CGCG! Cool idea for a mechanic, tho can you imagine the rivers of salt about "pack filler legendaries" if these were a thing? haha!
- biggerbossman
- Card Design Champion
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Member for 8 years, 1 month, and 13 days
Last active Tue, Oct, 18 2022 07:10:06 -
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Sinti posted a message on Weekly Card Design Competition 9.10 - Final PollPosted in: Fan Creations -
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MurderyUnicorn posted a message on Weekly Card Design Competition 9.10 - Final PollPosted in: Fan CreationsCG biggerbossman!
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linkblade91 posted a message on Weekly Card Design Competition 9.10 - Final PollPosted in: Fan CreationsCongratulations to biggerbossman. The new theme is ready.
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EbonyMaw posted a message on Vote For Your Favourite Community Created Textually Equivalent CardsPosted in: NewsQuote from FurthestBen >>Problem about it, is that it's going to feel really bad when it just randomly happens to you as an opponent considering it can happen as early as turn 6 without any cost reductions involved.
So with that in mind that "destroy the enemy hero" effects are so powerful that they need really bad drawbacks to it.
I honestly think we could get something like "If you control Romeo and Juliet, add Poisonous Drink to your hand". Poisonous Drink: "Give one of your sleeping minions Poisonous To Heroes" to balance it out.
this is ridiculous, this is like the hardest thing to pull off ever. first, you have to add Juliet to your deck, then you have to fight priest, then you have to get incredibly lucky and grab a Romeo. how on earth is that not restrictive enough?
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BLo0DLesS posted a message on Vote For Your Favourite Community Created Textually Equivalent CardsPosted in: NewsI think so
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BLo0DLesS posted a message on Vote For Your Favourite Community Created Textually Equivalent CardsPosted in: NewsI think so
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Dr_Horus posted a message on Vote For Your Favourite Community Created Textually Equivalent CardsPosted in: NewsAre those textually equivalent comments?
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Dr_Horus posted a message on Vote For Your Favourite Community Created Textually Equivalent CardsPosted in: NewsAre those textually equivalent comments?
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AIM7Sparrow posted a message on Vote For Your Favourite Community Created Textually Equivalent CardsPosted in: NewsRomeo and Juliet is seriously one of the most clever creations ever and is thematically perfect too being given to the 2 classes that steal from others. Very well done, sir. Bravo.
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Kovachut posted a message on Weekly Card Design Competition 9.10 - Submission TopicPosted in: Fan CreationsThe purpose of these cards is to make your hero protect your board for a whole turn, so that you can concentrate on buffing your minions and making favourable trades. Both of them are good in the early- and mid-game. The taunt effect is only temporary, so that your opponent won't play from a handicap position forever. Silence and board clear effects work as normal.
Regarding this week's competition, I would argue, that both of these cards fulfill different roles. While it's true, that they both try to protect your board, the paladin weapon leans towards the control-ish side. It doesn't offer any tribe synergies (like the Fledgeling), but it synergises with the class's healing tools. And in this regard healadin gets a nice buff.
Big thanks to Lathy for helping me balance the cards.
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Glacial Skin looks good.
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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.
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They just keep breeding.
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You guys are managing a site that probably has the widest readership for Hearthstone. When you speak, people take notice. And they take your words seriously. This "we didn't really mean 'dust it', we actually want you to look at the forum post" approach belittles the meaning of words, in a site that prides itself on, and thrives on words.
I hope the team errs on the side of caution, and takes a more circumspect stance (perhaps brew things up in the forum post first, and let it sit for a while - a week or two wouldn't hurt) before posting articles like this.
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Responses below.
1. "If you read the actual list, it should be pretty clear that "Dust em! It's really that easy" is not quite what Tier 5 means."
Maybe we should place what it really means in the main article, duly bannered at the front page of the site. A reader shouldn't have to dig through the innards of a forum post to find out what the author really meant.
2. "Also, with the massive effort by the community to find the most effective decks, the meta stabilizes very quickly now, so it is not as irresponsible to post the list right now as you might think."
If it stabilizes very quickly, where is Tier 1?
3. "In the changelogs, you can see the movements after the initial placements after previous releases, and the changes are corrections rather than overhauls. Some bigger changes, like the ones following the discovery of Cubelock, were actually picked up in the crafting guide before the deck was known and had gotten it's name!"
Changelogs might have room in forum posts, but not in front page articles like this. Will this even be updated?
4. "Also, by bringing attention to this list, we will get feedback to make sure it is updated, text and tiers."
I understand this sentiment. And I do hope the feedback gets reflected in the article. I'm not trying to give you guys a hard time. I just feel that someone needs to point out how dangerous prematurely posting lists like this is, especially for casual site users who do not have the time to dig through the nitty gritty of forum posts.
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With all due respect, I think it is completely irresponsible to make lists like this, as early as now. We have new players, still trying to wrap their heads around the game, who will give HUGE consideration to this list (this is a major Hearthstone site, after all) - notwithstanding the disclaimer in the opening paragraph. It doesn't help that the article uses absolutes like "Dust em! It's really that easy."
With this site's wide readership, perhaps a little more exercise in discretion and restraint (against prematurely posting lists) is in order. Just my 2 cents.
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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.
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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.
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Great, thanks!
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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?