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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from linkblade91>>
    Quote from ColinthePyro>>

    I know I sound like a dick but can people use spoilers please? You don't have to show someone's entire post just to reply on one thing.

    If you feel bad, I'll do it for you: @donovantx8, please use Spoilers when you reply to people.

    My feelings are hurt beyond repair.
     
    Posted in: Fan Creations
  • 0

    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Demonxz95 >>
    Quote from donovantx8 >>
    After looking at the card again, I stand by original point, I don't think Blizzard would ever make this card, it's so clearly problematic.

    What makes it "so clearly" problematic? The Charge? The stats? What is it, because it's really not as clear as you think it is.

    All of it, the ability to bank 3 mana into a combo card the turn before, essentially giving you 0 mana  3/2 to combo with is far too powerful. Even in aggressive decks this is strong, as it lets you further commit while avoiding aoe.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Tomerick88>>

    Hemet's Petting Zoo

    Hemet the legendary hunter has fallen on hard times and has, therefore, decided to cash in on his prized beast collection by opening a petting zoo.

    As a special event for the opening ceremony our heroes have been invited to bring their own pets along to join the fun.

    Each hero will be bringing their beloved legendary pet to the zoo to meet the other critters. Their pets serve as powerful mascots that are willing to risk their lives to protect their owners.

    This expansion will introduce the keyword Pet

    which imbues the Pet cards with an inherent Bolf Ramshield effect which acts as them protecting their master. I am mindful that Bolf is considered quite weak due to being able to be killed by going face. For this reason the Pets will have their own additional powerful effects to compensate for this weakness. The two I have chosen to showcase demonstrate how this effect can be played with to ensure staying power also.

    Whilst both the showcase cards I have chosen are Pets this will by no means be a one note expansion. The petting zoo will have much more to offer as its opening ceremony approaches.

    Canis,  Lightlicker

    Uther's faithful pooch takes to the front lines with the Silver Hand and even acts as a medic to return its fallen comrades to your hand.

    I have purposely costed it as 4 so it will not work for Odd Paladin. It will also have excellent synergy with Tactical Retreat that appears later in the year.

    Al'ar

    Another powerful phoenix joins the mage's ranks. This card would fit excellently in an elemental deck and playing it would activate its own Deathrattle if it gets killed in your opponent's following turn or your own. If you are able to continue to play elementals each turn Al'ar will be able to continually negate one instance of damage a turn which neatly symbolises the phoenix rising from the ashes to protect its master once more.

    Yeah I mean it's Bolf + Card. Thematically doesn't really line up with how Pet Battles happened in warcraft, they were more like Pokemon battles than meat shields for their tamers.

    Fractured Time

    There is a land, once barren, where a lush, green forest grows and, from the forest, strange figures emerge.

    Some claim to be fallen heroes, inexplicably, returned from the grave.

    Others, dressed in unusual garb, wield technology that would bewilder even the finest gnomish tinker.

    It would appear that someone or something is disturbing time's natural order.

    This expansion introduces the keyword Fate

    These serve as delayed effects which I have determined make them slightly less valuable than cards that produce an immediate effect meaning cards can be costed and statted more kindly. It also adds a new layer of strategy as you attempt to juggle he later effects and position the board in the correct way for that turn.

    There would be changes to the UI to incorporate this mechanic. A small circular bubble will appear in the top right of the game which you can hold to view the upcoming fates.

    Veteran Tracker

    A neat card that demonstrates the Fate keyword and shows that it is capable of producing a more complex effect than something like Corrupt which is mechanically similar. It will immediately grant +1/+1 to a minion and, if it's a Beast, the Fate counter will start and a copy of the Beast will be added to your hand 2 turns later.

    Tactical Retreat

    This card will shuffle Silver Hand Recruits that you control as well as any in your hand into your deck.

    I have chosen this card to demonstrate the synergy that crosses over between the expansions of the Year of the Butterfly.

    I foresee it working quite well as a card draw on its own as sometimes the Silver Hand Recruits may not be as useful on the board. You also have cards like Drygulch Jailor and Canis, Lightlicker that can get them into your hand.

    To top it off you have Prince Liam that could make great use of any Recruits in your deck and turn them into Legendaries.

    Hey this mechanic again, it might be too late at this point, but so many people have used this exact same mechanic. Tactical Retreat is a cool card, though I'd just remove the Silver Hand requirement to it, it's a downside in most cases to shuffle your field into your deck, I don't think it needs to be restricted to Silver Hand Recruits. And you could also support Molten Giant Holy Wrath memes with that minor change.

    The Great Sundering

    Azeroth is a land forged by the elements and, for a time, a balance was seemingly struck, but there are those that would change that.

    There are those that would shape this land to their own ends and when they are done its face will change forever.

    For some time I have been toying with the idea of persistent effects. A game that I've enjoyed for many years is Pokémon and the introduction of Weather really changed the meta there.

    Here I have chosen Terrain which will be seen on cards that change the environment.

    When a Terrain is set its effect will continue at the end of every turn until you or your opponent play another Terrain card that changes it.

    Stronghold

    Every class will receive a common 1 cost Terrain spell with minor effects that synergise with their play style.

    This one works well for Taunt Warrior or any kind of defensive archetype.

    Eruption

    There will be some cards that change the Terrain as a byproduct of what they do. Here the Shaman causes an eruption of lava that continues to damage at the end of the turn as all the minions will be standing on scorched earth.

    I like this idea, it reminds me of field spells from yugioh, at least until they changed it to where both players could control a field spell.

    Hall of fame

    Counterspell

    I am conscious that Terrain could potentially create a serious advantage if not handled well. I can't have the Mage counterspelling the answer to their Terrain.

    Doomsayer

    This one appears in a disproportionate amount of decks and is too powerful with Freeze .

    Divine Favour

    A lot of people have already mentioned the reasons behind this one and the need to have a more versatile card draw for Paladin.

    Epilogue

    Thanks for spending the time to read through the Year of the Butterfly. I am aware that a successful expansion requires more than just a keyword to be viable so I will be coming up with more ideas for each one should I progress.

     Doomsayer and Divine Favor are good choices, Counterspell is odd, especially as you've included an inbuilt way to interact with your Terrain cards, I think adding some kind of minion terrain counter to your set would be good enough.

     

    Quote from Demonxz95 >>
    Quote from donovantx8 >>
    Future Strike is dumb and would never be printed

    Never say never in Hearthstone. People always said no to removing cards from your opponent's deck, then came Gnomeferatu and Skulking Geist. People said no to un-nerfing cards, then came Molten Giant un-nerfed and put into the Hall of Fame. Several other cards along this line have also been printed: Time Warp, Uther of the Ebon Blade, all the Rogue Secrets, pretty much every tutor card ever made. My point is, Hearthstone evolves its card design as a game, this is just natural progression of that.

     Alright correction, Future Strike is dumb, and should never printed. Blizzard has continuously nerfed and restricted how much they print Charge cards, and cards that interact beneficially with charge cards, even printing Rush in what is essentially a retcon of the mechanic. 

    After looking at the card again, I stand by original point, I don't think Blizzard would ever make this card, it's so clearly problematic.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]

    Nightmare on the Nether

    Nightmare on the Nether takes us to the Emerald Nightmare and the Twisting Nether - an ethereal dimension of chaotic magics that connects the myriad worlds of the universe, where corruption overcomes the best of everyone and darkness lurks around every corner. No one is truly safe, even the dragonflights. Dangerous creatures like Demons, Ethereals, Voidwalkers and Nether Dragons await.

    As one can see from Feldrake, we have a new keyword, Elusive:

    Elusive is the unofficial, but widespread fan term to refer to the effect "can't be targeted by spells or Hero Powers", found on cards like Faerie Dragon. As of the start of this year, it will finally become a full-fledged keyword. Elusive isn't like Inspire or Discover, which played main roles in their respective introductory sets. Instead, it's more like Lifesteal or Rush, where it plays a supporting role rather than a main one.

     

     

     

    Elusive! No need for the extra blurb in the tooltip. Just from a UI perspective Trader doesn't really seem like something that works with how Hearthstone is played, and how Team 5 likes to design cards and do player interaction. Feldrake is cool, though I'd rather see an Elusive synergy card.

    Once Upon a Time in Azeroth

    Harkening back to the days of fairy-tales and legends, Once Upon a Time in Azeroth brings these stories to life in the world of Hearthstone. Dragons, fair and mighty princesses, ancient powerful deities and taking animals await.

    Arthur, Wise King also demonstrates the new Legacy keyword:

    Legacy cards have an effect where they activate when you play a certain amount of cards in a turn. Think Sherazin, Corpse Flower or Dragon Soul. There are all different types of Legacies to fulfill too, regular Legacy as demonstrated as Arthur, but also Spell Legacy (whenever you cast X amount of spells this turn) is another example. These effects can also happen multiple times per turn, so don't be afraid to go a little overboard.

    I don't like the Druid card just cause it's not clear how it works at all, do I take 10 damage, do you take damage, who draws the cards. Legacy is interesting, though you should work on putting a HS twist to an existing IP, the way Kobolds did for DnD.

    Caverns of Time

    The Caverns of Time are a zone where time magic is most prominent, where the Bronze Dragonflight and other time wielders are located. It's this set where all 9 classes get cards to harness the power of time and cards with new, interesting mechanics.

    This expansion also introduces a brand new type of card:

    Enchanted Forest Shrine presents a new idea, collectible dormant cards that you actually put into your deck that you play onto the battlefield and last for a certain amount of turns. In this case, Enchanted Forest Shrine combines the effects of your Choose One cards into one card for 3 turns. With Fandral Staghelm now out of Standard, we need another card with this effect. After 3 turns (yours, and your opponents, counting the turn you play it as the first turn), it removes itself. These retain the behavior of other dormant cards like The Darkness or Nether Portal, where they aren't considered minions and cannot be destroyed. They also cannot be generated by cards like Unstable Portal or Evolve because they are not minions.

     

     

     Future Strike is dumb and would never be printed, it's just asking to be turned into degenerate combo deck. I like dormant time restricted enchantments better than the permanent/uninteractable kinds I've seen proposed a lot so far. Fandral is my favorite card, I'd be glad to see the effect back in standard.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from MurderyUnicorn>>

    The first expansion-

    Ihgaluk Crag:

    It's home of Skumblade Tribe, one of Saurok tribes. Saurok are lizard-men race. Most says, that Saurok were created by mogu, but Skumblade Tribe don't believe them. They believe that they were made by invisible devilsaur in the air, Kros.(there aren't too many artworks on internet for this set, so don't be angry for Saurok that aren't realy looks like Saurok)

    This set also provides new mechanic called Prophecy:

    Here is example of card using it:

    Here are two other cards from this set:

    I've seen this same idea posted multiple times in this thread, no comment on whether it's an interesting idea or not, but it's not novel and you want to stand out presumably. As for your sample cards, they don't really tell me what the set is about, and feel like cards that could be in any set. Silver Construct's wording needs to be cleared up, presumably it's destroy 1 of your opponent's Mana Crystals.

    Now, the second expansion:

    Pirates vs Ninjas:

    It's fully fan-made expansion, so you won't see too many lore legendaries. The main theme of this set are Ninjas, Pirates and new card type: Locations, and new tribe: Ninja.

    Here are two example cards:

     

    Each class gains its own Location. Ogre Ninja also will gain Ninja tribe. 

    You should check out Blizzard's reasoning for not making quests cost 0 and for not making quests cast themselves automatically. The Location card you chose to show off isn't interesting at all, all Shaman decks will be 29 cards for the entire time this card is in rotation. Pirates are a known quantity so showing off a ninja card is a good choice, but this card could easily be a Pirate, which is probably why Blizzard has avoided Ninjas as they overlap a lot in design space with Pirates, I would show a card that really shows off what it means to be a ninja, and why they're different from Pirates other than art.

    And the last expansion:

    The Black Temple:

    The Black Temple is cytadel of Illidan. I was waiting for this expansion for so long, and now I have opportunity to made it myself. This would be full of Nagas, Elves, Demons, Undead, and many others. And this expansion also have it's own keyword, which introduce one of Sea Witches ability: Manashield.

    I can't show you Illidan himself because he has tokens, but i can give you an example of minion using Manashield:

    This would be the last expansion of this year, because I wanna keep the best theme to the final end.

    Please, give some feedback!!!

     This is probably your best teaser, and the mechanic is interesting, though your tooltip is way too wordy.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Shatterstar1998 >>
    Quote from donovantx8 >>
    Quote from Shatterstar1998 >>

     

    Our choices might surprise you, but we have our reasons.

    • Mindgames is a very high-rolly, very weak card that all in all just poorly designed, limit the effect of spell generation in Priest and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have an AoE printed in every set and made the Wild format impossible to play around.
    • Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
    • Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by The Lich King, because, let's be honest, it's the god damn Lich King.

    Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.

     

    I can't see how Mindgames has limited design space. Priest has probably the most powerful spell tutoring card in the game, Shadow Visions, and Mindgames still sees zero play. On the other hand rotating in Lightbomb goes exactly against the goal of the Hall of Fame, pretty much all control Priest decks until the end of time would play double Lightbomb.

    Alarm-o-Bot I could maybe buy, though it's existence hasn't prevented Blizzard from printing powerful minions thus far. You might have some 0-Attack synergies planned in your future submissions, that break this card, but it doesn't seem like this card has been a design restraint for Blizzard, and "high-rolly" isn't a metric Blizzard has use for Hall of Fame inductees thus far.

    Nozdormu I think is a candidate for just an outright adjustment to mechanics, a card like it should not be playable in constructed imo, but moving it to Wild is also fix, but again doesn't really match the spirit of the Hall of Fame. Once again you move in a card which goes against the goal of the Hall of the Fame.

    The Lich King is heavily played in both control and mid-range decks and even shows up as a finisher in certain types of aggro decks. His high immediate value in the form of taunt and strength at the eight mana cost made the decision during deck-building, “Is this eight mana minion better than The Lich King?” rather than, “Is this eight mana minion the best choice for my deck type?” Dozens of cards in the seven to nine mana range never saw play because The Lich King was always the easy choice in that range, and some decks only want to run one high cost card.

    Does the above sound familar? It's Blizzard's reason for rotating Ragnaros 2 year ago. 

    I think you're really missing the mark on the goals of the Hall of Fame.

     

     Regarding to your point to the Lich King: It's a point of debate between Demon and me. I have a set of cards that is the replacement:  Brann BronzebeardMedivh, the GuardianN'Zoth, the CorruptorThe Lich KingSpiritsinger Umbra and he picked the Lich King.

     Yeah I mean, Blizzard has never actually rotated anything back in, but the cards they've suggested have always been fairly low impact like Shatter and Gang Up, most of the listed cards saw a good amount of play in their tenure.

    Quote from aaro54 >>

     

    Quote from Tomerick88 >>

    The more I look to design cards for this competition the more it is bothering me about the ambiguity around when the year is set.  If this was a real year it would not be treating un'goro, knights of the frozen throne and kobolds as standard because witchwood and the year of the raven exists but we don't have the full year of the raven to work with either.

    personally I'm just going to be designing cards that work in synergy with all standard expansions unless mods confirm otherwise but it really is a niggle.

     

    I think it's best to design the sets as if they were fairly far into the future with none of the current standard sets. And anyways I think it's best to design the sets of one year as existing together, without outside set influence, as it's a bit bad when half of the synergy cards of some theme rotate out, leaving the other half as useless.

     

    Here's two keywords I'll use in sets in my year, which will be Year of the Mech. Here's the list of Mechs that Assemble can summon. It works like Adapt, you get three choices and get to summon one of them. The X in Celebrate can be a lot of things. For example, it could be Celebrate (A Spell), Celebrate (A 1-cost minion), Celebrate (A Mech) and so on.

     Assemble is a really cool idea, also kudos for not being scared to re-design Discover. Celebrate seems like a weird choice for the word, though it depends on the theme of your set.

    Quote from ColinthePyro>>

    Heres mine:

    banner

    First off, the HOF:

    1. Divine Favor - While most slower Paladin decks can't use this, I feel that its too easy for aggro decks to take advantage of the insane potential this card has against control. Paladin will get new draw in my second expansion that is based on your board instead of your opponent's hand.

    2. Mana Wyrm - Everything a 1 drop shouldn't be. If you don't draw early removal (which some classes don't even have), you're probably going to lose. Instead, I want to take tempo mage in a more elemental style of play.

    3. Gadgetzan Auctioneer - Rogue has always been forced into Miracle because of this card. I want to create some new archetypes for Rogue that don't wholly rely on drawing cards. Also, there are some low cost spells I have in the works that I worry would make this too OP anyway.

    Expansion #1: Festival of the Loa 

    The trolls are holding a party in honor of their Loa, and you're invited! Try out the first spells that are also in tribes, the Vodoo spells! Each class has at least two, and they all push the classes in different directions and have synergy with each other! The classes will also each recieve their own Legendary Loa, minions with very powerful abilities!

    hakkar

     I get that you only have 2 cards if you want to split them between sets, to show off, but showing a Voodoo synergy card with a Voodoo card makes it hard to evaluate. Even if it's just in the blurb, what makes Voodoo spells different.

    Expansion #2: Highlander Trek

    Explore the Highlands that the Tauren call home. This expansion introduces a new keyword, Resilience. After a minion has survived a certain amount of turns, it will perform a one-time, powerful effect. This is a way to introduce lower-cost minions with cool effects without making them overpowered for their cost.

    \

    I think Resillience cards would run into the same problem we had with Inspire, your examples at least seem to be french vanilla when they don't trigger though.

    Expansion #3: Attack on Argus

    The final battle against the Burning Legion is at hand. Sargeras's army of demons will invade Azeroth at any moment. The only way to beat them is to become them. A new keyword, Infuse, gives your minions raw fel power in exchange for taking two damage at the start of each of your turns. Another core part of this expansion is upgrading the Discard effect. In addition to Warlock getting some upgrades, there will also be some Neutral minions given this mechanic so everyone can revel in its OPness!

     Any feedback is greatly appreciated!

    An upkeep cost is interesting. Though I think you should put it outside the Battlecry, because it will let you reference Infuse minions, and you'd be able to use it create French Vanilla cards like a 5 mana Boulderfist Ogre for example that just had the text Infuse. Though you'd probably have to change the keyword.

    Posted in: Fan Creations
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    posted a message on TIMESTREAM TRACKING (Year Creation Competition #1) - Phase I [Discussion Topic]
    Quote from Shatterstar1998 >>

     

    Our choices might surprise you, but we have our reasons.

    • Mindgames is a very high-rolly, very weak card that all in all just poorly designed, limit the effect of spell generation in Priest and has no business being in the Classic set. Lightbomb will rotate back into Standard to replace it, with the bonus is that the card removes the need for Priest to have an AoE printed in every set and made the Wild format impossible to play around.
    • Alarm-o-Bot is pretty much the same exact deal. Very weak and high-rolly, and creates an awkward minion to pull from a random effect. Either it ends up being completely useless and you could've gotten anything else instead, or it high-rolls a game for you by cheating out your biggest threat. As a card to put into your deck, it just creates meme decks that fail at even being meme decks. Bone Drake will rotate into the Classic set to replace it as Dragons are a theme of our year and will improve the Dragon synergy of the sets. Speaking of Dragons though...
    • Nozdormu is the final card to rotate to the Hall of Fame. It's another weak card, but it makes for some interesting moments when summoned by a random effect. Unfortunately, it's existence also produces a number of bugs that force players to skip their turns and catches unattentive players off-guard. Not to worry though, because Murozond will be making an appearance in the Caverns of Time set. Nozdormu will be replaced by The Lich King, because, let's be honest, it's the god damn Lich King.

    Of course, a friendly reminder that cards aren't only rotated out because of power-level reasons, look at Ice Lance or Coldlight Oracle for instance. Similarly, Master of Disguise was nerfed even though it wasn't playable anywhere, but the nerf was necessary to open up design space. Fun fact: Animated Armor was intended to be a Neutral card, but was moved to Mage (literally the worst possible class for the card) because of pre-nerf Master of Disguise.

     

    I can't see how Mindgames has limited design space. Priest has probably the most powerful spell tutoring card in the game, Shadow Visions, and Mindgames still sees zero play. On the other hand rotating in Lightbomb goes exactly against the goal of the Hall of Fame, pretty much all control Priest decks until the end of time would play double Lightbomb.

    Alarm-o-Bot I could maybe buy, though it's existence hasn't prevented Blizzard from printing powerful minions thus far. You might have some 0-Attack synergies planned in your future submissions, that break this card, but it doesn't seem like this card has been a design restraint for Blizzard, and "high-rolly" isn't a metric Blizzard has use for Hall of Fame inductees thus far.

    Nozdormu I think is a candidate for just an outright adjustment to mechanics, a card like it should not be playable in constructed imo, but moving it to Wild is also fix, but again doesn't really match the spirit of the Hall of Fame. Once again you move in a card which goes against the goal of the Hall of the Fame.

    The Lich King is heavily played in both control and mid-range decks and even shows up as a finisher in certain types of aggro decks. His high immediate value in the form of taunt and strength at the eight mana cost made the decision during deck-building, “Is this eight mana minion better than The Lich King?” rather than, “Is this eight mana minion the best choice for my deck type?” Dozens of cards in the seven to nine mana range never saw play because The Lich King was always the easy choice in that range, and some decks only want to run one high cost card.

    Does the above sound familar? It's Blizzard's reason for rotating Ragnaros 2 year ago. 

    I think you're really missing the mark on the goals of the Hall of Fame.

     

    Posted in: Fan Creations
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    posted a message on New Card - Netherspite Historian
    Quote from jacklum1 >>

    Only a few months before a lot of dragons rotate out of standard though. That would leave these (plus whatever they add in upcoming expansions);

    ONIK: Book Wyrm

    WotOG: Midnight Drake, Scaled Nightmare, Deathwing, Dragonlord

    Classic: Faerie Dragon, Twilight Drake, Azure Drake, Alexstrasza,Malygos,Nozdormu,Onyxia,Ysera,Deathwing

    Say you need at least 8 dragons to make the "if you're holding a dragon..." synergy viable - would x2 Azure Drakes, x2 Book Wyrms, x2 Faerie Dragons and x2 Twilight Drakes be a decent starting base? Hmm.

     It's not a few months it's more than 6 at a minimum most likely 7 or 8. Anyway there's no point theorizing about this kind of stuff, there will be two more large expansions released likely containing new Dragons before this discussion is even relevant.
    Posted in: Card Discussion
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    posted a message on Legendary list - for Prince Malchezaar

    Did you just copy and paste this from the Wikia, and not even filter out non-Standard minions.

    Posted in: Adventures
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    posted a message on Priest Will Always Be Bad / Warrior Will Always Be Good
    Quote from AluisioCSantos >>
     Fake the art for the card is customer art from some guy on Deviant.
    Posted in: Card Discussion
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    posted a message on Weekly Card Design Competition #4.02 [SUBMISSION]

    Based off Sunwell Plateau and the event where Arthas revived Kel'Thuzad cutting the High Elves from their source of Arcane Power.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.02 [DISCUSSION]

    Based off the Sunwell Plateau and the severing of Power that High Elves experience when Arthas Ressurected Kel'Thuzad, thematically it should probably be a Death Knight card, but whatever.

    Posted in: Fan Creations
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    posted a message on New Druid Card - Addled Grizzly

     

    Quote from FortyDust >>
    Quote from donovantx8 >>

    This card is a weaker Sword of Justice which rarely saw play, Paladin had/has more token generators and pretty much never played it. This card is potentially infinite, but with a body on the board it can be interacted with and removed unlike SoJ.

    Druid now has tons of token generators, and the fact that this bear is 1 mana cheaper than the sword makes a huge difference.
     Other than Wisps of the Old gods what token generators does Druid have? Force of Nature and Living Roots. Force and Wisps are unplayable on their own and so is Addler
    Posted in: Card Discussion
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    posted a message on Priest got exactly 0 playable card

    Why would priest play the Tentacle.

    Posted in: Priest
  • 0

    posted a message on New Druid Card - Addled Grizzly

    This card is a weaker Sword of Justice which rarely saw play, Paladin had/has more token generators and pretty much never played it. This card is potentially infinite, but with a body on the board it can be interacted with and removed unlike SoJ.

    Posted in: Card Discussion
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