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Nov 25, 2016SideItem posted a message on Weekly Card Design Competition 4.20 - Submission TopicPosted in: Fan Creations
Nov 19, 2016SideItem posted a message on Weekly Card Design Competition #4.19 - Submission TopicPosted in: Fan Creations
Wait, what does 'enchanted' mean, I thought this was just supposed to be just one new keyword?
Good question! The game already has enchantments, although they are not yet referred to explicitly. Any buffs and debuffs that are in the game are considered enchantments. See the Hearthstone Wiki for more info on enchantments. One detail that's expanded on for my cards is that weapons are also allowed to be considered enchanted (the wiki talks solely in terms of minions).
Ok, so how does this keyword work?
Basically it's like the enchantment version of Enrage. If the card is buffed/debuffed it's considered Exalted and gets the benefits that follow the colon. If the enchantment ends, or the card is no longer enchanted or silenced, the benefit ends (much like fully restoring an Enrage minions health ends the effect). So, if you use Abusive Sergeant to give an Exalted minion +2 Attack, it will be Exalted for the rest of the turn and then lose the benefit once the turn ends.
I think I get it. How come you didn't make a card that gave a minion Exalted: something?
Because doing so would basically be like saying "Enchant a minion so that it gets an effect while enchanted" which boils down to "Enchant a minion." While giving a minion Exalted isn't feasible, you could still Discover Exalted minions, trigger if you have an Exalted minion, etc. I just wanted to keep things simple here.
Oct 29, 2016SideItem posted a message on Weekly Card Design Competition #4.16 - Submission TopicPosted in: Fan Creations
Oct 5, 2016SideItem posted a message on Weekly Card Design Competition #4.13 - Discussion TopicPosted in: Fan Creations
My second* idea. Name is currently a placeholder, even though I'm kind of tickled by it. Flavor-wise, I guess the minion that dies is the one who sacrifices itself to stop the damage? Not sure if it's under or over costed.
*My first idea was an effect that dealt one damage to the left most enemy minion, then the second left, then the third left, etc. When it hit the rightmost it would then start over from right to left, like a pendulum swinging back and forth across the line, stopping when a minion died. But even trying to think of how to begin to word that succinctly was giving me a headache.
Sep 7, 2016Posted in: Fan Creations
So I've been mulling over making a new class, and I wanted to do something similar to the Merchant class from the first Class Competition and have spells that dealt with enemies through ways other than "Deal [x] damage." While it's easy to come up with ways to do that with individual enemy minions, I was having trouble coming up with novel ways to counter aggro and destroy all enemies at once.
So far, I've come up with two semi(?)plausible ideas. Let me know what you think, and please let me know if you've come up with something else that could fit. Apologies in advance for the names/art, they were just placeholders.
My first idea isn't really a board clear as much as it is a board shutdown. I don't think I've seen a consensus yet on how much giving an enemy minion "Can't attack" should cost. Initially I had this at a flat (5), but the thought of locking down seven minions at once seemed a bit much. I think a 10-Mana for 7 minions is reasonable?
Not sure if this is under or over-costed, since we don't yet have a vanilla "Destroy all enemy minions" card to compare. Naturalize v. Assassinate seems to say that "Opponent draws two cards" is worth about 4 mana, but as the minions affected go up it gets more likely that they'll burn some of those cards from the deck.
Aug 31, 2016SideItem posted a message on Weekly Card Design Competition #4.08 - Discussion TopicPosted in: Fan Creations
My first idea is to make the Blood Knight of Spell Damage, but I'm not really sure on the wording/if it's a good idea.
I think the first wording scans better, but also feels very OP since it relies on silence (silence against a small subset, but still). The second wording is closer to Blood Knight and would have fun interactions with something like Dalaran Aspirant, but also doesn't scan well (to me).
Aug 24, 2016SideItem posted a message on Weekly Card Design Competition #4.07 - Discussion TopicPosted in: Fan Creations
These were my first ideas, based on something I've been batting around for a bit.
First, a Moat Lurker-y tool to enable combos. Not sure how OP/UP this is, the numbers are more of a rough guesstimate:
If you know a way to cut the wording down to avoid the overlap that'd be very welcome.
My other idea was for a (balanced??) 7/7 for 4:
Aug 12, 2016Posted in: Fan Creations
In most cases this is a (3) 4/3 to heroes and a (3) 2/3 to minions.
However, if you use one turn of Emperor Thaurissan with this + Charge + Abusive Sergeant x2 + Inner Rage x2 + Rampage in hand you end up with a 15/1 charge minion that can hit face for 30. (Edited to add the card links and correct the maths)
Aug 4, 2016Posted in: Fan Creations
Initially I had it worded to give you the unchosen options from any Discover, but the feedback I got in the discussion pointed out that it'd be OP if you could always pay (3) to get all of the options of your last Discover, plus a body. I've changed it to only trigger off your opponent's last Discover. If your opponent runs no Discover cards this is a subpar 3-Drop. Even if they do, it's now usually a gamble for what you'll get.
Aug 3, 2016Posted in: Fan Creations
So would this fit the competitions parameters, since it's based on the last Discover instance? I think this will be one of those week's where I'm constantly questioning whether I grok the rules or not.
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