Eighth Wonder of the World Card Design Competition
Congratulations to Wailor for winning the competition!
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Submission Description
The following description was written by the creator.
Orgrimmar, the fortified capital of the Horde. Few people know it, but it was almost called New Ork City.
A defensive tool to protect both your hero and your minions, although it doesn't shield you from spells.
If the opponent has a full board, this will protect you from all their attacks before breaking (as activating it also costs Durability).
Midrange boards will have a tougher time breaking through it, but the fact you can't use locations in consecutive turns prevents it from being too frustrating even flr these decks.
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This Week's Theme: Eighth Wonder of the World
We're setting our sights on some locations - ones that many would say are quite...legendary.
- You must make a Legendary location card.
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Competition Entries
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Submission Description
The following description was written by the creator.
Bastion Arch is a tool that Priest can use to copy spell effects. Use this with some big spells and you can get some pretty big value. In WoW, Bastion is the home of the Kyrians.
The first Bastion Arch is the way the card appears in your collection, in your hand, and on the field if you haven't cast any spells yet. The second Bastion Arch is the way it appears once you've cast at least one spell while controlling it. {0} being written out is the same way the Shadow tokens from Shadow of Death are written out.
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Submission Description
The following description was written by the creator.
What better way to celebrate the Return to Naxxramas than with the first neutral and the first legendary Location in the game, finally bringing the infamous floating necropolis itself into the game? There's only one answer to this: Giving it a callback effect to OG Kel'Thuzad!
This card allows every class to try their hands (no pun intended) at some Big Priest shenanigans, summoning a single random friendly minion that died this turn on each use and topping things off by additionally summoning all friendly minions that died this turn when the Location breaks.
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Submission Description
The following description was written by the creator.
Orgrimmar, the fortified capital of the Horde. Few people know it, but it was almost called New Ork City.
A defensive tool to protect both your hero and your minions, although it doesn't shield you from spells.
If the opponent has a full board, this will protect you from all their attacks before breaking (as activating it also costs Durability).
Midrange boards will have a tougher time breaking through it, but the fact you can't use locations in consecutive turns prevents it from being too frustrating even flr these decks.
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Submission Description
The following description was written by the creator.
You think this is but a simple submission? No... it's a teaser.
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Submission Description
The following description was written by the creator.
The Monastery is home to the Scarlet Crusade, a fanatical off-shoot of the Silver Hand. With this location, you can restore your zealotry and faith in the Light's ability to bring justice to one's enemies. The art is the WoW loading screen for the Scarlet Monastery.
I feel the low Cost is balanced by the fact that the target must have already had Divine Shield in the past, meaning it either survived a turn's worth of trading/removal or it literally just gave up its Divine Shield because of Rush. The "attack again" sounds scary but remember, it had to lose its Divine Shield, meaning it did not go face.
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Submission Description
The following description was written by the creator.
The Violet Hold allows you to permanently imprison one minion of choice. The stat-draining makes it easier to deal with the previous prisoner, so that even if you imprison a large minion, you will still have reason to use the other charges down the line.
For those who weren't aware, the Violet Hold was also the location for the second chapter of the Rise of Shadows solo adventure.
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Submission Description
The following description was written by the creator.
The Grove of Awakening is a portal in Ardenweald (part of the Shadowlands) that the immortal Wild Gods use to return to reality once they are ready for rebirth. Since a number of the Wild Gods are Beasts, I went with a resurrection effect specifically for Beasts.
This location must have been on the board when the Beast died to resurrect it. It will not be able to resurrect ones that died before it was played.
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Submission Description
The following description was written by the creator.
Area 52 provides a way to enable or cross minion type synergies in new and interesting ways. Any minion could trigger your Elemental requirements, a friendly Totem that dies could trigger your Unliving Champion, a board full of Murlocs could infuse Totemic Evidence, your Tidelost Burrower could summon ANY minion! But be careful, Hemet Nesingwary and co. will be able to kill your minions with ease!
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Submission Description
The following description was written by the creator.
'Sorry, too sleepy to write flavour text.'
Keep in mind the Legendary status - the depicted location should be someplace unique, spectacular, and worthy of the title!