The main issue people had with my card was that you usually don't want that many spells in your Murloc deck. I made it work with spells because I have made other custom cards that work with a Murloc/Spell deck but I guess out of the context of those other cards it doesn't make sense. I made some adjustments to the card, what do you think?
Thanks grumpymonk for the art! It gave me the idea to change the ability from Spells to Overload, which I think is a lot better.
More feedback:
Show Spoiler
@grumpymonk, I like Fungal Giant the best. It is well balanced and Giants are cool.
@feuerrabe, I still like Cub Training the best. I also like the 3 mana draw 2 a lot better than the 4 mana draw 3. I would give it 5 stars, I have nothing bad to say about it.
@Zeratia, I like Anacondra better. Also, there is already a card very similar to Lilliandra already submitted, so probably don't go with that. You should change the wording on Anacondra to say "Refill a Mana Crystal for each unspent Mana you've had this game" or something like that so that you don't need the italicized text in parentheses.
@Thonsons, I really like it. Make Charge great again! I would make it a 3/2 though to keep it in line with other Charge cards.
@CurseOfMech, I saw you already submitted your card, but I wanted to let you know you did it wrong. You don't put the art of your card where it says "Card Image", you put the actual card there. And you aren't supposed to put the card in the description box, that is where you write a little something about the card
@Nirast, I think the card is fine. It isn't unbalanced or useless in a Quest deck. In fact, this card could help make Making Mummies consistent enough to be actually viable.
@Elfensilver, The only thing I would change on your card is the watermark. I personally don't care a whole lot, but some people will dock a star or two if the card is placed in the wrong set. I think the card works fine as a classic card, but just be sure it is in an appropriate set. Other than that, the card looks great!
@Sinth, The card is a bit weak. I don't see you ever getting more than 2 copies of this minion is a lot of cases. And sadly, even double Silverback Patriarch is still weak. I would adjust the stats and cost a little bit to be more effecient.
@MurderFaece, I am worried that the card may be a bit too powerful. It has one less Health than Blinkfox to gain echo. Usually, Echo is worth 1 mana. I would make it a 3/1 or 2/2. Also, I don't think you need "From your opponent's class" in reminder text. I think it could just say "Add a random minion to your hand from your opponent's class" and it would be fine.
@Thez, "Renew" should be in single quotes. I also think 2 mana may be a bit too little, but I am not sure. Maybe a 3 mana 2/1 would be good?
@CursedParrot, this card looks perfectly balanced when compared to other "choose one" cards. The only issue I have with your card is that it is a bit bland. While there is nothing really wrong with the card, I don't think it will pique peoples interest enough to make it to the finals.
I can't for the life of me remember what I used last time. I want to say it was Scavenging Hyena-related, but that's an easy ban choice so I'm not sure.
Already submitted my Paladin card for this competition but its been a slow day of work so decided to create another one that I had an idea for.
I fill like it would be balanced since it could summon anything that has died including tokens. But also feel like it could be too swingy since it could summon a 1/1 token or something like a Sea Giant for free. Thoughts?
Maybe pilfered goods should be 4 Mana “draw 2 non-champions from the bottom of the enemy deck. Plunder: They cost 1 less”? That way it’s more like a smaller Progress day that draws worse cards.
Also, I think the reason that Pilfer cards take cards from the enemy deck is that it’s meant to make a combo with Maokai.
Honestly, the only thing about the klepto cards that annoy me is that I really want to build a deckbuff deck around Shared Spoils, Avarosan Hearthguard, and Ursine Spiritwalker, and the very thought of putting in all that effort to an (at best) Tier-3 deck only to have my opponent steal and play my own buffed units against me makes me want cry.
The idea behind this card is that you could use it in Jungle Giants Druid to draw a lot of Cards (which is especially good when you've completed the quest and your minions cost 0) or you could use it in Untapped Potential Druid as a 4 mana 5/4 that can potentially draw you a few cards (notably, it does not trigger off of itself, since it specifies "other minions", but it does trigger off of enemy minions)
Is riptide so good to be used in several deck? If Nautilus is in play usually you are going to win in any case, otherwise it's just a very expensive STUN ...
Most of the time I've seen Riptide effectively used against me, its been as stall tactic with no Nautilus on board--e.g., as an overpriced Steel Tempest. Nauty and his deep monsters are a long-con; once they go deep they have insane value, but they are still weak to being burned out before they can realize that value.
Besides, apparently a lot of people like Gul'dan since my original post is down to -7 votes, which is quite impressive for a post that is openly subjective.
Gul'dan is one of the most famous Warcraft characters of all time. If you're not familiar with Gul'dan's lore, I suggest you do some reading on him in your free time. He is a fantastic villian, and you love to hate him, and hate to love him. Some of the Warcraft universe's best moments have come due to the actions of Gul'dan.
i don’t know about others, but i pretty much never disenchant cards i don’t have two of. who knows what whacky fun decks you’ll be able to create down the line? in fact, i even go so far as to not dust even a packfiller Minion. you never know...
I do the exact same, and I was proud of having made proper use of every single card I owned up until about Un'Goro (after that the replacements of adventures with full expansions made me fall behind).
But at the same time I know that lots of players a) don't have the means to keep up with expansions if they don't dust at least something, and/or b) are not the types of players who would be interested in making use of weak cards anyway. So my advice (wherever possible) mostly aims to prompt people to understand where they stand on this and then to construct their own rules to follow.
Thanks for the feedback everyone, I think I'm going to replace my earlier idea with this one:
Any thoughts?
Feedback:
Show Spoiler
bigcums: Murgatha is a cool idea, I like it. Do keep in mind that Overload might make certain spells very powerful to play via a minion. As for Murgul, I'd keep it a little more simple. Just the past is good enough I think. Maybe even Discover two Murlocs from the past.
MurderFaece: I like the idea, even if it is similar to Face Collector. For the Quest, the synergizes well with Shadowstep or playing it later without being too broken. Seems solid.
Sinth: The concept is really good. Might be crazy against early aggro and token. Think 2 attack would make it too strong though, especially since you could somewhat reliably buff this and have a new 1/4 Taunt spawn if your opponent doesn't kill it. Don't forget you might be able to attack with it and heal it, triggering the effect.
Compare to Call to battle, this is just weaker. The art and idea are nice, but: you do not need the 'targets chosen randomly', and it's a feels-bad-man-epic card , because it needs a weak legendary to make it somewhat consistent and playable.
Show Spoiler
I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition?
"it needs a weak legendary to make it somewhat consistent and playable."
We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card.
Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind.
Also, just need to address this:
"you do not need the 'targets chosen randomly'"
Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advice to give someone.
Okay, I see where you're coming from with the first point, but I think evaluating the card as if it was released in the expansion - as an additional card- is a possible way to look at submissions, and since I'm probably not the only one to do that, my critism still stands.
In the second point you are right, I was obviously confused since this would be a first for a recruit card where battlecries still trigger.
Compare to Call to battle, this is just weaker. The art and idea are nice, but: you do not need the 'targets chosen randomly', and it's a feels-bad-man-epic card , because it needs a weak legendary to make it somewhat consistent and playable.
Show Spoiler
Show Spoiler
I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition?
"it needs a weak legendary to make it somewhat consistent and playable."
We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card.
Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind.
Also, just need to address this:
"you do not need the 'targets chosen randomly'"
Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advise to give someone.
I have played the Marsh Queen a lot at the time since I pulled a golden copy from a pack and I must say that your card definitely hits its prime weakness spot on. I rated 4 stars for now, but I have to add that I usually dish out the 5 star ratings only after I've seen all the submissions and yours is definitely a candidate this week. Well done!
Thanks anchorm4n! I played The Marsh Queen a lot too back in the day, because I crafted it thinking I could make it work. (ended up later DE it...) It has so much potential to be a cool, fun card. It's just missing the right support pieces. Plus, I thought it would be fun to try and create a Hunter card that wasn't just a simple 1-cost minion, but instead find another way to synergize with both of the Quests.
Listening to some feedback, I removed Revenge in place of a differend card. I think it serves a similar purpose of controlling the board and softening stuff to be Plagued on, but does not overlap with Whirlwind.
Compare to Call to battle, this is just weaker. The art and idea are nice, but: you do not need the 'targets chosen randomly', and it's a feels-bad-man-epic card , because it needs a weak legendary to make it somewhat consistent and playable.
Show Spoiler
I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition?
"it needs a weak legendary to make it somewhat consistent and playable."
We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card.
Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind.
Also, just need to address this:
"you do not need the 'targets chosen randomly'"
Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advise to give someone.
I have played the Marsh Queen a lot at the time since I pulled a golden copy from a pack and I must say that your card definitely hits its prime weakness spot on. I rated 4 stars for now, but I have to add that I usually dish out the 5 star ratings only after I've seen all the submissions and yours is definitely a candidate this week. Well done!
Something wrong with that? The whole point of things like the Initiate set is that they are trying to "catch up" the demon hunter to make it feel like it belongs in basic Hearthstone as much as it can. It's new, but also not supposed to feel "too new" in a sense. As for the adventure, I just want some kind of exclusive reward, and would prefer something more special-feeling than a card pack. The video we got teased a new demon hunter character, and it's not unreasonable to consider that she could be a new hero to give the demon huntets a wider class identity for Hearthstone other than just "Illidan copies."
I think the Description written by creators for cards submitted to the WCDC should be shown during the Finalist Voting phase too. If anything, that description is even more vital during the Finals.
Compare to Call to battle, this is just weaker. The art and idea are nice, but: you do not need the 'targets chosen randomly', and it's a feels-bad-man-epic card , because it needs a weak legendary to make it somewhat consistent and playable.
Show Spoiler
I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition?
"it needs a weak legendary to make it somewhat consistent and playable."
We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card.
Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind.
Also, just need to address this:
"you do not need the 'targets chosen randomly'"
Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advice to give someone.
I came up with a new card that fits the Hagatna theme better but I am not sure if I like it more than the old card. What do you guys think? What is the better version? Should I just change the artwork and keep the old effect or go with the new card I made?
In my opinion is just a perspective issue... just think the cards they take are in the botton of your deck so you would not draw them anyway. What they get from your deck most of the time don't synergyse well with their deck. Getting 2 random cards is much worse then drawing 2 cards.
Yes, it can disrupt combos sometimes, but i don't think the idea of a card that can randomly interrupt plays is bad at all.
I think we're kind of talking across purposes here. You seem to be arguing that it's not a big deal because you might have never drawn the card anyway, and that they're effectively random cards for your opponent. On those points, I mostly agree, with one major caveat.The cards they steal may have no meaningful synergies with their decks, but they're better than random because you put them in your deck, so they're most like getting "good random" cards, with the upshot of potentially denying you something important.
Some reasons this is so frustrating to me:
Card draw in Runeterra is quite limited. A lot of cards that draw do not generate meaningful card advantage because they're just cantrips (e.g. Avarosan Sentry), and the ones that do are generally expensive, around a "4 mana draw 2" going rate. So, these klepto cards are some of the most efficient ways to generate card advantage, and the fact that they're probably "good random" cards as far as your opponent is concerned makes them very valuable. The result is a sense that your opponent is often better at drawing cards from you than you are, which feels pretty bad
There are strategies for which the "imagine these are the bottom cards of the deck" really breaks down. For example, Freljord has ways to put Yetis on top of your deck and buff cards near the top of your deck. These strategies generally involve playing weaker units/expensive spells up front for those future payoffs. It's a major part of the Freljord identity, and stealing from the top of the deck is uniquely punishing for those strategies.
It just feels really bad to see your opponent get your strong cards and know that you can't get them. This is true even if it's not statistically significant in terms of your win rates against klepto decks. It's probably very fun for the klepto deck, and can make for an interesting gameplay puzzle to solve on their end, but that spike in the klepto player's happiness is mirrored by a massive drop in the happiness of the player from whom they stole cards.
Disruption is good/healthy for CCGs, but disruption that also generates card advantage should be very limited/very expensive. Comparing to Hearthstone, while there are a variety of ways to waste or destroy combo tools your opponent is using, there's basically no card theft in the game. Even in the classes which can "steal," they get copies of their opponent's cards. This is because, regardless of its impact statistically on the game, it feels really bad for the player whose cards get stolen.
I've decided to make it a battlecry to keep it more in line with Blink Fox and Face Collector whilst not stealing their individual identities. I kept the stolen card as one from your opponent's class, but only to make it fitting with the Witchwood expansion. If I would have made the card from a more recent expansion, it would just be another classes' :)
Two Quests Are Better Than One - Card Design Competition Discussion Thread
The main issue people had with my card was that you usually don't want that many spells in your Murloc deck. I made it work with spells because I have made other custom cards that work with a Murloc/Spell deck but I guess out of the context of those other cards it doesn't make sense. I made some adjustments to the card, what do you think?
Thanks grumpymonk for the art! It gave me the idea to change the ability from Spells to Overload, which I think is a lot better.
More feedback:
@feuerrabe, I still like Cub Training the best. I also like the 3 mana draw 2 a lot better than the 4 mana draw 3. I would give it 5 stars, I have nothing bad to say about it.
@Zeratia, I like Anacondra better. Also, there is already a card very similar to Lilliandra already submitted, so probably don't go with that. You should change the wording on Anacondra to say "Refill a Mana Crystal for each unspent Mana you've had this game" or something like that so that you don't need the italicized text in parentheses.
@Thonsons, I really like it. Make Charge great again! I would make it a 3/2 though to keep it in line with other Charge cards.
@CurseOfMech, I saw you already submitted your card, but I wanted to let you know you did it wrong. You don't put the art of your card where it says "Card Image", you put the actual card there. And you aren't supposed to put the card in the description box, that is where you write a little something about the card
@Nirast, I think the card is fine. It isn't unbalanced or useless in a Quest deck. In fact, this card could help make Making Mummies consistent enough to be actually viable.
@Elfensilver, The only thing I would change on your card is the watermark. I personally don't care a whole lot, but some people will dock a star or two if the card is placed in the wrong set. I think the card works fine as a classic card, but just be sure it is in an appropriate set. Other than that, the card looks great!
@Sinth, The card is a bit weak. I don't see you ever getting more than 2 copies of this minion is a lot of cases. And sadly, even double Silverback Patriarch is still weak. I would adjust the stats and cost a little bit to be more effecient.
@MurderFaece, I am worried that the card may be a bit too powerful. It has one less Health than Blinkfox to gain echo. Usually, Echo is worth 1 mana. I would make it a 3/1 or 2/2. Also, I don't think you need "From your opponent's class" in reminder text. I think it could just say "Add a random minion to your hand from your opponent's class" and it would be fine.
@Thez, "Renew" should be in single quotes. I also think 2 mana may be a bit too little, but I am not sure. Maybe a 3 mana 2/1 would be good?
@CursedParrot, this card looks perfectly balanced when compared to other "choose one" cards. The only issue I have with your card is that it is a bit bland. While there is nothing really wrong with the card, I don't think it will pique peoples interest enough to make it to the finals.
This Week's Hearthstone Tavern Brawl Sees the Return of "Battle of the Bans"
I can't for the life of me remember what I used last time. I want to say it was Scavenging Hyena-related, but that's an easy ban choice so I'm not sure.
Outstanding Nautilus Decks for Runeterra's Rising Tides Expansion
I keep getting Nautili instead of Miss Fortunes, but I don't have the Sea Monsters to support him :(
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Already submitted my Paladin card for this competition but its been a slow day of work so decided to create another one that I had an idea for.
I fill like it would be balanced since it could summon anything that has died including tokens. But also feel like it could be too swingy since it could summon a 1/1 token or something like a Sea Giant for free. Thoughts?
Here's some art, make a card! [Legacy Game]
Next up, kitties!
The Klepto cards are super frustrating
Maybe pilfered goods should be 4 Mana “draw 2 non-champions from the bottom of the enemy deck. Plunder: They cost 1 less”? That way it’s more like a smaller Progress day that draws worse cards.
Also, I think the reason that Pilfer cards take cards from the enemy deck is that it’s meant to make a combo with Maokai.
The Klepto cards are super frustrating
Honestly, the only thing about the klepto cards that annoy me is that I really want to build a deckbuff deck around Shared Spoils, Avarosan Hearthguard, and Ursine Spiritwalker, and the very thought of putting in all that effort to an (at best) Tier-3 deck only to have my opponent steal and play my own buffed units against me makes me want cry.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
The idea behind this card is that you could use it in Jungle Giants Druid to draw a lot of Cards (which is especially good when you've completed the quest and your minions cost 0) or you could use it in Untapped Potential Druid as a 4 mana 5/4 that can potentially draw you a few cards (notably, it does not trigger off of itself, since it specifies "other minions", but it does trigger off of enemy minions)
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Thank you but what version do you think is better for the competition?
Outstanding Nautilus Decks for Runeterra's Rising Tides Expansion
Most of the time I've seen Riptide effectively used against me, its been as stall tactic with no Nautilus on board--e.g., as an overpriced Steel Tempest. Nauty and his deep monsters are a long-con; once they go deep they have insane value, but they are still weak to being burned out before they can realize that value.
Nemsy Necrofizzle is FREE in the Hearthstone Shop for a Limited Time
Gul'dan is one of the most famous Warcraft characters of all time. If you're not familiar with Gul'dan's lore, I suggest you do some reading on him in your free time. He is a fantastic villian, and you love to hate him, and hate to love him. Some of the Warcraft universe's best moments have come due to the actions of Gul'dan.
Disenchant trash tier (and other) legendaries?
I do the exact same, and I was proud of having made proper use of every single card I owned up until about Un'Goro (after that the replacements of adventures with full expansions made me fall behind).
But at the same time I know that lots of players a) don't have the means to keep up with expansions if they don't dust at least something, and/or b) are not the types of players who would be interested in making use of weak cards anyway. So my advice (wherever possible) mostly aims to prompt people to understand where they stand on this and then to construct their own rules to follow.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Thanks for the feedback everyone, I think I'm going to replace my earlier idea with this one:
Any thoughts?
Feedback:
bigcums: Murgatha is a cool idea, I like it. Do keep in mind that Overload might make certain spells very powerful to play via a minion. As for Murgul, I'd keep it a little more simple. Just the past is good enough I think. Maybe even Discover two Murlocs from the past.
MurderFaece: I like the idea, even if it is similar to Face Collector. For the Quest, the synergizes well with Shadowstep or playing it later without being too broken. Seems solid.
Sinth: The concept is really good. Might be crazy against early aggro and token. Think 2 attack would make it too strong though, especially since you could somewhat reliably buff this and have a new 1/4 Taunt spawn if your opponent doesn't kill it. Don't forget you might be able to attack with it and heal it, triggering the effect.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Okay, I see where you're coming from with the first point, but I think evaluating the card as if it was released in the expansion - as an additional card- is a possible way to look at submissions, and since I'm probably not the only one to do that, my critism still stands.
In the second point you are right, I was obviously confused since this would be a first for a recruit card where battlecries still trigger.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Thanks anchorm4n! I played The Marsh Queen a lot too back in the day, because I crafted it thinking I could make it work. (ended up later DE it...) It has so much potential to be a cool, fun card. It's just missing the right support pieces. Plus, I thought it would be fun to try and create a Hunter card that wasn't just a simple 1-cost minion, but instead find another way to synergize with both of the Quests.
Neoguli's Custom Warrior Core Set Changes
Listening to some feedback, I removed Revenge in place of a differend card. I think it serves a similar purpose of controlling the board and softening stuff to be Plagued on, but does not overlap with Whirlwind.
Also expect me to do Rogue next time.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
I have played the Marsh Queen a lot at the time since I pulled a golden copy from a pack and I must say that your card definitely hits its prime weakness spot on. I rated 4 stars for now, but I have to add that I usually dish out the 5 star ratings only after I've seen all the submissions and yours is definitely a candidate this week. Well done!
Datamined Details on Hearthstone's Black Temple Adventure Boss Fights - 17 Bosses to Fight, Demon Hunter Allies
Something wrong with that? The whole point of things like the Initiate set is that they are trying to "catch up" the demon hunter to make it feel like it belongs in basic Hearthstone as much as it can. It's new, but also not supposed to feel "too new" in a sense. As for the adventure, I just want some kind of exclusive reward, and would prefer something more special-feeling than a card pack. The video we got teased a new demon hunter character, and it's not unreasonable to consider that she could be a new hero to give the demon huntets a wider class identity for Hearthstone other than just "Illidan copies."
WCDC idea: "Description from the creator" should be visible during the Final Voting stage
I think the Description written by creators for cards submitted to the WCDC should be shown during the Finalist Voting phase too. If anything, that description is even more vital during the Finals.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition?
"it needs a weak legendary to make it somewhat consistent and playable."
We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card.
Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind.
Also, just need to address this:
"you do not need the 'targets chosen randomly'"
Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advice to give someone.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
I came up with a new card that fits the Hagatna theme better but I am not sure if I like it more than the old card. What do you guys think? What is the better version? Should I just change the artwork and keep the old effect or go with the new card I made?
The Klepto cards are super frustrating
I think we're kind of talking across purposes here. You seem to be arguing that it's not a big deal because you might have never drawn the card anyway, and that they're effectively random cards for your opponent. On those points, I mostly agree, with one major caveat.The cards they steal may have no meaningful synergies with their decks, but they're better than random because you put them in your deck, so they're most like getting "good random" cards, with the upshot of potentially denying you something important.
Some reasons this is so frustrating to me:
Disruption is good/healthy for CCGs, but disruption that also generates card advantage should be very limited/very expensive. Comparing to Hearthstone, while there are a variety of ways to waste or destroy combo tools your opponent is using, there's basically no card theft in the game. Even in the classes which can "steal," they get copies of their opponent's cards. This is because, regardless of its impact statistically on the game, it feels really bad for the player whose cards get stolen.
Outstanding Nautilus Decks for Runeterra's Rising Tides Expansion
Riptide makes more sense in the Maokai decks because you can Obliterate whatever you throw back.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Thank you for the feedback!
I've decided to make it a battlecry to keep it more in line with Blink Fox and Face Collector whilst not stealing their individual identities. I kept the stolen card as one from your opponent's class, but only to make it fitting with the Witchwood expansion. If I would have made the card from a more recent expansion, it would just be another classes' :)
Datamined Details on Hearthstone's Black Temple Adventure Boss Fights - 17 Bosses to Fight, Demon Hunter Allies
Easy, dont play the Skull 😂