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    posted a message on Weekly Card Design Competition 5.10 - Submission Topic

     

    Art credit: atryl

    Flavor text: Why did anyone think swimming in the tar pits was a good idea, anyway?

    Simplified somewhat from my original Obvious Ooze, which ironically had some very non-obvious rules interactions with Auto-Attack and required a wordy feature that was almost, but not quite, Poisonous. This has a number of lines of play associated with it (and available against it), but uses more "normal" concepts. Also, thematically updated to be at home in Un'goro.

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.10 - Discussion Topic

    Yes, but Obvious Ooze can't use Poisonous, because of how Auto-Attack works (specifically, it doesn't do damage back).

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 5.10 - Discussion Topic

    Something of a control engine here. Potentially needs to cost 5, but if it is restricted too heavily to late game, becomes a poor solution to aggro. Note that non-opposite creatures can attack it normally (sacrificially) which will quickly kill it before the Auto-Attack shenanigans even happen. Weapon attacks and spells obviously end it in short order. That said, in a best case situation, this trades 4-1, which is admittedly a concern. Balance thoughts? Am I being too clever here?

    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition 5.09 - Discussion Topic

    Doing my part to give bullet point feedback. Not that it likely means much, since my own submission is unloved. Note that I'm declining to offer feedback on quests. We do not know enough to make intelligent comparisons about them. We don't even know the canon Paladin one!

    Page 1

    • Maelstrom Dragon: Fine card, seems out of place for paladin, which doesn't do elemental flavored effects nor board sweeps. This is a Shaman card.
    • Abraxas the Argent Dragon: Defensive play in the late mid game, which I gather is out of favor. Similar role to my card, but goes about costing / effect pacing differently.
    • Mother of Dragons: Nontargeted spell immunity is clever. The blatant GoT flavor isn't cool, though.
    • Wyvernstride Dragoon: Strong early play. Weapon synergy. Limited form of Charge on the weapon prevents grotesque OTK. seems good.
    • Wyrmrest Knight: Feels slow. You have to win the Joust, then draw into the discount card. I never thought I'd say this, but I wish this effect was Inspire instead (note that it would have diminishing returns as you hit the same card).
    • Holy Serpent: Infinite value, auto completes IYHAD effects, but 1 Health keeps it under control? Excellent.
    • Viperus, the Dragon Paladin: Win more card. Needs a really strong board state to avoid being blank, then turns you into Justice Warrior? Pass.
    • Kidnap the Princess: Despite evidence to the contrary, unilateral mind control is supposed to be a Priest exclusive. This is also 4 mana discounted from the Priest base staple. Just too good and too far off the color wheel.
    • Neltharion, Redeemed: Ignore the Aspects flavor. This is 5 2/2s for 10 mana, plus Ysera Dream cards. That's probably fine with different fluff, but 2/2 Dragon Aspects is too weird for me to back.
    • Dragonsword: Hand buffing weapon? Sure. I wonder if the wording wouldn't be "each Dragon" rather than "all Dragons", but seems fine enough.
    • Snack Time!: Buffs are disfavored in the meta, but my problem is really that feeding your squire to random dragons on purpose doesn't feel like a paladin effect.
    • Hallowing of Draenor: Had prepped a long discussion of this math. Deleted it, because no one wants that. 9 times out of 10, this is far inferior to Emperor Thaurissan. Needed better ability to live a turn. Or something.
    • Nightbane Giant: Not flashy,but fits with the rest of the giants. I wonder if most games will see enough Dragons to lower his cost to the point where blank stats are worth the play, though?
    • Death Breath: Seems appropriate for paladin Secret. Plays off the tribe. Retribution flavor. I like this one.
    • Rebuke: Feels like it encroaches too much on Mage themes. Probably too strong an effect as written for the Secret cost slot.
    • Dragon Muse: I don't think this text works as written. That aside, not really any dragon synergy, and silly broken if you drop a hand of super cheap sploof after casting.

    Page 2

    • Dragonkeeper: Seems okay in zoo, but slots there for non Tribal minions are limited, and I'm not sure this would make the cut.
    • Swift Whelp: In a faster Tribe, broken. For Dragons, forces some needed board presence early. Mandatory play is a drawback in some cases. I like this.
    • Vial of the Sands: Much text to make a random minion in hand gain the Dragon Tribe. Too complex as written, and a weak effect anyway.
    • Purify with Dragonfire: Even a Faerie Dragon makes this so 3 to all enemies, including face. Horrifying with bigger targets. Simply too strong.
    • Sunwalker Dezco: Not submitted with a paladin frame. :(
    • Fist of Wrathion: Interesting, but feels too slow. Is this your T5 drop, after you have likely drawn at least a couple of the primary targets? I think with a different stat line and a 3 cost, this would have a future.
    • Dragonscale Warden: I think the wording gets you one 4/4 with DS + one 4/4 without DS, and I think that's still too good for 5 mana.
    • Alexstrasza, Life-Giver: Seems in theme, decent costing, gives you back 6 and cleans up nonlethal damage on your other big dragons. I have no problem with this.
    • Time Will Tell: Global board Adapt feels more like a Druid or Shaman approach. Paladin theme might hit hand or might hit one or more targets via Secret. 
    • Hidden Hatchery: I like Death Breath on page 1 better, unless we assume some more Dragon support gets printed. For better or worse, this easily is a board filler.
    • Nozdormu, Lord of Time: I think the full cycle is too slow for an already slow Tribe. But my real problem is that I think this is best without other Dragons in something like N'Zoth paladin, and that's a problem for meeting the weekly theme.
    • By the Holy Flight: I don't have any concrete objections here, but this just doesn't feel like it would make a cut.
    • Gimnir of the Wyrmrest: I can't imagine this living long, but providing cover to your deck engine is welcome.
    • Keeper of the Sanctum: Justicar makes the HP two 1/1s. This is one 2/2, which is arguably better. I think it should replace the power rather than add to it (also, adding to it is a rules mess in combination with other ways to swap out your power).
    • Unlikely Allies: Love the concept. But I'm concerned that murloc paladin will run a small number of dragons and use this to tutor up the whole toolbox. For that matter, if the only Dragon is Ysera, this says "2 mana: Draw Ysera if you control a murloc", and that feels like it might be too good.

     

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 5.09 - Discussion Topic

    If Zence's submission has gone through more than one cycle, how does that interact with N'Zoth? One card, one of each, or however many cycled? I assume option B, but I'm not quite sure. Regardless, sort of good in a theoretical N'Zoth Pally without dragons, since you'll always trigger the first DR there.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 5.09 - Discussion Topic

    Just registered to jump into this for the first time, and probably made a mess of things. I'm curious, what's the general power level/playability that people shoot for here? A lot of entries seem, well, unrealistically strong (and a couple, on the other hand, are dust fodder).

    I guess I also picked a dragon of the wrong color (Blue), but I guess I felt Paladin Dragons are about what you do, not who you are?

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 5.09 - Submission Topic

    Arcanagos, Unburnt 

    Never attack a Titan-possessed archmage without proper fire protection!

    Dragon Paladin invites comparisons to Dragon Priest. Highlight the difference with a card that would be OP for the other class, but workable here. Paladin has fewer ways to abuse this mechanic (less on demand healing), but might be able to build for it in a pinch. Statline is solid but not special; the goal here is to force suboptimal plays to remove him before giving a chance to threaten with a bubbled board.

    My first time at this. Hopefully I didn't make too much of a cock-up out of it.

    Posted in: Fan Creations
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