I have mixed opinions about this feature. While it is essentially a very useful way to try to complete 2-3 quests by playing one match, we still have the ability to reroll useless/uncompleted quests like "Murlocalypse" to have a chance of better quest like "Total Dominance" (100g quest, not sure if I spelled it right).
However! If this becomes implemented by Team 5, some (not all of us) people might have the use of this feature as a easier way to farm quests.
I just want to drop a general suggestion for everyone here. When you create your card, ask yourself: Is there a reason why this is a Paladin card? I've been looking back in the Discussion and reviewing the Submissions, and some of the cards I'm seeing look like Neutral cards painted yellow. Some even seem to fit better in another class. I think the spirit of the prompt is to create Dragon Paladin cards, not to create Dragon synergies with a yellow border tacked onto them.
The problem of this is that we only have 2 cards that interact with Dragons for Paladin: Dragon Consort and Nightbane Templar. If you actually want to go further in this competition, you either create a spell that has a synergy with Dragons, or try to make a viable minion with Dragon synergy.
With the submission thread open, I've got three designs I think are good to go, but am a bit unsure which one's the most interesting as well as the best designed.
From my own gut check, I feel that the Dragon Knight is the most fair and best designed card of the three, as well as the most serviceable. The Immunity Lord of Dragons has the most interesting ability, as well as the most powerful ability, but is easily shut down even through Paladin's buffs, debuffs, and divine shield mechanics. The Divine Shield Lord of Dragons is sort of a meeting in the middle; an easier and more immediate effect than Immunity, like an Argent Protector supercharged, and probably the most in flavour for Paladin.
I like the Dragon Knight most because of the conditional charge. The Lord of Dragons are both bad in my opinion, especially the second one.
In general, it's a tempo loss, but if you're holding a dragon, it becomes a better Evolved Kobold. Otherwise, it's good to hold in your hand to activate effects similar to Faerie Dragon. Thoughts?
(Also see this as a second bump. Thanks.)
Edit: In further inspection of the card, I might change it into something like "Battlecry: Give the next Dragon you play Spell Damage +2" or something with Spell Damage.
The main problem with this card is that Paladin is normally not a very spell heavy class. They don't have many damaging spells either. This feels more like a Mage card than a Paladin card. Also, I think the card is a bit overcosted. It could be a Mage card, cost 3 mana and it still wouldn't be overpowered in my opinion (of course then, it wouldn't be eligible).
You're right. I've now submitted my backup card instead. Thanks for reviewing at least!
“Rumor says that this whelp got his name after successfully eating an eye of Patches the Pirate. Gross.”
One problem that Dragon Paladin can face (or every dragon deck in general) is that moment where you have dragon synergy cards (If you’re holding a Dragon, do X), but with no Dragon in hand, or making greedy moves by not playing good cards such as Azure Drake, so they can use it for the dragon synergy. So this is what I came up with.
Despite being similar to Argent Squire, the main power is in it’s effect and being a Dragon, meaning that once you play a Twilight Drake for example, you draw this out of your deck and can choose to either play it this/next turn (depending on your mana), or keep it and gain value for dragon synergy cards such as Blackwing Technician. However, the bad part is that you have to give up a card slot in your deck and your hand to get this value.
That being said, it’s not just for Dragon Paladin, because Handbuff Paladins that run Faerie Dragon can use this as a third Argent Squire (they usually have 2 copies of them in each deck).
TL;DR Pros/cons in the spoiler.
Pros: Great for Dragon Paladin, extremely useful for Dragon synergies. Also good with Handbuff Paladin as a third Argent Squire.
Cons: Weak stats in general, -1 card slot in deck and after the effect triggers, -1 card in hand if using it to activate Dragon synergies.
In general, it's a tempo loss, but if you're holding a dragon, it becomes a better Evolved Kobold. Otherwise, it's good to hold in your hand to activate effects similar to Faerie Dragon. Thoughts?
(Also see this as a second bump. Thanks.)
Edit: In further inspection of the card, I might change it into something like "Battlecry: Give the next Dragon you play Spell Damage +2" or something with Spell Damage.
If anyone couldn't see the image, I will describe it:
Kalecgos, Son of Malygos. 4 mana 3/3 Dragon. Battlecry: If you're holding a dragon, gain Spell Damage +2.
In general, it's a tempo loss, but if you're holding a dragon, it becomes a better Evolved Kobold. Otherwise, it's good to hold in your hand to activate effects similar to Farie Dragon. Thoughts?
Bump ^_^ (Looks like the image is still gone. Will try to replace it later.)
If anyone couldn't see the image, I will describe it:
Kalecgos, Son of Malygos. 4 mana 3/3 Dragon. Battlecry: If you're holding a dragon, gain Spell Damage +2.
In general, it's a tempo loss, but if you're holding a dragon, it becomes a better Evolved Kobold. Otherwise, it's good to hold in your hand to activate effects similar to Farie Dragon. Thoughts?
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I have mixed opinions about this feature. While it is essentially a very useful way to try to complete 2-3 quests by playing one match, we still have the ability to reroll useless/uncompleted quests like "Murlocalypse" to have a chance of better quest like "Total Dominance" (100g quest, not sure if I spelled it right).
However! If this becomes implemented by Team 5, some (not all of us) people might have the use of this feature as a easier way to farm quests.
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“Rumor says that this whelp got his name after successfully eating an eye of Patches the Pirate. Gross.”
One problem that Dragon Paladin can face (or every dragon deck in general) is that moment where you have dragon synergy cards (If you’re holding a Dragon, do X), but with no Dragon in hand, or making greedy moves by not playing good cards such as Azure Drake, so they can use it for the dragon synergy. So this is what I came up with.
Despite being similar to Argent Squire, the main power is in it’s effect and being a Dragon, meaning that once you play a Twilight Drake for example, you draw this out of your deck and can choose to either play it this/next turn (depending on your mana), or keep it and gain value for dragon synergy cards such as Blackwing Technician. However, the bad part is that you have to give up a card slot in your deck and your hand to get this value.
That being said, it’s not just for Dragon Paladin, because Handbuff Paladins that run Faerie Dragon can use this as a third Argent Squire (they usually have 2 copies of them in each deck).
TL;DR Pros/cons in the spoiler.
Pros: Great for Dragon Paladin, extremely useful for Dragon synergies. Also good with Handbuff Paladin as a third Argent Squire.
Cons: Weak stats in general, -1 card slot in deck and after the effect triggers, -1 card in hand if using it to activate Dragon synergies.
Edit: Changed wording.
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Aha! The Image is up!
In general, it's a tempo loss, but if you're holding a dragon, it becomes a better Evolved Kobold. Otherwise, it's good to hold in your hand to activate effects similar to Faerie Dragon. Thoughts?
(Also see this as a second bump. Thanks.)
Edit: In further inspection of the card, I might change it into something like "Battlecry: Give the next Dragon you play Spell Damage +2" or something with Spell Damage.
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0
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If anyone couldn't see the image, I will describe it:
Kalecgos, Son of Malygos. 4 mana 3/3 Dragon. Battlecry: If you're holding a dragon, gain Spell Damage +2.
In general, it's a tempo loss, but if you're holding a dragon, it becomes a better Evolved Kobold. Otherwise, it's good to hold in your hand to activate effects similar to Farie Dragon. Thoughts?
5
"Buckle up boys, winter is coming."
A card for warriors to use to get back on track. Gives a good chunk of armor, but twice as much if its requirements are met. Pros/Cons in the spoiler.
Pros: A Greater Healing Potion for your hero, but still gives synergy to Mortal Strike or Revenge. Great for control, especially with Shield Slam.
Cons: Only useful if you are actually at 12 or less health.