XarkkalServant of Illidan 9101321 PostsJoined 03/29/2019
Posted 4 years, 7 months ago
Finally!!
Some of these nerfs should have happened the last time, and it's nice to see some more buffs to try to help out Paladin and Shaman.
Buffs:
Aldor Attendant is a good buff. One of Paladin's biggest issues right now is having no good turn 1 play. Being able to start reducing the cost of your Libram's on turn 1 is a big deal.
Shattered Rumbler buff... ok? Not sure adding 1 attack to this is what Shaman needed. But ok.
The Lurker Below I always thought was stupid at 3 health. This is a good buff to help out a really cool legendary.
Nerfs:
Priestess of Fury is a good nerf. Should have happened sooner. Not as heavy of a hammer that I would have liked to see, but this helps A LOT! This makes it easier to answer a turn 5 Priestess from Raging Felscreamer. I would have liked to see a mana bump to 8 to prevent that on-curve play to begin with. But this opens up a lot of cards that can answer to a Priestess, making this a less game-ending play.
Crimson Sigil Runner also should have been sooner. Glad I've held on to all my golden copies! I would have preferred a nerf to 2 mana instead so it would be more on-par with Novice Engineer and Loot Hoarder, but this works. This might help make this not be such an auto-include.
Scavenger's Ingenuity - NOOOOOOOOOOOOO! I love this card!! But I get it... This was too powerful. Still powerful as a tutored card draw with the +2/+2. Still way better than Call to Adventure.
My golden copy of Shadowjeweler Hanar rejoices! This was a much needed nerf. Coining this out almost always wins the game. Still playable at 4 health, but more of a chance to get answered before it snowballs out of control. It's going to be hard to let go of the golden copy though... so many golden secrets. I love golden cards that give you extra golden value. But a free legendary is hard to pass.
Blackjack Stunner should have also been nerfed sooner. This card is just way too powerful for 1 mana. I would have preferred a bump to 2 mana instead, but this helps.
Imprisoned Scrap Imp I guess makes sense. Probably a proactive nerf fearing Zoolock would overtake the meta after the nerfs.
Bloodboil Brute and Bloodsworn Mercenary I will talk about together. I have played A LOT of warrior this month, and neither of these changes are going to do anything. I was fully expecting Risky Skipper to get nerfed to 2 mana. That card combined with Armorsmith are in every single warrior deck. Slowing down the ability of that combo I feel should have been the more important Warrior nerf target.
Overall a lot of good nerfs, excited for these changes to hit to help freshen up Standard. It has gotten extremely stale.
XarkkalServant of Illidan 9101321 PostsJoined 03/29/2019
Posted 4 years, 7 months ago
Nothing is more triggering than playing a match against a Standard T1 deck, while on Wild Ladder. I came to Wild because I'm tired of playing against the same decks all the time. Take your fucking Standard T1 deck back to Standard so I can play against something interesting.
Besides, apparently a lot of people like Gul'dan since my original post is down to -7 votes, which is quite impressive for a post that is openly subjective.
Gul'dan is one of the most famous Warcraft characters of all time. If you're not familiar with Gul'dan's lore, I suggest you do some reading on him in your free time. He is a fantastic villian, and you love to hate him, and hate to love him. Some of the Warcraft universe's best moments have come due to the actions of Gul'dan.
Compare to Call to battle, this is just weaker. The art and idea are nice, but: you do not need the 'targets chosen randomly', and it's a feels-bad-man-epic card , because it needs a weak legendary to make it somewhat consistent and playable.
Show Spoiler
Show Spoiler
I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition?
"it needs a weak legendary to make it somewhat consistent and playable."
We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card.
Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind.
Also, just need to address this:
"you do not need the 'targets chosen randomly'"
Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advise to give someone.
I have played the Marsh Queen a lot at the time since I pulled a golden copy from a pack and I must say that your card definitely hits its prime weakness spot on. I rated 4 stars for now, but I have to add that I usually dish out the 5 star ratings only after I've seen all the submissions and yours is definitely a candidate this week. Well done!
Thanks anchorm4n! I played The Marsh Queen a lot too back in the day, because I crafted it thinking I could make it work. (ended up later DE it...) It has so much potential to be a cool, fun card. It's just missing the right support pieces. Plus, I thought it would be fun to try and create a Hunter card that wasn't just a simple 1-cost minion, but instead find another way to synergize with both of the Quests.
XarkkalServant of Illidan 9101321 PostsJoined 03/29/2019
Posted 4 years, 7 months ago
I think the Description written by creators for cards submitted to the WCDC should be shown during the Finalist Voting phase too. If anything, that description is even more vital during the Finals.
Compare to Call to battle, this is just weaker. The art and idea are nice, but: you do not need the 'targets chosen randomly', and it's a feels-bad-man-epic card , because it needs a weak legendary to make it somewhat consistent and playable.
Show Spoiler
I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition?
"it needs a weak legendary to make it somewhat consistent and playable."
We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card.
Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind.
Also, just need to address this:
"you do not need the 'targets chosen randomly'"
Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advice to give someone.
XarkkalServant of Illidan 9101321 PostsJoined 03/29/2019
Posted 4 years, 7 months ago
Quote From grumpymonk
Balance: I feel like Runaway Hatchlings cost be costed at 5 and it would be good but not game-breaking. Maybe I'm underestimating the value of the battlecries but it seems a little weak to me.
Design: The whole summon and trigger their battlecries thing seems kind of awkward and inelegant to me. I would make it draw 3 from your deck and reduce their cost to 0. It wouldn't change the function of the card and would even make it a little stronger, as you can hold off on playing the minions.
Thanks for the feedback! I agree 5 mana is the better cost, and I ended up submitting it at that. The battlecries at first glance may seem weak, but this is designed to be played after you have 15 Carnassa's Brood in your deck. That turns this card into a good chance of being "summon three 3/2's and draw 3 cards" for 5 mana.
As for summoning vs. drawing and changing the cost to 0, I have to disagree. The card is named Runaway Hatchlings. It goes against the flavor of the card to have control over when you play the minion. The entire flavor is based off of losing control over baby raptors.
As for your cards, Tricks of the Trade still does it for me. I think it's the most interesting. It's both equally terrifying, yet a card I want to play with.
It seems Morgl is the most popular. I found some new art and gave him a new name to fit.
Show Spoiler
I am not 100% satisfied with the art, but it was all I could find. If anybody else has anything better I would be very grateful. What do you think?
More Feedback:
@Xarkkal, Your card kind of reminds me of Ball of Spiders. It is a lot of mana to summon small minions. I think you could reduce it's cost to 4 or 5 and be okay.
I had originally put it at 5-mana comparing it to Call to Arms, but then had concerns about the very likely highroll of pulling 3 Carnassa's Broods. Which would be the same as draw 3 cards and summon three 3/2's, which is pretty strong even for 6 mana.
I also ideally wanted this to cost 6-mana so it would fit in on-curve with [Hearthstone Card (Queen Carnassas) Not Found].
Definitely struggling to find the ideal balance on this one.
As for your card, much better with some different art. My only complaint is how small he is, depending on resolution and how you can get it to fit in the oval, you might want to play with zooming in on the photo at least a little bit.
Wow already on 3 pages! Going to repost my first idea since it hasn't gotten feedback yet, and throw up my second idea. Feedback for others will be below.
Had a new idea that I thought I'd share for some feedback. As a Hunter main, I wanted to make a card that works for the Hunter Quests, but that wouldn't be just another 1-cost minion. One of the big struggles and failures of The Marsh Queen was actually card draw. Even with the card draw on those 15 Carnassa's Brood. With all the 1-cost minions needed in your deck to finish the Quest quickly, you end up with small hand sizes and lots of unused mana. Runaway Hatchlings is meant to be played after Queen Carnassa is played, making use of all those Carnassa's Brood in your deck, so you can make progress on Unseal the Vault and refill your hand for the late game.
Any additional feedback on my other 2 ideas, (located in the spoiler above) would also be appreciated. I'll get some more feedback up for ones I haven't gotten to yet during my lunch break.
Really hard to decide between the two, they both look very good. I think I would go with Nature's Wrath because the probability that it's useful in different situations is higher in my opinion. Are you sure that's a cat? :D
It's a Tauren Druid in Cat Form if I'm not mistaken, but yeah I've actually been looking for different art to use for the token. I'm not sure about balancing though. I'm thinking either Rush needs to be dropped, or mana cost needs to be increased.
In the finals, it is technically allowed to vote your own card 5 stars and everyone else 1 star to advance your own chances of winning. If every finalist did this, they would theoretically cancel the entire thing out, but it's unlikely to have everyone do that.
My suggestion was to simply make it so that finalists wouldn't be allowed to vote in the finals at all.
From what I’ve seen so far, non-finalists do this as well to the card they want to see winning. I’d suggest to change the finalist voting system to one where you simply have 1 vote to give to the card you like most, the one with most votes wins
I would like to see a top 3 voting system. So you have to pick your favorite, and then the next 2 best. Then we could have a 1st, 2nd and 3rd place winner every week. Add additional site avatar borders/forum titles for each place.
XarkkalServant of Illidan 9101321 PostsJoined 03/29/2019
Posted 4 years, 7 months ago
Wow already on 3 pages! Going to repost my first idea since it hasn't gotten feedback yet, and throw up my second idea. Feedback for others will be below.
FEEDBACK:
Show Spoiler
@linkblade91 - Congrats again to the 3 time champion! Out of those 3, Baine Bloodhoof is my preferred. Definitely is better as a 5/4/5. You'll get a 5th star from me if you submit a Token for the 3/3 Hammer.
@Pokeniner - I agree with linkblade when it comes to concerns about completing the quest in 1 turn. Even though Cataclysm exists, that comes at the cost of discarding your entire hand at least. This has no downside. I think at 4 mana, you might want to limit the number of copies instead of filling your hand. Even with the combo requirement. Look at Halazzi, the Lynx for 5 mana, you're filling your hand with just a bunch of 1/1's.
@Demonxz95 - Mummy Sigil is terrifying at 1 mana. This honestly would be really powerful at 3 mana. And at 3 mana, I could see it getting nerfed to 4 mana.
@MenacingBagel - I like it. Make sure to capitalize "Your". Maybe make it "Your hero can attack twice this turn." instead?
@Conduit - I like Murloc General the best out of them all. It's just good flavor and effect. I think you'd be safe bumping it to four 1/1 Murlocs. Couple grammar things: type out the number "three", so it says "three 1/1 Murlocs" (or four if you choose to go up to four). Used "that" instead of "to", that way the wording matches BEEEES!!!
@Wailor - I like Chumsayer and Darkspear Survivor the best. I have concerns about the later being at 6 health. With cards like Bladestorm in the game, this could make a ridiculously large weapon. I think tone down the health and mana cost.
@Hordaki - I actually like Anubisath Guardian more, but I don't think the flavor is completely fitting. The other Anubisath minions were 5/3/5. I know you bumped it to 5 attack so it would fit the quest, but I think that means Anubisath is the wrong choice in art/name for the text. Trans-Mrrgl-Fier doesn't do it for me. There are so many bad Murlocs, so you don't have a good chance for stats, and even transforming a 1/1 could just get you another 1/1.
@meisterz39 - You and Wailor have very similar ideas when it comes to your Fiery Warbringer. Hakuna Matata is amazing, but way too loud of a Lion King reference. Are we playing Hearthstone or The Lion King CCG? Better Part of Valor is solid all around.
@DescentOfDragonsOp - Balance wise, it's fine at 5 mana. The effect is a little underwhelming to me.
@Inconspicuosaurus - I like the 2nd one best. Would be a nice powerful target for either quest.
@KANSAS - I like Morgl, but I don't agree with using the same art as his portrait. I also really like Ogre Defender. You don't need "Ogre Warmaul" bolded though.
@shaveyou - I like Mummified Monkey the best, but I can't get over the fact that the card says "Monkey" but the picture is of a Gorilla.
@Cg8889 - Mrgrlstrom is the best. Make sure you have a period at the end of the text.
@grumpymonk - I like the idea of Tricks of the Trade, but have some balance concerns. I think that's Rogue as a whole, and not just your card though. I think you should go big or go home. It really opens up some crazy possibilities.
@DestroyerR - very interesting and unique effect that opens up some new possibilities. No complaints here!
@Thonson - I like it, but the Reborn feels tacked on and doesn't serve any purpose. Maybe drop it down to 1 health and add Divine Shield?
XarkkalServant of Illidan 9101321 PostsJoined 03/29/2019
Posted 4 years, 7 months ago
Unsure how I feel about this week's theme. But, we'll see how it turns out!
Here's my first idea so far. I want to come up with more, specifically see what I can come up with for some of the classes that are a bit more challenging to make a card that synergizes with both quests. But for now, I'll place this here for feedback.
I'll get some feedback up for everyone who has posted so far later tonight when I have some time.
How is a 1 mana deal 8 damage to a minion a bad card?
Finally!!
Some of these nerfs should have happened the last time, and it's nice to see some more buffs to try to help out Paladin and Shaman.
Buffs:
Aldor Attendant is a good buff. One of Paladin's biggest issues right now is having no good turn 1 play. Being able to start reducing the cost of your Libram's on turn 1 is a big deal.
Torrent buff is pretty cool, and makes Flame Lance and Crushing Hand cry in the corner.
Shattered Rumbler buff... ok? Not sure adding 1 attack to this is what Shaman needed. But ok.
The Lurker Below I always thought was stupid at 3 health. This is a good buff to help out a really cool legendary.
Nerfs:
Priestess of Fury is a good nerf. Should have happened sooner. Not as heavy of a hammer that I would have liked to see, but this helps A LOT! This makes it easier to answer a turn 5 Priestess from Raging Felscreamer. I would have liked to see a mana bump to 8 to prevent that on-curve play to begin with. But this opens up a lot of cards that can answer to a Priestess, making this a less game-ending play.
Crimson Sigil Runner also should have been sooner. Glad I've held on to all my golden copies! I would have preferred a nerf to 2 mana instead so it would be more on-par with Novice Engineer and Loot Hoarder, but this works. This might help make this not be such an auto-include.
Scavenger's Ingenuity - NOOOOOOOOOOOOO! I love this card!! But I get it... This was too powerful. Still powerful as a tutored card draw with the +2/+2. Still way better than Call to Adventure.
My golden copy of Shadowjeweler Hanar rejoices! This was a much needed nerf. Coining this out almost always wins the game. Still playable at 4 health, but more of a chance to get answered before it snowballs out of control. It's going to be hard to let go of the golden copy though... so many golden secrets. I love golden cards that give you extra golden value. But a free legendary is hard to pass.
Blackjack Stunner should have also been nerfed sooner. This card is just way too powerful for 1 mana. I would have preferred a bump to 2 mana instead, but this helps.
Imprisoned Scrap Imp I guess makes sense. Probably a proactive nerf fearing Zoolock would overtake the meta after the nerfs.
Bloodboil Brute and Bloodsworn Mercenary I will talk about together. I have played A LOT of warrior this month, and neither of these changes are going to do anything. I was fully expecting Risky Skipper to get nerfed to 2 mana. That card combined with Armorsmith are in every single warrior deck. Slowing down the ability of that combo I feel should have been the more important Warrior nerf target.
Overall a lot of good nerfs, excited for these changes to hit to help freshen up Standard. It has gotten extremely stale.
You will lose a lot more games due to not drawing Risky Skipper without it. It's a solid craft. Pretty much every Warrior deck runs it right now.
Nothing is more triggering than playing a match against a Standard T1 deck, while on Wild Ladder. I came to Wild because I'm tired of playing against the same decks all the time. Take your fucking Standard T1 deck back to Standard so I can play against something interesting.
This is just so wrong....
From a lore standpoint, it has always bugged the shit out of me that Paladin's have so many Murlocs in Hearthstone. It just makes no sense.
Gul'dan is one of the most famous Warcraft characters of all time. If you're not familiar with Gul'dan's lore, I suggest you do some reading on him in your free time. He is a fantastic villian, and you love to hate him, and hate to love him. Some of the Warcraft universe's best moments have come due to the actions of Gul'dan.
Thanks anchorm4n! I played The Marsh Queen a lot too back in the day, because I crafted it thinking I could make it work. (ended up later DE it...) It has so much potential to be a cool, fun card. It's just missing the right support pieces. Plus, I thought it would be fun to try and create a Hunter card that wasn't just a simple 1-cost minion, but instead find another way to synergize with both of the Quests.
I think the Description written by creators for cards submitted to the WCDC should be shown during the Finalist Voting phase too. If anything, that description is even more vital during the Finals.
I appreciate the feedback, but I've seen this a lot with feedback people have been giving this round, and not just for me, but for everyone. Do people not understand the premise of this competition?
"it needs a weak legendary to make it somewhat consistent and playable."
We are designing cards that have synergy with both Quests. Yeah, you're running a deck with The Marsh Queen, it is a weak legendary. The ENTIRE purpose of me picking The Marsh Queen and Journey to Ungoro to design my card off of, is because of how weak of a legendary it is. That card really needed another card in the set to help it be viable. This is how I envision adding support to The Marsh Queen. Countless cards exist that depend on each other for their power. There is nothing wrong with that, it is part of design in a card game. Just because a card relies on another card to be playable, doesn't mean that it's a bad card.
Looking at the feedback people have been giving, it really feels like people are looking at these cards in a vacuum, instead of looking at the bigger picture of how the cards interact with the quest or the quest rewards. I'm not saying my card is a perfect 5 star card. But I do feel like people are looking at these cards like they would look at new cards for an expansion, instead of having the restrictions of the competition in mind.
Also, just need to address this:
"you do not need the 'targets chosen randomly'"
Why would I not need "Targets chosen randomly"? Shudderwock has it. There are plenty of 1-drops that have targeted battlecries (Elven Archer, Glacial Shard and Faithful Lumi just to name a few) so why would I not put that on the card? What is the game going to do with any targeted battlecries if they are summoned? I'm sorry, but that's just really bad advice to give someone.
Thanks for the feedback! I agree 5 mana is the better cost, and I ended up submitting it at that. The battlecries at first glance may seem weak, but this is designed to be played after you have 15 Carnassa's Brood in your deck. That turns this card into a good chance of being "summon three 3/2's and draw 3 cards" for 5 mana.
As for summoning vs. drawing and changing the cost to 0, I have to disagree. The card is named Runaway Hatchlings. It goes against the flavor of the card to have control over when you play the minion. The entire flavor is based off of losing control over baby raptors.
As for your cards, Tricks of the Trade still does it for me. I think it's the most interesting. It's both equally terrifying, yet a card I want to play with.
Gul'dan is still better.
I had originally put it at 5-mana comparing it to Call to Arms, but then had concerns about the very likely highroll of pulling 3 Carnassa's Broods. Which would be the same as draw 3 cards and summon three 3/2's, which is pretty strong even for 6 mana.
I also ideally wanted this to cost 6-mana so it would fit in on-curve with [Hearthstone Card (Queen Carnassas) Not Found].
Definitely struggling to find the ideal balance on this one.
As for your card, much better with some different art. My only complaint is how small he is, depending on resolution and how you can get it to fit in the oval, you might want to play with zooming in on the photo at least a little bit.
Had a new idea that I thought I'd share for some feedback. As a Hunter main, I wanted to make a card that works for the Hunter Quests, but that wouldn't be just another 1-cost minion. One of the big struggles and failures of The Marsh Queen was actually card draw. Even with the card draw on those 15 Carnassa's Brood. With all the 1-cost minions needed in your deck to finish the Quest quickly, you end up with small hand sizes and lots of unused mana. Runaway Hatchlings is meant to be played after Queen Carnassa is played, making use of all those Carnassa's Brood in your deck, so you can make progress on Unseal the Vault and refill your hand for the late game.
Any additional feedback on my other 2 ideas, (located in the spoiler above) would also be appreciated. I'll get some more feedback up for ones I haven't gotten to yet during my lunch break.
Edit: made some changes to Runaway Hatchlings
It's a Tauren Druid in Cat Form if I'm not mistaken, but yeah I've actually been looking for different art to use for the token. I'm not sure about balancing though. I'm thinking either Rush needs to be dropped, or mana cost needs to be increased.
I would like to see a top 3 voting system. So you have to pick your favorite, and then the next 2 best. Then we could have a 1st, 2nd and 3rd place winner every week. Add additional site avatar borders/forum titles for each place.
Wow already on 3 pages! Going to repost my first idea since it hasn't gotten feedback yet, and throw up my second idea. Feedback for others will be below.
FEEDBACK:
@linkblade91 - Congrats again to the 3 time champion! Out of those 3, Baine Bloodhoof is my preferred. Definitely is better as a 5/4/5. You'll get a 5th star from me if you submit a Token for the 3/3 Hammer.
@Pokeniner - I agree with linkblade when it comes to concerns about completing the quest in 1 turn. Even though Cataclysm exists, that comes at the cost of discarding your entire hand at least. This has no downside. I think at 4 mana, you might want to limit the number of copies instead of filling your hand. Even with the combo requirement. Look at Halazzi, the Lynx for 5 mana, you're filling your hand with just a bunch of 1/1's.
@Demonxz95 - Mummy Sigil is terrifying at 1 mana. This honestly would be really powerful at 3 mana. And at 3 mana, I could see it getting nerfed to 4 mana.
@MenacingBagel - I like it. Make sure to capitalize "Your". Maybe make it "Your hero can attack twice this turn." instead?
@thepowrofcheese - Umm… Murloc Tidehunter…
@Conduit - I like Murloc General the best out of them all. It's just good flavor and effect. I think you'd be safe bumping it to four 1/1 Murlocs. Couple grammar things: type out the number "three", so it says "three 1/1 Murlocs" (or four if you choose to go up to four). Used "that" instead of "to", that way the wording matches BEEEES!!!
@Wailor - I like Chumsayer and Darkspear Survivor the best. I have concerns about the later being at 6 health. With cards like Bladestorm in the game, this could make a ridiculously large weapon. I think tone down the health and mana cost.
@Hordaki - I actually like Anubisath Guardian more, but I don't think the flavor is completely fitting. The other Anubisath minions were 5/3/5. I know you bumped it to 5 attack so it would fit the quest, but I think that means Anubisath is the wrong choice in art/name for the text. Trans-Mrrgl-Fier doesn't do it for me. There are so many bad Murlocs, so you don't have a good chance for stats, and even transforming a 1/1 could just get you another 1/1.
@meisterz39 - You and Wailor have very similar ideas when it comes to your Fiery Warbringer. Hakuna Matata is amazing, but way too loud of a Lion King reference. Are we playing Hearthstone or The Lion King CCG? Better Part of Valor is solid all around.
@DescentOfDragonsOp - Balance wise, it's fine at 5 mana. The effect is a little underwhelming to me.
@Inconspicuosaurus - I like the 2nd one best. Would be a nice powerful target for either quest.
@KANSAS - I like Morgl, but I don't agree with using the same art as his portrait. I also really like Ogre Defender. You don't need "Ogre Warmaul" bolded though.
@shaveyou - I like Mummified Monkey the best, but I can't get over the fact that the card says "Monkey" but the picture is of a Gorilla.
@Cg8889 - Mrgrlstrom is the best. Make sure you have a period at the end of the text.
@grumpymonk - I like the idea of Tricks of the Trade, but have some balance concerns. I think that's Rogue as a whole, and not just your card though. I think you should go big or go home. It really opens up some crazy possibilities.
@DestroyerR - very interesting and unique effect that opens up some new possibilities. No complaints here!
@Thonson - I like it, but the Reborn feels tacked on and doesn't serve any purpose. Maybe drop it down to 1 health and add Divine Shield?
Unsure how I feel about this week's theme. But, we'll see how it turns out!
Here's my first idea so far. I want to come up with more, specifically see what I can come up with for some of the classes that are a bit more challenging to make a card that synergizes with both quests. But for now, I'll place this here for feedback.
I'll get some feedback up for everyone who has posted so far later tonight when I have some time.
Agreed! This is a very impressive group of finalists!