Deep Sea Designing - Card Design Competition Discussion Thread
Submitted 4 years, 2 months ago by
ShadowsOfSense
Competition Theme: Deep Sea Designing
Grab your goggles and head to the shore - we're getting deep this week.
- You must create a card which is Underwater themed
- Your name and art should come together for an appropriately current reference - or any other oceanic option
International Octopus Day is on the 8th - Sinth wants to celebrate with some appropriately fishy friends!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
- Submission Phase: Starts on Mon, Oct 5 17:00 EDT (GMT -0400). Runs until Sat, Oct 10 17:00 EDT (GMT -0400)
- Voting Phase: Starts on Sat, Oct 10 17:00 EDT (GMT -0400). Runs until Sun, Oct 11 16:00 EDT (GMT -0400)
- Finalist Phase: Starts on Sun, Oct 11 17:00 EDT (GMT -0400). Runs until Mon, Oct 12 17:00 EDT (GMT -0400)
- Winner Selected: After finalist voting concludes and we validate votes.
Discussion Thread Rules
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Competition Theme: Deep Sea Designing
Grab your goggles and head to the shore - we're getting deep this week.
International Octopus Day is on the 8th - Sinth wants to celebrate with some appropriately fishy friends!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
Welcome to the site!
Very nice theme! Here is my first idea:
I hope from the card text it is clear what the card does (it moves up 1 spot everytime you cast a spell). It's possible to explain the effect more in detail, but the cardtext gets really small...
Maybe 'moves higher' or 'moves up'
Ok
Considered one of the most powerful sorceresses the world has ever known, and that was before she was gifted the body and power of a Naga by N'Zoth, the Corruptor. Note that you need the initial mana to cast the spell before it's refunded; this isn't exactly "Sorcerer's Apprentice, but better". That should balance the effect: you still won't see a Pyroblast before turn 10, for example.
Edit: I see I've been beaten to Azshara :( I would say the card is written fine as-is, TheHoax91.
Don't worry I might very well change my mind since the effect I#m going for doesn't really fit on the card xD
Water you guys and gals' thoughts on this? (I wanted to make a joke)
Like how Competitive Spirit doesn't trigger if you have no minions at the start of your turn, this won't trigger if your opponent plays a minion with no adjacent minions.
EDIT: Added Drown.
I made an abyssal expansion a while ago, so I had a good collection of artwork to choose from :) The expansion was centered around a very niche mechanic, so I had to re-think their effects, however.
Some feedback, although I'll give some more tomorrow:
TheHoax91
If I had to nitpick something, I think I'd pick an artwork which features a full-naga Azshara.
linkblade91
Demonxz95
Drown might be a bit too simple, but I like it nonetheless.
I'm mainly curious about the balance of mana cost of the spell and reward from the deathrattle. I think it would balance out because it would be difficult to have many Pirates die in one turn and then to take advantage of that. I could see some ways you could do long term planning or even use this to get some more minions on the board.
I'll sink up with feedback later.
First idea. My thought is that the attack be 1 to 1, but put that in the card make the text very wordy.
What tou guys think?
Some feedbacks:
TheHoax91
linkblade91
Demonxz95
Drown is elegant and simple. I like.
Wailor
@TheHoax91
I think that you could making it move up 2 or even 3 when you cast a spell to make it easier to play. Also, you can phrase it “Starts at the bottom of your deck. After you cast a spell, this moves up 2.”
@Linkblade91
This version seems way too good, it loses 1 Health from a vanilla stat line for +2 Spell Damage and a powerful mana refill effect. Compared to other spell damage cards it seems way too good. Maybe a 4/4 or 5/3 Stat line would make more sense.
Big fan of water themes, so I'm excited to 'sea' what people come up with!
This was an idea that I've been thinking on for a while. I really liked the idea of a secret deathrattle back when Fatespinner, so I thought I'd give it a whirl. Feedback sometime tonight or tomorrow!
Two ideas:
The first is good for big demon decks in Warlock and Demon Hunter, who need reliable ways to play big demons early, while the second is really slow but can make your minions really big and overwhelm the opponent.
Feedback:
TheHoax91 - Really interesting card and I would like to see this work.
linkblade91 - I feel like this is too powerful; you can combo and clear the board really easily with this. Cost should probably be capitalized.
Demonxz95 - Submerged Bomb is an awesome design. I find it hard to evaluate is power level, as it has a high ceiling but your opponent has a lot of ways to play around it. I also like how it makes your opponent care about positioning in a unique way. I would word it as "deal 3 damage to its neighbors" to specify to make it clear that the damage is going to the minions next to the played minion. I don't like Drown as much because I'm not a fan of the art and I don't find the effect as exciting, though its fine both design and balance wise.
Wailor - I think I like the Hammerhead Bloodseeker the best. It's very flavorful and I like how it fits within Warrior's class identity. Sacred Seahorse is also cool and Abyssal Monstrosity is an interesting puzzle, but is too easy to coin out on turn 9.
Valor1204 - My first impression is that this is too weak. It doesn't affect the board in a meaningful way since your opponent can just ignore the treasure chest, meaning that you have to build around it, and it only counts pirates, which makes it hard to build around it. That's being said, I find a link between a pirate and deathrattle build interesting.
DavnanKillder - The card doesn't make it clear how the summoned nagas attack; is it like Nagrand Slam? Also, the token is missing a watermark.
BloodMefist - Very interesting! If you know your opponent's deck, you can choose the option that they can't deal with effectively. I fear that your opponent will eventually figure out what option you chose reliably, much like Fatespinner, but it is harder to counter.
Hi everyone,
My first idea for this week:
It's fairly simple (hopefully not too simple?) but hopefully captures both hunter and warrior flair. I'm considering if it would still be balanced as a 5/4 Shark and I would like thoughts on that?
Some feedback:
Demonxz95 - The submerged bomb is really nice. Drown is a bit boring, but balanced.
Wailor - I think the seahorse can have 1 extra attack or health as its effect is fairly conditional. The hammer head seems like a more conditional Darius Crowley which might make it slightly on the weak side. Abyssal monstrosity doesnt really fit rogue in my opinion and is too swingy for my liking.
Valor1204 - this seems very hard to use, since its difficult to buff them to attack. It's probably quite weak.
DavnanKillder - Seems like it should be balanced if the Naga attack their counterparts, then its a situationally better/worse Soul Mirror. As grumpymonk said, make it a bit clearer what they attack.
BloodMefist - An interesting idea, and i think a 6/4 locked behind a 4/3 should be fine at 6 mana.
grumpymonk - I always like ways to help big demon hunter with the fel witch, but I really like Oacha'noa for how interesting it is as an inclusion in some token/aggressive decks to develop a late game plan.
Nice theme and so cool ideas! I've already spotted two 5 star cards on the first page. For my part, I have decided to submit my idea from last week since people seemed to like it.
Some feedback:
TheHoax91
Demon
Wailor
Valor1204
DavnanKillder
BloodMefist
grumpymonk
Arkasaur
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
My quick idea based on what I've found on my front page of Pinterest, and this art just looks sick. Anchors are usually thrown down to put the ship in place, so I decided to make this card do something similar by swapping with the bottom card of your deck. If the bottom card of the deck appears to be another Maledict Anchor, it instead searches for the different card that's at the bottom of your deck until you can't - it's to prevent infinite draw animation shenanigans.
"Truth is in the shadows, waiting to be revealed by the light. But light only disperses the shadow." - Me
"If other people shared traits of those considered naive, the world would've become a better place." - Also me
how does this work though, if and when you shuffle stuff into your deck since doing so shuffles the deck as well? Likewise what would happen when you shuffle more of these into your deck?
Its a good design, I grant you, but its likely a card thats good because its easily discovered via Primordial Studies than drawn.
Let's say you order your deck with Lorekeeper Polkelt, then Azshara will be put somewhere between 4- and 2-cost cards, but she still keeps rising up everytime you cast a spell, so she'll eventually overtake the 4-cost cards.
I'm not sure how shuffling works mechanically. When it says shuffle 'X' into your deck will the entire deck be shuffled or will 'X' be put into a random spot in your deck? If only 1 card gets put into the deck at random, Azshara's position can change by 1 if the shuffled card is above her or not at all if the shuffled card is beneath her. Does anybody know what happens if you order your deck with Polkelt and then your opponent shuffles in Albatrosses? Is the deck completely shuffled again?
None of this worries me though compared to Primordial Studies. Azshara would have to be printed after that card rotates into wild I guess...
Edit: Here are three versions that avoid the problem of being discovered so easily:
Thank you for your feedback! Time to give some of my own, after two weeks of horrible internet connection:
linkblade91
Demonxz95
Wailor
Valor1204
DavnanKillder
BloodMefist
grumpymonk
Arkasaur
Neoguli
Drag them down!
I think a durability increase or cost decrease is going to be required and maybe a class swap.
Feedback
thehoax1: personally I like the 2 reduction one the best seems pretty balanced.
Linkblade91: I think it looks fine since its only half a refund cost reduction won't help it any.
Demonxz95: out of all your designs I like diving agent the most flavor-wise and stat-wise although might just become head crack instead of a swift remove since she bounces when hitting face
Wailor: I think abyssal is my personal favorite it's a dumb combo you could do with shark or something and fairly easy to activate with coins in rouge.
Blood: I think you play the secret pick well but it could be better as maybe like a sea cultist or something to explain why he summons the tentacles/monster
Grumpymonk: I personally wouldn't use either of these but I think naga is the better one since you could use it to cheat some big demons out
Arkasuar: I like it clean simple and effective removal for hunter and warrior.
Neoguli: I think it's useful for fishing for primes and things or using it to get cards you've shuffled into your deck although it seemingly only activates once right
Self proclaimed good at battlegrounds
Feedback:
TheHoax91 - A flavorful and creative idea, but it clashes with a lot of mechanics that shuffle the deck. I prefer the Spell Damage version personally.
Linkblade91 - This could potentially allow a lot of burst, which may be worrisome to some, but it's a nice idea.
Wailor - Sacred Seahorse is kinda neat, although it's difficult to use since it relies on you having multiple Divine Shield minions that have kept their Divine Shield for at least a whole turn. Hammerhead Bloodseeker is probably my favorite of the bunch. Nice flavor and mechanics. Abysall Monstrosity is "cute", but I could see it being either OP or trash.
Valor1204 - Nice flavor, but it seems very weak since it requires you to have several Pirates die on your turn and then it summons a bunch of eggs. As grumpymonk pointed out, the token should also have a watermark.
DavnanaKillder - Balance is a bit difficult to figure out. I'd say maybe drop the Overload to 2 or the cost to 4.
BloodMefist - Deepwalker seems really cool. I don't really see the flavor behind making the effect secret, although none of the other cards which use this mechanic really have flavor associated with it either.
Grumpymonk - Naga Fel Witch is a nice callback to Naga Sea Witch and N[Hearthstone Card (aga Sand Witch) Not Found]. I feel it'd probably benefit DH more than it would Warlock since DH has more large Demons in Standard at the moment. Oacha'noa is a pretty neat card with a huge effect that might be playable. I prefer Naga Fel Witch out of the two, but this is a perfectly serviceable choice as well.
Arkasaur - The art might be a bit too graphic for HS standards, but the flavor and mechanics are absolutely on point.
Neoguli - The idea of a sentient anchor being a minion is extremely funny to me. Unless I'm misunderstanding something though, the effect doesn't seem to actually do anything since any card you draw with its effect would've been just as likely to be drawn as the anchor itself.
MenacingBagel - A really neat idea, although the ability to give Warrior up to 3 removals that don't "kill" seems slightly scary to me.
I'm also going to add another card to my ideas.
Swimming underwater makes for some stealthy work to eliminate her targets, although as she's only a human and can't breathe underwater, she will need to go back up for air (hence why she returns to your hand). I was also thinking of making it a Rogue card since Stealth and bouncing are very Rogue-ish mechanics, although Rogue cards with drawbacks feel a bit strange to me.
Thanks for the feedback guys. This is the adjusted version of the card, but I dont know a site to make tokens with watermark (tokens dont have rarity, in Hearthcards, only free card dont have rarity, but this option removes watermark u.u).
Anyway, I haved another idea for a demon in the molds of Batterhead, but a water demon who jump from the deep, grab and drown a creature and go deep again. Who do you guys think?
To add a watermark to a card without a rarity, you can click on either the cog icon, or the Custom watermark icon and a tickbox that says "Force Apply Emblem (for Basic Cards)" will appear. Click that, and the watermark will appear on the card (it won't show up while creating it, but it will show up properly after you click "Create").
Thanks Man ;)
Here is my first idea.
I will get some feedback out later today.
Carrion, my wayward grub.
Thought the idea fit the idea of a siren luring its victim to its death. One thing I'm worried about is its a neutral [Hearthstone Card (Vilespine Slayer[/b] but with a 3/2 body after the trade instead of needing the combo activator. Is it too strong for a neutral or is it balanced out?
) Not Found]This is actually unique enough. Basically if your opponent can't kill it then this can continually come back and forth from the hand and board since that effect will allow it to kill any minion no matter its attack, as it'll just get bounced back after attacking and therefore doesn't count as dying. I wonder if that was your intention.
If only if it were a 3/1 1 drop then its just beautiful with magic carpet.
"In memory of the brave souls we lost at her last karaoke night."
My version of a siren that takes control of sailors with her voice before drowning them. She's guaranteed to take out one minion, but if it's particularly powerful you can use it to take another one out.
Feedback under the sea spoiler tag:
Cg8889: And I immediately realize I'm not the first one to use a siren. Dang it. Hopefully mine is distinct enough. But anyway yours looks pretty good, the only thing I'd change is the wording to say "force it" instead of "have it" for consistency with other cards.
KANSAS: Not sure if it's the most ocean-y but I like the effect.
DavnanKillder: Both cards are good, but I really like the flavor of the Deepfiend Drowner. You might want to take the stats down a notch though to compensate for it being basically unkillable by your opponent.
Demonxz95: I think Diving Agent fits more as a Rogue card. Does it have to survive to get returned to your hand, because otherwise I wouldn't call that a drawback. I'd still go with Submerged Bomb out of the three though.
MenacingBagel: I'd raise the cost to 5 and move it to Demon Hunter, I think the effect fits in better with DH's disruption cards.
TheHoax91: I'd go with the (2) less version.
Neoguli: it's interesting, but right now it only really synergizes with the Sphere of Sapience so I'm not sure how useful it really is except as a way to decrease the amount of cards in your deck.
Arkasaur: That is a great card, love the flavor and effect (and makes good use of the dual-class mechanic). I'd leave it as 4/4 though.
grumpymonk: I don't know about either of these cards, the Naga Fel Witch is decent but lacks much underwater flavor, and Oacha'noa is better but also terrifying in certain (coughdruidcough) decks.
BloodMefist: I like it, good callback to Fatespinner.
Valor1204: Not a bad idea, but maybe not the best fit for Rogue. You'd need to have a way to either give them attack or kill them on your own because otherwise you're stuck with useless minions on your board.
Wailor: I'd go with the Hammerhead out of the three.
linkblade91: You could probably drop it down to +1, it's already powerful enough (I could also see this as a Prime legendary).
-Hordaki (rhymes with Mordecai)
Check out the Tactician custom class!
More feedback:
Valor1204
What about shuffling into your deck Cast-When-Drawn spells that give you two Coins instead of summoning minions?
DavnanKillder
Deep-fiend Drowner: If I'm not mistaken, the Dormant is actually meant as a protection, since it would wake up next turn ready to attack with Rush. If that's the case, it's a very creative use of the keyword, even if it feels a bit strange. Also, I believe the creature in the artwork isn't a Demon (it looks like the Old Gods), so maybe I'd remove the tribe tag, I dunno.
BloodMeFirst
In any case, if you decide to go with it, make sure to make the token cards.
grumpymonk
I like Oacha'noa more, but it's a hard to tell if it's balanced. If you go with it, the cost in the text should be between parenthesis.
Arkasaur
Neoguli
If other people (who will probably know more about game balance than me) say this card is fine, I'd drop the Mech tag, since the card seems to feature a possesed anchor and not a robot.
TheHoax91
MenacingBagel
About the class change, the only classes with similar mechanics are Priest and Druid, but those are non-weapon classes. Out of the weapon classes, though, I think Warrior is a good fit, since it's very control oriented and Armor stacks might allow to use the weapon on huge minions.
Demonxz95
I've never realised that Rogue doesn't tend to have cards with drawbacks, but it might be the case. For me, both Rogue and Neutral make sense, though.
KANSAS
Cg8889
Hordaki
Slight nerf and sent to demon hunter based on some feedback
Self proclaimed good at battlegrounds
Deciding which weapon would be better (worse Axe unless setup? or worse Trusilver without setup?), thoughts?
Ever wonder what the rumble Run cards would be like in the HS world, well wonder no more and look at the custom collection created to solve that question in Rumble Run Returns! http://www.hearthcards.net/setsandclasses/#5363
Changed the wording of Submerged Bomb a bit. For clarification, Diving Agent also does need to survive the attack to return to your hand, or at least that was the intention.
And for some more feedback:
DavnanKillder - The wording of Undersea Ambush is definitely better now. Deep-fiend Drowner sounds like it would get an extremely annoying since it can keep continuously killing minions, healing itself (when it leaves its Dormant status), and staying completely safe of any methods of destruction.
KANSAS - I assume that it goes Dormant, and then goes back to life? Might want to put that on the card. The card seems pretty neat. Compared to [Hearthstone Card (Lucentback) Not Found], it seems okay if possibly weak although it not needing a requirement to come back to life might negate that.
Cg8889 - This feels like just a 5 mana 3/2 that destroys a minion (without Divine Shield), so the text seems a bit unnecessary complex. Even if it's for flavor, I feel like just destroying the minion would get that job done fine enough. I also agree in that a Neutral Vilespine Slayer might not be a good idea.
Hordaki - Against a singular small minion, this seems extremely powerful since you're able to get a pseudo-Charge out of a large minion and then no matter what, your opponent doesn't get the minion back.
MenacingBagel - I like this version better, although it doesn't feel very DH-y to me, both in terms of the effect and the art.
Pokeniner - Prefer the 3 mana version since it's easier to use.
I'm not happy with Queen Azshara so I made this:
Lost Tallstrider stats, but a Dragon and you can replicate it for the cost of a Coin ('cause Plunder Drakes flock to treasure). I have to assume that the expansion Plunder Drake comes from would have additional means of generating The Coin, but even if you look just at Standard there's Licensed Adventurer, Lucrative Contract, and Umbral Skulker (with more in Wild, obviously).
I'll try to provide feedback tomorrow after I get home from work: I have a massive headache and might just go to bed.
The original picture was a Naga Lord, but it definitely wasn't super clear and didn't feel very 'sea-esque'. Illithid's/K'thir are much more easily identifiable as relating to the sea so that's the route I decided to go. No stat or effect changes since feedback was pretty positive on those fronts.
If I don't get to feedback tonight, it will be first thing I do tomorrow!
Here's my first Idea:
But im still working on different Versions. Just wanted to throw the first one out there for feedback :)
Also thought about Changing the Battlecry into a Deathrattle.
Challenge me ... when you're ready to duel a god!
My first idea. Any thoughts?
That would be the Deathrattle Version - and i also made it into a Beast.
Another Version:
But i thought that would be too similiar too North Sea Kraken. So i came up with another Version:
So far im not sure which one i like best. So far my Favourites are the Original One but adding the Beast Tag or the Second Version with Deathrattle Damage to all minions.
Challenge me ... when you're ready to duel a god!
Inspired by a few of these to try and come up with a "watery" mechanic.
A few observations.
Grayghost39
I think the description should read deal x damage to all other minions. Otherwise this is in fact just a 4/3 most of the time. It wouldn't make sense for it to damage itself anyway, I mean, flavorwise.
bigcums
Nice effect. But I think it goes against blizz's design to have a card that can easily permanently change minions attack to 0, since it can lockdown the board.
Flavorwise, its also kinda weird. How can there be an environment that is advantageous only to murlocs?
The idea is that it's hiding in water until it leaves to catch prey.
Also, I decided to give some feedback to latest posts:
grayghost39:
FieselFietz
bigcums
BloodMefist
linkblade91
Demonxz95
Pokeniner
MenacingBagel
Hordaki
Cg8889
KANSAS
DanvanKillder
Ok
Thx for the feedback ChickyChick!
I went with the Battlecry Version - specified it to other minions and "decapitalized" the word minions :)
Challenge me ... when you're ready to duel a god!
Feedback:
Demonxz95, Personally I like Drown best, though I am not a big fan of the art. Submerged Bomb is pretty good, not terribly interesting, but a solid card. Diving Agent is interesting, it reminds me a bit of Pen Flinger. It seems well balanced and playable.
Wailor, I like Hammerhead Bloodseeker the best. Abyssal Monstrosity is my second favorite. Hammerhead Bloodseeker is probably the most realistic and balanced of your cards, I don't have anything to criticize.
Valor1204, The main problem I have with this card is that now you, a rogue, have to kill all of these 0/2s that are taking up space on your board. If you are playing an aggressive pirate deck you probably don't want to waste resources and space on the board summoning minions that can't deal damage.
Davnan Killder, Undersea Ambush is definitely too cheap for what it does. Nagrand Slam is a 10 mana epic spell. This costs less, and is way more powerful. I think it could cost 7 mana and have overload 1 or 2. Deep Fiend Drowner is interesting. I think that since it is so hard for your opponent to attack it the health should be reduced. Other than that it is fine.
BloodMefist, I think the cost and stat distribution could be a bit better, right now it is half-way between Dragonmaw Sky Stalker and Eccentric Scribe, neither of which are very good. If it had either more base stats or more stats from the deathrattle, and also a keyword then it would be better.
grumpymonk, Naga Fel Witch seems kind of risky. Mana cheating is always going to be dangerous. Oacha'noa is an interesting card. If you can cheat it out in any way shape or form it has the potential to utterly and completely break the game. But, as a vanilla 10-drop it probably isn't the worst thing in the world.
Arkasaur, I like it. Good flavor, well balanced, good art. 5 stars.
Neoguli, Personally, I never liked the idea of a card that specifically goes to the bottom of your deck. Why would I want to craft a card and stick it in my deck if I was never going to be able to have it in my hand and play it?
MenacingBagel, Roughly 5 mana is usually the cost of killing a minion. This kills 3 minions and the only additional cost is that you have to spend life attacking them. This should definitely cost more mana.
Cg8889, The text seems needlessly complicated for what it does. Why not just have a 5 mana 3/2 that says "Battlecry: Destroy an enemy minion"? Aside from any attack triggers, it would be functionally the same.
Hordaki, Spending 8 mana to destroy a random enemy seems like a lot. I would reduce the stats and make the battlecry target things. If you are concerned with it taking over huge deathrattle minions you could always have it only be able to target things that cost (X) or less. But making it random only makes players salty.
Pokeniner, I think it should cost 4 mana with 3 attack. A 3 mana 3/3 weapon would be pretty good, and it isn't hard to get a ton of murlocs, making this weapon a 3-mana Blood Fury.
Linkblade91, My main concern is that it's kind of hard to get coins, and even when you do the result isn't that spectacular. I really like the ability, but getting one or two extra Lost Tallstriders doesn't seem like a worth while payoff.
FieselFitz, It seems a bit expensive for what it does. The battlecry version is definitely the best, though I think you should increase the damage to 4.
bgicums, the text should say "Give all minions -2/-2 except for Murlocs".
Grayghost39, This is kind of weird. I think the idea is that on your turn minions are easier to kill, but then go back to normal on your opponents turn. The main issue I have with this is that a 5 mana 4/5 is pretty easy to kill, so half of the time you may not even get the start of turn trigger.
ChickyChick, Interesting design, but there is no way an 8 mana 5/5 will survive long enough to kill more than 1 minion. If you play it on an empty board then it is incredible, but if your opponent isn't able to play any minions on turn 8 then they probably already lost.
Carrion, my wayward grub.
I have to debate a point here it's not killing the minion it's just tossing them away to deal with later like Psychic Scream or maybe Sap
Self proclaimed good at battlegrounds
Yes, you are technically not killing them. But sending them to the bottom of their deck is probably worse. Unless you shuffle your deck in some way, you will probably never see them again. Only, unlike if you had killed them, you don't get their Deathrattles and you don't get to resurrect them.
Sap is as cheap as it is because your opponent can immediately play the minion again, so you aren't removing it so much as delaying it for a while. Psychic Scream only costs 1 less than Twisting Nether and it shuffles them in so that it is possible to draw them again.
Carrion, my wayward grub.
I don't really like my first design and several people said it wasn't ocean-y enough, which I can understand, so I made these two cards.
I am not sure if he should be a shaman card or a neutral card, so any feedback on that would be welcome.
Carrion, my wayward grub.
Finally got around to feedback! Sorry its late, had some power outage issues.
linkblade91: I really dig the idea behind Plunder Drake, very flavorful and a nice alternative use for Coins.
Demonxz95: I like the idea of Submerged Bomb more than Diving Agent or Drown. Diving Agent feels like it would be extremely annoying to play around in the early game since it offers very little counterplay in early stages. The only thing I would change about Submerged Bomb is to explicitly name it like a mine or depth charge.
Valor1204: Seems super slow, but I like the different direction it brings Pirates in, especially with how it differentiates them from Warrior Pirates. Make sure you put the water mark on the token card too.
grumpymonk: Definitely prefer Oacha'noa over the Naga. Cheating out an Enhanced Dreadlord or Ancient Void Hound would be devastating. Oacha'noa has some scary combos like Wolpertinger, but its gated enough by late game that I think its alright. Definitely an interesting build-around.
MenacingBagel: The idea behind Abyssal Anchor is alright, but I still feel like the class flavor is off. I don't think DH should have access to hard removal. I think if you move it over to Shaman the flavor and balance feels better.
KANSAS: I like the Shaman version more since it's a more interesting design, while the Neutral one is just an auto-include in Murloc decks. I still feel like the theme could be a bit more underwater-y, but I like the fishing take on it.
Cg8889: I like this take on a siren card. I'm a bit iffy on the balance since it seems like a much better version of Turalyon the Tenured. It might also be scary giving hard removal to every class. Restricting it to a class and making it conditional removal, like a stat threshold, could help alleviate its universal strength.
Hordaki: It seems a bit strong as a fast removal wit a bulky body, I think lowering the stats would be a good call. I also think giving the affected minion charge, assuming it works like Shadow Madness, is really scary since it could just turn around and kill the opponent in some cases, which feels exceptionally bad to play against.
Pokeniner: I like the idea of a Murloc synergy weapon. I think I prefer the 3-cost one to fit with the low curve of Murlocs.
FieselFitz: It seems a bit boring. The effect isn't especially flavorful and it just isn't very interesting. I think starting with lower base stats but gaining stats per minion killed could add a bit more flavor and zazz to the card.
bigcums: Seems alright, I like AoE that excludes certain minions a lot. Stat lowering isn't exactly Shaman's typical MO, but I think that's fine since it works with their AoE and Murloc identities.
grayghost39: I dig the idea of combining AoE healing and damage into one card. It opens the possibility for opponents to play around it but still mostly benefits you since you can make use of the healing first. I think it's good to go.
ChickyChick: Neutral hard removal is always scary, but being gated behind an expensive cost and weak body makes it alright. I am unsure if the stealth is needed, I get the flavor aspect, but I think it adds a bit too much to the card. You could remove the stealth portion and add 2 health to make up for it.
I apologize for not providing feedback sooner.
KANSAS - I think the Shaman card is the more interesting of the two. It functions like Madam Goya but self-contained and slightly cheaper. At 5-mana you have to compare it to Barnes, and that's when the warning lights come on. Pulling the full-size Y'Shaarj, Rage Unbound or whatever could lead to some frustrating games for your opponent. Tad is a powerful card for Big Shaman; I just wonder if it's too powerful.
FieselFitz - I think it's fine…it's just not very exciting. Not much to say about it.
ChickyChick - Deadly Shot is 3-mana, so that + a 5/5 is about 8-mana's worth of value, so I guess it might be balanced. The Stealth could make it bonkers, though. I think it should say "or gain Stealth until your next turn if there are none."…and lose the Classic watermark :P
grayghost39 - I agree with dapperdog in-that it should say "other minions", to avoid the self-damage. I think the ebb-and-flow effect is flavorful, so kudos there. Change the Classic watermark :P
bigcums - The card is interesting, being a control-y kind of effect in a deck that wants to swarm the board and win fast. I feel like most Shamans would just use it without the Murlocs, as a generalized AoE effect, but that's not necessarily your fault. All-in-all, I like it, and I don't generally like Murloc cards.
BloodMefist - I like the change to "not-Illithids" lol. I think you're ready to submit :)
Demonxz95 - As I noted in Discord, I like Submerged Bomb the most.
Pokeniner - I like it costing 4-mana because that's different - we have a lot of 3/3/X weapons in the game already - and it also comes after most Murlocs in terms of cost. That makes it an upper-end "closer" for the deck.
MenacingBagel - I support making it a Demon Hunter card - they have a lot of unusual control elements going on. I think nerfing the cost was the right call, as well: Yeah Recycle is a bad card, but this is a Recycle you can use three times so costing 4 would be quite powerful. All-in-all, I think you're good to go.
Hordaki - I like her. Fits with what the Priest does mechanically, and has good flavor overall. Making it random keeps the effect from being too strong.
Cg8889 - I think I agree with the others in-that this is unnecessarily complex and might be too good as a Neutral card.
DavnanKillder - I like both cards, even though Undersea Ambush would make more sense to me as a Demon Hunter card (given Illidan's association with the Naga, and the token-summoning/sacrificing cards like Command the Illidari). For Deep-Sea Drowner, the Dormant is a major positive, being hard to kill and coming back with Rush again, so I think you should knock the stats down a little more.
TheHoax91 - Of the three presented in your latest post, I like the one on the right the most ("Your spells cost (3).") A major boon to a Mage that wants to drive home some big spells, but not as powerful as the middle version (which can play 4 big spells in a single turn, after you lay down Azshara). "Your spells cost (2) less", by comparison to the other two, is not a big enough payoff for the effort involved and not very interesting.
Neoguli - I find your card interesting and weird. It's technically like having two less cards in your deck, because you'll never truly draw the Anchor until there's nothing left. A godsend to a Combo deck, and I'm not sure I like that. Could do some interesting things with [Hearthstone Card (Lorekeeper Polket) Not Found], as well, since you know the card will be the lowest-Cost of what's left.
Arkasaur - I would leave it as a 4/4 Shark, given it's only a 2-mana spell. I like the class combination (with Beasts on one side, and damaged minion-synergy on the other), and I think the flavor is there.
grumpymonk - I like Naga Fel Witch a lot. Like, a lot a lot. It perfectly matches the other Naga Witches (Naga Sea Witch, Naga Sand Witch), and it's something both classes could appreciate and use. I would definitely go with her.
Valor1204 - I don't think I like it :( There's a lot of effort involved to get the Coins: the Pirates have to die on your turn (so you can cast the spell), you have to spend 3-mana and a card to summon the chests, and the chests then have to die (not easy when they have no Attack). I just don't see people taking the time to jump through those hoops in a Pirate deck.
Wailor - I like Sacred Seahorse, in-part because it's so dramatically different to everything else that people have come up with. It's a Paladin card, for one thing, and the flavor fits the class. A lot of new/recent Paladin cards play with Divine Shield, so I could see this having a home in a deck somewhere.
Thx for the Feedback y'all - here is the new Version with quite some changes:
Got 1 mana Cheaper. The Stats changed from 9/9 down to 5/5 because of the new second ability that it gains +1/+1 for every minion it killed.
I know the phrase says that died this turn so right now it also gets buffs for minions that died before his ability.
But im not sure how i should phrase it?
Mabye:
Battlecry: Deal 3 damage to all other minions. Get +1/+1 for each minion killed by it.
But that does not sound right.
Or do you guys think the ability is fine as it is?
Challenge me ... when you're ready to duel a god!
FieselFitz
Maybe 'Gain +1/+1 for every minion killed' in comparison to Cycle of Hatred
Ok
Thx , that sounds better!
Challenge me ... when you're ready to duel a god!
So I've been debating whether to take my card in another direction due to feedback of it being too swingy with getting a big minion with charge. I came up with another take on the idea, so let me know what you think (original on left for comparison).
The new Siren is much more control oriented, and plays more into the N'Zoth theming by letting you steal a specific Deathrattle from your opponent that N'Zoth could summon later. Let me know what you prefer (I'll try to come back tomorrow and give some more feedback).
-Hordaki (rhymes with Mordecai)
Check out the Tactician custom class!
@Hordaki I fear that the new version is basically an anti-Deathrattle tech card, and tech cards should not be class cards.
Thanks for the input. If only I remembered to come back and submit it before the deadline.
Whoops.
Anyway, good luck to the other contestants!
-Hordaki (rhymes with Mordecai)
Check out the Tactician custom class!
Aww, that sucks :( I was at work and could not post a "you've got X to submit!" warning like I usually try to do.
Really cool cards this week. My favorites are Dive, Drowned Harbinger, Naga Fel Witch and Submerged Mine. My money is on the Harbinger, but Submerged Mine would be a great first win for Hunter. The card has so much potential but it needs some time to think through how it would be played and I'm not sure all the voters can spare that. Fingers crossed anyway!
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com
Good luck to our finalists :)
Good luck to the finalists!
Challenge me ... when you're ready to duel a god!
That one wasn't even close. Arkasaur completely crushed it.
But hey, Hunter finally won a comp! It's also only the second card ever to reach a score of 4.00 or higher.
Congratulations to Arkasaur!
Wow, such a great result!
Thanks to the other finalists, and all the entrants and voters!
Congrats, Arkasaur!
Grats Ark. You were the better shark :)
Congrats Arkasaur!
I notice I am confused. Something I believe isn't true. How do I know what I think I know?
Harry James Potter-Evans-Verres, hpmor.com