HearthPwn Card Design Competition Season 4 - Perpetual Commotion
This week's card design competition submission phase is live and the theme is Perpetual Commotion.
As last week's winner was unable to select a theme for this week's Card Design Competition, our very own PupleMD has offered one of his own ideas that he hopes you'll all enjoy!
Competition-Specific Restrictions:
- Your card must be a Spell with an effect that is permanent, continuous, persistent, or perpetual. Indeed, before we decided to come up with a fancy name, we were just going to call this competition "Permanent Spells". What counts as a permanent effect? Good question! After all, Arcane Intellect could be said to permanently thin your deck, and Blessing of Kings could be said to provide a permanent buff to a minion as long as it doesn't die. Those are not the sort of effects we're looking for, however, as by those standards almost any spell could be said to be "permanent" in some way. Rather, for this competition, permanence refers to a continued, indefinitely repeating effect on game events moving forward as a whole, not just on an initial target or as a byproduct of an instantaneous benefit.
- An example could be Shadowform, which permanently alters the function of your Hero Power, or The Mistcaller, which gives a bonus to each and every minion you draw from your deck for the remainder of the game (although, as a minion itself, it would not qualify for this competition).
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.
Curse of Flesh
5 mana
for the rest of the game, at the beginning of your turn replace a random enemy minion with one that costs 1 less
The image in my mind is a bunch of Rogue types in a dark forest hiding behind the trees, waiting to ambush something but I was OK with this for the moment. Brann Bronzebeard boosting your combo minions.
Increases the maximum mana crystals one can hold. In other words, if you use this on curve you will end up with 1/4 and when all your crystals are filled (at the late-game) you will have 11/11.
Effects from Felguard and Darnassus Aspirant will permanently destroy the newly created mana crystal.
(Maybe the card's wording can be changed but idk)
I feel like priests lack damage while trying to take control of the board. Also this will give value to cards like Northshire Cleric, Mind Vision, Thoughtsteal, Shifting Shade and even Convert!
So if you cast this twice, every time you draw a card, you draw a card? I hope you understand the obvious problem here without me pointing it out.
After playing this for the first time, every turn you will deal 1 damage automatically to your opponent as you draw a card. Copying cards also deal 1 damage like mind vision or shifting shade. If you play this for the second time you just draw a card and deal 1 damage. By "instead" in the card text I didn't mean "Every card you draw will draw you a card instead of dealing 1 damage." I meant you cannot activate the same thing again so just draw a card, just ONE card. So second play doesn't change the permenant effect.
I don't know why I got so many dislikes. Is it because people misunderstood it? Or you guys didn't like the idea behind?
EDIT: Okay, after reading the card text again. I understood your confusion. The text can be both interpretted as your and my way. I am sorry for the mistake. I think taking out the word "instead" would clerify everything but sadly I cannot edit the image again. Please evaluate the card as I explained guys.
not a spell also its op srsly
I agree. I could see something like this costing around 5 mana.
I think you could write it something like "Your hero power now deals damage, Restores health to your hero equal to damage dealt"
It could be cleaned up even more, but by designating that it is your hero power, it would pretty much cover all of the other details (like whatever has affected your hero power's total output healing or damage wise)
It's a neat concept for sure, though. Oh and you can learn how to make your own card here: http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/170708-weekly-card-design-competition-4-09-submission
My entry!
Which creates...
I think draw a card should be the last effect on the card, as it isn't the main effect.
I really liked the concept. Have you thought about "Increase the maximum health of your hero by 5. Then, restore 5 health to your hero." I feel like it would be better against aggro and slightly less against control decks which priest needs. Also if you played cleric in turn 1, you could draw too!
Cleric doesn't work on face
Does explorer's hat count?
Dunno much about creating an image for these things, so here's some unpretty text. Sorry!
5 - Mirror Match - Epic rarity Mage spell
"For the remainder of this game whenever a player summons a minion their opponent puts a copy of that minion into play".
Here's a link to Hearthcards. Happy Designing!