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    posted a message on Weekly Card Design Competition 5.19 - Discussion Topic

    Thanks about the wording dude,How about this?,or should a keep him as a 3 Mana 4/4?.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.19 - Discussion Topic

    Well, may as well bump my cards:

    I'm not really sure about the wording of the first card, all feedback is appreciate. A little explication in the spoiler 

    Careless Summoner: The idea here is to give a simple deck disruption, that can help you or screw you according the match up (against aggro, its a pretty bad idea giving them 2 Flame Imp, and against control the may not want to play a minion who deals 3 damage to them), that's why he has a little above average stats.

    Lil' Summoner: Here a just wanted to do a more midrange minion, who, with a bit of luck, could curve a out into a Pit Lord, nothing special.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.19 - Discussion Topic

    Well I have two similar ideas this week:

    Any feedback Its always appreciate. 

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.19 - Discussion Topic
    Quote from HenryXLII >>

    Very first, Very rough idea

     

     

    You should probably copy the text from Brave Archer and Core Rager. Maybe it can go sometime like: "If you hand is empty when you draw this card, add 3 random beasts to it".

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.18 - Submission Topic

    Here is my submission for this week:

    The explication in the spoiler

    The idea here is to allow new players experience with some iconic wild cards, and to give them a taste of the past. And here is the list of mechs in GvG:

    http://www.hearthpwn.com/cards/minion?filter-set=101&filter-race=17&filter-premium=1&display=3

     

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.18 - Discussion Topic
    Quote from Will179 >>

    Ok, try number 2!  Still have to come up with a name and art but thought this was a good placeholder.  Unlike Prince Malchezaar this effect would take place before the mulligan. 

     

     Dude that is a pretty bad card, just by the fact that most deck recipes are bad. I prefer your last idea, you only needed to change the cost from 6 to 2 or 3 and It would have been okay
    Quote from Livienna >>

    Thanks for your help on mine! Decided this could fit well as a Priest spell, especially now with Lyra the Sunshard generating spells that don't start in your deck. Alternate name ideas welcome. I also considered Premonition, Clairvoyance, Psychic Mastery, and Divination. Art can also change.

     

    Thanks for the opinion dude and with the name of your card you could go with Forced Burial or Burial like Zardos said, all around Its a simple but cool effect.
    If any one else has any feedback i would like to hear it

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.18 - Discussion Topic

    I'm not completely sure how to call this card, so if someone has a better idea i'm all ears.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.17 - Submission Topic

    The idea here was to make an early game minion for Ramp Druid, without interacting with the Mana Crystals

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.17 - Discussion Topic

    i came up with these cards after playing around with Quest Druid. I tried to make an early game minion that ramps without interacting with Mana Crystals.

     

    Any opinion is always appreciate , and if somebody thinks of a better name I'll love to hear It.

    (i'm no very creative at naming cards)

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.16 - Submission Topic

    Here is my submission for this week: 

    and the explanation in the spoiler:

    I wanted to use the underused "If you have 12 or less Health, do something", I think that it has a lot of potential. Now, about the card, the most notable comparison would be an activated Master Jouster , so I tried to balance my card around It. I also gave the 6 armor gain, because if you are that close to dying, it won't matter that It gains Taunt and getting that much armor could save you from spell burn.

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.16 - Discussion Topic

    Well I have Two ideas for this week: 

    The first, is the one that i'm more confident with, I started using the body of the Pit Fighter, and I believe that Divine Shield costs around 1 mana so that why it costs 6.Then I tried o balance the second effect around Ornery Direhorn and Shieldmaiden .Because is more difficult to activate it , I made it kinda strong, beside the 12 or less mechanic in Warrior is underused and I really wanted to use it.

    The second one was made because I wanted to use the wording of Meanstreet Marshal in a different way, and i'm no really sure how balanced It is.

    So any toughs?.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.16 - Discussion Topic
    Quote from Dxiled >>

    How does this look?

    Better art for the token would be much appreciated. Also, I will move host over to Imgur when I submit. 

     Looks pretty cool, but shouldn't be the text be "or Destroy one of your Mana Crystal" like Felguard
    also I have some art that you could use dude
     

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.16 - Discussion Topic

     

     

    Quote from Lemondude617 >>

    Here are three ideas I came up with.

    Ritual of Darkness embraces the "Magic" side of Mage and Warlock, but differs from other cards of the fashion in that it discovers not only spells, but minions. Additional flexibility adds 1 cost to this spell.

    Durotar Orc is an interesting idea that I decided to lump into the two "Orc" classes. However, I'm not sure if the stats are too blatantly OP, despite the fact that the downside is...fairly large (Would this be balanced at 6 mana????). Thoughts??? I'm interested in pursuing this sort of mechanic.

    Finally, Arcane Confiner is a strong minion, but I'm not sure if this ability has been utilized before. Interested in what you guys think of it though. Would probably work well with AoE spells, and it's essentially "can't be targeted by single-target removal", which is cool.

    Ritual of Darkness: I like the idea of this card, but only with one big problem: The 7-cost slot of Warlock suck. They only have Cho'gall while Mage has Flamestrike and Firelands Portal, making this card heavily skewed for the Mage.
    Durotar Orc: Good, but not really a Shaman or a Warrior effect.
    Arcane Confiner: Like someone said, good effect but reside in the wrong class.
    Quote from The_Edel_Bernal >>

    My first idea, based on the idea of demon forging people's soul into weapon. There're no cards that represent this currently in HS, most likely due to Warlock isn't suppose to be a weapon class, but combining it with Warrior in this CDC...it just works.

    The weapon is just a vanilla 4/2. Ideally, you want to destroy a small token, or a heavily damaged minion to get the most out of this effect. I hope it's not too plain...?

    If you want to make the destroy a friendly minion mandatory, change the wording to "destroy a friendly minion to equip..."
    Quote from Redqueen >>

    Here is my submission Idea: beast for the Druid and Hunter

     Solas's is insanely strong for six mana. Cabalist's Tome fills your hand for 3 cards and that is without the body and the additional option.
    Repost the two version of my cards that I'm most happy with. Which of these should I submit?
    To address an opinion: I want more decision making process in activating Wrathion's effect and not just making him draw 2 cards, which is why I put him at 3 mana.

     

    I prefer Wrathion, It looks like he would have a bigger impact and I feel that Empowering Light is kinda weak. under power even

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.16 - Discussion Topic
    Quote from thepowrofcheese >>
    Quote from Ragnador >>
    Quote from Toxibrah >>

    Just wanna post this again before i go to sleep.

    Okay... So this is gonna be a long post.

    I considered the artworks for the cards, and this is the results.

    So three different Artpieces, and two different effects. Note that while the effects are different. It is only because i am too lazy to post 2 versions with the same art piece.

    I feel like the armor version is more simple and polished. Whereas the stealth version is more exicting and fits better flavorwise. I might change it to have the conceal effect instead, but that might be too boring.

    I want to note that the main effect of giving your hero stealth is not as broken as it looks. Let me explain.

    The Combo trigger prevents it from being innervated or Prebed out. It is also not useable on a miracle turn, since you have to play it FIRST!

    Secound of all, you won't be able to attack with your weapons, not use damaging spells, since these effects remove the stealth. This is a strong survial tool, but has to be played very carefully to be worth it.

    As of the artpieces, i am leaning towards the one on the left.

     

     

     Well you explained pretty nicely why the stealth version its balanced, so i have to agree with you in that aspect, and that it fits both classes thematically. The only nitpick that i have is the artwork, i think that the middle one looks better. 
    Would damaging spells really remove Stealth from your Hero? I assumed it wouldn't. That makes me feel like it would be more balanced. Rogues need some survivability tool, and it's thematic for Druids as well. If that's the case I agree with the Stealth effect and prefer the first art over the rest.

     

      I Just watched a video where Yogg-Saron, Hope's End casted Conceal , and he kept the stealth after casting more spells. so i think that stealth for heroes would work kinda like that
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 5.16 - Discussion Topic
    Quote from Toxibrah >>

    Just wanna post this again before i go to sleep.

    Okay... So this is gonna be a long post.

    I considered the artworks for the cards, and this is the results.

    So three different Artpieces, and two different effects. Note that while the effects are different. It is only because i am too lazy to post 2 versions with the same art piece.

    I feel like the armor version is more simple and polished. Whereas the stealth version is more exicting and fits better flavorwise. I might change it to have the conceal effect instead, but that might be too boring.

    I want to note that the main effect of giving your hero stealth is not as broken as it looks. Let me explain.

    The Combo trigger prevents it from being innervated or Prebed out. It is also not useable on a miracle turn, since you have to play it FIRST!

    Secound of all, you won't be able to attack with your weapons, not use damaging spells, since these effects remove the stealth. This is a strong survial tool, but has to be played very carefully to be worth it.

    As of the artpieces, i am leaning towards the one on the left.

     

     

     Well you explained pretty nicely why the stealth version its balanced, so i have to agree with you in that aspect, and that it fits both classes thematically. The only nitpick that i have is the artwork, i think that the middle one looks better. 
    Posted in: Fan Creations
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