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    posted a message on Weekly Card Design Competition 6.19 - Discussion Topic

    I'm short on idea this week. Many good artwork to use but no exciting effect. Some of my idea right now.

    I'll try to make more exciting idea, for now what do you think?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.18 - Submission Topic

    Making a very poisonous blade for Rogue!

     

    Great tool for weapon Rogue! You get to equip a weapon from a spell and if you combo it you can get two weapon buff cards. This card is a spell, that means as a Rogue you can cheat using a Preparation to make it cheaper. Having two Deadly Poisons can help to buff your Poisoned Blade or you can save it for later use. For a bonus you can see Poisoned Blade being played with this. Creating aditional spell also means it can be used in Miracle Rogue too.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.18 - Discussion Topic
    Quote from Shatterstar1998 >>
     
    I love Deadly Coating the most. It has strong flavor and balance.
    Spider March seems too slow. I'd make it summon at the end of your turn, starting with the turn you casted it.
    I just don't like Shredder in general. Too many RNG that can swing the game, therefore I absolutely hate this card.
     
    I decided to go with the second version of Mathias and made some adjustment. Also made a second version of my Priest card named Feast of Winter Veil along with a new art. If nothing else, I'd probably get premature feedback for the Christmas-themed WCDC.
     
    Thanks for the feedback!
    Mathias Shaw: I prefer this card over the other. This card refil your hand with SI:7 Agent after you spent the same number of card to activate the combo, I quite like it because of it recycle your resources. The problem is that having many SI:7 Agent is not exiting enough for me. SI:7 Agent is very clucky to play if you don't have a cheaper cost card to start the combo. Here's my suggestion, make the SI:7 Agent more cheap to play so it's easier to combo after you play a card.
    Silent Night/Feast of Winter Veil: A value card in line with Ultimate Infestation but for Priest. I think you should focus on Priest of the Feasts heal effect rather than adding Silence to your hand or draw two card. Maybe you can make the card summon two Priest of the Feasts and adding a Circle of Healing to your hand and make it 8 or 9 mana.
     
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.18 - Discussion Topic
    Quote from linkblade91 >>

    Condensed everything together, updated some, cut out Baine, the return of Tauren Horncaller and a new idea:

    Tauren Horncaller - *shrugs* I still like this card. As long as it's Enraged, it continues to churn out Tauren Warriors each turn. It would also be the first Enrage that's entirely unrelated to Attack.

    Volcanic Elemental - Dropped to a 7/6; now makes it +2/+2 on Steam Surger. Just realized something: Steam Surger + Flame Geyser + Flame Elemental = 7 mana! Perfect for the nesting-doll analogy ;D

    Amenennar, the Coldbringer - Cleaned up the text again, to clarify that the Cryostasis Battlecry is separate from the Frozen-can-attack ability. That is not Kel'Thuzad; I will continue to stand by that claim.

    The Totems Have Eyes! - I'll find better art later; for now, Moana's kakamora will suffice as my Totem Golems hehe.

    Tauren Horncaller: Nice card for self damage Warrior. I like the use of Enrage to activate the 'End of your turn' effect. I think I will like it more if it has a 4/8 stat, because of the Enrage I think it need the high Health and the 4 Attack can make Priest suffer XD.
    Volcanic Elemental: You get 3 card for the price of 1 card, the card theme is similar to Pyros and I like it. I think this is balance in term of its cost, effect and stat. 
    Amenennar, the Coldbringer: I like the unique effect of frozen minion can attack. I don't like the battlecry part, it feels unatural in this card to me. It is a good card with its passive effect alone but it forced to generate card to follow this week theme, thats how I feel about the battlecry part. The cost is also too high for a synegy minion, maybe make it 6 or 7 cost.
    The Totems Have Eyes!: I will make it cost 4 instead of 5. Stacking more than 2 basic totem on the board is hard in my opinion unless you play a totem card. If you play a totem card you lose on the value of the on going effect of that totem if you transorm it, you also have to wait a turn to do anything with the 3/4 Totem Golem after they transform. I think making it cost 4 is okay.
    Quote from Cogito_Ergo_Sum >>

    Just gonna put down these proto-ideas before I go to sleep. Your thoughts?

    Tokens: Moonfire, Sacrificial Pact, Cursed!, Wild Growth.

    P.S. Compare Star Striker to Fire Elemental.

     Star Striker: A good card in Maly-Druid. You can hoard the Moonfire to unleash the OTK in turn 9 if you manage to get 5 Moonfires in your hand. This card is costed okay to have this kind of effect.
    Doomedguard: I think you can make it into a bigger Doomguard with higher cost and higher stat. For now it is too similar to Doomguard and eat its slot as 5 mana card. I like the drawback because it gives your opponent instant answer to it, so if you make it have bigger stat the drawback will instantly resolve the problem, also Sacrificial Pact heals their hero so thats a plus for your opponent.
    Trick or Thread?: I think this card need to cost 1 for it to be less problematic. This card can break the Ice Block in Mage and give you additional ramp as a Druid but your opponent can use the ramp her/him self. I like the flexible nature of it, but it still need to cost 1.
    Quote from Sinti >>
    Ok, i have two more ideas. Im not sure about the Ferocious Grizzly tho, if it makes sense to word it like that and/or if i can even word it like that (so it will actually exhaust the minion and not just interrupt the attack phase and let it attack again, i assume the instead assures that, but im not sure). Core Hound Cub (Pup is taken :x) is obviously a meme card, and funnily enough, if u scale down the stats of a Core Hound by 1/1 for each mana cost (-4/-4) u get stats of Magma Rager, i guess we can see why is Core Hound so popular as well :D
     
     Druid of the Moon: A nice balance card that can give a boost for removal in term of spell damage or a token for swarm style Druid. Personally I like as it is, it but for balance reason I think you need to make it 2/3 to make the combained stat with Ironfur Grizzly don't exceed the premium stat of 5/6.
    Gepetto's Protege: I think making a Hex like effect on a Neutral card is a bit dangerous but in other hand It cost 6, that is quite high with only 2/2 body, it also give your opponent an annoying protector in the shape of Annoy-o-Tron. I don't know about this card but for now I still think that it dangerous to make a Hex-like card into a Neutral.
    Ferocious Grizzly: Nice Idea to make it cast a spell to the target instead of attacking! I like this card overall.
    Core Hound Cub: A meme card as you say but it still can't beat Magma Rager as the champion for 5/1 stat card in my heart! It's okay as it is for a meme card but if you want it to be a slightly usefull you cam make it 3 mana 4/2 to make it survive a ping but it will ruin its flavor.

    Thanks for the feedback guys! Sorry for the late reply.
    Here's my card after some tweak:

    Deadly Coating: The intent of this card is to make Poisoned Blade be played. As Sinti pointed out you can you can cheat the cost using Preparation for early removal, but as you know Rogue lack a good heal, making her trade her health to gain tempo by using weapon is okay in my opinion. And also there is so many Anti weapon tech card right now so I don't think this will be broken.
    Spiders' March: This card maybe a heavy infestment for Hunter but on the late game you gain two random Beast from the Webspinner each turn for your next 3 turn. Also the guarantee body and Beast synergy (some card that can make use of this: Houndmaster, Kill Command, Leokk, Crackling Razormaw, Bonemare) is quite nice. Also change the 'next 3 turn' into 'your next 3 turn' to address the turn and round problem. This way it is clear that it will only count YOUR turn as the basis for the countdown timer. 
    Shredder Builder: Now it has 3/4 stat to maximize the meme flavor. Now it only target a friendly 2-Cost minion. As Cogito_Ergo_Sum point out, it's hard to keep the 2 drop on the board but I think it's worth it to combo it in my opinion because you will have a 4/3 Piloted Shredder and this minion on turn 6. I think this can still be played in Zoo style deck that have many 2 cost minion, you can play it when your 2 drop survive or as a combo in this kind of deck.
    What do you guys think now after the tweak?
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.18 - Discussion Topic

    Some of my Idea for now:

    What do you guys think?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.17 - Submission Topic

    A big minion for self damage Warrior. This can Also be your ulitimate defence card.

    This card represent a Hardy Tank Warrior. Opponent can still remove it with card such as Hex or Sap but not with direct damage. As a Warrior you can activate the Enrage effect your self. 

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.17 - Discussion Topic

    I came up with new card Idea, also bump for the old one:

    I think most people saw Cryomaster as balance already, I hope to get more feedback on Mechanical Guradian and Hyno Python.

    I personally think high Cost minion need somewhat a useful efffect and not just a stat. I think Mechanical Guardian can be compared to Obsidian Statue but in common form. Obsidian Statue have Taunt, Lifesteal, Deathrattle synergy and minion destruction, as common card Mechanical Guardian only have Taunt and damaged minion synergy but he really excel at being a hardy taunt. I think when comparing this two Mechanical Guardian is fine as it is.

    Please give me your opinion of my cards.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.17 - Discussion Topic
    Quote from ffinderous >>

    Bump my ideas! 

    Onyxian Lair Guard need a Dragon tag, otherwise it will damage it self when attacking. With an effect like this I think you have to lower its Health. When this minion attack it will act as semi-board clear for non-Dragon minion, this makes setting a board became hard for you and your opponent if this minion stick. Making it a little bit easier to remove can make a game more interactive. I suggest making the body 4/7.
    You can't submit Nether Secret, the theme this week is for minion only.
    Obstinate Drillmaster is an interesting card for Handbuff Paladin. If this card is buffed by other card while in you hand, the battlecry will worth more and I think this is interesting. Overall I like this card and seems balance already.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.17 - Discussion Topic
    Quote from linkblade91 >>

    Updated my cards with better stats, and art! Not thrilled the with Converted Knight's art; might look again later.

    Same deal as before: C'Thun cards for classes that didn't get one.

    1. C'Thun + Deathrattle Hunter, she hunts down (get it?) naysayers and betrayers of the Cult of C'Thun.
    2. C'Thun + Divine Shield Paladin, he has turned from the Light to service C'Thun.
    3. C'Thun + DK/Totem/Inspire Shaman, he has betrayed the elements, and now seeks to inspire more C'Thun followers.
     I like the Paladin card the most, the other card doesn't really reflect the class they belong to. Divine Shield is Palandin's thing so Converted Knight is a good card for me. Many C'tun card also have above the curve stat so I think you can make Converted Knight into 7/8.
    I personally feel that C'tun buff card is not very interesting but if you create the card that activate their effect when C'tun have 10 or higher Attack, I think you can apply more interseting thing other than just buff to C'tun.
    Quote from Dr_Scaphandre >>

    Trading feedback for feedback.

     More Hex for Shaman! I think this card is okay but because Hex is nerfed I think you should reduce the stat a little bit to make it more balance. Maybe a 6/5 or 4/7?
    Thanks for the feedback guys!
    I fix the wording on Cryomaster and reducing her Health, tweaking the power of Mechaniacal Guardian and ditch Nightmare Shade. I'll focus only on Cryomaster and Mechaniacal Guardian for now.
    Now Mechaniacal Guardian is easier to dealth with. Removal spell and silence can target it now. With enrage you can damage it to make it lose a chunk of its Health before activating its protection to take only 1 damage.
    What do you guys think?
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.17 - Discussion Topic

    My card Idea for now:

    What do you guys think?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.16 - Submission Topic

    "C'mon, good boy! find me a Houndmaster!"

    This card is not a draw tool for hunter but a search tool. This card trade away your Beast in your hand with other minion you want in your deck. You may run a Beast deck but you need to get a Houndmaster or Bonemare for example, with this card you can get it.

    More Explanation:

    This cost 0 because it doesn't add a card to your hand (Shuffle beast -1 add draw minion +1) so no thining deck. This card can also remove the beast you want to play in hand, so you need to think before playing it. It cost 0 so it's flexible enough to cast after you play on curve Beast. There also a problem of loop if you only have a Beast in the deck so it become a dead card if you all draw your non-Beast minion. The loop seems to game breaking but remember even Madam Goya or Defile interaction with Grim Patron became a loop. It's okay to loop if you know you can play around it.

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.16 - Discussion Topic
    Quote from Fortify >>
    Quote from GearOFF >>
    Quote from Fortify >>

    Thanks for the suggestion Teknician (I saw it just now). So now with this card it should work as it was meant to be. If you play a spell it will cast it again. However the cast spell doesn't get repeated because it wasn't played from your hand. Hooray! 

     Is the intention of the card to cast a single spell multiple times? Because right now the wording will trigger many spell to cast it self again multiple time.
    Here's a scenario that I can imagine using the current wording:
    Card in your hand----> Planning Ahead, Shiv, Mimic Pod, The Coin, Preparation

    See the red part, that is the problematic part. Planning Ahead will carry and trigger the effect of all spell you cast after you play Planning Ahead. With the Rogue Miracle and it's cheap spell, they can abuse it.

    Other problem is on targeted spell when it trigger because of Planning Ahead. Is it became like yogg when casting spell or fizzle if it can't target the same target as its original?

    Here's my suggestion if you want to contain it to repeat only one spell:

     

    OK so I try to get my head around what you have said. I can't understand why the effect would stack like that. Let me explain how I see the card would work using the same cards you mentioned before (Again I will assume we have 10 mana to play with here and that we have 6 cards in our hand).
    • So I play Planning Ahead (5 mana, 5 cards), the effect starts.
    • I play Preparation (5 mana, 4 cards). Because I have played Preparation it will cast Preparation again. So I have played Preparation however the next spell that will be cast is Preparation, so that will mean the next spell to be played is going to cost (3) less.
    • So I play Shiv (5 mana 3 cards, 0 mana to play Shiv). I play Shiv to do 1 damage and draw a card. Because of Planning Ahead, the card will cast again, doing another 1 damage as well as drawing one more card.
    • Now I play Preparation again (5 mana, 4 cards, repeat step 2 again)
    • Now I play Mimic Pod (which again is at 0 mana). I draw a card and get a copy of it, the spell is cast again, so I draw another card and get a copy of that.
    • Now I play a Coin (5 mana, 6 cards). I will gain a mana crystal, but it will cast again for another mana crystal.
    • At this moment I now have the follow: 7 mana and 6 cards in hand.

    The effect will only trigger when you play a spell. So therefore when you play the card, you then cast that spell. However that said you have raised something which I didn't think about until now. What would happen if you played Planning Ahead after using the first Planning Ahead on the same turn?

    However that card you shown me would be a problem, as it was point out to me on my first design. You see if you can cast again again after you cast a spell, then that spell would than repeat the last spell you cast. In other words, it will circle itself over and over again. 

     

     Okay I'm sorry then, It seems I misunderstood the trigger of Planing Ahead. If the spell trigger twice when it's played then it'll work like Brann Bronzebeard for spell. But I still think that a single use like Preparation and make it cost 2 or 3 mana.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.16 - Discussion Topic
    Quote from Fortify >>

    Thanks for the suggestion Teknician (I saw it just now). So now with this card it should work as it was meant to be. If you play a spell it will cast it again. However the cast spell doesn't get repeated because it wasn't played from your hand. Hooray! 

     Is the intention of the card to cast a single spell multiple times? Because right now the wording will trigger many spell to cast it self again multiple time.
    Here's a scenario that I can imagine using the current wording:
    Card in your hand----> Planning Ahead, Shiv, Mimic Pod, The Coin, Preparation

    See the red part, that is the problematic part. Planning Ahead will carry and trigger the effect of all spell you cast after you play Planning Ahead. With the Rogue Miracle and it's cheap spell, they can abuse it.

    Other problem is on targeted spell when it trigger because of Planning Ahead. Is it became like yogg when casting spell or fizzle if it can't target the same target as its original?

    Here's my suggestion if you want to contain it to repeat only one spell:

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.16 - Discussion Topic
    Quote from Turkeybag >>

    First idea for this week:

    Not sure if I want to keep controlling an elemental as the condition but it makes sense thematically and works really well with the mage DK. Note that the attacker is frozen before the attack goes through.

     Thanks for pointing it out I even don't realize that Play Fetch! can loop. I will think of a way to avoid it, but if I can't find an elegant solutio, I'll leave it as a loop. Even the Defile have loop when you play it with Grim Patron.
    I think many people miss that Berserker Rush can still be used to hit the enemy hero. The card will cast it self after you kill the last enemy minion on the Battlefield. That means your hero gains +1 Attack and can attack again with the accumulated Attack after you kill that last enemy minion. This seems broken but your hero take the damage for attacking into enemy minion to kill it so I think it's okay. If you see that this card is too powerful, is increasing the mana cost to 3 or 4 reasonable?
    Thanks for the feedback!
    For your card!
    A nice secret for Elemental Mage. This means your opponent must clear all Elemental you have to prevent this Secret to cast it self. Overall I like the card and it seems balance already.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.16 - Discussion Topic
    Quote from Cogito_Ergo_Sum >>

    Errr...new and hopefully more refined versions (I doubt it but it's worth a shot). Your thoughts?

    Quote from Don_Dingle >>
     
     
    And here's my latest idea. 
    You can literally pretend to be a mind reader with this card. If you succeed, not only do you get more cards, you also know what cards they're holding. Alternate names I thought up were "Read Mind", "Inner Eye", and "Premonition". Which would you say is best?
     Thanks for the feedback guys!
    @Cogito_Ergo_Sum I like Chain Lightning the most among those three cards. This have the potential to become a board clear but with the 4 damage baseline I think this is too strong. I think you have to change the damage into 3 damage or the cost into 3 mana to make it balance. In shaman you can trigger the chain relatively easy with totem set up.
    @Don_Dingle For Clairvoyance, I think the mini game of guessing is fun! I really like playing Curious Glimmerroot. The cost is justified because it has the potential to draw more than 2 cards if you hit the jackpot but got nothing if you failed. Overall I like the card the way it is.
    For my card:
    The porpose of Playing Fetch is to search a non-beast card in beast synergy deck. Maybe you want to get Houndmaster or Bonemare to buff your beast or maybe you want to search for Kill Command to get lethal.
    Okay I tweak the card base on the feedback, here they are:
    I improve the search power of Play Fetch! to pin point a non-Beast minion that you may use in Beast centric deck. I also fix the wording of Berserker Rush and increase its mana cost. Thanks again Cogito_Ergo_Sum and Don_Dingle for the feedback!
    Any other feedback? Which card is more interesting?
     
     
    Posted in: Fan Creations
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