"⠠⠽⠀⠚⠀⠺⠁⠌⠫⠀⠹⠗⠑⠑⠀⠍⠔⠥⠞⠑⠎⠀⠷⠀⠽⠗⠀⠇⠊⠋⠑⠲"
Go get that Braille Translator...
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A very useful hero power for our Elemental Shaman enthusiasts (compare to Vilefin Inquisitor), and finally an explanation on where all those Playful Sprites are coming from ;D Hope you like!!
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Flavor text: Eater of weapons, drinker of pirate warrior tears.
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Really fun deck but can't beat rank 3. I couldn't.
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Didn't get above rank 3 because I didn't have enough time, I was on vacation for most of the month so I couldn't play until April 25th, then I didn't have enough games to complete the legend climb. IDK about you having a hard time vs Rogues, but you do not need them to over extend before using the Quest Reward (Crystal Core) to win, and I never said Rogues play the charge minions before using the crystal core :). one more thing, you can't just go and call someone a liar, your comment was disgusting and tactless. You shouldn't blame me for lying just because something I said was unlikely to happen in your opinion.
About Mana Geodes, it is true that if you play them in early turns your opponents will trade for them, and that is what you want. When enemy aggro wastes their effort on killing minions they spend resources. Now, if you have Taunt on board, and you summon Mana Geode your opponent might not have the ability to kill it, and then you get to heal it. If you summon Mana Geode after a board clear then he might not be able to kill it immediately, and then or he summons no minions and loses his board presence, or he summons minions and you get to trade for them and heal the Mana Geode :)
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I assume the reason OP sees quest roques over extend is because he's not playing the top ranks.
Every single roque that knows what he's doing saves his charge minions for when the quest is finished.
Everyone that over extends against Priest just cannot be in the higher ranks.
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I'm totally with you bro. Never in a second could I think about crafting Mana Geode. Most of the time, that card is just an expensive 2/3 vanilla to me.
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Yea not good
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Mal'Ganis was all "I AM ETERNAL!!! ...but if I have to stay next to this dank stench one more turn I'm gonna be sick."
Like Shifter Zerus, the effect occurs at the start of your turn, but your opponent does not see anything happen. But when a minion that has been reduced is played (AKA desperate to get away from the smell) there would be an indication to your opponent that it was reduced by a stinkbomb.
A few more thoughts:
So I especially like how this card could effect if you play, say, a spell next to it that you might not otherwise play at that moment, to get a minion next to it. And if you don't play the actual stinkbomb card (it's very rare that you would) it'll end up at the left side of your hand, and thus only able to buff one card at a time.
Also, despite the discard text, this is really much more useful in handlock than a zoo style deck, for obvious reasons. And while it may feel OP (you'd pretty much always get a benefit and would never have to play it) remember it's taking up a slot in your deck... and could be a poor top deck in the late game.
Hope you like it :)
11
Cuz a warlock with a Vitality Totem? Seems good.
btw - standard cards are able to summon 'wild' minions (example: last year's Ball of Spiders with Webspinners!)
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This was great for a non-Official contest. The entry period was short, which led to a few rushed/sloppy designs, but otherwise it was a fun prompt and good process. I might review all the cards later when I have time.
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FUCK THIS FUCKING GAME! That is all.
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The_Odinson's Submission
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
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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.
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@Phoenixfeather
Ok, since I'm going to enter this contest myself I may as well review this. The name is fine and the character portrait is definitely interesting. The hero power though is a tough one. Discard a card is worth more mana on average than the health, and makes assembling combos a pain. Its not all bad. I get you need some sort of balance.
Your Basic set is super complex to me. There are a lot of things going on in it that don't feel Basic. The Discard triggers, and the Can't be Discarded effect just don't feel basic to me. The over push of a single mechanic as well is a bit much for me. Classic is a bit better, because you expect more, but its still all in on one idea. There is pretty much nothing else going on at all but Discard and self mill. I get that its part of your class, but it can't be your class. Then if the deck isn't successful you have nothing else to fall back on. You literally have no other deck. So you're likely either the best deck or the worst. There is no middle road. Also, because its soooooo all in with each expansion you won't really have enough cards to make a new idea without making every single card focused on that idea and good. That's not a good design. You can hint at things, push people in a direction, but straight up making them be this one thing and nothing else feels bad to me. I'll touch on the cards in the spoiler.
Basic Set:
Paradox - This is an interesting card for sure. I don't Discard procs in Basic, I mean the game didn't even have them until GvG, and its been sparse. 3 cards ever.
Telekinetic Throw - Fine, one of those cards.
Telekinetic - This seems awfully weak. I mean Mad Bomber is a full value neutral minion for 2, this loses 2 stat points, does 1 less total damage. It just seems awful for a class card. Bump dem stats and make sure you put "other" in there, as currently this can kill itself. Also, the name is awful. You have Telekinetic Throw, and then just Telekinetic. Use some adjectives, it not only lets you add more Telekenetic minions or spells later but helps give the card a bit more flavor.
Spacial Slice - Fine.
Envision - Very interesting take on the 3 mana draw 2. I think the name is kind of lame though. It doesn't invoke your class at all. The art is great though.
Spacial Crush - Fine.
Night Knight - I don't like the Can't Be Discarded thing. We've not ever even seen that effect and its in your Basic set just chilling out. I know your Hero Power is kind of garbage without this sort of stuff, but at the same time I just don't think Basic is the place for it.
Teleport - I don't get how the name and the effect line up on this one. I think the card is fine, but the name doesn't say, DRAW to me. Also the art doesn't feel like it fits thematically into your class at all.
Shadow Reaper - Again fine, maybe even weak in all reality, but again, don't like the effect in Basic.
Plane Shatter - Is there a reason this doesn't just say Destroy the enemy hero? Is there any reason that you'd ever need to play 2 of these? The effect is effectively legendary, since you will never ever need to cast the second one.
Classic Set:
Nether Imp - I really like this card, its very interesting. Its like a more fair Clutchmother Zavas.
Forget - I don't fully understand why this costs 2. I know its good at getting you to your win condition, but its soooooooo terrible its just unplayable, like this class in general at 2 mana. In fact, you can't even afford to cast this unless you already have Plane Shatter, because this doesn't discard, it straight removes, so you lose your win condition. I know you don't want it to cost 0, because then you can Shatter out of nowhere too easy, but 1 mana is fine.
Incorporeal - This is fine. The name is bit bland. Just like Telekinetic it needs a bit more. As is I don't fully get how this relates to your class.
Phase - Interesting. I guess this is maybe the one other thing that could maybe give you a second deck. So you can like discard a Shadow Reaper or play a Nether Anomoly and then small your opponent with this. Or IDK like Leeroy plus this deals 12, throw in an Abusive Sergeant or 2 and you have a good burst. But again, that's going to be hard to reliably set up with all the discard.
Nether Anomaly - Very interesting minion. Obviously weak, but has some interesting features at least.
Delete - Fine.
Psychic Barrier - Interesting idea for a card. I'm not sure if 1 is the right cost, but its probably fine.
Planeswalk - Another interesting take on an existing idea. I like it.
Ethereal - Another name that needs a bit more. We already have Ethereals in the game, and none of them are just, Ethereal. Just like no other minion is just, Sniper or Soldier or whatever, they always have more going on.
Night Mare - We've all seen this sort of pun. This feels really weak if you look at other similar cards. Yes, stealth is decent and you can discard fairly reliably, but honestly this cost 1 more than Shade of Naxxramas, only grows attack, and dies to any aoe.
Sybil's Apprentice - This is THE CARD. It seems well balanced.
Banish - Again, I don't fully get the cost. I know you have Discard triggers and Can't Be discarded, but why does this cost 3? Considering you don't have any card like Malchezaar's Imp this is just a bad ramp spell on occasion. Being that it could still likely cost 1-2 mana, not 3.
Clone - This is pretty much a clone of Faceless Manipulator. I don't get the point of a card that is basically identical to another neutral card. Its different when it copies class card, but this is copying a neutral.
World Break - Great.
Algalon the Observer - This seems fine, but I want to point out the name is misspelled.
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Whoa, wait what?! I got a Wild Card! Has a Wild Card ever actually won?