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    posted a message on Custom set: Grave-a-ton Completed. 140/140 + Complete Death Knight Class
    Quote from KaoticKreature jump

    Just letting you know, all of the images are not displaying. Would like to see what you've come up with though :)

     That's strange, I'll add a imgur link soon so you can tell me if you can see them that way.

    Quote from ouchalargerock jump

    All of them are working for me!

    Graveyard Mechanic: I really like it. I have been teaching my little brother MtG recently, so this actually seems like an okay mechanic :) Although, it may make it a little easy to know what is left in your deck with only 30 cards :/

    Thanks! I guess in high ranked plays where everyone uses specific decks  you might be right, but I don't really see too much of a downside about it.

    Hero Power: Should be changed to random. Like this it is too close to being directly better than Mage's. I do realize that there are some interactions where this would be better but we both know that it doesn't compensate fairly, as while every minion has health, a select few have Enrage.

    I am not a big fan of random hero power I must say, plus about the enrage thing, I made the hero power capable to damage enemy minions to avoid that kind of advantage. Since the mage power can hit everything, I made sure the DK one could hit only enemy minions for that reason.

    Gravebond: Obvious effect to go with this set. Either this or something like Delve, I think this fits a bit better as there is no other Graveyard interactions.

    Thanks! I initially wanted to make it for every card in the graveyard, but it seemed better to leave it as only minions.

    Stitched Guard: What's not to like? Correctly Ramped as a class card given the requirements.

    Thanks, glad I got it right.

    Scarlet Deadcrusher: Could probably be a 4/3, like Scarlet Purifier, as Purifier has the chance to target more than one creature, while you only have one definitive option. I do really like this card though, we'll probably see something similar at some point released.

    I made him a 4/2 because it will most likely already give you a big advantage by destroying a minion, and you are getting a 4 power minion on top of that, so I just wanted to balance it as better as I could.

    Tomb Cast: Is this including the Mana Cost of the Spell you are casting? If not, this should definitely have a high Gravebond Cost, possibly 5/6 (given that this is HS). Otherwise, this is a cool effect. 

    The idea is that you pay the 4 crystals and then you have to pay the spell to cast it. Do you think it would be better to make it a 5/6 mana spell but make the graveyard spell free?

    Staff of the Dark Hour: While not an original concept, I would love to see some Death Knight Spells to judge it's usefulness!

    Sorry, I forgot to mention this was for warlocks!

    Abyssal Smuggler: I love this card. Very strong. I do have a few questions about it though, say you play this card with 3 pirates in the Graveyard, and you play 1 next turn, would you be able to play a second from the graveyard? Or is this not a static effect?

    You wouldn't be able to play the second one from the graveyard because there are less then 3 minions in it. Hope this is clear enough!

    Shambling Corpse: Given the fact that this cannot possibly be played turn one, it could have +0/+4.

    Guess it could, maybe +0/+3 and call it a day, I'll think about it, thanks!

    I really do like what you have so far, and hope you continue it.

    That's the plan!

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #28 - Final Poll!

    Dumbtongue and Bryla Bloodsight are my choices, but good luck to all the participants!

    Posted in: Fan Creations
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    posted a message on Alchemist Class Concept (Complete)

    Well the hero power does make sense for a crazy alchemist, and it is as you say, it should be tested to see if it works. This one could be pretty good, but don't be afraid to change it into something completely different if you feel like it! 

    You can take inspiration from existing battlecries or low cost spells, for example, here are a couple that popped into mind right now:

    Something along those lines anyway!

    Posted in: Fan Creations
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    posted a message on Alchemist Class Concept (Complete)
    Quote from MardyVain jump

    Indeed, the Frostfire Potion was one of the cards I was most insecure; I thought it could be compared to Flamestrike and Frost Nova, but I totally forgot to consider Blizzard; 3 damage should definitely be a better choice.

    The Mixology-word choice was made to avoid cards too much dense in term of texts. It's like any other specific Keywords, so its effects could be displayed next to the right of the cards, once you pass the mouse over it. 
    The idea is, when you have Mixology up, that Potions and Elixirs in your hand start glowing like any other enhanced card (like the Combo-mechanism of the Rogue; the difference is that mixology doesn't last only one turn)

    I hope I was clear! Let me know if I wans't (this could be definitely plausible indeed :P).

    Oh no no don't worry, it's pretty clear! I was just making a suggestion, but it is fine the way it is! 

    Right now I think that you got your hero top notch, it really good. The only thing that bothers me is the hero power, I was wondering if it isn't too powerful, considering that it is a recurring Whirlwind that also damages heroes. What do you think?

    Posted in: Fan Creations
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    posted a message on Alchemist Class Concept (Complete)

    I like Mixology a lot. Maybe instead of mixology, you could write "Mix the next potion or elixir you play",  so a player knows it is going to work on the next one whenever he feels like casting it.  

    Also, I noticed that Frostfire potion seems a bit underpowered compared to Blizzard. It's true that you can Mixology/Mix it and double it, but since you will need a second card to do it, and do 4 damage in total, it still seems underpowered. I think 1 extra damage wouldn't hurt it, if you want to keep the cost at 8.

    Posted in: Fan Creations
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    posted a message on Alchemist Class Concept (Complete)

    This is awesome, I can't really give you much feedback because it just seems very very good!

    Edit: Shouldn't the minions with mixology have Battlecry: Mixology? So that you only get mixology once from that creature? Or is mixology intended to be a permanent bonus granted by this minions each turn? 

    Also Baron Noggenfogger should put his own elixir in your hand instead of coins for extra flavour!  But I get the card idea and I like it a lot.

    Posted in: Fan Creations
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    posted a message on New Shaman Card - Healing Wave

    Even if you don't win the joust it's a decent amout of healing, pretty good I would say.

    Posted in: Card Discussion
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    posted a message on Custom set: Grave-a-ton Completed. 140/140 + Complete Death Knight Class

    Set complete. Cards are all in the list below. Thanks for checking the set! (Zul'jin forms and Nathanos's Blighthounds here.)

    Hey guys, I wanted to try to make a custom set, and I would like some feedback on the general idea for it.

    "The job of Jailor of the Damned can get quite boring. It's really cold up in the frozen throne! And when poor Bolvar heard that he wasn't invited to the nearby Grand Tournament, he got quite angry. Now he's using his scourge to annoy all the participants of the tournament."

    With this expansion I wanted to introduce a couple new things, which are:

    1. - The Graveyard
    2. - Death Knight Class
    3. - New mechanic (related to the graveyard).

    How would the graveyard work? Here is how:

    Every minion that died, spell that was used and weapon that was destroyed end up in the graveyard, and when you scroll over it it will tell you the order in which this cards ended up there. If cards enter the graveyard simultaneously, the order starts from left to right.

    Example: I have three 2/2 and an abomination. The abomination dies. The first 2/2 starting from the left  will be displayed on the graveyard as if it was the first to enter it, and so on.

    And that is it for the graveyard, pretty simple and common mechanic in TCGs.

    Next is the Death Knight Class:

    Darion

    Death coil is a pretty iconic spell for DK in WOW. It is often spammed to use runic power, and DK also had it in WC3. It could damage an enemy or heal a friendly unit, so this seems pretty close enough.

    And yes, it says undead. That means that Undead is a new tribe introduced in Grave-a-ton. That also means that old minions who hadn't that tribe now have it if necessary. (Example: Abomination, Sludge Belcher, ecc.)

    What about the new mechanic? Here is an example, with a Death Knight minion:

    Gravebond X: If you have X minions in your graveyard, something happens! Pretty straightforward, right?

    Here are some other cards I made to give an idea about the set for the different classes, hope you like it!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #28 - Discussion Topic

    well ok, this contest is definetly created to have fun ... i just always judge the entries on at least semi-viability,  to be able to put them in at least some deck, your card just hurts u and helps your opponent even in the best case scenario, so i doubt even the most crazy decks would play it :)

    Yeah I went with the flavour aspect of the card and nothing more, although I also had in mind some mill shenanigans. Thanks for your feedback!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #28 - Discussion Topic
    Quote from Sinti jump
    Quote from Mechahunter jump

     Hey guys, I submitted this guy some time ago, but I was wondering if I could get some feedback on him, out of curiosity.

    It seems super wierd. I dont get why this would exist in a first place or at least with such wording. I think that what u want this to do is give u coins when it attacks right? Or give coin instead of dmg to whomever it attacks. But it having 4hp, your opponent can decide to get like 2-3 coins out of it for free and it wont even damage him, cause attack dmg is transfered into recieved coins right?

    I just dont see, why i would waste a deck slot, pay 2 mana for a minion that does literally nothing for me (ok mby attack myself once and get one coin, woo-hoo big value :D), but helps a lot to my opponent. Sorry if im being to harsh on u, since u seem to be new to this kind of thing, but mby u will be able to explain to me your thought process, cause i dont see any reason for me to put this card in my deck, ever (mby some wierd mill deck, but even then, u just givin your opponent coins = mana to play more stuff and avoid being milled).

    Well since the idea of the contest was to make a legendary that was supposed to partecipate in the tournament, I just made a dumb goblin "knight" that shoots money on people faces. Just a dumb card. I see what you mean tho, thanks.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #28 - Discussion Topic

     Hey guys, I submitted this guy some time ago, but I was wondering if I could get some feedback on him, out of curiosity.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #28 - Submission Topic [UP-VOTING ONLY]

    asd

      "His daddy always told him that money beats any opponent. He took his words to the letter."

    Basically, when this minion deals damage,  he instead puts that many coins in the hands of the minion's owner or the hero itself.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #27 - Submission Topic [Up-Voting Only]

     

    "He's the knight the Grand Tournament doesn't need, but the one it got anyway."

    "Chin-pressive!"

    Posted in: Fan Creations
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