now I'm a constant legend player stuck in rank 17k playing versus silver ranks that don't even have a full deck, just kinda new players.
How do you know you are fighting silver rank players?
I've seen a lot of players complaining about being at low ranks and cueing up against Legend players, and vice versa. But you can't see the other person's rank, so how on earth could you know if they are Legend of not? I guess I could understand if you aren't a very experienced .player and you cue up against someone with a 1,000 win portrait, the legend cardback, and a T-1 deck you might feel a bit cheated. But complaining about the rank of your opponent seems a bit silly when you can't actually know their rank.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
I think Sacrificial Pact is still playable. You can use it on a 1/1 imp or on a Voidcaller in wild. Even if it isn't quite as useful now as it was before the nerf, it is still a million times better than Warsong Commander
Out of the 2 I like Replicating Challenger better. It is both more playable, and realistic looking than Tauren Dealer. However, with the way it is worded now, it wouldn't have to survive the damage to get another copy, so you would just get infinite copies until it dies without taking damage. It should say "Whenever this minion survives damage, add a copy of it to your hand", I think this is how it was meant to function when you designed it.
I also can't really decide whether or not I like the 2/2 stats. It makes it harder to get multiple copies, which may be a good thing balance wise, but it also makes it a bit less attractive. A 1/3 at 2 mana would be a bit too good because it would be way too easy to get a bunch of him, but at 2 health it just seems too hard. I would increase the cost to 3 mana and also make it either a 1/3 or a 1/4.
so it could either give a minion a huge HP boost or you could get some extra armor and leave a 2 health taunt on the board. Swapping with 0 armor will just kill the minion
I don't really like this card because it look really difficult to actually use, and it doesn't do a whole lot unless you manage to get a 20 health Bonechewer Vanguard or something.
I like that this card interacts with taunts rather than just having taunt, and the flavor isn't bad, but I would be pretty disappointed to open this in a pack of cards.
What does Crystal Giant mean? Without an explanation of what you mean by "sustained damage" there is really no way of knowing how this card works. Does it need you to simply take exactly 8 damage? Or does it mean you have to have your armor soak up exactly 8 damage? OR does it mean you have to use "prevent damage" things to save your hero from taking exactly 8 damage? It is too confusing, you should either reword it so that it actually makes sense, or think of something else.
Drakkari Savage is a pretty cool card, I like how it gains health when it takes damage. This makes it a lot more playable than most "whenever this takes damage" minions. I definitely think this is the better card. It is creative enough, but also simple and down-to-earth.
Sorry if this isn't an appropriate place to ask this. When we're choosing which expansion our card is part of, are there any considerations besides flavor? Specifically, do we need to worry about keywords on our card that didn't exist during the expansion we chose? E.g., Rush on a card from anything before The Witchwood.
This is a totally appropriate question to ask here.
For the most part, the expansion symbol isn't very important. Only a few people will get upset if you use the wrong watermark. When deciding the set symbol, usually you want it to fit both thematically, and mechanically. You don't want Adapt in Goblins Vs Gnomes any more than you want a Mech card in Frozen Throne. Usually it is best to pick whichever set makes the most sense thematically. If you have a card with Rush or Lifesteal then people will probably be cool with you sticking it in whatever set you want, but if it is a keyword unique to a single set like Adapt or Magnetic, then you need to keep it in that set.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
An interesting change to Open the Waygate would be to make it refresh your mana instead of taking an extra turn. This would keep the combo potential, but it no longer stacks with Archmage Vargoth and it also doesn't give you any extra attacks which would fix the giant deck.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
None of my favorites made it to the finals this time. But then again, I usually don't really like the winning card. Maybe that is why I have never made it to the finals. I guess I should start making cards that please the audience more than myself.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
I already have one card made that fits the rules,
Show Spoiler
I am not yet sure of the name/theme of the card, but I like the effect. It's like a Dreadsteed that won't cause as many problems.
I also made these cards just in case my first card isn't good enough
Show Spoiler
Immovable Statue is just a small defensive tool which probably isn't good and may not even be interesting enough to post about, but I am just throwing ideas onto the wall and seeing what sticks.
Dwarf Blacksmith equips your soldiers for battle with well crafted swords. This is the card I feel strongest about.
Call for Reinforcements! is just flat card draw.
Mighty Warleader is a big swing tool for warriors. It fills your board and then leads them into battle with a powerful and inspiring battle cry!
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
First time posting a salty post in the salt thread. I am going to try and stay tame with my salt.
Secret Mage is a bad thing for the health of wild mode. People play Eater of Secrets or extra heals to counter them, but I don't hate secret mage for the secrets or the burn damage (well, I partly do) but I mainly hate Aluneth. This one card gives secret mages way too much umph in the late game, combine that with all of their burst (2 Fireball, 2 Cloud Prince, 2 Medivh's Valet for a total of 30 damage just in burn) and they can just kill you before you fatigue. The only way to get around it is either kill them the same turn they play Aluneth, or run a ton of heals.
I really wish blizzard would nerf this card. The problem with Secret Mage is similar to the problem with Demon Hunters, only less robust. They have a strong aggro base, with a ton of draw so that they will never run out of steam until they die.
I am going to start playing [Hearthstone Card (acidic ooze) Not Found] in my decks while climbing the wild ladder, wish me luck!
*edit* After a long and strenuous climb, I have finally made diamond 10. The last game I was playing a secret mage, who played Aluneth, which I ate with the ooze. That was nice.
KANSASOld God Fanatic 17452912 PostsJoined 03/25/2019
Posted 4 years, 8 months ago
After I had submitted my card I had an idea for a better one.
I wish I had submitted this one instead, I think it is a lot more interesting requires a lot more strategy when played in-game. But who knows, maybe my card will make it to the finalists.
My favorites are Diverted Watcher (3 mana 3/7 that plays a secret for your opponent), Chained Colossus (4 mana 7/7 Battlecry: make two 0/1 chains, can't attack if you have a chain), and Impish Spellcaster (2 mana 2/2, Battlecry deal 2 damage to a minion and your hero)
@thepowerofcheese, I definitely think Coilfang Myrmidon is the better card, very creative. I like how the downside isn't "do something bad" but is negative synergy between two keywords.
How do you know you are fighting silver rank players?
I've seen a lot of players complaining about being at low ranks and cueing up against Legend players, and vice versa. But you can't see the other person's rank, so how on earth could you know if they are Legend of not? I guess I could understand if you aren't a very experienced .player and you cue up against someone with a 1,000 win portrait, the legend cardback, and a T-1 deck you might feel a bit cheated. But complaining about the rank of your opponent seems a bit silly when you can't actually know their rank.
I think Sacrificial Pact is still playable. You can use it on a 1/1 imp or on a Voidcaller in wild. Even if it isn't quite as useful now as it was before the nerf, it is still a million times better than Warsong Commander
I think Sacrificial Pact is still playable. You can use it on a 1/1 imp, or on a Voidcaller in wild. It still has its uses, even if they are few.
Out of the 2 I like Replicating Challenger better. It is both more playable, and realistic looking than Tauren Dealer. However, with the way it is worded now, it wouldn't have to survive the damage to get another copy, so you would just get infinite copies until it dies without taking damage. It should say "Whenever this minion survives damage, add a copy of it to your hand", I think this is how it was meant to function when you designed it.
I also can't really decide whether or not I like the 2/2 stats. It makes it harder to get multiple copies, which may be a good thing balance wise, but it also makes it a bit less attractive. A 1/3 at 2 mana would be a bit too good because it would be way too easy to get a bunch of him, but at 2 health it just seems too hard. I would increase the cost to 3 mana and also make it either a 1/3 or a 1/4.
I don't really like this card because it look really difficult to actually use, and it doesn't do a whole lot unless you manage to get a 20 health Bonechewer Vanguard or something.
I like that this card interacts with taunts rather than just having taunt, and the flavor isn't bad, but I would be pretty disappointed to open this in a pack of cards.
What does Crystal Giant mean? Without an explanation of what you mean by "sustained damage" there is really no way of knowing how this card works. Does it need you to simply take exactly 8 damage? Or does it mean you have to have your armor soak up exactly 8 damage? OR does it mean you have to use "prevent damage" things to save your hero from taking exactly 8 damage? It is too confusing, you should either reword it so that it actually makes sense, or think of something else.
Drakkari Savage is a pretty cool card, I like how it gains health when it takes damage. This makes it a lot more playable than most "whenever this takes damage" minions. I definitely think this is the better card. It is creative enough, but also simple and down-to-earth.
@shaveyou, congrats on your second win!
Illidan is too cool for Easter Noblegarden.
This is a totally appropriate question to ask here.
For the most part, the expansion symbol isn't very important. Only a few people will get upset if you use the wrong watermark. When deciding the set symbol, usually you want it to fit both thematically, and mechanically. You don't want Adapt in Goblins Vs Gnomes any more than you want a Mech card in Frozen Throne. Usually it is best to pick whichever set makes the most sense thematically. If you have a card with Rush or Lifesteal then people will probably be cool with you sticking it in whatever set you want, but if it is a keyword unique to a single set like Adapt or Magnetic, then you need to keep it in that set.
An interesting change to Open the Waygate would be to make it refresh your mana instead of taking an extra turn. This would keep the combo potential, but it no longer stacks with Archmage Vargoth and it also doesn't give you any extra attacks which would fix the giant deck.
None of my favorites made it to the finals this time. But then again, I usually don't really like the winning card. Maybe that is why I have never made it to the finals. I guess I should start making cards that please the audience more than myself.
Thank you everyone for your feedback. I guess Dwarf Blacksmith wasn't as popular as I thought it would be. I am now deciding between these cards:
I also really like this card, but I can't find a way for it to help the quest:
I already have one card made that fits the rules,
I am not yet sure of the name/theme of the card, but I like the effect. It's like a Dreadsteed that won't cause as many problems.
I also made these cards just in case my first card isn't good enough
Immovable Statue is just a small defensive tool which probably isn't good and may not even be interesting enough to post about, but I am just throwing ideas onto the wall and seeing what sticks.
Dwarf Blacksmith equips your soldiers for battle with well crafted swords. This is the card I feel strongest about.
Call for Reinforcements! is just flat card draw.
Mighty Warleader is a big swing tool for warriors. It fills your board and then leads them into battle with a powerful and inspiring battle cry!
Here are some hints. Some of them may be a bit of a giveaway and some may not be to helpful, but I tried my best.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Houndmaster whos entry line is "I let the dogs out" in reference to the song, Who let the Dogs out?
Also Brave Archer whos art, name, flavor text, and entry line all reference the disney movie Brave.
On the Hunt references Duck Hunt in its flavor text "The mastiff giggles if you don't hit any ducks"
[Hearthstone Card (Finkle Einhorn) Not Found] references the movie Ace Ventura: Pet Detective
First time posting a salty post in the salt thread. I am going to try and stay tame with my salt.
Secret Mage is a bad thing for the health of wild mode. People play Eater of Secrets or extra heals to counter them, but I don't hate secret mage for the secrets or the burn damage (well, I partly do) but I mainly hate Aluneth. This one card gives secret mages way too much umph in the late game, combine that with all of their burst (2 Fireball, 2 Cloud Prince, 2 Medivh's Valet for a total of 30 damage just in burn) and they can just kill you before you fatigue. The only way to get around it is either kill them the same turn they play Aluneth, or run a ton of heals.
I really wish blizzard would nerf this card. The problem with Secret Mage is similar to the problem with Demon Hunters, only less robust. They have a strong aggro base, with a ton of draw so that they will never run out of steam until they die.
I am going to start playing [Hearthstone Card (acidic ooze) Not Found] in my decks while climbing the wild ladder, wish me luck!
*edit* After a long and strenuous climb, I have finally made diamond 10. The last game I was playing a secret mage, who played Aluneth, which I ate with the ooze. That was nice.
After I had submitted my card I had an idea for a better one.
I wish I had submitted this one instead, I think it is a lot more interesting requires a lot more strategy when played in-game. But who knows, maybe my card will make it to the finalists.
My favorites are Diverted Watcher (3 mana 3/7 that plays a secret for your opponent), Chained Colossus (4 mana 7/7 Battlecry: make two 0/1 chains, can't attack if you have a chain), and Impish Spellcaster (2 mana 2/2, Battlecry deal 2 damage to a minion and your hero)
@thepowerofcheese, I definitely think Coilfang Myrmidon is the better card, very creative. I like how the downside isn't "do something bad" but is negative synergy between two keywords.
That Brushwagg . . .