• 6

    posted a message on Is Power Creep Getting Out of Hand?

    Here's another way to think about it:

    Instead of making these two cards, they could have made two other cards that set a new niche, like...basically every other card they made in the expansion. They could have made a neutral murloc or another non leg neutral pirate, or whatever. But instead they made these cards.

    Honestly that's what bugs me. Instead of changing the other two cards and adding two new cards instead that push the mold like everything else, they do this.

    Posted in: General Discussion
  • 0

    posted a message on So why dosen't joust work as a keyword?

    While it certainly could be made into a keyword, I like that it's not because it keeps the concept open to further iterations. Just skedadle on over to the card creation competition if you want to get an idea of what could be possible. If you make this current iteration a keyword, then you'd have to have another keyword for revealing spells, or weapons, or minions, or whatever. Or having your card cost lower instead of higher. Thus, I think it's fine as is.

    Posted in: General Discussion
  • 1

    posted a message on POLL-Favorite Card in TGT

    For those who fail to read the OP, he specifically mentioned epics and legendaries, hence the limit.

    I'm actually pretty excited for trueheart. The stats are really rough, but if that ends up being fine, it will be such a cool card to play around with. Justicar into velens into soulpriest anyone?

    Posted in: General Discussion
  • 16

    posted a message on Weekly Card Design Competition #28 - Submission Topic [UP-VOTING ONLY]

    First thing I'd like to say: that overload symbol took waaaay longer to make than it should have. But totally worth it. :D

    So, the post will be rather long, so I'm going to put both the lore and card description in spoilers. But I will say, to make it absolutely clear, this card has a cost of overload: normal mana crystals will not work to play this card. You must be overloaded by 3 on your current turn to play this card. Anyway, fun stuff below:

    Lore

    Hemelvuur is a Storm Dragon from the Elemental Plane only previously discovered. Al'Akir previously had held an unrelenting command over these dragons, but with his death, they are now free of his influence. Hemelvuur, will grant his power to any mortal that asks nicely, and if there's anyone who knows how to sweet talk elementals, it's Shamans.

     Card Description/interactions

    So here's how this card works:

    1. I mentioned it above but I'll mention it here too for clarity. His cost is in overloaded crystals (as the shoddy photoshoped card above illustrates). You cannot play this card with normal mana crystals. Additionally, they must be active: that is, they must be currently blocking your turn of playable mana.

    2. What happens: Your mana crystals are all transformed into overloaded mana crystals. In other words, each one will have a lock on them. You will continue to gain crystals up to 10, but they will also be overloaded. This sounds bad, but here's the kicker: all of your cards now cost overloaded crystals! For example, Abusive sergeant, instead of costing a mana crystal, will cost an overload crystal, similar to Hemelvuur. This applies to any cards that are drawn, added to hand, in your hand, whatever, from now on, cards in your hand will cost overload. Essentially, you can play your cards normally, and most of your turns will be relatively normal, but there are a few cool interactions that happen:

    3. Cool things: so this sounds kind of eh, a 3 OL 1/8 that makes you play out normal. But wait, there's more! Any cards that previously cost overload, instead of locking your crystals, will ramp them! For example, if you play a lightning bolt on turn 4, then the next turn you will have 6 mana to work with. Note that your mana won't go above ten, but if you play a lightning bolt on turn 10, you'll still have 10 crystals to work with next turn, instead of the usual 9.

    4. Funny interactions: two cards will become immediately interesting and play out completely differently than before: if you play lava shock, you lose all of your crystals. Yeah. Bad idea. However, unbound elemental now gains +1/+1 off of every single card. Cool.

     Hope you like the idea and my silly photoshop work. Enjoy!

    Posted in: Fan Creations
  • 0

    posted a message on Still no Murloc Cards revealed?

    Maybe there's a correlation here:

    There's a going theory that they're currently revealing the meh cards because they're going to reveal all the great cards last.

    So maybe the murloc(s) are great cards? #murlochype

    Posted in: General Discussion
  • 0

    posted a message on Why do some players find it acceptable to have 80% of the cards to be unplayable?

    I simply wish they would follow their pricing lines a bit more closely on some cards. While it's easy to say "some cards will be bad and some will be good, that's the nature of things," it'd rather that sort itself out naturally rather than artificially by making cards not follow the stat budget.

    Posted in: General Discussion
  • 0

    posted a message on New Card - Argent Watchman

    It would only really work if it trades into 3/2s, but I barely see any of them outside of arena. I mean, it trades evenly with 2/3s. That's not exactly great.

    It does trade evenly into 3/3s, 3/4s, and any 2 health minion though, but... I dunno. One extra stat point is not worth that ability, no way.

    Posted in: Card Discussion
  • 0

    posted a message on New Card - Clockwork Knight

    This card is certainly interesting, but it's like no one here has actually seen Fel Reaver in action o-0. This doesn't replace the power that Fel Reaver projects on the board, not in a long shot.

    Posted in: Card Discussion
  • 8

    posted a message on Weekly Card Design Competition #26 - Submission Topic [Up-Voting Only]

    A comparison could be made to the totem golem, with a couple exceptions: minions can kill it freely, and each bolt has overload. On the other hand, spell synergies and free lightning bolts. Enjoy!

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #26 - Discussion Topic
    Quote from PupleMD jump

    @Zoughtbaj The first one is a bit better, I would think. you could try wording it like ragnaros "At the end/start (whichever you prefer) of your turn, cast lightning bolt on a random enemy minion. Question: so you just mean deal 3 damage, or do you want the overload to take effect as well?

    Originally, the intent was for it to be able to attack a minion, but instead of attacking, it casts lightning bolt, and thus takes no damage. I'm starting to think that it might work simply to have it put a free lightning bolt in your hand. And yes, I was meaning for it to have overload take effect, but then also have all spell synergies take effect as well: auctioneer and what have you.

    I think I'll have it just give you a free lightning bolt. Pretty much makes it on par with totem golem, except with spell synergies.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #26 - Discussion Topic
    Quote from Zoughtbaj jump

    I can't decide between these two:

    The first was my original idea, but I had a hard time wording it to enable it to attack. I was fine with having it just attack with 0 attack value, but the current form had the simplest wording. I created the second one because while it's different from my original intention (and less preferred), the wording is simpler and it still makes plenty of sense. Thoughts on which one is better? Worth noting, I worded it with "cast," as I fully intend it to have the spell interaction: causing the overload and acting like a spell for card interactions (though I could fudge with it not causing overload if that's too much).

    my poor post got buried earlier. Feedback would be appreciated. I'd rather post the first one, but the second one seems more succinct.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #26 - Discussion Topic
    Quote from PupleMD jump

    Thoughts? in essence, it gives every minion on the board an Inner Fire, that disappears when the minion dies/is silenced. Also considering making this a shaman card with totems in mind. 

    That's quite an entertaining card. Good synergy with the alchemist when a minion takes too much damage, too. I think the stats are fair, might even bump it up to 7 health at that high of a cost. Otherwise, quite creative.

    Posted in: Fan Creations
  • 0

    posted a message on New Card Reveal: Justicar Trueheart - Gives you new Hero Powers!

    I love the idea but the minion attached is crap. Why can't blizzard just make the minions on these cool cards playable? :(

    Posted in: News
  • 0

    posted a message on Weekly Card Design Competition #26 - Discussion Topic
    Quote from rdeegan jump

    I've submitted this:

    I've tried to think about different ways to abuse this (hence the summoning at the end of the turn to avoid warsong + attack aura shenanigans).

    Can anyone think of any OP ways to abuse it or am I ok?

    The end of turn interaction makes it plenty balanced, I think. Coming from a mostly shaman perspective, I like the interactions between flametongue, reincarnate, and to a degree, bloodlust (since it stays on the board).

    Posted in: Fan Creations
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