To start off, the Golem has no connection to a Year of the Dragon mechanic, meaning it would be disqualified for sure. Your second card is also problematic because it has five lines of text: Hearthstone convention says that all cards max out at four lines of text, both for the sake of readability and because it's the maximum level of complexity Team 5 is willing to go forward with. If you cut out the damage part and just make it focused on the guessing part (and balance appropriately), it would be much better (despite not following the prompt; save it for later!).
I'm not sure how you put Golem has no connection to Year of Dragon, I'm pretty sure I tried creating cards based on Uldum and that is part of the Year of Dragons.
Your first card is technically fine, but I would have a huge problem with it existing in-game. Quests (especially the main Quests) completely influence how a deck is built, and making a card that can destroy the Quest torpedoes their entire game-plan in one fell swoop. It's either useless because your opponent isn't running a Quest, or it's game-ruining if they are. I think something better would be an "aura" effect that says "Players cannot progress with their Quests" or something like that. Like Mindbreaker, but for Quests instead of Hero Powers. That could give you the anti-Quest power you're looking for, but without the kill-shot power of its current iteration. As KANSAS put it, it's just too "brutal" right now.
And about this. That's the whole idea of this minion. Even without quest, the rest of the deck is still working. The same reactions I've read when Platebreaker is printed. "OMG. so broken", "LOL, goodbye Warrior class" and so on. So, I won't back out with this card no matter what.
EDIT. forgot to write, that you can't please everyone out. So vote what you like, and move on I guess.
Aight, first competition of OoC here we come! Dang I missed participating in competitions, but may just occasionally participate tho.
I made a thought-out potpourri of cards to see what sticks and to see what you guys thought about them and i still suck at making spells, btw, I am still lacking in the creative apartment.
I would go with Heist Deviser. You can spin it as a combination of Galakrond and Tess Greymane/Bazaar Burglary decks; creating a new archetype is always a hit with people. Gill Subjugator and Codex Keeper are kind of boring, comparatively speaking, although I do like Codex Keeper as well.
Welcome to the glitzy world of fan creations :D Please don't take this the wrong way, but I'm about to slam you with a lot of constructive criticism:
To start off, the Golem has no connection to a Year of the Dragon mechanic, meaning it would be disqualified for sure. Your second card is also problematic because it has five lines of text: Hearthstone convention says that all cards max out at four lines of text, both for the sake of readability and because it's the maximum level of complexity Team 5 is willing to go forward with. If you cut out the damage part and just make it focused on the guessing part (and balance appropriately), it would be much better (despite not following the prompt; save it for later!).
Your first card is technically fine, but I would have a huge problem with it existing in-game. Quests (especially the main Quests) completely influence how a deck is built, and making a card that can destroy the Quest torpedoes their entire game-plan in one fell swoop. It's either useless because your opponent isn't running a Quest, or it's game-ruining if they are. I think something better would be an "aura" effect that says "Players cannot progress with their Quests" or something like that. Like Mindbreaker, but for Quests instead of Hero Powers. That could give you the anti-Quest power you're looking for, but without the kill-shot power of its current iteration. As KANSAS put it, it's just too "brutal" right now.
@H0lysatan: I don't like it. It is either a (almost) guaranteed win against half of your opponents, or just straight up horrible against the other half. It is not interactive and it is not fun. Being able to interact with the opponent's quest is an interesting idea, but it should not be as brutal as this.
If Blizzard can create a tech card like Platebreaker & Living Dragonbreath, I think card like this needs to be there too. If quest is meta, then this will see play, if quest is not meta, then this won't see play.
At least with Platebreaker, your opponent needs to gather a large amount of Armor first for the effect to be valuable, and few classes are capable of doing that.
EVERY class has the ability to run a Quest and play it on turn 1, which basically guarantees a kill every single time. Every Quest suddenly becomes unplayable when you can kill it instantly.
@H0lysatan: I don't like it. It is either a (almost) guaranteed win against half of your opponents, or just straight up horrible against the other half. It is not interactive and it is not fun. Being able to interact with the opponent's quest is an interesting idea, but it should not be as brutal as this.
If Blizzard can create a tech card like Platebreaker & Living Dragonbreath, I think card like this needs to be there too. If quest is meta, then this will see play, if quest is not meta, then this won't see play.
I'm redesigning some of the more underwhelming cards this year:
Breath of Time seems fine, but Plague of Madness is problematic because it's not evenly-matched in effect. Each of the Uldum plagues affect both players equally: Plague of Flames destroys the same number of minions for each player, Plague of Murlocs and Plague of Death affect all minions equally, the real Plague of Madness gives both players a knife, etc. Your card appears to be one sided, making it just another removal card.
Thematically, I'd prefer it if the living shadow DIDN'T count as a summon effect and DIDN'T fizzle existing spells. The attacking unit should be transforming into an animated shadow golem the instant Shadowshift resolves, subject to all the physical and magical attacks that were previously aimed at it.
It's like in Naruto when they throw a dagger at someone, but then *poof* they're a log and the dagger impales into the log, right?
Lore-wise, no. Not 100% sure on the exact lore-mechanics of it, but looking at League, Shadowshift is essentially Zed's W (Living Shadow) - Zed creates a Shadow a moderate distance away from him (phrased in-game as 'Zed's shadow dashes in target direction'). He can then re-activate it to swap places with the Shadow.
Given that, the mechanic of swapping places does line up.
We've been talking about further improvements this evening based on everyone's feedback so far so they'll only get even better! I don't have an exact timeline or specifics so share yet, but we'll definitely communicate those closer to when we figure it out.
Impossible to know at this stage - if it's been announced at any point I'm not aware of it. Given the opponents I played against earlier when I queued unranked by mistake, though, I'm guessing there is.
If unranked does use MMR, I'm guessing it's not queue-independent. It probably just takes your ranked MMR and allows for a greater leeway in the opponent.
That's all speculation though, the tl;dr is 'I don't know'.
I've had success with him too, yeah. Lots of Will of Ionias is pretty brutal - though the nerf to Inspiring Mentor hurts.
In my opinion, a Yasuo run comes down to the first 3-4 games. During that time, your deck hasn't picked up enough stuns/recalls to reliably level Yasuo, and you don't have multiple redundant copies of him to a) ensure you find him and b) act as backups for the inevitability of his death. Once you're past that point, you're pretty likely to just flat out 7-win the run unless you walk into a bunch of hardcore aggro decks back to back.
@Shatterstar: I really like the cards! I think plague of madness is the better of the two (mainly because plague of madness is way worse than breath of time, and so it needed the buff more). But one little nitpick, it should say "for each card you have played this turn" instead of "for each cards you played this turn". Also, to keep it in line with the other plagues, it should hit every minion, not just enemy ones. I would also reduce it to 3-4 mana to compensate for it hitting your own minions.
@H0lysatan: I don't like it. It is either a (almost) guaranteed win against half of your opponents, or just straight up horrible against the other half. It is not interactive and it is not fun. Being able to interact with the opponent's quest is an interesting idea, but it should not be as brutal as this.
I know some have preferred adding Convincing Infiltrator to their list, so they would have something useful and protective on turn 5, so there's maybe that ...Sorry, I do not recall that one encounter in particular ... hope I could be more helpful, other than wishing you good luck.
Affectionate Poro is...not a very good card. I don't think you want any. And Rearguard doesn't really synergize with your game play, either. Honestly, I think Yasuo/stun is one of those archetypes were you just don't try to include a 1-drop and bank your early mana for bigger plays later on: see CzechCloud's deck for an example. If you do want to do a faster version and need fuel for your Conspirator, try things that will at least give you some value like Navori Bladescout or Navori Highwayman.
Merchant was playing around with a Warmother's Calling deck, and he was big on running 2 copies: it feels bad when you draw them both, but it feels even worse when you never draw the 1.
I'd also like to see some Avalanches--great for staving off aggro elusives and spiders.
Consider changing from Elixir of Iron to either Take Heart or Entreat--the former synergies with Braum and Fiora a little better, the latter helps you draw into them.
Thematically, I'd prefer it if the living shadow DIDN'T count as a summon effect and DIDN'T fizzle existing spells. The attacking unit should be transforming into an animated shadow golem the instant Shadowshift resolves, subject to all the physical and magical attacks that were previously aimed at it.
It's like in Naruto when they throw a dagger at someone, but then *poof* they're a log and the dagger impales into the log, right?
How To Train Year Dragon - Card Design Competition Discussion Thread
How To Train Year Dragon - Card Design Competition Discussion Thread
I would go with Heist Deviser. You can spin it as a combination of Galakrond and Tess Greymane/Bazaar Burglary decks; creating a new archetype is always a hit with people. Gill Subjugator and Codex Keeper are kind of boring, comparatively speaking, although I do like Codex Keeper as well.
How To Train Year Dragon - Card Design Competition Discussion Thread
Welcome to the glitzy world of fan creations :D Please don't take this the wrong way, but I'm about to slam you with a lot of constructive criticism:
To start off, the Golem has no connection to a Year of the Dragon mechanic, meaning it would be disqualified for sure. Your second card is also problematic because it has five lines of text: Hearthstone convention says that all cards max out at four lines of text, both for the sake of readability and because it's the maximum level of complexity Team 5 is willing to go forward with. If you cut out the damage part and just make it focused on the guessing part (and balance appropriately), it would be much better (despite not following the prompt; save it for later!).
Your first card is technically fine, but I would have a huge problem with it existing in-game. Quests (especially the main Quests) completely influence how a deck is built, and making a card that can destroy the Quest torpedoes their entire game-plan in one fell swoop. It's either useless because your opponent isn't running a Quest, or it's game-ruining if they are. I think something better would be an "aura" effect that says "Players cannot progress with their Quests" or something like that. Like Mindbreaker, but for Quests instead of Hero Powers. That could give you the anti-Quest power you're looking for, but without the kill-shot power of its current iteration. As KANSAS put it, it's just too "brutal" right now.
How To Train Year Dragon - Card Design Competition Discussion Thread
At least with Platebreaker, your opponent needs to gather a large amount of Armor first for the effect to be valuable, and few classes are capable of doing that.
EVERY class has the ability to run a Quest and play it on turn 1, which basically guarantees a kill every single time. Every Quest suddenly becomes unplayable when you can kill it instantly.
How To Train Year Dragon - Card Design Competition Discussion Thread
If Blizzard can create a tech card like Platebreaker & Living Dragonbreath, I think card like this needs to be there too. If quest is meta, then this will see play, if quest is not meta, then this won't see play.
How To Train Year Dragon - Card Design Competition Discussion Thread
Breath of Time seems fine, but Plague of Madness is problematic because it's not evenly-matched in effect. Each of the Uldum plagues affect both players equally: Plague of Flames destroys the same number of minions for each player, Plague of Murlocs and Plague of Death affect all minions equally, the real Plague of Madness gives both players a knife, etc. Your card appears to be one sided, making it just another removal card.
Shadowshift Cancelling Targeted Spells
Lore-wise, no. Not 100% sure on the exact lore-mechanics of it, but looking at League, Shadowshift is essentially Zed's W (Living Shadow) - Zed creates a Shadow a moderate distance away from him (phrased in-game as 'Zed's shadow dashes in target direction'). He can then re-activate it to swap places with the Shadow.
Given that, the mechanic of swapping places does line up.
Weekly Card Design Competitions Return! A Guide to the New System
We've been talking about further improvements this evening based on everyone's feedback so far so they'll only get even better! I don't have an exact timeline or specifics so share yet, but we'll definitely communicate those closer to when we figure it out.
Hidden mmr in unranked?
Impossible to know at this stage - if it's been announced at any point I'm not aware of it. Given the opponents I played against earlier when I queued unranked by mistake, though, I'm guessing there is.
If unranked does use MMR, I'm guessing it's not queue-independent. It probably just takes your ranked MMR and allows for a greater leeway in the opponent.
That's all speculation though, the tl;dr is 'I don't know'.
Having success with Yasuo deck in expedition
I've had success with him too, yeah. Lots of Will of Ionias is pretty brutal - though the nerf to Inspiring Mentor hurts.
In my opinion, a Yasuo run comes down to the first 3-4 games. During that time, your deck hasn't picked up enough stuns/recalls to reliably level Yasuo, and you don't have multiple redundant copies of him to a) ensure you find him and b) act as backups for the inevitability of his death. Once you're past that point, you're pretty likely to just flat out 7-win the run unless you walk into a bunch of hardcore aggro decks back to back.
How To Train Year Dragon - Card Design Competition Discussion Thread
@Shatterstar: I really like the cards! I think plague of madness is the better of the two (mainly because plague of madness is way worse than breath of time, and so it needed the buff more). But one little nitpick, it should say "for each card you have played this turn" instead of "for each cards you played this turn". Also, to keep it in line with the other plagues, it should hit every minion, not just enemy ones. I would also reduce it to 3-4 mana to compensate for it hitting your own minions.
@H0lysatan: I don't like it. It is either a (almost) guaranteed win against half of your opponents, or just straight up horrible against the other half. It is not interactive and it is not fun. Being able to interact with the opponent's quest is an interesting idea, but it should not be as brutal as this.
Weekly Card Design Competitions Return! A Guide to the New System
I only participated in maybe 2-3 competitions back on Hearthpwn, so I am very excited to have them on this site (which is 1,000% better by the way).
Masters Tour Indonesia Moves to Los Angeles due to Coronavirus
Not to get alarmist or anything, but it is officially the largest quarantine in all human history
How To Train Year Dragon - Card Design Competition Discussion Thread
This is my first time. So wish me luck.
EDIT : Final card added. Thanks for insight and critics.
Weekly Card Design Competitions Return! A Guide to the New System
Fan Creation contests are back ; may the best creator(s) win(s)!
Heroic Galakrond OTK
Oh, so I guess you made it pass the Dragoncaller afer all - glad I could help :)
Heroic All-in-one Galakrond's Adventure
I know some have preferred adding Convincing Infiltrator to their list, so they would have something useful and protective on turn 5, so there's maybe that ...Sorry, I do not recall that one encounter in particular ... hope I could be more helpful, other than wishing you good luck.
Yasuo's Sucker Punch
Affectionate Poro is...not a very good card. I don't think you want any. And Rearguard doesn't really synergize with your game play, either. Honestly, I think Yasuo/stun is one of those archetypes were you just don't try to include a 1-drop and bank your early mana for bigger plays later on: see CzechCloud's deck for an example. If you do want to do a faster version and need fuel for your Conspirator, try things that will at least give you some value like Navori Bladescout or Navori Highwayman.
How To Train Year Dragon - Card Design Competition Discussion Thread
I'm redesigning some of the more underwhelming cards this year:
81% WR Highlander Priest
They are pretty important cards. the closest replacements I can think of are Injured Tol'vir, Brightwing, Albatross.
81% WR Highlander Priest
Thank you! Good luck and I hope you have fun with it :)
big big boys
Merchant was playing around with a Warmother's Calling deck, and he was big on running 2 copies: it feels bad when you draw them both, but it feels even worse when you never draw the 1.
I'd also like to see some Avalanches--great for staving off aggro elusives and spiders.
Braum's Fleur
That's...a LOT of challengers.
Consider changing from Elixir of Iron to either Take Heart or Entreat--the former synergies with Braum and Fiora a little better, the latter helps you draw into them.
Shadowshift Cancelling Targeted Spells
Thematically, I'd prefer it if the living shadow DIDN'T count as a summon effect and DIDN'T fizzle existing spells. The attacking unit should be transforming into an animated shadow golem the instant Shadowshift resolves, subject to all the physical and magical attacks that were previously aimed at it.
It's like in Naruto when they throw a dagger at someone, but then *poof* they're a log and the dagger impales into the log, right?
Wicked Witchdoctor Shaman
This deck feels amazing, so far! :D Thank you :)