"Life Sentence should act as a Flik Skyshiv, getting rid all copies of a minion in any hand, deck and on the board, while also removing it from the resurrection pool"
It doesn't appear to read that way. It looks like it's just a "Silence + Destroy + Can't be resurrected" card for Mage.
Maw and Disorder is now out for Time Traveler, but there's also another surprise for the class that comes with it.
When Sylvanas is framed for the murder of Denathrius, she enlists Nathanos to clear herself. Of course, who actually murdered Denathrius remains a mystery. Any Time Traveler could do it and get away with it as they have a very easy means of expunging their name from the record. On the way to the court, they also discover that an old colleague from the chronomancer organization, Nirshen, has been held up and is now on the run.
As of this patch, Murozond from Whispers of the Old Gods has also received the Diamond treatment. If you have Murozond in your collection when the patch hits, you will automatically get a Diamond one. For a limited time, crafting Murozond will also give you a Diamond Murozond.
It was a bit confusing to read the distinction, so I say just submit the version that you think feels the best.
Wailor
Simple, but pretty good. I like cards like that, so I say this one gets a thumbs up from me.
AeroJulwin
This new version of Theora is significantly better than the first version, so I say it's pretty good.
Time Manipulator Inara is pretty alright, but it feels a bit weird for Inara to be a Warlock card as she's listed as a Mage in all depictions of her in Hearthstone (I say that realizing it might be slightly hypocritical as I made her into a Time Traveler card, but the chronomancy aspect is very much connected to the class in that instance). Even though I don't really hate it too much myself, some people probably won't take too kindly to giving what is basically an Ice Block to Warlock. I'd go with Theora.
Moondreamer
The Immunity effect is alright, but this card breaks one of the most cardinal rules of custom card designing, which is that you never design a spell card that only has a conditional effect. Absolutely no exceptions.
You need to give it a base effect that it can always perform even if you don't meet the requirements. To give an example of this, Apexis Blast will still deal the 5 damage even if you have minions in your deck (which is important for matters like random generation). Every spell with a conditional effect follows this design philosophy and for good reason as well.
Unfortunately, I'm not really sure what you could put on the card that really fits the card. If neither player took damage last turn anyway, then it also seems like the Immunity isn't really needed.
As I said before, I'm not so sure about the balancing, the but card looks absolutely great!
Wailor
Living Paradox is a perfectly fine card, but it's not particularly inspiring. If you find nothing better to go with though, then it's not a bad choice.
Commission Artist seems a bit off to me. As mentioned, Sigils aren't really something that players tend to stack a lot of at one time since their effects don't really work together (directly anyway). I must also say that I don't understand the flavor.
Chromomancer Enrera has a typo in the name (should be "Chronomancer"). It's my favorite effect of the three, but since it erases itself after it's played, it's weird that it works as a minion that can't ever actually function as a minion (not necessarily unprecedented since Whizbang does exist, but it's still weird. The only reason reason Whizbang is a minion is because he's Neutral and therefore (at the time anyway) needed to be a minion).
R
I'm sorta surprised I haven't seen this type of effect before. I'm not sure about its balance, but I suppose it's pretty neat.
BasilAnguis
This is a really chaotic card and I sorta love how chaotic it can be, but I also wouldn't submit it. It's just too much.
Moondreamer
This has some good flavor and cool mechanics, and there are certainly ways to take advantage of it. It'd probably need more support to be good, but that's easy to print.
My only real concern, and this isn't really a huge deal, but I feel like in practice it'll just be run as a 1-mana cantrip and the "repeat EoT" effect will just end up being a bonus that's sometimes there as opposed to something the deck is designed to take advantage of.
AeroJulwin
This is a really cool effect in theory, but its banking on a 3 mana 0/6 to survive your opponent's turn and also appears to require you to already be winning to get a chance of any good value out of it.
Last turn, last comp of season 5. Let's make one last push! (until season 6)
There's not really that much to say about either of the cards. The name of Divining Cartomancer is technically redundant, but it doesn't sound bad when speaking it out loud, but do help out if you have a better name (please).
Grand Apothecary Putress is cool. I thought some Poisons were way better than others at first, but the more I think about it, the more I realize that they're all pretty good and could in a vacuum, be seen as relatively close to equal in value. It is also a long-term value card which is not as powerful in Rogue as it could be in other classes, so I'm tempted to say that it's fine.
Lord Blackhand is definitely easier to use. Warrior doesn't have that many ways of enchanting weapons, but the re-equip effect enough is easy enough to get value of it, so I think this is good.
Whichever one is the better of the two to go with is not quite so clear.
Wailor
Well you've already submitted it, so I can't help you further. Unfortunately, I do feel like the "add a Banana to your hand and cast it" effect almost sounds like a way to circumnavigate the rules of having your card play a card. The way the card is phrased in relation to the way the effect works is a bit too weird.
FooBars
My favorite of the three is Stormlash Totem. I like the way it makes you consider how you design your deck to take advantage of it optimally and the plays you can make with the proper deck are pretty cool.
I don't like Goblin Dealer because of how much it limits design space and can create lots of potential swing turns. Admittedly Warlock doesn't have a lot of spells that can become problematic with this, but that doesn't mean that they won't get more later. Even just casting Shadow Waltz with this thing on turn 1 or 2 is incredibly good.
Bazaar Plunderer is quite solid. It's not as overpowered in Rogue as it could be in other classes since Rogue doesn't have the huge spells to take advantage of it by itself (which is the same reason why Swiftscale Trickster is not overpowered in Rogue even though it absolutely would be in other classes), so you're mostly relying on either copying something incredibly specific that you play, or on your opponent to cast something huge that you can safely take advantage of.
BasilAnguis
A "cute" idea flavorwise, but I feel like it has too much text and also just generally doesn't interest me that much.
The best answer for this is support on the site staff's part. Echo was the only person on the team who was really well-versed in Magic enough to be able to write good articles about it, and she recently left our team to focus on her personal life. And when you have no one on the team who focuses on a specific game, then you can't really cover it very well. I'm not even sure how much she'd played Arena recently (the internal systems of the game in general are not known to be especially great).
All things considered, our team on Out of Cards is quite small. We all pretty much play Hearthstone so that's easy to cover, but not everyone on it plays Legends of Runeterra for example, which is one reason why LoR articles in general are not as numerous as Hearthstone ones. When you don't have anyone on the team that can really support the game on the site, then it becomes impossible to cover and that's basically what happened with MTG Arena.
Massive Macaw looks good. Even though it looks like it should be OP, it seems to be fine following Grey Sage Parrot logic, which can do many similar things. I'd say this is probably the safer of the two cards to go with as Izzy seems like it could be an "all-or-nothing" type of submission.
Izzy the Overachiever is an extremely bold idea. There's probably an extremely easy way to utterly break it, but until one of us figures out what that is, it might be an okay card to submit. I'm just afraid that some people might be slightly put off by the fact that it breaks a fundamental rule of the game, and some others might also mistake the spell as being added to your deck (if my own Time Traveler set for Murder at Castle Nathria is anything to go off of).
Wailor
Comparing Silver Hand Commander and Sacredgill Champion, my first inclination is to say that the latter is easier to balance since Murlocs are things that you actually have to put some effort into playing as opposed to SHRs which can be summoned by just using your Hero Power repeatedly.
Erudite Cockatoo is a neat card, although unfortunately I must agree that it is too similar to the two cards you use as comparison.
AeroJulwin
I prefer the second version since it's easier to use and control.
R
I think a Selfless Sidekick effect counts. The effect is okay, even though it's quite powerful at that small size. It's not difficult for this to pull a weapon from your deck and get a big Rusher on turn 4 or even 3.
And even though Rogue doesn't really have big weapons to cheat out with this, it does prevent them from getting some later because of how easy/quick you could cheat them out.
Adamsleungcn
Ice Manipulator Dawngrasp is suspiciously incredibly similar to my Lady Frostheart card from the previous comp. Granted, I didn't submit that card and instead chose a different one, but it's still not a good look on you to go with something so incredibly similar to a card that someone else made very, very recently. I'm not also a big fan of the fact that it affects the enemy hero as well since it allows for some very quick burst damage (hence why I made Frostheart's effect only apply to minions), and it also should say "enemies" instead of "enemy".
Arcaneburst Dawngrasp is okay. There's always the chance that you just deal 3 damage to the enemy hero, but with some luck, it does become a relatively strong board clearing effect.
Relic Chest is alright I guess. It's not exactly the type of design I'd go for if I were to design Relic support, although I suppose it needs to be that way for it to be eligible for the competition. It looks like it's also missing the word "one".
I'm not sure what's up with the name BladeFlurry, and more to the point is that Blade Flurry is already a taken name. The effect itself is okay, though like your other cards, it has some wording mistakes.
Moondreamer
I DO notice a textual inconsistency. The card shouldn't say "on me" since that's Legends of Runeterra wording and I must admit that I'm not the biggest fan of the wording conventions in that game in the first place.
As for the card, I feel like I probably don't like it very much? If you play it on turn 3, then it's just a 3 mana 3/8 with no downside and as long as you keep playing on curve (which is ideally something that you want to do on your following turns anyway), then there isn't really any downside. Well, it appears that I didn't quite get the card correctly the first time. I guess it's a bit better balanced now
I however do like the synergy it has with minions that trigger their effects off of other minions dying. Admittedly, Druid doesn't really have a lot of ways to take advantage of this, but if more good ones were to exist, then this could be a clever and cool way to use that.
For the sake of consistency, it makes sense to allow minions as well. It'd be really weird to allow one and not the other as the distinction is seemingly arbitrary.
I have been busy today. I can finally give feedback.
Linkblade91
These cards are all quite solid. I don't think the effect of Lord Tamakeen being permanent is that bad since there's not (presumably) not too many ways to take advantage of it in a way that's too broken. Izelair is a pretty good replacement if you don't want to go with Tamakeen.
Wailor
I'm all for Instructor Razuvious (either version). They're both really cool cards, but unfortunately I don't think they'd be allowed for entry.
Arkasaur
Gothik the Harvester may be too powerful (or it may not since no one else seems to be batting an eye at it), but its place in DK's arsenal is quite solid and it fits the bill of being the "smaller, simpler Legendary" (in the same vein as Altruis for Demon Hunter) quite nicely.
Lady Deathwhisper is a really cool effect that hybrids other classes, but in a way that feels very unique to Death Knight. My only complaint is that 8/4 for 6 is a really weird statline.
AeroJulwin
Yallesh is a cool self-Freeze card. No problems here.
Moondreamer
While I appreciate the creativity here, I think you should avoid using Colossal at all costs here. There is about a 0% chance that it will appear in Death Knight's actual initiate set, so it doesn't make much sense to use it here. The card is also incredibly weak since it's Frozen first and the Bone Spike is not particularly threatening.
That said, self-Freeze of some type is a design space that you could build something cool with (like AeroJulwin has for Yallesh).
BloodMefist
Painsmith Raznal is a balanced effect and it's good with weapons. I'm not a WoW guy, so I don't know if self-damage is a think in Death Knight like it is in Warlock.
Lard Marrowgar can be quite cool. I think deck destruction can be a cool part of Death Knight looking at the cards that they have in KotFT and it seems that Blizzard would've intended to make it a part of the class. I can't speak much for balance, but the direction here is solid.
FooBars
Lady Deathwhisper is a fine, albeit slightly "wordy" effect. I prefer the first version because of its Rush and therefore can be able to use the effect right away, whereas the second version is just a vanilla 7 mana 6/8 unless it survives a turn, which is not reliable.
"Life Sentence should act as a Flik Skyshiv, getting rid all copies of a minion in any hand, deck and on the board, while also removing it from the resurrection pool"
It doesn't appear to read that way. It looks like it's just a "Silence + Destroy + Can't be resurrected" card for Mage.
Maw and Disorder is now out for Time Traveler, but there's also another surprise for the class that comes with it.
When Sylvanas is framed for the murder of Denathrius, she enlists Nathanos to clear herself. Of course, who actually murdered Denathrius remains a mystery. Any Time Traveler could do it and get away with it as they have a very easy means of expunging their name from the record. On the way to the court, they also discover that an old colleague from the chronomancer organization, Nirshen, has been held up and is now on the run.
As of this patch, Murozond from Whispers of the Old Gods has also received the Diamond treatment. If you have Murozond in your collection when the patch hits, you will automatically get a Diamond one. For a limited time, crafting Murozond will also give you a Diamond Murozond.
Looks like Rexxar will no longer be the lone Half-Orc in the entire mode.
But it makes me curious if there really are enough Half-Orc characters they could implement into the mode to justify the tribe.
Judging by the way the Flare-Counterspell interaction works, then yes it should.
But we'll never actually know for sure until we see it in game or someone from Blizzard tells us, because that's just how Hearthstone is.
Mawsworn Bailiff
It has 4 Attack, 4 Health, and it gains 4 Attack and 4 Health if you have 4 Armor, and yet it costs 5 Mana, smh.
I don't like Order in the Court.
I get that it's a pun because it's literally putting order in your deck, but it feels like such a lame reprint of Lorekeeper Polkelt.
Imp-oster is looking pretty sus.
Rogue is getting so Burgle-y that it stole an entire class's reveal.
Mal'Ganis? Pfft.
All classes have access to a cheaper option that does the same thing. May I introduce you to my friend, Bolf Ramshield?
And now that we know that both of those cards got nerfed, you just look silly, don't you?
Extra feedback.
This new version of Theora is significantly better than the first version, so I say it's pretty good.
Time Manipulator Inara is pretty alright, but it feels a bit weird for Inara to be a Warlock card as she's listed as a Mage in all depictions of her in Hearthstone (I say that realizing it might be slightly hypocritical as I made her into a Time Traveler card, but the chronomancy aspect is very much connected to the class in that instance). Even though I don't really hate it too much myself, some people probably won't take too kindly to giving what is basically an Ice Block to Warlock. I'd go with Theora.
The Immunity effect is alright, but this card breaks one of the most cardinal rules of custom card designing, which is that you never design a spell card that only has a conditional effect. Absolutely no exceptions.
You need to give it a base effect that it can always perform even if you don't meet the requirements. To give an example of this, Apexis Blast will still deal the 5 damage even if you have minions in your deck (which is important for matters like random generation). Every spell with a conditional effect follows this design philosophy and for good reason as well.
Unfortunately, I'm not really sure what you could put on the card that really fits the card. If neither player took damage last turn anyway, then it also seems like the Immunity isn't really needed.
Living Paradox is a perfectly fine card, but it's not particularly inspiring. If you find nothing better to go with though, then it's not a bad choice.
Commission Artist seems a bit off to me. As mentioned, Sigils aren't really something that players tend to stack a lot of at one time since their effects don't really work together (directly anyway). I must also say that I don't understand the flavor.
Chromomancer Enrera has a typo in the name (should be "Chronomancer"). It's my favorite effect of the three, but since it erases itself after it's played, it's weird that it works as a minion that can't ever actually function as a minion (not necessarily unprecedented since Whizbang does exist, but it's still weird. The only reason reason Whizbang is a minion is because he's Neutral and therefore (at the time anyway) needed to be a minion).
This has some good flavor and cool mechanics, and there are certainly ways to take advantage of it. It'd probably need more support to be good, but that's easy to print.
My only real concern, and this isn't really a huge deal, but I feel like in practice it'll just be run as a 1-mana cantrip and the "repeat EoT" effect will just end up being a bonus that's sometimes there as opposed to something the deck is designed to take advantage of.
Last turn, last comp of season 5. Let's make one last push! (until season 6)
There's not really that much to say about either of the cards. The name of Divining Cartomancer is technically redundant, but it doesn't sound bad when speaking it out loud, but do help out if you have a better name (please).
Late feedback.
Grand Apothecary Putress is cool. I thought some Poisons were way better than others at first, but the more I think about it, the more I realize that they're all pretty good and could in a vacuum, be seen as relatively close to equal in value. It is also a long-term value card which is not as powerful in Rogue as it could be in other classes, so I'm tempted to say that it's fine.
Lord Blackhand is definitely easier to use. Warrior doesn't have that many ways of enchanting weapons, but the re-equip effect enough is easy enough to get value of it, so I think this is good.
Whichever one is the better of the two to go with is not quite so clear.
My favorite of the three is Stormlash Totem. I like the way it makes you consider how you design your deck to take advantage of it optimally and the plays you can make with the proper deck are pretty cool.
I don't like Goblin Dealer because of how much it limits design space and can create lots of potential swing turns. Admittedly Warlock doesn't have a lot of spells that can become problematic with this, but that doesn't mean that they won't get more later. Even just casting Shadow Waltz with this thing on turn 1 or 2 is incredibly good.
Bazaar Plunderer is quite solid. It's not as overpowered in Rogue as it could be in other classes since Rogue doesn't have the huge spells to take advantage of it by itself (which is the same reason why Swiftscale Trickster is not overpowered in Rogue even though it absolutely would be in other classes), so you're mostly relying on either copying something incredibly specific that you play, or on your opponent to cast something huge that you can safely take advantage of.
The best answer for this is support on the site staff's part. Echo was the only person on the team who was really well-versed in Magic enough to be able to write good articles about it, and she recently left our team to focus on her personal life. And when you have no one on the team who focuses on a specific game, then you can't really cover it very well. I'm not even sure how much she'd played Arena recently (the internal systems of the game in general are not known to be especially great).
All things considered, our team on Out of Cards is quite small. We all pretty much play Hearthstone so that's easy to cover, but not everyone on it plays Legends of Runeterra for example, which is one reason why LoR articles in general are not as numerous as Hearthstone ones. When you don't have anyone on the team that can really support the game on the site, then it becomes impossible to cover and that's basically what happened with MTG Arena.
Feedback time, let's go.
Massive Macaw looks good. Even though it looks like it should be OP, it seems to be fine following Grey Sage Parrot logic, which can do many similar things. I'd say this is probably the safer of the two cards to go with as Izzy seems like it could be an "all-or-nothing" type of submission.
Izzy the Overachiever is an extremely bold idea. There's probably an extremely easy way to utterly break it, but until one of us figures out what that is, it might be an okay card to submit. I'm just afraid that some people might be slightly put off by the fact that it breaks a fundamental rule of the game, and some others might also mistake the spell as being added to your deck (if my own Time Traveler set for Murder at Castle Nathria is anything to go off of).
Comparing Silver Hand Commander and Sacredgill Champion, my first inclination is to say that the latter is easier to balance since Murlocs are things that you actually have to put some effort into playing as opposed to SHRs which can be summoned by just using your Hero Power repeatedly.
Erudite Cockatoo is a neat card, although unfortunately I must agree that it is too similar to the two cards you use as comparison.
I think a Selfless Sidekick effect counts. The effect is okay, even though it's quite powerful at that small size. It's not difficult for this to pull a weapon from your deck and get a big Rusher on turn 4 or even 3.
And even though Rogue doesn't really have big weapons to cheat out with this, it does prevent them from getting some later because of how easy/quick you could cheat them out.
Ice Manipulator Dawngrasp is suspiciously incredibly similar to my Lady Frostheart card from the previous comp. Granted, I didn't submit that card and instead chose a different one, but it's still not a good look on you to go with something so incredibly similar to a card that someone else made very, very recently. I'm not also a big fan of the fact that it affects the enemy hero as well since it allows for some very quick burst damage (hence why I made Frostheart's effect only apply to minions), and it also should say "enemies" instead of "enemy".
Arcaneburst Dawngrasp is okay. There's always the chance that you just deal 3 damage to the enemy hero, but with some luck, it does become a relatively strong board clearing effect.
Relic Chest is alright I guess. It's not exactly the type of design I'd go for if I were to design Relic support, although I suppose it needs to be that way for it to be eligible for the competition. It looks like it's also missing the word "one".
I'm not sure what's up with the name BladeFlurry, and more to the point is that Blade Flurry is already a taken name. The effect itself is okay, though like your other cards, it has some wording mistakes.
I DO notice a textual inconsistency. The card shouldn't say "on me" since that's Legends of Runeterra wording and I must admit that I'm not the biggest fan of the wording conventions in that game in the first place.
As for the card, I feel like I probably don't like it very much? If you play it on turn 3, then it's just a 3 mana 3/8 with no downside and as long as you keep playing on curve (which is ideally something that you want to do on your following turns anyway), then there isn't really any downside. Well, it appears that I didn't quite get the card correctly the first time. I guess it's a bit better balanced now
I however do like the synergy it has with minions that trigger their effects off of other minions dying. Admittedly, Druid doesn't really have a lot of ways to take advantage of this, but if more good ones were to exist, then this could be a clever and cool way to use that.
For the sake of consistency, it makes sense to allow minions as well. It'd be really weird to allow one and not the other as the distinction is seemingly arbitrary.
A little education will go a long way.
I have been busy today. I can finally give feedback.
Gothik the Harvester may be too powerful (or it may not since no one else seems to be batting an eye at it), but its place in DK's arsenal is quite solid and it fits the bill of being the "smaller, simpler Legendary" (in the same vein as Altruis for Demon Hunter) quite nicely.
Lady Deathwhisper is a really cool effect that hybrids other classes, but in a way that feels very unique to Death Knight. My only complaint is that 8/4 for 6 is a really weird statline.
While I appreciate the creativity here, I think you should avoid using Colossal at all costs here. There is about a 0% chance that it will appear in Death Knight's actual initiate set, so it doesn't make much sense to use it here. The card is also incredibly weak since it's Frozen first and the Bone Spike is not particularly threatening.
That said, self-Freeze of some type is a design space that you could build something cool with (like AeroJulwin has for Yallesh).
Painsmith Raznal is a balanced effect and it's good with weapons. I'm not a WoW guy, so I don't know if self-damage is a think in Death Knight like it is in Warlock.
Lard Marrowgar can be quite cool. I think deck destruction can be a cool part of Death Knight looking at the cards that they have in KotFT and it seems that Blizzard would've intended to make it a part of the class. I can't speak much for balance, but the direction here is solid.
You wanna know why I think Riot didn't reveal the keyword description?
They're improvising.