A 1-drop card that uses the 'prince' mechanic
Next: A card that makes the new shaman weapon worth playing.
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A 1-drop card that uses the 'prince' mechanic
Next: A card that makes the new shaman weapon worth playing.
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Unity is strength.
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So now that all entries are in I'd like to give a review of all the cards.
Before I begin I wanted to point out that maybe the theme of this round wasn't the best. Since it's the first round the overall quality of the cards will be the lowest and designing a balanced and interesting 10 mana spell is hard. It's really easy to make it useless or OP since taking your whole turn without playing a minion is a big disadvantage and many of the entries have this problem. The theme is great but I would have put it in a later round. Nevertheless, let's get started.
You Lookin' at Me? --- I'd say this card falls under the OP category. If your opponent has no board it's basically time warp without being a quest reward and while I don't mind "uninteractive" decks like freeze mage I do mind uninteractive cards. This card makes it so that if your opponent had saved really good answers for your plays he still can't do anything. A balanced example of this would be loatheb, because he has a more specific effect.
Druids, Assemble! --- I like this card. It represents druid's identity of a flexible class really well. You either deal 8 damage to some minions or to the face or you taunt up to save yourself. Very nice.
Curse of Exhaustion --- This one is much worse than the first one. Mage has that as a QUEST REWARD and this is just something you can put twice of in your deck to deal triple damage and draw 2 cards. Very OP.
Bloodpetal Dance --- A very interesting card. It's one of those all in cards where if you do it well you win the game but I feel like replacing your opponent's hand with bloodpetals would be very good for some decks and very bad for others. It recks control decks but aggro or miracle don't care much. Still the idea is great and well executed.
Mass Resurrection --- I feel like the card that this can be compared to the most is N'zoth, where you summon a set of minions that synergizes with your deck. Still N'zoth only works with deathrattles and you can run 2 copies of this card which means that you can have 3 N'zoths in your deck. A bit too much in my opinion but cool design.
Fluxfire Evocation --- Too much value. Mage spells are very good and can clear the board, make you stay alive and burst your opponent. And you would probably gain another copy of it since it's also a mage spells so basically infinite spells till the end of the game.
Divine Intervention --- I wouldn't say this costs 10 mana so it feels kind of forced to meet the restrictions but the idea is very cool and goes well with priest. Also the wording could probably be improved a bit.
Mass Conversion --- This one is pretty OP in my opinion. Let's compare it with Kazakus. He requires you to run no duplicates and gives you a chance of discovering a potion with mass polymorph that costs 10 mana. This is a lot better, doesn't require you to run no duplicates and you can put 2 in your deck. It's a good idea but it's just too much value in a single card.
Gateway to Justice --- Clearly inspired by the warlock quest reward. Now here's the problem, a legendary quest reward can't function in the same way as an epic spell. You could get 2 portals if you think 1 wasn't enough. Plus it creates these weird situations where you don't want to use your hero power so you can summon 9/9 tirions instead of 4/4 silver hand recruits. Very OP.
Mount Up! --- Basically means that if you don't die next turn you win the game. Adding 3 copies of a very valuable card to your hand and reducing their combined cost by 12 is crazy. It probably would make more sense if it costed 8 mana and gave you 2 copies that costed 4 but then it wouldn't be a 10 mana spell. This is what I mean when I say that this theme was hard. This card is cool and well designed but it just doesn't work as a 10 mana spell.
Cataclysm --- Nice board clear for shaman. It could be used as a one of in elemental decks or in control shaman. It's simple and good, and I could actually see it as a card added to the game.
Exodar Portal --- I asume that this gives the minion charge like potion of madness in which case it's quite close to being broken. We all know how unfair charge can be and way most cards that gave minions charge have been nerfed. The other priest cards that work like these one have an attack restrictions so they are not used for going face so even though the idea is not bad I think it's too strong.
I'll review the rest of the cards tomorrow. Gotta get some sleep.
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Ok, time for the rest of the cards to get reviewed.
Mind Reap --- Many people wouldn't like this card since doing anything to your opponent's hand is "forbidden" in hearthstone but I think it's great and the game needs more cards like this one. You need to be ahead on the board if you want to use it and it encourages you to guess what your opponent has in his hand at all times. The reason why there's practically no combo decks in hearthstone and if there's a good one it gets nerfed is that you can't stop them in any way. By adding cards that interact with your opponent's hand you can make combo decks viable and fair since you can have a chance of stopping them.
For Science --- When you see this card your brain goes "Mysterious Challenger" but I think that unlike him this card is not OP. Myisterious Challenger reduces your deck size, costs 4 less, summons a 6/6 and plays secrets that have extreme synergy with one another. I don't think many decks would run this card since you could get screwed by RNG so I'd probably change it so it discovered 5 secrets from any class and then played them. That way you can discover cool synergies with the power of science.
Exigent Recruitment --- Oh boy this one is good. It synergizes with silver hand recruits and inspire and makes you able to do some great combos. Maybe a bit broken if you get the hunter hero power through sir finley and then you play 2 with cost reduction but still I really like it. I don't know why blizzard tossed away the inspired mechanic. The problem with it was that most of the inspire cards where very underwhelming compared to some older cards but they should have kept doing more like with discover. Also the wording needs some tweaking. It should read: "Trigger your Hero Power 7 times. Costs (1) less for each minion that died this turn."
Pet Battles --- This one is really weird and the wording seems off too. Playing it on an empty board is bad unless you get rhino or hyena and playing it when you already have some minions on the board won't cause them to turn into 1/1s which is a bit broken. To fix it I would retext it to "Fill your board with random beasts, then set all minions' attack and health to 1." Still I don't like this card very much due to the large amount of RNG it has.
Spells are Fun --- Yes spells are fun but I don't think many decks would run your card. It's basically a Yogg where you know what spells will be cast but you also lose them from your hand. Besides you don't really want to play fireballs and frostbolts with this since it can hit you as well, secrets are nice but you need to have 4 in your hand in order for it to be worth it and board clears are fine too but you're probably better off just playing the board clear anyways.
Pyroclasm --- Horrible if your opponent has a full board, extremely good if your opponent has 2 5-drops and nearly 2 pyroblasts if your opponent has no minions. I don't think this is good design and the wording is very weird.
Call Demons --- 10 mana do nothing until 3 turns later you draw a succubus. It simply has too low direct impact up to the point where even if it added the demons to your hand it probably wouldn't be played either. If you want an example of a similar card that isn't so underwhelming a while ago I designed Kil'jaeden, a 6/5 for 7 legendary warlock demon that reads "Battlecry: Add a copy of each card you have discarded this game to your hand. They cost (1) less." It impacts the board and you already know what you're going to get and the discount allows you to gain tempo in the following turns.
Primal Infusion --- Really nice card. I love the design on this one since it gives you more reasons to play cards like innervate on the late game and it isn't op as a druid card while it'd be nuts in rogue. One of my favourites so far.
Man this sure takes a lot of time. I'll do the rest a bit later.
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Here's the third and final review.
Last Stand --- Do you like C'thun? Well this is better. Designing cards that rely on the amount of armor you have is tricky since armor can range from 1 or 2 to 50. Shield Slam works because it can't go face but this can go from being underwhelming to killing your opponent. Maybe if it only affected minions like shield slam it would be ok.
Blessing of Titans --- I think this card is too strong. Compare it to anyfin which requires you to play 7 specific murlocs during the game to potencially grant you an OTK later on. Blessing of Titans requires you to have 3 minions on the board and that's it. Even if you don't kill your opponent you gain too many stats. Imagine playing a N'zoth paladin with lots of deathrattles that summon more minions. You play N'zoth and then this the following turn and the game is probably over.
Mind Probe --- This is my own entry so I'll try to explain it a bit more throughly. When trying to design a 10 mana spell I reached the conclusion that one could go in 2 different directions. Either summon a lot of minions (like anyfin) or gain a lot of value. I chose the second route and designed Mind Probe. It's basically an empowered mind vision without the RNG and it creates very interesting situations because you know what your opponent has in his hand but he also knows what you have in yours so you have to play around your own stuff. It also creates crazy situations in mirror matches where your opponent also has this card in his hand. INFINITE VALUE!!!
Earthquake --- Excellent in control shaman and good counter to N'zoth. Probably not too useful against aggro but it's nice and balanced in my opinion.
The Lexicon Demonica --- Very interesting way making Sacrificial Pact useful. You summon 6 demons and if you don't like some you can kill them and gain health. The only problem is that you can put 2 copies in your deck which is a bit too much so I would have made it a legendary spell but still I really like this one.
Army of Shadows --- I can't wait to summon 7 1/1 ragnaros... No but seriously this card is a bit busted and limits design space a lot. It is thrash if you play it on a normal deck and completely broken if you build your deck around it.
Bulk Up! --- Firstly you have to congratulate Shanksyo for being the only person in the tournament to design a common card. To see if this card is balanced I would compare it to pyroblast. If you have 12 or less health it's better and if you don't it's worse so I think it's a nice balanced card.
Iron Bulwark --- Making the card have a cost reduction element was something I thought about when I was trying to design a card for this competition and this entry does this right. The effect is not broken and warrior needs more armor cards on standard now that shield bash is wild. Good card.
Prepare for the Old Ones --- This card does too many things. It summons 10 mana worth of taunt minions that buff your c'thun, gives you 20 armor and buffs your c'thun. I would cut it to summoning the worshippers and gaining 10 armor and still I don't think it's that interesting, really.
Take Flight --- This actually looks like a playable version of explore ungoro. Very nice card to get a value-control druid deck going.
The Black Hand --- Well sure I would love to get 10 0 mana Edwins thank you very much. This is one of the most OP cards in the tournament in my opinion. The idea of adding minions you have already played to your hand is not bad but the fact that it has to cost 10 mana makes it so it has to be crazily overpowered.
Pandora's Box --- I think giving warlocks a way of dealing 12 damage with a single card is not a good idea. PO went to wild for a reason and the fact that you lose 7 health makes it so that this will be used mostly to finish your opponent. Force of Nature - Savage Roar was 14 damage with 2 cards and this deals almost as much damage and only requires 1. A less powerful version that costs less mana and doesn't let the demons go face would be nice but this is just not healthy for the game.
Well, that's all of them. I've already voted for all the cards that I thought where good on the strawpoll and I encourage the other contestants to do the same and not only vote their card since half of the people gets qualified and not many people from outside the tournament are going to vote.
Thanks for reading.
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This card would make Odd Paladin even worse to play against.
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The desgin is not bad, but the card's effect is beyond OP
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Is this a prediction or a card design? either way that is the most balanced card I have ever seen kappa (not to be rude of course! I just love kappa memes)
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Next: Make a omega card (do something when you have 10 mana).
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Flavor Text: You will become my snake's snack!
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The quality of this week is extremely high. I'm loving it.
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Hi everyone! Here is my submission this week. This card is designed for both extreme aggro and control warrior that gives your hero permanent attack. You hero would damage the minions who attack your hero and attack in your turn. If this card combo with Dead Man's Hand , you will become a real warrior!
Also, the side effect of "Destroy your hero power" could be solved by Sulfuras , Death Knight and Sir Finley Mrrgglton .
Please vote for Bristle!
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Here is my submission this week. Thank you very much!
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Here is my submission this week:
Flavor text: Because I am Bat, man.
if you have more than 1 copies of this card, only one card will draw (unless you are using card draw at turn 3) i.e
Mulligan: You may get a Felbat in your starting hand
Turn 1: You may get a Felbat when drawing a card
Turn 2: You may get a Felbat when drawing a card
Turn 3: You are drawing Felbat, If you use other card or hero p Card Name ower, and you have another Felbat in your deck, The card you draw will be Felbat.
This card ensures you have a 3-Cost drop when Turn 3 in the Arena. Which prevent losing early game tempo.
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Next: a Card have Rush and Echo
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Submission of this week:
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Why is it not a demon?
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Here is my submission this week: