I played a similar meme deck for the lolz... I used 2 Sap as it does wonders against Paladin's buffed minions 1 Educated Elekk initially for an added Shadow but works great for other things, and Lorekeeper Polkelt because why not
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.
Other decks aren't performing better than Mage at every rank. You need to look at the entire meta in detail to understand the nerfs, not just take an overall average.
Maybe ill remember to submit it this time. Eh probably not
Feedback
Show Spoiler
Linkblade: I think Chains are good but also a bit weak since mage already has so many board clears and I think wisps is dangerous since druid can ramp quickly however it also makes a fun combo with astral mana gain or whatever.
Demonxz: I like chamber more since it seems like it could be in-game but I also hate it because I don't like secrets otherwise seems fine to me.
Wailor: I think gaining about 60 health is a bit much since it's completely unconditional even if you use it at full hp its still an extra life, however, my card kinda has the same flaws so eeehhh.
Kansas: IMO this is pretty weak and wouldn't see play except in boar OTKs but that's just my thoughts.
Pokeniner: I actually like this quite a bit it's like holy nova on drugs I think it looks fine.
Bloodmefist: I would run wrath even if it isn't exactly the greatest card but I think it gets board presence and a solid wipe most of the time acting like a combo of flame strike and Nomi one question though if you discard 8 cards would it deal 8 and summon 7 or only deal 7 and summon 7 accordingly?
anchorm4n: I like the rouge one better since it seems to fit their gimmick plus you could combo it with their class cards and some coins to play a few on the same turn.
FieselFitz: I think the card looks fine sort of like the libram but with a bit more stats and no healing.
R: so does it summon infinite copies or just one? The wording is kind of weird to me.
Davnan I think Rage is nice since it's a board sweep that also breaks your own bones as the price.
Linkblade91 - Chains of Kel'Thuzad is fairly neat, although it doesn't feel particularly Mage-y to me in terms of flavor. Convergence of Wisps is a neat alternate victory condition card, and I'm sure there's something you can do with Living Mana and Kael'thas. That said, a fair few people might just see the words "destroy the enemy hero" and give you a penalty out of principal. I will admit that this isn't really fair in my opinion, but it's just something that some people might think.
Wailor - A very "funny" card. I'm not sure if this would be too broken or not given that it's a 10 mana card that does nothing on the board, although I could see it playing well in some environment.
KANSAS - Grammar mistakes aside (capitalize the Tribe, and use "its"), the card is perfectly okay. The only major problem I see with the card is that the name Unleash the Beast is already taken.
Pokeniner - This COULD be good, although its reliance on a board presence might likely hold it back. You need quite a few high-Health minions that haven taken relatively significant, but non-lethal damage to really make this work.
BloodMefist - Wrath of the Legion is a neat card. I feel it's a lot of like Deathwing with multiple 6/6s spread out as opposed to one 12/12. This certainly makes it better and less risky than Deathwing in a lot of situations. Visions of the End seems like it would be really weak at 10 mana since you could just play the card anyway to get the same effect in a majority of cases. I would reduce the Cost, although then it wouldn't be eligible for the comp anymore. I do also think it's a bit weird that you're trying to push Old Gods in a set where they've long been gone from Standard.
Anchorm4n - I would go with the Rogue version off of the same comment you made about people holding Neutral spells against you.
FieselFitz - For the sake of consistency with the other Warrior/Paladin dual-class cards, Warrior should be on the left and Paladin on the right. The version with the Pumpkin watermark looks good, even if it doesn't really fit the card at all (still better than using the RR one).
R - Should be "of each of your turns". This is certainly one of the more creative ideas I've seen. It could be scary in the right cirsumstances, although it very likely won't be when you need to spend 10 mana and destroy a friendly minion and do nothing else that turn.
DavnanKillder - Killing Spree is flavorful, although the blood on the art seems to be too much for Hearthstone these days. Rogues are also not supposed to have AoEs, so that might work against the card. RAGEEEEEE!!!! I think would do better, so I would go for that. It's neat, flavorful, and seems to be playable.
Hey LuckyTiger151, nice to have you here! To post an image, you have to upload it to a host site. People generally recommend Imgur, but I have switched to Flickr and I don't regret it. Once you've done that, you have to get the perma-link to your picture. This is the hardest part of the process and the execution depends on the hosting site you're using and if you are on mobile or desktop. I'll drop a pic of how it is done on Flickr below. Once you got the link, you can insert it into your post via the "Insert/edit image" icon right above the typing area, using the "Source" field. One way to check if you have copied and pasted the correct perma-link to your picture is to click out of the "Source" field and see if numbers pop up in the "Dimensions" field - if they do, you've done it right.
Here's some more stuff that might be helpful for getting started:
Maybe it should be not a dual class card but i guess it would be fitting for the Spell. I just realised that Dual Class Cards weren't a thing at Rastakhans Rumble so i guess i will change the Watermark.
What you guys think so far?
Edit:
Here is one with a custom Watermark.
also, if it stays a Dual Class Card - would it look better if warrior class was on the left side instead of paladin?
I prefer Wrath of the Legion. Looks interesting and fair to me. Cool card! Visions is a nice enough idea, but I don't like custom cards that use dual class combinations outside of the existing ones very much (which isn't terribly important as we've learned from the Deepsea competition). So yeah, the name has more Priest flavor (but the art is a better fit for Warrior). I think it should trigger both Battlecrys and Deathrattles anyway.
Pokeniner
Show Spoiler
I don't know, this needs quite a few damaged minions to be worth 10 mana. I'm not convinced, sorry.
KANSAS
Show Spoiler
First of all: nice art, it's very fitting and flavorful. There's a typo in the text, it should read "its Attack". I wouldn't push the stats to 12/12 since it looks nicer as a 10 mana that summons a 10/10. I like the card, it fits Druid quite well.
Wailor
Show Spoiler
The card is quite flavorful, the Warrior / Paladin vibes are all there. I do agree with linkblade that the effect is OP, though. Maybe just cut it in half and make it 15 Health, 15 Armor?
Demon
Show Spoiler
I prefer Chamber of Traps, but I have two points to critize. First, the art and the name are both cool on their own, but don't fit together very well. Second, I think that the Cost should only be reduced by (1) per secret cast. It's not hard for Mage to cast 2 or 3 secrets and that would reduce the cost of the current version to 4-6 which is incredibly cheap for 5 secrets, even though they're random. I like the idea very much, but I'd prefer this as a card that only goes into Secret Mage and not into every other deck that happens to run Counterspell and whatever good secrets standard has to offer at the given time(Explosive Runes, Flame Ward, Netherwind Portal).
linkblade
Show Spoiler
Both cards look pretty cool, but with the background info you've provided I'd go with Convergence of Wisps. Very nice art! One thing I'll have to think about some more is how this could be exploited with the help of Kael'thas or similar cards.
Since I'm pretty sure some people will hold against me that there (currently) are no neutral spells, here's a second version. It fits Burgle Rogue pretty well and can also be comboed with Preparation to cheat it out early or make some of the minions playable on the same turn.
Which one do you prefer? What do you think about the balance?
Bomb Warrior all the way dude. Only really struggles against Paladins (which I barely see) but absolutely CRUSHES Mages and Priests like the rats they are
Ok, fuck Priest. Whoever made Thoughtsteal have a weighted effect can go and fuck themselves. My opponent plays 2 thoughtsteals and a psychic conjurer, all 3 times it hits the Fire Elemental (best card in the deck), and my Hex TWICE. I STILL HAVE 15 OTHER MORE USELESS AND BAD CARDS, BUT NOPE. How the fuck do I play around that? Draft an even worse deck? aAnd lets not even get started on the 10 mana win the game card called Mind Control, bcs that shit is the most stupid, most FRUSTRATING, MOST TILTING CARD IN AREN
I always liked the idea of running Deathwing, but he feels kinda meh when all it takes to get rid of him is a single hard removal. Wrath aims to create a card that fits into a similar spot while creating a much more threatening board, at the cost of less reliable board removal. It also has some potential as a Hand-lock finisher, which I think is fine since the damage is capped at 9 and also requires that you are not within the kill range either.
Visions is meant as a support for both Big Warrior and Big Priest, as well as any archetypes that use the Old Gods. That said, I am shaky on keeping it Dual-class and might shift it over to Priest only. The Warrior half is mostly to help justify Battlecry synergy, but that's still shaky.
It's incorrect to say that Star Spring wins games by itself. Yes, it can win games by combining it with a ton of damaging and healing effects, but it can be quite hilarious to see a Star Spring doing literally nothing because the units are not getting damaged.
So, it absolutely has to be in the right deck, or it does almost nothing, and certainly doesn't win the game.
I'm still new to the game and i played only once in the Labs. I picked up the deck with The Howling Abyss and faced the discard deck with The University of Piltover. It was a really close game with my opponent always pressuring my health total and i trying to find a way to stabilize and play the landmark. We both got our landmarks on the board eventually and that's when things went wrong for my opponent and right for me. I was on the verge of defeat and the first card i got from the landmark was Miss Fortune. That straight up locked my opponent's units out of combat because they would all die to her AoE effect which helped me chip away at his health (which was still full at that point). I managed to clear his board on the next round and he was left in top deck mode with whatever random cards his landmark could generate. On the next round i got a Thresh and that gave me the win because he pulled Tryndamere out of my deck while keeping the only blocker he had out of the way. I already had a Tryndamere in play so it was enough to finish the game. His landmark did almost nothing. It just generated some low cost units and other random stuff that my opponent didn't bother playing. That's it.
There's certainly something wrong with the design of some of these cards. So far, Runeterra has felt like a much more strategic game where things are always within control of players. But adding these infinite value engines with a ton of variance is going to drag it towards the same state Hearthstone is currently in where RNG is always a thing that can determine the outcome of games.
The Howling Abyss is really unbalanced because level 2 champions are not a joke. There's a reason for their level up requirements. These cards are way too strong and it can lead to situations like the one i mentioned where two random rolls were enough to completely turn the tide of the game. The University of Piltover is even more random and can easily become a source of frustration for those playing with or against it. I'm not against randomness. It's actually the thing that hooked me to Hearthstone. But this kind of RNG isn't healthy.
The worst thing is that these cards can't be balanced that easily. If the cards from Howling Abyss were level one champions, the card would be too weak as level one champions are underwhelming on decks that don't have any synergy with them. In its current form, it's just an easy way to cheat out random win condition cards. I doubt they will completely redesign it so they most likely will only increase it's cost if it becomes a problem. And The University of Piltover is just a casino. Sometimes you win big and sometimes you lose everything. But you never have any control over it. It's just going to be a feels bad card like Puzzle Box of Yogg-Saron. Star Spring is a card that wins games by itself but you know what it does and what you should do to avoid it. It's predictable and controllable. Its numbers can be adjusted to make it slower and more fair if needed. But Howling Abyss and University of Piltover are always going to be an uncontrollable RNG fiesta.
Deathrattle Shuffle Rogue!
I played a similar meme deck for the lolz... I used 2 Sap as it does wonders against Paladin's buffed minions 1 Educated Elekk initially for an added Shadow but works great for other things, and Lorekeeper Polkelt because why not
Intense Magic - Card Design Competition Discussion Thread
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.
Quest Trading - Play A Friend!
Battletag: Keith#1762
Region: NA
Trade Only?: Yes
Hearthstone's Best Standard Ladder Decks for Mid-October 2020
Other decks aren't performing better than Mage at every rank. You need to look at the entire meta in detail to understand the nerfs, not just take an overall average.
Intense Magic - Card Design Competition Discussion Thread
Maybe ill remember to submit it this time. Eh probably not
Feedback
Linkblade: I think Chains are good but also a bit weak since mage already has so many board clears and I think wisps is dangerous since druid can ramp quickly however it also makes a fun combo with astral mana gain or whatever.
Demonxz: I like chamber more since it seems like it could be in-game but I also hate it because I don't like secrets otherwise seems fine to me.
Wailor: I think gaining about 60 health is a bit much since it's completely unconditional even if you use it at full hp its still an extra life, however, my card kinda has the same flaws so eeehhh.
Kansas: IMO this is pretty weak and wouldn't see play except in boar OTKs but that's just my thoughts.
Pokeniner: I actually like this quite a bit it's like holy nova on drugs I think it looks fine.
Bloodmefist: I would run wrath even if it isn't exactly the greatest card but I think it gets board presence and a solid wipe most of the time acting like a combo of flame strike and Nomi one question though if you discard 8 cards would it deal 8 and summon 7 or only deal 7 and summon 7 accordingly?
anchorm4n: I like the rouge one better since it seems to fit their gimmick plus you could combo it with their class cards and some coins to play a few on the same turn.
FieselFitz: I think the card looks fine sort of like the libram but with a bit more stats and no healing.
R: so does it summon infinite copies or just one? The wording is kind of weird to me.
Davnan I think Rage is nice since it's a board sweep that also breaks your own bones as the price.
Hearthstone Mage Balance Patch Releasing Next Week Targets Nerfs on Solarian Prime and Evocation
Sorry, i don't think this will ever happen where there will be 2 different versions of a card active in the game at once.
Intense Magic - Card Design Competition Discussion Thread
Feedback
Linkblade91 - Chains of Kel'Thuzad is fairly neat, although it doesn't feel particularly Mage-y to me in terms of flavor. Convergence of Wisps is a neat alternate victory condition card, and I'm sure there's something you can do with Living Mana and Kael'thas. That said, a fair few people might just see the words "destroy the enemy hero" and give you a penalty out of principal. I will admit that this isn't really fair in my opinion, but it's just something that some people might think.
Wailor - A very "funny" card. I'm not sure if this would be too broken or not given that it's a 10 mana card that does nothing on the board, although I could see it playing well in some environment.
KANSAS - Grammar mistakes aside (capitalize the Tribe, and use "its"), the card is perfectly okay. The only major problem I see with the card is that the name Unleash the Beast is already taken.
Pokeniner - This COULD be good, although its reliance on a board presence might likely hold it back. You need quite a few high-Health minions that haven taken relatively significant, but non-lethal damage to really make this work.
BloodMefist - Wrath of the Legion is a neat card. I feel it's a lot of like Deathwing with multiple 6/6s spread out as opposed to one 12/12. This certainly makes it better and less risky than Deathwing in a lot of situations. Visions of the End seems like it would be really weak at 10 mana since you could just play the card anyway to get the same effect in a majority of cases. I would reduce the Cost, although then it wouldn't be eligible for the comp anymore. I do also think it's a bit weird that you're trying to push Old Gods in a set where they've long been gone from Standard.
Anchorm4n - I would go with the Rogue version off of the same comment you made about people holding Neutral spells against you.
FieselFitz - For the sake of consistency with the other Warrior/Paladin dual-class cards, Warrior should be on the left and Paladin on the right. The version with the Pumpkin watermark looks good, even if it doesn't really fit the card at all (still better than using the RR one).
R - Should be "of each of your turns". This is certainly one of the more creative ideas I've seen. It could be scary in the right cirsumstances, although it very likely won't be when you need to spend 10 mana and destroy a friendly minion and do nothing else that turn.
DavnanKillder - Killing Spree is flavorful, although the blood on the art seems to be too much for Hearthstone these days. Rogues are also not supposed to have AoEs, so that might work against the card. RAGEEEEEE!!!! I think would do better, so I would go for that. It's neat, flavorful, and seems to be playable.
Intense Magic - Card Design Competition Discussion Thread
Here's my innitial ideas for this week.


Intense Magic - Card Design Competition Discussion Thread
"At the start" or "at the end"? Or it's OP both ways? Also I'm not sure about wording.
Intense Magic - Card Design Competition Discussion Thread
Hey LuckyTiger151, nice to have you here! To post an image, you have to upload it to a host site. People generally recommend Imgur, but I have switched to Flickr and I don't regret it. Once you've done that, you have to get the perma-link to your picture. This is the hardest part of the process and the execution depends on the hosting site you're using and if you are on mobile or desktop. I'll drop a pic of how it is done on Flickr below. Once you got the link, you can insert it into your post via the "Insert/edit image" icon right above the typing area, using the "Source" field. One way to check if you have copied and pasted the correct perma-link to your picture is to click out of the "Source" field and see if numbers pop up in the "Dimensions" field - if they do, you've done it right.
Here's some more stuff that might be helpful for getting started:
Fan Creations Primer, Hearthcards Tutorial (1), Hearthcards Tutorial (2)
How to get the perma-link from Flickr uploads (doesn't work on mobile as far as I know; you can skip step 4):
Qu’Reno’Shu’J’Thun
C”Thun is just there for the battlecry. Shudderwock deals a ton of damage when it goes infinite.
Intense Magic - Card Design Competition Discussion Thread
Sorry for the dumb question, but how do I insert a downloaded image into a comment?
Intense Magic - Card Design Competition Discussion Thread
Here's my first Idea:
Maybe it should be not a dual class card but i guess it would be fitting for the Spell. I just realised that Dual Class Cards weren't a thing at Rastakhans Rumble so i guess i will change the Watermark.
What you guys think so far?
Edit:
Here is one with a custom Watermark.
also, if it stays a Dual Class Card - would it look better if warrior class was on the left side instead of paladin?
Here is the comparison :
How to Obtain Golden Transfer Student for Free During the Masquerade Ball
Thanks, works like a charm. And due to this quest, I refound my joy in Battlegrounds, thank you!
Intense Magic - Card Design Competition Discussion Thread
Feedback!
BloodMefist
Pokeniner
KANSAS
Wailor
Demon
linkblade
B-U-R-S-T - Card Design Competition Discussion Thread
Congrats Wailor - at least the card i voted the highest won :)
Intense Magic - Card Design Competition Discussion Thread
Here's what I'd like to work with this week:
Since I'm pretty sure some people will hold against me that there (currently) are no neutral spells, here's a second version. It fits Burgle Rogue pretty well and can also be comboed with Preparation to cheat it out early or make some of the minions playable on the same turn.
Which one do you prefer? What do you think about the balance?
I'm working on feedback next.
Hearthstone's Best Standard Ladder Decks for Mid-October 2020
Bomb Warrior all the way dude. Only really struggles against Paladins (which I barely see) but absolutely CRUSHES Mages and Priests like the rats they are
B-U-R-S-T - Card Design Competition Discussion Thread
Thanks 😁
B-U-R-S-T - Card Design Competition Discussion Thread
Congrats Wailor!
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Ok, fuck Priest. Whoever made Thoughtsteal have a weighted effect can go and fuck themselves. My opponent plays 2 thoughtsteals and a psychic conjurer, all 3 times it hits the Fire Elemental (best card in the deck), and my Hex TWICE. I STILL HAVE 15 OTHER MORE USELESS AND BAD CARDS, BUT NOPE. How the fuck do I play around that? Draft an even worse deck? aAnd lets not even get started on the 10 mana win the game card called Mind Control, bcs that shit is the most stupid, most FRUSTRATING, MOST TILTING CARD IN AREN
Intense Magic - Card Design Competition Discussion Thread
I always liked the idea of running Deathwing, but he feels kinda meh when all it takes to get rid of him is a single hard removal. Wrath aims to create a card that fits into a similar spot while creating a much more threatening board, at the cost of less reliable board removal. It also has some potential as a Hand-lock finisher, which I think is fine since the damage is capped at 9 and also requires that you are not within the kill range either.
Visions is meant as a support for both Big Warrior and Big Priest, as well as any archetypes that use the Old Gods. That said, I am shaky on keeping it Dual-class and might shift it over to Priest only. The Warrior half is mostly to help justify Battlecry synergy, but that's still shaky.
Landmarks Could be Healthier
It's incorrect to say that Star Spring wins games by itself. Yes, it can win games by combining it with a ton of damaging and healing effects, but it can be quite hilarious to see a Star Spring doing literally nothing because the units are not getting damaged.
So, it absolutely has to be in the right deck, or it does almost nothing, and certainly doesn't win the game.
Blizzard Confirms New Hearthstone Expansion, New Game Mode, and Rewards Revamp Are Revealed Next Week on October 22
My silly, non-serious, answer:
New Game mode:
Hearthstone GarageBand with all sound effects and card sounds.
Landmarks Could be Healthier
I'm still new to the game and i played only once in the Labs. I picked up the deck with The Howling Abyss and faced the discard deck with The University of Piltover. It was a really close game with my opponent always pressuring my health total and i trying to find a way to stabilize and play the landmark. We both got our landmarks on the board eventually and that's when things went wrong for my opponent and right for me. I was on the verge of defeat and the first card i got from the landmark was Miss Fortune. That straight up locked my opponent's units out of combat because they would all die to her AoE effect which helped me chip away at his health (which was still full at that point). I managed to clear his board on the next round and he was left in top deck mode with whatever random cards his landmark could generate. On the next round i got a Thresh and that gave me the win because he pulled Tryndamere out of my deck while keeping the only blocker he had out of the way. I already had a Tryndamere in play so it was enough to finish the game. His landmark did almost nothing. It just generated some low cost units and other random stuff that my opponent didn't bother playing. That's it.
There's certainly something wrong with the design of some of these cards. So far, Runeterra has felt like a much more strategic game where things are always within control of players. But adding these infinite value engines with a ton of variance is going to drag it towards the same state Hearthstone is currently in where RNG is always a thing that can determine the outcome of games.
The Howling Abyss is really unbalanced because level 2 champions are not a joke. There's a reason for their level up requirements. These cards are way too strong and it can lead to situations like the one i mentioned where two random rolls were enough to completely turn the tide of the game. The University of Piltover is even more random and can easily become a source of frustration for those playing with or against it. I'm not against randomness. It's actually the thing that hooked me to Hearthstone. But this kind of RNG isn't healthy.
The worst thing is that these cards can't be balanced that easily. If the cards from Howling Abyss were level one champions, the card would be too weak as level one champions are underwhelming on decks that don't have any synergy with them. In its current form, it's just an easy way to cheat out random win condition cards. I doubt they will completely redesign it so they most likely will only increase it's cost if it becomes a problem. And The University of Piltover is just a casino. Sometimes you win big and sometimes you lose everything. But you never have any control over it. It's just going to be a feels bad card like Puzzle Box of Yogg-Saron. Star Spring is a card that wins games by itself but you know what it does and what you should do to avoid it. It's predictable and controllable. Its numbers can be adjusted to make it slower and more fair if needed. But Howling Abyss and University of Piltover are always going to be an uncontrollable RNG fiesta.