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    posted a message on [THAT'S SO META!] - Discussion Thread
    Quote from Demonxz95 >>
    Quote from The_Odinson >>
    Quote from ihascorm >>

     Another card idea, this time for warrior

    Now i know what you're thinking, "what card could this be referencing?". Well for those of you dense enough to not know, it's Fiery War Axe. Some of you will still say: "But you say 3/2 weapon, not war axe, blah blah." I understand how it may appear as though I am bending the rules here, but for support i would like to just mention Light's Justice, and how it is equipped by Muster for Battle even though it says 1/4 weapon on the card. It is for this reason that I decided to put 3/2 weapon on the card rather than have it directly name Fiery War Axe. At any rate, I hope you enjoy :)

    That's different. Malkorok equips something completely random from a Molten Blade to a Gorehowl or a Doomhammer, to potentially a Cursed Blade in Wild.
     I know this does something specific. But its the same cost, almost same stats, and similar effect. Maybe change more numbers up so its not as similar. Obviously there is almost no reason to play this compared to Malkorok. I also want to point out Arathi Weaponsmith. I mean this isn't new to Warrior. 
    Posted in: Fan Creations
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    posted a message on [THAT'S SO META!] - Discussion Thread
    Quote from ihascorm >>

     Another card idea, this time for warrior

    Now i know what you're thinking, "what card could this be referencing?". Well for those of you dense enough to not know, it's Fiery War Axe. Some of you will still say: "But you say 3/2 weapon, not war axe, blah blah." I understand how it may appear as though I am bending the rules here, but for support i would like to just mention Light's Justice, and how it is equipped by Muster for Battle even though it says 1/4 weapon on the card. It is for this reason that I decided to put 3/2 weapon on the card rather than have it directly name Fiery War Axe. At any rate, I hope you enjoy :)

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition - Season 5 Finale Poll!
    Quote from Lordinaryus >>
    Quote from Mewdrops >>
    Quote from Lordinaryus >>
    Quote from nurgling13 >>
    Quote from Lordinaryus >>

    Voted for Plated Knuckles, Prof. Charles Darwinsaur, Big Little Tough Guy and Mistweaver Ku. Good luck to you all :)

    Edit: Wow, just noticed Eavesdropper. Voted! Amazing card. I like cards that rewards experienced players. Also I saw the discussion about this card in the whole page 2. If you don't know the sound effects of the cards because you are a new player or you don't play the game with sound on just don't run this card in your deck ! OMFG how is this even punishes new players. There are a lot of powerful 2-drops you know?

    Honestly, the winner should be obviously either Plated Knuckles or Big Little Tough Guy.

    What if you get the card through a random effect? Tough luck? How about people just create cards that don't require arbitrary knowledge that isn't related to gameplay?
     How many times will a new player get this card through random effect? Usually it will be a discover effect so it won't be a problem. Other than that it is a really small chance to happen that wouldn't effect beginner experience at all. Look at Curious Glimmerroot, it is a really fun card to play but not if you don't know the meta or popular cards. I don't see a beginnner player quit hearthstone or complain because he/she can't play this card. Glimmerroot received a nice reaction from the HS community and so will this card if it is implemented in the game. It is nice to have some fun cards like these instead of so many filler useless cards. For beginner experience the problem will only start when there are too many cards like this and currently we have almost none. 
     The difference here is that Glimmeroot rewards meta/deckbuilding knowledge, which is a relevant skill in the card game. Eavesdropper just rewards you for... memorising stuff that, when it really comes down to it, is nothing more than meaningless fluff. Glimmeroot also works fine in situations when you wouldn't be able to use sound (loud, public places, if you're deaf, etc), and there is no situation in which Glimmeroot will not work just like any other HS card. This one, on the other hand...
    It's a neat idea, but it's not good design.
     How is meta/deckbuilding knowledge not memorising stuff? You do realize you have to memorize some staff eventually if you want to be better at the game. For example, if you memorize all cards you will be better at using discovery cards but not very significantly so no punishes for beginners. Same goes for this card.
    If you are deaf or don't use sound effects just don't play this card. If you get it randomly while no sounds on go for the vanilla stats, its effect is not that powerful anyway. 
    Edit: In summary, this card's effect on:
    deaf/no sound on/beginner players = almost neutral
    experienced players = really fun but not much of a game changer 
    so i don't see a problem
     See, that's an issue though. If the effect isn't powerful no one at all will play it. Its not a useful effect, its just a fun effect. If its just fun, then it shouldn't be something that requires a bunch of random knowledge. It should be something that anyone who sees it can play and have fun with. The mechanic is definitely interesting, but it just doesn't have a place in the game. Its not skill testing. Its not for new players/casual players. Its a card that does something we all want to do though, which is have sure information about what our opponent has. We all want cards that let us know more about our opponents deck/hand. The funny thing is, that doesn't even really change that much. You knowing what your opponent has still doesn't often let you stop them from killing you with it. You could know exactly what your opponent is playing and every card they have, and if they are aggro and they have a good hand and you don't the game is over regardless. If you're playing against Freeze Mage and they draw both ice blocks, Alex and all their burn in the first 14-15 cards you are probably going to lose. If you're playing against quest Rogue and they finish quest on turn 4-5 and have Prep to throw it out, you're probably just losing. Information means less than people think because HS isn't that interactive. You can't respond to your opponent or disrupt what they do, so knowing what they have only helps you mildly play around things. HS needs more than increased information to change things.
    Posted in: Fan Creations
  • 1

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    FUCK THIS FUCKING GAME! That is all. 

    Posted in: General Discussion
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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    Ok, one last time. I realized I never posted the Executioner...which probably makes The Enchantress seem way way worse as a normal card. Because its pretty busted.... I know this stuff is kind of all weird and clunky, but I also know that I can't make it too normal. I think there is still plenty of play in the class.

    The Trickster God!

    Class Concept and Hero Power

    So, this Insanity Challenge has really pushed me into a weird space. When I first looked at other players entries I was confused and frustrated by what I was seeing. Hero Powers that don't do anything. Tons and tons of forced synergy. Hyper pushed weird ideas. Then I decided to enter myself and start designing a class. After looking at the rules and starting to think about ideas I too ended up doing the same thing. I instantly knew I wanted to do Loki, a Trickster, a scoundrel, and a manipulator. A guy that puts these crazy plans into motion, lies, cheats and steals whatever advantage he can and isn't afraid to put everything on the line to win. This of course still led me to a do-nothing Hero Power and a bunch of super forced synergy. I eventually decided that I was trying to do everything in 25 cards and a Hero Power. So I pulled things back, and tried to create a Hero Power that while functional, is still more bad than good. The  other idea was still to try and create at least 1 solid idea and a few cards that make it our win condition, while generating some of the oddest versions of removal and minions I could. Anyway, to really understand things, lets just look into the cards.

     Basic Set

     

     Classic Set

     

    Posted in: Fan Creations
  • 3

    posted a message on Weekly Card Design Competition - Season 5 Finale Poll!
    Quote from jokujunahi >>
    Quote from nurgling13 >>
     I can deny it is an interesting idea. It is a stupid idea that wasn't thought out. Your arguments in favor of it are basically apologist hand-waving to pretend it isn't unfair.
     
     The reason I find it interesting is because it is "unfair" as you call it. Like I said, this kind of card would make the player with more experience have more use out of it. And I say it is interesting also because I have never seen similar card in these kinds of polls before.
    It is brand new mechanic instead of same old cards with same key words and stats made to balance the amount of effect out (But there are other cards with similarly new concepts so lets just say this was my personal pick out of them to try to make a discussion) . But alas, I don't want to flood the thread anymore for just one card, so this is my last post on here to let people discuss other candidates too. Have a nice day :)
    #Edit: Just to make it extra clear, I don't think this card would fit HS, I was just noting how the mechanic caught my interest. But there could be some other ways to give more experienced players more ways to show their experience / game knowledge and use it as an advantage other than "math to calculate the chances for certain things to happen" which I am starting to find more and more boring / tiresome as I play the game more. But that is just my personal view of the matter.
     I want to point out, I have been playing since the Beta and I don't know every minions entrance. For one, I'm f2p and I don't own every card, and some cards just aren't regularly played. Second, I don't play with sound. Now, its true, I could find them somewhere else and listen to them and learn them, but that means I have to work at something that shouldn't be relevant to my skill level. This doesn't necessarily reward good players, it rewards players willing to train a specific skill that isn't really related to the actual game. I know it might also be fringe, but it doesn't work for the deaf and could be troublesome for hearing impaired players. On top of that, like other's have pointed out, if you simply can't easily play with sound the card isn't helpful. So it is the sort of card, where if its actually good, its only good for certain players. Its a fun idea, but IDK if its actually a good idea. 
    Posted in: Fan Creations
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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!
    Quote from chemfatigue >>

    Ancient engineer is a Pokémon lol 

    I just really wanted to point that out sorry

     I know its a pokemon, when I was designing the class we had to design a minion with a Pokemon in the art. That is the art/character I chose, so that was entirely intentional.
    Posted in: Fan Creations
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    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    @Shatterstar1998

    Someone should have reviewed this by now. My fault for missing it for some long. To start, I do get part of where you're coming from, but there are some serious issues. Your class, the Waterspeaker, or Jinyu is a somewhat interesting idea. That said, it isn't really at all tied to Naga or Azshara. In fact the Jinyu have had very little contact with the majority of Azeroth. That means you've just taken any water related ideas and just jammed them together without really thinking about how they are really related or what kind of flavor/identity they create. Its not all bad, and I in the end you can do whatever you want. I'm kind of a stickler for lore stuff. Your Keyword is slightly confusing, but also horribly under represented. It shows up on 2 cards, and one of those doesn't have Flow, it just gives it. That makes not sense from a design standpoint. If you want to use Flow you need to to show up way way more. Its true that Enrage is a Warrior keyword, and it barely shows up, but its not class specific and the Neutral minions with it are somewhat meant to be stronger in Warrior. Yours is class specific like Overload, Combo or Choose One -, but those effects show up at least 9 times in their classes Classic set. Not twice. Also, its cool to start pushing Murloc synergy early on, but remember no other class did that. Murlocs and Pirates were meant to be Neutral, if better in certain classes. So making your class the Murloc class isn't really in line with what Blizzard would have done. Its probably fine to do if you do it right, but there are some pretty grievous balance issues. I'll tackle the individual cards in a spoiler.

    Basic Set:
    Deep Sea Murloc - This seems fairly strong, only hitting minions helps though. 

    Water Burst - Fine, though this is one of the few other Basic cards that is already a direct copy. I don't really know if the art works for me. It just looks like purple clouds. I don't get any water besides the frame.

    Water of Empowerment - This idea of buffing your next minion is interesting, but it feels very out of place in Basic to me. We've never seen an effect like it before. Its not overly complex, but its something new players may not always remember or their opponents. Its something you can kind of keep track of, especially for the player using it, but opponents might be confused. Otherwise I think +1/+1 and Taunt is fine for 1 mana.

    Whisper of Azshara - This seems fine. Having to try to plan ahead is a big deal.

    River Crab - Even weird partial cards cost some amount of stats most of the time. Its true that now there are cards that are full value minions that Draw cards, but that is not something that we would have seen in a Basic set. This is power creeped pretty heavily. It needs a stat point shaved off.

    Murl-volve - This I really don't like in Basic. I know Mage's Polymorph is in Basic, but this isn't that. Hell this card is meant to be discovered by players, not just something you kind of give away, plus it creates crazy burst potential because of how huge Old Murk-Eye can be. A Basic card just shouldn't generate Legendary cards. Move this to Classic if you want to keep it around.

    Blessing of Water - Spell Damage buffs are scary. Multiple spell damage cards are scary. Stacking both together is extra scary. I think that yes, realistically the cost is balanced, but the effect is very very dangerous.

    Seduction of Azshara - This is cool actually. I like it a lot, but the from Whisper of Azshara's seems more fitting for this effect.

    Tsunami - Fine. Weird that all your Water based minions take damage from this flavor wise, but I get it balance wise.

    Naga Healer - Ok, again crazy power creep. Darkshire Alchemist was given to Priest specifically to try to help it be better, and it was considered pretty pushed at the time. This is flat better than that, and its in your Basic set. This is better than every other healing minion ever printed and its in your Basic set. That makes no sense to me. Remember, the original base idea for healing values was the twice the mana spend plus 2. So if you spent 1 mana, restore 4, if you spent 2 restore 6, 3 restore 8. This is 5 healing for half a mana. 1 stat point. That is too much. Don't let some of the current crazily pushed cards warp your view of what your Basic set should be. 

    Classic Set:
    Jinyu Champion - The Power Creep continues. I know, this is just a 2/2 for 1 and a 1 mana deal 2 put together. But there's a reason we've never seen that. Its because the value is too high. This is 1 stat point too good no matter how you slice it, especially for Classic.

    Overflow - Again pushed. This is effectively 3 mana, Deal 3, Restore 3 to your Hero, but you get to break it up into multiple cards and use the effects as you need them. 

    Water of Purification - Fine, but the art looks like Lightning to me not water.

    Coldlight Waterspeaker - Fine, interesting interaction with your Hero Power.

    Staff of the Jinyu - This being the only weapon is really really out of place. No other class just has on random weapon. You're either a weapon class with multiple weapons or you aren't. Weapon is kind of its own keyword in a way, and so just having this one random weapon is poor design. It eats into other classes identities and muddles your classes own identity.

    Deep Sea Goblin - Just want to point out that Gilgoblins or Giblins are their own thing. They aren't just underwater Goblins, so the name should probably adjust accordingly. This is the one and only card that itself has flow, and it doesn't even seem that good. Hell, sometimes the random 4 drop will be worse than this. That's actually awful.

    Water Bubble - Very interesting. Great art.

    Water of Regeneration - This looks like a storm, more than some sort of regenerative water. Also, I'm not sure what regeneration has to do with drawing a card. The balance is fine though.

    Azshara's Indoctrination - Very interesting idea. I am not a fan of having 2 different 2-Cost Silence effects in the same class though. I'd like to see this change.

    Water of Protection - Again, this art isn't doing much. It just looks like bubbles under the water. That doesn't really get anything across about what this card does. It doesn't push flavor. Balance seems fine though.

    Murloc Breeding Ground - This seems awful. At best you're getting 3 murlocs for 3. It can never be better than that, because the board only holds 7 minions. 

    Naga Summoner - Interesting. I like that its not a Murloc itself. Seems fair.

    Giant Flood - This doesn't look like a giant flood. It looks like a shipwreck on the ocean. I am extremely curious how this functions with Spell Damage, because if it works like I think, its completely broken.

    Mistress of the Tide - The only other Flow card. This one is more fun, but still the mechanic needs more presence. 

    Lady Vashj - Considering how Flow barely exists this seems really boring, weak and sad. Its your Classic class legendary. It should feel like it really really represents what your class is about, but how can it. Because Flow just isn't important. You created a keyword and then never used it. So really this is just 8 mana for a 4/4 Restore 9 Health to your Hero. BLAH! Also, in terms of representing the actual character it does a bad job. Lady Vashj was a high end Raid boss known for being a savagely hard fight. She herself used the powerful Serpent Spine Bow and blasted players with Lightning based spells. Just because she's a Naga, doesn't mean she uses water magic. 

     

    Posted in: Fan Creations
  • 0

    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    @Phoenixfeather

    I've reviewed most of this but I want to cover the changes and such.

    Void Infusion seems really crazy. I'm not sure 1 mana is the correct cost, its extremely hard to tell, I definitely don't know that I like it at 1 in Basic right next to Telekinesis. I feel like one of those 2 cards needs to change costs.

    Volatile Psychic is still a really horrible Mad Bomber. Buff the stats or make the effect only hit enemies.

    The new Teleport is kind of scary. Considering how much removal you already have in your Basic/Classic set it seems very easy to build a deck full of crazy hits with this. Obviously there are fewer crazy cards in Basic/Classic alone, but in the current environment being able to play 2 Faceless Manipulators that copy random crazy bombs in your deck instead instead of from play seems kind of nuts. Without testing there is no real way to know though, and I do think the cost is pretty close to fair, considering it doesn't summon a copy, it summons the actual card.

    I don't like that Clone didn't change at all. So you have a spell that copies from your deck and one that copies from play and against is pretty much an exact copy of Faceless Manipulator. I still want to see this change, but I have a feeling it won't.

    Algalon the Observer is still misspelled. 

    Posted in: Fan Creations
  • 0

    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    @ThisOtherGuyTox

    I've looked at this a couple times now, trying to work out how I feel about all of it and I think I'm finally settled. To start, the idea is somewhat interesting. Not some grand adventurer, powerful magic user, or savage monster, but just a stalwart defender of his people. The Hero Power is definitely on the strong side considering Shamans totems are slightly stronger than they should be because they are random and limited. This is just a Taunt every turn. That is very powerful. It saves you face damage and messes up trades. Its true it has no offensive power, but its still more powerful on average than other Hero Powers. Its probably not so bad its has to be changed, because I do think that 0/1 Taunts is awful, and 1/1 is even worse than 0/2. Block seems like a more powerful version of Divine Shield. Divine Shield can absorb more than most of your guys Block effects, but it generally blocks 1-3 and it only does that once. Block appears currently to be in the 1-2 Range, but of course I expect options where its higher. I think currently this effect seems rather undervalued, particularly guard effects higher than 1. If you can get Block 3 or higher on something its almost unkillable beyond hard removal, and that's not that hard to do considering how quickly it can stack up. Its a cool idea, but I think its makes Divine Shield look lame, and has crazy stacking potential. Also, sort your cards by cost or rarity. I hate having to go back and sort things out myself to make sure everything is there. To be able to check mana curve and all that. Its just a bit jumbled in terms of review-abliity. Individual cards in the spoiler.

    Basic Set:
    Counselling - Nothing wrong here. Name is a bit odd to me. Something like Conference, Roundtable, Mentor, Advise, or just Counsel makes more sense to me. If you want to keep the name as is, it still is mispelled. Counselling has 2 L's.

    Fortitude - This seems fine, decent art.

    Disarm - I know weapon removal is like the one counter-play effect that actually exists at Basic, but remember, you Basic set is supposed to be the cards that could go into any new players deck. A card that only works against 5 of the 9 classes doesn't suit that. I'd suggest moving this to Classic and moving something else, like maybe Motivate to Basic.

    Call for Reinforcements - I don't like that this is just better than Force of Nature. I know Force of Nature got nerfed to this state, but I also think that this card is just too good. Its 5 mana for 12 stats and Taunt. I'd bump this up 1 mana.

    Shield Up - This is very pushed. 0 mana for 2 stat points is already the space things are supposed to be in, and you're throwing in Taunt at 0 mana as well. I know your Hero Power makes 0/2 taunts, and its supposed to be worth 0 mana, but that's honestly worth more than 0 mana. Just look at Mark of the Wild. That costs 2 more mana for just 2 Attack. If you're unhappy about making his 1 mana, buff the Health to 3. That's still pushed but its not as crazy. 

    Slash - No issues.

    Guarding Veteran - I feel like this should be Veteran Guard. Guarding Veteran sounds so weird to me. 

    Chokepoint Captain - This is a weird card. Your class is already naturally Taunt heavy, and this is spending a lot of points to give its effect. I think making this a 4/3 seems fine. 

    Swamp Patroller - This one is weird. The card itself is mostly fine, though I'm not sure what your intended interaction is with this and Chokepoint Captain. The really weird part though it why this draws cards. What about being a Swamp Patroller makes you the guy that draws cards/generates value? I feel like the art inspired the name and the effect was just slapped on. That's not all bad, but it would feel a bit better if it made more sense.

    Imprison - This is fine. Finally found the right place for it.

    Classic Set:
    Goblin Guardian - This I believe should read, 'Whenever and enemy minion attacks'.

    Tested Defender - This is fine. Strong, its very similar to Shielded Minibot.

    Wandering Protector - This is scary. Yes, in the minion or spell is large enough, this dies to 6 or more damage, but if the minion/spell deals less than that this just takes a ton of work. It would take four sources of 3 damage to kill this. or 2 of 4, and of course anything below that does actual nothing. Most AoEs don't hurt this. Most commonly played minions can't kill this alone. Its just nasty. Throw a buff or 2 on it, heaven forbid a Gear Up and its almost unstoppable. That said, every class needs a few pushed cards, and this is right in the zone it probably needs to be to make the class powerful/good enough.

    Darnassus Sentinel - This is a powerhouse. Its a very very powerful combination of strong effects. Again, its probably fine, but we are hitting a mass of very pushed cards.

    Guardian Angel - Jeez, the hits keep coming. In terms of raw stats this might look weak, but its so powerful. Getting these guys on the board and rolling can just lock someone out of a game. The first one of these isn't horribly, but if you get 2 or somehow 3 or 4 with Faceless Manipulator your opponent is just going to be done for haha. 

    Kingsguard Rider - Interesting idea, decent execution. The reason this sort of works on MC Tech is that's the only card like it and its not a class card, but in most cases your opponent can just play around this. They'll know instantly what your class is and that this is a mechanic it uses. Making this and something only new players or truly desperate players are going to play in to, because its powerful.

    Winterspring General - Same here. Your opponent is just only ever going to open themselves up if they have to gamble to win anyway. This just feels in terms of execution. 

    General Martin Jonathan - I hate this. It negates 3 classes ability to hero power you out at all. Bouncing this and getting the effect over and over could make it impossible for your opponent to ever win, including in fatigue, because you'll just be taking way less damage than them. Its cheapish, and it is very very powerful. 

    Retaliate - Cool card from another class to copy.

    Gear Up - This is super hard to judge. It might be fine, its definitely strong.

    Motivate - This kind of feels weak. The full healing of a single minion is worth 0 mana, and temporary Windfury can't be worth more than 1, so this feels like its one of the few over cost cards. 

    Comeback - That fact that this can hit face, makes it look like this can just kill your opponent for 2 mana. This needs to say minion. Also, like I said, its very unlikely you'll get a chance to every trigger this.

    He's Mine - Interesting idea, fair cost. I like this.

    Aegis of Protection - I don't like that your "weapons" are just passives. It makes running multiples mostly pointless, and it makes the ones you have just feel super strong. 3 mana to just take 1 less damage from everything for the rest of the game is crazy. That's going to add up to tons of free Health, and of course it can stacks with Gen. Jonathan to push you into unkillable range. I'd be happier seeing this have a higher block amount but burn durability to prevent damage. You have Block 3. Whenever an enemy attacks you remove 1 durability. Then you can have 4-5 durability. So its like a big heal but in pieces, instead of just passively sitting there forever.

    Dragonscale  Shield - This one is just a kick in the balls. If you can't get your Guard up to 3-4 range, you can just play this and make casters concede. Super fun and interactive....Unless they are packing weapon removal this just sits there forever. its just terrible.

     

    Posted in: Fan Creations
  • 2

    posted a message on Group therapy! Need to blow off steam? Mega salty? Here is the place!

    I just want to rage about every lying piece of shit person that you add that says, 'no inglas' or 'no english' or 'espanol' or whatever. You speak fucking English. Its ignorant childish bullshit. I add you, lie. I say, gg, and act nice. BAM instant fucking communication skills. Guess what? Just fucking be honest. I don't want to keep you as a friend if you are a liar. 

    Posted in: General Discussion
  • 0

    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    Ok, I too plan to enter the Insanity Challenge, and I've been working on this for awhile now. Obviously, this challenge is super weird and hard to design for. I think to a point, you have to fight the "don't fight for the board" rule, if only in so much that you can't choose to ignore it. If you never fight for the board, you just get run over. Even Mages have things like Ice Block and AoE spells like Blizzards, Frost Nova, Doomsayer, Meteor and Flamestrike. You have to at least keep your opponents board as clear as possible or you can't win. I understand not making it all about just a bunch of value minions and removal, but I do think aiming to avoid removal spells, aoe and solid minions is a bad call.

    Anyway, time for the reveal....

    The Trickster God!

    Class Concept and Hero Power

    So, this Insanity Challenge has really pushed me into a weird space. When I first looked at other players entries I was confused and frustrated by what I was seeing. Hero Powers that don't do anything. Tons and tons of forced synergy. Hyper pushed weird ideas. Then I decided to enter myself and start designing a class. After looking at the rules and starting to think about ideas I too ended up doing the same thing. I instantly knew I wanted to do Loki, a Trickster, a scoundrel, and a manipulator. A guy that puts these crazy plans into motion, lies, cheats and steals whatever advantage he can and isn't afraid to put everything on the line to win. This of course still led me to a do-nothing Hero Power and a bunch of super forced synergy. I eventually decided that I was trying to do everything in 25 cards and a Hero Power. So I pulled things back, and tried to create a Hero Power that while functional, is still more bad than good. The  other idea was still to try and create at least 1 solid idea and a few cards that make it our win condition, while generating some of the oddest versions of removal and minions I could. Anyway, to really understand things, lets just look into the cards.

     Basic Set

     

     Classic Set

     

    Posted in: Fan Creations
  • 0

    posted a message on Class Development and Discussion Thread!! EVERYONE GET IN HERE!!!

    Ok, I too plan to enter the Insanity Challenge, and I've been working on this for awhile now. Obviously, this challenge is super weird and hard to design for. I think to a point, you have to fight the "don't fight for the board" rule, if only in so much that you can't choose to ignore it. If you never fight for the board, you just get run over. Even Mages have things like Ice Block and AoE spells like Blizzards, Frost Nova, Doomsayer, Meteor and Flamestrike. You have to at least keep your opponents board as clear as possible or you can't win. I understand not making it all about just a bunch of value minions and removal, but I do think aiming to avoid removal spells, aoe and solid minions is a bad call.

    Anyway, time for the reveal....

    The Trickster God!

    Class Concept and Hero Power

    So, this Insanity Challenge has really pushed me into a weird space. When I first looked at other players entries I was confused and frustrated by what I was seeing. Hero Powers that don't do anything. Tons and tons of forced synergy. Hyper pushed weird ideas. Then I decided to enter myself and start designing a class. After looking at the rules and starting to think about ideas I too ended up doing the same thing. I instantly knew I wanted to do Loki, a Trickster, a scoundrel, and a manipulator. A guy that puts these crazy plans into motion, lies, cheats and steals whatever advantage he can and isn't afraid to put everything on the line to win. This of course still led me to a do-nothing Hero Power and a bunch of super forced synergy. I eventually decided that I was trying to do everything in 25 cards and a Hero Power. So I pulled things back, and tried to create a Hero Power that while functional, is still more bad than good. The  other idea was still to try and create at least 1 solid idea and a few cards that make it our win condition, while generating some of the oddest versions of removal and minions I could. Anyway, to really understand things, lets just look into the cards.

     Basic Set

     

     Classic Set

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition - Season 5 Finale Poll!
    Quote from CheeseEtc>>
    Quote from The_Odinson>>
     HAHAHA, wow this whole post. I want to make a few points. My card had a pretty solid explanation for its creation, and that isn't here. No one knows what I was trying to do or why I came to the card without some serious digging. You are not clearly one of those people. You may feel like the "effort" I put in was low, or meh, but that's clearly biased. I create a lot of cards, for a lot of reasons, and I have never taken a short cut or easy path when doing that. The balance for example, actually used Nerubian Prophet, a Neutral card, that is a 4-Cost 4/4 after 2 reduction. Below curve, but Neutral, not class. So I felt being an Assassinate after 2 reductions felt fine considering. I spent a large quantity of time focusing on what idea I wanted and the best way to execute that idea, and how it would have the most possible impact. Yes, this doesn't fit the current Hunter idea, and as you said, that's kind of an issue to itself. The identity of Hunter. I think creating cards that feel right in a class, but also break the metric for its current state are great. Hell, King Krush is the Classic Hunter legendary, and it doesn't really fit the class in terms of playability. But it still hits the right flavor notes. In terms of Art, IDK if you know its, but in WoW different races/factions favor different types of weaponry. I could have found a good picture of a Dwarven Sniper, one that's probably been used a billion times, but instead I went with an exception piece of art, for an iconic Hunter ability that in the game would have been used with a Bow probably many many more times than it was ever used with a Rifle/gun. So you might not get where I was coming from flavor/art wise, but this card is pretty well put together if you really know about the Warcraft universe. Even the old WoW TCG used a Bow for Aimed Shot...just saying. 
    I don't mind a "negative" review, but I do mind an ignorant dismissive one. 
     FFS paragraphs exist.
    Yes I'm obviously familiar with WoW lore as you would have seen if you read the other reviews. That your card is based off a Hunter ability does not automatically make it flavorful or original (btw the "effort" rating is actually an originality one). There ARE a lot of Wow snipers arts that we don't see often. I know because I look for them once.
    Also "ignorant dismissive" ? If it were ignorant and dismissive you wouldn't have a 2.5 rating. This could still change BTW.
    Change the rating if you want, man. I really don't care. I do still believe your review was biased and dismissive. You've proven that pretty much completely with your response. I'm sorry if you took my reply as some sort of personal assault and felt the need to return fire with more petty comments. Oh, my reply was a single paragraph instead of multiple paragraphs!! I've got to be a ignorant, unoriginal, effortless moron. Now, I know I'm implying a few things there. But let's be honest, you are being petty and threatening about a score you gave my made up card. Grow up. I'm sorry you couldn't honestly refute most of what I had to say, but felt the need to respond anyway.
    Posted in: Fan Creations
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    posted a message on WCDC Season 5 Finale - Mini Comp #2 (Submission)

    "No wonder I can't win, the rules say, Void where prohibited."

    Posted in: Fan Creations
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