FieselFitz: There's a comma missing after "Secret" and I think your card is one of those cases where too much is going on at once. I'm sorry, but I don't like it very much.
linkblade: Nice card, I like your idea! I would argue to give the Ice Pillar at least one Attack though, since there are some classes that would really struggle to get rid of this otherwise. Or make it "thaw" and lose 1 Health at the end of each turn.
Ah i missed the comma , sry about that!
What i don't get is my card that hits 3 prompts is labeld with going on too much but another card with all 3 prompts is fine? or is some sort of Balance that the card is missing?
Still im gonna change/improve it - at least i'll try to do that :)
Here is the first new version:
and here is another idea :
Let me know what you guys think about those two!
I think it's because Link's card feels less "forced" as far as applying all 3 prompts (although that said, it does still feel forced).
This version of the card is definitely a lot better. The first version is probably easier to balance (as it's comparable to Occult Conjurer). The second version could be too messy with Frost Nova and it should say "enemy" instead of "opponent".
The idea with my card in terms of flavor is that you have all of these Microbots swarming together, growing and adapting to survive in their environment, like in Big Hero 6. Sadly, I couldn't find any artwork that illustrated that.
Flavor aside, is the card good from a mechanical standpoint? Or should I just come up with a new idea altogether?
I would've like to use the puns Hordaki sugested, but again, given the artwork depicts a Raptor, neither of them fit :C
Feedback:
Demonx95
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Very simple yet cool idea.
Just a small nitpick: I know this competition kinda breaks watermark limits and whatnot, but given your card combines keywords from the Year of the Dragon, I think it should really have a Galakrond's Awakening watermark.
linkblade91
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Cool card. People really liked that keyword (even if it sucked in terms of viability), so that'll give you points I think.
BloodMefist
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I prefer Doctor Magnetron, both in terms of effect and flavor, even if it has the potential to be a bit broken.
Grim Work's effect isn't bad, but I don't get its flavor.
DestroyerR
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Solid effect and flavor. I don't have much to add, since I think the execution of the idea is as good as it can get.
About your feedback, I didn't give the Beast tag to my previous iteration because it's a ghost (see Spectral Spider or how they changed Witchwood Grizzly's artwork just to be consistent). The current art definetly needs a Beast tag, however.
DalvanKillder
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I think my favorite card is the Sand Shark, but it seems a bit too strong at 4/3 (we got a 3/3/3 Rush minion which wasn't super good, but was fair). I think it'd be better at 4/4/4. Besides that, Adapt is related to dinos, not sharks, but the artwork you used is so pretty I might give that a pass.
anchorm4n
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Zevrad is quite alright, even if it collides a bit with Pit Commander like you said.
Hordaki
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Both are really cool., but I'd say I like Pupil of the Moon a little bit better. The fact that it gains the Spellburst again once it Reborns really gives it an interesting twist.
ChickyChick
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I'm not sure if Razorpetal can be considered a mechanic, to be honest. Besides that, it has good flavor (all three things you get make sense for a lab), even if the artwork is a bit bad.
KANSAS
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Not bad, but it's a bit lacking in the flavor department. I don't think it's hard to correct, since just making it some sort of robot dinosaur or robot ghost or whatever would improve that aspect substantially.
I feel ya man, the current reward track implementation changed the way I play and also increased the amount of time I invest in Hearthstone. I doubt this behavior change is justified and whether it's a good thing at all.
Ranked ladder sucks at the moment (standard and wild), so I have been playing battlegrounds a lot. I don't particularly like the randomness (treasures and buckets) of duels and arena (which I never liked) already died a long time ago. I'm seriously considering to only play battlegrounds per next expansion/rotation, which is a lot cheaper than to continue playing all modes of this rather expensive game.
By the way, once you pass level 50 the levelling up experience feels slightly less worse since each level only takes approximately 1500 XP. With the daily quest XP and playing a few games here and there, gaining 1 level each day should be easily achievable. However, to complete the entire reward track we need to gain multiple levels each day though.
I bought a snowball, and now I can't buy another. I was thinking I could stock up on these for some major aggro. What is Snowpocalypse? The suspense is KILLING me!
I'm almost at level 39. Things still seem incredibly slow. I'm only playing Battlegrounds (ranked is in a horrific state again). I dedicate around two hours at most. After each game i gain a little over 100 exp (bless the Deck Tracker for the new exp bar) and each game can take over 20 minutes. Seems to be mildly within their stated exp per hour range. But, without quests, it just feels like i'm simply not getting anywhere in this system. Playing simply doesn't feel rewarding at all. The 10 gold per 3 wins would help alleviate those feelings a lot. It doesn't help when games are over extremely quickly and you lose by taking 20+ damage from someone who just got all the luck. If i go to the ladder, i'll get run over by some Evolve Shaman or DH. I'm simply not having enough fun playing this game anymore. And if i stop playing, i'll fall behind indefinitely. I'm feeling trapped.
FieselFitz: There's a comma missing after "Secret" and I think your card is one of those cases where too much is going on at once. I'm sorry, but I don't like it very much.
linkblade: Nice card, I like your idea! I would argue to give the Ice Pillar at least one Attack though, since there are some classes that would really struggle to get rid of this otherwise. Or make it "thaw" and lose 1 Health at the end of each turn.
Ah i missed the comma , sry about that!
What i don't get is my card that hits 3 prompts is labeld with going on too much but another card with all 3 prompts is fine? or is some sort of Balance that the card is missing?
Still im gonna change/improve it - at least i'll try to do that :)
Did we get 10 snowflakes today as a boost perhaps? Yesterday, I ended up with 299 snowflakes. With today's influx, I should have gotten a total of only just 330, but now I suddenly have 340?
Not to complain though, but just to quote Aluneth: "More, I must have MORE!" ❄️
Thanks for all your feedback! I still prefer the original (rare) version because that's what I would expect Hunter to get in real life. Nevertheless, I've made an alternative (epic) version based on your feedback. I'd like to hear your thoughts about which one is better and why before submitting. Will add more feedback myself later today.
My question is: are Lackeys a set-specific mechanic? I mean, they are surely not evergreen, but they are used in three expansions. Also, are Razorpetals a mechanic that counts?
Lackeys are like Twinspell on that regard, and if Twinspell is allowed I don’t see why Lackeys wouldn’t. About the Razorpetals, I’m pretty confident it’s allowed since it’s very clearly something used only in Un'goro
Also, feedback:
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Demonxz95
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EW — 5/5. Nothing much to comment, just a neat card
linkblade91
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RR — -1 star for balance (this is very much above the power level of other fragment cards, and on a class which has a 1 cost HP), so 4/5
Wailor
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S-o-R — -1 star for aesthetics (should be a Beast), -1 star for balance (I think it’s pretty weak, the only range I see this being considered is 6 Mana for two 1/2s and 3 Adaptations, which isn’t very impressive), so 3/5
anchorm4n
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Zev — 5/5. Seems alright and I don’t want to spend a lot of time thinking about it since I hate DH as a class lol
SSS - I believe Dormant isn’t a one expansion-only keyword, so this fails the prompt, 1/5
BloodMeFist
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DM — -1(?) star for balance (as you said, it’s got some reaaal scary potential, so this is more out of caution than anything), so 4(5?)/5
DavnanKillder
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SS — -1 star for idea (nothing very inventive, it’s not bad but not really finalist worthy), so 4/5
MP — -1 star for idea (IMO it’s just got bunch of effects going on without any actual reason to stack them all together), -1 star for balance (did anyone say Hunting Mastiff?), -1 star for aesthetics (Should be a “:” after Overkill instead of a “;”) so 2/5
EG — -1 star for aesthetics (art isn’t very hearthstone-esque), -1 star for idea (again, no real correlation between the effects on the card), -1 star for balance (compare to other 3/3/2 weapons like [Hearthstone Card (Eaglehorn Bow[/card) so 3/5
) Not Found]
Hordaki
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KS — 5/5. Not terribly interesting to me for some reason, but nothing really wrong with it
PotM — 5/5. Love the flavor connection with Colossus of the Moon
ChickyChick
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LE — -1 star for idea (just seems like an effect dump without a lot of thought put into it), so 4/5
KANSAS
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Micro — -1 star for idea (Adapt just seems really out of place, and without it the card is just very bland), -1 star for aesthetics (should be a comma after Echo, not a period), so 3/5
Also also, would Awestruck Apprentice be better as a 1/1/3? That way you can benefit off the Inspire more easily
I remember there was one interview of sorts that what we see in the RR adventure was sort of the initial idea for RR's core design, especially how the shrine works, but the dev then explained that this wasn't implemented cause' then every game would revolve around shrines. Its kinda a design balance; cards have to be good, but not too good or the next expansion would need to ramp the power levels every time just to keep up.
I heard this rumor too, but i mean what is the difference really between a shine you based a deck around and a quest you base your deck around ala Corrupt the Waters or Making Mummies? And this was before they introduced those quests. I'm not saying that direction would have made the expansion better, i'm just saying that it would have made it more interesting. Make the shrine like a quest where it always starts in your hand. You can play it whenever you want instead of it just being on the board and then you can either save it for a combo turn or fight for board control like you do in rumble run. Or like i said have the rikkar Transfer Student thing. And i think if bloodwash medic was a neutral card, along with war heralder, i think those would be some pretty great control tools for neutral(i wouldn't give it to priest because priest got a ton of control tools this expansion Mass HysteriaSeance). (and obviously tune back how many spells they would give)
I would like to agree with you over the bloodwash medic but its just not feasible for it to be available to all classes. Team5 specifically limits health gain cards for balance reasons (aggro wouldn't exist otherwise), so classes like rogue are limited by their health despite their value potential. I think we've seen enough of Antique Healbots and Zilliaxes to know how much they can carry metas.
If soul fragment demon hunter exists where they can push massive damage and heal themselves at the same time exists then i think neutral healing can exist. Control still gets shafted the same variant of 4 mana 2 damage AOE since the game's inception but aggro gets voracious reader, if any archetype needed the help it's control. And i know the argument, blizzard doesn't like control because people play on their phones and they don't want games that go for more than 1 minute. If that's true then give us a gamemode to queue against control, or ban classes we queue against. I don't get to queue against demon hunter, shaman, or rogue, and you don't get to queue against priest or warrior. Everyone wins.
I think we can all agree that dhunter is being designed like the blue eyed boy of hearthstone so comparisons is a bit redundant. I specifically think its bs that its the only tempo class that can heal efficiently. But that's the kinda thing we have to live with; like mage being designed like a slot machine, or shaman alternating between both ends of the tier list.
But to be honest, if healing was more viable, it wouldn't make control better it would actually make it worse because then the meta would be filled with value decks. Spell mage, most rogue variants, and quest shaman will be top of the tier, and all these decks will practically destroy any control deck in standard.
My question is: are Lackeys a set-specific mechanic? I mean, they are surely not evergreen, but they are used in three expansions. Also, are Razorpetals a mechanic that counts?
The only thing more annoying than facing netdecking demon hunters and singleton hunters over and over and over and over and over, is facing netdecking demon hunters and hunters that think they're not a smooth brain because they took out a card from the netdeck and they play c'thun or some other dumb shit.
It reminds me of when i fought a rogue in RoS and they're netdecked lackey shit rogue had face collector in it. haha it's the same deck but it has face collector isn't that wackey. I'm totally original even though the other 29 cards every other person playing my class is using.
If you netdeck just netdeck, don't pretend you're better than that just because you decide to slot a "fun card" into your deck because just playing the deck you got from google would be too unoriginal for you.
I remember there was one interview of sorts that what we see in the RR adventure was sort of the initial idea for RR's core design, especially how the shrine works, but the dev then explained that this wasn't implemented cause' then every game would revolve around shrines. Its kinda a design balance; cards have to be good, but not too good or the next expansion would need to ramp the power levels every time just to keep up.
I heard this rumor too, but i mean what is the difference really between a shine you based a deck around and a quest you base your deck around ala Corrupt the Waters or Making Mummies? And this was before they introduced those quests. I'm not saying that direction would have made the expansion better, i'm just saying that it would have made it more interesting. Make the shrine like a quest where it always starts in your hand. You can play it whenever you want instead of it just being on the board and then you can either save it for a combo turn or fight for board control like you do in rumble run. Or like i said have the rikkar Transfer Student thing. And i think if bloodwash medic was a neutral card, along with war heralder, i think those would be some pretty great control tools for neutral(i wouldn't give it to priest because priest got a ton of control tools this expansion Mass HysteriaSeance). (and obviously tune back how many spells they would give)
I would like to agree with you over the bloodwash medic but its just not feasible for it to be available to all classes. Team5 specifically limits health gain cards for balance reasons (aggro wouldn't exist otherwise), so classes like rogue are limited by their health despite their value potential. I think we've seen enough of Antique Healbots and Zilliaxes to know how much they can carry metas.
If soul fragment demon hunter exists where they can push massive damage and heal themselves at the same time exists then i think neutral healing can exist. Control still gets shafted the same variant of 4 mana 2 damage AOE since the game's inception but aggro gets voracious reader, if any archetype needed the help it's control. And i know the argument, blizzard doesn't like control because people play on their phones and they don't want games that go for more than 1 minute. If that's true then give us a gamemode to queue against control, or ban classes we queue against. I don't get to queue against demon hunter, shaman, or rogue, and you don't get to queue against priest or warrior. Everyone wins.
I remember there was one interview of sorts that what we see in the RR adventure was sort of the initial idea for RR's core design, especially how the shrine works, but the dev then explained that this wasn't implemented cause' then every game would revolve around shrines. Its kinda a design balance; cards have to be good, but not too good or the next expansion would need to ramp the power levels every time just to keep up.
I heard this rumor too, but i mean what is the difference really between a shine you based a deck around and a quest you base your deck around ala Corrupt the Waters or Making Mummies? And this was before they introduced those quests. I'm not saying that direction would have made the expansion better, i'm just saying that it would have made it more interesting. Make the shrine like a quest where it always starts in your hand. You can play it whenever you want instead of it just being on the board and then you can either save it for a combo turn or fight for board control like you do in rumble run. Or like i said have the rikkar Transfer Student thing. And i think if bloodwash medic was a neutral card, along with war heralder, i think those would be some pretty great control tools for neutral(i wouldn't give it to priest because priest got a ton of control tools this expansion Mass HysteriaSeance). (and obviously tune back how many spells they would give)
That's the main problem with the shrines. Unlike quests, the shrines have no real conditions other than their mana costs, whereas quests have been widely acknowledged to be somewhat of a liability both in terms of their quest conditions and the fact that they take up a mulligan slot as well as your first turn. That's why despite the power levels of the quests rewards, we rarely see anyone playing Making Mummies, for example. There's also the problem with the somewhat permanence of the shrine (they come back after 2 turns), and its soft taunt nature.
I've played and loved the Rumble run, but even I concede that it was just too much for standard. There was a tavern brawl that allowed us to basically play rumble run with real players and it got ugly pretty fast. Wouldn't want that to be a staple, that's for sure.
Talking about shrines, the ones we got (spirits) eventually weren't really all that bad. Spirit of the Shark and frog were really powerful, Spirit of the Frog in particular will slot into just about any control or midrange shaman due to how bad shaman's draw was/is.
I would like to agree with you over the bloodwash medic but its just not feasible for it to be available to all classes. Team5 specifically limits health gain cards for balance reasons (aggro wouldn't exist otherwise), so classes like rogue are limited by their health despite their value potential. I think we've seen enough of Antique Healbots and Zilliaxes to know how much they can carry metas.
I remember there was one interview of sorts that what we see in the RR adventure was sort of the initial idea for RR's core design, especially how the shrine works, but the dev then explained that this wasn't implemented cause' then every game would revolve around shrines. Its kinda a design balance; cards have to be good, but not too good or the next expansion would need to ramp the power levels every time just to keep up.
I heard this rumor too, but i mean what is the difference really between a shine you based a deck around and a quest you base your deck around ala Corrupt the Waters or Making Mummies? And this was before they introduced those quests. I'm not saying that direction would have made the expansion better, i'm just saying that it would have made it more interesting. Make the shrine like a quest where it always starts in your hand. You can play it whenever you want instead of it just being on the board and then you can either save it for a combo turn or fight for board control like you do in rumble run. Or like i said have the rikkar Transfer Student thing. And i think if bloodwash medic was a neutral card, along with war heralder, i think those would be some pretty great control tools for neutral(i wouldn't give it to priest because priest got a ton of control tools this expansion Mass HysteriaSeance). (and obviously tune back how many spells they would give)
Here is my first idea. It may be a bit too similar to SN1P-SN4P, but hopefully it is different enough.
I might make it an epic, depending on what people think. I am also thinking of giving it to Hunter.
Feedback:
Show Spoiler
Demonxz95, I kind of like it. Invoking twice for 3 mana seems pretty powerful. Making this way more efficient than the cost would imply both in terms of immediate value, and in long term value with galakrond. I would change the Reborn to Echo. Then you have 6 mana to invoke twice and get a piar of 2/1s with rush, similar to [Hearthstone Card (Corrupt Elementailist) Not Found] but instead of a 3/3 you get minions in your hand.
linkblade91, I think the Spellburst effect is a bit extreme given how easy it is to shuffle 4+ Soul Fragments, and how much healing that would get you. Not to mention the fact that you could do it twice with a second copy of the card.
Wailor, I really like it, It is slightly sub-par when played alone, moderate when you play 2, and it can create a powerful board when you play all 3. I might reduce the cost to 2 mana, but that may be a bit too little.
BloodMefist, I don't think it needs Corrupt, but without it it doesn't fit the prompt. I would reduce the cost by 1 or increase the damage by 1 to justify having an extra clause on the card. Doctor Magnetron seems, for lack of a better word, unnecessary. For just 5 mana you can summon a copy of anything you want, this is 4 mana with extra steps and restrictions to summon a copy of something with a slight buff, and this is 1 rarity higher.
DestroyerR, I like the flavor, but in practice I don't think she is likely to survive more than a single round. This is the problem with most inspire cards, you can only trigger it once per turn and using your hero power can be expensive. I would give it 4/5 stars.
anchorm4n, Very nice flavor, and you did a very good job of weaving the abilities together to make them all work together well. I give you 5 stars, probably my favorite card so far. I like Zevrad, Big Demon Hunter is something that has gotten a few cards, but has never really worked. Getting a strong pro-active rush minion + a big demon will be very useful for the deck. I don't really have anything to criticize.
Hordaki, Kobold Schemer is an interesting design, but it will be tricky to get more than 1 scheme off of it, and spending 4 mana just to get a random card seems very bad. Especially since schemes aren't really going to be worth much until a few turns later. Pupil of the Moon is a very solid card (no pun intended). It is balanced, strong, and looks like a fun card to play.
ChickyChick, I think spare part and lackey are good for set-specific keywords. Though the razorpetal seems kind of irrelevant. I would make it 1 mana and remove the razorpetal.
DavnanKillder, I like Sandy Shark since it is pretty simple and straight-forward, while also having a very strong design. I am not a big fan of Enchanted Gun since it just a cheaper Arcanite Reaper with an extra Overkill ability. And the pistol seems out of place for Hearthstone. M.U.R.L.O.C. Prototype is not a bad card, but I think Sandy Shark is better in just about every way, design-wise.
I think I will give it Stealth to start out with to make it easier to play. Some people mentioned that I should change the art to be more christmas/winter themed, but until I can find some good art I will stick with this.
*edit* I meant to make it cost 3 mana. I will fix that later.
More feedback:
Show Spoiler
FieselFitz, The wording should say "Battlecry: If you control a Secret, summon a copy of this for each player." That aside, the card is pretty weak. Compare it to [Hearthstone Card (Griffin Trainer) Not Found], even though you get more stats, the card is still bad since your opponent gets to attack with the minion first. Also compare it to Occult Conjurer, it costs 1 more, has +1/+1, but also gives your opponent a 5/5. So really, triggering the ability on this card is a negative.
anchorm4n, I like the second version better. Maybe it could be 4 mana with slightly higher stats, but I think it is mostly fine as it is.
Demonxz95, I like it. It is flexible, useful, balanced, bounce-able, everything that makes a good rogue card. Good job.
BloodMefist, Overall I think it is balanced. At it's base it is fairly weak, but when buffed is better than Mysterious Challenger. The payoff is worth the effort you would put into buffing it, and it doesn't feel terrible playing it when it only has 1 attack. Well done.
Wailor, I think you could submit Ghost of Winterveil Past as a priest card and have a very good shot of winning. The flavor of the card is so strong, it doesn't even matter if it is just a glorified Spellslinger. I would give it 5 stars right now.
DavnanKillder, I am still not a fan of Nixue since it can basically just grind the game to a halt and straight up stop your opponent from playing. Disguised Saboteur is more interactive and less frustrating.
Hordaki, I like it. It seems balanced, and the flavor is pretty good. I don't have any criticisms.
Are we allowed to submit cards we've posted before? I made this in "Here's Some Art, Make A Card" and I think it fits this competition well, but if not I'll go back and come up with something new.
As long as you haven't won with it before, you can resubmit old ideas.
Are we allowed to submit cards we've posted before? I made this in "Here's Some Art, Make A Card" and I think it fits this competition well, but if not I'll go back and come up with something new.
Feedback time:
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DavnanKillder: I like both of these cards. Nixue would be completely broken in Mage but it works since Shaman currently only has single-target freezing, and Disguised Saboteur is a really fun concept. I'd say find some more Winter-flavored art for the saboteur though since it doesn't really have Christmas flavor (it doesn't have to but I think it would help).
Wailor: Frostbitter Raider is a hilarious card that could actually be good in certain circumstances, and the Ghost of Winterveil Past is a fun one (I'd go with the neutral one out of the two).
BloodMefist: Good handbuff support, I like it.
Demonxz95: You can just say "Discover a Secret and cast it" since Ring Toss did that. I like the idea, but maybe make it a secret from another class to better fit Rogue since the art isn't very Roguish.
anchorm4n: Maybe do it as 2 damage to a random enemy for each, that would still make it good without giving Hunter too good of a board clear.
FieselFitz: I don't think going for all three prompts works for this contest, either ditch the secret requirement or the enemy Water Elemental.
KANSAS: Good effect, but I'd try to give it more Christmas/Winter flavor. That's not a requirement, but it wouldn't surprise me if that helps in this comp.
DestroyerR: I like it, good flavor and cool effect.
Demonxz95. Good effect, but pretty simple.
linkblade91: Interesting, but I think it's a little overcomplicated and I'm not sure how your opponent would be able to get rid of the Ice Pillar.
Secret Santa Snowdown - Card Design Competition Discussion Thread
I think it's because Link's card feels less "forced" as far as applying all 3 prompts (although that said, it does still feel forced).
This version of the card is definitely a lot better. The first version is probably easier to balance (as it's comparable to Occult Conjurer). The second version could be too messy with Frost Nova and it should say "enemy" instead of "opponent".
When Worlds Collide - Card Design Competition Discussion Thread
When Worlds Collide - Card Design Competition Discussion Thread
The idea with my card in terms of flavor is that you have all of these Microbots swarming together, growing and adapting to survive in their environment, like in Big Hero 6. Sadly, I couldn't find any artwork that illustrated that.
Flavor aside, is the card good from a mechanical standpoint? Or should I just come up with a new idea altogether?
Snowflakes
With just 1 single snowball, there can be no snowpocalypse IMO, let alone a snowball fight 😄
For now, I am reserving those 20 snowflakes for it. This saves it from melting also.
When Worlds Collide - Card Design Competition Discussion Thread
New version which tries to correct the main issues the previous iteration had: bad art and being weak.
I gave it a 3/2 statline because it's what raptors tend to have (Bloodfen Raptor, Crackling Razormaw, Mark of the Loa), but it might be a bit over the top right now.
I would've like to use the puns Hordaki sugested, but again, given the artwork depicts a Raptor, neither of them fit :C
Feedback:
Demonx95
Just a small nitpick: I know this competition kinda breaks watermark limits and whatnot, but given your card combines keywords from the Year of the Dragon, I think it should really have a Galakrond's Awakening watermark.
linkblade91
BloodMefist
Grim Work's effect isn't bad, but I don't get its flavor.
DestroyerR
About your feedback, I didn't give the Beast tag to my previous iteration because it's a ghost (see Spectral Spider or how they changed Witchwood Grizzly's artwork just to be consistent). The current art definetly needs a Beast tag, however.
DalvanKillder
anchorm4n
Hordaki
ChickyChick
KANSAS
Rewards Track: Current progress
I feel ya man, the current reward track implementation changed the way I play and also increased the amount of time I invest in Hearthstone. I doubt this behavior change is justified and whether it's a good thing at all.
Ranked ladder sucks at the moment (standard and wild), so I have been playing battlegrounds a lot. I don't particularly like the randomness (treasures and buckets) of duels and arena (which I never liked) already died a long time ago. I'm seriously considering to only play battlegrounds per next expansion/rotation, which is a lot cheaper than to continue playing all modes of this rather expensive game.
By the way, once you pass level 50 the levelling up experience feels slightly less worse since each level only takes approximately 1500 XP. With the daily quest XP and playing a few games here and there, gaining 1 level each day should be easily achievable. However, to complete the entire reward track we need to gain multiple levels each day though.
Good luck and try to keep having fun! 👍🏻
Snowflakes
I bought a snowball, and now I can't buy another. I was thinking I could stock up on these for some major aggro. What is Snowpocalypse? The suspense is KILLING me!
Boggspine Knuckles
Marrowslicer + Evolve
Rewards Track: Current progress
I'm almost at level 39. Things still seem incredibly slow. I'm only playing Battlegrounds (ranked is in a horrific state again). I dedicate around two hours at most. After each game i gain a little over 100 exp (bless the Deck Tracker for the new exp bar) and each game can take over 20 minutes. Seems to be mildly within their stated exp per hour range. But, without quests, it just feels like i'm simply not getting anywhere in this system. Playing simply doesn't feel rewarding at all. The 10 gold per 3 wins would help alleviate those feelings a lot. It doesn't help when games are over extremely quickly and you lose by taking 20+ damage from someone who just got all the luck. If i go to the ladder, i'll get run over by some Evolve Shaman or DH. I'm simply not having enough fun playing this game anymore. And if i stop playing, i'll fall behind indefinitely. I'm feeling trapped.
Secret Santa Snowdown - Card Design Competition Discussion Thread
Ah i missed the comma , sry about that!
What i don't get is my card that hits 3 prompts is labeld with going on too much but another card with all 3 prompts is fine? or is some sort of Balance that the card is missing?
Still im gonna change/improve it - at least i'll try to do that :)
Here is the first new version:
and here is another idea :
Let me know what you guys think about those two!
Snowflakes
Did we get 10 snowflakes today as a boost perhaps? Yesterday, I ended up with 299 snowflakes. With today's influx, I should have gotten a total of only just 330, but now I suddenly have 340?
Not to complain though, but just to quote Aluneth: "More, I must have MORE!" ❄️
The Hearthstone Holiday Sale On Battle.net Isn't a Sale
Yeah. This is definitely a mistake on their part. Bringing some new efficient bundle or discounting pre-existing store positions is just common sense.
Secret Santa Snowdown - Card Design Competition Discussion Thread
Thanks for all your feedback! I still prefer the original (rare) version because that's what I would expect Hunter to get in real life. Nevertheless, I've made an alternative (epic) version based on your feedback. I'd like to hear your thoughts about which one is better and why before submitting. Will add more feedback myself later today.
(original OP idea in the spoiler below)
When Worlds Collide - Card Design Competition Discussion Thread
Lackeys are like Twinspell on that regard, and if Twinspell is allowed I don’t see why Lackeys wouldn’t. About the Razorpetals, I’m pretty confident it’s allowed since it’s very clearly something used only in Un'goro
Also, feedback:
Demonxz95
EW — 5/5. Nothing much to comment, just a neat card
linkblade91
RR — -1 star for balance (this is very much above the power level of other fragment cards, and on a class which has a 1 cost HP), so 4/5
Wailor
S-o-R — -1 star for aesthetics (should be a Beast), -1 star for balance (I think it’s pretty weak, the only range I see this being considered is 6 Mana for two 1/2s and 3 Adaptations, which isn’t very impressive), so 3/5
anchorm4n
Zev — 5/5. Seems alright and I don’t want to spend a lot of time thinking about it since I hate DH as a class lol
SSS - I believe Dormant isn’t a one expansion-only keyword, so this fails the prompt, 1/5
BloodMeFist
DM — -1(?) star for balance (as you said, it’s got some reaaal scary potential, so this is more out of caution than anything), so 4(5?)/5
DavnanKillder
SS — -1 star for idea (nothing very inventive, it’s not bad but not really finalist worthy), so 4/5
MP — -1 star for idea (IMO it’s just got bunch of effects going on without any actual reason to stack them all together), -1 star for balance (did anyone say Hunting Mastiff?), -1 star for aesthetics (Should be a “:” after Overkill instead of a “;”) so 2/5
EG — -1 star for aesthetics (art isn’t very hearthstone-esque), -1 star for idea (again, no real correlation between the effects on the card), -1 star for balance (compare to other 3/3/2 weapons like [Hearthstone Card (Eaglehorn Bow[/card) so 3/5
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Hordaki
KS — 5/5. Not terribly interesting to me for some reason, but nothing really wrong with it
PotM — 5/5. Love the flavor connection with Colossus of the Moon
ChickyChick
LE — -1 star for idea (just seems like an effect dump without a lot of thought put into it), so 4/5
KANSAS
Micro — -1 star for idea (Adapt just seems really out of place, and without it the card is just very bland), -1 star for aesthetics (should be a comma after Echo, not a period), so 3/5
Also also, would Awestruck Apprentice be better as a 1/1/3? That way you can benefit off the Inspire more easily
Let's talk about Rastakhan's Rumble.
I think we can all agree that dhunter is being designed like the blue eyed boy of hearthstone so comparisons is a bit redundant. I specifically think its bs that its the only tempo class that can heal efficiently. But that's the kinda thing we have to live with; like mage being designed like a slot machine, or shaman alternating between both ends of the tier list.
But to be honest, if healing was more viable, it wouldn't make control better it would actually make it worse because then the meta would be filled with value decks. Spell mage, most rogue variants, and quest shaman will be top of the tier, and all these decks will practically destroy any control deck in standard.
When Worlds Collide - Card Design Competition Discussion Thread
My question is: are Lackeys a set-specific mechanic? I mean, they are surely not evergreen, but they are used in three expansions. Also, are Razorpetals a mechanic that counts?
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
The only thing more annoying than facing netdecking demon hunters and singleton hunters over and over and over and over and over, is facing netdecking demon hunters and hunters that think they're not a smooth brain because they took out a card from the netdeck and they play c'thun or some other dumb shit.
It reminds me of when i fought a rogue in RoS and they're netdecked lackey shit rogue had face collector in it. haha it's the same deck but it has face collector isn't that wackey. I'm totally original even though the other 29 cards every other person playing my class is using.
If you netdeck just netdeck, don't pretend you're better than that just because you decide to slot a "fun card" into your deck because just playing the deck you got from google would be too unoriginal for you.
Let's talk about Rastakhan's Rumble.
If soul fragment demon hunter exists where they can push massive damage and heal themselves at the same time exists then i think neutral healing can exist. Control still gets shafted the same variant of 4 mana 2 damage AOE since the game's inception but aggro gets voracious reader, if any archetype needed the help it's control. And i know the argument, blizzard doesn't like control because people play on their phones and they don't want games that go for more than 1 minute. If that's true then give us a gamemode to queue against control, or ban classes we queue against. I don't get to queue against demon hunter, shaman, or rogue, and you don't get to queue against priest or warrior. Everyone wins.
Let's talk about Rastakhan's Rumble.
That's the main problem with the shrines. Unlike quests, the shrines have no real conditions other than their mana costs, whereas quests have been widely acknowledged to be somewhat of a liability both in terms of their quest conditions and the fact that they take up a mulligan slot as well as your first turn. That's why despite the power levels of the quests rewards, we rarely see anyone playing Making Mummies, for example. There's also the problem with the somewhat permanence of the shrine (they come back after 2 turns), and its soft taunt nature.
I've played and loved the Rumble run, but even I concede that it was just too much for standard. There was a tavern brawl that allowed us to basically play rumble run with real players and it got ugly pretty fast. Wouldn't want that to be a staple, that's for sure.
Talking about shrines, the ones we got (spirits) eventually weren't really all that bad. Spirit of the Shark and frog were really powerful, Spirit of the Frog in particular will slot into just about any control or midrange shaman due to how bad shaman's draw was/is.
I would like to agree with you over the bloodwash medic but its just not feasible for it to be available to all classes. Team5 specifically limits health gain cards for balance reasons (aggro wouldn't exist otherwise), so classes like rogue are limited by their health despite their value potential. I think we've seen enough of Antique Healbots and Zilliaxes to know how much they can carry metas.
Let's talk about Rastakhan's Rumble.
I heard this rumor too, but i mean what is the difference really between a shine you based a deck around and a quest you base your deck around ala Corrupt the Waters or Making Mummies? And this was before they introduced those quests. I'm not saying that direction would have made the expansion better, i'm just saying that it would have made it more interesting. Make the shrine like a quest where it always starts in your hand. You can play it whenever you want instead of it just being on the board and then you can either save it for a combo turn or fight for board control like you do in rumble run. Or like i said have the rikkar Transfer Student thing. And i think if bloodwash medic was a neutral card, along with war heralder, i think those would be some pretty great control tools for neutral(i wouldn't give it to priest because priest got a ton of control tools this expansion Mass Hysteria Seance). (and obviously tune back how many spells they would give)
Snowflakes
Where you do get the profile headers? Can we suggest some?
When Worlds Collide - Card Design Competition Discussion Thread
Here is my first idea. It may be a bit too similar to SN1P-SN4P, but hopefully it is different enough.
I might make it an epic, depending on what people think. I am also thinking of giving it to Hunter.
Feedback:
linkblade91, I think the Spellburst effect is a bit extreme given how easy it is to shuffle 4+ Soul Fragments, and how much healing that would get you. Not to mention the fact that you could do it twice with a second copy of the card.
Wailor, I really like it, It is slightly sub-par when played alone, moderate when you play 2, and it can create a powerful board when you play all 3. I might reduce the cost to 2 mana, but that may be a bit too little.
BloodMefist, I don't think it needs Corrupt, but without it it doesn't fit the prompt. I would reduce the cost by 1 or increase the damage by 1 to justify having an extra clause on the card. Doctor Magnetron seems, for lack of a better word, unnecessary. For just 5 mana you can summon a copy of anything you want, this is 4 mana with extra steps and restrictions to summon a copy of something with a slight buff, and this is 1 rarity higher.
DestroyerR, I like the flavor, but in practice I don't think she is likely to survive more than a single round. This is the problem with most inspire cards, you can only trigger it once per turn and using your hero power can be expensive. I would give it 4/5 stars.
anchorm4n, Very nice flavor, and you did a very good job of weaving the abilities together to make them all work together well. I give you 5 stars, probably my favorite card so far. I like Zevrad, Big Demon Hunter is something that has gotten a few cards, but has never really worked. Getting a strong pro-active rush minion + a big demon will be very useful for the deck. I don't really have anything to criticize.
Hordaki, Kobold Schemer is an interesting design, but it will be tricky to get more than 1 scheme off of it, and spending 4 mana just to get a random card seems very bad. Especially since schemes aren't really going to be worth much until a few turns later. Pupil of the Moon is a very solid card (no pun intended). It is balanced, strong, and looks like a fun card to play.
ChickyChick, I think spare part and lackey are good for set-specific keywords. Though the razorpetal seems kind of irrelevant. I would make it 1 mana and remove the razorpetal.
DavnanKillder, I like Sandy Shark since it is pretty simple and straight-forward, while also having a very strong design. I am not a big fan of Enchanted Gun since it just a cheaper Arcanite Reaper with an extra Overkill ability. And the pistol seems out of place for Hearthstone. M.U.R.L.O.C. Prototype is not a bad card, but I think Sandy Shark is better in just about every way, design-wise.
Secret Santa Snowdown - Card Design Competition Discussion Thread
I think I will give it Stealth to start out with to make it easier to play. Some people mentioned that I should change the art to be more christmas/winter themed, but until I can find some good art I will stick with this.
*edit* I meant to make it cost 3 mana. I will fix that later.
More feedback:
anchorm4n, I like the second version better. Maybe it could be 4 mana with slightly higher stats, but I think it is mostly fine as it is.
Demonxz95, I like it. It is flexible, useful, balanced, bounce-able, everything that makes a good rogue card. Good job.
BloodMefist, Overall I think it is balanced. At it's base it is fairly weak, but when buffed is better than Mysterious Challenger. The payoff is worth the effort you would put into buffing it, and it doesn't feel terrible playing it when it only has 1 attack. Well done.
Wailor, I think you could submit Ghost of Winterveil Past as a priest card and have a very good shot of winning. The flavor of the card is so strong, it doesn't even matter if it is just a glorified Spellslinger. I would give it 5 stars right now.
DavnanKillder, I am still not a fan of Nixue since it can basically just grind the game to a halt and straight up stop your opponent from playing. Disguised Saboteur is more interactive and less frustrating.
Hordaki, I like it. It seems balanced, and the flavor is pretty good. I don't have any criticisms.
Secret Santa Snowdown - Card Design Competition Discussion Thread
As long as you haven't won with it before, you can resubmit old ideas.
Secret Santa Snowdown - Card Design Competition Discussion Thread
Are we allowed to submit cards we've posted before? I made this in "Here's Some Art, Make A Card" and I think it fits this competition well, but if not I'll go back and come up with something new.
Feedback time:
DavnanKillder: I like both of these cards. Nixue would be completely broken in Mage but it works since Shaman currently only has single-target freezing, and Disguised Saboteur is a really fun concept. I'd say find some more Winter-flavored art for the saboteur though since it doesn't really have Christmas flavor (it doesn't have to but I think it would help).
Wailor: Frostbitter Raider is a hilarious card that could actually be good in certain circumstances, and the Ghost of Winterveil Past is a fun one (I'd go with the neutral one out of the two).
BloodMefist: Good handbuff support, I like it.
Demonxz95: You can just say "Discover a Secret and cast it" since Ring Toss did that. I like the idea, but maybe make it a secret from another class to better fit Rogue since the art isn't very Roguish.
anchorm4n: Maybe do it as 2 damage to a random enemy for each, that would still make it good without giving Hunter too good of a board clear.
FieselFitz: I don't think going for all three prompts works for this contest, either ditch the secret requirement or the enemy Water Elemental.
KANSAS: Good effect, but I'd try to give it more Christmas/Winter flavor. That's not a requirement, but it wouldn't surprise me if that helps in this comp.
DestroyerR: I like it, good flavor and cool effect.
Demonxz95. Good effect, but pretty simple.
linkblade91: Interesting, but I think it's a little overcomplicated and I'm not sure how your opponent would be able to get rid of the Ice Pillar.