All that said, I don't see a reason to DQ the cards in discussion because they have an effect that triggers when your deck has no minions and thereby fulfill the prompt. You can downvote them to hell if you want to, but for me they're perfectly legal.
This isn't true though - both cards have an effect that will trigger with exactly one minion in the deck (themselves). They aren't legal for the competition because their trigger isn't having no minions in the deck, but having no other minions (explicitly allowing one minion).
I love this! It creates a sort of mini-game where you try to destroy the Marked enemy and the opponent tries to keep it alive, which seems like really compelling gameplay. It also allows for a lot of cool support cards that also mark enemies. In terms of the phrasing, I think I would change it to something like “Plant an Explosive Charge on an enemy” and then have Explosive Charge mean “Last Breath: Deal 1 to all allies.” I would also change her Level Up ability to something like “Round Start: Plant an Explosive Charge on the Strongest enemy” because otherwise she’s way too good at destroying Aggro decks by essentially casting 4 Mana Fast speed “deal 3 to an enemy and 1 to all other enemies” every round.
In terms of balance, I’m actually having a really hard time figuring out if she’s too weak or too powerful. At Level 1, she’s much weaker than MF in most decks, but her Level Up is fairly easy and makes her an Aggro crushing powerhouse. I think that shows that you balanced her as much as is possible without playtesting, so good job on the balancing!
Thank you for the input! I had the same thoughts on her level up but yeah, I can only do so much without playing her to see how she works. I do feel like her upgrade is strong but at the same time I feel like the fact that she has to be on board during the leveling condition makes it so she is appropriately delayed so that the opponent can deal with her if needed. I didn't make them here but I suspect she would come with a lot of damage spells, and maybe one could even give her some sort of protective ability in the form of her Rocket Jump
Edit: I also agree with the wording you suggested on the mark but I worried that it would get a bit too wordy then and I didn't want to confuse people.
The tokens should have taunt or rush, this card is so bad. It doesn't matter if you can summon 2 in one turn when they can just ignore it.
It still would be terrible it would need that ,with easier requirement to maybe see some play
It's a cool concept, but I think they really dropped the ball on "Who is this for?"
If it's for aggro / SMOrc: you need to be better than just a standard Pirate Warrior or Galakrond Warrior deck, which it clearly isn't.
If it's strictly value for control decks, then you really need to provide better value than a couple of 4|3s -- I'm thinking more like the 6|6s that Jaraxxas provides, and even then he isn't competitive enough to see play.
If it's for midrange, then you need to do the delicate balancing act of making sure the quest is quick enough it to respond to aggro while still powerful enough to pressure control & combo decks.
But as is, Hack the System doesn't do any of those things. :-(
While I agree with what Demon and sinti have said about the spirit or the idea of the competition, I'd like to add another thought to the debate about the prompt: what about fatigue? I have placed my card in Boomsday on purpose, even though there was no such thing as a No Minions Warrior deck around then. But Control Mech Warrior was huge for some time and mirror matches were quite common. Choosing the right moment to play Archivist Elysiana was crucial and I was aiming to fulfill a similar purpose with my card. Chef Nomi would probably be another example of a card that has an effect when your deck has no minions but doesn't necessarily ask you to run only spells.
All that said, I don't see a reason to DQ the cards in discussion because they have an effect that triggers when your deck has no minions and thereby fulfill the prompt. You can downvote them to hell if you want to, but for me they're perfectly legal.
Edit: What Shadows says down below. Minions should be fine, but not the two in question since they have Start of Game effects and check for "other" minions.
Nice build. Did you encounter many odd paladin decks on your climb? I've found that I had to substitute another Flame Ward because of Odd Paladin and Odd DH.
An idea i had. I always like the idea of paladins conscripting people that wouldn't normally be in their army, like ogres or giants, trolls, or beasts.
This card turns off its own effect, since it is itself a minion in your deck.
No other minions
Changing the text to "no other minions" would fix the card mechanically, but would then not follow the prompt.
Sorry? Got the idea from the other person that said it was okay. Maybe if everyone dogpiled them before i posted like what's happening to me i would have known
The prompt: You must create a card which has an effect when your deck has no minions.
Your card literally wants to bypass having a minion in the deck. Im not sure where is the confusion about that. You havent submitted, so you still have time to adjust the card or come up with something else ;-)
/edit: ah, didnt see Link's card, in that case im of the opinion that his breaks the rules as well
I guess that means that Start of Game effects that are attached on minions are not fine? So both clawz161 and linkblade91's cards aren't allowed then.
Feedback:
Show Spoiler
Wailor - I completely missed your card in my first feedback so I'm sorry for that. Your card seems fair as I think it's fine when played with minions in the deck albeit a bit weaker. However, the fact that you can randomly generate a massive board of 7 drops with a combo like Rune Dagger + Molten Blast could just end games on turn 5 if you also count Lightning Bloom. Probably needs to be toned down a bit.
BloodMeFist - I prefer Malicious Memories over Shattered Memory mainly because Shattered Memory is far too weak since it's really slow and it's also pretty hard to balance as well. Malicious Memories is also very Priest-like in my opinion. In terms of balance, it's pretty good as well. You could make it copy 1 instead of 2 because Priest already has a lot of minion generation but there are substantially no differences asides from maybe Control/Value matchups. Very good card overall.
DavnanKillder - I think I like your second iteration of the card better and you could also push its power by making the summons 8/3 and 3/8 so it summons a 5 mana 8/8. Your first iteration just feels too strong since it's a 5 Mana summon 2 5/5s compared to Apexis Blast and Oasis Surger which can't be played before turn 5 as you still need to finish the quest first.
Ozymandias - Your card has an immediate flaw which is the fact that it does nothing when there are minions in your deck. All cards previously that has this effect tend to do something when you still have minions, even in the extreme cases of Rhok'delar giving you a 4/2 weapon. In terms of balance, it's pretty weak since it makes you draw really subpar minions that you still have to play the turn after. You could push the card by making it 6 or 7 Mana and make it summon 2 Demon Companions while it fills the board if you have no minions in the deck. Either that or you could make it fill your hand as the base and summon them as much as you can as the payoff for no minions.
MenacingBagel - Hagara seems pretty scary. You basically gain permanent Spell Damage +3 meaning that you just win some matchups by bursting them down with cheap damage spells, possibly in a single turn. On the other hand, it is such a weak tempo play since it's a 6 Mana 3/3 and Overload (4). Honestly, I don't think a weak tempo play still means that you get to get permanent Spell Damage +3 since I think Shaman has tools to overcome that weakness and you don't necessarily have to play in on turn 6 to have a great impact on the game. Some decks just can't really deal with it when it comes down to it. It's more of a design issue than it is a balance issue since this kind of effect shouldn't be in the game since it's uninteractive as hell.
Edit: Turns out I made a whoopsie with Mediation. (Thanks demonxz95!) I forgot to change it to Descent of Dragons. It wouldn't make sense as a Classic card anyway since it overlaps with Ancestral Healing.
I actually have 5 accounts, of which 1 is my main account. The single purpose of all the other accounts are just for getting me the extra challenge a friend quests and always get rerolled otherwise. Thus, the rough estimate I mentioned earlier is a real weighted amount, although indeed a bit on the higher side coz my main account does not care about these rerolls that much. 200 rerolls should be a better estimate, my bad. I must admit that with such a low occurrence probability, I wonder if having this many dummy accounts even warrants the daily quadruple logins.
Btw, I have been keeping a spreadsheet with quest occurrences and before the reward track got introduced, the other F2P accounts would net me 40 times the 80 gold quest each year (32 free packs). So, this means each account would give me about 65 gold each month. My prelimary conclusion is that they must have lowered the probability even further.
With 4 accounts dedicated to farming the Challenge a Friend quest, and level 125 already, you are certainly a pro at gathering gold.
I recall you have an impressive stockpile of dust too, and that you dislike spending it "in a significant way". Have you tried spending it on something practically useless like maintaining a few swag-tastic, all-golden decks? That's how I keep my dust reserves from climbing too quickly. Valeera's been burgling, pirating and one-upping High Justice Grimstone for years!
I haven't found a good reason to spend my stockpile of dust yet. I also have a decent "fear" to craft any missing epics or legendaries because I might still open them from future special bundle packs. I even do not dust my duplicate commons and uncommons in case Team5 might decide to nerf them for some reason and I might get the most dust refund from them. I know this sounds very unhealthy, but I guess it's a typical case of FOMO.
As for being a pro of farming gold... I'm using this expansion to gather the most personal statistics to see how I should be spending my time playing HS in the future. I highly doubt I will be spending this much time after rotation hits next year. Also, I have set myself a personal artificial goal to complete the entire reward track to see whether I can achieve it or not.
My current takeaway/opinion about the reward track is that it diminishes winning and rewards time spent in HS. It is a double edged sword though, coz I'm still undecided whether I should consider this a positive or negative aspect.
I love this! It creates a sort of mini-game where you try to destroy the Marked enemy and the opponent tries to keep it alive, which seems like really compelling gameplay. It also allows for a lot of cool support cards that also mark enemies. In terms of the phrasing, I think I would change it to something like “Plant an Explosive Charge on an enemy” and then have Explosive Charge mean “Last Breath: Deal 1 to all allies.” I would also change her Level Up ability to something like “Round Start: Plant an Explosive Charge on the Strongest enemy” because otherwise she’s way too good at destroying Aggro decks by essentially casting 4 Mana Fast speed “deal 3 to an enemy and 1 to all other enemies” every round.
In terms of balance, I’m actually having a really hard time figuring out if she’s too weak or too powerful. At Level 1, she’s much weaker than MF in most decks, but her Level Up is fairly easy and makes her an Aggro crushing powerhouse. I think that shows that you balanced her as much as is possible without playtesting, so good job on the balancing!
A problem I sense with this comp is that it'll be hard to make cards with a large enough payment to justify running no minions in your deck. One thing I also recommend is using a custom watermark for set context purposes. Otherwise, the card may just end up being added to a set without any other support for this hypothetical no minion archetype for the class you're trying to push. With a custom watermark, it can be assumed that this would be an archetype pushed with multiple cards even if we don't known what those cards are.
Feedback
DavnanKillder
Lithomancy's Forge is a neat card. Reminiscent of Deadly Arsenal, but actually seems semi-playable unlike its Witchwood counterpart. The only problem I see is that Warrior tends to be one of the more minion-oriented classes in the game, so running a deck without minions seems harder for them.
Nature's Channeling also looks good. While I know your intention, the wording almost seems to write as if the 5/5 would just gain both Rush and Taunt if you satisfy the condition. Admittedly, I don't know how you could word it better. The second version seems to fix that problem, although I don't like the stats as much.
Wailor
Already gave feedback (lmao). I feel the same way as I did then.
Linkblade91
Given that there are a lot of ways to summon Silver Hand Recruits with abilities from cards that aren't minions (as well as simply the Hero Power), I think you have a good concept here.
Anchorm4n
Light the Fuses! is a really neat and flavorful card and the effect seems strong enough to justify running no minions in your Warrior deck, which I do also agree is probably one of the harder classes to make this work. Thumbs up from me on this one.
Staff of Souls I don't like as much since the card has no function if you don't meet the requirement. Cards like To My Side! and Apexis Blast always do something even if you don't meet the condition, and I feel this should as well.
Clawz161
As Shadows pointed out, your card at the moment has the problem of turning itself off when the game starts as it is a minion itself. Even if it was changed to no "other" minions, there are still a fair few problems with the card. One being that it's just a 0/4 minion with no effect other than being a Mech, whereas 0-Attack minions should typically have some type of function to prevent them from just being bricks on the battlefield. The Hero Power also needs "Hero Power" in bold at the top and shouldn't be Paladin. Hero Powers are actually always "Neutral" in HearthCards, although this is an easy mistake to make so I can forgive you for this. You've mis-syntaxed Start of Game ("game" needs to be capitalized), and you also shouldn't use the Classic watermark since Start of Game effects did not exist yet. The name of the Hero Power should not be bolded on the card. Hero Powers on cards usually write the effect of the Hero Power and not the name of it, although I can understand why you didn't considering lack of space.
FenrirWulf
I like No Man's Land as Druid is an interesting class to design for this comp.
Harvest the Weak is a flavorful card, although Warlock seems hard to make a no-minion deck work since they tend to use a lot of minion combat.
Last Stand is a cool, flavorful TGT Epic for Warrior. I'd much rather they got this than either Magnataur Alpha or Sea Reaver. The only issue with it being TGT though is that no-minion support did not exist yet, so it seems to stick out as far as set context goes. Not only that, but if you consider the context of TGT, making a no-minion deck back then seems to be almost impossible to do.
Meditation is a nice card. I like the simplicity of it. It does however run into the same problem that Last Stand does by being Classic when no-minion support did not exist. Otherwise though, I think you did a good job.
BloodMefist
I'm surprised no one else tried to with Priest for no-minions, although a problem with that is that it kinda turns off the Hero Power. Both cards seem pretty good to me though.
Ozymandias
That's a name I haven't seen in a long time. Welcome back. The card is alright, but it should have a function even if you don't meet the condition.
MenacingBagel
Decent connection with the effect and the condition since in a deck with no minions, you're obviously running a lot of spells. I'm not sure it really fits in DoD though. It isn't really supported in that set. I would suggest using a custom watermark instead. There should also be a comma after "minions", and the Overload should be written with the number inside brackets.
Interesting article! For the Mechanized Mimic, I actually like the concept art better because her arms look more inhuman and scary. In her actual art they made her look a lot more human and conventionally attractive, which I think takes away from the uniqueness of her character.
I actually have 5 accounts, of which 1 is my main account. The single purpose of all the other accounts are just for getting me the extra challenge a friend quests and always get rerolled otherwise. Thus, the rough estimate I mentioned earlier is a real weighted amount, although indeed a bit on the higher side coz my main account does not care about these rerolls that much. 200 rerolls should be a better estimate, my bad. I must admit that with such a low occurrence probability, I wonder if having this many dummy accounts even warrants the daily quadruple logins.
Btw, I have been keeping a spreadsheet with quest occurrences and before the reward track got introduced, the other F2P accounts would net me 40 times the 80 gold quest each year (32 free packs). So, this means each account would give me about 65 gold each month. My prelimary conclusion is that they must have lowered the probability even further.
With 4 accounts dedicated to farming the Challenge a Friend quest, and level 125 already, you are certainly a pro at gathering gold.
I recall you have an impressive stockpile of dust too, and that you dislike spending it "in a significant way". Have you tried spending it on something practically useless like maintaining a few swag-tastic, all-golden decks? That's how I keep my dust reserves from climbing too quickly. Valeera's been burgling, pirating and one-upping High Justice Grimstone for years!
You definitely won't know if you haven't seen the full art since she's pretty well cropped out. You can just about see some fingertips on the right side.
An idea i had. I always like the idea of paladins conscripting people that wouldn't normally be in their army, like ogres or giants, trolls, or beasts.
This card turns off its own effect, since it is itself a minion in your deck.
No other minions
Changing the text to "no other minions" would fix the card mechanically, but would then not follow the prompt.
Sorry? Got the idea from the other person that said it was okay. Maybe if everyone dogpiled them before i posted like what's happening to me i would have known
Yup, tho if you look right after your throwing spree, you might not see anything else, if you throw a lot :D So you would have to chill out for a second :)
An idea i had. I always like the idea of paladins conscripting people that wouldn't normally be in their army, like ogres or giants, trolls, or beasts.
This card turns off its own effect, since it is itself a minion in your deck.
No other minions
Changing the text to "no other minions" would fix the card mechanically, but would then not follow the prompt.
How many of you have gotten the Challenge a friend. You both earn a reward! 1500 XP quest already? I have several F2P accounts and still no sight of this particular quest. I'm probably biased, but I have a gut feeling the drop rate of this quest is much lower than the others.
It was always quite rare. That might just be down to it being a unique quest in a large pool with a lot of similar looking quests that only feel common because you group them together. E.g. the 'Play 3 games class X, Y or Z' quests come up all the time, but how many times have you seen "Play 3 games with Hunter, Mage and Warlock' specifically? (I know those quests actually are down-weighted, but only by so much that we occasionally see other ones.)
Still, with a pool of 66 daily quests (datamined) and me having multiple accounts which means a total of approximately 250+ possible rerolls, one might think a single appearance would be likely to have happened already at least once for me.
Of course, always getting lower XP daily quests from the higher XP quests does not help either. Their excuse for this implementation of receiving easier quests is simply ridiculous. It is obviously meant to reduce the chances for getting the more unique daily quests.
A quick test: assuming 66 equally weighted quests and 250 attempts to find a single one, the probability of not seeing it once is (1-(1/66))^250 = 2.2%. That is indeed unlikely.
250 attempts sounds like a really high estimate though. We've has the system since the 12th of November, so ~38 days. Let's be generous and call it 40 since we had 3 dailies on day 1. If you have 3 accounts, that's a max of 3*2*40 = 240 quests seen, though I doubt you have been rerolling all of them. If you reroll half of the time, that gives 180 instead. That doesn't stop it being unlikely (you end up at 6.4%), but it's helpful to be precise when making these sorts of arguments.
As for whether their their justification of making high XP quests reroll into low XP quests is ridiculous (does it still do this? I haven't tested since the new system arrived), I kind of agree with them on this to be honest. It's easy for players who play a lot to forget that many players don't devote much time to the game and might just want to be able to clear a quest asap. In fact it is generally quite easy to forget many players think differently to you, even when you're playing against Big Priest and asking your screen "who even likes that deck?!" :P
I actually have 5 accounts, of which 1 is my main account. The single purpose of all the other accounts are just for getting me the extra challenge a friend quests and always get rerolled otherwise. Thus, the rough estimate I mentioned earlier is a real weighted amount, although indeed a bit on the higher side coz my main account does not care about these rerolls that much. 200 rerolls should be a better estimate, my bad. I must admit that with such a low occurrence probability, I wonder if having this many dummy accounts even warrants the daily quadruple logins.
Btw, I have been keeping a spreadsheet with quest occurrences and before the reward track got introduced, the other F2P accounts would net me 40 times the 80 gold quest each year (32 free packs). So, this means each account would give me about 65 gold each month. My prelimary conclusion is that they must have lowered the probability even further.
You shouldnt be able to discover it imo, have it in your deck, use it with n'zoth w/e but you shouldn't be able to discover it in a lackey deck and just win a matchup you deserve to lose because of generating this
Weapon Rogue
My favorite standard deck (with
). If I ever get back into Duels, I'll try to play this.
Bug with chenvaala header snowflakes purchase?
Purchased a header, waited almost 24 hours and it's still not available. Did I do something incorrect, am I misinformed, or is this an actual bug?
Oops! All Spells! - Card Design Competition Discussion Thread
This isn't true though - both cards have an effect that will trigger with exactly one minion in the deck (themselves). They aren't legal for the competition because their trigger isn't having no minions in the deck, but having no other minions (explicitly allowing one minion).
Custom Tristana LoR
Thank you for the input! I had the same thoughts on her level up but yeah, I can only do so much without playing her to see how she works. I do feel like her upgrade is strong but at the same time I feel like the fact that she has to be on board during the leveling condition makes it so she is appropriately delayed so that the opponent can deal with her if needed. I didn't make them here but I suspect she would come with a lot of damage spells, and maybe one could even give her some sort of protective ability in the form of her Rocket Jump
Edit: I also agree with the wording you suggested on the mark but I worried that it would get a bit too wordy then and I didn't want to confuse people.
New Warrior Spell - Hack the System
It's a cool concept, but I think they really dropped the ball on "Who is this for?"
But as is, Hack the System doesn't do any of those things. :-(
Oops! All Spells! - Card Design Competition Discussion Thread
While I agree with what Demon and sinti have said about the spirit or the idea of the competition, I'd like to add another thought to the debate about the prompt: what about fatigue? I have placed my card in Boomsday on purpose, even though there was no such thing as a No Minions Warrior deck around then. But Control Mech Warrior was huge for some time and mirror matches were quite common. Choosing the right moment to play Archivist Elysiana was crucial and I was aiming to fulfill a similar purpose with my card. Chef Nomi would probably be another example of a card that has an effect when your deck has no minions but doesn't necessarily ask you to run only spells.
All that said, I don't see a reason to DQ the cards in discussion because they have an effect that triggers when your deck has no minions and thereby fulfill the prompt. You can downvote them to hell if you want to, but for me they're perfectly legal.
Edit: What Shadows says down below. Minions should be fine, but not the two in question since they have Start of Game effects and check for "other" minions.
Wild Secret Mage (My first time Legend Rank, 12-2020)
Nice build. Did you encounter many odd paladin decks on your climb? I've found that I had to substitute another Flame Ward because of Odd Paladin and Odd DH.
Oops! All Spells! - Card Design Competition Discussion Thread
The prompt: You must create a card which has an effect when your deck has no minions.
Your card literally wants to bypass having a minion in the deck. Im not sure where is the confusion about that. You havent submitted, so you still have time to adjust the card or come up with something else ;-)
/edit: ah, didnt see Link's card, in that case im of the opinion that his breaks the rules as well
Oops! All Spells! - Card Design Competition Discussion Thread
I guess that means that Start of Game effects that are attached on minions are not fine? So both clawz161 and linkblade91's cards aren't allowed then.
Feedback:
Wailor - I completely missed your card in my first feedback so I'm sorry for that. Your card seems fair as I think it's fine when played with minions in the deck albeit a bit weaker. However, the fact that you can randomly generate a massive board of 7 drops with a combo like Rune Dagger + Molten Blast could just end games on turn 5 if you also count Lightning Bloom. Probably needs to be toned down a bit.
BloodMeFist - I prefer Malicious Memories over Shattered Memory mainly because Shattered Memory is far too weak since it's really slow and it's also pretty hard to balance as well. Malicious Memories is also very Priest-like in my opinion. In terms of balance, it's pretty good as well. You could make it copy 1 instead of 2 because Priest already has a lot of minion generation but there are substantially no differences asides from maybe Control/Value matchups. Very good card overall.
DavnanKillder - I think I like your second iteration of the card better and you could also push its power by making the summons 8/3 and 3/8 so it summons a 5 mana 8/8. Your first iteration just feels too strong since it's a 5 Mana summon 2 5/5s compared to Apexis Blast and Oasis Surger which can't be played before turn 5 as you still need to finish the quest first.
Ozymandias - Your card has an immediate flaw which is the fact that it does nothing when there are minions in your deck. All cards previously that has this effect tend to do something when you still have minions, even in the extreme cases of Rhok'delar giving you a 4/2 weapon. In terms of balance, it's pretty weak since it makes you draw really subpar minions that you still have to play the turn after. You could push the card by making it 6 or 7 Mana and make it summon 2 Demon Companions while it fills the board if you have no minions in the deck. Either that or you could make it fill your hand as the base and summon them as much as you can as the payoff for no minions.
MenacingBagel - Hagara seems pretty scary. You basically gain permanent Spell Damage +3 meaning that you just win some matchups by bursting them down with cheap damage spells, possibly in a single turn. On the other hand, it is such a weak tempo play since it's a 6 Mana 3/3 and Overload (4). Honestly, I don't think a weak tempo play still means that you get to get permanent Spell Damage +3 since I think Shaman has tools to overcome that weakness and you don't necessarily have to play in on turn 6 to have a great impact on the game. Some decks just can't really deal with it when it comes down to it. It's more of a design issue than it is a balance issue since this kind of effect shouldn't be in the game since it's uninteractive as hell.
Edit: Turns out I made a whoopsie with Mediation. (Thanks demonxz95!) I forgot to change it to Descent of Dragons. It wouldn't make sense as a Classic card anyway since it overlaps with Ancestral Healing.
Rewards Track: Current progress
I haven't found a good reason to spend my stockpile of dust yet. I also have a decent "fear" to craft any missing epics or legendaries because I might still open them from future special bundle packs. I even do not dust my duplicate commons and uncommons in case Team5 might decide to nerf them for some reason and I might get the most dust refund from them. I know this sounds very unhealthy, but I guess it's a typical case of FOMO.
As for being a pro of farming gold... I'm using this expansion to gather the most personal statistics to see how I should be spending my time playing HS in the future. I highly doubt I will be spending this much time after rotation hits next year. Also, I have set myself a personal artificial goal to complete the entire reward track to see whether I can achieve it or not.
My current takeaway/opinion about the reward track is that it diminishes winning and rewards time spent in HS. It is a double edged sword though, coz I'm still undecided whether I should consider this a positive or negative aspect.
Custom Tristana LoR
I love this! It creates a sort of mini-game where you try to destroy the Marked enemy and the opponent tries to keep it alive, which seems like really compelling gameplay. It also allows for a lot of cool support cards that also mark enemies. In terms of the phrasing, I think I would change it to something like “Plant an Explosive Charge on an enemy” and then have Explosive Charge mean “Last Breath: Deal 1 to all allies.” I would also change her Level Up ability to something like “Round Start: Plant an Explosive Charge on the Strongest enemy” because otherwise she’s way too good at destroying Aggro decks by essentially casting 4 Mana Fast speed “deal 3 to an enemy and 1 to all other enemies” every round.
In terms of balance, I’m actually having a really hard time figuring out if she’s too weak or too powerful. At Level 1, she’s much weaker than MF in most decks, but her Level Up is fairly easy and makes her an Aggro crushing powerhouse. I think that shows that you balanced her as much as is possible without playtesting, so good job on the balancing!
Oops! All Spells! - Card Design Competition Discussion Thread
A problem I sense with this comp is that it'll be hard to make cards with a large enough payment to justify running no minions in your deck. One thing I also recommend is using a custom watermark for set context purposes. Otherwise, the card may just end up being added to a set without any other support for this hypothetical no minion archetype for the class you're trying to push. With a custom watermark, it can be assumed that this would be an archetype pushed with multiple cards even if we don't known what those cards are.
Feedback
Lithomancy's Forge is a neat card. Reminiscent of Deadly Arsenal, but actually seems semi-playable unlike its Witchwood counterpart. The only problem I see is that Warrior tends to be one of the more minion-oriented classes in the game, so running a deck without minions seems harder for them.
Nature's Channeling also looks good. While I know your intention, the wording almost seems to write as if the 5/5 would just gain both Rush and Taunt if you satisfy the condition. Admittedly, I don't know how you could word it better. The second version seems to fix that problem, although I don't like the stats as much.
Light the Fuses! is a really neat and flavorful card and the effect seems strong enough to justify running no minions in your Warrior deck, which I do also agree is probably one of the harder classes to make this work. Thumbs up from me on this one.
Staff of Souls I don't like as much since the card has no function if you don't meet the requirement. Cards like To My Side! and Apexis Blast always do something even if you don't meet the condition, and I feel this should as well.
I like No Man's Land as Druid is an interesting class to design for this comp.
Harvest the Weak is a flavorful card, although Warlock seems hard to make a no-minion deck work since they tend to use a lot of minion combat.
Last Stand is a cool, flavorful TGT Epic for Warrior. I'd much rather they got this than either Magnataur Alpha or Sea Reaver. The only issue with it being TGT though is that no-minion support did not exist yet, so it seems to stick out as far as set context goes. Not only that, but if you consider the context of TGT, making a no-minion deck back then seems to be almost impossible to do.
Meditation is a nice card. I like the simplicity of it. It does however run into the same problem that Last Stand does by being Classic when no-minion support did not exist. Otherwise though, I think you did a good job.
Legends of Runeterra Concept Art Spotlight - Monuments of Power & Cosmic Creation
Interesting article! For the Mechanized Mimic, I actually like the concept art better because her arms look more inhuman and scary. In her actual art they made her look a lot more human and conventionally attractive, which I think takes away from the uniqueness of her character.
Rewards Track: Current progress
With 4 accounts dedicated to farming the Challenge a Friend quest, and level 125 already, you are certainly a pro at gathering gold.
I recall you have an impressive stockpile of dust too, and that you dislike spending it "in a significant way". Have you tried spending it on something practically useless like maintaining a few swag-tastic, all-golden decks? That's how I keep my dust reserves from climbing too quickly. Valeera's been burgling, pirating and one-upping High Justice Grimstone for years!
Legends of Runeterra Concept Art Spotlight - Monuments of Power & Cosmic Creation
You definitely won't know if you haven't seen the full art since she's pretty well cropped out. You can just about see some fingertips on the right side.
Legends of Runeterra Concept Art Spotlight - Monuments of Power & Cosmic Creation
These are fun to see, thanks.
I forgot (or didn't realize) that Zoe appears in the Porofly art. Now I need to go look.
Snowpocalypse
Oops! All Spells! - Card Design Competition Discussion Thread
Sorry? Got the idea from the other person that said it was okay. Maybe if everyone dogpiled them before i posted like what's happening to me i would have known
Snowpocalypse
Yup, tho if you look right after your throwing spree, you might not see anything else, if you throw a lot :D So you would have to chill out for a second :)
[Game] Polar Opposites
You smell like a Leper Gnome!
Wanted to be clever but this breaks tribe rule. Mecharoo it is then.
Oops! All Spells! - Card Design Competition Discussion Thread
Changing the text to "no other minions" would fix the card mechanically, but would then not follow the prompt.
Rewards Track: Current progress
I actually have 5 accounts, of which 1 is my main account. The single purpose of all the other accounts are just for getting me the extra challenge a friend quests and always get rerolled otherwise. Thus, the rough estimate I mentioned earlier is a real weighted amount, although indeed a bit on the higher side coz my main account does not care about these rerolls that much. 200 rerolls should be a better estimate, my bad. I must admit that with such a low occurrence probability, I wonder if having this many dummy accounts even warrants the daily quadruple logins.
Btw, I have been keeping a spreadsheet with quest occurrences and before the reward track got introduced, the other F2P accounts would net me 40 times the 80 gold quest each year (32 free packs). So, this means each account would give me about 65 gold each month. My prelimary conclusion is that they must have lowered the probability even further.
New Warrior Spell - Hack the System
It still would be terrible it would need that ,with easier requirement to maybe see some play
New Warrior Spell - Hack the System
The tokens should have taunt or rush, this card is so bad. It doesn't matter if you can summon 2 in one turn when they can just ignore it.
New Warlock Minion - Tickatus
You shouldnt be able to discover it imo, have it in your deck, use it with n'zoth w/e but you shouldn't be able to discover it in a lackey deck and just win a matchup you deserve to lose because of generating this