No I don't intend on always having Hunter cards. It's just happening. I think the professor of sewing class went in a very different direction this year.
I admittedly did not consider what would happen in the event of Neutral spells triggering Masked Prowler (like The Coin). It most likely just wouldn't generate anything, and if you used it with the Coin, you'd just be a bad player.
Changed the wording of Submerged Bomb a bit. For clarification, Diving Agent also does need to survive the attack to return to your hand, or at least that was the intention.
And for some more feedback:
Show Spoiler
DavnanKillder - The wording of Undersea Ambush is definitely better now. Deep-fiend Drowner sounds like it would get an extremely annoying since it can keep continuously killing minions, healing itself (when it leaves its Dormant status), and staying completely safe of any methods of destruction.
KANSAS - I assume that it goes Dormant, and then goes back to life? Might want to put that on the card. The card seems pretty neat. Compared to [Hearthstone Card (Lucentback) Not Found], it seems okay if possibly weak although it not needing a requirement to come back to life might negate that.
Cg8889 - This feels like just a 5 mana 3/2 that destroys a minion (without Divine Shield), so the text seems a bit unnecessary complex. Even if it's for flavor, I feel like just destroying the minion would get that job done fine enough. I also agree in that a Neutral Vilespine Slayer might not be a good idea.
Hordaki - Against a singular small minion, this seems extremely powerful since you're able to get a pseudo-Charge out of a large minion and then no matter what, your opponent doesn't get the minion back.
MenacingBagel - I like this version better, although it doesn't feel very DH-y to me, both in terms of the effect and the art.
Pokeniner - Prefer the 3 mana version since it's easier to use.
Thanks for the feedback guys. This is the adjusted version of the card, but I dont know a site to make tokens with watermark (tokens dont have rarity, in Hearthcards, only free card dont have rarity, but this option removes watermark u.u).
To add a watermark to a card without a rarity, you can click on either the cog icon, or the Custom watermark icon and a tickbox that says "Force Apply Emblem (for Basic Cards)" will appear. Click that, and the watermark will appear on the card (it won't show up while creating it, but it will show up properly after you click "Create").
TheHoax91 - A flavorful and creative idea, but it clashes with a lot of mechanics that shuffle the deck. I prefer the Spell Damage version personally.
Linkblade91 - This could potentially allow a lot of burst, which may be worrisome to some, but it's a nice idea.
Wailor - Sacred Seahorse is kinda neat, although it's difficult to use since it relies on you having multiple Divine Shield minions that have kept their Divine Shield for at least a whole turn. Hammerhead Bloodseeker is probably my favorite of the bunch. Nice flavor and mechanics. Abysall Monstrosity is "cute", but I could see it being either OP or trash.
Valor1204 - Nice flavor, but it seems very weak since it requires you to have several Pirates die on your turn and then it summons a bunch of eggs. As grumpymonk pointed out, the token should also have a watermark.
DavnanaKillder - Balance is a bit difficult to figure out. I'd say maybe drop the Overload to 2 or the cost to 4.
BloodMefist - Deepwalker seems really cool. I don't really see the flavor behind making the effect secret, although none of the other cards which use this mechanic really have flavor associated with it either.
Grumpymonk - Naga Fel Witch is a nice callback to Naga Sea Witch and N[Hearthstone Card (aga Sand Witch) Not Found]. I feel it'd probably benefit DH more than it would Warlock since DH has more large Demons in Standard at the moment. Oacha'noa is a pretty neat card with a huge effect that might be playable. I prefer Naga Fel Witch out of the two, but this is a perfectly serviceable choice as well.
Arkasaur - The art might be a bit too graphic for HS standards, but the flavor and mechanics are absolutely on point.
Neoguli - The idea of a sentient anchor being a minion is extremely funny to me. Unless I'm misunderstanding something though, the effect doesn't seem to actually do anything since any card you draw with its effect would've been just as likely to be drawn as the anchor itself.
MenacingBagel - A really neat idea, although the ability to give Warrior up to 3 removals that don't "kill" seems slightly scary to me.
I'm also going to add another card to my ideas.
Swimming underwater makes for some stealthy work to eliminate her targets, although as she's only a human and can't breathe underwater, she will need to go back up for air (hence why she returns to your hand). I was also thinking of making it a Rogue card since Stealth and bouncing are very Rogue-ish mechanics, although Rogue cards with drawbacks feel a bit strange to me.
Water you guys and gals' thoughts on this? (I wanted to make a joke)
Like how Competitive Spirit doesn't trigger if you have no minions at the start of your turn, this won't trigger if your opponent plays a minion with no adjacent minions.
Is the finalist voting broken for anyone else? I can see the finalists but there isn't anyway for me to vote on them.
Because your card made it to the finals.
To remove the possibility of finalists sabotaging the votes by voting 5 stars for their card and 1 for all others, people who make it to the finals can no longer vote in the finals.
It feels difficult to use when it evolves all minions. If your opponent has any minions evolved, they get to take advantage of them before you can take advantage of yours.
Valor1204 - This card is better than the previous one, but it doesn't feel very Shaman-y to me.
Arkasaur - A neat idea, but I definitely think it can have more stats. It's hard to use the upside effectively.
FieselFitz - A fairly basic, but neat card. I think it'd be extremely good with the Scholomance watermark though. It fits the Spell Damage theme and the artwork to a tee.
Wailor - I somewhat prefer the Rare version because it's easier to balance, but the effect is good either way.
KingKuba - I see you've already submitted, but this is a really nice card.
Este - This is kinda cool. Ancestral Healing is a pretty bad card to put into your deck, but it's a lot better when it's generated by something decent.
RealJC1234TheToonist - I have no idea how you remember that username when you log in (lol). I see you've already submitted it, so there's nothing you can really do about it now, but I think the card could've been improvable. It doesn't have any impact on the board which is really weird for a Secret. Not entirely unprecedented since Hidden Cache exists, but it's still weird. Speaking of Hidden Cache, this card seems a bit too similar to that card and handbuffing did not exist in Classic, so I wouldn't be using the Classic watermark.
Nirast - I already voiced my thoughts in the staff section of the Discord, so I won't repeat myself here.
Anchorm4n - Polar Ursa Champion seems fine, although it feels more like a Common card than a Rare one to me. Polar Furbolg is a bit better. If this is intended to hypothetically replace Abominable Bowman, then remember to mention that in the description if you choose to submit this, or else you will probably receive penalties from people believing both would co-exist in the same set.
Bananenparty - Educate the Wild is a completely fair Hunter/Druid card, although neither Hunter nor Druid are classes that really utilize Spell Damage very well (except for Malygos in Druid). Trainee Archaeologist is a design I've made myself a few times for fun, so I quite like it. Follow the Frost is kinda neat in theory, but it feels very weird to use since it's either a worse Frost Nova that's easy to play around and prevents you from playing any minions, or it's a way to give your minions +2/+2 but then make them a complete non-threat and easy to ignore.
Good luck with this week's contest everyone! I will skip this week as I don't want to participate to my own theme. The challenge of this week's theme comes from the limited availability of artwork that may require an extra mile of creativity. However, I have no doubt that you will come up with some brilliant card ideas once again! Good luck and have fun everyone! :)
Nah, I know you just want to let someone else win this time.
Linkblade91 - First thing is first, I absolutely love the pun. I do also agree with everyone else that the first version is the better of the two versions. Any "takes less damage" effects are basically impossible to balance.
Valor1204 - Well, I've already told you what I thought.
Cg8889 - I kinda agree with Grumpymonk over the Cost reduction part. I still like the card enough as is though.
Pokeniner - A neat reference to Vulpera Scoundrel, although I do also agree that it doesn't seem like they'd print both in the same set unless there was an existing cycle of them already in the set. Neat card otherwise though.
Grumpymonk - A fine enough card, but I agree with what Link said.
KANSAS - This is quite powerful, although I feel like it's also too broad for a tutor to just draw absolutely any tribal minion in the game. I can't help with the name unfortunately.
DavnanKillder - I agree with Link's criticism about it not making sense as a KotFT card. If you want, you can put it in The Witchwood instead where random spell generation for Shaman exists on quite a few cards (despite the fact that card generation is supposed to be a Shaman weakness).
Inconspicuosaurus - I don't really have anything else to say that isn't what Link said about card phrasing.
BloodMefist - I agree with Link pretty much entirely. The card is pretty cool too.
The art reminded me of the effect on the card, but the blue tint reminded me specifically of arcana. I know the effect may seem out of place for Mage, but there could be some interesting uses that would not be broken or overpowered as it may be in other classes. If it does seem too farfetched, I will go back to the drawing board. If not, I would love feedback on its cost or power level.
I would say yes, this card is overpowered. It feels way too easy to be able to ramp up a huge minion with this card (which can be ramped up even further if you have a source of cost reduction survive). Not only does it allow you to ramp out large minions quickly, but it also gives it a "free" Ancestral Spirit. This is not a very Mage-like effect either, so unfortunately, I would say that you should probably go back to the drawing board.
The one thing that I hope I am wrong about is the fact that Fresh Apple is blatantly plagiarized from a card that made it into Trump's top custom cards of the week quite a while ago. I really hope the guy that posted it here it's the same person, otherwise, that would be really not cool.
That's my card and I am also the creator of the original card that Trump reviewed :) I found the flavor was too perfect not to be reused in this contest. But really good you pointed it out, plagiarizing another person's design should never be tolerated.
Fellow finalist here.
The problem I had with Fresh Apple is the fact that it uses art that's already used by another collectible card in the game (in the same expansion too, no less): Witchwood Apple.
Two ideas.
No I don't intend on always having Hunter cards. It's just happening. I think the professor of sewing class went in a very different direction this year.
I admittedly did not consider what would happen in the event of Neutral spells triggering Masked Prowler (like The Coin). It most likely just wouldn't generate anything, and if you used it with the Coin, you'd just be a bad player.
That one wasn't even close. Arkasaur completely crushed it.
But hey, Hunter finally won a comp! It's also only the second card ever to reach a score of 4.00 or higher.
Sinti is correct.
I notice that you're the missing the watermark on:
Everything else looks good.
Changed the wording of Submerged Bomb a bit. For clarification, Diving Agent also does need to survive the attack to return to your hand, or at least that was the intention.
And for some more feedback:
DavnanKillder - The wording of Undersea Ambush is definitely better now. Deep-fiend Drowner sounds like it would get an extremely annoying since it can keep continuously killing minions, healing itself (when it leaves its Dormant status), and staying completely safe of any methods of destruction.
KANSAS - I assume that it goes Dormant, and then goes back to life? Might want to put that on the card. The card seems pretty neat. Compared to [Hearthstone Card (Lucentback) Not Found], it seems okay if possibly weak although it not needing a requirement to come back to life might negate that.
Cg8889 - This feels like just a 5 mana 3/2 that destroys a minion (without Divine Shield), so the text seems a bit unnecessary complex. Even if it's for flavor, I feel like just destroying the minion would get that job done fine enough. I also agree in that a Neutral Vilespine Slayer might not be a good idea.
Hordaki - Against a singular small minion, this seems extremely powerful since you're able to get a pseudo-Charge out of a large minion and then no matter what, your opponent doesn't get the minion back.
MenacingBagel - I like this version better, although it doesn't feel very DH-y to me, both in terms of the effect and the art.
Pokeniner - Prefer the 3 mana version since it's easier to use.
To add a watermark to a card without a rarity, you can click on either the cog icon, or the Custom watermark icon and a tickbox that says "Force Apply Emblem (for Basic Cards)" will appear. Click that, and the watermark will appear on the card (it won't show up while creating it, but it will show up properly after you click "Create").
Feedback:
TheHoax91 - A flavorful and creative idea, but it clashes with a lot of mechanics that shuffle the deck. I prefer the Spell Damage version personally.
Linkblade91 - This could potentially allow a lot of burst, which may be worrisome to some, but it's a nice idea.
Wailor - Sacred Seahorse is kinda neat, although it's difficult to use since it relies on you having multiple Divine Shield minions that have kept their Divine Shield for at least a whole turn. Hammerhead Bloodseeker is probably my favorite of the bunch. Nice flavor and mechanics. Abysall Monstrosity is "cute", but I could see it being either OP or trash.
Valor1204 - Nice flavor, but it seems very weak since it requires you to have several Pirates die on your turn and then it summons a bunch of eggs. As grumpymonk pointed out, the token should also have a watermark.
DavnanaKillder - Balance is a bit difficult to figure out. I'd say maybe drop the Overload to 2 or the cost to 4.
BloodMefist - Deepwalker seems really cool. I don't really see the flavor behind making the effect secret, although none of the other cards which use this mechanic really have flavor associated with it either.
Grumpymonk - Naga Fel Witch is a nice callback to Naga Sea Witch and N[Hearthstone Card (aga Sand Witch) Not Found]. I feel it'd probably benefit DH more than it would Warlock since DH has more large Demons in Standard at the moment. Oacha'noa is a pretty neat card with a huge effect that might be playable. I prefer Naga Fel Witch out of the two, but this is a perfectly serviceable choice as well.
Arkasaur - The art might be a bit too graphic for HS standards, but the flavor and mechanics are absolutely on point.
Neoguli - The idea of a sentient anchor being a minion is extremely funny to me. Unless I'm misunderstanding something though, the effect doesn't seem to actually do anything since any card you draw with its effect would've been just as likely to be drawn as the anchor itself.
MenacingBagel - A really neat idea, although the ability to give Warrior up to 3 removals that don't "kill" seems slightly scary to me.
I'm also going to add another card to my ideas.
Swimming underwater makes for some stealthy work to eliminate her targets, although as she's only a human and can't breathe underwater, she will need to go back up for air (hence why she returns to your hand). I was also thinking of making it a Rogue card since Stealth and bouncing are very Rogue-ish mechanics, although Rogue cards with drawbacks feel a bit strange to me.
Water you guys and gals' thoughts on this? (I wanted to make a joke)
Like how Competitive Spirit doesn't trigger if you have no minions at the start of your turn, this won't trigger if your opponent plays a minion with no adjacent minions.
EDIT: Added Drown.
Because your card made it to the finals.
To remove the possibility of finalists sabotaging the votes by voting 5 stars for their card and 1 for all others, people who make it to the finals can no longer vote in the finals.
Bonus challenge: How many gaming references can you spot?
Alright, time is up!
Good luck everyone.
Submission period ends in less than an hour.
If you haven't submitted yet, you better get it in quick.
It feels difficult to use when it evolves all minions. If your opponent has any minions evolved, they get to take advantage of them before you can take advantage of yours.
Feedback round 2:
Valor1204 - This card is better than the previous one, but it doesn't feel very Shaman-y to me.
Arkasaur - A neat idea, but I definitely think it can have more stats. It's hard to use the upside effectively.
FieselFitz - A fairly basic, but neat card. I think it'd be extremely good with the Scholomance watermark though. It fits the Spell Damage theme and the artwork to a tee.
Wailor - I somewhat prefer the Rare version because it's easier to balance, but the effect is good either way.
KingKuba - I see you've already submitted, but this is a really nice card.
Este - This is kinda cool. Ancestral Healing is a pretty bad card to put into your deck, but it's a lot better when it's generated by something decent.
RealJC1234TheToonist - I have no idea how you remember that username when you log in (lol). I see you've already submitted it, so there's nothing you can really do about it now, but I think the card could've been improvable. It doesn't have any impact on the board which is really weird for a Secret. Not entirely unprecedented since Hidden Cache exists, but it's still weird. Speaking of Hidden Cache, this card seems a bit too similar to that card and handbuffing did not exist in Classic, so I wouldn't be using the Classic watermark.
Nirast - I already voiced my thoughts in the staff section of the Discord, so I won't repeat myself here.
Anchorm4n - Polar Ursa Champion seems fine, although it feels more like a Common card than a Rare one to me. Polar Furbolg is a bit better. If this is intended to hypothetically replace Abominable Bowman, then remember to mention that in the description if you choose to submit this, or else you will probably receive penalties from people believing both would co-exist in the same set.
Bananenparty - Educate the Wild is a completely fair Hunter/Druid card, although neither Hunter nor Druid are classes that really utilize Spell Damage very well (except for Malygos in Druid). Trainee Archaeologist is a design I've made myself a few times for fun, so I quite like it. Follow the Frost is kinda neat in theory, but it feels very weird to use since it's either a worse Frost Nova that's easy to play around and prevents you from playing any minions, or it's a way to give your minions +2/+2 but then make them a complete non-threat and easy to ignore.
Nah, I know you just want to let someone else win this time.
(jk, jk)
My own quick feedback:
Linkblade91 - First thing is first, I absolutely love the pun. I do also agree with everyone else that the first version is the better of the two versions. Any "takes less damage" effects are basically impossible to balance.
Valor1204 - Well, I've already told you what I thought.
Cg8889 - I kinda agree with Grumpymonk over the Cost reduction part. I still like the card enough as is though.
Pokeniner - A neat reference to Vulpera Scoundrel, although I do also agree that it doesn't seem like they'd print both in the same set unless there was an existing cycle of them already in the set. Neat card otherwise though.
Grumpymonk - A fine enough card, but I agree with what Link said.
KANSAS - This is quite powerful, although I feel like it's also too broad for a tutor to just draw absolutely any tribal minion in the game. I can't help with the name unfortunately.
DavnanKillder - I agree with Link's criticism about it not making sense as a KotFT card. If you want, you can put it in The Witchwood instead where random spell generation for Shaman exists on quite a few cards (despite the fact that card generation is supposed to be a Shaman weakness).
Inconspicuosaurus - I don't really have anything else to say that isn't what Link said about card phrasing.
BloodMefist - I agree with Link pretty much entirely. The card is pretty cool too.
Uther in Horseman form: "I will fight with honor." - "I will command the light" - "By the Holy light."
Me: "Uh, Uther? Are you okay?"
I would say yes, this card is overpowered. It feels way too easy to be able to ramp up a huge minion with this card (which can be ramped up even further if you have a source of cost reduction survive). Not only does it allow you to ramp out large minions quickly, but it also gives it a "free" Ancestral Spirit. This is not a very Mage-like effect either, so unfortunately, I would say that you should probably go back to the drawing board.
If you were curious what a Vulpera in Shadowform would look like.
Numbers might need to be tweaked.
That's two in a row for Sinth.
Fellow finalist here.
The problem I had with Fresh Apple is the fact that it uses art that's already used by another collectible card in the game (in the same expansion too, no less): Witchwood Apple.