the bat. Thirdly, Alastos relies on a joust mechanic that only really warrants its inclusion into high-curve Demonlocks or Handlocks. In the case of the former, Alastos is not an aggressive enough card to be included, and in the case of the latter, which allows for his slowness, he doesn’t really do enough (and can potentially undo too much) to slot him in. This card can be effective, but perhaps not effective enough or consistent enough to be a solid choice.
Arthas Menethil- Delta_Narg Overall = 3/10
- Balance and Design: 3/10
- Artwork: 5/10
- Rule of Cool: 4/10
- This card just seems too weak to be worth 10 Mana. Let’s consider both outcomes of its joust. First off, if any of your revealed cards are worth more than your opponent’s, you equip an Arcanite Reaper that destroys itself at the end of the turn. Wait, what? Yes, for 10 mana you deal 5 damage (oh, and Arthas becomes Immune, but that’s irrelevant given that it won’t last for your opponent’s turn) and get a 6/6 body. The alternative is that, if all of your revealed cards are worth less than your opponent’s, you get an 8/8 vanilla body instead. Pass.
Lubu Xuin- KayRule Overall = 6/10
- Balance and Design: 5/10
- Artwork: 7/10
- Rule of Cool: 6/10
- A fun little card, Lubu Xuin is also the first on this page to toy with the idea of jousting with rarity, rather than with cost. However, the outcome of the joust is a little lacklustre. 8 face damage can be a good finisher in certain situations but, most of the time, this will just be a bigger Nightblade that imparts slightly more time pressure. In the case that it doesn’t trigger, a 6/7 body for 7 isn’t really worthwhile. A nice idea, but not one of any real competitive merit. Like the creator said, a good inclusion for a gimmicky, fun-focussed ‘deck of legends’.
Ignus- almabrds Overall = 7/10
- Balance and Design: 6/10
- Artwork: 8/10
- Rule of Cool: 7/10
- Potentially a strong draw engine, Ignus presents some interesting possibilities for decks such as Handlock as an endgame drop designed to prevent burnout. However, he can also flat-out lose you the game. If his joust misfires, you take three instances of fatigue damage (i.e. 6 damage total), which would normally be un-concerning. However, against mill or in long-game situations, this can potentially be fatal, as you will start taking damage at a much higher rate than your opponent. Of course, drawing three cards is extremely valuable, but this is definitely a minion to play carefully with. And look, isn’t it gold and shiny
And there you have it! :) Please check out all of these submissions, and (shameless plug), my card, Alter Time, over on page 7 of the Submissions. Good luck to all this week's competitors!
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AstalTR posted a message on Weekly Card Design Competition #28 - Submission Topic [UP-VOTING ONLY]Overhealing means that whenever a character would be healed for an amount exceeding it's max health it would gain the remainder as bonus health. For example, if a priest used his hero power on a full health Aevis, she would become a 4/6. The stat line is balanced around the use of this card with 2 other full health minions on the board and circle of healing, giving an insane 4/16 worth of stats if you manage to pull off a four card combo that is fairly easily interacted with by your opponent.
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vesperbot posted a message on Weekly Card Design Competition #29 - Discussion TopicPosted in: Fan CreationsOh, another competition? Cool! Let me comment on some of the cards.
Murloc Warcaller: I think it would be better to summon a random Murloc instead of first checking if what's revealed is a Murloc. Nice otherwise.
Plague Voidwatcher: HIGHLY underbalanced. A 6 mana minion that has a chance to go back into the deck the moment it hits battlefield? And then 4 more mana to spend for a Hellfire? And even if it would stay, it's a weaker 4-mana creature? Probably you meant "shuffle a copy of this minion into your deck" instead. Even then, I'd say this is a 5 mana, not 6.
The True Hero: A card that says "I PAID, NOW LET ME WIN". Bad, because meeting this with no legends in deck (Arena anyone? I didn't draw a legend in all my arenas yet) destroys your side of the battlefield, and most likely won't harm the opponent.
Alter Time: Can really go out of control, and can really buff a face hunter. Risky and unrewarding if it would only make the enemy draw to 9. They would just obliterate the hapless mage. A really nice art, though.
Valiant of METAL: Umm, you always win jousts?! This is even OP as a 4-drop, considering the first two aspects are spells and can only target the Valiant. is And fix 8th aspect in spelling "Alexstrasza".
Jousting Warchief: Hmm, considering this is designed to use with a Doomhammer, and its cost is 5, it can only lose the joust to Arcanite Reaper, Assassin's Blade, Gladiator's Longbow and Gorehowl. (Might miss some weapons tho) Also considering that 4 out of 9 classes don't have weapons at all, this says "Equip Doomhammer" without further ado. I say too overpowered.
Goblin Miser: Please clarify the text. So far I read it like this: "Battlecry: Draw three cards. At the start of your turn, reveal a card in each deck. If yours has higher Rarity, shuffle this minion into your deck." If so, this is a Nourish with a free body at the very least, everything extra is icing on the cake. Yes, it can disappear, and this can hurt, but this also prevents Fatigue on your side, should you have cards in deck when opponent is out of cards. Too, VERY, EXTREMELY imbalanced.
Ashen Knight: This has a danger of Null Pointer Exception to proc if the minion is removed by a spell instead of an attack result. I say totally broken mechanics.
Chen Stormstout: Hehe. Sadly, this is reduced to "Show one card from both decks". Getting an insight might be beneficial, but you really need to profit out of a joust. Perhaps gaining Taunt would suit the theme. Otherwise it's just a legendary Spider Tank.
Techno-Mage: Cool aspect, and pretty balanced to "Draw a Mech" if you win the joust. I see that this 2/4 with a conditional draw is pretty balanced, at least to what Blizzard calls "balanced". Hmm :)
Forsaken Deathspeaker: Huh, repeating the previous submission word by word? Unfair.
Jungle Ambusher: Should reveal "a card" I think, although pairs with Tracking idea. Maybe this was the core point of this card. But a 5/2 isn't a good body, even counting the effect, consider upping to 5/4 probably.
Team Up: The "get a copy" effect is already strong enough to justify the 3 mana (and given that you don't expend your own deck, it's worth a tad more), and those "Expert" cards are plain OP. I didn't manage to sift through the minion's description, but both other cards are TOO DAMN OP. One is get +2/+2 per hero power use (then you face with it and gain net +1 durability), the other is play a free minion if won the joust, get its combo (given these combo are all targeted, they should be targeted at random) AND gain another secret, for zero mana. Heh.
Lady Liadrin: Nice twist, but this calls for a Wailing Soul and an accidental buff. Whlie yes, no one said your profit from jousting should be positive. :)
Arcane Guardian: OHHH YES, the nearly perfect minion for winning jousts. But IMO too big for 3-drop, a 4/4 should look better stat wise. After all, all 3 mana 4/4s have a drawback, and a 5/5 can't attack (worst case) is at least Shadowflame fuel, if not Defender of Argus buddy or better.
Axe of Confidence: Hehe, Come on Molten Giant! I believe it's OP on average, if you reveal Varian Wrynn this is at least 5/2 for 2 mana, and a Molten will make this a 2-turn win the game.
Ravager: I think a single "Deal 1 damage to all minions" is enough, otherwise it's a Bouncing Blade worth attached to a 2/3 weapon. Or make this cost 5.
Emerald Dragonknight: This should not draw Ysera Awakens as this is not Ysera. And probably it should be a 4/5, as dream cards are kind of overvalued. Otherwise, a great submission.
Rock, Paper, Scissors: Awesome mechanics, but I think rewards for the opponent should be a tad higher, at least the wall 0/4 instead of 0/3, paper cuts should be "Deal 1 damage" without limits, and also a declaration of "Nightmare" on the weapon is needed.
Dragons Prey: The "put" should be triggered only if the enemy minion is not a dragon. Or else it would be absurd, playing Faerie Dragon vs say Nefarian rips Nefarian out of enemy deck. Also it'll be better that only a copy would be put into the deck.
Pickpocketing Champion: COOL! Nice stats, 1 mana and a combo potential - just what a rogue wants. And not too much.
Joust Instructor: A counter to handlocks, huh? Although I'd like to see this draw a high cost legendary vs a Molten Giant. And yes, it's probably balanced.
Magtheridon: Badly needs to provide valid costs on Fel Cards, having this power at 0 cost looks just too unbalanced. I think Fel Imp-losion should cost no less than 2, Inferno too, Curse of the Legion no less than 4, compared with Bane of Doom, Meteor Slash no less than 3 (compared to Madder Bomber overhead for damage), and Howl of Terror no less than 4, compared to Equality plus Arcane Intellect.
Grand Protector: Just add Taunt and you have an invincible wall. I daresay too much, although the idea is nice and themes with paladin.
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user-20821578 posted a message on Weekly Card Design Competition #28 - Submission Topic [UP-VOTING ONLY]Posted in: Fan Creations
The first card in Hearthstone uses the concept of History Record. By controlling the action of all minions carefully, you can choose the " research topic " of the Historian. If you are lucky, the Historian can discover some big monster in History Record. However, your opponent can also affect the History Record so this card will not be too overpower. -
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Loyal_Shabti posted a message on Weekly Card Design Competition #28 - Discussion TopicPosted in: Fan CreationsSo from pages 7-14, here is my criticism.
Put your
@Yszkyrwa: Interesting so the effect-texts are silenced when your opponent's turn comes along. Its also fairly decent as a 5m 5/5 with taunt.
@KaoticKreature: Seems balanced as the effect only occurs at the start of your turn and there isn't another card like it that actively silences cards in the opponent's hand of all places. Its also a fairly lategame play so in a topdeck war, this could be a very strong effect.
@MayDayPayDay: I like the updated version as it is less wordy while still being unique.
@Jhamel: Its a nice twist on attacking. Kind of reminds me of Ragnaros the Firelord in that respect but not the same as him either.
@Roflnaab: Interesting and very complex for a legendary, I personally like it for that reason. It seems balanced based on the fact that you really need to time it well to get the most effect out of it. I wouldn't be surprised to see warrior or priest use this.
@ACinJC: Still would run her in a Murloc deck, 3/4 body for 4 for a Murloc no less? Sign me up. It also gets your point across better than your previous version.
@xt3rm1n80rx: How about instead "Whenever this minion takes lethal damage, gain +1/+1 instead." And make it something like a 1/1 for 2.
@Nocturnalypso: Interesting. I do like how it gives your opponent the effect of overload as well as they now have a bunch of cards with overload 1 like Innervate hahahaha.
@PSVapour: Seems like a reasonable card. Worst case scenario for your opponent, they had like 5 seconds. Best case scenario they might have had 70 seconds for that turn.
@Sinti: Go for the one that includes all Mechs.
@TSMS: I personally like concept #1 Confused.
@FollowDRulez: Seems like a fair trade off honestly. Basically about the same level of threat as Millhouse as that opponent could just windup drawing that pyroblast the following turn.
@Roefl: I like it. It has tons of potential in a pirate deck. It also seems fairly balanced.
@Hyunno: I personally like Orgnoll Unchained out of the three. Its also fairly balanced for its cost with stats like those. As there isn't really that many stax effects in hearthstone.
@HCPuntti: Alright this made my day. I can recall capping the flag a lot in WoW. Its nice to see you actually recaptured that. For his stats I would say he is balanced, a 2/2 for 2 that only gets +2 attack for that turn while attacking. If he survives and hits face, he becomes a 3/3. Though I doubt your opponent would let that live for long.
@Elementalkin: Thank you for the explanation. With that in mind I would say its a fairly interesting concept and can allow for more interesting and strategic plays like turning your Oasis Snapjaw from a 4m 2/7 to a 2m 7/4 and then a 7m 4/2.
@LittleOgreHearthstone: I think you should stick with what you got. People genuinely like it if you got 29 upvotes.
@NamelessDream3r: Hmm, might I suggest lowering the attack and health by a point each? 6/6 for 4 with a potential upside is quiet strong.
@Kthuloo: I would say he is balanced albeit very narrow and limited in usage.
@DonnieMcKarlo: Seems worded correctly to me. Balanced? Well that is about the same as saying is Millhouse Manastorm balanced. It really does depend on what is in the hand.
@Lotusassassin2: Go with the Master of Pain.
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ACinJC posted a message on Weekly Card Design Competition #28 - Discussion TopicPosted in: Fan CreationsHey, 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…
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…
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1
user-17833270 posted a message on Weekly Card Design Competition #28 - Discussion TopicPosted in: Fan CreationsNoting the interesting concepts and the ones that might need to be changed (in my opinion only)
Page 1: Salus Permuto (will be nice against priests when you're low on Health), Pirate King Sinbot (nice concept, similar to that Prince Malchezaar card, if I remember right, but it's reflected image in a mirror)
Page 2: K'oros (really nice idea of stopping hunters, instead of damaging you, they will heal you!), Pyros (overload shaman? sure!), Bryla Bloodsight, Fayok the Shredder (pretty fun way to make beast druid a thing and make Savagery a decent card)
Page 3: Eyana Duskbloom, Mikile The Boss (make it's effect a deathrattle, battlecry, inspire or something triggered by a card/action), Pyrobert Manastorm (really fun one)
Page 4: The Stabfish (gonna be hell annoying if you can't easily remove it with silence/hard removal or simply deal 1 damage to it, anti-aoe card, sort of, since most aoe-s deal 2 damage, well, excluding Whirlwind/Revenge/Arcane Explosion), Ergreon Stoneblood (nice effect, worgen warrior? cool!), Gilvar the Savage (change it's text to "Your 'Swipe', 'Savage Roar' and 'Bite' spells cost (3) less.", though, lore-wise, Savagery and Claw should also be discounted, maybe "Your wild spells cost (3) less."? Yeah, I'm not good at ideas, but I guess you could apply the text that I've mentioned below)
Page 5: Yao, the Elusive Challenger, Sha of Ignorance (basically stealth to everything? interesting), Ayindia Ravenfire (op if you'd ask me, maybe 8-9 mana, the hero power is a really important factor, and to destroy it for 7 mana and also have a 7/5.. dunno)
Page 6: Dumbtongue the Cursed (really, even if this is just aestethic, this is awesome! I'd craft one of these if I had the chance), Xamm (it looks like a mech to be, or an aztec beast or something, really interesting art/effect), Helene The Medic Master (didn't Salus Permuto have the same effect?), Norya Silversong (simple, yet effective, can probably even make it a 6/6)
Page 7: Sunhawk Assassin (it'd be better if you'd make a name for it, but that's just me, also, a 6-drop for midrange/face hunters, yey), Herryk Brander (how do you attack with 2 weapons? Windfury? How do you choose the weapon that you want to attack with? This one's kinda awkward, maybe some clarifications would work), Talia Shroudstepper (love that smokebomb effect)
That's it for now, I've noticed that I've made less comments than usual, probably because the cards are more balanced, the submissions have evolved, now they don't really need that much of a fix or anything like that, they're fine as they are, but you know there's always place for better, it's in the human's nature to never be happy with what they have hehe, anyway, looking forward to tell my thoughts about the incoming submissions when I'll have the chance!
EDIT: Should have clarified, if it has nothing between the brackets, it means that it's an interesting concept and that it should be left as it is, sorry for not saying this xD the brackets contain some personal notes about the card or a thing that should be changed about it
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10
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.
20
Spells that you get from this:
Soulfire, Flamecannon, Lava Shock, Explosive Trap, Lava Burst, Vaporize, Fireball, Shadowflame, Hellfire, Flame Lance, Dragon's Breath, Explosive Shot, Flamestrike, Pyroblast.
6
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.
3
Tricky card to pull off, but well worth it.
1
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.
14
5
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).
1
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).
I would be very careful of introducing cards that reduce costs for you. The tempo swings you could achieve seem unfair and unfun.
An interesting take. I support this.
I super like this one.
6
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.
5
Bwahahahahaha!
Edit: Pile of Ashes.