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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from iFaisal11 >>
    4 mana 4/4? Because imho making your minions stickier from the beginning will have a huge impact on the game. In my opinion you just have to increase the price, so that the effect of this legendary would come in a bit later. You can still keep the mana-stat proportion.  
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from Likafoss >>
    If you ask me, the argument about this card being "needlessly complicated" is kinda silly to me. I mean, why should we oversimplify the cards? Just because there's nothing complex with the game mechanics, that doesn't mean, that every new designed card should be narrowed to the typical, already known mechanics - buff, destroy, heal ...
    But this is my opinion. [edit] keep the original
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Submission Topic

    Thx Likafoss for your feedback and Entro9 for the wording.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from DarkArtisan >>
    i like the murloc king 
     
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from Likafoss >>
    So I tried to make the wording a bit better, this is what I came up with:

    1) First off, I would say "Screw it" about following the pattern in Curse of Rafaam. There isn't much space left to describe every card pedantically and I don't think it's that necessary, as everything can be understood from the token itself and else you risk your cards being unreadable like some Yu-Gi-Oh ones. If someone wants to argue, then why isn't Excess Mana mentioned in many druid ramp cards?
    Soo keep the original text of the Black Sea Jack legendary.
    2) I would suggest the following text for the token spells: "While in your hand, at the start of your turn gain a Coin. Summon a 2/2 Pirate for your opponent". I didn't do a good job, but still something. Use the wording in hearthcards and see if you like the visuality of the card.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from Likafoss >>
     
    :P thx. Tbh I really like my own idea about that murloc, but I'm just really pissed off, that I can't find the needed art for the job.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from Likafoss >>
     
    Hey, if you don't mind I would like to help you with the wording. Firstly I want to tell you, that from the start I like the pirate legendary card, because it has an interesting effect. Secondly - I think, that you can make the text a bit more visually better (see king tongwagle. does he say what that spell does in his text?well, fuck. his text does state that). Thirdly don't rush into the submission page, give me some time to give you an advice.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from Entro9 >>
     
    Interesting. Thanks for you comment, but one question: Is it understandable, that if you don't have anything else to discard, that you will lose the beast? Because this is what I aimed for with my complicated wording.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from Likafoss >>
     
    Last spam - "(understandably)" + "It's more for Pirates which are already in Warrior (thus the specific ban)". That's the idea of those cards. They are rebellious. You see the restrictions applied to all users and then you say "Screw you, jury, you can't stop me. I will participate undercover". So you undertake a fraud and a cunning action.
    Tbh initially I really thought about making the pirate a 4/5, but then I thought, that this card would have been an even bigger nightmare to priests, so I changed it like so. I personally think, that controlling at least two pirates is a bit tricky. Yes, cheap pirates like Patches still exist, but if the opponent has the ability to kill at least one of them (either with the HP or with something else), then my card will hardly find its conditions to grant you some value, it will be slowed down. In order for you to make that murloc a 5/5 pirate, either your opponent has to have bad draws or you have to have the coin, in order to ensure you will get the trigger. I think, that this will happen in the mid-game, where stuff like that are acceptable. At least, this is how I see things in my mind.
    Inb4 that Un'goro 2/2 raptor was believed to be used in token and zoo type decks. It was, only to be replaced by more threatening cards. One of the reasons for people cutting it was, that the conditions aren't always met, especially against other aggro decks.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from Likafoss >>

    @Kovachut: Thanks for your comments on my cards! You seem to misunderstand the Pirate's Greed token however. It works like the WIld card Curse of Rafaam that gives your opponent a Cursed! card. It's an ongoing effect that at the start of your opponent's turn, they take 2 damage and have to spend the 2 mana to stop the damage and rid themselves of the card.

    My card is just the same, however, instead of direct damage it summons a 2/2 for you. It also gives them a Coin (to play along with the greed aspect) so either they pay the 3 mana to stop the 2/2's or are greedy and keep the Coins produced by the card.

    Amm, how should I have known this? If you look at Curse of Rafaam and Cursed!  they both talk about an effect, which takes place as long as the card is in the opponent's hand. I couldn't understand that from your cards.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic
    Quote from Likafoss >
    Hey, so I can comment a bit your cards - I really like the paladin pirate, some versions more than the others, but all of them are well designed imho. So I can't really say which of them is better.
    Regarding the Warlock legendary - I like the body and the effect, but the tokens (the spell) is strange. Why would the opponent a) spend 3 whole mana just to regain 1 mana from it and b) they give you a 2/2 body in return? So imho make the spell cost 0. That;s what I would call a greedy move. 
    Regarding the dragon - fine card, maybe a bit too overstated (see the 6 mana 4/4 kvaldir). I would make the dragon 6/6 or something like that.
     
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Discussion Topic

    So may I ask for some opinion? And mainly in terms of balance.

    Token for the last card:

    Inb4 I really wanted to find a pic, which resembles the murloc disguise, sadly I couldn't find one, where you see the face of the person underneath the costume. So I understand, that the art is a fail. If someone actually approves of those cards, I will try to add a patch or something like that.

    Posted in: Fan Creations
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    posted a message on Djinni of Zephyrs nerf/change?

    Step 1. Copy the purple name.
    Step 2. Google it.
    Step 3. Find a page, that has a discussion about a recent change regarding that card.
    Step 4. ???
    Step 5. Paste the link and profit.

    Posted in: Card Discussion
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    posted a message on Why Valeera DK Is So Insanely Overcosted?
    Quote from hillandder >>
    MEIN GOTT, OP, why are you so pessimistic and denying everything we say. I respect how you and others have a different opinion, but most of us here write long articles in defense of the rogue DK and you just constantly repeat "too slow", "not that popular" or "bad against aggro". Do you think, that we aren't aware of this? Do you really think, that we defend the DK just because we remember the few victories she gives us, while we forget the losses?
    No, tempo is not the only viable strategy in this game and rogue can also be a combo class. That's their real nature and the DK enables that. Yes, she's a bit expensive, but because she enables so much combos, this ability can easily outweigh her cost. Most of the cards in the rogue class are cheap for a reason - the class has the ability to play multiple cards in a single turn and many of them are really powerful and influential. Cards such as Preparation, Coldblood, Sap,  Eviscerate, Vilespine slayer, Vanish (still relatively cheap in comparison to other AOEs from other classes) and imagine duplicating them. I could name more, but I won't disagree, that not every rogue card is that popular in this meta.
    Do you know how I see the rogue class in the context of the combo arch-type? A one, which at one point stops interacting with the enemy board and starts executing its own win-condition. Right now this means the Mill strategy, before it kinda met making a gigantic Vancleef and stealth-ing him, maybe in the near future this can also mean burst (Maly, chargers with coldblood) or something else. It's just that Valeera gives you a whole turn (+ a card); she ensures you, that you will benefit from the HP. If you have some supportive cards, you can regain the board control and also stabilize. But if you don't - then don't blame the DK for not doing stuff she wasn't designed to. You see her as a 9 mana card and you expect her to win you the game just because you invested so much mana into her. Or to be the Saviour card in the bad MUs (aggro). But that's a narrowed way of thinking. Not every Dk should be played as easily as the warlock or the priest ones. Sometimes you really have to plan your future turns better and consider when would be the right time to transform yourself (see the warrior DK).
    Yes, combo is weak against aggro. DUH. But saying, that the DK is weak against aggro and then insisting, that this weakness makes her bad in general, is the same as saying - why play aggro, if control decks have many ways to stop your aggression or why play control, if slower decks can out-value you etc etc? Of course you will see polarized MUs - some decks have their weaknesses and strengths, but don't let this hinder your way of evaluating cards or decks. Let me remind you of QR, which was only countered by the super aggressive decks, but which kept a whole arch-type in check (just like Jade dudu did in MSOG) and yet the deck was considered one of the weakest ones only by people, who blindly followed the statistics. Right now I want to give an example of Kingsbane rogue - yes, it's a dozen times more fair deck to play against, but the whole mill strategy (especially in wild) is really devastating for every slow deck. Not just control ones, but also other combo decks.
    So believe what you want to believe. I will still insist, that the DK should definitely not be underestimated, as she holds great potential and with the time she will get better. The only thing I don't feel like arguing about, is the last sentence, as I can't foresee the future Rogue cards from the future HS year, but I think, that non of us can do it, so we shouldn't start with conclusions regarding the future of the DK before we see the next rotation.
    Posted in: Rogue
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