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Gandariel
2015-09-18, 05:25 AM
Hello, and welcome everyone.

This is the second (http://www.giantitp.com/forums/showthread.php?357360-Hearthstone-You-Make-the-Card) thread for our Hearthstone You-Make-The-Card contest (we also have another thread in the gaming forum (http://www.giantitp.com/forums/showthread.php?438549-Hearthstone-13-Inspire-Shuffle-Meta))

The rules are simple: The judge chooses a "theme" for the week.
All the challengers have to create a card based on that prompt.
At the end of the week the judge reviews all the cards and chooses a winner, who becomes the judge for the next week.

Everyone is welcome to play, and i'm proud to announce that this time we have DOUBLE prize money!

the "standard" format for posting your card is this:

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

If you want to make a graphical representation of your card, you can use this (http://achievementgen.com/hearthstone/)or other programs.

At the date of this post, the current challenge is: OPPOSITE DAY: Create a card that is the opposite of some other card (take whatever meaning you want).

Also, since i have some free time now, a new addition to the thread:
The Hall of fame!

Here, the winning cards from each challenge will be stored for eternity



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



Quiescence 1
Common Paladin Spell
Secret: When your opponent summons a minion, silence all enemy minions.
Sorcerous Wraith 4
Rare Neutral Minion
Deathrattle: Destroy a random friendly minion and summon a 4/4 Sorcerous Wraith to replace it.
4/4
Frostwolf Guard 3
Rare Warrior Minion
Your weapon remains activated on the enemy's turn.
2/5



Crystal Golem 6
Epic Neutral Minion
Has +1 attack for every full Mana crystal you have
2/7
Junkyard Scrapper 3
Rare neutral minion - Mech
whenever a Mech dies, put a Spare Part in your hand.
2/4
Clink, clink, clink, another one bites the dust!
Ley Lan, Innkeeper 6
Legendary Neutral Minion
Whenever a minion takes damage from another minion, return it to its owner's hand.
3/6
No fighting in my inn!
Fortune Channeler 2
Epic Shaman Minion
All numerical effects for your spells and minions are maximised.
3/2
Coldlight Caller 2
Rare Warlock Minion
Whenever you draw a Murloc, give a random friendly murloc +2/+0
Murloc
2/3
Archmage Aegwynn 8
Legendary Mage Minion
Your hero power also freezes its target.
Inspire: Add an "Ice Lance" spell to your hand.
6/8
Aether Golem 4
Epic Mage Minion
Deathrattle: if you have cards in hand, discard a random card and summon an Aether Golem.
3/4

Full Moon Sage 3
Rare neutral minion
Battlecry: Give a random minion in your hand +2/+2
2/3

Gift of the Squirrels 2
Common Druid spell
Draw a card for each Treant you control.
Squirrels are remarkably kind, considering how often their trees uproot and get into fights


Widowmaker 4
Epic Rogue Minion
Stealth
Immune while attacking.
4/2

Mana hop 0
Epic mage spell
Draw three cards and double their cost.




Icemist 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



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
Defensive Stance 2
Common Warrior Spell
Your hero gains Taunt until you have no armor.

Argent Defender 6 mana
Taunt, Divine Shield, Pacifist: Gain a Divine Shield
3/5
Pacifist: If it didn't attack this turn...


Eternal Whelp 3
Epic Neutral Minion
Immune
Dragon
1/1
Epic Mount Rider 6
Epic Neutral Minion
At the end of your turn, if you don't have an Epic Mount, summon one.
5/2
- They can't get to me if they can't even click on ol' Purply!

Epic Mount 2
Epic Neutral Minion
Epic Mount Rider can't be attacked or targeted by spells or hero powers.
1/4
- Purply says "Neighhh" to rider abuse.



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.

Defender of the Meek 3
Rare Paladin Minion
Whenever you summon a minion with 1 health, give it Divine Shield.
1/4

Penultimate Arcane Power - <9>
Epic Mage Spell
Draw cards until your hand is full.
Tenure <2>
Rare Mage/Priest Spell
Change a minion's attack to 0 and give it Spell Power +2.
Archmages and High Priests always say they're too busy for quests, but they lose just as much time assigning them to adventurers all day.
Contingency Plan <3>
Mage Spell - Epic
Secret: When another one of your secrets is revealed, re-cast it.

Blonde Bombshell 2
Rare Neutral Mech
Deathrattle: Deal 4 damage to the hero whose turn it is.
3/1
Voodoo Hexpriest <4>
"I'm a witch doctor, not a witch blacksmith!"
Epic Neutral Minion
Whenever another minion attacks, give it -1 attack.
2/6
Moira Thaurrisan <6>
"Ironforge has need of our sorcery, as well as our strength."
Legendary Neutral Minion
Battlecry: Restore 4 health to a friendly character and give it +4 attack this turn.
3 / 6
Harrison Solo <6>
Legendary Neutral Minion
When this minion attacks or is attacked, it deals its damage first.
5/3
I ALWAYS shoot first.
Greencap Swordsman 3
Common Paladin Minion
Taunt
Battlecry: If your hero is at full health, deal 2 damage.
3/3
Abolisher 2
Common Neutral Minion
Pick Me!: Remove another card from your card pool.
3/2

Electrical Engineer 2
Common Shaman Minion
Spell Damage +1
Battlecry: Draw a card
Overload 1
2/3


Talented Apprentice 2
Common Shaman Minion
Battlecry: Summon a 0/2 Taunting Totem.
2/1
Friendly Innkeeper 2
Rare Neutral Minion
Can't attack.
Hero powers may not be used.
4/4
Moonkin Form 3
Epic Druid Spell
Your Hero Power becomes 'Gain +2 spell damage until end of turn'. If already in Moonkin Form, +3 spell damage.
Super Mushrooms 2
Rare Druid Spell
Double target minion's attack and health until it takes damage.

Improvised Weapon 1
Rare Warrior Spell
Discard a random card. Deal damage equal to it's mana cost to a target enemy.

"In retrospect, bashing them with our armorsmith might have been a mistake."

Infiltrating Fungus 1
Rare Druid Minion
Stealth.
Choose one: See card types in opponent's hand OR see the mana costs of opponent's cards.
0/2

Doom Enforcer 6
Rare Warlock Demon
ALL minions have "When this minion attacks, deal 1 - 2 damage to the enemy hero".
4/8


Frost Plague 3
Uncommon Death Knight Spell
Target Minion gains "At the beginning of each turn, this minions is frozen and takes 1 damage"


Commander Garithos 4
Neutral Legendary
Deals double damage to heroes.
4/4
Howling Banshee 3
Neutral Epic
Each players maximum hand size is 7.
2/4
Arrogant Warlord 4
Neutral Epic
Battlecry: Adjacent minions gain can't attack.
6/6
Griffin Express 4
Neutral Rare Minion
Battlecry: The next minion you play costs 2 less.
2/3
Shadow Dance Instructor 4
Rogue Rare Minion
Whenever a minion is returned to your hand, it costs 2 less.
3/5
The dance of shadows has many steps and she can teach you all of them.

Soul Artisan 5
Epic Neutral Minion
Battlecry: For each enemy Battlecry add a wisp with that Battlecry to your hand.
3/2


Moneybags 1
Epic Neutral Minion
Deathrattle: Gain a coin.
1/1
Omen <4>
Epic Shaman Spell
Gain foreknowledge of the outcome of all random actions of minions and spells in your hand this turn. Draw a card.

Razor's Edge 3
Rare Rogue Weapon
3/1
Gain one durability whenever you activate a Combo effect.

Sleeper in the Midst 5
Rare Warlock Spell
A random enemy minion gains "Deathrattle: When this minion dies resummon it for your opponent." This effect is not visible to your opponent.
Mirror Giant 4
Epic Neutral Minion
Battlecry: Shuffle a Mirror Golem into your opponent's deck
8/8

Mirror Golem 0
Uncollectable Minion
When you draw this card, draw another card.
8/8

Imprisoned Lava Elemental 5
Epic Shaman Minion
Whenever this minion takes damage add a Lava Burst to your hand.
6/3

Magnetic Spell Attractor 4
Epic Rogue Minion
Adjacent minions must be targeted by spells or Hero Powers if they are legal targets.
5/2

Helpful Squire 4
Rare Neural Minion
Battlecry: The next weapon you play this turn costs (4) less.
3/3


Undying Troll 5
Rare Neutral Minion
At the end of each Turn, Undying Troll regains all lost Health
Deathrattle; Return Undying Troll to the field with +1/+1 for each time it returns
4/4
"We already tried killing it with fire."
Unending Swarm 4
Rare Neutral Minion
Deathrattle; Place two copies of this minion onto the field
Unending swarm gains +1/+1 for every minion with the same name on the field
"Sure, it starts with just one of therm. But before you know it? Your up to your neck in screaming hellspawned insects."
3/1

Shrink-o-Tron (3)
Rare Priest Mech
When you play a minion, give a random enemy minion -2 attack.
3/4
The gnomes were getting a little too excited about this one.
Baleful Shrink (4)
Epic Priest Spell
Give a minion -3 Attack this turn, then destroy all minions with 0 Attack.

The Final Maiden (4)
Legendary Neutral Minion
Battlecry: add four random Victims to your hand.
3/5
"If you won't stay alive, I guess I'll just have to learn from your mistakes."
Note: you only get one copy of a given Victim per Battlecry. You could conceivably get more copies with Shadowstep, naturally. But you won't play The Final Maiden and get 3x The Flirt, for instance.

Victim: the Jock (1)
Uncollectable Neutral Spell
Give The Final Maiden +2 attack.

Victim: the Flirt (1)
Uncollectable Neutral Spell
Give The Final Maiden taunt.

Victim: the Mystic (1)
Uncollectable Neutral Spell
Give The Final Maiden divine shield.

Victim: the Best Friend (1)
Uncollectable Neutral Spell
Give The Final Maiden charge.

Victim: the Alpha (1)
Uncollectable Neutral Spell
Give The Final Maiden windfury.

Victim: the Flake (1)
Uncollectable Neutral Spell
Give The Final Maiden "Deathrattle: summon a 3/3 Paranoid Survivor."

Victim: the Nerd (1)
Uncollectable Neutral Spell
Give The Final Maiden stealth.


Dryad Scout (3)
Epic Druid Minion
When this minion takes damage, put a Wisp into your opponent's hand. It costs (2).
3/4

Crono's Sword (3)
Legendary Warrior Weapon
Deathrattle: Shuffle X-Strike into your deck.
3/2

X-Strike (2)
Uncollectable Warrior Spell
Deal 4 damage and shuffle Triple Raid into your deck.

Triple Raid (2)
Uncollectable Warrior Spell
Deal 8 damage.

The Innkeeper (3)
Legendary Neutral Minion
Battlecry: add a random Hero Power to your hand. It costs (0).
2/4



Bladestorm
Epic Warrior Spell 4
Deal damage to all minions equal to the number of minions in play.

Moonfire 0
Common Druid Spell
Deal 1 damage. Gain Spell Damage +1 this turn.

Syndicate Bookie
Rare Neutral Minion 2
Whenever you Joust, reveal two cards from your deck instead and select the highest mana cost.
2/2
The Defias ain't the only game in town, friend.

Cho'Gall
Legendary Neutral Minion 8
8/16
Battlecry: Replace this minion with Cho and Gall.

Cho
Uncollectible Neutral Minion
6/8
Taunt
Split all damage taken with Gall.

Gall
Uncollectible Neutral Minion
2/8
Spell Damage +3
Split all damage taken with Cho.



Professional Upgrade 2
Epic Mage Spell
Transform all spare parts in your hand into random mage spells.
I'm pretty sure this blade is actually a flamecannon with just a LITTLE bit of work.


Psychic Slug 5
Epic Neutral Minion
You can see the mana cost of cards in your opponents hand.
3/6



Faceless Legionnaire (Shaman Card)
3 Mana, Overload (1)
2/5
Battlecry: Copy the text of a card in play.


Frothing Boneguard 3
Rare Priest minion
Whenever a minion takes damage gain 1 health.
4/1
Dragonkin Disciple 2
Rare Neutral Dragon
Deathrattle: If you're holding a Dragon, return this to your hand.
2/1

Captain Alliance 6
Legendary Paladin Minion
Divine Shield. This minion is Immune while attacking.
5/5



Mimicking Shadow 1
Epic Rouge Minion
Can't attack.
Whenever your hero attacks, ~ attacks the same target.
3/2

Worgen Fugitive 5
Common Neutral Minion
Stealth
Enrage: Stealth.
5/4

Drakonid Tyrant 5
Rare Warrior Dragon
Taunt.
Battlecry: The next non-dragon minion you play costs (3) more.
7/6



Rodents of unusual size 3
neutral rare beast
This minion has +4/+4 during
the opponents turn
2/2

Reverting Arc 2
epic shaman spell
Deal 2 damage to two random enemy minions
At the start of your next turn, return this to your hand
Overload 4


Shalamayne 6
Epic Warrior Weapon
Attacking doesn't cost durability if you have no minions.
5/1


Perpetual Motion Saw 10
Epic Warrior Weapon
4/∞


Temporal Rift 10
Epic Mage Spell
Play all the cards in your hand randomly, at 0 cost.
If there are no cards in your hand, draw 7 cards instead.


Binding Hammer 2
Rare Shaman Weapon
Overload (2). Deathrattle: Summon a Liberated Elemental.
2/3

Liberated Elemental 3
Uncollectible Shaman Minion
Overload (1). Windfury.
3/3



Gnome Chef - 2
Epic Neutral Minion
At the beginning of your turn, add a random dish to your hand.
1/4
He always tries to make pizza, he's just really bad at it.

Dishes:
Banana split - 1
Give your rightmost minion +1 attack and your leftmost minion +1 health.

Deviled egg - 1
Summon a 1/1 demon with charge.

Fried Chicken - 1
Deal 1 damage. Restore 1 Health to your hero.

Ultar, of the Holy Swords - 8
Legendary Paladin Minion
Battlecry: Summon 3 minions that died this game with mana cost 2 or less. They get +1/+1
4/4

When you play Ultar the field turns bright yellow, almost making it impossible to see it underneath. It then fades except in the places where the resurrected minions are. When the rest of the field is returned to normal a sword of light flies from Ultar to the bright spots in turn, making the light burst out, revealing the minion underneath.



Memory Cram 2
Epic Mage Spell
Draw cards until your hand is full. At the end of the turn, discard your hand.

thirsting
2015-09-18, 05:54 AM
Suggamorhc 5
Epic Warlock Demon
Whenever you draw a card, discard it immediately.
8/6
not sure if serious

http://i1272.photobucket.com/albums/y382/thirsting/Suggamorhc_zpstas4jxbb.png (http://s1272.photobucket.com/user/thirsting/media/Suggamorhc_zpstas4jxbb.png.html)


As long as this is on board, you won't be getting any new cards. Decided to simply keep the inversed name - it actually sounds pretty decent (to me at least). It feels a lot more like a demon now, rather than a dragon. Edit#527: Guess it has to be for warlock, for consistency's sake.


Hey, that hall of fame is a really great idea, Gandariel! Thank you for going through all that trouble. Just a little suggestion: It requires a lot of clicking to be able to see all the previous contest themes, and to get to the winner entries. Maybe reduce the number of nested spoilers by one level? For example "Player name (theme)", or something.

Keledrath
2015-09-18, 07:21 AM
Corrupted Guardian 7
Common Warlock Demon
Battlecry: Deal 6 damage to the enemy Hero
5/6

Oh how the mighty have fallen...

My first idea was an inverted Raid Leader (something like a 5/5 for 3 that gave all your other minions -1 attack), but I couldn't figure out the right name for the joke. I wanted to make fun of the people who get overgeared, are able to top dps charts, but keep causing wipes because they don't know the mechanics of fights and can't be bothered to learn.

Gandariel
2015-09-18, 07:26 AM
Ok, i've finally finished with the Hall of fame. I invite everyone to look it up if you have the time.
In more than one occasion i've wanted to look up some of the old winner cards, and now we have a way to check them out easily.

Also, shoutout to DrGunsforhands, who has the highest number of victories in the thread, with a total of 9!

Also,


Hey, that hall of fame is a really great idea, Gandariel! Thank you for going through all that trouble. Just a little suggestion: It requires a lot of clicking to be able to see all the previous contest themes, and to get to the winner entries. Maybe reduce the number of nested spoilers by one level? For example "Player name (theme)", or something.

Thank you! And.. Uh... It took long enough to make it, you might be right but i really don't feel like going over it again :P

thirsting
2015-09-18, 07:44 AM
Oh right, that formatting makes sense now (when I posted the suggestion, there was only one theme/entry under each name). Nevermind!

Anxe
2015-09-18, 09:01 AM
Yeah! Thanks! Looks good.

Jormengand
2015-09-18, 11:02 AM
Soulshatter 3
Common Warlock Spell
Your opponent discards two cards.

CarpeGuitarrem
2015-09-18, 11:35 AM
Oh boy! Double prize money!

:smallbiggrin:

Lonely Dragon (6)
Epic Warrior Dragon
At the start of the turn, if this is your only minion, it gains +3/+2 until the end of the turn.
6/6
She doesn't play well with others.

(Intended as an opposite to Anima Golem.)

thirsting
2015-09-18, 11:48 AM
Your opponent discards two cards.

Too evil. Abort, abort.

Don't destroy opponent's cards or crystals (...but implanting an axe to enemy face is okay)

Jormengand
2015-09-18, 11:50 AM
Too evil. Abort, abort.

Don't destroy opponent's cards or crystals (...but implanting an axe to enemy face is okay)

Destroying cards should be fine: that's already what mill decks do. Hell, that's what boardwipes do.

Gandariel
2015-09-18, 11:58 AM
It is not, sorry.

"your opponent discards", along with "destroy an enemy's mana crystals" has been expressly stated as an unfun mechanic (offensive resource destruction) which is not fit for Hearthstone (and i kind of agree with that sentiment)

CarpeGuitarrem
2015-09-18, 12:14 PM
I think the most important difference to remember is that milling cards is something that you can see coming. Having an opponent discard your cards (especially from your hand) is not, so it's much more disruptive. (Milling cards is definitely the least disruptive form of discarding out there.)

The Glyphstone
2015-09-18, 02:00 PM
That, and even Hearthstone doesn't have actual Mill mechanics in the sense of directly taking cards from the enemy deck - a mill strategy is built around forcing the opponent to draw more than they can hold and discarding the surplus.


Joke Entry:

Peace Golem 7
Common Neutral Minion
7/7

GAAD
2015-09-18, 02:48 PM
Frothing Boneguard 3
Rare Priest minion
Whenever a minion takes damage gain 1 health.
4/1

Note: the ability procs before any minions die, so you need at least a 2 damage spell/upgraded HP or a minion with at least three attack to do it in. (It's unpingable). Not sure if this counts as "opposite" of Frothing Berserker though. As it stands, it's essentially a turn 3 4/3. Also, like Twilight Drake, it is vulnerable to silence. Sure, it's nuts comboed with AOE, but that requires either a Wild Pyro on the board or an AOE spell, of which Priest has two/three. It will, in fact, die to Lightbomb or Auchenei Circle if there are less than 5 minions on the board.

GolemsVoice
2015-09-18, 03:25 PM
Self-Destructing Shredder 5
Neutral Basic Card

Deathrattle: Destroy a random enemy minion.

5/4

With Goblins, explosions are a feature, not a bug.


It's the anti-shredder, instead of summoning a minion for you, it takes one from the enemy.

Wayac
2015-09-18, 03:38 PM
Rika' La the Breaker of Wind 5
Legendary Shaman Minion
3/8


Mistress of Pleasure 2
Rare Warlock Minion
Whenever this minion's health is increased, deal that much damage to the enemy hero.
0/4

For example, using Demonfuse on this would do 3 damage to the enemy hero, while Power Overwhelming would do 4.

Anxe
2015-09-18, 04:17 PM
Besieged Castle 3
Common Neutral Minion
Battlecry: Summon 2 1/1 Silver Hand Recruits for your enemy.
Taunt
Can't Attack
2/6

Anti Leeroy. Combos decently with MCT.

CarpeGuitarrem
2015-09-18, 04:20 PM
Joke Entry:

Peace Golem 7
Common Neutral Minion
7/7

Actually, slap Taunt and Can't Attack on it, and you pretty much have the opposite.

Jormengand
2015-09-18, 04:30 PM
Alexandros Mograine 3
Legendary Neutral Minion
Taunt, Divine Shield
Deathrattle: Give your enemy a 5/3 Ashbringer
6/6

Lady Blameux 4
Legendary neutral minion
Your minions' Inspires trigger twice.
1/7

Lord Ziliek 4
Legendary neutral minion
Your minions' triggered (lightning bolt) abilities trigger twice.
1/7

Thane Korth'azz 4
Legendary neutral minion
Your minions' Battlecries trigger twice (on the same target, if any).
1/7

On play: "Bring it on, ya sniveling oaf!"
On attack: "Shut your flytrap before I shut it for ye'!"

Hamste
2015-09-18, 05:11 PM
Dr. Implosion 5
Legendary Minion
Summon two 1/1 implosion bots (WARNING:bots make explode)
7/7

Implosion Bots 1
Deathrattle: Deal 1-4 damage to Dr. Implosion
1/1

9/4 worth of stats on average with a two 1/1 and an average damage of 5 to Dr. Implosion. Kind of like a Core Hound which we all know is ludicrously op. 16 possibilities three of which ends with the Dr. Implosion dying for only two damage to the attackers. A 3/16 chance of doing almost nothing as well as it being legendary should hopefully be ok but it does have a lot of variance (Kind of like the real Dr. Boom).

CarpeGuitarrem
2015-09-18, 10:12 PM
I am loving these cards.

The Glyphstone
2015-09-19, 12:36 AM
Okay, for real this time:

Bombling Mechanic 4
Common Neutral Minion
Deathrattle: Summon a 1/2 Mechanical Bombling.
4/2

Mechanical Bombling
Uncollectible Neutral Minion
1/2

Sargerei Faithbreaker
Rare Warlock Minion - Demon 7
Battlecry: Deal 6 damage to the enemy hero.
6/5


More interesting card to invert, I think. Plus, it doubles up flipping mechanics and thematics.

Gandariel
2015-09-19, 03:46 AM
Okay, for real this time:

Bombling Mechanic 4
Common Neutral Minion
Deathrattle: Summon a 1/2 Mechanical Bombling.
4/2

Mechanical Bombling
Uncollectible Neutral Minion
1/2

Sargerei Faithbreaker
Rare Warlock Minion - Demon 7
Battlecry: Deal 6 damage to the enemy hero.
6/5


More interesting card to invert, I think. Plus, it doubles up flipping mechanics and thematics.

Uh.. you might wanna have a talk with Keledrath :P

Epinephrine_Syn
2015-09-19, 10:25 AM
Mogor's Janitor
6 Mana, Rare Neutral Minion
5/8
Attacks against this minion have a 50% chance to hit the wrong enemy.
Oh, Mogor doesn't respect me at all, not one bit, why would he? His respect comes on an inverse with the rate of knowing what the hell you're doing. I have data points and a graph, see?

The Glyphstone
2015-09-19, 11:23 AM
Uh.. you might wanna have a talk with Keledrath :P

Deeeeerp. Can't believe I missed that. Back to the drawing board.:smallcool:

Eurus
2015-09-19, 01:11 PM
Halfus Wyrmbreaker
5 Mana, Legendary Neutral Minion
8/8
Battlecry: Fill your opponent's board with 1/1 Emerald Whelps.
Surrounding yourself with captive dragons can't possibly end badly, right?

Dr.Gunsforhands
2015-09-19, 01:52 PM
Forsaken Tauren <3>
Epic Neutral Minion
Taunt
Enrage: Minus 3 attack
4/4

Jormengand
2015-09-19, 02:01 PM
Would people be interested in doing a Challenge version of this, similar to the MtG one we've got up at the moment?

The Glyphstone
2015-09-19, 02:26 PM
Eh, I don't think that would work nearly as well. Hearthstone just doesn't have as much design space as MtG does, both due to age and its inherent constraints. I'd fear us running out of original ideas way too fast.

Anarion
2015-09-19, 02:56 PM
Nearsight (3)
Epic shaman spell
Draw 3 cards. Each of them costs (1) more.
Hmm? What's that I drew? Let me get my glasses.

D-naras
2015-09-19, 06:52 PM
Queen Chikita (3)
Legendary Neutral Minion
Add 2 Bananas to your hand.
Beast
4/3
-The Queen is better at finances.

Also Equality (2)
Rare Paladin spell
Change the Attack of ALL minions to 1.
-... or 1 Attack.

- Edit: New entry below!

Pokonic
2015-09-19, 09:41 PM
Exarch Maladaar 10
Legendary Priest Minion

Battlecry: Your opponent draws three cards. You put a copy of any minion they draw on your side of the battlefield.
7/7
-The Speakers of The Dead don't play.

GAAD
2015-09-19, 11:06 PM
Sorry, Pokonic, but Maladar is offensive resource destruction, and as such is not permitted under the rules of the contest.

"your opponent discards", along with "destroy an enemy's mana crystals" has been expressly stated as an unfun mechanic (offensive resource destruction) which is not fit for Hearthstone (and i kind of agree with that sentiment)

Anxe
2015-09-20, 01:18 AM
Sorry, Pokonic, but Maladar is offensive resource destruction, and as such is not permitted under the rules of the contest.

I think this specific case could work.

The Glyphstone
2015-09-20, 01:49 AM
If the cards weren't discarded, but you still got free copies of any minions drawn, that would work fine IMO.


I think I've got an idea for my own entry.

Recall
Rare Mage Spell 2
Put a copy of a random spell not named Recall you cast this game into your hand. That card costs (0).
Any spell worth casting is worth casting twice.


Note: It's Resurrect for spells. I couldn't find a good wording for it, but the 'hidden code' intent is that it cannot Recall a Recall, including itself - this stops infinite loops to fuel Mana Wyrms, Violet Teachers, Gadgetzan Auctioneers, etc.

Frog Dragon
2015-09-20, 03:26 AM
Well, the wording doesn't really deny it at all right now. Consider on turn 4, you have cast no spells, and you cast Recall. Recall is cast, you lose 2 mana, and get nothing. Then you cast another recall, you lose 2 mana... and you inevitably gain the recall you just cast, which costs 0. Loop time!

Jormengand
2015-09-20, 05:50 AM
Change it to another random spell? Or a random spell other than recall.

The Glyphstone
2015-09-20, 11:09 AM
That felt a bit clumsy, but I suppose it'll work just for the purposes of the contest.

Gandariel
2015-09-20, 11:24 AM
Or you could make it a minion. Cough.

The Glyphstone
2015-09-20, 11:45 AM
Or you could make it a minion. Cough.

...actually, that's brilliant. A spell that resurrects a minion turned into a minion that resurrects a spell. I hope this doesn't end up disqualifying me.



Dalaran Archivist
Rare Mage Minion 2
Battlecry: Add a copy of a random spell you cast this game to your hand.
2/3
Any spell worth casting is worth casting twice.


Revised.

Jormengand
2015-09-20, 12:27 PM
Dalaran Archivist
Rare Mage Minion 2
Battlecry: Add a copy of a random spell you cast this game to your hand. That spell costs (0) this turn.
2/3
Any spell worth casting is worth casting twice.

That's pretty stupidly powerful, given that it's like a way better Novice Engineer. Plus, there's going to be the "Two pyroblasts, two dalaran archivists and no other spells" deck at some point. :smalltongue:

Keledrath
2015-09-20, 12:34 PM
That's pretty stupidly powerful, given that it's like a way better Novice Engineer. Plus, there's going to be the "Two pyroblasts, two dalaran archivists and no other spells" deck at some point. :smalltongue:

So, starting on turn 10, you can Pyroblast each turn for 4 turns?
Turn 10: Pyroblast
Turn 11: Archivist, Free Pyroblast
Turn 12: Pyroblast/Archivist + Free Pyroblast
Turn 13: whatever you didn't do last turn

And to do this, you are running a Mage with no spells other than Pyroblast.

The Glyphstone
2015-09-20, 12:41 PM
Yeah...there's potential for abuse, but chain-Pyroblasts is not the abuse I am worried about - Resurrect isn't balanced around the potential for it to pull Kel'Thuzad. As for Novice Engineer...it's a notoriously awful card, I'm not concerned about 'being better than Novice Engineer'.

At worst, it ends up in Freeze Mage or Tempo Mage to replace a piece of a combo you had to use up too early, but I can't see any truly game-breaking situations resulting from that.

Jormengand
2015-09-20, 12:47 PM
Still, a 2/3 cantrip for 2 would be really powerful. A 2/3 cantrip and by the way, your card now costs zero, for 2 is absurd. A 2/3 cantrip, you're not pulling cards out of your deck, you're getting to re-use important spells, and by the way your card costs zero, for 2, is ludicrous.

Epinephrine_Syn
2015-09-20, 01:58 PM
So, starting on turn 10, you can Pyroblast each turn for 4 turns?
Turn 10: Pyroblast
Turn 11: Archivist, Free Pyroblast
Turn 12: Pyroblast/Archivist + Free Pyroblast
Turn 13: whatever you didn't do last turn

And to do this, you are running a Mage with no spells other than Pyroblast.

No, actually, I think it goes like this.

Turn 9 Emperor Tharrusan
Turn 10 Pyroboast-Archivist-Pyroblast

Optionally
Turn 10 Pyroblast-Archivist-Pyroblast-Coin-Archivist-Pyroblast
(but the coin might get rezzed to your hand which 'is' a downside of the card no matter what, but even in this case you have a 66% chance to hit one of the two pyroblasts)

That said, I'm not sure it's op in practical use, at least in comparison to such cards as Void Caller, Dr Balance, Mad Scientist, etc.

Alternatively,
Turn 7 Tharusian
Turn 8 Fireball, Fireball, Archivist, Archivist, Fireball, Fireball

Jormengand
2015-09-20, 03:21 PM
Nonono, the combo you're after is thaurissan into a T9 archivist(1)-echo(3)-archivist(1)-echo(0)-archivist(2)-echo(0)-archivist(2)-echo(0) :smalltongue:

Or the combo you want is echo on turn whatever into archivist-antonidas-echo turn 9, archivist-antonidas-echo turn 10, repeat until you have enough fireballs to ruin everything.

But honestly, even if all you're getting out of this thing is Arcane Missiles, that's still a Flame Juggler who's crying himself to sleep at night. If you get something better like Power Word: Sheep Polymorph, that's even more ridiculous - bear in mind that if the spell costs at least 2, and is any good (if it's not any good, why are you running it) then you're basically getting a free 2/3. No cost, no cards, just a 2/3. If you're unlucky enough to get a spare part, then hey, that's maybe a reasonable battlecry!

Epinephrine_Syn
2015-09-20, 05:02 PM
As a minor side note, while I 'do' love the concept, if it were truly to be like Resurrect, it should auto cast the spell, not put it in your hand. Semi-random targeting, healing/buffs go ally/only, damage goes enemy/only, everything else just 100% random. So it could polymorph ITSELF into a sheep. Or Huffer. But hey, 2 mana Huffer is still a good card.

Hamste
2015-09-20, 05:13 PM
As a minor side note, while I 'do' love the concept, if it were truly to be like Resurrect, it should auto cast the spell, not put it in your hand. Semi-random targeting, healing/buffs go ally/only, damage goes enemy/only, everything else just 100% random. So it could polymorph ITSELF into a sheep. Or Huffer. But hey, 2 mana Huffer is still a good card.

That would probably get too complicated too quickly.

The Glyphstone
2015-09-20, 05:28 PM
As a minor side note, while I 'do' love the concept, if it were truly to be like Resurrect, it should auto cast the spell, not put it in your hand. Semi-random targeting, healing/buffs go ally/only, damage goes enemy/only, everything else just 100% random. So it could polymorph ITSELF into a sheep. Or Huffer. But hey, 2 mana Huffer is still a good card.

Yeah, I rejected that idea right off the bat - way too complicated/random/useless, even before stuff that could be both beneficial or harmful like PolyBoar.

If I just make the card cost normal, will people stop arguing about it?

CantigThimble
2015-09-20, 06:46 PM
Twilight Hammer 6
Shaman Epic Weapon
Windfury
Your hero cannot attack damaged characters.
8/2

So this one basically has to be used for board control instead of for face-burst like doomhammer.

Twilight Hammer 7
Shaman Epic Weapon
Your hero takes double damage while attacking.
8/2

Glyphstone makes a fair point that this is basically the same card.

The Glyphstone
2015-09-20, 07:30 PM
16 to the enemy face for 7 over two turns. Comparatively, Doomhammer takes 4 turns to deal its 16, but comes out two turns earlier. So this is a reversal that actually works out almost identically, though Doomhammer can be used to swat minions instead.

onasuma
2015-09-23, 12:22 PM
Bloody Alpha Wolf 3
Rare Neutral Minion
Opposite and Adjacent minions have -1 attack.
4/2
Beast

Rules clarification: A minion is opposite if its portrait lines up perfectly or if it is one of two minions that overlap in front of it.

D-naras
2015-09-23, 01:06 PM
Disrespect 1
Common Paladin Secret
When an enemy minion dies, one of your minions gains +2/+3.
-Classy paladins are taught to disrespect the dead with a ritual that involves bagged tea.

Frog Dragon
2015-09-24, 03:21 PM
Immortal Strike 3
Rare Warrior Spell
Give your hero +4 Attack and Immune this turn.

http://i.imgur.com/s2OSaNh.png

Yes, I am exactly this clever.

GreenSerpent
2015-09-24, 07:07 PM
Holy Knight 3
Common Neutral Minion
Battlecry: All minions lose Stealth and Divine Shield.
2/2

Neither shield nor shadow shall impede his progress. If only he knew where he was going!

http://i.imgur.com/6jVguCf.png

Gandariel
2015-09-25, 10:41 AM
THE JUDGERNAUT IS HERE!

In 2-3 hours judgement will be posted.

Feel free to make any last-minute changes until the judging is actually posted!

Gandariel
2015-09-25, 02:05 PM
THE JUDGERNAUT IS HERE!


Preliminary note:
There were nineteen entries this week. That's a lot, and i did my best to give each a proper comment.
Re-reading them, i feel like i've been kind of harsh on some of you, but be assured that i mean no offense. I just had to write a lot of these, and threw down the first thing that passed through my mind.
So, without further ado, the judgement!



Suggamorhc 5
Epic Warlock Demon
Whenever you draw a card, discard it immediately.
8/6
not sure if serious

Love the name, and i like the opposite thing. Still, this card is just too weak. Fel Reaver is just better than this. Venture Co, as well.





Corrupted Guardian 7
Common Warlock Demon
Battlecry: Deal 6 damage to the enemy Hero
5/6
Oh how the mighty have fallen...


Great simmetry and great choice of card to switch up. I'd make it a 6/5, but it doesn't change that much.

So, balance-wise... i'm afraid this is a bit too weak. Doomguard blows this guy off of the water. Nightblade is similar to this guy as well. Also, notably, cheating this guy into play is actually bad for you.
So, all in all, it's a good card. I'm not *completely* happy about the power level, but you did a good job





Lonely Dragon (6)
Epic Warrior Dragon
At the start of the turn, if this is your only minion, it gains +3/+2 until the end of the turn.
6/6
She doesn't play well with others.


Hmmmmm. So.
Took me a second to figure out what card you were changing.
Also, i don't get why this should be a Warrior card. This feels more like Paladin or just Neutral to me.

The card itself is.. mediocre. It would never see play in Constructed, you'd be "eh, whatever" in Arena. The effect isn't likely to come up or matter much, but the pile of stats is decent enough on its own.
Also, i don't get why the effect would be "until end of turn"




Frothing Boneguard 3
Rare Priest minion
Whenever a minion takes damage gain 1 health.
4/1


Wow! For future reference, this is what i mean by "Less is More".
8 words to express a very complex ability. Something that seems simple, but leaves a lot of considerations.
Great, great simmetry with stats, class, and effect. Not much else to say. It's also pretty balanced, being a decent contender to Injured Blademaster. Good job!




Self-Destructing Shredder 5
Neutral Basic Card
Deathrattle: Destroy a random enemy minion.
5/4

With Goblins, explosions are a feature, not a bug.

Hm, so i don't really like this card, for a few reasons:
It's not really an opposite to the Shredder, the effect is not fit at all for a Basic card, and by the name this should be a Mech.
The power level is.. OK? Maybe a tad too strong for a random Basic card? Obviously this is weaker than Sylvanas and thus not really a concern for constructed play, but i wouldn't really be OK with it being printed as a Basic.






Mistress of Pleasure 2
Rare Warlock Minion
Whenever this minion's health is increased, deal that much damage to the enemy hero.
0/4

For example, using Demonfuse on this would do 3 damage to the enemy hero, while Power Overwhelming would do 4.
This card is..... Weak.
No real way of turning this around. It's a Nerubian egg that your opponent can just kill with no downsides. The combos kind of work, but why go through all that trouble for them?




Besieged Castle 3
Common Neutral Minion
Battlecry: Summon 2 1/1 Silver Hand Recruits for your enemy.
Taunt
Can't Attack
2/6

Hm, so.
Played alone, this card is clearly weak. 2/4 taunt for 3, can't attack is pretty bad.
BUT.
It clearly becomes much better with combos.
MCT for one, but just clearing out the dudes, or playing it in a turn when you were gonna AoE anyways, is much better.
Still, i don't think this is a strong card. But i really like the design.
This is the kind of "weak alone, but hey, maybe...." card that pushes people to make new decks and try new things. Good job!





Thane Korth'azz 4
Legendary neutral minion
Your minions' Battlecries trigger twice (on the same target, if any).
1/7

On play: "Bring it on, ya sniveling oaf!"
On attack: "Shut your flytrap before I shut it for ye'!"

Hm, reverse Rivendare. The flavor is clearly there, so points for that.
I believe this card is... weaker than Rivendare, sadly. You have to play stuff on the same turn to make it work, while with Rivendare you can just sac stuff you already have on board.
All in all, cool idea, but it's just a weaker version of an already-hard-to-utilize card.




Dr. Implosion 5
Legendary Minion
Summon two 1/1 implosion bots (WARNING:bots make explode)
7/7

Implosion Bots 1
Deathrattle: Deal 1-4 damage to Dr. Implosion
1/1

Well, this is definitely an opposite to Dr Boom. Because this is definitely not balanced, but in the other direction.
Venture Co, Fel Reaver, or any other pile of stats is better than this, and the danger of killing your own Doctor is very real. Any AoE has a pretty good chance of killing him off.

The thing about Boom is that there is no single card that really counters him. This is its opposite, in that it's too easy to counter :P




Mogor's Janitor
6 Mana, Rare Neutral Minion
5/8
Attacks against this minion have a 50% chance to hit the wrong enemy.
Oh, Mogor doesn't respect me at all, not one bit, why would he? His respect comes on an inverse with the rate of knowing what the hell you're doing. I have data points and a graph, see?
This card is... weird.
I'll start off by saying this card is bad in constructed, but a 5/8 for 6 in Arena is already a really good statline.
The effect is... Well, first off i don't see why a Janitor would have that effect. Maybe if it was a ninja or a disguiser or something.. i don't see why should that effect be there.
Also, the effect feels wrong with that statline. a 5/8 *wants* to absorb enemy attacks.

If it were an 8/5 it'd make much more sense, and it would become a much more dangerous creature.
As is, i don't really think the ability makes sense on this card, neither flavor-wise or mechanically.




Halfus Wyrmbreaker
5 Mana, Legendary Neutral Minion
8/8
Battlecry: Fill your opponent's board with 1/1 Emerald Whelps.
Surrounding yourself with captive dragons can't possibly end badly, right?

Ooh, cool idea! Bonus points for this.
Any AoE makes this card a really good beater, however if you don't have it it's pretty bad.

Which brings a few bad considerations.
First, you can't play this on 5, because you need an AoE (wild pyro in play + circle of healing? Eh)
Second, FEL REAVER. I hate Fel Reaver, but it really set the bar for these cards.

8/8 for 5 mana with "you'll lose the game in a couple turns". Which usually doesn't matter anyways because the game is already decided by then.

Comparing this card to Fel Reaver (or Venture Co, really), it's just much harder to use and overall weaker. Too bad, because the idea was cool. Also whoa, combo wombo with Unleash the Hounds? :P





Forsaken Tauren <3>
Epic Neutral Minion
Taunt
Enrage: Minus 3 attack
4/4
Well, this shows again why you hold 1st place in this game. This is a really brilliant and very well thought out card!
Then again, i feel this time you've gone a little overboard, powerlevel-wise. Yeah, pings makes this a 1/3 taunter, but 6 classes don't have a ping, and 4 damage is actually considerable for Druids and Rogues.
Yes, if you have a spare 1/1 you can clear this guy efficiently too, but i don't know. Feels slightly too strong.




Nearsight (3)
Epic shaman spell
Draw 3 cards. Each of them costs (1) more.
Hmm? What's that I drew? Let me get my glasses.
First thought. Lolz!
Second thought: WHY DID YOU GIVE ANOTHER MEDIOCRE CARD TO SHAMANS!
Poor shamans, they keep getting *almost good* cards.
See, this card is not bad. It's actually pretty decent! And i do like the design! I'm just pissed off by the fact that this is *almost* good enough.
I guess this is the cruel, sad life of Shamans?
Getting back to seriousness, this is a pretty good card and i really like the design :)




Dalaran Archivist
Rare Mage Minion 2
Battlecry: Add a copy of a random spell you cast this game to your hand.
2/3
Any spell worth casting is worth casting twice.

Well, you definitely did well in revising the card.
I agree totally with Jormengard's comment
Still, a 2/3 cantrip for 2 would be really powerful. A 2/3 cantrip and by the way, your card now costs zero, for 2 is absurd. A 2/3 cantrip, you're not pulling cards out of your deck, you're getting to re-use important spells, and by the way your card costs zero, for 2, is ludicrous.

So.. Well. This is still a 2/3 for 2 which cantrips and gets you to re-use important spell. Still OP. Sorry.
To be balanced, this should have to be something like a 3 mana 3/1.




Twilight Hammer 6
Shaman Epic Weapon
Windfury
Your hero cannot attack damaged characters.
8/2

So this one basically has to be used for board control instead of for face-burst like doomhammer.

Nope. Sorry, too weak. Six mana kill two minions would be too good. Taking damage twice AND not being able to hit full health minions? The card becomes too weak. I don't really know how i would balance this thing... I'd probably make the numbers smaller and change the text to "your hero cannot attack the enemy Hero".




Bloody Alpha Wolf 3
Rare Neutral Minion
Opposite and Adjacent minions have -1 attack.
4/2
Beast

This is.... huh.
Well, mechanically this isnt' bad. It's pretty much average.
The thing is, i don't like the fact that the effect applies to both your dudes and your opponents. It doesn't make much sense, it forces you to use an awkward definition of "opposite", and it isn't really the opposite of DireWolf anyways.





Disrespect 1
Common Paladin Secret
When an enemy minion dies, one of your minions gains +2/+3.
-Classy paladins are taught to disrespect the dead with a ritual that involves bagged tea.
This is ... a pretty reasonable card!
Pretty much the same as Avenge. The buff is probably stronger, i can't decide if the condition is easier or harder to activate. Anyways, it' would either be the best or the second best paladin secret around.
My only concern is that i'm not too happy with the opposite thing. Yeah, i mean, you switched the trigger, but it doesn't really feel too creative.




Immortal Strike 3
Rare Warrior Spell
Give your hero +4 Attack and Immune this turn.


Yes, I am exactly this clever.
You are indeed this clever.
However, i don't really appreciate this card much.
It's a middle ground between two unexciting cards (Mortal strike and Heroic Strike). Neither is really good, and having both makes this one kind of redundant.





Holy Knight 3
Common Neutral Minion
Battlecry: All minions lose Stealth and Divine Shield.
2/2

Neither shield nor shadow shall impede his progress. If only he knew where he was going!

Hm, a counter silent knight.
I'll cut straight to the chase here and say that this card is way too weak.
To put it simply, Blood Knight is way, way better.
3 mana 2/2 for a purely tech card (which doesn't even do that much when it hits) is way too weak, sorry.



Okay, tons of good entries this week.

Finalists are....

GAAD, Anxe, Anarion!

Congrats to all three of you :)
Loved all your entries. However, there may only be one winner.
And to be frank, two of these 3 cards are slightly too weak for my tastes.
So, the winner of this week's contest (and next judge) is....

GAAD, with his Frothing Boneguard!
Congrats!

Anxe
2015-09-25, 02:26 PM
Thanks! I actually thought wyrmbreaker was on par with fel reaver considering the combo potential.

GolemsVoice
2015-09-25, 02:39 PM
Alas, it was not to be! What's the next theeeeeme, come oooooon!

Gandariel
2015-09-25, 02:49 PM
Thanks! I actually thought wyrmbreaker was on par with fel reaver considering the combo potential.

The point is, even if you combo it (say with Arcane Explosion) it's a 7-mana 8/8 that costs two cards.
...
It's pretty bad. it works as a worse Innervate + big dude.

Fel Reaver is good because, in many cases, it has no downsides.
AND you can play it on 5.

Even if you do have combo pieces, you can not use this card on turn 5

If we're talking combo, Mountain Giant is just better

Wayac
2015-09-25, 03:01 PM
This card is..... Weak.
No real way of turning this around. It's a Nerubian egg that your opponent can just kill with no downsides. The combos kind of work, but why go through all that trouble for them?

So no judgment at all on the actual challenge parameters? The only thing the judge is looking for is how playable the card is and the challenge is secondary? Gotcha.

Gandariel
2015-09-25, 03:10 PM
So no judgment at all on the actual challenge parameters? The only thing the judge is looking for is how playable the card is and the challenge is secondary? Gotcha.

As i said, i apologize if my comments were rushed.

To evaluate cards, i did take into account both "mechanical" and "thematic" aspects.
I'll admit that i may be more biased towards game balance, but by no means i disregard the terms of the challenge I myself set.

The point is, even if your card had the best possible thematic aspects (which it does not), i would still not consider it as a winner because the mechanical part is poorly balanced.

You can see this as a test:
Two categories worth 10 points (balance and challenge-rule).
An entry is considered valid if he scores at least 5 in both categories.
The winner is the one with the highest combined score.
Your card is a 3 in "balance", so i didn't spend too many words over the rest of it.
If you want to know, you'd get around a 7 in the other category, but as i said, it wouldn't matter much.


Again, i don't mean to sound offensive. i refer you to the disclaimer i wrote above the judgings

Jormengand
2015-09-25, 03:27 PM
To be fair on poor Kor'thazz, he does turn your shoddy novices into arcane intellects with a body and your fiery the mental into a fireball with a body - I can definitely see awesome things happening with him, crowd favourite, and a bunch of battlecry minions, especially where the battlecry is worth most, or all, of the mana.

Also, I kinda want to Ziliek+Emperor into Boom+Rivendare+Kor'thazz. :smalltongue:

Gandariel
2015-09-25, 03:40 PM
To be fair on poor Kor'thazz, he does turn your shoddy novices into arcane intellects with a body and your fiery the mental into a fireball with a body - I can definitely see awesome things happening with him, crowd favourite, and a bunch of battlecry minions, especially where the battlecry is worth most, or all, of the mana.:smalltongue:

And i agree with all of those things.

The point is, Deathrattes are (more or less) as strong as Battlecries.
AND you can use Rivendare on the same turn you cast him, making him infinitely more reliable.
I may be wrong, but if Rivendare struggles to find a deck that runs him, i really don't see this one succeeding. I did like your card, though. 5th-6th place? I didn't really make a true order for all of them, but yours is on the top half :)

Wayac
2015-09-25, 04:09 PM
I'll admit that i may be more biased towards game balance, but by no means i disregard the terms of the challenge I myself set.

The point is, even if your card had the best possible thematic aspects (which it does not), i would still not consider it as a winner because the mechanical part is poorly balanced.

Again, i don't mean to sound offensive. i refer you to the disclaimer i wrote above the judgings

I'm not saying my card is a good card or that it deserves to win. What I am saying is that I do this contest for fun. Coming up with something that meets the criteria is fun. Getting feedback solely on the mechanical aspect is not fun. If you feel that you don't have time to make a detailed judgment on each card, that's just fine. Save yourself some more time and only give judgments on the best cards. I'd rather get no feedback at all than a pre-apologized "your card sucks" with no mention at all to the theme. If the only thing you can give a non-winning card is harsh, then why include it at all instead of just celebrating what makes the winning cards winners?

Gandariel
2015-09-25, 04:27 PM
I did my best (and spent half an hour, at least) trying to give a proper comment to all cards.

Where i could, i commented on both the mechanical and thematic aspect of the cards, even giving suggestions for possible improvements.

I, too, do this for fun. And i don't think i deserve this negativity just because i didn't spend X words on each entry. Some entries are worth talking a lot over, some are not.

Also, i'd like to point out that in most contest, when a contestant doesn't agree / wants to comment on the judging, he just asks about it and the judge explains himself better, with no need for passive-aggression.

Check the past thread, it happened in most contests.
Or, you know, what Jormengard and Anxe did just now

Dr.Gunsforhands
2015-09-25, 04:31 PM
GG, GAAD! I was personally rooting for Nearsight because it was so perfect and silly and felt so much like an overload card, but yours was much more practical. :smalltongue:


....[I] feel this time you've gone a little overboard, powerlevel-wise. Yeah, pings makes this a 1/3 taunter, but 6 classes don't have a ping, and 4 damage is actually considerable for Druids and Rogues.
Yes, if you have a spare 1/1 you can clear this guy efficiently too, but i don't know. Feels slightly too strong.


Oh yeaaaah. At some point I meant to go back and make it a 4/3, but forgot. Silverback Patriarch will never forgive me.

Gandariel
2015-09-25, 04:39 PM
Oh yeaaaah. At some point I meant to go back and make it a 4/3, but forgot. Silverback Patriarch will never forgive me.

Being better than Silverback wasn't really a concern.

The card i compared your card to was actually Scarlet Crusader: "takes two shots before dying" "can 2-for-1 if you don't have a ping".

And.. well, your card looked a bit too much better than Scarlet.

Wayac
2015-09-25, 04:56 PM
I, too, do this for fun. And i don't think i deserve this negativity just because i didn't spend X words on each entry.

You're right, and I apologize.

To be perfectly honest, this has been a great challenge and the one I've had the most fun coming up with cards for.

Again I'm sorry for my comments and am looking forward to the next contest.

Gandariel
2015-09-25, 05:11 PM
No problem, man ^^
We're all here to have fun, in the end

GAAD
2015-09-25, 05:23 PM
I... won?
I actually freaking won?!

Um... hold on...

Got it!

JOUST A CONTEST!

Make a card that would help make the Joust mechanic (Trigger: Reveal a minion in each deck. If yours costs more, effect. Otherwise, nothing happens) viable.

I am not looking for just a card that simply utilizes the mechanic. I'm looking for something that will allow decks filled with high minions and Joust cards to work.

D-naras
2015-09-25, 05:48 PM
Time Golem 6
Epic Neutral Minion
Taunt
Patience: (This costs 1 less for every turn it spend in your hand)
Battlecry: Give Patience to all minions in your hand and deck.
3/5 Mech
- The best golems are just like fine wine.

Obviously inspired by the Mistcaller, this dude should allow entire new decks to be build. I imagine it would come with other minions that have Patience, including a giant version. At best, it comes down on turn 3 and it rocks if it does being a Taz Dingo++. Initially I statted it as 4/4 but figured that decks that want to run this guy will be control and will appreciate the taunt.

Hamste
2015-09-25, 06:03 PM
Booty Raider 5
Legendary Neutral Minion
Battlecry:Joust: Draw your minion and it costs the same as the enemy's minion.
4/5 Pirate

A card designed to help control versus aggro and to help with pirate decks (Even though pirates tend to be pretty low mana but that is more that pirates have very few options). The card's main weakness is if a control deck fights a control deck or if you happen to get a card with a similar mana cost as the opponent's. I am worried a bit about the possibility of free giants or use of cards that reduce mana cost as well but at the same time it is a 4/5 for 5 and there is no real guarantee that you will get a giant or even a card unless you make a deck focused on it. I could actually see a deck springing up with the help of this card but not sure if it is so strong that it should be a 3/5 just to weaken the druid deck (several spell way to get tokens as well as easy mana acceleration would make this card pretty good for them) that might come from it.

The Glyphstone
2015-09-25, 06:11 PM
Ermph. This one is going to be tough. Joust is AWFUL.

Are we allowing 'Joust' as a keyword in its own right, since we know what it does?

GAAD
2015-09-25, 06:20 PM
Ermph. This one is going to be tough. Joust is AWFUL.

Are we allowing 'Joust' as a keyword in its own right, since we know what it does?

Yes. You may use Joust as a keyword in the form: (trigger): Joust - (outcome if joust is won). Note that due to the existence of The Skeleton Knight, Joust as an ability is NOT tied to Battlecry. Thus, if a Joust is used, it must be specified what action triggers the Joust - is it a Battlecry? Deathrattle? Enrage? Some other effect? Note for clarification: your card does not need to have a joust mechanic in it. The contest is for cards which would fit in a competitive deck themed around the mechanic; a card that would synergise well enough with Joust cards as to make such a deck possible.

Jormengand
2015-09-25, 06:25 PM
Herald Beluus 4
Legendary Neutral Minion
Your Jousts activate twice.
1/7

Herald Beluus 3
Legendary Neutral Minion
When you reveal a card from your deck, put a copy in your hand.
2/3

Epinephrine_Syn
2015-09-25, 09:45 PM
This card is... weird.
I'll start off by saying this card is bad in constructed, but a 5/8 for 6 in Arena is already a really good statline.
The effect is... Well, first off i don't see why a Janitor would have that effect. Maybe if it was a ninja or a disguiser or something.. i don't see why should that effect be there.
Also, the effect feels wrong with that statline. a 5/8 *wants* to absorb enemy attacks.

If it were an 8/5 it'd make much more sense, and it would become a much more dangerous creature.
As is, i don't really think the ability makes sense on this card, neither flavor-wise or mechanically.


The theme, which i tried to make apparent from the flavor text, was that this is a "smart" ogre. But Not necessarily the strongest at HULK SMASH. Therefore, Mogor relegated him to being the Janitor. He talks strange, with big words.

CarpeGuitarrem
2015-09-25, 11:22 PM
Army of Illusions (3)
Epic Neutral Minion
If this card is revealed from your deck, it costs (3) more.
3/4

As clarification, this is not a stacking cost; the card costs 3, and costs 6 if it's Jousted with. Drawing the card does not count as revealing it from your deck.

Mulling over something else...a really weird idea inspired by a conversation I had about deck filtering.

Obliteration Lance (2)
Epic Warlock Weapon
When you joust, if your minion costed less, discard it; this loses 1 Durability and gains +1 attack.
0/4

Anxe
2015-09-25, 11:57 PM
Excited Fan 3
Common Neutral Minion
Whenever you win a Joust deal 4 damage to your opponent.
3/3

CantigThimble
2015-09-26, 12:42 AM
Army of Illusions (3)
Epic Paladin Minion
If this card is revealed from your deck, it costs (3) more.
3/4

As clarification, this is not a stacking cost; the card costs 3, and costs 6 if it's Jousted with. Drawing the card does not count as revealing it from your deck.

So, if you draw it after it jousts does it cost 6 to play?

thirsting
2015-09-26, 02:52 AM
Fleeing Coward 3
Epic Neutral Minion
Battlecry: Joust - If your minion wins, it replaces Fleeing Coward. If it has Joust, the Joust triggers.
2/2

"YOU hold them while *I* execute a tactical retreat manouver!"




With apologies to the poster with the same name.
If the joust is won, then Fleeing Coward "dies" (escapes) and is replaced with the revealed card, who gets to joust again immediately, if applicable.

Gandariel
2015-09-26, 04:59 AM
This card is... weird.
I'll start off by saying this card is bad in constructed, but a 5/8 for 6 in Arena is already a really good statline.
The effect is... Well, first off i don't see why a Janitor would have that effect. Maybe if it was a ninja or a disguiser or something.. i don't see why should that effect be there.
Also, the effect feels wrong with that statline. a 5/8 *wants* to absorb enemy attacks.

If it were an 8/5 it'd make much more sense, and it would become a much more dangerous creature.
As is, i don't really think the ability makes sense on this card, neither flavor-wise or mechanically.


The theme, which i tried to make apparent from the flavor text, was that this is a "smart" ogre. But Not necessarily the strongest at HULK SMASH. Therefore, Mogor relegated him to being the Janitor. He talks strange, with big words.

Yeah, I got that. The thing that weirded me out was its ability. Why would he have it? Why would a Janitor deflect attacks on others?

GolemsVoice
2015-09-26, 08:21 AM
Hooligan (3)

Rare Common Card

Whenever your minions lose a Joust, summon a 2/1 Angry Supporter with Taunt

2/3

U WOT, M8?

Epinephrine_Syn
2015-09-26, 09:25 AM
Yeah, I got that. The thing that weirded me out was its ability. Why would he have it? Why would a Janitor deflect attacks on others?

Well, most ogres are stupid, and don't know what to hit. A mechanic fitting the opposite would be more like Hunter's Misdirection, where you're smart enough to outwit your opponents into a misstep. And he "should" be something more like a tactician, or a trapper. But Mogor doesn't respect or think about power in that sense, so he's relegated to a janitor instead. His ability doesn't make sense for being a janitor because he's not 'actually' a janitor.

The Glyphstone
2015-09-26, 11:07 AM
Let's try this:

Defias Bookie
Rare Rogue Minion 2
Whenever you Joust, reveal two cards from your deck instead and select the highest mana cost.
Combo: Joust - deal 2 damage.
2/2

Rogue decks don't generally run a lot of high-cost minions, so this effect tries to 'rig' the match by increasing your odds of revealing a good one. I considered 'add their mana costs together' so that it could compete against decks with better minions, but that felt too powerful. It's also somewhat self-supporting with the Combo; even if there are no other Joust cards in your deck, it still has a chance of being SI-7 Agent Lite.

On review,though...Rogue has no Joust cards in-class, and there are 3 neutral Jousters that don't really belong in Rogue to begin with. So I'm going to revise this into a Neutral card.


Syndicate Bookie
Rare Neutral Minion 2
Whenever you Joust, reveal two cards from your deck instead and select the highest mana cost.
2/2
The Defias ain't the only game in town, friend.

Without the Combo of the first draft, it works as a Neutral card, and passively boosts your odds of winning a Joust.

Epinephrine_Syn
2015-09-26, 01:47 PM
Mogu'shan Wraith
4 Mana
1/7 Taunt
Whenever this minion attacks or is attacked, Joust.
Joust: Give this creature +1/2.
Yes, this card is strictly better than Mogu'shan Warden, but we've seen blizzard policy on that already. This is a creature that against aggro will likely get to joust multiple times, increasing the chance that ONE of them will succeed. Has the potential to get really out of hand against aggro decks, albeit not so useful against other types of decks.

GAAD
2015-09-26, 03:02 PM
Clarification requested for Epinephrine_Syn.
Does the Mogu'shan Wraith's buff trigger after ANY Joust, or just after the Jousts it triggers?

Although, I think being able to trigger the Joust by attacking with it is a bit overpowered. A creature with the stats of a pre-existing card that gains stacking buffs - as an anti-aggro card, it's great. However, being able to pump it YOURSELF is a bit of an overpowered mechanic - essentialy being a turn 4 1/7 that could be a 3/11 taunt (which is comparable to an Ancient of War, costing 7 mana) the next turn - and keeps spiraling? A bit too powerful for my taste.

GreenSerpent
2015-09-26, 03:44 PM
Magnanimous Announcer
Common Neutral Minion 2
Minions in your deck cost (2) more.
2/3

He tends to hype things up a little too much.

http://i.imgur.com/ja6Z7xG.png

Gandariel
2015-09-26, 04:17 PM
Fair damsel 3
Epic neutral minion
Whenever one of your minions wins a Joust, give it +1/+1 and put it in your hand.
2/4

Clarification : the minion that wins the joust is the one revealed from the deck.

Epinephrine_Syn
2015-09-26, 05:17 PM
Clarification requested for Epinephrine_Syn.
Does the Mogu'shan Wraith's buff trigger after ANY Joust, or just after the Jousts it triggers?

Although, I think being able to trigger the Joust by attacking with it is a bit overpowered. A creature with the stats of a pre-existing card that gains stacking buffs - as an anti-aggro card, it's great. However, being able to pump it YOURSELF is a bit of an overpowered mechanic - essentialy being a turn 4 1/7 that could be a 3/11 taunt (which is comparable to an Ancient of War, costing 7 mana) the next turn - and keeps spiraling? A bit too powerful for my taste.

Just the jousts it triggers on it's own. While I would say a 5/10 is better than a 3/11, the point is pretty clear enough.

I could change it to something like "when this card is targeted by your enemy" instead.

Dr.Gunsforhands
2015-09-26, 05:19 PM
Alarm-o-jouster <3>
Epic Neutral Minion
At the start of your turn, Joust with your opponent. If you win, switch Alarm-o-jouster with the minion you revealed.
0/3

Dragon Companion <2>
Rare Hunter Spell
Summon a random Dragon companion.

3/3 stealth
3/2 At the end of your turn, give a Random Friendly Minion +0/+1
2/3 Deathrattle: summon a 2/3 River Crocolisk

Animal Pet <1>
Common Hunter Spell
Summon a random pet beast.
You can get Cliff, Stella, or Phil. They're all friendly and house-trained, though Phil will probably draw some suspicious looks.

The idea here, of course, is to make all of your early minions come from spells, so they don't sit in your deck messing up your Jousting. You use this on turn 1, King's Elekk on turn two, Animal companion on turn three, and then you're pretty much set.

2/2 Taunt - Cliff the Dog
2/1 Charge - Stella the Hawk
1/2 Poison - Phil the Centipede

(Poison means, 'destroy any minion damaged by this minion,' like with Maexxna or that one snake.)

CantigThimble
2015-09-27, 02:25 PM
Tournament Herald 2
Neutral Epic
Battlecry: Shuffle 3 Master Jousters into your deck.
2/3

I see the main value of this as allowing you to transition your deck into a mid-game joust focused deck at the time of your choice. This lets you do your mulligans, get your early game, and THEN have a deck full of high cost minions.

onasuma
2015-09-27, 03:11 PM
Bribed Arena Guard 2
Epic Neutral Minion
Whenever you reveal a minion from your deck, permanently reduce its cost by 2 as you return it.
2/3

Hamste
2015-09-27, 03:21 PM
Biased Ref 2
Rare neutral minion
When jousting, you win draws.
2/3

What if your opponent has one as well? Does it only apply to your own jousts? Does it change the card drawn for you to win or do you just win no matter what comes up (Matters for King's Elekk)?

CantigThimble
2015-09-27, 03:23 PM
It seems like biased refs ability would be better and simpler if it just gave your minions +1 cost while jousting.

CarpeGuitarrem
2015-09-27, 03:28 PM
So, if you draw it after it jousts does it cost 6 to play?
Nope; it's a passive thing. Once the card enters your hand, the cost goes back to normal.

GAAD
2015-09-27, 04:46 PM
I think Biased Ref would work like this: I have a Biased Ref in play. I initiate a Joust. If my card costs more I win. If it costs less I lose. If the Joust is a "tie" then Biased Refmakes the Joust a win instead of a loss. On your opponent's Joust, you win draws by default. Thus, a Biased Ref on each side won't interfere with each other. If both sides have one, then the victor of a tie is the person who initiated the Joust. If you have one, and your opponent Jousts a tie, nothing happens, as per usual.

Hamste
2015-09-27, 05:01 PM
Ah, just realized I misunderstood which draw was meant. I thought they meant draws as in the card they reveal for the joust not as in ties. So the second and third question isn't needed but the first is.

CarpeGuitarrem
2015-09-29, 02:40 PM
Now toying with a possible alternate card that I'm liking more, because it's weird.

D-naras
2015-10-02, 06:34 AM
So when is the judgernaut coming?

Frog Dragon
2015-10-02, 08:37 AM
This is a shaman weapon for game mechanical reasons and also because it's Rehgar's claw, who is a shaman.

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

Gladiator's Claw 2
Rare Shaman Weapon
Whenever you play a card with Joust, gain +1 durability.
2/2

GAAD
2015-10-02, 12:52 PM
Well. This is an interesting mechanic. But perma-ramping the entire deck is a bit TOO strong. The Mistcaller is a 4/4 for 6, a legendary, and only has a 1/1 buff. Time Golem can be a free Taz'dingo, best case will come down on turn 3 for above-average stats with upside - and you can have two. Drawn late and played immediately it's below average, but a turn 3 Thaurissan effect that NEVER GOES AWAY? OPOP
So, a 4/5 for 5, that might draw you a minion, and against aggro draws it for very cheap. A 1-of you won't be guaranteed to draw, with an effect that might not go off, and when it does might amount to a coin? Slightly underpowered, unless it truly hits, in which case it's amazing.
So. 3 mana 2/3 potential stacking card advantage eh? And it goes off even if you lose. I take the wording to mean the card is only added to your hand if YOU initiate the joust. The problem is that it's pure card advantage; it doesn't push you towards fatigue - and it's cards that were already in your gameplan. Comboed with cheap Joust effects, though, I can see it in a Joust Paladin.
Huh. So the weapon is bad. It might be good if it kept Durability, but essentially this is a 2 mana weapon with the potential stats of: 0/4 - does nothing, 1/3 - MUCH worse Light's Justice (which kinda sucks), 2/2 - Worse Argent Lance - as AL could be a 2/3, 3/1 - Worse Fiery War Axe. Now, given that it also discards minions from your deck, this is a VERY bad weapon - discarding effects are the downside - but against ANYTHING but aggro this card is horrible, and against aggro it's barely passable. Your Spidertank that costs 6 if in the deck was much better.
This could have been a 3/4 or a 4/3, you know. The ability is dependent on luck and does not impact the board state. While it's a neat idea, this is an aggro card, while Joust is a control mechanic.
So, it's Alarm-o-bot, but better, as you can activate its effect right away. I like it. Also, I read it that the Coward dies if its ability activates. I like how the Joust happens again afterwards. Good job.
So, let's say you play this and Gadgetzan Jouster at the same time. This costs 4 mana. You either have two 2/3s (for 4/6 worth of total stats), or a 2/3, a 1/2, and a 2/1 taunt (for 5/6 worth of total stats, across more bodies). Having this as a 1-of is pretty good, though two would be much. Tournament Attendee isn't very good at 1-mana, but as a token it's pretty good.
A Joust mulligan! Well statted, well explained. Good job.
I already stated how overpowered this card is. Just as a refresher, this is a creature that can snowball - multiple times - during your opponent's turn. Too overpowered.
Well. Less is more. This card is great! 3 damage is not hard to come by, and it STILL doesn't guarantee jousts. Good job.
So this is a more balanced version of Herald Baluus then. It provides card advantage - but it draws from your deck, and pushes you to fatigue. Besides, it's pretty decent statwise as well. Good job.
Great idea! Spells that create creatures but don't muck up Jousts is pretty good. And Joust Hunter just seems hilarious. Not much else to say. Good job.
Yeah, no. A full-stat 2 drop that casts Gang Up on a minion not already on the board is stupidly OP. Something with THAT much value shouldn't be okay on tempo AS WELL.
Oh my god we need this card. HAVING to win the Joust instead of tie it is horrible for the mechanic. Thank you, onasuma. Good job.
So a better Stormforged Axe then? I can dig it. Helps with board control as well.
Animal Pet
Biased Ref
Syndicate Bookie
Glyphstone's Syndicate Bookie. This card really helps against random bad luck, and makes Joust decks MUCH more consistent, being a weak 2-drop in compensation.

And my idea, which nobody else took:
Nemesis 3
Taunt. Battlecry: Your opponent reveals and draws the highest-cost minion in their deck.
3/5

CantigThimble
2015-10-02, 01:36 PM
I really disagree on the herald being overpowered. Casting gang-up on a decent minion really isn't an effective strategy in the first place. Gang up has only ever been used effectively on combo pieces like coldlight.

CarpeGuitarrem
2015-10-02, 02:09 PM
Hmm, how do you figure that a weapon which culls low-cost minions from your deck is bad? That's kinda the point of a deck that wants to ramp into expensive minions; that way, you don't draw the cheap ones. Which is probably something I should've explained, but it's basically a filter effect and the main point of the card. The weapon usage was just a tiny upside, in my mind.

onasuma
2015-10-02, 02:11 PM
Awkwardly, it appears I changed my entry while the judging was going on. I'll take third for the first idea though!

GreenSerpent
2015-10-02, 06:08 PM
Well. Less is more. This card is great! 3 damage is not hard to come by, and it STILL doesn't guarantee jousts. Good job.

I'd like to draw point to the fact that neither Syndicate Bookie or Biased Ref "guarantee jousts" so I don't see why you're not considering that as a judging thing in their case but you are in my entry.

And sarcasm is a sure-fire way to get people coming back to compete again.I see no reason to enter again if my work is going to be mocked.

EDIT: After a moment of introspection I will say that I may have written the above in a slightly aggressive tone, however no ill intent is intended. While I am grateful for the judging I feel that it is not being applied equally.

GAAD
2015-10-02, 06:15 PM
Uh, Serpent? There was zero sarcasm. I honestly thought that was a good card. Having Jousts be guaranteed is bad. GAH! WHY DO I KEEP MAKING PEOPLE MAD AT ME!!! I'm sorry you took it that way. I stated my opinions honestly, with zero sarcasm. The entries in which I wrote "good job" were the semi finalists, even though only three made it to the finals.

GreenSerpent
2015-10-02, 06:29 PM
Stating "3 damage is not hard to come by" sounds very like saying "this card is easy to remove", despite that factor not being mentioned in any of the other minion cards. It does come across as somewhat sarcastic to me.

It's late and my brain is swimming in neuroanatomy, so I may be more judgemental than normal.

Gandariel
2015-10-02, 07:05 PM
@ green serpent: yeah, the judge was not sarcastic. Your card was good. :)

Maybe a little unoriginal (that's the first thing I thought of as I was making a card), but good and balanced.

@Tournament Herald: looks fine to me. Not OP. On the strong side, yeah, but not OP.
The effect is really marginal, the only thing it really does is give you a better average starting hand. He *could* be broken in a fatigue deck with bounce effects.. and having 36 cards in the deck is very significant in fatigue matchups.

@obliteration lance; i agree that it's weak. The culling effect is really hard to notice. It's like using gang up in a regular deck.
(How many times do you intend to joust in one game? ) Also, Warlock is the worst class for this card, because if you draw a blank you can just hero power and draw one more.

And congrats to the winner!

Anxe
2015-10-02, 07:13 PM
Mine was a bad fix for Joust and I knew it, but I didn't feel like doing something else. What's next? Can we do like a Horde or Alliance theme?

The Glyphstone
2015-10-02, 09:56 PM
It usually takes me a day or two to come up with a good idea for the next contest when I win, so stay posted.

The Glyphstone
2015-10-04, 12:06 AM
Got it!

Since this is October, let's have a Monster Mash. Make me a card, of any type, themed around some sort of spooky story or horror monster.

Anxe
2015-10-04, 12:50 AM
Nice!

Stealing a page from Gandariel's book awhile back.

Freddy Kruger 4
Neutral Legendary Minion
Gains Immune and +3 Attack while attacking a minion that was played last turn.
3/3

Gandariel talked about getting a bonus against sleeping monsters that didn't get to attack yet. Here is the king of sleep murder himself!

Not sure about the statline yet

Dr.Gunsforhands
2015-10-04, 01:25 AM
Ooooh, okay!

Mansion Ghost <2>
At the end of your turn, gain stealth until another character is attacked.
3/2

Hmm...

Haunting Banshee <3>
Epic Neutral Minion
Deathrattle: Give a random enemy minion, "Deathrattle: Summon a Haunting Banshee for your opponent."
3/2

Thin Man <5>
Epic Neutral Minion
Stealth
Can only attack heroes. Doesn't have to attack minions with Taunt.
6/2

Horror Theme <2>
Rare Warlock Spell
Summon literally any Worgen.

Monster Mash <0>
No Rarity - Created by Elite Tauren Chieftain
Summon a random Monster for both players.

Chainsaw <3>
Common Warrior Weapon
When your hero attacks a minion, it also damages adjacent minions.
2/2

Sewer Mutant <2>
Rare Neutral Minion
Countdown 2: Transform into a 3/6 Fen Creeper with Taunt.
1/4

Possessed Mutant <1>
Epic or Legendary Neutral Minion
At the start of your turn, get +1/+1 and attack a random enemy.
1/2

Entry:

Haunting Banshee <3>
Epic Neutral Minion
Deathrattle: Give a random enemy minion, "Deathrattle: summon a Haunting Banshee for your opponent."
3/1

Gandariel
2015-10-04, 03:37 AM
Vampiric bite 4
Epic rogue spell
Give a minion +1/+1 and "whenever this minion deals damage, restore that much health to it"

He recently got a Ph.D.
you can call him Dr. Acula

Keledrath
2015-10-04, 11:36 AM
Gachnar, the Bringer of Terror <7>
Legendary Warlock Demon
Stealth
Gains +9/+9 while Stealthed
Becomes Stealthed at the beginning of your turn
1/1

The fine print reads "Actual Size"

It's a Buffy reference, for those who had deprived childhoods :smalltongue:

Anxe
2015-10-04, 12:16 PM
So many possibilities. ...



Vampiric bite 4
Epic xxx spell
Give a minion +1/+1 and "whenever this minion deals damage, restore that much health to it"

Zombie infection 3
Rare xxxxx spell
Transform a minion into a 2/2 zombie. (Watch out, the infection can spread!)

Zombie 0
Rare Uncollectible minion
Whenever this minion deals damage to a minion, turn it into a Zombie.
2/2


@Anxe: I would just go with "Immune while attacking a sleeping minion".
Much cleaner.
Sleeping can just be made into a keyword.

or just " +3 attack and Immune while attacking a minion that was played last turn"

Thanks! Good idea for making it more concise.

onasuma
2015-10-04, 03:27 PM
Charge minions ruin that though, Im afraid.

Jack O Lantern 5
Legendary Neutral Minion
At the start of your turn give each player a festive surprise.
4/6

Trick or Treat 2
Uncollectable Neutral Spell
Either deals 4 damage to a minion or give that minion +2/+2 (at random)

Jormengand
2015-10-04, 03:42 PM
Devourer of Souls 5
Rare Warlock Demon
When this kills a minion and survives, give it +2/+2
3/4

The Glyphstone
2015-10-04, 05:45 PM
Charge minions ruin that though, Im afraid.

Jack O Lantern 5
Legendary Neutral Minion
At the start of your turn give each player a festive surprise.
4/6

Trick or Treat 2
Uncollectable Neutral Spell
Either deals 4 damage to a minion or give that minion +2/+2 (at random)

I assume Trick or Treat is the 'Festive Surprise', the way ETC gives 'The power to rock'?

D-naras
2015-10-05, 03:21 AM
Coven's Help 2
Common Mage Spell
Put a witch's tool in your hand.
- Membership has lax requirements but moles are mandatory.

Gives on of the following at random:

Hex

Familiar 1
Common Mage Minion
Can't be the target of spells or hero powers, Spell Damage 1
1/1

Flying Broom 2
Common Mage Spell
Target minion gains +2 Attack and ignores Taunts.

Cauldron 3
Common Mage Minion
At the end of your turn, put a random spell in your hand.
0/3

thirsting
2015-10-06, 09:38 AM
Weeping Angel 6
Epic Neutral Minion
May not attack as long as there are any enemy minions on board.
8/7

Weeping Angel 6
Epic Neutral Minion
Charge.
May only attack Sleeping or Frozen enemies.
8/7

"Don't slink! ..no, wait, that was not it..."


Whoa, edits. Sleeping = freshly summoned minions, those with the little Zzz's on them. Freeze-mage's new best friend?
I wanted to do Langoliers, but couldn't figure a good way to represent them mechanically.

Keledrath
2015-10-06, 11:03 AM
Angel seems a little weak. Compare it to the tofu 6 drop (boulderfist), and you gain 2/1 in stats, but it can only be used for face damage.

The other close comparison I can think of is ancient watcher, which is 4/2 weaker and can't hit face on its own, but also has an advantage of 4 mana.

I'm not sure how to fix it, but charge would be an option. The angels were bloody fast after all. I don't think it leads to any OTK setups (the main one I see is rogue with double shadowstep)

CantigThimble
2015-10-06, 11:24 AM
I think the angel at least ought to be immune while it can't attack.

CarpeGuitarrem
2015-10-06, 12:17 PM
Weeping Angel 6
Epic Neutral Minion
8/7
May not attack as long as there are any enemy minions on board.

"Don't slink! ..no, wait, that was not it..."



I wanted to do Langoliers, but couldn't figure a way to make them work mechanically.
Blast, I was going to do Weeping Angels! :smalltongue:

That said, I feel like "deals damage to the face" doesn't really capture their spirit. They should be a minion that's able to keep picking off enemy minions. Maybe something like "has poison on your opponent's turn and is immune and can't attack on your turn". Actually no, that would be terrible. But you get the idea.

thirsting
2015-10-06, 12:56 PM
Blast, I was going to do Weeping Angels! :smalltongue:

Please do, if you got a better idea for them. (I'm not really a Dr Who fan, just watch over spouse's shoulder occassionally, then pretend to not enjoy it at all if caught)

Edited a new ability for my version, and charge. Still weak maybe.

CarpeGuitarrem
2015-10-06, 05:07 PM
The Final Maiden (4)
Legendary Warrior Minion
Battlecry: if seven or more of your minions have died, this minion gains Charge and Divine Shield.
4/4

The Final Maiden (4)
Legendary Neutral Minion
Battlecry: add four random Victims to your hand.
3/5
"If you won't stay alive, I guess I'll just have to learn from your mistakes."


Note: you only get one copy of a given Victim per Battlecry. You could conceivably get more copies with Shadowstep, naturally. But you won't play The Final Maiden and get 3x The Flirt, for instance.

Victim: the Jock (1)
Uncollectable Neutral Spell
Give The Final Maiden +2 attack.

Victim: the Flirt (1)
Uncollectable Neutral Spell
Give The Final Maiden taunt.

Victim: the Mystic (1)
Uncollectable Neutral Spell
Give The Final Maiden divine shield.

Victim: the Best Friend (1)
Uncollectable Neutral Spell
Give The Final Maiden charge.

Victim: the Alpha (1)
Uncollectable Neutral Spell
Give The Final Maiden windfury.

Victim: the Flake (1)
Uncollectable Neutral Spell
Give The Final Maiden "Deathrattle: summon a 3/3 Paranoid Survivor."

Victim: the Nerd (1)
Uncollectable Neutral Spell
Give The Final Maiden stealth.


A riff, of course, on the "Final Girl" trope of slasher movies.

Hamste
2015-10-06, 05:46 PM
Frankenstein's Monster 4
Warlock Legendary
When ever you or your opponent attacks or targets Frankenstein's monster deal 2 damage to a random enemy minion.
4/4

I have been reading Frankenstein lately and I felt this exemplified what the monster was all about. It tried to be good but when ever he was targeted he flew into a rage. I was originally thinking of it having above average stats and targeting your own minions with the 2 damage to symbolize that it never really targeted those that were the ones that actually hurt it but I have shown I can't really balance those. Another consideration was again above average stats but it couldn't attack until it was targeted or attacked but had to scrap it for same reasons as the earlier one. For those curious the only way to attack your own minion that I know of is misdirection.

Epinephrine_Syn
2015-10-06, 11:27 PM
Wendigo
6 Mana, 2/1, Elusive
Battlecry: Destroy target creature, and all other creatures on the field that share a name with that creature. This creature gains +2/0 for each creature destroyed.
Watch, ye tavern Patrons, for what lurks behind the forest, and follows your customers, may feast upon your souls.

(Elusive means "cannot be targeted by spells or hero powers". Yeah, there's an actual keyword for that. Used nowhere though.)

CarpeGuitarrem
2015-10-07, 02:53 PM
Wendigo
6 Mana, 2/1, Elusive
Battlecry: Destroy target creature, and all other creatures on the field that share a name with that creature. This creature gains +2/0 for each creature destroyed.
Watch, ye tavern Patrons, for what lurks behind the forest, and follows your customers, may feast upon your souls.

(Elusive means "cannot be targeted by spells or hero powers". Yeah, there's an actual keyword for that. Used nowhere though.)
I didn't know that wendigos were made of magma. :smalltongue:

CantigThimble
2015-10-07, 03:14 PM
Jumpscare 4
Neutral Epic Minion
Battlecry: Appear to be another random neutral 4 cost minion.
6/1

So it looks like something else to your opponent. It will never appear to be a minion with battlecry, stealth or taunt. As soon as it takes or deals damage it's revealed for what it is.

I think needing to check if you can or can't attack a minion every time your opponent plays a 4 drop is just annoying so I made it unable to summon anything with stealth or taunt. This still leaves 17 possibilities so it should be unpredictable enough.

The Glyphstone
2015-10-07, 05:01 PM
Jumpscare 4
Neutral Epic Minion
Battlecry: Appear to be another random neutral 4 cost minion.
6/1

So it looks like something else to your opponent. It will never appear to be a minion with battlecry. As soon as it takes or deals damage it's revealed for what it is.

What about minions with Taunt, like Sen'jin Shieldmasta or Arcane Nullifier? Can an opponent attack other targets, since it looks like it would have Taunt but actually doesn't?

GAAD
2015-10-07, 05:46 PM
Nah, if anything, Jump Scares should be a secret. Like so:

Jump Scare 1
Rare Paladin Spell
Secret: When your opponent plays a card, they have 15 seconds to finish their turn.

Fel Reaver trigger and Nozdormu effect; everything here is already in the game. However, let me know if this counts as Offensive Resource Destruction, I'm honestly not sure.

Gandariel
2015-10-07, 05:52 PM
It does not. It is, however, very weak, as it really does nothing.

Keledrath
2015-10-07, 05:56 PM
It does not. It is, however, very weak, as it really does nothing.

I could see it being passable at low level Arena play, where your opponent
A. Isn't very good (won't necessarily plan out his entire move before playing the first card)
and
B. Isn't using a deck that he necessarily knows in and out.

But yeah, it really does nothing. Maybe if it was a 3d game and nefarion flew out of their screen or something.

CarpeGuitarrem
2015-10-07, 07:29 PM
But yeah, it really does nothing. Maybe if it was a 3d game and nefarion flew out of their screen or something.
10/10 would play in every deck

GAAD
2015-10-07, 09:56 PM
All right, since I like secrets...

Spooky Cabin 3
Rare Hunter Minion
At the end of your turn play a random Secret you do not have in play.
0/5
In the Woods!

So it could be a 0/5 body and a Mirror Entity... or Eye for an Eye. If it lives a turn you get decent value, if it somehow lives for two turns it pays for itself.

GolemsVoice
2015-10-08, 04:33 AM
X-Files (5)
rare Rogue spell

Place one random Agent in your hand. This minion costs (0).

Agents:

Fox Mulder (5)
uncollectable Rogue minion

Battlecry: Summon one random 2 mana minion for your enemy

7/6

The Truth is out there!


Dana Scully (4)
uncollectable Rogue minion

Battlecry: Destroy a random enemy minion with 3 health or less

4/3

Mulder, that's just three Murlocs stacked on top of each other!



Logic is the following: Mulder sees monsters wherever he goes, and Scully goes about disproving their existence. It's a rogue spell because they're rogue agents. Get it? Get it?

Gandariel
2015-10-08, 04:37 AM
Their Battlecries don't work, though

GolemsVoice
2015-10-08, 04:43 AM
I kind of knew that, I was hoping they'd work anyway. I'll rework them.

Gandariel
2015-10-08, 04:47 AM
I kind of knew that, I was hoping they'd work anyway. I'll rework them.

"Put a dude in your hand, it costs 0" ?

GolemsVoice
2015-10-08, 04:51 AM
An elegant solution, for a more civilized age.

GreenSerpent
2015-10-08, 07:42 AM
Reanimator's Assistant 3
Rare Neutral Minion
ALL other minions have Deathrattle: Summon a 1/1 Failed Experiment.
2/5
Yes, experiments can be revived from other experiments. How does he do that?

And the associated token:

Failed Experiment 1
Rare Neutral Minion (uncollectable)
1/1

http://i.imgur.com/6LW2FYK.png

Cabalist 3
Rare Priest Minion
Deathrattle: Add a copy of Shadowform to your hand. It costs (0).
3/3
PUT YOUR FAITH IN THE SHADOW! *dramatic music*

Yes, it's a 3-drop for priest. Another one! My aim for this one was to make an underplayed card "good" in the same way that Light's Justice/Muster for Battle happened.

Might not seem necessarily "evil" at first, but you gotta have those dark cults right?

CantigThimble
2015-10-08, 12:15 PM
Soo, knife juggler, warsong commander, race the timer to inevitably kill them?

Keledrath
2015-10-08, 12:51 PM
Assuming they have enough of a board. Remember, things don't die from hitting face, so your only face damage is from juggler. Who might instead hit minions, which reduces the potential to do face damage (one less hit point for a zombie to eat through

And then I realize it affects our opponent. Yeah, that does make a problem.

Hamste
2015-10-08, 12:58 PM
Assuming they have enough of a board. Remember, things don't die from hitting face, so your only face damage is from juggler. Who might instead hit minions, which reduces the potential to do face damage (one less hit point for a zombie to eat through

And then I realize it affects our opponent. Yeah, that does make a problem.

Making the cards weakness time.


A better combo is frothing berserker, warsong and that after a Thaurissan turn to make patron warrior on steroids. 4 card (and 1 random minion) instant kill and all the other cards are useful in patron.

CarpeGuitarrem
2015-10-08, 04:54 PM
You're all talking about this card as though Dreadsteed doesn't already exist. :smalltongue:

Hamste
2015-10-08, 04:59 PM
You're all talking about this card as though Dreadsteed doesn't already exist. :smalltongue:

If dreadsteed could be used in warrior (or warsong commander in warlock) we would probably be facing some very different decks in the meta right now.

Keledrath
2015-10-08, 05:04 PM
If dreadsteed could be used in warrior (or warsong commander in warlock) we would probably be facing some very different decks in the meta right now.

Hey, don't act like RNGesus doesn't love portal mage :smalltongue:

Gandariel
2015-10-08, 05:29 PM
Dreadsteed + Warsong is too powerful of a combo, and they made sure to lock both cards in different classes.

That card being neutral makes it very, very scary. It's more broken than Patron Warrior, and you know what that means.

GreenSerpent
2015-10-08, 05:33 PM
Changes were made. And I view it as good this time since there was discussion inspired, even if it was mostly about the combos you could do.

Giving it the Buzzard treatment would probably have worked though~

I presume Cabalist will not be attracting too much attention over power levels?

Keledrath
2015-10-08, 05:47 PM
What happens on Shadowforms 3 and 4?

GreenSerpent
2015-10-08, 05:53 PM
What happens on Shadowforms 3 and 4?

Nothing, as I would presume happens currently (via using Lorewalker Cho to get 3+ Shadowforms).

I'd test it but I don't have a copy of Shadowform.

EDIT: Actually, does using Shadowform when you already have Mind Shatter reset your hero power?

GAAD
2015-10-08, 05:57 PM
Actually, casting Shadowform if your hero power is Mind Shatter DOES do something: if you've already used it, it resets your hero power and you can use it again. So if you have two Shadowforms in the deck and played, it's a hybrid of Garrison Commander and Fencing Coach - an extra use of your hero power, at cost, whenever you want it. Essentially, it's a 3/3 that adds a Darkbomb to your hand in this case.

Epinephrine_Syn
2015-10-09, 10:10 AM
Actually, casting Shadowform if your hero power is Mind Shatter DOES do something: if you've already used it, it resets your hero power and you can use it again. So if you have two Shadowforms in the deck and played, it's a hybrid of Garrison Commander and Fencing Coach - an extra use of your hero power, at cost, whenever you want it. Essentially, it's a 3/3 that adds a Darkbomb to your hand in this case.

Disclaimer: Added Darkbombs tend to underperform by a damage point.

Frog Dragon
2015-10-09, 05:18 PM
Wolf Cultist 3
Rare Neutral Minion
At the start of your turn, transform this minion into a Werewolf.
3/3

Werewolf 4
Uncollectible Neutral Minion
Charge. Any minion damaged by this gains "At the start of your turn, transform this minion into a Werewolf."
5/4

Not sure how to word it in a more concise manner. Werewolf has charge to avoid it going to sleep when the cultist transforms into it.

GAAD
2015-10-09, 05:48 PM
@Epinephryn - an extra 0 cost Shadowform when your HP is already 3 damage, is 3 damage for 2 mana (Darkbomb) that procs Inspire mechanics.

@FD - And what happens if the Werewolf gets bounced? It needs a mana cost too.

GreenSerpent
2015-10-09, 06:44 PM
@Epinephryn - an extra 0 cost Shadowform when your HP is already 3 damage, is 3 damage for 2 mana (Darkbomb) that procs Inspire mechanics.

Although you do need to run two Shadowforms and two Cabalists to get the maximum benefit out of this!

If you use the normal Shadowforms to get Mind Shatter you're dealing with the tempo loss from playing Shadowform in order to get two free Darkbombs.

If you use the (0) Shadowforms to get Mind Shatter then the two spells become "3 mana refresh your hero power".

Interesting interactions and ways to use it, I thought.

Frog Dragon
2015-10-10, 02:25 AM
@FD - And what happens if the Werewolf gets bounced? It needs a mana cost too.
Fixed. I was going to give it a mana cost but forgot.

Epinephrine_Syn
2015-10-10, 03:46 AM
@Epinephryn - an extra 0 cost Shadowform when your HP is already 3 damage, is 3 damage for 2 mana (Darkbomb) that procs Inspire mechanics.


Huh. I never knew that. It's been maybe a year since I've actually seem the card shadow form and 'read' it, so I totally forgot about that little niche.

cha0s4a11
2015-10-11, 01:11 AM
E-GOR 6
Legendary Neutral Minion
At the end of your turn, create and summon a monster using the health, attack, and card text from three random dead minions.
Mech
2/2
Modern efficiency with old-world sensibilities, perfect for quickly assembling things that aren't quite dead yet.



If played in a game where a Ragnaros (8/8), a Mad Scientist (2/2), and Fairie Dragon (3/2) have died, possible creations include:
2/2 or 3/2, Can't attack, deal 8 damage ton enemy at end of turn.
3/8 or 8/2, Deathrattle: Put a secret from your deck to the Battlefield
2/8 or 8/2, Cannot be targeted by spells.

Gandariel
2015-10-11, 01:51 PM
Ok, someone has to be that guy, might as well be me this time :P


Can we get a judgement? :D

CarpeGuitarrem
2015-10-11, 05:09 PM
chaos4all: all dead minions, or your dead minions? (I'd hate to see this get played against a Paladin.)

The Glyphstone
2015-10-11, 05:09 PM
Isn't the standard a week? You guys technically have until 11:59 EST today to make any final changes or last-minute submissions, and the Judgernator will be back tomorrow.

The Glyphstone
2015-10-12, 04:42 PM
Judgement Time!

Off the bat, I'm noticing a lot of board-control heavy cards in general - if they stick for a turn, they'll generate massive value. Not relevant to judging criteria, just an interesting trend.



Freddy Kruger 4
Neutral Legendary Minion
Gains Immune and +3 Attack while attacking a minion that was played last turn.
3/3


Good Ol' Freddy, a nice start to the contest. 6-damage Immune on the attack and 3/3 on defense for 4 is nice. Against an empty board or with some protectors, he can easily lock down your opponent's minions entirely for the entire early/mid-game unless they get a Charger.






Haunting Banshee <3>
Epic Neutral Minion
Deathrattle: Give a random enemy minion, "Deathrattle: summon a Haunting Banshee for your opponent."
3/1

So if I'm reading this right, HB dies and 'possesses' an enemy minion, so that when that minion dies you get your Banshee back. Definitely needs some skill to pull off, and strategy to neutralize properly. I like it.



Vampiric bite 4
Epic rogue spell
Give a minion +1/+1 and "whenever this minion deals damage, restore that much health to it"

He recently got a Ph.D.
you can call him Dr. Acula

Self-healing by way of dealing damage. Simple, elegant, and effective.



Gachnar, the Bringer of Terror <7>
Legendary Warlock Demon
Stealth
Gains +9/+9 while Stealthed
Becomes Stealthed at the beginning of your turn
1/1

The fine print reads "Actual Size"


I had an unfulfilling childhood, I guess. It's basically a Pyroblast for 7 mana, with the potential to be reusable if your opponent lacks a ping or another minion to hit him in his 1/1 form. Nifty, not sure about power level.






Jack O Lantern 5
Legendary Neutral Minion
At the start of your turn give each player a festive surprise.
4/6

Trick or Treat 2
Uncollectable Neutral Spell
Either deals 4 damage to a minion or give that minion +2/+2 (at random)

Fun, but risky. I might play it just for the body in Arena, it's a Spiteful Smith with a potential if very risky side effect.




Devourer of Souls 5
Rare Warlock Demon
When this kills a minion and survives, give it +2/+2
3/4

Fragile, but vicious if it can start to run away (a bit like its cousin Dread Watcher). Though DW is probably a bit better in that it can be self-activated, but DoS needs weak minions to pick on.





Weeping Angel 6
Epic Neutral Minion
Charge.
May only attack Sleeping or Frozen enemies.
8/7


It'll be almost guaranteed to go 2 for 1 or better with that statline, though at least its health will go down with each minion it kills. It's definitely best in Mage with their cheap Freeze effects (also the only way it can go face).





The Final Maiden (4)
Legendary Neutral Minion
Battlecry: add four random Victims to your hand.
3/5
"If you won't stay alive, I guess I'll just have to learn from your mistakes."
.

Very nifty, and I really like how the RNG factor makes it both incredibly versatile and unpredictable - could be an overpriced Tasdingo, or a 10-damage cannonball to the face.



Frankenstein's Monster 4
Warlock Legendary
When ever you or your opponent attacks or targets Frankenstein's monster deal 2 damage to a random enemy minion.
4/4


Another horror staple, from the classics instead of the movies this time. The effect of lashing out uncontrollably at anything in reach definitely suits the theme of the story, and I think the way you did it fits better than your earlier attempts. I'd have cleaned up the effect to 'whenever it is targeted by a spell or damaged by a minion' myself, though, for simple wording.



Wendigo
6 Mana, 2/1, Elusive
Battlecry: Destroy target creature, and all other creatures on the field that share a name with that creature. This creature gains +2/0 for each creature destroyed.
Watch, ye tavern Patrons, for what lurks behind the forest, and follows your customers, may feast upon your souls.


Cool, but seems a bit too 'meta-tech' for my tastes. Against anything except Patron Warrior, it's at best a 6/1 for 6, which is weaker than Reckless Rocketeer (barring incredible niche scenarios where you are in a mirror match).




Spooky Cabin 3
Rare Hunter Minion
At the end of your turn play a random Secret you do not have in play.
0/5
In the Woods!


Definitely a good card for value, since you have about a 20% chance of immediately getting a secret that will protect the Cabin (or at least replace it) long enough for it to stick around two full turns. Could be overpowered with Eaglehorn Bow, maybe not.




X-Files (5)
rare Rogue spell

Place one random Agent in your hand. This minion costs (0).

Fox Mulder (5)
uncollectable Rogue minion
Battlecry: Summon one random 2 mana minion for your enemy
7/6
The Truth is out there!

Dana Scully (4)
uncollectable Rogue minion
Battlecry: Destroy a random enemy minion with 3 health or less
4/3
Mulder, that's just three Murlocs stacked on top of each other!



At first, I was going to say Mulder was vastly better to get than Scully, being a Value Co. Mercenary with a much friendlier drawback. Scully's not bad on second glance though, being effectively a 3-damage finisher to an already damaged minion.




Cabalist 3
Rare Priest Minion
Deathrattle: Add a copy of Shadowform to your hand. It costs (0).
3/3
PUT YOUR FAITH IN THE SHADOW! *dramatic music*



The connection to the theme is a little tenuous, but I'm not too worried about that. Otherwise, though, Cabalist is okay but doesn't really inspire (pun intended) me; feels like it shows up a few rounds too late to the Improve A Bad Card contest.



Wolf Cultist 3
Rare Neutral Minion
At the start of your turn, transform this minion into a Werewolf.
3/3

Werewolf 4
Uncollectible Neutral Minion
Charge. Any minion damaged by this gains "At the start of your turn, transform this minion into a Werewolf."
5/4


Another monster-movie staple, and another card that'll produce excellent value if it can stick to the field. Not sure how often the 'infection' ability will actually trigger, though I like how it's good as a cleaner early game and pseudo-removal against big nasties in late-game (though not great pseudo-removal because handing your opponent a 5/4 charger is still pretty good).



E-GOR 6
Legendary Neutral Minion
At the end of your turn, create and summon a monster using the health, attack, and card text from three random dead minions.
Mech
2/2
Modern efficiency with old-world sensibilities, perfect for quickly assembling things that aren't quite dead yet.


Honestly not sure what to make of this, because it ventures so drastically out of Hearthstone's typical design boundaries that I have no idea about potential balance. But I definitely like the thematics and design intent, so props there.



Final Judgements

Frankenstein's Monster, by Hamste


Vampiric Bite, by Gandariel


The Final Maiden, by Carpe_Guitarrem!

CantigThimble
2015-10-12, 05:09 PM
You missed me. Not that I really expected to win but still. :smalltongue:

Gandariel
2015-10-12, 05:25 PM
Congrats to the winner!


Also, i completely forgot to add a small addendum to my card, just to clarify it;
I'll post it for the sake of completeness.

Vampiric bite 4
Epic rogue spell
Give a minion +1/+1 and "whenever this minion deals damage, restore that much health to it"

He recently got a Ph.D.
you can call him Dr. Acula

If you give Vampiric bite to a Dark Iron Dwarf, making it a 5/5, it can kill a Core Hound (9/5) and survive with one hit point. Or kill a Loatheb without taking damage, etc.

Essentially, any minion with equal or lower attack will do no damage to the target of this buff. (But of course, spells and silence still kill him).

Hamste
2015-10-12, 05:34 PM
Cool, I got third :smallsmile:.


I have to ask why you think Wendigo would be a meta-tech card? Siphon soul is still used in some Handlocks and that card is in most cases probably better than siphon soul (except against paladin and zoolock who have the 1/1 to kill it and who don't have any pairs out. Killing two minions with it) as a 4/1 will generally kill at least a 3 attack minion.

Gandariel
2015-10-12, 05:38 PM
Cool, I got third :smallsmile:.


I have to ask why you think Wendigo would be a meta-tech card? Siphon soul is still used in some Handlocks and that card is in most cases probably better than siphon soul (except against paladin and zoolock who have the 1/1 to kill it and who don't have any pairs out. Killing two minions with it) as a 4/1 will generally kill at least a 3 attack minion.

The "meta" comment was mostly about Patron, which is the one deck which regularly shoots out more than 2 copies of a single minion.

Wendigo is a pretty solid minion, actually. 4/1 + Assassinate, with potential for ultravalue, it's pretty good for 6 mana. My only complaint is that i don't like "destroy a minion" on a neutral minion, especially if it's not a legend. This kind of effect should be class-specific, i believe.

The Glyphstone
2015-10-12, 05:58 PM
You missed me. Not that I really expected to win but still. :smalltongue:




Jumpscare 4
Neutral Epic Minion
Battlecry: Appear to be another random neutral 4 cost minion.
6/1

Another interesting idea with how it uses the digital medium of Hearthstone in a way that a physical card game couldn't do. I do agree that it's a pity you couldn't have an in-your-face animation coming 'out' of the screen.

The Glyphstone
2015-10-12, 06:03 PM
Another interesting idea with how it uses the digital medium of Hearthstone in a way that a physical card game couldn't do. I do agree that it's a pity you couldn't have an in-your-face animation coming 'out' of the screen.





The "meta" comment was mostly about Patron, which is the one deck which regularly shoots out more than 2 copies of a single minion.

Wendigo is a pretty solid minion, actually. 4/1 + Assassinate, with potential for ultravalue, it's pretty good for 6 mana. My only complaint is that i don't like "destroy a minion" on a neutral minion, especially if it's not a legend. This kind of effect should be class-specific, i believe.

More or less, yeah. A 6-mana minion who can be pinged to death before they attack is just a slightly overcosted neutral Assassinate with a small chance of getting two kills. Not a bad card - a pretty good one value-wise - but not a top 3 sadly. Though now that I think of it, it's also a meta-counter to Token Paladin as well as Patron Warrior.

Keledrath
2015-10-12, 10:15 PM
Glyph, you need to correct your childhood now. Seriously, it's on Netflix.

Also, worth noting that it's not quite pyroblast. It can be frozen, silenced, or deflected by taunt. It doesn't have charge, so it is also a very telegraphed pyroblast.

The Glyphstone
2015-10-12, 11:43 PM
Glyph, you need to correct your childhood now. Seriously, it's on Netflix.

Also, worth noting that it's not quite pyroblast. It can be frozen, silenced, or deflected by taunt. It doesn't have charge, so it is also a very telegraphed pyroblast.

Taunt, sure, but the Stealth means it can't be frozen or silenced until it gets at least one hit in (except for Mass Dispel, but who runs that?).

Also, I don't have a Netflix webscription - though I am seriously considering switching from the DvD subscription to the web series one, since Daredevil and now Jessica Jones are Netflix exclusives.

CarpeGuitarrem
2015-10-13, 12:02 AM
Ah!! Yay!!

...hm. Now I need to think up a new contest.

I've done mechanical-themed ones so far...let's go with a fluff theme this time.

I want to see...

SUPERHEROES!
(also, supervillains are okay too)

Make a card inspired by a comics super. Bonus points for finding a way to Warcraft-ize them while still homaging the superhero. (And by "bonus points" I mean "totally nebulous measure of how much I like the card that has no guaranteed objective impact".) As always: balance, interesting mechanics, and flavor. Sorta in that order.

The Glyphstone
2015-10-13, 12:20 AM
Are super-villains acceptable as well? Doesn't affect my entry idea, but others might want to do a villain instead.


Nethercrawler (5)
Legendary Neutral Minion - Demon
Charge
Enrage: At end of turn, return this minion to your hand.
4/4
BAMF.

Hopefully, the below-average stats make up for its potential reusability; the return triggers at end of turn specifically so it has to live through its attacks and/or enemy attacks before it can 'teleport' back to your hand. Current point of comparison is Kor'Kron Elite - +1 mana for 1 extra health and the retreat power. Though it's also comparable to Coliseum Manager, at 2/5 for 3 with a bounce power only you can activate...

Anxe
2015-10-13, 01:18 AM
Professor X 2
Legendary Mage Minion
You can see your opponent's hand.
Professor X has Stealth as long as you control another minion.
0/1

Telepathy and he's got his squad of X-Men that keep him safe. I wanted to have him summon some X-Men, but I think the card would've been too cluttered if it did.

Gandariel
2015-10-13, 01:52 AM
Magneto 5
Legendary Neutral Minion
Battlecry: force a Mech to attack another character.
5/4
Do what you were made for!

Either removal or pseudo Windfury ? Looks balanced to me (compare to Harrison and Shadow Madness)
Note: The effect doesn't switch control (So if you mash an enemy Shredder, THEY will still get the deathrattle



Other idea:
The Riddler 5
Legendary neutral minion
Battlecry: Play three random secrets (one per class)
2/1

The dream: effigy + Snake Trap + Competitive Spirit!

thirsting
2015-10-13, 02:09 AM
Yes! Superheroes/villains would have been my theme too.


Flush the Ogre 6
Legendary Shaman Minion
Charge. Windfury. 50% chance to attack the wrong enemy.
5/5

Faster than thought!




Iron Ogre 6
Legendary Neutral Mech
Deal 2 damage to a random enemy whenever you gain or use a Spare Part.
50% chance to attack the wrong enemy.
4/8

Often forgets to turn off her mechsuit's loudspeakers. All the loud "UH OH"'s and "OOPSIE!"'s are really starting to get to her few remaining allies.

Bulk 3
Epic Warrior Minion
When ever this minion takes damage and survives, it gains +3 Attack and +2 Health.
1/4

"Bulk" is not a name. It's a title. You have to get really, really angry to be worthy of inheriting it.

Hamste
2015-10-13, 04:51 AM
Bruce Banner 4
Legendary Warrior Minion
Enrage: transform into The Hulk at the end of the turn
4/4

The Hulk 6
Legendary Minion (uncollectible)
Each time this minion is damaged it gains +1 attack.
5/7

Basically this is a tempo play for warriors. They can play a 4/4 and hope it survives to attack an enemy minion the turn after or play it with a way to do 1 damage to transform it into the hulk immediately.

D-naras
2015-10-13, 09:08 AM
Not so much a superhero card but I couldn't resist:

90s Fanboy 3
Legendary Neutral Minion
Battlecry: ALL minions in hands and decks gain Battlecry: 50% chance for a cash-grab guest appearance.
0/3
- DUd3!!1 WOLV3R1N3 IZ TEH AW3S0M3X0R

When the cash-grab guest appearcance triggers, Wolverine is summoned:

Wolverine 3
Legendary Neutral Minion
Charge
Battlecry: Destroy all other Wolverines. You lose 3 life.
3/3

Edit: Also, Glyphstone, you forgot my card as well :smallfrown:

Anxe
2015-10-13, 09:19 AM
First draft

Magneto 5
Legendary Neutral Minion
Battlecry: force a Mech to attack another character.
5/4
Do what you were made for!

Either removal or pseudo Windfury ? Looks balanced to me (the obvious comparison is Harrison)



Other idea:
Life Model Decoy 1
Rare shaman spell
Put a copy of target friendly Legendary minion in your hand.
Yeah! We finally defea- oh, it was an LMD. Again.

AAAH so many ideas

Ororo Monroe 5
Legendary shaman minion
Battlecry: add two random Lightning spells to your hand
3/2

(Can get lightning bolt, Crackle, Lightning Storm, forked lightning, Elemental destruction)

Earth Shock too?

The Glyphstone
2015-10-13, 09:41 AM
Edit: Also, Glyphstone, you forgot my card as well :smallfrown:

Craaap. Sleepy now, but I'm pretty sure my comments were similar to the ones I made for Final Maiden- variable effect, all of which could be good or bad. Just less so.

Gandariel
2015-10-13, 09:44 AM
Earth Shock too?

Then I'd have to add Frost shock , lava shock , lava burst. ..

Better to make a small coherent list than a big weird one.

Jormengand
2015-10-13, 10:29 AM
Hero's Signal 4
Rare Paladin Spell
Put a random minion from your deck onto the battlefield.

Anxe
2015-10-13, 10:44 AM
Then I'd have to add Frost shock , lava shock , lava burst. ..

Better to make a small coherent list than a big weird one.

I get the difference between Earth Shock and the others you listed as working, but Earth Shock is also a lightning looking effect. The others are frost and lava.

GolemsVoice
2015-10-13, 11:08 AM
Hydroperson (5)

Legendary Druid Minion

Whenever this minion is damaged by any source, summon a Murloc with mana costs equal to the damage taken.

4/4

This looks like a job for Hydroperson!

Each source of damage is counted individually, so if Hydroperson received 1 damage and 3 damage, you'd get a 1 mana murloc and a 3 mana murloc. Only the actual health lost counts, so a fireball would still only summon a 4 mana murloc (if there ever will be murlocs with a cost of 5 or more mana).

CarpeGuitarrem
2015-10-13, 11:45 AM
Are super-villains acceptable as well? Doesn't affect my entry idea, but others might want to do a villain instead.
Totally! I didn't explicitly put it as such, but I definitely had basically...anything comicbooky and super.


Either removal or pseudo Windfury ? Looks balanced to me (the obvious comparison is Harrison)


And Shadow Madness!

Keledrath
2015-10-13, 11:55 AM
Cameo 3
Common Paladin Spell
Replace a random friendly, non-legendary minion with Eel Nats

Hey guys! I found him!

Eel Nats 8
Legendary Uncollectible Minion
All other friendly Legendary creatures are Immune
1/8

Excelsior!

Because so long as he's around, the good guys will always win.

CarpeGuitarrem
2015-10-13, 12:04 PM
My thought process: "Eel Nats? What is 'Eel Nats'? I've never heard of OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH."

Gandariel
2015-10-13, 12:12 PM
And Shadow Madness!

Kinda. If you use it on, say, an enemy Shredder and make it suicide, THEY will still get the deathrattle.

So yeah, it's a weaker, conditional Shadow Madness.
I'd say that around half decks actually use mechs (even if just Shredders), and the effect, just like Shadow Madness, may or may not turn out awesome. All in all, I believe this effect is worth about as much as Harrison's.
Also, it'd be fun to see if this would warp the meta, and make less people randomly throw in Shredders everywhere just because "why not"

Frog Dragon
2015-10-16, 04:42 AM
Thor Odinson 7
Legendary Paladin Minion
Battlecry: Equip a 6/1 Mjölnir.
6/5

Mjölnir 6
Uncollectible Paladin Weapon
Does not lose durability while Thor Odinson is on the battlefield.
6/1

http://i.imgur.com/9TAolyB.png

http://i.imgur.com/qPmO8h5.png

I figure Uther is worthy of wielding Mjölnir. :smallbiggrin:

onasuma
2015-10-17, 06:08 AM
Antagonist 6
Legendary Neutral Minion
Destroy any minion damaged by this minion.
Battlecry: Summon a random legendary minion for your opponent.
6/10
Every hero needs a villain.

Epinephrine_Syn
2015-10-17, 10:50 AM
Masked Murloc
5 Mana 4/4 (Murloc Minion)
Whenever this minion takes damage equal to or greater than it's attack, reduce that damage to 1.

Is it a fish? Is it a man? No! It's-The Masked Murloc!
"MRGLGLGLGL!"

GAAD
2015-10-17, 12:17 PM
Persevering Knight 3
Epic Warrior Minion
May attack and damage any character.
3/3

By which I mean: PK can attack through Taunts and may attack Immune and Stealthed characters, damaging them normally. Beware, Freeze Mages!

Hamste
2015-10-17, 12:27 PM
Persevering Knight 3
Epic Warrior Minion
May attack and damage any character.
3/3

By which I mean: PK can attack through Taunts and may attack Immune and Stealthed characters, damaging them normally. Beware, Freeze Mages!

Does that mean it can attack itself and your own characters?

Jormengand
2015-10-17, 12:47 PM
The anti-Mal'Ganis tech is real. :smalltongue:

GAAD
2015-10-17, 01:38 PM
Does that mean it can attack itself and your own characters?

Well, it can't attack itself. Nothing can. I'm going to say it can attack your own creatures or face though. Mortal Strike FTW

GreenSerpent
2015-10-17, 03:30 PM
http://i.imgur.com/UQix8EU.png

Captain Alliance 6
Legendary Paladin Minion
Divine Shield. This minion is Immune while attacking.
5/5

He fights against the Horde to avenge his partner, Mucky the murloc, wounded in battle against the Dead Skull.

The original idea for this had it refreshing Divine Shield whenever it attacked, but this seemed a little ridiculous. This allows for more counterplay by the opponent while keeping it as a strong card.

Atomburster
2015-10-19, 07:10 AM
Changing Fates 0
Neutral Rare Spell
Shuffle your other cards into your deck, then draw an equal number of cards.

Try and try again.

I imagine combo rogues might get the most out of this, but eh.. Also a rather newbie-friendly spell, to note.

Spark X
Neutral Epic Minion
X is equal to the number of full mana crystals you have. This minion is unaffected by cost-change effects (Such as Venture.co, Emperor Thaurissan, so on and so forth.)
X/X

It's.. equivalent! EQUIVALENT!
Wolverine 4
Legendary Neutral Minion
1/7
Deathrattle: Summon another Wolverine.
The Pure One 2
Rare Paladin Minion
2/3
Cannot be Silenced. Control of this minion cannot change. (I.E, No Mind Control or Sylvanas)

Sixth Ranger 3
Epic Neutral Minion
4/5
Deathrattle: Summon a Sixth Ranger for your opponent.

Timeclone 3
Epic Neutral Minion
5/5
Battlecry: Return this minion to your hand. On your next turn, put this minion on to the board.

The Chosen One 3
Epic Neutral Minion
0/2
Divine Shield, Windfury, Stealth, Taunt, Charge
Hiro Nakamura 7
Legendary Neutral Minion
4/4
Battlecry: Shuffle a (separate copy of) Hiro Nakamura into your deck.
If you draw Hiro while you have no cards in your hand, put him on the board, then draw 2 cards. Those cards cost (2) less.

Gandariel
2015-10-19, 07:28 AM
Hi! and welcome to the contest!

A couple small notes:

We're supposed to follow the week's theme. This week it's "Superheroes and supervillains", so you might wanna refluff (or change) your entry

Also, only one entry per person is allowed, specify which one is the "official" one.

Last thing, you're missing a rarity on your cards.
Oh, and Neutral spells don't exist yet. It's not completely wrong to create one (it IS a creation contest, after all :P), but it may be frowned upon if there is no real reason for it.

Uh, you might wanna look at Dreadsteed, which is the same thing, but way weaker!

Atomburster
2015-10-19, 07:34 AM
Hi! and welcome to the contest!

A couple small notes:

We're supposed to follow the week's theme. This week it's "Superheroes and supervillains", so you might wanna refluff (or change) your entry

Also, only one entry per person is allowed, specify which one is the "official" one.

Last thing, you're missing a rarity on your cards.
Oh, and Neutral spells don't exist yet. It's not completely wrong to create one (it IS a creation contest, after all :P), but it may be frowned upon if there is no real reason for it.

Uh, you might wanna look at Dreadsteed, which is the same thing, but way weaker!
My brain totally derped on me this time. :smallredface:

EDIT: The Dreadsteed Warsong combo doesn't work here, as that combo relies on the Dreadsteed being destroyed, allowing you to wipe the enemy board. So effectively, bumbing health NERFS the card. :p

Jormengand
2015-10-19, 11:47 AM
The Chosen One 3
Epic Neutral Minion
0/2
Divine Shield, Windfury, Stealth, Taunt, Charge

Al'akir would be so proud! (http://www.giantitp.com/forums/showsinglepost.php?p=19149874&postcount=725)

Dr.Gunsforhands
2015-10-19, 04:30 PM
They're already getting rid of Warsong Commander. They were sick of having to design new cards around it, so they're taking it out of the game before the next Blizzcon. To hear Kripparian tell it, the new version of the card looks kind of like this:

Warsong Commander <3>
Basic Warrior Minion
Battlecry: Uninstall Hearthstone.
2/3

That's whatever, though. I still need to make an entry.

The Oracle <4>
Legendary Neutral Minion
Stealth
You can look at enemy secrets, the cards in their hand and the top card of both decks by mousing over them.
0/7
She was once known as the world's greatest detective, but retired after being paralyzed. Now she publishes her own tabloid.

Atomburster
2015-10-19, 11:56 PM
Al'akir would be so proud! (http://www.giantitp.com/forums/showsinglepost.php?p=19149874&postcount=725)

Time for another switch..

Gandariel
2015-10-20, 03:27 AM
Time for another switch..

Well, the 0/2 for 3 with all the abilities was actually pretty interesting IMO
Not stepping on Al'akir's toes or anything, it's a solid zoo card that i'd like to see printed

Jormengand
2015-10-20, 10:41 AM
Time for another switch..

I love how they're both almost called the same thing, as well. Great minds.

Gandariel
2015-10-21, 07:22 AM
http://s.mlkshk-cdn.com/r/GMQJ

thirsting
2015-10-21, 08:54 AM
Judge Shredd 1
Basic Neutral Minion
Charge. Evaluates the worth of everyone's contribution, then delivers instant judgement accordingly.
1/1

"No pressure!" - everyone else

CarpeGuitarrem
2015-10-21, 11:50 AM
Dangit, I keep forgetting when exactly the turnover is. I'll have that up shortly.

CarpeGuitarrem
2015-10-21, 01:35 PM
YMTCers, ASSEMBLE!!


Nethercrawler (5)
Legendary Neutral Minion - Demon
Charge
Enrage: At end of turn, return this minion to your hand.
4/4

I think this is the first neutral demon in the game. Not that it breaks anything, and it's interesting to see Kurt as a moldbreaker! I think it's a clever little touch. Ability-wise, it's like the Cat form of Druid of the Claw, except that it recurs. Really thematic, and it can just gobble up little minions for free. With Mal-Ganis, he becomes an unstoppable beast, basically. On the flipside, not very useful in the lategame. Interesting, not mega-powered, and cool capturing of the concept. Oh, and clever use of the Demon subtype to evoke Kurt's heritage in a Warcraft-compatible way!


Professor X 2
Legendary Mage Minion
You can see your opponent's hand.
Professor X has Stealth as long as you control another minion.
0/1

I'm honestly not sold on the "reveal their hand" mechanic, because it actually makes the game less interesting. I do like that it's a cantrip sort of effect; it has interesting valuation. Is it worth a card? The conditional stealth is also very interesting. So, feeling mixed on this one.


Magneto 5
Legendary Neutral Minion
Battlecry: force a Mech to attack another character.
5/4

This is a fun card, first and foremost, and I love the techy aspect of it. Is it worth 1 mana of stats? One card that springs to mind is Savage Combatant, which gives 3 points of removal for your Druid's hero power, although this is a one-time thing on a Legendary minion. I think the balance feels juuust right here? The tech aspect can be very swingy (potentially using a Shredder or a Sneed's for 4-5 damage of removal, plus maybe knocking out the original minion), so I'm not sure. The stats are pretty bad if it can't proc, though. I think I'd be more certain if it were class-limited.

I do like the analogy to Harrison Jones, though.

(Also, I was entertained by your Riddler idea. I like it!)

Flush the Ogre 6
Legendary Shaman Minion
Charge. Windfury. 50% chance to attack the wrong enemy.
5/5

Okay, this got a good laugh out of me. The mental image, the ability, all of it. It's wacky, it's powerful, it's fun, it's thematic, and it's an ogre with superspeed. There's a lot I like about this card in its simplicity.


Bruce Banner 4
Legendary Warrior Minion
Enrage: transform into The Hulk at the end of the turn
4/4

The Hulk 6
Legendary Minion (uncollectible)
Each time this minion is damaged it gains +1 attack.
5/7

Hm. This is a really good tempo play for Warrior. T3 coin into Death's Bite, T4 play Bruce and use up Death's Bite to basically Innervate him. Or, T4 Death's Bite, T5 play Bruce, use up Death's Bite to get a 5/7, which still is basically on-curve.

90s Fanboy 3
Legendary Neutral Minion
Battlecry: ALL minions in hands and decks gain Battlecry: 50% chance for a cash-grab guest appearance.
0/3

Wolverine 3
Legendary Neutral Minion
Charge
Battlecry: Destroy all other Wolverines. You lose 3 life.
3/3

It's...so wacky I'm not sure how to evaluate it. On the other hand, I could basically think of it as "every minion has a 50% chance of becoming a Fire Elemental that damages you as well"....and in that case I feel like the "all minions in decks" portion is a bit much. I'd rather have it be "all minions in hands" to keep it under control. I don't think it's a good card, but it's a goofy fun card.

Hero's Signal 4
Rare Paladin Spell
Put a random minion from your deck onto the battlefield.

I love the theme! And it fits really well in Paladin. Is it appropriately-powered? Well, it's a bit like Ancestor's Call, and you might be able to try gaming this by having a deck with lots of higher-cost minions and only buff/removal spells in cheap costs. Paladins are particularly able to get away with this. Since it only summons for you, and it summons from your deck, you can mulligan for all the cheap minions you have in your deck (maybe a couple Shieldbots) and hope for a Tirion or other Legendary when you cast the Bat-Signal.

Hydroperson (5)
Legendary Druid Minion
Whenever this minion is damaged by any source, summon a Murloc with mana costs equal to the damage taken.
4/4

Heh, Hydroperson. The effect is fun, and wow that is a card that demands removal from multiple sources, because I do not want it to spawn a Murloc Knight. That said, I think it might be a bit too powerful, since it can easily 2-for-1 under these circumstances.

Cameo 3
Common Paladin Spell
Replace a random friendly, non-legendary minion with Eel Nats

Eel Nats 8
Legendary Uncollectible Minion
All other friendly Legendary creatures are Immune
1/8

It'd be funny if he were an actual eel. Now, the real interesting thing is that this is a pretty neat followup to Muster for Battle, because Paladins looove their Silver Hand Recruits. That said, the only thing I can see this getting used for is a Darkbane/Lightbane deck. There aren't that many cheap legendaries that you could follow this up with. Or, I guess you try and drop it lategame and hope not to lose a minion you really needed.


Thor Odinson 7
Legendary Paladin Minion
Battlecry: Equip a 6/1 Mjölnir.
6/5

Mjölnir 6
Uncollectible Paladin Weapon
Does not lose durability while Thor Odinson is on the battlefield.
6/1

First things first: this is a really cool concept, and I dig how it's similar to Tirion but also pretty functionally different. It's a bit stronger in that you get immediate effect from it (effectively a 6/2 weapon minimum), but also weaker in that it's not as durable. Really interesting tempo-swing play.


Antagonist 6
Legendary Neutral Minion
Destroy any minion damaged by this minion.
Battlecry: Summon a random legendary minion for your opponent.
6/10

Hm. So the big question is "why wouldn't I just play Maexxna?" Well, I guess Maexxna doesn't really pressure with face damage. The fact that this summons a free Legendary, though, I don't think I would play this. Especially since my opponent gets to benefit from that Legendary first. I feel like, in most cases, the summoned Legendary will be better than what I get from Antagonist, like giving card advantage or even something like Kel-Thuzad. Worst-case scenarios are probably something like Lorewalker Cho or Darkbane/Lightbane.

Masked Murloc
5 Mana 4/4 (Murloc Minion)
Whenever this minion takes damage equal to or greater than it's attack, reduce that damage to 1.

Who knows what evil lurks in the hearts of men? MRGLRLRLRLRRR! This is a pretty interesting card! You have to hit it with multiple minions, so it's super-durable, throwing out 4 damage on various sources, which is pretty solid! I like it.


Persevering Knight 3
Epic Warrior Minion
May attack and damage any character.
3/3

Now this is interesting! And it's definitely the Epic style of card: pretty weird! The stats are sub-par, but the effect is pretty good! Also, take that Ice Block! That said, it's not hard to remove this minion, and it really does demand removal against many decks.


Captain Alliance 6
Legendary Paladin Minion
Divine Shield. This minion is Immune while attacking.
5/5

Okay, I loved your flavor text on this. And this is a great capturing of Captain America's core schtick, while also translating it into an interesting board dynamic. I'm a big fan of that! It seems powerful, but not overly powerful compared to that slot.


Hiro Nakamura 7
Legendary Neutral Minion
4/4
Battlecry: Shuffle a (separate copy of) Hiro Nakamura into your deck.
If you draw Hiro while you have no cards in your hand, put him on the board, then draw 2 cards. Those cards cost (2) less.

Yatta! Well, it's definitely an interesting minion, and it's neat how if you don't manage to trigger his draw effect, you can use his Battlecry to get a do-over and hope to topdeck him later. That said, as a 7-mana minion, I feel like you're not going to be playing him very much. I don't think he has enough of an impact on the board to be very useful.

The Oracle <4>
Legendary Neutral Minion
Stealth
You can look at enemy secrets, the cards in their hand and the top card of both decks by mousing over them.
0/7

Nnnnnh...like I said before, I'm not a huge fan of cards that reveal so much information. That said, a 0/7 4-mana minion requires a good bit of commitment. On the flipside, it's also a fun Priest minion for Divine Spirit/Inner Fire shenanagins. So that secondary use makes it kinda neat. The revealed information can be really powerful, though: knowing what you're about to topdeck, and what answers your opponent has, makes the game much easier.

Some really neat cards this time! And now, what you've all been waiting for...and I gotta say, it's a tough call to narrow it down to even three.


Really tough call, but I think this one goes to...thirsting's Flush! Fun card, really usable card, nice themeing, great imagery.

Frog Dragon's Thor Odinson is worthy! Clever card design, and it adds interesting aspects to the board dynamic. It feels very paladin-y and I think the power level is just right.

It's gotta be GreenSerpent's Captain Alliance! I feel like this hit a perfect storm of interesting but simple card mechanics that perfectly captured the character. Well-won, and the next challenge is on you. :smallbiggrin:

GreenSerpent
2015-10-21, 04:39 PM
Oh my. I'm so proud of myself, I'd like to thank my dog Nell, my brother, my lecturers...

ahem

Well, let's see. Since it's coming up on All Hallow's Eve I'm going to do something that isn't Halloween themed and is based off a mechanic that is currently underused but got some interesting interactions from TGT.

Discard!

Show me your discard-themed cards, whether they be spells or minions or weapons or others, whether they be synergistic or antagonistic!

Keledrath
2015-10-21, 05:55 PM
The Fires of Guldan 5
Epic Warlock Weapon
If your hero is Jaraxxus, destroy this weapon
Whenever you discard a card, gain 1 durability
5/1

Hamste
2015-10-21, 07:54 PM
Felhound Tracker 4
Epic Warlock Minion
Battlecry: Choose a card from your hand to discard and draw a card.
4/4
Demon

A cycle card to activate your cards that rely on discarding. If you have nothing to discard the entire battle cry fizzles. The name comes from an obsolete quest where you use one of these to find the valuable substance called Azsharite (Cliff Giant Poop). This assumes it is possible to target a card in your hand and what ever reason targeted discard hasn't been used yet has been resolved.

Jormengand
2015-10-21, 08:12 PM
Malefic Demonologist 6
Epic Warlock Minion
When you discard a demon, summon it.
5/5

You'd be surprised at the kind of demons that some people just throw away.

Anxe
2015-10-21, 08:23 PM
Shackled Gladiator 6
Legendary Neutral Minion
Deathrattle: Discard a card and return Shackled Gladiator to the field.
5/5

I enjoy this just as much as you do.

Atomburster
2015-10-21, 09:23 PM
Recycling Enthusiast 3
Common Neutral Minion
2/3
Whenever you would discard a card, shuffle it into your deck instead.

No more Millstoning! It's bad for the environment!

Mad Ritual 10
Epic Warlock Spell
Discard your whole hand. For every card discarded in this manner, summon a random demon to your side of the board.

It's COMPLETE! IT IS COMPLETE!

Demon's Deal 4
Epic Warlock Spell
Your opponent chooses one:
A) A 5/6 Demon is summoned to your side of the board, and you discard a card.
B) A random 4-cost minion is summoned to your side of the board.
Desperate Gambit 4
Rare Warlock Spell
Discard 2 random cards, then draw 4 cards. Those cards cost (1) less for this turn only.

Costs (1) less for every 5 life you are below your opponent.

I NEED MORE TIME!

Dr.Gunsforhands
2015-10-22, 12:29 AM
Hey, what if I combined Hearthstone's randomness with one of the most powerful effects in M:tG?

Change of Plans <2>
Rare Rogue/Warrior Spell
Discard your hand, then draw that many cards.

(blah blah can be used in your rogue or warrior decks blah blah)

Re-Spec <2>
Rare ??? Spell
Replace your hand with random cards from another class. (Replace this card, too.)

(The cards all come from the same class, which is also chosen at random.)

Gul'dan <4>
Legendary Neutral Minion
Battlecry: Draw 2 cards, then discard your hand and replace it with random Warlock cards. Then destroy Gul'dan.
2/2

He knows what he did.

Anduin Wrynn <4>
Legendary Neutral Minion
Battlecry: Discard your hand and replace it with random Priest cards.
2/7

Valeera Sanguinar <4>
Legendary Neutral Minion
Stealth
Battlecry: Discard your hand and replace it with random Rogue cards.
5/3

Uther Lightbringer <5>
Legendary Neutral Minion
Taunt
Battlecry: Discard your hand and replace it with random Paladin cards.
4/6

Jaina Proudmoore <5>
Legendary Neutral Minion
Spell Damage +1
Battlecry: Discard your hand and replace it with random Mage cards.
5/5

Rexxar <5>
Legendary Neutral Minion
Battlecry: Discard your hand and replace it with random Hunter cards. If your hand is empty, put a random hunter card in your hand.
6/4

Garrosh Hellscream <6>
Legendary Neutral Minion
Charge
Battlecry: Discard your hand and replace it with random Warrior cards.
5/4

Malfurion Stormrage <6>
Legendary Neutral Minion
Choose one: +2 attack or +2 health.
Battlecry: Discard your hand and replace it with random Druid cards.
5/5

Thrall <6>
Legendary Neutral Minion
Windfury
Battlecry: Discard your hand and replace it with random Shaman cards.
3/6

thirsting
2015-10-22, 01:20 AM
Improvised Weapon 1
Rare Warrior Spell
Discard a random card. Deal damage equal to it's mana cost to a target enemy.

"In retrospect, bashing them with our armorsmith might have been a mistake."

Gandariel
2015-10-22, 05:36 AM
YMTCers, ASSEMBLE!!

I'd like to thank you for the great judging. Having received complaints about the quality of my own comments, your work was really well done!

It shows that you spent a lot of time on this, and you provided a fair analysis on both flavor and crunch. I hope we'll all learn from this :)


Now, on to my own card...


Spiritspinner 3
Rare Warlock Minion
Whenever you discard a card, both players draw a card
2/5
Demon

So, basically.
This is a zoo card.
With this in play, you never run out of stuff to play. But then again, your opponent has more defensive options as well.
But, since you're zoo, YOU are basically topdecking, your opponent is not.
You going from 0 to 1 card is worth way more than your opponent going from 7 to 8.
Compare to Dancing Swords.

I made it a 2/5 because i kinda wanted players to make use of it and not die immediately. Also, sets up for a great Argus

onasuma
2015-10-22, 05:42 AM
Book Burner 4
Rare Warlock Minion
Your hero power is "Lose 2 life. Your opponent discards a card at random"
2/5

Atomburster
2015-10-22, 05:57 AM
I love how they're both almost called the same thing, as well. Great minds.
I think the 0/2 without stealth might be the most balanced option of the bunch, actually. After all, a 1/1 with charge/windfury/DS/taunt is effectively at least a 2/2 taunt with charge. The other charge minion I know at that price is a 3/1. Given the incredible scaling with buffs, limiting it is probably the best idea.

Book Burner 4
Rare Warlock Minion
Your hero power is "Lose 2 life. Your opponent discards a card at random"
2/5

Cards that make your opponent lose mana crystals or being forced into discard are looked down upon at hearthstone card designing, as I recall.

D-naras
2015-10-22, 06:05 AM
Blood Portal 3
Rare Warlock Spell
Discard a random minion and deal damage equal to its cost to an enemy minion. If it survives, summon the discarded minion instead.
-Blood is excelent portal fuel. The problem comes with the size of the doorway...


Pit Lord Fighter 4
Rare Warlock Minion
Battlecry: Joust. If you lose discard a card.
5/6
- And you thought SHE fought dirty...

GreenSerpent
2015-10-22, 08:01 AM
Regarding opponent-discard effects so people know I will look more critically than most at cards which offer the opponent no choice in discard.

For example, "Your opponent discards a card at random" I will have a closer eye on than "Your opponent's hero power has "Discard a card at random" in addition to normal effects."

One allows the opponent some interaction with the discard effect, the other doesn't.

Incidentally, feel free to use that add-effect-to-hero-power idea up there.

onasuma
2015-10-22, 11:02 AM
Eh, Id always sooner take random loss over chosen loss for hearthstone, just to keep with the streamlined element of "You dont have to act in your opponents turn" which I would argue is more important.

Epinephrine_Syn
2015-10-24, 09:26 AM
Equivalent Exchange
4 Mana, Priest Spell
Discard a card. Take control of random enemy creatures with mana costs up to 4+X (where X is the mana cost of the discarded card).
Beware, Randuin, your Shadows yet hunger for more.

Anxe
2015-10-24, 09:38 PM
equivalent exchange
4 mana, priest spell
discard a card. Take control of random enemy creatures with mana costs up to 4+x (where x is the mana cost of the discarded card).
beware, randuin, your shadows yet hunger for more.

MOLTEN GIANT PRIEST TIME!!!! Yeah!

The Glyphstone
2015-10-25, 12:31 PM
Leeching Vines
Rare Druid Spell 4
Discard the top card of your deck and deal damage to a minion equal to that card's mana cost. Heal your hero for the mana cost of the card you discarded.

Rough analogue to Holy Wrath, but self-healing instead of draw power.

CantigThimble
2015-10-25, 01:36 PM
Surge of Madness 1
Warlock Rare
Discard a card. If it is a spell gain a mana crystal, if it is a minion summon a 3/3 horror.

So succubus is terrible, so would a 3/3 for 1 mana actually make discarding a card worth it? Maybe. I see this either in zoo decks as either mode is pretty good for them or in combo decks like maly-locks where they plan on mulliganing for this and spells. I think the mana-ramp is really powerful for warlocks, much more so than druids, since they can turn the mana into even more card draw so it needed to be unreliable and costly.

CarpeGuitarrem
2015-10-26, 08:18 PM
I'd like to thank you for the great judging. Having received complaints about the quality of my own comments, your work was really well done!

It shows that you spent a lot of time on this, and you provided a fair analysis on both flavor and crunch. I hope we'll all learn from this :)

Aw shucks.

I also honestly owe a lot of it to the really fun designs we got for the theme. The Playgrounders really pulled through!

GAAD
2015-10-27, 10:19 AM
Fel Yeti 5
Rare Warlock Demon
If this card is discarded, summon it.
4/5

GreenSerpent
2015-10-28, 06:55 AM
Judgement will hopefully start after dinnertime today (so about 7-8ish UK time) just to let people know in case they want to do last-minute changes or whatnot.

Chitarra
2015-10-28, 09:58 AM
Kazzak the Supreme 8
Legendary Warlock demon
Battlecry: Summon ALL minions you discarded this game.
6/6


Fel Summoner 5
Epic Warlock Minion
Battlecry: Summon a random minion you discarded this game.
4/5

CarpeGuitarrem
2015-10-28, 02:25 PM
Scrap Reaver X6000 3
Epic Neutral Mech
When this card is discarded or removed from the game, add a Bottle of Fel Gas to your hand.
3/3

Bottle of Fel Gas (0)
Uncollectable Neutral Spell
Deal 2 damage to all characters.

(In case you're wondering, this is directly intended to synergize with Tracking and Fel Reaver as well as with existing Warlock discards.)

Hamste
2015-10-28, 02:40 PM
Scrap Reaver X6000 3
Epic Neutral Mech
When this card is discarded or removed from the game, add a Bottle of Fel Gas to your hand.
3/3

Bottle of Fel Gas (0)
Uncollectable Neutral Spell
Deal 2 damage to all characters.

(In case you're wondering, this is directly intended to synergize with Tracking and Fel Reaver as well as with existing Warlock discards.)

Fun fact, that is only tangentially related to this, Fist of Jarraxus doesn't activate if discarded by Fel Reaver (and presumably tracking) despite Fel Reaver using the term discard.

GreenSerpent
2015-10-28, 05:30 PM
Five more to go. Taken a bit of a delay because of RL stuff.

- - - Updated - - -

Okay, let's hope I get the formatting right! Without further ado...

Well, an interesting one to start off - a Warlock weapon! 5 mana for a 5/1 is inferior to Arcanite Reaper, however the discard synergy gives it potential for more charges if it's comboed off. Fires of Gul'dan + Soulfire is a potential finisher that could work reasonably well in Zoolock decks. I see this as a weapon-based Doomguard more or less, so pretty good!

To start with, 4 mana 4/4 Demon passes the vanilla test so no complaints there. Priests would not like this minion one bit! The effect is quite strong in Hearthstone - being able to toss a 1-drop and grab a replacement is nice. Perhaps a touch on the strong side if targeted discard is allowed, although it could backfire rather hard sometimes? A good job though, would probably see play in Zoo decks!

A card that converts discards from bad to (potentially) good? Interesting. 6 mana 5/5 isn't great but is certainly playable with a good effect. This card rewards you for playing a demon-centric deck and having cheap ways to toss cards away (so Soulfire, Succubus, etc). Unfortunately it's a little too high mana curve for Zoolock. Demon Handlock might see some use of this though to try and cheat out a Mal'Ganis. Good job!

Oooh, a neutral legendary! Interesting. 6 mana 5/5 again, no complaints here due to the magnitude of its effect. Trading cards for Dreadsteed-effect on a much bigger minion is certainly a Legendary worthy effect! I guarantee though you'd see videos on Trolden with people getting their Dr Boom discarded though. Has the possibility to see play in midrange decks I would say, the mana cost is too high for aggro and control generally doesn't want to throw their big cards away. Good job!

A spell! And a very thematically appropriate one about throwing away things in search of solutions. Discarding two cards, while a large cost, is likely not to be a huge downside depending on the circumstances in which you play this. Drawing four cards and reducing their cost is a very powerful effect. The cost reduction based on life is interesting as it functions more as a comeback card. Overall I think this is a good card, the potential for comeback swings from pulling Healbots and such like would make for interesting play. Good job!

Oh man, this would be a very !!fun!! card! Competitive probably not, amusing yes. It works out as a 4 mana draw 2 cards before any other effects, which while weaker than Arcane Intellect is okay due to the latter being a class card. The discard-hand-and-replace honestly has no way to say how strong it would be - probably on the weak side due to warlock class cards trending towards being weaker than others. Still, this gets bonus points for being potentially very amusing as well as that flavour text :smallwink:. Good job!

Warrior class spell, a little different from the preceding. Effectively a mini-reverse-Holy Wrath, this is probably going to trend towards being "1 mana deal 3-4ish damage" with the potential for much more. It has the potential for being early-game removal if you haven't drawn anything playable. I'd see this potentially seeing play in the new Patron deck or a similar Midrange Warrior deckstyle. Or maybe Giants Warrior for that potential 20 damage burst~ Good job!

As you stated this is a Zoo card! 3 mana 2/5 Demon passes the vanilla test, though it's in the same slot as Imp Gang Boss. This likely won't become a huge issue though since you'd play Spiritspinner in dedicated discardlock decks. Comparing this to Dancing Swords - yup, I can see the similarities. Synergy with Argus is also noted - passing the 5 health breakpoint is a strong advantage. Good job!

We now run into dangerous territory of opponent discard effects. As stated in my post I prefer effects that allow the opponent a degree of control over whether to discard or not. Statwise it's below par but not terrible. However the major problem aside from the discard and the main reason I doubt it would see play is the hero power altering effect. Losing the card draw effect of the Warlock power is a major kick in the teeth for the class. A suggestion for improvement would be to allow the opponent some control over whether they discarded or not. Good job!

A Warlock spell! An interesting mechanic this one, it's either a kill spell or an injure-and-summon-a-minion. As a kill spell it fits the bill of being a destroy spell with a heavy downside for 3 mana (like Mulch, Hex, etc). The other outcome of the spell is tricky due to the discard but is unlikely to summon any big minions (5 mana +) leaving this as a gamble: kill spell with a discard, or potential damage + summon? Again, this is likely to trend towards a Zoolock style of play - dealing 3 damage and summoning an Imp Gang Boss potentially? Good job!

Oooh, this one is tricky too. The problem I can potentially see with this is as written it could very easily turn out to be " 4m, discard a card, take control of all enemy minions" if played on curve. Even in the worst case scenario (discarding a 0 mana card) it comes out as take control of creatures with cost totalling 4. Honestly it's an interesting card but I think it's too strong as written (compare to Shadow Madness). Very good job though!

First Druid card to appear so far! As you have said it's a Holy Wrath analogue although perhaps slightly more useful as a stabilisation tool. Removal and healing for the cost of a card is quite a nice idea. Something noted also is the fact that it does not affect your current hand which allows you to play this without risk of discarding combo pieces you already hold. A well thought out card idea!

Either a better Wild Growth in exchange for a card, or a 3/3 summon. A 3/3 for 1 mana is obviously really high value and trades well with most 2 drops. If the Horror is a Demon (you didn't specify) that opens up some really powerful buffing options (Demonfuse?!?!). Overall a good Zoo card with the potential for either ramp or early game board control in exchange for cards. Good job! I'd dread facing turn 1 Surge of Madness + Flame Imp...

A 4/5 Demon for 5 mana falls slightly below the vanilla statline but is still highly playable. I also like maintenance of the usual Yeti stats on this card. The discard effect is a nice upside worth the reduced statline (especially if combined with something like Soulfire or Dark Bargain) to potentially develop the board while clearing an opponents. Probably a Zoo card again, although I would hazard some sort of midrange warlock deck would enjoy it too. Well done!

Oh man, a Warlock legendary, and my is it a doozy. This is a late-game card designed for filling up after you've burnt yourself out earlier. 8 mana 6/6 is below par but the potential to fill your board with creatures you'd chucked away is definitely legendary worthy! The problem is that I don't think a deck archetype currently exists that this would fit into. 8 mana is too high a curve for Zoolock and Handlock generally doesn't want to risk discarding their Giants/Demons. Perhaps some form of midrange discardlock would fit this well? Good job!

And finally, last but not least, a mech! A 3 mana 3/3 comparable to Soot Spewer with an Explosive Sheep effect via spell instead of Spell Damage. Playable off the bat as a vanilla minion, the Fel Gas effect is as handily pointed out designed to synergise with Tracking and Fel Reaver by providing a free 2-damage boardwipe. Could potentially see play in some aggro decks as a counter-aggro card to clear away low-HP minions and protect your Fel Reavers. Interesting and good job!

And without further ado, the top three!
... is Jormengand's Malefic Demonologist! A card that fits right into the idea of Warlocks and demons and discard, with a good playable statline, an interesting effect, and good flavour. Next...
... is Atomburster's Desperate Gambit! A card that flows well thematically, has an interesting and unusual quirk with the life-related mechanic, and allows for that good old-fashioned topdecking Arcane Golem = PO + PO + Faceless :smallbiggrin:. Finally, the victor...
thirsting's Improvised Weapon! An interesting and amusing card that allows for potentially new deck archetypes to be made around throwing your minions at your opponent quite literally.

Congratulations to all who competed! I apologise for any qualms people may have with my judging as this is the first time I've reviewed cards on this scale. I also apologise for the time it took, clearly I need to invest in some touch-typing lessons... regardless, I hope people are satisfied with the quality.

thirsting
2015-10-29, 02:56 AM
I have a qualm. :smalltongue:

But no new ideas for a theme. Hmm.. Make yourself as a card? Or, if you were a character in the world of Warcraft, what kind of card would you become?

Note:
- No need to restrict yourself to be a human - Feel like a dragon? Be a dragon!
- May be based on your real self, on your forum persona, or your avatar, etc... anything.
- Remember that I'm not going to judge *you*! Just the card, and how it works in the context of the game

If this is a bad idea, or someone has a better idea, I'm all for switching. Seriously, I have BIG doubts about this now.

Thirsting 2
Basic Neutral Minion
Inspire: Make a card!
1/1

I doubt this thing was properly thought through..

Epinephrine_Syn
2015-10-29, 04:26 AM
Oooh, this one is tricky too. The problem I can potentially see with this is as written it could very easily turn out to be " 4m, discard a card, take control of all enemy minions" if played on curve. Even in the worst case scenario (discarding a 0 mana card) it comes out as take control of creatures with cost totalling 4. Honestly it's an interesting card but I think it's too strong as written (compare to Shadow Madness). Very good job though!
It's really tricky to evaluate, but there are balancing factors. First, Shadow Madness gives the creature Proxy Charge. Second, Shadow Madness doesn't require a discard. Third Shadow Madness lets you choose the target. Which means that if your opponent has a Ragnaros and a Silverhand Recruit, and they discard shadow madness, they could wind up with a Silverhand Recruit, because they randomly took it first, and then they didn't have enough "leftover" for the Ragnaros.


You did a fine job, actually judging can be tricky even for people who have done it before.

Anyway, I enjoy the new theme idea, but I'd need to consider what card to make. I might consider a new Hero instead of a new Card, but nothing thought out yet.

Gandariel
2015-10-29, 05:22 AM
You did a fine job, actually judging can be tricky even for people who have done it before.

Absolutely.

If I have a complaint, you didn't really explain what you did or did not like.
It seems like you just liked them all.

Negative comments (your card is too expensive, OP, too complex,whatever) are the most important part, as it shows us how to improve and win next time :P

Anyways... Make myself. Huh. I think I'll work off my avatar, (it's a Hydralisk from Starcraft!). Or just make something random.

Oh, and some random themes if you'renot convinced with this one:
- make a tribal card
- use (or interact with) this keyword
- make a character from another game

Atomburster
2015-10-29, 07:33 AM
Secretmaster 3
Epic Neutral Minion
This minion has +2/+2 for every Secret in play. Does not trigger Secrets, and is unaffected by Secrets (Most prominently Explosive Trap and Misdirection).
Can't be targeted by Spells or Hero Powers.
2/2

What does he know?

Keledrath
2015-10-29, 07:41 AM
Q'l a'Drath (http://www.giantitp.com/forums/showsinglepost.php?p=19275499&postcount=52) 10
Legendary Neutral Dragon Minion
At the end of your turn, summon a random dragon for each dragon you control
9/9

The world will end in dragons...

Jormengand
2015-10-29, 08:19 AM
Wailing Pariah 2
Rare Neutral Minion
At the start of your turn, deal 1 damage to ITSELF, then restore 1 health back.
0/7

On enter: "You cannot hurt me as much as I hurt myself."
(Or if enemy hero is Ragnaros, the Firelord: "I am purged by fire every day, you jumped-up elemental!")
On attack: "Feel my pain!"
On ability: "Burn!"
On death: "It's... over."

It has Harm and Burning Hands as spell-like abilities, but they're self-only.

I'm not sure whether it would be more useful as a warrior minion or a priest, to be honest.

Anxe
2015-10-29, 10:16 AM
Borrowing DM 5
Legendary Neutral Minion
Deathrattle: Take a random card from your opponent's hand.
3/5

Imitation is the sincerest form of flattery.

The Glyphstone
2015-10-29, 10:57 AM
Uncle Pennybags
Legendary Neutral Minion 5
1/8
Whenever this minion is dealt damage, add a Coin to your hand.

Will probably revise this if I can invent some good Popcorn cards.

Gandariel
2015-10-29, 11:06 AM
JUDGERNAUT 5
Legendary neutral minion
Battlecry: Destroy target minion if its Attack is higher than its Mana Cost.
5/5
Now THAT is balanced!

So, some sort of middle ground between BGH and The Black Knight.

Notable targets:
3/2s for 2 (and most 1-drops)
Savage Combatant
Fel Reaver
Grommash
Buffed creatures. (like an Avenged Mysterious Challenger)

This dude has far less targets than BGH or TBK, but has a better body, and can be easily played as a vanilla 5/5. Also, buffs can help you reach for more targets.

*Note: This card doesn't kill Giants. The cost is only reduced while the card is in *hand*




Omnicreator 5
Legendary neutral minion
Inspire: summon a 2-3/2-3 minion with one of Windfury, Divine Shield or Taunt
4/4

On summon:
I have so many ideas!
On Inspire:
This looks balanced!
On attack :
You're gonna get a Health nerf!
On death:
That's so OP!

Anxe
2015-10-29, 11:49 AM
Uncle Pennybags
Legendary Neutral Minion 5
1/8
Whenever this minion is dealt damage, add a Coin to your hand.

Will probably revise this if I can invent some good Popcorn cards.

How about this?

Pop Up 1
Change the horizontal position of a minion.

D-naras
2015-10-29, 12:47 PM
Threadkiller 4
Rare Neutral Minion
Battlecry: Silence ALL minions.
3/3

From the little posting I've done in this forum, I've got the impression that threads just stop after I comment. So there you have it. :smalltongue:

-Edit: Atombuster is right. Silence is too little an effect.

Threadkiller 4
Rare Neutral Minion
Battlecry: Silence ALL minions and then freeze them.
3/3

If you freeze your minions after they attack, they remain frozen during you next turn.

CarpeGuitarrem
2015-10-29, 01:10 PM
This is more appropriate to my forum presence on other forums, but...

The Fool (4)
Legendary Neutral Minion
When this minion takes damage, swap the Attack and Health of a random enemy minion.
4/5

Atomburster
2015-10-29, 01:12 PM
Threadkiller 4
Rare Neutral Minion
Battlecry: Silence ALL minions.
3/3

From the little posting I've done in this forum, I've got the impression that threads just stop after I comment. So there you have it. :smalltongue:

Silence, though, doesn't quite seem right.. What about Freeze? Would certainly be more appropriate, no?

Ice Guardian 4
Rare Neutral Minion
Taunt
Divine Shield
Characters who take damage from this Minion are Frozen.
Permanently Frozen
1/7

D-naras
2015-10-29, 01:24 PM
[QUOTE=Atomburster;20011283]Silence, though, doesn't quite seem right.. What about Freeze? Would certainly be more appropriate, no?

You're right. A combination works best I think.

Atomburster
2015-10-29, 01:35 PM
Silence, though, doesn't quite seem right.. What about Freeze? Would certainly be more appropriate, no?

You're right. A combination works best I think.

This card would counter my Tempodin deck so hard. :p

5 Mana might be more appropriate, when considering the cost of Freeze Nova and Mass Silence. (Single-target silence from minions is a relatively 'expensive' effect, costing about 1/1 in stats.)