• 2

    posted a message on Weekly Card Design Competition 6.09 - Discussion Topic

    Flavor: It knows literally zero good pun.

    So, what do you guys think?

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition 6.08 - Submission Topic

     

    Hello everyone! Here's my submission after a while. A brief explanation of this card's idea: I always thought that the damage overlapping mechanic in Hearthstone could be explored - For example, a minion with Lifesteal that has 5 attack that deals damage to a minion with 1 health will heal for 5 and not for 1. Warlock has a lot of minion targetting spells, such as Shadowbolt, Drain Soul and Imp-losion, the latter in wild ofc; thus I always thought of a card that would have something like "damage deal to this card is also dealt to the enemy hero" and then you would go full sado, damaging your own minion to damage the opponent (which is different from Wrathguard). However, since the release of Treachery, I thought that this whole treason theme suited warlock very well. Hence this card: a minion that fits the barely undisputed 5 mana slot, and compensates for the loss of tempo (and damage taken) by punishing your opponent with the aforementioned spells. Warlock is this class: high risk = high reward. Lorewise, Ner'Zhul was Gul'Dan's mentor, whom he betrayed. Also, this is a nerf to N'zoth :)

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.19 - Discussion Topic
    Quote from mavieferrari >>

    My mechanic for this week is Assistance. Hearthstone has this difference, between "play" and "summon". Assistance, in this sense, is the exact opposite of Battlecry: it does something when the card is summoned, but not played from your hand. This mechanic is viable in hearthstone for a few reasons, mainly:

    (1): it's beginner friendly: you don't need to have the card in your collection to benefit from it
    (2): this improves the RNG while also giving it more reliability. Even though this may seem paradoxical, it means that making this a constant keyword would make cards like Evolve or all the new portal (eg: Moonglade Portal) much better, because they coould give you the swing needed to turn the table
    (3): it's Hearthstone we're talking about: Deceptively Simple. Insanely Fun.

    Now, onto the cards: 

    Flavor: If you call for help, be sure you can pay for it later...with your soul

    A clear, simple example of this mechanic. Could be played on curve but gets better if summoned from something like Alarm-o-Bot or Resurrect

     

    Flavor: You know what feels really epic, besides having a purple gem? Having seven purple gems.

    A more complex yet balanced example. Nothing sucks more than getting a Nerubian Prophet from a Moonglade Portal: this card is the opposite, it would suck if played on curve from your hand. However, if you can find another way to summon it without playing it, then it really shines. The text is made on purpose: since this card has to be summoned to activate its effect, basically, it will create a copy, which, since it was summoned, will create a copy until no more minions can be played. So, best case scenario, you get 7 2/2 for 6 mana. Some might say it's unbalaced, but take a look at Wisps of the Old Gods for example: it is less cost effective but at the same much more viable than this card, since it can be played on any turn. The Epic Shadowmancer, however, requires good planning or good luck!

     

    Flavor: leffts' alll dfrink fogether!

    This one was my favourite of all the possible Assistance cards I could think of. I really don't have much to say on this one. A situational yet awesome Vanish on steroids? Count me in! It's not as OP as it seems: if it is in your hand, it thus requires at least another card to be played, so you would be spending 2 cards from your hand (which is sometimes more valuable than spending mana) to get a body and a Vanish Effect. If played right, this can make for a HUGE tempo swing, but that's why it's a class legendary, right?

     So, these are my cards for this week. I put a lot of time and thoughtt on this, so it would be really nice to get some feedback, specially on balance. Anyway, good luck for everyone!

     I haven't received a feedback on this one, maybe because it was by the end of page 3. could someone help me out? :)
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.19 - Discussion Topic
    Quote from Fortify >>
    Quote from MrCheezles >>
    Quote from Demonxz95 >>
    Quote from MrCheezles >>

    Any thoughts on my intended submissions for the week? I actually had this idea a while back when thinking of a SCII themed expansion, so you can see the theme. Not too sure about balance for the murlocs' though.


     

    I actually have a keyword in this thread with the exact same name on page 1, but it works differently. So, I don't know if this counts as a duplicate or not. It might be a better idea to call it something else.
     I did actually notice, I just decided until it was finalized I could go with Ranged. Maybe something like "Advanced weaponry" would work, and it fits the theme of the cards, too.
     How about Sharpshooter? It's a word known for range attackers. 
     A nice mechanic from Duelyst is that Ranged minions do not get counter-attacked by non-ranged minions., only by other ranged minions. Maybe you could incorporate this. "Ranged minions are immune while attacking non-ranged minions", to make things a little more balanced!
    Posted in: Fan Creations
  • 2

    posted a message on Weekly Card Design Competition #4.19 - Discussion Topic
    Quote from Doomedspeed >>

    The Bolster mechanic enables deck size to matter in another fashion than just Fatigue. Deck-thinning and card draw a generally good ways to play a Aggro/Midrange or tempo deck. While not a key word deck thinning exists in cards like Mad Scientist or Divine Favour and Mysterious Challenger. Apart from fatigue there has been no other way to counter (take advantage) of your opponent doing this. 

    The general idea behind bolster is the cards in your deck are supporting the minion/giving it power to become stronger. Only evident in these cards (would be implemented as a running theme) is the synergy with Taunt. Considering the card Bolster already exists it would be silly not to have any synergy with it.

    As the wording implies this is an effect that can change from turn to turn. If I were to play Hallowed Cleric on my turn, it may have taunt, but my opponent may naturalise one of my other minions, it would then lose Taunt (if I now have less cards in my deck than my opponent) and vice-versa. It also has massive synergies with Gang Up and Prince Malchezar

     

    EDIT: I might change Hallowed Cleric to be a 2/6 or 1/7, is 2/7 a bit too much?

     

     So far, my favourite mechanic :) Talking about balance, though, they all need a really thinking. Bolster is easily played around and punishes drawing, so it's not hard to have more cards than your opponent, actually I imagine in a Bolster oriented deck you could easily activate the cards 80% of the time. So yes, 2/7 is a bit too much! even if Bolster isn't activated, it would be too OP. Spider Tank which was the way-to-go cost 3 no effect card, is a 3/4, so I think the first card shouldn't be too far from this: maybe a 2/5 even is enough to be fair. The second one, again: it's easy to have it as a 6/6 taunt by the end of the turn. If you want to make it a 5/5, maybe its wording should be "at the beginning of your turn" and it would still be great. Finally, Danath is the one I found the best balanced, 3/7 can't really make a lot of trades, but if you manage to get the most out of its effect, it's a great card! Nice work and lemme know if I got something wrong or if you disagree!
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.19 - Discussion Topic

    My mechanic for this week is Assistance. Hearthstone has this difference, between "play" and "summon". Assistance, in this sense, is the exact opposite of Battlecry: it does something when the card is summoned, but not played from your hand. This mechanic is viable in hearthstone for a few reasons, mainly:
    (1): it's beginner friendly: you don't need to have the card in your collection to benefit from it
    (2): this improves the RNG while also giving it more reliability. Even though this may seem paradoxical, it means that making this a constant keyword would make cards like Evolve or all the new portal (eg: Moonglade Portal) much better, because they coould give you the swing needed to turn the table
    (3): it's Hearthstone we're talking about: Deceptively Simple. Insanely Fun.

    Now, onto the cards: 

    Flavor: If you call for help, be sure you can pay for it later...with your soul

    A clear, simple example of this mechanic. Could be played on curve but gets better if summoned from something like Alarm-o-Bot or Resurrect

     

    Flavor: You know what feels really epic, besides having a purple gem? Having seven purple gems.

    A more complex yet balanced example. Nothing sucks more than getting a Nerubian Prophet from a Moonglade Portal: this card is the opposite, it would suck if played on curve from your hand. However, if you can find another way to summon it without playing it, then it really shines. The text is made on purpose: since this card has to be summoned to activate its effect, basically, it will create a copy, which, since it was summoned, will create a copy until no more minions can be played. So, best case scenario, you get 7 2/2 for 6 mana. Some might say it's unbalaced, but take a look at Wisps of the Old Gods for example: it is less cost effective but at the same much more viable than this card, since it can be played on any turn. The Epic Shadowmancer, however, requires good planning or good luck!

     

    Flavor: leffts' alll dfrink fogether!

    This one was my favourite of all the possible Assistance cards I could think of. I really don't have much to say on this one. A situational yet awesome Vanish on steroids? Count me in! It's not as OP as it seems: if it is in your hand, it thus requires at least another card to be played, so you would be spending 2 cards from your hand (which is sometimes more valuable than spending mana) to get a body and a Vanish Effect. If played right, this can make for a HUGE tempo swing, but that's why it's a class legendary, right?

     So, these are my cards for this week. I put a lot of time and thoughtt on this, so it would be really nice to get some feedback, specially on balance. Anyway, good luck for everyone!

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.18 [FINAL POLL]
    Quote from Hieii >>
    Quote from mavieferrari >>
    Quote from Hieii >>

     

    Mention of boring card: Stable-ish portal. What the hell is this doing here? That's boring and it's already existing with a minion. I hope people just voted this because of the tri class hype but won't seriously make this have vote in final poll.

     

     Hey mate! I'm quite sad you found the card boring. I actually made it because Unstable Portal was one of my favourite and funniest cards! I'll quote myself here, not because I want you to vote for my card, but because I want to show how fun it could be! hope you change your opinion and give me at least a faint smile! cheers
    Flavor: Now that the Kabal suggested an increase to 31% of GDP on portal upkeep, we can now stabilize them...kinda.


    The flavor and card are obviously based on Unstable Portal but giving it to other classes in a refreshing way. The idea is that since they have some kind of arcane background, the Kabal can control these portals better than ever. This focuses on the factions "Discover a class card" mechanic while also giving it some stability (no pun intended).

    Balancing: 

    However, this was originally built to reduce the costs by (3) - like it unstable cousin- which as some pointed would make it way too OP, specially for mage and warlock which are combo reliant classes. Also, as @thebangzats mentioned, we can't undervalue Discover, hence making this a very balanced card. Compare it for example with  I Know A Guy and Journey Below, both are 1-mana cost Discover a Card; this is a 2-mana Discover, but then discount it by (1), so ultimately a net cost of 1 mana.

     

     I was a little trash when I read again what I wrote. The fact is, it should be an awesome card without the minion that do the same but unfortunately he exists. I think u could have made a more original card than just reduce the cost. Like "discover a 5 or less mana minion and summon it".
     
    But I hope my comment don't cut your envy to create more card ! I hope to see you in an other final with a card that makes me vote for you ;)
     Of course it doesn't, it actually makes me want to become better and better and somehow learn to balance effectiveness and fun!
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.18 [FINAL POLL]
    Quote from Hieii >>

     

    Mention of boring card: Stable-ish portal. What the hell is this doing here? That's boring and it's already existing with a minion. I hope people just voted this because of the tri class hype but won't seriously make this have vote in final poll.

     

     Hey mate! I'm quite sad you found the card boring. I actually made it because Unstable Portal was one of my favourite and funniest cards! I'll quote myself here, not because I want you to vote for my card, but because I want to show how fun it could be! hope you change your opinion and give me at least a faint smile! cheers
    Flavor: Now that the Kabal suggested an increase to 31% of GDP on portal upkeep, we can now stabilize them...kinda.


    The flavor and card are obviously based on Unstable Portal but giving it to other classes in a refreshing way. The idea is that since they have some kind of arcane background, the Kabal can control these portals better than ever. This focuses on the factions "Discover a class card" mechanic while also giving it some stability (no pun intended).

    Balancing: 

    However, this was originally built to reduce the costs by (3) - like it unstable cousin- which as some pointed would make it way too OP, specially for mage and warlock which are combo reliant classes. Also, as @thebangzats mentioned, we can't undervalue Discover, hence making this a very balanced card. Compare it for example with  I Know A Guy and Journey Below, both are 1-mana cost Discover a Card; this is a 2-mana Discover, but then discount it by (1), so ultimately a net cost of 1 mana.
    Posted in: Fan Creations
  • 19

    posted a message on New Card Reveal: Seadevil Stinger & Bomb Squad

    They ruined the card when they forgot to name it Murlock

    Posted in: News
  • 0

    posted a message on Weekly Card Design Competition #4.18 [FINAL POLL]
    Quote from Zebakuni >>

     

    Stable-ish Portal (mavieferrari)
    Ben Brode this is an instant fill in the new expansion! Nice on balancing after feedback given!

     

     Wow, thanks for the kind words and thanks for everyone who helped me out on the discussion thread! Now, I'm crossing fingers! good luck to everyone! really nice and balanced cards overall! 
    Posted in: Fan Creations
  • 17

    posted a message on Weekly Card Design Competition #4.18 - Submission Topic

    Flavor: Now that the Kabal suggested an increase to 31% of GDP on portal upkeep, we can now stabilize them...kinda.


    The flavor and card are obviously based on Unstable Portal but giving it to other classes in a refreshing way. The idea is that since they have some kind of arcane background, the Kabal can control these portals better than ever. This focuses on the factions "Discover a class card" mechanic while also giving it some stability (no pun intended).

    Balancing: 

    However, this was originally built to reduce the costs by (3) - like it unstable cousin- which as some pointed would make it way too OP, specially for mage and warlock which are combo reliant classes. Also, as @thebangzats mentioned, we can't undervalue Discover, hence making this a very balanced card. Compare it for example with  I Know A Guy and Journey Below, both are 1-mana cost Discover a Card; this is a 2-mana Discover, but then discount it by (1), so ultimately a net cost of 1 mana.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.18 - Discussion Topic
    Quote from mavieferrari >>
    Quote from mavieferrari >>
    Quote from mavieferrari >>

     
    Flavor text: As they say, "what the eye can't see, the Frostbolt can't hit."


    Hey guys, what do you guys think of this one? First, balancewise my inspiration was, obviously, Doomsayer mainly becacuse both have a strong and unique effect that disrupt the minions or spells played in someway and thus must be dealt quickly. If timed right, this card could even be compared to Loatheb, in the sense that could postpone a spell reliant combo for one or two turns until this card is destroyed. It has its drawnbacks too, if it is played against minion focused decks, it can be easily played around and because of 0 attack, it can't naturally trade.

    Even though I think the idea is clear, I dunno if the texting could be done in any other way. I based myself on the texts from both Millhouse Manastorm and Servant of Yogg-Saron.  So, what are the thoughts? I'm eager for this week and good luck for everyone! :)

     

     This card was my idea for this week (posted on page 2), but @Dxiled posted that it didn't have any reason to be a Kabal card. Even though I think it makes sense, a spellcaster that wants to control the opponent's spells, I agree it isn't the most straightforward card for a faction, so I came with this idea: 
    Flavor: Now that the Kabal suggested an increase to 31% of GDP on portal upkeep, we can now stabilize them...kinda.


    The flavor and card are obviously based on Unstable Portal. The idea is that since they have some kind of arcane background, the Kabal can control these portals better than ever. This focuses on the factions "Discover a class card" mechanic while also giving it some stability (no pun intended). So what do you guys think of this one? Is it well balanced?

    Edit: In case the first card is prefered, @ShadowsOfSense suggested a rewording to: Enemy spells cost (0), and their targets are chosen randomly, which is indeed best suited for the card. Thanks, mate! :)
     
     

    So, what do you guys think now? Does it solve the balance problem mentioned by @Dxiled? I won't lose the reference to Unstable Portal, while making the card playable without making it a way too op combos enabler.
     I would love some feedback here before submitting: making cards cost 3 less is way too OP, even if it a class limited card that has more chance to pull crap cards than to pull that combo needed pieces? thanks in advance!
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.18 - Discussion Topic
    Quote from GearOFF >>
    Quote from Demonxz95 >>

    This is my second idea for this competition:

    For reference, this was my first idea:

    Which one do you like better?

    I fear that Shielded Juggernaut might be too powerful with all of these "buff in hand" cards in the new set.

     Personally I like the Shielded Juggernaut between those two, but as you say it is too powerful when combined with other grimy card. This mechanic in my opinion works with multiple buff in hand card (Making big dudes and giving it Taunt while still in hand is great) but to give Taunt all minions in hand is too much, How about making it more restricted? For example: "Taunt. Battlecry: Give two minions with 6 Health or more in your hand Taunt." this is just my opinion.
    For my card:
    I rework the cleave effect with a conditional cleave. The text is the same style as Anima Golem. Now which one do you think more interesting and balance? Is there any wording error? Your feedback is appreciated.
     I like the first one the best. Still, I'm not convinced by the balance. Take for example Foe Reaper 4000. It costs 8 mana and has 6 attack and 9 health (6+9=8*2-1). So if it were a 5 cost card it should be something like a 3/6 (3+6=5*2-1). However, the card I mentioned is a legendary and doesn't have stealth! So for it actually being balanced I think it should be a 2/6 or a 3/5 (-1 point of value should be taken because of stealth), plus it isn't a legendary, so 2 copies can be added. For it to be truly balanced I think 2/5 is perfect. Because of stealth it can always proc its effect (cause 2 damage to 3 minions) making it a very good but not OP card. Also, for texting, I would base myself on the forementioned Foe Reaper and Eerie Statue, so maybe it should be something like: If it's the only minion in your side of the battlefield, also damages the minions next to whomever it attacks.

    Also, could someone give me some input on the new version of my card!? 
    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.18 - Discussion Topic
    Quote from mavieferrari >>
    Quote from mavieferrari >>

     
    Flavor text: As they say, "what the eye can't see, the Frostbolt can't hit."


    Hey guys, what do you guys think of this one? First, balancewise my inspiration was, obviously, Doomsayer mainly becacuse both have a strong and unique effect that disrupt the minions or spells played in someway and thus must be dealt quickly. If timed right, this card could even be compared to Loatheb, in the sense that could postpone a spell reliant combo for one or two turns until this card is destroyed. It has its drawnbacks too, if it is played against minion focused decks, it can be easily played around and because of 0 attack, it can't naturally trade.

    Even though I think the idea is clear, I dunno if the texting could be done in any other way. I based myself on the texts from both Millhouse Manastorm and Servant of Yogg-Saron.  So, what are the thoughts? I'm eager for this week and good luck for everyone! :)

     

     This card was my idea for this week (posted on page 2), but @Dxiled posted that it didn't have any reason to be a Kabal card. Even though I think it makes sense, a spellcaster that wants to control the opponent's spells, I agree it isn't the most straightforward card for a faction, so I came with this idea: 
    Flavor: Now that the Kabal suggested an increase to 31% of GDP on portal upkeep, we can now stabilize them...kinda.


    The flavor and card are obviously based on Unstable Portal. The idea is that since they have some kind of arcane background, the Kabal can control these portals better than ever. This focuses on the factions "Discover a class card" mechanic while also giving it some stability (no pun intended). So what do you guys think of this one? Is it well balanced?

    Edit: In case the first card is prefered, @ShadowsOfSense suggested a rewording to: Enemy spells cost (0), and their targets are chosen randomly, which is indeed best suited for the card. Thanks, mate! :)
     
    Quote from Dxiled >>

    @mavieferrari: I really like that, it's pretty funny. I think that's a little op, as you have three choices, and can just pick the biggest one to get value off the (3) cost reduction. Mage and Priest Legendaries tend to be big combo pieces, and they also have a lot of spells, so it's not really great to be getting a 4 mana Archmage Antonidas or Prophet Velen too often. I don't know how to balance the card without ruining the flavor, but maybe this card will fly because of just that. 

    @Zebakuni: I like this too, since spells from all three Lotus classes tend to deal damage to things. Just a minor thing, Worgens aren't normally considered Beasts. (see Worgen Infiltrator and Raging Worgen)

    Also, why is nobody commenting on my card I need feedback ;-;

     

    So, what do you guys think now? Does it solve the balance problem mentioned by @Dxiled? I won't lose the reference to Unstable Portal, while making the card playable without making it a way too op combos enabler.
    Posted in: Fan Creations
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