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    posted a message on Weekly Card Design Competition 7.17 - Submission Topic

    Always felt the nightmare aspect of Druids was under-utilized. In any case, this essentially adds an extra bar to the easy destroy effect on a minion concept. I thought long and hard on the balancing, and I think even with the ability to just remove the HP with Malfurion the Pestilent it shouldn't be gamebreaking; It works good in tempo and would still mess you up if played after DK. Druid doesn't get access to a lot of destroy effects, so I wanted the effect to be strong, but come with a significant downside, not unlike Naturalize .

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.15 - Submission Topic

    It seems when Blizzard intends to push a more control based archetype, strong effects on 3/6 bodies are the way to go. So, is this effect strong enough? The base concept is simply that as long as the Denmother is on board, it's still keeping a dragon in your hand (It's the sam effect style as Valeera the Hollow 's Hero power), which was a large strength of the Netherspite Historian while also providing the flexibility of having an extra 1 damage to throw against an enemy minion if the need arises.

    Also, sorry for the terrible art recoloring.

    Posted in: Fan Creations
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    posted a message on Which Witch? - A Card Design Competition (Submission Topic)

    Y'all have no idea how much time I spent subtly trying to get McF4rtson to use this art during the comp. Essentially the three rush minions are balanced around the classic Frostbolt style spells, and I figure being able to summon three minions cheap isn'tas big a threat when they dissappear at the end of the turn. Admittedly it's not as single target as is common in this class, and that is a point against this submission, but hey. Goofy monsters.

    Posted in: Fan Creations
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    posted a message on [Class Competition Winner] Sea Witch, Core Set complete

     

    Quote from RenoLord >>

     I had nothing to do so i made so Decks for the Sea witch

    Anyway congrats on first Place and your own competition

    Deck Witch

     Unreservoir Witch

     Murloc Witching

     Frozen Sea

     

    Big Naga Minions

     

     
     You know what's funny? We did so many test games with parallel style decks in HS... and we never even thought of Malchezaar.
    Damn.
    Posted in: Fan Creations
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    posted a message on The Shifting Sands Card Design Competition (Submission Topic)

    Here, just to keep it dragon themed at least.

    It might be a bit expensive for the effect, but we've seen in the past that strong neutral destroy effects can destabilize the game (See Big Game Hunter). Essentially the idea behind this card is designed to work in a class/deck that still wants to use it's HP, as opposed to just slotting it in an aggro deck where your minions and HP don't matter as much. It most likely fits better in a deck with a DK. And no, if you run two of these, the Hero Power won't be the next two, it'll still only be one if you stack it.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.11 - Submission Topic

    Warrior is the famed "Worst class in arena," so I decided to look at which cards just give strong tempo, and a lot of waht I was seeing was leading back to Fire Plume Pheonix , so I reworked a stronger tempo version. The stats are stronger on top of the effect being stronger mostly because I find that while sometimes I have to trade a minion with Pheonix, it's not a 100% thing.

    Also, it's a murloc because I like the joke with Sleep with the Fishes , and murlocs give a decent amount of interesting buff synergy in arena.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.09 - Submission Topic

    Cursed!

    Edit: Missed an impotant segment of the rules, had to rework.

    Effect had fit better on a Legendary minion, but I hadn't read the rules closely enough. Thanks @MurderyUnicorn for spotting that goof. Essentially this is designed to threaten less of an aggro deck variant and more of an opposing midrange or tempo deck. Admittedly I don't go on ladder too much, I do more card building than anything, but I think playing with Cursed! cards is a missed oppurtunity.

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Final Poll]

    I'm interested in getting an honest opinion on something; I'm a fairly shy person in the way that I'm often worried about how I'll be percieved, hence I rarely post to discussion forums. Throughout this competition, and all comps before it, I rely on only a handful of people I keep close (McF4rtson, Broeck, and recently CheeseETC) for critiques and discussion. So what I'm wondering is, is that an actual disadvantage? All the other guys I collab with certainly make a presence and help out other sin the discussion forum, and I'm wondering if sequestering oneself for this competition makes a large difference. This isn't so much of a "I deserved so much better" topic as something I'm musing about; If anyone has any thoughts on the matter. I'm also aware that that's probably not the reason I didn't move forward; that can also be attributed to over-reliance on threatening aggro, a lackluster legendary and perhaps not being as original as I often think I am... But, still interested in the previous question.

    Giving major props to everybody who's still onboard though! Congratulations, and I look forward to working with my boys for the next round.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.08 - Submission Topic

    Alright. I'm not the biggest fan of Murlocs or Priests but I like some of the mindgames behind their cards. So this card forces trades in an aggro format and swings boards in control. Could be used in an aggro style murloc deck but I'm not sure Priest has the wincon's to make murloc work.

    EDIT: Missing rarity. Blargh. Fixed.

    Posted in: Fan Creations
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    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Submission Topic]

    Berserker

     

    Dark, twisted intentions

    Alright, time for WotOG and ONiK. Now, I had to skirt a bit of lore to get things to work flavorwise; As much as you'd expect it, Old-god corrupted Orcs, Trolls or Tauren are a surprisingly hard find, so I delved a bit more into troll lore to fill this quota. As such, we're going to be dealing with the general corruption of the trolls via some of their Loa. Not all of them are bad... But this one really, really is. Hakkar, the Blood God, the Soulflayer, NOT the Houndmaster. Led the Gurubashi to ruin and yada yada yada. Let's just get it on.

    Bleeding Hollow Brawler: Not all corrupted blood comes from Azeroth. Hell, the Bleeding Hollow clan has been ingesting Eldritch Fluids for decades on Draenor. This card is the start of a more Midrange/Control aspect of Berserker, giving a little wiggle room for deckbuilding. Designed to be a bit slower then something like Mana Wyrm, but threatening in it's own aspect. Due to the nature of his buff, he isn't exactly fast enough for Aggro I suspect, and I'm basing the balance off of lack of control over triggering effects (Think the Troggs from GvG). He'll never admit it, but he accpeted the cursed blood mostly for the great dental plan.

    Black Blood Plague: This set has more situational carddraw than efficient ones. This seems like a card to be used against aggro, but I'm pretty sure it's too slow. In a more control-focused matchup, this can easily gain value of a few large minions in lategame. Flavorwise, this is perhaps Hakkar's strongest attack, so I slotted it in WotOG. CDC approved!

    Zircon Pawn: En Garde! This is a very experimental effect, and the balancing was... interesting. This is not so much a deterrent to Aggro but more to minion-light control decks. A semi-immortal taunt , if there are only two or three minions on board this minion gains real value. He can take one blow from a Hero Power and a minion and still stay on board. On top of that, it's affect regenerates between turns, supremely preventing face damage until it's admittedly fairly simple damage puzzle is sussed out. If you've thrown three pawns at the same piece and lost them all...? Maybe just flip the table.

    Haemomancy: I wanted a more interesting, unique Discover effect for a control orientation, so I decided to risk a bit and add on a draw effect. Essentially you both have to choose a spell from your deck and be outnumbered to trigger the effect, so it's not as overwhelming for your opponent. And yes, it is very possible you'll discover no spells that are in your deck... or you get an extra Haemomancy. I don't think it's game defining, but it is an interesting value generator. Really just a fancy way of saying "Writing in red ink."

    Hakkar the Soulflayer: Live in fear of the Blood God, and die screaming! ...Once he get's through the tethers. I dabbled in a lot of concepts; Hero Immunity, destroying parts of your deck, AoE's... but I wanted an interesting Midrange-esque Legendary, and I think I'm happy with the results. It's not the most original concept, and I'm fully aware of that, but it's very flavourful and possibly very dangerous. The problem I kept coming across with Hakkar is representing just how Unearthly powerful he was; You had to have the spirits of trolls tank hits for you for your team to survive, and he was known to wipe entire cities with Black Blood Plague (And that wasn't even intended). So, while it's a simple minion, it threatens the enemy board and also fills Aggro boards with "unusable" minions, with lowers their total damage output. Hakkar also triggers Surrounded effects on cards, and I messed around with concepts that summoned minions for the opponent for exactly that purpose. His campaign of destruction on Azeroth started because he just kepting getting hate mail for that other Hakkar.

    Remaining Whispers of the Old Gods cards:

    Hack and Slash: Classes in WotOG featured a lot of 1-mana concepts, and many are very simple. Hack and slash is a split damage Arcane Shot, with the caveat that you take face damage. This is probably a concept that'll also be revisited at a igher cost with higher damage effects, as I think split damage is an importnat facet of this class. There's an old orc proverb which states; "Never kill anyone you'll have to clean up yourself."

    Drakkari Soulless: I really, really waffled on the statline and cost of this minion. First off, yes it's LoL art and no, there are no tentacles. I'm doing this for the corrupted minion because, and lemme flex my wow knowledge here for a bit, dire trolls are often related Loas and are often created as a byproduct of Loa intervention with trolls, or created in the vision of the Loa yada yada. This is essentially the Drakkari Deathless with Taunt . For most of the past two weeks I had this balanced at 6-mana; but I've finally listened to reason from some colleagues and dropped it to 5 mana. Essentially, this is the only taunt minion you can have on board, because if you've got more minions than your opponent you just have a 5 mana 3/4 with TauntTurns out Gaining Taunt really only takes YOUR SOUL.

    Twilight Blademaster: I'm not going to lie, I think this challenge was reductive. I went through a lot of concepts for anything C'thun related and almost none of them fit. So, I decided to subvert a bunch of ideas and do something patently stupid; C'thun Reno deck. The idea there is as it sounds; A reno deck that can run C'thun as one of a few possible Wincon's. It trades the potential damage of a c'thun deck and the ability to get a reliable boardclear of hero kill for an assured statline and room in your deck. I'll admit it, I was grasping at straws; But any surrounded effects, any real armor gain effects, they don't fit with a 10-cost Wincon, and they make for lengthy, ugly cards. Best to just corrupt a blademaster and call it a day. Sometimes at night, he ponders what a doomsday cult really needs with a sword master when they have a flaming dragon. Sometimes at night, he ponders what a doomsday cult really needs with a sword master when they have a flaming dragon.

    Mak'gora: I've already shown this card off before; This is the crux of a more control/midrange archetype. It gains value at one or fewer minions, and is generally about 4-5 mana. I considered rebalancing at 2 but that seemed a bit much; Most two-cost destroy affects are more situational, require you to put a bit more work in. Also, if you're wondering, Mak'gora is ritualized orc combat to the death; I put this card in WotOG because of how it was corrupted during Cataclysm. Lorewise it's long and complicated but it boils down to Poison and a dead Cairne bloodhoof, hence leading Garrosh to true power and beginning his wacked-out corruption. WoW lore, hallelujah. Really any sport can be a bloodsport if you try hard enough.

    Forbidden Claws: Surprisingly not a concept already done. Forbidden concepts were always about not floating mana, but most of them were... well... Forbidden? Not so much, just... Heavily suggested to be manicured

    Awful. Just truly awful. I'm not sure if this is any better but in a control matchup this can give you a big weapon on a turn where you'd otherwise just armor up... In a class with only one turn armor. I do kind of wish there was a way to get a shorter Can't attack X text, it always takes up a line right now and clutters cards.

    Soulless Undead is the token for Drakkari Soulless . I know it's art from KFT fanart but WotOG is a rough time to get art from.

    Remaining One Knight in Karazhan Cards:


    Drakkari Headbanger: Rock on!!!! Really do love all the concepts we can goof with for Kara; I couldn't avoid using this art. It's great. But on to the actual cards. If surrounded, it's a slightly better Disciple of C'thun, but if not it's just a silencable 4/3. And on top of that, it's hair metal. Rock on! Not so much the life of the party as he is the death of the partygoers.

    Draenor Portal: Yeah, I know... I didn't work very hard on the art. McF4rston has been goading me to do actual portal style art but... no... It's the dark portal (As a keychain!), and it summons big-ass minions. For the record, yes, this did actually have some consideration of what the balancing was. Free from amber allows 8-10 cost for 10 and it's less random, so this should be fine. It allows a big minion drop (Boogiemonster FTW) and keeps you alive. Honestly if you accidentally summoned the Boogiemonster, you'd want eight armor too

    Anyways, that's what I got for now. I may keep updating this page between now and 22:00. We'll see. More thanks to my boys in the doc (McF4rtson, CheeseETC and Broeck) and that's about it because I don't even go in the discussion doc... welp.

    Good luck all!

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Discussion Topic]
    Quote from Viridian >>
     
    Quote from McF4rtson>>

    One final card change. I'm so fed up with C'Thun cards, I don't want to see another one again, heh. Luckily, it was for a secondary C'Thun card, not the challenge. Anyways, it's a pretty quiet change, and the new card is pretty mundane. Is it too boring?

    -->

    Brainstorming with Zany and Cheese produced two concepts for the final minion: (this replaces the previous 7-mana elemental minion)
    1. 7 mana, 3 Attack, 7 or 8 Health, Effect: Charge, Taunt, Freeze any character damaged by this minion.
    2. 7 mana, 5 Attack, 8 Health, Effect: Deathrattle: Freeze the enemy minion with the highest Attack.

    EDIT (maybe 4/7): 

    ...No offense, but tbh, at this point, you're hindering more than helping, seeing as nothing is getting by you. Why don't you just give me suggestions.

    Well I only see three distinct mechanical designs for a minion, not five. Part of the problem with this card is, I think, that no one really knows what niche it's supposed to fill in the Sea Witch class. Deck manipulation seems to be part of the identity, and perhaps elementals, and even still Freeze as well... but this doesn't 'fit' because it doesn't embody the class. It could equally well be a neutral minion. 

    Also, you can't expect other people to tell you what card to make; especially when you're running out of ideas. I'd take a break and come back to it in a couple of days, because you've got time for it.

    To be fair, evolve as a mechanic didn’t exactly fit Shaman when it showed up; WotOG was a big shift in some of the themes for classes. I think if we don’t look to add new and interesting identity to our classes now even, we might get stuck in the same old loops with the same old ideas. 
    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase IV [Challenges Poll]

    First off, Blllllaaaagh this one was stressful. Many people pointed out ways I could rectify massive problems and I glad I have a chance to fix the glaring holes in my class. Furthermore, congrats to everyone else who made it through! 

    As for the challenges, a lot of it Google-images Kung Fu, and... this might actually be one the hardest expansions for this. i've been collecting old gods related art since WotOG first came out, and it's still probably my smallest file. If the chess one, or either of the WotOG goes through, we may have some rough times, and I'm assuming we are going to be discouraged from sharing art? Also, originally I had planned for all my Berserker concepts to be Fel or Void corrupted in WotOG because... Well it fits better, so I guess we'll see how that goes down.

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Final Poll #2]

    I'm interested; What's the formula for the order of the poll? Not that it probably matters, just curious.

    Posted in: Fan Creations
  • 10

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Submission Topic]

    Berserker

    Strength and Honor! We return once more to Berserker, Kargath Bladefist and constantly playing from the back foot. This is a class about having fewer minions than your opponent and threatening your opponent with strong spells and shuffled off damage with short burst armor. But let's stop with the ado, here's what we got.

    Drakkari Deathless: Berserker's aren't all Orcs; Mostly they'll be members of the horde and similar with a penchant for bloodthirst. Drakkari Deathless is the first in hopefully a long line of Deathrattle Surrounded concepts; I.e. forcing your opponent to trade against their best interests to prevent strong advantage from your end. Now it's more split up, and the stats are shifted, but essentially here you see how Surrounded effects are valued; +2 mana on Deathrattle , +1 w/out. Drakkari Deathless is a 6/8, all told, for 4, but your opponent has some say over how and if it triggers.

    Honorable Combat: Definitely a classic concept, but one that I think has a merit. Essentially a cheaper Shadowflame which doesn't assure that it will hit all enemy minions, or that yours will even die. For the record, this would still work with something like Ancient Watcher or Humongous Razorleaf , simply because I see no good reason or precedent why it wouldn't. Flavorwise I feel this is ultimately perfect in Berserker; One Man Army and all that.

    Immortalize: I love Taunt minions. Really takes the weight off my shoulders, the bigger the taunt the better.  I always liked the direction the Tar Elementals took the game in (Even though they appear in Aggro decks) and whenever they added in new and more fun ways to prevent damage.  I value Taunt more than any other keyword in the game, and I think a strong Taunt buff is pretty necessary in this class (And yes, I did make a one mana taunt buff, I've been yelled at for that enough by my bros), so here's a slightly less efficient but far, far spookier taunt buff. Turn 3 you can turn an Ancient Watcher into an Ancient Wall. Never fear damage again.

    Enemies Everywhere: I went into the Keyword Challenge completely flummoxed. The only thing I knew was that I didn't want it to be the generic 'Always Active' effect. I don't begrudge anyone who did, it's fair, it just doesn't feel as hearthstone-esque. Not that this is that much better, but I back-and-forthed on this for awhile, and I think this fit's best. This helps you bridge mana gaps a bit better and survive until you get your combos and useful cards. Almost all Surrounded cards play on a defensive angle, so you can copy a taunt minion or Big AoE.

    Broxigar the Red: You've all seen him before, and admittedly it was a poor decision to show this off first round. Brox has not changed, he's still an intensely destructive 6/14 Charge /Taunt minion. As far as end-game taunts go, Brox has no parallel. He's warlike and destructive, and like all the legendaries from Classic, he's a win-condition, either in that you finally crush all aggression or you just crush their face; Notably you can now copy Brox with EE (See Above) but while I ran some numbers I don't think that particularly changes the stat distributions.

    OTHER CARDS (And Tokens)

    Commons

    Goading Outrunner: First off, we checked the precedent, Slam totally counts. Outrunner was the original Surrounded helper concept. For good wording I put that aside and reworked it as a strong 1-drop concept; it can summon roughly two hyenas worst-case against something like Alleycat , but still trades reasonably against anything with two-health, threatening anything at a 3/2 statline.

    Sever: It's a general rule that anything 2 mana and below get's a bit overstatted; Hence Frostbolt . SO, it's slightly overstatted but not in a big way. For the record, surrounded effects would take effect BEFORE the spell goes, so while the effect might be afterward, it registers beforehand. As such, there would be an outline to tell you.

    Trainee's Axe: Simple, efficient, one mana draw, 2 staggered damage. Nothing more, move along.

    Howling Gladiator: Cheaper Ironfur Grizzly . A very basic Cheap taunt , reminiscent of Wyrmrest Agent .

    Smell Blood: More simple cheap cycle, just genuinely a bad card, but it get's the job done. Balanced against Shiv .

    Rares

    Vicious Lunge: Let's start it off; It's 6 mana, deal 8 damage to a minion. It's staggered over two cards, and the second has whatever damage is left over from the last spell... Even if it's 0 damage. Yes, it can end up as a 0-damage 3 mana spell, or a 7-damage 3 mana spell. It's effectively weaker than Flame lance if you're worried about handsize.

    Memorable Entrance: 2 mana 4 damage spell with a minion you can play. Generally you won't find an incredibly efficient way to play it, so it's balanced a bit better.

    Quaking Fist: When you're not surrounded, it's a worse Consecration . If you are, it's a staggered Flamestrike . WHAM WHAM.

    Epics

    Grimtotem Warden: Kind of a simple-r Taunt minion; It's a weaker Stoneskin Gargoyle effect on a slightly stronger Mogu'shan Warden . I also figured the statline blances out the strong effect because c'mon...

    The Bladefist: I know the precedent for BC and DR is in GvG, but it was the best way I could figure to expres the concept. Basically, High cost epic weapons were generally targeted to do most damage to minions, and this is no exception. This creates massive craters in the enemy board... if you trade carefully. Due to the way this class interacts with boardsize, random effects are much harder to target, so suboptimal trades are almost a given.

    Tokens

    Thanks especially to my guys in the Doc (You know what's up)! I'll fix the rest of this if I have any time before lunch.

    Posted in: Fan Creations
  • 0

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase III [Discussion Topic]
    Quote from ShadowsOfSense >>

    So, in light of the fact that we currently have a little over half of people submitted, and the fact that the current timetable actually gave less time for this phase than last phase, despite having more cards, we've decided to extend the deadline for submissions to Monday, giving you an extra 48 hours.

    I've updated the schedule to reflect this change. People who've already submitted, we're also going to be more lenient on changes to your class, since you may have rushed to meet the deadline, and we'd prefer fleshed out submissions to rushed ones any day.

    Oh, and Mewdrops, yes, swapping around showcase cards is fine, you can do that up until the deadline no problem.

     Oh thank god I was about to force out a post at 4 in the morning. My good sir you just have given me the gift of two more hours of sleep, thank you.
    Posted in: Fan Creations
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