With proper deckbuilding, you can definitely lessen the chances of making it a guessing game and actually make a consistent 2 mana draw 2. It works well with Lorekeeper Polkelt as well. It isn't as strong as Breath of Dreams, but perhaps it can be used in that card's place in Druid decks which don't want Dragons.
This is a very strange card by design, and I'm not sure how to feel about it from this perspective. That said, both of these cards are pretty good so you can probably find some use for them.
Strong, cheap AoE for Demon Hunters. This will be surely be good. It's literally just Shooting Star with Lifesteal, and in a class that could make good use of that healing.
We obviously can't judge this yet since we don't know all the Corrupt cards.
From the design cues I can pick up from the current Corrupt cards though, most of them are probably going to be mid-to-high Cost. Cheap Corrupt cards wouldn't make too much sense since it would be extremely easy to upgrade them. The cheapest Corrupt card so far is Day at the Faire which costs 3, and by the nature of the keyword, this is probably the cheapest cost Corrupt cards will come, although I'm perfectly fine with being proven wrong here. Adding lots of 0-Cost stuff to your hand is always good too.
This is definitely weaker than the original N'Zoth and probably the weakest of the four Old Gods in this set from a first glance, although if they're revealing it this early, then there's definitely got to be some support for it also coming. But just because it wants you to play all these tribes doesn't mean that you need to support all the tribes, which is an important distinction to make.
On first glance, this goes in a deck that likes to draw a lot, although those tend to be aggressive.
This however is very good in Control decks since the tokens are "fair" (not great, but acceptable) cards by themselves, and the reward is definitely strong for what you get.
The playability of this card lives and dies by the viability of Control decks. If Control decks are viable, then this will absolutely see play. But if it isn't, then it won't.
This is definitely the most meme-y card they've ever made in the entire game. This actually makes the original card seem pretty tame by comparison. Its condition is pretty easy for most decks to meet. Its Constructed viability is one to question because of how random it is, but it will absolutely see play on the basis that it's Yogg-Saron and a funny card.
Anchorm4n - I too am in the boat of Spy Master over Diversify, so I'd go with that. As well as the boat of "the first one costs (0)" because you should be able to at least get one out on the turn you play it.
BasilAnguis - I agree with Link in that it's basically just Twisting Nether in a lot of cases which you could run instead. Warlock is both a class that - mechanically shouldn't get a Pyroblast, and also - is less likely to use the dual-Pyroblast effectively as Warlocks will take face damage doing what they normally do.
Hordaki - The first version seems too similar to The Boomship, which will usually do what you're trying to accomplish with this card better. The enemy minions having Rush doesn't really change anything since they can't attack on your turn anyway. I think I like the second version better.
BloodMefist - I like the idea of the third version, although it feels weak in its current form at 10 mana (not that you can do anything about it since it would no longer be eligible if it had a lower cost). I feel like you could combine both of the other two versions, having the damage scale with discard, and the number of Infernals summoned fixed.
Allthehype - I prefer The Final Reckoning myself over making it a Libram since I feel it's a bit forced to just add "Libram" to the name of a Paladin spell. It doesn't have the AoO watermark, so it being a Libram wouldn't make sense in the context of the set. That said, I quite like the card overall, so good job!
KANSAS - Looks good.
Shaveyou - The card itself seems fine, but a "Deathrattle Shudderwock" is a fairly overused idea that I've seen several times before.
Cg8889 - Purge Evil is definitely better than your others, although it suffers from needing a minion on board that can attack (and preferably face) to actually use the effect.
MenacingBagel - Dark Harvest seems to be an okay idea, but don't put it in WotOG in my opinion since DOOM! exists in that set as another 10 mana spell that destroys all minions. This especially applies if you choose to use the Lifesteal version since Lifesteal did not yet exist in WotOG. I'm not a huge fan of the fact that it's basically a Reno + Twisting Nether. Soul Swap seems a bit better, and I do like that it heals you to prevent it fronm being too strong when you're down to 1 Health.
LuckyTiger151 - Welcome aboard to the world of fan-made content. It's always nice to see new faces here. It should be noted right away that everything should be a separate image. Submitting the hero with the tokens all in one image will get you disqualified. Azeroth's End is flashy as hell, but it's also unfortunately, extremely weak. A 10 mana card needs to do something right away, and this one doesn't. You spend all of your mana to just deal 15 damage to your hero, and at that rate, you'll probably just lose the game next turn. It's also worth it to note that you will take a total of 30 damage from the effect before transforming into Archimonde, so you'll need a lot of healing. Let's say that you somehow do manage to become Archimonde. Your hero is completely Immune. How about your opponent? How do they win? Are they just screwed? Since you're permanently Immune, the only thing that your opponent could possibly do to win is [Hearthstone Card (Mecha'tun) Not Found] or hope you reach the turn limit. It might as well say "destroy the enemy hero" since your hero is virtually unkillable in this state anyway. If I were you, I would simply scrap this card and start over.
TheHoax91 - Well this might just be the craziest fan-made card I've ever seen in my life (and this is coming from someone who literally put "restart the game" on a card and thought it was okay). I hate it, but I also love it. In all reality, it's fairly unlikely that this will be able to be too degenerate unless your opponent is playing a burn deck and/or you have a fair-sized board, so I'm personally fine with it, although I reckon quite a few people won't feel the same way.
Two different ideas came to mind, both for Paladin.
Benediction - Wanted to try something that worked for Buff Paladin archetype but also tied in a theme from the past with a pseudo-Time Out!. The minion would act as a stall for a turn unless your opponent can go over the top. The drawback for the player is that a minion on board is required due to the mana cost as well as the minion will only last one turn. However, it would allow the player to maybe draw into that board clear that is needed to regain the board or the healing from something like Libram of Hope.
Strike the Weak - Also tying into the Buff Paladin archetype but this is more of a finisher-esque card. The idea was taking two iconic Paladin cards (Blessing of Kings and Consecration) and mashing them together into one strong board clear. Went with the Shadowflame wording but also hitting face. After creating it thought maybe it would fit more with Paladins if it was the buff and then that minion had ultra-cleave when it attacked.
Taunt + Immune has the same interaction as Taunt + Stealth. A minion with Taunt that gains Immune loses Taunt while it has Immune, meaning that Benediction granting Taunt is meaningless since it's also granting Immune, which turns the Taunt off.
Strike the Weak is kinda cool, but Paladins are typically not supposed to get cards which deal damage, and the few that do exist are mostly from very early sets in the game. Flavorfully, "striking the weak" is also the opposite of what Paladins are supposed to do. They're supposed to be honorable warriors and help those who can't defend themselves.
Linkblade91 - Chains of Kel'Thuzad is fairly neat, although it doesn't feel particularly Mage-y to me in terms of flavor. Convergence of Wisps is a neat alternate victory condition card, and I'm sure there's something you can do with Living Mana and Kael'thas. That said, a fair few people might just see the words "destroy the enemy hero" and give you a penalty out of principal. I will admit that this isn't really fair in my opinion, but it's just something that some people might think.
Wailor - A very "funny" card. I'm not sure if this would be too broken or not given that it's a 10 mana card that does nothing on the board, although I could see it playing well in some environment.
KANSAS - Grammar mistakes aside (capitalize the Tribe, and use "its"), the card is perfectly okay. The only major problem I see with the card is that the name Unleash the Beast is already taken.
Pokeniner - This COULD be good, although its reliance on a board presence might likely hold it back. You need quite a few high-Health minions that haven taken relatively significant, but non-lethal damage to really make this work.
BloodMefist - Wrath of the Legion is a neat card. I feel it's a lot of like Deathwing with multiple 6/6s spread out as opposed to one 12/12. This certainly makes it better and less risky than Deathwing in a lot of situations. Visions of the End seems like it would be really weak at 10 mana since you could just play the card anyway to get the same effect in a majority of cases. I would reduce the Cost, although then it wouldn't be eligible for the comp anymore. I do also think it's a bit weird that you're trying to push Old Gods in a set where they've long been gone from Standard.
Anchorm4n - I would go with the Rogue version off of the same comment you made about people holding Neutral spells against you.
FieselFitz - For the sake of consistency with the other Warrior/Paladin dual-class cards, Warrior should be on the left and Paladin on the right. The version with the Pumpkin watermark looks good, even if it doesn't really fit the card at all (still better than using the RR one).
R - Should be "of each of your turns". This is certainly one of the more creative ideas I've seen. It could be scary in the right cirsumstances, although it very likely won't be when you need to spend 10 mana and destroy a friendly minion and do nothing else that turn.
DavnanKillder - Killing Spree is flavorful, although the blood on the art seems to be too much for Hearthstone these days. Rogues are also not supposed to have AoEs, so that might work against the card. RAGEEEEEE!!!! I think would do better, so I would go for that. It's neat, flavorful, and seems to be playable.
Some things to keep in mind about making a 10-Cost spell is how each class gets to 10 mana and uses that. For example, 10-Costs are obviously very different for Priest than they would be for Hunter for instance. Druids can ramp to get to 10 mana (which is part of why Ultimate Infestation was broken). Some classes can of course also use Kael'thas Sunstrider much more effectively than others. A self-cost reduction effect might also be really useful to expand design space.
Any opinions on this card? I'm not sure what the stats/mana cost will finalize at, but I'm pretty sure on the effect. Also, are there any good places to find art for these custom cards?
Unfortunately, this seems very weak. I would give it at least a few extra stats.
As Spellburst is an SA mechanic, you should change the watermark. Taunt also should be capitalized.
No posts for an hour: Submits card because I'm flumped and can't think of anything.
Less than 10 minutes after I submit: 2 more posts.
I was so flumped for anything in this comp. I couldn't think of ANYTHING that I was even remotely satisfied with. I just went with whichever one more people seemed to like better.
Not gonna lie, it's really difficult to find any ideas that I'm satisfied with. The more I look at the two cards I have, the less satisfied I become with them.
Feedback:
Show Spoiler
Wailor - I'm not really too big of a fan of this to be honest. It just feels too "weird" to me. Out of each version, I prefer the second.
Linkblade91 - Stampeding Roar is crying in the corner. The card seems possibly too strong because of that, but it's also weird that it's a Druid weapon. I knowTwig of the World Tree exists, but Druid is still not a conventional weapon class, so it seems strange for them to have a random weapon here.
TheHoax91 - Spellburst on a Hero card is a concept I thought of in my head, but didn't go through with. It's cool that someone else seemed to have the same idea. That said, it's a bit strange here for reasons others have pointed out. I don't think the stacking Spell Damage aspect is too OP at 4 mana, but Mage is not supposed to be a class with the ability to infinitely gain Armor, even if it's this slow. The Hero Power is also missing "Hero Power" in bold at the top. The minion form is "cute", but not necessarily good.
Shaveyou - This seems okay, although its flavor as an SA card is really strange.
Arkasaur - Ancestral Crescent is actually a card I thought of before this competition started. Really wishing I went with it now, but I really like it. Golden Justicar isn't by any means bad, but Ancestral Crescent wins it for me.
Grumpymonk - Freezemeister's effect is a bit strange seeing as when you damage minions, ideally you want to kill them that turn, and the Freezing effect doesn't really do anything to advance that. Attentive Student is better in my opinion. Either version is fine, but the second one seems the most "fun" to me.
BloodMefist - Even if this isn't a Legendary and cheaper, the effect still seems quite weak compared to Headmaster Kel'Thuzad.
Anchorm4n - Any type of wording niggles aside, Explosive Archer seems good. The wording is probably a very small problem though. I understood its intention immediately.
Nirast - Seeing as how the card itself is a spell, and Spellburst triggers after a spell is cast, the casting of the card would trigger its own Spellburst.
Ekkeh - I'm not sure what would happen if you tried to Spellburst it while your opponent has no minions other than consuming the Spellburst. As a base idea, the card seems fine even if may be too reminiscent of Cabal Acolyte.
FieselFitz - As a base idea, it's okay. That said, the effect is definitely way too powerful for the stats/mana on the card, and the card shouldn't use the K&C watermark since Spellburst did not exist yet.
DavnanKillder - So we're at the point where we can print 2 mana 2/4s with upsides? That's what Mad Researcher appears to be to me. I prefer Alanna, although you should change the name because Dragoncaller Alanna exists, and the effect might be too "annoying".
KANSAS - The Lorekeeper is a bit of a weird name given that Lorekeeper Polkelt would exist in the same set, although I do quite like its effect. Wind Totem is a fine enough card, but it isn't terribly exciting to me.
This seems really, really good to me as it's basically a 0 mana Darkbomb.
Or alternatively, a Bogbeam that you don't need to wait until turn 7 for it to be "free" if you play another spell afterwards.
With proper deckbuilding, you can definitely lessen the chances of making it a guessing game and actually make a consistent 2 mana draw 2. It works well with Lorekeeper Polkelt as well. It isn't as strong as Breath of Dreams, but perhaps it can be used in that card's place in Druid decks which don't want Dragons.
This is a very strange card by design, and I'm not sure how to feel about it from this perspective. That said, both of these cards are pretty good so you can probably find some use for them.
Strong, cheap AoE for Demon Hunters. This will be surely be good. It's literally just Shooting Star with Lifesteal, and in a class that could make good use of that healing.
We obviously can't judge this yet since we don't know all the Corrupt cards.
From the design cues I can pick up from the current Corrupt cards though, most of them are probably going to be mid-to-high Cost. Cheap Corrupt cards wouldn't make too much sense since it would be extremely easy to upgrade them. The cheapest Corrupt card so far is Day at the Faire which costs 3, and by the nature of the keyword, this is probably the cheapest cost Corrupt cards will come, although I'm perfectly fine with being proven wrong here. Adding lots of 0-Cost stuff to your hand is always good too.
This is definitely weaker than the original N'Zoth and probably the weakest of the four Old Gods in this set from a first glance, although if they're revealing it this early, then there's definitely got to be some support for it also coming. But just because it wants you to play all these tribes doesn't mean that you need to support all the tribes, which is an important distinction to make.
On first glance, this goes in a deck that likes to draw a lot, although those tend to be aggressive.
This however is very good in Control decks since the tokens are "fair" (not great, but acceptable) cards by themselves, and the reward is definitely strong for what you get.
The playability of this card lives and dies by the viability of Control decks. If Control decks are viable, then this will absolutely see play. But if it isn't, then it won't.
This is definitely the most meme-y card they've ever made in the entire game. This actually makes the original card seem pretty tame by comparison. Its condition is pretty easy for most decks to meet. Its Constructed viability is one to question because of how random it is, but it will absolutely see play on the basis that it's Yogg-Saron and a funny card.
Feedback round 3:
Anchorm4n - I too am in the boat of Spy Master over Diversify, so I'd go with that. As well as the boat of "the first one costs (0)" because you should be able to at least get one out on the turn you play it.
BasilAnguis - I agree with Link in that it's basically just Twisting Nether in a lot of cases which you could run instead. Warlock is both a class that - mechanically shouldn't get a Pyroblast, and also - is less likely to use the dual-Pyroblast effectively as Warlocks will take face damage doing what they normally do.
Hordaki - The first version seems too similar to The Boomship, which will usually do what you're trying to accomplish with this card better. The enemy minions having Rush doesn't really change anything since they can't attack on your turn anyway. I think I like the second version better.
BloodMefist - I like the idea of the third version, although it feels weak in its current form at 10 mana (not that you can do anything about it since it would no longer be eligible if it had a lower cost). I feel like you could combine both of the other two versions, having the damage scale with discard, and the number of Infernals summoned fixed.
Allthehype - I prefer The Final Reckoning myself over making it a Libram since I feel it's a bit forced to just add "Libram" to the name of a Paladin spell. It doesn't have the AoO watermark, so it being a Libram wouldn't make sense in the context of the set. That said, I quite like the card overall, so good job!
KANSAS - Looks good.
Shaveyou - The card itself seems fine, but a "Deathrattle Shudderwock" is a fairly overused idea that I've seen several times before.
Additional feedback
Cg8889 - Purge Evil is definitely better than your others, although it suffers from needing a minion on board that can attack (and preferably face) to actually use the effect.
MenacingBagel - Dark Harvest seems to be an okay idea, but don't put it in WotOG in my opinion since DOOM! exists in that set as another 10 mana spell that destroys all minions. This especially applies if you choose to use the Lifesteal version since Lifesteal did not yet exist in WotOG. I'm not a huge fan of the fact that it's basically a Reno + Twisting Nether. Soul Swap seems a bit better, and I do like that it heals you to prevent it fronm being too strong when you're down to 1 Health.
LuckyTiger151 - Welcome aboard to the world of fan-made content. It's always nice to see new faces here. It should be noted right away that everything should be a separate image. Submitting the hero with the tokens all in one image will get you disqualified. Azeroth's End is flashy as hell, but it's also unfortunately, extremely weak. A 10 mana card needs to do something right away, and this one doesn't. You spend all of your mana to just deal 15 damage to your hero, and at that rate, you'll probably just lose the game next turn. It's also worth it to note that you will take a total of 30 damage from the effect before transforming into Archimonde, so you'll need a lot of healing. Let's say that you somehow do manage to become Archimonde. Your hero is completely Immune. How about your opponent? How do they win? Are they just screwed? Since you're permanently Immune, the only thing that your opponent could possibly do to win is [Hearthstone Card (Mecha'tun) Not Found] or hope you reach the turn limit. It might as well say "destroy the enemy hero" since your hero is virtually unkillable in this state anyway. If I were you, I would simply scrap this card and start over.
TheHoax91 - Well this might just be the craziest fan-made card I've ever seen in my life (and this is coming from someone who literally put "restart the game" on a card and thought it was okay). I hate it, but I also love it. In all reality, it's fairly unlikely that this will be able to be too degenerate unless your opponent is playing a burn deck and/or you have a fair-sized board, so I'm personally fine with it, although I reckon quite a few people won't feel the same way.
Taunt + Immune has the same interaction as Taunt + Stealth. A minion with Taunt that gains Immune loses Taunt while it has Immune, meaning that Benediction granting Taunt is meaningless since it's also granting Immune, which turns the Taunt off.
Strike the Weak is kinda cool, but Paladins are typically not supposed to get cards which deal damage, and the few that do exist are mostly from very early sets in the game. Flavorfully, "striking the weak" is also the opposite of what Paladins are supposed to do. They're supposed to be honorable warriors and help those who can't defend themselves.
Feedback
Linkblade91 - Chains of Kel'Thuzad is fairly neat, although it doesn't feel particularly Mage-y to me in terms of flavor. Convergence of Wisps is a neat alternate victory condition card, and I'm sure there's something you can do with Living Mana and Kael'thas. That said, a fair few people might just see the words "destroy the enemy hero" and give you a penalty out of principal. I will admit that this isn't really fair in my opinion, but it's just something that some people might think.
Wailor - A very "funny" card. I'm not sure if this would be too broken or not given that it's a 10 mana card that does nothing on the board, although I could see it playing well in some environment.
KANSAS - Grammar mistakes aside (capitalize the Tribe, and use "its"), the card is perfectly okay. The only major problem I see with the card is that the name Unleash the Beast is already taken.
Pokeniner - This COULD be good, although its reliance on a board presence might likely hold it back. You need quite a few high-Health minions that haven taken relatively significant, but non-lethal damage to really make this work.
BloodMefist - Wrath of the Legion is a neat card. I feel it's a lot of like Deathwing with multiple 6/6s spread out as opposed to one 12/12. This certainly makes it better and less risky than Deathwing in a lot of situations. Visions of the End seems like it would be really weak at 10 mana since you could just play the card anyway to get the same effect in a majority of cases. I would reduce the Cost, although then it wouldn't be eligible for the comp anymore. I do also think it's a bit weird that you're trying to push Old Gods in a set where they've long been gone from Standard.
Anchorm4n - I would go with the Rogue version off of the same comment you made about people holding Neutral spells against you.
FieselFitz - For the sake of consistency with the other Warrior/Paladin dual-class cards, Warrior should be on the left and Paladin on the right. The version with the Pumpkin watermark looks good, even if it doesn't really fit the card at all (still better than using the RR one).
R - Should be "of each of your turns". This is certainly one of the more creative ideas I've seen. It could be scary in the right cirsumstances, although it very likely won't be when you need to spend 10 mana and destroy a friendly minion and do nothing else that turn.
DavnanKillder - Killing Spree is flavorful, although the blood on the art seems to be too much for Hearthstone these days. Rogues are also not supposed to have AoEs, so that might work against the card. RAGEEEEEE!!!! I think would do better, so I would go for that. It's neat, flavorful, and seems to be playable.
Some things to keep in mind about making a 10-Cost spell is how each class gets to 10 mana and uses that. For example, 10-Costs are obviously very different for Priest than they would be for Hunter for instance. Druids can ramp to get to 10 mana (which is part of why Ultimate Infestation was broken). Some classes can of course also use Kael'thas Sunstrider much more effectively than others. A self-cost reduction effect might also be really useful to expand design space.
With that said, here are my first two ideas.
The tokens of Burning Legion are all vanillas.
Please keep your arms out of the chocolate, err I mean, uh, Pandaren brew river.
I say Caverns of Time because I am very biased for time magic.
What exactly is an "oh nevermind" and how do you plan on eating it?
Unfortunately, this seems very weak. I would give it at least a few extra stats.
As Spellburst is an SA mechanic, you should change the watermark. Taunt also should be capitalized.
No posts for an hour: Submits card because I'm flumped and can't think of anything.
Less than 10 minutes after I submit: 2 more posts.
I was so flumped for anything in this comp. I couldn't think of ANYTHING that I was even remotely satisfied with. I just went with whichever one more people seemed to like better.
I'm not exactly satisfied with my other 2 ideas, so here you go. I've never felt more stuck on any comp before.
Not gonna lie, it's really difficult to find any ideas that I'm satisfied with. The more I look at the two cards I have, the less satisfied I become with them.
Feedback:
Wailor - I'm not really too big of a fan of this to be honest. It just feels too "weird" to me. Out of each version, I prefer the second.
Linkblade91 - Stampeding Roar is crying in the corner. The card seems possibly too strong because of that, but it's also weird that it's a Druid weapon. I knowTwig of the World Tree exists, but Druid is still not a conventional weapon class, so it seems strange for them to have a random weapon here.
TheHoax91 - Spellburst on a Hero card is a concept I thought of in my head, but didn't go through with. It's cool that someone else seemed to have the same idea. That said, it's a bit strange here for reasons others have pointed out. I don't think the stacking Spell Damage aspect is too OP at 4 mana, but Mage is not supposed to be a class with the ability to infinitely gain Armor, even if it's this slow. The Hero Power is also missing "Hero Power" in bold at the top. The minion form is "cute", but not necessarily good.
Shaveyou - This seems okay, although its flavor as an SA card is really strange.
Arkasaur - Ancestral Crescent is actually a card I thought of before this competition started. Really wishing I went with it now, but I really like it. Golden Justicar isn't by any means bad, but Ancestral Crescent wins it for me.
Grumpymonk - Freezemeister's effect is a bit strange seeing as when you damage minions, ideally you want to kill them that turn, and the Freezing effect doesn't really do anything to advance that. Attentive Student is better in my opinion. Either version is fine, but the second one seems the most "fun" to me.
BloodMefist - Even if this isn't a Legendary and cheaper, the effect still seems quite weak compared to Headmaster Kel'Thuzad.
Anchorm4n - Any type of wording niggles aside, Explosive Archer seems good. The wording is probably a very small problem though. I understood its intention immediately.
Nirast - Seeing as how the card itself is a spell, and Spellburst triggers after a spell is cast, the casting of the card would trigger its own Spellburst.
Ekkeh - I'm not sure what would happen if you tried to Spellburst it while your opponent has no minions other than consuming the Spellburst. As a base idea, the card seems fine even if may be too reminiscent of Cabal Acolyte.
FieselFitz - As a base idea, it's okay. That said, the effect is definitely way too powerful for the stats/mana on the card, and the card shouldn't use the K&C watermark since Spellburst did not exist yet.
DavnanKillder - So we're at the point where we can print 2 mana 2/4s with upsides? That's what Mad Researcher appears to be to me. I prefer Alanna, although you should change the name because Dragoncaller Alanna exists, and the effect might be too "annoying".
KANSAS - The Lorekeeper is a bit of a weird name given that Lorekeeper Polkelt would exist in the same set, although I do quite like its effect. Wind Totem is a fine enough card, but it isn't terribly exciting to me.