I'll try this one. My current weapon/face deck sucks.
- Nitro7
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Member for 8 years, 11 months, and 22 days
Last active Fri, Sep, 15 2017 21:53:26 -
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dandansoysauce posted a message on [TGT] Aggro Weapon/Face WarriorPosted in: [TGT] Aggro Weapon/Face Warrior -
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sashashepto posted a message on Weekly Card Design Competition #38 - Submission Topic [EndedPosted in: Fan Creations -
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Grogkar posted a message on Weekly Card Design Competition #36 - Finalist PollPosted in: Fan CreationsLevel Up! is a very nice idea that fits the theme perfectly... but that's all. Only the name is done right. The rest is full of flaws that contradicts the fantasy and the lore of the card.
Let's imagine you are a Warrior. When you level up in WoW, you stay as a Warrior! You do not magically turn into a Mage or a Priest or even Deathwing! You become more powerful, yeah, but you do not turn into another being. That is what this card does. It clashes thematically with its own name. If it was called Upgrade, Morph or something else it would be ok, but claiming this is a level up is outrageous.
A correct Level Up! could have been:
That would have been perfect as it captures the fantasy of the level up mechanic in WoW and fits the theme perfectly. But of course it is not as flashy and cool as transforming Dr. Boom into Ragnaros the Firelord for a 15 damage turn... For reference here is the list of the possible minions you can get if you use this thing on Dr. Boom after attacking of course: 8 mana minion cards.
Another flaw: There is a chance that you can actually "delevel" your creatures while you use it.
For example, you use this on a Knife Juggler and you get a Coldlight Oracle, Fencing Coach or Gnomish Experimenter. Your minion is extrictly worse than before. It didn't level up at all! It lost levels indeed!
But whatever. Being correct in the theme and fantasy is irrelevant. You just need to do flashy stuff or card that creates a zillion more cards to get the votes of the masses.
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Asylum_Rhapsody posted a message on Weekly Card Design Competition #36 - Submission Topic. [CLOSED]Posted in: Fan CreationsAnd that's all for this week, folks. Take the next 24 hours to review the submissions and up-vote your favorites. =)
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ShadowsOfSense posted a message on Weekly Card Design Competition #36 - Submission Topic. [CLOSED]Posted in: Fan Creations
I think a lot of people have been going for flashy cards with big effects, and I wanted to counterbalance that with a more balanced card that really feels 'neutral' to me.
A New Approach is designed to be one of many small neutral spells in a set. These spells would not have large effects, nor would they have particularly innovative effects - we'll leave those to the class cards. Instead, they would focus on cards that promote certain styles of gameplay or ideals, without favouring any class. In this case, we have a cycling mechanic which is very weak, but which might help a player thin their deck should they need to.
Edit: The Mana cost has been increased to (2) from (1). This was due to (valid) concerns that the card would be an auto-include in pretty much every deck, allowing you to simply filter out filler cards for this. I don't want a broken card, I want a balanced one. With this change, the card is still playable in the intended way, but isn't so powerful as to be an automatic deck filler. -
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BOOSHACK360 posted a message on Weekly Card Design Competition #36 - Submission Topic. [CLOSED]Nice in Mill Rogue/Druid. Could make Lorewalker Cho viable :D Hope you like it.
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UndeadRebel13 posted a message on Weekly Card Design Competition #36 - Submission Topic. [CLOSED]A card made as a finisher for Murloc control decks, specifically for ones that would be able to use Emperor Thaurissan, as this card comboed with Murloc Warleader can deal 18 damage in one turn. This would ideally be part of a Murloc expansion that features some of the other spells on the thread, in order to push a deck that can hold out for long enough to take advantage of this.
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Zekana posted a message on Weekly Card Design Competition #35 - Discussion TopicPosted in: Fan Creationspeople, have you forgotten about Competitive Spirit, a secret that can only activate on your own turn? Blizzard has opened the flood gates and has told the fanbase that secrets can indeed be used on our own turns so go wild with card design.
seriously though, at the very least "start of your turn" is allowed no matter what but any other forms of activation is up to debate and up to the mods to determine if its fine not.
PS: i earned "Target Dummy" from this post....think of that how you will.
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PupleMD posted a message on Weekly Card Design Competition #35 - Discussion TopicPosted in: Fan CreationsMaybe write aditional note, that secrets only activate on your opponents turn? someone already submited secret that activates when YOU trigger YOUR hero power lol ...
Oh man... That's not something Asylum should have to worry about, that's just blatant lack of knowledge of the game.
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Sinti posted a message on Weekly Card Design Competition #35 - Discussion TopicPosted in: Fan CreationsMaybe write aditional note, that secrets only activate on your opponents turn? someone already submited secret that activates when YOU trigger YOUR hero power lol ...
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Maybe it doesn't work lore-wise, but the theme of the card it summons can always be changed. I always figured the reason he sucks so much is because a) he costs too much and b) he dies as soon as he hits the board. This version can be played a turn earlier, can fill the mana slot in some classes that lack strong 6-drops, doesn't die to Shadow Word: Death/Shadow Word: Pain/Fireball, and spawns taunts to keep the big guy alive!
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Bloodmage Thalnos. Used in both Oil Rogue and Freeze Mage, very solid card. Millhouse Manastorm and Hemit Nesingwary are useless.
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Turn 10 insane combo right there.
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Mark of the Frostwolf
5 Mana (Common)
Give a minion +1/+1 for each other friendly minion on the battlefield.
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Since Priest's love changing your mind.
Target is chosen by Secret's owner.
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Thoughts?
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As if Beast Master decks aren't already OP enough.