I think Mummy Sigil is a very interesting card that opens up an interesting direction for paladin. The ability to put this effect onto minions that copy themselves or that you copy with emperor wraps could be a good value tool in a class that lacks powerful value tools. I would wonder if Primalfin Champion + Spikeridged Steed/similar + This every turn could be a problem, but it would probably be too slow to be oppressive.
Well, part of the problem is that you are using murlocs, but not murloc synergy (well, I'm lying, you are using Toxfin, which has murloc synergy); you are using only dragon synergy. You can use Skyfin and Tasty Flyfish without any other murlocs and use good Rogue tempo cards instead, or remove some dragons/dragon synergy and put some murloc synergy (Coldlight Seer and Murloc Warleader, for example).
By the way, in my opinion Tasty Flyfish is best used if you have some dragons you can play on turn 3, maybe Faerie Dragon.
Thanks for your response as well drfelip!
I agree that murlocs were more of an afterthought in my first build and I should definitely include some more synergy cards to go full menagerie. I loaded up on the dragons first to maximize value from Frizz Kindleroost, but I'll test out a more midrange deck that thins a couple dragons + synergy cards (Frizz & Scalerider) and replaces them with Warleaders and the like.
And I hear ya regarding Tasty Flyfish; I'd definitely like to get that value immediately and it's just a shame that there aren't better options like Nightmare Amalgam in Standard. But if I make the deck more midrange I could run Faerie Dragon and Brightwing for the instant impact.
Although, the more I think about it, I should probably just move away from Dragons in Rogue because they have such little support for the archetype at the moment.
I think you should disenchant trash legendaries. They are never used, so why let them sit in your collection? Use that dust to craft all the good cards so you can play all kinds of decks. But. I'd say only Wild ones. Standard may change and more synergies for that card might be printed later in that year, for example, Heistbaron Togwaggle. And then you'll be regreting your decision. In Wild, the meta is already established and rarely changes, so you can be 95% certain that Arch-Thief Rafaam will never be played.
economicaooc - You forgot the Legendary tag other than that i like it.
Shivershine - I really like it could bring back control warrior because of the attack during your opponents turn.
MenacingBagel - I like it.
Elfensilver - I like them both. But Geode Elemental more. Also no need to bold Heroic Strike
anchorm4n - I like tunnel guide the most. Force of the wild is to weak and Sylendra feels to good because you also get to spend the mana so you just get a free minion and am also not sure if it fits the rules of the competition.
Beatdoof - My favourite is Candleseer is decently powerfull and seems quite fun. Leyline Contriver seems to similiar to Apexis Smuggler and Boarmaster is just meh.
KANSAS - Racing minecart is very boring, Ogre defender also seems quite boring. My favourite is Morgl
MurderFaece - Seems good
BasilAnguis - cool mechanic not sure about the card tho.
Pokeniner - Probably the most fun card i've seen in this competion
Xarkkal - I love all the cards tho favourite has to be Runaway Hatchlings
I'm still gonna use Mecha Jaraxxus because I like him more (and because I paid for him...), but I won't say no to adding another option to my collection!
Marshfin Spiritcaller: I think that this is a little weak, but fits the bill of a double quest deck very well. If it were a more aggressive card that ancestral spirit-ed a murloc that could be fun, but maybe less on-theme.
Nature's Wrath: This one feels like a deck that has use for one mode would never use the other to me. Plenty of real cards already have that problem though. I think the power level is good overall and could be a good bit of removal in a class that struggles with it.
Runaway Hatchlings: I really like this card. The potential for combos is interesting, even if I can't see any right now, and could be a great addition to a midrange-ier hunter strategy, pulling out glacial shards and similar.
Feedbacktime for all the cards I have seen, when I started.
@Pokeniner
Show Spoiler
Pocket seems a bit too complicated for a single legendary. It also might become a bit too op if you always know, what you will discover.
@Shivershine
Show Spoiler
I like the combos that are enabled by Bladefist Brawler. Bladestorm on this, assuming it is the minion with the lowest health gives you a whopping 10 attack for 7 Mana. Also I like the flavor.
@BasilAnguis
Show Spoiler
Protective Shade seems cool and even though Rezz Priests could get this like a bazillion times I do not think it would be played there since in its first few appearances it is not that strong and they want to rezz other minions, so I suppose it is balanced?
@MurderFaece
Show Spoiler
Echo seems like a perfect fit for the Un'Goro-Quest but there is one thing that I am not so sure of. The text says, that you get cards from your opponents class but is not the biggest part of Thief-Rogue about stealing cards from every class? Directly receiving ressources from your opponents class seems more like a thing, Priests would do (I know that stealing from the deck and getting totally random outcomes are two different things, but still).
@KANSAS
Show Spoiler
The other two cards pale in comparison to Morgle. I think the minecart is funny but it is not spectacular. Morgle looks like he could find a home outside of Murloc-Shaman, namely Spell-Shaman. From the last weeks competition I know that art is an issue for legendaries, but you still have some days to search.
@beatdoof
Show Spoiler
The Boarmaster is imho the best. I have the same fear of infinite-value as others here. I think the wording of Boarmaster should not say Beast but Boar since Boars are the 1/1s with Charge.
@anchorm4n
Show Spoiler
Out of all your cards I like Tunnel Guide the best but it is a bit in a rivalry with mine. However, I might drop it. The issues I have with your other cards, are that they are just not special. That is not a bad thing if it is a common or rare, like Force of the Wild, but a legendary should have a memorable effect. Sylendra Gladesong will summon a treant with measly 1/1 or 2/2 stats if used in the earlygame and later on she might actually become harmful to both Quest-Druids, as she immediately ends your turn.
@Elfensilver
Show Spoiler
The art for Geode Elemental does already exist in the game. The card is named Mana Bind. As for the effect I think that Quest Druid does already have plenty of access to healing so it feels a bit redundant. I like Old Mentor though. The flavor is really cool.
@MenacingBagel
Show Spoiler
Seems like a cool card. What about the watermark though?
@shaveyou
Show Spoiler
Yeah, the ape is weird, but since Paladin is the class without orientation it would not fit anywhere else.
@TheHoax91
Show Spoiler
In a world, where Puzzlebox and such shenanigans would not exist, Rule of Threes would be balanced. Right now I would lean towards the 3rd version, this one is less dangerous and not a Free-Kaelthas-T6-Effect. You would not play Rule of Threes because of its individual strength, but rather use its combo-potential.
@bananenparty
Show Spoiler
Candlechaser could create an infinite-value-cycle. You just need to have one card from another class on your hand it just keeps cloning and copying itself.
@Nirast
Show Spoiler
Shadow Pilfer would end up being played in neither of the quest decks, I think. It is just weaker than both the originals. I mean, you could remove the combo, but then the original Pilfer would be worse. Hmm :/
@Xarkkal
Show Spoiler
The murloc seems to be the coolest but it also appears like a powercreep to Soul of the Forest. I would say that in their combination and synergies, the average murloc tends to be stronger than a 2/2.
@CapnMunch
Show Spoiler
If I understand Vast Domain correctly, it gets you 2 Armor, summons a 4/3 and deals 8 damage to a random enemy? That seems strong for only 4 mana but to manage this you would have to get through 2(!) quests.
@grumpymonk
Show Spoiler
Innervate is back! The Amber Rager looks like a finally playable Rager. Not op but ok. Tricks of the Trade is way more interesting though. It is like Evocation, only for Rogues. I only feel like it would be too strong with all the lackeys, rogues can generate. You would be able to get even more ressources from your lackeys. Another thing I worry about, is Malygos-Rogue. The Murloc Sandrunner has an effect, we have already seen several times in Hearthstone, so it is not very creative.
@Cg8889
Show Spoiler
Mrgrlstrom Caller looks good, even a bit op. It could be that an aoe and a board-buff at the same time is too much. Maybe give it Overload (1)? Blessed Templar is a cool value generator.
@Inconspicuosaurus
Show Spoiler
I also happen to like the 2nd version of Champion of A'Dal more. It is less similar to Link's idea and I think that the 1st one would both harm him and you if you were to submit it. It does look a bit weak though. I feel like it should only cost 2 mana.
@DescentOfDragonsOP
Show Spoiler
Your card is fine and the grammar is perfectly right.
@Thez
Show Spoiler
I cant help but feel that Frontline Vanguard is too strong if compared to Ruststeed Raider. It has similar amount of health and it gets to keep its attack. It should either cost more or have weaker stats.
@meisterz39
Show Spoiler
Better Part of Valor seems like a worse Shadowstep in my opinion and it is in conflict with demonxz95's card. It would be much better in my eyes, if it only costs 1. Hakuna Matata is too memey for my taste. I like Fiery Warbringer the most but there would be an issue with this and Bladestorm into an additional 6 durability for your weapon.
@Conduit
Show Spoiler
You were the same maniac as me! Hmm, lets see. I ranked the cards from favourite to least favourite.
1. New Plan (Great Flavor, nothing to add!)
2. Man of Many Faces (It is weak, but has infinite value that is not so scary and it gets its job done. Can this also revert to being a Rogue-card later?)
3. Chosen by the Scourge (Does the "it dies. Horribly" vanish, when the reborn activates? If so, this card is in my Top 3, else it would get placed much lower.
4. Murloc General (Could be scary with Warleader)
5. Twin Ancients (A note though, ancients are tree-giants, so if you want to keep the artwork, change the name)
6. Honorable Samurai
7. Possessed Boar
8. Clumsy Alchemist
9. Essence of Yogg-Saron (The add spells to your hand-part feels forced. Also what if it goes off into a Puzzlebox on T3?
@thepowrofcheese
Show Spoiler
You should come up with something more interesting.
I'd really like to make Sylendra work. How do you like this version:
More Cenarius flavor and more impact from the Treants. The 5/5 threshold could be reached by turn 8 (without ramping). At worst (assuming you don't play it on curve) this is a 4 mana 3/2 that summons two 1/1s with taunt, at best it's a 10 mana 3/2 that summons two 7/7s with taunt. Still not strong enough?
(Edit: I changed the Battlecry to an end of turn effect because this version would be really OP otherwise and it feels just wrong to combine it with the unspent mana condition.)
Wow already on 3 pages! Going to repost my first idea since it hasn't gotten feedback yet, and throw up my second idea. Feedback for others will be below.
Had a new idea that I thought I'd share for some feedback. As a Hunter main, I wanted to make a card that works for the Hunter Quests, but that wouldn't be just another 1-cost minion. One of the big struggles and failures of The Marsh Queen was actually card draw. Even with the card draw on those 15 Carnassa's Brood. With all the 1-cost minions needed in your deck to finish the Quest quickly, you end up with small hand sizes and lots of unused mana. Runaway Hatchlings is meant to be played after Queen Carnassa is played, making use of all those Carnassa's Brood in your deck, so you can make progress on Unseal the Vault and refill your hand for the late game.
Any additional feedback on my other 2 ideas, (located in the spoiler above) would also be appreciated. I'll get some more feedback up for ones I haven't gotten to yet during my lunch break.
May 12's Hearthstone Patch Adds Three new Heroes and a New Minion for Battlegrounds! Deck Reordering Also Joins the Party
Adding rewards would mean adding an entry fee. I would rather the mode stay as F2P as it can.
That being said I really hate the tavern pass.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Ok so I made this card a while back but I think this works really well for the theme:
I really want to know what you guys think so please hit me up with criticism.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Hello Demonxz95,
I think Mummy Sigil is a very interesting card that opens up an interesting direction for paladin. The ability to put this effect onto minions that copy themselves or that you copy with emperor wraps could be a good value tool in a class that lacks powerful value tools. I would wonder if Primalfin Champion + Spikeridged Steed/similar + This every turn could be a problem, but it would probably be too slow to be oppressive.
Dragon-Murloc Rogue?
Thanks for your response as well drfelip!
I agree that murlocs were more of an afterthought in my first build and I should definitely include some more synergy cards to go full menagerie. I loaded up on the dragons first to maximize value from Frizz Kindleroost, but I'll test out a more midrange deck that thins a couple dragons + synergy cards (Frizz & Scalerider) and replaces them with Warleaders and the like.
And I hear ya regarding Tasty Flyfish; I'd definitely like to get that value immediately and it's just a shame that there aren't better options like Nightmare Amalgam in Standard. But if I make the deck more midrange I could run Faerie Dragon and Brightwing for the instant impact.
Although, the more I think about it, I should probably just move away from Dragons in Rogue because they have such little support for the archetype at the moment.
Nemsy Necrofizzle is FREE in the Hearthstone Shop for a Limited Time
Well this is very random and unexpected.
Nemsy Necrofizzle is FREE in the Hearthstone Shop for a Limited Time
Mobile always lags by a day or so... check back tomorrow
June's Card Back Revealed - Mystic Forest
Here's some art, make a card! [Legacy Game]
Cute Train!!!
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Tossing around the idea of making Mummy Sigil cost 2 (instead of 1) off of DestroyerR's feedback.
Nemsy Necrofizzle is FREE in the Hearthstone Shop for a Limited Time
No way to get her in the mobile store.0
Nemsy Necrofizzle is FREE in the Hearthstone Shop for a Limited Time
I don't have an option to buy her. Will it just take some time to show up?
Disenchant trash tier (and other) legendaries?
I think you should disenchant trash legendaries. They are never used, so why let them sit in your collection? Use that dust to craft all the good cards so you can play all kinds of decks. But. I'd say only Wild ones. Standard may change and more synergies for that card might be printed later in that year, for example, Heistbaron Togwaggle. And then you'll be regreting your decision. In Wild, the meta is already established and rarely changes, so you can be 95% certain that Arch-Thief Rafaam will never be played.
Nemsy Necrofizzle is FREE in the Hearthstone Shop for a Limited Time
Sorry, that's what one-time quests are in the client and have been since Hearthstone began.
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Some Feedback
economicaooc - You forgot the Legendary tag other than that i like it.
Shivershine - I really like it could bring back control warrior because of the attack during your opponents turn.
MenacingBagel - I like it.
Elfensilver - I like them both. But Geode Elemental more. Also no need to bold Heroic Strike
anchorm4n - I like tunnel guide the most. Force of the wild is to weak and Sylendra feels to good because you also get to spend the mana so you just get a free minion and am also not sure if it fits the rules of the competition.
Beatdoof - My favourite is Candleseer is decently powerfull and seems quite fun. Leyline Contriver seems to similiar to Apexis Smuggler and Boarmaster is just meh.
KANSAS - Racing minecart is very boring, Ogre defender also seems quite boring. My favourite is Morgl
MurderFaece - Seems good
BasilAnguis - cool mechanic not sure about the card tho.
Pokeniner - Probably the most fun card i've seen in this competion
Xarkkal - I love all the cards tho favourite has to be Runaway Hatchlings
Nemsy Necrofizzle is FREE in the Hearthstone Shop for a Limited Time
I'm still gonna use Mecha Jaraxxus because I like him more (and because I paid for him...), but I won't say no to adding another option to my collection!
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Hello Xarkkal,
Feedback:
Marshfin Spiritcaller: I think that this is a little weak, but fits the bill of a double quest deck very well. If it were a more aggressive card that ancestral spirit-ed a murloc that could be fun, but maybe less on-theme.
Nature's Wrath: This one feels like a deck that has use for one mode would never use the other to me. Plenty of real cards already have that problem though. I think the power level is good overall and could be a good bit of removal in a class that struggles with it.
Runaway Hatchlings: I really like this card. The potential for combos is interesting, even if I can't see any right now, and could be a great addition to a midrange-ier hunter strategy, pulling out glacial shards and similar.
Nemsy Necrofizzle is FREE in the Hearthstone Shop for a Limited Time
...achievement? I think this is the first achievement in the game! I know they were planned for later in the year..
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Feedbacktime for all the cards I have seen, when I started.
@Pokeniner
@Shivershine
@BasilAnguis
@MurderFaece
@KANSAS
@beatdoof
@anchorm4n
@Elfensilver
@MenacingBagel
@shaveyou
@TheHoax91
@bananenparty
@Nirast
@Xarkkal
@CapnMunch
@grumpymonk
@Cg8889
@Inconspicuosaurus
@DescentOfDragonsOP
@Thez
@meisterz39
@Conduit
1. New Plan (Great Flavor, nothing to add!)
2. Man of Many Faces (It is weak, but has infinite value that is not so scary and it gets its job done. Can this also revert to being a Rogue-card later?)
3. Chosen by the Scourge (Does the "it dies. Horribly" vanish, when the reborn activates? If so, this card is in my Top 3, else it would get placed much lower.
4. Murloc General (Could be scary with Warleader)
5. Twin Ancients (A note though, ancients are tree-giants, so if you want to keep the artwork, change the name)
6. Honorable Samurai
7. Possessed Boar
8. Clumsy Alchemist
9. Essence of Yogg-Saron (The add spells to your hand-part feels forced. Also what if it goes off into a Puzzlebox on T3?
@thepowrofcheese
@Demonxz95
Two Quests Are Better Than One - Card Design Competition Discussion Thread
I'd really like to make Sylendra work. How do you like this version:
More Cenarius flavor and more impact from the Treants. The 5/5 threshold could be reached by turn 8 (without ramping). At worst (assuming you don't play it on curve) this is a 4 mana 3/2 that summons two 1/1s with taunt, at best it's a 10 mana 3/2 that summons two 7/7s with taunt. Still not strong enough?
(Edit: I changed the Battlecry to an end of turn effect because this version would be really OP otherwise and it feels just wrong to combine it with the unspent mana condition.)
Two Quests Are Better Than One - Card Design Competition Discussion Thread
A new design.
Maybe this is too strong? I think that powercreeping novice engineer in a class card is okay. Maybe this should cost 1 more and discount by 1 more?
EDIT: I realise that I somehow capitalised 'it'. Sorry.
[Game] Card Treasure Hunt (The Resurrection Attempt)
Topsy Turvy?
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Had a new idea that I thought I'd share for some feedback. As a Hunter main, I wanted to make a card that works for the Hunter Quests, but that wouldn't be just another 1-cost minion. One of the big struggles and failures of The Marsh Queen was actually card draw. Even with the card draw on those 15 Carnassa's Brood. With all the 1-cost minions needed in your deck to finish the Quest quickly, you end up with small hand sizes and lots of unused mana. Runaway Hatchlings is meant to be played after Queen Carnassa is played, making use of all those Carnassa's Brood in your deck, so you can make progress on Unseal the Vault and refill your hand for the late game.
Any additional feedback on my other 2 ideas, (located in the spoiler above) would also be appreciated. I'll get some more feedback up for ones I haven't gotten to yet during my lunch break.
Edit: made some changes to Runaway Hatchlings
Two Quests Are Better Than One - Card Design Competition Discussion Thread
Here are some of my ideas so far
Disenchant trash tier (and other) legendaries?
Give every cent you make to this game
support the developers drug habits
thats what I do and it’s working out great
How to Get Champions
Yes... yes it was