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    posted a message on Weekly Card Design Competition 10.13 - Finalist's Poll
    Quote from AmigoBaldget2 >>
    Quote from SavageSoul >>

    what does helcular do? you need to somehow give him extra deathratlles that can bounce across the board?

    just a meme card or am I missing something?

     If I understood what the card does, it should be this way: 

    Let's say Helcular and Piloted Shredder are on the board, then Hercular dies. Now, when Shredder dies and another friendly minion is on the board, it will gain Piloted Shredder's deathrattle. However, I'm not sure if it also gains Hercular's deathrattle along with it making it infinite.

     Hi, yes it also gains Hercular's deathrattle, and the next, and the next etc. That's the idea, it makes your Deathrattle minions gain Deathrattles because they have Hercular's Deathrattle.

    It's not infinite in a broken way as it's easily interupted: All you need is to kill deathrattle minions with Helcular's Deathrattle LAST, then it has no target to pass on the ability. That's not to say there's not some shenanigans to pull with Psychopomp, Ancestral Spirit and other rez effects, but it is a random effect that only gets powerful relative to the Deathrattles it gains. Having 2 on board could get crazy. hence the Legendary, but most scenarios seem to me within reason.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.13 - Discussion Topic

    @ Wailor

    Prince, although it's nice design doesn't seem strong enough for a Legendary - Militia Commander Restless Mummy. It could easily be a rare, I don't think the bonus is too strong to double.

    Pyramid Protector seems like a (3) cost, but it stikes me a pain to play against :D

    Murloc, dunno, to me there's something up with such an efficient murloc. A better Murloc Knight + with an inbuilt controlled trigger.

    If it was my choice i'd go for prince as a rare. 

     

         

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.13 - Submission Thread

    Helcular, Envoy to Kel'Thuzad

    Bit cryptic, so here's an explanation.

    It basically makes your Deathrattle minions collect Deathrattles and pass them on to other Deathrattle minions:

    If this dies and gives Sylvanas Windrunner its Deathrattle, Sylvanas Windrunner will then give ,say, Cairn Bloodhoof its and the Death Collectors Deathrattles > then Cairn Bloodhoof, when it dies, will pass its own, the Sylvanas Windrunner and Death Collector Deathrattles to the next random Deathrattle minion on the battlefield etc etc.

     

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.13 - Discussion Topic

    @the name forgotten, thanks for the review,

    yes, i think to some extent it would produce broken situations but at the same time I believe it would be slow and difficult to set up to those ends and would have several disrupting counter-plays apart from transformation/silence; Passing on its Deathrattle is stopped by having it the last minion destroyed, so a board clear + would solve it (yes, Ancestral Spirit effects could counter this to some extent too).

    I think I'll go with it (below) as I'd like to play-test it and that's pretty much my philosophy for my WCC entries (as well as victory and world domination of course!! muhahah) 

     @Wailor; Hope is the best, great design and i could see it being made. On the cusp power level and could lose Rush and still be good in early game. In fact, I'd go Taunt instead tbh and still makes sense. It's so much tempo for little investment, almost guaranteed, it would feel unfair imo. 

    @Ffinderous; I like both - We need you pal has nice flavour and I could see it being played in certain decks (highlander/spell). The Magnetise - Adapt interaction on Golem of Theseus is great although I'd prefer to more clearly understand the reason why they interact (he's a mech i assume?). I dunno what sort of mutant mech/dinosaur would work, but I hope you get me :D. I'd prefer that Golem if it was nailed. 

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.13 - Discussion Topic

    Adamaxes: that's a nice enhancement to the overkill keyword, thematic and not too op for a start of game effect at first glance. Only downside I see is the non reprinting of Over Kill cards, but in a vacuum I like it.

    @ Zany. I like the side quest idea but I'm not sure if the spell/damage element fits the quest theme... why not the sidekick/adventure party connection? I would open up the theme naturally...oh and the holy grail aspect would be perfect!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.13 - Discussion Topic
    Quote from Hereharehere >>

     

     :thinking:

    So, by itself, it's useless, but after just one deathrattle on it... :thinking: You get infinite deathrattles? So... Ancestral Spirit this and it's broken

    @ Mcfartson. Thanks for the review. It's a good point on Ancestral Spirit and one that did occur to me. On its own it's not a prob - Ancestral spirit would pass onto a different Deathrattle minion, but the resummoned minion wouldn't have the stack of deathrattles or Ancestral Spirit so it would be fine. Though then I had it as a legendary and hadn't considered having two on board, and, since i made it epic... mind starting to melt... 

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.13 - Discussion Topic

    @ wailor,

    thanks for the review. Yeah, I wasn't sure about the strength of the effect so started with legendary and everything but the text is basically a place holder. I agree with the epic rarity and that it sure would make for interesting synergies :D.

    It's a bit cryptic so here's a description of how it works.

    It basically makes your Deathrattle minions collect Deathrattles and pass them on:

    If this dies and gives Sylvanas its Deathrattle, Sylvanas will then give ,say, Carn Bloodhoof its and the Death Collectors Deathrattles > then Carn Bloodhoof, when it dies, will pass its own, the Sylvanas and Death Collector Deathrattles to the next random Deathrattle minion on the battlefield etc.

     (Damn, I just saw the Monty Python efforts... haha, well obviously, ''I feel happiee... I feel happieeee!'') ((should really be ''Bring out your dead... bring out yr dead'')

     Reviews:

    @Coveteous, I love the flavour of the Rabbit and the Keeper. The keeper is perfect, the Rabbit i'd consider giving it rush too, it just seems apt :D, and i don't see it being over powered with it (can we put 4 key words?). Oh actually, not dead yet is hilarious aswell, maybe it's the best! I'd vote for them all, couldn't choose.

    Shite, gotta do dailies be back

     

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.13 - Discussion Topic

    Hi all,

    will give some feed back in a bit, but wondering about the implications of this in terms of balance, combos etc. Stats and all are placeholders

    Posted in: Fan Creations
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    posted a message on New Shaman Rare Spell Revealed - Lightning Breath

    so, is this a 3 or 4 mana card? Two other announcements have it st 3 mana! 

    Posted in: Card Discussion
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    posted a message on Could this Quest Shaman/OTK Malygos Combo work?

    I started to doubt my first instinct so i checked and it doesn't work. (thought it might summon 3, but it would never summon 4)

    My guess to the reason it doesn't work is that battlecrys don't stack when they're awaiting a delayed trigger: the hero power doubles the bc but only 1 remains in the stack (second replacing the first), so eureka casts twice only (1 additional time). I'm open to correction, but it's confirmed for you that it doesn't work.

    Posted in: General Deck Building
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    posted a message on Could this Quest Shaman/OTK Malygos Combo work?

    I'm afraid it wont work; electra wont increase spell casts beyond ''twice''.

    Posted in: General Deck Building
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    posted a message on It Is Time To Nerf Shaman?

    Not sure if it needs the nerf, but I think limiting the Hero Power to only Shaman cards would present an interesting change to the deck building; No Life Drinker or Lackeys which are probably the most unbalanced factors.  However, I think the power level of some decks in current meta is so high, adjusting cards in isolation is completely self defeating, correctly balancing this meta is probably very tricky. 

    ... and actually, meta's not too far from balanced right now imo, although I didn't see what happened in the last event etc, but only warlock hasn't a major say, and it might still come through. Isn't it Evolve shaman/Priest/paladin ahead of the pack atm? 

    Posted in: Shaman
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    posted a message on Weekly Card Design Competition 10.6 - Submission Topic

    Seer of Neptulon

    Neptulon

    (Nightmare Amalgamcounts as 1/3 tribes)

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.6 - Discussion Topic
    Quote from Hereharehere >>
     Hmmm this is a super difficult thing to pull off, especially with the lack of elementals in Standard right now. Plus, if you're playing a Murloc deck, you're playing nothing but Murlocs. You have no room at all for elementals. (Yes you have Nightmare Amalgam, but you only have two of those). I like the summoning part, but this is honestly going to be like Windshear Stormcaller; a meme card. 

    Hi McF4rtson, thanks for the assessment although I have to disagree.  They're are over 40 Elemental slots to choose from, 30 easily playable, as well as Earthen Might, Voltaic Burst. Consider the effectiveness of Thunderhead at producing Elementals too.

    Re murlocs, we've incredibly efficient set of murlocs in standard shaman atm; Sludge Slurper Underbelly Angler Ghost Light Angler + Soul of the Murloc. Also Neutrals Hench-Clan Hogsteed, Fishflinger and ofc Nightmare Amalgam tying it all together.

    Even Totems now have 3 very playable + Totemic Smash

    Yes, you've got a deck building challenge but there's in no way a comparison to Windshear Stormcaller as basic totems are so useless at fighting for the board. The decks easily got early aggression with surplus to activate the Seer, decent power spike potential and value. Bog Slosher the Seer is nice too btw! Not saying it's simple to activate, but it's very achievable by T7. 

    Made an alternative considering zany's point, but I think think the simplicity of the first is better? Also, looking for suitable naga art btw.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.6 - Discussion Topic

    @ Zany I think you could change the drawback - 'Whenever it dies/is summoned (i like latter because of the brill sound effects), destroy your non-demons.' i kinda like as it becomes a build around too although maybe it's too narrow. I think you could keep his stats high then. ''...summoned shuffle your highest health minion into your deck'' as in heavy's are left behind?? dunno, just throwing around :). Also, I realised you could actually fill your board to stop the Dread Steed returning to play as a solution too. 

    @Wailor -  Furry is great, always liked those hog riders. Is a guaranteed discover choice  worth more than 1 mana? Could possibly attach it to a minion 1/1 Mama Hog minion for (2). 

    @Dewox - Big Trig doesn't really feel like a Legendary minion to me and yet got to be aware of rogues and shadow step effects if it's epic. I like sky capn Kragg .... could you look at attaching his return to his Legendary ship for instance (if he has one??) and make it 'bigger and badder' ? ;D

    Posted in: Fan Creations
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