Nah control warrior will still be a thing. Fatigue warrior is the deck that's being killed off.
- The_Edel_Bernal
- Card Design Champion
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HammyGrumbleBumble posted a message on New Warlock Card Reveal: Felfire PotionPosted in: NewsYou said you "loved" the name, which because it's past tense, implies that you no longer love it. Thus he asked what happened.
¿Comprende?
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Scarthcaroth posted a message on New Card - Bomb SquadPosted in: Card DiscussionSneaky nerf to Firelands Portal.
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WhiskerWow posted a message on Weekly Card Design Competition #4.16 - Submission TopicTreants are the tauntless, 2-mana version.
It's ALWAYS trees!
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nurgling13 posted a message on Weekly Card Design Competition #4.12 - Discussion TopicPosted in: Fan CreationsQuote from nurgling13 >>Quote from nurgling13 >>Quote from CheeseEatingSurrenderMonkey >>(Rehgar has an above average statline because he costs you a totem and make your Hero Power less versatile)
Are the hero powers alright ?
EDIT: Alternative version of the hero powers:
The stats are weird. I personally dislike cards with 3 or more tokens, but I'm sure the community would vote for it "for the effort you've put into the work".That's a pretty elitist way to dismiss it, and also not based in reality. Looking back at over a year of competitions, cards with tokens almost never win. Stop being such a douche. If you're bored of these competitions, just leave, and stop telling us how lame you think our cards are every week.Well, I'm not a native speaker and couldn't express myself well in most cases (and that's why I often don't write long replies). But I'll try to explain my principles this time (and I hope you could comprehend it in spite of my poor English).First of all, why do I dislike token-heavy designs. The reason is that, cards with tokens are not friendly to new players. When a new player comes into the game, and sees their opponent plays some card like Ysera or Jaraxxus, what would their reaction be? They would absolutely feel confused at what it means - it writes 'Add a Dream card to your opponent's hand', but what is a dream card? They'll never know unless they google it or ask someone who is familiar with the game. The point is, new players will have a hard time when they start to play hearthstone if we have too many cards with lots of tokens. And this is why I'm always begging people to design cards with less or no tokens.Secondly, as a matter of fact, there are lots of interesting designs here every week, and I don't know why you think I'm bored of the competition (In fact, last week I replied 'an interesting week' in the final poll post). I do have some disagreement with how and why the community vote for a card and sometimes it is disappointing to see a card that you've seen plenty of times at other sites winning the final, but there are also interesting cards entering the final (though they don't win it in most cases - but they do win sometimes), and that's why I keep participating in this competition.That's what my point is. Again, my English is not quite well, and I may have misunderstood your words. And I hope you could understand what I wrote - I'm not sure if I've chosen the right vocabularies to express myself.I think you should try writing longer posts like this. It's fine to dislike token-heavy cards, a lot of people here do. But the short post you wrote seemed like you were making a snide remark about how people just do this to unfairly win votes, which isn't true.Also, the very short posts you write in the Final Poll topic often sound dismissive, in part because they are short. Last week, your post seemed sarcastic. You should take the time to write more so you don't come off as elitist. I also find it annoying how you have claimed cards are suspiciously similar to others on other obscure sites on several occasions and said there is nothing original here.The copyright problem is more complicated. You may have known that I've been familiar with several different hearthstone fan creation sites, and I believe most people here haven't read as many cards as I've read. This should have been an advantage for me, but in fact it isn't. Every week, I've have to 'design around' those cards I've seen before - I mean, I'll have to avoid posting the cards which is not my own creation. But that is quite difficult, based on the huge amount of cards I met at all those sites. Sometimes, when a competition starts, I immediately remembered several interesting cards other people made that would fit into the theme, and I absolutely shouldn't submit those cards as my entry. But then, when the final poll comes out, I often see cards that are similar or even identical to what I thought of as soon as the competition starts - and they even win the final (up to now, there are 3 weeks in which such cases happen)! And when people begin to argue, that this card winning the competition has been made by another person before, and that this might be an incidence of plagiarism, the guy who made the card only need to claim that "But I haven't seen that post you mention. This is my original design". Yes, I know that it might also be the truth that the winner of the week is not a visitor of that another site, but it's quite disappointing for people who are a regular visitor or even a friend of the original OP.I'm not blaming the guys who accidentally wrote something identical to other people's work. I'm just complaining the situation. While I have to limit myself in a quite small designing space in order not to copy other's works, some other people could easily find the easiest way to win the final simply because of their ignorance that other people have already made it before.You are creating an artificially small box for yourself. You can create new cards inspired by other people's ideas and that won't be plagiarism. It's for the same reason that no one claims West Side Story is plagiarizing Shakespeare. You can build something new off of someone else's idea and still have it be original. You have an overly strict idea of what plagiarism is. And, yes, when people design simple cards like Rend, more than one person will come up with that same idea independently. -
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nurgling13 posted a message on Weekly Card Design Competition #4.12 [SUBMISSION]The Cost mechanic works really nicely with Coins. This is designed to be a low-Cost, early game steal-card for Rogues. The fact that you need The Coin in your hand means that you either need to go second, or you need a Rogue card like Cutpurse or Tomb Pillager (and Blizzard is probably going to add more cards like this). This is pretty restrictive to play, so you can afford to make an efficient card like this. For 2 mana (using up the Coin is like using another mana) you can steal a 3-Cost minion. I limited it to 3-Cost so that the power level of this wouldn't be game-changing like Mind Control, but also for flavor, since only the cheapest minions can be bribed with a single Coin.
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Boss_of_this_Gym posted a message on HearthPwn Card Design Competition Season 4 - Death and TaxesPosted in: NewsPurify (spell)
Cost: A Priest cardslot
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MarioToast posted a message on Adventure Creation Competition - [PHASE IV SUBMISSION]Posted in: Fan CreationsThe Darkmoon Faire - Wing 3
Intro
Boss 1: Gleok
In order to win, you'll have to defeat all three heads.
Special Cards:
Deck:
- 2x Exotic Beast
- 3x Savage Bite
- 1x Gahz'rilla
- 2x Cobra Shot
- 2x Druid of the Fang
- 2x River Crocolisk
- 2x Captured Jormungar
- 2x Pit Snake
- 2xDevilsaur
- 1xDreadscale
- 1x King Krush
- 2x Savage Roar
- 2x Bite
- 2x Snake Trap
- 2x Scaled Nightmare
- 2x Emerald Drake
Intro:
Turn 1:
Turn 2:
Turn 4:
Turn 6:
Victory:
Reward:
Class Challenge Reward:
Boss 2: Krystal
Special Cards:
Deck:
- 2x Exotic Beast
- 1x Spelleater
- 2x River Crocolisk
- 5xShatter
- 4x Ice Lance
- 2x Oasis Snapjaw
- 2x Emperor Cobra
- 2x Doomsayer
- 2x Frost Nova
- 2x Ice Rager
- 2x Pure Cold
- 2x Giant Sand Worm
- 2x Captured Jormungar
Intro:
Turn 2:
Turn 5:
Victory:
Rewards:
Class Challenge Reward:
Boss 3: Ol' Boomington
Special Cards:
Deck:
- 2x Explosive Duckie
- 2x Fireworks Technician
- 2x Explosive Trap
- 2x Explosive Shot
- 2x Explosive Sheep
- 2x Mad Bomber
- 2x Madder Bomber
- 2x Maddest Bomber (reward for this battle)
- 2x Bomb Lobber
- 2x Force-Tank MAX
- 2x Reckless Rocketeer
- 2x Goblin Blastmage
- 1x Dr. Boom
- 2x Darkbomb
- 2x Lightbomb
- 1x Living Bomb
Intro:
Opening Remark:
Emote Response:
Turn 2:
Turn 3:
Victory:
Rewards:
Class Challenge Reward:
Boss 4: The Darkmoon Rabbit
Special Cards:
Deck:
- 1x Increase Viciousness
- 2x Savage Combatant (in this case, the Inspire effect is constantly triggered)
- 2x Silithid Swarmer
- 2x Kindly Grandmother
- 2x Bite
- 2x Claw
- 2x Feral Rage
- 2x Siphon Soul
- 2x Seal of Light
- 2x Moonglade Portal
- 2x Savagery
- 2x Savage Roar
- 2x Raging Worgen
- 2x Bash
- 1x Druid of the Claw
- 2x Swipe
Intro:
Turn 1:
Turn 2:
Turn 4:
After the rabbit has killed 5 minions:
Turn 5:
Turn 6: (ALL characters take 5 damage as the Ferris wheel runs over them)
Victory:
Rewards:
Class Challenge Reward:
End of the wing:
Wing Reward:
And two other showcase cards:
Next wing: A possessed Silas, an old roller coaster and an angry ghost.
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Spodanaculum posted a message on Weekly Card Design Competition #4.08 [SUBMISSION]Posted in: Fan CreationsClass: Mage
Mode: Arena Only
I thought it would be an interesting idea to have cards exclusively for the arena. The mechanic of this card would activate during your drafting phase and will modify your next selection of cards. Specifically to this card, the next selection of cards will be spells of any rarity.
As always, good luck to everyone in this weeks card design competition.
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Sticking to the Warlock theme of "Powerful with a drawback".
You can only play this minion on turn 4, since it kills itself if you play it on turn 3, and from then on you won't be able to play on-curve. For the price you pay, you get a powerful 5/7 body with taunt on turn 4.
This will make Handlock/Renolock more viable, as they are weak against aggro, and a big turn 4 taunt that can trade against multiple minions of same cost definitely helps.
Update: Lowered attack to 5 and give it taunt.
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Any feedback on this one? Try to see it as a 4 mana 6/7 with a drawback, since you won't ever be able to play him on turn 3.
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Thanks everyone for voting for my card :D
Now I need to think of a theme for future competition, hmm...
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A simple little card that can help you preserve your minion, or steal powerful enemy ones.
Compare with Ancestral Spirit (This one requires you to play the Mana Cost again) and Convert (This one requires to you actually KILL the minion to get it). Hence the low Mana Cost
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A versatile weapon to help Dragon Paladin, it can take out a small minion like Juggler, then transform into something bigger (Hopefully) after you play a Dragon. If situation demands, you can also ignore the transform mechanic and take out 2 small minions instead.