• 1

    posted a message on Weekly Card Design Competition #26 - FINAL POLL

    Glad to see I made it to the finals again! :) Several very interesting cards this week. I gave my vote this week to Voodoo Doll, Gnome Warrior and Sentry Totem. Those 3 cards really stood out for me! Great job :D

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #26 - Discussion Topic
    Quote from TheMordeus jump

    I had another idea for the contest...

    Not really sure about the graphics yet :P

    So this is basically a Hunter Nerubian egg, that if you can trigger it on your own turn, could prove really valuable. I have been pondering the Health value. By giving it 2 Health, it is pretty easy to crack open. Any more health, and it might not be that attractive anymore. Just like the nerubian egg, you want to make your opponent think twice before popping any AoE. However, since the beast summoned gains charge, your opponent might actually prefer to kill the cage himself. You never know what might pop out!

    How do you feel about the balancing? And is it interessting enough to include in a hunter deck?

     

    I like the idea! I did a quick check and average mana cost for a beast is 3.6 mana. In comparison Nerubian Egg summons 3 mana 4/4. On the other hand think about the scenario of coining in the cage turn 1 and destroying it with arcane shot the turn 2 and summoning in Gazh'zilla, King Krush or Malorne. Game is over there. I would suggest increasing either health and/or mana cost by one and removing the charge. :)

    Posted in: Fan Creations
  • 12

    posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]

    Flavor text: Some totems are known to be exceptionally charming.

    A shaman version of Shadow Madness and Cabal Shadow Priest.

    Good synergy with Totemic Might and other Health increasing cards. Can be also comboed with Earth Shock or Recombobulator to gain permanent control of the card. On the downside for balancing purpose the stats itself are very poor and the card is vulnerable against even smallest spells and minions and activating the effect once (without hero power cost reducing cards) costs 6 mana. In addition Charm Totem targets a random valid minion meaning you might end up stealing something worthless you didn't want. Still a great addition in making a totem shaman a thing! :)

    For lore info, this is the totem the Time-Lost Controllers in Sethekk Halls in World of Warcraft summon to mind control players!

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #25 - Discussion Topic

     

    Quote from Dracossack jump

    Do people like or dislike the idea of a negative Enrage effect?

    I think negative Enrage effects might be less expected and therefore turn out to be positive surprises. Depending about the effect of course. :)

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #24: Discussion Topic
    Quote from GoToTheSatan jump

     Here is my card: 

    Not sure if it's OP or not. If this card is added to the game, you can put a max. of 8 Druids in a deck, but Druid of the Fang will most likely never be played. And then you still need to draw into them, but if you this card and another Druid, you can get turn 1 Malorne with Coin and (double) Innervate...

    I think the mana cost of this one should be 6. Druid of the Fang, for example, is 5 mana 4/4 that transforms into a 7/7 if you have a beast on board. The requirement to hold a druid is much easier to fulfill than the previous one. In addition Malorne also have an useful Deathrattle. Even with mana cost 7 this minion could still be useful, because it allows you to transform 2 Druids of the Antler into Malornes, dodging the 1 legendary minion limit.

    Posted in: Fan Creations
  • 27

    posted a message on Weekly Card Design Competition #24: Submission Topic [Closed]

    Flavor Text: And you thought Hunter traps were the worst...

    Could do well in demon lock decks. Provides a demon version of Nerubian but is aswell at the risk of getting killed without the effect triggering because it requires the Disguised Imp survives the damage.

    Posted in: Fan Creations
  • 3

    posted a message on Weekly Card Design Competition #23 - FINAL POLL

    Oooh, seems after several hits and misses my entry finally took the cake! :D Thank a lot everyone who voted! And thanks for your review BerserkMidget!! :D Waiting for the review is actually more exciting than getting in to the finals in my opinion. Was afraid this week's contest would have hard time to get creative enough entries but luckily I was wrong. Good job everyone! :)

    Posted in: Fan Creations
  • 25

    posted a message on Weekly Card Design Competition #23: Submission Topic - New rule and new qualifying system!

    Flavor Text: Sometimes you just can't get rid of the stalkers...

    Allows a new kind of mechanic that will eventually fill the board with Nexus Stalkers. Can be comboed perfectly with token cards like Imp Master, Imp Gang Boss, Violet Teacher, Force of Nature and so on. Works also well with paladin's and shaman's hero powers. On the other hand the effect will backfire next to the big minions.

    The transform effect will get rid of any enchantments, buffs or debuffs the transformed minion had. In addition the health will get set to 2 like with Recombobulator. Obviously the new Nexus Stalkers will also have the same transform deathrattle.

    A great synergy with token cards that currently lack the proper comboes. :D

     

     

    Posted in: Fan Creations
  • 6

    posted a message on Weekly Card Design Competition #22: Submission Topic

    Artwork by Nibelwolf

    Blackwater Pirates are lorewise enemies of the Bloodsail Pirates. This fella will work both as a basic minion and as an anti-pirate minion but also synergy situationally with other pirates.

    Note that the battlecry can only target minions unlike Fire Elemental's and Blackwing Corruptor's abilities, meaning the effect has a chance to backfire same way as with Big Game Hunter if opponent's board lacks the valid targets.

    Lore:

    Headed by Baron Revilgaz, the Blackwater Raiders are a loose affiliation of pirates, privateers, and traders that operate out of Booty Bay. They are closely tied to the Goblin Steamwheedle Cartel and handle most of their trade. The Blackwater Raiders are arch-rivals of the Bloodsail Buccaneers, another pirate group that vies for control of Stranglethorn Vale. They have sometimes been known to attack villages, which have been forced to defend themselves to protect the settlement.

     

     

    Posted in: Fan Creations
  • 4

    posted a message on Weekly Card Design Competition #21: Finalist Poll Topic

    My opinion is the joke entries should not be qualified for the finals and not even counted towards the total amount of votes given. They affect so much to the overall voting score and the page score where the page position already favours some cards way over the others. In addition they cause that the other entries on the pages containing a joke entry will get scaled down way too much. This really discourages to create a proper entry when you have to plan do you want to submit your entry on a specific page with a joke card which is way more likely to get into the final.

    Posted in: Fan Creations
  • 1

    posted a message on Class Creation Competition Phase I - Discussion Topic

    Hey!

    Really happy to see a contest like this going on. Submitted my own class idea last night! Also some really cool hero concepts around already. Spent a good while scrolling them all through!

    I fear that there is going to be 2 future big issues with this otherwise awesome contest.

    The first thing I'm concerned about is the lack of artwork available for some ideas. Obviously demon, undead and already existing classes have plenty of artwork to choose from but I fear when the contest goes on, finding enough good quality artwork might turn into a problem. Actually the minimal amount of artwork is a reason why some class ideas working on theory level had to be buried from the start. Will see how this problem evolves!

    The second problem is the amount of posts on a page. The already existing issue with card designing contest is that entry positioning matters a lot. The cards on first pages and on top of the pages are more likely to get viewed and the cards on the bottom of the pages are least likely to get viewed. The issue is even bigger with this contest when the pages got 20 posts and almost all of them are hero concept posts. Scrolling all the way to the bottom of the page takes ages and is even frustrating on a tablet computer.

    My suggestion is to either reduce the image size even more for this contest or halves the amount of posts for one submission page. Currently the risk is that the bottom entries will get completely ignored if people don't feel like scrolling through the entire page.

    Anyway, good luck everyone and keep going! Hoping to see even more awesome entries!! :D

    Posted in: Fan Creations
  • 9

    posted a message on Class Creation Competition Phase I - Submission Topic [Ended]

    Hey! :)

    Here's my submission:

    Insectoid

     

    Hero:

     

    The Prophet Skeram is an important religious leader in Ahn'Qiraj, and author of The Prophecy of C'Thun. Now he has joined into Heroes of Warcraft and aims to combine all the ancient, shattered Insectoid races together and conquer Hearthstone. The Insectoids shall rule again!

    Intro: I will hurry your death.

    Greetings: Be greeted.

    Thanks: I thank you.

    Well played: Good work.

    Sorry: I grieve for you.

    Oops: Aberration.

    Threaten: Your dying screams will fill the air!

    Class Summary:

    My race/class is Insectoid and contains Aqirs, Nerubians, Qirajis, Silithids and Mantids. The class is designed to work both as an aggro and as a control deck where the quantity is power and you aim to overwhelm the board. The future cards will focus to summon in minion tokens together with the minion cards and give a proper feeling of an Insectoid nest. The minion cards will be versative but rather fragile. In addition the spells will focus to create or add new minions on board or destroy or manipulate the enemy minions but will have very few ways to damage the enemy hero directly meaning you are NOT going to see Freeze Mage kind cheap spell combo match finishers but more of Savage Roar and Bloodlust kind minion CARNAGE!

    Hero power:

    The Insectoid Hero Power is Sting. It allows giving any character +1 attack until the end of the turn. The attack can be given to Heroes, friendly minions or enemy minions. Giving +1 attack to an enemy minion can be comboed with existing cards like Big Game Hunter.

    More natural choice is giving +1 attack to friendly minions. The existing example that would benefit from the effect is for example Nerubian Egg.

    Example Cards:

    My first card is also made to benefit from gaining +1 attack and more cards like this are expected to be seen:

    Insectoid version of Acolyte of Pain. Doesn't do anything at all alone but will provide great synergy with minion buffing abilities the supportive Insectoids are going to have and with Skeram's hero power.

    Insectoids are going to introduce 2 new abilities in game. The first one of them is Agility:

    Agility:

    "When attacking, this minion deals damage first." Practically Hearthstone version of MTG's First Strike except this one works only when you are attacking. When you attack, you will deal the damage first and if it's enough to kill the opponent minion, you character will avoid taking damage itself. This will be key mechanic how otherwise fragile Insectoids are going to defend themselves and it is going to benefit from Skeram's Hero Power when the Insectoid with Agility gains that one extra attack it needs to take down an enemy minion.

    The second new ability is Crystallize which will cause the condition called Crystallized:

    Crystallize:

    "The minion cannot attack. When taking damage, ignore it and remove Crystallize."

    The ability will work similar to Divine Shield but in addition it will prevent the minion from attacking similar to Frozen status. Do note that any minion abilities below the Crystallize effect will still trigger. Insectoid cards and spells are going to use this effect as both a buff to friendly minions and as a debuff to enemy minions. For example the incoming massive Kunchongs will be abusing this ability as their defence but Mantid Amberweavers might focus to Crystallize their enemies into amber instead!

    The card I'm introducing will be a low cost Insectoid that shows how to use the effect as both a buff and a debuff:

    This card can use the effect to work like Divine Shield but it can also lock down an enemy minion for a turn similar to Freezing effect.

     

    That's it! Thanks for your time reading it through! :)

    I think the Insectoid class will both combine something from the old classes but also create something new and require old classes to modify their decks against Skeram's army!

    Prepare for the Insectoid!

    Posted in: Fan Creations
  • 0

    posted a message on Strife's Legend Paladin

    Paladin is my least favourite class but have had really good results with this deck. It works well against both aggro and control decks and got answers to almost every situation. Really solid, nice deck! :)

    Posted in: Strife's Legend Paladin
  • 37

    posted a message on Weekly Card Design Competition #21: Submission Topic

    Flavor Text: If he was 15 pound more, he would be worth an achievement. Size matters after all.

    7 mana.

    7 Health.

    The number 7 in the name.

     

    Small lore info:

    7 Pound Lobster can be obtained by fishing from, for example, Swamp of Sorrows but does not count towards any achievements unlike his 22 pound cousin.

    Posted in: Fan Creations
  • 24

    posted a message on Weekly Design Competition #19 - [Ended]

    Flavor Text: Sometimes unskilled constuctors are surprisingly skilled in deconstructing.

    A hard counter against Mech heavy decks on its own.

    Could also provide synergy with  Archmage Antonidas, Gadgetzan Auctioneer and Gazlowe making the Control-type Mech decks viable. Goblin synergy o/

    Posted in: Fan Creations
  • To post a comment, please login or register a new account.