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    posted a message on Make the Card

    Next: A rogue weapon that would actually see play."

    At first I wanted to go with a Sap effect, but then it felt counter-intuitive - you oftentimes Sap things to avoid taking damage.

    With this though, you take damage to avoid taking damage and to create a pile of useless minions on your opponent's board.

     

    Got sniped, so:

    Next: Anything balanced.

    Oh would ya look at that.

    Still works :y

    Next: a Kabal Inspire minion.

    Posted in: Fan Creations
  • 1

    posted a message on Make the Card

    "A non legendary minion that benefits on fatiguing not just from taking damage on your turn"

     

    Next: A book for Paladin.

    Posted in: Fan Creations
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    posted a message on Make the Card

    "Next: A "Create a custom" card, like Kazakus.... SO OP!"

    After the cost you choose stats, 1/3, 2/2, 3/1 for 1 mana (Something like defensive matrix, balanced screws and aggro mode); 2/8, 4/6, 8/2 for 5 mana, and 4/12, 8/8, 12/4 for 10

    Effects may vary to be a deathrattle that adds free Spare parts to your hand for that GA card draw value, or a battlecry that allows it to stomp a minion opposite it.

    For example:

    5 mana, 2/8 Mechazoid, Battlecry: "Deal this minion's damage to all enemy minions"

    And the texts would vary depending on the body!

     

    Next: A Potion (Kabal Style)

     

    Posted in: Fan Creations
  • 1

    posted a message on Make the Card

    Mage Rage

    Next: An Anti-Dragon Rager, since we're on a roll.

    If that's too difficult - reverse Reno-Effect, be it "If your opponent's deck contains no more that <yadda yadda>" or "If your deck contains no less than 2 of every card <effect>"

    Posted in: Fan Creations
  • 0

    posted a message on Make the Card

    "A Jade Lotus member that doesn't summon a Jade Golem."

    Because I hate not being able to draw properly, this doesn't die as easily and it isn't as useful unless you have Jade Golem cards in your hand, which you very well may not have.

     

    Next: An anti-pirate Pirate

    Posted in: Fan Creations
  • 2

    posted a message on Knuckles

    It summons a random 5 mana card, so yeah, it can

    Posted in: Knuckles
  • 6

    posted a message on Weekly Card Design Competition #4.14 - Submission Topic

    From my understanding it should work mechanically, since a Battlecry happens before the minion is summoned. And therefore, we have a buffing trio that support each other.

    A Familiar:

     (Art by James Ryman and Dave Allsop respectively)

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.14 - Discussion Topic

    The idea here is - the druid is the pack leader, so he is useless without his pack and, likewise, his pack is useless without him.

    The overall stats are like this - 5/8 Druid of the pack and two 2/4 familiars + 2/2 for each beast on your board.

    Silencing the druid makes the beasts weaker and killing familiars kills the Druid of the pack with them.

    So, possibly, Turn 4 > Innervate > Druid of the Claw

    Turn 5 > Coin > Druid of the Pack for maximum protection

    Posted in: Fan Creations
  • 5

    posted a message on Weekly Card Design Competition #4.12 [SUBMISSION]

    Here's my submission. The idea is - he's stomping over his bloodied comrades with reckless abandon.

    Good luck, everyone.

    Posted in: Fan Creations
  • 1

    posted a message on Make the Card

    Next: Triple Feature (Zoobot, The Curator)

    Posted in: Fan Creations
  • 13

    posted a message on Weekly Card Design Competition #4.10 [SUBMISSION]

    "I call him Fuzzy Tummy"

    Fairly straightforward in my opinion, text-wise.

    Poor stats for the sake of balancing when the effect hits, however, if nothing played before kills it, it will trade upwards, like many of these underhealthed minions.

    Plus, as a bonus - you get to know what your opponent's top deck is (or in case of minions: isn't)

    Art by Dany Orizio.

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from IProto >>

    Haven't really tried making cards before so this was my first shot at it. The mana cost I figured would have to be high and you'd never want more than one of this card so legendary seems to fit. I costed it so you'd still be able to do something like make a dude or play noble sac + redemption in combo with it. I considered putting it to 7 so in wild you could pair it with Muster for Battle, not sure about that though.

     I'd say reword it?
    "You can't be reduced below 1 health if you have a minion on the board"
    Because losing the game isn't really a wording mechanic.
    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.09 [SUBMISSION]

    "Entrance fee: 150 gold"

    The attack bonus stacks if you play 2 of these, making it +2 attack to your weapons.

    Art by Jung Park.

    I hope the effect is clear enough so that there's no confusion.

     

    Posted in: Fan Creations
  • 0

    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic

    @AUzg, the thing about this is that I want this to be a spontaneous decision making thing instead of using weapons to their fullest, because if a warrior plays this card on turn 4, that means that they're in control enough to be confident in its efficiency. With that in mind, a warrior can drag out the game to the point where the weapons go beyond their potential. On both sides.

    Plus, if somebody gets a good weapon there's nothing stopping them from just keeping it on without using it until they have burst or something similar. I want to make this a more active card, where you have to do something or else you're wasting the card's usefulness.

    Plus Plus, I just like the idea that the heroes are locked in this arena where they are forced to use one weapon after another, without a breather.

    @Hieii, thank you!

    Posted in: Fan Creations
  • 1

    posted a message on Weekly Card Design Competition #4.09 - Discussion Topic
    Quote from Hieii >>
    Quote from volt229 >>

    Righto, here's one of the ideas I've had. (Art by Jung Park)

    I am unsure of the mana cost. The card has a perpetual effect, sure, but it equips a weapon for your opponent as well. BUT, if you get cursed blade you only have to suffer 1 turn of it, which is neat.

    Also, the effect doesn't stack, so, if you cast the spell again, it would just replace the weapons both players have.

    Plus, you can destroy an opponent's weapon and they won't get a replacement until the end of their turn.

    Idk, I would just like to ask about balance of the card.

     Really nice card, very fun !
    For the cost it's for me clearly too much. All advantages and inconvenients you can have, your opponent can have it too. So for me the cost should be more like 3. You can't even boost your weapon because it broke after your turn, the only advantage you can have is to summon minions that cost less for the attack of your weapon or gain charge when a weapon is equiped, this advantages are not worst more than 3 manas I think. 
    Also, like lot of members say, you can have so much difference between players weapons and make salt coming. I would balance this with: "Equip a random weapon with same cost for each player". Like that, when cursed blade appear, you opponent don't have a 7 attacks weapon :)
    If that was me (but i'm totally breaking your card :D ) I would too change weapon at the start of YOUR turn only. Like this players can enjoy their same mana cost weapon both once.
     Refinery never stops working:
    Plusses:
    +Semi-free weapons
    +A constant +1 attack buff
    +Ability to prepare for your opponents weapon
    +Weapon destruction doesn't mean much to you
    Minuses:
    - Weapons are random
    - Your opponent gets the same heavy hitters as you
    - Buffs beyond attack mean much less if anything
    - Does nothing right as it is played
    Should even out, hopefully.
    Posted in: Fan Creations
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