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  • Mythgard Patch Notes for October 20 - Huge Balance Changes, Text Updates

    I must I like all those changes. Both buffs and nerfs.

  • Intense Magic - Card Design Competition Discussion Thread

    Halp! I don't know how to design 10 mana spells that aren't too polarizing :C

    • Bastion's effect has been halved, but it's still stronger than Tree of Life and Nozari lol. Still, I don't think it's broken compared to Forbidden Healing (it provides 10 more Health, but it's less flexible).
    • Philosopher's Stone is a card that benefits from empty hands (like Myra's Unstable Element). If you only have this card and Gadgetzan Auctioneer in hand, you'll be able to use three Coins with the Auctioneer in play, so I don't think that interaction is too broken.
    • Perfect Storm is my most balanced card, probably. It kinda breaks Shaman class identity, but not too much because Earth Shock exists. It's very overpriced compared to Plague of Death, but that's because Priest is supposed to be better than Shaman at this kinds of things.

    Now, feedback:

    linkblade91

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    I like Chains of Kel'thuzad a lot, but the effect isn't all that strong for it to cost 10 mana. I'd also suggest a class change, both Priest and Warlock seem more fitting for the effect, and wouldn't be too far away flavor-wise either.

    Convergence of Wisps is very neat too, both effect and flavor-wise. That said, this kind of win-con cards don't tend to fare well in competitions, albeit this might be the exception, especially considering the theme of the comp.

    Demonxz95

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    Burning Legion has very solid flavor and is very balanced. It'll make the finals for sure.

    I'm not fond on Chamber of Traps, however. The effect is too complex and it's quite lacking in the flavor department.

    KANSAS

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    The concept of the card is alright, but nothing mind-blowing.

    Balance-wise, I think it's also ok at 10. A 10/10 Stonetusk Boar is the most broken thing I can come up with, but that's ok given Pyroblast exists.

    Pokeniner

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    Seems too hard to use considering it costs 10 mana. Not sure how to balance it, however. The best thing I can think of is a bigger Holy Nova that doesn't affect neither heroes, but that doesn't seem all that interesting.

    BloodMeFirst

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    Wrath of the Legion seems too complex, IMO.

    Visions of the End has a fine concept behind, but the effect is too weak for 10 mana if you compare it to Gather Your Party. Sure, hitting an Old God or something alike would be dope, but those minions require some support minions as well, which would be bad for this card. Not sure how to buff the card, however.

    anchorm4n

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    The flavor of the Neutral one is better, but the effect screams Rogue to me. Maybe you can get away with using the Neutral name and flavor, but make it a Rogue card, dunno.

    About the two effects you mentioned, the alternative one is much more interesting in my opinion. Kinda like a massive Discover-summon.

    FieselFitz

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    The effect is neat. Similar to my Bastion, but much easier to balance.

    I wouldn't use the Rastakhan watermark because of the reason you pointed out. In fact, I'd probably change the artwork and move it to Scholomance, since it already has Warrior-Paladin as one of possible combinations.

    R

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    At the start of your turn would be very bad, since you lose 10 mana and a body for playing it. I'd go with just at the end, but both at the start and at the end might also be fine.

    DavdanKillder

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    Both cards are interesting, but I'd say I prefer RAGEEEE!!!! slightly more.

    If you decide to go with Killing Spree, make sure to change the artwork, since the current one doesn't fit Hearthstone style. It's not too bad, but given you're using a generic Rogue art, it shouldn't be difficult to find a better one.

    MenacingBagel

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    I think the Lifesteal is the best one, but I'd word it like "Destroy all minions and restore their combined Health to your hero".

    Gaining Health is a very weird effect, specially for a non-Priest class. The Soul Swap one is hard to balance, so I wouldn't go with it.

    Cg8889

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    The new Purge Evil is fine, both effect and flavor-wise. The AoE part of it is a bit strange, but I guess it's ok for an Epic card to have slightly fringe effects.

    LuckyTiger151

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    It's way too complex and the effect is inherently very difficult to balance. I'd try with a simpler idea.

    TheHoax91

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    Very crazy card hahaha. This would've done very well with the old voting system from Hearthpwn, but the new star system favors more conservative effects.

    It's biggest issue is that it's not very clear how it works. I guess that if you summon a minion as your opponent, you summon it for them, right? If that's the case, I don't think the card is OP, since the best you could do is use their spells against them, make bad trades, disrupt in-hand OTKs, etc. Which, I mean, isn't bad, but I don't think it's broken.

  • Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal

    Yet in Runeterra, players always seem happy with nerfs, which have generally been very even-handed. Too often when Riot buffs a card, the meta becomes a cesspool of misery. (Except for poor Jae Medarda ... don't know what happened there ...)

  • Intense Magic - Card Design Competition Discussion Thread

    Only the strongest shall survive!

     

  • Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal

    I was really interested by the comment that “We do think that buffing is better than nerfing for metas.” I’m used to Hearthstone’s approach where nerfs are common but buffs are rare. (And until a year and a half ago, they were flatly against any buffs.)

    Reading between the lines, it sounds like the Runeterra team is trying to keep as many archetypes viable as possible. A buff is a good way to push another one into the meta. On the other hand, the Hearthstone team doesn’t seem worried if there are only a few competitive decks. They just smack one down when it get too oppressive. 

  • Odd Mage 2021

    It's not bad, but I prefer the Steward for two reasons:

    1.  It discovers a spell as opposed to drawing a card.

    2.  It's an Elemental which can be important in those long, control matchups and you need the heal from the Frost Lich Jaina.

     

    Sidenote: My first idea for this deck came as an Odd Dragon based deck.  I would have liked for it to be viable but no dice.

  • Odd Mage 2021

    Yup, I posted an update to the deck guide that explains to replace it with whatever you wish at that point.

  • Intense Magic - Card Design Competition Discussion Thread

    Just two little feedbacks for hoax and tiger, also I think ill go with soul swap since its simpler then dark harvest, and also I could maybe see it in-game

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    TheHoax91: I think it's sort of like Mindbender Lucia or whatever and I feel like for the most part it will just be used as an extra turn unless they have some spells to blast themself with since you couldn't attack them with their own minions right?

    LuckyTiger151: frankly I have to agree with Kansas it's a bit of a mess and horribly unbalanced maybe just tune it down to dealing 10 then the 5 then just giving the hero power

  • Total War CCG

    I actually tried it the other day and ended up liking it a lot, it is a nice concept. Needs more work, but generals are quite an interesting mechanic

  • how Tahm Kench works?

    Another good pairing is to hit Tahm Kench with Unyielding Spirit. It turns him into a really annoying opponent

  • Steve Rubin Talks Runeterra on Twitch - Confirms Upcoming Lee Sin and Make it Rain Nerfs, More Landmark Removal

    Shen emote would have a higher win rate, but some people like to open with him.

    My takeway from this is that they have no idea how to fix underpowered archetypes, and no idea how to bring the most overpowered ones (aggro and burn) into check. So they faff about in the middle ground, hoping people will find that interesting in spite of everything else.

  • Intense Magic - Card Design Competition Discussion Thread

    Pro

    Alright, following KANSAS' advice I've created an alternative version. Which one do you prefer? Making all of the minions cost 1 is better value over consecutive turns, but you have to combo with prep to be able to play up to two of them in the initial turn and avoid burning a card at the start of your next (assuming you'll rarely play this empty handed). Making the first one cost 0 provides some guaranteed tempo the turn the spell is played but you might end up sitting on a bunch of high cost minions. I'm a bit biased towards my initial design so every advice would be welcome.

     

    I'll add more feedback tomorrow! 

  • Intense Magic - Card Design Competition Discussion Thread

    Staff

    Additional feedback

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    Cg8889 - Purge Evil is definitely better than your others, although it suffers from needing a minion on board that can attack (and preferably face) to actually use the effect.

    MenacingBagel - Dark Harvest seems to be an okay idea, but don't put it in WotOG in my opinion since DOOM! exists in that set as another 10 mana spell that destroys all minions. This especially applies if you choose to use the Lifesteal version since Lifesteal did not yet exist in WotOG. I'm not a huge fan of the fact that it's basically a Reno + Twisting Nether. Soul Swap seems a bit better, and I do like that it heals you to prevent it fronm being too strong when you're down to 1 Health.

    LuckyTiger151 - Welcome aboard to the world of fan-made content. It's always nice to see new faces here. It should be noted right away that everything should be a separate image. Submitting the hero with the tokens all in one image will get you disqualified. Azeroth's End is flashy as hell, but it's also unfortunately, extremely weak. A 10 mana card needs to do something right away, and this one doesn't. You spend all of your mana to just deal 15 damage to your hero, and at that rate, you'll probably just lose the game next turn. It's also worth it to note that you will take a total of 30 damage from the effect before transforming into Archimonde, so you'll need a lot of healing. Let's say that you somehow do manage to become Archimonde. Your hero is completely Immune. How about your opponent? How do they win? Are they just screwed? Since you're permanently Immune, the only thing that your opponent could possibly do to win is [Hearthstone Card (Mecha'tun) Not Found] or hope you reach the turn limit. It might as well say "destroy the enemy hero" since your hero is virtually unkillable in this state anyway. If I were you, I would simply scrap this card and start over.

    TheHoax91 - Well this might just be the craziest fan-made card I've ever seen in my life (and this is coming from someone who literally put "restart the game" on a card and thought it was okay). I hate it, but I also love it. In all reality, it's fairly unlikely that this will be able to be too degenerate unless your opponent is playing a burn deck and/or you have a fair-sized board, so I'm personally fine with it, although I reckon quite a few people won't feel the same way.

  • Intense Magic - Card Design Competition Discussion Thread

    Here's my first idea:

    Is this absurdly OP? Should this come with a drawback...like 'destroy your minions' or 'skip your next turn' or something like that? Which art/wording is better? 

    Feedback will come later this week!

  • Intense Magic - Card Design Competition Discussion Thread

    Quote From LuckyTiger151

    Thanks to anchorm4n for telling me how to upload images. I'm new to creating custom cards, so any feedback is appreciated so I can hopefully improve in the future.

    One thing I think I should mention, when submitting a card, you need to save each individual card as it's own image. Don't submit this one image with all of the cards on it.

    About your card, I don't know how to tell you this, but it's bad. Usually, you won't be able to spend all of your mana as well as 15 life and survive until your next turn when you will take 10 more damage. Unless you are at full health when you play this and your opponent doesn't damage you at all over the next two turns, you won't be able to complete your objective.

    An important thing to consider when making a 10 mana card is that you are spending your entire turn playing this one card. So it has to be proactive and usually shouldn't be too dependent on the current board state. I would try to make something that works mostly by itself, and has an immediate effect. 

  • Intense Magic - Card Design Competition Discussion Thread

    Thanks to anchorm4n for telling me how to upload images. I'm new to creating custom cards, so any feedback is appreciated so I can hopefully improve in the future.

  • Intense Magic - Card Design Competition Discussion Thread

    Quote From anchorm4n
    Quote From KANSAS

    anchorm4n, I can guarantee you that if you submit a neutral spell people won't take it well, definitely go with the rogue version. The only issue I see with your card is that there are 10 classes, which means this will always fill up your hand which will result in you burning a card next turn. I don't think it is a very big issue, but it does kind of bother me.

    Thanks KANSAS! I have actually worded the card "... from every other class..." to keep the Rogue flavor and avoid overdrawing. Do you think it's okay that way? 

    I think the card is mostly good, it is a little weak since it doesn't effect the board at all. A way to fix both this and the burning issue is to make the first legendary you play cost 0. That way you can open up a slot in your hand and get something onto the board.

  • Intense Magic - Card Design Competition Discussion Thread

    Pro
    Quote From KANSAS

    anchorm4n, I can guarantee you that if you submit a neutral spell people won't take it well, definitely go with the rogue version. The only issue I see with your card is that there are 10 classes, which means this will always fill up your hand which will result in you burning a card next turn. I don't think it is a very big issue, but it does kind of bother me.

    Thanks KANSAS! I have actually worded the card "... from every other class..." to keep the Rogue flavor and avoid overdrawing. Do you think it's okay that way? 

  • Intense Magic - Card Design Competition Discussion Thread

     

    I made two harvest variants to try to tweak/ get my point across and also another idea I came up with.

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  • [Game] Card Treasure Hunt (The Resurrection Attempt)

    Wow, how did you guess that Pope? 

  • Intense Magic - Card Design Competition Discussion Thread

    Quote From Demonxz95

    Taunt + Immune has the same interaction as Taunt + Stealth. A minion with Taunt that gains Immune loses Taunt while it has Immune, meaning that Benediction granting Taunt is meaningless since it's also granting Immune, which turns the Taunt off.

    Strike the Weak is kinda cool, but Paladins are typically not supposed to get cards which deal damage, and the few that do exist are mostly from very early sets in the game. Flavorfully, "striking the weak" is also the opposite of what Paladins are supposed to do. They're supposed to be honorable warriors and help those who can't defend themselves.

    Couldn't remember if it worked that way or not for Immune + Taunt so that idea is out unless I write it out that the minion can't die.

    If I changed up the second card to the below, would it work better with Paladins not getting face damage but still working with the theme of the card:

  • Intense Magic - Card Design Competition Discussion Thread

    I adjusted the text and changed the name of my card, here is what it looks like now:

    I am considering giving the beast an extra buff such as Taunt of Rush to make it a little more pro-active. What do you think?

    *edit* I meant to have it summon a copy. I will fix that later.

    Feedback:

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    Linkblade91, I am not a huge fan of Chains of Kel'thuzad since it is just a less powerful and more expensive version of Twisting Nether. Convergence of Wisps is interesting, but it is always risky to make a card with the text "win the game". Maybe it get rid of 5 mana crystals, and then give you some other smaller benefit for getting back up to 10.

    Demonxz95, Burning Legion is pretty cool. I think it has good art and flavor, and I also admire you for making a 10 mana spell that is relatively simple and down to earth. On the flip side, I really don't like Chamber of Traps. Secret Mage is already quite annoying in wild, they don't need two extra rounds of secrets on top of everything else. I do think it is interesting though to make a 10 mana spell with a cost reduction mechanic.

    Wailor, I am really not sure if this is balanced, OP, or just kinda okay. On the one hand, this is a full heal plus extra twice a game. On the other hand, you are committing your entire turn to just gaining life. I don't think it is OP, but I do think a lot of other people will. Making a card this extreme seems like a risky idea just because it will be hard for people to evaluate it.

    Pokeniner, Honestly this seems pretty weak. The issue with 10 mana cards is this will be the only card you play that turn. This means that you have to already have a board full of minions, and have them damaged, and also have enemy minions you want to kill. All in all the card seems just too difficult to use.

    Bloodmefist, Wrath of the Legion is pretty cool. I personally wish Deathwing was more useful, and this seems like a nice alternative. I don't like Visions of the End as much because spending 10 mana just to pull one minions seems like a lot. Big Warrior already has Dimensional Ripper which pulls twice as many minions and is a rare instead of an epic.

    anchorm4n, I can guarantee you that if you submit a neutral spell people won't take it well, definitely go with the rogue version. The only issue I see with your card is that there are 10 classes, which means this will always fill up your hand which will result in you burning a card next turn. I don't think it is a very big issue, but it does kind of bother me.

    FieselFitz, First off, Warrior should be on the left since that is how it is on all of the other dual class cards. Also, I think you could get away with making this a rare. And I am not sure if this is a big issue, but I think you should give the token a name instead of just calling it "minion".

    R, I think it should summon it at the end of your turn. You have to spend your turn playing a minion and then hope it survives, then you spend your entire next turn killing it. Unless you got a copy back right then, the loss of tempo will probably be game ending. As for the wording, it should say "Destroy a friendly minion. Summon a copy of it at the end of each of your turns." 

    DavnanKillder, I think I like RAGEEEEEE!!! better. Though I do think you should change the name to something like "Absolute Rage" or "Fierce Anger" or something like that. Also, I think you should increase the amount of armor you get to 15 or 20 to compensate for the large amounts of damage you will take.

    Menacing Bagel, First off, the card should say "restore health" instead of "gain health" (unless you mean to increase your total life). And if you are gaining one health for each one health of minion you destroy, then you should probably just simplify it and say "restore your hero to full health" because that's probably what would happen in most cases anyway.

    Cg8889, Benediction seems pretty weak since it effectively just freezes all enemy minions for a turn at the cost of sacrificing one of your minions. Strike the Weak is interesting, but you could probably afford to increase the buff a little bit.

  • Intense Magic - Card Design Competition Discussion Thread

    Staff
    Quote From Cg8889

    Two different ideas came to mind, both for Paladin.

    Benediction - Wanted to try something that worked for Buff Paladin archetype but also tied in a theme from the past with a pseudo-Time Out!. The minion would act as a stall for a turn unless your opponent can go over the top. The drawback for the player is that a minion on board is required due to the mana cost as well as the minion will only last one turn. However, it would allow the player to maybe draw into that board clear that is needed to regain the board or the healing from something like Libram of Hope.

    Strike the Weak - Also tying into the Buff Paladin archetype but this is more of a finisher-esque card. The idea was taking two iconic Paladin cards (Blessing of Kings and Consecration) and mashing them together into one strong board clear. Went with the Shadowflame wording but also hitting face. After creating it thought maybe it would fit more with Paladins if it was the buff and then that minion had ultra-cleave when it attacked. 

    Taunt + Immune has the same interaction as Taunt + Stealth. A minion with Taunt that gains Immune loses Taunt while it has Immune, meaning that Benediction granting Taunt is meaningless since it's also granting Immune, which turns the Taunt off.

    Strike the Weak is kinda cool, but Paladins are typically not supposed to get cards which deal damage, and the few that do exist are mostly from very early sets in the game. Flavorfully, "striking the weak" is also the opposite of what Paladins are supposed to do. They're supposed to be honorable warriors and help those who can't defend themselves.

  • Deathrattle Priest!

    Thank you! :).  And my reasoning for the Frazzled Freshman is exactly what you mentioned - it's the stickiest 1-drop in the game which enables us to start snowballing early.  If we have a 1 drop guaranteed to stick then we get better value from our Grandmummy, Power Word: Feast, Apotheosis, Dragonmaw Overseer, etc.  If our early minions die too easily then our buffs are stuck in hand and our late game value doesn't really matter at that point anyway.

  • Deathrattle Shuffle Rogue!

    Clever changes, I like them! Those substitutions actually sound pretty good!  I wonder if you could even squeeze a copy of Secret Passage in your version to enable your Quest even faster (if you shuffle 2 thief cards in your deck, then get them back again it completes quest). 

    And as you said, as long as you're having fun, that's the purpose of any deck so I'm glad you're having fun with it :)