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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from Sinti >>
    Quote from Demonxz95 >>
    Does anybody have any suggestions on what to add to my Basic set? It's more difficult when you don't want to have cards too similar to other cards you have in other sets.
     
     
    Tell me about it lol. I had the hardest time finishing my basic set and am not even sure if its done yet. I do have some neat ideas, but like i cant put them all in basic set lol. Most of my ideas would be solved with adding "Draw a card.", if i were to make them spells but like i cant have half my basic set cycle cards :D Will have to wait for later sets when i can put it on minions. Will also allow me to use other keywords like deathrattle and will have text longer than 2 lines lol. Basic set can SUCK IT! :D
    Opposite for me. Basic set cards can be hard to do, but because of their simplicity, you only need to do simple things for a basic set. In addition, analyzing the original 9 basic sets gives you a basic recipe for what you need to put into your Basic cards. That’s half of the 10 already given to you: 1 or 2 removal, perhaps one hard removal, an AOE, usually 1 minion, and a draw card. Weapon classes do not necessairly needs a basic weapon, but it’s certainly a good idea. The rest enhance the flavour of the class in a unique way: Mind Control, Windfury, etc.
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]
    Quote from McF4rtson >>

    Alrighty, I got my first draft of my basic set down. Pretty sure I nailed down the challenges except for nuts and bolts. I talked to a friend about the phrase I used: "Holding fire in one hand and holding water in the other". It basically means you say one thing and then say or do another but it seems like an unused proverb in the west.

    In any case. Excuse the formatting, I'll be sure to make my final submission all fancy-like.

    The five I will (probably) present and, yes, I know Sea Elemental is missing its tribal tag: 

    So. These 5 cards show the player:

    1. There is synergy to be had when holding Ocean Depths in hand
    2. You can add other cards to your deck, not just Ocean Depths
    3. Adding card to your deck is synergestic
    4. A simple, non-keyword interaction with deck size
    5. There are other ways to add Ocean Depths to your deck, other than your Hero Power

    Finding Mobus token:

    The remaining cards are below:

     I'm quite busy, but if anyone needs a quick look-over, I would be more than happy to drop a few comments for their submissions.

     
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase II [Discussion Topic]

    Alrighty, I got my first draft of my basic set down. Pretty sure I nailed down the challenges except for nuts and bolts. I talked to a friend about the phrase I used: "Holding fire in one hand and holding water in the other". It basically means you say one thing and then say or do another but it seems like an unused proverb in the west.

    In any case. Excuse the formatting, I'll be sure to make my final submission all fancy-like.

    The five I will (probably) present and, yes, I know Sea Elemental is missing its tribal tag: 

    So. These 5 cards show the player:

    1. There is synergy to be had when holding Ocean Depths in hand
    2. You can add other cards to your deck, not just Ocean Depths
    3. Adding card to your deck is synergestic
    4. A simple, non-keyword interaction with deck size
    5. There are other ways to add Ocean Depths to your deck, other than your Hero Power

    Finding Mobus token:

    The remaining cards are below:

     I'm quite busy, but if anyone needs a quick look-over, I would be more than happy to drop a few comments for their submissions.

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from McF4rtson >>

    This must have been answered somewhere previously, but it's late, I got woken up by a friend so I could do a last-minute submission...

    Huge props to whoever made Hero cards for my Bard and Swarmlord borders, but what about the many other card borders?

     
    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]

    This must have been answered somewhere previously, but it's late, I got woken up by a friend so I could do a last-minute submission...

    Huge props to whoever made Hero cards for my Bard and Swarmlord borders, but what about the many other card borders?

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]

    The Sea Witch

    Bountiful Seas explained:

    Bountiful Seas is an interesting Hero Power, and it is obvious from the get-go that the Sea Witch is all about deck manipulation. Their main mechanic is a nod to their ancient history as well as their great longevity and the mystery that still surrounds them.

    Ocean Depths itself is a simple 1-mana spell. It is the Sea Witch's primary tool to manipulate its deck size. Originally a 0-mana spell that healed only your hero, this was simply too dangerous as Gadgetzan Auctioneer or even Red Mana Wyrm would turn the Sea Witch, a class with already strong combo capabilities, into another Miracle Rogue. I had two options. I could have Ocean Depths play itself when drawn, or bump it up to 1 mana. Playing itself when drawn was simply too complex of a mechanic for a Hero Power, one already that was complex, so I chose the 1-mana option.

    Example Cards

    Glintscale Stormseer explained:

    What seems to look like a slightly weaker Azure Drake is actually a potent deck manipulation tool. You can choose to thin your deck by either 1 or 2, getting your low-count Reservoir cards, usually the high-Cost cards, active faster. Or, you can keep the Ocean Depths in your hand for later, be it to keep your deck count high, or for combos.

    Maelstrom explained:

    A simple, cheap, targeted removal that also highlights the use of the class' keyword Reservoir .

    Spire Elemental explained:

    Comparable to Ethereal Conjurer, the Spire Elemental also shows how a low-numbered Reservoir functions. By adding an extra card to your deck, you can play the long game and out-grind your opponent. Even without its added effect, Spire Elemental is perfectly fine as a turn 4 play.

     

    Murkwharf Porter explained:

    Gadgetzan's expac was all about showing your opponent who's boss. The Sea Witch does so by turning its deck-filling mechanic upside down by adding strong, cheap, aggressive cards into the deck, perhaps making a midrange or tempo variant more viable. The Sea Witch and other Naga belong to their own faction, the Murkwharf Deckhands. It is the booming port that is bringing riches to Gadgetzan, and it would be none other than the Naga behind the probably illegal dealings on the harbor.

    Ordning Convocation explained:

    Lastly, a nod to D&D's giants rounds off the example cards, and this was my favourite of them all. Though slightly gimmicky, it trades health and card cycling for a stream of heavy threats that tries to simply overwhelm your opponent. This card is definitely an interesting one and single-handedly transforms the way the Sea Witch plays.

    Thanks for reading.

    Edits were mostly formatting and typos.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.18 - Submission Topic

    ugh I hated Manbearpig in that South Park mobile game.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.18 - Discussion Topic

    You are calculating Ironbeak Owl wrong in this case. Yes, it is worth 3 mana (honestly, it is worth 2.5 as it originally costed 2, and 3 is just too much), but only with its battlecry. If summoned, it's just a Murloc Raider. So, a 2/1 is 1 mana, but a 4/2 (or a 2/4) is 2.5 mana as a 3/4 is 3 mana. Adding the ironbeak owl to hand is the rest of the .5 mana.

    Did not think about Ozruk. Perhaps adding Overload and/or bumping her up to 10 would be an option.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.18 - Discussion Topic

    Here are my 3 ideas, leaning towards the first as it provides a lot of utility. In any case, the first card could potentially be used for either token Druid or a slightly slower midrange Beast Druid. The Bloodseeker is again, a Midrange Beast druid card. Though it requires a board, even played by itself it's not too shabby. Therazane is my last one, and continually adds Mountain Giants to your hand, This guarantees a follow-up next turn but becomes very dangerous if left alone for just one turn. Lastly, this will force Control Shaman to manage hand size very well as that deck often runs out of cards later on. I chose 9 mana to stop any crazy Ancestral Spirit shenanigans, but allowing for it to be combo'd with the coin.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.17 - Discussion Topic

    Alright, finalized my submission. Also as a quick note, I think someone did a 7 mana, 5/12, Taunt, permanent Frozen minion. It's too weird for a common especially as all Can't Attack minions are rare. In addition, Can't Attack functions the exact same as perma-Freeze.

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 6.17 - Discussion Topic

    Here are mine; I am leaning towards the priest card.

    And some flavour texts, off the top of my head.

    Rimewalker: That's a lowkey Ice Barrier.
    Pollo Grande: Ahhh... Ernesto.
    Pew Presser: ADD ME TO YOUR DECK, HEATHEN!

    I tried to go for as simple as a concept as I could for each card.

    Posted in: Fan Creations
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