- HitSlender
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Member for 7 years, 5 months, and 1 day
Last active Mon, Dec, 3 2018 05:47:59 -
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Tusina posted a message on Weekly Card Design Competition 5.12 - Submission TopicPosted in: Fan Creations -
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MrUncreative posted a message on Weekly Card Design Competition 5.16 - Submission Topic"Lok-tar ogar, brother! Although i'd prefer more Lok-tar and less ogar..."
My thanks go to Toxibrah who was the first one to come up with the name for this card.
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MrUncreative posted a message on Weekly Card Design Competition 5.17 - Discussion TopicPosted in: Fan CreationsQuote from HitSlender >>Thanks for the feedback (and art!). It looks like I maybe have to go with Highmane (maybe). For the name, I have some ideas:Primal HighmaneFeral SabertoothForgotten BeastGolden Spirit (Then it wouldn't a beast, right?).Considering that lions move in prides and this can well be interpreted as a lion (or at least is a feline creature) - I'd suggest "Howling Pride Leader" or just "Pride Leader".So as the leader lets out an agonized howl, another pride member rushes in to avenge him. -
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MrUncreative posted a message on Weekly Card Design Competition 5.17 - Submission Topic"9/10 Ancients of Lore would choose value over tempo. Maybe that's why they walk so slowly."
What if Druids had a Primordial Glyph too? Again a big thank you to everyone who shared their thoughts on the card :)
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MrUncreative posted a message on Weekly Card Design Competition 6.01 - Submission TopicThe new guy always needs a little help fitting in.
Punish your opponents for playing an Argent Squire right next to their Deathwing. Or put your Molten Giant down between two Silver Hand Recruits and 'Giantsize' them. The possibilities are endless! Well almost...
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Cogito_Ergo_Sum posted a message on Schools of Dalaran, a 2-class Expansion (Abandoned)Idea behind Expansion (MUST READ):
So, there are 9 classes in Hearthstone. So, if we do the math, there are 36 unique combinations of two classes in Hearthstone. Wow.
So, to simplify things, I'm going to make cards based on 9 out of the 36 possible combinations of 2 classes. What are those 9? Well, if you look at your daily quests, you'll notice that there are only 9 possible combinations of classes whenever you get a daily quest that awards you for winning with _____ and ______ classes for a number of wins:
Source: http://hearthstone.gamepedia.com/Quest#Class_combinations
Quest title Druid or Hunter Druid or Rogue Hunter or Mage Mage or Shaman Paladin or Priest Paladin or Warrior Priest or Warlock Rogue or Warrior Shaman or Warlock There have been some speculation behind these classes when Hearthstone was first released. Apparently, these classes have similar playstyles (Shaman and Warlock have the most drawback cards) and flavour (Mage and Hunter both use arcane projectiles). As such, it would make the most sense to design cards around these combinations.
So, these combinations are going to be the "Schools" of Dalaran; they are groups where the teachers and students of the Kirin Tor have joined to refine the arcane skills and pass down the knowledge of magic.
Don't worry though, I'm going to make 27 cards based off of the other possible combinations. They will be called "Unorthodox Academies", which are basically special classes for..."gifted" students.
What's the difference between Unorthdox Academies and the Schools? Well, you see...the Academies are tried of being pushed around. Rarely are they as recognized, and it is always the Schools that receive the most talented individuals. In fact, each School has a unique keyword to represent its dominance. Thus, a malicious plot is about to unfold...
"For those who are willing to learn the most mystic powers amongst others."
Note: Every school has an exclusive keyword.
Classes: Mage and Shaman
"For those who are willing to become one with the ley-lines around us."
School's Exclusive Keyword:
Stabilize (X): After this minion's battlecry occurs, spend X mana. If you can't, destroy this minion.
Common (2/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
Classes: Shaman and Warlock
"For those who are willing to sacrifice anything for power."
School's Exclusive Keyword:
Cursed: Whenever you play a card, destroy this minion.
Common (2/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
Classes: Warlock and Priest
"For those who are willing to embrace one's duality."
School's Exclusive Keyword:
Jealousy: If your hero has less Health than your opponent's hero...
Common (0/3)
Rare (1/3)
Epic (0/2)
Legendary (0/1)
Classes: Priest and Paladin
"For those who are willing to protect others at all costs."
School's Exclusive Keyword:
Support: Whenever you summon a minion with less Attack or Health than this minion, give it +1/+1.
Common (2/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
Classes: Paladin and Warrior
"For those who are willing to put themselves in harm's way and execute orders without exemption."
School's Exclusive Keyword:
Guardian: Whenever this minion takes damage, gain that much Armor.
Common (0/3)
Rare (1/3)
Epic (0/2)
Legendary (0/1)
Classes: Warrior and Rogue
"For those who are willing to recognize that strength and intellect are no match for fear and respect."
School's Exclusive Keyword:
Intimidated: If you are holding a weapon...
Common (0/3)
Rare (1/3)
Epic (1/2)
Legendary (0/1)
Classes: Rogue and Druid
"For those who are willing to find enlightenment before and after death."
School's Exclusive Keyword:
Chi Spirit: Add a copy of this card to your hand without Chi Spirit
Common (1/3)
Rare (1/3)
Epic (0/2)
Legendary (0/1)
Classes: Druid and Hunter
"For those who are willing to speak in the language of nature and the universe."
School's Exclusive Keyword:
Awaken: This card is a permanent card that cannot be destroyed. Transform this card into a minion if the following condition is met.
Common (1/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
Classes: Hunter and Mage
"For those who are willing to explore the infinite reaches of arcane sciences."
School's Exclusive Keyword:
Recursion: This spell costs (1) more for each enemy minion on the battlefield. Recast this spell for each enemy minion on the battlefield. (e.g. A (1) mana spell with Recursion that draws a card will draw 7 cards and cost (7) if there are 6 enemy minions on the battlefield).
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
Classes: All 26 other combinations
"For those who are willing to accept themselves as an outcast."
Common (1/9)
Rare (0/9)
Epic (0/6)
Legendary (0/3)
"For those who are willing to seek simplicity in the arts."
"For those who are willing to toy with the strings of magic."
Theme: Discover Spells and Minion Position Importance
Common (0/3)
Rare (2/3)
Epic (0/2)
Legendary (0/1)
"For those who are willing to connect with every being and spirit."
Theme: Hybrid Tribal Cards
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
"For those who are willing to turn their greatest weakness into unimaginable power."
Theme: Anti-drawback
Common (0/3)
Rare (0/3)
Epic (0/2)
Legendary (1/1)
"For those who are willing to continue to aid the helpless when others have failed."
Theme: Fatigue Syngery and Mill Cards
Common (2/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
"For those who are willing to strengthen others by leadership and tactics."
Theme: Buff and Debuff spells
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
"For those who are willing to play the strategic game of war."
Theme: Abilities that trigger on your opponent's turn
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
"For those who are willing to see a vast ocean in a mere puddle."
Theme: 0-attack minion synergy
Common (1/3)
Rare (0/3)
Epic (0/2)
Legendary (0/1)
"For those who are willing to understand that the most cowardly thing to do is to not run away, but rather to run blindly forward."
Theme: Evasion
Common (0/3)
Rare (0/3)
Epic (1/2)
Legendary (0/1)
"For those who are willing to aim without ever looking."
Theme: Spell Synergy
Common (0/3)
Rare (1/3)
Epic (0/2)
Legendary (0/1)
"For those who are unwilling to decide."
New Keyword:
Recruited: Whenever you play a card that belongs to only 2 classes...
Common (1/22)
Rare (0/9)
Epic (0/9)
Legendary (0/5)
P.S. For funnsies, I might put the people who have critiqued my cards as easter eggs within my future cards (E.g. Rene Discardes references me! Rene Descartes was the one who first said "Cogito Ergo Sum" which means "I think; therefore, I am").
This is totally not me reminding myself how to post cards in the proper dimensions...
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Cogito_Ergo_Sum posted a message on Key Aspects of Card DesigningPosted in: Fan CreationsTesting Grounds:
Presenting Our Legendary Champions!
So, I have no idea how to make a private thread but I'm gonna use this as a template for making my cards. You can read it I guess, but it's just gonna be here my own personal reference :P.
The 12 Key Aspects of a Card
- Balance: Are your stats balanced compared to other cards? Is your card too powerful in some situations and too weak in others?
- Innovation: Is your card unique and/or new? Is your idea interesting?
- Flavour: Does this card depict a certain image or idea? Does the art match the card text? Is there a story to be told here?
- Practicality: Basically, how will this be implemented in the game? Can the UI handle this card? Is this card easily grasped by new players? Will this break any game mechanics or coding?
- Interactivity: Can your opponent interact with this card? Will your opponent be upset by this card? Does this card have a weakness?
- Use: Can this card be used in an existing deck? Will this card create a new type of deck to form? What type of archetype will this be used in? How will this affect the meta?
- Fun/Preference: Pretty self-explanatory. Is your card fun to play? Is your card gonna be used by Timmys, Jimmys, and/or Spikes?
- Skill: Does your card require skill to play? Are there certain choices here that will change the outcome of the game? Or is it just a card that you play withot thought?
- RNG: Does this card have too much RNG? Or does it have the right amount?
- Design Space: Does this card prevent certain future cards from being created?
- Potential Combos: Does this card have a lot of potential with other cards? What cool combos can be made with other cards? Are these combos too broken?
- Simplicity vs. Complexity: Simplicity > Complexity. Is card complex enough to be interesting? Is your card simple enough to be considered as a realistic Hearthstone card?
Class Identity
Mage (MTG equivalent: Izzet)
- Spell Synergy
- Spell Damage
- 3 mana Secrets
- Elementals
- Burst/damage spells
- Utility/Miscellaneous Spells
- Freeze
- Good AoE
- Good Hard Removal
- Moderate Card Draw
Shaman (MTG equivalent: Simic)
- Totems
- Overload
- Elementals
- Jack-of-all-trades
- Burst/Damage Spells
- Murlocs.
- RNG-based Damage spells
- Good AoE
- Good Hard Removal
- Windfury
Warlock (MTG equivalent: Rakdos)
- Powerful cards with drawbacks
- Discard
- Self-inflicting damage
- Board Wipes
- Demons
- Token Spawning
Priest (MTG equivalent: Orzhov)
- Spells
- Elementals
- Aggro Shadow cards
- Healing
- Buffing (mostly Health)
- Attack-based Removal
- Dragons
- Silence
- Stealing cards from your opponent's deck
- Deathrattle
Paladin (MTG equivalent: Azorius)
- Silver Hand Recruits/Tokens
- Divine Shield
- Buffs
- 1 mana Secrets
- Self-healing
- Attack/Health Changing Cards, mostly setting Attack/Health to 1
- Dragons
- Murlocs
Warrior (MTG equivalent: Boros)
- Pirates
- Weapons
- Enrage
- 1 Damage Dealing Cards
- Taunt
- Armor
- Charge
Rogue (MTG equivalent: Dimir)
- Weapons
- Combos
- Cheap cards, usually spells
- Good Heard Removal
- Stealth
- Bounce spells
Druid (MTG equivalent: Selesnya)
- Tokens
- Mana Ramping
- Choose One
- Shapeshifting (Attacking with Hero without weapon)
- Beast Synergy
- Cheap but Weak Damage Spells
- Cheap Hard Removal with Drawback
Hunter (MTG equivalent: Gruul)
- Beasts
- Spells
- 1-cost minions
- 2 mana secrets
- Deathrattle
Neutral (MTG equivalent: Golgari)
- Based on expansion
- Tribal
- Deathrattle and Battlecry
Types of Players
- Timmy: Likes big, fun cards with "wacky" effects.
- Jimmy: Likes deckbuilding, playing strange combos, and wining in the coolest way possible.
- Spike: Wants to win. Period
Archetype
- Aggro: Rush your opponent down to zero Health. Usually a SMOrcing strategy. Pays no attention to card advantage or Health of your hero.
- Control: Stall and survive. Make minion trades and keep card advantage. Gradually wittle your opponent's Health to one as you play more powerful cards.
- Combo: Stall until you can execute a powerful series of cards that create a combo that wins you the game.
- Tempo: Try and have a greater amount of tempo. Control early game and keep it. Usually a mix of Aggro and Control
- Midrange: Moderate between Aggro and Control. Not too small or large cards. Balance between attacking your opponent and maintaining board control.
- Ramp: Try to gain as much mana as possible in order to play larger minions.
- Hijinx: Has no intention of winning. Usually has a "jimmick" (e.g. all rare cards). Mostly for fun.
Typical Rarity Effects
- Common: Very simplistic, basic effects. Not very powerful. Backbone of deck.
- Rare: Slightly more powerful effects with more deck defining mechanics.
- Epic: Strange, elaborate effects. Usually much more powerful in certain conditions.
- Legendary: Extremely powerful, unique effects.
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dushas posted a message on New Druid Card Revealed: WebweavePosted in: News1/2 taunt = 1 mana
1/2 taunt+poison = 2 mana
2\3 beast = 2 mana
2\3 beast+poison = 3 mana
Edit:
But class-specific
2\1 beast+poison = 1 mana
1\1 stealth+poison = 2 mana
So class specific poison = ~0.5 mana
So to summ this up 1\2 + 1\2 beasts = 2 mana + 2x0.5 poison= 3 mana + 1 mana for double card= 4 mana is the fair cost of this card.
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TheRealLastDino posted a message on New Mage Card Revealed: Frozen ClonePosted in: News -
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Dr_Horus posted a message on New Shaman Card Revealed: Ice FishingPosted in: News... And I thought Disney on Ice was actually a Frozen Throne play ..! ^^
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"Once you think about it, his potions taste like lemonade."
The Health Potions are 1-cost spells that restores health to any target equal to the damage the Lifesteal cards has dealt. This means that if you had a Chillblade Champion, you would get a 1-cost spells that restore 3 Health. If the Chillblade Champion had 5 attack, you would get a 1-cost spell that restored 5 Health etc.
Note that this works also for spells like Spirit Lash, but it will instead give one potion for all damage dealt instead of filling up your hand. This will have synergy with Hallazeal the Ascended, since it technically gives damaging spells Lifesteal.
Example of Health Potion:
Created by Chillblade Champion
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IT'S OVER. IT'S FINALLY OVER.
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"*Will not create bonds of friendship with minions on use."
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While the idea of an co-op competition is cool, the execution of the idea is not. I would rather have an co-op expansion as an separate project instead than having it as an official CDC.
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Not to be pushy or anything, but shouldn't the Winner's Gallery be updated soon?
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train CJrules Hit!"1
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I was luckily prepared:
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I have two ideas:
Dalaran: Of course, it's the most obvious one, but after looking into it, it is possible.
Kirin Tor: Seeing that LOE was about a group of explorers, maybe the next one could be about the group of powerful Mages.
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