Mankrik isn't the only one capable of sending people on Quests - let's see what else we can do here!
MathU is sending us off to the Barrens to seek out some Quests - hopefully they'll be easier to find than poor Olgra!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Here are the phases of this card design competition
No thread rules were added to this season. Please populate and manually edit this thread with them.
Welcome to the site!
I guess I'll kick this off. This quest tries to combine all of the main Barrens Mage mechanics into one quest: spell schools, Hero Power synergy, and freeze synergy.
-Hordaki (rhymes with Mordecai)
Check out the Tactician custom class!
The Priest's duality is their light and their shadow co-existing. This card represents both sides of Priest.
A Quest with two requirements is something I've wanted to play around with, and I may have just found the perfect time. Whichever Hero Power you get first depends on which part of the requirement is fulfilled last. Fulfilling the Holy part last will give you Holy Beam first, whereas fulfilling the Shadow part last will give you Shadow Beam first. At the start of your turn, you can choose which of these two Hero Powers you want for that turn.
I chose the OG route of being rewarded an actual card, instead of a Hero Power. It's ultimately a cheaper, better Silver Sword in a class that wants it more. Edit: The Horn could maybe stand to be more original. I'm happy with the Quest part.
Hoppin back in here in hopes of re-integrating myself into the fan creation community a bit more and winning through the power of constructive feedback!
Bring the End is the Horde quest in which players must defeat Amnennar, the Coldbringer, the final boss of Razorfen Downs, and retrieve his skull. I was a tad disappointed to see that some of the other bosses, like Mordresh Fire Eye and Plaguemaw the Rotting, got representation while the final boss isn't seen at all.
Balance/design-wise, I really like the idea of helping deck-destruction Warlock along, but am a bit worried that the quest is too easy to complete thanks to the existence of Altar of Fire. Increasing the requirement makes it so that you can't complete the Quest on turn 2, but also makes Altar very mandatory. I've thought about changing the requirement to "Destroy 20 cards" so that its more widely accessible while still synergizing with deck-destruction cards.
As for the rewards, the healing one helps Warlock a lot in alleviating the harm of their own effects as well as Fatigue, which I think it fine considering you lose the best base hero power in the game. While the second has infinite value on a discover effect seems scary too, the pool of cards you destroy will only increase as the game goes on an can be filled with some garbage if you burn situational cards from your opponent or destroy their tokens. I think that both fit the 'Lich' flavor pretty well though.
Since Demon Hunter never received a Quest, I thought it'd be interesting to explore what it could get.
Edit: Changed it to a 6/6 (up from 5/5) so that it has the same stats as its Battlegrounds counterpart.
I have several other ideas for this prompt, but these were the more Barrens relevant ones. They need some tuning and wording tweaks yet.
Ritual of Summoning: I really wanted to make it Paladin specific but it would have to have a high summon requirement as Party Up! just completes it otherwise. Neutral was considered, but couldn't balance making it a deckbuilding challenge for some classes and a breeze for Paladin.
Embrace Insanity: Continuing the Fatigue Warlock that was pushed in Barrens, along with a call back to Archivist Elysiana. Possible name change to Archwitch Elysiana to be more on theme with Warlocks and Demons.
Lost in the Barrens: On theme of Barrens in both art and mechanics, as it pushes with Warrior Frenzy archetype further in a very simple way.
I think that I miss something somewhat important... Also I can't find a good name to it.
This theme is super hard for me. Here is what I've got so far. Are 5 cards enough? Coin into Foxy Fraud into Swindle into Shadowstep into Foxy Fraud into whatever is pretty easy on paper and there's also Backstab, but you'd dump pretty much your whole hand for this, so I think it's fair. Should the Hero Power cost 1 or 2? Any suggestions for better names?
I'll probably give feedback tomorrow, lots of RL stuff to do again :(
I notice I am confused. Something I believe isn't true. How do I know what I think I know?Harry James Potter-Evans-Verres, hpmor.com
Embrace Insanity: I like the idea of this one, but the execution leaves much to be desired. First off the reward comes off rather late in the game, meaning that the majority of the time it is just a wasted slot in your deck. But also the reward isn't really worth it. You increase your deck by 5 cards, but people can already run Envoy Rustwix and the Prime.
Ritual of Summoning: This one is my least favorite. I don't think an adventure themed deck would really work out mechanically. Most of the cards that summon you adventurers are pretty mediocre, and the reward for summoning all of those mediocre 2/2s is a bunch more mediocre 2/2s. It's a cool idea, but I don't think it would make a very interesting deck.
All in all I think lost in the barrens is your best card.
Carrion, my wayward grub.
Improved version of my Quest (mostly aesthetic changes) + a new iteration with a Hero Power reward.
Otherwise, pretty straightforward but nice card. The usage of the spell Schools and the troll artwork makes it feel very Barrens.
Regarding the rewards, I prefer the one that isn't Passive, because it's tied to the Quest requirement.
EDIT: I think either the Quest or the reward could have a name related with survival, since the flavor kinda reminds me of a person who is fully equipped to survive in the wild. IDK.
Finally, you should probably change the artwork of the reward, since it's the same as Yoink!
Alternative reward for my quest since I messed up the art.
A mistake I am seeing some people make is including the Legendary gem on the reward (if it isn't a Hero Power). This isn't actually supposed to be there, though I won't be judging harshly on this aspect as it's not really that big of a deal.
Here's some feedback too.
A thing about Lost in the Barrens that I don't particularly like is that, like Making Mummies, it relies on using a set-exclusive keyword. This means that it won't ever receive any additional support for the rest of the game's lifespan except for the end of year mini-set. This design isn't unprecedented as Making Mummies exists, but it's not one that I'm particularly fond of. As for the reward, I feel like most Frenzy effects aren't large enough to make the reward really good either.
Embrace Insanity I do like better. The design is interesting in my opinion, although I don't think Elysiana needs "if you deck has no cards" as a condition since your deck will be empty anyway when you finish the Quest. In the rare instance where you do have cards in your deck after finishing the Quest, I don't think that needs to be a reason to limit the reward.
Ritual of Summoning is a pretty neat idea, although I'm not sure if it should be placed right now in Hearthstone's current real life chronological context if we assume Adventurers to be a recurring part of the year (which it may or may not end up being) as the amount of cards that Warlock can use to get Adventurers right now is pretty limited. I'm not exactly sure how Portal of Summoning works either since it doesn't seem to have a mana cost or a card attached to it.
How's this for a better Horn of Hamuul?
Connects better to what his great-nephew Guff Runetotem is looking to achieve. Collect a bunch of free Nature spells, then drop Guff and go to town buffing all the minions the Quest had you summon. Also works with Deviate Dreadfang.
I'll be back with feedback tonight or tomorrow.
Quote From Demonxz95A mistake I am seeing some people make is including the Legendary gem on the reward (if it isn't a Hero Power). This isn't actually supposed to be there, though I won't be judging harshly on this aspect as it's not really that big of a deal.
Yup, Quest rewards used to have a Legendary gem time ago, but not anymore.
I found my way back to the discussion threads after teleport gunner sent me far away :)
The first idea I have is a top-down, flavor based design of the Horde senting up encampments in the barrens. I put Rokara's ability as the requirement, as her story is about her training as part of the horde. I used watch posts as the reward to show the Horde setting up bases. It's pretty open ended, but it could help control Warrior decks and give new life to watch posts. Plus, it could make Kargal Battlescar playable.
Edit: Found a piece of art that might be very fitting with the effect.
I also made a sidequest (I could have sworn the prompt didn't allow it when I first saw it, I usually pay close attention to those things). There's a lot of beast synergy in the set, especially summoning beasts with rush and rewarding attacking with beasts. Savannah Highmane is a mob that is found in the barrens, and a commonly played cared back in the day, so I thought it would be a nice reward.
This one is more of a thought experiment than one I intend to sumbit. It is intended to help self-destruction warlock without being too reliant on specific cards. Drawing the card for the turn counts as one, so drawing or removing at least two cards from your deck for the turn will help meet the requirement.
I'm not a big fan of Embrace Insanity because the optimal play is to hold in your hand until you can fulfill the requirement immediately. It no longer functions much like a quest and plays more like a regular spell or a sigil.
I like the idea of the adventuring quest, but it would require having to imagine more adventurer cards in the game that don't currently exist.
It dawned on me that I could simply change the requirement to destroying cards in your deck, which makes Altar of Fire much less swingy in terms of completion. The quest can be completed with Altar of Fire, Soul Rend, Tickatus (uncorrupted), and Shadowlight Scholar or Void Drinker if you have Soul Fragments in your deck. Destroying 8 cards from your own deck is a bit tricky, but Warlocks ability to shuffle fodder cards into their deck can alleviate the cost. I could see reducing the requirement to 7, but 6 still has the problem of only needing 2 Altar of Fire.
I agreed with some of the feedback that the passive hero power didn't really fit, so I made a version of the Discover one that is a bit more controlled at the expense of the reduced cost. I'll try to get feedback out sometime tomorrow!
Thanks for all the feedback, guess it's time to return the favor.
BloodMefist - Bring the End is a great callback to WoW, and I've been looking for ways to utilize Amnennar, the Coldbringer in my custom cards. I like the idea of using an uncorrupted Tickatus, as well, because that adds interesting decision-making. I think I prefer the cost-reduction Hero Power, because it feels more of a reward that way. All-in-all, cool card, and I say that as someone who despises destroying their stuff!
grumpymonk - You are correct: the prompt did not originally allow Sidequests, until someone asked about it lol. I like Horde Presence the most. It has a ton of flavor, what with Orgrimmar being right nearby, and we could always use another badass orc lady in the game.
Wailor - I prefer the version where you get the minion: I think losing your Hero Power in DH is a BIG deal and should only happen on exceptionally rare cases. While the art for Agamaggan does in fact depict him…it's not very Hearthstone-friendly, with the gore on the ground and whatnot. I personally would be fine if you used the BG art, because it's not like another constructed card uses it.
anchorm4n - In addition to my thoughts on Discord, I will agree with Demon's statement on Discord that Fangs of the Father clashes somewhat with the Quest's intention to dump your hand of cards. You might reach a situation where you have to swing the weapon with very few cards in-hand, and that would feel really bad. I think you're on the right track with a weapon, though.
R - As I told anchorm4n on Discord, I believe Quests need to be achievable over time, rather than a Yes/No kind of objective. With this you either pull it off successfully or you completely fail to do so; there is no middle-ground. It would feel very bad for the player to lose - or win - a game having failed to make any progress with their Quest. This would also be rather hard to balance, because the deck can either readily achieve the Quest or it can't.
Lundy - Embrace Insanity is probably the best one, but this is another Pass/Fail Quest that I find difficult to balance and get a feel for. In order to be good your deck would have to be really consistent, or it utterly fails to work. Also Elysiana should maybe be a 5/8/8, like the Quests of old, because that is a better reward for a long-form Quest.
Demonxz95 - I gave my thoughts on Discord. I like the controllable switching aspect of the Hero Powers, in particular. Their names could maybe stand to be better, though.
Hordaki - You definitely encompassed the various Barrens aspects of the Mage into your card; nice work there. Better than I did, at any rate. I will echo the desire to see the Hero Power be stronger, but that could also be coming from a position of not being able to test it. Seven Frost spells seems like an awful lot for a Hero Power change.
You must be signed in to leave a comment. Sign in here.