Fight The Power - Card Design Competition Discussion Thread
Submitted 2 years, 11 months ago by
ShadowsOfSense
Competition Theme: Fight The Power
We're all about keeping our opponent's Power in check this time - stay on target!
- You must create a card which refers to your opponent's Hero Power
- While most cards will likely hinder your opponent, you could help them if you were feeling generous
- Your card cannot have a symmetrical effect
- Cards like Grizzled Wizard do not count - stick to one Power at a time!
Jhamel said they were struggling for a theme, as they were feeling pretty... uninspired. The pun was all they needed.
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, Nov 29 17:00 EST (GMT -0500). Runs until Sat, Dec 4 17:00 EST (GMT -0500)
- Voting Phase: Starts on Sat, Dec 4 17:00 EST (GMT -0500). Runs until Sun, Dec 5 16:00 EST (GMT -0500)
- Finalist Phase: Starts on Sun, Dec 5 17:00 EST (GMT -0500). Runs until Mon, Dec 6 17:00 EST (GMT -0500)
- Winner Selected: After finalist voting concludes and we validate votes.
Discussion Thread Rules
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Competition Theme: Fight The Power
We're all about keeping our opponent's Power in check this time - stay on target!
Jhamel said they were struggling for a theme, as they were feeling pretty... uninspired. The pun was all they needed.
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!
Phrasing comes from Dart Trap. The left card is a callback to A. F. Kay and her Idle Hero Power, while the right card is a callback to Mindbreaker. The first version is definitely more impactful, which is good because not all decks care about their Hero Power, but it could also be hard-countering certain decks, so I made a second one just in case.
Then again, how many would be upset if Nap Time reined in Questline Warlock, Questline Hunter, and/or Shadow Priest?
Basically, you have two Hero Powers: yours and your opponent's. Not sure, because this kind of cards that try to be too clever don't usually do well, but I'd like to know your opinion nevertheless.
Edit: Reduced the cost to 3. Just realized the effect isn't all that impactful, despite being active through the whole game.
Something I ended up realizing to myself while making this design is that we may be potentially at the point where class cards could possibly be 1 mana 1/4s with very tiny upsides. Frazzled Freshman has existed in the game for almost a year and a half and hasn't broken the game. The upside here is also worth very close to nothing in most situations, which made me realize that this may actually be fine.
It is a bit of a weird design though honestly every class card in this comp will likely be a weird design since they will all border on being a tech card. This one does also play into Demon Hunter's small theme of messing with your opponent in some way (as found on cards like Mana Burn and Taintheart Tormenter).
Not super keen on the wording, but the idea is that she possesses the enemy Hero Power and returns when they use it. Cost and statline are also a bit wonky to work out. An 'infinite' summon shouldn't have too large stats, but the low tempo and reliance on the enemy using their hero power might make it fine for now.
Second card but with the same art as the first one
"Takes fighting the power to a whole nother level"
As usual I am bad at card text but basically if this has 4 attack it's disabled for four turns
I also had another maybe more balanced idea after 5 mins.
Self proclaimed good at battlegrounds
Some early feedback:
Comparing the two versions, I'd say I prefer the Rush one. Being able to essentially trade a minion's action for a different effect is very cool.
If you decide to go with the Battlecry version, though, I'd probably put it in a class/expansion with lots of handbuffs and reword the text to "Disable your opponent's Hero Power a number of turns equal to this minion's Attack". And probably make it 1 mana.
I seem to be plagued by Marin the Fox/Heistbaron Togwaggle syndrome, for I always seem to gravitate towards the Fantastic Treasure idea.
"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
Simple card.
Feedback (so far includes: @linkblade91, @Wailor):
@linkblade91
It does seem a little polarizing, too punishing for decks that rely on their HPs while not very useful against decks that don’t. One thing that could help is if the requirement itself didn’t have to do with the HP: that way HP decks could at least try to play around the secret while non-HP decks would be penalized for something they do more often. Also, I think the "do nothing" part shouldn’t have a period inside the hyphens? Not sure.
@Wailor
Interesting. It seems to escape a bit from the original intent of the prompt as something that affects the opponent in some way, but intriguing idea nonetheless. Does using the opponent’s HP count as them using it? (For Inspire effects, Jan’alai etc.)
Make The Cow King an alternate Warrior skin plz
Already submitted my idea, but here's some feedback nonetheless.
The 'attacking' effect is quite unconventional without introducing an entirely new keyword. Therefore, it might be best if you made it a Battlecry and use the phrasing Wailor suggested.
I don't think that was implied, but I guess it's open to interpretation.
Hey Everyone,
I've gone with a fairly simple design this time, making a fairly efficient defensive minion that has some additional upside against mage, hunter Shadow Priest and mixed effects against Warlock (it can be argued whether taking less HP damage is good or bad). It would also be relevant against some of the upcoming Hero Cards as Warrior, Shaman & Priest hero powers also start dealing damage.
There's also some Taunt synergies that exist in warrior (Glory Chaser, Bulk Up), and high-health synergies in priest (Bless) that could make use of this minion while disrupting the opponent.
Feedback:
linkblade91 - I prefer the "disable it for 3 turns" version, its cleaner wording.
Wailor - a really interesting effect. If they use their Hero Power on their turn, would you still be able to use it? or would it only be available if they hadn't used it?
Demonxz95 - A nice design fitting for DH. I think its already in a good spot to submit.
BloodMefist - A cool idea. I could see this being fine with its statline as is. Low tempo, but still relevant in matchups where the Hero Power is strong. AS for wording "Your opponent's next Hero Power also summons Fiona Lorn for you." could work.
MenacingBagel - Also think the rush version is better, but I think this is still a bit weak. It could probably disable the opponent's Hero Power whenever it attacks instead of having to sacrifice its attack to do so.
Neoguli - cool idea to bring the treasure chest back. I think the balance is good at the moment, though it might be a bit unimpactful. But as a fun-oriented card, it looks excellent!
DestroyerR - I really like this one. I think the downside is large enough (most upgraded Hero Powers will either outright kill this, or be able to ignore it), that it could reasonably have 3 health.
Bit late to the party this week. I'm following Arkasaur's example and go with a simple approach. Let me know what you think! Will add feedback later today myself.
Sidenote: I'm struggling with the textbox a bit. If I make the font smaller than -2, the text gets split into 4 lines. I tried adding an empty line at the bottom, but that looks weird as well. Guess I'll just go with -2 and accept the overlap with the Attack and Health symbols.
Funnyly enough, the textbox works out well if I give the card the Highlander treatment, so that's defintely an option if you people think the card's too powerful.
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
All out shootout!
The effect basically bounces between players, buffing each one up turn by turn. It can also sometimes act as a soft lock for the enemy hero power if they don't want you to deal more damage to them, they can't use it.
Edit: Not sure if this counts as a symmetrical effect or not, in my head it didn't but now i'm thinking it might.
I'll boop you
Feedback:
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
Wow, this competition is moving slow. I was going to wait for feedback until there were enough cards to make a good post and that took quite a while, but I'm glad to finally be able to get there.
A simple, but fine idea. I think you could possible phrase it as "Battlecry: Your opponent's Hero Power costs (1) more this game" to avoid the overlapping problem.
I do see the 1/1/4 statline as slightly controversial which is why I thought about changing it anyway.
About my card. My original intent was that the Hero Power affected by the effect was refreshed every turn, as it's both yours and your opponent's. The same goes for Inspire-like effects: the person using the HP was the one benefited by such effects.
However, I see that people like the disruption it can provide if it's not refreshed every turn, so I might go with that interpretation.
Feedback:
Good luck to the other finalists. Apologies for no-feedback this time around: ended up not doing much beyond my initial post, and didn't even update my Secret. Work has been crazy-busy lately, and I spend most of my off-time sleeping lol :/
Congratulations to DestroyerR! My score was the same in both phases: 3.44 :/
Congrats, Destroyer!
Thanks!
Make The Cow King an alternate Warrior skin plz