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    posted a message on Make the Card
    Quote from YoThats >>

    NEXT: A Giant for Rogue

     
    Next: A legendary giant
    Posted in: Fan Creations
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    posted a message on Cards to make inspire decks viable!
    Quote from Lukeseowdaboz4 >>

    I like these cards, but they are pretty, if not too, OP. Don't you think? IF these cards were to be made,then EVERYONE will be playing inspire priest, and then EVERYONE will start complaining about it and calling for a nerf.

     

    Like the ideas behind them, and I agree and want to see something to make inspire minions a lot more viable. 

     I don't think they are too OP. Most of the big I win cards require 9+ mana and are still slow with no immediate effect on the state of the board. Having those OP combos wont help if you don't live that long or if you pull it off and then get killed by FoN + Savage roar or doomhammer + rockbitter. There are some crazy combos in there but much like fireworks mage, they wont work out quite as planned usually. I don't think there is anything blatantly too powerful atm. It's gotta compete with insane cards like mysterious challenger and those massive damage combos so being powerful is needed.
    Posted in: Fan Creations
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    posted a message on Cards to make inspire decks viable!
    Quote from Mewdrops >>

    Isn't Mana Mage + Coldarra Drake an OTK? If you use Emperor Thaurissan, or even Fencing Coach, you can OTK on turn ten. Seems a bit iffy to me... Also, while I like the concept of some of these, others are pretty overpowered.

     Didn't even think about that. The best fix would be to just make mana mage and probably also mana eater priest class cards.
    Posted in: Fan Creations
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    posted a message on Cards to make inspire decks viable!
    Quote from jocke0101 >>

    There are some awesome inspire cards, no need for a op priest inspire deck in current meta dude :P

    Yeah some of the inspire cards around are amazing but sadly I haven't seen them played in a long time. I'll come across one of the 2 legendaries every 20 games or so but that's about it. They are just too slow for the current meta. I do like the current inspire cards though, that's why I only really added 3 inspire minions and the rest are cards to assist inspire in general.
    Posted in: Fan Creations
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    posted a message on Cards to make inspire decks viable!

    So I figured I'd have a go at making a bunch of cards that should push a full inspire deck into the meta. In this case that deck would be priest (can't have an inspire deck without confessor right :P). Most my cards don't have much if anything to do with WoW lore as I couldn't be bother finding appropriate characters to fit the cards so they are a bit all over the place in that regard. All feedback is welcome!

    Assist cards:

    The mechwarper of inspire. It also reduces the cost of other assist cards and the inspire spells as the all have inspire in their text. The solid early game threat inspire needs!

    The bronzebread of inspire. This card would be really good at making the less useful inspire cards such as boneguard lieutenant be more useful and if he's left on the field you can pull off some devastating combos. Another solid early game threat.

    Our first legendary! If you manage to get a few decent inspire minions on the board at once playing this card will likely win you the game. A cool combo is acolyte of darkness into this guy into your hero power. 10 mana to trigger your inspire effects 4 times and there are a lot of inspire cards such as mukla's champion where that would be game over.


    Spells:
     

    This card is one of your late game win conditions, combining it with confessor or other big inspire minions can devastate your opponent. It seems extremely powerful but I think a card like that is truly needed to push inspire into the meta. It's inspires mysterious challenger. In non inspire decks it loses it's mid game utility as you'll likely only be running confessor and it can't end up as crazy with some of the combos and thus wouldn't be as good.

    Though it seems weak when compared to normal power word shield (4 mana for the same immediate effect), it pretty much gives your minion taunt and can be used as a source of card draw almost like mana tide totem. In addition to that the extra health you can give your minions can help your weaker inspire minions like mukla's champion or confessor stay alive till your next turn allowing you to make game winning plays.

     

    Much like the above card, this basically gives your minion taunt. The lightspawns should give you something to use your hero power on too!

    Inspire minions:

    This card would be a game changer for inspire. The stats are good for the cost and the effect is like a permanent fencing coach allowing you to play your inspire minions on curve and get their effects over and over. If your opponent can't kill this when it's played you'll likely win the game.

     

    As this set adds a lot of lower mana inspire cards this one is to help you in the late game by giving you a bunch of scary dragons. Nozdormu will finally get some play!

    The ysera of inspire. Much like her if this card is not removed immediately you will win. The effect pretty much only takes them down 1 mana crystal as they will likely have 10 mana when you get the effect meaning that they'll go back up to 9 on their turn. You can however combo it with other cards to get the effect more than once in a turn crippling your opponent. This is one of the inspire decks win conditions as it can stop your opponents wombo combos like FoN + Savage roar.

    Another win condition for the deck. If you play this guy on turn 9 when you have some good inspire minions on the board you basically win. Add in using the inspire spell on him and that's some victory is pretty much ensured! He also would make mirror matches more interesting similar to sac pac for warlocks.

    I hope you guys like my ideas and tell me what you think!

    Posted in: Fan Creations
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    posted a message on Make the Card
    Quote from Gombou_22 >>

    Next: Another class specific card that interacts with cards from a different one. (If it's too specific, make a pirate for warrior).

     
    Next: A card that would benefit a 30 legendary deck.
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 3.01 [Submission Topic]

    Removed (Thought I was on the other thread)

    Posted in: Fan Creations
  • 9

    posted a message on Weekly Card Design Competition 3.01 [Submission Topic]



    A 6/10 with taunt for 10 mana is garbage but it'll keep you alive and the payoff for getting them both out is enormous. Plus if your opponent sees one they are likely to try play around the other, possibly helping you out even if the other one is at the bottom of your deck :P

    Posted in: Fan Creations
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