- Elementalkin
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Lord_HS posted a message on Weekly Card Design Competition #33 - Submission Topic [ENDED]Posted in: Fan Creations -
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Vignu posted a message on Weekly Card Design Competition #33 - Submission Topic [ENDED]Posted in: Fan Creations -
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user-12953405 posted a message on Weekly Card Design Competition #32 - Submission Topic [ENDED]Posted in: Fan CreationsMorning, ladies and gents! Here's my submission for the week...
Imgur Link: http://imgur.com/nwnKOwv
Link to WoWWiki Page: http://wowwiki.wikia.com/wiki/Kolkar_Marauder
FLAVOUR TEXT
Summon: You distract them! I'll secure the kill!
Attack: Hit and run!
Effect Triggers: Ahah! An opening!
Death: Kolkar... Avenge me...
The idea of Kolkar Marauder is to promote Taunt Warrior, an archetype that has gained support in the Grand Tournament, but in a manner insufficient for it to be competitively viable. Kolkar Marauder is designed to allow for favourable trades and ease of board control, something which complements the slower style inherent in Taunt Warrior. Think of it as the control variant of Knife Juggler, albeit with a little more punch.
Thanks for reading, and good luck to all the other competitors!
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Dracossack posted a message on Weekly Card Design Competition #32 - Submission Topic [ENDED]Posted in: Fan Creations
Even though we really don't need a source for this one :p -
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shades_of_grey posted a message on TrackingPosted in: TrackingMost people seem to misunderstand, and therefore, misuse this card.. leading to gross underestimation of what it can do. Tracking is not something you play just cause you have an extra 1 mana to burn. E.g. People who play it on turn 1 are almost always making a mistake. Tracking should be used as a way to dig for an answer so you can maintain tempo/control of the board, or finish your opponent. I've used it countless times to dig for that Ironbeak Owl/Kill Command/Unleash the Hounds/Quick Shot/etc I needed to win the game before the opponent could recover. When used that way, (properly), Tracking is quite powerful and usually worth running 1 of in a deck.
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17arkOracle posted a message on Weekly Card Design Competition #32 - Submission Topic [ENDED]One of the most notorious mobs in vanilla WoW, it was well known for killing off leveling alliance players due to its extreme burst damage and easy to miss fireballs.
http://www.wowhead.com/npc=589/defias-pillager
EDIT: Changed the effect to "Combo" instead of "Battlecry".
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Azshara posted a message on Weekly Card Design Competition #32 - Submission Topic [ENDED]"He never understood how everyone else managed to take damage while fighting something encased in ice."
Slitherblade Naga - http://www.wowhead.com/npc=4711/slitherblade-naga
Rare Mage Minion: 5 Mana 6/5, Immune while attacking a Frozen Character.
Clarifications: This minion is only immune while attacking, meaning it can be damaged by deathrattle effects like Abomination, but is unaffected by cards like Explosive Trap. None of your other characters gain immune while attacking, only this minion.A big minion to help out the Freeze mechanic, providing a massive threat if it is able to survive to the next turn, capable of killing big minions without taking any damage. Using this in a deck with many Freeze cards can help guarantee it survives until your next turn, however, it does have low health for its cost meaning that it can be removed quite easily by spells. Anyways, thanks for checking out my card!
EDIT: Changed stats from 7/4 to 6/5 to comply with the competition rules.
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Melkman posted a message on Weekly Card Design Competition #32 - Submission Topic [ENDED]Warbringers were in the game from Classic until patch 4.0 (i think). They gave quest to compete in the battlegrounds and were all around pretty iconic npcs.
This guy opens the ability to use both warrior weapon charges in one turn, amazing burst power when combo'd with Arcanite Reaper and Heroic Strike. Also gives you the powerful ability to equip a new weapon after using an old one. Fixing the problem aggro warrior faces when holding many weapons in hand.
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teknician posted a message on Weekly Card Design Competition #32 - Discussion TopicPosted in: Fan CreationsTHIS IS HARD
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arrumph posted a message on Weekly Card Design Competition [Special Edition] - Merchant Submission Topic [REVIEW PHASE, UP-VOTING ONLY]"And no health insurance either, huh?"
The merchant class seems like a perfect candidate for some inspire shenanigans—so here's the Rabble-Rouser, who stirs up trouble for your opponent by making his minions demand better pay!
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This is kinda lame actually, summoning totems is much more interesting, even if it's not "as good". Hopefully the hero power will at least look cool, like a bolt of lightning or something.
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If previous experience tells me anything, it's that I'm risking a total bust this week by not using true "art" for this card, but I can't bring myself to alter the vision I have for it without scrapping it entirely, and I don't want to do that. I just hope that the idea and theme will see it through.
"Crispin Emberblaze, formerly Remmy Sparkbolt of Kezan, is a goblin pyromancer and High Shaman of the Oostan Tribe. Left behind when the Lost Isles erupted, she was taken in by a band of pygmies who, having seen her manipulate a large lava stream, believed her to have been blessed by Volcanoth."
Burn is a new keyword that reads as "Whenever you discard a card from your deck, do something.". To my knowledge, so far this only occurs when you have 10 cards and draw another, as well as when Fel Reaver triggers. In both cases, the card you draw burns up. Put another way, it is a Deathrattle for cards discarded from your deck.
Crispin Emberblaze has a few niche uses. First and foremost, it directly combos with Fel Reaver as mentioned, effectively turning a severe drawback into a significant bonus. It is also a direct counter to mill plays, as well as potentially an enabler for a theoretical 'mill shaman' in that the self-milling potential of a card like Coldlight Oracle would actually be desirable.
Thematically, the cards gain a discount because they are being "cleansed by fire", a ritualistic concept derived from the tribal nature of the character. It can also be thought of as a phoenix-esque effect, as the cards are being destroyed then brought back.
EDIT: Oh yes; what happens if you discard from your deck a card that has already been discounted? The answer is: I'm not sure, but I think the effect would stack, since you're putting a "copy" of the card you discarded into your deck, meaning it copies the current mana cost, rather than putting "another <card>" in your deck, which would have default statistics.
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I don't think it qualifies because the conditioner is already used by Ethereal Arcanist.
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Not quite what I was expecting, but still pretty exciting.
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Disappointed that neither of my picks of Page 5 made it, but hey, at least some really good cards did, right!? ...
"Narrowing" my votes down to three, I'm gonna go with Brewmaster's Finest, Ogre Knight, and Prey on the Weak.
Brewmaster's Finest: 4/5. I think this is the most authentic looking card of the bunch, though the name seems odd to me for some reason. At any rate, I really dig the effect, it's like a Sap version of Execute (or maybe the other way around).
Ogre Knight: 5/5. A +1/+1/+1 Ogre Brute, with the added upside of attacking the correct target if you pay 2 more mana. The theme here is pretty spot on, and while I don't think it needed to be a Paladin card, there's nothing wrong with the fact that it is.
Prey on the Weak: 4/5. As it turns out, I actually I voted for this one during the submission phase. It's a hard one for me to evaluate, but I like the idea of punishing weaker minions that are so common in aggro. It's a funny card, and it's a reference to an actual Rogue skill in WoW. My thanks goes to whoever brought this in as a Wild Card, I think it deserved it.
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.
OMNI-RNG: This card involves a broad range of random cards in some way, which I typically do not like.
REVIEWED: I already reviewed this card, so the following review is copypasta.
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Mecha-Knight: 3/5. A neat concept, but I dislike the effect personally. Spare Parts were a good idea that just didn't pan out, and the idea of turning them into something linear and generic makes me kinda sad.
Tavern Brawl: 2/5. It's a neutral spell, which don't exist (at least not in a collectible form). If this was generated by a minion I would rate it higher, since I think the theme is good.
40 Dust Pack: 1/5. Inanimate.
Card Pack (uiasdnmb): 1/5. Inanimate, Omni-RNG.
Combustion Cavalry: 4/5. Aggro. I'm rating this one highly because, like Gnome Warrior last week, it's a compelling and unique idea. It's a high value minion that can potentially die before it gets to do anything, exploding right out of the gate, which I think is an entertaining concept. Maybe aggro wouldn't be so boring to watch if there was a little more RNG thrown in there.
Drawing Board: 2/5. Inanimate, Omni-RNG. Giving this one a generous 2/5 because at least I think I understand the idea, which is clever.
Bazinga!: 3/5. I don't really get the theme here, but maybe I just don't understand the reference. Giving this a 3/5 because I think that the creator's explanations are compelling.
Ogre's Buckler: 2/5. Reviewed. "Clever, but wonky. The main problem I can think of about this is it's a card that takes up the weapon slot for a class that commonly uses weapons to get things done. This feels like it's enabling a type of Warrior deck that relies on having a lot of minions, aka Zoo, which is not particularly enthusing. As a side note, I'm personally not a fan of "non-weapon" weapons, it just feels like it's tainting the well."
Wargoat: 3/5. Aggro. A +1/-1 Stormwind Knight. I do like the idea of a ram "backing up" into your hand, then charging out and smashing into something. Unfortunately, the creator did forget to label it a beast, so I can't give it a 4/5.
I am a Turtle!: 1/5. A goofy card that doesn't make much sense. I'd give it a 2/5 if it was a Shaman card.
Savage Butterfly: 1/5. Reviewed. "While this is kind of amusing, it's completely unbalanced and makes little to no thematic sense. Just compare it with Angry Chicken. It is frustrating to see people voting for this."
A Show for Commoners: 2/5. Reviewed. "It's discounted Twisting Nether with a catch. Unfortunately, the catch isn't good enough to make up for the fact that this is still just a discounted Twisting Nether."
Peacefull Gnome: 1/5. Not feeling this one. "Peaceful" is spelled wrong, and the theme is sketchy (if the gnome is peaceful, why would it deal damage?).
Tuskarr Mage: 3/5. I don't think the effect's theme makes sense, but I do appreciate the imaginative vision for the character here.
Demonic trick: 1/5. Omni-RNG. Technically better than a normal Omni-RNG effect since it applies to your opponent's hand, but I think I dislike that idea even more. At least mill burns cards from the deck, and fills their opponent's hand up prior. Also, the T in "trick" isn't capitalized.
Arcane Butterfly: 0/5. Really? Pssshhh. /SALT
Electrocutioner Leg: 3/5. Although I do like the design of this card, there's something off about it. Name's too long (plus it's kind of wonky), and the text seems too wordy. Couldn't this have just been "Deathrattle: Add 3 Spare Parts to your hand"? I guess that's not as creative mechanically, but it would look better.
Card Pack (DialM4Murloc): 1/5. Omni-RNG.
Devour: 3/5. Reviewed. "This is a clever idea and it's actually an ability within Warcraft, which I appreciate. Unfortunately, the text is worded improperly and I don't think it was necessary to add "Frog", as cute as that may be. Giving it a generous 3/5 because it's funny, and boy did I need that after a string of bad cards."
Also, as a side note, I just realized this card reminds me of this.
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I have a feeling this next reveal is going to be exciting, particularly Aviana, who is commonly described as a "messenger" or "observer".
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Wolfrider
Seems fine otherwise. ^^'
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Legendary minions are prohibited this week, so I would go with "Overeager Reveler" or something to that effect.
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Ehh, is this meant to be a preemptive counter to Priest? Deathlord, Tournament Medic, Frost Giant?
I mean I guess it's technically better than Polymorph since you don't have to deal with the 1/1, which you probably would have paid 2 mana to Fireblast anyway?
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I would say reduce the cost to at least 3, and change the wording to "Draw a card for every enemy minion.".
Cute, but I dare say that should cost 0, since it doesn't really remove anything on its own, and you lose health for the effect, which isn't even that good to begin with. I mean, compare with Light's Justice.
EDIT: My bad, it's "character" not "enemy". So, I'm assuming this means that the opponent's minions can attack their own allies? Eh, I still say 1 mana.