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AgentPaper
2014-06-17, 02:39 PM
Make a Spell.

Judging should be up Monday, February 16th.


Card-Making program: http://achievementgen.com/hearthstone

Other contests:
MTG - You Make the Mini-Set! (http://www.giantitp.com/forums/showthread.php?t=284678)
MtG - You Make the Card II: Wrath of Karn (http://www.giantitp.com/forums/showthread.php?297819-MtG-You-Make-the-Card-II-Wrath-of-Karn)


The purpose of this thread is to make custom cards for Hearthstone: Heroes of Warcraft (http://us.battle.net/hearthstone/en/).

Each week, the current judge will post a challenge. You then need to make your very own Hearthstone card to fit that challenge. At the end of the week, the judge will select a winner, who becomes the judge for the next week.

Entries can be made at any time before the judging is posted. Only one card can be entered per person.

In the event that a judge does not immediately post results on judging day, please allow them a 3-day grace period to post their results. If there are still no results 4 days after the judging day, anyone can announce a winner other than themselves.

Each entry must have at least a text representation of their card, preferably in the following format:

Name Cost
Rarity Class Type
Card text
Race
Attack/Health


For example:

Defender of Argus 4
Rare Neutral Minion
Battlecry: Give adjacent minions +1/+1 and Taunt
2/3

Assassin's Blade 5
Basic Rogue Weapon
3/4

King Krush 9
Legendary Hunter Minion
Charge
8/8


Note that, unlike Magic, the Gathering, the card's text is merely a reminder of what the card does, rather than being the actual rules for what it does. This means that it's OK to explain how your card works outside of the card text, though ideally this shouldn't be necessary, and having unclear card text without good reason is likely to lose you points with the judge.

Also, if you wish to present a graphical representation of your card, for example using this program (http://achievementgen.com/hearthstone/), that's fine, and may even get you bonus points if you find a fitting image, but make sure to always post a text version of your card as well, in case there are problems with the site hosting the images.

Rosstin
2014-06-17, 03:04 PM
I'm IN IT TO WIN IT! :D

Neon Knight
2014-06-17, 05:54 PM
A question - can one submit multiple entries per contest, or only one?

AgentPaper
2014-06-17, 07:17 PM
A question - can one submit multiple entries per contest, or only one?

Only one. I'll note that in the OP.

Dr.Gunsforhands
2014-06-17, 09:05 PM
Desperate Wisp 2
Epic Neutral Minion
Deathrattle: Silence ALL minions.
3/1

Rosstin
2014-06-18, 12:13 AM
Ooh, I know the kind of card I'm going to make! A deathrattle card... that gives other minions deathrattle with its deathrattle! :smallbiggrin:

banthesun
2014-06-18, 03:04 AM
http://i688.photobucket.com/albums/vv245/banthesun/40STr8EF_zps24d625f8.png
http://i688.photobucket.com/albums/vv245/banthesun/IC13F0JG_zps14b3185b.png

D-naras
2014-06-18, 05:06 AM
Permanent Image 1
Rare Mage Spell
Summon a 0/1 minion with taunt and deathrattle: Put a Permanent Image in your hand.

http://i.imgur.com/w84gPYW.png

Gandariel
2014-06-18, 12:43 PM
@D-Naras: Wow. That card is pretty neat! If Mage didn't have a card which already does basically the same, it would be pretty awesome! :)

Also, how much time do we have to post our entry?

D-naras
2014-06-18, 12:47 PM
@D-Naras: Wow. That card is pretty neat! If Mage didn't have a card which already does basically the same, it would be pretty awesome! :)

Thanks! :smallredface: It kinda works like a mirror image but it has great synergy with the minions that care about spells. It's like a small taunt totem for the mage.:smallsmile:

AgentPaper
2014-06-18, 02:17 PM
Also, how much time do we have to post our entry?

As noted, until I actually post the judging for the contest, which should be sometime on Tuesday next week. If you want to be safe, get it in by Monday.

Rosstin
2014-06-19, 12:01 AM
Permanent Image 1
Rare Mage Spell
Summon a 0/1 minion with taunt and deathrattle: Put a Permanent Image in your hand.

http://i.imgur.com/w84gPYW.png

Overpowered but hilarious

Frog Dragon
2014-06-19, 08:40 AM
http://oi57.tinypic.com/291z0xi.jpg

http://oi58.tinypic.com/op9zcw.jpg

Shard of Oshu'gun 4
Rare Shaman Minion
Taunt, Deathrattle: Summon 2 3/3 Vengeful Ancestors.
Totem
0/5

Vengeful Ancestor 2
Rare Shaman Minion
3/3

Is lugging around pieces of their big sacred rock really a thing shamans do these days?

Note that the Vengeful Ancestor is uncollectible. The mana cost matters for brewmastering purposes.

Bucky
2014-06-19, 02:08 PM
Argent Martyr 2
Epic Paladin Minion
Charge
Deathrattle: Give adjacent minions Divine Shield.
1/1

Some Argent Dawn recruits take to the path of self-sacrifice with unexpected enthusiasm.

Hamste
2014-06-19, 02:51 PM
https://s3.amazonaws.com/cardgenhs/t/L0IiWtaq.png

Vengeful Soul 4
rare neutral minion
Deathrattle: Deal three damage to a random enemy minion.
2/4

Neon Knight
2014-06-19, 09:48 PM
Archimonde 8
Legendary Neutral Minion
If this minion is damaged by a wisp, it dies instantly. Deathrattle: Deal 30 damage to your hero.
15/15


https://s3.amazonaws.com/cardgenhs/t/d1ldWCsi.png

Rosstin
2014-06-21, 09:19 AM
I better bust my hump and get some concepts ready soon.

I'm considering....

Deathrattle: Give all minions Deathrattle: Deal 2 Damage to ALL characters

But I have to attach it to a body...

Hamste
2014-06-21, 09:50 AM
I better bust my hump and get some concepts ready soon.

I'm considering....

Deathrattle: Give all minions Deathrattle: Deal 2 Damage to ALL characters

But I have to attach it to a body...

Or you could make it a spell that does that. I'm sure that would still be allowed.

AgentPaper
2014-06-21, 01:14 PM
Or you could make it a spell that does that. I'm sure that would still be allowed.

No, the card itself has to actually have deathrattle, rather than just granting it to something else.

D-naras
2014-06-23, 05:21 AM
No, the card itself has to actually have deathrattle, rather than just granting it to something else.

You could have specified that in the OP. So is my card illegal? It is a spell after all.

Rosstin
2014-06-23, 09:25 AM
Still working on my submission. Maybe have it done by tonight?

"Deathrattle: Give all minions Deathrattle: deal 2 damage to everything"
is awesome but I think it would take way too much time for the effect to resolve in-game, so I'm debating that.

maybe...
"Deathrattle: Give all minions Deathrattle: Summon a 1/1 Wisp"

AgentPaper
2014-06-23, 02:35 PM
You could have specified that in the OP. So is my card illegal? It is a spell after all.

I'll allow it as an exception since I didn't say anything at the time. Added a clause to the OP clarifying the rules.

Rosstin
2014-06-23, 03:40 PM
I'm gonna go with: Deathrattle: Give all minions Deathrattle: deal 1 damage to everything

Rule of cool.

Hopefully have time today to finish it up. It's cray cray lately, everything in my life is topsy-turvy.

Where can I find a repository of World Of Warcraft images for potential cards? I gotta figure out how I'm gonna theme it.... it's sort of poison seeds inspired.

For reference: Nax cards (http://hearthstone.gamepedia.com/Curse_of_Naxxramas)

cha0s4a11
2014-06-24, 12:27 AM
Not sure if this is past the deadline, but here's mine:


Soul Collector 6
Epic Warlock Minion
Can't Attack. Whenever any other minion dies gain +1 attack. Deathrattle: Deal your attack strength to all enemy characters.
Demon
0/7

Rosstin
2014-06-24, 09:54 AM
Wait for me! My submission is almost ready!!



Death Knight 5
Epic Neutral Minion
All friendly minions have Deathrattle: Summon a 1/1 Ghoul
5/5
https://s3.amazonaws.com/cardgenhs/t/IOoFipyG.png

Ghoul 1
Epic Neutral Minion
1/1
https://s3.amazonaws.com/cardgenhs/t/rVKFOdBp.png

Frog Dragon
2014-06-24, 10:22 AM
That doesn't have deathrattle though. It grants deathrattle, which wouldn't count.

Rosstin
2014-06-24, 10:28 AM
I can try to design another card that actually has Deathrattle.


Instructor Razuvious 6
Legendary Neutral Minion
Deathrattle: Put 2 Death Knight Understudies into your hand
6/4
http://i6.photobucket.com/albums/y237/AsterAzul/Xvc5iq74.png


Death Knight Understudy 3
Legendary Neutral Minion
Battlecry: Randomly gain Taunt, Freeze, or +2 Health
3/3

http://i6.photobucket.com/albums/y237/AsterAzul/KDVhjxMo.png

Infernally Clay
2014-06-24, 11:49 AM
Vindicator Maraad
Paladin Legendary
8 Mana
7 Attack/7 Health
"Taunt. Deathrattle: Give all friendly minions +2 health"

http://i.imgur.com/Gy7mi6w.png

Rosstin
2014-06-25, 08:14 AM
Can we keepmaking submissions? I kinda want to make class cards xD

I'm considering making real Hearthstone cards for testing purposes.

AgentPaper
2014-06-25, 11:22 AM
As I mentioned, you're free to keep posting until I actually put up judging. Which unfortunately is going to be a bit late due to RL stuff.

AgentPaper
2014-06-27, 02:55 AM
Right. Judging time! Apologies again for the delay.

Dr.Gunsforhands

Desperate Wisp 2
Epic Neutral Minion
Deathrattle: Silence ALL minions.
3/1

Interesting card, though I'm unsure what exactly is so desperate about it, or why it's an epic card. Probably could have been a 3/2 for 2 without pushing past rare, somewhere around the level of Wild Pyromancer basically. Silencing all minions may seem very powerful, but the fact that your opponent gets their whole turn to react to it and trigger it at their lesiure probably means that it won't get as much value as you'd like. And of course, it's particularly awkward if you have creatures you don't want silenced on your own side of the board.


banthesun

Hungry Turtle 6
Epic Neutral Beast
Battlecry: Remove a minion from the game and gain "Deathrattle: Return the removed minion."
2/6

Very flavorful effect. It's a bit dangerous giving direct removal to all classes this way, but I think this is worth it. My only complaint is that the wording is a bit messy, could probably be simplified a bit while still getting the point across. For example:

Battlecry: Eat target minion until this dies.

And, please post a text version alongside the image next time as well. The image is nice, but having text as a backup is important in case image hosting fails.


D-naras

Permanent Image 1
Rare Mage Spell
Summon a 0/1 minion with taunt and deathrattle: Put a Permanent Image in your hand.

Interesting idea, but way, way too strong. Infinite taunt wall and spells to power your Wyrms, Teachers, Auctioneers and even Antonidas, which you can actually get to and protect reliably with such a powerful taunt engine.

The nail in the coffin, though, is that this would simply be very annoying to play against, which is almost worse than it being too powerful.


Frog Dragon

Shard of Oshu'gun 4
Rare Shaman Minion
Taunt, Deathrattle: Summon 2 3/3 Vengeful Ancestors.
Totem
0/5

Vengeful Ancestor 2
Rare Shaman Minion
3/3

Nice and flavorful, though a bit passive compared to the rest of the Shaman's tricks. A bit powerful, too, getting 6 power for 4 mana. I think this might have worked a bit better at 5, especially with how easy it is for Shaman to grant it attack power and trade for something before you even spawn the 3/3s.

Also, why a totem? This pretty obviously isn't a totem.


Bucky

Argent Martyr 2
Epic Paladin Minion
Charge
Deathrattle: Give adjacent minions Divine Shield.
1/1

I like the deathrattle, but the rest of the card feels a bit...janky. A 1/1 charging epic minion just doesn't seem to fit. Charge isn't really a Paladin thing either. It feels like you're really trying to force the player to use it, smash it into something, and grant the divine shields RIGHT NOW, rather than letting some time pass and a potentially more interestin scenario happen.


Hamste

Vengeful Soul 4
rare neutral minion
Deathrattle: Deal three damage to a random enemy minion.
2/4

Nice, though a bit bland. Not sure why it's a 2/4, rather than a more offensive spread. Would have been extra nice if it dealt the same amount of damage as it had attack, too, for consistencies sake. Not a huge deal, but it's those little things that really make a card "snap".


Neon Knight

Archimonde 8
Legendary Neutral Minion
If this minion is damaged by a wisp, it dies instantly. Deathrattle: Deal 30 damage to your hero.
15/15

Yikes! That's a pretty nasty deathrattle. The only class that might possibly run this is a Control Warrior, who might have over 30 effective health, but even they would likely shy away from 30 damage, even for big stats like that.

The wisp clause also feels a bit silly, taking up space and cluttering the card over something that honestly is not going to come up much. It feels a bit wrong even from a flavor standpoint, since he was taken out by something like a million wisps all detonating at once and destroying the giant tree he was climbing. It's not like he's weak to wisps or anything.


cha0s4a11

Soul Collector 6
Epic Warlock Minion
Can't Attack. Whenever any other minion dies gain +1 attack. Deathrattle: Deal your attack strength to all enemy characters.
Demon
0/7

"can't attack" seems a bit unecessary. At 6 mana, and all the work you need to give it decent attack power, it seems fair to let the warlock smash it into things and kill it on his own, rather than needing an outside source to pop it.

Wording could be a bit more concise as well, for example:

Whenever a minion dies get +1 attack.
Deathrattle: Attack all enemies.

I like the idea of a warlock minion that powers up as stuff dies, but the execution is a bit off here.


Aster Azul

Instructor Razuvious 6
Legendary Neutral Minion
Deathrattle: Put 2 Death Knight Understudies into your hand
6/4

Death Knight Understudy 3
Legendary Neutral Minion
Battlecry: Randomly gain Taunt, Freeze, or +2 Health
3/3

I like this card. Chock full of flavor, decently balanced (perhaps a bit strong, but then again it's also quite slow), and interesting to use.

I agree with the others that +2 HP is stronger than the other two abilities, but I don't see that as a problem. If they were actually all equally good, then there wouldn't be any tension in the randomness.

They're all fairly situational as well, so there's tims where you'll get +2 HP and wish you'd gotten Taunt or Freeze instead.

Razuvious himself is probably the weak link here, though. I feel like he could have used just a bit more to really set him off, even if it's as simple as Taunt or Charge or whatever.


Infernally Clay

Vindicator Maraad 8
Legendary Paladin Minion
Taunt, Deathrattle: Give all friendly minions +2 health
7/7

I like this. Really gives off the feel of a dedicated defender, and the square stats on a taunt is a nice change, making him feel like he's no pansy hiding behind a shield all day, but a real force to be reckoned with both on the attack and the defense.

However, I can't help but feel like this would have been better as a much smaller minion, costing something like 4-5 mana, since right now he's really stepping on Tirion's toes.


Runner Ups:

Hungry Turtle
Instructor Razuvious
Vindicator Maraad

There were a lot of good entries here, but these three were the ones that felt the most like real cards that I'd be excited to play with. However, in the end there can only be one, and that is...

Winner:

Aster Azul with Instructor Razuvious!

Really all 3 of the runner ups had great concepts, and it was just relatively minor quibbles that tipped the balance.



Congratulations to the winner, and to everyone else as well! I was happy to see a lot of solid entries even for the first round, and can't wait to see what you all come up with going forwards.

At any rate, as noted in the OP, the winner is now the judge for the next round, which begins as soon as they post their challenge for the week.

Frog Dragon
2014-06-27, 05:26 AM
Frog Dragon

Shard of Oshu'gun 4
Rare Shaman Minion
Taunt, Deathrattle: Summon 2 3/3 Vengeful Ancestors.
Totem
0/5

Vengeful Ancestor 2
Rare Shaman Minion
3/3

Nice and flavorful, though a bit passive compared to the rest of the Shaman's tricks. A bit powerful, too, getting 6 power for 4 mana. I think this might have worked a bit better at 5, especially with how easy it is for Shaman to grant it attack power and trade for something before you even spawn the 3/3s.

Also, why a totem? This pretty obviously isn't a totem.


I did realize it was a little on the strong side, and I was considering reducing the Shard's health to 4. As for the totem thing, I am not hugely knowledgeable of Warcraft lore, so I may have thought that "totem" was a more general term than it apparently is in Warcraft. I also wanted it to work with Totemic Might. Poor Totemic Might, so justly maligned.

banthesun
2014-06-27, 05:50 AM
banthesun

Hungry Turtle 6
Epic Neutral Beast
Battlecry: Remove a minion from the game and gain "Deathrattle: Return the removed minion."
2/6

Very flavorful effect. It's a bit dangerous giving direct removal to all classes this way, but I think this is worth it. My only complaint is that the wording is a bit messy, could probably be simplified a bit while still getting the point across. For example:

Battlecry: Eat target minion until this dies.

And, please post a text version alongside the image next time as well. The image is nice, but having text as a backup is important in case image hosting fails.


I tried to phrase it so it could be implemented with as little extra programming as possible (no remove effect exists yet). It is a bit of a more complicated effect than most other cards though.

I'm fine with not winning, I took care to balance it for silence effects but forgot the interactions it would have with pandas. Bouncing that thing would straight up break the game.

Looking foward to the next round!

Rosstin
2014-06-27, 08:21 AM
Huzzah! I am the prettiest pony! Thanks AgentPaper.

Oh no, now I'm the judge?! I have to think about this.... O_O
I'll come up with something cool...

Make a Secret Card
Hunters, mages, and paladins have secrets.

The card should be balanced and somehow make that character's secrets metagame more fun

Think carefully about how the existence of other secret cards affects your secret card-- what will the player playing against the card have to do, to discover the secret? Is this balanced and fun?

Submissions should be in by Monday the 7th of July and judging will be done by Wednesday the 9th of July.

http://hearthstone.gamepedia.com/Secret

http://hydra-media.cursecdn.com/hearthstone.gamepedia.com/0/0f/Mirror_Entity%28569%29.pnghttp://hydra-media.cursecdn.com/hearthstone.gamepedia.com/f/f2/Noble_Sacrifice%28158%29.pnghttp://hydra-media.cursecdn.com/hearthstone.gamepedia.com/9/9a/Explosive_Trap%28344%29.png

AgentPaper
2014-06-27, 01:01 PM
Hunters, mages, and paladins have secrets.

Does this mean you are accepting only Hunter, Mage, and Paladin secrets? Or would secrets for other classes be fine as well?

Also, just in case anyone is unaware, it's a fairly strict rule that all secrets for the same class cost the same amount of mana, since otherwise you could easily know which one it is by how much mana your opponent spent on it. There was also a fairly recent change that made it so that secrets only trigger on your opponent's turns. So keep that in mind when designing your cards.


Submissions should be in by Monday the 7th of July and judging will be done by Wednesday the 9th of July.

Judging is usually a week after the contest goes up, or in this case next Friday, the 4th of July. It's fine to be a bit late but please don't extend the length of the contest without good reason.

Rosstin
2014-06-27, 01:03 PM
I think if it's best if the secrets are only for the existing classes, because otherwise the card creator has to create a whole set of secrets for the new character class.

I extended the date a tad because of July 4th weekend.

Rosstin
2014-06-28, 01:46 AM
Trying to design a good secret is really hard!

Most secrets seem like they're basically trivialized by the opponent having a 1/1 on the board to play with.

I'm trying to design a secret where attacking the opponent with a 1/1 is the WORST move you can make. It's really hard! The closest I've come, is trying to design a secret that affects every minion except the attacker. Other than that, you'd have to get too mathy. The magnitude of the effect gets bigger, generally, when the attack is bigger. It's hard to design an effect that is big when the attack is smaller.

D-naras
2014-06-28, 05:11 AM
Trying to design a good secret is really hard!

Most secrets seem like they're basically trivialized by the opponent having a 1/1 on the board to play with.

I'm trying to design a secret where attacking the opponent with a 1/1 is the WORST move you can make. It's really hard! The closest I've come, is trying to design a secret that affects every minion except the attacker. Other than that, you'd have to get too mathy. The magnitude of the effect gets bigger, generally, when the attack is bigger. It's hard to design an effect that is big when the attack is smaller.

You mean something like this?

Survival of the Fittest 2
Epic Hunter Secret
When an enemy minion attacks, your minions gain 3 minus that minions attack to their attack and health until the end of your next turn.

banthesun
2014-06-28, 08:41 AM
Trying to design a good secret is really hard!

Most secrets seem like they're basically trivialized by the opponent having a 1/1 on the board to play with.

I'm trying to design a secret where attacking the opponent with a 1/1 is the WORST move you can make. It's really hard! The closest I've come, is trying to design a secret that affects every minion except the attacker. Other than that, you'd have to get too mathy. The magnitude of the effect gets bigger, generally, when the attack is bigger. It's hard to design an effect that is big when the attack is smaller.

Why would you want a secret to do that? You'd be buffing every other secret the class if you don't have a safe way to deal with them, and I don't even see how it could make for any interesting interplay, since the other player would just have to guess what secret they have without anyway of minimising risk. :smallconfused:

Anyway, here's my card.http://i688.photobucket.com/albums/vv245/banthesun/pZc4uvSP_zps7d6ca81b.png
Image Source (http://nihilazari.deviantart.com/art/Commission-Hunter-of-Teldrassil-312089404)Hunter's Love 2
Expert Hunter Spell
Secret: When a character attacks one of your beasts, instead it attacks your hero.

Frog Dragon
2014-06-28, 01:57 PM
http://oi58.tinypic.com/2znqw5x.jpg

Quiescence 1
Common Paladin Spell
Secret: When your opponent summons a minion, silence all enemy minions.

To clarify, this would indeed silence off battlecries and charge.

Also, banthesun. That card looks to me like a really janky version of Noble Sacrifice. More expensive, conditional, and you take damage to the face.

Infernally Clay
2014-06-28, 07:52 PM
I wanted to make something a little different. Druids don't actually have any Secrets yet, so I made them one. I have no idea if Immune would protect against stuff like Hex, Assassinate and Polymorph, but I made the card under the assumption that it would. :smallwink:

http://i.imgur.com/pIjoEtL.jpg

Tranquility
2 Mana, Secret
Secret: When a friendly minion is targeted by a spell, give them Immune this turn.

Bucky
2014-06-29, 01:49 AM
Card:


Last Stand (1)
Rare Paladin Secret
Secret: When your last minion dies, summon two 2/2 Guardians with Taunt.


Guardian (2)
Uncollectable Paladin Minion
Taunt
2/2

Dr.Gunsforhands
2014-06-30, 10:19 AM
Mana Drain <3>
Rare Mage Secret
Secret: When your opponent plays a card and has mana crystals left over, drain all of them.
(Drained mana crystals are spent for the turn.)

EDIT: Infernally Clay, immune applies to damage specifically. You could try giving the minion Stealth, though; that would make it an invalid target, so you could have the secret's in-game behavior effectively counter the spell.

Rosstin
2014-07-03, 05:03 PM
I suppose I'll do my judging late at night on the 4th. Get those subs in!

Judging will be up sometime today, I think. Still time for a last minute submission if you haven't already.

Sorry guys crazy weekend, I'm at this gamedev meet up and just NO TIME

Rosstin
2014-07-07, 02:08 PM
OK, I'm on my layover and I have about an hour. I might be able to do some judging.

My flight was delayed for like a million years (5 hours so close enuff) so I'm gonna see if I can do this now! Let's see......

JUDGING


Frog Dragon
http://oi58.tinypic.com/2znqw5x.jpg

This was a little tricky, but overall I chose Frog Dragon's entry because the card graphic was well put together, it fits-in well with the Paladin's other secrets, and it's original. No other secret silences minions. The effect is fairly strong for one mana, but it's certainly avoidable (don't summon a minion, let your board clear first if you must.) I'm not convinced that it isn't a tad overpowered. But I like the idea, the theming, the composition, enough so that I have to give it a win. I think at worst you might have to tweak it a bit, but I could definitely see a card like this in Hearthstone.




Dr.Gunsforhands

Mana Drain <3>
Rare Mage Secret
Secret: When your opponent plays a card and has mana crystals left over, drain all of them.
(Drained mana crystals are spent for the turn.)

I really like this card. It's very mage-ey, it's original. It's basically awesome. I would have actually considered this for first place, if it had had a mock-up card image. I think the language is a little rough, but more work could smooth that out, and you'd have a cleverly designed, very original mage secret. It also DOES kind of violate Hearthstone's rule about messing with an opponent's mana crystals. I honestly am not sure how this would playtest out, but it could end up being fine. I also like how the existence of this secret makes the mage's OTHER secrets stronger.

It was really close between Dr.Guns and Bucky, at one point I had Bucky for 2nd place.



Bucky

Last Stand (1)
Rare Paladin Secret
Secret: When your last minion dies, summon two 2/2 Guardians with Taunt.

I really liked this card. However, this card is definitely a bit too strong. Two 2/2 taunts for 1 mana is unprecedented, even if it requires you to have a minion on the board die during an enemy turn. Nerf this a bit, and I could see it in the game.



(in no order)

Infernally Clay
http://i.imgur.com/pIjoEtL.jpg

I found this difficult to judge because there aren't any Druid secrets currently. It's basically a weaker version of Spellbender (http://www.hearthpwn.com/cards/309-spellbender). It's interesting but didn't make me excited.

D-naras
Survival of the Fittest 2
Epic Hunter Secret
When an enemy minion attacks, your minions gain 3 minus that minions attack to their attack and health until the end of your next turn

This is pretty cool, but lacking a mocked-up image hurts it. Having math in the text isn't really something I'm sure Blizzard would go for, either. I like the idea of a card like this and think it would work mechanically, but I'm not sure there's a way to actually implement it well in terms of card text.

Banthesun
http://i688.photobucket.com/albums/vv245/banthesun/pZc4uvSP_zps7d6ca81b.png

I felt like this was a strictly weaker version of Misdirection, so it didn't really turn my head. I like the theming and composition though.

Frog Dragon
2014-07-08, 05:29 AM
Woo, judging! :smallbiggrin:

Well, here's my contest.

Make a Big Card

I've always thought that one of the key places where Hearthstone lacks variety is its choice of big, threatening minions. Most are legendary. As far as commons go, there only good one is ogre.

So my contest is, make a big minion. The card should cost at least 6 mana to cast (though if the card has alternative costs such as overload, it can cost less mana, so long as its power is in line with a 6-mana or greater card), and have the "minion" keyword.

Try to make the minion threatening on its own, but make sure it can still be answered by an opponent.

I will judge submissions one week from now, or on the 15th of July. You can post submissions until I actually judge.

http://hydra-media.cursecdn.com/hearthstone.gamepedia.com/f/fd/Boulderfist_Ogre%2860%29.png?version=5b54105ef6ea8 bc537d1b4766e9e2a4b http://hydra-media.cursecdn.com/hearthstone.gamepedia.com/4/47/Ragnaros_the_Firelord%28503%29.png?version=2b1d50d fac3aac0188b33475e459f986 http://hydra-media.cursecdn.com/hearthstone.gamepedia.com/5/57/Earth_Elemental%28124%29.png?version=c5e07c59cbde4 754605c5f452271926f

Rosstin
2014-07-08, 06:56 AM
I actually don't think that's too strong, Gand. The vanilla one feels fine to me. It sucks if you can't silence it but by turn 10.....

Frog Dragon
2014-07-08, 07:23 AM
Is the "draw a car" in zombie arm a joke or a typo? :smallconfused:

Melquiades
2014-07-08, 09:16 AM
No, it's a mistake. Arm should have no text
Edit: Fixed

EDIT2: The Eternal Beast => The weaker versions could be costing a little less. Considering 8?


I think the normal version could cost less. 9, at least. And I really liked the mechanics of the zombie card, it's kinda off-flavor for hearthstone, but I'd like to see a card like that.

Frog Dragon
2014-07-08, 09:25 AM
Which one is your actual submission? Technically, it's supposed to be one per participant.

Gandariel
2014-07-08, 09:28 AM
I've snipped all my entries, as per Agent Paper's request. Will only post one soon.

Duos
2014-07-08, 09:33 AM
Here's my entry.

https://s3.amazonaws.com/cardgenhs/t/0jqucTXX.png (http://achievementgen.com/hearthstone/)
Knowledge Elemental
Rare Mage Minion
Whenever you draw a card, Knowledge Elemental gets +1/+1.
5/7

Personally, I think all classes should have access to at least one good non-neutral finisher. Mage is one of the classes that's kind of short in that department. This card is a house in that it will probably force at least a two for one, and if left unchecked, will win the game on it's own. It's base stats are kind of meh, though, which is sort of what you'd expect from a Mage minion-7 hp for 7 mana is ok, but 5 attack is very low. It does synergize very well with Mage's cheap in-class card draw-everybody runs arcane intellect unless you're balls to the wall aggro.

AgentPaper
2014-07-08, 10:43 AM
Gandariel, please only post one card here, having a ton of them, especially over multiple posts, just makes it confusing as to which is your actual submission. If you have other cards you've made that you want to share, the main Hearthstone thread would be a more appropriate place for that, I think.

Hamste
2014-07-08, 11:32 AM
http://oi58.tinypic.com/29p9lhc.jpg

7 mana World Eater
Epic Warlock Minion
Deal 5 damage to the owner of this card at the beginning of their turn
10/10

I had a difficult time deciding the mana cost for this card. It is particularly strong when mixed with silence but it also runs the problem that with out silence every turn it takes to trade, gets stopped by taunt or is frozen is a turn it is doing damage to its owner. Therefore, I wasn't sure if the mana cost was too high or too low for it's stats and drawback.

Frog Dragon
2014-07-08, 11:43 AM
I recommend hosting the image somewhere else. Achievementgen won't retain it for very long.

Infernally Clay
2014-07-08, 02:23 PM
http://i.imgur.com/E132cZ2.jpg

Fel Reaver, Epic Minion
8 Mana, 5 Attack, 8 Health
When this minion attacks another minion, deal 2 damage to the minions next to its target.

Gandariel
2014-07-08, 06:29 PM
First look comments:

@Hamste: That thing is way, way OP. The opponent will usually remove it immediately (if he can) and in that case you don't even get the drawback. Otherwise, 5 damage is a small price to pay for that huge thing.

Also spelling could be simplified. just say "at the start of the turn, you take 5 damage"

Not everyone is mage(for freezes) or Paladin(for Aldoor), and not everyone can threaten to abuse its (minor) flaw.

@InfernallyClay: i feel like you could make it stronger. at 8 mana, epic which benefits from many enemy minions it has to compete with the likes of Sea Giant, which i would probably pick over this. I'd say either you lower its rarity or increase the AoE damage

Hamste
2014-07-08, 06:56 PM
First look comments:

@Hamste: That thing is way, way OP. The opponent will usually remove it immediately (if he can) and in that case you don't even get the drawback. Otherwise, 5 damage is a small price to pay for that huge thing.

Also spelling could be simplified. just say "at the start of the turn, you take 5 damage"

Not everyone is mage(for freezes) or Paladin(for Aldoor), and not everyone can threaten to abuse its (minor) flaw.

@InfernallyClay: i feel like you could make it stronger. at 8 mana, epic which benefits from many enemy minions it has to compete with the likes of Sea Giant, which i would probably pick over this. I'd say either you lower its rarity or increase the AoE damage

Have you ever seen Pit Lord being used? It does 5 damage and is 1/1 more than average. This is 3 mana more than the pit lord does 3/3 more than comparable and gets the 5 damage every turn. Though I'm thinking maybe making the damage be done at the end of the turn so if the opponent trades for it/remove it and raising the damage to 7 (So it follows the flame imp-pit lord damage raise)

Gandariel
2014-07-08, 07:11 PM
Pit lord isn't used because the damage is a battlecry: you always 100% of the times get it.

This thing has the same advantage of Venture Co Mercenary:
A bad, annoying effect, but only if the opponent doesn't remove it for that turn. And hey, if the opponent doesn't remove it they take a s**t ton of damage!

Making sure you do take the damage at least once (putting it as a battlecry or having the effect activate at the end of your turn) would sadly make the card too weak (for the same reason people don't play Pit Lord: as a warlock, you don't have that much hp to spare)

Huh. This card is actually pretty hard to balance. I still feel like your original version is a tad too strong

Rosstin
2014-07-08, 09:57 PM
Hmmm.... World Eater would deff be a monster in a Druid Ramp.

I don't think it's TOO overpowered, though. Maybe just a smidge? Maybe you could just knock a point off of it's health.

Hamste
2014-07-08, 10:00 PM
Hmmm.... World Eater would deff be a monster in a Druid Ramp.

I don't think it's TOO overpowered, though. Maybe just a smidge? Maybe you could just knock a point off of it's health.

It is warlock only so that would be hard to do :P

Rosstin
2014-07-09, 12:28 AM
It is warlock only so that would be hard to do :P

Oh, duh, my bad. In that case.... I dunno I think it's pretty good. I'd have to think about it more, but I really like the card. It definitely feels like a warlock card.

Closest cards to it are The Beast, Illidan.... Dread Infernal....

I think I'd make it like a 9/9, or simply change its ability to "at the end of your turn"

It's interesting how "8 mana" is such a major breakpoint. Anything that costs 8 mana and up is basically allowed to completely break/change the game. :-)

D-naras
2014-07-09, 02:01 PM
http://i.imgur.com/d8LLYbX.png
Pinata Golem 7
Rare Neutral Minion
Deathrattle: ALL players draw 2 cards.
8/8

Rosstin
2014-07-09, 10:35 PM
I've got one!!! Maybe a rogue minion that ignores hero armor!

Dr.Gunsforhands
2014-07-09, 11:42 PM
Battlecruiser <10>
Rare Neutral Minion
10/11
http://i1295.photobucket.com/albums/b628/Chris_Gliniecki/Operational_zpsa95f82f3.png (http://s1295.photobucket.com/user/Chris_Gliniecki/media/Operational_zpsa95f82f3.png.html)

The Mechanical type at the bottom is there because I could have sworn that things like Golems and Demolishers had such a type, but apparently they don't. So, I guess I'm kind of anticipating the type's introduction there. :smalltongue:

AgentPaper
2014-07-10, 12:51 AM
Pudge 8
Legendary Neutral Minion
Whenever Pudge kills a minion, summon a 2/2 ghoul.
5/8


http://i.imgur.com/NzJeMsC.png

Rosstin
2014-07-10, 08:27 PM
EDIT: I updated Dagg'um Ty'gor

MY ENTRY

Dagg'um Ty'gor 5
Legendary Neutral Minion
Battlecry: All minions lose Stealth. Gain +1/+1 for each minion revealed
5/5

http://i1230.photobucket.com/albums/ee493/rosstin2011february/kxxaCLol_zps30ff25df.png

References:
http://wowpedia.org/Dagg'um_Ty'gor
http://deckbox.org/system/images/wow/cards/604.jpg

Anub'arak 9
Legendary Neutral Minion
Deathrattle: Summon 1/1 Swarm Scarabs until your side of the battlefield is full.
8/8

http://i1230.photobucket.com/albums/ee493/rosstin2011february/qLukxNzy_zpsc2ebf560.png

Swarm Scarab 1
Uncollectable Neutral Minion
1/1

http://i6.photobucket.com/albums/y237/AsterAzul/lDaffLiU.png

Gandariel
2014-07-11, 03:54 PM
Here's my (one :P ) entry


Crystal Golem 6
Epic Neutral Minion
Has +1 attack for every full Mana crystal you have
2/7

https://s3.amazonaws.com/cardgenhs/t/b0x7iYmA.png

Thoughts:
This is an interesting card because it adds something new to the game IMO
It's a bit like Mana Addict, but late-game oriented.
On your opponent's turn it's likely a weak card (i took Oasis Snapjaw as baseline), while on your turn it's a big scary offensive powerhouse, becoming a 9/7 on turn 7.

Being a 2/7 it does require some board presence to survive, but it's still not as easy to kill as a Mana Addict or a Mana Tide Totem. Silence hurts him badly, but you still get a decent minion out of it.

Interesting point, this card has very high attack stat but it's (sorta) immune to BGH and Shadow Word: Death!

AgentPaper
2014-07-11, 05:32 PM
Alternate entry if people don't like Dagg'um Ty'gor for some reason: Anub'arak

As has been mentioned, you can only have one entry. If you want Anub'arak to be your submission, you need to specifically say so. You can't leave it up to the judge or anyone else to decide which one to use.

Rosstin
2014-07-11, 09:19 PM
Dagg'um is my entry.

Rosstin
2014-07-12, 09:04 AM
I updated Dagg'um Ty'gor

http://i1230.photobucket.com/albums/ee493/rosstin2011february/kxxaCLol_zps30ff25df.png

I updated Anub'arak and took away his water elemental ability because it was cluttering up the card text (and was wrong)

http://i1230.photobucket.com/albums/ee493/rosstin2011february/qLukxNzy_zpsc2ebf560.pnghttp://i6.photobucket.com/albums/y237/AsterAzul/lDaffLiU.png

Rosstin
2014-07-13, 10:23 AM
Man, we had a ton of great entries this week. I really love the Crystal Golem in particular, conceptually speaking.

Gandariel
2014-07-13, 11:02 AM
Thanks!!

Just for the sake of the competition, here are my rejected entries :D


Stitched Zombie
https://s3.amazonaws.com/cardgenhs/t/WuNpXAQi.png

Stitched Zombie 5
Legendary Neutral Minion
Whenever this minion takes damage, summon a random Limb for your opponent
8/8


Possible summons:
https://s3.amazonaws.com/cardgenhs/t/of16n0LD.png

Zombie Leg 1
Legendary neutral Minion
Charge
2/1

https://s3.amazonaws.com/cardgenhs/t/StgnK6ff.png

Zombie Brain 1
Legendary neutral Minion
At the start of your turn, draw a card
1/1

https://s3.amazonaws.com/cardgenhs/t/5kaIZqXQ.png

Zombie Arm 1
Legendary neutral Minion
3/2


Thoughts:
This one is actually pretty weak, i think.
But still, looks fun. And i bet everyone would be laughing their a** off when a mage pings it, and then gets 4 Legs in a row :P




https://s3.amazonaws.com/cardgenhs/t/4VLX7voY.png
The Eternal Beast 10
Legendary Neutral Minion
Deathrattle: Return this minion to the battlefield.
6/6
Thoughts:
Could set its cost at 9, really. Powerful if the game drags on, but really slow. a more costly and powerful Cairne.
(powerful only in the effect, Cairne is ten times stronger than this thing)

onionbreath
2014-07-14, 11:14 PM
This is fun to watch. What do you use to make the card images? They all look awesome.

banthesun
2014-07-15, 02:22 AM
In before the deadline!

http://i688.photobucket.com/albums/vv245/banthesun/rLzyCzjv_zps80ba7d45.pngYogg-Saron 10
Legendary Neutral Minion
Whenever you draw a card, discard it.
8/12
It took me a while to find something warcrafty that fitted my idea. He's slightly weaker than Deathwing because if he doesn't stay on the field long or get silenced then his downside is pretty minor. He should be able to trade at least two for one with even the biggest of beasties though.

Frog Dragon
2014-07-15, 08:47 AM
Alright, the day of judgement is upon thee. I'll be editing this post with the results shortly.

AgentPaper
2014-07-15, 09:30 AM
This is fun to watch. What do you use to make the card images? They all look awesome.

There's a link to the program on the OP, here it is again: http://achievementgen.com/hearthstone/

I should probably move that link to a more prominent spot, rather than tucked away in the last paragraph. I wasn't expecting just about every entry to be using it, though I can't say I'm unhappy about that. :smallbiggrin:


It took me a while to find something warcrafty that fitted my idea. He's slightly weaker than Deathwing because if he doesn't stay on the field long or get silenced then his downside is pretty minor. He should be able to trade at least two for one with even the biggest of beasties though.

He's actually a lot weaker than Deathwing. A big part of what makes Deathwing good (well, less bad anyways, he's not a great card and doesn't see much play) is that he wipes your opponent's field, potentially allowing you to make a comeback if you were behind. Yogg here, on the other hand, is simply a big guy who is guaranteed to get you card disadvantage, since even if you 2-for-1 with him, it will have taken you 2 turns to do so, which means 2 cards you haven't drawn, which means you've really just 3-for-2'd yourself.

Fortunately, there's a fairly simple way to fix it: make the drawback global rather than you-only. This does impinge on the normal rule of not interfering with your opponent's stuff, but that rule seems to be waived a bit once you hit 10 mana, if Mind Control is any example.

Edit: @FrogDragon and judges in general: It's better if you make a new post when you post the results of judging, rather than editing them in, to make it easier to see when results are posted. This is mostly important so that the winner can see it right away and start the next contest ASAP. Not a big deal, just something to help speed things along a bit.

Frog Dragon
2014-07-15, 10:29 AM
Judgement is upon thee.

Knowledge Elemental
Rare Mage Minion
Whenever you draw a card, Knowledge Elemental gets +1/+1.
5/7

For some reason, the card image refuses to load for me, which is a little problematic because you didn't list mana cost in the text version. I believe the mana cost was 7 though.

I'm not sure knowledge elementals are actually a thing in warcraft, but it's certainly an interesting idea, and decently flavorful for a mage minion. Since the elemental is a 5/7, when you actually get to attack with it, it'll be a 6/8 at minimum (due to start of turn draw). This makes it about on curve with a 7-drop minion. Ultimately, it's like an unbound elemental. Reasonable floor with a very high ceiling, but as a class card it's allowed to be like that. This is a good card.

http://oi58.tinypic.com/29p9lhc.jpg

Balancing a card like this is certainly tricky, since its usefulness is so dependent on the opponent's deck and position. A 10/10 will end games in a hurry, and if it's hard removed the turn after you drop it, you don't actually take any damage for it. However, drawing this card against a Freeze Mage will make you cry. As a result, I'm not really sure if this card is overpowered, underpowered, or both, depending on the format. The wording you used is also nonstandard. It should probably be something more like "At the start of your turn, deal 5 damage to your hero".

Ultimately, I'm not sure about this card. It's certainly interesting.

http://i.imgur.com/E132cZ2.jpg

This one gets points for actually existing in Warcraft. It's one of those things that could easily be cards already (and probably will be eventually), but aren't. As far as mechanics go, the Fel Reaver is sound. I don't think it would be terribly useful in constructed, because by the time you can drop an 8 mana minion, your opponent probably won't have small fry for your Fel Reaver to kill with incidental damage. However, it would probably be solid in arena. The wording is perhaps a little clunky by hearthstone standards, but I'm not sure how I'd change it.

http://i.imgur.com/d8LLYbX.png

It doesn't seem like this card was entirely serious. :smalltongue:

Looking at the mechanics, the card seems like a bigger Coldlight, except that the body is undercosted instead of overcosted. This is probably okay, since being a deathrattle, the opponent will probably get to decide when it dies and consequently gets to use those extra options first. There is an argument to be made that it's slightly overpowered, since the effect is symmetrical and the card is an 8/8 for 7, but I'm not sure.

http://i1295.photobucket.com/albums/b628/Chris_Gliniecki/Operational_zpsa95f82f3.png (http://s1295.photobucket.com/user/Chris_Gliniecki/media/Operational_zpsa95f82f3.png.html)

This card just seems rather uninspired. It's literally just a collection of stats, without any real connection to the Warcraft universe (unless they've really jumped the shark over the last few expansions. I don't know. I don't play WoW). It's just not very interesting. It's simply taking the principle of ogre and yeti to 10 mana.


http://i.imgur.com/NzJeMsC.png

Pudge is a DotA thing apparently? Seems like some sort of named abomination. Points for the tangential connection to Warcraftverse.

Mechanically, I'd say it's a little on the weak side. Pudge comes down as 6 mana worth of stats, and you need him to kill something to get more value. On the upside, he can trap your opponent in the awkward position of giving you ghouls if he wants to deal with Pudge. It's somewhat snowbally in that sense. If your opponent has a minion that is bigger than Pudge on the field, you'll probably get no real value, but if Pudge is the biggest thing on the field, your opponent is going to have a problem.

It creates and interesting dynamic at least.


https://s3.amazonaws.com/cardgenhs/t/b0x7iYmA.png

I quite like this one. It's a thing from Warcraftverse, with an interesting mechanic that hasn't really shown up before. On turn 6, it'd come down as a 2/7, but on the next turn, it'd be smashing faces for 9 damage.

I'm not sure if you intended the interaction where choosing to not spend your mana gives you a bigger Crystal Golem on the opponent's turn. I actually think it would be rather good if you did mean that, since it would introduce yet another element of strategy to using the card. But it's a little unclear.

Apart from my slight confusion regarding how you intend the minion to work on your opponent's turn, I have very little to criticize about this. Very creative and flavorful idea with interesting mechanics.

http://i1230.photobucket.com/albums/ee493/rosstin2011february/kxxaCLol_zps30ff25df.png

I actually liked Anub'arak more.

Again, points for Warcraftiness. Ultimately though, this minion is very vanilla and with very little strategy to his use. If there are stealth minions on the board, playing him is probably a no-brainer. If not, you're still getting a 5/5 for 5. It's another of those minions where the floor is reasonable, and the ceiling is high but marginal enough that it doesn't really overpower the card.

There's nothing really wrong with it, but it's ultimately not terribly interesting.

http://i688.photobucket.com/albums/vv245/banthesun/rLzyCzjv_zps80ba7d45.png

This card struggles to justify its cost. 8/12 is a very favorable distribution of stats, but it's still right on the vanilla test for 10 mana. Losing a card each turn just for having him pushes him into "why would I ever play this" category. Really, AgentPaper outlined the mechanical issues with this quite well. While there has to be a place for bad cards in every card game, this doesn't manage to be bad in a very exciting way. He just punishes you for existing.

The best three in my view were Knowledge Elemental, Crystal Golem, and Pudge. All had some flavor to them, all were reasonably balanced cards, and there are reasons to play all of them. However, only one can be the winner, and I think the best card was Crystal Golem by Gandariel, thanks mostly to the legitimately unique mechanic presented.

Decided to make this a new post because AgentPaper said so. :smalltongue:

Gandariel
2014-07-15, 01:13 PM
Victory, whee :D


Yes, the new interactions i meant were mainly:
1) i have Golem and another minion out, the enemy has a taunt.

I want to kill that taunt with a spell first, and then smash face with my Golem, but if i do the golem will lose some power. The other option is kill the taunt with the other minion, smash face, and then spend my mana. i lose in board presence but do more damage with my golem swing.

2) Leaving mana unspent to make sure that if the opponent wants to kill it he'll take more severe losses
3) Making exactly sure you keep its power below 5 (or possibly exactly 4) to avoid priests using Shadow Madness/Shadow Word: X
4) Making exactly sure you keep its power below 7 to avoid BGH
5) Making exactly sure you keep its power above 2 to avoid Kodo and Cabal Shadow Priest

There are quite a few interesting ones, so it felt really cool :)

Also, i know zero about WoW, and picked a random name and image because they looked cool; i had no idea this thing actually existed :P



New challenge will be up... SOON

- - - Updated - - -

Ok, so here's the new challenge:

The Yin&Yang Challenge


Your task is to design two cards that are antonyms in one way or another: they may have similar stats but opposite effects, or similar effects but reversed stats, or really whatever gives the "feel" of antonyms:

The two cards can be both neutral, both belonging to one class, or whatever feels more thematic (maybe you can make Warrior vs Mage, Rogue vs Paladin, or Priest vs Warlock, or some such).

They can be spells, creatures, weapons, secrets, or whatever. They don't need to be the same kind of card (but you better have an explaination for that).

The only important things are the flavour and the fact that they should have, more or less, equal power or utility.

I hope it's clear, and ask away if you have anything to clarify :)

** Another note: i know nothing about WoW, so if your cards have any relation to that (which is a plus, by the way) be sure to tell me and i'll check it.

The contest will last a week, so you have time until the 22th of July, after which i will judge and declare a winner. You may post entries until i actually do the judging.

Examples:
Leper Gnome and Voodoo Doctor (2/1 for 1, heal or damage)
Earthen Ring Farseer and SI:7 Agent (3/3 for 3, heal or damage)
Hellfire and Circle of Healing (heal all/ damage all)
LightWarden and Frothing Berserker (gain power when others are healed /damaged)
Possibly Mind blast and Holy Light (low cost high numbers, deal damage or heal)
Hunter's Mark and Humility (set attack or hp to 1)
Soulfire and Lay on Hands (heal&draw vs deal damage&discard)
Dust Devil and Void Walker, in a way (4 total stats for 1 mana, class card, purely offensive vs purely defensive)


THE FINAL SHOWDOWN:
http://media-hearth.cursecdn.com/avatars/37/885/513.png VS http://media-hearth.cursecdn.com/avatars/37/858/410.png

Rosstin
2014-07-15, 01:35 PM
Awesome challenge!! I'm looking forward to this one!

Maybe I can do something with Horde versus Alliance.... as spells, I suppose? Hmmm... matching pairs....

Useful: http://us.battle.net/wow/en/forum/topic/2592648376

Reputation: http://www.wowwiki.com/Reputation (there used to be opposing ones and you had to pick one)

Booty Bay versus Bloodsail
Gadgetzan versus Ratchet
Forsaken versus Scourge

Hamste
2014-07-15, 02:29 PM
http://oi57.tinypic.com/28sbtph.jpg

http://oi62.tinypic.com/vyqjq8.jpg

Here is my entry

Life steal 2 mana
warlock spell
Deal 2 damage to a friendly minion, heal 5 damage to your hero. Draw a card. (I misspelled your in the card but I don't want to both to fix it and do a reupload)

and

Self Sacrifice 2 mana
Paladin spell
Deal 2 damage to self, heal 5 damage to a friendly minion. Draw a card.

Melquiades
2014-07-15, 03:02 PM
My submissions:

https://s3.amazonaws.com/cardgenhs/t/1qpMPuvs.png

https://s3.amazonaws.com/cardgenhs/t/ybjdUnyw.png


The Warlock card might actually be epic. I know as of now there aren't any cards that cause your opponents to discard, but I feel that's something Hearthstone lacks.

AgentPaper
2014-07-15, 04:12 PM
The Warlock card might actually be epic. I know as of now there aren't any cards that cause your opponents to discard, but I feel that's something Hearthstone lacks.

Actually, it's something they consciously decided to not do. Mostly because it's not very fun on the receiving end, moreso than simply taking damage or other negative events. Similar thing with disrupting your opponent's mana, basically anything that prevents your opponent from playing the game is a no-no.

Anxe
2014-07-15, 05:04 PM
It works in other games because the decks and hand size are larger, but in Hearthstone... That card is devastating.

Inspiring Light is neat! Seems pretty balanced compared to Power Word Shield too.

Gandariel
2014-07-15, 05:46 PM
Ok, so i was thinking about my own challenge and came up with this:

https://s3.amazonaws.com/cardgenhs/t/5TtNJXgn.png
https://s3.amazonaws.com/cardgenhs/t/98RJzZVB.png

I'm not particularly happy about them, they're not exactly balanced or creative, but they look ok. Might post more if i get the chance.
(Of course since i'm judging these cards are out of the competition :P )

banthesun
2014-07-16, 08:58 AM
http://i688.photobucket.com/albums/vv245/banthesun/w03e4wlB_zpse0169c0c.pnghttp://i688.photobucket.com/albums/vv245/banthesun/3LkFAH7Y_zps5c93c0d0.pngIcemist Stalwart 4
Rare Neutral Minion
Whenever your opponent summons a minion, gain +1,+1.
3/4

Nerubian Trapper
Rare Neutral Minion
Whenever your opponent summons a minion, give it -1/-1.
3/4
Dunno how lore-friendly they are, I just wikiwalked for a while looking for things that might fit my ideas.

Infernally Clay
2014-07-16, 09:11 AM
I'll add in the actual card designs later since I'm not at home.

As for relevance, Archus was a staff given to Jaina by Antonidas himself and empowered her spells while Fearbreaker was a mace given to Anduin by King Magni and was known for its ability to staunch the flow of blood. I had toyed with the idea of having Archus be a spell damage +1 weapon while Fearbreaker actually reduced enemy spell damage by 1, but those are much too powerful effects for weapons since your opponent can't get rid of them without two very specific cards. So I went with a twist on the Wild Pyromancer instead.

Priest Weapon
3 mana, rare
1 attack / 4 durability
After you cast a spell, restore 1 health to all friendly minions and reduce this weapon's durability by 1.

Mage Weapon
3 mana, rare
1 attack / 4 durability
After you cast a spell, deal 1 damage to all enemy minions and reduce this weapon's durability by 1.

Gandariel
2014-07-17, 03:05 PM
I kind of feel like the damaging one is a bit too strong (compared to the healing one).

Also, how about giving them 0 attack? it would certainly remove utility, but surely make more sense mechanically (i don't really see Jaina beating ogres with a staff)

Dr.Gunsforhands
2014-07-17, 10:49 PM
Hold 'Em <0>
Rare Rogue Secret
When your opponent ends their turn without playing a card, draw a card.

Fold 'Em <0>
Rare Rogue Secret
When your opponent plays a card, both players discard a random card.

http://i1295.photobucket.com/albums/b628/Chris_Gliniecki/HoldEm1_zpsb365be00.png (http://s1295.photobucket.com/user/Chris_Gliniecki/media/HoldEm1_zpsb365be00.png.html)
http://i1295.photobucket.com/albums/b628/Chris_Gliniecki/FoldEm1_zps28f885ef.png (http://s1295.photobucket.com/user/Chris_Gliniecki/media/FoldEm1_zps28f885ef.png.html)

Rosstin
2014-07-18, 12:06 AM
Hold 'Em <0>
Rare Rogue Secret
When your opponent plays a spell, counter it and put it back in their hand.

Fold 'Em <0>
Rare Rogue Secret
When your opponent plays a card, both players discard a random card.

Ridiculous Bluff <0>
Rare Rogue Secret
When your opponent ends their turn without playing a card, draw a card.

Man, you would have won the "secrets" competition.

Gandariel
2014-07-18, 05:14 AM
The only problem with those cards is that Rogues most definitely do NOT need more 0-cost spells :P


Also, your entry should be two cards, please choose which ones you prefer

Frog Dragon
2014-07-18, 11:17 AM
Question: Do both cards need to be collectible?

Rosstin
2014-07-18, 12:26 PM
Question: Do both cards need to be collectible?

Oo, good question

Frog Dragon
2014-07-18, 12:54 PM
Actually, I'll just post the cards. I'm not sure if it's actually allowable under the rules. If not, I'll come up with something else.

http://oi62.tinypic.com/ig9jf5.jpg

http://oi59.tinypic.com/30nck6a.jpg

http://oi60.tinypic.com/14kuqhd.jpg

Archbishop Benedictus 8
Legendary Priest Minion
Battlecry: Give all friendly minions +2 health.
Deathrattle: Summon Twilight Father
5/6

Twilight Father 6
Legendary Priest Minion
At the end of your turn, put a Twilight Blast in your hand.
6/5

Twilight Blast 3
Common Priest Spell
Deal 5 damage.

In Warcraft lore, Archbishop Benedictus was the leader of the church of the Holy Light before he turned coat and joined the apocalypse cult of the Twilight's Hammer clan. Apparently, the conversion happened when Deathwing attacked the city of Stormwind. In the cult, he was henceforth known as Twilight Father.

The part I'm not sure about here is that Twilight Father is not collectible. He appears when Benedictus is first killed. Twilight Blast is also not collectible (would be way OP).

Mechanically speaking, once Benedictus is killed (the opponent is actually incentivized to leave him alive if they can't also deal with Twilight Father), Twilight Father can bury the opponent in card and board advantage pretty fast. It's hard to maintain a board against the Twilight Blasts that come every turn, and they also represent a serious clock. However, this is contingent on getting to turn 8, getting to cast Archbishop Benedictus, not getting him silenced or transformed, getting Benedictus killed, but then not getting Twilight Father killed.

That's a tall order, but the payoff is quite nice.

The Yin Yang is of course the popelike figure of Archbishop Benedictus vs the apocalypse cultist Twilight Father he became.

Dr.Gunsforhands
2014-07-18, 06:40 PM
The only problem with those cards is that Rogues most definitely do NOT need more 0-cost spells :P


Also, your entry should be two cards, please choose which ones you prefer

Awww... I kind of liked having the three as a set. :smalltongue:

But, fair is fair. I fixed it so that there's only two now. Also, the question isn't whether or not the Rogue needs more cheap spells, but whether or not it's worth running them in your irritating Leeroy Jenkins deck.

Gandariel
2014-07-19, 04:19 AM
Since i had not specified that detail (and straight out didn't think about it), and since it's a cool idea, i'll allow Frog Dragon's entry, and by extension everyone else's.

So, yes, they don't need to be both collectible. One spawning out of the other is ok.

Also, wow, that legendary card looks *strong*.

Like, really strong.
Cairne- like regen on a huge body, and the free card every turn (which is better than Antonidas' or Ysera's) are very powerful things.

Frog Dragon
2014-07-19, 04:56 AM
I would argue that Ysera's card is sometimes better than Twilight Blast. And there's the issue of what you're giving up just to have an 8-mana minion in the deck. At that point, the game is probably already in overdrive. The problem with Ysera is that while you get a dream card right away, she does exactly zilch to stop your opponent from just smashing your portrait in, a capability they may well have by the time you can drop her.

Benedictus is similar, except the initial body is smaller. Twilight Father can be devastating, but can you afford to play Benedictus hoping for the eventual payoff? With Antonidas, players frequently toss him down with mirror images and ice lances for instant fireballs. Guaranteed payoff, and your opponent can't shaft you out of it.

With Benedictus, you absolutely can be shafted, in many, many ways. And it takes a while for Twilight Father to really start generating value.

Basically, it's really strong, but also really slow. Most of the high end legendaries that are run give value right when they're played. Benedictus doesn't really do that. The closest comparison might be Tirion, where the value is huge, but a transform effect or silence can just completely ruin you.

I could raise the mana cost to 9 though. I could also raise the cost of Twilight Blast to 3.

Duos
2014-07-19, 09:16 AM
http://s28.postimg.org/nbdd1ipz1/Argent_Judge.png (http://postimage.org/)

Argent Judge
5 mana
Epic Paladin Minion
At the start of your turn, destroy a random minion with the highest Attack.
3 Attack, 5 Health


http://s10.postimg.org/xr6txwfg9/Orcish_Executioner.png (http://postimage.org/)

Orcish Executioner
5 mana
Epic Warrior Minion
At the start of your turn, destroy a random minion with the lowest Attack.
5 Attack, 3 Health


Here I just went for some unexplored design space. The first is more of an aggro card, in that you play it into your own board of weenies and it snipes any strong minions your opponent drops to deal with your horde, forcing them to use spells to remove it. The second one is a control card-you clear board and drop this guy and he eats a dork every turn.

Frog Dragon
2014-07-19, 12:05 PM
Are those minions intended to be able to kill themselves?

Gandariel
2014-07-19, 01:56 PM
Well i see the executioner as a bigger BGH and the Judge as an anti-aggro card.

Hamste
2014-07-19, 02:12 PM
Well i see the executioner as a bigger BGH and the Judge as an anti-aggro card.

Only it is at the start of your turn making them useless. If you have a 3 attack monster already on the field you just run it into executioner, if you have a 2 attack or less monster run it into the executioner or another of your opponent's monsters and don't play any monster with 5 or less attack (unless you can do the extra damage). If you don't have a monster with 5 or less attack you just don't play any monster below 5 attack and it kills one of your opponent's monsters. The exact opposite also happens for the judge rendering them weak in most circumstances (Though I feel the judge is the stronger of the two)

AgentPaper
2014-07-19, 05:52 PM
Only it is at the start of your turn making them useless. If you have a 3 attack monster already on the field you just run it into executioner, if you have a 2 attack or less monster run it into the executioner or another of your opponent's monsters and don't play any monster with 5 or less attack (unless you can do the extra damage). If you don't have a monster with 5 or less attack you just don't play any monster below 5 attack and it kills one of your opponent's monsters. The exact opposite also happens for the judge rendering them weak in most circumstances (Though I feel the judge is the stronger of the two)

I wouldn't say they're useless. Forcing your opponent to make a bad trade is good, and you can wait to play it until the board state is favorable for him. If you prevent your opponent from playing cards, that's also good, even if they play other stuff instead, because you're making your opponent make a sub-optimal play or at least reducing their options. And of course, is you hide it behind a taunt minion, it might get quite a few kills in, and/or seriously disrupt your opponent's tempo by keeping them from playing minions.

They can certainly be dealt with, not least by simply killing them, but they can also just randomly run away with games. If anything, I'd say that they're under-costed.

Hamste
2014-07-19, 06:18 PM
I wouldn't say they're useless. Forcing your opponent to make a bad trade is good, and you can wait to play it until the board state is favorable for him. If you prevent your opponent from playing cards, that's also good, even if they play other stuff instead, because you're making your opponent make a sub-optimal play or at least reducing their options. And of course, is you hide it behind a taunt minion, it might get quite a few kills in, and/or seriously disrupt your opponent's tempo by keeping them from playing minions.

They can certainly be dealt with, not least by simply killing them, but they can also just randomly run away with games. If anything, I'd say that they're under-costed.

The 5/3 dies to just about anything on the board meaning it needs way too much set up keep it alive for any time and a 3/5 just isn't going to do much at that mana, either it dies to the the turn 4 play, has a chance of killing itself or it is played while protected (most likely by noble sacrifice or a very weak taunt) and the opponent runs his large monster into the taunt/noble sacrifice and destroys a card anyways in which case you might get some mana value but at that point you still need a good amount of set up in order to use it appropriately.

D-naras
2014-07-20, 01:57 PM
Borrowed Hide 3
Common Druid Spell
You gain armor equal to the highest health among your minions. Draw a card.
-flavor text: Once you get inside, you can see why it's hard for a turtle to come out of its shell.

Borrowed Sword 3
Common Warrior Spell
You gain attack equal to the highest attack among your minions. Draw a card.
-flavor text: Jealousy often leads to acts of heroism. But mostly stupidity.



http://i.imgur.com/FMBLV2w.png

http://i.imgur.com/I7CBQqB.png




Nothing fancy. Just a couple of simple common mirrored spells. Initially, the effects were reversed, since armor works better for warrior but since Shield Block already exists, I figured these will be more likely to end up as actual cards in the game.

Dr.Gunsforhands
2014-07-20, 11:30 PM
Added card images to my entry for fun. I think I got a nice color scheme, though the images I used aren't really Warcrafty. I mean, at least the Battlecruiser was still a Blizzard property... :smalltongue:

Gandariel
2014-07-21, 11:22 AM
Interesting, interesting. I'm getting a LOT of nice entries!! Keep them coming, before i judge!!

(Judging will probably be sometime tomorrow if i manage to :D )

D-naras
2014-07-21, 12:05 PM
Included images to my cards.

Duos
2014-07-21, 09:07 PM
Well, good to see my submission sparked discussion. In all honestly, were I to re-do them, I'd probably have them trigger at the end of your turn to give you more control over the trigger, but as-is I think they're interesting enough.

Gandariel
2014-07-22, 06:18 AM
Yeah, they're pretty interesting and add something new. They do look a bit weak, though.


Anyways, I'll give you some extra hours to update or add submissions :) Judging will be soon upon thee

Rosstin
2014-07-22, 04:42 PM
Thanks for the extra time, I'll have my submission in ASAP.

Frog Dragon
2014-07-22, 04:59 PM
I decided to slightly nerf Benedictus by making the Twilight Blast 3 mana. This way, you can't play more 8 mana megabeef while still using your free removal.

Rosstin
2014-07-22, 05:20 PM
Cowardly Argent 4
Rare Paladin Minion
Divine Shield. When this minion loses Divine Shield, return it to your hand.
4/1
"I'm a little paladin, short and stout. / Here is my mace and here is my mount. / When I see trouble I scream and shout. / Pop my bubble and hearthstone out!"
http://i1230.photobucket.com/albums/ee493/rosstin2011february/cowardlyargent_pally_zps55bf5eb0.png


Smug Earthmender 4
Rare Shaman Minion
Deathrattle: Return this minion to the battlefield and silence it.
2/4
"REINCARNATION IS OVERPOWERED!"
http://i1230.photobucket.com/albums/ee493/rosstin2011february/smugearthmender_zpse1a13c32.png


This might not be super obvious for people who haven't played World of Warcraft, so a brief explanation: Paladin was an Alliance-only class and Shaman was a Horde-only class. Each side thought the other class was overpowered.

Paladin's were known for "Bubble Hearthing", that is using Divine Shield and then using their Hearthstone. The period of invulnerability from Divine Shield allowed them to successfully use their Hearthstone, which teleports you "home". So essentially Paladins were able to escape from any battle they wanted (and people made fun of them and/or raged about it.)

Shamans had an ability called "Reincarnation" which allowed them to come back to life after dying. So an entire raid might wipe, but a Shaman could instantly Reincarnate, and then revive the raid party (without them having to run back to their corpses.) Some Alliance players thought that this was overpowered and were jealous of Horde raids for having access to Shamans.

All this died down after both sides got Pallys and Shamans.

Gandariel
2014-07-23, 02:34 AM
Heh, naxx came out and judging is a bit late.

Still. JUDGING TIME!



I really like the symmetry in this entry: cost, damages. The cards are more or less balanced, since they cycle (and Warlock could use heals).
What i see as a weaker point is that Life steal looks stronger than Self Sacrifice. Life Steal is strictly more useful for a Warlock, and you can use it on a creature before you attack with it, nullifying its drawback. Self Sacrifice does cycle, yes, but you don't always need that heal. Still not that far in power, useful, balanced. Nice!




i like the idea behind these cards (damage, if you kill X /// empower, if very strong X), and the priest/warlock thing. Still, the symmetry isn't really there (different cost, different bonus/damage). I would probably not use the priest card, which risks being an overcosted, +3 Health spell.
And we've already discussed the reason why having the opponent discard cards wouldn't be exactly fair.




I really like this submission. I like the symmetry, the design of the cards. Both cards are pretty strong, i would see people using them in decks while not being overpowered.
And, they add something new to the game.
If i were to find something bad in this, it would be that it's not really flashy or exciting. But then again, not all cards have to be Ragnaros, and there's a reason why Yeti shines.



Oooh, spell-connected weapons!
Cool idea, cool symmetry. Appreciated the fluff behind it as well. What i'm a bit concerned about is the fact that the Mage one looks *really*strong, and definitely stronger than the Priest one. If it dealt 1 damage to ALL minions, maybe... But then again, would still be stronger than the Priest one. Also, i would have made them with 0 attack, since Mage and Priest don't really feel like heroes able to attack with weapons.




So. Love the symmetry, and i LOL'd at the pictures.
Few problems i see, though. The discard mechanic is unfortunately considered bad, but aside from that:
Hold'em is probably never gonna trigger (unless you get to topdeck), and Fold'em doesn't really "scare" the opponent enough so that he may not play cards. I mean, both players discard? could hurt you more than him. I know a 0-cost secret can't do much, but you're really not threatening anything here.




Here's the big dude!
Love the fluff.
Like the fact that 5/6 becomes 6/5, but i probably would have taken it a bit further (5/7 => 7/5). Also no idea why Twilight Father costs 6. Costing 8 would have had no mechanical influence on the game and get you bonus symmetry points :P
Definitely a strong card, the opponent ideally has to kill it twice in a turn to avoid bad things happening (which he may not be able to). And you get the +2 health to all anyways.
Twlight blast could have been something reflecting the battlecry of Benedictus (deal 2 damage to all enemies/enemy minions?) but i really like the idea anyways.




Here's the ones with best symmetry i saw.
Really liked the concept and the execution.
This is a really nice idea that puts something new in the game.
Only flaw i found, Argent Judge is way stronger than Orcish Executioner. 3 health is really low, and the opponent would just mash a random 3/2 on it for a bad trade.
Not sure how i'd change it, since it's a really nice concept.



Good balance! They both look good, and reasonably balanced. I'd say the warrior one is a bit stronger, but then again not by that much. Liked it overall, and LoL'd at the Druid picture.
It is something which we could see in game, but nothing incredibly impressive



Great fluff (i knew nothing of this stuff), and liked the idea of bringing those abilities in the game.
Paladin one => Attack is high enough that only Mages can stall it, while Rogue and Druid would be afraid of pinging it. Aside from the obvious Mage weakness, it's pretty good. Becomes stronger and stronger as the lategame progresses. This card would definitely be really strong, but most importantly ANNOYING to play against :P
Smug Earthmender => 2/4 Cairne, huh. It is nice, but there's a reason why Golem and Cairne get played a lot: Because they fit so well in their spot, and their second form is threatening in the point of the game when it comes up.
a 2/4 is an ok drop at 4, but at turn 5 or 6 the second form is just not good enough. Yetis are probably on the field, and they would probably not care about it.




Wow, so many things, and good ideas.
I really have trouble finding out the best ones.

I'd say, though, that the top three are...


Banthesun, Frog Dragon and Duos!

It was really hard to pick a winner... so i picked a third place first :P
Duos: I really really really really liked the design, but the difference in power of the cards just couldn't get you to win.

So now, the flashy cool legendary or the humble 4-drops? Who will win?
Banthesun!
In the end, i decided to give the win to his 3/4 dudes because of their simplicity. Cards i could easily see in the game, strong but not OP, close in power (yeah, the Trapper is a bit stronger, ok), nice symmetry. Something new in the game, but not necessarily as flashy as possible.
Bravo!





Of course, congratz to everyone. I really liked all of your submission, and i'm waiting for the next one. So, *insert winner name here*, we're all waiting for your challenge :D

Frog Dragon
2014-07-23, 05:03 AM
Actually, the mana cost of Twilight Father does have impact in some cases, mainly if it gets Brewmastered or Sapped. It's the same with Cairne. Cairne costs 6, Baine costs 4.

Rosstin
2014-07-23, 09:08 AM
Alright! Can't wait for the next contest!

banthesun
2014-07-23, 10:41 AM
Yay! Thanks Gandariel! I've got a challenge that will hopefully be interesting.


Make a Card That Synergises With:
Imp Master

It's always fun to find creative interactions between two cards, to find combinations that work in unexpected ways. This week's challenge is about creating a to have an interesting interaction with a specific card: the Imp Master.

Synergy can come from interactions with it's ability, stats, typing, or anything else you can think of. I chose Imp Master to provide a range of avenues for potential synergy, so I look foward to seeing everyone's creations.

Entries are open for a week from today. While the theme of this contest is synergy with the Imp Master card, how your card interacts with the game as a whole will still be important in the judging.

Good luck!

http://media-hearth.cursecdn.com/avatars/80/252/178.png (http://www.hearthpwn.com/cards/178-imp-master) http://media-hearth.cursecdn.com/avatars/80/254/321.png (http://www.hearthpwn.com/cards/321-imp)

Hamste
2014-07-23, 11:13 AM
http://oi61.tinypic.com/2repszs.jpg

Demon Leader 3
Uncommon Warlock Minion
Whenever a demon is summoned give it +1/+1
3/3 demon

Note it is not supposed to give itself the +1/+1

King Of Midgard
2014-07-23, 12:19 PM
Couldn't find any good images, but here's my idea:

Imp Tosser 4
Rare Warlock Minion
At the end of your turn destroy one friendly imp, and deal 2 damage to a random enemy minion.
2 Attack/5 Health
Flavor Text: "They always said imps make good cannon-fodder."

D-naras
2014-07-23, 01:17 PM
Altruistic Trainer 2
Rare Neutral Minion
At the end of your turn, if you have any other minion in play, deal 2 damage to this minion and add +1 health to all your other minions.
Deathrattle: Change the attack of ALL minions to be equal to their toughness.
1/5
-flavor text: He will whip you into shape even if it's the last thing he will do.

AgentPaper
2014-07-23, 01:57 PM
http://i.imgur.com/yJnOXgo.png
Vilebranch Scalper 4
Rare Neutral Minion
Whenever you summon a minion with 2 or less Health, destroy it and give all of your minions +1/+1.
2/4
Cannabalism (http://www.wowwiki.com/Cannibalism) is a big part of the troll's history and culture, and while many trolls (especially those who have joined the horde) have given up those old traditions, some tribes, such as the Vilebranch (http://www.wowwiki.com/Vilebranch) tribe, still practice it.

Gandariel
2014-07-23, 05:29 PM
WISP OP!


BTW, working on my idea. probably gonna be a paladin card

Duos
2014-07-23, 05:46 PM
http://s30.postimg.org/3orv7sgj5/Scarlet_Inductor.png (http://postimage.org/)

Scarlet Inductor
Rare Neutral Minion
Whenever you summon a 1/1 minion, give it +1/+1.
2 Attack, 4 Health

I decided to make this a neutral minion because there's so many class cards that would love a chance to play with this that I couldn't bear to stick it to one class. Paladin and Hunter are the obvious choices, but you'd be surprised. Zoo likes the ability, although it might balk on the cost. Token Druid falls in love, and that one bizarre Shaman bloodlust deck also likes it.

As to last week's contest: Darn. So close! I knew the statline was going to come back to bite me. It worked flavor-wise but balance-wise it probably would have been better to make them 4/4. Oh well. I lost to some sweet entries so I can't really be mad.

Rosstin
2014-07-23, 05:58 PM
So far, I'm a fan of Vilebranch Scalper.

Some ideas I'm working on for this (not my submission):

Health Funnel 3
Warlock Spell
Take 2 damage. Give all friendly demons +0/+4.

Mannoroth 8
Legendary Warlock Minion
Battlecry: Destroy all demons and gain their attack and health.
6/7

Savage Defense 4
Druid Spell
All minions gain +1/+4 and Taunt.

ShinyRocks
2014-07-24, 07:13 AM
Sure, I'll give it a go.

http://i.imgur.com/tB2ghA8.png

Battlefield Medic
3-mana rare neutral minion
2/4
Whenever a friendly minion takes damage and survives, restore 1 health to it.

Rosstin
2014-07-24, 11:31 AM
I really dig that submission, Shiny Rocks.

I'm working on this, but I think it's probably a bit overpowered right now.

http://i6.photobucket.com/albums/y237/AsterAzul/AUGFBbUO.png

Hamste
2014-07-24, 11:37 AM
I really dig that submission, Shiny Rocks.

I'm working on this, but I think it's probably a bit overpowered right now.

http://i6.photobucket.com/albums/y237/AsterAzul/AUGFBbUO.png

:( Way to steal my card idea. Also that is hardly overpowered that if anything is under powered when compared to sword of justice not only is a minion easier to remove than a weapon but it also specifically needs demons.

Rosstin
2014-07-24, 12:00 PM
It's basically only useful to Warlocks, so I guess it's not too bad.

Frog Dragon
2014-07-24, 12:38 PM
Keeping it simple this time.

http://oi57.tinypic.com/sqmljp.jpg

Blade of Stormwind 5
Rare Paladin Weapon
Has +1 attack for every friendly minion on the battlefield.
2/3

This also comes from Warcraft lore. The Blade of Stormwind was a weapon wielded by Turalyon, though not much was said by the weapon itself. Turalyon mostly appears in the older Warcraft titles. Also, regarding balance, I first made it a 1/3, but I thought that was too weak. Needing an average of 3 minions to stick to get good value, the sword would tend to disappoint, especially considering that it's pretty rubbish when you're coming from behind (since it relies on board presence to be good). The hero power helps, but at 5 mana, getting to guarantee even 3 damage swings isn't trivial. The dream scenario is of course dropping this after a bunch of imp master turns. :smalltongue:

D-naras
2014-07-24, 04:11 PM
I really dig that submission, Shiny Rocks.

I'm working on this, but I think it's probably a bit overpowered right now.

http://i6.photobucket.com/albums/y237/AsterAzul/AUGFBbUO.png

It's hardly overpowered. Keep in mind that you either cast this or the Imp Master on the 3rd turn, making them hard to work together since Imp Master hardly survives a second turn against a savvy opponent. That's why I chose a lower mana cost for my submission. The 2 cards should be able to share the board for at least a turn and giving them the same mana cost makes that difficult. Still it's a nice card in its own right.

banthesun
2014-07-29, 09:15 AM
24 hours until judging, if anyone wants to slip in some last minute submissions!

Rosstin
2014-07-29, 02:24 PM
I just realized that the image I used for Imp Trainer is technically an image of Gul'dan. He's looking pretty good in that shot!

Wow, there were a ton of great entries this week.

Dr.Gunsforhands
2014-07-30, 01:04 AM
Raging Mentor <4>
(Picture an orc with an eyepatch and goatee shouting exasperatedly at the camera, holding a shiny black axe at rest in one hand and gesticulating with the other. "Well? Hit 'em right back!")
Epic Warrior Minion
Your other damaged minions have +2 attack.
5/3

banthesun
2014-07-30, 11:07 AM
Judging Time!

This card seems solid but plain. A 3/3 for 3 is pretty standard, though it can get some good value if it sticks long enough for it's effect to activate. I definitely do like that it helps encourage demon synergy, since there's not much of that around, and it seems like something Blizzard is going after with the Void Caller too. I think the ability could be a bit more flavourful though, a flat +1/+1 when summoned doesn't really seem to fit with the demon theme.

This is a fun little card. I like the demolisher effect, and it is a really amusing piece of flavour. The big issue I see though is it seems dramatically underpowered. Demolisher is a 1/4 for 3, so you're basically paying 2 mana for a +1/+1, and sacrificing a minion to get the effect at the end of your turn instead of the beginning. It also really hurts if you have any other types of Imp on the board.

Another cool ability (set of abilities). It looks like it promotes early game board control, which is something I like, and it has quite a few interesting interactions. It seems like a very hard card to balance, but you've obviously put quite a bit of thought into balancing its stats. I can't really tell how well it would work without seeing it in the game, and I do worry it could be slightly OP if dropped later, alongside a wave of other minions.

This seems like a card that requires a lot of forethought to use, which is great. A deck constructed to make use of it would have to deal with the choices of whether to summon new minions on curve, or use low cost minions as buff spells. At it's cost it looks like a bit of a pain to land safely though (trades poorly with yeti even after a buff), and could see less use because of that.

Would I be right in assuming this is designed solely as a token buffer? I must admit a certain fondness for the idea. I am concerned that it would be underpowered as it is though. 1/1 minions are something of a scarce resource for clases other than paladin (though less so right now with Haunted Creeper Variety Hour), and 2/4 for 4 seems a bit weak. Shattered Sun Cleric almost got through with 3/3 for 3, and it gives its buff immediately

I'm definitely a fan of this card. The effect is interesting, and has a ton of awesome synergy potential, especially with priest and warrior cards. It's definitely quite a strong card, with it's ability to partially block the hero powers of four different classes, but doesn't seem to be strictly OP, considering that the closest effect currently in the game comes from a healing totem.

I like that this card is pretty much a direct counterpart for the Imp Mastrer, and more demon synergy is always good. I also like that the effect fits the masochistic nature of demon cards. I do feel it is perhaps a bit underpowered though, when considering what it adds in board presence, and the potential difficulty of triggering its effect

This is a really nice and elegant card. The effect isn't too flashy, and it fits well with the Paladin class. It's got me wishing I could throw it into my token Paladin deck. It's interesting to see a weapon which relies on board control, considering how well weapons can promote board control. It does seem hard to get up to speed though, compared to Arcanite Reaper, so I'm glad you didn't make it a 1/3

I like enrage cards, this definitely is an interesting enrage effect. I do like that it applies the moment it hits the board, which should make for some terrifying combos. Frothing Berserker + Whirlwind could make an OP combo, but it's low health at least makes it easy to remove. I have to ask, why did you decide to make it only effect other minions though? Flavour?

You've all made judging this really hard. I'd love to see all these cards in the game, and there's so many interesting effects I'd never imagined. It was hard to pick a single one of these to be the winner this week, and even choosing a top few was too difficult. Thanks for all the great entries everyone, it was a pleasure seeing all your cards.

Runner Up:
Shiny Rocks - Battlefield Medic
I really wanted this card to win. Thinking through all the synergies and counter synergies it provided was tons of fun, and until I sat down to write this judgement, I was sure it was going to take the top spot. It pains me not to award it the win, but in the end another card won out.

Agent Paper - Vilebranch Scalper
I'd originally passed over this card as not being anything special, but when I got to thinking about how it would interact with various cards and classes I started finding new aspects to its ability one after another. The longer I tried to analyse it, the more I found myself stretching for negatives, and the more interested I became in experimenting with it. In the end, I decided that this card stood out even among the excellent field of selections. For it's creative and expertly designed mechanic, I believe this card is a worthy winner of this round!
Congratulations to the winner, and congratulations to everyone else for creating such wonderful cards! Thanks everyone! I'm very much looking foward to the next round of the competition!

Rosstin
2014-07-30, 12:13 PM
Gratz, Paper!

Dr.Gunsforhands
2014-07-30, 10:47 PM
I have to ask, why did you decide to make it only effect other minions though? Flavour?
Letting it affect itself made balancing the statline really weird. The ability is too powerful to cost less than 4, and for a viable 4-drop creature to take advantage of enrage it would need about 5 health, which in turn would make it too hard to stop. 3 seemed much more manageable, and a straight 5 attack made more sense to me than a 3/3 or 4/3 enrager.

As such, I decided that he didn't need to yell at himself to make himself more angry. If anything, venting his frustration probably calms him down a bit. But, he can still make Imp Master attack as a 3/4 and keep the buff during the opponent's turn, and that was my primary goal.

Here's an early version of the entry, for fun:
Dr. Gunsforhands <2>
"Don't worry, I'll fix 'im!"
Legendary Neutral Minion
Whenever a minion takes damage, give it +2 attack.
Battlecry: deal 1 damage to a random minion.
1/2

The first idea that popped into my head, after brief a period of feature creep. It seemed funny, and fit with the basic, 'let other minions get better from taking damage,' shtick, but was too obviously game-breaking to pop out earlier than the imp master itself. And I honestly don't think I can back up a four-drop's statline. :smalltongue:

ShinyRocks
2014-07-31, 07:22 AM
Thank you for the kind words!

My favourite deck is a healing-focused Priest who gets stuff on the board and then it just ... sticks. So she seemed like a good fit for that. I'd definitely run her if she existed. (Though you'd have to be careful with Northshire overdraw...)

Grats to Agent Paper. I'm intrigued to see what's next.

AgentPaper
2014-07-31, 12:42 PM
Thanks! I quite liked the card myself, glad to see others agree. :smallbiggrin:

Anyways, for this next contest, I'd like to see everyone Design a card with a new keyword (http://hearthstone.gamepedia.com/Abilities#Keywords).

Note that for this contest, the judging will be more about the mechanic than the card itself, although the card will still be important as a showcase for what the mechanic does and how it leads to interesting gameplay.

Frog Dragon
2014-07-31, 05:40 PM
http://oi59.tinypic.com/dcebrm.jpg

Dreadlord 5
Rare Warlock Minion
Battlecry: Give a minion Frenzy.
Demon
4/5

Frenzy: Whenever this minion can attack, it automatically attacks another random character.

This actually took me some thinking to come up with. Most hearthstone keywords are fairly basic in their effect, and many other relatively simple effects are already in the game, but not keyworded. This is something that I don't think is too complicated for a keyword, yet doesn't exist in the game already.

The effect is almost always negative, outside fringe cases where you give a minion a chance to punch past taunt for lethal or kill a stealthed minion. However, in most cases, you'll be wanting to slap it on an enemy minion. Indeed, the effect is more harmful the more minions there are on opponent's side of the board. It's, in a sense, a catchup mechanism.

The card itself was again pulled from warcraft lore, and I picked it after figuring out the keyword itself. Then it was just a matter of finding a thing that would suit the effect that wasn't yet represented in Hearthstone, and there we go. I'm not sure about the balance. It's difficult to estimate when the effect has such varied results, and I can't exactly playtest it. I figured the effect was worth at least 1 mana in any case.

Rosstin
2014-07-31, 11:13 PM
Mostly from my memories of MtG.

Skirmish/Flying: Minion ignores Taunt (and can possibly deal health damage through armor?)

First Strike: If an attacking (maybe attacked?) minion can kill an opposing minion with its damage, it takes no damage. (Rogue?)

Lifelink: You gain health when the minion deals damage. You lose health when the minion takes damage. (A Druid ability?)

Vampire: The minion gains health equal to the damage it does.

Trample: When a minion attacks another minion with Taunt, damage beyond the Taunter's life total is dealt to the opposing player.

Hardness: When a minion is dealt damage, it takes 1 less.

Bolster: You may choose to discard cards when playing this creature/spell. Every card you discard makes the effect stronger.

Boost: You may choose to spend extra mana when playing the spell/creature, which makes its effect stronger.

Evolve: When you summon this minion, it has the HP of the minion with the most HP on the board. It always has the attack value of the minion with the most attack value on the board.

Growth: Whenever a minion is summoned, this minion gains +1/+1.

Ritual: The minion can be summoned for free if the conditions on the card are met. Often appears on Mage cards. Benefits players who are behind.


I kind of like this one:

Ritual: The minion can be summoned for free if the conditions on the card are met. Often appears on Mage cards. Usually benefits players who are behind in some way.

EDIT: Ooh, another idea.

Inevitable: If this minion is killed, it's shuffled back into the deck and can be drawn again.

Dr.Gunsforhands
2014-08-01, 12:15 AM
GG, agentPaper. I had a feeling the scalper would win when I first saw it; it was a cool idea.

Arcane Blast <0>
Basic Mage Spell
Drain your unspent mana crystals and deal that much damage to a minion.
https://s3.amazonaws.com/cardgenhs/p/aWktv9H2.png (http://achievementgen.com/hearthstone/)

The art is apparently the image they used for Arcane Blast in the physical TCG, so... enjoy that.

Drain is fairly self-explanatory; it forces mana crystals to become spent for the turn, and can count the number of crystals drained this way for various purposes. In most cases, you'll be draining yourself, so the effect is rather like casting an X spell from M:tG.

The mechanic of Arcane Blast mirrors the scaling effect of a World of Warcraft ability with the same name (http://www.wowwiki.com/Arcane_Blast). It's not very mana-efficient, but it's so versatile that it's rarely useless; it can deal 3 damage, or 5, or 7, depending on what you need and when you cast it. It can even hit for 0 if you just want to trigger Mana Wyrm or something, though it does need a minion to target since I didn't want it to turn into the new Pyroblast. I might adjust the cost up to 1 if it still feels too powerful as-is.

I have made a card with this keyword before: Mana Drain, from the Secrets contest.

Mana Drain <3>
Rare Mage Spell
Secret: When your opponent plays a card and still has unspent mana crystals, drain them.

It might be the only way a card can get away with draining your opponent's mana crystals. It'll still be frustrating to deal with, but probably not much more so than Counterspell, and in practice the effect is probably closer to Ice Block when it actually works at all. The name might need to change, though; Mana Drain is apparently a Warlock ability in WoW.

Rosstin
2014-08-01, 12:25 AM
I dig it! I was considering a similar effect.

ShinyRocks
2014-08-01, 08:31 AM
EDIT: Coming back to this later.

Hamste
2014-08-01, 10:26 AM
http://oi58.tinypic.com/wcbhhu.jpg

Argent Defender 6 mana
Taunt, Divine Shield, Pacifist: Gain a Divine Shield
3/5


Pacifist abilities activate at the end of the turn if a creature could attack but doesn't. Mechanics wise it activates twice if the creature has windfury plus doesn't attack at all or once if the creature has windfury and attacks once. The ability doesn't activate the turn it is played unless the creature has charge and if frozen it doesn't activate. The general concept of these cards is to give more choice to the game. You can choose to attack or you can have the ability activate but you can't do both so you have to decide which is more important to you. The effects can be a wide range of things like give a random friendly minion a buff, summon another small minion, deal damage to all enemy minions, heal all friendly minions, deal damage to a random enemy minion, give a friendly minion an effect and so on and so forth.

Rosstin
2014-08-01, 02:58 PM
Wow! Clever! I feel like we're getting better at this....

AgentPaper
2014-08-01, 03:42 PM
Arcane Blast <0>
Basic Mage Spell
Drain your unspent mana crystals and deal that much damage to a minion.

Just a note, drain isn't technically a keyword here. It's what MtG would call a "keyword action" which is similar, but not the same. Keyword actions are things like "destroy" or "cast" or "discard", verbs that have a specific rules meaning.

I can somewhat understand the misunderstanding since the page I linked lists Counter, Silence, Freeze, and Transform with the other keywords, when they aren't really keywords but actions.

Sorry if this is confusing, but basically a keyword is something that you can stick right onto the card without any other text, or in the case of stuff like Battlecry, without any text other than the stuff to the right of the colon that explains what happens when it triggers.

I'll make sure to note any cards that don't meet the requirements ASAP, and if you're not sure feel free to PM me and I'll let you know right away.

Frog Dragon
2014-08-01, 05:24 PM
Also, most people are simply not good enough at the game to come up with new, original, and viable strategies. Especially with a card pool this small.

Edit: This was supposed to be posted in the main Hearthstone thread. Leaving this up for posterity.

AgentPaper
2014-08-01, 05:39 PM
Also, most people are simply not good enough at the game to come up with new, original, and viable strategies. Especially with a card pool this small.

I wouldn't say that. Inherent skill and brains are important, but more important is simply putting in the work, both to understand the game and to try lots and lots of new things. Most people aren't going to find new strategies because they either can't or don't want to put in the time and effort necessary to discover those new things, or they would rather spend that time and effort getting really good at decks that already exist so they can win more often.

Misothene
2014-08-04, 08:02 PM
Ironfur Steelhorn 7
Common Neutral Minion
Trample
Beast
5/7

Trample: When this minion attacks and would deal more damage than the enemy minion has health, it deals the rest to the enemy hero.

Dr.Gunsforhands
2014-08-04, 08:19 PM
Bob-omb <2>
Epic Neutral Minion
Countdown 3
Deathrattle: deal 3 damage to all enemy characters.
0/3

A minion with countdown counts down by 1 at the start of your turn, as indicated by a little timer icon that appears above its health while it's on the field. When it counts down to 0, it goes off and dies. Bob-omb is interesting because your opponent can dispatch it easily to control when it explodes, just ignore it and wait, or hit it with Silence and render it useless, but all things considered it's pretty cheap for what it does. Other minions need to finish counting down before triggering their secondary ability, and still others don't have anything of the sort and just have a slight cost discount to account for the drawback.

King Of Midgard
2014-08-04, 08:27 PM
Here's my go:

https://s3.amazonaws.com/cardgenhs/t/9bR0HeNf.png

Witherbark Scalper 4
Rare Shaman Minion
Hunter. Windfury.
2/2

My Keyword is Hunter. A minion with Hunter does not take damage from attacking a minion that has less health than the hunter has attack. Upon killing a minion, a minion with hunter gains +1/+2. A minion with Hunter cannot attack the enemy's hero. A minion with hunter can attack your own minions.

I tried to make something that plays towards field control, and can snowball very well, but is easy enough to take out early. Thinking I may have to tweak it a bit though.

Edit: Looking at the thread, I noticed the idea for Inevitable from Aster Azul, and I'm worried that it would ruin bounce decks, and also create a lot of priest stall decks/druid stall decks that use healing, taunt, and inevitable to just wait for everyone to burn out on deck exhaustion.

D-naras
2014-08-05, 10:44 AM
Master-at-Improvised-Arms 4
Epic Neutral Minion
Weaponize, Deathrattle: Weaponize this minion.
3/5
Pirate
-flavor text: Scimitars, muskets and pistols are no much for the good ol' peg-leg.



Whenever a card with weaponize kills a minion, your hero gains a weapon with power equal to the killed minion's power and 1 durability.


In the off-chance I win, I will be away for at least 5 days, so someone else should post the next competition.

Rosstin
2014-08-08, 04:43 PM
This might be the first week I don't get an entry done :smallannoyed:

Now that Rex Rocket is out, I've joined a new game project called "Road Redemption". It's in mega crunch time and I've had to give up everything besides that, and my Queen At Arms Kickstarter :smallfrown:

Rosstin
2014-08-13, 07:01 PM
i'm so sad that this hasn't been updated :smallfrown:

AgentPaper
2014-08-13, 07:08 PM
I...completely forgot about this. I'll have the judging up by the end of today. :smallredface:

For the record, if anyone ever sees someone being late with judging, don't be afraid to send them a PM, as simply forgetting to judge is a pretty common occurrence in these contests (especially for me :smalltongue:).

AgentPaper
2014-08-14, 05:02 AM
And by "the end of today" I obviously meant in Hawaiian time. :smallamused:

Frog Dragon

Hm, not sure I really like this keyword. It's no fun for the person getting their minions frenzied, because they're losing control of their minions, and it's no fun for the player making their enemy's minions frenzied, because they have no control over what their effect does.

Dreadlord himself is also a bit boring. Showcases how the keyword works well enough, though only in the most basic way.

Hamste

I really dig pacifist. This seems like it could be a really common keyword almost like Battlecry, and it's almost as versatile. My only quibble is that you made it a bit more complicated than it needed to be. Rather than keying off of attacks not used, it should simply be a yes/no of whether the minion attacked on that turn, with a note that it doesn't trigger on the turn it was summoned. You lose the synergy with windfuty, but that doesn't seem like it'd add much gameplay and takes away from the flavor.

Argent Defender is interesting, though again it could be a bit cleaner if it didn't have Divine Shield at the start. 5 mana seems a bit high, 5 would probably be OK, especially with the removal of the initial shield. Unfortunately he doesn't seem all that likely to survive long enough to really take advantage of the pacifist trigger, but sometimes you'll get to live the dream, and that's enough.

Misothene

Basically trample ripped whole-cloth out of MtG, can't really say I'm a fan. It's a fine enough ability, to be sure, but it's hard to give you credit when it works exactly the same as in MtG.

Ironfur Steelhorn is also a bit boring, and it seems anti-synergistic to give trample to something with low attack power (for it's cost). Would be better as a 7/5, at least for showing off Trample.

Dr.Gunsforhands

Interesting, though I can't help but feel you got close and missed out on a great opportunity. Namely, if it was worded, "Countdown X: Do something." Right now it only works with deathrattle minions, or as a drawback for over-costed minions.

Bomb-omb loses a bit for being a non-Warcraft reference, and also for being way too strong. It costs the same as Explosive Trap, an already very strong card, and deals 50% more damage. Yes, it could be silenced, but it could also be buffed up and used to attack something for even more value. The drawbacks about equal the benefits of it being a minion, so that extra +1 damage over Explosive Trap just pushes it from "really good" to "way OP". Combine that with the fact that it's neutral, and you're going to find a lot of Bob-ombs running around real quick.



And here we learn why text versions are important, as the image seems to be broken. :p

Hunter seems like it's trying to do too much at once. Not taking damage when you attack a minion, getting +1/+2 when you kill a minion, and only being able to attack minions could all be keywords on their own, and would allow for a nice variety of minions. As is, you could make have 2-3 minions with Hunter with a few different stat spreads, and that's it. There's just no room to innovate with it.

Witherbark Scalper seems like a poor example as well. At 2 attack and 4 mana, there's not likely to be many targets for him to warm up on. Then again, if there is he'll quickly dominate the board so hard your opponent will wish you'd played Ragnaros instead. Of course, not being able to attack the enemy minion hurts, but you have plenty of other minions to do that with. Feels very much like the kind of card that would be completely worthless or absolutely dominating, depending on the situation, which is not a good thing.

D-naras

I like weaponize as a mechanic, and it could make for a few interesting cards, but as a keyword there just doesn't seem to be much to do with it. You can't have it on all that many cards, since it's anti-synergistic with itself (you can only have one weapon) and it's too powerful to be used very much anyways.

Master-at-Improvised-Arms seems like a bit of a wash, both on flavor (what, he just picks up enemy corpses and swings them around?), and on showcasing Weaponize, since it doesn't have enough power to really nab you any good minion-weapons, and makes for a rather poor weapon himself, cost considered. Though as is probably always going to be the case with weaponize minions, it will certainly give you some good value, and is probably under-costed at 4 (5 seems more like it).


A winner is you!

Specifically, Hamste, with Pacifist and Argent Defender!

There were a few hiccups with this, but then again this was a very difficult contest, so I wasn't really expecting any entry to be perfect. That said, I was impressed with the simplicity and originality of this mechanic, not to mention it's versatility and strategic potential.

Hamste
2014-08-14, 11:01 AM
Glad to see the effect went over well. Yeah, I wasn't sure about the card I posted, there were some difficulties in making it balanced, I still find it too similar too Sunwalker but if it didn't start with divine shield and was 1 mana less it would die before getting the shield most of the time.


Destruction Challenge

The concept of this challenge is simple, just make a card that destroys other cards. It could be your own or it could be your opponent's. Any type of card is allowed as long as it destroys something.

Examples:
Sacrificial pact
Doomsayer
Shadowflame
Flare

You get the idea, the contest should end August 22nd (if I don't I post on that day please pm me, there is a good chance I will forget). A note, I know nothing about WoW so while it is cool if your cards relates to it in someway it won't really affect judging.

Rosstin
2014-08-14, 01:13 PM
Yay! A new challenge!

Frog Dragon
2014-08-16, 12:00 PM
http://oi61.tinypic.com/ix61c5.jpg

Sorcerous Wraith 4
Rare Neutral Minion
Deathrattle: Destroy a random friendly minion and summon a 4/4 Sorcerous Wraith to replace it.
4/4

To clarify, the deathrattle does not proc if there are no other friendly minions on the field. And yes, the new wraith does also have the deathrattle. A never-ending wraith-chain is theoretically possible.

The reason I wound up not really stat-penalizing it for the ability is that it's sometimes bad for your board (wouldn't want the deathrattle to hit your ogre or something) and sometimes just nonexistent (your board is empty). The dream is of course to hit some paladin tokens for supervalue, but that probably isn't going to happen most of the time, and since it's a deathrattle, your opponent can generally make it as low-value for you as possible. As such, I thought 4/4 for 4 is fine.

Lheticus
2014-08-16, 02:54 PM
Question--kind of the entire point of Hearthstone is to have cards based on WoW characters, notable types of NPCs, etc. Does that need to be reflected in an entry? I assume at the very least it can't be "inspired" by some other franchise at least.

Frog Dragon
2014-08-16, 03:00 PM
We've had entries that have nothing to do with Warcraft. I like to make my entries warcraft-related, but it's certainly not mandatory, though you might get extra points for it, depending on the judge.

Hamste
2014-08-16, 03:01 PM
Question--kind of the entire point of Hearthstone is to have cards based on WoW characters, notable types of NPCs, etc. Does that need to be reflected in an entry? I assume at the very least it can't be "inspired" by some other franchise at least.

How much it affects judging depends on the judge (The last person who won is the new judge for that week), I personally know nothing about WoW and therefore it is not factored in on this challenge.

AgentPaper
2014-08-16, 03:04 PM
Question--kind of the entire point of Hearthstone is to have cards based on WoW characters, notable types of NPCs, etc. Does that need to be reflected in an entry? I assume at the very least it can't be "inspired" by some other franchise at least.

It's preferable that it references Warcraft in at least some way, but it's not really a requirement. Exactly how strict this is varies by judge (some couldn't care less, others really favor referenced cards), but if you're not too familiar with WoW or warcraft in general, don't worry about it too much and just make a good card that follows the general humorous/heroic fantasy theme.

Lheticus
2014-08-16, 03:25 PM
Well then, here we go...I've been annoyed a little bit pretty much the whole time that there are no magic based weapons, and that gave rise to this:

https://s3.amazonaws.com/cardgenhs/p/g8CyrppA.png (http://achievementgen.com/hearthstone/)

Soulfire Staff 5
Rare Warlock Weapon
Battlecry: Destroy all friendly minions with a cost of 3 or less and gain +1 Durability for each minion destroyed this way.

Originally it was going to be a Mage weapon, but I realized Warlock would be a better fit with the "sacrifice for power" angle. I debated making it an Epic rare but it seems really difficult to use as is. Honestly all I'm hoping for here is "not bad for my first try." Couldn't get the custom imaging to work, sorry. I think what I've done here is made one of those cards that seems really cool, but...is totally impractical to use. Ah well.

Gandariel
2014-08-17, 04:34 AM
Hm, i'm trying to decide if this is strong or weak. Probably on the weak side.

The obvious comparison is Arcanite Reaper, which is a base 5/2 for 5. And it's not exactly an amazing card (at least, not as good as Win Axe)
If you play this card AND sacrifice a weak minion you get the same as the Reaper, which is strictly bad.

If you don't have minions out this is a 5/1 for 5, which is pretty bad too.

If you do have 2-3 weak minions to sacrifice (possibly after having attacked with them), you get a 5/3 or 5/4, which is pretty awesome (Ashbringer comes to mind)

Still, i'd say this is pretty weak, since sacrificing board position is never that good, this doesn't allow you to burst more damage, and you'll be probably be spending your extra charges (plus some health) trying to regain the board you just lost.

All in all, i think it's pretty weak. but interesting! You could tweak it somehow to make it more balanced, though.
Something like, 0/3 and gain attack somehow? Maybe also killing enemy weak minions? just throwing up stuff.

Also, i'll be trying to post an entry this time :) I was really really satisfied at the amazing entries last week.

My entry was going to be a weird defensive tool (never thought of a name, but i'll call it RandomTaunt for now)

Basically, if a minion with this ability is in play, the enemy cannot attack or target one specific minion.
I imagined your board with all your minions flying around in a cloud of dust or something.
If the enemy wants to attack or target one specific minion, he can only attack into the "cloud", and the attack hits one of your minions randomly. (possibly bypassing taunt minions, if you have any)

(This thing works only on your opponent's turn, during your turn you can use your stuff normally)

I felt like giving it a random-ish spin. I figured it wasn't really that imbalanced because board clears, and because most people don't really ever get more than 3 minions out.

The negative side was, do we really need one more RNG element to make people cry about?


Also, i really like the Pacifist ability.
Something like a card with 2 attack with "Pacifist: deal 4 damage to a random enemy" sounds pretty nice for another card following that theme

D-naras
2014-08-17, 01:36 PM
Tick-Tock, the Crocodile 6
Legendary Minion
Battlecry: Destroy a Pirate and give this minion +4/+5
6/5

http://i.imgur.com/7wsktRL.png (http://imgur.com/7wsktRL)

I derped on the picture, and since I am too lazy to fix it, assume it's the same as the text version.

Lheticus
2014-08-17, 03:39 PM
Tick-Tock, the Crocodile 6
Legendary Minion
Battlecry: Destroy a Pirate and give this minion +4/+5
6/5

what IS this I don't even... XD

Hamste
2014-08-17, 03:41 PM
what IS this I don't even... XD

Have you ever seen Peter Pan? If so you have seen the inspiration for this.

Lheticus
2014-08-17, 04:01 PM
Have you ever seen Peter Pan? If so you have seen the inspiration for this.

Oh for crying out--I didn't mean it LITERALLY. I was just amazed he actually went there.

Hamste
2014-08-21, 06:12 AM
Today is the last day of the competition, tomorrow I will be judging so if there are any last minute entries they should be submitted before then.

banthesun
2014-08-21, 07:37 AM
http://i688.photobucket.com/albums/vv245/banthesun/wallofthedead_zps4a5f4dde.png

Wall of The Dead, 3
Rare Neutral Minion
Taunt. If a minion has not died during your turn, destroy Wall of The Dead at the end of your turn.
0/8

Hamste
2014-08-22, 08:33 AM
Frog Dragon
I really like Sorcerous Wraith, I do feel it needs a minor stat nerf as it feels a bit too strong currently in decks that flood the board like aggro paladin or zoo where it is difficult to clear the board and any creature dying would get a straight stat up from it plus most likely have a nice side deathrattle. That being said it would probably be only a very minor one maybe just one health less so that it trades with the two and three mana monsters.

Lheticus
I like this one but it is really weak compared arcanite reaper. It gives much bigger card disadvantage usually than the reaper and doesn't give much more benefit. It has a very nice synergy with token creatures but still seems pretty weak. There isn't much more to say about it, maybe give it a slightly lower attack but give it two durability for each creature killed this way, that way it would be more distinguished from the arcanite reaper and a bit more useful.

D-Naras
First off, it wonít affect the judging at all but I did enjoy the reference to Peter Pan. Anyways, I like the crocodile a lot, it reminds me of the hungry crab. It seems surprisingly well balanced, at first I was wary about getting a 10/10 for 6 but it needs another card to work and most people donít play pirates except for the rare Bloodsail raider so you will most likely be using your pirate to activate the effect making it nicely balanced.

Banthesun
An interesting card, it trades card advantage for tempo. The problem is, it is hard to kill a minion every turn that early in the game particularly if you went second and if it is used late there are probably not enough minions to kill. The only two decks I could see this working for are zoolock or paladin and even then paladin would be the only one really able to pull it off easily with a hero power every turn.

The winner is: Frog Dragon
I had a tough time deciding between the crocodile and the wraith but in the end I liked the revival aspect of the wraith more than added pirate synergy.

Frog Dragon
2014-08-23, 04:42 AM
Victory! :smallbiggrin:

Yeah, that is a concern. My worry with it being a 4/3 is that it would become kind of useless in arena. Another solution might be to bump its stats up but make it 5 cost. Then it would still be more or less the same in arena, but also be awkwardly expensive for decks like zoo. I might be more inclined to make it a 5/4 for 5 than 4/3 for 4. Still, I see where you're coming from.


Make a (French) Vanilla Card

I thought it would be interesting to see what you come up with if we go back to the basics. So here are the rules.

Make a card with that has no card text beyond a single keyword already existing in the game, such as Charge, or Spell damage +x. This means that meta-considerations such as how the statline behaves in the meta hold more weight in judgement as well.

AgentPaper
2014-08-23, 04:46 AM
Make a card with that has no card text beyond a single keyword already existing in the game, such as Charge, or Spell damage +x. This means that meta-considerations such as how the statline behaves in the meta hold more weight in judgement as well.

Vanilla refers to a card that has no text whatsoever. What you want is French Vanilla, which refers to a card that has a single keyword as it's text.

Frog Dragon
2014-08-23, 04:49 AM
Fixed for the benefit of nitpickers. :smalltongue:

Misothene
2014-08-23, 06:04 PM
Question for the sake of clarification: I'm assuming this contest wants to rule out Battlecry, Deathrattle, and Enrage, since each of those cards have a unique effect from the others with the same ability, but is technically a "keyword" in Hearthstone; is this accurate?

So that would make the keyword list we're working with the following:
Taunt
Divine Shield
Charge
Windfury
Stealth
Spell Damage +X
Immune
(Someone let me know if I'm missing things)

Further question: are entries restricted to one keyword, or can we submit things with multiple, like Argent Commander or Al'Akir?

Dr.Gunsforhands
2014-08-24, 12:45 AM
Murloc Breezecaller <2>
Common Neutral Minion
Windfury
1/2
https://s3.amazonaws.com/cardgenhs/p/3IkL3KWC.png (http://achievementgen.com/hearthstone/)

Frog Dragon
2014-08-24, 01:22 AM
Question for the sake of clarification: I'm assuming this contest wants to rule out Battlecry, Deathrattle, and Enrage, since each of those cards have a unique effect from the others with the same ability, but is technically a "keyword" in Hearthstone; is this accurate?

So that would make the keyword list we're working with the following:
Taunt
Divine Shield
Charge
Windfury
Stealth
Spell Damage +X
Immune
(Someone let me know if I'm missing things)

Further question: are entries restricted to one keyword, or can we submit things with multiple, like Argent Commander or Al'Akir?
Yes, Battlecries and Deathrattles are pretty much excluded. Entries are restricted to one, single keyword.

Lheticus
2014-08-24, 01:59 PM
This seems really limiting in terms of material to work with to create an interesting idea. Not that that's a bad thing--it adds to the challenge. I'm not even going to try to do that card maker anymore until I can figure out how to work the image part, so for now, only text:

Armored Assassin 2
Epic Thief Minion
Stealth
2/4
There's nothing like the comfort of a bulletproof vest.

OP, you think?

D-naras
2014-08-25, 07:18 AM
Eternal Whelp 3
Epic Neutral Minion
Immune
Dragon
1/1

I think it's a bit on the strong side, but all classes have ways to deal with it, should it get thoroughly buffed.

cha0s4a11
2014-08-27, 08:24 PM
Hmm.... Something that only has one keyword but has it in an interesting way....


Peasant 0
Rare Neutral Minion
Charge
0/2
What? You want weapons for free? What sort of Militia do you think we're running here?

Frog Dragon
2014-08-31, 02:51 PM
Judgement!

Murloc Breezecaller <2>
Common Neutral Minion
Windfury
1/2
https://s3.amazonaws.com/cardgenhs/p/3IkL3KWC.png (http://achievementgen.com/hearthstone/)

Mrglglrlgrl! I like the picture.

As a player, my first reaction is "oh god a murloc make it go away". My second reaction is "but wait, isn't it just 1 hp stronger than a dragonhawk?" Then I realize that with Warleaders and Grimscale Oracles, it becomes Satan incarnate. Like every murloc. :smalltongue:

The card is very authentic in its murlocness, being weak on its own, but increasingly dangerous when you exploit the tribal synergy.

Armored Assassin 2
Epic Thief Minion
Stealth
2/4
There's nothing like the comfort of a bulletproof vest.

My big problem with this card is that it's just overpowered. It has a stat distribution that would be good on a 3-drop, and with stealth on top. You could hike the mana up by one and it would be fairly costed. There are no cards in the game that get away with being this blatantly overbudgeted at such an early stage of the game.

Summa summarum: Too many staaaaaaaats. (Also, the class is Rogue, not Thief.)

Eternal Whelp 3
Epic Neutral Minion
Immune
Dragon
1/1

I really like this one. Of course, it's pretty useless as a baseline, but if you put something like Kings on it, you've suddenly forced silence or hard removal. Warriors are the only class I can think of that can't really deal with it (Execute and Shield Slam don't work, and Brawl requires other stuff on the board while being RNG). It would have some really interesting implications for the game. Perhaps not good ones, but interesting nonetheless, and that was really what I was looking for here.

Peasant 0
Rare Neutral Minion
Charge
0/2
What? You want weapons for free? What sort of Militia do you think we're running here?

I quite like this one. If you give it a buff like Abusive Sergeant, Cruel Taskmaster or Dark Iron Dwarf, it becomes quite good. Remarkably, it's still reasonably budgeted even at 0 mana. If it were in the game, I could see some aggro decks trying it. Turn 1 Peasant + Cold Blood would be pretty nasty.

Also, points for the flavor text. All in all, it's a very nice brew.

And the winner is....

D-naras with the Eternal Whelp. An immune minion is quite a novel idea, and would have some interesint ramifications on the game. For that, victory.

D-naras
2014-09-01, 08:26 AM
Wow, thanks! :smallredface:

For my challenge, I want you to:

Make a Legendary card that ISN'T a minion.

Only minions are Legendary for the moment and I am curious to see what effects you guys consider powerful enough to be Legendary.

Lheticus
2014-09-01, 09:38 AM
Hey, a chance to use (mostly) Hearthstone's source material!

Frostmourne 5
Legendary Paladin Weapon
4 Atk, 1 Dur
At the end of your turn, inflict 3 damage to your Hero. Whenever a minion dies, gain one durability.

The runeblade you carry was forged by the Lich King and empowered to steal souls...and since you wield it, it has claimed yours.

No image again.

Hamste
2014-09-01, 09:39 AM
Hey, a chance to use (mostly) Hearthstone's source material!

Frostmourne
Legendary Paladin Weapon
4 Atk, 1 Dur
At the end of your turn, inflict 3 damage to your Hero. Whenever a minion dies, gain one durability.

The runeblade you carry was forged by the Lich King and empowered to steal souls...and since you wield it, it has claimed yours.

No image again.

What mana cost?

Lheticus
2014-09-01, 09:44 AM
What mana cost?

Meep. Editing...okay, done. I toyed with going one less, but given what it's supposed to do, a card that under many conditions simply DOES NOT GO AWAY (except to one condition that I won't spoiler here) was worth that much I felt.

CantigThimble
2014-09-01, 12:07 PM
No image yet.


Blood of Mannoroth 4
Legendary Warlock Spell
Give your minions +3/+2, they gain Deathrattle: Deal 5 damage to your hero.

This might be kinda overpowered in zoo, but it has game ending downside. I might adjust the effect to make it more flavorful, but I need a better idea of the blood's lore first.

Epinephrine_Syn
2014-09-01, 01:40 PM
I'm not sure if this is a good enough entry, but it's fun and I think it works well enough. Iffy on if I should bump the mana cost up by 1, but I 'think' this is okay.

Cats Meow (3 Mana)
Silence a friendly minion with casting cost of 3 or less, then give it Death Rattle: If this minion dies on your opponents turn, summon a Kel'Thuzad from your deck or hand to the board.

Attainable by summoning Bigglesworth in Heroic Mode Kel'Thuzad, then winning the match anyway (Or some other ways if that's too hard, thats just a fluff thing).

The Glyphstone
2014-09-01, 01:51 PM
Wow, thanks! :smallredface:

For my challenge, I want you to:

Make a Legendary card that ISN'T a minion.

Only minions are Legendary for the moment and I am curious to see what effects you guys consider powerful enough to be Legendary.

Is a Legendary spell that summons a powerful minion considered cheating?:smallbiggrin:

Keledrath
2014-09-01, 01:59 PM
For the Blood of Mannoroth, perhaps make it so that your creatures get an Enrage effect? That seems more thematic and more easily balanced.

Murky's Egg 4
Legendary Neutral Spell
All Murlocs get "Deathrattle: Return this minion to the battlefield next turn"

"No...NOT THE MURLOCS!"

Yes, it is a Neutral Spell. I felt like doing something else new.

To explain the effect, I'm in the Heroes of the Storm Alpha. In that, Murky the Baby Murloc has the ability to lay an egg. When killed, he respawns from that egg in 5 seconds.

D-naras
2014-09-01, 02:10 PM
Is a Legendary spell that summons a powerful minion considered cheating?:smallbiggrin:

Only if the card would not work if it was a minion. Amaze me!

The Glyphstone
2014-09-01, 02:22 PM
Eh. Went with something else instead.

http://www.hearthcards.net/cards/080e51a5.png

Mass Hysteria
Legendary Priest Spell
7 Mana
All minions deal their damage to themselves.

Since the card-maker I used doesn't add flavor text, it would be "Time For Fun!"

Dr.Gunsforhands
2014-09-01, 06:28 PM
Frostmourne 9
Legendary Paladin Weapon
Battlecry: destroy your hero and replace it with Arthas.
6 attack, 4 durability.

Arthas
Hero - Paladin (sort of)
Hero Power: Remorseless Winter
<2>: summon two 1/1 Ice Spheres
15 HP

Ice Sphere <1>
Special Neutral Minion
Charge
Freeze any enemy damaged by this minion
1/1

Gandariel
2014-09-02, 04:57 AM
EDIT: Lost the images!!! I'll try to upload them tonight!

https://s3.amazonaws.com/cardgenhs/t/91yHcfus.png

Ultimate Pact 3
Legendary Warlock Spell
You are Immune until the start of your next turn. Summon a Devil's Rebuttal for your opponent
Devils are always amused at mortals' ability to accept anything without reading the terms


https://s3.amazonaws.com/cardgenhs/t/UwLW923I.png

Devil's Rebuttal 3
Legendary Warlock Minion
3/1
Immune




cheat-death-spell for Warlocks!

Same cost as ice block, although has a steep downside, simply because your opponent can't set you to 1 hp first and then activate it.
Also, warlock has synergy with losing HP, like Flame imp, pit Lord, hellfire, their own hero power, and even their weapon (if their opponent happens to face Jaraxxus)

Warlocks don't have much in the way of hard removal. Twisting nether is situational, siphon soul feels expensive and wasteful.
They don't even have an innate silence card.
So this is actually a pretty strong drawback
(I suppose the most efficient thing they can do is owl + coil, but that's still 3 mana and a card)
Feels about right in terms of power and hardness to remove , I'd say.
It was originally meant to be a 4/1, but I was afraid it would be too harsh or too conditional of drawing an owl.

Edit: thinking back, this is a STRONG cars for Handlock (and zoo to a lesser extent). Like, really strong.
But changing the price tag wouldn't really change much, and as a legendary there's only one of them in the deck.
I think this is fairly strong, but not in a game breaking way, and a very synergistic and thematic card

Fun fact, this card sorta counters Onyxia!



What do you guys think?


Also, since I don't have much to do, comments on other entries:
Blood of Mannoroth : the +2 hp and Deathrattle have exactly zero relevance. That card is Bloodlust -1 mana for all intents and purposes.

AgentPaper
2014-09-02, 04:35 PM
Pyroblast 8
Legendary Mage Spell
Deal 10 damage.

Gandariel
2014-09-02, 04:37 PM
Zing!
I kinda have an idea for a Priest one...

Misothene
2014-09-02, 04:49 PM
Desperate Wish 2
Legendary Neutral Spell
Put a random uncollectible card into your hand.

This is intended to give you any of the cards from the main game which you can't actually put in a deck, regardless of class. It could range anywhere between one of the shaman totems to a Gelbin Mekkatorque invention to Thaddius. The majority of the pulls will be tiny token cards, like a totem, Boar or Frog, but it could also get crazy stuff like a Rogues Do It or Ysera Awakens. My inclination is to exclude tutorial-only or Naxxramas-only cards (like the 1/1 Nagas Illidan plays or Gothik's Unrelenting creatures).

Frog Dragon
2014-09-03, 10:24 AM
http://oi61.tinypic.com/291m3jk.jpg

Mandate of A'dal 2
Legendary Priest Spell
Give all friendly minions "restore itself to full health at the end of each turn".


This one is a reference to the Naaru of Warcraft lore. I used one of the more important named Naaru because I figured a legendary should at least reference an important character.

Edit: Figured 6 mana was more appropriate.

Edit 2 Electric Boogaloo: Decided to ditch the stat buff. It was making the card into a bad Bloodlust. Thanks Gandariel!

Rosstin
2014-09-03, 05:56 PM
Yay we're still doing this!

D-naras
2014-09-03, 06:44 PM
This particular one is going strong too!

CantigThimble
2014-09-03, 08:59 PM
Ok! Fixed Blood of Mannaroth
Blood of Mannoroth 4
Warlock Legendary
Your hero power also gives your minions +1/+1.

Still amazing, but not an outright game ender. Plus I love the flavor of paying life as part of the effect.

Errata: Works with Jaraxxus if you have already played him, otherwise gets removed when he replaces you.

Gandariel
2014-09-04, 02:02 AM
Note to self: Stop helping other competitors. If i lose to one of you two guys i'll feel pretty stupid :P

AgentPaper
2014-09-04, 02:49 PM
Note to self: Stop helping other competitors. If i lose to one of you two guys i'll feel pretty stupid :P

Alternatively, pat yourself on the back for having given the advice that helped someone win. :smallwink:

Gandariel
2014-09-04, 04:43 PM
yeah, you're right. I'm usually a very positive person, that was the kind of thing i should have said.

Thanks! :D

Keledrath
2014-09-04, 04:46 PM
FrogDragon, you do realize that's a priest spell, right? Have you HEARD of Lightspawn?

Lheticus
2014-09-04, 06:23 PM
FrogDragon, you do realize that's a priest spell, right? Have you HEARD of Lightspawn?

Perhaps that's the idea. XD

Keledrath
2014-09-04, 06:45 PM
Perhaps that's the idea. XD

I would mostly be concerned because of how low the drop is. You could easily drop Lightspawn turn 5, then go Power Word Shield x2, Divine Spirit x2, Mandate of Adal and have a 36/36 Lightspawn that heals itself.

Gandariel
2014-09-04, 06:47 PM
If you have a 36/36 that heals itself you're not exactly worried about the healing part.
Also, that would be 8 mana

Keledrath
2014-09-04, 06:51 PM
If you have a 36/36 that heals itself you're not exactly worried about the healing part.

I am when it's lightspawn, and it can be weakened by damage :smalltongue:

Then again, I've done the really mean thing and comboed Shieldbearer with PW:S, DS, and Inner Fire frequently

Gandariel
2014-09-04, 06:57 PM
also, those combos aren't real. I mean, they exist, but there's a reason why nobody uses those seriously.

Yes, you can make a 36/36 lightspawn.
theoretically
once in a lot of games.
and lose most other games because you have subpar cards.


Also, how exactly can you (meaningfully) damage a 36/36 creature?
If you are able to deal 30 or so damage go the Light spawn, you might as well deal them to the Priest and kill him

cha0s4a11
2014-09-05, 03:22 AM
Hmm....


Grappling Hook 5
Legendary Rogue Weapon
2 Attack, 1 Durability
While this weapon is equipped, the Rogue's hero power is replaced with the following:
"<3> Target a minion and return that minion to its owner's hand."
Perfect for getting to those hard to reach places without the annoyingly messy bloodstains from stabbing people.


I was also toying with the notion of giving the priest a legendary weapon called "Sacred Text" and flavor text of "New acolytes are strongly advised to refrain from thumping the Sacred Text.", but I wasn't sure what abilities would be best to give it. I'm throwing it out there in case anyone has some priest mechanics looking for flavor.

Frog Dragon
2014-09-05, 06:03 AM
The way I envisioned the card was as a way to turn board parity into board control. You trade high health minions, and instead of getting blown out by AoE next turn, you Adal and retain your stuff. As a bonus, you get Northshire Lightwarden etc value.

Adal actually adds little to no value to the (generally bad) divine spirit inner fire combos, because if your buffmonster does not get hard removed or silenced, you win anyway because no minion can effectively fight a 28/28. The healing is irrelevant there.

Gandariel
2014-09-05, 10:58 AM
Hey, a chance to use (mostly) Hearthstone's source material!

Frostmourne 5
Legendary Paladin Weapon
4 Atk, 1 Dur
At the end of your turn, inflict 3 damage to your Hero. Whenever a minion dies, gain one durability.

The runeblade you carry was forged by the Lich King and empowered to steal souls...and since you wield it, it has claimed yours.

No image again.

Clarification: if you kill a Minion with your last charge, does the sword lose and then immediately regain the charge, or does it just destroy?
Assuming the former, I can think of at least 2 ways of the weapon being destroyed (aside for obvious ones)

Lheticus
2014-09-05, 11:15 AM
Clarification: if you kill a Minion with your last charge, does the sword lose and then immediately gain the charge, or does it just destroy?
Assuming the former, I can think of at least 2 ways of the weapon being destroyed (aside for obvious ones)

To answer that would require knowledge of the inner workings of the Hearthstone game that frankly, I don't have. Go ahead and tell me your thoughts, but bear in mind this doesn't just apply to the OPPONENT'S minions.

Gandariel
2014-09-05, 11:26 AM
Ah, dammit.

Never mind.

I was thinking of a cool thing where your attack triggers the enemy's Explosive trap, which kills your Abomination, which kills the minion you were attacking.

Or something with misdirection. Turns out I derped on how secrets work.

If you were thinking of Redemption, no, the minion dies and respawns

CantigThimble
2014-09-05, 02:35 PM
You should make Frostmourne gain a charge whenever a character dies, it's more awesome that way.

Lheticus
2014-09-05, 04:07 PM
You should make Frostmourne gain a charge whenever a character dies, it's more awesome that way.

Whenever a CHARACTER dies? Um...how would that make any sense at all? Thematically, the first charge anyway is *you* (or you know, your hero.) Arthas had to sell out his soul to wield Frostmourne in Warcraft III, basically my version of Frostmourne has its first charge for the same reason--which leads into the effect of taking 3 damage every turn.

CantigThimble
2014-09-05, 04:58 PM
It's like bane of doom summoning a demon when it kills the opponent, it's just cool when it happens. Plus, it makes sense that it would get stronger from anyone's death. The only time it would ever matter is if your opponent plays Jaraxxus though.

Gandariel
2014-09-08, 07:05 AM
Is today Judging day? :D

D-naras
2014-09-08, 05:22 PM
I will post in about 10-12 hours. I've just returned from a trip and will post soon-ish!

D-naras
2014-09-09, 04:03 AM
Judging time:


Frostmourne 5
Legendary Paladin Weapon
4 Atk, 1 Dur
At the end of your turn, inflict 3 damage to your Hero. Whenever a minion dies, gain one durability.

The runeblade you carry was forged by the Lich King and empowered to steal souls...and since you wield it, it has claimed yours.

This one is really cool, both from a game as well as thematic standpoint. It certainly captures the feeling of a soul-sucking weapon, both for you as well as for minions. It's also a great use of the Legendary restriction, as you probably don't want a second copy of this in your deck, since you can't get rid of it and it really sets a clock for the game. It's also fair in a sense that you lose 3 life each turn, while the opponent loses 4. I really like this one and I think we may probably see it as real card some day. The paladin has some of the best life-gaining cards as well so it fits great mechanically with his playstyle, though thematically, this is a Warlock card through and through. However, Frostmourne Was wielded by a Paladin so it gets a pass in this. Good job.


Blood of Mannoroth 4
Warlock Legendary
Your hero power also gives your minions +1/+1.

Pretty interesting. Certainly better than your first version and thematically appropriate both to the lore as well as the game. I believe this could cost 3 and still be balanced. As it is now, it does nothing until the 5th turn. Still, it's a great concept. The only thing that makes me skeptical is the lack of counterplay. Priest's Shadowform works because it removes your heal, which most priest cards rely on and totally changes how you play from then on. This does nothing to make you change your playstyle once you cast it, beyond wasting 4 mana and maybe a turn on it. All in all, neat idea, but I don't think it does enough interesting things for you and your opponent when it's played.


Cats Meow (3 Mana)
Silence a friendly minion with casting cost of 3 or less, then give it Death Rattle: If this minion dies on your opponents turn, summon a Kel'Thuzad from your deck or hand to the board.

Maybe it would be better for this to polymorph your target to Bigglesworth instead of silencing. This way you don't get to cast this on an Injured Blademaster which Kel'Thuzad brings back as a 4/7 should you pull this off. It's a nice card, forcing your opponent to jump through hoops for a while, and since he has total control of when and how to deal with both your target as well as any resulting Liches, I'd say it's pretty balanced. And props for making a silly card that works both from a game as well as a lore standpoint.



Murky's Egg 4
Legendary Neutral Spell
All Murlocs get "Deathrattle: Return this minion to the battlefield next turn"

"No...NOT THE MURLOCS!"

No, not the Murlocs indeed :smallbiggrin:. This definitely gives the murlocs, the staying power they lack and it's totally an appropriate legendary effect since when you cast this, the opponent will have some serious issues on his hands. It's also ridiculously strong since it gives murlocs what they desperately need to win games, card advantage and staying power. Should this card make it in the game, I feel it would cost at least 5 unless they wanted to push murlocs.




Mass Hysteria
Legendary Priest Spell
7 Mana
All minions deal their damage to themselves.

Since the card-maker I used doesn't add flavor text, it would be "Time For Fun!"

Strong and appropriate priest card. While I can understand that Priest decks that include this one would make it so their minions would survive casting it, I still don't think this is a Legendary effect. And since you can wipe the opponent's board while keeping yours intact, I think this should cost at least 8 mana as well. Still, this effect will definitely make it in the game some day but I bet it won't be a Legendary card.



Frostmourne 9
Legendary Paladin Weapon
Battlecry: destroy your hero and replace it with Arthas.
6 attack, 4 durability.

Arthas
Hero - Paladin (sort of)
Hero Power: Remorseless Winter
<2>: summon two 1/1 Ice Spheres
15 HP

Ice Sphere <1>
Special Neutral Minion
Charge
Freeze any enemy damaged by this minion
1/1

I don't really like this one. Since Frostmourne's attack is so high, there will be many times where you will cast this simply as a Fireball and win on the spot. If you don't win on the spot, then by the next turn, you can still attack the face for 12 (!) total damage and perma-freeze 2 of your opponent's minions or deal another 2 to the opponent's face for a grand total of 14 damage, a frost effect on the opponent and changing you life total to 15, all with one card. This one's way over-powered and instead of turning you into the Lich King, it simply ends up making you the Terminator, both durable and ridiculously lethal.


Ultimate Pact 3
Legendary Warlock Spell
You are Immune until the start of your next turn. Summon a Devil's Rebuttal for your opponent
Devils are always amused at mortals' ability to accept anything without reading the terms

This one is interesting. It's essentially an on-demand Ice Block for Warlocks. Since we have precedent with Ice Block, and this costs the exact same mana, I don't get why this should be a Legendary card. As a normal spell, it works great and it's cool how it's power NOW and consequences later (at least 1 turn later). It's not particularly strong either, since even if you cheat a Pit Lord and a hero power on the same turn, it still costs you a ton of mana and you give an Immune minion away. Maybe this card could work better and feel Legendary if it had an alternate cost under a certain Life threshold like Mountain Giant. As it is now, it's a semi-worse Ice Block for Warlocks.



Pyroblast 8
Legendary Mage Spell
Deal 10 damage.

:smallbiggrin:



Desperate Wish 2
Legendary Neutral Spell
Put a random uncollectible card into your hand.

This also has no business being a Legendary card. This is an even worse Mind Vision, since you get no information about your opponent's deck, still get a random (extremely random in this case) card and you pay twice as much. If it worked like Mind Games, then maybe, but as it's now it's good only for gimmicks.



Mandate of A'dal 2
Legendary Priest Spell
Give all friendly minions "restore itself to full health at the end of each turn".

This one is very interesting. The effect itself is strong without being overbearing. It forces your opponent to kill minions in one turn, which is what usually happens anyway, or hold out for bigger minions than yours. However, the effect isn't really Legendary as you could easily see an exact card like this being made in the future and lack the Legendary tag. If this was a minion that granted this to all of your minions, then sure. As a one-time spell however it lacks the Legendary-ness.



Grappling Hook 5
Legendary Rogue Weapon
2 Attack, 1 Durability
While this weapon is equipped, the Rogue's hero power is replaced with the following:
"<3> Target a minion and return that minion to its owner's hand."
Perfect for getting to those hard to reach places without the annoyingly messy bloodstains from stabbing people.

THE GRAPPLING HOOK OF LEGENDS!!! Super strong and cool card, if you like to play slow. However, I fear that the effect it grants is very strong for a game like Hearthstone. Once you clear your opponents board, you can easily swarm him with cheap minions and then bounce any minions your opponent casts and beat his face in, finally dealing the last 2 points of damage with your Grappling Hook. Thematically, I get why this is a weapon and it's at least kind enough to allow (or force since it's so strong if it manages to stay for 1 turn) your opponent to play one of the 3 cards that counter weapons. However this has nothing Legendary about it, besides being super strong.



Lheticus. IMHO your Frostmourne is the better card here since it really changes the game after it is played, it certainly deserves a Legendary rating, it captures the source material in a great way, it's pretty straightforward on how it works and it is not over or under-powered.

Lheticus
2014-09-09, 07:07 AM
WOOOOOOO! I'd like to thank the Academy for this incredible award! Seriously, I mean...it's only my second time entering this, and there were TEN of us! I can hardly believe it, lol. Anyways, for my challenge:

Make a non-Neutral minion.

As far as I can tell currently, when it comes to class-specific cards, spells and weapons vastly outnumber minions. Let's fix that shall we? The sky's the limit other than the lack of neutrality--but remember, this means how well the card fits thematically with its class will figure heavily in the judging.

I'm so excited to do this! Looking forward to all entries. :smallbiggrin:

Gandariel
2014-09-09, 07:41 AM
Ultimate Pact 3
Legendary Warlock Spell
You are Immune until the start of your next turn. Summon a Devil's Rebuttal for your opponent
Devils are always amused at mortals' ability to accept anything without reading the terms

This one is interesting. It's essentially an on-demand Ice Block for Warlocks. Since we have precedent with Ice Block, and this costs the exact same mana, I don't get why this should be a Legendary card. As a normal spell, it works great and it's cool how it's power NOW and consequences later (at least 1 turn later). It's not particularly strong either, since even if you cheat a Pit Lord and a hero power on the same turn, it still costs you a ton of mana and you give an Immune minion away. Maybe this card could work better and feel Legendary if it had an alternate cost under a certain Life threshold like Mountain Giant. As it is now, it's a semi-worse Ice Block for Warlocks.




Well my reasoning for "why is it legendary when Ice block is only epic" is basically Handlock.
This card would be a BEAST in Handlock.

When Handlock drops under low life, his standard response is Molten giant(s) plus Argus/Sunfury.
This leaves them open to spell damage (since they usually don't have enough mana to do both the taunt thing and get meaningful HP back)

With this, you can ensure board dominance with the Molten giants play while ensuring safety from spells thanks to the Immunity.

Next turn you can Alextrasza or Jaraxxus to get back to 15 hp and be protected from spells too.

Also, you talk about Ice block like it's no big deal. Remember, Ice block is so strong that the whole Freeze mage deck revolves around it, and frankly that deck only works because there's two of it.


Anyways, congratz to Lheticus!
Will think of my card shortly; the contest is pretty open-ended...
My entry will probably be a card for an underutilized class. Not sure which yet :P

D-naras
2014-09-12, 12:20 PM
I might as well get the ball rolling


Geyser Elemental 2
Rare Mage Minion
Dearthrattle: Freeze ALL enemy characters.
3/1
- they go out with a splash.


I changed it from 2/3 to 3/1 so now you can blow it up yourself in a pinch.

cha0s4a11
2014-09-12, 10:04 PM
Hmmm.....

Time to make something weird and interesting!


Decoy 3
Epic Rogue Minion
Any attack or spell that targets your hero has a 50% chance to be redirected to this Decoy.
When you are attacking with your hero, you may ignore enemy Taunt.
0/5
As a general rule of thumb, the one made largely out of wood, straw, and cloth is probably the decoy.



By redirected, I mean that the attack/spell is made to target the Decoy instead of the hero.

If you have multiple decoys, then the 50% chance check will be made against each Decoy from left to right until either one of the Decoys takes the hit or the spell/attack gets through to the hero.

Attacking with your hero is, for a Rogue, effectively only when you are attacking with a weapon (Knives/Perdition's Blade/Assassin's Blade), although if you can pull off some shenanigans where you can get a different classes' card that allows the Rogue to do damage without a weapon (i.e. Use Lorewalker Cho to pick up a Claw/Rockbiter Weapon/Etc) then that can also be used to attack with your Rogue.

Having a Decoy allows the Rogue to freely attack enemy minions without Taunt or attack the enemy hero even if there is an enemy minion with Taunt on the field.
Any of your minions that attack must still target enemy minions with Taunt (if there are any on the field).

Lheticus
2014-09-14, 09:02 AM
Gah...guys, times running out and I only have 2 entries! Someone do something! D:

Hamste
2014-09-14, 09:35 AM
http://oi60.tinypic.com/35k4tx0.jpg

Hedge Wizard 2
Common Wizard Card
At the beginning of your turn add a random spell to your hand.
1/2


The concept is relatively simple, he is difficult to protect but if you do he pays for himself quickly. I didn't want him to just die so unlike the webspinner who is designed to die I gave him an extra health, he also has the potential for multiple spells so I decided on making him two mana. If it happened at the end of the turn he would be very strong so instead I decided on the beginning of the turn though I'm not entirely sure on that.

Don't feel bad, numbers drop and rise randomly. I had only 4 entrants for my one I think.

Gandariel
2014-09-14, 09:40 AM
Silver Hand Weaponsmith 3
Rare Paladin Minion
All friendly Silver Hand Recruits have +1/+1
2/4

"Give me a sword and I'll kill a few enemies. But give me a hammer and a fiery forge, and I'll turn the tide of battle."

https://s3.amazonaws.com/cardgenhs/t/cIddUiBN.png


So, this is a card to help Paladin's early game, which is notoriously lacking.

I always liked Sword of justice, but i never ever ever managed to put it to good use, because it's so SLOW!
It takes effect during FIVE turns, does nothing the turn you drop it, and doesn't affect the board.

This card fills the same role, but better.

Having played Paladin for quite a while i can say that, unlike Shaman Totems, Paladin's Recruits tend to die immediately, to hero power or something else.
So you almost never have more than one or two on the field.
This card can be easily associated with Shattered sun Cleric, for obvious reasons: it's a 3-drop, understatted, gives a +1/+1 bonus.
Shattered sun IS a good card, and i think my Weaponsmith is more or less on the same power level:
Stats are a bit better for my card (and there is potential for a bigger bonus in the case of more than 1 Recruit being on the field), but Shattered Sun's bonus can be given to any minion and is permanent.

A quick look at other cards tells me that this minion is probably weaker than Frothing Berserke, Dark Cultist (similar 3-drops) and Auchenai Soulpriest(minion that buffs your Heropower), so i think i'm ok in terms of power and rarity.

Dropping him plus hero power gives you a Silver hand Knight-lite (2/4 + 2/2), which, again, feels right in terms of power.

Overall, this card can be scary, since 2/2 hero power kills 3/2s and is generally annoying to deal with, and it provides a body, but then again the 2/4 body isn't exactly amazing. (Think of how Gnomish Inventor is often pretty pointless after turn 4)

Note: This would make a really fun buff deck: Weaponsmith, Sword of Justice, Stormwind champion: RISE OF THE RECRUITS!

Frog Dragon
2014-09-14, 10:19 AM
http://oi58.tinypic.com/121vngp.jpg

http://oi61.tinypic.com/o57txz.jpg

Desert Hawker 4
Rare Hunter Minion
Whenever an enemy minion dies, summon a 1/1 Vulture with Deathrattle: Draw a card.
2/4

Vulture 1
Rare Hunter Minion
Deathrattle: Draw a card.
Beast
1/1

He used to have hawks, but in the desert, you have to make do with what you've got.

In support of Rexxar, who has recently been threatened with vicious nerf-bat beatings if he continues to Unleash the Skill.

I was thinking how hunter could continue to be viable after the buzzard nerf, and I came up with this. Instead of the hunter's draw engine punishing you for having a board, this punishes you for letting the hunter have one.

As far as balance goes, if you get one vulture out of your Hawker, you're about breaking even for your mana. Anything more and you're getting value. Since this is a class minion, I figured okay floor and high ceiling was the way to go.

All in all, this might still be a little slow as a card draw enginer, but it's sure better than post-nerf buzzard! :smalltongue:

Gandariel
2014-09-14, 11:13 AM
Do you WANT to make hunters op again? :P


(BTW, you might have made a typo:
He used to HATE hawks, but in the desert, you have to make do with what you've got.

Hamste
2014-09-14, 11:20 AM
Do you WANT to make hunters op again? :P


(BTW, you might have made a typo:
He used to HATE hawks, but in the desert, you have to make do with what you've got.


Nah, he uses vultures now (as you can see he summons vultures instead of hawks).

Frog Dragon
2014-09-14, 11:25 AM
It's not a typo, though your text would work as well. It's a joke about the fact that while the card is called "Desert Hawker", vultures are not actually hawks.

As for the OPness, maybe? :smalltongue: To be honest though, I echo Trump in his sentiment that the patch will effectively delete hunter. They won't be able to sustain themselves in the lategame without buzzard, and to be viable, they need something to do that with. Hawker would help, but it's a little slow since your payoff will probably be delayed by at least a turn (because the cards come from deathrattles).

It would be too much on current hunter, but not post-patch hunter.

Gandariel
2014-09-14, 12:03 PM
@your text: Whops, i derped on that one :P

Fun fact: i stole my text from a M:tG card. Really loved that card text

Well, in all honesty, it's not really slowed down draws.

Buzzard + UtH => You get cards now, but probably can't use them because you ran out of mana.
Yourcard + kill stuff => you get cards next turn and can use them immediately cause you haven't cast anything yet.

Still, that card probably draws much less than Buzzard (i don't think you would usually get more than 1 or 2 cards out of it)

Lheticus
2014-09-14, 04:40 PM
It's not a typo, though your text would work as well. It's a joke about the fact that while the card is called "Desert Hawker", vultures are not actually hawks.

As for the OPness, maybe? :smalltongue: To be honest though, I echo Trump in his sentiment that the patch will effectively delete hunter. They won't be able to sustain themselves in the lategame without buzzard, and to be viable, they need something to do that with. Hawker would help, but it's a little slow since your payoff will probably be delayed by at least a turn (because the cards come from deathrattles).

It would be too much on current hunter, but not post-patch hunter.

There's a patch that's going to nerf Hunter? O_O

Hamste
2014-09-14, 04:54 PM
There's a patch that's going to nerf Hunter? O_O

Yeah, we were talking about it in the main hearthstone thread.

Gandariel
2014-09-14, 05:34 PM
Yup! Leeroy will cost 5, and starving Buzzard will become a 5-mana 3/2

Lheticus
2014-09-14, 06:55 PM
Yup! Leeroy will cost 5, and starving Buzzard will become a 5-mana 3/2

Starving Buzzard for FIVE mana?! ...Woah. But you know, not every Hunter deck I've lost to busted out Leeroy. He seemed to come random regardless of hero, honestly.

Dr.Gunsforhands
2014-09-14, 08:41 PM
I'm actually happy that they're raising the cost of Leeroy. It's a fun card, and I don't even mind losing to it, but I've noticed that a lot of decks seem to consider him mandatory. I've even seen control priests using him. The buzzard change is a bit weird. My guess is that they just don't want to see someone winning the upcoming tournament thanks to a small series of lucky draws, so they took a hammer to it figuring they could fine-tune the change later.

Anyway, special minions, uh...

Relic Keeper 3
Rare Paladin Minion
Battlecry: put a random paladin secret in your hand.
2/4

Misothene
2014-09-14, 09:50 PM
Defender of the Meek 3
Rare Paladin Minion
Whenever you summon a minion with 1 health, give it Divine Shield.
1/4

Lheticus
2014-09-16, 07:41 AM
Well, today makes a week...let's call this the last day for entries and I'll post the judging tomorrow.

Lheticus
2014-09-17, 08:34 AM
DA JUDGMENT'

Well, it was a darn good turnout in the end, I'm happy to say. Gentlemen...behold! The results of the contest!

Geyser Elemental 2
Rare Mage Minion
Dearthrattle: Freeze ALL enemy characters.
3/1
- they go out with a splash.

This one is really interesting, as there are quite a lot of options as to just what you do with him. He's got utility early-game for trading with 2/3s, and late game via essentially paying 4 mana, a card, and a hero power to freeze everything on the enemy's side, which renders this essentially a Frost Nova for 4 mana that freezes heroes as well and can also smash face under the right conditions. All in all, a very well done card, worse than any one 3 power drop for 2 and also worse than Frost Nova, but having the utility of choosing either/or or sometimes even both.

Decoy 3
Epic Rogue Minion
Any attack or spell that targets your hero has a 50% chance to be redirected to this Decoy.
When you are attacking with your hero, you may ignore enemy Taunt.
0/5
As a general rule of thumb, the one made largely out of wood, straw, and cloth is probably the decoy.

This seemed worse at first glance than I've concluded it actually is. I was very leery of the 50% redirect effect, but I don't think it's too bad. You've added the caveat of "with your hero" to the ignoring enemy Taunt, which synergizes well with Rogue and yet limits the potential devastation of ignoring Taunt. Even so, I feel a card like this would shift the meta a bit more than I prefer a card to do single-handed.

Hedge Wizard 2
Common Wizard Card
At the beginning of your turn add a random spell to your hand.
1/2

I viewed this as another mixed bag--until I recalled just what the language "add a random spell to your hand" would entail based on previous effects, and this card becomes officially absurd. This BADLY needs language clarification. If it said to add the random spell from your deck, or even at least to add a random MAGE spell, this would be more reasonable, but as is, just no. Accessing virtually any spell, and particularly doing so in potential more than once unlike Webspinner is just too ridiculous. The final nail in the coffin is that this is a Common rarity card, where I feel it would need to be a Rare even if it gives you the spell from your deck, and an Epic or even Legendary if it gets the spell from elsewhere--even limited to Mage spells.

Silver Hand Weaponsmith 3
Rare Paladin Minion
All friendly Silver Hand Recruits have +1/+1
2/4

"Give me a sword and I'll kill a few enemies. But give me a hammer and a fiery forge, and I'll turn the tide of battle."

You'd indicated you were giving this entry a great deal of thought, and it's definitely showing here. A stat of 2/4 is both reasonable and difficult to get rid of, and in the right Paladin deck, opponents would REALLY want to get rid of this thing. The effect requires more setting up than I think most would usually get to perform to optimize, but if he's played with some Taunt out there, I'd imagine you could usually derive at least some card advantage from him--even if that advantage only comes from him eating a 3/2 for lunch and asking for seconds. In particular though, this has LOTS of potential to wreck Argent Commander by giving the Paladin tokens the ability to trade with it after Divine Shield is popped. Nice one.

Desert Hawker 4
Rare Hunter Minion
Whenever an enemy minion dies, summon a 1/1 Vulture with Deathrattle: Draw a card.
2/4

Vulture 1
Rare Hunter Minion
Deathrattle: Draw a card.
Beast
1/1

Honestly, I was terrified of this thing until I realized that Hunter doesn't have that much potential to kill his own guys or buff them with spells. All of Hunter's buffs tend to come from other minions, and this effect itself is also from a minion. Best case scenario, you get the Starving Buzzard + Unleash the Hounds combo back, but I don't see that happening often. Usually, any player worth his deck would go for the Hawker itself before you generate any Vultures, and it all comes up relatively worthless unless the card is played in late-game alongside removal spells or a board primed to trade minions, and even then it's not that good--you're not too likely to get meaningful damage off the Vultures since people are wary of filling a board with minions against Hunter. The Buzzard/Hounds combo was devastating because the hounds' Charge ensured that you would both draw a frajillion cards AND wreck the opponent's stuff. This draws a few cards sometimes, and I really don't see it wrecking anything.

Relic Keeper 3
Rare Paladin Minion
Battlecry: put a random paladin secret in your hand.
2/4

I don't have much to say about this one. 2/4s for 3 seem to be popular in this contest, and sure it's a good stat spread, but...the Paladin secrets are still really lacking, even with Avenge being a thing now. Basically, "random paladin secret" would = "Avenge", and while that's not bad, it's also pretty predictable.

Defender of the Meek 3
Rare Paladin Minion
Whenever you summon a minion with 1 health, give it Divine Shield.
1/4

I see what you did there! This is honestly pretty incredible--it not only synergizes with the whole Silver Hand thing, it makes quite a few awful minions not awful. I'm thinking in particular of Magma Rager, and Wolfrider and even Bluegill Warrior become a thing for Paladins. Something I'm not sure about is how this would interact with Twilight Drake--would the Battlecry trigger first, or would this effect? If Twilight Drake got the Divine Shield, then the health bonus, that would be awesomely absurd.

Before we go on, I'd like to say this wasn't a particularly easy decision. I narrowed it down and there will be honorable mentions below too, but well...there can be only one.

Misothene. In the end, I had to go with the card I would personally have the most fun running, and ANY chance to actually use something like Magma Rager unironically is just too fun to pass up in my eyes.

Honorable Mention 1: D-Naras. I would say out of everyone who didn't win, your idea was probably the most solidly built card.

Honorable Mention 2: Gandariel. Not as versatile as Geyser Elemental, but still very solid with a definite niche were it to become an actual card. If playing something like it was more my style as opposed to the aggro of Defender of the Meek, you might have won.

Frog Dragon
2014-09-17, 02:43 PM
Desert Hawker 4
Rare Hunter Minion
Whenever an enemy minion dies, summon a 1/1 Vulture with Deathrattle: Draw a card.
2/4

Vulture 1
Rare Hunter Minion
Deathrattle: Draw a card.
Beast
1/1

Honestly, I was terrified of this thing until I realized that Hunter doesn't have that much potential to kill his own guys or buff them with spells. All of Hunter's buffs tend to come from other minions, and this effect itself is also from a minion. Best case scenario, you get the Starving Buzzard + Unleash the Hounds combo back, but I don't see that happening often. Usually, any player worth his deck would go for the Hawker itself before you generate any Vultures, and it all comes up relatively worthless unless the card is played in late-game alongside removal spells or a board primed to trade minions, and even then it's not that good--you're not too likely to get meaningful damage off the Vultures since people are wary of filling a board with minions against Hunter. The Buzzard/Hounds combo was devastating because the hounds' Charge ensured that you would both draw a frajillion cards AND wreck the opponent's stuff. This draws a few cards sometimes, and I really don't see it wrecking anything.
"Kill his own guys"...? :smallconfused: Hawker procs off dead enemy minions, not dead friendly minions.

I wanted it to not have as much draw as buzzard, there's a reason they nerfed it, even if they overdid it. Even 2 cards off Hawker is already a good deal.

Lheticus
2014-09-17, 02:47 PM
"Kill his own guys"...? :smallconfused: Hawker procs off dead enemy minions, not dead friendly minions.

I wanted it to not have as much draw as buzzard, there's a reason they nerfed it, even if they overdid it. Even 2 cards off Hawker is already a good deal.

Yeah, that was a typo--but you still run into the same problems I stated, I feel.

Dr.Gunsforhands
2014-09-17, 05:09 PM
Actually, my entry was worse than you know. I should have said so in my post, but the behavior I was going for was to get a random paladin secret from among all existing paladin secrets, rather than pulling one from your deck like Mad Scientist does. On the plus side, this means that you could get the effect without having to punish yourself by actually running paladin secrets.

cha0s4a11
2014-09-17, 07:21 PM
Decoy 3
Epic Rogue Minion
Any attack or spell that targets your hero has a 50% chance to be redirected to this Decoy.
When you are attacking with your hero, you may ignore enemy Taunt.
0/5
As a general rule of thumb, the one made largely out of wood, straw, and cloth is probably the decoy.

This seemed worse at first glance than I've concluded it actually is. I was very leery of the 50% redirect effect, but I don't think it's too bad. You've added the caveat of "with your hero" to the ignoring enemy Taunt, which synergizes well with Rogue and yet limits the potential devastation of ignoring Taunt. Even so, I feel a card like this would shift the meta a bit more than I prefer a card to do single-handed.


The original version of the card had the following instead of the 50% chance:

If you have no other friendly minions with Taunt, this minion has Taunt.

I dropped it fairly quickly after looking over the clarification guide complexity and how to deal with cases such as having multiple copies of this on the field.

Hamste
2014-09-17, 07:54 PM
Hedge Wizard 2
Common Wizard Card
At the beginning of your turn add a random spell to your hand.
1/2

I viewed this as another mixed bag--until I recalled just what the language "add a random spell to your hand" would entail based on previous effects, and this card becomes officially absurd. This BADLY needs language clarification. If it said to add the random spell from your deck, or even at least to add a random MAGE spell, this would be more reasonable, but as is, just no. Accessing virtually any spell, and particularly doing so in potential more than once unlike Webspinner is just too ridiculous. The final nail in the coffin is that this is a Common rarity card, where I feel it would need to be a Rare even if it gives you the spell from your deck, and an Epic or even Legendary if it gets the spell from elsewhere--even limited to Mage spells.


The first suggestion make it considerably stronger. You get only good spells if it draws from your deck. There are just as many cruddy spells in other classes as the mages have (possibly more) so it doesn't matter where it draws its spells from, sure there is some surprises it could give but it is not that bad. It also needs to survive at least a single turn before it gives even a slight card advantage and it has low enough health that it usually dies if you don't protect it.

Misothene
2014-09-17, 08:25 PM
Thanks for the win, and to everyone that submitted! "Make Magma Rager playable" was the thought that inspired the card, but it does have enough applications to give some more diversity of archetypes to paladins. I hadn't thought of Twilight Drake, I think it would get the shield and the health buff based on similar interactions between Warsong Commander and Bloodsail Raider.

Anyway, a new challenge! One of the reasons Paladin and a few other classes tend to have trouble breaking into the meta is a lack of card drawing power. As such:
Make a card that draws cards!

I'll interpret this pretty loosely. Things like Arcane Intellect and Novice Engineer obviously apply, but you could also do something more like Acolyte of Pain or Sense Demons.

Gandariel
2014-09-18, 05:49 AM
The original version of the card had the following instead of the 50% chance:

If you have no other friendly minions with Taunt, this minion has Taunt.

I dropped it fairly quickly after looking over the clarification guide complexity and how to deal with cases such as having multiple copies of this on the field.

Just FYI, that card is a 3-cost "Gain 5 life" spell.

an unprotected 0/5 will die instantly, the redirection effect is useless since what spells do you cast at the opponent? and about attacks, might as well kill the 0/5 thing first.
The taunt-bypasser.... Well, Ironbeak Owl silences a taunt and all of your stuff can get through.

If it were a Stealth minion maybe...

D-naras
2014-09-18, 06:54 AM
You know what this game doesn't have? Tutors.


Magical Abacus 3
Epic Neutral Minion
Taunt
Battlecry: Draw a card from your deck with cost equal to your unspent Mana crystals.
0/2
- a favourite of Mathemagicians' everywhere.

Rosstin
2014-09-18, 06:48 PM
Love the new contest! More pictures!

cha0s4a11
2014-09-18, 07:47 PM
Just FYI, that card is a 3-cost "Gain 5 life" spell.

an unprotected 0/5 will die instantly, the redirection effect is useless since what spells do you cast at the opponent?


I wouldn't try a Pyroblast finisher against a Rogue with a decoy on the field.


and about attacks, might as well kill the 0/5 thing first.
The taunt-bypasser.... Well, Ironbeak Owl silences a taunt and all of your stuff can get through.
If it were a Stealth minion maybe...

If there's one taunt, Ironbeak owl works and is better. If there's more than one taunt, it doesn't work and Decoy is better.
It's also effectively an analog for Shieldbearer.
It handles stuff analogous to 3 mana and 2 cards worth of stuff with just 3 mana and 1 card. And is weird. As all epic cards should be.

- - - Updated - - -

Anywho, new contest entry:


Hammer of Truth 3
Rare Paladin Weapon
1 Attack, 3 Durability
When you attack and destroy an enemy character while using this weapon, draw a card.
The Hammer of Truth is best used by Paladins who are good, just, and holy, but definitely not nice. Apply directly to the kneecaps.