HearthPwn Card Design Competition Season 4 - Choose Your Weapon
This week's card design competition submission phase is live and the theme is Choose Your Weapon!
This week's Card Design Competition Theme comes from RandomScribbles, whose Saintly Clairvoyant was the winner of our "Recent Events" competition.
Competition-Specific Restrictions:
- Your card must either be a Weapon or it must equip a weapon.
- Your card may not be a class card for a class that already has weapons. In other words, it must be a Druid, Mage, Priest, Warlock, or Neutral card.
Head on over to the submission thread to read the rules and submit your entry. Also be sure to check out this week's discussion thread.
Purified Wand
Priest card
2 mana
0/1
Battlecry: Silence a friendly minion. Draw a card.
Flavor text: Kappa
Mage class weapon.
Does this count? It doesn't really equip the weapon, but I thought this would be cool. Let me know if you think the mana cost should be higher or lower because this seems kinda balanced to me.
I actually like that! Might even tack 1 extra health on him.
Should def. be a 3/4 for 4 if the weapon isn't auto-equipped
=> http://www.hearthcards.net/
5 Mana Mage Spell:
Conjure
Summon a Spectral Blade with the same stats as your opponents weapon
Your created card must be for a class that doesn't have weapons already. Mage, priest, druid, warlock, or neutral. It wouldn't work as a rogue card but it would as a neutral.
It would work if you destroy your own weapon. But then that'd be a waste of two cards.
I think the Statline might need to be a little higher...im not sure...there's a lot of aspects to it but, The battlecry is the negative effect and the deathrattle is the strong one, which brings down the value of the card a lot since it takes so long to actually get a positive effect out of it. summoning a 6 mana 4-5 is already abysmal statline-wise and takes a lot to justify playing already, on top of needing to kill one of your OWN minions (if you have one that is) makes it reaaaally bad on-play. of course there's the deathrattle which is a positive, but the fact that it is a strong deathrattle means your opponent wont really kill it, so that leaves you to do it. And unfortuneately that means you wont get the positive effect of playing this card until 2 (ish) turns after playing it, changing whether you play it on curve or not.
The card is really Back and Forth is the problem in all honesty in my opinion. Its definitely not a tempo card, but its really hard to actually justify this card as being a "value-card" either, largely due to the deathrattle on the Frostmourne, and then its battlecry effect too...its just like.... what is this card trying to do, speed the game up or slow it down? The fact that it doesn't specialize in either basically means it wouldn't be played. Or at least I really can't see it being played. Bad statline, Negative battlecry, and half positive half negative deathrattle.
If i were to change it i would probably just take the negative deathrattle off of the weapon. I know it kind of defeats the idea behind a weapon design competition, but im more analyzing its playability as a card. I suppose another alternative would be to remove the negative battlecry. The Card is so overly complex it loses meaning and direction. Sometimes cards for things like this dont have to be complex. like the Y'shaarj competitions winner was very simple, yet at the same time so Strong and synergistic for a Y'shaarj deck. (The winner was Conscription, which added the two lowest cost minions from your deck to your hand.)
Taking away the negative weapon Deathrattle i would say makes the card somewhat comparable to Cairne Bloodhoof. a 6 mana card with two roughly 4 mana worth cards stuffed into it, one at play, and one behind the deathrattle.
More like "Deathrattle: 50% chance to summon Sylvanas."
You made it a minion. There's a weapon button on the left side of the creator.
Love the Design. a 3 mana weapon that provides healing to warlock, making a control style warlock more viable. Low Cost for a possibly very high heal amount, yet delayed (most of the time) , and an amount that can be manipulated by yourself as well as your opponent. Very interesting design. Well done. Some of the wording may need to Change though i think.
Works with the same rules as Yogg-Saron.
3 mana for 6 random spels is pretty low though, it would be OP
Yeah i agree, Spell texts are generally written in a way that the majority of spells would benefit the caster, even if at random targets. especially because with something like this you can manipulate your opponents board prior to attacking making the possibility of catastrophically bad outcomes occuring, like buffing your opponents minion, much lower. of course, they're still possible but for 3 mana 6 total spells is definitely a few too many.
holy crap, learn how to spell