Two Quests Are Better Than One Card Design Competition
Congratulations to Conduit for winning the competition!
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Submission Description
The following description was written by the creator.
Make the plan.
Execute the plan.
Expect the plan to go off the rails...
Throw away the plan!
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This Week's Theme: Two Quests Are Better Than One
We're going on a quest this week!
- You must create a class card
- Your card should synergise with both of your class's quests
- For example, Darkshire Librarian synergises with both Lakkari Sacrifice and Supreme Archaeology
We're specifically looking for synergy with the Quests, not the Sidequests.
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Can work with a variation of NoHands.
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The following description was written by the creator.
Visitors to Stormwind often feel renewed
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The following description was written by the creator.
"This card´s description had been stolen"
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Did you remember GvG Spare Parts?
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A simple early game card. First your mentor protects you, and after he died tragically, you avenge him with a heroic strike.
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Submission Description
The following description was written by the creator.
Make the plan.
Execute the plan.
Expect the plan to go off the rails...
Throw away the plan!
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The chosen effect will be active so long as Druid of the Wilds is on the board, and affects both friendly and enemy minions, but not itself.
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Spirit Lash meets Abomination. Provides healing against aggro while also softening up the board for other board clears. I guess it could've been a 3/2 as well but went with Gilded Gargoyle's statline.
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"What does in fact kill me makes me... well, about the same as before honestly."
A neat little toy for both quests. The Last Kaleidosaur enjoys the double bonuses from adding enchantments, and Making Mummies benefits from both the Reborn tick and the fantastic her power target.
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This was originally intended to be a neutral card but the class card requirement means it goes into Warrior. Not sure about the statline but I figure this is safe enough for a non-neutral card without rush or taunt. I wasn't able to find suitable 'thot bot' art, but hopefully the vanilla-WoW era pun will suffice.
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For when you just can’t wait to CRUSH YOUR ENEMIES WITH SIGNATURE MOVES!
Synergises with DIE, INSECT! pretty well: what’s 7 damage down from 8, when the HP only costs 1? It’s also pretty nice with the Uldum Quest HP, since even though they’re 3/2 hitting the button multiple times is much easier when it costs 1. As an added bonus, its high Durability also makes it a good way to finish Hack the System quickly. Also synergises pretty neatly with Baku, though that’s beside the point
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Copy cards from other classes in order to complete your Bazaar Burglary Quest faster, or use a cheap minion from another class to complete The Caverns Below - or just get more 4/4s after you've already completed it!
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I wanted to make him 8 mana, but for SoU it would be too strong.
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Keep him ALIVE.
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He may look like a mummy now, but in life he was a really nice guy.
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"Spirit beasts are a rare class of creatures found mainly in Northrend. Not much is really known about them and only a handful exist."
An aggressive-stated legendary card that synergise powerfully to completing Unseal the Vault and The Marsh Queen, both before and after the quests are completed.
However, Gara requires a well-built low-stat deck to take advantage of its ability early on in Aggressive decks. Otherwise, it can be used as a tempo card in mid-range decks. It doesn't function well in control decks, unless if the user wishes to use its abilities for a last-ditch attempt.
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Note: the attack would mean an auto-chess-like automated attack, which wouldn't use up durability on the weapon
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This card card be used in an Aggro Overload Shaman as an extra board, or it could also be used in an Overload/Murloc Hybrid deck for more synergy. Note that it only counts the number of cards you played that had overload, it does not count the number of mana crystals you have overloaded, this way you have to commit more of your cards to Morgl.
Right now Shaman is kind of a crappy class. Since they lost Shudderwock, they haven't had any kind of come-back card. Once you beat their initial board, they have no way to recover. With Morgl here, Shaman now has strong threats to play in the late game.
I know people generally dislike Murlocs, but I think that this card wouldn't be as frustrating because you would have to also play Overload cards, which would make your Murloc deck a bit more intuitive than just typing "murloc" in the search bar and clicking on everything that pops up.
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Neferset Guardian is a sturdy wall for the early game that also offers combo potential for the late game. Beside working in Activate the Obelisk and Awaken the Makers quest priest decks, it is a flexible minion for all kinds of priest archetypes like the resurrection decks and the combo decks that run cards like Vivid Nightmare. The downside is that if the priest is unable to heal Neferset Guardian before the opponent kills it, it is merely a Squirming Tentacle.
Lore:
Show SpoilerThe Neferset tol'vir are a group that decided to claim loyalty to Deathwing. In ancient times, the tol'vir were charged with guarding and keeping the structures and artifacts of the benevolent titans. Some of the Tol'vir are capable to use the Light-based abilities, and call forth the powers of Light. It is speculated that, despite being cursed by the Curse of Flesh, the Tol'vir have maintained their immortality.
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Disguise means your Lackeys appear as one of the non-E.V.I.L class minions (Druid, Hunter, Mage, Spell) and share the same name 'Disguised Lackey'. Those are just cosmetic, so everything else (mana, ATK, HP, Battlecry) are basically unaffected.
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Spend less. Gain more.
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I wanted a card that more represents the Lakkari pits from Un'goro since they were Warlock's main theme from the expansion. Gormashh is a named bog beast with an associated quest in which players clean off items covered in sticky tar. The flavor of the card is meant to be the players digging through their deck for cards lost to the tar pits. Sticky Fossils synergize with Supreme Archaeology since Cast When Drawn effects get 2 draws for progress, making it potentially much faster.
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The following description was written by the creator.
Discard for Lakkari Sacrifice and draw for Supreme Archaeology.
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The following description was written by the creator.
A card that allows you to swing again allowing for big damage turns or hit certain minions twice. It allows you to use Hack the System's hero power multiple times in a turn without an enchantment on the weapon, and it works even if you don't have a weapon equipped so you can play it then swing twice later.
"Everyone knows yelling at people makes them work harder" - Flavour text
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"Carlos used to have Vash'j's number, but a certain Demon Hunter seemed to catch her eye and is now ghosting him."
Pocket should be self explanatory. When you either randomly generate or discover a card, if the card you pocketed fits the possible list of choices, it will always be given. Cards that are heavily boosted by this are Pilfer, Hallucination, and Bazaar Mugger. This can give you consistent similar cards for the Un'Gorian Quest, [Hearthstone Card (The Cavern's Below) Not Found] as well as give you good cards to help complete the Uldumian Quest, Bazaar Burglary.
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This is meant as a very versatile defensive tool for a variety of Druid Decks. The threshold to contribute to Jungle Giants is reached at 8 Mana, when Sylendra summons two 5/5 Treants with Taunt. This curves out perfectly with Nourish, a card I would certainly run in a deck featuring both quests.
Lore-wise, Sylendra Gladesong is the leader of the Druids of the Antler who revere Malfurion, father of Cenarius, which is where I got the idea for her effect.
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A way of tutoring up your anthems in a murloc deck, or a way of setting up burst damage in a battlecry deck.
Rewards playing other murlocs, but maybe it is good enough on its own if it tutors up one specific spell that you need.
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The following description was written by the creator.
Turns out unspent Mana crystals are pretty good fertilizer.
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First try, lets see how I do.
Going with Paladin to support both Making Mummies and The Last Kaleidosaur. While Priest has the only targeted Reborn card a more expensive friendly only version does feel Paladin like. This gives you a targeted spell for Kaleidosaur and with the small pool of reborn minions that exist for Paladin, generating them early helps power on Making Mummies. The reason I choose Murloc synergy is twofold. First making Murlocs sticky is very powerful. Second Paladin has strong Deathrattle mechanics on their Murlocs. Clone Murgur Murgurgle and shuffle a bunch of primes into your deck! Or buff and clone a Primalfin Champion to keep refreshing spells in your hand.
Lastly good luck and have fun all!
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"If I have to hear Maut say he's out of mana one more time..." Maut's raid leader.
An Obsidian Destroyer infused with the essence of the Old Gods, Maut thirsts for and absorbs mana. Your sacrifice of discards and the flow of your draws fuel him and grant you temporary mana as a reward.
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"The Banach-Tarski Paradox, except with MUMMIES!"
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I decided to take the prompt in a different direction. Warrior has the hardest time getting both quests to work because they can’t use the benefits of both quests at the same time.
The cost of 4 is too steep to see play in Standard, but is very low for Wild, where (supposing you’ve done both quests), it summons a 4/3 that gives you two armor and shoots a fireball. If you’ve spent any time as Dr. Boom, it easily surpasses 7 mana in value.
The design is simple, but I think it’s a creative solution to the prompt, as, unlike a lot of the cards seen, it doesn’t try to advance the quests in a big burst, instead synergizing with their rewards.
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A different take on a paladin reborn card, and a deathrattle reborn card at that. Beat the mummified ape, steal its banana, and then do it all over again. Being a reborn minion, it helps complete Making Mummies, while the bananas act as spells to play on your minions to complete The Last Kaleidosaur.
While I had concerns about the flavour of this, as beasts have no real home in Paladin, SoU was a really weird set for Paladin, in which they got 2 beasts (Sandwasp Queen and Salhet's Pride), so this wouldn't stand out too much.
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'Really Sir, I was sick, I've got a Doctor's Mote to prove it.'
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5-Attack for Jungle Giants, and Choose One for Untapped Potential. Playing this on turn-4 guarantees you have something to play next turn if you need it, so the question is: do you attack their board with Starfall, or build your own with Force of Nature?
As an added bonus, it also works great with Descent of Dragons' Treant package.
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"I bless you the ability to return from the dead if you have toilet paper stuck to your foot."
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"Fine, you can have some Mana scraps for being such a good boy" A 5 Attack minion to support Jungle Giants with an unspent Mana effect to synergize with Untapped Potential. With the end-of-turn stat increases, it can be played at any point and be on curve. Plus it will keep growing bigger if you can keep it alive.
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A neat and cool tool for both Jungle Giants and Untapped Potential. You get an actual 5-attack minion early on that can help with board stabilization. You can make it bigger if you have unspent mana. It can be even bigger if both effects are combined! It's also summoned through a spell, giving Spell Druids another early game tool.
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You can play this on curve to refresh 1 Mana Crystal and advance the Quest or you can play it later on for -technically- 3 Mana. Ended up being pretty decent Arena card as well, which makes me happy. Less is more sometimes?:) This is a very simple ability, but makes the card versatile and could fit into many different decks.
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This can copy class cards from other classes and their generators to fulfill [Hearthstone Card (Bazzar Burglary) Not Found]. This can also copy cards that you want to play multiple copies of and bounce effects to complete The Caverns Below. It is generally useful, regardless of running either quest.
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"Runaway raptor never going back"
The biggest flaw of The Marsh Queen has been getting the card draw train going with your Carnassa's Broods once you've played Queen Carnassa. Having so many 1-drops in your deck in order to complete The Marsh Queen too easily leaves you with an empty hand after you have played Queen Carnassa.
This is where Runaway Hatchlings comes in. After you have completed the The Marsh Queen, and Queen Carnassa has unleashed her Broods into your deck, playing Runaway Hatchlings will have a high chance of summoning you three 3/2's and draw you 3 cards. That is quite a deal for 5 mana!
But wait! There's more!
If you prefer to Quest in the desert, Runaway Hatchlings can help your Quest progression for Unseal the Vault. Some great targets for this to summon include Alleycat, Fire Fly, Glacial Shard, Jeweled Macaw and Springpaw. Runaway Hatchling can help you progress your Quest to Summon 20 minions, and also help improve your draws by removing all your 1-drops from your deck that you failed to draw at the beginning of the game.
And for the BOLD!!!!
If you want to go insane and go for the Double Quest Hunter by running both The Marsh Queen and Unseal the Vault, Runaway Hatchlings is the PERFECT card to transition between the Quests. Start your match by playing The Marsh Queen, complete your Quest and play Queen Carnassa. Play Unseal the Vault to start the next quest, and unleash Runaway Hatchlings to start with 3 summons and some new cards in hand.
Note: designed/balanced as a Journey to Ungoro card. Specifically meant to combo with Carnassa's Brood.
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"She lets her inventions do the dirty work for her."
Image Credit: iwanaga (https://www.deviantart.com/iwanaga/art/Zapping-bird-500366635)
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Cub Training is useful for both quests with its draw for cheap cards. Besides that I could imagine it being used in certain Hunter-Archetypes like Highlander-Hunter to fish for your cheap but important minions like Zephrys, Zixor or Felstalker.
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Submission Description
The following description was written by the creator.
The card synergizes with both quests in quite a nice way: by both creating 2 murlocs for the first quest and also adding a new battlecry to them that helps with the second quest or creates some nice combos with the new heropower after completion.
For the flavor, it is an obvious throwback to Swampqueen Hagatha and her Horror but with an effect that reflects more the power level of murlocs(Keep in mind that overload still gets applied when the minion casts the spell, the same as what happens with the original Hagatha).
P.S.: I have also heard concerns about the UI issues and my proposed idea would be that the cards generated from Murgatha would be outlines with an effect similar to how choose one cards look when both options trigger and when the player hovers over them a box that specifies the spell and effect would pop up similar to how Keywords are explained so that the cards will not break the "4 lines of text" rule.
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A Murloc with a Battlecry. Focused on a longer, more drawn out and persistent gameplan, because most Murloc decks run out of steam before they could use Heart of Vir'naal. If you can protect it, you can also get a secondary strong effect similar to [Hearthstone Card (Ancharr) Not Found].
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Three spells to rule them all,
three words to find them,
three lines to bring them and in the darkness bind them...
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Submission Description
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Some double support and an early/mid game minion for stabilizing the board. Maybe Murloc priest can be a thing? (probably not) thankfully cannot help Rez priest.
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"Here we go again."
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Submission Description
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Mummy Sigil fits both Paladin Quests as a card that you'd want to target on your own minions, and it works better on Reborn minions than other minions since it will come back as a new minion when it dies, and give you another one in your hand with its Reborn refreshed, as well as whatever other enchantments you put on it.
Notice that it specifies "other enchantments", meaning that the Deathrattle from this card is not recycled (and thus, will not cause an infinite loop), but all others are.
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If played on curve, it gives you another on curve play for turn 4, Silvermoon Portal.
For the flavor: While most Reborn minions are undead, ethereal, or mechs, this Blood Elf is able to appear as if she is reborn through trickery. When attacked with an otherwise fatal blow she uses a portal to escape avoid the damage and stay alive with 1 health! But she can only use this trick once. She shares her portal knowledge with the one who plays her as well, bringing back an old card.The Reborn synergies with Making Mummies and the generated portal synergies with The Last Kaleidosaur.
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The following description was written by the creator.
Uhhhh do people write anything here at all? Literally first time doing this lol.
Anyway here's Boarmaster.
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"The Guild? Oh, wasn't that the thing with Felicia Day in it?"
This little fella will invite all his friends, if he spots some loot in your hand.
It not only fits in a quest-driven deck (to generate value while you're holding an unusable class card, and later flood the board with 4/4s), it also works well with the flavour of Rogue's assigned villain Togwaggle and the RoS expansion.
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Submission Description
The following description was written by the creator.
A card for Burgle Rogue to support Bazaar Burglary and echo to support The Caverns Below!
The effect steals cards only from your opponent's class, this because this is how the effect worked during the Witchwood, the set which this card could fit the best in. It's stats are comparable to other echo minions; it has one more attack than [Hearthstone Card (Ghost Light Antler) Not Found] but also costs (1) more, it also has one more attack than Face Collector, but this card's effect is a bit weaker. Additionally, Spectral Bandit only creates minions, this not to be a more reliable card than Blink Fox (due to this one having echo), the Fox's stats are also a tiny bit better for a 3-drop.
Notes:
The part which specifies that the card are from your opponent's class is italicized, this is similar to already existing cards: Burgle, Pick Pocket, Swashburglar and Blink Fox. Newer cards such as Academic Espionage have this part not italicized, but cards in the Withcwood expansion did not. That is why this card has the text still in Italics.
Have a look at each class and see which Quests you think would be the most interesting to design for. You might see a potential synergy nobody else has noticed!