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    posted a message on Weekly Card Design Competition #5.01 - Discussion Topic

    Out of curiosity, there is no rule that the minion HAS to be from Rogue or Druid class right? (The only two milling classes)

    My instant idea:

    I mean this does thin your opponent's deck, and can win a game by itself against a Reno Jackson.

    @Lathy's Portal Warden: This is so easily abusable. Summon two Doomguards much?? 10/14 charge body for 4 mana? Yes please :P

    Posted in: Fan Creations
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    posted a message on OLD Play a Friend! 2.0

     Battletag: phoenix#14954
    Region: North America
    Trade only? Yes, you go first

    Posted in: Players and Teams Discussion
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    posted a message on ASYLUM'S GAUNTLET (Class Creation Competition #3) - Phase I Submission

    The Spiritcaller

    Clare Dawnlight is the hero for the Spritcaller class. Once a prisoner captured by the Tauran during a failed alliance raid, Clare escaped by stealing concepts from their shamanic arts and infusing it with her own ideas. She has learned to harness spiritual energies by weaving mana without the use of totems, instead preferring staffs, average sticks, or even fingers if necessary. Through extensive practice, Clare Dawnlight has earned the help of many intangible spirits, mainly Moonglow Moths, who will willingly come to her aid. Instead of returning to the army as a battlemage, she now wanders Azeroth as a lone spiritcaller, seeking others who are willing to learn her arts.

    Character Sheet

     Unique Keywords: Glow

    Core Keywords: None

    Mechanics: Attack Reduction, Combo Effects, Minion AoE Debuffs, Minion AoE Buffs

    Flavor: Spirituality, Clarity, Manipulation, Control

     

    The Hero




     

    Pros and Cons

    Pros:

    Spiritwalkers are powerful in their ability to abuse board control and execute powerful combos to win the game.

    The fudgin' moths.

    Cons: 

    If this class loses the board, it has a hard time earning it back. I want to make this similar to priest, where it's hero power is nearly useless if you lose board control. 

    Also, this class has very few ways to efficiently deal damage. Often, spiritcallers are forced to lower the enemy's attack instead of improving their own. This makes it hard to remove minions with powerful effects, such as Ragnaros the Firelord or Ysera.

    In addition, spiritcallers will not have strong AoE to deal with many small minions, instead having to use Moonglow Moths to render them useless.

     Play Style

    Get many moths. Get bigger moths. Wreck their day. (You'll get it if you keep reading)

    Class Keyword - Glow

    This class has the specific keyword glow. Somewhat similarly to Jade Golems, the word Glow summons a 0/4 Moonglow Moth. Clare Dawnlight is always happy to buff these fun moths, who are perfect for destroying the offensive ability of your opponents. Is that a Stonetusk Boar I see? Hmm... Lets turn it into a tauntless Frog.

    Moonglow Moths can be summoned from spells, minions, and even weapons, depending on the way they are used. Have fun and enjoy!

     

    Hero Power

    The Spiritcaller's hero power is EXTREMELLY important. Although alone, a pesky Moonglow Moth doesn't do much, but five of them, and pretty much every enemy minion will be looking at one another saying "How the Dawnlight are we supposed to attack now?". Sure, these guys are pretty weak to a good Dragonfire Potion, and don't exactly have the ability to OTK, but couple in a few Bladed Spiritcallers, and you make quite an army. Of moths. fudgin' moths. (I almost feel bad about it)

    Example Cards

    These three cards demonstrate the power in having many cards work together. Each of them help Clare Dawnlight in taking control of the boar. The class specializes in lowering your opponent's attacks, and eventually clogging the board with 0 attack minions.

    Bladed Spiritcaller is a perfect demonstration to how this class can gain quite a bit of attack power. This allows Moonglow Moths to be able to deal (depending on the scenario) a lot of damage. In addition, this can set up the act for powerful synnergies, inciting a wave of 4/4 moths. fudgin' moths.

    Spiritform: Distraction is an example of a possible removal spell. It spells (Ha, I'm not punny) disaster for certain minions such as Mountain Giant or Sylvannes Windrunner (since deathrattles may never trigger), but Ragnaros the Firelord? Not so much. In addition to a removal card, this summons a friendly moonglow moth. This just helps with the flavor and other synnergies. Also, the card is one of many to com Spiritforms. I imagine that these spiritforms are like a priest's power words. These are spells that come from the artistic weavings of spiritual energies that Clare Dawnlight, and other spiritcallers, use. (This is a way to categorize certain cards).

    The White Phoenix is a powerful spirit that is often accompanies by thousands of Moonglow Moths. If you summon him/her (idk) you will find a swarm of "fudgin' moths". The White Phoenix is an example of spiritcaller's win condition. It causes powerful attack reduction against enemy minions. If this fallows a Bladed Spiritcaller, you're in some serious trouble. Just make sure you got Shadow Word: Horror ready somewhere. That, or pray. fudgin' moths.

     

    And that's basically it. Thanks to everyone above for giving me a few ideas on what-in-the-world I'm supposed to do. This is just a sliver of the many great ideas I have for the class. Moonglow Moth Zoo is just one of many archetypes that are possible for this class. I know that I'm not the best card creator out there but I hope you (the reader) enjoyed this insultingly annoying yet frustratingly powerful class. Thanks for reading, and I hope you vote for me!

     

    fudgin' moths

    Posted in: Fan Creations
  • 0

    posted a message on New Comer Design Duel #4

    It's pretty hard to choose, although I voted #1 since it was slightly more flavorful. I've seen versions of #2, Arcane Gaurdian, like everywhere.

    Posted in: Fan Creations
  • 1

    posted a message on Best Possible Turn One in Wild

    Hi, so I was just wondering the best possible turn one is in Wild.

    RULES:

    • You are going first.
    • You have four cards in your hand
    • Your opponent also has four (One of which is a coin) in hand
    • You only have on full mana crystal.
    • You control every single possible RNG scenario
    • Both players cannot concede
    • There is no time limit
    • The game is in wild, any collectable card is usable
    • Normal deck building rules
      • Up to two of each non-legendary
      • Up to one legendary

    My Example:

    Cards in hand:

    1. Swashburglar
    2. Shadowstep
    3. Preparation
    4. Burgle

    Play Swashburglar against druid, for an Innervate. Then Shadowstep Swashburglar and play Swashburglar for (0) into another Innervate. Then they play Preparation into Burgle for Raven Idol and Innervate. Then they Raven Idol into Swashburglar. Then the Swashburglar gets an Innervate for one hell of a turn one 23/23 Edwin VanCleef.

    Results

    1. Two 1/1 Swashbuckler are in play
    2. A 23/23 Edwin VanCleef is in play
    3. You have cast 8 spells, and 3 minions this game. (Possible Yogg Synnergy)

    Update: I was wrong. Edwin VanCleef doesn't come out of my a$$. Shite. Uhh.... Halp?

    Posted in: General Discussion
  • 0

    posted a message on Veteran Design Duel #2

    Forest Scout is OP everywhere. Is it even possible to make a card that you can ONLY get in arena, and not in card packs?

    Since the prompt is solely about arena, #2 gets my vote. (Also, I love mounted Tallstriders concept.)

    Posted in: Fan Creations
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    posted a message on THE Elementalist (A Fan-made Class Revolving Around The Four Wow Elements: Fire, Water, Earth and Air) [INCOMPLETE]

    Currently in stasis. Finals are coming up for me, I need to study...

    Posted in: Fan Creations
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    posted a message on Counter that card!

    Thank you Shadow Bolt for the free coin. That doesn't even kill my Burgly Bully.

    Posted in: Card Discussion
  • 1

    posted a message on Weekly Card Design Competition - Feedback

     

    Quote from nurgling13 >>
    Quote from Asylum_Rhapsody >>
    Quote from nurgling13 >>
    This isn't my fault.

    I did imply that it was your fault. Please, nurgling, I like that you're so passionate about the competitions, but not everything is an insult to you. I literally said that the responsibility was on me and us moderators to better determine how to adjudicate that theme concept.

    I like that you bring up the N'Zoth Shaman mini-comp because it was actually run almost the same way. A N'Zoth Shaman deck was the premise of the competition, but the actual restriction was just Shaman Deathrattle minions, and when it came to the final poll, some entries made it as finalists that would not have been great in a N'Zoth Shaman deck, and that was discussed. We didn't just have the restrictions be "something that would improve N'Zoth Shaman" because that could have been almost anything. A card like Unearthed Raptor, for example, is great in/for N'Zoth decks despite not having Deathrattle. Hell, even cards that don't interact with Deathrattle at all can be argued to be very good for N'Zoth decks, like Redemption or Void Terror. But the more interpretive allowances we make for what might "fit a deck", the more difficult that becomes for us to judge. That's why the N'Zoth Shaman theme's only restrictions in practice were to be a Shaman Deathrattle minion, and that's why the Beast Druid theme in practice became Druid Beasts or specific Beast synergy.

    I cannot stress enough, people have really not liked when restrictions were not straightforward to understand. When restrictions are up to broad interpretation (and deck archetypes are open to broad interpretation), we run into trouble. We can't get around this. "Make themes better, more clearly defined" was a common criticism earlier in our competitions. It's up to us as moderators to figure out how best to do that while still delivering themes that are fun and different every week and that well enough match the intentions of the winners that selected the themes. It is a balancing act, and we will naturally occasionally stumble and learn and make adjustments.

    Now to address some other stuff...

    As far as when we advertise competitions, the finalist poll phase still seems like the best option because, well, as card creators, showing off our creations to a big audience is kind of what we strive for, and as far as showing what our competitions have to offer, showing off the competition finalists is what I think gets folks interested because those are most often the best, most exciting, most inspiring cards. Advertising mainly during submission means that we get flooded with lower-quality submissions and also means that it's mostly only cards on the first page that people look at. We've not tried advertising solely during up-voting, but that'd run into the same problem that then it'd be mostly first-age cards that would get the glory; and on the flip side, it'd be mostly them that folks would have to judge our competitions in general by, which I do not believe is best.

    And, if the goal is to stop another Pepe, I don't see any reason to believe that this would accomplish that. After all, Pepe was a finalist because it got up-voted, even when we didn't advertise up-voting, so I don't see how having a bigger flood of "more uninformed" upvoters would help. It seems to me that up-voting not being advertised and thus more dedicated participants doing must of the up-voting means they get to be the gatekeepers to what makes it into the finals to begin with. And an overwhelming amount of the time, this has worked.

    The last possibility would be to advertise only after the competition is over just by showing off the winner and/or to advertise during the discussion preview before submissions open, when there's no way for visitors to participate and nothing for them to even really see, so I think we can agree that's not a great idea.

    Speaking of the Preview Discussions and Submission Topic delay...

    How are folks liking those? I think those turned out very well.

    When you say it's up to you mods to better adjudicate the theme concepts, that implies that there was something wrong with my theme, and thus, it was my fault. 
    And the issue was not that the theme was poorly defined. There was lots of discussion in the Finals Topic about whether cards like Mammoth Cub fit the theme. I would have been disappointed if that one had won, but people made valid, informed points about it. The problem is the people who don't care about the theme and don't read it at all. 
    And showing off the finalists to a wider audience should not be the goal if it means we're going to pick undeserving winners because it brings in people who don't care about the themes and don't read them. If there is a conflict between reaching a wider audience and picking more deserving winners, as there is now, we should lean towards the latter. It's not so much showing off the winners of the competition right now as much as letter the front page news readers pick the winners, which minimizes the effort of those who frequent the discussion forums and actually debate the theme.
    Also, it isn't correct to say that changing how this is advertised wouldn't affect things because Pepe was upvoted in the submissions phase. As we know from experience, people vote differently in the submissions and Finals. How many times have people said something along the lines of "Yeah, I voted for this card because it was funny/cute/interesting, but now that it's in the Finals, I don't want it to win." 
     

    Hi. I'm not a good hearthstone card-maker, or a high-level hearthstone player. Honestly, I kind of suck at both, seeing how I only made finalist ONCE (and placed 7th), and only occasionally peak rank 10. I think that you should make allow at most one token, and ban anything that doesn't fit the theme well. For example, cards that promote token druid in the beast druid competition should be deleted. Anything overpowered should be deleted. Any troll/meme/pepe cards should be deleted (But not cards with puns). I think these competitions should be filled with having outside-the-box ideas. Ideas that makes one think "Ohhh... why didn't I think of that mechanic?".

    In addition, I didn't like all of the token-based themes, where people made three or four different cards. The "hero" one and the keyword ones really didn't feel like a "CARD" competition. It got rid of one's attention on a certain concept. I mean the keyword competition had so many different cards, that it was impossible to keep track of them. (Nobody noticed, but one of my cards was  Lotus Assassin, but with different stats, before it was released/spoiled)

    That's just me. Please don't kill me. I have a life. kind of.

    Posted in: Fan Creations
  • 1

    posted a message on WCDC Season 4 Finale - Mini Comp #6 (Submission)

    "My manical metal elemental makes Mekgineer's many mechanical mechs mental.

     

    Wow. This guy's only second to Annoy-o-Tron! This card helps bring back aggro mech decks, despite GvG rotating out of standard. Alone, it can probably bring great value, especially to cards like Harvest Golem, Clockwork Gnome, Annoy-o-Tron, and other cheap, easily sacrificial mechs. In addition, it gives mechs more survivability to compete in the current meta. Now, these guys don't instantly die to AoE!

    Posted in: Fan Creations
  • 0

    posted a message on WCDC Season 4 Finale - Mini Comp #4 (Submission)

    Molten Giant

    This card benefits if your hero is at low or high health. Obviously, it's not as powerful as Molten Giant high health, but hey. Who doesn't want a massive attackless body that can be "Inner Fire"d up? Just as long as Molting Molten Giant doesn't become silenced...

    Step One to Hatching a Molten Giant: Learn Tongue Twisters

    Posted in: Fan Creations
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    posted a message on WCDC Season 4 Finale - Mini Comp #3 (Submission)

    N'Zoth can be cast again! As long as you play a random Dusk Boar early in the game. I feel this can generate powerful value, preventing AoE to counter N'Zoth's powerful battlecry.

    This can also work with other 10-cost minions, but at a reduced affect. Note that it may return an ENEMY 10-cost minion. Its random :P hehe.

    Posted in: Fan Creations
  • 0

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    Blizzard can probably confirm this.

    On 12/1 I've opened 20 packs

    On 12/2 I've opened 10 more

    That is 30 packs of MSG so far.

    Legendary's I've gotten so far: ABSOLUTELY NOTHING

    Epics so far: 2 (BOTH WERE Defias Cleaner, which is absolutely useless!!!)

    Golden cards: One golden rare, one golden common

    I haven't received a single legendary in 50+ packs (Before Gadgetzan). Who the hell keeps saying how often legendaries appear in MSG???

    Posted in: General Discussion
  • 0

    posted a message on How many Compensation packs are YOU getting?

    12 packs opened. 0 epics. 0 legendaries. I hope the 4 packs get me at least an epic. Why do people keep claiming legendaries??????

    Posted in: General Discussion
  • 0

    posted a message on WCDC Season 4 Finale - Mini Comp #2 (Submission)

     

    Strictly worse than Colderra Drake due to the one less attack, and lack of dragon synnergy. Could be powerful in a OTK Inspire + Raza the Chained deck.

    Posted in: Fan Creations
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