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    posted a message on Weekly Card Design Competition 10.3 - Discussion Topic
    Quote from Pacific_Onion >>

    So something interesting about this is that is overrides all cards to say Overload 1... even other Shaman cards with a higher overload cost... so be careful when 'playing' this card against another Shaman.

     Nice concept, i have seen it before, so i can say that it's prety weak, i would make it either a battlecry for the opponent's hand in that moment, or a 2/3 or 3/3, an ungoing effect with a body like that wouldn't see play cause it's easy too kill it with just 1 card, or even trading only.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.3 - Discussion Topic
    Quote from KairosFPS >>

    I wanted this to be a minion version of Mortal Coil. This would also activate if the opponent trades into this minion on their turn. What do you think? Feedback is very appreciated. Thank you in advance.

    I also just realized that I spelled the name wrong. :/

     

     The card is fine and fair, i would use "After this kills a minion, draw a card" 

     

    Quote from reilgun >>

    I ended up coming up with something better than this, but I like this idea enough that I'm sharing it here. Very simple, and often not that useful, but with the right synergies it can be pretty good.

     

     As you said, this is simple, token decks would run at least 1 for a while.

     

    Quote from Rippy >>

    The ultimate topdeck warrior, remove it or die. 

     

     This is a completely toxic mechanic, if your opponent it's in top deck mode and/or can't kill this is game over, i would sugest a change but probably will pass the 2 lines, so i think thisone has no salvation

    Quote from KairosFPS >>

    A better Stormwind Champion, but with a Warlock downside. What do you think?

     

     It feels quite strong, you most of the time will be playing this on a filled board that can attack to face that turn, so the draw back isn't that big, and if you choose play it with some other minions, this is the last card you play to not get affected, sure is a weak body but is not that easy deal seven damage to a minion, and agro run taunts, this behind a few voidwalkers is safe enough, that said, i like the idea, but it's dificult to see that downside as  it unless your opponent clears your board letting this live.

    Quote from simonsald >>

    What do you guys think about this concept?

     

     Simple and effective, a bit dangerous, not for the game but the player who used it. But i think blizzard would print something like this.

    Quote from CasmX >>

    Pretty sure I'm going with this idea this week.

     

     

     I hate this card but not because the card is bad, miracle and combo priest would get insane with this tool, priest has a lot of 0 cost spells and most of them are really good,

    Quote from YamsTax >>

    1/1, 1/1, 1/1... Snake Eyes!

     

    Thoughts? Meant to be anti Zephrys the Great/Archivist Elysiana tech. I want it to be too weak on tempo to play in aggro so that it doesn't feel oppressive.

     Interesting, but a bit unhealthy, i can see people getting mad uf this card xd, as bad as it may sound, i would make this a legendary, and a class card. This effect it's too disruptive to be in the neutral pool of cards. More or less  decks plays discover cards so i can see this being a tech, but man its really tough fit in the game.

     
    Quote from Covetousj >>

     

    +1 a 1/3 that cast a "secret" i like it, i would make it a "random snake trap" if hunters had more than 2 secrets of that kinf, and them being on the standar mode.

    Quote from Thezzy >>

    "Can't block something that isn't really there, can you?"

     

     a warlock weapon?,  not really,  can't recognize the class, anyway, on a agro class this is good, i would even say that is an autoinclude, make weapon removal great again.

    Quote from draquaza1470 >>

    1st void bender only affect card with "target choosen randomly", "to a random minion", "to a random enemy" kind of card

    2nd void bender affect all targeted spell/minion effect and it's like have Mayor Noggenfogger on board, but always target this minion instead

     

     I like borh ideas, but i like the first one more, it's more clear in the wording.

    Quote from Blightcaller >>

    Gonna go for the simple and clean with lots of value! A card that should definitely be in the game.

     

     A bit strong, i would make it a 1/2 same text, but is a class card, i think this is fine enough to let it be like it is now.

     
     
    Quote from LordofBots >>

    Snakey Merchant

     

     I'd make it rare like the 5 mana 3/3 from frozen throne that gives a minions the deathrattle resummon that minion, since this is the same but a bit worst because the ressumon will have 1 healt the stats are ok.. And, i don't know why blizzard didn't make this card in the saviors of uldum set.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 10.3 - Discussion Topic
    Quote from Perothvius >>

     

     I don't know if this is good or bad, it has high healt so its dificult to remove, but at the same time it cost 7 mana so is kinda slow, i know this isn't a complete simatrical effect, cause you can biuld your deck around it, but so it give its a plus, but at the same time this is an unfun mechanic to play against, yes, battlecry minions dies not get affected by this card, but this punishes a lot value deathrattle ongoing effect and rush minions. Over all i can see blizzard printing something like this in the future

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 10.3 - Discussion Topic
    Quote from Screwjank >>

    If I changed it to a spell from the past, would that be better or worse?

     Better in powerlevel, since spells are  much better than minions, + are mage spells, sometimes you will get 3 weak ones, but mage has really good spells to offer

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 10.3 - Discussion Topic
    Quote from Screwjank >>

     I based the stat line off of Messenger Raven, as in it has the power of a minion of one less mana, and it also has a discover effect. Should I make it cost more/less or change the stats? 

     

     I think it's ok, a bit low powered since the wild pool it's really big and makes this inconcistent even having higher chance to discover a class card, it would fit in singleton mages.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 10.3 - Discussion Topic
    Quote from McF4rtson >>
    Quote from JoshoPrime >>

    Way too strong. Vilespine was a 5 mana 3/4 with a conditional assassinate. That card was already OP. This is a 7 mana that can destroy 2 minion very reliably, with a 5/5 body. 

     Maybe, but this is a legendary, you can put just 1 copy of it in your deck, and not always you will be able to destroy 2 minions, being a 7 mana card its deficult play something else to play it where you want or target the minions you want it to. But ok i'll give it Vilespine stats (btw, wich wording?)

     

    And a flavor joke 

    "She claims to be the true Sun encarnation, but never goes out without her parasol"

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 10.3 - Discussion Topic

    The idea it's play with the board positioning, like with Meteor, Crushing Walls or Explosive Shot for example, and at the same time works like in the brawl and adventure's chess stage

    "She claims to be the true Sun encarnation, but never goes out without her parasol"

    Posted in: Fan Creations
  • 0

    posted a message on Zephrys Fixes Coming Aug 26th! Weapon Removal & Hero Powers

    Because is still and answer, is not like zephyr never offered multiple approaches to answer the same minion or board state

    Posted in: News
  • 0

    posted a message on Arena Changes, Solo Adventure Hints & More - Blizzard Community Q&A

    As i said, keep pointing new cards instead of the original problems, sorry guys, but i cant do more, cards that reduces it's cost and le you play them for almost free are toxic, those are or too powerful, or to weak depending on the desing, and thats the problem, almost all are bad desinged or are vere restrictive. Conjurers calling is balanced, its a Carnivorous cube kind of card, but random outcomes, the problem comes when you have a 12 mana minion EARLY, and just 2 posible outcomes for it making the card as efective as a cube, even the 10 mana slot has a big poll of minions and a chance to be a bad result, but no, lets keep saying the problem is the new card that just make the original card be broken as hell, the mayor reason to play cube  out of combo decks where the existence ob broken minions, Doomguard and and mountain giant where those 2, you can arguee that voidlord was also a thing and its an expansion card, that jumps into the board early with the skull of the manari, and yes, the problem is the fucking mana cheating there, but must of cubelocks played voidlord cause agro was everywhere, if they had the chance they just cubed the doomguard as fast as they can to rush you down., with mountain giant is almos the same, play it on 4 or 5, and is a 8/8 if it does not dai, you basicaly won because of cube, but, it shouldn't be a major problem is you wasn't able to play a fucking  8/8 on turn 4 without other drawback than, have a large hand which is something that your deck is built for from the very start.

    Posted in: News
  • -1

    posted a message on Arena Changes, Solo Adventure Hints & More - Blizzard Community Q&A
    Quote from psykechan >>
    Quote from debug4 >>

    https://www.youtube.com/watch?v=tX2BQf8EWM4
    cc is not a problem, mountain giant is, i do agree with kibler

     Fuck Kibler. Conjurer's Calling has been a problem since launch. I wrote a write-up on why it was a problem week 1 of Rise of Shadows! https://www.hearthpwn.com/cards/90625-conjurers-calling?page=2#c17

    Mountain Giant has never been oppressive until now. Handlock has used it for literal years and it's been fine. You want to Hall of Fame Mountain Giant now because it is the problem? Fine. Hall of Fame Mountain Giant, as well as Sea Giant while you're at it. Getting huge 10 mana taunts from CC'ing Sea Giant is obviously a problem with it and not CC. Better get rid of Rabble Bouncer as well!

    Oh and let's get rid of the worst mana cheating offender right now: Luna's Pocket Galaxy. You want to Hall of Fame Mountain Giant? Fine, but Luna's Fucking Pocket Fucking Galaxy goes too. It takes a lot of work to make a card more of an "I WIN" than Dr. Boom, Mad Genius but LPG is that card. I think it actually has a higher mulligan winrate than Barnes did at his peak. Team 5 should feel proud, and then very ashamed. LPG was a terrible choice to buff. It was a bad card, but at least at 7 mana it didn't shit all over the meta.

     Mountain giant was a problem in warlok since handlock existed for first time, just because 1 or 2 clases can abuse it it doesn't mean the card isn't a problem when it happens, as i said, nerf the new cards every time you want, the core problems will come back again and again and you will point expansion cards again

    Posted in: News
  • 0

    posted a message on Arena Changes, Solo Adventure Hints & More - Blizzard Community Q&A

    Well, yes, he has been saying that mountain giant should be hall of famme for years.

    Posted in: News
  • 2

    posted a message on Arena Changes, Solo Adventure Hints & More - Blizzard Community Q&A

    Yes, but you need to do more than just have  cards in your hand, your opponent can mess with your minions or play against Sea Giant, but he can't do nothing to reduce the number of cards in your hand early enought,

    And i do not agree with Mountain giant never being a problem, every time a deck with heave draw and slow mechanics becomes a thing, mountain giant is on it, mostly for warlock, and recently for mage, and as i remember, almost every deck where this card was in, was completely hated for people. Handlock, evenlock, cubelock, now conjurers mage. And its because when you see the giant slam into the board, you know that you have to kill it, or you are done, the other cards  helps to improve its power, yes, but they wouldn't if the player wasn't able to have a really high cost minion that early in the game, Not for nothing molten giant was hall of famed.

    The giant is not like the Flamewreathed Faceless,  where you get smited the following turn, + still a 4 mana minion, when you play a mountain giant, yuo pay 3 to 6 mana, but  you are playing a 12 mana minion on the board. The fact that you have a 12 mana minion early is the problem, if mages hasn't either a mountin giant because its nerfed or hall of famed, and you play around its sea giant, what happen?, they can't abuse it.

    Nerf conjurers calling if you want, but we'll have exactly the same problem in the future with another card  that helps giants be even more broken, and people will still targeting the new cards instead of the real problem.

    Posted in: News
  • 1

    posted a message on Arena Changes, Solo Adventure Hints & More - Blizzard Community Q&A
    Quote from y0RevolutioN >>
    Quote from AdoskaCZ >>

    no Giant nerf planned? monkaHmm

     HELL NO! You can't nerf a card because of some cards from the expansions,you should nerf them(conjurers calling)not the giant

     Error, conjurers calling its fine, cheat out a 12 mana minin on turn 3 or 4 and then cheath 2  the following turn is bad, conjurers calling is a good card, it's not the core problem. the core problem is the mana cheating

    Posted in: News
  • 0

    posted a message on Weekly Card Design Competition 10.2 - Discussion Topic

    Btw, any thougs about my card?

    Posted in: Fan Creations
  • 3

    posted a message on There Will be Nerfs
    Quote from Zhal >>

     If you nerf the damage, don't touch the stats, i think most of people want the overkill of this cards instead of just nerfs.

     First, you don't touch the 7 armor, it disturbs the flavor of the card, i would chance to 4 or 5 the hero power that gives armor instead

    Second, the magnetize part is completly out of place, just give rush to mechs in hand and deck, making hero powers and omega assembly not being affected by this card.

     I can see this one happening

     No, but i get the idea, i would make it Cost 1 mana, and "...if you have 10 mana, cost (3) and keep all 3 cards"

    Posted in: General Discussion
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