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    posted a message on New Format: Dual Class

    Doomhammer + Deadly Poison => SMOrc
    Flamewreathed Faceless + Preparation + Sap => 10 mana tempo swing on turn4.

    It seems to me that you'll have to just ban Shaman to be safe.

    Posted in: General Discussion
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    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from Malencia >>

    The point is to be extremely powerful against swarm/zoo decks while not having much effect against midrange or other control decks. Tempo/Aggro cards are allowed to be insanely powerful, so why not their counters?

     It is alright to have a tech card against Aggro decks that allows you to swing the game in your favor. Examples of such cards are strong mass removal spells (like Flamestrike) however it is not "ok" for you to have a 2mana card that kills any swarm type deck there and then. 
    Also taking -1 dmg from all sourses is blatantly OP. Your opponent uses Avenging Wrath? Too bad, Barrier'd. Paladin's heropower becomes useless. Just badly designed card.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from Malencia >>

    Here's are my two ideas:

    Which one do you think is better?  Power Word: Barrier nullifies ping damage (Flamewaker, Arcane Missiles, Knife Juggler, C'thun, etc), whereas Shadow Word: Weakness automatically destroys any minion with 1 health, nullifying things like the paladin hero power or forbidden ritual.  The effects of each would stack if you played more of the card.

     The Barrier is broken beyond belief. You pay 2 mana and make every single swarm/token/zoo type deck concede.
    Weakness is okayish only because it is mirrired. Even then it destroys token decks and aggro. OPOPOP
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from LarryMoments >>
     I like the idea, but I dont like it just needs to sacrifice "one" to summon a 5/7, maybe a cost of 1 and sacrifices 4 random minions, idk, but needs some rework and reword, because just sacrificing 1 creature is too much, and even more if you can fill board. As you can summon an endless supply of Doomguards, wich is, not fun.
     You have to pay initial 6 mana to do nothing.
    Your opponent has an option of reducing the board size to 3 minions thus totally negating the ongoing spell.
    You have no control over which minion gets sacrificed.
    If you can easily fill the board then it is very likely that it can be easily cleared.
    Still, I'll gather some more feedback and, if it is met with such disapproval from most, I'll scrap the idea and go for the other one.
    What sort of reword would you suggest?
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from LarryMoments >>

    Pretty powerfull in a spell deck, its the same effect as Flamewaker, but permanent, maybe too powefull or too weak? Because I though of 4 mana, and give this effect to all minions from your hand, deck and battlefield, a 1 damage effect (Not on you), anyone has thoughts on this?

     

     It seems alright from the balance perspective. The effect pays for itself after 3 spells cast.
    I believe the wording should be "randomly split among all enemies" to be consistent with Flamewaker.
    You'll have to rephrase the 2nd question.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from layrit >>

    I am unsure about the balance on the card.

    Considering that the spell is Ongoing (or Permanent) and the effect might be triggered multiple times I had to price it at least as much as 1 Doomguard costs. Given that you avoid discarding I thought this cost fair (because your immediate tempo gain is 0).

     

     Any criticism? Balance suggestions? Any feedback?
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from Yukazi >>

    I'm trying to decide if it should be end or start of turn. I'm stuck between having an immediate payoff for the cost versus a delayed to give your opponent a turn of warning.

     In its current variation you are the one controling how it works (you can set your opponent's minions to 1 health and they'd die).
    If you make it "at the start of your turn" then your opponent is in control of the effect and the card will be nearly unplayable.
    Quote from Elusive2429 >>

    What do you guys think of this:

    • The wording may be a little wrong but i had no reference as no "at the start of all of your turns" cards have been released.
    • Also I'm British so I put "Armour" but i will update that to the american "Armor" for the submissions.
    • Also I will add the choose one cards
     The "give your hero 1 attack" has to be "this turn only" or "until the end of turn". Otherwise it will be broken beyond belief (your hero will retaliate to enemies attacking in while ramping the attack with each passing turn).
    There are a couple of ways to go:
    1. You can put Ongoing or Permanent in front of the effect.
    2. You can make it say "at the start of each of your turns". (at least I believe it is better than the current one)
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from Boethion >>

    This is what I came up with. The Imps summoned are: Blood Imp, Flame Imp, Malchezaar's Imp, Imp Gang Boss and the Tokens Worthless Imp (Sense Demons), Imp (Imp Master), Imp (Imp-losion) and Imp (Imp Gang Boss).

    What do you think about the card?

     

     While the idea might be nice/fun the card is overcosted. You are paying 4 mana for a mirror RNG heavy effect.
    Quote from RandomScribbles >>

    Designed to be a tech card against Justicar Trueheart/Sir Finley Mrrgglton that also gives your hero power the ability to burst heal if you need it.  

    How much should this cost?  3 seems like too much, but 2 seems to cheap to me, but I don't feel confident way.  

     

     I am not certain that I like the attack on your opponent's heropower but from balance perspective it seems fine.
    Quote from AculAlHazred >>

    Anyways, here is my first idea:

    Thoughts?

     

     For 5 mana you summon 3 1/1s that are guaranteed to deal 6 damage to the face AND it gives your opponent's minions -1/-1 (which is an attack on his deck/gameplan that I don't really like). I am not sure if this card fits the theme. If it does, it is undercosted.
    Quote from D3rpz1lla >>

     

     A 3mana spell that replaces the heropower with a better one is significantly better than Justicar.
    Maybe at 4 mana it would be okayish. I just don't like Swapping hero powers. Your opponent's entire gameplan might be built around their heropower so losing it will probably tilt them really hard. Its even worse than forced discard.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic

    I am unsure about the balance on the card.

    Considering that the spell is Ongoing (or Permanent) and the effect might be triggered multiple times I had to price it at least as much as 1 Doomguard costs. Given that you avoid discarding I thought this cost fair (because your immediate tempo gain is 0).

    Posted in: Fan Creations
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    posted a message on Adventure Creation Competition - [PHASE I DISCUSSION]

    At first I wanted to make a Scarlet Crusade themed adventure however looking at the boss encounters I kind of hesitate.

    Are we allowed to make an entire adventure non-WoW themed? (I am thinking about Alice, both Carroll's and McGee)

    Posted in: Fan Creations
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    posted a message on Old Gods Control [Anti-Warrior, 65%+ WR]

    So you have a very top-heavy Priest deck with no card draw other than PW:S.

    Your only board clear is Excavated Evil.

    From just looking at the deck I like it far less than even the Blizzard-made C'thun Priest.

    Something tells me you won't hit legend with this deck.

    Posted in: Old Gods Control [Anti-Warrior, 65%+ WR]
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    posted a message on Weekly Card Design Competition #4.01 [SUBMISSION]

    Call now and unlock the dragon inside you!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.01 [DISCUSSION]

    This is the first thing I thought about:

    The idea being that you HAVE to cheat him out.

    The problems I am seeing are that it is a bit boring and that being Neutral and Epic it might give Shamans the OTK deck they want (but totally not deserve).

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.01 [DISCUSSION]
    Quote from HalfHalf >>

    Would this be a legal ability for this contest?

    I felt he had to have low stats for his cost as he could be played on turn one. I think his ability is best used on a minion with a lower Health cost but I wanted to explore the idea for this contest. Personally not happy with the stat arrangement and I may choose to explore other designs entirely.

    Let me know what you think, if you know of a character in the lore that better matches the card flavor I would love to know.

     This thing is broken beyond belief. Lets imagine a relatively common scenario:
    You are playing Druid, I am playing Warlock, I go first.
    I play Kil'Jaeden - you concede and uninstall Hearthstone.
    Quote from AngryChicken >>

    I am trying to tweak the Cost/stats since this can cost 0 if two 6-Cost (or higher) cards are adjacent to it. I want to make it a worthwhile early game option for control decks that aggro will NOT want to include. Thoughts? Thank you!

     As I understand this card is an extremely conditional Zombie Chow. So give it a defensive statline (2/4 or 2/5) so it can control the board if you are a slow deck while being not a total disaster if an aggro deck cheats it out.
    Quote from SMcB >>

    Here are my three ideas. Which one resonates most with you?

     Corrupted Giant is probably overcosted. Until its cost drops to 7 you will not want to play it from hand. Hell, that late in the game you don't even want to have the Giant. 
    Everlasting Peace promotes Swarm/Zoo/Tempo Priest however just you playing the card and winning next turn is a boring concept.
    Brilliance is technically overbudgeted (draw 2 for 2, 3 for 4, 4 for 6) however I am not sure Mages need it. Also I am unsure of how willing people will be to vote for the "draw a card, do nothing else" (its not exactly shiny).
    Posted in: Fan Creations
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    posted a message on Adventure Creation Competition - Preliminary Discussion Topic

    1) The elimination phases should go by wing. However the first phase of the competition should be smaller then the following ones showcasing a certain bossfight in full. This way from the 2nd phase onward we can actually have a thread for each competing adventure.

    2) Considering that adventures are even bigger than classes it will take a lot of work and there won't be too many people willing to participate, 4-5 wings should be enough. Each wing should have 3-5 bosses imo.

    3) Until the finals people will generally not look through the entire boss deck. However you should highlight what the boss is going to throw at you and how the battle is supposed to play out. Herois challenges are increadibly difficult to design because you have to build a fun (read: bad) deck that can beat the boss. The dialogues and flavor text should be optional.

    4) In the submission topic each participant will showcase 1 bossfight and link the thread to their adventure.

    5) There are A LOT of dungeons and raids in the WoW. They can be designed in very different ways. Also if you ban WoW dungeon and raids you put WoW lore enthusiasts at a huge disadvantage against people specializing in other universes.
    Also if you create an adventure from scratch your options are limitless, if you are creating an existing dungeon you are limited by WoW bossfights and lore.

    Posted in: Fan Creations
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