• 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Demonxz95 >>
    Quote from FusilierDude >>

    Well, I'm super late on getting onto this, but I may as well try and get this done before the deadline. Haven't decided on my year of choice, or the cards that are getting Hall of Fame'd (probably Noz, Sorcerer's Apprentice...and maybe actually King Crush?), but I think I have a decent idea for the three expansions.

    The Last Campaign

    Summary: Though the fate of today's Azeroth may be left in the hands of heroes and adventurers, such things were once dictated by the clashes of great armies. This expansion harkens back to the days where footmen fought grunts and riding your horse into battle was the norm.

    New Keywords: Consumable (x).




    The Approaching Challengers

    Summary: With the Grand Tournament well and truly over, the masses have gone back to watching Azeroth's universal favourite past time: Gladiatorial Combat. Who doesn't like a nice afternoon of horrific blood sport between the enslaved?

    New Keywords: Duel



    (The victory conditions of a duel are based on the card triggering it).

    Hearthstone: The Expansion | House Rules

    (I still need to decide between the two names)

    Summary: At a table in the back of a tavern somewhere, after a long day of toiling through dungeons and raids, a Human and an Orc sit down to play a certain card game. Things are all going fine up until...

    “Hey, that’s me on that card! You’re not allowed to play me!”

    Let’s just hope this doesn’t cause some kind of time paradox...

    New mechanics: Cheat / Penalties

     





    Upon cheating, you gain a potential penalty that functions like a secret. The triggers for penalties are specific per each card and are consumed upon being triggered. Not 100% certain, but these may need to be re-balanced.

     

    Some nice ideas, but unfortunately, without any example cards and descriptions of how the effects play out (aside from the tooltip), we can't really judge anything.

    Yeah, I kinda had to post that only half finished, since I had work to get to, unfortunately. Mostly, though, I wanted to make sure that the idea of a Hearthstone/Tavern themed Hearthstone expansion wasn't too...Weird? Wouldn't be taken as a joke entry, I mean.

    Unfortunately, I don't really have the ability to make cards on Hearthcards atm, so I'll just post some of the text options

    Troll Javelineer (2)
    Common Neutral Minion
    [b]Consumable (1)[/b]: When this attacks a minion, deal 3 damage to the target.
    1/3

    So, when it first attacks a minion, it deals 3 damage to it and, for the rest of the time the card's on the board, it no longer can use that effect. Weapons would work the same way. Spells would basically persist as enchantments for as long as they have consumables left.

    Also, I just realised that duel still has the old wording. It's meant to be 'minion', not 'card', sorry.

    Ambitious Doppelganger (6)
    Epic Mage Minion 
    Battlecry: Duel. Transform into the Duelist with the higher attack.
    3/3

    So, both players would reveal the minion with the highest cost from their deck and the above card would transform into the 'better' one (which would allow a savvy opponent to, say, include a high attack minion with minimal or negative effects to mess up someone trying to do a combo). The idea of Duel is that it'd be more rigid/controllable than Joust, but with more varied effects.

    Card Shark (2)
    Common Neutral Minion
    Cheat: Draw a card. Trigger a penalty when you play that card.
    2/3

    So, when you play the card above, you'd have the option to Cheat and gain the above effect, or not. Upon choosing the 'cheat' option, one of the four penalties would be assigned and would persist similarly to a secret. Upon activating an effect that triggers a penalty, you'd suffer its effect.

    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    Well, I'm super late on getting onto this, but I may as well try and get this done before the deadline. Haven't decided on my year of choice, or the cards that are getting Hall of Fame'd (probably Noz, Sorcerer's Apprentice...and maybe actually King Crush?), but I think I have a decent idea for the three expansions.

    The Last Campaign

    Summary: Though the fate of today's Azeroth may be left in the hands of heroes and adventurers, such things were once dictated by the clashes of great armies. This expansion harkens back to the days where footmen fought grunts and riding your horse into battle was the norm.

    New Keywords: Consumable (x).




    The Approaching Challengers

    Summary: With the Grand Tournament well and truly over, the masses have gone back to watching Azeroth's universal favourite past time: Gladiatorial Combat. Who doesn't like a nice afternoon of horrific blood sport between the enslaved?

    New Keywords: Duel



    (The victory conditions of a duel are based on the card triggering it).

    Hearthstone: The Expansion | House Rules

    (I still need to decide between the two names)

    Summary: At a table in the back of a tavern somewhere, after a long day of toiling through dungeons and raids, a Human and an Orc sit down to play a certain card game. Things are all going fine up until...

    “Hey, that’s me on that card! You’re not allowed to play me!”

    Let’s just hope this doesn’t cause some kind of time paradox...

    New mechanics: Cheat / Penalties

     





    Upon cheating, you gain a potential penalty that functions like a secret. The triggers for penalties are specific per each card and are consumed upon being triggered. Not 100% certain, but these may need to be re-balanced.

     

    Posted in: Fan Creations
  • 7

    posted a message on Weekly Card Design Competition 7.17 - Submission Topic

    Flavour Text: Even the faceless know that the face is the place.

    Zon'ozz is only slightly above curve since, while his battlecry is potentially an incredible draw back (especially for any 'fair' deck), it can also be a massive boon for getting around roadblocks.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 7.17 - Discussion Topic

    ...Huh.

    Question: While obviously the requirement involves a downside, would a card that has no 'upside' qualify, but has a downside that can be taken advantage of count (similarly to Treachery)?

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 7.17 - Discussion Topic

    Man...It's been a long while since I've entered this.



    Both characters are reused from the Tactician class I made that's since long dormant. Garithos is heavily changed, while Zon'ozz is basically one for one. His existence is entirely based on the joke-y flavour text 'Even the faceless know that the face is the place.'

    Posted in: Fan Creations
  • 0

    posted a message on [Class Concept] The Ronin

    @LauriAJ
    Well... I appreciate the compliment, though I'm a little miffed at the content of your post. Still, I suppose it's only polite to answer.

    Monk concept is too narrow to base a class around and overlaps with Rogue in terms of design space. Minion is potentially interesting, but Hearthstone's far too reliant on numerical power to gauge without going further.

    Anyway, here's another card.

    A Weapon to Throw Away

    Posted in: Fan Creations
  • 1

    posted a message on [Class Concept] The Ronin
    Quote from LarryMoments >>

    I like how the class is beign developed! Its pretty cool! It seems pretty interesting, however, some balance/changes I would make.

    Faithful Retainer: I think this could be perfectly a 2/4 or 3/4, its effect is not very fearful, as remember Savage Combatant exists, so beign a constant threath and easy to kill is a bad combination... a bit of a stat raise could be good...

    Bushido Keyword: Change it to: "Do something while you control no other minions" This means a card like Fellow Wanderer wouldn´t trigger cause there is a minion in board at the time, beign the minion itself, but I understand your idea, so this new wording could be more understandable.

    Keep going! You are doing a good work!

    Thanks for the feedback!
    On Faithful Retainer
    Hmm. On one hand, I wanted to play it safe; Ronin makes better use of the bonus attack than Druid, and you don't need to spend mana on it. On the other hand, if I bump it up to 2/4, it's more or less a pseudo 3/4. Yeah, that's probably better. Thanks for the perspective.
    On Bushido's wording
    Like most Battlecries, Bushido activates before the minion actually comes into play. It's kinda the same reason Edwin Van Cleef doesn't get +2/+2 for himself. While I could've worded it like how you mentioned, it would've been really weird to have that on spells ('What other minions?')
    Anyway, more cards
    On the Counter-Attack
    'Destroy the next minion that attacks X' is going to be a minor recurring theme. The effect activates before damage (similarly to Vaporize), thus acting as Pseudo-Protection.
    Posted in: Fan Creations
  • 1

    posted a message on [Class Concept] The Ronin

    Basic Set

    Commentary

    Under Construction

    Commentary

    Under Construction

    Commentary

    Under Construction

    Commentary

    Under Construction

    Classic (Under Construction)

    Posted in: Fan Creations
  • 1

    posted a message on [Class Concept] The Ronin

    So, a little less than a year ago, during the final update for WotOG for my Tactician class, I teased my next class; The Ronin.

    My initial intention was to hold the idea until the Class Creation Contest swung back around. The initial problem was that I underestimated how long there would be before it started. Then, once it did, the bulk of the initial phase happened while I was overseas. I then more or less fell out of Hearthstone entirely.

    Now, however, I have returned.

    The Ronin

    Overview

    In its traditional usage, a 'Ronin' is a masterless Samurai. I'm sure I don't need to explain what a Samurai is (nor even what a Ronin is, really, but anyway). Though they obviously don't fit into the current Warcraft landscape, I think there's the potential for something akin to Mists of Panderia to happen (or maybe something like Death Knight/Demon Hunter to happen), to introduce a class like this.

    Anyway.

    The Ronin is based mainly around the mid-range, control and combo archetypes. As you'd expect, they're a weapon class, right down to the hero power. Between their weapon and their suite of spells, the Ronin is well-equipped to deal with the board, though perhaps not quite as effortlessly as the Warrior. The Ronin's unique mechanic is Bushido; a trigger effect that activates when you control no minions.

    Why is Mr Worgen!Samurai named something obviously alliance-y? Because something something Last Samurai-esque thing.

    Thematics

    Solitary
    Without a liege, the Ronin wanders adrift, without allies. The Ronin benefits when fighting alone, most explicitly through its unique class mechanic, but also through other less direct effects (such as hero protection that doesn't extend to minions, and spells with potential friendly fire).

    Ronin's class mechanic, Bushido, is an explicit extension of this theme.

    Patient
    Without the support of allied troops or superior equipment, rushing in is often futile. Though deadly once engaged, the Ronin doesn't go looking for a fight, and thus many of the Ronin's cards require patience in some regard, whether that be holding onto them until a condition is fulfilled, or simply waiting for an end/start of turn effect to resolve.

    The Power of the Sword
    The Ronin is even more reliant on their weapon than other martial classes like Warrior or Rogue. Weapon buffs/synergy will be abundant and are likely to be more interesting in their implementation than some of the ones that already exist (though, since it's the basic set, we start with some boring ones).

    Kensei V Vagabond V Scoundrel
    The three "specialisations" of the Ronin are immediately at odds with each other in presentation, but all three use the Ronin's core themes in different ways.

    Kensei
    Part of the Ronin class is the anime-esque 'completely implausible' swordsmanship. This is exemplified with the Kensei specialisation. With peerless skill and weaboo fightan magic, the Kensei is death on legs. The Kensei specialisation delves into the board clears, the finicky removal, the weapon/attack buffs and some of the more blunt uses of the Bushido keyword (e.g. 'Bushido: +1/+1).

    The only card representing the 'Kensei' specialisation in the Basic set is Bladestorm.

    Errant
    Part of the Ronin is a sort of peaceful survivalism and wanderlust; an honourable soul, suddenly unshackled from duty. Focusing on this aspect is part of the Errant specialisation. The Ronin Errant observes and reflects, ever moving forward, ever unyielding. Errant abilities usually involve the either the preservation or furthering of the Ronin himself, through card draw, healing, protection, etc. Though good at saving the hero, Errant cards are rarely useful for saving your minions; healing and damage reduction is strictly personal.

    The cards that represent the 'Errant' specialisation are Wander, Respite and Withstand.

    Scoundrel
    Part of the Ronin is the desire to leave one's personal ethics behind, along with one's fallen master. Embracing this is part of the Scoundrel specialisation. The Scoundrel strikes without abandon, cutting down friend and foe alike and willing to embrace all manner of dishonourable tactics. Scoundrel abilities will often bear similarities to Warlock cards; sacrificing one's own health or minions for personal gain, but usually with a more 'reckless' or 'uncaring' vibe, than strictly malevolent (AKA nothin' personnel kid).

    The cards that represent the Scoundrel as part of the basic set are Reckless Blade and Slaughter.

    I'll be releasing new cards for the class over time. Check the post below for the master list.

    Changelog

    4/4/17 - First post!
    5/4/17 - Increased Faithful Retainer's stats to 2/4 from 1/4. New cards: Reprisal, Venerable Master.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 5.13 - Submission Topic

    Flavour Text: In Un'Goro, party finds you!

    Posted in: Fan Creations
  • 0

    posted a message on Chittering Tunneler

    Considering it's losing Peddler and IGB, Zoolock might actually play this.

    Posted in: Chittering Tunneler
  • 4

    posted a message on Adventure Creation Competition - [PHASE I SUBMISSION]

    Cirque Du Soul

     The circus has come to town! In times as dark as these, everyone can use a little light-hearted entertainment, and this circus is, by all accounts, a wondrous, amazing performance, even for the most jaded, stony-hearted Adventurer. Unfortunately, it seems that not all is well beneath the veneer of primary colours and bright lights; you have received a letter alerting you to something sinister behind the scenes (possibly involving kidnapped children!), along with a ticket to the show. As a general do-gooder, how can you refuse?

    Cirque Du Soul is a 5 Wing Adventure based off the fictional well loved dungeon of the same name, as well as the quests leading up to it. The adventure begins in The Fairgrounds, where you must prove your skill and cunning to the nominally helpful Carneys. Then, you will face off against the freaks hiding in The Sideshows, free the imprisoned ‘exotic beasts’ from The Back Yards, before finally entering The Big Top where the mastermind is preparing The Main Attraction.

    The three themes of the cards introduced in Circus Du Soul are ‘drawbacks in exchange for power’ and ‘new uses/interactions for old mechanics’, plus a couple of cards which exist solely to imitate the circus environment. There’s also a less direct theme of high risk/high reward and trickiness as you'd expect from a circus/carnival.

    The Climax (The Ring Master/The Circus Itself)

    “It’s time to confront the Ringmaster himself. As you enter the arena, it feels as if there’s something else watching you...”

    First Stage

    The Ringmaster initially appears as a fairly standard boss (albeit, with a 45 card deck). His hero power allows him to pick whatever card he wants out of his deck. In addition to a variety of situational cards that he can choose at any time, plus a couple of vaguely flavourful existing cards such as Flame Juggler and Savannah HIghmane, The Ringmaster brings a couple of over-statted, non-collectible minions, such as:

     The player’s goal in this stage of the battle is to stabilise and deal with The Ringmaster only once the board is secure. It may initially seem tempting to try and aggro him down with his fairly low starting health, but anyone who manages to kill him will find that he was but a puppet for a far more threatening foe.

    Second Stage


    Once the Ringmaster is killed, he is replaced by the Circus Du Soul itself; an encounter similar to the Minecart or Escape sequences from League of Explorers. Unlike those, which had hard turn limits, this encounter is won by exhausting the Circus’s deck. Each turn, the Circus will draw and play five cards. This may seem insurmountable, but without a mind to direct it, the Circus will play without any regard for strategy; attacks and spell targets are chosen completely at random, and cards are always played if able, even if they do more harm than good. Once out of cards and bereft of a conductor, the show is finally over.

    Example Cards

    EDIT: Fixed the spacing and fix'd the bear so it has the Beast tag.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.05 [SUBMISSION]

    Thaurissen tick on everything
    Totemic Wrath -> Malygos -> Lightning Bolt -> Lightning Bolt for 32 Damage.

    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE I DISCUSSION]
    Quote from SgtFailure >>

     FusilierDude's Cirque Du Sol

    I love the theme, and I love the boss! A classic twist in a classic adventure, the main problem I have with it is that the conductor may lack counterplay. Your strategy is probably still best focused on tempo plays unless he have a lot of card value.

    Monty is a great legendary, really spices up Discover. He's not build around but not a card I'd like to see as a two of either. Shy and Tamer are both fine, flavorful card. Solid cards but I lack a common theme, but that might be a personal preference.

    Overall you've got me excited! Good luck!

    Good to hear the idea is palatable :D

     Hmm... Thinking it over, perhaps it'd be best for his hero power to be 'add a card of your choice, reduce its cost by (2)', and have the reduce to (0) version be heroic only.
    The reason there's not much of a solid theme is that I was trying to cover the array of different themes (which are somewhat different). There are definitely other cards I could use as starters, for example.
    Would you guys prefer either of those as part of the three example cards? (and should the bear be nerfed to a 4/3 or 3/3?)
    SI: 007 by SgtFailure
    Quote from

     

     

     That opening is incredible.
    The boss itself feels perhaps a little over complicated, but I suspect that's part of the point. I'm not super certain as to what to say about it as it stands; I haven't quite grokked how it plays out in my head, so I'll avoid commenting further.
    The noble seems fine; handlock almost certainly will welcome it. In constructed, it's probably a better Vilefin (in the aggro v control match up where it's most useful, at least). In arena, it's a bit of a crapshoot. Shadow of Doubt is an odd one; I assume 'damage effect' doesn't include attacking...? If it does, it might be too potent at board control (since you almost always will target your opponent to either prevent an attack, or instantly trade up). Otherwise, it probably fills the same role as Auchenai (though the ability to protect a 1 health card in arena from mages is nice). Doctor Juggler seems balanced enough, though ultimately a 'fun' card over a competitive one.

    Illidan's Revenge by CheeseEatingSurrenderMonkey
    <center>

    Illidan's Revenge

    </center>
    HERO PORTRAIT HERO POWER Phase 1 HERO POWER Phase 2

     

    The scenario seems rather curious, but has potential, I suppose (though off the top of my head, aside from Maiev obviously, Illidan doesn't have that many notable people who have wronged him...? I don't know Warcraft lore very well).
    Kil'Jaeden appears to have a slight problem dealing with King Mukla or Lorewalker Cho. It's possible to fill his hand with useless cards in his second form, and completely paralyse him. Other than that, he seems fine enough, though he seems very dependant on the specifics of what cards he plays.
    I'm mostly willing to give Death and Decay a pass on balance, since Priest needs a good board wipe, though this might be too potent even knowing Priest's current state. Nether Drake seems primed to be the new 'Doctor 6'; a 7/8 Taunt on turn 6 is back breaking (yes, yes, four mana 7/7; truth is stranger than fiction because fiction needs to make sense :\). I'd suggest toning it down to be a 5/5 base at minimum, or make it 7 mana. The new Illidan is dangerous, both in a 'this could break the meta' and a 'this could lose you the game' sense. IMO, he'd be more appealing if there was some allusion to either his current card or his original 'draw 3, discard 3' version. Currently, he feels more like Thaurissen than anyone else.
    Quote from RoofTopOctopus>>

    Cirque du Soul: I definitely like both the mechanics theme and the circus/carnival influence. It might be a little similar to TGT at times because of the festival-based theme, but it's probably distinct enough. The boss fight, especially the second phase, is very interesting, but I think the Ringmaster's hero power might get out of hand, depending on what you choose to put in his deck. Don't necessarily change it, just warning about how variant his power level is depending on his deck. Otherwise, I really like this fight.

    1. Three Card Monty: Seems fine, but the effect seems like it might be better on a rare or epic.
    2. Coconut Shy: I really like this one. I feel like more people would probably play this to deny your opponent of potential minion spots than to deal a little damage, but that's fine. Only real criticism is the art -- I doubt there is proper fantasy art for this, but it looks kind of un-fitting.
    3. Lion Tamer:  Balanced, ok as a filler card. Again, I don't really like the art though; it's fine except for the blank white background.
    As I mentioned previously, I think I'll change his power to reduce cost by (2) in the normal mode fight, and make it reduce to (0) in the Heroic. His deck isn't quite at the level of Tavern Brawl Kel'thuzad :P, let's put it that way.
    I'm not kidding or exaggerating when I say 90% of the time I spent designing the cards for this was looking for art. I know the art for Coconut Shy looks unfitting and I tried to mitigate the fact that Lion Tamer has no background as best I could, but I have no talent in photoshop (or any visual art) and finding art that looks even close to appropriate for this theme is like trying to find a needle in a haystack :\.
    I mainly put Lion Tamer there as a demonstration of the 'deck/hand manipulation'. Shadow Word: Showtime is probably a better example to use.
    Posted in: Fan Creations
  • 0

    posted a message on Adventure Creation Competition - [PHASE I DISCUSSION]
    Quote from RoofTopOctopus >>

    File:5 2-logo.jpg

    (Return of) The Thunder King 


    The Big Bad Boss: Lei-Shen, the Thunder King 

    ...

     I can't say much to the lore/story, but I can definitely comment on the boss and cards.
    On Lei-Shan
    I fear Lightning Strike is too weak, even for a non-heroic fight (and especially for the final boss). Of course, without knowing his deck's cards, it's hard to say for certain, but I think he could do with having a 3 or even 4 damage hero power. Alternatively, you could link it to whether he has conduits in play (i.e. if he has no conduits, he gets the lightning bolts)
    On Gara'Jal
    I think this shares too much design space with Alexstraza. He does the same 'maybe hurt maybe help' thing, but he's even more skewed towards 'hurt' (since the break even point is 20 health/armour, as opposed to '15 health, ignores armour'). Even with the stat drop, the sheer burst damage this is capable of applying is pretty silly.
    On Soul Extractor
    I'm not sure whether this is 'destroy a friendly minion and heal yourself for its combined attack and health', or 'destroy a friendly minion and give its attack and health to your hero'. The former hard to judge due to the investment it requires (a powerful minion plus playing a 7 mana 3/5), while the latter is both horribly overpowered and not entirely in Warlock's wheelhouse (aside from Jaraxxus, who gets a free pass in the same way that Form of the Dragon does in MTG).
    On Zandalari Dinomancer
    Compares very poorly to both Bloodhoof Brave and Aberrant Berserker, primarily due to its low health. Could do with having higher health, or being cheaper (I don't think a 3 mana 2/3 with the same effect would be too potent)
    Now, if I may, I have my own submission I'd like some feedback on before I submit it. Apologies to MarioToast for the similarities in theme; I swear I had this idea before I saw your submission :\.

    Cirque Du Soul

    The circus has come to town! In times as dark as these, everyone can use a little light-hearted entertainment, and this circus is, by all accounts, a wondrous, amazing performance, even for the most jaded, stony-hearted Adventurer. Unfortunately, it seems that not all is well beneath the veneer of primary colours and bright lights; you have received a letter alerting you to something sinister behind the scenes (possibly involving kidnapped children!), along with a ticket to the show. As a general do-gooder, how can you refuse?

    Cirque Du Soul is a 5 Wing Adventure (with 16 battles total; 4–3–4–3–2) based off the fictional well loved dungeon of the same name, as well as the quests leading up to it. It features 16 Neutral cards (including 5 Legendary Minions rewarded for completing each wing, 2 rewarded across each dungeon and 1 for completing the adventure) and 27 Class Cards (16 earned through normal battles, 9 for class challenges and a bonus class card for buying the first wing/completing the adventure). The adventure begins in The Fairgrounds, where you must prove your skill and cunning to the nominally helpful Carneys. Then, you will face off against the freaks hiding in The Sideshows, free the imprisoned ‘exotic beasts’ from The Back Yards, before finally entering The Big Top where the mastermind is preparing The Main Attraction.

    The three themes of the cards introduced in Circus Du Soul are ‘drawbacks in exchange for power’, ‘new uses/interactions for old mechanics’ and ‘effects based on card draw/deck manipulation’. There’s also a less direct theme of high risk/high reward and trickiness as you'd expect from a circus/carnival.

    The Climax (The Ring Master/The Circus Itself)

    “It’s time to confront the Ringmaster himself. As you enter the arena, it feels as if there’s something else watching you...”

    The Ringmaster initially appears as a fairly standard boss, though with a much larger deck than usual. His hero power allows him to pick whatever card he wants out of his deck, and play it for free, allowing him to make use of his powerful non-collectible minions (as well as powerful existing cards such as Savannah Highmane), plus a number of potent, though situational spells. The player’s goal in this stage of the battle is to stabilise and deal with The Ringmaster only once the board is secure. It may initially seem tempting to try and aggro him down with his fairly low starting health, but anyone who manages to kill him will find that he was but a puppet for a far more threatening foe.

     Once the Ringmaster is killed, he is replaced by the Circus Du Soul itself; an encounter similar to the Minecart or Escape sequences from League of Explorers. Unlike those, which had hard turn limits, this encounter is won by exhausting the Circus’s deck. Each turn, the Circus will draw and play five cards. This may seem insurmountable, but without a mind to direct it, the Circus will play without any regard for strategy; attacks and spell targets are chosen completely at random, and cards are always played if able, even if they do more harm than good. Once out of cards and bereft of a conductor, the show is finally over.

    The Cards

    To clarify for Three Card Monty if it's not clear, you select a card that goes to your opponent's hand, and you add the other two to your own hand. I'm not certain if that's perhaps too potent. His effect is somewhat based off his encounter where his hero power lets each player discover a card at the start of their turn, but he always mysteriously manages to pick the one that counters your card...

    Also, yes, I'm aware that Coconut Shy is actually the opposite of how actual Coconut Shy works. It has the same feeling though :P.
    Posted in: Fan Creations
  • To post a comment, please login or register a new account.