TheHoax91, Neat card. I am not too sure about it since it is a totally unique ability, and therefore hard to evaluate. But I think it's pretty cool, maybe a bit on the powerful side though.
Demonxz95, Personally I like Drown best, though I am not a big fan of the art. Submerged Bomb is pretty good, not terribly interesting, but a solid card. Diving Agent is interesting, it reminds me a bit of Pen Flinger. It seems well balanced and playable.
Wailor, I like Hammerhead Bloodseeker the best. Abyssal Monstrosity is my second favorite. Hammerhead Bloodseeker is probably the most realistic and balanced of your cards, I don't have anything to criticize.
Valor1204, The main problem I have with this card is that now you, a rogue, have to kill all of these 0/2s that are taking up space on your board. If you are playing an aggressive pirate deck you probably don't want to waste resources and space on the board summoning minions that can't deal damage.
Davnan Killder, Undersea Ambush is definitely too cheap for what it does. Nagrand Slam is a 10 mana epic spell. This costs less, and is way more powerful. I think it could cost 7 mana and have overload 1 or 2. Deep Fiend Drowner is interesting. I think that since it is so hard for your opponent to attack it the health should be reduced. Other than that it is fine.
BloodMefist, I think the cost and stat distribution could be a bit better, right now it is half-way between Dragonmaw Sky Stalker and Eccentric Scribe, neither of which are very good. If it had either more base stats or more stats from the deathrattle, and also a keyword then it would be better.
grumpymonk, Naga Fel Witch seems kind of risky. Mana cheating is always going to be dangerous. Oacha'noa is an interesting card. If you can cheat it out in any way shape or form it has the potential to utterly and completely break the game. But, as a vanilla 10-drop it probably isn't the worst thing in the world.
Arkasaur, I like it. Good flavor, well balanced, good art. 5 stars.
Neoguli, Personally, I never liked the idea of a card that specifically goes to the bottom of your deck. Why would I want to craft a card and stick it in my deck if I was never going to be able to have it in my hand and play it?
MenacingBagel, Roughly 5 mana is usually the cost of killing a minion. This kills 3 minions and the only additional cost is that you have to spend life attacking them. This should definitely cost more mana.
Cg8889, The text seems needlessly complicated for what it does. Why not just have a 5 mana 3/2 that says "Battlecry: Destroy an enemy minion"? Aside from any attack triggers, it would be functionally the same.
Hordaki, Spending 8 mana to destroy a random enemy seems like a lot. I would reduce the stats and make the battlecry target things. If you are concerned with it taking over huge deathrattle minions you could always have it only be able to target things that cost (X) or less. But making it random only makes players salty.
Pokeniner, I think it should cost 4 mana with 3 attack. A 3 mana 3/3 weapon would be pretty good, and it isn't hard to get a ton of murlocs, making this weapon a 3-mana Blood Fury.
Linkblade91, My main concern is that it's kind of hard to get coins, and even when you do the result isn't that spectacular. I really like the ability, but getting one or two extra Lost Tallstriders doesn't seem like a worth while payoff.
FieselFitz, It seems a bit expensive for what it does. The battlecry version is definitely the best, though I think you should increase the damage to 4.
bgicums, the text should say "Give all minions -2/-2 except for Murlocs".
Grayghost39, This is kind of weird. I think the idea is that on your turn minions are easier to kill, but then go back to normal on your opponents turn. The main issue I have with this is that a 5 mana 4/5 is pretty easy to kill, so half of the time you may not even get the start of turn trigger.
ChickyChick, Interesting design, but there is no way an 8 mana 5/5 will survive long enough to kill more than 1 minion. If you play it on an empty board then it is incredible, but if your opponent isn't able to play any minions on turn 8 then they probably already lost.
The idea is that it's hiding in water until it leaves to catch prey.
Also, I decided to give some feedback to latest posts:
grayghost39:
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Seems good, the effect is quite unique, and quite flavourful with stats and effect similar to that basic naga (don't remember the name).
FieselFietz
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Its surely balanced, and I wouldn't be surprised to see card like this printed, but it just doesn't look realy interesting in my opinion. If I would have to choose, my favourite is one of board clears. However, if you want to print the battlecry board clear you should specify that it affects only other minions. Also you shouldn't capitalize 'minions'.
bigcums
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Simple and quite unique. I only wonder if it shouldn't say 'gain' instead of 'lose'. Anyway, some people may consider this to simple.
BloodMefist
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I think this is quite neat. However, it doesn't have such interesting use of secret deathrattle as Fatespinner, because it doesn't realy affect enemy gameplay depending on what you choose (he will just have to keep two different clears to be sure he can deal with summoned minions). Still, I realy like both effect and even more flavour.
linkblade91
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I like it more than Queen Azshara for sure. The mechanic is interesting, and balanced.
Demonxz95
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Out of your cards i would choose Diving Agent. It's unique and simple. In fact it was clear for me that it does not return after death. Submerged Bomb is good on paper, but on the other hand it is not realy intuitive if it triggers when opponent plays a minion while having only one other at board (In which case this is rather weak). Drought is technically good, but I'm worried if it is not too simple
Pokeniner
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In case of balance I would choose 3 mana version. However, 4 Mana version looks more cool for me for some reason. Technically, it's not bad idea, but I doubt it would get to finals to be honest.
MenacingBagel
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Actually, it fits best with warrior in my opinion. It is still quite strong, but not as much as 4 Mana version. I'm not sure if it is good enough to win, but that depends on what other people think
Hordaki
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Looks quite good, but at first I didn't realise it is meant to give ability to attack immediately. Maybe, to be more similar in wording with other effects like this, you could change it to something like 'Gain control of an enemy minion until the end of turn. Then, it dies.'
Cg8889
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As someone already said it is usualy a more complicated destroy effect, except a few specific situations. That's why you could consider to change it slightly.
KANSAS
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That's quite good. Maybe it could have higher stats, but other than that is an interesting card.
DanvanKillder
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I prefer Undersea Ambush. It is flavourful and cool. Deepfiend Drowner is good too, but not as Undersea Ambush in my opinion.
Hi, I agree with a lot of what you've said. Thank you for commenting and what you've said is very nice. As a response to what you pointed out:
Mother Dragon probably should be a 5/7 or 6/6 but I can't see it being any good with any fewer stats
I stand by Minitank as I do think it belongs more in a control list as a large threat because it just costs too much to be viable in an aggro deck, but I will take into consideration your comments for future cards like it.
Tomb Exploration went through a lot of phases because I wanted the idea of shuffling something in using that art. Now I look back on it, it probably should've been three mana or I should've taken some more time on the idea (possibly as a shaman card instead).
The totem does work how you think it does and often I do find myself making shaman cards too weak so I can agree with your overall thoughts on its cards (Merchant could've easily been a 4/5 or 3/6).
The "it" in Beach Scavenger is referring to your hero, being a 3/1 with a small conditional downside of dealing damage to your hero. I do agree with your assessment of the other two and think the mana costs could be swapped (making the minion a 3/4 so it's harder to remove).
How would Cheaty Anklebiter work in the deck over Lifedrinker? The lifegain is less impressive, but it has the potential to get you more than lifedrinker might. In addition, it's a lower cost to bring out in a pinch in aggro decks.
Bad design is a Champion with strongly synergistic cards that cannot exist apart from each other, like Daybreak and Nightfall (as well as several that you mentioned). Those decks build themselves, leaving very little room for experimentation, aside from a few tech slots. When you see a Champion like that, you immediately know a third of the deck is taken up with a certain package.
When you see a Champion like Tahm Kench, you never know what to expect because his abilities have such broad application while still being completely unique and flavorful.
Deny and SpellShield are pretty womp-womp, though.
Nah -- it's a 2 mana fleeting spell you got for free; you're more than happy to trade it for either Deny, Bastion, or popping an existing SpellShield. You gained mana advantage and card advantage for the former 2 cases, and my understanding is that if SS kills your Single Combat then neither unit takes damage so I'd expect the same effect here. Plus, you can always just try again for 2 mana next Round.
Bigger scare cards are things like Twin Disciplines or Mystic Shot. You really hate to pay a total of 6 mana just to see your TK die before it even gets the Detain effect off.
I was thinking more of a situation where something HAS to be dealt with this turn, as is often the case with Lee Sin. Mana advantage and card advantage aren't very relevant at a time like that.
Inspired by a few of these to try and come up with a "watery" mechanic.
I think the description should read deal x damage to all other minions. Otherwise this is in fact just a 4/3 most of the time. It wouldn't make sense for it to damage itself anyway, I mean, flavorwise.
bigcums
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My first idea. Any thoughts?
Nice effect. But I think it goes against blizz's design to have a card that can easily permanently change minions attack to 0, since it can lockdown the board.
Flavorwise, its also kinda weird. How can there be an environment that is advantageous only to murlocs?
Important thing to remember is that cards like detain also help the lvl up condition giving you less risk that Tahm dies before you benefit from the lvl up.
Plus you can use it reactive when your tahm is already 2-3rd of the lvl up to lvl him up before their spell goes off since detain is a fast spell while an aquired taste is slow.
The health is very good dealing 6 damage to a unit is hard.
Also some shenanigans can be done with barriers if ur opponents unit that your trying to capture doesn't kill tahm immediately and they try to buff their units attack so that the strike kills tahm in 1 strike you can do barrier to avoid the damage and capture the unit anyway. (unless they can pop the barrier still afterwards)
That would be the Deathrattle Version - and i also made it into a Beast.
Another Version:
But i thought that would be too similiar too North Sea Kraken. So i came up with another Version:
So far im not sure which one i like best. So far my Favourites are the Original One but adding the Beast Tag or the Second Version with Deathrattle Damage to all minions.
Raza Priest is one of the most retarded decks ever! It's just frustrating how much damage Priest is able to deal. 0 cost hp, refreshes after every card played. Big Brain design.
And fucking nerf Sorcer's Apprentice. Quest Mage is just ... fun and interactive...
Wow, props to you man for your dedication in not only creating an entire expansion of your own but also for original content.
You're artwork that you've chosen matches your theme very well. As times it's quite a step away from the current, "bubbly" artwork they're going with. Where did you stock your images? They're awesome.
Some great concepts, quite bleak. I'm really impressed that you've dedicated so much of your time to lay this all out clearly for everyone to enjoy.
I agree on the Ezreal nerf - I dont understand why they nerfed him. And your second point also - I think both cards have a high skill cap.
Ezreal was the king of winning games he should have never won, just because he gets to do automatic nexus damage for every spellcast. Paired with Karma, it was an un-interactible OTK that felt ridiculous to lose to.
Lee Sin is now filling the role that pre-nerf Ezreal used to fill. And how do we feel about that world, exactly? Happy about it are we?
Ezreal was nerfed for the exact same reasons that Lee Sin is going to be nerfed.
Very cool idea for an expansion, that's such a cool story to tell! I especially like how every class covers both sides of the conflict. My favorite card is the Shadow Hunter. Well done!
He clearly has tremendous talent, though I think this piece hardly does him justice. I think the chosen pose is perhaps too ambiguous which is why we have the 1000 win portrait Jaina as we do now.
New Freljord Spell - Voices of the Old Ones
A new Common Freljord Spell, Voices of the Old Ones, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Monuments of Power
Head on over to our dedicated guide for Monuments of Power!
Deep Sea Designing - Card Design Competition Discussion Thread
Feedback:
Demonxz95, Personally I like Drown best, though I am not a big fan of the art. Submerged Bomb is pretty good, not terribly interesting, but a solid card. Diving Agent is interesting, it reminds me a bit of Pen Flinger. It seems well balanced and playable.
Wailor, I like Hammerhead Bloodseeker the best. Abyssal Monstrosity is my second favorite. Hammerhead Bloodseeker is probably the most realistic and balanced of your cards, I don't have anything to criticize.
Valor1204, The main problem I have with this card is that now you, a rogue, have to kill all of these 0/2s that are taking up space on your board. If you are playing an aggressive pirate deck you probably don't want to waste resources and space on the board summoning minions that can't deal damage.
Davnan Killder, Undersea Ambush is definitely too cheap for what it does. Nagrand Slam is a 10 mana epic spell. This costs less, and is way more powerful. I think it could cost 7 mana and have overload 1 or 2. Deep Fiend Drowner is interesting. I think that since it is so hard for your opponent to attack it the health should be reduced. Other than that it is fine.
BloodMefist, I think the cost and stat distribution could be a bit better, right now it is half-way between Dragonmaw Sky Stalker and Eccentric Scribe, neither of which are very good. If it had either more base stats or more stats from the deathrattle, and also a keyword then it would be better.
grumpymonk, Naga Fel Witch seems kind of risky. Mana cheating is always going to be dangerous. Oacha'noa is an interesting card. If you can cheat it out in any way shape or form it has the potential to utterly and completely break the game. But, as a vanilla 10-drop it probably isn't the worst thing in the world.
Arkasaur, I like it. Good flavor, well balanced, good art. 5 stars.
Neoguli, Personally, I never liked the idea of a card that specifically goes to the bottom of your deck. Why would I want to craft a card and stick it in my deck if I was never going to be able to have it in my hand and play it?
MenacingBagel, Roughly 5 mana is usually the cost of killing a minion. This kills 3 minions and the only additional cost is that you have to spend life attacking them. This should definitely cost more mana.
Cg8889, The text seems needlessly complicated for what it does. Why not just have a 5 mana 3/2 that says "Battlecry: Destroy an enemy minion"? Aside from any attack triggers, it would be functionally the same.
Hordaki, Spending 8 mana to destroy a random enemy seems like a lot. I would reduce the stats and make the battlecry target things. If you are concerned with it taking over huge deathrattle minions you could always have it only be able to target things that cost (X) or less. But making it random only makes players salty.
Pokeniner, I think it should cost 4 mana with 3 attack. A 3 mana 3/3 weapon would be pretty good, and it isn't hard to get a ton of murlocs, making this weapon a 3-mana Blood Fury.
Linkblade91, My main concern is that it's kind of hard to get coins, and even when you do the result isn't that spectacular. I really like the ability, but getting one or two extra Lost Tallstriders doesn't seem like a worth while payoff.
FieselFitz, It seems a bit expensive for what it does. The battlecry version is definitely the best, though I think you should increase the damage to 4.
bgicums, the text should say "Give all minions -2/-2 except for Murlocs".
Grayghost39, This is kind of weird. I think the idea is that on your turn minions are easier to kill, but then go back to normal on your opponents turn. The main issue I have with this is that a 5 mana 4/5 is pretty easy to kill, so half of the time you may not even get the start of turn trigger.
ChickyChick, Interesting design, but there is no way an 8 mana 5/5 will survive long enough to kill more than 1 minion. If you play it on an empty board then it is incredible, but if your opponent isn't able to play any minions on turn 8 then they probably already lost.
Deep Sea Designing - Card Design Competition Discussion Thread
Thx for the feedback ChickyChick!
I went with the Battlecry Version - specified it to other minions and "decapitalized" the word minions :)
Deep Sea Designing - Card Design Competition Discussion Thread
The idea is that it's hiding in water until it leaves to catch prey.
Also, I decided to give some feedback to latest posts:
grayghost39:
FieselFietz
bigcums
BloodMefist
linkblade91
Demonxz95
Pokeniner
MenacingBagel
Hordaki
Cg8889
KANSAS
DanvanKillder
Rafaam vs Explorers 3 - A Custom 48-card Expansion
Hi, I agree with a lot of what you've said. Thank you for commenting and what you've said is very nice. As a response to what you pointed out:
Scholomance EVEN Warlock
How would Cheaty Anklebiter work in the deck over Lifedrinker? The lifegain is less impressive, but it has the potential to get you more than lifedrinker might. In addition, it's a lower cost to bring out in a pinch in aggro decks.
Tahm Kench is the Newest Legends of Runeterra Champion Coming in Monuments of Power (4 New Cards)
On the contrary, I think it's good design.
Bad design is a Champion with strongly synergistic cards that cannot exist apart from each other, like Daybreak and Nightfall (as well as several that you mentioned). Those decks build themselves, leaving very little room for experimentation, aside from a few tech slots. When you see a Champion like that, you immediately know a third of the deck is taken up with a certain package.
When you see a Champion like Tahm Kench, you never know what to expect because his abilities have such broad application while still being completely unique and flavorful.
Tahm Kench is the Newest Legends of Runeterra Champion Coming in Monuments of Power (4 New Cards)
I find it strange Tahm doesn't have regen or barrier granted those are his main gimmicks in LoL besides the eating of course.
New Bilgewater Champion - Tahm Kench
I was thinking more of a situation where something HAS to be dealt with this turn, as is often the case with Lee Sin. Mana advantage and card advantage aren't very relevant at a time like that.
What’s a VECTUS even for?
Yes, mage and shaman is a bad match up for deathrattle decks.
Deep Sea Designing - Card Design Competition Discussion Thread
A few observations.
Grayghost39
I think the description should read deal x damage to all other minions. Otherwise this is in fact just a 4/3 most of the time. It wouldn't make sense for it to damage itself anyway, I mean, flavorwise.
bigcums
Nice effect. But I think it goes against blizz's design to have a card that can easily permanently change minions attack to 0, since it can lockdown the board.
Flavorwise, its also kinda weird. How can there be an environment that is advantageous only to murlocs?
New Bilgewater Card - Wise Fry
Sorta seems like a finisher card?
This card probably isn't gonna attack twice or 3 times thanks to the vulnerable.
Since Noxus cards are still coming maybe it can synergize really good with (still unreleased) Noxus synergy cards.
Obvious synergy with scar decks.
New Bilgewater Spell - Shakedown
Supervaluable card there are alot of token generators the monkey idol card, cards in shadow isles.
So the price of 2 damage is very little for granting 2 units vulnerable.
Deep Sea Designing - Card Design Competition Discussion Thread
Inspired by a few of these to try and come up with a "watery" mechanic.
New Bilgewater Champion - Tahm Kench
Important thing to remember is that cards like detain also help the lvl up condition giving you less risk that Tahm dies before you benefit from the lvl up.
Plus you can use it reactive when your tahm is already 2-3rd of the lvl up to lvl him up before their spell goes off since detain is a fast spell while an aquired taste is slow.
The health is very good dealing 6 damage to a unit is hard.
Also some shenanigans can be done with barriers if ur opponents unit that your trying to capture doesn't kill tahm immediately and they try to buff their units attack so that the strike kills tahm in 1 strike you can do barrier to avoid the damage and capture the unit anyway. (unless they can pop the barrier still afterwards)
Deep Sea Designing - Card Design Competition Discussion Thread
That would be the Deathrattle Version - and i also made it into a Beast.
Another Version:
But i thought that would be too similiar too North Sea Kraken. So i came up with another Version:
So far im not sure which one i like best. So far my Favourites are the Original One but adding the Beast Tag or the Second Version with Deathrattle Damage to all minions.
Group Therapy! Need to blow off some steam? Mega salty? Here's the place!
Raza Priest is one of the most retarded decks ever! It's just frustrating how much damage Priest is able to deal. 0 cost hp, refreshes after every card played. Big Brain design.
And fucking nerf Sorcer's Apprentice. Quest Mage is just ... fun and interactive...
DAWN OF THE APOCALYPSE- A New Full Custom Expansion
Wow, props to you man for your dedication in not only creating an entire expansion of your own but also for original content.
You're artwork that you've chosen matches your theme very well. As times it's quite a step away from the current, "bubbly" artwork they're going with. Where did you stock your images? They're awesome.
Some great concepts, quite bleak. I'm really impressed that you've dedicated so much of your time to lay this all out clearly for everyone to enjoy.
Cheers
Karma and Taric Are The Worst...Statistically
Ezreal was the king of winning games he should have never won, just because he gets to do automatic nexus damage for every spellcast. Paired with Karma, it was an un-interactible OTK that felt ridiculous to lose to.
Lee Sin is now filling the role that pre-nerf Ezreal used to fill. And how do we feel about that world, exactly? Happy about it are we?
Ezreal was nerfed for the exact same reasons that Lee Sin is going to be nerfed.
Glenn Rane Releases Unused Fire Mage Jaina Art and Its Spicy
Its spicy what? :)
DAWN OF THE APOCALYPSE- A New Full Custom Expansion
Very cool idea for an expansion, that's such a cool story to tell! I especially like how every class covers both sides of the conflict. My favorite card is the Shadow Hunter. Well done!
New Bilgewater Spell - Shakedown
Undying Bilgwater+SI deck could use this card for good value.
Deep Sea Designing - Card Design Competition Discussion Thread
My first idea. Any thoughts?
Deep Sea Designing - Card Design Competition Discussion Thread
Here's my first Idea:
But im still working on different Versions. Just wanted to throw the first one out there for feedback :)
Also thought about Changing the Battlecry into a Deathrattle.
Glenn Rane Releases Unused Fire Mage Jaina Art and Its Spicy
He clearly has tremendous talent, though I think this piece hardly does him justice. I think the chosen pose is perhaps too ambiguous which is why we have the 1000 win portrait Jaina as we do now.