The longer the Lost Artifact is "lost" in your deck, the cheaper the Legendary minion will be once found!
- Kodiakthunder
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AngryChicken posted a message on "League of Explorers" Card Design Competition - Submission Topic [Up-Voting Only!] -
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Konf posted a message on "League of Explorers" Card Design Competition - Submission Topic [Up-Voting Only!]Posted in: Fan CreationsHi guys, here's my entry for this week, hope you enjoy it! Oh, and as usual - it's WoW themed, of course.
Alternative card-draw, flexible synergy and late-game staying power for Shamans:
Balance Explanation and thoughts behind the card (for the curious and the critics):Mana Cost and inclusion of Overload:
As a Shaman supporter, I really hate cards with Overload and wanted to avoid it. The original thought was to make Ascendance cost (3) and just be done with it. However, I was afraid that it would hinder the card, because I want Ascendance to be able to provide at least 2 cards when it’s played. It would be difficult to accomplish that goal when playing creatures during mid/late game in that scenario. On the other hand, this card has more synergy with spells (since a lot of them are low cost) and limiting your mana by (2) for a following turn kind of makes it fair as you can’t dump all the creatures you just collected. So I thought it was balanced this way.Isn't this card broken with low cost spells?
It does synergise a little too well, yes. But that’s the point. Shamans have pretty much no win conditions outside of playing for early board and trying to seal out the game, which doesn't work as well as a lot of people would hope for. You can easily run out of steam or fall victim to bad draw. This card allows you to try to turn it around and stabilize. When Ascendance goes off – your opponent should know what’s coming.How does it work?
Similar to Lock and Load, except the Discover mechanic gives you a choice to pick from. The effect lasts during the turn the card was played. I understand the wording can be misleading, but there really was no space to add "whenever you play/cast a minion/spell this turn" clause to the card text. I'm hoping it seems intuitive enough. -
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nurgling13 posted a message on Weekly Card Design Competition #40 - Submission TopicFlavor text: He wants to be a Boomkin when he grows up. Or maybe he'll spec Resto? He can't decide...
Yeah, this little guy is trying to decide is he wants to spec Boomkin or Resto. This is meant to be a versatile 1-drop for Druid. It can ping a minion and be a 2/1, or restore 2 health and be a 1/3, which you can play when a 1 health minion would be too vulnerable. I thought a great deal about how to balance it. Here is the short version of how I chose it's cost:
Compare Young Moonkin to Voidwalker. Both are 1 cost class minions, so they should be worth the same. If you choose health, my moonkin has the same stats, minus taunt. You get Choose One and restoring half a health instead. The Choose One should be worth the same as taunt from my analysis (see below), and restoring 2 health is worth nothing, so that is equivalent. In his damage form, he’s a 2/1, which is 1 stat and taunt down fromVoidwalker. 1 stat and taunt are both worth 0.5 mana. Choose one is again worth 0.5 mana, so the damage he deals should be worth 0.5 mana, and (in my analysis below) I establish that dealing 1 damage is worth 0.5 mana, so I think that balances him. Yes, he is strictly better than Elven Archer, but he is a class card. Anodized Robo Cub is strictly better than Frostwolf Grunt, too, and by the same margin in stats.
And here's the long version:
NOTE: for minions, each stat (attack or health) and taunt are each worth 0.5 mana.
So, how much is Choose One worth? Let’s look at some Choose One minions with abilities that are relatively easy to cost: Druid of the Saber, Anodized Robo Cub, Druid of the Flame, and Druid of the Claw. Druid of the Saber can be the same as Bluegill Warrior or essentially the same as Gilblin Stalker. Class cards are better, so Choose Oneseems to be equal to that advantage here. We can compare to Sparring Partner, which is probably equivalent to a 3 mana cost, which means Choose One is worth about 1 here. For Anodized Robo Cub, either way, it is worth 2.5 mana, so Choose One seems to be worth 0.5 mana here. You can also compare to Voidwalker. Anodized Robo Cubis 0.5 mana better, which would also imply Choose One is worth 0.5 mana. For Druid of the Flame, either way it ends up on curve for stats, so the Choose One again seems to be worth the class card advantage of ~1. Druid of the Claw can end up as a 4/6 taunt, which is worth 5 mana. As a 4/4 charge, it is worth 0.5 mana more thanKor'kron Elite, which would imply Choose One is worth 0.5 mana here.
So, in conclusion there is some variation in how much Choose One seems to be worth on a card, from 0.5-1 mana. However, in the two cases where I was able to compare straightforwardly to other class cards, the Choose Oneseemed to be worth 0.5 mana, so I will go with that.
Now, how much is dealing 1 damage worth? There are a number of minions that deal damage as a battlecry:Elven Archer, Ironforge Rifleman, Stormpike Commando, and North Sea Kraken (other ones that deal damage aren’t as straightforward to cost). Based on how far their stats are below curve, Elven Archer implies dealing 1 damage is worth 0.5 mana, Ironforge Rifleman implies dealing 1 damage is worth 1.5 mana, Stormpike Commando implies dealing 2 damage is worth 1.5 mana, and North Sea Kraken implies dealing 4 damage is worth 1.5 mana. So, there is huge inconsistency here. Part of this is that these are all bad cards. Ironforge Rifleman is almost certainly too expensive for what it does, as is Stormpike Commando. Based on the remaining two, dealing 1 damage seems to be worth <= 0.5 mana.
Now, how much is restoring 2 health worth? Next to nothing. Voodoo Doctor is on mana curve and restores 2 health. In terms of spells, druids already have Healing Touch, which implies restoring 2 health is inconsequential. You can’t just divide, because it doesn’t seem to scale like that. Look at Holy Light and Flash Heal. Following the progression in mana costs, a zero mana restore health spell would seem to restore 3-4 health, so restoring two health would be worth basically zero. This also follows from the Hero Powers, which are all basically are equivalent to 0 cost spells.
Now, compare Young Moonkin toVoidwalker. Both are 1 cost class minions, so they should be worth the same (I am ignoring that Voidwalker is a demon here, but that only helps my case, because that gives me some extra value to work with). If you choose health, my moonkin has the same stats, minus taunt. You get Choose One and restoring half a health instead. The Choose One should be worth the same as taunt from my analysis, and restoring 1 health is worth nothing, so that is equivalent. In his damage form, he’s a 2/1, which is 1 stat andtaunt down fromVoidwalker. 1 stat and taunt are both worth 0.5 mana. Choose one is again worth 0.5 mana, so the damage he deals should be worth 0.5 mana, and I’ve established that dealing 1 damage is worth 0.5 mana, so I think that balances him. Yes, he is strictly better than Elven Archer, but he is a class card. Anodized Robo Cub is strictly better than Frostwolf Grunt, too, and by the same margin in stats. While I'm at it, Voidwalker is better than Goldshire Footman, and Sparring Partner is also better than Frostwolf Grunt.
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ttBIGGER posted a message on Weekly Card Design Competition #40 - Submission TopicPosted in: Fan Creations -
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user-17135228 posted a message on Weekly Card Design Competition #40 - Submission Topic -
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MajordomoExecutus posted a message on Weekly Card Design Competition #39 - Submission Topic [Up-Voting Only]A heavy and over-statted drop with a catch. Think of it as a very big version of Hungry Drake, but giving your opponent a guaranteed Taunt minion that may screw you completely over, but can be very rewarding.
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protar95 posted a message on Weekly Card Design Competition #39 - Submission Topic [Up-Voting Only]Posted in: Fan CreationsAnd the associated token which provides your opponent with a bonus in exchange for the damage taken:
ETA: Edited to make wording clearer on the token.
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user-13037754 posted a message on Weekly Card Design Competition #39 - Submission Topic [Up-Voting Only]Temporarily sacrifices board control to your opponent, but also gives you an opportunity to heal yourself. If you're playing against aggro, this could help you stabilize a bit longer, but of course it relies on you having a way to kill them immediately.
Edit: Buffed the health by 1 to balance it against the fact that you're giving your opponent two 1-drops, as opposed to Hungry Dragon, where you give them one and keep a similar statline.
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ClausualC posted a message on Weekly Card Design Competition #39 - Submission Topic [Up-Voting Only]Hi Guys this is my submission for this week :D
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Jigsaw911111 posted a message on Weekly Card Design Competition #39 - Submission Topic [Up-Voting Only]Mor'vek is a Ravasaur Trainer at Un'Goro Crater who gives quests to Horde characters with an award of a Ravasaur as a mount. The aim of introducing this card is to provide an additional 2-mana Legendary for the game. Specifically, another fun 2-mana Legendary but also more playable than Millhouse Manastorm and Lorewalker Cho. This card doesn't violate this week's rule since it only interacts with a minion that creates from the card text.
Valuable Combos:
Low cost direct damage spells or hero powers: Fireblast, Mind Spike, Arcane Blast, Holy Smite, Wrath, Living Roots, Moonfire, Arcane Shot, Shiv, Backstab, Whirlwind, Inner Rage, Mortal Coil, etc.
Spells that trigger Deathrattles: Reincarnate, Feign Death, etc.
Minions with direct or random damages: Dreadscale, Cruel Taskmaster, Undercity Valiant, Mad Bomber, Elven Archer, Scarlet Purifier, your opponent's Knife Juggler :), etc.
Cards that destroy your minions: Shadowflame, Void Terror, Power Overwhelming, etc.
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I guess BGH will still exist in some way. That's the only reason I could see for not making this a 7/9.
Either way, this card could b great in an astral communion, Aviana deck.
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I really like this card. It's a better recombobulator- and would be OP with Brann (I assume it'll proc 2x and ull get a minion that's 2 more mana).
It'll be an auto include in battlecry shaman for me!
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Too situational to ever play. IMO. Minions with less than 2 attack are already fodder for SW pain and cabal... This card is only a decent clear if priest gets a way to change enemy minions attack to 2 (would combo AMAZINGLY with that paladin legendary that changes enemy minions attack to 1)
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Rafaam.... Ur gonna have no cards in hand for thourissan and arena is all tempo. Rafaam is the biggest body and provides a clear finisher. No brainier really. Thourissan and Reno are not good arena legendaries at all.
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Why not have force of nature summon a 6/6 treent with charge that dies at the end of the turn. Brings combo down to 11 dmg and double combo down to 15 dmg (instead of 20+). Also keeps the spirit of the card, just makes it harder to cheese.
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Thanks so much. I love the video. So glad you won lol. I have made a few changes to the deck to make it a tad more tempo will update after some more playtesting.
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