• 1

    posted a message on Weekly Card Design Competition 7.09 - Submission Topic

    A big boost to spell Hunter. Would be ok with 3-4 spells in hand, but when played a turn after Rhok'delar , watch out! Thought about making it split among all enemies, but playing 2 of these on an open board with max spells in hand has the possibility of 21 damage, not fun.

    Posted in: Fan Creations
  • 6

    posted a message on Expansion Creation Competition - [Phase I Submission]

    Heart of Ashenvale

    Big changes are afoot in the lands of Ashenvale, as the creatures of the great forest have begun to undergo a dramatic transfiguration. The greatest minds of Azeroth have arrived in tow, attempting to wrap their collective brilliance around the sudden changes of the natural world. But others, those with a more sinister purpose, have begun experiments of their own in order to achieve their nefarious goals…


    While GvG gave us an insight into tinkerers and inventors, and Un’Goro gave us dinosaurs and jungles, Heart of Ashenvale adds even more beasts and more science. This time, it all involves a new mechanic called Metamorphose (the act of undergoing a metamorphosis):

    I view Metamorphose as Evolve – RNG + Time. I love Evolve, and while it has the benefit of being an immediate effect, you aren’t sure what you’re going to get. Plus, true evolution happens over time, same as a metamorphosis. With that in mind, I developed some ideas where over time, you destroy one minion (i.e. a caterpillar) and summon a new one (i.e. a butterfly). Most of my ideas started with a weaker minion that changes into a stronger one(s) for your next turn. Your opponent has the opportunity to destroy the original minion on their turn and if so, nothing happens, this effect is not a Deathrattle. It was also important to have this effect happen at the END of your opponent’s turn, so any newly Metamorphosed minions could attack right away on your turn, otherwise the mechanic would be way too slow. Enjoy the cards!

    Tokens: 

     

    Cocky Technician: To explain how the mechanic works, you could use this on your 1/1 Silverhand Recruit; if it survives past your opponent's turn, it is destroyed and re-summoned as a 4/4 Silverhand Recruit, ready to attack for 4 damage. Similarly, if your opponent had an 8/8 Giant on the board, you could use this effect to turn it into a 4/4 Giant at the end of your turn (since, from the Giant's perspective, it's now the end of your opponent's turn). The minion would be re-summoned with the same card text (i.e. Ysera would still give you that Dream Card, etc, it'd just be a 4/4 version of that minion now). Any Deathrattles would trigger once it's destroyed, so this could be used for some crazy combos I'm sure.

    Monkey Business & Warmbreeze Yeti: It's important to note that any minions that Metamorphose into another minion keep their initial cost (after all, it's the same minion, just a different version of it). However, when multiple minions are summoned, that needn't be the case, and costs should be assigned accordingly.

    Grand Wordsmith Kafka: What good is a Metamorphosis-themed mechanic without Franz the man himself? Hopefully the wording is pretty straight-forward, with this on the board you get the new-and-improved Metamorphosed minions pretty much guaranteed (although perhaps a secret will be used to counter this mechanic, who knows?).

     

    Posted in: Fan Creations
  • 8

    posted a message on Weekly Card Design Competition 5.17 - Submission Topic

    How desperate are you to get rid of that enemy minion? Or will you sacrifice one of your own for the greater good?

    Posted in: Fan Creations
  • 3

    posted a message on Weekly Card Design Competition 5.17 - Discussion Topic

    I think I've got a good idea, but could someone help me with the wording?

    This card could be used to destroy an enemy minion, or one of your own, depending on the situation. I decided to make this a Paladin card because I thought it would work well with Silverhand Recruits (or any cheap Paladin minion), and because they lack a card to remove a single target.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 5.14 - Final Poll

    Right, I know those ones don't stack, but wasn't sure if they were still offered as choices at all after choosing them once. That makes a big difference for your card, in a good, non-OP way. Thanks for clarifying!

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 5.14 - Final Poll
    Quote from Toxibrah >>
    Quote from ZardozSpeaks >>

    Here are my thoughts on the finalists!

    Forest Raider Edwin: This is my least favorite finalist for sure. It seems way too overpowered and it takes away from the Last Kaliadasor paladin quest quite a bit. With so many adapts, you're almost guaranteed to get Stealth or Elusive, plus whatever other buffs you find. It'd be way too difficult to remove.

     That... Strikes me as odd. This card is not even close to the Powerlevel of the existing Van Cleef. I even considered making it a 3 mana card.
    There is several effects that would  not want this card to have. The Deathrattle, Poisonos, Taunt.
    Furthemore, this card does not grow like Edwin does. Not only does it cost an additional mana, but the result for 4-5 adapts are not as great as a 10/12 stated Van cleef. Furthemore the card dosen't have the flexability that the standard Edwin has, where you can play it with 1-3 other cards.
    For 4 adapts the best outcome would look something like. Windfury, +3 attack, Stealth and Divine shield. Would you rather have that than a 10/10 Vancleef?
    Edit: And Hard removal is scares these days. If this was the days of the 3 mana BGH, i would agree with you. 
    Another Edit: Actually yeah, you would rather have it. But the best case scenario is very unlikely, and is more expensive when it fails.
     Perhaps this is more of a general question about Adapt instead of specifically this card, but what happens after you pick your first adapt, say Windfury; can Windfury still be an option to choose from in adaptations 2/3/4? Or, will it automatically remove that choice and you only choose from 9 effects for adapt #2, 8 for #3, etc?
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 5.14 - Final Poll

    Woot woot, back in the finals! Thanks for the feedback on Loatheb, Triabl Bane! I wanted to make a versatile but not OP card, hopefully I achieved that.

    @Toxibrah - I'm glad Forest Raider Edwin made the cut, I upvoted it, very solid and well-balanced card!

    @ZardozSpeaks - I agree that officially adding the term "Tribe" is a little bold. But like you said, with all the different "tribes", I think it's about time to have an official term for it. I admittedly used what Hearthcards uses. The Hearthstone Wiki uses the terms "tribe" and"race", but I don't think "Loatheb, Racial Bane" would be a good name haha.

    @The-Odinson - Finding artwork was not easy! Googling "Fungal Monster" gave me creatures that were too much monster, not enough man. So I found this art under "Swamp Monster". Here's a link to a bigger version of the image, I interpreted all of the circular things on it's chest/shoulders/arms to be mushrooms or fungi: https://www.pinterest.com/durstann/swamp/ I agree, just like the original Loatheb, it can be played around if you have the right cards in hand. That's what I like about this version, it's versatility and strong stats make up for the limited (yet potentially powerful) effect.

    Aside from my own and Forest Raider Edwin, Curator, Despot of Menagerie is one I really like. Such a cool way to get Warlock involved in other tribes/races, and a good play on the original The Curator, all while using a very Warlock-themed effect. Well done!

     

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 5.14 - Discussion Topic

    I think a card like this would come in handy in many, many different situations. Wanted to make it low-cost in case you're dealing with aggro decks, and decent stats so that once the effect wears off, it's still a viable 4-drop minion. Hope you like it!

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 5.14 - Discussion Topic
    Quote from ZorkKnight >>

    How's this fella?

     I like the effect and LOVE the art. Is this meant to be a Battlecry, or just passive effect? Not sure, but you may want to look at Ethereal Peddler for wording.
    Posted in: Fan Creations
  • 12

    posted a message on Weekly Card Design Competition 5.14 - Submission Topic

     

    This is one of my favorite cards I've made. While the flavor is certainly similar to the original Loatheb, having it increase the cost of certain minions is a dramatically different effect than spells, imo. This would be used to screw up Elemental combos, and to slow down Pirates/Murlocs/Demons/Beast decks.

    Posted in: Fan Creations
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