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    posted a message on Class Creation Competition Phase I - Submission Topic [Ended]

     

    • -'The Explosives expert'-
    • The Upgrade Hero Power enables you to improve the effectiveness of all cards with the upgrade ability.
    • The hero power also does 2 damage to a random enemy minion or hero.
    • This is a high tempo class, with high damage potential, and unique control mechanics.

    • A variable spell that can be used to gain a lot of tempo.
    • It synergies well with Spare Parts, Spell damage and other low cost spells.

    • A unique mechanic where one of your minions permanently trades with an opponents minion.
    • This cards can be used effectively to gain advantage by trading your small minions for big minions or other possible unique interactions.

    • Deals an uncontrollable burst of damage, that affects both opponents.
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Design Competition #19 - [Ended]

    Just before the opponents minion or weapon attacks a Mech, it will be transformed into a random mech costing (4) more. The opponents minion will attack the random mech costing (4) more instead. If no Mech costs (4) more the secret wont trigger. 

    For example the opponent attacks your Mechwarper, the secret triggers, the Mechwarper is transformed into a Piloted Sky Golem.

     

     

    Posted in: Fan Creations
  • 11

    posted a message on Weekly Design Competition #18 - [Ended]

     

    It has a pretty serious drawback if the opponent can deal with it without losing a minion, but the upside is being able to transfer all the overload you have onto the enemy. 

    It has some awesome synergy with cards like Earth Elemental, that have large drawbacks.

    Posted in: Fan Creations
  • 18

    posted a message on Weekly Design Competition #17 - [Ended]

    Posted in: Fan Creations
  • 3

    posted a message on Weekly Design Competition #16 - [Ended]

    Posted in: Fan Creations
  • 12

    posted a message on Weekly Design Competition #15 - [Ended]

    Posted in: Fan Creations
  • 0

    posted a message on Top 10 cards that don't synergize with their class

    I can see i probably hit a nerve here considering the in-detail counter-explaination and the considerable defence for the card far sight. I guess the extent i should have said is that these cards don't synergies as well. Its just my opinion; definitely not going to be 100% right, or perhaps in your case 5% right, i did see that i may have earned a brownie point for the extra damage on mortal strike. 

    Posted in: Card Discussion
  • 0

    posted a message on Top 10 cards that don't synergize with their class

    Here is a list of 10 cards that don't fit well in there classes and don't fit that overall theme. Don't expect this list to be 100% accurate, its only my opinion and i'm sure I've somehow missed out some potential uses for these cards. I'm not saying that these cards are essentially bad, just that they aren't comparable with other cards in there classes.

    10. Gladiator's longbow. yes, because the low mana cost rushdown hunter decks need a high cost bow.

    9. Ice barrier. Mages gaining armour? I don't know why this spell needs to be a secret. This spell kind of feels like a second rate ice block.

    8. Eye for an eye. So what if we change the enemy minion's attack to one. Isn't that the whole premise of the paladin deck? to augment the health and attack of things.

    7. Mortal strike. Is this card really offering an incentive to get low on health. Might have been a bit more useful to a warlock.

    6. Summoning portal. Aren't warlocks meant to have low cost creatures but with punishing effects. I get the feeling that this might have fit the druid class better, if it were renamed and all.

    5. Silence/ Mass dispel. These two cards are pretty much the same. I don't see the point of these silences in a priest deck. It would kind of suck if you took control of a silenced ysera with mind control.

    4. Moonfire. Why play late game druid when you can damage an enemy for 1 damage.

    3. Brawl. So this card is basically twisting nether except one card remains afterwards. It's someone wanted to give the warrior class a messy board wipe just for the hell of it.

    2. Naturalise. A one cost removal spell with a really damaging effect. It seems like someone was trying to make some wacky removal spell that was different from all the rest. Theres no choices given to the player with this druid card other than will or won't this come back to bite me next turn.

    1. Far sight. The best you can ever do with this card is break even. Sure you can draw a death wing that now costs 7 mana but its so chancy and just ends up being a second rate innervate. The worst part is that most shaman cards have an overload effect and there all the card costs are much lower this makes far sight even worse.

    Posted in: Card Discussion
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