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    posted a message on Weekly Card Design Competition 9.12 - Discussion Topic
    @Quippster
     
    Quote from Quippster>>

    Some ideas. Trading feedback for feedback.

    @kegstandgoldmedalist

    Lady Deathwhisper asks a lot but I would definitely build this deck. Witchwood Piper might guest star.

    Soul Searcher is interesting to me (I enjoy seeing rarities given in-game utility) but the design will likely lead to a sketchy result that doesn't make the restriction feel worth it, even with the glimpse at some of their deck ...  #thatfeelingwhen you play Thoughtsteal and pull weapon buffs. At least with Thoughtsteal it might buff your Spellstones.

    Keeper Remulos is turned to 11. It is effectively Twinspell for free. The restriction is in line with the challenge but when compared against Odd & Even decks' hero power boost, they didn't gain this level of upside at the Start of Game.

     

     Thanks for the feedback, even though it looks like you’ve already submitted for this comp. I’ll try to return the favor next week.

    @GerVez0512

    Quote from GerVez0512 >>

    Some ideas. Trading feedback for feedback.

     Lady Deathwhisper is interesting and well-balanced, actually a really good idea.

    Soul Researcher is strange...because most of the time, your opponent's spells have a lot of class synergy and will be pretty useless for priest, also, some classes' spells are bad on their own compared to priest spells. I wouldn't go with that one.

    Keeper Remulos is cool too, i don't think it's too OP, because Remulos is useless himself and deck restriction is pretty heavy. I prefer Remulos among others.

     

    Reposting my card here for more feedback:

     

     Mixed feelings about this one, but I lean toward intrigued. While I agree that the effect is a bit too much like quest rogue, I really like that it creates a brand-new archetype for warlock. I think I would upvote on that basis alone.

    Feedbacking other cards on this page to see if I can get a little more feedback on my cards:

    @Raptor:

    Quote from Sillyraptor >>

    Just a couple ideas I had off the bat, let me know what ya'll think, i'll try to leave reviews when I have time to look at cards! Im not sure if Tranquility works for this comp but my thought is it pushes beast druid because why include the card if you're not playing beasts but idk if that leap in logic works for this.

     

    Joy Ride, easily. I would however change the second half to “If your deck has only Mechs, cast this again.” Btw, did you mean for the deck restriction to be all cards, or just all minions? Otherwise I think it’s way too restrictive, even nullifying itself if you run two copies.

    @Wailor

    Quote from Wailor >>

    Reposting my previous idea, with an slight variation of it.

    While I like The Wereloc's flavor better, I find it very idiotic that his battlecry would trigger every time you play him.

    Btw, if I drop the Murloc-only condition, would these cards still be valid?

     

    I guess I don’t see the upside to either of these cards. I suppose there’s some synergy with cards that tutor Murlocs into your hand, but otherwise you’re just putting a bunch of Pit Fighters in your deck. OK Royal Guards have slightly better stats, but it doesn’t seem worth the deckbuilding restrictions. What am I missing?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.12 - Discussion Topic

    Some ideas. Trading feedback for feedback.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.12 - Discussion Topic

    Mods: Maybe I'm the one misunderstanding this week's comp, but it seems like there are a lot of submissions that are missing the mark this week. I'm seeing a lot of subs that are buildaround cards, but not strictly cards that won't function without a specific deck comp. 

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Submission Topic

    How it works: When played, Bazil lets you discover secrets similar to Hydrologist , Arcane Keysmith , or Secret Plan , but in thief fashion the secrets are Paladin, Mage, or Hunter. Secrets are presented on a completely random basis, other than you (obviously) won't be presented with the first secret chosen. The secrets are then combined into a single spell that casts both of them; the cost is (2) less than the cost of otherwise casting both secrets separately. However, as it's technically generating a Rogue spell, there's no synergy with Spectral Cutlass , Tess Greymane , etc.

    Lots of utility for rogue, letting them adapt their game plan every time, and even the most expensive custom secret (two Mage secrets) can be played on curve, if desired. You can combo with Preparation to make most cost (0). And it's consistent with rogue's class identity.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic
    Quote from GerVez0512>>

    OK, putting out a call for any nice person with mad photoshop skills. I need Kazakus but...a robotic one, for:

    Mecha'zakus, salvaged from the original and given a few "upgrades," works somewhat like the original, with a Boomian twist. When building your Mechanical Lackey, you get 4/5 of the Lackey options. Here they are as Mecha'zakus choices:

    The fifth Lackey option is then added with random targeting:

    Like Kazakus Potions, you can also build bigger Mechanical Lackeys, with scaling effects:

    Additional help (trading feedback) - Balancing the scaling effects!

    Discover a spell: 1/2/3
    Damage: 2/4/8
    Discover and summon an (X) cost minion): 2/4/8
    +X Attack and Rush: 1/2/4
    Evolve: 1/2/3

    Also, for some reason Hearthcards isn't generating Rise of Shadows watermarks - that an issue on my end, or theirs?

    Thanks in advance for any and all feedback!

     Cool idea, but i think some effects need to be changed:

    Faceless ichor lv3 should summon 6 cost drop, because now it's too much value

    Goblin accelerator lv2 needs to buffed, maybe to +3 attack, while lv3 to +6

    Corcery code lv3 probably just should affect all your minions.

    What about Rise of Shadows icon, sometimes icons are not shown on your card until you make it (same problem with Hero Cards), that's the only advise i can give.

    Btw i repost my idea for some more feedback:

    Thanks for your feedback. I did the scaling effects in a hurry, so I'll go back and take another look at them.
    To be honest with you, I find the Emerald Druid more interesting. Larissa is alright, but she makes Marin less unique when they're in the same set. With the other card, dragon druid isn't something we've seen before, and druids have a close connection with the Green Dragonflight. And the card itself is functionally pretty interesting. That's why I like it more.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    OK, putting out a call for any nice person with mad photoshop skills. I need Kazakus but...a robotic one, for:

    Mecha'zakus, salvaged from the original and given a few "upgrades," works somewhat like the original, with a Boomian twist. When building your Mechanical Lackey, you get 4/5 of the Lackey options. Here they are as Mecha'zakus choices:

    The fifth Lackey option is then added with random targeting:

    Like Kazakus Potions, you can also build bigger Mechanical Lackeys, with scaling effects:

    Additional help (trading feedback) - Balancing the scaling effects!

    Discover a spell: 1/2/3
    Damage: 2/4/8
    Discover and summon an (X) cost minion): 2/4/8
    +X Attack and Rush: 1/2/4
    Evolve: 1/2/3

    Also, for some reason Hearthcards isn't generating Rise of Shadows watermarks - that an issue on my end, or theirs?

    Thanks in advance for any and all feedback!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 9.11 - Discussion Topic

    Haven't done one of these in a while. Any thoughts?

    Posted in: Fan Creations
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    posted a message on Titan's Togwaggle Warrior

    I saw this deck pop up today and was wondering about it. I had some questions, if more experienced warrior players than I could weigh in.

    Decklist (Titan's)

    Togwaggle Warrior
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    Minion (11) Ability (15) Weapon (2) Playable Hero (2)
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    1. The King Togwaggle > Explore Un'Goro > Skulking Geist combo makes sense to me, but what function does Azalina Soulthief serve here? Is it specifically a Shudderwock counter, or does it serve an additional purpose?

    2. Does 1 copy of Brawl seem like enough? At least until Zoo's numbers are suppressed a little I'd think you would want both copies.

    3. Any general tips would be appreciated. It looks like a very complicated deck in the wrong hands (read: mine).

    Thanks for the help!

    Posted in: Warrior
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    posted a message on Good ol' Mech Mage

    I've been using this. It's unpolished at the moment, so I'll probably be tweaking it as I go.

    Mech Mage Rebooted
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    Minion (25) Ability (4) Weapon (1)
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    Cards I like:

    Stargazer Luna: I definitely think she's an early MVP. I was thinking about the deck's relatively low curve when including her, but her real strength in spare part synergy, since they're always added to your hand on the right. Drop a Finicky Cloakfield on her, draw one for (1), stealth her for a turn, and feel like an exceptional human being.

    Mecharoo: Possessed Villager of the expansion. A good cheap, sticky minion that helps activate your Tinkertown Technician, Goblin Blastmage, etc.

    Giggling Inventor: Generates two, um, annoying mechs, though I wonder if it would be better as a 1 of. I think the main purpose is to help activate your mech synergies because the card itself produces very little pressure, and you can't take advantage of the tokens as well as a lot of other decks.

    Cards I'm not sure about:

    Aluneth: The deck doesn't run a lot of burn, and I wonder if having two draw engines (Luna being the other) is overkill.

    Mana Wyrm: With only four spells, you don't have a lot of fuel for them. Early spare parts aren't guaranteed, and you have two other key cards, Luna and Archmage Antonidas, competing for them.

    Galvanizer/Mechwarper: Specifically, running three. You can make the case for one being better than the other, but I'm not sure the deck needs three "make your mechs cheaper" cards.

    Cards I'm considering:

    Clockwork Gnome +1: Spare Parts are good.

    Toshley: I don't own him and hesitate to craft him for a deck that could wind up being trash. If I ran him, I would probably cut Aluneth.

    I'm here for suggestions, too! What's working in your mech mage deck?

    Posted in: Wild Format
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    posted a message on New Druid Legendary - Splintergraft

     

    Quote from Megatron8 >>

     

    If a 10/10 Snowflipper Penguin is wrong I don't wanna be right. 

     
     it will cost 10 mana it wont be zero when copied to hand :)
    It could cost 100 mana. I still have a 10/10 Snowflipper Penguin.
    Posted in: Card Discussion
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    posted a message on New Druid Legendary - Splintergraft

    If a 10/10 Snowflipper Penguin is wrong I don't wanna be right. 

    Posted in: Card Discussion
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    posted a message on Weekly Card Design Competition 7.11 - Discussion Topic

    As usual, feedback for feedback

    Notes

    I don't mind changing the name of "Armor All" if the meme doesn't resonate.

    I know Bubble Hearth will be an extremely polarizing card, but
    a) your opponent would still get a win, since the effect is essentially the same as "Your opponent left."
    b) yeah, it's basically an extra life when you're at 2 losses, but that forces you to treat it as a dead card the rest of the time. Depending on the circumstances when you draw it, I could see it indirectly causing more losses than it prevents.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.10 - Discussion Topic

     

    Quote from YJHS2000 >>

     

    @ kegstandgoldmedalist

    Hibernate seems too powerful to me. It only hurts you if you have Taunt minions. It's basically a Conceal for Beasts that also grants immune and also heals all your minions. This plus Savage Roar the next turn is terrifying.

    I'm still pondering Suppress Soul. Can't tell if its amazing or awful. Pet Cemetery seems a little complicated, and the use of dormant does not quite fit the card imo.

     Thanks for your feedback. As I understand the dormant/awaken mechanic, minions hit with Hibernate would awaken fully healed but have summoning sickness/exhaustion that turn. Unless it's a beast with charge it would be unable to attack that turn. If they can, then yeah, that's a different story.
    Does Pet Cemetary feel better if you give the effect to beasts on board as a deathrattle? I'd probably increase the cost of the spell in that case.
    Your card: I think I like the text of the second one the best, but I'll be honest with you: I'm not very fond of "group" minions. There are fringe cases like Wobbling Runts but most of the time they feel weird to me. Just my two cents.
     
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.10 - Discussion Topic

     

    Quote from ThisOtherGuyTox >>

    Ba dum ba dum. I forgot to submit last week.

    You know the jazz, feedback for feedback.

     

     In a vacuum I would say this OK (p.s. is your "Inspire this minion" just flavor?  "Inspire: Revive it." feels just fine to me). Have you thought about Quest Rogue interaction? Not only are these effectively guaranteed Zola the Gorgon targets (as well as Sonya Shadowdancer with a bit more effort), after the quest they become permanently revivable 5/5s. I think that would single-handedly push control decks out of the meta. (Edit: I guess it's technically a Wild card but that doesn't make any less strong in a Caverns deck.)
    My cards are upthread if you care to comment. Particularly looking for feedback on Pet Cemetary and Suppress Souls.  Hibernate is just sort of there.
    Posted in: Fan Creations
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