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    posted a message on Weekly Card Design Competition #4.07 - Discussion Topic

    This was my first idea. Thoughts?

    The idea is it saps the enemy's will to fight and uses it to empower an ally.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 [SUBMISSION]

    The staff's Deathrattle Hero Power:

     The text on Harro, that Shadowform's effect is changed, carry on when he is your Hero, in the same vein that Jaraxxus keeps the Demon tag. The Hero Power cannot be used without the weapon as as soon as the weapon is destroyed or replaced, it changes your Hero Power, changing back into the original Vampiric Embrace after use. Harro, balance wise, costs less than Jaraxxus, making it more versatile. Because of this, the Hero Power, in a lot of cases, isn't as aggressive as Jaraxxus' Hero Power, but keeps you living and softening up the enemy minions, so you can draw cards with the weapon. The Hero Power is affected by Spell Damage, as it says, meaning Shadow Form does in fact buff it due to Haro's ability. It costs (1) when you first get it, the rice going u as you draw more cards with the weapon.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic
    Quote from Razashk >>

    Can't be destroyed feels like such a cop-out though. A weapon immune to anti-weapon tech? Just sounds so wrong to me.

    A means to recover it sounds better to me. Like, the weapon gets deathrattle: your hero power reequips that weapon for 8 mana or something? Would also be a slight nerf to the hero power if you can't use it when you don't have the weapon equipped.

     I'll see if I can fit it in. Thanks :)
    Edit: I can, if I make the Hero Power 5 lines, one of which is just 'Affected by Spell Damage'.

     

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic
    Quote from Shakrazam >>

    Conjurer of ShadowsVoid Spike

    Here's my submission made with my own art. I decided to go with a simple effect that makes sense. The conjurer conjures a void spike for a weapon and when he dies the spike sticks around for the Priest to use.  Do you think it is balanced, or would you change the stats around?

    Also here's the full art:

    Can you think of a cooler card it would suit?

     

     It seems to be balanced, however most people would probably judge on how interesting the weapon is. Currently it is a weapon version of Mind Blast. An idea would be to make it do something if it kills a minion, like deal 2 damage to the enemy Hero as well, and maybe make the minion a 4/4?
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic
    Quote from Razashk >>

    The thing is, you can't really compare it to Jaraxxus. I mean what does Jaraxxus do:

    #1. It costs you an entire turn (sans the weapon attack).

    #2. You become extremely weak to Burst damage (and you have to be smart about weapon use because of that).

    #3. It summons VANILLA minions.

    Jaraxxus on his own does basically nothing in any aggressive matchup except heal you to 15 and LATER ON give you bodies to synergize with other cards, like sunfury protector or shadowflame. The hero power of your creation is the exact opposite (even in its weaker form). He helps you survive while removing small-medium sized enemy threats. He has 20 max health, that he can restore on his own, so he's also not as weak to burst, and the chance that you profit from the hp change is also much higher, especially in the crazy meta we have nowadays. So in the end, you can take out this guy in the control, the aggro, the tempo... basically every matchup except combo, which makes him a lot more versatile than Jaraxxus, and versatility must come at a price in terms of power.

    I'd be on board with a 2/3 weapon that draws a card when you kill something. You could maybe even put a passive effect on it that is stronger the more durability it has. Would be interesting what people think about "stronger effect or draw cards". But I don't think I'd say spell damage +1 for each durability, as that would again, make the hero power absolutely bonkers. And it would make this guy a combo priest card suddenly, because mind blast the world. As for the hero power itself, 2 damage and 1 healing is fine when you can buff it (even passively through shadowform). Would have more flavor maybe if it just healed for the damage you did, though. Considering that justicar warrior is a thing, gaining 4 health per turn for 2x shadowform is not broken in blizzards eyes, yes (would also save you the wording headache)?

    And for the wording: Would "both are affected by spell damage" work?

     For the stronger effect for more durability, maybe make the Hero Power cost (4) and cost (1) less for each Durability? It would cost (1) when you first get it. Only issue, though, is if the opponent uses Ooze or Harrison, nerfing your Hero Power. Maybe I could put 'Can't be destroyed.' in the weapon text, to stop your opponent removing your weapon to make your Hero Power much weaker? See below for an example.

     The 'Can't be destroyed' means that if your opponent uses Harrison or Ooze, you wouldn't lose the weapon. Either player using Blingtron means you keep your weapon. How is this?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic
    Quote from Razashk >>

    Oh right, totally forgot Y'shaarj. Damn.

    A 1/20 at that point in the game (let's ignore baby Y'shaarj from Barnes) is kind of terrible though unless you play inner fire. Back in the day, pulling Jaraxxus onto the field was a death sentence for the warlock in the control matchup, and he has good-ish stats.

    Alright, let's look at this one.

    For 6 mana, you get healed/damaged to 20. You get another use of your hero power, which now deals at least 4 damage, 6 at max without any additional spelldamage on the field.. In addition to that you get a weapon that deals 16 damage and can draw up to 8 cards in total over 8 turns.

    I felt like the drawing a card thing would be alright on a 1/3 weapon. But with 8 charges, that's way too much if it has that effect (Also the wording "and powers" is no longer necessary, considering it's on the hero power now). I mean, 8 cards in the best case. At turn 6, you have 21 cards left in your deck, worst case. So 8 is like 40% of your deck, and your hero power is good for softening things up before attacking. You could say it's inevitability in an aggro environment, compared to the inevitability Jaraxxus signifies in the control environment. The tradeoff Jaraxxus has for this is lower HP though, and Haro here can heal himself very, VERY efficiently. More HP does make sense in priest of course, so where is the tradeoff for running him? The hero power is strictly better in its base form when it comes to hero survivability and clearing enemy boards. You have lower hp but you can heal yourself while clearing minions, and you get a weapon to make use of that hero power healing, while slowly drawing a third of your deck (if you decide to do so!).

    I kinda feel like I'm ruining your idea here, to be honest. I'm trying to force balance onto something that's just supposed to be like "lookit me, I'm interesting".

     

     You're really not ruining my idea here. I do, in fact, appreciate any feedback you can give me. The Hero Power was much weaker earlier, but someone was dead set on comparing it to 'Summon a 6/6', even though this costs (3) less, and it's tha point you can probably play it as soon as you can, and not lose anything. So would the weapon as, say, a 2/3, be okay? You normally wouldn't want to use it, but you could if you needed that card. Just a note, the original power was deal 2, heal 1. Does that make more sense for this? Especially with the Hero Power being affected by Spell Damage. As for the 'and powers' on the weapon, it needs to be there as it affects the healing, whereas without the weapon, only the damage gets buffed.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic
    Quote from Razashk >>
    Quote from mocandragon5 >>

    This is my previous idea, with updated Hero Power. Feedback is appreciated!

    I'll give feedback in the morning!

     Let me take a look at this thing...
    The only way this thing ever hits the field without activating its battlecry would be Barnes or Deathlord, right? So is there a reason to have different stats than the hero?
    When I look a the weapon, it seems to be shadowpriest themed, yet it has anti-synergy with shadowform itself. Can't say I'm a fan of that, in terms of flavor. There is also no reason to ever use the weapon. It's just a passive effect that stays until some museum guy comes along. No reason for this to be on a weapon in that case, no? Might as well just make it a passive of the hero then. I know it wouldn't fit the design competition, but in terms of general design, that's my opinion ( and that opinion is also true for a LOT of other submissions! It's like 50% of people just think "good effects that don't last when on minions" ). Weapons need durability interaction to function properly (at least you embraced your aura concept, and didn't just slam on "-1 durability per turn", while still having 1 attack in a pinch).
    As for other things, there's a somewhat synergy with spawn of shadows and the like, as in healing back up to 20 after losing a lot to its inspire. I like the new hero power you gave him, would like to see it boosted by shadowform though, as mentioned.
    There. Picked it apart. It's really not a bad concept, for some sort of more aggressive priest. There just should be some incentive to using the weapon. Like whenever you kill something with it, draw a card (which is what an aggro priest would really like to have!). Would make the text really long though.
     Thank you for your feedback. For the stats, 1/20 is a bit of an overkill for 6 mana, 3/15 is okay for 9 mana, if you apply the fact stats should be the mana cost, doubled then add 1. Jaraxxus' stats are 18, which is 9 doubled, so 1 stat less. 1/20 is 21, while it should be about 13. I suppose I could change it if it annoys you that they are different, but a 2/20 (Due to the weapon change) is quite powerful for Y'Shaarj, Rage Unbound. As for the weapon, it fits the idea of a priest 'equipment', more so than a weapon. I am redesigning it, however, to be more in line with what you say as 'Affected by Spell Damage' fits in the Hero Power text. How would I work in Shadowform synergy? I suppose I could mention to where it basically gives your Hero Spell Damage +1 to buff the Shadow Priest ability? Like fit it on Harro's card? Care to critique it again? I appreciate your feedback! :)

     The text on Haro still happens when he is the Hero, just like Jaraxxus keeps the Demon tag.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic

    This is my previous idea, with updated Hero Power. Feedback is appreciated!

    I'll give feedback in the morning!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic
    Quote from Shatterstar1998 >>
    Quote from mocandragon5 >>

    This card is in the style of Lord Jaraxxus. The Hero does come with a weapon, so...

     The weapon may be a bit overpowered? But you have 10 less max health, so... I don't know. feedback in next post!

     I'd say the Hero Power is too weak in compare to Jaraxxus. What made him powerful is how active he is with a 6/6 for 2 mana AND the 3/8 weapon. Maybe increase the damage to 4?
     I apologise for not seeing this earlier. Compared to Jaraxxus, it costs less and has more health as a Hero. The Hero Power, if you're not attacking, is deal 3 restore 2. With other Spell Damage sources, it becomes stronger faster. I suppose I can increase the damage on the power by one, if you feel it is an improvement.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic

    Do you prefer the spell version or the minion version ?

     With the second card, you have to think is copying secrets and weapon worth 2-mana? The average secret is like 2-mana, but only three classes have secrets. As for weapons, you could easily just get Wicked Knife. I think the minion version though is more useful.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic

    This card is in the style of Lord Jaraxxus. The Hero does come with a weapon, so...

     The weapon may be a bit overpowered? But you have 10 less max health, so... I don't know. feedback in next post!

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic
    Quote from Clord >>
    Quote from mocandragon5 >>

    I assume Lord Jaraxxus would count, as the hero comes with a weapon?

     Rules state that you can design a warlock weapon card.
     Yeah, I know. Just asking if Hero-replacing cards that make weapons would be valid in this competition.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic

    I assume Lord Jaraxxus would count, as the hero comes with a weapon?

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic
    Quote from thebangzats >>

    Druid weapons will definitely be my choice for this competition.

    Attack alongside your Beast allies! Your strength is their strength!

    • Imagine T1:Enchanted Raven and T2: Claws of Ursoc. You ping with your hero + you have a 3/2 minion this turn.
    • Later in the game? Use your hero power and give a random friendly Beast +2 Attack!
    • Have a Savage Combatant? Return the favor by giving him +4 Attack (Weapon has base 1, +1 from HP, +2 from Inspire)!
    • Synergy with many forgotten Druid cards, such asClaw,Bite, Feral Rage and Savagery.
    • Imagine how much face damage you could do with a ready Stranglethorn Tiger, gain tons of attack and WHAM.
    • Playing in arena and you didn't draft Beasts? Well 4 pings ain't so bad, coupled with your hero power at least.

     

    May need fewer Durability or 0 Attack for balance purposes.

     It seems to be balanced as it is, to me, and I love Druid weapons. I made one far an earlier competition where it was 0 attack but gave your Hero the Emperor Cobra effect. I think the 1 attack is fine, but i'm not as sure about the durability. It is a Light's Justice for 1-more mana but in a class with many attack buffing effects, with the ability to buff minions. Wat do you think about a 1/3? I'm not sure, but seems fine.
    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition #4.06 - Discussion Topic

    I only managed to play Karazhan today, and I have heard people like the Chess encounter, as did I. Because of this, I bring a gimmicky legendary!

     The weapons are 1/1 so you or your opponent can get rid of the weapon if they don't want their minions on auto-attack.

    More feedback next post!

    Posted in: Fan Creations
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