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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    Lathy - I like the totem idea. It's a bit slow, but it's a nice touch. Though, I don't think you should change the cost - if you were to play it on turn 1, your opponent would likely not answer it and then you would buff it by +1/+1 (making it a 1/4). This would have been an ok stat-line if it stayed that way, but since it can grow bigger and stickier, it would always contest the enemy board and slowly shut down their tempo. Your card wouldn't be as problematic as vicious fledgeling, but your opponent would have had problems dealing with this 1-drop (if played on t1). This is why I think keeping it @ 2 mana is fine. Change the art.

    Hereharehere - I prefer Earthen vitality. I don't like the RNG aspect in Head Crone (shouldn't it be 1-3 and not "1 or 3"?) and the Lackey shuffling part. Normally you don't want to dilute your deck with low-impact cards and ruin your next top-decks.

    GerVez0512 - Give me a sec to express my thoughts.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    Well, thanks guys. I need some time, before I can return the feedback.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    Here a rework of my card (before I go to bed)

    How's the new version? The refill trick is too OP, isn't it? If I get rid of it, will the card become too weak?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    Definitely, but you have to change her title IMHO.

    "Larissa, the shade" doesn't sound like a person, who steals treasures. It sounds more like an assassin or a spy.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    @ Unicorn

    Since you gave me feedback, it would be fair if I returned the favour. I know you already posted in the submission thread and I like your card a lot. But I have a question - how would it work with Nightmare Amalgam?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from GerVez0512 >>

    I'm sorry to say, but I'm not particularly impressed by your cards.

    1) Larissa - The problem I have with her is that she's out of character. The name and the art are a nice match with one another, but the effect is weird. Is she just a sneaky rogue, who managed to avoid the kobolds w/o being seen? Since this is the most logical explanation, can you give her a different title? I also agree with kegstandgoldmedalis, that your minion makes Marin the Fox feel less unique. The design seems really uninspiring (just like Arch-Villain Rafaam's). You just shuffle a copy of a card, which another legendary generates, into your deck and your card does it better.

    2) Emerald Druid - this also falls into the same category. Not only that, but the effect is too powerful, because it can give you a specific token (Ysera Awakens) consistently. Druids weren't suppose to have good AoEs and this gives them exactly this (+ a nice 5 damage burst to the opponent's face). Dream is also very powerful, as it can answer a taunt (or a big threat) for 0 mana and put the enemy behind tempo greately. Unlike DestroyerR, I am not bothered by the possible UI issue. Imho the devs can always make the cards smaller, so that they can be seen on the screen. 

    If you don't make any new cards, I guess Larissa is your best option, but if I were you, I would definitely create something else.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from GerVez0512 >>

     Idk, i would go with something different.

    Undercity beverage is kinda useless, why would you run this if you have Mecha'thun, wich kills enemy immediately. Also, i doubt that heal for rogue should be that obvious.

    Mystirious Trickster isn't strong, he fills your hand with kinda really bad spells, why would you run this if already have so many miracle tools? Also, it has many tokens, which is not great IMO.

    1) Have you ever seen a Mecha'thun rogue on the ladder? I sure haven't. The deck is really weak, because rogues can't dump their hand that easily, before they kill the 10-drop. They also lack sustain.

    I remember the time, when miracle rogue was very strong back. Often times it reached fatigue on turn 9 or 10 and tried to kill me with burst spells and stealthed minions. Over the years miracle became weaker and weaker, but despite this fact I still see tempo rogues fulfilling almost the same strategy. They prey on the moment, when their opponent is vulnerable and try to kill them ASAP. And Myra's Unstable Element helps them fetch the needed burst, before the opponent gets the chance to make a comeback. If you honestly ask me, I believe that my card is super strong in this regard. This is also pretty OP with Valeera the Hollow.

    Also, I don't see why wouldn't rogue get a small healing. I know this isn't part of the class identity, but every class changed over the years. And it's not like they perform something extraordinary like a Healing Touch on themselves. Rogues are the liquid class and this spell offers sub-optimal healing. The moment it expires (i.e. the moment you reach fatigue), it becomes poisonous and can harm anyone, who drinks it.

    2) I suppose I can buff the trickster a bit, though I was worried that if the spells dealt 3 damage, that would become too powerful. I mean rogue would instantly get 2 Darkbombs, which offer 6 face damage for 4 mana. And then it can combine them with the Auctioneer and what not.

    I think I will go with the trickster because the idea sounds very exciting and original. I just have to redesign him a bit better. Thx for the feedback. If you give me a moment, I will gladly return the favour and give you feedback on your cards.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    Ok, since I couldn't came up with anything new and exciting, I am using some of my old cards:

    Tokens:

     

    1) Worse Flash Heal or a cheaper Lava Burst in the end-game. It supports Myracle styled decks.

    2) Trickster:

    If you have even number of cards in hand (2, 4, 6, 8) after you play this legendary, you will get two copies of the damage spell.

    If you have odd number of cards in hand (1, 3, 5, 7 or 9) after you play this legendary, you will get two copies of the minion summoning spell.

    If you are wondering where you can use them - in aggressive decks (as a burst) or in Miracle/Malygos as a cheap Auctioneer cycle.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from ZiombalaBoms >>
     

    Sorry to say, but the devs would never create such cards. Those would feel too disruprive and would create frustrating moments for your opponents.

    You said it yourself - you can ruin their combo (pieces), you would make them do sub-optimal plays, which will put them in a great disadvantage (either in terms on resource management, fatigue counter) or you will buy yourself some time, in order to escape lethal. Your opponent can't play around your card, so all of this makes it a big no-no.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from Lathy >>
    Quote from Lathy >>

    New idea, but also including the old one. I know people don't like druids having hard removal, as it's not in the "class identity". I tend to disagree, they had Naturalize after all. Considdering it going to HoF, I thought of adding an expensive removal to their repertoire, but one that has some utility. The old idea was some murloc dood.

     Bump :)

    Tbh, Lathy, I didn't comment on your cards earlier, because I didn't like either of them.

    1) The druid spell feels like the most cleverly designed one, because it offers hard-removal against big threats and it can give you more mana to work with in your turn (if you decide you use it on one of your minions). The latter effect was an alternative nerf suggestion for Innervate back when it was problematic. I don't mean the killing part, but the "spending some mana in order to get extra" one. And since you made this spell flexible, the cost is a well-deserved 6 (1 mana over regular Assassinate). Not to mention, in the past druids were the ramp gods and they could easily have played expensive spells.

    But here's my problem - you made it too fair. While I don't have any problems with the first effect, the second one feels underwhelming. It's true that druids want to kill their own minions (Mecha'thunHakkar, the Soulflayer, Hadronox, Da Undatakah, Carnivorous Cube) but on the same turn. If your card existed, players wouldn't run it (or at least only 1 copy in Taunt Druid), because they wouldn't want to risk giving you the ability to silence or transform their win-condition.

    2) The minion kinda feels weird in priest. The battlecry is fine, but the tribe isn't. It feels more like a minion in Egg Murlock or Murloc Token Shaman.

    Posted in: Fan Creations
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    posted a message on New Card - Madame Lazul

    Some people are calling this card bad, because they compare it to Chameleos. But do they know why exactly Chameleos lacked playability back in WW? It was because:

    - it was a bad top-deck (1/1 against aggro decks),
    - the outcome was random (meaning it could turn into an expensive and unplayable card at the wrong time, it could turn into the same card for several turns and giving you false information),
    - knowing the contents of your opponent's hand didn't mean countering them (I see a Pyroblast in the mage's hand, but I don't have any healing tools for myself and I can't do anything about it).
    - priest had just lost a lot of board clears and it couldn't afford to run this card.

    Those were my main arguments in the Chameleos's reveal thread more or less (if someone is in the mood for some reading, he can go through all of my posts). In other words, I was one of the people, who downrated it when most of the players were hyped about it.

    Madame Lazul is different than him. She acts more like Drakonid Operative - she can give you an instant information of 3 different cards in your opponent's hand and if you happen to discover something good, you can acquire a copy of it before the opponent manages to play it. Unlike Chameleos Madame Lazul has an ok-ish body for her effect and you can always play her, whenever you think it's the right time. She won't turn into an unplayable, expensive minion or spell for a turn and you don't have to wait until she transforms into something else.

    The only thing, which would make her unplayable, would be the fact, that if priests don't get another board wipe, they may not afford to run this value-granting card in their deck. Since I'm a big fan of Steal Priest (I play it in wild), I will craft this legendary regardless if she feels underwhelming in the upcoming expansion.

    Posted in: Card Discussion
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    posted a message on New Card - Madame Lazul
    Quote from CheeseEtc >>
    Quote from Kovachut >>
    Quote from CheeseEtc >>

    Also weird have Lazul as both a hero and a minion.

    Dr. Boom (GVG), Dr. Boom (TBP) and Dr. Boom (RoS) would have a word with you.

     Obviously I meant Hero Portrait, not Hero Card.

    Yeah, I got that. But it's still very weird having 3 different versions of a character and then one of them (hero card) playing the other two.

    Posted in: Card Discussion
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    posted a message on New Card - Madame Lazul
    Quote from CheeseEtc >>

    Also weird have Lazul as both a hero and a minion.

    Dr. Boom (GVG), Dr. Boom (TBP) and Dr. Boom (RoS) would have a word with you.

    Posted in: Card Discussion
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    posted a message on New Card - Madame Lazul

    You smell that? That smelly smell? More support for Steal Priest, bois, just what I wanted.

    [edit] A small comment regarding her playability - it kinda depends on the opponent you are facing, but overall I'm really impressed by her. If it's a value deck, you could steal its win-condition (Dr. Boom, Mad Genius) and get a huge advantage over the enemy. You will outvalue them. You can also get a copy of a removal (Twisting Nether, Brawl) OR you can copy a burst spell (if you are playing a combo deck and you are in the mirror). And as a bonus, Lazul acts like a small scout.

    I will totally craft that legendary, if I don't get it from a pack.

    Posted in: Card Discussion
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    posted a message on New Priest Spell - Lazul's Scheme
    Quote from Wingdude22 >>

    Because Priest now has a critical mass of zero mana spells, wich enable them to cycle like crazy with Auctioneer. 

    If your point is, that people could use Lazul's scheme as a cheap cycle tool, then yeah, I won't disagree here. However priests can always go with their well-known Northshire Cleric shenanigangs (feat. Wild Pyromancer, Acolyte of Pain, Circle of Healing), so it's not like the class lacked a good draw engine or anything. I won't disagree that Lazul's Scheme is still useful, but the question is - in what kind of a combo deck will it shine?

    In my previous post I just expressed my disagreement with Toast's statement, that this card would enhance Inner Fire priest, because players would combine it with Shadow Madness. To me that's a really weak combo, because it's slower and clunkier to the one I proposed. Let's compare them:

    Lazul's scheme (X turns upgraded), Shadow Madness, 0-2 Power Word: Shield, 2x Divine Spirit +Topsy Turvy/Inner Fire (5-7 cards depending on the minion you steal)

    vs

    Stormwind Knight, 2x Power Word: Shield, 2x Divine Spirit and Topsy Turvy (6 cards for a clean 36 damage burst)

    I find the second example way better, because instead of waiting for a good Shadow Madness target, you can literally do the same thing with the Stormwind Knight. Whether that's a reliable combo and whether they will be other obstacles to overcome (like taunts), is another topic. If Potion of Madness and Shadow Visions were still around, I would have had a different opinion about this whole thing.

    Where else do you think people could use this spell (outside maybe Cabal Shadow Priest decks)?

    Posted in: Card Discussion
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