It appears to be a one time effect. Judging by the way the Molten Pick is written, as soon as a player ends their turn with mana remaining, it disappears from their hand and they take the damage.
And on that note, could they really have not just made it a Fire spell and literally just call it "Through Fire and Flames" to tie it better with the song the card is referencing? Like, come on Team 5.
I think the Hero Power version is much easier to balance. My main concern with the spell version is Persuade the Locals and the potential it has.
Wailor
Battlefield Teleporter is a good card that will stand out among the sea of Legendaries that the competition will have. I do question if the draw being restricted to minions is truthfully necessary since Mage has a total of 7 cards in the game that are neither spells nor minions and 5 of them are exclusive to Wild, so I guess you might as well allow those to be drawn as well.
High Priestess Ishanah is a good card, although as pointed out, it does come down quite early, although the stat-cost ratio is fine so you can just up all of those by a bit. What's really hilarious is that if your opponent plays an Alexandros Mograine, the two effects basically cancel each other out.
Anchorm4n
I do agree that the art feels more spell-like than minion-like (I guess that could also just be the zoom in which the picture is taken), but the card is otherwise quite solid.
AeroJulwin
I do think Arcane Researcher J. Cristoph is the better designed of the two cards, but I think you should cut down on the name a bit. My main problem with Avalan is that the Crystallization tokens dilute your draws for an effect that's not particularly strong.
Crusader2010
I think the card design as a whole is a bit questionable.
The card requires you to run a lot of Legendaries for it to work, which is something that I don't think Team 5 would ever encourage because it's a big slap in the face for F2P or low-budget players (in before one of the mini-set Legendaries requires you to run a lot of Legendaries). Triggering the effect also seems very cumbersome, since you're only going to have a maximum of 18 cards in your deck by the time you play this, which is assuming that you went first and didn't play any card draw, and you wouldn't want all the cards to be Legendaries either. It also assumes that you're always able to play it on turn 10, which you won't always be able to do.
And then you have to wait for your hero to die as Warrior, which goes against the fact that you're probably playing a control deck to use this, and therefore have lots of means of gaining Armor. And that has to weapon while you still have at least 5 Legendary cards in your deck. It feels like too many things that you don't have control over has to align properly for it to work.
And I read your comment about Death Knight, but the truth is that the fact that Death Knight exists in the game now is something that can't be overlooked. People will draw the connection and they won't care that you're going "classic style" since that's just not how people in this hobby operate.
To leave you all on a less sorrowful note, here is my card that I'm bringing to the table, Val Bladefang.
Now that it's no longer possible to generate Triple-Rune cards, Val comes to the aid with that. It is a Legendary and it requires you to go all-in on the Runes to be able to generate one Triple-Rune card at complete random, so it should be absolutely fine. Go Triple of any particular Rune, and you'll be rewarded with some bonus tools, but it also means that there's no rune-mixing allowed. It's triple or nothing for Val.
One cool tidbit to note is I envision this would even work with multi-Rune cards, so if you play this in either Triple-Blood or Triple-Frost, either of those can generate Frost Queen Sindragosa as the 2-Rune card. Although in my mind, it still wouldn't be able to generate Climactic Necrotic Explosion, since that was specifically made to not be generatable before the Triple-Rune rule came to effect and I would honor that. This is more of a future-proofing note than anything else, but I think it would be a cool thing for the card to do.
I have quite a few things I'd like to say. The first thing of those... welcome to the finale of season 6!!! It's been 20 competitive weeks, but here we are at the end. Let's make it a good one.
Next, I'd like to do is congratulate Wailor for winning the first place prize of the season. No matter what happens in this competition, it will not be possible to overtake or tie him on victories in this season that count towards the prize. Congratulations Wailor! You've put up a hell of a fight.
And finally, I need to grief at how tragic of a failure this season has been. We tried so many things to increase the amount of participation these comps get from not just the prize at the end, but also putting more effort into advertising them. We put more reminders that these were happening on the front page, and I even tried letting people in other Hearthstone communities I'm a part of know that this was happening, and still nothing worked. Even at that, participation was still just an all-time low and it's apparent that so many people just actually pay no mind to this despite our best efforts and it just makes me sad that there's nothing that could be done to fix this.
You're at the final challenge and the deck isn't stacked in your favor. Can you salvage a way to win the fight?
You must make a card with a deckbuilding restriction. You're free to choose whatever restriction you want as long as it's explicit and requires some level of thoughtful deckbuilding.
In other words, cards that technically have deckbuilding restrictions to use properly, but don't say so on the card (like Mogu Cultist or Elwynn Boar) or otherwise don't prevent its normal functionality will not count. While certain cards like Gather Your Party or Clumsy Courier discourage you from using cheap minions or spells in your deck, they don't necessarily prevent you from using them and in any deck (assuming it has at least one minion or one spell in it), it will still maintain its normal functionality.
While there are no clearly defined designations for what counts as 'thoughtful deckbuilding', simply using common sense will make this a non-issue. You wouldn't call Town Crier a card with a 'deckbuilding restriction' because your deck needs a Rush minion to tutor.
Loknax has whipped up a final boss fight for us, and our playbook is limited for this one.
As always, we can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Submission Phase: Starts on Mon, May 22 17:00 EDT (GMT -0400). Runs until Sat, May 27 17:00 EDT (GMT -0400)
Voting Phase: Starts on Sat, May 27 17:00 EDT (GMT -0400). Runs until Sun, May 28 16:00 EDT (GMT -0400)
Finalist Phase: Starts on Sun, May 28 17:00 EDT (GMT -0400). Runs until Mon, May 29 17:00 EDT (GMT -0400)
Winner Selected: After finalist voting concludes and we validate votes.
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
While I'm in the middle of internally debating if I should get an Imgur account (and then if I do, actually doing it), here's a card.
Spell Damage Hunter works perfectly for this since it's an established archetype and it still has few enough cards to fit within the requirements.
"spell with Spell Damage" is supposed to be a shorthand for "spell that has benefitted from Spell Damage" since there's not enough text space to write all of that down. I hope that's clear enough.
This week, we're giving the term "colorful language" a new meaning.
You must make a class card with a keyword that the class doesn't normally use. For the purposes of establishing defined boundaries, as long as the class has less than 5 collectible cards that utilize that keyword, it will count.
Keywords that are exclusive to certain expansions or years (like Inspire or Echo) will not count as uncommon keywords for the class regardless of how few cards in that class use it.
Using class-exclusive keywords (like Combo or Outcast) on cards in other classes will also not count.
This week, Wailor wants the classes to step a little bit outside of their keyword comfort zone.
As always, we can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Submission Phase: Starts on Mon, May 15 17:00 EDT (GMT -0400). Runs until Sat, May 20 17:00 EDT (GMT -0400)
Voting Phase: Starts on Sat, May 20 17:00 EDT (GMT -0400). Runs until Sun, May 21 16:00 EDT (GMT -0400)
Finalist Phase: Starts on Sun, May 21 17:00 EDT (GMT -0400). Runs until Mon, May 22 17:00 EDT (GMT -0400)
Winner Selected: After finalist voting concludes and we validate votes.
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
Energy Enhancer feels very derivative of Overdraft, and the effect is generally worse (a fair tradeoff for the loss of the 2/2 body and Tradeable). I do see a combo of having Doomhammer, intentionally Overloading yourself a ton and then having a Windfury hero with like 10 Attack. I don't see this combo being problematic though.
Since you need to choose between either Hammer Enthusiast or Electrify Weapon, I would suggest the former because I think it's more interesting from the perspective of a general player.
Wailor
I like Ragnar Stormcloud, but I do think he equips Doomhammer too efficiently. Super cheap Overload cards will always exist in Standard, and it's not that hard to cheat this out quite early.
Thunderous Gladiator is cute, but I think their effect is too situational to be useful since it only works with Doomhammer (or any weapon if you happen to have Inara Stormcrash and didn't break it by attacking) and I think the effect is quite small for the requirement.
Storm Bolt is a very straightforward and simple card. I think it probably doesn't need the Overload, and making it 0 mana with 1 Overload feels counterproductive for trying to balance Ragnar.
AeroJulwin
Stormcaller Thrall is definitely a cool support card for Doomhammer. There aren't any Elementals in the game that have Charge to make use of the Windfury (except for Al'Akir which already has Windfury). I do think the Windfury effect is quite strong, but it's unlikely to be problematic and the condition to get is fairly steep.
I think Charged Stormer is a good card to use with cheap weapons or other hero attack cards and I don't think the effect is problematic.
I think Forge Goliath wouldn't see play though since decks could just use Hoard Pillager instead and skip the Elemental requirement. I guess the Discover could allow for cheap weapons to be used with it, but I think it would probably just be simply to curate the pool around your other cards.
CursedParrot
I quite like this theme of giving your hero a benefit after each attack for the rest of the game. If you ask me, I would probably cut either Storm's Wrath or Flame's Fury in favor of the other. They're both solid cards, but having 2 weapons takes up a lot of slots for other support in a competition where you have a total of 3 cards. I think support from other card types is pretty important. As Link pointed out already, Storm's Wrath is a nice that is already used, so if you choose to use Storm's Wrath, you should rename that card.
I do think Thrall, Elemental Master is a bit boring, but at least it's balanced.
Thunderstrike is a simple hero-Attack spell, but it can amusingly be used with Windfury (either from Doomhammer or Inara Stormcrash) to get two spells.
Shock Surger is a weapon buffer and also gives you some burst. Kinda like Stormstrike attached to a minion.
Warchief Thrall is the card that basically inspired this entire competition, and is my card from A Hero's Tale. It only makes sense to toss it back in here again, although it is slightly awkward given Wailor's Ragnar Stormcloud.
It appears to be a one time effect. Judging by the way the Molten Pick is written, as soon as a player ends their turn with mana remaining, it disappears from their hand and they take the damage.
For context, the damage is applied via an uncastable card in hand.
And on that note, could they really have not just made it a Fire spell and literally just call it "Through Fire and Flames" to tie it better with the song the card is referencing? Like, come on Team 5.
Wait until you read the flavor text, haha.
Yep. Highlander cards count
Battlefield Teleporter is a good card that will stand out among the sea of Legendaries that the competition will have. I do question if the draw being restricted to minions is truthfully necessary since Mage has a total of 7 cards in the game that are neither spells nor minions and 5 of them are exclusive to Wild, so I guess you might as well allow those to be drawn as well.
High Priestess Ishanah is a good card, although as pointed out, it does come down quite early, although the stat-cost ratio is fine so you can just up all of those by a bit. What's really hilarious is that if your opponent plays an Alexandros Mograine, the two effects basically cancel each other out.
I think the card design as a whole is a bit questionable.
The card requires you to run a lot of Legendaries for it to work, which is something that I don't think Team 5 would ever encourage because it's a big slap in the face for F2P or low-budget players (in before one of the mini-set Legendaries requires you to run a lot of Legendaries). Triggering the effect also seems very cumbersome, since you're only going to have a maximum of 18 cards in your deck by the time you play this, which is assuming that you went first and didn't play any card draw, and you wouldn't want all the cards to be Legendaries either. It also assumes that you're always able to play it on turn 10, which you won't always be able to do.
And then you have to wait for your hero to die as Warrior, which goes against the fact that you're probably playing a control deck to use this, and therefore have lots of means of gaining Armor. And that has to weapon while you still have at least 5 Legendary cards in your deck. It feels like too many things that you don't have control over has to align properly for it to work.
And I read your comment about Death Knight, but the truth is that the fact that Death Knight exists in the game now is something that can't be overlooked. People will draw the connection and they won't care that you're going "classic style" since that's just not how people in this hobby operate.
To leave you all on a less sorrowful note, here is my card that I'm bringing to the table, Val Bladefang.
Now that it's no longer possible to generate Triple-Rune cards, Val comes to the aid with that. It is a Legendary and it requires you to go all-in on the Runes to be able to generate one Triple-Rune card at complete random, so it should be absolutely fine. Go Triple of any particular Rune, and you'll be rewarded with some bonus tools, but it also means that there's no rune-mixing allowed. It's triple or nothing for Val.
One cool tidbit to note is I envision this would even work with multi-Rune cards, so if you play this in either Triple-Blood or Triple-Frost, either of those can generate Frost Queen Sindragosa as the 2-Rune card. Although in my mind, it still wouldn't be able to generate Climactic Necrotic Explosion, since that was specifically made to not be generatable before the Triple-Rune rule came to effect and I would honor that. This is more of a future-proofing note than anything else, but I think it would be a cool thing for the card to do.
I have quite a few things I'd like to say. The first thing of those... welcome to the finale of season 6!!! It's been 20 competitive weeks, but here we are at the end. Let's make it a good one.
Next, I'd like to do is congratulate Wailor for winning the first place prize of the season. No matter what happens in this competition, it will not be possible to overtake or tie him on victories in this season that count towards the prize. Congratulations Wailor! You've put up a hell of a fight.
And finally, I need to grief at how tragic of a failure this season has been. We tried so many things to increase the amount of participation these comps get from not just the prize at the end, but also putting more effort into advertising them. We put more reminders that these were happening on the front page, and I even tried letting people in other Hearthstone communities I'm a part of know that this was happening, and still nothing worked. Even at that, participation was still just an all-time low and it's apparent that so many people just actually pay no mind to this despite our best efforts and it just makes me sad that there's nothing that could be done to fix this.
Congratulations Wailor.
Competition Theme: Stacked Against You
You're at the final challenge and the deck isn't stacked in your favor. Can you salvage a way to win the fight?
Loknax has whipped up a final boss fight for us, and our playbook is limited for this one.
As always, we can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
While I'm in the middle of internally debating if I should get an Imgur account (and then if I do, actually doing it), here's a card.
Spell Damage Hunter works perfectly for this since it's an established archetype and it still has few enough cards to fit within the requirements.
"spell with Spell Damage" is supposed to be a shorthand for "spell that has benefitted from Spell Damage" since there's not enough text space to write all of that down. I hope that's clear enough.
Gorehowl already can kill Cairne.
Gorehowl starts with 7 Attack and Cairne has 5 Health.
Just a heads-up. Imgur is supposed to be purging uploads without an account today.
It seems to be fine at the time of writing this post, but just to be safe, I would recommend that from this point on, you either:
Competition Theme: Prismatic Parlance
This week, we're giving the term "colorful language" a new meaning.
This week, Wailor wants the classes to step a little bit outside of their keyword comfort zone.
As always, we can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.
We've ended our submission period with 6 entries.
For the first time on Out of Cards (or rather, out of Games), all valid entries will make it to the finals.
At this point, you've got 24 hours left to submit.
New Warchief Thrall.
Really couldn't think of anything else, so I just used Wailor's suggestion. It works well enough.
Alright, feedback time.
Your cards are all solid.
Energy Enhancer feels very derivative of Overdraft, and the effect is generally worse (a fair tradeoff for the loss of the 2/2 body and Tradeable). I do see a combo of having Doomhammer, intentionally Overloading yourself a ton and then having a Windfury hero with like 10 Attack. I don't see this combo being problematic though.
Since you need to choose between either Hammer Enthusiast or Electrify Weapon, I would suggest the former because I think it's more interesting from the perspective of a general player.
I like Ragnar Stormcloud, but I do think he equips Doomhammer too efficiently. Super cheap Overload cards will always exist in Standard, and it's not that hard to cheat this out quite early.
Thunderous Gladiator is cute, but I think their effect is too situational to be useful since it only works with Doomhammer (or any weapon if you happen to have Inara Stormcrash and didn't break it by attacking) and I think the effect is quite small for the requirement.
Storm Bolt is a very straightforward and simple card. I think it probably doesn't need the Overload, and making it 0 mana with 1 Overload feels counterproductive for trying to balance Ragnar.
Stormcaller Thrall is definitely a cool support card for Doomhammer. There aren't any Elementals in the game that have Charge to make use of the Windfury (except for Al'Akir which already has Windfury). I do think the Windfury effect is quite strong, but it's unlikely to be problematic and the condition to get is fairly steep.
I think Charged Stormer is a good card to use with cheap weapons or other hero attack cards and I don't think the effect is problematic.
I think Forge Goliath wouldn't see play though since decks could just use Hoard Pillager instead and skip the Elemental requirement. I guess the Discover could allow for cheap weapons to be used with it, but I think it would probably just be simply to curate the pool around your other cards.
I quite like this theme of giving your hero a benefit after each attack for the rest of the game. If you ask me, I would probably cut either Storm's Wrath or Flame's Fury in favor of the other. They're both solid cards, but having 2 weapons takes up a lot of slots for other support in a competition where you have a total of 3 cards. I think support from other card types is pretty important. As Link pointed out already, Storm's Wrath is a nice that is already used, so if you choose to use Storm's Wrath, you should rename that card.
I do think Thrall, Elemental Master is a bit boring, but at least it's balanced.
Thunderstrike is a simple hero-Attack spell, but it can amusingly be used with Windfury (either from Doomhammer or Inara Stormcrash) to get two spells.
Shock Surger is a weapon buffer and also gives you some burst. Kinda like Stormstrike attached to a minion.
Warchief Thrall is the card that basically inspired this entire competition, and is my card from A Hero's Tale. It only makes sense to toss it back in here again, although it is slightly awkward given Wailor's Ragnar Stormcloud.
Competition Theme: Stop! Doomhammer Time!
This week we're honoring a mighty weapon of Warcraft lore. Hit 'em hard, then hit 'em again!
Chegwin and Linkblade91 are getting ready to drop the hammer on their enemies. Let's join in the fray!
As always, we can be reached through Discord or here on the site via PM if you have any issues to report.
Competition Phases
Here are the phases of this card design competition
Discussion Thread Rules
No thread rules were added to this season. Please populate and manually edit this thread with them.