I have been the subject of many, MANY downvote mobs even when i was making obvious jokes(i made a joke about an otk using 2 cards from 2 different classes, i proceeded to be downvoted into oblivion because people didn't understand that the fact it was impossible to generate both cards was the joke.) and it doesn't matter.
On the topic of downvoting people when they are making a joke, sometimes the joke isn't funny, sometimes the joke is inappropriate, maybe it is too obscure and people don't get it, maybe people don't appreciate the sarcasm. There are many reasons someone would want to downvote a joke, and just because you made a joke doesn't mean people have to like it. I am not talking about you specifically, this is just something I have seen people complain about before and I just want to get my opinion out there.
On the topic of up-votes and down-votes in general, I think SykoMyke is on to something. It would be interesting to just remove the voting system on comments altogether and just have people express their opinions verbally. We would keep it for decks so that we could sort them by popularity and show the hottest decks on the front page, but for comments a voting system simply isn't necessary.
Durability should be capitalized. Appart from that, I'm not sure about having both the Battlecry and the Deathrattle. They don't seem very cohesive besides having Freeze synergy.
Do you think it would work better if the effect interacted with something else like Murlocs or Elementals?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
@grumpymonk, personally, I think it is fine at 2 mana. That interaction doesn't exist anymore and if this card was printed in Witchwood then they probably would have just made that same change sooner and avoided any broken combos.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
I don't know if I am missing something, but I can't figure out how to close the ad. It takes up about 40% of the screen and there isn't a little "x" anywhere. Is there something wrong with my screen? Or am I just not looking in the right spot?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
Feedback:
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Nirast, The Harvester is pretty cool. Both in terms of flavor and balance. My only concern is that druids don't have any weapons other the Twig of the World Tree, and that was an exception to the usual rule, so giving druids an attack based weapon feels a little odd. Shard of Light is honestly a really cool design. I think it is a very clever way of making use of the one durability restriction. Worgen Claw is alright, but a little bland, and pretty under-powered. Spending 3 mana to deal 4 damage is balanced, but a 1/4 weapon for 3 mana? When was the last time you saw someone play Light's Justice? Dragoncaller is definitely my favorite, but I think it could use some tweaking. First off I would increase the cost to 5 or 6 mana. I would also change the "if the attack damaged your hero" bit since that is kind of a weird restriction. Instead I would have it trigger if you killed a minion. I don't like Staff of Origination for two reasons. One, it has 5 lines of text (I know Killmox, the Banished One exists, but that is the exception, and it also isn't a collectible card). Second, transforming all of your cards into random legendaries for 5 mana is just really bad. I am not a very big fan of Savage Claw. 99% of the time it might as well have no text at all. It can bypass taunts, but in plenty of cases you would rather kill the taunt then spend your turn not attacking and deal 4 damage to them. Thunderfury is interesting, but by 7 mana you could easily just play the big minion you are about to cheat instead of spending 9 mana cheating it out. Vol'jin's Mojo is one of your better designs. I think you did a good job making a balanced weapon that utilizes the 1 durability well. All in all I would go with eithe Vol'jin's Mojo or Dragoncaller.
Wailor, I don't like it. Oozes are barely played since most of the time your opponent won't have a weapon for you to destroy, and at their base they are just bad vanilla minions. I don't see why copying your opponents weapon is any better. Soul eater is a very cool design, but it is seriously OP, especially in a class like Demon Hunter that can already whip out a ton of damage. Getting an extra 5 damage for each soul fragment makes every attack of this weapon equivalent to playing a [Hearthstone Card (Soul Shard Lapidary) Not Found] I would change it a 4 mana 3/1 or maybe a 2/1 weapon. I also think you could adjust the text to make it read better, but I am not exactly sure how.
Pokeniner, Maybe this is just because I am biased against Demon Hunters, but I don't like the idea of them being able to get a two damage ping over and over again with no real way for you to stop it. They can't attack face with it, which is a plus, but [Hearthstone Card (penflinger) Not Found] is bad enough, we don't need another small board control tool to help demon hunters stay ahead.
Hordaki, As you mentioned, it is very similar to Stormhammer, which some people may not like. But for the most part I think it is a very cool card. I really like the idea of overload shaman, and I would love to have a flexible weapon like this to help the deck out.
BloodMefist, I don't like Xal'Atoh. 7 mana for 7 damage is a very bad deal, and adding another 7 mana card to your hand barely makes it better. Most of the time you would prefer to just play Gorehowl instead of playing Xal'Atoh and then spending another 7 mana next turn. And corrupting a 7 mana card is a real pain, and the payoff is terrible since Xal'Atoh is a very underpowered card to start with. That being said, I do really like Infusion Hammer. It is good in terms of balanced and flavor, and I am always happy to see an under represented archetype get a cool card.
Demonxz95, In theory, I think this is a very cool way to make use of the "worgen" mechanic, but in practice I don't think it really works. On one side it is a slightly better version of Eviscerate, and on the other side it is a worse version of Light's Justice. One side is clearly better than the other, and neither side is particularly intersting.
DavnanKillder, Banishing Blade is neat, but I don't think it really fits this competition. It feels like it should be a spell, but is only a weapon because it has to be. I really like Vengeful Axe, but I think you should either reduce the durabilty buff to +1, or increase the cost to 3 wince getting a 3/3 weapon on turn 2 is a bit much. I am not a fan of Midnight's Scythe since warlocks only have one weapon (and Skull of the Man'ari was a special exception) so I don't think Warlocks should get an attack-based weapon out of the blue. The Forbidden Scroll is very, very OP. Any warlock would be fine spending 9 life on a voidlord, which gives them 18 life worth of taunts, or 8 life for an Enhanced Dreadlord, which gives them 7 life in taunts and minimum 5 life from the deathrattle.
fungusABoa, The Card of Legend, while a fun design in concept, is a terrible card in play. In almost no situation is a random legendary going to be better than the cards you placed in the deck yourself. And how does Orb of Eternity work? As it is written, you would take any amount of damage and be reduced to 1 life. So playing this card would have no effect other than killing you after two hits. Did you intend for it to say "whenever your hero takes damage" instead of "after your hero takes damage"? Because if so the result would be infinite life. If it says "after" then the damage would have to resolve before the effect can take place. So if you are at 1 health and take 2 damage, you would go to negative 1 life, die, then the effect of the weapon would resolve. But it is too late since you are dead.
Linkblade91, I like the design, but I am not sure how priest is supposed to use this aside from using Spawn of Shadows, Shadowbomber, or handful of other terrible niche neutral cards. Also, giving an attack-based weapon to two classes that don't use weapons may not go over well with some voters.
grumpymonk, Poison-Tip Dagger is not a bad design, but it is my least favorite of the three. I really like Detachable Blade since it makes good use of the Echo keyword, and also justifies the 1-durability, and is also very balanced. Talonclaw is another very creative design, but I think it is a bit OP at 2 mana. I would make it a 3 or 4 mana weapon, or maybe do what Paladins do and have it buff a guy in your hand. Also the deathrattle should say "Equip Talonclaw" not "Reequip this".
DestroyerR, Pocket Knife feels a bit strange. I think the trade-off of spending mana or getting initiative on the attack makes for some interesting game play, and it is also a handy combo activator. I do not like Xal'Atath though. Having your spells cost health instead of mana can make for some terrible combo plays. Priests will have no hard time finding a way to sling out 15 spells on turn 3 and still have most of their life remaining. And worse, you can get that benefit for the entire game. You don't get to pick the target of the spells, which balances it a little bit, but it isn't enough to negate the tremendous benefits of getting free spells. Also, the text alone doesn't really make it clear exactly what the card does, which is fine for some cards, but your card will get more stars if it doesn't require expaining.
anchorm4n, Balanced Blade it just a wordier version of Gorehowl. It works exactly the same way. The only difference is that you can attack face with it, allowing you to half your opponents life with this one card alone. Staff of Souls is pretty cool, but I think you should increase the cost to 4 mana. 3 seems like too little considering how many cards this can generate over the course of the game. I don't really like Blade of Souls. Partly because Soul Demon Hunter is already OP enough and they don't need another source of burst damage. But also partly because it feels too much like a spell masquerading as a weapon just to fit the theme.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
After a bit of brainstorming, here is my card:
I had a few other ideas such as gaining the durability if you played an elemental last turn, and then deathrattle buff an elemental in your hand. Or maybe gain two durability if you have a murloc, and deathrattle buff a murloc. It doesn't have to be frozen minions. But the idea is that you can gain durability to have an above-average weapon, but sometimes you may want to avoid getting the extra durability so that you can get the deathrattle sooner. I hope the design is interesting and good. And if you think it should interact with something other than frozen minions let me know.
KANSAS - A "non-living" totem having Attack still seems weird to me, but I don't hate it. It's the best version of the card so far, I reckon.
Do you think I should change the art and/or the name? Here are some alternatives:
Show Spoiler
Some alternate names: Totem Rager, Dragon Totem, Lightning Totem, Living Totem (I might keep the original art for this one), or Totem of the Elements (I might give it another keyword like Windfury or Charge if I did this one, like a mini version of Al'akir)
I like the middle art, and "Lightning Totem" as a name. Loses some of the connection to Windfury, though.
Unfortunately, that art didn't fit very well, it was too small and you couldn't see the whole totem. So I went with my next best guess.
I'm really late to the party this week, but I wanted to see if you thought this looked a little crowded text-wise. Keeping it in line with Tent Trasher suggests the wording should be this way, but it looks clunky.
Feedback Incoming!
I like the ability, but I think overall all the card is too "big". Unless you are playing this on turn 9/10 you are going to have to set this up over a few turns, which makes fairly difficult to use. And even if you get it really big, spending all of your early turns to get a single big guy on turn 6 isn't amazing. I would make it 3-4 mana, 4-7 health, and gain 2 attack. Maybe it could be a 2 mana 0/4 with +1 attack for each minion type
KANSAS - A "non-living" totem having Attack still seems weird to me, but I don't hate it. It's the best version of the card so far, I reckon.
Do you think I should change the art and/or the name? Here are some alternatives:
Show Spoiler
Some alternate names: Totem Rager, Dragon Totem, Lightning Totem, Living Totem (I might keep the original art for this one), or Totem of the Elements (I might give it another keyword like Windfury or Charge if I did this one, like a mini version of Al'akir)
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
I am pretty much fine with the ad, but I would like it if it appeared less often. Getting a video ad pop up on every screen is a lot. Maybe if it was every other screen or every third screen it wouldn't be so annoying.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
It seems that everybody unanimously agrees that my totem has too much health. I don't want to increase the cost since paying more than 2 mana for 3 damage feels pretty bad, and the totem itself isn't useful unless paired with synergy. I am also considering adding windfury to emphasize the wind-y nature of the totem, also because it is an underused keyword. But I am afraid it will appear very counter-intuitive with the 0 attack.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
Feedback:
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Demonxz95, for the most part, I really like this card. Druid doesn't get a lot of removal or burn damage, and this gives them both in a very flavorful way. My main concern is that the power level of the card is very swingy. If you hit the right target, this can be a 6 mana 10/10 that deals 9 damage. I am not sure if it is an issue since we have had similar cards in the past such as Natalie Seline and Vol'jin that have similar abilities but were never a problem. Maybe lower the attack to 7 or 8 and it wouldn't look as scary.
Linkblade91, Imposing Bark seems like a rather bland card. It's pretty well balanced, but not terribly interesting. Julia Celeste also seems kind of bland to play. I think it is better then Imposing Bark, but it is just a big taunt. I like Julia better, but I think the ability could be more interesting than just gaining stats.
BloodMefist, I don't like Haunted Spirit a whole lot since I don't think it will trigger more than once in a lot of cases, and if it only triggers once then it is just a worse version of Humility with a taunt attached. Carnival Rager is pretty cool, and it may be the first playable rager. I don't have anything to criticize on that card since the cost and statline is kind of set in stone.
DavnanKillder, Lifebound Imp, while a cool idea, probably isn't a very good card. It is very dangerous to play, and it is also pretty hard to evaluate, so I don't think people will give it a lot of stars. Persistent Spirit is also a cool concept, but not very practical. At 6 health, it isn't hard to just kill everything else before the spirit. And the more the deathrattle triggers, the easier it will be to kill that minion last. Also, at it's base it is a 4 mana 2/6, which is a terrible tempo play. If you want to make Persistent Spirit better, I would give it more attack and less health. Or maybe have the deathrattle only transfer attack and not both attack and health.
Hordaki, I like the idea of an "ultimate" rager card, but as it is I don't like this card. Having 5 attack and poisonous seems counter-intuitive. And having rush, poisonous, and 1 health basically means this isn't a minion anymore. This card will always play the exact same way, kill a minion and gain 5 health. It is basically a legendary version of Siphon Soul. I like having a big rager dude with a lot of keywords, but you should find different keywords.
Neoguli, The concept and flavor is pretty cool. But I don't really like having it use a select few dungeon run treasures. I think it would be a lot simpler if it discovered a Fantastic Treasure instead, or maybe just any dungeon run treasure, or heck maybe it could discover one of the powerful artifacts from Rafaam. But I don't like having pick from a select few treasures.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
What exactly is the OTK in the OTK Warrior deck? I know it probably has something to do with Animated Broomstick, but how do you accumulate enough damage for an OTK?
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years ago
I have a few cards already made that fit for this competition. Here are two of them:
High Justice Grimstone helps you tutor your old gods, or whatever other legendary you want. Expert Tracker is a sort of mini-The Curator. It gives shaman some much needed draw, without giving them a whole lot of card advantage. It doesn't really fit the theme or have much synergy with the old gods, but I think it is a pretty cool card.
Void Terror?
“Toast cuz its classy, It's a class card.
cheese since is rare, It's a rare card.
a sandwich to stay healthy, "sandwich" because it is played between two minions, and it gains their health.
ice cream’s cheap so it’s there” It is 3 mana, so it's pretty cheap.
Void Terror also eats minions, so it explains why you are talking about food.
Battletag: Jarvis#12448
Region: NA
Trade Only: Yes, you go first.
On the topic of downvoting people when they are making a joke, sometimes the joke isn't funny, sometimes the joke is inappropriate, maybe it is too obscure and people don't get it, maybe people don't appreciate the sarcasm. There are many reasons someone would want to downvote a joke, and just because you made a joke doesn't mean people have to like it. I am not talking about you specifically, this is just something I have seen people complain about before and I just want to get my opinion out there.
On the topic of up-votes and down-votes in general, I think SykoMyke is on to something. It would be interesting to just remove the voting system on comments altogether and just have people express their opinions verbally. We would keep it for decks so that we could sort them by popularity and show the hottest decks on the front page, but for comments a voting system simply isn't necessary.
Do you think it would work better if the effect interacted with something else like Murlocs or Elementals?
@grumpymonk, personally, I think it is fine at 2 mana. That interaction doesn't exist anymore and if this card was printed in Witchwood then they probably would have just made that same change sooner and avoided any broken combos.
I don't know if I am missing something, but I can't figure out how to close the ad. It takes up about 40% of the screen and there isn't a little "x" anywhere. Is there something wrong with my screen? Or am I just not looking in the right spot?
Feedback:
Wailor, I don't like it. Oozes are barely played since most of the time your opponent won't have a weapon for you to destroy, and at their base they are just bad vanilla minions. I don't see why copying your opponents weapon is any better. Soul eater is a very cool design, but it is seriously OP, especially in a class like Demon Hunter that can already whip out a ton of damage. Getting an extra 5 damage for each soul fragment makes every attack of this weapon equivalent to playing a [Hearthstone Card (Soul Shard Lapidary) Not Found] I would change it a 4 mana 3/1 or maybe a 2/1 weapon. I also think you could adjust the text to make it read better, but I am not exactly sure how.
Pokeniner, Maybe this is just because I am biased against Demon Hunters, but I don't like the idea of them being able to get a two damage ping over and over again with no real way for you to stop it. They can't attack face with it, which is a plus, but [Hearthstone Card (penflinger) Not Found] is bad enough, we don't need another small board control tool to help demon hunters stay ahead.
Hordaki, As you mentioned, it is very similar to Stormhammer, which some people may not like. But for the most part I think it is a very cool card. I really like the idea of overload shaman, and I would love to have a flexible weapon like this to help the deck out.
BloodMefist, I don't like Xal'Atoh. 7 mana for 7 damage is a very bad deal, and adding another 7 mana card to your hand barely makes it better. Most of the time you would prefer to just play Gorehowl instead of playing Xal'Atoh and then spending another 7 mana next turn. And corrupting a 7 mana card is a real pain, and the payoff is terrible since Xal'Atoh is a very underpowered card to start with. That being said, I do really like Infusion Hammer. It is good in terms of balanced and flavor, and I am always happy to see an under represented archetype get a cool card.
Demonxz95, In theory, I think this is a very cool way to make use of the "worgen" mechanic, but in practice I don't think it really works. On one side it is a slightly better version of Eviscerate, and on the other side it is a worse version of Light's Justice. One side is clearly better than the other, and neither side is particularly intersting.
DavnanKillder, Banishing Blade is neat, but I don't think it really fits this competition. It feels like it should be a spell, but is only a weapon because it has to be. I really like Vengeful Axe, but I think you should either reduce the durabilty buff to +1, or increase the cost to 3 wince getting a 3/3 weapon on turn 2 is a bit much. I am not a fan of Midnight's Scythe since warlocks only have one weapon (and Skull of the Man'ari was a special exception) so I don't think Warlocks should get an attack-based weapon out of the blue. The Forbidden Scroll is very, very OP. Any warlock would be fine spending 9 life on a voidlord, which gives them 18 life worth of taunts, or 8 life for an Enhanced Dreadlord, which gives them 7 life in taunts and minimum 5 life from the deathrattle.
fungusABoa, The Card of Legend, while a fun design in concept, is a terrible card in play. In almost no situation is a random legendary going to be better than the cards you placed in the deck yourself. And how does Orb of Eternity work? As it is written, you would take any amount of damage and be reduced to 1 life. So playing this card would have no effect other than killing you after two hits. Did you intend for it to say "whenever your hero takes damage" instead of "after your hero takes damage"? Because if so the result would be infinite life. If it says "after" then the damage would have to resolve before the effect can take place. So if you are at 1 health and take 2 damage, you would go to negative 1 life, die, then the effect of the weapon would resolve. But it is too late since you are dead.
Linkblade91, I like the design, but I am not sure how priest is supposed to use this aside from using Spawn of Shadows, Shadowbomber, or handful of other terrible niche neutral cards. Also, giving an attack-based weapon to two classes that don't use weapons may not go over well with some voters.
grumpymonk, Poison-Tip Dagger is not a bad design, but it is my least favorite of the three. I really like Detachable Blade since it makes good use of the Echo keyword, and also justifies the 1-durability, and is also very balanced. Talonclaw is another very creative design, but I think it is a bit OP at 2 mana. I would make it a 3 or 4 mana weapon, or maybe do what Paladins do and have it buff a guy in your hand. Also the deathrattle should say "Equip Talonclaw" not "Reequip this".
DestroyerR, Pocket Knife feels a bit strange. I think the trade-off of spending mana or getting initiative on the attack makes for some interesting game play, and it is also a handy combo activator. I do not like Xal'Atath though. Having your spells cost health instead of mana can make for some terrible combo plays. Priests will have no hard time finding a way to sling out 15 spells on turn 3 and still have most of their life remaining. And worse, you can get that benefit for the entire game. You don't get to pick the target of the spells, which balances it a little bit, but it isn't enough to negate the tremendous benefits of getting free spells. Also, the text alone doesn't really make it clear exactly what the card does, which is fine for some cards, but your card will get more stars if it doesn't require expaining.
anchorm4n, Balanced Blade it just a wordier version of Gorehowl. It works exactly the same way. The only difference is that you can attack face with it, allowing you to half your opponents life with this one card alone. Staff of Souls is pretty cool, but I think you should increase the cost to 4 mana. 3 seems like too little considering how many cards this can generate over the course of the game. I don't really like Blade of Souls. Partly because Soul Demon Hunter is already OP enough and they don't need another source of burst damage. But also partly because it feels too much like a spell masquerading as a weapon just to fit the theme.
After a bit of brainstorming, here is my card:
I had a few other ideas such as gaining the durability if you played an elemental last turn, and then deathrattle buff an elemental in your hand. Or maybe gain two durability if you have a murloc, and deathrattle buff a murloc. It doesn't have to be frozen minions. But the idea is that you can gain durability to have an above-average weapon, but sometimes you may want to avoid getting the extra durability so that you can get the deathrattle sooner. I hope the design is interesting and good. And if you think it should interact with something other than frozen minions let me know.
Unfortunately, that art didn't fit very well, it was too small and you couldn't see the whole totem. So I went with my next best guess.
Thanks for the feedback! Which art/name do you think is the best
I like the ability, but I think overall all the card is too "big". Unless you are playing this on turn 9/10 you are going to have to set this up over a few turns, which makes fairly difficult to use. And even if you get it really big, spending all of your early turns to get a single big guy on turn 6 isn't amazing. I would make it 3-4 mana, 4-7 health, and gain 2 attack. Maybe it could be a 2 mana 0/4 with +1 attack for each minion type
Do you think I should change the art and/or the name? Here are some alternatives:
Some alternate names: Totem Rager, Dragon Totem, Lightning Totem, Living Totem (I might keep the original art for this one), or Totem of the Elements (I might give it another keyword like Windfury or Charge if I did this one, like a mini version of Al'akir)
I am pretty much fine with the ad, but I would like it if it appeared less often. Getting a video ad pop up on every screen is a lot. Maybe if it was every other screen or every third screen it wouldn't be so annoying.
Here is a new version of my card which I think I like better.
It seems that everybody unanimously agrees that my totem has too much health. I don't want to increase the cost since paying more than 2 mana for 3 damage feels pretty bad, and the totem itself isn't useful unless paired with synergy. I am also considering adding windfury to emphasize the wind-y nature of the totem, also because it is an underused keyword. But I am afraid it will appear very counter-intuitive with the 0 attack.
Feedback:
Demonxz95, for the most part, I really like this card. Druid doesn't get a lot of removal or burn damage, and this gives them both in a very flavorful way. My main concern is that the power level of the card is very swingy. If you hit the right target, this can be a 6 mana 10/10 that deals 9 damage. I am not sure if it is an issue since we have had similar cards in the past such as Natalie Seline and Vol'jin that have similar abilities but were never a problem. Maybe lower the attack to 7 or 8 and it wouldn't look as scary.
Linkblade91, Imposing Bark seems like a rather bland card. It's pretty well balanced, but not terribly interesting. Julia Celeste also seems kind of bland to play. I think it is better then Imposing Bark, but it is just a big taunt. I like Julia better, but I think the ability could be more interesting than just gaining stats.
BloodMefist, I don't like Haunted Spirit a whole lot since I don't think it will trigger more than once in a lot of cases, and if it only triggers once then it is just a worse version of Humility with a taunt attached. Carnival Rager is pretty cool, and it may be the first playable rager. I don't have anything to criticize on that card since the cost and statline is kind of set in stone.
DavnanKillder, Lifebound Imp, while a cool idea, probably isn't a very good card. It is very dangerous to play, and it is also pretty hard to evaluate, so I don't think people will give it a lot of stars. Persistent Spirit is also a cool concept, but not very practical. At 6 health, it isn't hard to just kill everything else before the spirit. And the more the deathrattle triggers, the easier it will be to kill that minion last. Also, at it's base it is a 4 mana 2/6, which is a terrible tempo play. If you want to make Persistent Spirit better, I would give it more attack and less health. Or maybe have the deathrattle only transfer attack and not both attack and health.
Hordaki, I like the idea of an "ultimate" rager card, but as it is I don't like this card. Having 5 attack and poisonous seems counter-intuitive. And having rush, poisonous, and 1 health basically means this isn't a minion anymore. This card will always play the exact same way, kill a minion and gain 5 health. It is basically a legendary version of Siphon Soul. I like having a big rager dude with a lot of keywords, but you should find different keywords.
Neoguli, The concept and flavor is pretty cool. But I don't really like having it use a select few dungeon run treasures. I think it would be a lot simpler if it discovered a Fantastic Treasure instead, or maybe just any dungeon run treasure, or heck maybe it could discover one of the powerful artifacts from Rafaam. But I don't like having pick from a select few treasures.
Sorry for being absent last week. I intend to be more engaged this time. Here is my first card:
I will get some feedback out when a few more people have posted.
What exactly is the OTK in the OTK Warrior deck? I know it probably has something to do with Animated Broomstick, but how do you accumulate enough damage for an OTK?
I have a few cards already made that fit for this competition. Here are two of them:
High Justice Grimstone helps you tutor your old gods, or whatever other legendary you want. Expert Tracker is a sort of mini-The Curator. It gives shaman some much needed draw, without giving them a whole lot of card advantage. It doesn't really fit the theme or have much synergy with the old gods, but I think it is a pretty cool card.
This has happened to me. You aren't losing EXP, it is just a visual bug. Restart the game and you will get the experience.