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  • Aranna Starseeker is Now Live in Battlegrounds with Battlegrounds Perks

    She looks pretty powerful, it is a shame I will probably never get a chance to play her. Please let us chose between 3 heroes. Just now I conceded about 10 times looking for one of the new heroes and I haven't found any yet.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Quote From linkblade91

     

    Well the card doesn't even have a name yet so I could really use any art any find some way to make the flavor work. Do you have any recommendations for a good name/art to make the card look good?

  • Aranna Starseeker is Now Live in Battlegrounds with Battlegrounds Perks

    While they're at it, why not open up the Trial By Felfire Adventure a day early too! ...No? Okay :(

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Feedback!

    Show Spoiler

    Fedrion - As Demon noted, it should say "Passive Hero Power" on the tokens. I see that you fixed it in your Submission. Good. Other than that, it looks complete. I think "losing" your Hero Power and spending 3-mana on a do-nothing spell is a fine enough price for some additional damage.

    CursedParrot - You're missing the words "Hero Power" in bold on the Hero Power. The card looks fine, otherwise. I agree with your choice to make it minions-only: it makes things less "elegant" than a simple "Spell Damage affects your Hero Power" effect, but it cuts off problem cases before they pop up.

    GoliathTheDwarf - You could say "This minion's Attack is always equal to your total Spell Damage." and leave off the 'on the board' part. That might make the wording less awkward; you lose the Spell Damage from your opponent's side, but that's a very niche scenario as it is.

    Demonxz95 - It's a Rager; what more can be said? I wonder if Tarecgosa can still work if you just make it Spell Damage = 3, or make it a class card. Rapid Fire can't be abused if the Hunter can't access the Legendary.

    Cg8889 - I don't like the ability to attack their hand and deck with the "wherever they are" condition. Granted the combo is hard to pull off, but it's still obliterating your opponent's deck and their ability to mount a proper defense. I would remove it, and up the damage (if necessary).

    KANSAS - The effect seems fine, if a little bland. I think the cost is good, as well, as while you're not getting 2/2 Kobold to go with it, you are making the effect permanent. I will note that the art, to me, is quite obviously a monk from Diablo III, which doesn't really jive with the Shaman.

    Elfensilver - I like it, and I like it being in Rastakhan's Rumble; it's like Kragwa's team is trying to get an edge on their opponents by cheating lol. Also the spell works well with Zentimo. I would not change it to be based on how much Spell Damage you have, because that's a lot of effort for the payoff.

    BasilAnguis - As others have noted Cleric of Scales already exists, so the name would need to be changed (and possibly the art as well, now that you've lost the name). If she said "Your other minions" I think she would be a lot more balanced, as you could at least target her to remove the effect.

    Me0203 - Lightning Aspect should be an Elemental, and the Lightning Totem should be…well, a Totem lol (as in, you're missing the minion type tag on the bottom). Totems don't have any Attack to start out with, so a 1/6 statline is very strange. All-in-all, I like Lightning Aspect the most, because you could theoretically chain Overloading damage spells for a cascade effect.

    anchorm4n - I want to say that Shard Mage is too good, but I can't really articulate why I think that. Maybe it's fine *shrugs*

    Pokeniner - Akrika needs to have a number in the Battlecry in order to properly improve it via Spell Damage. So like "Destroy 1 random enemy minion…" That being said I think the flavor of it is weird: Mages remove threats via damage, generally, and not straight-up destruction effects.

    DestroyerR - I don't like Isiset or Anzu, but I do like Foxtrotter. Bouncing minions is a core part of the Rogue identity, so why not benefit from it in a different way?

    grumpymonk - I like Riptide a lot. I think the 1-mana version is the most appealing, but probably because it's too good at 1-mana lol.

    BloodMefist - I like Cyanigosa the most, because it's doing something different with Spell Damage. That being said, she should probably have some SD of her own, so she's not entirely useless when generated via Azure Explorer or what-have-you (bad example, because Azure Explorer has SD, but you get my point).

    MenacingBagel - I like the (Placeholder Cat) the most, because it's an interesting effect. Flavored right, the Legendary draws in the energy of the spell and turns it into Spell Damage. You could then facilitate its own bonus by spamming Area of Effect spells like Hellfire.

    Xarkkal - I think Thalyssra is weird, and Arcane Brilliance is boring. But Mana Droplet is so cute! I like it.

  • Battlegrounds Brawl: Pirates & Mayhem Brings Free Ashes of Outland Packs to the Table via Twitch Drops on June 23

    West coast? No. East coast? Nope. Korea? Nah. Europe? Nope. I STILL HAD TO DO MATH! 

    It's all good, though. Living in the central time zone I mess up these Pacific times. Add two instead of subtract 1?🤔

  • New Noxus Champion - Swain

    Oh, those guys on the bench! Very interesting. Thanks a lot for the clarification.

  • New Noxus Champion - Swain

    Staff
    Quote From Tuscarora87

    Can someone clarify the leveled-up text? 

    "...stun the strongest backrow enemy". What's "backrow enemy"? Does this complicatedly mean you can't stun the face, just followers and champs?

    If you deal several separate non-combat dmg in a turn, you stun that number of enemy minions, right?

    Units that are not attacking or blocking are "backrow enemies" (because they stay on the back). And yes, you can trigger the effect multiple times in a turn, stunning multiple enemies.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    So I buffed SDPC and removed the name SDPC and replaced it with an actual guy. I'll try to make some feedback if I find the time.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Quote From Demonxz95
    Quote From Cg8889

    Since my other idea seems divisive and won't be reacted to positively, decided to come up with another idea:

    Another finisher type card but one that take a full game to play towards and could be a nice finisher for a control Mage shell. Let me know what you all think of this idea. Thanks!

    This card unfortunately breaks an unwritten rule that cards cannot have 5 lines of text.

    It won't get you disqualified, but it is frowned upon.

    Dropped the Spell Damage and gave her +1/+1. Figure the stat line isn't as much the card as the effect is.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Aight, some new revisions/ideas to throw out there.

    Made Grennan a bit bulkier so that he works better as a proactive play.  Got mixed feedback on his cost, but I think I'm pretty happy with where he stands in terms of cost flexibility.  As a note/reminder, he doesn't just work with mana overloaded last turn, so cheap cards that overload can also increase his potency.  Is it enough to make Dust Devil good?  Probably not, but its something.

    I tuned Meryl into an epic from a set/flavor that makes more sense for the effect.  Warlocks only had 1 Lifesteal spell at KofT release, but quickly got another one in KnC.  He also synergizes with Defile from KofT, allowing two sets of boosted damage waves.  The odd-cost also means that he isn't abusable in even-warlock, which came out a couple sets later.  I know the Lifesteal part of his effect is still very niche, but I think that's fine considering a 3 mana 4/3 spell damage +1 is already a decent card.

    Cyanigosa and her effect didn't make the cut, so I moved on to an different idea.  I liked the flavor of Arcane Watcher and wanted to invoke the idea of a construct defending mages.  A bit shaky on the size of the attack buff and 7 health, but I think the condition and inability to abuse it with silence effects warrants it.

    Feedback time! Done with entries up to bigcums!

    Show Spoiler

    linkblade91: Really like the idea of Enraged Moonkin, but I think it needs to be clarified on whether or not the attack bonus applies on the opponent's turn too.  As it stands, opponents hitting your face will take at least 2 damage since your hero gains attack from spell damage on their turn too.  On a more minor note, I think the art or the name should be changed to better fit the other.  The art doesn't give me an 'Enraged' vibe.  Also dig Essence Leacher.  I thought about making a similar effect, but with armor in Mage, but went with my own take on a 3 mana Warlock spell damage minion.  Essence Leacher can lead to some serious healing capabilities with spells like Rain of Fire or Dark Skies, which is something to be a bit wary of.  Maybe increase the cost and stats to lower its swing potential.  Overall, both solid entries.

    Demonxz95: Your original Tarecgosa unfortunately will never work out.  It limits design space in making cheap damaging spells to too great a degree.  I could see the rager existing as a real printed card, but I don't think anyone will vote it very highly.

    Xarkkal: Thalryssa's effect isn't especially eye-catching, its a generic rez and random spell casting.  It doesn't interact wit Spell Damage in any interesting way and feels a bit out of place in this contest.  Arcane Brilliance is a concept I've seen before, but I still think it's pretty near.  Mana Droplet wins it for me though.  He is so darn cute and its a nifty effect that synergizes with the direction Elementals have in Mage (as in casting small spells).  

    MenacingBagel: I like that you went the direction of Spell Siphoner, definitely the winner from the original three concepts.  I really like the effect since it has immunity to symmetrical board damages, such as Hellfire. However, I worry that its health might be a bit too high.  5 health is standard on 4 drops, but its immunity to spell damage makes it significantly harder for some decks to deal with, especially if you then hide it behind a taunt.  I think it could be lowered to 4 health and be fine.

    TheHoax91: Not a huge fan of reusing the same concept from last contest, people will be looking for new and creative ideas.  Spell Damage and weapons have plenty of room for interesting interactions, but don't reuse the same idea.

    grumpymonk: Chaincaster scares me in how easily it can be abused by certain classes.  Rogue and Mage could stack him up super high and then burst for insane amounts of damage.  I definitely like Riptide and think the 2 mana version would be the best way to go since it is less likely to be abused by other effects.  However, I think it should be re-named to something that more fits the effect.  A riptide calls to mind violent and disruptive effects, which this card is the exact opposite of.

    DestroyerR: Not a fan of Isiset since it is very unclear how some cards will interact with her.  Would Frost Nova freeze for extra turns? Would Polymorph target additional random minions, or make the sheep larger since the sheep stats are the only printed numbers on the card?  Anzu scares me a bit since it encourages uninteractive gameplay and mechanics.  I am also hesitant about Spell Damage in Rogue just because of how much burst they can push with just a little bit of a boost.  That said, I think Foxtrotter is a great design.  I love the flavor of it benefiting from trotting around (bouncing back to hand) and think it works really well with Rogues' identity.  Still a bit worried about Spell Damage in Rogue, but Foxtrotter requires a lot of investment to get it going, so its probably fine.

    Pokeniner: Assuming it destroys 2 minions on play since it has its own spell damage, it is already quite strong and gets substantially stronger with relatively little investment.  It also feels like a card that you run in almost any mage deck, since its baseline is really powerful removal even without building around it.  Direct removal also feels out of place in Mage since they usually deal with threats via raw damage.  

    anchorm4n: This card scares the hell out of me.  It opens up some serious potential for very powerful burst or removal options.  Yes, Fireball on 10 becomes a Pyroblast, but Frostbolt becomes a directed 7 damage, Magic Missiles becomes a 1 mana deal 7 randomly split, and any other small spells get boosted through the roof. It can be read as a 6 mana 5/4 Spell Damage +4, which compares very favorably to Malygos.

    Me0203: Lightning Aspect is over-tuned big time.  It has very premium defensive stats for something that is a growing threat and its cheap cost allows for some potentially crazy burst combos.  I like the idea of Sporemancer, but I can't think of a single deck that would ever even consider running it.  It might get crazy with Druid's Adaptive Spores, but I don't see much outside of that niche use.  Lightning Totem is way over statted, 6 health is really hard to get rid of on turn 3 and it also represents a growing threat.  I think Lightning Totem is the most compelling since it pushes Totems in an interesting directions, but it needs to be tuned down a bit.

    BasilAnguis: This card is nutso strong.  A Stormwind Knight aura on a 3 drop, but it can be improved and scales spells too is way too much.  It's even stronger since it's aura also benefits itself, making it a 3/4 the turn it comes out.  Neat idea, but it needs some serious cost/stat tuning.  

    Elfensilver: I like the suggestion you make better, as a +1/+1 that scales with Spell Damage.  As for set, I think DoD works better since Shaman actually had some Spell Damage printed.  It also works a bit better flavor wise since it could have been Boom that supplied the Tesla coils, which feel out of place in RR.

    Kansas: An interesting take on hand-buff, moving it to effect spells instead of minions.  Not a flashy card by any means, but I think it is well balanced.  Cards like this always concern me a bit in that it facilitates potential for OTK shenans, with little interaction, but Shaman is lacking in direct damage atm, so its fine.

    Fedrion: Not a fan of this.  It has little to no interaction with the opponent and encourages a very passive playstyle where the mage stalls with either freeze or their newly empowered board clears to get combo pieces and OTK the opponent with big spell damage. 

    Cg8889: Arcane Reaper had an interesting payoff for Spell Damage, but damaging everything in hand/deck is way too much.  Just hitting the board is already very strong.  Aegwynn is bonkers strong.  Solarion has a similar effect, but is entirely random and is way slower.  Some Fireballs and Frostbolts, a Blizzard or two, and whatever other damaging spells you want makes an almost guaranteed board clear and maybe even an OTK.  Even if you play her on curve after Flamestriking last turn she's pretty good.

    GoliathTheDwarf: Really dig this card.  Fits the Blood Elf flavor really well and makes for interesting build-around/payoff for stacking spell damage.

    CursedParrot: Big fan of this card, almost made a similar card for the Hero Power contest a while back.  Wish I could say more on the card, but I like it the way it is now.  Maybe reduce the health to 4 since it is giving a good effect, but I think it's fine to print either way.

    bigcums: Arcane Affiliation is an effect I've seen before and one that I'm not too interested in.  Library Golem on the other hand has great flavor and provides interesting synergy with Spell Damage. I also think it is balance fairly well, since it takes 2 Spell Damage to become good and 4+ to become nuts.  It feels a bit bad as a win-more card, but I still like it a lot.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Staff
    Quote From Cg8889

    Since my other idea seems divisive and won't be reacted to positively, decided to come up with another idea:

    Another finisher type card but one that take a full game to play towards and could be a nice finisher for a control Mage shell. Let me know what you all think of this idea. Thanks!

    This card unfortunately breaks an unwritten rule that cards cannot have 5 lines of text.

    It won't get you disqualified, but it is frowned upon.

  • Renounce Council

    Yes, it's transformed.  I tried it and the way to do it is with Expired Merchant which is amazing when it works but not very consistent.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Since my other idea seems divisive and won't be reacted to positively, decided to come up with another idea:

    Another finisher type card but one that takes a full game to play towards and could be a nice finisher for a control Mage shell. Let me know what you all think of this idea. Thanks!

  • Battlegrounds Brawl: Pirates & Mayhem Brings Free Ashes of Outland Packs to the Table via Twitch Drops on June 23

    Staff

    I liked the last one. I especially liked the strategy level of teams where they tried to get a draw so they wouldnt take damage or just lvled up their Tavern Tier if they knew they r going against a team mate. This will be especially important now, since 5-8th place does not get any points, so a scenario can come up, where one team member might sacrifice themselves to help the other get to top4 for example. Should be fun!

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    The idea of the HP came directly from Shadowform, and since it was a Classic card, I thought the idea of Spell Damage in mage should've been tinkered and exploited better by Blizz in the Classic set, since they always print some SD card in every expansion, but they never give it some sticky form of maintaining the archetype.

    And the art of Rune of Power is Arcane Blast from the WoWTCG, I used to main a mage in a pirate server, and Arcane was my primary spec lol

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    I changed my cards based on feedback, so thank you for that :)

    • I made Enraged Moonkin slightly cheaper, but I think that's as far as I can go. Darkmire Moonkin is quite expensive, and this is that plus an additional upside (I made him cost 6 for a reason lol :P). Both existing Moonkins have Spell Damage +2, so I'm not reducing the bonus.
    • Essence Leecher is now a Warlock card, as some have suggested. I am also using grumpymonk's wording; thank you for the suggestion.

    I'll start writing up some return feedback.

  • Battlegrounds Brawl: Pirates & Mayhem Brings Free Ashes of Outland Packs to the Table via Twitch Drops on June 23

    This seems like it is going to be a time investment.  I've not seen too many Battlegrounds go shy of 20 minutes

  • New Noxus Champion - Swain

    Can someone clarify the leveled-up text? 

    "...stun the strongest backrow enemy". What's "backrow enemy"? Does this complicatedly mean you can't stun the face, just followers and champs?

    If you deal several separate non-combat dmg in a turn, you stun that number of enemy minions, right?

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Staff
    Quote From Fedrion

    Thanks for the feedback guys!

    Final form of the card plus tokens.

     

    The Hero Power should say "Passive Hero Power" since it is a passive.

    And actually, Passive Hero Powers weren't used in collectible cards until KotFT, although since they did exist in Naxxramas in boss encounters, I suppose I can't be extremely picky since the idea was obviously there.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Thanks for the feedback guys!

    Final form of the card plus tokens.

     

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Here's my idea:

    This card would make Spell Damage mage more consistent by making the Spell Damage bonus also improve your Hero Power's damage. To compensate for this, the Hero Power can now only target minions, which helps balance the card and prevent potential OTKs.

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Staff

    Alright, so now feedback time.

    Show Spoiler

    Linkblade - Slight confusion of the effect aside, Essence Leecher/Drainer is probably the better of the cards. I'd go with Leecher since that one has better wording.

    Xarkkal - Thalyssra's effect seems a bit random. The Mage spell part is fine, but the resurrection effect doesn't really seem to fit. It just ends up looking like asparagus in a fruit bowl. Arcane Brilliance I'd say can probably stay at 2 mana since it's rare to have more than one Spell Damage up a time, and it requires you to have Spell Damage in there at all. Mana Droplet seems really cute, and I like it.

    MenacingBagel - All your cards seem really… weird. Not necessarily a bad thing, but it does carry some burdens. Los the Summoner has some incorrect grammar and the effect is a bit unconventional in design, but I don't hate it. Some Dumb Placeholder Cat has an interesting take on spell negation, although I feel like the effect might be too polarizing and "risky". MEGABLAST! is cute, although it's hard to use since it's hard to get Spell Damage up for multiple turns to use it well.

    TheHoax91 - A Mage weapon is a little weird, which is where I feel like it might get downvotes (yes, I realize Aluneth exists, but that's a bit of a different story). Beyond that, the effect seems fine enough.

    BloodMefist - Grennan has a cool condition. It might be able to get too much Spell Damage out, although that requires a lot of Overload and a lot of setup, so it might be fine. Meryl Firestorm has a cool effect, although in the context of RoS, Warlock wouldn't have any Lifesteal spells rendering the second effect useless. Cyanigosa is hard to use since Spell Damage is hard to stick.

    Grumpymonk - Kirin Tor Chaincaster has the potential to scale quickly, although I don't think it's going to be problematic. Riptide is my favorite of your cards. Either version works, although the first version is stronger and I don't think is OP.

    DestroyerR - I understand what you're trying to do with Isiset, but the effect should probably be reworded to reflect the ability better. Foxtrotter is pretty cute and strong, and I'm surprised neither Spell Damage nor the condition has been utilized by Blizzard in Rogue. Anzu is another intersting take. The Stealth allows it to stick around better, although I feel like using Malygos is probably just easier to accomplish the same thing.

    Pokeniner - It should read "Destroy 1 random enemy minion" with the number 1 to indicate that it's improved by Spell Damage. Beyond that, I don't have a problem with the card.

    Anchorm4n - I know Wild Mages would try to abuse this with Luna's Pocket Galaxy. It's cool though. Able to make large Spell Damage minions worth it.

    Me0203 - Lightning Aspect is cool and simple enough, although it doesn't feel like an Epic to me, and it also looks like it should be an Elemental. Enraged Sporemancer has a really creative ability, although it could potentially be problematic with Evolving Spores. On the bright side, it would make Galvadon better… if only Paladin had good damage spells. Lightning Totem is missing the Totem tag, and I would probably pick different art since it's really obvious that it uses the same art as Primal Fusion. I'm not sure about it having Attack either since Attack on Totems don't really work except in specific situations like Totem Golem.

    BasilAnguis - I know someone already brought it up on Discord, but name, Cleric of Scales is already taken. The effect also might be overtuned since it's basically a 3 mana 3/4 with Spell Damage and gives your board a passive Mark of the Lotus.

    Elfinsilver - Creative, although I'm not really sure how well the effects mix together.

    KANSAS - The effect does make sense, although I definitely think it can be 1 or maybe even 0.

    Fedrion - An interesting idea, and I like the usage of the cut art (which I realize probably wasn't inentional, but I still like it regardless).

    Cg8889 - I appreciate how bold it is, but I don't feel like it'll be too well received.

    GoliathTheDwarf - A nice idea on paper, and I like the connection to Mana Wyrm in the art. In practice, I feel like this is usually going to be just a 2 mana 1/4 with Spell Damage +1. Now that isn't bad, in fact that actually might be playable in Ranked, but it's not the most exciting in the world either.

  • New archtype concept: Dragonslayers

    I really like the idea of this set, using dragons as a separate resource instead of a card to play is really cool. If you wanted to, you could also make it so that it’s less random by making the effects “discard your lowest/highest cost dragon” or even “Discover a Dragon in hand. Discard it to do XYZ”.

    in terms of the cards themselves, I think most of them are really good, but a few seem a bit too strong. For example, the Paladin Hero Card is essentially a better Bloodreaver Guldan, since the dragons will usually be bigger and you don’t have to actually play them for them to count towards the effect. Maybe it would be better if the discarded dragons were shuffled into your deck with Casts when Drawn, so that it isn’t as much of an immediate board swing. Alternatively, it could be “Add 7 Dragons you discarded this game to your hand. Summon any that don’t fit”, so that it’s more conditional and summons 1 less dragon. The other card that I don’t like is the 1 Mana 2/3 Taunt for Paladin, since it seems way too good in the early game and awful in the late game. Maybe it would be better as something like a 1/2 Taunt with “Discard a Dragon to give this minion and adjacent minions Divine Shield”.

    Overall, I really like your unique take on Dragon discarding, I think I might make a few cards based on the concept and post them here!

  • D-A-M-A-G-E - Card Design Competition Discussion Thread

    Looking for feedback. I"m currently working on a blood elf lore article, so this stuff is on my mind. Wording and effect inspired by Lightspawn to reflect gaining magic power from other magic creatures. 

  • New archtype concept: Dragonslayers

    Pro

    Really cool concept! I think it's a little too much of the same mechanic to fit into one expansion, but that isn't necessarily a bad thing since you could cut them down to the best cards among them. Mage makes me a little concerned about gaining too much spell damage, but that heavily depends on consistency which I'm really bad at evaluating. 

    Great work overall, thanks for sharing!