He just doesn't want to die!
- Sillyraptor
- Card Design Champion
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Member for 7 years, 6 months, and 20 days
Last active Wed, May, 5 2021 14:18:05 -
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Shrinkkk posted a message on Weekly Card Design Competition 10.7 - Submission Topic -
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kitox_me posted a message on Nerf Hunter before it's too latePosted in: General Discussionpls ban this guy from HSreplay
he always comes up with the most stupid nerf suggestion based on HS replay
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Skaduush1 posted a message on New Warlock Card - Plot TwistPosted in: NewsOf course you can. You use this with Elekk on board to shuffle your other copies of Elekk and Plot Twist into your deck. Rinse and repeat.
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Kovachut posted a message on Weekly Card Design Competition 7.13 - Submission TopicTokens:
A small card explanation for those, who are interested:
When you hear the rogue class, what is the first thing that comes through your mind? I will tell you mine - shenanigans, some wicked combos, which hit me out of nowhere. They are the masters of maneuvering the content and the size of their hand. Playing against Miracle Rogue will feel even more interesting now.
The strength of this card is that you don't have to build a specific deck and thus you don't have to sacrifice anything, in order to get the value. I purposely designed the tokens as a weaker version of already existing cards, but this doesn't make them less impactful. The big upside is a) that you are getting 2 copies of them, b) they are relatively cheap and thus they provide great synergies with combo cards and the Auctioneer. On the one hand we have heal , which rogues desperately need to survive the late game, on the other - offense (in the form of board control). I thought, that the face damage would be too strong in that class, so I wanted to design something around killing minions.
Also the Mysterious Trickster is Loki, the shape-shifting master and god of trickery and mischief in the Norse Mythology. -
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Kovachut posted a message on Weekly Card Design Competition 7.15 - Submission TopicPosted in: Fan CreationsScrew the museum, this belongs to me.
I have been asking myself what hunters would profit from the most and then the answer just popped up in my head - tempo . The Archaeologist is a slightly worse stated Arathi Weaponsmith with a conditional effect, but it enables better proactive plays. You can use the Fiery War Axe to clear an opponent's minion, while making board presence and threatening future minions (good vs aggro), or to hit the face (control/combo).
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Kovachut posted a message on Weekly Card Design Competition 7.17 - Discussion TopicPosted in: Fan CreationsQuote from Sillyraptor >>Thank you so much for reviewing my cards again. I just wanted to design more and to get people's opinion about them. I still respect your one and I will take acknowledge it before I make the final decision.With a small delay (due to my family using the computer) I will start giving my feedback to all of the users starting with you:
I personally think that the first and the third versions don't present that much of a drawback. You can use the first version to either trigger one of your enrage minions or if you are lucky enough to split the damage evenly, so that no of your minions can die. The third card is a nice stated body w/o a drawback in a control warrior list and also in arena. And not to mention, that the effect isn't that exciting. The 3 damage to your own minions would be more significant, if you made a 4 or a 5 mana card. So I would prefer the second drawback.I won't mind if you replace the taunt with the rush keyword, but the legendary should cost 9 either way. Icehowl is already existing in the game for being an overstated legendary with a purpose of impacting the board only. Ozruk as well (though this one has a condition). Another argument, which I used in my previous posts and some people may have found it to be stupid, but imho we should also take into consideration how popular Spiteful Summoner currently is. I know, that the card itself is the problematic one and it doesn't have anything to do with your card idea, but Spiteful decks are very common and just imagine how you give them yet another high-roll w/o a drawback.If you don't find it to be logical as others did, then ignore it but see the first 2 examples. Some minions are meant to cost 9. -
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Kovachut posted a message on Weekly Card Design Competition 7.17 - Submission TopicPosted in: Fan CreationsMy entry:
*smacking sound*
Your work is never over! Work it harder! Make it better! Do it faster! Make me stronger!Explanation:
So for 2 mana you force your minions to work extra by hurting them severely. In addition they will be more productive and you will gain extra damage out of them.
This is a worse, but a cheaper Bloodlust for warrior. It can be used to give a windfury type of effect to your minions, but not all of them will withstand the damage. So this won't be used in an aggro deck. I would personally use it to desperately squeeze out some damage in tempo ones (synergy with Frothing Berserker) or as a finisher in control decks in a combination with Grommash Hellscream.This can can even be used as a combo piece in an OTK style decks. However since the spell costs 2 mana, you would need Emperor's ticks and a lot of combo pieces in hand, in order to go for the finishing blow. I purposely went this version and not the other one, because I didn't want to make it easy for the OTK decks. Not to mention, that the combo itself can't be executed within the first few turns. It's not your everyday Quest Rogue or Giantlock. Not only that but this one has an additional weakness and this are the taunts. So imho everything regarding this card is balanced. You have a lot of minuses, but at the same time a lot of pluses as well.
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Kovachut posted a message on Weekly Card Design Competition 7.18 - Submission TopicPosted in: Fan CreationsPretty straightforward. It's a 4 mana 5/5, which is split into several bodies (one with Taunt and another with Rush). The 3 pandas resemble the bear family in "Goldilocks and the Three Bears".
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CheeseEtc posted a message on Weekly Card Design Competition 8.18 - Final PollPosted in: Fan Creations -
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Lathy posted a message on Weekly Card Design Competition 8.17 - Submission TopicPosted in: Fan CreationsHe's down for some disco with some left-right dance moves. The wording is not standard wording, but I did it like this for flavor,
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"There's some standard decks, some wild decks" proceed to post all wild decks
Big Brain
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'Just what you need! A giant god infused orc... or a Murloc Tinyfin. That'll work too.'
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I feel like it is way to OP. Compare this to Sherazin, Corpse Flower and Lucentbark one is a weak card with a difficultish recover and the other is a solid taunt with an easier but still tough recover. Granted the cost is up at 8 but consider that all the damage you're taking to recover the minion is then being recouped by throwing this into another minion immediately (which can be done multiple times a turn depending on hand) I would probably set a 'take 5 damage during your turn' so its effect is less polarizing OR remove rush.
Already way too good of stats for a 4 drop, even with it's negative effect and legendary status. I would probably bump it down to a 4/2 or a 3/3 because odds are you don't have a huge minion to clear on turn 4 so dropping this for pure stats on an empty board or controlled board is way too good.
Im a big fan of this card but I see your point that a 1/3 on 1 is a very good card, especially one that can be used in any class and carrying taunt. Maybe drop it to a 1/2?
So after the initial 5 mana equip; it's 1 mana equip a 3/2 weapon on repeat AND get a 1/1 body every time. Just no. This is a MUCH better pre-nerf FWA and TFA. Either the weapon stats needs to be lower, that initial equip needs to be in the range of 7+ or that token minion needs to cost more. I think a good change to consider could be a 4 mana 3/2 weapon that sends a 4 mana 3/2 minion for flavor and stats but that's just my personal preference. If you wanna keep that initial design i'd look at those 3 suggestions.
Not a huge fan of Leech King or Devourer; Tentagryff is super neat and I think that maybe Rush+Lifesteal is a very powerful interaction to be able to have all in one minion (Im looking at you Vicious Scalehide) especially if buffed but this seems to be able to get around it because you're actively sacrificing your deck to be able to have this heal. I Like it!
Just not a fan of this. Doesn't seem in flavor for priest to get rid of healing and take damage repeatedly. to get a large taunt repeatedly is a bit weak even with an easier requirement (ie. Lucentbark) i'd go back to the drawing board, sorry.
Thanks for the feedback! I think N'zoth may be a bit overstated for an effect that pretty much guarantees him and another minion back to hand. Gur'sha is a neat card and idea but it's wording is a bit awkward maybe change it/make the dormant token read 'Destroy a minion to revive; copy the destroyed minions original stats.' because how it read now it'd just revive as a whatever the turn before killed so if I run a minion into a 12/1 that was a 12/12 Gur'sha would come back as a 12/1. If that's what was intended that makes sense but if the prior was intended i'd look at the wording.
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Couple of ideas I had for this week! Mind Bender is another Disruption mechanic for warlock but gives the opponent the same mechanic on death; may be a bit strong but I feel that 4 cost justifies it. Reinforcements! I cannot seem to get the wording right on so this is as close as I can get; so it's a card that can snowball and go out of control but you have to start very low and there is a large possibility that even if you're at 10 or less that you still get a card costing 1-4. I was thinking of limiting it to the basic set but I feel that the small pool will make it better at higher numbers as opposed to the gamble it could be.
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Quest Shaman is really starting to get on my nerves. I feel like every time I go against them they complete by turn 4/5 and have perfect counters whether i'm playing control or aggro. And the Lifesteal fireball to face they get is absolutely ridiculous; Lifedrinker is a busted card and they should have realized that back in Witchwood.
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Absolute first idea I had when reading the prompt. So the idea is that this 'casts' all the spells in your deck in a random manner, similar to pre-nerf yogg it'll stop once it's battlecry is complete, not when the card dies. It may be a bit weak looking at it now as a 7 mana card maybe i'll bump the spell power or lower the cost but I thought this was a neat idea for big spell mage or make a new archetype of Mecha'thun mage that lets you clear your deck except for your hand once you have your win condition. Although also may just be a meme card. I'll probably come up with more ideas but just wanted input on this!
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How important is Subject 9 to this deck? I can only craft Dinotamer or Subject and Dinotamer is a lot better for the highlander.
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I think i'm going to go with this this week. I may need a better name for it if enough people don't like it, I just thought it was fun flavor with the card art.Just read we can't generate tokens with text. I guess that makes this card obsolete. Well back to the drawing board.1
Well he doesn't say that par for par he says "Your wish is my suggestion" and I don't really hear the "California dude-bro" accent, maybe a bit more leaning towards car salesman trying to bag a client. And I think its more fun when cards actually have some fun to them with playing; I like hearing King Phaoris's and other powerful cards entry sounds as much as the next guy, but not every card in the game needs to be super serious, it is a card game after all. I think its fun when cards are drawn to look like something and have voice lines to reflect the card art (Im looking at you Frightened Flunky) its all part of the game. If it really bothers you play without sound on, they're not about to change a voice line any time soon.
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Spell generation on spell generation on a cheap card that can be repeated. Perfect for both mage quests and slightly better than the reward to account for actually taking up deck slots.