Sometimes, when I drive and the guy behind me flashes his headlights then goes on perma-high beam (obviously telling me to drive faster than my usual chill pace), I pull over to the side, let him get in front of me, put my headlights on high beam, then trail and blind the sh*t out of that mofo.
Agreed. I think the reason why it's easy to use in Odd Rogue, is that there is really only one moment when you should use it, i.e., running out of cards and pushing for lethal. Pretty much a no-brainer. It's a lot more complicated for other archetypes.
I actually see it as a tool for emptying your deck, for controlled card draw. For example, you can use it before casting Academic Espionage to make sure that you only draw cards from your opponent's class, or before going infinite with Pogo-Hopper and Lab Recruiter to make sure that you only draw either of those cards.
Quick question. When you use Cataclysm will it destroy Mecha'thun first, and then discard your hand (in which case, the condition might not trigger), or is it the other way around? Based on the order of effects on the text, it appears that Cataclysm will destroy minions first, before discarding your hand.
Quick question. When you use Cataclysm will it destroy Mecha'thun first, and then discard your hand (in which case, the condition might not trigger), or is it the other way around? Based on the order of effects on the text, it appears that Cataclysm will destroy minions first, before discarding your hand.
Quick question. When you use Cataclysm will it destroy Mecha'thun first, and then discard your hand (in which case, the condition might not trigger), or is it the other way around? Based on the order of effects on the text, it appears that Cataclysm will destroy minions first, before discarding your hand.
Based on the cards revealed so far, it appears that Blizzard took a 180 degree turn from the highly measured and extremely conservative design approach in Witchwood. The designers themselves took the "scientist" theme to heart, and just started wildly experimenting both with new (Mecha'thun & Myra's Unstable Element) and old (Emperor Thaurissan -> Dreampetal Florist) mechanics. To me at least, it looks like this will be a combo expansion, i.e., Team 5 is leading players towards concocting game ending OTK/TTK combinations.
That said, in a combo meta, disruption is king. I foresee Demonic Project, Counterspell, King Togwaggle, and, to a certain extent, Evasion, being messed around with. Whether there is enough disruption to curb the potential rise of combo decks, remains to be seen.
Hi, all. I am biggerbossman, a semi-active contributor in weekly card design competitions. I visit Hearthpwn mainly because of the thriving card creation community. I would like to think that I speak for most of the community when I say that card creation is an outlet for creative types, who like to use both the left and right hemispheres of their brains, i.e., make something new that is mechanically and mathematically sound, within a given set of parameters. The ideas thrown around in the discussion threads, and the entries in the submission thread are all inspiring, to say the least.
I started this topic to find out the contributors’ design philosophy behind card creation and, through this thread, create some form of catalog for the community’s thought processes. I guess I should start with myself. I have two main philosophies.
First, a card should be simple and elegant. I am a minimalist, at heart. I like cards with two lines of text, at most, or even one line, if possible. I do not want cards that explicitly do more than one thing at the same time (hence my slight aversion towards Choose One cards – a personal bias, and not an attack on these cards), or those that have multiple chains of interactions. An idea should be simple and elegant, like Einstein’s theory of relativity.
Second, a card should use old principles in new ways. It does not have to create an entirely new mechanic. Old mechanics should be made to work in a fresh manner. Although I admit that I can be guilty of breaking this rule at times (especially with some alcohol in my system).
So what about you guys? What are your guiding principles behind card creation?
0
Great job with One With Nature, Sinti. Basic and creative, at the same time. It's a Novice Engineer on roids.
Voting for Sap Extractor, One With Nature, and my card of course. :)
10
1
This is brilliant. I'd vote for this.
36
Nope, he's not the guy who made me. -Bearshark
The effect lasts as long as Rocky is on the board.
2
Glacial Skin looks good.
3
Sometimes, when I drive and the guy behind me flashes his headlights then goes on perma-high beam (obviously telling me to drive faster than my usual chill pace), I pull over to the side, let him get in front of me, put my headlights on high beam, then trail and blind the sh*t out of that mofo.
Similarly, I only BM when the other guy BM's.
0
"No, you don't turn into a seal."
Probably OP for Warlock.
27
They just keep breeding.
2
Agreed. I think the reason why it's easy to use in Odd Rogue, is that there is really only one moment when you should use it, i.e., running out of cards and pushing for lethal. Pretty much a no-brainer. It's a lot more complicated for other archetypes.
I actually see it as a tool for emptying your deck, for controlled card draw. For example, you can use it before casting Academic Espionage to make sure that you only draw cards from your opponent's class, or before going infinite with Pogo-Hopper and Lab Recruiter to make sure that you only draw either of those cards.
It's an interesting card, for sure.
4
Myra's Unstable Element has helped me find lethal more times than I could count, in Odd Rogue. I think it's a must include.
That said, I have yet to make it work in any other archetype.
1
Great, thanks!
0
Quick question. When you use Cataclysm will it destroy Mecha'thun first, and then discard your hand (in which case, the condition might not trigger), or is it the other way around? Based on the order of effects on the text, it appears that Cataclysm will destroy minions first, before discarding your hand.
0
Quick question. When you use Cataclysm will it destroy Mecha'thun first, and then discard your hand (in which case, the condition might not trigger), or is it the other way around? Based on the order of effects on the text, it appears that Cataclysm will destroy minions first, before discarding your hand.
0
Based on the cards revealed so far, it appears that Blizzard took a 180 degree turn from the highly measured and extremely conservative design approach in Witchwood. The designers themselves took the "scientist" theme to heart, and just started wildly experimenting both with new (Mecha'thun & Myra's Unstable Element) and old (Emperor Thaurissan -> Dreampetal Florist) mechanics. To me at least, it looks like this will be a combo expansion, i.e., Team 5 is leading players towards concocting game ending OTK/TTK combinations.
That said, in a combo meta, disruption is king. I foresee Demonic Project, Counterspell, King Togwaggle, and, to a certain extent, Evasion, being messed around with. Whether there is enough disruption to curb the potential rise of combo decks, remains to be seen.
3
Hi, all. I am biggerbossman, a semi-active contributor in weekly card design competitions. I visit Hearthpwn mainly because of the thriving card creation community. I would like to think that I speak for most of the community when I say that card creation is an outlet for creative types, who like to use both the left and right hemispheres of their brains, i.e., make something new that is mechanically and mathematically sound, within a given set of parameters. The ideas thrown around in the discussion threads, and the entries in the submission thread are all inspiring, to say the least.
I started this topic to find out the contributors’ design philosophy behind card creation and, through this thread, create some form of catalog for the community’s thought processes. I guess I should start with myself. I have two main philosophies.
First, a card should be simple and elegant. I am a minimalist, at heart. I like cards with two lines of text, at most, or even one line, if possible. I do not want cards that explicitly do more than one thing at the same time (hence my slight aversion towards Choose One cards – a personal bias, and not an attack on these cards), or those that have multiple chains of interactions. An idea should be simple and elegant, like Einstein’s theory of relativity.
Second, a card should use old principles in new ways. It does not have to create an entirely new mechanic. Old mechanics should be made to work in a fresh manner. Although I admit that I can be guilty of breaking this rule at times (especially with some alcohol in my system).
So what about you guys? What are your guiding principles behind card creation?