Yeah, that's what I was afraid of :( I'm burnt out on Hearthstone, so I was hoping to get into Marvel SNAP to fill the void; I'll have to settle for watching streamers, I guess.
Ultimately SNAP is about getting you to the fun part faster: games are only supposed to be 3-5 minutes at the max. With that in mind, they actually encourage conceding if you are clearly losing; why play out a losing hand and risk more Cubes? Same thing with poker, really: fold, and move on to the next hand. That's not to say you can't play it through and turn things around, of course.
I haven't played it myself, either, but that's what I gleaned from interviews.
Edit: I will say that I've watched all of the SNAP content from Trump and Regis, and the games are closer than you might think. One side blatantly winning from the jump doesn't usually happen, so most people stay in it.
In Marvel SNAP, you are competing for the Cosmic Cubes of the multiverse: the more Cubes you have, the higher your Rank (like stars in Hearthstone). To start each game, only one Cube is at stake: if you conceded immediately, you would only lose a single Cube. The payout doubles to 2 if the game plays out completely and turn 6 ends.
When someone Snaps mid-game, they're telling their opponent "I'm raising the stakes of this game"; if they don't back out, the Cubes in play will double. It's like poker, in a sense that you are putting more chips in the pile. If both players Snap, the potential earnings will max out at 8 Cubes.
BasilAnguis - I think Icy Hell is trying too hard to get around using the word "Freeze". I like Cauterize the most: simple, effective, and feels Warlock-y enough.
R - While we're allowing the whole "double damage" thing to slide, I personally - as the comp's creator - feel like it defeats the point of the prompt. The idea was that the Fire spells should not be damage-related at all; I wanted to see something completely different than the tried-and-true "Fire = Destruction" concepts. With that in mind, I prefer Tea Time by default.
Wailor - Now that it costs 3 and has that stat-buff attached, I think it's pretty cool. You're not necessarily bouncing Battlecry minions (although you can), but maybe Rush minions instead to best exploit the stat buff. Charge always makes that scary, of course, but it shouldn't be a big deal.
Nirast - I agree with the others in-that you should drop the cost-reduction bonus; there's too much going on already. I also agree that you have a problem with the Rogue Discovering Armor cards: it has none, so it can't Discover anything :/ Make it Warrior-only, undo the capitalizations that are not necessary, and you should be good.
AeroJulwin - This seems absolutely insane in Druid decks that run very few (if any) minions. We know they exist, so a 1-mana draw-2 with no downsides is a big problem in my opinion. Flavor is great; just concerned about that archetype breaking this card.
Demonxz95 - See R's feedback for my opinion of Deep Burn. I think Flame Enchantment is the most interesting, but maybe up the Cost given how easy it can be to chain cards in Rogue.
Alrighty, here's an update to CrashingTumbling Snowball:
Golems seem more in line with the Druid than a nameless Elemental (see: Jade Golems, Ironwood Golem). Like Jades, I made three tokens for the various sizes one might produce; I thought that might be cool (no pun intended).
You would have to shell out some serious coin to acquire every League of Legends champion in one go...just handing them all out "for free" is crazy. I played for years and only had like 55% of the roster at that time.
MrRhapsody - Charge is scary, but without it Blood of Mannoroth is frankly garbage. You're telling the opponent "screw this, I'm done playing for the board", and you'll constantly need to reload since nothing will stick, so maybe it's alright.
Wailor - Your alternate wording of We Are One would imply you must be the one destroying your minions, so that's a no-go. Beyond that, I really don't see where the Shaman comes in beyond the fact that they also summon tokens. Regarding your other options, I prefer Keep the Balance because I really dislike Quests that are pass/fail (i.e: Final Showdown). Either you can manage to complete the Quest all in one turn, or you can't and the game was a waste of time. The Hero Power is cool; I just don't like the requirements.
CursedParrot - I don't like the "or" option, because depending on the time-line the Rogue could have little to no Shadow spells at their disposal. I understand that they would probably get some alongside the Quest, but that's all they might have, which would suck. A Thief Priest/Rogue combo is neat, even if the Old Gods don't really connect to that in my opinion. Honestly, I would dump the Old Gods: cool as they are, they don't work well together and your deck must be able to utilize some of them on top of fulfilling the Quest requirements or the reward is really bad.
BasilAnguis - Amusing as it is, Free Me has a huge problem and it's Blingtron 3000. Scoundrel's Craftiness is definitely better crafted, even if "Cast 10 random Secrets" is a hard sell. How often does either class have access to 10 unique Secrets in Standard at the same time? I believe the answer is "never", which is an issue; if they could mix that would definitely help. Compared to the other two, I find Feed the Void boring.
Demonxz95 - So an AoE buff like Power of the Wild could progress the Quest more than once, right? If that's true, the Druid can breeze through the requirements on rocket skates, far more readily than the Paladin can. The Paladin I imagine would get some kind of buffs in the set, but so wouldn't their counterpart. I guess you could argue "the Paladin's buffs would be slower but bigger", which is something, but the Druid might kill them before they get there lol.
I like Wailor's suggestion for a 1-mana Hero Power with Looking for Group. I might just go with that. Edit: Now that I'm home, I can Hearthcard my newest stuff:
Now the flavor of Control the Skies matches both classes: whether by cannon fire or lightning bolts, demonstrate your air superiority over the enemy! Turn your overkill removal into face damage.
Here's Coral Cluster with the changes suggested by AeroJulwin, and some editing to the wording.
Feedback:
Show Spoiler
anchorm4n - That is a lot of potential face damage, to the point where a deck might not even bother with the effect. I agree with the "Can't attack heroes" suggestion.
AeroJulwin - Maybe it should say "Stores"? Just to clarify 100% what is storing the damage (the Guzzler). Also, while the art's subject is cool-looking, the white-ish blank background makes it look very unnatural for a card. I like the gameplay side, though.
Wailor - Allari is ultimately a better Darius Crowley; personally, I don't find it compelling. It's more interesting than the spell, though. Sorry, that's not very helpful :/
Demonxz95 - The extra overdraw-protection is neat, but I honestly don't think anyone would play such an expensive card that only draws. Maybe slash the draw and Cost down to make it more appealing?
I feel I was quite negative, overall; apologies about that. I'm stressed about my job and super tired…
Good luck to the finalists!
Running out of time to submit!
Yeah, that's what I was afraid of :( I'm burnt out on Hearthstone, so I was hoping to get into Marvel SNAP to fill the void; I'll have to settle for watching streamers, I guess.
Ultimately SNAP is about getting you to the fun part faster: games are only supposed to be 3-5 minutes at the max. With that in mind, they actually encourage conceding if you are clearly losing; why play out a losing hand and risk more Cubes? Same thing with poker, really: fold, and move on to the next hand. That's not to say you can't play it through and turn things around, of course.
I haven't played it myself, either, but that's what I gleaned from interviews.
Edit: I will say that I've watched all of the SNAP content from Trump and Regis, and the games are closer than you might think. One side blatantly winning from the jump doesn't usually happen, so most people stay in it.
In Marvel SNAP, you are competing for the Cosmic Cubes of the multiverse: the more Cubes you have, the higher your Rank (like stars in Hearthstone). To start each game, only one Cube is at stake: if you conceded immediately, you would only lose a single Cube. The payout doubles to 2 if the game plays out completely and turn 6 ends.
When someone Snaps mid-game, they're telling their opponent "I'm raising the stakes of this game"; if they don't back out, the Cubes in play will double. It's like poker, in a sense that you are putting more chips in the pile. If both players Snap, the potential earnings will max out at 8 Cubes.
Feedback:
BasilAnguis - I think Icy Hell is trying too hard to get around using the word "Freeze". I like Cauterize the most: simple, effective, and feels Warlock-y enough.
R - While we're allowing the whole "double damage" thing to slide, I personally - as the comp's creator - feel like it defeats the point of the prompt. The idea was that the Fire spells should not be damage-related at all; I wanted to see something completely different than the tried-and-true "Fire = Destruction" concepts. With that in mind, I prefer Tea Time by default.
Wailor - Now that it costs 3 and has that stat-buff attached, I think it's pretty cool. You're not necessarily bouncing Battlecry minions (although you can), but maybe Rush minions instead to best exploit the stat buff. Charge always makes that scary, of course, but it shouldn't be a big deal.
Nirast - I agree with the others in-that you should drop the cost-reduction bonus; there's too much going on already. I also agree that you have a problem with the Rogue Discovering Armor cards: it has none, so it can't Discover anything :/ Make it Warrior-only, undo the capitalizations that are not necessary, and you should be good.
AeroJulwin - This seems absolutely insane in Druid decks that run very few (if any) minions. We know they exist, so a 1-mana draw-2 with no downsides is a big problem in my opinion. Flavor is great; just concerned about that archetype breaking this card.
Demonxz95 - See R's feedback for my opinion of Deep Burn. I think Flame Enchantment is the most interesting, but maybe up the Cost given how easy it can be to chain cards in Rogue.
Alrighty, here's an update to Crashing Tumbling Snowball:
Golems seem more in line with the Druid than a nameless Elemental (see: Jade Golems, Ironwood Golem). Like Jades, I made three tokens for the various sizes one might produce; I thought that might be cool (no pun intended).
I'm worried that Crashing Snowball needs the Taunt to make it appealing, 'cause otherwise you could be killing yourself.
Congratulations to ChickyChick!
I'm sorry I kind of ghosted this one; didn't even submit my Shadow :/
Oh wow, I won :D That was super close!
Edit: The Quest is part-Paladin, so my meme continues lol
Two variations on some low-hanging fruit lol:
You have a couple benefits with either card:
Good luck to all the finalists!
You would have to shell out some serious coin to acquire every League of Legends champion in one go...just handing them all out "for free" is crazy. I played for years and only had like 55% of the roster at that time.
You have 25 hours left to submit!
Feedback:
MrRhapsody - Charge is scary, but without it Blood of Mannoroth is frankly garbage. You're telling the opponent "screw this, I'm done playing for the board", and you'll constantly need to reload since nothing will stick, so maybe it's alright.
Wailor - Your alternate wording of We Are One would imply you must be the one destroying your minions, so that's a no-go. Beyond that, I really don't see where the Shaman comes in beyond the fact that they also summon tokens. Regarding your other options, I prefer Keep the Balance because I really dislike Quests that are pass/fail (i.e: Final Showdown). Either you can manage to complete the Quest all in one turn, or you can't and the game was a waste of time. The Hero Power is cool; I just don't like the requirements.
CursedParrot - I don't like the "or" option, because depending on the time-line the Rogue could have little to no Shadow spells at their disposal. I understand that they would probably get some alongside the Quest, but that's all they might have, which would suck. A Thief Priest/Rogue combo is neat, even if the Old Gods don't really connect to that in my opinion. Honestly, I would dump the Old Gods: cool as they are, they don't work well together and your deck must be able to utilize some of them on top of fulfilling the Quest requirements or the reward is really bad.
BasilAnguis - Amusing as it is, Free Me has a huge problem and it's Blingtron 3000. Scoundrel's Craftiness is definitely better crafted, even if "Cast 10 random Secrets" is a hard sell. How often does either class have access to 10 unique Secrets in Standard at the same time? I believe the answer is "never", which is an issue; if they could mix that would definitely help. Compared to the other two, I find Feed the Void boring.
Demonxz95 - So an AoE buff like Power of the Wild could progress the Quest more than once, right? If that's true, the Druid can breeze through the requirements on rocket skates, far more readily than the Paladin can. The Paladin I imagine would get some kind of buffs in the set, but so wouldn't their counterpart. I guess you could argue "the Paladin's buffs would be slower but bigger", which is something, but the Druid might kill them before they get there lol.
I like Wailor's suggestion for a 1-mana Hero Power with Looking for Group. I might just go with that. Edit: Now that I'm home, I can Hearthcard my newest stuff:
Now the flavor of Control the Skies matches both classes: whether by cannon fire or lightning bolts, demonstrate your air superiority over the enemy! Turn your overkill removal into face damage.
Congratulations to RenoLord
Looking For Group capitalizes on the Druid and Paladin having the proficiency to go wide. Not sure on the Quest numbers; 4-or-more might be too hard.
Control the Skies is obviously a Control-based stalling Quest, like Awaken the Makers. Build up that fleet, then turn the cannons on the enemy!
Very bummed that I can't make my own Xal'atath anymore, 'cause that would've been a cool reward item.
Good luck to the finalists!
Here's Coral Cluster with the changes suggested by AeroJulwin, and some editing to the wording.
Feedback:
anchorm4n - That is a lot of potential face damage, to the point where a deck might not even bother with the effect. I agree with the "Can't attack heroes" suggestion.
AeroJulwin - Maybe it should say "Stores"? Just to clarify 100% what is storing the damage (the Guzzler). Also, while the art's subject is cool-looking, the white-ish blank background makes it look very unnatural for a card. I like the gameplay side, though.
Wailor - Allari is ultimately a better Darius Crowley; personally, I don't find it compelling. It's more interesting than the spell, though. Sorry, that's not very helpful :/
Demonxz95 - The extra overdraw-protection is neat, but I honestly don't think anyone would play such an expensive card that only draws. Maybe slash the draw and Cost down to make it more appealing?
I feel I was quite negative, overall; apologies about that. I'm stressed about my job and super tired…