Alright, i've taken some notes so this might get a bit long:
Original:
Here's a few ideas, I was focusing more on interesting ways to activate your Elementals than just creating minions.
Murlocalypse is supposed to synergise with the new Shaman quest, Unite the Murlocs. The idea is you could use Murlocs for early drops to get the quest rolling and then when you move towards the later half of the game you can start playing your bigger Elementals and have them count towards your quest. You can also use Murlocs as activators or your Elementals.
I really don't know if this is way too crazy or just way too slow to be useful!With Burning Trickster I was thinking of alternate ways to activate your Elemental effects.
When this card is on the field, your Elementals are always active, regardless of what turn it was played.Pilot Light is spell that I thought would fit with Mage fairly well.
It's simply designed to give you 3 activators for your Elementals in the form on Tiny Flames... with the flavor of a gas stove =PUpdated:
Still not sure about the wording for this one?
Is it clear what the effect does?Now Pilot Light gives a you a spell rather than a tiny elemental minion.
I do agree with Toxibrah though: making 'Flame On' a same-turn-activator might be too powerful and misses the point a little. What i meant was more of a 'counts as playing an elemental this turn'-effect so you can activate your next turn elemental-synergy without actually playing an elemental. I also think 'Pilot Light' was fine at 2 mana - that way you can't just mindlessly throw out free spells in one turn with Sorcerer's Apprentice. Finally 'Flame On is an amazing name. I think referencing the leaving Flamecaller really fits this card :D
Here's a new idea. Blazerunner is the elemental sitting on top of Fire Plume Ridge. I know it's not at all underpowered, far from, but is it too overpowered? As in too much a powercreep of Sergeant Sally...
Synergises very well with hand buffs.
It does seem like an interesting 'win-more'-option if you are already winning on the board though (at least if you played a big elemental on your last turn). So what seems like a boardclear-option for control warrior turns out to actually encourage a more aggressive playstyle by enabling you to secure the win. If that was intended - chapeau!
I also don't think you need to make this a legendary - epic seems fine to me.
For those who don't know, in WoW Princess Tempestria leads an Elemental Invasion in Winterspring. She opens a portal to the Elemental Plane, and a whole buncha Water Elementals make their way into Azeroth. Still unsure on if I'll end up going for this or one of my other ideas, but thought I'd share.
The card is obviously meant for a control Mage, in the style of Lord Jaraxxus. In terms of balance... the mana cost of the Princess makes it so that you can summon the elemental immediately, and she also has 5 more Health than Jaraxxus. Of course, she lacks the weapon. I'm thinking this might still be too strong... giving the water elemental Taunt might be overkill :P
Another concern is it might just not be very interesting.
I'd really like a card ike this though - might even fill the gap that Ice Lance will leave in the freeze-mage decklist :)
Quote from nurgling13>>Here's an idea I had:
It's designed to combo with Ozruk, as well as with the discard synergies of Warlock.
Maybe you could add a little more risk to it (which would be in the sense of the discard mechanic). Maybe by making the effect something like this: 'Battlecry: Add three Fel Sparks to your hand. At the end of your turn,discard a random card for each Fel Spark in your hand.'.
Shameless Bumping.
Any thoughts on flavor, balance or if the card idea is even worth it?
The wording may be changed to your last turn, for consistency purposes.
Thank you in advance <3
- The Deathrattle activates, if you played an elemental the turn before you play 'Unrelenting Elemental' and stays active until th minion dies.
- The Deathrattle only activates, if you played an elemental on the turn previous to the turn 'Unrelenting Elemental' actually dies in.
Personally i think the second option is far more interesting than the first. While you do lose a little control over actually pulling off the recycling effect, it does add a big strategic aspect to the card because your opponent will have to decide whether to remove the activated minion and give you another one or just to wait for the Deathrattle condition not being met and removing it for good.
Anyways - truly interesting design that enforces possibly meaningful decisionmaking. Good job :)
Finally (as if the post wasn't long enough already - nicely done chatterbox...) i'm shamelessly bumping up my first idea here again.
Yesterday i forgot a really crucial aspect that has been edited in and i would really like to hear some opinions on this one :)
- Or just have it dismissed while i'm working on some other ideas i guess :D
Quote from MrUncreative >>Notes:
The art is still temporary. I found only little that seemed to fit okay - maybe have to craft something.
Obviously i am going for some alchemy related theme here and i think - although this is possibly up to interpretation - alchemy is basically about deconstructing something to its basic elements (a-ha) and putting those back together in a entirely new way.
As for how this would work: Let's suppose you destroy a Kalimos, Primal Lord - you destroy 14 worth of stats (7+7=14) and get another random minion with that same value, for example Kel'Thuzad (6+8=14).
If no other minion with the exact same value exists in the game (let's say you destroyed a 5/20 Ozruk) the minion is simply resummoned.Really courious about your thoughts on this one :)
Update: I think a version that lets you destroy ANY kind of minion and puts it back together as an elemental would really be more viable.
Alright, i'll probably do another one of these but this one really took some time ^^'
Let me know, if my feedback was helpful and have a good one you all :)
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First of all I love the balls you have to make another Holy Smite / Arcane Shot :D works for me!! Hack and Slash is a great pair. Parry has awesome flavor. I also like that it kind of punishes players that aren't paying attention! Back to Basics I obviously like hahah, you saw how I changed mine xD Reckless Brawler is a strong card, but I think balanced. Also great flavor here.
As for the "unrefined": Nobody Saw Nothing is hysterical. Love it. Amazing art. I'd showcase that bad boy xD and I think you're right that Target Practice feels too weak at 2 mana, but at 1 it's too good because you could play it on an empty board for cheap card draw. Maybe 1 mana "Give an enemy minion Taunt. Draw a card." ?
So yeah, overall you've done an awesome job!!! :D
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Hi all! So I went with something pretty simple this week. It's a defensive 1-drop: the drawback makes it not work in token/zoo style aggro decks. I see this as being a tool for the very much in-need-of-support mid-range/control dragon decks, to help them survive against aggro. I did consider doing this as an elemental for Shaman, but I miss having a lil baby dragon in the game :D
Hope you like!!
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Also I was kind of hoping for a "Clone" challenge that required us to make a clone of an existing basic card. Like how Holy Smite and Arcane Shot are identical xD because I think I'm doing that anyway and while you could say its lazy design, I think it makes sense for basic cards and it also helps us ground our classes in reality a bit.
Speaking of. Are mods taking challenge suggestions at all in PMs? hahah
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For those looking for replacement for Curious Glimmerroot: Faerie Dragon works well.
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Introducing Deathwing's future BFF...
"The Mystic"
a custom class by Livienna
The inspiration for absorb came from the idea that Mystics, in addition to being seers, aspired to 'absorb' the holy and become one with God. Thus, their minions take the power of spells thrown at them and turn it into something else (and yes, if an opponent spell kills the minion, the effect DOES go off). Combine a bit of clairvoyance, religious fervor, and a desire to harness magic, and you get my Mystic class.
Hope you like!!
Quick descriptions of cards/thought process under the spoiler, if you're curious :)
Focus Mind is purposefully weak when you first look at it. However, in a class that has Absorb , which gets immediate added value in targetable spells, especially cheap ones, it seems just right.
Fervent Channeler is a good example of cards that can be comboed out after using your hero power for added value, but in aggressive matchups, is not a bad 2-drop (that has a chance to hit a minion). You could argue that cards like this could fuel a "minion only" archetype, but as the Mystic is a spell-heavy class, that's unlikely.
Frost Wyrm is my demonstration of the new keyword, Absorb . You can see how strong Focus Mind is now... for 6 mana, you can get a 5/7 that freezes a random enemy minion... and has the ability to freeze more if unattended to.
Siphon Sorcery is a draw engine that, as a classic card, would be a staple of Mystic decks, similar to Arcane Intellect for Mage. I decided not to make it a basic card, however, because I don't think new players would enjoy going up against the increased-cost mechanic, and, I mean, basic is... basic.
Cassandra, Clear Mind shows the strength of the Meditate hero power. As the Old Gods legendary, it combos well with those hefty 10-cost gods. I'd take a 0-cost N'Zoth, wouldn't you? It only sometimes works out, however, since you have to be patient with this card (not only wanting to discount one of your big cards, but also land a low-cost card for your opponent), and you may end up drawing your big guys naturally in the meantime. This card can generate a massive swing turn, but it's also slow and risky.
edited to add card descriptions
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