• 53

    posted a message on Weekly Card Design Competition 8.04 - Submission Topic

    Bringing back Kazakus-style customization. Or is it Mech-Galvadon? Playable-ish in non-Mech decks but so much better in a Mech deck.

    You'll be able to build a 3-Cost, 6-Cost, or 9-Cost Mech and give it 2 Upgrades. (Picking 1 of 3 options - twice)

    I'll present the options in the Spoiler below.

    The Chassis

    The Upgrades

    The different values contained in the parentheses in Upgrade - Salvage Bot(s) and Upgrade Flamethrower are for the different chassis'. The lowest value goes with a MK-III chassis and the highest with the MK-IX.

    You would pick the chassis first of course and only see the number that corresponded to your chosen chassis but I didn't want to make so many more pictures that would be mostly the same.

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 8.04 - Discussion Topic

    @CheeseEtc - Bikini Armor should give exactly 69 Armor.

    @Dragonborne - Yeah 1/1 Sticks gets around the problem quite nicely. You could even have each treant summon 2 of them - like Splitting Festeroot. (Or even re-use the 1/1 Woodchip tokens.)

    @RazorofArtorias - The Ragnarosk seems just a wee bit strong on 4 mana. Considering it's a Spell damage +4 Flamecannon and an untargeted Healing Touch put together. Most cards that combine the effects of 2 lower cost cards have a mana cost greater than the sum of the 2 - to make up for the card efficiency. Legendary cards bypass that rule somewhat... 

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.04 - Discussion Topic

    @Noah McGrath - There's a problem with Resurrection Sickness. It costs 10 mana but it reduces you to 8 mana so you can never play it. I don't think that was your intention.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.04 - Discussion Topic

    Bringing back Kazakus-style customization. Playable in non-Mech decks but so much better in a Mech deck.

    You'll be able to build a 3-Cost, 6-Cost, or 9-Cost Mech and give it 2 Upgrades. (Picking 1 of 3 options - twice)

    I'll present the options in the Spoiler below. 

    The Chassis

    The Upgrades

    The different values contained in the parentheses in Upgrade - Salvage Bot(s) and Upgrade Flamethrower are for the different chassis'. The lowest value goes with a MK-III chassis and the highest with the MK-IX.

    You would pick the chassis first of course and only see the number that corresponded to your chosen chassis but I didn't want to make so many more pictures that would be mostly the same.

     

     

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.03 - Discussion Topic
    Quote from Shuhister >>

    This is my first card I've ever create... It's a pity that it has 0 votes :(  (it's on 7th page)
    I was inspired by Night elves... Mirana is a priestess of a Moon and summoning spectral owls is like one of core abilities of them from Warcraft III. Also Night elves are invisible at night.... So I took all that lore and tried my best to create a card with all of it. (especially when I discovered this amasing art) It seems pretty balanced for me,  Druid class doesn't have steal mechanic. Also it can't be discovered by Tortollan Forager , can't be cummoned by Witching Hour and Oaken Summons , won't help you with quest, Hunter has Flare to counter it, Mage and Shaman have  tones of AOE, Paladin has Equality combo, Priest has Mass Dispel , Rogue has Betrayal , Lesser Onyx Spellstone , Warlock has Curse of Weakness combo + some another less popular options like Corrupting Mist and Unwilling Sacrifice .    Every class have way to deal with it... Good to push face damage but if there are taunts on another side then it won't do much... Just some intel on your opponent's hand.

     Good job for your first card! Lovely art and flavor.

    But yeah - in it's current state it would be meta-defining powerful.

    To balance it better I would: make it 4/4 with regular Stealth or; a 4/2 with the current ability. 

    Posted in: Fan Creations
  • 1

    posted a message on Custom Expansion - Tavern Tails

    Thank you @Cypher for sharing your concerns. I haven't played Yu-Gi-Oh and so I wasn't aware of that possible danger of releasing cards that are too specific to a particular archetype.

     

    Posted in: Fan Creations
  • 0

    posted a message on Custom Expansion - Tavern Tails
    Quote from CypherBenkes >>

    As much as Panache could be a really great mechanic, I don't feel it is healthy for a mechanic to only work when you're required to have one of the three Legendaries. I'm not missing anything, am I? Aside from what's written, do you have other reasons for requiring a card for an entire mechanic (speaking of Panache) to even just function?

     Mostly Panache does require one of the 3 Legendaries to function. If I were Blizzard I would certainly give 1 of those for free to every player when I released the expansion.

    Also, every Panache focused class has their own way to trigger Panache - but you would still want 1 of those Legendaries if you were making a deck focused around the mechanic.

    This is another reason why Panache cards don't have terrible vanilla stats. If you generate one off of a random effect you shouldn't feel too bad.

    I compare them to the C'Thun synergy cards. They just happen to be a bigger part of this set.

     

    Quote from CypherBenkes >>

    Side note:

    Did you mean to call your expansion "Tavern Tails" or "Tavern Tales"? The expansion doesn't seem that based around creatures with tails. Tales concerns stories, while tails deals mostly in body parts (and the occasional coin).

     Yes I meant is as Tavern Tails. It's got to do with the 3 Legendaries being Beastfolk.

    Posted in: Fan Creations
  • 0

    posted a message on Custom Expansion - Tavern Tails

    This custom expansion currently features 24 Neutral cards and 7 Class cards for each class.

    New Keywords

                  

    (Supply)          Class Focus          (Panache)

    • Warrior                                             Rogue
    • Druid                                                  Mage
    • Hunter                                           Warlock
    • Priest                                            Shaman
    • Paladin       

    Supply:

    Thematically Supply represents food, water, stone, lumber, and faith. The logistical elements required to grow a powerful army.

    Balance wise Supply is tricky, because it encourages players to not play the cards in their hand. As a result most Supply cards with good vanilla stats will have relatively weak effects and cards with strong effects will have poor vanilla stats, making them poor options to play on curve. Low cost Supply cards need to be balanced around the possibility of them being played on later turns and gaining the benefit immediately - as well as the next turn if they survive.

    Supply cards do not compete with each other. All Supply cards in play trigger as many times as they can with the total amount of unspent mana.

    Because of the snowballing nature of Supply I have printed relatively few Neutral Supply cards.

    Featured Cards

    Busy Innkeeper - This friendly tavern staff member can use each of your unspent mana crystals to keep you and your minions healthy.

    Onager - The first of the new Siege type cards can use each pair of unspent mana crystals for a Chess-like damage effect.

    Sintharia - The former consort of Deathwing can use each unspent mana crystal to summon an egg.

    Token:

    Panache

    Thematically Panache represents wit, charisma, and showmanship. The things that make a great storyteller or songwriter.

    Balance wise Panache requires a deck building strategy in order to function. It also requires some set-up to achieve. As a result most Panache cards have decent Vanilla stats. Some Panache cards are very powerful if a player can trigger the effect multiple times but that would usually require a lot of mana, a lot of set-up, and/or a lot of card draw.

    There are 3 Neural Legendary cards with Start of Game: effects that cause Panache to trigger. Each of them with their own take on what Panache truly is.

    Featured Cards

    Kat Moonshine - Go on and check the pantry, Kat's been sneaking around the tavern again. Kat is a slippery little liar who causes your Panache effects to trigger every time a friendly character pops out of Stealth. While Kat is in play Panache effects cause her to enter Stealth. Can you spot the infinite loop?

    Tailson Songweaver - Yeah, I gave him the shirt off my back. Why? I dunno... he asked nicely. Tailson is a charming bard who can talk the ear off an Elekk. He causes Panache to trigger whenever you kill a minion with a spell. While Tailson is in play Panache effects will draw a card.

    Fentor Howlwood - Sure the score may be 148-0 but I still think I have a chance. Fentor is a brilliant tactician who can't resist a game of strategy. He causes Panache to trigger whenever you play a Battlecry. While Fentor is in play Panache effects summon a 3/3 Wolf with Rush.

    Token:

    Non-Featured Neutral Cards

    Common

    Rare

    Epic

    Legendary

    Tokens

     A little commentary on some of the above cards.

    Nimble Brewmaster - Does not immediately return to hand when played in a Fentor Howlwood deck. Fentor's Panache triggers during the Battlecry phase of the card, before the minion has entered the battlefield.

    Consulting Criminal - A little nod to Andrew Scott character in the BBC's Sherlock Series. Secrets that trigger when a minion enters play like Mirror Entity and Repentance would go off when Consulting Criminal is played, if they were already in the battlefield. However if these Secrets were played with Consulting Criminal already on the battlefield then they would not trigger until he was Silenced or removed.

    Pandaren Monk - Technically he doesn't have the Panache keyword but he's got strong synergy with all 3 Start of Game: effects.

    Booty Hoarder - The art style is a little different from the other cards but the picture was way too perfect for me to pass by.

    Crimson Veil Frigate - It's 2 Ship's Cannon stacked on top of each other! (Costing 1 extra mana so it's not too OP)

    Ancient Minstrel - I have to specify "during your turn" because Panache can trigger on your opponent's turn if they activate a minion killing Secret or if they remove Stealth with Flare or Mass Dispel.

    Captain Jonah Sterling - This nod to Long John Silver of Treasure Island actually exists within Warcraft canon. Who better to dig up Marin the Fox's Treasure Chests?

    Warrior

    Featured Card

    Common

    Rare

    Epic

     Commentary

    Extra Supplies - Technically playable on 4 mana but only really useful on 6+ mana. This type of effect will be used in the other Supply focused classes. 

    Siege Tower - Includes Armor in current health. So if you had a Siege Tower on board, your opponent had 30 Health and 30 Armor (60 current HP), and you ended turn with 10 unspent mana crystals - the Siege Tower would deal 30 damage on the first Supply trigger, then 15 damage on the second.

    The next turn, with your opponent at 15 Health and 0 Armor (15 Current HP), if you again end your turn with 10 mana the Seige Tower would deal 7 damage, then 4 damage.

    Shaman

    Featured Card

    Common

    Rare

    Epic

     Commentary

    Double Strike - Each Panache focused class will have their own unique way to trigger Panache. This is the first. Also worth mentioning that like Blade Flurry it is affected by Spell damage.

    Mrrglr Mate - It's Murloc Knight but soooo much better!

    Sonic Elemental - A tech card I've wanted for a long time. Couldn't be a neutral because of Warlock, sigh.

    Druid

    Featured Card

    Common

    Rare

    Epic

     Commentary

    Thunderstorm - "End your turn." is a new mechanic for Druid in this set. It serves as a downside on two different, powerful spells. Specifically with Thunderstorm it prevents the player from doing something like attacking the enemy hero after using this spell to kill some Taunts

    Freshwater Spring - The other "End your turn" card. Makes for a pretty insane turn 9 if you play 2 Thirsty Treant first.

    Mage

    Featured Card

    Common

    Rare

    Epic

    Legendary

    Token

     Commentary

    Medivh, the Fabulous - If ever there was a legendary worthy of being re-printed as a hero card - it's Medivh. With his doppleganger now confined to wild mode the time has come to bust out the moves. Atiesh remains unchanged.

    Hunter

    Featured Card

    Common

    Rare

    Epic

    Commentary

    Catch and Release - One of several cards in this set designed to push a bigger, more controlling Hunter deck. Sort of like a Hunter version of Kun.

    Into the North - This card presents an interesting deck-building challenge. How many Beasts is just right?

    Hand Ballista - Powerful removal for the discerning Hunter.

    Warlock

    Featured Card

    Common

    Rare

    Epic

     Commentary

    Cheap Trick - Warlock in this set is all about trying to cheat the rules. Will they get away with it?

    Pit Boss - Deck manipulator and casual casino reference.

    Greed Pact - I should clarify that it only dicards cards that were drawn with this spell. This is a part of Warlock's new discard package. No longer completely random. Only the little guys here.

    Goblin Minstrel - The bigger the audience - the longer he plays. Why does everyone keep running away?

    Priest

    Featured Card

    Common

    Rare

    Epic

    Legendary

    Tokens

     Commentary

    Drawn to the Light - Like Embrace Darkness but for the good guys!

    Intercessor Calia - The sister of Arthas Menethil. Will they finally learn to get along? Yes she summons Holy Champions.

    Rogue

    Featured Card

    Common

    Rare

    Epic

    Legendary

    Tokens

     Commentary

    With Style - My favorite card of the set. If you're not convinced just try saying it after any other card. AssassinateWith Style, Gilded Rapier With Style... This card is one of the big reasons to move Gadgetzan Auctioneer to the hall of fame.

    Frink Nightingale Jr. - A nod to Leonardo DiCaprio's character in Catch me if You Can. Also Counterfeit Coin remember that?

    Paladin

    Featured Card

    Common

    Rare

    Epic

    Tokens

     Commentary

    Cavalry Captain - Handbuff is back baby!

    Conclusion

    I feel like each class has a good core of cards to work with in this set and that they all have a unique identity. Rogue, Shaman, Mage, and Warlock with Panache. Druid, Warrior, Priest, and Hunter with Supply. Paladin with both.

    That said - there's no rule against putting Panache cards in a Supply focused class of vice-versa. I could actually see Tailson Songweaver being decent in Warrior because of the efficiency of Shield Slam and Execute.

    There's also no rule against putting more than 1 of Tailson Songweaver, Kat Moonshine, and Fentor Howlwood in one deck but between these cards, the Panache activators, and the Panache cards themselves you'll start to run out of deck space pretty quickly.

    Hope you all enjoyed reading this as much as I enjoyed making it.

     

    Posted in: Fan Creations
  • 6

    posted a message on Weekly Card Design Competition 8.03 - Submission Topic

    For context: "revealed" means "when this loses Stealth " as well as other effects that reveal it from the hand or deck.

    If this minion loses Stealth by making an attack, the effect (6 damage to random enemy) will take place after the attack and only if Undersea Leviathan survives.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.03 - Discussion Topic
    Quote from ZiombalaBoms >>

    I like the flavour of your submarine.

    Although submarine's torpedos seems to me more like powerful single target instead of AoE, so i would change it for sth like deal 10 damage to random enemy.

    Balance

    O would buff it somehow, for now cost is too high for stats and abilities.

    Wording

    change "When" to "Whenever"

     Thanks for the feedback. I wanted to make it single target too but wasn't sure how to word things so that it would be obvious how it worked. I guess I'll just have to give more context. My final submission will have this change.

    Balance: I didn't want to make it too power creeped over Ravenholdt Assassin. It's probably already better with the higher attack and the Mech tribe - even without the ability.

    When vs Whenever: I think I'll stick with "When". It keeps it the same as Flame Leviathan and that effect could trigger multiple times in a game.

    Posted in: Fan Creations
  • 0

    posted a message on Blasted Lands(Custom Expansion)(Finished)

    Ok. I'll give you a review. Let's take this from the top.

    Paladin

    Ship's Defender - seems strong. Divine Shield and Taunt are unusual keywords for a Pirate but if Pirate Paladin is a thing then that's fine.

    Sneaky Pirate - cool, strong, I don't think it's OP

    Group Pirates - I would try to think of a different name. Also +2/+2 is too good. +1/+1 would be fine.

    I Plunder a Guy - I really dislike effects that give a minion -1 health. Isn't that just 1 damage. What if the minion only had 1 hp?

    Divine Plunerer - Holla atcha Blood Knight

    Hammer of Light - Fine

    Pirate Caiptain - Did you misspell "Captain" on purpose? Is it supposed to be a pun? Either way it bugs me.

    Ghost Forge Master - Cool but a little over statted. Maybe a 3/3 or a 4/2.

    Blackheart's Musket - Waaaaaay OP. You should give it a set durability and have the Battlecry increase Attack only.

    Blackheart's Swashbuckler - Probably fine cuz it's 9 mana. Comparable to Dragoncaller Alanna I suppose.

     Rogue

    Nerubian of the Dark - Cool but yeah, 4 lines of text (or less) is pretty much mandatory.

    Darkness Cultist - I worry that there isn't quite enough Candle synergy to justify this card. 1 more card (preferably common) that requires candles to awaken would probably make it work.

    Nerubian Warleader - Strong, seems balanced.

    I Spy on a Guy - To avoid ambiguity the text should say the name of the Token shuffled -  "Shuffle a Spyyy!!! ..." not "Spell".

    Demonic Spy - Very cool idea. Seems balanced.

    Dark Portal Sneaker - I'm not sure how this works. Did you intend for it to reveal a card in their hand then shuffle it into their deck. Or maybe shuffle all copies of it into their deck - that would be cool. If not then it's just Battlecry: look at three cards in your opponent's deck...

    Lil' Darkness - could probably be a 4/4 and still be fine.

    Ritual Disruptor - Cool.

    Darkness Essence - Because it cuts off Rogue's starting Hero Power this weapon is probably a bit weak. Could be a 4/2.

    Lynnore Bloodmage - Very cool! But why the extra "Recombine" wording on the token?

     Shaman

    Orcish Murloc - I like this.

    Spirit Shaman - How does this work? This card text has no precedent. Maybe it would be better to just have it summon a random basic totem.

    Totem Carver - Very cool.

    I Carve a Guy - Seems good.

    Chaos Wrecker - I like it.

    Overcharge - Really tough to balance an effect like that. It's like an unremovable Malygos. One of those cards that would need actual playtesting to balance.

    Fire and Lightning - Very cool effect but it seems weak on it's own. Compare to Fireball. Only remotely playable if all these other Spell damage things exist.

    Electro Plague - Probably over-costed but who knows with all the Spell Damage out there in the rest of the set.

    Neptool and Okrilla - Cool idea. I would like it more if the "Our Powers Combined" Hero Power felt a little more unique.

     Druid

    Marl's Faithful - Seems terrible, buuuut there's synergy with the new Legendary, I'll get to that later.

    Clever Druid - Cool card. Nice upside with a devastating downside.

    Brainwashed Druid - Seems bad. Again we'll have to wait for the Legendary.

    I Grow a Guy - I appreciate the puns. This card has some nice flexibility. Good card.

    Equality Keeper - Finally, something that makes it worthwhile to cripple my own hero power.

    Power Increases - I have no idea how balanced this is. At least it uses the new mechanic in a unique way.

    Stable Shapeshift - This card text has no precedent in Hearthstone. I don't want to comment too much unltil I'm sure that I know how it works.

    Demonic Tree Giant - Probably balanced within this archetype bit I dunno...

    Marl Wormthorn - Finally, we can talk about Marl. Gotta be honest and say it's a cool idea. The flavor is great, holding back the corruption. However I'm not at all a fan of printing so many class cards that are completely awful if you don't have this in your deck. Look at the C'thun cards. They weren't great without C'thun but you could still play them with severely handicapping yourself for the rest of the game. As far as his Token, Mini World Tree goes, I assume it's a permanent like The Crystal Core, or the Nether Portal. If so it's strong but probably balanced.

    Kark - Just awful without Marl and kinda redundant with him since he starts in your opening hand. What's the point of this card?

    Cheers, mate. You're a very creative card designer and I look forward to more of your work.

    Hope this helps. 

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition 8.03 - Discussion Topic
    Quote from Demonxz95 >>

    This thread is moving super slowly. At this point, I just said "fuck it" and submitted my card.

     Your card was already upvote worthy. I couldn't think of anything I'd change with it.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.03 - Discussion Topic
    Quote from ZiombalaBoms >>

     

    Please give feedback regarding best wording.

    mechanic/animation types:

    1. Jousting Master Jouster

    2. Discard a card succubus

    3. Remove a card from deck Fel Reaver, Gnomeferatu, destroy card through having 10 cards in hand

    4. Trigger/destroy secret - quest needs only 3 types, cause secrets are not available in each match

     

     

     If it fits in 4 text lines I would change the wording of the Quest to "Quest: Reveal a card, discard a card, and burn a card."

    Also the reward 69th Sin feels weak. Maybe it should upgrade the hero power as well.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 8.03 - Discussion Topic
    Quote from ffinderous >>

    @SDhn2a  @Sinti

    Thanks for feedback! However I've got a new idea about Chromie, how about this one?

     

     One thing on the grammar, both cards should say "revealed" not "reveal". Has to be passive tense because it comes after "is".

    Here's my Submission for the week. For "Revealed" I include when this minion loses Stealth as well as any effect that might reveal it in a player's hand or deck.

    Posted in: Fan Creations
  • 0

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

    And for those who are wondering what their current rankings are...

    45: eScapegoat1270


    *Rankings are subject to change, explosions, and dramatic love stories.

     Damn, I got real sad. Then I realized I was only 3 upvotes (as things currently stand) from top 20. There might be some runaways at the top but it's tight through the bottom of the rankings.

    Posted in: Fan Creations
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