• 1

    posted a message on Weekly Card Design Competition #32 - FINAL POLL [ENDED]

    Made it to the finals again, jaaam! After being neck and neck with Jeremiah Payson from the start, it's pretty cool that we ended up tied.

    After considering the, uh, "ethicacy" (?) of voting for one self, I am going to do so simply on the principle that I always vote for the cards I like the best, and usually that would include my own - and in this case, it definitely does. Narrowing my votes for the remaining entries down to two, I'm also gonna go with Commander Mograine and Horde Warbringer.




    AUTHENTICITY: 4/5
    ARTWORK: 3/5
    EFFECT: 5/5
    THEME: 5/5

    KEYWORDS: -
    THOUGHTS: Like the numerous Tyrande entries this week, there were a lot of Mograines/Whitemanes, and I only upvoted one of each. In this case it's the only one that really understood how the mechanic of the fight went in WoW, and how it would translate into a Hearthstone card - and did so rather perfectly I might add. The only real flaw with it is the artwork, but at least the style of the art is consistent between the two cards, which is usually not the case.
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    AUTHENTICITY: 4/5
    ARTWORK: 5/5
    EFFECT: 3/5
    THEME: 4/5

    KEYWORDS: OTK
    THOUGHTS: Gotta give it up to this one, it looks great, and it feels quite 'real', which is most important to me. Although I'd like to be optimistic and say that this would be used for board control, I feel like it would primarily used as a finisher/combo to deal upwards of 26 damage or more to the face.
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    Reviews For the Rest

    [GUIDE]

    [REVIEW KEYWORDS]
    AGGRO: This card seems to cater to aggro decks, which is generally not the kind of thing I want to see.
    BANISHED: This card does not meet the requirements for card creation, or "breaks the mold".
    INANIMATE: This minion is an inanimate object, which I typically do not like.
    LEMON: This card was unnecessarily submitted as a gold version, most likely to draw undue attention.
    MEH: Although there's nothing necessarily wrong with this card, it doesn't enthuse me very much.
    OMNI-RNG: This card's random effect has a very broad scope in some way, which I don't like.
    OTK: This card's effect has a greater potential for bursting your opponent down in a single turn, which I don't like.
    REVIEWED: This review is copied from my previous review of the card.
    SCREENSHOT: This card uses a screenshot as its art, which does not really fit with Hearthstone's aesthetic.
    SNATCHER: This card takes control of an enemy minion, which I do not like.
    TL;DR: This card has too much text, which I do not like. Note: This is not to be taken literally; I do read it.
    UPVOTE!: I upvoted this submission.
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    [SCORE SYSTEM]
    AUTHENTICITY: How realistic and believable I think the card feels (as a hypothetical REAL Hearthstone card).
    ARTWORK: How good I think the artwork is (art style, fidelity, cropping/positioning, etc.).
    EFFECT: How creative and/or interesting the effect is, as well as how simple and concise it is.
    NAME: How good I think the name of the card is, particularly in relation to the theme.
    THEME: How coherent and intuitive I think the theme is, regardless of creativity or scope.

    I rate the aforementioned aspects of a card as follows:

    5/5 - Fantastic
    4/5 - Great
    3/5 - Good
    2/5 - Okay
    1/5 - Poor
    0/5 - Terrible





    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 4/5
    THEME: 3/5

    KEYWORDS: OTK
    THOUGHTS: I counted 6 Tyrandes this week, and this was the only one I upvoted. Looking at it again though, I realize now that this is too slow as is, and would most likely only be played with Wisps to get 2 Moonfires, and then later combo them with Malygos for extreme burst - particularly in a Druid deck, which could ramp up the process and perhaps even run 2 more Moonfires for additional burst.
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 3/5
    THEME: 1/5

    KEYWORDS: -
    THOUGHTS: This just wouldn't work out, except in the most extreme, niche situations. Spell Damage minions simply don't stick. I also don't really get the theme here, in so far as it applies to the character specifically.
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    AUTHENTICITY: 0/5
    ARTWORK: 0/5
    EFFECT: 4/5
    THEME: 2/5

    KEYWORDS: SCREENSHOT, SNATCHER
    THOUGHTS: The effect is pretty cute, though obviously quite niche.
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    AUTHENTICITY: 2/5
    ARTWORK: 1/5
    EFFECT: 2/5
    THEME: 4/5

    KEYWORDS: AGGRO
    THOUGHTS: Even setting aside the potential combos, by itself this helps Face Hunter in a way that I don't feel I even need to explain. Broken Tooth is also a yellow lion, so the artwork is a stretch. Credit for the theme though, Broken Tooth was apparently a notorious tamable beast at one point due to its attack speed (though perhaps then Mega-Windfury, with a higher mana cost, would have been more apropos).
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    AUTHENTICITY: 4/5
    ARTWORK: 3/5
    EFFECT: 3/5
    THEME: 4/5

    KEYWORDS: -
    THOUGHTS: I would have preferred this be +2 Attack instead of double damage, since that puts a more balanced parameter on its potential power-level. Then again, I suppose without buffs that's what it is anyway.
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    AUTHENTICITY: 0/5
    ARTWORK: 0/5
    EFFECT: 3/5
    THEME: 3/5

    KEYWORDS: REVIEWED, SCREENSHOT
    THOUGHTS: "Although I've entered cards before that don't use traditional art, I've since decided that it just doesn't jive well with the aesthetic of Hearthstone. That's really the only thing stopping me from upvoting this, since I dig this reference. As it turns out, someone actually did make fanart for this guy, which I would have found acceptable."
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 2/5
    THEME: 5/5

    KEYWORDS: -
    THOUGHTS: A good tool against aggro, assuming you live that long, which Warrior usually can. Can be combo'd with Fencing Coach for a strong AoE, though I doubt it would last long beyond that and that requires that you draw into those two cards, consistently, by turn 5 - which you won't.
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    AUTHENTICITY: 2/5
    ARTWORK: 3/5
    EFFECT: 2/5
    THEME: 3/5

    KEYWORDS: -
    THOUGHTS: Kind of a mixed bag; shouldn't have an Attack, and I'm pretty sure they're not considered Demons, since I don't think they're even living creatures - they're more like scrying devices created with fel energy. Effect wise it's pretty strong, perhaps too strong, at least if your opponent is unable to deal AoE damage. Knowing what cards your opponent draws into is a big advantage.
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 3/5
    THEME: 2/5

    KEYWORDS: -
    THOUGHTS: Kind of like Imp-losion, but without the removal. This has synergy with Molten Giant and Sea Giant, which is pretty interesting. Not sure I really get the theme though, unless the warlock being injured attracts the pigs?
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 3/5
    THEME: 1/5

    KEYWORDS: -
    THOUGHTS: Tempted to consider this one BANISHED for adding a background, but I guess I'll let it slide since they at least tried to crop it out. Effect wise this seems pretty strong, particularly with something like Shade of Naxxramas. I don't really get the theme though.
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 2/5
    THEME: 3/5

    KEYWORDS: MEH
    THOUGHTS: I'm not into effects that make restrictive mechanics easier; the 'Combo is always equal to <True>' thing doesn't appeal to me. I also feel like I've seen enough of Mathias Shaw in these competitions, with the exact same art. Kinda getting bored with it, TBH.
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 4/5
    THEME: 2/5

    KEYWORDS: -
    THOUGHTS: I dig the effect on this one, but 1-Attack for this character doesn't make any sense to me, and I don't really get the theme as it pertains to the character specifically.
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    AUTHENTICITY: 2/5
    ARTWORK: 2/5
    EFFECT: 3/5
    THEME: 3/5

    KEYWORDS: -
    THOUGHTS: Assuming that the theme is to be understood that the minions in your hand are Inspired by the Zhevra, then I suppose it makes sense. I think it could have had Charge itself though, as compared to Stormwind Knight.
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 3/5
    THEME: 3/5

    KEYWORDS: OTK
    THOUGHTS: Really strong IMO, especially on turn 10 with Bloodlust. It basically enables a less reliable, but more powerful version of Force of Nature + Savage Roar, which doesn't enthuse me.
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    AUTHENTICITY: 0*/5
    ARTWORK: 0/5
    EFFECT: 3/5
    THEME: 4/5

    KEYWORDS: -
    THOUGHTS: I like cards that give you access to otherwise bad cards like Holy Wrath, especially if they also make those cards kinda good, and I think this one does. However, a big problem I have with this is that not only does the art not match the character (who is always depicted as wearing white), Sir Zeliek is already an uncollectible card, so we know the art that would be used for him if it were to be collectible. It's one thing for cards to have alternative art, but when it's alternative art that also doesn't match the design of the character, as opposed to the original art which does, that doesn't make sense to me and it doesn't seem like something Blizzard would do.
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    AUTHENTICITY: 1/5
    ARTWORK: 1/5
    EFFECT: 2/5
    THEME: 2/5

    KEYWORDS: MEH
    THOUGHTS: I don't think that effect is worth it ultimately. Also; epic?
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 3/5
    THEME: 2/5

    KEYWORDS: -
    THOUGHTS: I actually like the effect, though I think it's a little bit too shallow considering what the character is capable of. Then again, I'm thinking of her RTS counterpart.
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    AUTHENTICITY: 1/5
    ARTWORK: 0/5
    EFFECT: 2/5
    THEME: 2/5

    KEYWORDS: SCREENSHOT
    THOUGHTS: Innervate for everyone! Kinda. I guess the theme is that the cow gives milk when it dies?
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    AUTHENTICITY: 3/5
    ARTWORK: 3/5
    EFFECT: 3/5
    THEME: 3/5

    KEYWORDS: -
    THOUGHTS: Good synergy with Gang Up, though a bit vulnerable to Silence and I think maybe discounting the Dreadguard you draw from your deck by 1 would have been better. Needs more of an "edge" IMO.

    Posted in: Fan Creations
  • 2

    posted a message on Can we please get back to balancing the game...?
    Quote from lexaduna jump

    "We dont like nerfing [anymore] because players will feel BAD and not like they have real cards" - most bs excuse i ever heard. I feel bad enough already because of stupid excuses and op cancer decks that you refuse to nerf.

    Wow, that's a very frustrating and confusing statement from him, since Hearthstone cards AREN'T real cards, regardless of how people feel about them. They can't be traded, and technically players don't even really own them - if Blizzard ever decides to pull the plug on Hearthstone, and inevitably they will (decades from now if we're being generous), everyone's collection is gone for good. That's not the case with cards IRL, which can be traded, sold, or simply preserved, potentially forever.

    I think Hearthstone being a digital game is precisely why changes should be made - namely, because they actually CAN be made. It's fair to say that there are a plethora of cards that if buffed or nerfed, even just the tiniest bit, would make for a better and more balanced game overall.

    Posted in: General Discussion
  • 6

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


    [1.2 CHANGES]
    Reverted Salary back to 1 (down from 2). Gonna stick with that.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #31 - FINAL POLL

    it would work more like Shadow Madness where Silencing it would immediately relinquish the hold of the effect, returning the minion back to its owner an allowing it to attack again. I suppose we can't know for sure, but I think my interpretation is the more intuitive and logically consistent one.

    I actually didn't know that Shadow Madness worked that way, I might have been confusing Silence with a brewmaster's bounce effect. I'll amend my review, but I still think it's OP.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #31 - Discussion Topic
    Quote from Petlas jump

    Hey guys, what do you think. Should I make this 7 mana?

    Wow, lol, I was about to post that in here as well. I love it, but I think the problem is that it kinda sucks for the same reasons Recycle does. It's probably balanced more at 8 than 7, but I don't know if such a card would see play when it's only a single minion, for the same reason Recycle doesn't. Still though, it's a really cool, simple, clear idea, and it's a beautiful looking image. Mad respect.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #31 - Discussion Topic

    Here goes my own page reviews for this week, this time for Page 2. I haven't checked out the other submissions yet, but I really hope the other finalists are better than these.

    As always, I rated these 1 to 5, 1 being really bad and 5 being fantastic. I also denoted how many votes the card currently has at the time of this post, and which of them (if any) I upvoted.

    [REVIEW KEYWORDS]
    AGGRO: This card seems to cater to aggro decks, which is generally not the kind of thing I want to see.
    BANISHED: This card did not meet the requirements this week. As such, I will not review it.
    INANIMATE: This minion is an inanimate object, which I typically do not like.
    LEMON: This card was unnecessarily submitted as a gold version, most likely to draw undue attention.
    MEH: Although there's nothing necessarily wrong with this card, it doesn't enthuse me very much.
    OMNI-RNG: This card's random effect has a very broad scope in some way, which I don't like.
    STEALER: This card takes control of an enemy minion, which I do not like.
    TL;DR: This card has an overly wordy and/or convoluted effect.

    [PAGE 2]
    Mana Burst (+14): 3/5. AGGRO, OMNI-RNG. Although I do like the core idea of this, I think it would work better as a Hero Power in some way, something that's repeatable, but on a smaller scale. Only getting to do it twice per game means that only two of your turns are going to have that "fun chaos" that I think this is going for.

    World's Protector (+17): 2/5. OMNI-RNG. I may need to create a keyword for this kind of thing, though it's not that common, so maybe it's not necessary. The long and the short of it is that I don't like the idea of non-attack weapons for Warrior, and I don't think I'll ever change my mind on that unless and until they add such a card to the game. Effect wise it's "balanced" but not very interesting because it is random. It would be better and easier to evaluate if it summoned generic tokens instead (although I know that that wouldn't count). Minor nitpick, but it should also read as "summon a random minion".

    Track Undead (+9): 2/5. MEH, OMNI-RNG. Not much to say about it. Minor nitpick, although I get what this was going for, I don't like the name since there are plenty of minions with Deathrattle that aren't undead. I also don't understand why it would have anything to do with your opponent's minions, really.

    Intimidating Shout (+6): 2/5. STEALER. I'd say this is way more powerful than Shadow Madness, since it lasts a little longer and you draw a card. I don't really get the theme, since the actual Intimidating Shout ability has always been thematically about "fear", not a "mind control". Like, I don't see why this would cause a minion to switch sides (and if so, why they would then switch back after). Seems like this would make more sense if it temporarily removed Taunt from a minion and gave it "Can't Attack" until the start of your next turn instead, though again I know that that wouldn't qualify.

    Dalaran Assistance (+20): 1/5. So, does this affect all secrets in your deck? Or all of your secrets currently in play? I noticed that there was a discussion going on about this, but this isn't just a mechanical oddity that doesn't need to be attached to a card for it to make sense. It needs to be explained in game, and I think it would be very easy to add to the text what this affects specifically so as to avoid confusion. Otherwise, the card is simply not very intuitive as is. As far as the actual effect goes, I don't support it since I think Paladin secrets need to find a way to stand on their own. Either they need to be buffed or they need to add more synergy cards to make them work, preferably the latter, but to have a card that just transforms them into Mage secrets isn't very creative and doesn't really fix the problem.

    Recombobulation (+4): 1/5. OMNI-RNG. Seems too "disruptive". I don't think the image used makes any sense, either.

    Fel Influence (+7): Mehhh, another D.O.A. week for me. Not too much to say about this one, might qualify as aggro considering the cost, though my intent was for it to be part of a control/tempo combo. Really strong with cards like Backstab and Shiv, assuming you can playing something else beforehand (Deadly Poison maybe?). I hope to see more cards like this in the finals this week, ie; that actually summon specific minions instead of lazily going for something totally random. I get that Blizzard themselves have done this quite a bit, even just recently with Effigy, but that doesn't mean we have to.

    Doppletroop (+2): 0/5. BANISHED.

    Insect Swarm (+4): 3/5. Although I really like the idea of this card, I'm having a hard time envisioning it in play as is. I think this would be better if the primary spell just gave your opponent two token spells that did damage to them at a lower cost, rather than giving them the option to turn it around on you. That way you'd only be able to put 4 of them into their hand per game, for a total of 12 potential damage. Same result, but without the needless back-and-forth nonsense.

    United Front (+25): 1/5. OMNI-RNG. Not really much to say about this one, it's like a super Unstable Portal. I don't find it interesting, and it's pretty much impossible to evaluate in terms of balance because it encompasses literally hundreds of cards, including spells and weapons. It's also an overpowered spell for the fatigue-phase, which I really don't approve of - especially not in Paladin, which is already a strong class for that due to their Hero Power.

    Torrent of Souls (+4): 1/5. The question is why would you want to? This is way too disruptive in my opinion.

    Summon: Well of Eternity (+5): 1/5. Not sure why we keep getting entries lately that allow you to put cards from other classes into your deck at the deck builder, but I don't like the idea. I also think the drawback here is too severe to be worth it.

    Mana Recycler (+3): 1/5. MEH, OMNI-RNG, TL;DR. I just don't get it, it seems overly complicated and wonky. Like, couldn't it just be a one time effect for 0 mana? This also feels like a way to cheat in what would most likely have otherwise been a minion, since it relies on a minion living for the effect to work.

    Sleight of Hand (0): 0/5. LEMON. Effect is ridiculous.

    Polymorph: Demon (+2): 1/5. See Recombobulation.

    Icecore Staff (+2): 2/5. This really toes the line with the restriction this week, but I guess it counts. At any rate, it should read "Shuffle a copy of every Frozen minion into your deck.", which isn't too interesting. Also, I'm just not a fan of weapons in Mage, not like this anyway. The art is visually compelling, but it's also off-centered and doesn't fit comfortably (left side has a black border).

    Absolve (+8): 4/5. (UPVOTE!). It's probably worse than Mirror Entity, but it's a Paladin secret, so that's to be expected. This one feels somewhat authentic, and I could really see it being added to the game. Unfortunately, I don't expect to see this one again at all.

    Soul Swap (+17): 1/5. STEALER. Let's take Sylvanas Windrunner's Deathrattle, lower the cost by one, and give it to a 1/1 Imp. ...No! ;D. Seriously, am I missing something here? This is incredibly overpowered, especially with Deathrattle minions or minions that are going to die due to Power Overwhelming. Hell, it combos with Sylvanas pretty well, since you can go face and get TWO minions out of her.

    Posted in: Fan Creations
  • 16

    posted a message on Weekly Card Design Competition #31 - Submission Topic [CLOSED]


    A loose lore reference to when Valeera was cursed and possessed by a demon (loose in that it wasn't a succubus).

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #30 - FINAL POLL

    Alas Captain Felspark, your sails just couldn't catch wind. Real bummer, should have gone with that damn Black Cat. Frick.

    Anyway, after reviewing the finalists I have to say I'm a little disappointed by the turn out, to the point where I'm only up-voting two this time. Just too many misfires or lackluster designs. So, I'm gonna go with Dizzy Murloc and Stonelash Scorpid.

    Dizzy Murloc: 4/5. A simple minion, and a decent murloc actually, arguably better than Murloc Raider since it sticks just a little bit better. I'm assuming the effect only pertains to the murlocs in your deck, and doesn't actually draw you random murlocs. Not much to say, it's a reasonable murloc tech card. Great art, looks really authentic.

    Stonelash Scorpid: 4/5. I'm bewildered that there aren't any actual scorpids in the game yet (not counting Iron Juggernaut). This one is smartly designed, perfectly themed for the class, and feels somewhat authentic, though the image is maybe not in the style I would have liked. Effect wise, you'll probably only get 1 Deadly Poison out of it on average, but hey, that's good enough. Roughly on par with Acolyte of Pain. This is a true value minion that really can't be dealt with in any great way, since even if your opponent silences it, that's still a victory - and then the scorpid just eats their owl and lives.

    Reviews For the Rest:

    [REVIEW KEYWORDS]
    AGGRO: This card seems to cater to aggro decks, which is generally not the kind of thing I want to see.
    INANIMATE: This minion is an inanimate object, which I typically do not like.
    MEH: Although there's nothing necessarily wrong with this card, it doesn't enthuse me very much.
    OMNI-RNG: This card's random effect has a very broad scope in some way, which I don't like.
    REVIEWED: I already reviewed this card, so the following review is copypasta.
    STEALER: This card takes control of an enemy minion, which I typically do not like.
    TL;DR: This card has too much text, which I do not like. Note: This is not to be taken literally; I do read it.

    Holy Cow!: 3/5. The effect seems borderline OP when it has the potential to trigger multiple times. An argument could be made that it might not trigger at all, but Fencing Coach exists and, at any rate, this is still a 2/4 for 3, which makes it an average minion in its own right. I also really do not like the anomalous ! added to the name, I just think that's unnecessary. The card is already funny enough on its own - and it is funny, which is the only reason I'm rating it so highly.

    Temptress: 1/5. STEALER, TL;DR. I feel like this card makes sense as a rogue card up until it's labeled as a demon, in which case it just seems like a succubus who has, for some reason, "jumped ship".

    Goat of Disguise: 2/5. MEH. The scapegoat theme is cute, but I'm just not feeling it as an actual card.

    Jadefire Rogue: 3/5. AGGRO. Not much to say about this one, it's an "overpowered" minion that effectively disables your Hero Power while it's in play as a drawback. Good synergy with Wailing Soul, but as I recall that didn't really work for Anub'ar Ambusher. Then again, that combo wasn't on curve as this would be.

    Bubblebear: 3/5. That's a really powerful effect, and I'm not sure it makes sense for the bear to have an attack value if it's stick in a bubble. Still, it's slow, and it's certainly below the power curve stat-wise.

    Crabherd: REVIEWED. "5/5 (UPVOTE!). Hey, look at that, starting off on a good note. So, this is an interesting card because not only does it obviously synergize with murlocs, it also has some beast synergy since Hungry Crab is a beast. Obviously you'll only play this in a murloc heavy deck, but with this you could also throw in Kill Command(s)."

    ADDENDUM: My opinion of this card has lessened somewhat as I now consider how well it fits into Hunter as per this week's restrictions, and I think I fall on the side that would ultimately say it doesn't. One could loosely argue that it's "beast master"-like as a "crab shepherd", but I don't know if I'm as satisfied with that as I was originally. I'm also just not as enthused by the effect as I was initially, since a murloc has to die to trigger it, and then another murloc has to die to buff the Hungry Crab, which doesn't seem sustainable.

    Felbound Ancient: 2/5. MEH. Seems really strong, as neither effect is particularly damaging to a Druid, and certainly not that late in the game.

    Dread Captain Elvira: 2/5. A really unique idea. Rogue weapons aren't worthless without buffs and Blade Flurry, but they're definitely not as good without them. Ultimately though, I fall back to the opinion I had of Possessed Knight in that I don't like classes being able to use copied "tech cards" of another class. In this case, the minion itself allows warlocks to "copy" several cards from Rogue by just putting them in a deck.

    Spirit Unicorn: 1/5. MEH. I'm not sure why "or Hero Powers" was left out, since it's not possible to use your Hero Power on it before the Inspire effect triggers.

    Seer's Shield Wall: 3/5. This is actually a pretty interesting effect, though I feel like it isn't worded properly. I'm not sure if it redistributes it randomly, or if each murloc gains bonus Health equal to your armor (which would be REALLY strong). I'm also not sure if it destroys your armor in the process - I assume it does? Worth pointing out that the image used is currently in use (though altered and cropped) by Coldlight Seer, which I personally think is unacceptable. Giving this one a generous 3/5 because I do really like the idea.

    Sharkrider: 3/5. AGGRO. Like Crabherd, this one can be considered a beast master, so I guess that counts. I'd say it fits the theme of a murloc deck well, though I'm not sure how much value you'd get out of it. This one toes the line of OMNI-RNG for me, but I'll let it slide in this context.

    Lord Xavius: 2/5. OMNI-RNG, MEH. The question is why would you want to? Seems like it would disrupt whatever your deck was actually trying to accomplish, even if you get something good out of it.

    Wind Serpent: 2/5. I'm not sure this is better than Dunemaul Shaman or even Fireguard Destroyer.

    Eredar Elementalist: 0/5. To my knowledge the original eredar were arcanists, not shamans. At any rate, this is a man'ari, a demon lord (warlock). Can anyone contradict this? I'll happily give it a review if I'm wrong.

    Nether Crab: 2/5. AGGRO. An interesting take on Hungry Crab, the only problem is you really don't want to discard your murlocs, especially the good ones, since running out of steam is one of the biggest problems in a murloc deck. Nether Crab's effect makes it a powerhouse, until it gets silenced or hard removed. Eh, I dunno, I'm not feelin' this one, kind of has a similar problem with Void Terror in that you're "betting it all on black".

    Fel Orc: REVIEWED. "2/5. AGGRO. Seems like a strictly better Wolfrider, and really, a better Dreadsteed as well. The risk of turning something big into a 3/3 isn't that relevant when it's in a deck of mostly weak, aggro minions anyway, which is where this would see play."

    Wind Serpent: 1/5. Not a fan of this idea, Overload should matter. Besides, Lava Shock is already a thing.

    Corrupted Ancient: 2/5. OMNI-RNG. Kind of a mini Onyxia, unless you want to gamble on the random demon. Not a fan of this one, unfortunately.

    Daelin Proudmoore: 3/5. I'm not feelin' this one, the wikia says he was classified as a sorcerer and potentially a hydromancer, but I suspect he was a "sorcerer" in the same way Sylvanas is classified as one.

    Exorcist: 1/5. OMNI-RNG. Just overpowered, really. Granted it only works against warlocks, but it's potentially an auto-win against them because the tempo is so strong even in the worst case scenario. Oh, what's that you say? You still get a Worthless Imp against non-warlocks? Give me a break. You can forgive Eydis Darkbane and Fjola Lightbane because they're legendaries, and their effects only trigger when you cast a spell (that targets them). But this? This needed to cost at least 4 mana. Also, the wording implies this steals a card from your opponent's deck, since it doesn't "summon a copy", it just summons the minion. Pfft.

    Power of Ahab: 3/5. Cute theme, presumably only works as a finisher. Not a fan of the art on this one, I think it could have been way better. Don't like the name either, really. Moby Dick should also be a legendary, for an obvious reason and because it is a named minion regardless.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #30 - Discussion Topic
    Quote from DialM4Murloc jump

    More fun to create a new one :) Even though the, in my mind, best card I've ever created fits this competition aswell.

     

    I saw someone with a card just like that actually, on Page 6. Almost feels like a rip off TBH (on their part I mean).

    Posted in: Fan Creations
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