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    posted a message on Weekly Card Design Competition 10.16 - Submission Topic

    This card has a lot of synergies with warlock cards like DemonfireSoul Infusion and with minions, which synergize with healing like Lightwarden.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.16 - Discussion Topic
     

     

    Quote from Rakio >>
    Quote from GerVez0512 >>

    Interesting concept, but it's kind of a strange choice to make it a mage minion, maybe make it a warrior minion, or some class with dragon synergy?

    Why not? Blizz already make some cards for mage dragon synergy in Decent of Dragons update: Azure Explorer, Malygos, Aspect of Magic. Also we have Kalecgos and still dont know all new cards.

     Damn, i totally forgot that Azure Explorer exists, then i guess it's totally fine for your dragon to be for mages.

     

     
    Quote from McF4rtson >>

    Submissions Thread has been open for a while now.

    Quote from bangyakunosquash >>

    Actually a pretty smart idea. But yeah, I would probably change the name and art of this since it really isn't a rager. This idea is excellent though. If you need art, I can give you some again, just let me know.

    Quote from GuruGamma >>

    Yeah like Wailor said, you need to make this card simpler. "Return a friendly minion to your hand (wording from Shadowstep) and gain Health equal to its Cost (Cost is capitalized, people). This minion's Health is used to deal damage."

    Quote from Shervio >>

    Solid concept, but can be very strong if buffed just once. Luckily, there are no buffs in Standard other than Stormwind Champion. Art is a 3d render, unfortunately, but its not too bad at a first glance. 

    Quote from Chandranel >>
     

    Yes it is allowed. Wording is a little odd... "Deal damage to a minion equal to your minion with the Highest Health."

    Quote from drakkarus059 >>
     

    Stats will probably need to be a better. I'd say something along the lines of 4 3/5 or a 5 mana 4/6 since this card does not do anything by itself, and Warrior minions rarely have high health and low attack. Wording is fine. This card is probably better in a different class, to be honest. I'd also find different art.

    Quote from HS_Vault >>

    Hopefully this one will work and post the image

    Image posted, but incorrectly. Check the submissions thread for a posting tutorial.

    Quote from DittoLander >>r
     

    Well. This card is quite interesting, you basically have to combo this card off with Shadow Word Pain or Forbidden Words. The payoff is pretty high, though... Dragonfire + full heal. And we have seen that two-card board clears are not typically bad. I honestly don't know about this one. Very hard to evaluate. 

    Quote from DittoLander >>
     

    Changing an attack permanently to 0 is probably not a good idea. This concept is great, but taking away a board space from your opponent might not be the best idea.

    Guys you're killing me here... Attack and Health are capitalized...

    Quote from user-22726501 >>
     

    Hmmmm. So basically an alternative to Tar Lurker. This seems fine.

    Quote from DeraVCC >>
     

     Card is fine I suppose... but it really has no place in any warrior decks at the moment. It's just a fluffy card.

     

    Well Warlock isn't exactly known for handbuffing but this is a pretty good card. Isn't exactly as broken as Godfrey, but that is probably a good thing.

    Quote from Adamaxes >>
     

    ...I don't think this quite fits the competition. It's not using the actual Health to deal damage here, it's just using Attack to deal Attack somewhere else.

    Quote from Covetousj >> 

     Custom keyword aside, this is really strong... Basically every bit better than Lightspawn. This should be 5 mana.

    Quote from Rakio >>

     

    Excellent. Needs no change, can be submitted as-is.

    Quote from DittoLander >>

    Thanks for your suggestion, @Wailor. What about this?

     

    ...I have no idea what this offering heart business means. But essentially, this is just a very convoluted way of saying "Set a minion's attack to 4." since there are almost no handbuffs in standard right now.

    Quote from tianfa5736 >> 

    I would recommend a better choice of art. Hmmm. Theoretically this works. This card might have to get hard-coded to not respawn after 0 Health, since it would technically do that over and over until it reached the effect chain limit. Unsure if this is possible.

    I'd also bump the cost down. 9 mana for a 6/3 that your opponent can ignore is really weak.

    Quote from tianfa5736 >> 

    Again, pick better art. This concept is better. 

    Quote from Barnicle >>

    Concepts both work. Not sure why you have two of the same card but the concept is nice. 

    Quote from BMcGill >>

    Too good. It's a Lady in White that automatically happens.

    Quote from Blightcaller >>
     

    Well first off, Enrage no longer exists. Cards look good. I would not like to see the 3rd card ever get printed, Warrior has so many board clears already.

    Quote from Annorei >>
     

    It's a tad strong. 6 mana 9/9 is a pretty insane statline. I'd do a 5 mana 7/7.

    Quote from GerVez0512 >>
     

    Not sure how demonfire synergizes, unless you only meant the Lifesteal part and not the deal damage to face part. Speaking of which, 3 mana for a 4 to face and heal for 4... hmmm. I'd do 3 mana 2/3, same effect.  

    Quote from Klipce >>
     

    This is a very easy to complete sidequest with a couple of Invokes. I'd put the Fel Crystal up to 4 Health, but making it randomly split the damage among enemy minions.

     My idea for the stats was Queen of Pain, which previously was a succubus (which is female version of the incubus), i think that adds extra flavor

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.16 - Discussion Topic

    Here is my idea:

    It can be used with many different warlock cards: demon buffs like Demonfire, or with hand buffs like Soul Infusion or with neutral cards, which benefit from healing like Lightwarden. This card is pretty similar to Queen of Pain, which was a succubus (counterpart for incubi) before devs changed her name and card art.

     

     

    For now i will leave some feedback:

    @DittoLander

    Reaper Angel is very clever and versatile card, the only thing that bothers me is pretty ok stats for the cost, while having a very strong effect, maybe it needs to cost 4. As i see, it's not very different from Draco the Dragonheart, but i like Reaper's wording and art more.

    @user - 22726501

    A very interesting concept, but i think it's a bit OP, like, it costs only one more than Mogu'shan Warden and has basically 8 attack on your opponents next turn. Maybe it needs to have less health or cost more.

    @DeraVCC

    Card is pretty good and balanced

    @The_Hearthstone_Djinni

    Very cool card with nice synergies

    @Adamaxes

    Very interesting interaction with Galakrond, but i'm not sure if it fits the requirements.

     

    @Rakio

    Interesting concept, but it's kind of a strange choice to make it a mage minion, maybe make it a warrior minion, or some class with dragon synergy?

    @tianfa5736

    Il'gynoth is a good and balanced idea, but i think you will need a better art to get more upvotes later. About Fury of N'zoth, it's low cost bothers me, maybe you increase it to 8 mana and increase his stats to 6\8. Anyway, i like Il'gynoth the most.

    @Barnicle

    Nice idea, and i think it counts towards the competition (but i'm not sure, you should ask mods about this). I think that they have too low base health, it would be nice if you could heal them more.

    @BMcGill

    Interesting concept, but usually Start of Game effects require some other conditions, i think it's a bit OP now. I think you also need to find better art.

    @Blightcaller

    I like Lantresor of The Blade the most, because it's much more simple and balanced.

    @Annorai

    I think this card should get it's attack at the start of your turn and not at the end to give your opponent some time to prepare and add more strategy to playing this card

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.12 - Discussion Topic

    Thanks for all the feedback! I changed my card slighly to make less similar to the rogue quest (and work better with Call of the Void). Also changed wording as @MurderyUnicorn suggested.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.12 - Discussion Topic

    Some ideas. Trading feedback for feedback.

     Lady Deathwhisper is interesting and well-balanced, actually a really good idea.

    Soul Researcher is strange...because most of the time, your opponent's spells have a lot of class synergy and will be pretty useless for priest, also, some classes' spells are bad on their own compared to priest spells. I wouldn't go with that one.

    Keeper Remulos is cool too, i don't think it's too OP, because Remulos is useless himself and deck restriction is pretty heavy. I prefer Remulos among others.

     

    Reposting my card here for more feedback:

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.12 - Discussion Topic

    @Wailor and @whatTheHeck, thanks for the feedback. It really helped and i decided to return the favor:

    @Wailor

    Interesting concept, but right now it feels kinda UP, maybe if Royal Guards drew cards after being played, it would be better.

     @whatTheHeck

    New ideas are much better than the previous one, but i think Kor'Gall might be too OP in some situations and he doesn't fit Hunter IMO. Nefarius is better, but i think he is understatted too much, also i doubt it fits competition criteria. Btw I'd make him to be a class minion, even factoring that all evil classes already got their viilains, and he shouldn't be Dragon if depicted in human form, similar to Wrathion.

     Looking at all the feedback i decided to change my card:

    It has Rise of Shadows watermark because it's one of Dalaran's artifacts. The idea is to summon minions with spells via Fiendish CircleFeeding TimeCall of the Void, imps from Sense DemonsBane of DoomNether Portal and upcoming Rafaam's Scheme.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.12 - Discussion Topic

    Here is my idea:

    The idea is, Magtheridon curses your minions with demonic blood, thus giving them extra stats. However, maybe that's too dangerous in Zoo decks.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from CandleTaker >>

    Guys, what do you think abut this one? Not sure if it's balanced enough.

    Prepare for trouble and make it double!

     Good idea, but you need need to change "duplicate" to "summon a copy of". Also, maybe you just make it deal 4 damage, because it's not fun for your opponent to be stuck with a minions, which can't attack.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Submission Topic

    "Damn those streamers..."

    Larissa is a treasure hunter, who uses invisibility to skip boss fights and get the treasure faster. Her Powerful Artifacts are references to the WoW raid loot. She combos with Myra's Unstable Element , Shadowstep and Grand Archivist .

    Tokens

    Each of artifacts is suited for different styles of play: Infernal contract is best suited for Mill Rogue, if she ever comes back. Bleeding Hollow Vial is good for Miracle Rogue, especially if followed up by Academic Espionage . Xal'atath is good for former Kingsbane Rogues. Elementium Cluster is best in Thief Rogue, because she can upgrade spellstones.

    Thanks to everyone who helped me balance the card!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from Hereharehere >>

     @ ger i think some of the tokens are under powered due to high cost, and some are far more preferable to others because they impact the board immediately.  You're putting them at the bottom of deck too so I could only see it being used with some sort of cheat... (what's the neutral guy who casts spells at end of turn), which is interesting but too niche for comp.

    RE my Head Crone, thanks for feedback. my intent is to weaken your next draws top decking lackeys (thanks for spell check ger) but maybe this isn't the way to do it. 1 or 3 damage is intended, as to do 3 you put 3 lackeys on top, causing more disruption. I had it 4 4/4 doing 2 or 4 damage. The issue i have is i don't like that it's similar (the same) mechanic as choose one :/. I think there's some potential in deck disrupting yourself for tempo, any suggestion for trigger on amount of damage?

     Thanks for the feedback. Actually i never thought of combo with Grand Archivist, i already imagine a cool deck with Larissa! You can play her multiple times too, with Shadowstep or Youthful Brewmaster. However, what if change the cost of Artifacts to 8? Will be better?

    About your card, i think the choice of 1, 2, or 3 damage is good enough, also, what if she shuffled Ancestral Healings? It'd be more disruptive.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from Kovachut >>

    Here a rework of my card (before I go to bed)

    How's the new version? The refill trick is too OP, isn't it? If I get rid of it, will the card become too weak?

     Lol, saw your card on Hearthcards while making mine)))

    Well, new Trickster is better. Refill trick is hard to combo with empty hand and is given only 2 copies, i think that's ok.  New Meet Fluffy and Distaction got better too, however, this card is still kinda hard to understand and extra tokens are not helping it.

    Quote from Lathy >>
    Quote from Kovachut >>
    Quote from Lathy >>
    Quote from Lathy >>

    New idea, but also including the old one. I know people don't like druids having hard removal, as it's not in the "class identity". I tend to disagree, they had Naturalize after all. Considdering it going to HoF, I thought of adding an expensive removal to their repertoire, but one that has some utility. The old idea was some murloc dood.

     Bump :)

    Tbh, Lathy, I didn't comment on your cards earlier, because I didn't like either of them.

    1) The druid spell feels like the most cleverly designed one, because it offers hard-removal against big threats and it can give you more mana to work with in your turn (if you decide you use it on one of your minions). The latter effect was an alternative nerf suggestion for Innervate back when it was problematic. I don't mean the killing part, but the "spending some mana in order to get extra" one. And since you made this spell flexible, the cost is a well-deserved 6 (1 mana over regular Assassinate). Not to mention, in the past druids were the ramp gods and they could easily have played expensive spells.

    But here's my problem - you made it too fair. While I don't have any problems with the first effect, the second one feels underwhelming. It's true that druids want to kill their own minions (Mecha'thunHakkar, the Soulflayer, Hadronox, Da Undatakah, Carnivorous Cube) but on the same turn. If your card existed, players wouldn't run it (or at least only 1 copy in Taunt Druid), because they wouldn't want to risk giving you the ability to silence or transform their win-condition.

    2) The minion kinda feels weird in priest. The battlecry is fine, but the tribe isn't. It feels more like a minion in Egg Murlock or Murloc Token Shaman.

     Cheers mate. I get your feedback, and I've decided to scrap those ideas.

    As for your card, I gotta say I'm not really feeling it. I can't really tell you why, as the mechanic is fine and all. It's just not exciting nor flavourful for my liking. Should you choose to go with, I'll remind you that in the even/odd mehcanic, 0 counts as even, so I can't see why an empty hand (0) wouldn't count as such? I know those mechanics are not entirely tied to this very idea, but as said, 0 does count as even in hearthstone terms. What I mean is, that I'd remove the Refill card (though it's by far the best of the tokens).

    I've got a new idea, and I think it's flavorful. Not sure about power level? For some reason, I have feeling it's either completely useless, or somewhat over the top, but I can't really make up my mind. Works similar to Kobold Hermit, just as a start of turn effect - I presume it could have another trigger, or it could be a Battlecry, I just liked the idea of a Totem Pole you kept adding more and more sections on.

     I'd definititly change art, because it is already used by Shaman Hero power. Idea is cool, but the card is kinda weak: you need to protect it,while reward isn't much, i think if you make 1 less mana it'll be great card, which can get good effect multiple times! You can't make it end turn though, because you can't choose at your opponent's turn.

    Quote from Hereharehere >>

    @lathy - the totem pole idea is nice but this seems a bit weak as it's 0/3 stick for a turn the gains a >1 mana upgrade. end of your turn 0/2? 

    @kovachut - i really like the hand size mechanic though it took me a minute to get the card... is 'relevant to your hand size' more explanatory? either way it's great and interesting. 

    here's mine

     

     You have a typo on head crone: Lackys instead of LackEys. Actually, i think adding Lackeys is more of a drawback than strong effect, even if you choose to deal 1 damage. Earthen Vitality needs to restore at least 7 health to be on par with Healing Touch. otherwise it's balanced. I'd go with Earthen Vitality.

    Now my old idea is changed:

      

    She is a rogue which steals raid boss treasures. Her Powerful Artifacts are references to Raid boss loot from WoW.

    Tokens:

     Each of Artifacts is suited for different types of play.

    Infernal core is pretty universal, generaly helping Tempo Rogues.

    Bleeding Hollow Vial is good for Miracle to control the board, but requires refilling your deck.

    Xal'atath is good for former Kingsbane Rogues.

    Elementium Cluster is good for Thief Rogues, since they can upgrade whose Spellstones.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from Kovachut >>
    Quote from GerVez0512 >>

    I'm sorry to say, but I'm not particularly impressed by your cards.

    1) Larissa - The problem I have with her is that she's out of character. The name and the art are a nice match with one another, but the effect is weird. Is she just a sneaky rogue, who managed to avoid the kobolds w/o being seen? Since this is the most logical explanation, can you give her a different title? I also agree with kegstandgoldmedalis, that your minion makes Marin the Fox feel less unique. The design seems really uninspiring (just like Arch-Villain Rafaam's). You just shuffle a copy of a card, which another legendary generates, into your deck and your card does it better.

    2) Emerald Druid - this also falls into the same category. Not only that, but the effect is too powerful, because it can give you a specific token (Ysera Awakens) consistently. Druids weren't suppose to have good AoEs and this gives them exactly this (+ a nice 5 damage burst to the opponent's face). Dream is also very powerful, as it can answer a taunt (or a big threat) for 0 mana and put the enemy behind tempo greately. Unlike DestroyerR, I am not bothered by the possible UI issue. Imho the devs can always make the cards smaller, so that they can be seen on the screen. 

    If you don't make any new cards, I guess Larissa is your best option, but if I were you, I would definitely create something else.

     Thanks for the feedback! Before i start mindstorming, i would like to ask: if Larissa had a choice of unique for her treasures, will it make her better?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from Kovachut >>
    Quote from GerVez0512 >>

     Idk, i would go with something different.

    Undercity beverage is kinda useless, why would you run this if you have Mecha'thun, wich kills enemy immediately. Also, i doubt that heal for rogue should be that obvious.

    Mystirious Trickster isn't strong, he fills your hand with kinda really bad spells, why would you run this if already have so many miracle tools? Also, it has many tokens, which is not great IMO.

    1) Have you ever seen a Mecha'thun rogue on the ladder? I sure haven't. The deck is really weak, because rogues can't dump their hand that easily, before they kill the 10-drop. They also lack sustain.

    I remember the time, when miracle rogue was very strong back. Often times it reached fatigue on turn 9 or 10 and tried to kill me with burst spells and stealthed minions. Over the years miracle became weaker and weaker, but despite this fact I still see tempo rogues fulfilling almost the same strategy. They prey on the moment, when their opponent is vulnerable and try to kill them ASAP. And Myra's Unstable Element helps them fetch the needed burst, before the opponent gets the chance to make a comeback. If you honestly ask me, I believe that my card is super strong in this regard. This is also pretty OP with Valeera the Hollow.

    Also, I don't see why wouldn't rogue get a small healing. I know this isn't part of the class identity, but every class changed over the years. And it's not like they perform something extraordinary like a Healing Touch on themselves. Rogues are the liquid class and this spell offers sub-optimal healing. The moment it expires (i.e. the moment you reach fatigue), it becomes poisonous and can harm anyone, who drinks it.

    2) I suppose I can buff the trickster a bit, though I was worried that if the spells dealt 3 damage, that would become too powerful. I mean rogue would instantly get 2 Darkbombs, which offer 6 face damage for 4 mana. And then it can combine them with the Auctioneer and what not.

    I think I will go with the trickster because the idea sounds very exciting and original. I just have to redesign him a bit better. Thx for the feedback. If you give me a moment, I will gladly return the favour and give you feedback on your cards.

     Well, honestly i still think Undercity beverage is UP, is 5 dmg really important for rogue to finish the game? I think she already can do without it. Miracle rogue also needs place for this card in her deck, i don't know every single card in miracle, but i doubt it will have place for this one. About rogue healing, i didn't say rogue has to live without it, but it would be better if they got some inobvious healing like Leeching Poison. Anyway, that all just my opinion.

    About Trickster, you got a really interesting trigger in it, just really fitting the theme, but maybe you should get other use for it. Anyway, Trickster is a very clever decisive action for rogue, then you choose to aggro or to fall back. Good luck with your concepts!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from Kovachut >>

    Ok, since I couldn't came up with anything new and exciting, I am using some of my old cards:

    Tokens:

     

    1) Worse Flash Heal or a cheaper Lava Burst in the end-game. It supports Myracle styled decks.

    2) Trickster:

    If you have even number of cards in hand (2, 4, 6, 8) after you play this legendary, you will get two copies of the damage spell.

    If you have odd number of cards in hand (1, 3, 5, 7 or 9) after you play this legendary, you will get two copies of the minion summoning spell.

    If you are wondering where you can use them - in aggressive decks (as a burst) or in Miracle/Malygos as a cheap Auctioneer cycle.

     Idk, i would go with something different.

    Undercity beverage is kinda useless, why would you run this if you have Mecha'thun, wich kills enemy immediately. Also, i doubt that heal for rogue should be that obvious.

    Mystirious Trickster isn't strong, he fills your hand with kinda really bad spells, why would you run this if already have so many miracle tools? Also, it has many tokens, which is not great IMO.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    OK, putting out a call for any nice person with mad photoshop skills. I need Kazakus but...a robotic one, for:

    Mecha'zakus, salvaged from the original and given a few "upgrades," works somewhat like the original, with a Boomian twist. When building your Mechanical Lackey, you get 4/5 of the Lackey options. Here they are as Mecha'zakus choices:

    The fifth Lackey option is then added with random targeting:

    Like Kazakus Potions, you can also build bigger Mechanical Lackeys, with scaling effects:

    Additional help (trading feedback) - Balancing the scaling effects!

    Discover a spell: 1/2/3
    Damage: 2/4/8
    Discover and summon an (X) cost minion): 2/4/8
    +X Attack and Rush: 1/2/4
    Evolve: 1/2/3

    Also, for some reason Hearthcards isn't generating Rise of Shadows watermarks - that an issue on my end, or theirs?

    Thanks in advance for any and all feedback!

     Cool idea, but i think some effects need to be changed:

    Faceless ichor lv3 should summon 6 cost drop, because now it's too much value

    Goblin accelerator lv2 needs to buffed, maybe to +3 attack, while lv3 to +6

    Corcery code lv3 probably just should affect all your minions.

    What about Rise of Shadows icon, sometimes icons are not shown on your card until you make it (same problem with Hero Cards), that's the only advise i can give.

    Btw i repost my idea for some more feedback:

    Posted in: Fan Creations
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