Hey, thanks for sharing!
Any suggestions for replacing [card]Scaled Nightmare[/card] x2, [card]Forbidden Healing[/card] x2 and [card]Enter the Coliseum[/card] x2?
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Gripmode posted a message on EASY LICH KING (EXPLOIT)Posted in: EASY LICH KING (EXPLOIT) -
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mastersuperfan posted a message on Weekly Card Design Competition #22: Submission Topic(Art Credit: Real-SonkeS on DeviantArt)
Flavor Text: This is one reason why you do NOT want everyone to get in here.
This card can shut down Patron Warriors once they play their combo, though Handlock already has Hellfire and Shadowflame, the first of which is more efficient for 1 Mana less. However, Hellfire also hurts your own Hero. This card will easily shut down aggro decks like Tempo Mage and Zoolock with a full board clear, though against Face Hunter, you might not live very long even after playing it. Of course, in exchange for wiping out the entire board of an aggro deck, it is all but useless in control matchups. I think an overall great use for this card is just pure value in Arena, hence the reason why I made it a Rare even though I prefer my cards to be Epics or Legendaries. Also, I know how much everyone likes some more RNG. ;)
Plus, the animation would look super cool.
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Divoc posted a message on Weekly Card Design Competition #22: Submission TopicAll possibilities are:
- Target Minion has 6 or more life -> 6 dmg will be inflicted to this minion
- Target Minion has 5 life -> 5 dmg will be inflicted to this minion and 1 to all other enemy minions
- Target Minion has 4 life -> 4 dmg will be inflicted to this minion and 2 to all other enemy minions
- Target Minion has 3 life -> 3 dmg will be inflicted to this minion and 3 to all other enemy minions
- Target Minion has 2 life -> 2 dmg will be inflicted to this minion and 4 to all other enemy minions
- Target Minion has 1 life -> 1 dmg will be inflicted to this minion and 5 to all other enemy minions
Edit:
1. changed text from "..to all other minions." to "..to all other enemy minions."
2. changed mana from 6 down to 5
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Asylum_Rhapsody posted a message on Weekly Design Competition #19 - Discussion ThreadPosted in: Fan CreationsI think I finally found the right wording and mechanical balance for my entry. I've submitted it, but any further thoughts are always appreciated. Here's what my submission post looks like, and if you like it you can find a link to it in my signature. =)
Fun Fact: Warriors have more class-specific Mechs than any other class.
Unfortunately, they don't currently have the tools to build a great Mech deck. To rectify that, I present the Engineer's Hammer:While this weapon is equipped, your Armor Up! hero power will have a slowly rotating, transparent blue gear over it, and it will be able to target either your hero or a friendly Mech. If you target your hero, you gain 2 Armor as normal. If you target a friendly Mech instead, it gains +2 Health. If you have no friendly Mechs, you automatically gain 2 Armor without having to target your hero.
The purpose of this weapon is to give your Mechs more longevity and the ability to trade more efficiently. Besides the mana costs of the weapon itself and of your Hero Power, though, there's an additional, less obvious cost; keeping this weapon equipped for its benefit means that you can't use the other weapons like Fiery War Axe and Death's Bite that Warriors usually rely on for board control. That is why, when balancing compared to Light's Justice, I didn't feel the need to value the card text here as worth any more than -1 Durability.
Although this card functions similarly to Steamwheedle Sniper, I've deliberately decided not to follow its wording precedent. Because it's incredibly easy in this game for characters to obtain cards from other classes, I think that it was a confusing and poor decision not to have the Sniper call out the Steady Shot Hero Power specifically if that's the only one that it works with, and I see that as a mistake to be learned from rather than repeated.
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In other news, it's time for another round of thoughts and critiques.
As usual, this will be in alphabetical order by user name so you can easily find what applies to you. =)@aiDen - Love the new version. =)
@alky1 - The name could maybe use some work because it sounds sort of generic right now and doesn't do the effect justice. Otherwise, the effect itself is pretty neat, and I think it's balanced, but I worry with this latest change that it doesn't pack quite the pizzazz that your Counter version did.
@Arrudassj4 - It's overpowered, and I also don't think it really helps Murlocs at all. Summoning things isn't helping them. Unleash the Hounds doesn't help Beasts.
@Baxthon - You don't have to say "from your hand". "Play" in this game does alone specifically mean from your hand. Other than that, it seems balanced enough, if a bit on the plain side. Love the art though.
@Cardstone - I think it works, but cost reduction mechanics aren't exactly something that's very popular. Just look at how much people love Mechwarper and that one Emperor guy whose name I can't spell. =P
@CrisalidX - I think it's very overpowered for its cost, just looking at good, old Novice Engineer as a starting point.
@Daily17 - I think you can find better art, but that's my only complaint. Other than that, I think this is really cool. =)
@Darthscion - This card is hilarious, and that's exactly what it's trying to be, so I can't fairly make any other complaints about it. I laughed, and it was wonderful.
@Dethbolt - I can't imagine that this isn't very overpowered.
@DialM4Murloc - Stop trying to make Murloc Shaman happen. It's not going to happen. XD
@DonnieMcKarlo - I like the idea, but I think it needs more to differentiate it from Resurrect. Beyond that though, I don't know if this is actually a valid entry. Summoning a Beast isn't helping Beasts.
@duk9r - I'm not really sure I like how swingy this card is between being really, really awesome in some match-ups and being just terrible in others with really no in-between. It makes talking balance pretty much impossible.
@FrogsOfWar - Pet Peeve, only two minions in the game have more than one non-keyworded effect, Ragnaros and Mal'Ganis. That's not to say it can't be done, just that it shouldn't be taken so lightly, and I don't think it works very well here, makes the whole thing feels wordy and messy, and that's even before getting to the token weapon. Also, Legendary minions are supposed to be specific characters from the Warcraft universe.
@G4merGuy09 - I think it's pretty underpowered and you could easily get away with boosting him up to a 3/2 or something. Otherwise interesting though, like a Healing Totem for Pirates.
@Grynax - Interesting effect! Though I think its stats don't quite mesh thematically. I feel like a turtle should have much more Health than Attack.
@HealthE - I look at Tundra Rhino and then I look at this, and I don't think there's any way this is balanced. But maybe it might be since Druid have less Beast synergy to begin with and, let's face it, folks don't much use Tundra Rhino. Cute art regardless!
@Hyunno - You submitted Fore!, right? I think it was definitely the most interesting of your ideas, and I like it, pretty easily comparable to Charge but without feeling as generic. =)
@iSinti - The art is very cute, but it's definitely overpowered. A card draw engine so inexpensive and so easy to activate cannot be balanced. =/
@J1633 - I think the wording on this could use a lot of work, mostly to keep it more in line with Noble Sacrifice. How about "When an enemy attacks, summon a random Pirate from your deck as the new target."? Other than the wording, it seems neat! But I'm not entirely sure that it helps Pirates exactly. Sure, it uses and references Pirates for a benefit, but so does King of Beasts, and it was clarified that doesn't really fit this competition.
@JanwaTheRebel - I love the art, and I dig the idea of a weapon that does more damage to Demons, but in its current state this is just unusable.
@jazzfan27 - This looks way too wordy to be a realistic Hearthstone card. I would also normally bring up a pet peeve of mine, that only two minions in the game have more than one non-keyworded effect, Ragnaros and Mal'Ganis (not to say it can't be done, just that it shouldn't be taken so lightly), but it actually kind of works here thematically. Just work on reducing and simplifying the text, I think.
@JinTMDYan - I like it. Honestly not even sure what else to say about it. I just like it.
@Kodash - Pet Peeve, only two minions in the game have more than one non-keyworded effect, Ragnaros and Mal'Ganis, and those are both Legendary. That's not to say it can't be done, just that it shouldn't be taken so lightly. I do like the idea of giving friendly Beasts Spell Damage +1, though. How about just focus on that and take out the Battlecry?
@Lord_HS - I think that Demonic Possession is definitely the most interesting and cool of your ideas, but I think you should add in the word "random" to make it clear, because right now it looks like one of those dreaded multi-target cards that'll get slammed for being unrealistic. My only worry then is that even adding just the one word means the card starts really pushing it in terms of card wordiness, but I think it might be worth it.
@MightyGorgon - It rubs me the wrong way that this cards actual relevant effect isn't listed on the base card at all. Really, the Choose One transformation feels sort of unnecessary and extra. Yet at the same time, the relevant effect is pretty minor and rather plain. I'm not really sure how to fix this one, but it doesn't really work on any level for me. Other than the art. I like your art choices.
@M_Surge: Grunty is adorable. I'd just say remove "to target creature". It's entirely unnecessary wording.
@nobravery - I. LOVE. THIS. Seriously, this is brilliant both thematically and mechanically, and I expect this to go far. Fantastic work! =)
@olo89 - I don't think this is a valid entry. You're supposed to pick one specific thing.
@OrderOfLenin - I don't think this is a valid entry. You're supposed to pick one specific thing.
@pomonkeypo - I feel like it's kind of bad compared to Commanding Shout.
@ShadowsOfSense - New name works great! =)
@subject260 - New 10-cost cards are kind of unrealistic, mostly because the dev team's favorite method of nerfing things is to just increase cost, and they can't do that with something that already costs 10. The idea is interesting though, and I could be into it if it didn't feel so wordy.
@sythriel - This is far too wordy, but it's easily fixed. Just remove the second "Choose a minion.". Look at other Choose One cards; plenty of them omit redundant words from their second effects. Otherwise, neat idea!
@ThePokeMann - I think it's balanced, but I worry that it might be a little bit plain.
@therorshach - Looks far too wordy and complex to me to be a believable Hearthstone card. I like your Neptulon idea better, but I also don't think it fits the contest parameters.
@uiasdnmb - Both? Like the one in your hand too? That's interesting, I don't think I've seen that done before. I'm not sure how it'll do, though. We had a lot of people try back during the Silence competition Silencing cards in people's hands, and it didn't go over that well.
@VaporEyez - The wording makes it sound like a Battlecry, so if it's intended to be a persistent aura (that goes away when the minion dies too!), then I'd change it to "All Spare Parts are Boom Bots.". That said, I'm with you that I'm not sure whether this qualifies for this competition, and even if it did, it rubs me the wrong way that it uses a Legendary minion's exclusive tokens like that.
@Varolie - Seems balanced enough, if a bit plain. Love the art thought!
@VikingEagle - Like Hemet Nesingwary, it's pretty plain and I just can't imagine it seeing much play.
@voidshaper - I like this swamp thing! I don't know how I feel about using a location as a minion, though... Maybe name it "Swamp Mist" instead? Like it's just the mist around the battlefield? I like this better than the Pirate idea.
@vonrith - That could be quite the gamble! I'm honestly not sure how I feel about it balance-wise, but I do think it's very interesting thinking!
@Wynta - Way to wordy and complicated to make for a realistic Hearthstone card. Interesting thought with a Hunter Pirate card though! Most people are taking Pirates in the direction of Rogue or neutral, but I think you could have something really unique and interesting that opens up a whole new deck type here if you tone it down some.
@Xtortion - I think the Suk Vac and Abyssal are most interesting. I would change the wording on the latter from "If a Demon is destroyed" to just "If you do"; feels less unnecessarily wordy that way. The art for the Suk Vac is great though! Tough choice.
@yuvalal - Seems balanced enough, if a bit plain. Love the art thought!
@Zekana - I think the wording you're looking for a is just "Draw a Dragon from your deck.", but I also think this is overpowered. Just compare it to good old Novice Engineer.
@Zukuu - It's simple, but I think it works. I think you can find better art though, since that's already something in the game.
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Asylum_Rhapsody posted a message on Weekly Design Competition #19 - [Ended]Posted in: Fan CreationsFun Fact: Warriors have more class-specific Mechs than any other class.
Unfortunately, they don't currently have the tools to build a great Mech deck. To rectify that, I present the Engineer's Hammer:While this weapon is equipped, your Armor Up! hero power will have a slowly rotating, transparent blue gear over it, and it will be able to target either your hero or a friendly Mech. If you target your hero, you gain 2 Armor as normal. If you target a friendly Mech instead, it gains +2 Health. If you have no friendly Mechs, you automatically gain 2 Armor without having to target your hero.
The purpose of this weapon is to give your Mechs more longevity and the ability to trade more efficiently. Besides the mana costs of the weapon itself and of your Hero Power, though, there's an additional, less obvious cost; keeping this weapon equipped for its benefit means that you can't use the other weapons like Fiery War Axe and Death's Bite that Warriors usually rely on for board control. That is why, when balancing compared to Light's Justice, I didn't feel the need to value the card text here as worth any more than -1 Durability.
Although this card functions similarly to Steamwheedle Sniper, I've deliberately decided not to follow its wording precedent. Because it's incredibly easy in this game for characters to obtain cards from other classes, I think that it was a confusing and poor decision not to have the Sniper call out the Steady Shot Hero Power specifically if that's the only one that it works with, and I see that as a mistake to be learned from rather than repeated.
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DonnieMcKarlo posted a message on Weekly Design Competition #19 - Discussion ThreadPosted in: Fan CreationsMy ideas so far, opinions?
Crow - a bit on the strong side, no? Snowball is real.
Fore! - I like this one, very tuned
Beast party - a bit underwhelming maybe, considering it's not that easy for druid to flood the board with beasts, possibly worth reducing it to 2 mana
Sympathetic walker - seems okay, not much else to say, the druid of the claw 5/8 dream is real
Fore! is definately my favorite -
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Ozymandias posted a message on Weekly Design Competition #19 - [Ended]Posted in: Fan Creations -
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Asylum_Rhapsody posted a message on Weekly Design Competition #17 - [Ended]Posted in: Fan CreationsWhy hide in the shadows when you can hide in plain sight?
You can never quite be sure who's who at the Masquerade. Why, that SI:7 Agent you thought you were tailing? Ha, just a Master of Disguise playing decoy!
This card's text is most consistent with Poison Seeds, but because it only works on friendly minions, the closest thing in the game to compare it to for balance is actually going to be Echo of Medivh. Masquerade will serve a function similar to Echo, a card advantage piece giving more ammo to decks that rely heavily on minions and board presence.
Masquerade costs a little bit more than Echo because it's possible to trade up from weaker bodies to 4/4's, but not too much more because it doesn't allow you to duplicate key cards like Sludge Belcher and actually trades down from later-game cards like Giants. It also goes without saying that it's great for getting additional uses out of minions with good Battlecry or Combo abilities, but Rogues don't benefit from that as much as Mages do from Echo because Rogues already have Shadowstep and even Gang Up for stuff like that.
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CGDPodcast posted a message on Weekly Design Competition #17 - [Ended]"Is it a man in a mech suit, or a mech in a man suit?"
edit: added Mech race
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Kossetsu posted a message on Weekly Design Competition #16 - Discussion ThreadPosted in: Fan Creations<snip>
Prohibited Arts - Well there's only two Beasts in the game that have deathrattles that could be considered upsides (Webspinner and Haunted Creeper) so it's probably a sufficient downside. You're destroying, at the very least not considering deathrattle synergy, at least 2 cards worth. So really, you're paying three cards and at least 8 mana for an 8/8 which has "50% to attack the wrong target" and a deathrattle which can also be a downside if you're unlucky. The card is probably a bit weak overall.
To improve it(?): Probably remove the "50% wrong target effect", that's normally reserved for Ogres anyway. You could probably drop the mana cost of the spell down to 5 as well as Blizzard doesn't mind you getting a 7/7 on turn 4 under the right conditions (Core Rager), so a 8/8 on turn 5 shouldn't make too many heads roll. As for the deathrattle, it's probably fine. May cause rage though.
Primeval Titan - Because of Felguard, we can see that destroying a mana crystal is valued at 1 mana by our Blizzard overlords (comparing it directly to Sen'jin Shieldmasta). The fact that this effect is repeating though may make it okay. If it survives two turns then it's paid up what Blizzard would consider the cost.
To improve it(?): Maybe the wording should be changed to "You don't gain a mana crystal at the start of your turn." so it's a bit clearer what it does. As it is, there may be some confusion as to what happens on turn 10+: whether you get a new mana crystal after it's destroyed or not. After that it may be a fine card. Just gotta beware that druids can ramp super quick, they could play this on turn 1 with two Innervate (but then they'd be stuck at 1 mana until its gone).
Ogre Hothead - Against aggro, it's a lackluster card, only performing as a Sunfury Protector or Defender of Argus target and Ancient Watcher is better at that anyway. In a midrangey deck that's had its early game removed already by a control match-up it's probably a fair enough card.
To improve it(?): It's probably fine as it is.
But that's just what I think.
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I think they should make it a 7/7 Battlecry: Summon two Murloc Knights.
I started with only one Murloc Knight, that's so unfair.
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What Varian will say when he faces his son Anduin?
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Foe Reaper 3000
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The legend says when Orgnoll was unchained, all the non pure essences was gone.
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A goblin that learned the art of foolish the enemy with a friendly appearance, btw these goblins don't know how to came back after the crucial black magic act.
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Adjacent minions take 0 damage.
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Burst pirate incoming. Conceal back in action?