Winterveil is coming! Well, not really at all actually, but I don't know enough to make any better references than that.
It's time to delve into a world of frigid winds and burning breath - though linkblade91 is making sure we won't be too damaged in the end!
As always, I can be reached through Discord or here on the site via PM if you have any issues to report.
Here are the phases of this card design competition
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This effect is pretty difficult to balance, so I might go with a stat buff instead (maybe +2/+2 for 2 Mana)
Heh, my recent expansion comes perfectly here. There are quite a few Fire spells for other classes, and ones that don't deal damage or destroy minions.
I've always wanted there to be extra Fire support for Warlock. Deep Burn is a dual-class card in the set with Mage, but I can make it a Warlock-only card for the competition. I just didn't feel like making a new card right away since I didn't think it was needed (work smarter, not harder).
I'm worried that Crashing Snowball needs the Taunt to make it appealing, 'cause otherwise you could be killing yourself.
If you have the time, you should totally check out our weekly Hearthstone card design competitions! :D
Not sure if Buried in Ice is allowed. It does freeze, but i'm certain it's not the kind of freezing the rules forbid.
I'll boop you
Quote From BasilAnguisNot sure if Buried in Ice is allowed. It does freeze, but i'm certain it's not the kind of freezing the rules forbid.
Unfortunately neither of these cards are allowed. Heartpiercer is a Fire spell that destroys a minion (which is not allowed), and your other 2 cards are Mage cards (which is also not allowed).
Been a while since I took part in a comp! Here's my first idea:
A way for Weapon Warrior to have better consistency and survivability, while also giving Rogue some 'healing'. There's a normal version a Studies version.
Wailor: Not 100% on the flavor. Is the campfire in your hand?
Demonxz95: Enchantment is pretty scary, Rogue can play a lot of cards in a turn. Tame the Flame and Deep Burn are interesting, I think I like the former better.
linkblade91: I think I like the Snowball better. Don't think it needs Taunt, since it has immediate impact with Rush as is. The wording on the first version is better either way.
BasilAnguis: I think I like Heating Up! the most out of the bunch. Makes cards like Fireball more control-centric instead of smorcers. Too bad it's forbidden, sorry.
AeroJulwin: Neat card, great flavor.
As far as versions go, I like Blacksmithing Class best. The Epic might be more valuable, but the card's strength lies with its flexibility and the text gets a little crowded.
New version based on feedback. Since Nirast asked, the flavor is that your minions take some time to rest and become more invigorated as a result.
Now, some feedback:
Besides that, since you have to redo the card, I'd recommend centering the artwork around the person being affected by the spell, even if that means cutting off the sorcerer entirely.
I like Buried in Ice too, but I struggle to find a class in which it would make sense thematically. If you manage to find it, just word it without the word Freeze, since it's forbidden for this comp.
Finally, between the two versions, I'd go with the one without the cost reduction, as it overcomplicates the card.
Well, never make cards at 2 in the morning folks! Here's some ideas that actually respect the rules xD
Cauterize works just like old Alexstrasza does, meaning it's 20 "injured" health.
Alrighty, here's an update to Crashing Tumbling Snowball:
Golems seem more in line with the Druid than a nameless Elemental (see: Jade Golems, Ironwood Golem). Like Jades, I made three tokens for the various sizes one might produce; I thought that might be cool (no pun intended).
BasilAnguis - I think Icy Hell is trying too hard to get around using the word "Freeze". I like Cauterize the most: simple, effective, and feels Warlock-y enough.
R - While we're allowing the whole "double damage" thing to slide, I personally - as the comp's creator - feel like it defeats the point of the prompt. The idea was that the Fire spells should not be damage-related at all; I wanted to see something completely different than the tried-and-true "Fire = Destruction" concepts. With that in mind, I prefer Tea Time by default.
Wailor - Now that it costs 3 and has that stat-buff attached, I think it's pretty cool. You're not necessarily bouncing Battlecry minions (although you can), but maybe Rush minions instead to best exploit the stat buff. Charge always makes that scary, of course, but it shouldn't be a big deal.
Nirast - I agree with the others in-that you should drop the cost-reduction bonus; there's too much going on already. I also agree that you have a problem with the Rogue Discovering Armor cards: it has none, so it can't Discover anything :/ Make it Warrior-only, undo the capitalizations that are not necessary, and you should be good.
AeroJulwin - This seems absolutely insane in Druid decks that run very few (if any) minions. We know they exist, so a 1-mana draw-2 with no downsides is a big problem in my opinion. Flavor is great; just concerned about that archetype breaking this card.
Demonxz95 - See R's feedback for my opinion of Deep Burn. I think Flame Enchantment is the most interesting, but maybe up the Cost given how easy it can be to chain cards in Rogue.
My first wave of feedback.
I do prefer Tumbling Snowball myself, though I think the tokens should be Elementals.
Also, I'm not sure who R is supposed to be when you say "R's feedback for my opinion on Deep Burn". R hasn't given me any feedback at all.
Tea Time is flavorful I suppose, but it doesn't feel like either a Warrior card or a Fire spell, and I think you should change the artwork. I love Uncle Iroh as much as the next person, but he doesn't belong on a Hearthstone card unless you're trying to make some sort of Hearthstone/ATLA crossover set (which come to think about it, actually sounds like it could work). It also feels really weird as a Common, as the "end your turn" effect in and of itself feels like an Epic on the cusp of being a Legendary.
Overheat I think is better in terms of Fire spell flavor and simplicity for the rarity, but it screams OTK potential. Two of these in turn can quadruple a character's damage for 4 mana. It also doesn't feel like a VttSC card either.
A bit late to the party, but here are some initial ideas. Burn Bright is meant as a some much needed Disco-lock support with a new way to control what you discard. It also has a little pun, with 'Burn Bright' when you burn the right-most card in your hand. Magic Candle seeks to bridge the gap between the Big Spell and Elemental archetypes in Mage that were both somewhat present in Kobolds in Catacombs.
Overheat is hard to balance. Perhaps making use of the term 'twice' prevents stacking multiple Overheats on the same character, but it still feels abusable at 2 Mana.
Redid the card according to feedback.
Wailor: Ok, I can see the flavor. Balance seems good too, especially when compared to Grumble, Worldshaker.
R: Love Tea Time. Not crazy about Overheat.
BasilAnguis: Cauterize and Blazing Speed are my favorites, in that order, though I'm not sure if the latter breaks the rules. Probably not, since it doesn't destroy it itself.
linkblade91: Looks good.
BloodMefist: I like Discolock support, and Burn Bright is an interesting one. You pretty much need a good top-deck to make the use of discard synergies. Magic Candle is illegal, no Mage or Shaman cards.
I'm glad to see more people around this week :)
Cauterize is fine as it is, but I'd change the wording of Icy Hell to "Cards can't be played the same turn they're drawn".
Burn Bright is cool, but a bit too similar to Backfire for my taste. It gives you control over what you discard, though, which is cool.
Off of feedback, Flame Enchantment has its mana cost increased by 1, and Deep Burn has its cost decreased by 1 (they started 2 mana apart and now they're 0 mana apart, and it's weird how that worked out), now Warlock only and its art is now centered on the burning character and doesn't have the caster. Tame the Flame is of course, still another option.
As for extra stuff.
I love Burn Bright. Simple, yet elegant.
Other people have already said that Magic Candle isn't allowed since it's a Mage card, and… well, that. Pretty cool card though (although the textbox looks really weird), so at least you've got that going for it.
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