Due to popular demand I'll be going with the second version of Yogg-Saron, The Lucid Dream. Although its flexibility goes down sightly, it uses the familiar phrasing, which I also prefer.
Feedback
linkblade91
Massive Macaw is a good card, but I don't think it plays different enough from Grey Sage Parrot to bring much excitement. Izzy the Overachiever is a fun thought, but let's leave it at that.
Wailor
It doesn't matter anymore since I'll be going with the other version, but having my card cast copies was a good point.
They would be more balanced as Legendary minions. But even then, I think these are a dangerous (side)upgrade to Kotori Lightblade. And I agree Erudite Cockatoo is almost a direct combination of the two cards you mentioned.
Demonxz95
Possibly my favorite card here. But I'm a little torn about the phrasing. Traditionally, whenever a Hearthstone card uses the phrasing "upgrades", the upgraded effect is a direct upgrade (increased numbers) of its lesser effect. On the other hand, transforming into Spellmaster Nyari would likely be inconsistent with "remembering". And going of off Rune of the Archmage, it doesn't need to specify that the targets are random.
R
Cool idea, but a tutored draw + a cost reduction of likely 3 or 4 Mana (what you'd normally have to pay to equip the weapon) + a Rush minion with stats > cost sounds like an incredibly valuable package to me. I'd reconsider the balance. Being a Combo card helps, but Rogue has never had many issue with triggering those.
adamsleungcn
Demon sums up my thoughts on Ice Manipulator Dawngrasp. I think Arcaneburst Dawngrasp's effect has the most potential, but it's very unreliable and if the effect doesn't trigger multiple times, it has quite low value, especially for a Legendary minion. The art also depicts frozen creatures, so I think it would work better as a non-Legendary with more Arcane flavor.
Relic Chest works, but is not very exciting.
Besides the issue with the name, I don't like BladeFlurry because plenty Warrior card "deal 1 damage to all minions". It's a common effect so cards don't generally refer to Whirlwind for it. This being the exception feels very forced. I like its effect the best out of these, but don't think it belongs in this comp.
Moondreamer
I agree about this card having hidden potential. It feels like one of those cards that is okay-ish on its own and doesn't have any noticable synergies in its text, but becomes meta in an unexpected deck, which is very exciting. The flavor is also on point.
I wanted Yogg to cast the spells regardless of whether you've played them yet. That way you don't have to spend a turn to play that expensive spell/number of smaller spells that are still in your hand before you can use Yogg effectively. But in case the phrasing is too unusual, I did make an alternative version that sticks to the "that didn't start in your deck" line.
Alt version
Edit: Noticed "spell" not being a plural.
Edit: And the misspelling of "if"… Look, it was late at night, okay.
AeroJulwin - This should say "if you control a Frozen minion…" theres no different between a/any in hearthstone since its a Boolean state. Otherwise I think Rush would be a simple replacement for stealth since the Deathrattle is hard enough to ensure in the first place.
'Any' made sense in my head. It should be legal looking at Zerek, Master Cloner. But 'a' would indeed have been the more logical option. Already submitted though.
And I did consider Rush, but then you'd be able to resurrect and attack with Yallesh multiple times in the same turn, using the same Frozen minion. You'd save him to easily remove a bunch of medium-large minions and then you wouldn't really care what happens to him after. That changes the card's use and value too drastically for my liking. It's flawed either way, but I'm happy with how the card turned out.
About your card's new version, I didn't mind the previous statline, but I agree about this being a nice middle ground and it will likely do better.
The Stealth on my card was kind of an oversight. I already had the Deathrattle figured out, but decided it wasn't reliable enough and found Stealth to be just what it needed to give the player some control, so I added it without a second thought.
I've tried coming up with an alternative for the Stealth, but couldn't find anything. I don't think it's too big of a deal and outright removing it could ruin the card, so I'll just submit it as-is.
FooBars
These have a lot of text, making the text very small and a bit difficult to comprehend right away.
Although I'd prefer an initiate Legendary to support an archetype/synergy, I think the first effect van be quite fun. I do think you might be able to phrase this effect with less words. Here's my attempt, although it does remove the Rush and makes it a single-use effect:
"Battlecry: Attack a random enemy minion. If it survives, it repeats this effect."
The second effect feels more Legendary to me and does have some synergy potential with copying enemy minions, but it still has the text issue and I agree with Demon that most of the time it will die before the effect can be activated.
I think Sapphiron is very fitting, but can get a little high on stats. Izelair, Fallen Lady is interesting, but quite strong and I think Lord Tamakeen's effect is far more fitting for DK. It should probably use the "for the rest of the game"-phrasing, though. And I don't think it would be exciting enough as an aura effect.
Demonxz95
"when"?
I like Alexandros Mograine the least. I like how interactive Lady Frostheart is. Tripling is a bit unusual, she could "shatter" Frozen enemy minions when they take any damage for all I care. Might even add to the flavor. Probably better as a 4-Cost, since she already has a Freeze included. I also like Teribus the Cursed.
Wailor
I like the way the Runes work. I think they're unique and very fitting for the class identity. I hope to see a "package" prompt sometime in the future, but perhaps they would still work as tokens? I think I like the Deathrattle version a little better, because you'd get to see all of them in action instead of always Discovering the most valuable one. Once it's dead it leaves you the option to use them on a minion or on a weapon. But for the same reason I understand why you'd want the weapon draw on it.
Also, you've gotta fix the tilted "I" in the second card's name. Did it just fall over or something lol?
Arkasaur
Gothik the Harvester is pretty straightforward. I like Lady Deathwhisper better. The effect is very fitting for DK. What I'm not entirely sure on is whether 6 Mana is too much considering you already need to get+spent Armor, but I suppose Frost spells could easily give you Armor back.
Moondreamer
It is unlikely the Colossal keyword will make a reoccurrence, so not everyone will like that you're using it outside of VttSC. Bone Spike is also an already existing card in both name and art, which I think is an issue.
About the card itself, I think it works well as a Colossal minion, but it lacks synergy for an initiate Legendary. Link made a good point about the initial DH Legendaries: they both supported a specific mechanic (tokens dying and Outcast). You're clearly going for a Freezing friendly minions mechanic, but the card itself doesn't support any other cards that could be printed for that archetype. The Bone Spikes currently only buff one Frozen minion, which is already provided as Lord Marrowgar, so I think that could be improved.
BloodMefist
Painsmith Raznal is a very cool idea. The balance would be impossible to determine without knowing the hypothetical support for this. I don't think it should be any more difficult to remove than it already is, since it shouldn't have too hard of a time removing enemy minions on the turn you play it.
Lord Marrowgar is underwhelming. It doesn't sound very exciting because you have to burn a lot of cards in a single turn to get a decent reward. Although the burn cards we've seen so far remove quite a lot of cards from your deck, they were rare to obtain. If DK would actually get this archetype, the average effect couldn't burn many cards or you wouldn't be able to afford using multiple. Otherwise you could only use them in an aggro deck, which I'm not sure fits the class identity.
I would advice going the Mordresh Fire Eye route with this one, counting the burns throughout the entire game for a bigger reward. If you do go down that route, it would probably need to be an 8-Cost with a new statline.
Among the Death Knight cards, the one that was most memorable to me was Frostmourne (there's multiple apparently, I meant the one that resummons any minion killed by it), so I wanted to do something with resummon flavor.
I like the idea of DK having effects that Freeze a friendly minion or powerful minions that Freeze themselves when played.
I don't think the Stealth should be too problematic, since you can only hit face once before giving your opponent the opportunity to remove it, although they need to take care of your Frozen minions first of course. And otherwise Freezes only last one turn, so you'll need plenty of synergy to keep Yallesh 'sticky'.
Looks good, although I like the uneven stats better. Also, compared to Death Blossom Whomper, I think the instant cast is a lot stronger. Of course there's more to take into account, like the Outcast as a requirement and the slight cost difference, so I'm not 100% sure on balance, but I feel like it's currently on the stronger side.
Moondreamer
I like the new Squeamlish. I just remembered that Druid mainly has big single-target healing, making the previous effect more of a "heal your hero more". That's probably why you made it affect +Health as well? This new effect fixes that problem and is also more interactive.
However, I don't like the new statline. 7 health is already a lot, but keep in mind that this is in the same set as Crystal Power. For only 1 extra Mana, this could be a 2/12, making it extremely difficult to remove. A good way to bypass this would be to have the passive only affect your other minions. The phrasing also doesn't sound completely natural to me. I propose this phrasing instead:
"Whenever you restore Health to a(nother) friendly minion, excess healing is converted into Health."
(Also, you accidentally put my name on linkblade's feedback)
Even if summoning Mechs qualifies, it doesn't do an amazing job of supporting the archetype since neither of these cards have any direct synergies with Mechs. Their main synergy lies with discarding and I'd argue that disqualified them for this comp.
Control Wrench is more interesting. Sneaking some Windfury in there. I never knew Powermace existed. For a second I thought this had anti-synergy with Whirling Zap-o-matic, the only actual Mech printed for Shaman, but then I realized it actually allows it to attack four times, so that's some nice synergy. My only concerns are that it has some slight anti-synergy with Powermace, since both are weapons and that the GvG cards weren't available in Standard at the time. I don't know if people will make a big deal out of that, but I noticed pretty much everyone is using custom watermarks. It's the get-out-of-jail-free card thanks to the existence of Core sets.
Demonxz95
SI:7 Scout isn't very exciting, so I'd argue you should go with Commander Akrula, but big Demon DH has already seen support in various sets.
Wailor
I don't think Ferocious Wildcat needed the extra Health for the same reason I mentioned about BloodMefist's Malicious Magmacaster (see his feedback). You might want to use the same trick I used with Moonglow Stalker: adding the minimum requirement to make it more suited to the archetype instead of having guaranteed value. I think it works, although I won't deny it's a bit shoe-horned.
Deathmetal Encorer has the issue of being too similar to Death Blossom Whomper. Personally, I still prefer it though, because I think it could see some interesting use in DH.
adamsleungcn
Holy Paladin, Silver Hand Paladin and Taunt Warrior have already seen support in various expansions. I think you misunderstood the prompt, so probably take a closer look at it. Also note the little hint at the bottom of the competition page: how successful the archetype was doesn't matter, it's about whether only one or two expansions have supported it.
BloodMefist
I don't think having the Elemental tag immediately qualifies Malicious Magmacaster to count as part of the archetype, which I think is fine since Elementals have seen support in various expansions. Nice catch on Astromancer though. I do agree with Demon that with its current stats you're always gonna get some value out of it, which doesn't compensate for the potential high damage. Just take a look at any minion that uses "hand size" in its text: they all have stats < cost.
The only reason I'm not a big fan of Archimonde is because I feel it limits future Fel spell design, because it is balanced around the current (lower) powerlevel. If they'd ever want to print a 10-Cost Fel spell, they'd run into issues.
Moondreamer
Supporting restore Druid is a great idea, but I feel like Squeamlish's strong suit is her ability to double up on any AOE Health buffs. This is a concern considering Druid is very known for its board buffing, which I think therefore shouldn't be part of this prompt. I think it would be a good idea to focus on the healing aspect of the card.
Arkasaur
"Cards that didn't start there", another nice catch. I prefer Premeditate. It's a lot more interesting. But I do think effects like these should generally come with a body attached. I don't even think you'd need to lose out on any stats, since the effect requires some shuffling first and card draw after.
It's been a while since I last made cards for older expansions.
Clearly...! I always forget Rush was only released in Witchwood. That's the time I started playing Hearthstone, so to my brain Rush has just always been a thing.
Anyhow, I'll be going with Moonglow Stalker. Here's the changed version. I also 'buffed' the stats because powercreep. Although the more I think about, the less sure I am. It can provide a strong removal later on, so I don't want it to be too cheap, but on the other hand, you do need to pay for a big minion first. Please let me know what statline you think makes more sense.
There have been some lone damaging Arcane spells in expansions, but the rest are from Classic/Basic and there have never really been any direct synergies within Druid. Since Moonbeam was recently printed, I do suspect the developers might add some support for the archetype in the near future.
It's very basic. I'll try to come up with something more interesting tomorrow.
Descriptions don't show up in the finalist phase, but I still encourage you to post the Choose One tokens in it, as they are too distracting otherwise. Not sure if I'm alone in this, though. The tokens themselves are very cool.
I get where you're coming from, but I kind of want everyone to be able to see them, since I think they add greatly to the flavor. I assume some people only drop by for the finalists voting and with other finalists unable to vote, I think I'll need it if I want to have a shot at winning.
Wailor
I know the Infuse (1) version is difficult to pull off right because you're dependant on the boardstate when you draw it, but I think the double resurrect can have some scary best (or y'know, worst) case scenarios. So I expect the alternate form might do better in the voting. I think it will be valuable regardless of what you resurrect and the Infuse (1) is easy to complete.
BloodMefist
I like Shrewd Broker better. I think DH is missing the tutored draw for Relics and the Infuse works well too give you value, but prevents the player from getting too much tempo on curve. Also, despite the great name, Conspicuous Conspirator's text gets quite cluttered. And the Infuse makes you miss out on the fun effect :(
A lot of people are missing Infused version of their cards.
Feedback
Demonxz95
I like Spectral Split better. It seems fun to play. I think it shouldn't get an upgrade for the reason link mentioned: you'd have less mana to spend on removing the copied minions.
Party Greeter is still a good alternative. Did you change the hue on Spectral Split yourself? In that case you might be able to do the same for Party Greeter, making the portal more purple-ish or something for the uninfused version and using the original art for the infused one.
linkblade91
I like Jealous Shade. Would avoid Divine Shield stacking, at least on non-Legendaries. Not much more to add.
Wailor
I never considered you could add them to the description. I might do that.
I like Redeemer of Sins over Vampiric Awakening. Do note that it currently resummons the minion the second it dies while Redeemer of Sins is still in your hand. The new version of Lysa Sinsong says "the opponent" instead of "your opponent" and should probably specify that the enemy minion is random on the uninfused version as well. I'm not sure whether I like Redeemer or Lysa better.
MenacingBagel
The new version looks pretty good. I like the name. The previous art really didn't fit Hearthstone. Changing it to Priest was a good decision. Of course it makes sense with the healing effect, but Priest also doesn't have access to the vast amount of tokens some other classes have, so you'll still have to put in the effort to get the powerful effect. When it's not in Neutral it also can't be used together with Sire Denathrius in a token deck.
Moondreamer
I don't know enough about GvG/wild meta- or balancewise. I enjoy the flavor, but the effect seems a little simple, so I'd like to see your other idea as well.
adamsleungcn
I think adding a Battlecry should be consistent with Stoneborn Accuser. But since that wouldn't fit, I think it makes more sense to have the first effect be a regular Battlecry and then the other effect(s) can upgrade said battlecry. Most Infuse minions already work like that and I don't think these really have a reason to do it differently. Their uninfused versions are currently quite underpowered.
Grave Horror is a little too close to Insatiable Devourer for my liking. It's also weaker than Insatiable Devourer most of the time despite being a Legendary. "And all copies of it" also seems odd to give a requirement since it already requires an unlikely situation. It would also need a name change. Grave Horror already exists.
Scheming Deckhand is also a bit close to Bootstrap Sunkeneer. Perhaps it could steal the minion instead and put it in your hand?
Does anyone know whether submission descriptions show up during the finalists voting for people who didn't vote during the first phase?
Next time ya'll need to double-check the order in which you submit your Colossal card tokens: it makes a difference based on the art you used :P When Colossal minions are summoned, their tokens come out on either side based on what the art depicts; I wouldn't say it detracted from my voting, but it looks silly if the cards aren't in the correct order.
…I might be the only one who cares about this lol.
Sorry for the late reply, my browser didn't show new comments for some reason.
I actually submitted my token before the main card, because the effect of the body doesn't make much sense if you don't read the token's effect first. I guess token before card may have looked weird, but it's definitely an exception anyway.
Here's the new version of Zorqon. It's a little less exciting, but it still works the way I wanted it to. I kept the tokens the same.
Decided to move Glorth to Priest because the copy effect makes the most sense there. Although most destroy effects in Priest are situational, it does have some direct destroy effects. Mainly on bigger cards. Warlock is still on the table.
I'm currently leaning towards this^ one, but please let me know which card (and version) you like best.
R
I like this version better. Do mind that you accidentally used two different watermarks and the phrasing should be "Your Imps have Lifesteal". And I think the Lifesteal would be too annoying as a permanent effect.
I'm still not sure which card to go with. Glorth the Glutton seems to be well-received, but the fact that it's a Shaman hard removal doesn't sit totally right with me. I seriously need to start remembering class identities beyond Druid. Normally I have a general sense of it, but this time my brain just went "Frog goes with Shaman". I don't think I should mess with its effect. I'm not sure on what other class it would make sense though. Warlock maybe?
I honestly wasn't sure how Immune and Taunt would mix, but the intended purpose of forcing your opponent to deal with Zorqon, Granter of Power's main body first worked regardless. But I agree that it makes for weird card design and I'd like to make some changes to the effect, hopefully also reducing its powerlevel a bit.
I'll make new versions for both tomorrow. I don't really need any more feedback at that point in time, but I'd like to get an idea of what people prefer.
More Feedback
Demonxz95
I'm a sucker for Hero Power Mage so I really like this card. I enjoy how some of the limbs will likely stick around for a turn or two while still being useful without the main body unlike Ozumat's Tentacles. The amount of limbs also prevents any big summon swings from Reckless Apprentice, so this should be fairly balanced.
Wailor
Looks good.
linkblade91
It seems like a very weird design choice to have two tokens do the exact same thing but have different stats. If you do use both arms, they should probably have different effects, but I don't really see a reason for that to be the case, so I'd stick with the original version.
R
If you're confused how the watermark & border thing works: If you select the "Custom" watermark, you can tick the "Force apply"-boxes. Then you can select a watermark other than Custom and it will still remember to apply them.
Yeah, this is a pretty big upgrade to Impfestation. I think you should increase the cost and probably reduce the Attack on the main body.
These are my favorite ones so far. Anise, Avatar of Ice's effect is probably my favorite, but it has the issue of the token's art being the center of the main art. I also think it should be at least an 8-Cost, just to make it a little more difficult to Freeze and copy your opponent's entire board.
I love Klai, Tiki Terror's art and it is probably the only card here with perfect Colossal art. I like the flavor of the new effect. My only concern is that the destroy effect has anti-synergy with the AoE buffs you'd find in a Treant deck, but it's probably worth it regardless. I see you already reduced Klai's Klaw's Health, but I still think this card could also be an 8-Cost with the amount of stats you're getting.
Wailor
The male seahorse trivia is a great detail, although the art being vertical is kind of weird. And you should force apply the Legendary dragon frame.
It's nice that you can manually buff it as well, but I think the passive Attack scaling is a little slow. Since unlike Xhilag of the Abyss the Deathrattle can trigger during each players turn, it might be nice for the +1 Attack to trigger at the end of both turns as well. That being said, it's probably fine to give Kavei's BellyTaunt and maybe even some Attack, because right now it can't really die before the main body does unless you buff it, but the card is designed so that you'd rather buff the main body.
R
The tokens shouldn't have a rarity gem and you should force apply the Legendary dragon frame to them. And I believe a token's cost should be based on their stats rather than their value.
I'll be honest, I don't think this really needs to be a Colossal minion. The main body and its limbs don't synergize with each other at all, which is what all Colossal minions are based around. The Splat's Splits not being attached to the main body is also unconventional, but I guess it makes sense flavorwise. Overall I think it works just as well as a single minion with "Battlecry, Spellburst and Deathrattle: Destroy a random enemy minion.", so the Colossal +2 is only really there for flavor.
Finding art for this is hard, so I just ended up working around the art. This one's pretty cool. I think it might do well. I just don't like that it doesn't really has any synergies.
This one's got a bit more synergy. And I think it's really nice how all three effects work in tandem.
Edit: Both cards should probably cost 1 more. I made them late at night and the cost of Zorqon is based on Neptulon the Tidehunter, but that one's already quite high in value compared to other Colossal minions.
Due to popular demand I'll be going with the second version of Yogg-Saron, The Lucid Dream. Although its flexibility goes down sightly, it uses the familiar phrasing, which I also prefer.
They would be more balanced as Legendary minions. But even then, I think these are a dangerous (side)upgrade to Kotori Lightblade. And I agree Erudite Cockatoo is almost a direct combination of the two cards you mentioned.
Relic Chest works, but is not very exciting.
Besides the issue with the name, I don't like BladeFlurry because plenty Warrior card "deal 1 damage to all minions". It's a common effect so cards don't generally refer to Whirlwind for it. This being the exception feels very forced. I like its effect the best out of these, but don't think it belongs in this comp.
I wanted Yogg to cast the spells regardless of whether you've played them yet. That way you don't have to spend a turn to play that expensive spell/number of smaller spells that are still in your hand before you can use Yogg effectively. But in case the phrasing is too unusual, I did make an alternative version that sticks to the "that didn't start in your deck" line.
Edit: Noticed "spell" not being a plural.
Edit: And the misspelling of "if"… Look, it was late at night, okay.
'Any' made sense in my head. It should be legal looking at Zerek, Master Cloner. But 'a' would indeed have been the more logical option. Already submitted though.
And I did consider Rush, but then you'd be able to resurrect and attack with Yallesh multiple times in the same turn, using the same Frozen minion. You'd save him to easily remove a bunch of medium-large minions and then you wouldn't really care what happens to him after. That changes the card's use and value too drastically for my liking. It's flawed either way, but I'm happy with how the card turned out.
About your card's new version, I didn't mind the previous statline, but I agree about this being a nice middle ground and it will likely do better.
The Stealth on my card was kind of an oversight. I already had the Deathrattle figured out, but decided it wasn't reliable enough and found Stealth to be just what it needed to give the player some control, so I added it without a second thought.
I've tried coming up with an alternative for the Stealth, but couldn't find anything. I don't think it's too big of a deal and outright removing it could ruin the card, so I'll just submit it as-is.
Although I'd prefer an initiate Legendary to support an archetype/synergy, I think the first effect van be quite fun. I do think you might be able to phrase this effect with less words. Here's my attempt, although it does remove the Rush and makes it a single-use effect:
"Battlecry: Attack a random enemy minion. If it survives, it repeats this effect."
The second effect feels more Legendary to me and does have some synergy potential with copying enemy minions, but it still has the text issue and I agree with Demon that most of the time it will die before the effect can be activated.
I like Alexandros Mograine the least. I like how interactive Lady Frostheart is. Tripling is a bit unusual, she could "shatter" Frozen enemy minions when they take any damage for all I care. Might even add to the flavor. Probably better as a 4-Cost, since she already has a Freeze included. I also like Teribus the Cursed.
Also, you've gotta fix the tilted "I" in the second card's name. Did it just fall over or something lol?
About the card itself, I think it works well as a Colossal minion, but it lacks synergy for an initiate Legendary. Link made a good point about the initial DH Legendaries: they both supported a specific mechanic (tokens dying and Outcast). You're clearly going for a Freezing friendly minions mechanic, but the card itself doesn't support any other cards that could be printed for that archetype. The Bone Spikes currently only buff one Frozen minion, which is already provided as Lord Marrowgar, so I think that could be improved.
Lord Marrowgar is underwhelming. It doesn't sound very exciting because you have to burn a lot of cards in a single turn to get a decent reward. Although the burn cards we've seen so far remove quite a lot of cards from your deck, they were rare to obtain. If DK would actually get this archetype, the average effect couldn't burn many cards or you wouldn't be able to afford using multiple. Otherwise you could only use them in an aggro deck, which I'm not sure fits the class identity.
I would advice going the Mordresh Fire Eye route with this one, counting the burns throughout the entire game for a bigger reward. If you do go down that route, it would probably need to be an 8-Cost with a new statline.
Among the Death Knight cards, the one that was most memorable to me was Frostmourne (there's multiple apparently, I meant the one that resummons any minion killed by it), so I wanted to do something with resummon flavor.
I like the idea of DK having effects that Freeze a friendly minion or powerful minions that Freeze themselves when played.
I don't think the Stealth should be too problematic, since you can only hit face once before giving your opponent the opportunity to remove it, although they need to take care of your Frozen minions first of course. And otherwise Freezes only last one turn, so you'll need plenty of synergy to keep Yallesh 'sticky'.
However, I don't like the new statline. 7 health is already a lot, but keep in mind that this is in the same set as Crystal Power. For only 1 extra Mana, this could be a 2/12, making it extremely difficult to remove. A good way to bypass this would be to have the passive only affect your other minions. The phrasing also doesn't sound completely natural to me. I propose this phrasing instead:
"Whenever you restore Health to a(nother) friendly minion, excess healing is converted into Health."
(Also, you accidentally put my name on linkblade's feedback)
Control Wrench is more interesting. Sneaking some Windfury in there. I never knew Powermace existed. For a second I thought this had anti-synergy with Whirling Zap-o-matic, the only actual Mech printed for Shaman, but then I realized it actually allows it to attack four times, so that's some nice synergy. My only concerns are that it has some slight anti-synergy with Powermace, since both are weapons and that the GvG cards weren't available in Standard at the time. I don't know if people will make a big deal out of that, but I noticed pretty much everyone is using custom watermarks. It's the get-out-of-jail-free card thanks to the existence of Core sets.
Deathmetal Encorer has the issue of being too similar to Death Blossom Whomper. Personally, I still prefer it though, because I think it could see some interesting use in DH.
The only reason I'm not a big fan of Archimonde is because I feel it limits future Fel spell design, because it is balanced around the current (lower) powerlevel. If they'd ever want to print a 10-Cost Fel spell, they'd run into issues.
Clearly...! I always forget Rush was only released in Witchwood. That's the time I started playing Hearthstone, so to my brain Rush has just always been a thing.
Anyhow, I'll be going with Moonglow Stalker. Here's the changed version. I also 'buffed' the stats because powercreep. Although the more I think about, the less sure I am. It can provide a strong removal later on, so I don't want it to be too cheap, but on the other hand, you do need to pay for a big minion first. Please let me know what statline you think makes more sense.
More cards as promised. This one's based on Renounce Darkness:
And another Druid card. It's been a while since I last made cards for older expansions.
Just noticed I made a mistake on this^ one: "5" shouldn't be between brackets. Force of habit... I'll fix it may I submit it.
There have been some lone damaging Arcane spells in expansions, but the rest are from Classic/Basic and there have never really been any direct synergies within Druid. Since Moonbeam was recently printed, I do suspect the developers might add some support for the archetype in the near future.
It's very basic. I'll try to come up with something more interesting tomorrow.
I get where you're coming from, but I kind of want everyone to be able to see them, since I think they add greatly to the flavor. I assume some people only drop by for the finalists voting and with other finalists unable to vote, I think I'll need it if I want to have a shot at winning.
A lot of people are missing Infused version of their cards.
Party Greeter is still a good alternative. Did you change the hue on Spectral Split yourself? In that case you might be able to do the same for Party Greeter, making the portal more purple-ish or something for the uninfused version and using the original art for the infused one.
I like Redeemer of Sins over Vampiric Awakening. Do note that it currently resummons the minion the second it dies while Redeemer of Sins is still in your hand. The new version of Lysa Sinsong says "the opponent" instead of "your opponent" and should probably specify that the enemy minion is random on the uninfused version as well. I'm not sure whether I like Redeemer or Lysa better.
Grave Horror is a little too close to Insatiable Devourer for my liking. It's also weaker than Insatiable Devourer most of the time despite being a Legendary. "And all copies of it" also seems odd to give a requirement since it already requires an unlikely situation. It would also need a name change. Grave Horror already exists.
Scheming Deckhand is also a bit close to Bootstrap Sunkeneer. Perhaps it could steal the minion instead and put it in your hand?
Does anyone know whether submission descriptions show up during the finalists voting for people who didn't vote during the first phase?
The maze feeds off its victims to grow even more dangerous.
I photoshopped the red color to resemble anima for the Infused version. It's my first time trying, so I think it's pretty decent.
Congrats Moondreamer!
Sorry for the late reply, my browser didn't show new comments for some reason.
I actually submitted my token before the main card, because the effect of the body doesn't make much sense if you don't read the token's effect first. I guess token before card may have looked weird, but it's definitely an exception anyway.
Here's the new version of Zorqon. It's a little less exciting, but it still works the way I wanted it to. I kept the tokens the same.
Decided to move Glorth to Priest because the copy effect makes the most sense there. Although most destroy effects in Priest are situational, it does have some direct destroy effects. Mainly on bigger cards. Warlock is still on the table.
I'm currently leaning towards this^ one, but please let me know which card (and version) you like best.
Sneaky! You're welcome.
I'm still not sure which card to go with. Glorth the Glutton seems to be well-received, but the fact that it's a Shaman hard removal doesn't sit totally right with me. I seriously need to start remembering class identities beyond Druid. Normally I have a general sense of it, but this time my brain just went "Frog goes with Shaman". I don't think I should mess with its effect. I'm not sure on what other class it would make sense though. Warlock maybe?
I honestly wasn't sure how Immune and Taunt would mix, but the intended purpose of forcing your opponent to deal with Zorqon, Granter of Power's main body first worked regardless. But I agree that it makes for weird card design and I'd like to make some changes to the effect, hopefully also reducing its powerlevel a bit.
I'll make new versions for both tomorrow. I don't really need any more feedback at that point in time, but I'd like to get an idea of what people prefer.
Yeah, this is a pretty big upgrade to Impfestation. I think you should increase the cost and probably reduce the Attack on the main body.
I love Klai, Tiki Terror's art and it is probably the only card here with perfect Colossal art. I like the flavor of the new effect. My only concern is that the destroy effect has anti-synergy with the AoE buffs you'd find in a Treant deck, but it's probably worth it regardless. I see you already reduced Klai's Klaw's Health, but I still think this card could also be an 8-Cost with the amount of stats you're getting.
It's nice that you can manually buff it as well, but I think the passive Attack scaling is a little slow. Since unlike Xhilag of the Abyss the Deathrattle can trigger during each players turn, it might be nice for the +1 Attack to trigger at the end of both turns as well. That being said, it's probably fine to give Kavei's Belly Taunt and maybe even some Attack, because right now it can't really die before the main body does unless you buff it, but the card is designed so that you'd rather buff the main body.
I'll be honest, I don't think this really needs to be a Colossal minion. The main body and its limbs don't synergize with each other at all, which is what all Colossal minions are based around. The Splat's Splits not being attached to the main body is also unconventional, but I guess it makes sense flavorwise. Overall I think it works just as well as a single minion with "Battlecry, Spellburst and Deathrattle: Destroy a random enemy minion.", so the Colossal +2 is only really there for flavor.
Finding art for this is hard, so I just ended up working around the art. This one's pretty cool. I think it might do well. I just don't like that it doesn't really has any synergies.
This one's got a bit more synergy. And I think it's really nice how all three effects work in tandem.
Edit: Both cards should probably cost 1 more. I made them late at night and the cost of Zorqon is based on Neptulon the Tidehunter, but that one's already quite high in value compared to other Colossal minions.