Your latest version is definitely the safest and therefore will probably get the best score. It looks powerful without being too crazy.
Wailor
I too prefer the 5-mana version. Dare I say it could possibly be 4 mana.
AeroJulwin
I do realize that finding good art for this prompt is difficult, but I do the art could be better.
Otherwise, it's a much better Runespear that still unfortunately runs into the same problems that card does in terms of being unreliable.
BloodMefist
Unpopular opinion, but I actually prefer Gaze of the Void personally. That's not to say anything bad about Orb of Domination because that card is still pretty solid.
BasilAnguis
I think Ring of Purity is too convoluted and Saint's Skull is too impractical. Ring of Strength I think has the best idea but it suffers from a problem of being extremely good when drawn early and drastically dropping off the longer the game goes on for and it requires you to run a lot of weapons which is a bad thing.
This article was definitely made to spark this debate. XD
I do hope you realize that all of this is just some friendly banter between the community. I highly doubt that most people here are taking any of it seriously.
I must admit that I'm late on feedback, but here I am!
Linkblade91
Twilight Hammer's Den is pretty weak. Compare to [Hearthstone Card (Beckoner of Evi) Not Found]l which, for the same mana cost, gives you a 2/3 body on the board and applies the +2/+2 buff right away instead of at the end of the turn (which can be important for cards like Twin Emperor Vek'lor).
The other two are better. Although I do like the idea of Sigil of Momentum, it may be better to go with Wave of Ooze because it's easy to understand and the former seems difficult to phrase properly.
Wailor
I prefer Irondeep Mine.
BasilAnguis
I think Buried in Ice is the best of the three for me. Cover Fire seems too weak and Pacifism (although super flavorful) seems to require too specific of a game state to be practical.
BloodMefist
Definitely prefer Rain of Chaos personally.
AeroJulwin
I'm a sucker for anything resembling a Scry-like effect, although this one seems pretty weak to me. The word "turns" also should be singular if the effect normally only lasts a single turn.
Alright, I'm counting on you to give me some good feedback.
Restless Souls is a classic design of mine that ended up working perfectly for what's going on here.
Servant Magatha has Magatha Grimtotem at the Darkmoon Faire and corrupted by the Old Gods. Not sure why she's there, but the art was way too perfect to pass up. I wish I could've made it just summon any random Totem, but unfortunately a couple of too good rolls exist for that.
Feedback
Wailor
I like it, but maybe make it cost 4.
Linkblade91
Still going on that Yrel train even after she was added to the game. And wow, that Yrel is a huge comeback enabler. Basically a 5-Attack pre-nerf Dreadsteed with Rush while behind on board. Kinda strong at putting you back in the game.
Hold the Line! is definitely a lot easier to balance. That said, one thing that is weird about both cards is the fact that they both have anti-synergy with the Hero Power.
Anchorm4n
Yeah, I was just about to comment on Cyclopian Horror. I encourage you not to give up though. You can definitely get there.
Nirast
This is a cool effect and I like the many different ways it can be used. The card is by no means bad as is, but I'm thinking it could possibly be 2 mana since it's always worse than Subdue on the enemy board and you need a lot of minions on your side in order for it to be a huge buff (thinking specifically of Reliquary Seeker in that regard), though I can't doubt that a +6/+6 buff for 2 mana would indeed be extremely good.
Pretty good job overall
AeroJulwin
Exactly that. PM Shadows (or DM on Discord) your prompt ideas and we choose whichever one we like the most to be the next competition (ideally having more than one prompt is a good idea).
As for your card, Smoldermort is definitely a deviation from the typical Hunter weapon. This is very much a card for Control Hunter, which is a little bit weird, but I don't hate it.
The artwork doesn't particularly feel like a Hunter weapon to me, but then again Stormhammer exists and this definitely feels more Hunter to me than that card does.
Well it took a while, but I finally got both The Deadmines and Fractured in Alterac Valley up.
The Deadmines
Upon uniting with the rest of the Mercenaries in Stormwind, Infinis and the rest of the gang find themselves in The Deadmines, a dungeon populated with the Defias Brotherhood. In the hideout, Infinis has hopes of finding the Infinity Scroll, an artifact said to be able to unlock his time-twisting abilities to its maximum potential.
Fractured in Alterac Valley
The two political factions are at conflict with each other. Infinis discovers the true location of the Infinity Scroll across his journey in the Deadmines is here in Alterac Valley, prompting him to remain neutral in conflict as much as possible to uncover the powerful artifact. Time manipulation powers have lead to the rediscovery of The Veiled Cleft, once hidden from an avalanche and thought to be permanently lost in time. This does not go unnoticed, as Infinis and his actions have also attracted the attention of the astral god Shallatoah and her following.
Yeah, not a great idea from the start but when you're frazzled for something, you just gotta do with what you got.
But I did nonetheless come up with something else. Tried to spin around Druid's tendency to benefit from a wide board (particularly modeled after Soul of the Forest) into building one from your opponent.
I wasn't sure if 4 was the right cost for the card. I just thought "Vivid Spores is 4 mana, and this basically that card in reverse so, 4 again? It does have the potential to allow for some wide board building, though Druid doesn't have strong AoE to combo with it.
What's really difficult is trying to come up with something that makes sense for the competition, but at the same time, not going against the core philosophies of how Druid cards are designed. Some designs I can think of in my mind that make sense are like "oh, that's kinda cool, but... it I can't break that weakness of Druid."
Nonetheless, I did manage to get something out that doesn't fall into that trap.
Wow, I really have nothing for this one so far. I've submitted a card for every comp so far, and I'm not going to let this one be the first one that I don't enter. For the Christmas comp, I ended up having to submit a card I made in less than a minute without any feedback and I surprisingly made it to the finals with it, so I guess that may happen here as well.
But here's a follow-up to my original feedback.
BasilAnguis
I'm going to have to agree and say that two turns of immunity is quite strong. Druid can easily just choose a meaningless 1/1 token to make Dormant almost completely negating the downside and then buff the Immune minion. Immune in general is a touchy keyword to explore because it can easily become problematic. It also feels a bit weird in flavor as well.
R
I do realize that bending Druid's flavor and mechanical identity is a necessity for this comp, but this definitely steps over the line. I suppose it makes sense flavorfully, but having a card that is very heavily Demon-centric in a class without Demons (other than Imprisoned Satyr), even if it's not requiring you to actually use them in your deck, feels very strange.
Wailor
Solid idea, but I think the strength of these cards can be increased since they're both entirely reliant on your opponent's actions and board state. Sometimes your opponent may simply be able to play around either of these effects by just not spending mana. Both of these cards will require your opponent to spend roughly 7 or 8 mana on their next turn before they become "even", and Nightmare Lord Xavius can possibly be killed before it does anything if your opponent has the means to kill it without needing to spend mana effectively making it winmore-y.
AeroJulwin
I like this. It's a neat juxtaposition of traditional Druid mechanics that work for this competition, and the class can play into the effect perfectly with ramp.
Linkblade91
I do prefer this version. It's more in line with what Corrupt is supposed to do, which I think is beneficial both for consistency and for gameplay.
This may be a great flavor comp, but it's difficult to think of a good card to use here.
But here's some opinions to keep everything rolling.
Wailor
Sort of Mire Keeper, sort of not. My main concern is that the Corrupt effect is extremely powerful when played early since stealing a Mana Crystal for ramp is extremely powerful. But then once you reach turn 10, the effect basically erases itself since it does nothing (unless you happen to have Wildheart Guff's 20 mana ability active). I know that quite a few cards from the actual set have this same problem too (namely the Paladin Legendaries), but I also feel like the card doesn't really have any actual Darkmoon flavor.
TheHoax91
I'm sorry, but I don't see what the benefit here is. Most of the time, it seems that what this card does is essentially cast a free [Hearthstone Card (Time Out) Not Found] for your opponent. The only benefit I see here is that I guess it stops your opponent from attacking, but that's a fairly niche thing to counter (unless the meta has hero attacks rampant throughout) for what otherwise seems to be an effect that mostly does either nothing or actively a benefit to them.
Perhaps I'm horribly misunderstanding what this is supposed to do, so please enlighten me if this is the case.
Linkblade91
A Corrupt hero card is great. This one in particular however… I'm not that fond of. Namely because the Corrupt ability is a huge deviation to what Corrupt effects tend to be. Corrupt effects tend to be either just a stat/keyword buff, or a smooth and logical upgraded version of what the baseline effect is and not something completely and utterly different like this card is.
And because the effects are so drastically different from each other, the effect feels way too sidegrade-y for a Corrupt card. True, Circus Medic (and to some extent, Felsteel Executioner) is a sidegrade rather than a strict upgrade, but like the other Corrupt cards, it's a simple, logical progression of the base effect (damage instead of healing) and the 4 damage will be better than the 4 healing in a majority of cases. Whatever the better form on Ysera is though, is very board dependent and instances of the base form being the optimal form is much more common than instances where the base form of Circus Medic is optimal, and I don't like using Corrupt in this way.
Balance, art, etc. and everything else is otherwise fine.
I had a really hard time thinking of anything and it took forever to come up with something that I at least sorta liked, so hopefully it's good.
I really have nothing right now. Here's feedback.
I do realize that finding good art for this prompt is difficult, but I do the art could be better.
Otherwise, it's a much better Runespear that still unfortunately runs into the same problems that card does in terms of being unreliable.
Hey, this is pretty fun.
Click on another expansion, then go back to "Coresetgryphon" and that should fix it.
This article was definitely made to spark this debate. XD
I do hope you realize that all of this is just some friendly banter between the community. I highly doubt that most people here are taking any of it seriously.
"(pronounced "Jif")"
On opposite day.
You pronounce it like "gift" without the t. Otherwise, you're just unevolved.
I must admit that I'm late on feedback, but here I am!
Twilight Hammer's Den is pretty weak. Compare to [Hearthstone Card (Beckoner of Evi) Not Found]l which, for the same mana cost, gives you a 2/3 body on the board and applies the +2/+2 buff right away instead of at the end of the turn (which can be important for cards like Twin Emperor Vek'lor).
The other two are better. Although I do like the idea of Sigil of Momentum, it may be better to go with Wave of Ooze because it's easy to understand and the former seems difficult to phrase properly.
Got two quick Objectives here.
My new, very stupid idea. Go big or go home!
Chalice*
Alright, I'm counting on you to give me some good feedback.
Restless Souls is a classic design of mine that ended up working perfectly for what's going on here.
Servant Magatha has Magatha Grimtotem at the Darkmoon Faire and corrupted by the Old Gods. Not sure why she's there, but the art was way too perfect to pass up. I wish I could've made it just summon any random Totem, but unfortunately a couple of too good rolls exist for that.
Feedback
Still going on that Yrel train even after she was added to the game. And wow, that Yrel is a huge comeback enabler. Basically a 5-Attack pre-nerf Dreadsteed with Rush while behind on board. Kinda strong at putting you back in the game.
Hold the Line! is definitely a lot easier to balance. That said, one thing that is weird about both cards is the fact that they both have anti-synergy with the Hero Power.
Pretty good job overall
Exactly that. PM Shadows (or DM on Discord) your prompt ideas and we choose whichever one we like the most to be the next competition (ideally having more than one prompt is a good idea).
As for your card, Smoldermort is definitely a deviation from the typical Hunter weapon. This is very much a card for Control Hunter, which is a little bit weird, but I don't hate it.
The artwork doesn't particularly feel like a Hunter weapon to me, but then again Stormhammer exists and this definitely feels more Hunter to me than that card does.
420 blaze it!
You officially have the highest-scoring card in the entirety of our WCDCs.
Well it took a while, but I finally got both The Deadmines and Fractured in Alterac Valley up.
The Deadmines
Upon uniting with the rest of the Mercenaries in Stormwind, Infinis and the rest of the gang find themselves in The Deadmines, a dungeon populated with the Defias Brotherhood. In the hideout, Infinis has hopes of finding the Infinity Scroll, an artifact said to be able to unlock his time-twisting abilities to its maximum potential.
Fractured in Alterac Valley
The two political factions are at conflict with each other. Infinis discovers the true location of the Infinity Scroll across his journey in the Deadmines is here in Alterac Valley, prompting him to remain neutral in conflict as much as possible to uncover the powerful artifact. Time manipulation powers have lead to the rediscovery of The Veiled Cleft, once hidden from an avalanche and thought to be permanently lost in time. This does not go unnoticed, as Infinis and his actions have also attracted the attention of the astral god Shallatoah and her following.
Tokens
Yeah, not a great idea from the start but when you're frazzled for something, you just gotta do with what you got.
But I did nonetheless come up with something else. Tried to spin around Druid's tendency to benefit from a wide board (particularly modeled after Soul of the Forest) into building one from your opponent.
I wasn't sure if 4 was the right cost for the card. I just thought "Vivid Spores is 4 mana, and this basically that card in reverse so, 4 again? It does have the potential to allow for some wide board building, though Druid doesn't have strong AoE to combo with it.
That's quite some foresight you got there. But don't forget about 2022, the year that we're about to get into. *insert tongue out emoticon*
What's really difficult is trying to come up with something that makes sense for the competition, but at the same time, not going against the core philosophies of how Druid cards are designed. Some designs I can think of in my mind that make sense are like "oh, that's kinda cool, but... it I can't break that weakness of Druid."
Nonetheless, I did manage to get something out that doesn't fall into that trap.
Wow, I really have nothing for this one so far. I've submitted a card for every comp so far, and I'm not going to let this one be the first one that I don't enter. For the Christmas comp, I ended up having to submit a card I made in less than a minute without any feedback and I surprisingly made it to the finals with it, so I guess that may happen here as well.
But here's a follow-up to my original feedback.
I'm going to have to agree and say that two turns of immunity is quite strong. Druid can easily just choose a meaningless 1/1 token to make Dormant almost completely negating the downside and then buff the Immune minion. Immune in general is a touchy keyword to explore because it can easily become problematic. It also feels a bit weird in flavor as well.
This may be a great flavor comp, but it's difficult to think of a good card to use here.
But here's some opinions to keep everything rolling.
Perhaps I'm horribly misunderstanding what this is supposed to do, so please enlighten me if this is the case.
A Corrupt hero card is great. This one in particular however… I'm not that fond of. Namely because the Corrupt ability is a huge deviation to what Corrupt effects tend to be. Corrupt effects tend to be either just a stat/keyword buff, or a smooth and logical upgraded version of what the baseline effect is and not something completely and utterly different like this card is.
And because the effects are so drastically different from each other, the effect feels way too sidegrade-y for a Corrupt card. True, Circus Medic (and to some extent, Felsteel Executioner) is a sidegrade rather than a strict upgrade, but like the other Corrupt cards, it's a simple, logical progression of the base effect (damage instead of healing) and the 4 damage will be better than the 4 healing in a majority of cases. Whatever the better form on Ysera is though, is very board dependent and instances of the base form being the optimal form is much more common than instances where the base form of Circus Medic is optimal, and I don't like using Corrupt in this way.
Balance, art, etc. and everything else is otherwise fine.
Here's to more FC content to come in 2022!