Sharing Is Caring Card Design Competition
Congratulations to GroovyChicken for winning the competition!
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Submission Description
The following description was written by the creator.
You can either choose to get some more tempo, or to slow down your opponent. However, your opponent will also profit from this effect.
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This Week's Theme: Sharing Is Caring
You're only allowed to play together if you share, okay? Let's design some cards to make that easier!
- You must create a card with a symmetrical effect
- Think of cards like Mad Summoner, Coldlight Oracle or Jungle Moonkin - both players are affected by them equally
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Competition Entries
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Submission Description
The following description was written by the creator.
"They call her Eagle Eyes, because ... she flies an eagle ... and ... has eyes? Yup. That's definitely it!"
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Submission Description
The following description was written by the creator.
Meant to synergize with Warlock's discard decks, specifically Hand of Gul'dan or Cruel Dinomancer, and disrupt the opponent's game plan, taking out one or two big threats before they can clear it.
Flavour Text:
"My warlock ate my homework..."
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Submission Description
The following description was written by the creator.
I had an idea for a card similar to this for a while, but I was waiting for an opportunity to share it with the public.
It's important to note that while this is a symmetrical effect, your opponent will have the first chance to ruin their draw with Magmos' effect.
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Submission Description
The following description was written by the creator.
'Oh no, I said Samur-o!'
Inspired by the Japanese practice of Tsujigiri and the Warcraft practice of going to the Crossroads and killing people.
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Submission Description
The following description was written by the creator.
Decided to go for a minion instead of the Hero Power replacement. That way the effect isn't permanent and doesn't take away anything from your opponent.
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Submission Description
The following description was written by the creator.
'The eye of the storm' referring to the calmer region in the center of strong tropical cyclones. This minion, as the stormcaller, is remained safe (immune) during natural catastrophic (Nature spells).
Since this says cast Lightning Storm, both players gain benefit from Spell damage and also suffer Overload: (2)
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Submission Description
The following description was written by the creator.
Ghoulraiser is a card that works against Hero Powers by swapping both of them with something that neither player will want to cast temporarily. The swapped Hero Power will however remain there until it is used meaning that players will need to eventually cast it, and then it will become whatever it was before being replaced.
You can also use cards that change your Hero Power while Raise Ghoul is on the field to skip having to give your opponent a Ghoul whilst leaving them screwed with Raise Ghoul.
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Submission Description
The following description was written by the creator.
Both players draw a card. A copy is added to the other player's hand.
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Submission Description
The following description was written by the creator.
"I fight for equality!"
"Equality? You forced me to cast a Fireball on my minion!"
"Well, some are more equal than others".
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Submission Description
The following description was written by the creator.
Chameleos distant cousin. He's much better at his job.
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Submission Description
The following description was written by the creator.
*aggressive finger-snapping ensues*
In case it wasn't clear, you and your opponent only spawn minions from your own side: you get your minions that died, they get their minions that died, and then everyone fights for supremacy. I see this in a Big Paladin or Deathrattle Priest deck, where you can come out ahead from the battle with superior units and/or from triggered effects.
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Submission Description
The following description was written by the creator.
A flexible minion that can copy both friendly or enemy minions.
Choosing enemy minions along with removal for your opponent's copy can provide a large tempo swing. Copying an enemy minion with rush can provide a tempo advantage for yourself as well.
Choosing friendly minions can also provide a lot of tempo along with removal. It can be paired with Doomsayer for a guaranteed board clear. It can be used to enable OTK combos in priest with Soulbound Ashtongue, Mo'arg Artificer, and Holy Smite, multiplying the amount of Mo'arg Artificers for damage and giving your opponent a Soulbound Ashtongue much like Silas Darkmoon in those decks.
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Submission Description
The following description was written by the creator.
Calm before the Stormbringer.
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Submission Description
The following description was written by the creator.
You can either choose to get some more tempo, or to slow down your opponent. However, your opponent will also profit from this effect.
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Submission Description
The following description was written by the creator.
Just to make clear, the Deathrattle last for two turns from when it dies. So if it dies on your turn, the effect remains for the rest of that turn (counting as one turn), then your opponents, then until the end of your next turn (making it two turns). I'm worried it might be too vague wording, I was trying to figure out a way to do it by placing a Dormant minions that had that aura and left after two turns but that felt even more complicated.
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Submission Description
The following description was written by the creator.
Trying to give self-harm Warlock a powerful new legendary. When played Dreavus, Mad Ritualist combines the health total of both players and then equally shares it among the two players (rounded down if it's odd).
This Legendary would be a powerful yet very experimental card.
It could spawn aggressive self-harm Warlock decks (but the card costs 6 mana - a lot for an aggressive archetype), combo based Warlock decks (bring your health total way down, then play Dreavus, Mad Ritualist and kill them - but how low is too low?) and could maybe find a home in control Warlock decks (when very low, could be played to bring the Warlock's hp total up a bit, considering the aggro deck will probably be at full hp).
This kind of design also allows for some fun counterplay. Sometimes, you might want to build a board and blow up the Warlock in one turn to avoid Dreavus, Mad Ritualist's game changing effect and sometimes you might not want to attack the enemy hero if he's playing an aggro deck, hoping to restore that little extra HP that could save you the game.
Remember that just because a card does the same thing to both players doesn't mean it can't benefit you more if you're clever in how you use it.
Think about how you might build a deck involving the card you're designing; how would you make it work better for you than your opponent?