grumpymonk's Avatar

grumpymonk

Joined 04/02/2020 Achieve Points 360 Posts 137

grumpymonk's Forum Posts

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 5 months, 2 weeks ago

    I'm back, for the time being at least.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 7 months ago

    Finally got around to making feedback:

    FieselFitz

    Shields Up!: I like this one a lot. The flavor and the mechanics fit well together. 

    Hold the Line!: I would lessen the armor gain of this one a little bit, considering that this one is strictly better than Ice Barrier, which is one of the better mage secrets. I like the flavor of this one as well.

    Dr. Boom's Boombox: There's a missing apostrophe in the name. Very fitting effect and I appreciate that it tackles a different aspect of warrior - mechs and making things explode!

    AeroJulwin

    Rigged Sigil: I don't like that this one can backfire, requiring you to play around your own secret. Normally, secrets are all upside aside from an unlucky Oh My Yogg!.

    Warding Glyphs: I'm not sure this works within the rules, but it is interesting to see an effect that punishes attacking by crackback damage.

    Sacrifical Summon: I like it. It's certainly a lot better than Spellbender for sure.

    Demonxz95
    I really all three cards. Nice work!

    FenrirWulf

    Focused Healing: I'm not sure I understand the flavor. You hero gets healed when its not taking damage?

    Disarming Palm: I think that this could be a lot stronger. Setting a minion's attack to 0 is a lot like freezing, and spending 3 mana for a Freezing Potion doesn't seem like a good deal.

    Spell Ward: This is my favorite of the three. It's a nice, clean effect that is unique.

    Wailor
    I like these simple, flavorful effects that make these secrets distinct from secrets in other classes. Oftentimes, custom secrets can get complicated pretty quickly and can end up being clunky to read. 

    Neoguli

    Soul Harvest: "Minion" should be plural in the text. I can see the parallel with this and Plagiarize, i'm not sure if that's what you intended.

    Demonic Presence: Your opponent will easily decide not to break your armor unless they have lethal, so the draw will almost never activate.

    Maledict Shadow: This could cause opponent not to be able to play any minions if they have a board full of minions with 2 or less attack. 

    linkblade91
    I like all three of these. Is it possible for Product Recall to leave off the text that explains what bombs do? Wrenchcalibur doesn't have it.

    R
    Secrets with Outcast are interesting but there is an issue where cards that interact with Outcast such as Kor'vas Bloodthorn and Line Hopper can give a clue to your opponent which one it is. To prevent this from happening, every single secret that demon hunter gets would have to get an outcast effect.  Also, using an outcast trigger on a secret can easily cause the card text to become crammed because there are multiple effects.

    I like Hunt Them Down, but I think Without A Trace is too strong and United We Stand doesn't work well if you have a board, requiring you to have to play around it.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 7 months ago

    Feedback: Feedback is further down the page.

    AeroJulwin

    Rigged Sigil: Usually, secrets have effects that are all upside, aside from an unlucky Oh My Yogg!.

    Edit: Whoops, I started making feedback but I forgot to finish. I'll come back to it tonight, my apologies.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 7 months ago

    Here's my first attempt at making some shaman secrets. Had a hard time coming with something truly original and just added up making shaman versions of mage secrets.

    Quote From linkblade91

    Edit2: Replaced Product Recall. Remember that Bomb Warrior from Rise of Shadows did not exist yet, but the Mine from Iron Juggernaut did. So that's why they're Mines *shrugs* They only deal 3 damage for balance reasons. Still not sure about this card.

    You made Seaforium Bomber cry :'-(

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 7 months, 1 week ago

    This might be a little overtuned, but I like how this can work in a big demon hunter deck. They can draw a lot cards and its not too hard to get a full hand in order to cheat out a couple of demons.

    Feedback:

    Nirast
    This does incentivize running big mechs, and I like how you have to think about building your deck in a way to maximize the effect without losing to aggro. The art looks more fitting for a place like Outland, imo. The boom labs are usually vibrant and colorful.

    Demonxz95
    I think it should say "the spell's cost" because "its cost" could be read as "the dragon's cost" when the dragon is played.

    Wailor
    I like how Varimathras fits the control warlock strategy well, as it helps you to stay alive during the early turns. That being said, I think I like the totem more. There aren't too many totems in the game, so it stands out more. The effect works well in allowing a more proactive totem shaman deck to flourish.

    FieselFitz
    Murloc decks like to overwhelm the opponent by playing a bunch of small ones early rather than building up to a single big one. I think it's too risky to run a minion that eats a large portion of your deck for a pile of stats for 6 mana.

    ChickyChick
    I like it. Shaman's upgraded hero power isn't very good compared to the other classes, so this provides an option for creating a shaman deck that wants to use its hero power a lot.

    Fedrion
    Filling the whole board with pirates might be a little too much for 6 mana, especially with rush. I would increase the cost or limit the amount of pirates summoned to 3 or 4.

    Neoguli
    It does remind me of Lyra the Sunshard somewhat, except it can't chain with the cards added to your hand. Currently, the effect is best suited in priest. Spell paladin isn't really a thing, but there's no reason why it can't be in the future.

    R
    I like the mech version more because it is different than being another version of the same character.

    linkblade91
    I like both versions, and I don't have a preference for either. I can't help but think that the weapon would be mainly used for face damage rather than as a control tool though.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 7 months, 2 weeks ago

    New season!!!

    Nothing like a little alcohol to let your guard down and pick the best of fights!

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 11 months ago

    I found my way back to the discussion threads after teleport gunner sent me far away :)

    The first idea I have is a top-down, flavor based design of the Horde senting up encampments in the barrens. I put Rokara's ability as the requirement, as her story is about her training as part of the horde. I used watch posts as the reward to show the Horde setting up bases. It's pretty open ended, but it could help control Warrior decks and give new life to watch posts. Plus, it could make Kargal Battlescar playable.

    Edit: Found a piece of art that might be very fitting with the effect.

    I also made a sidequest (I could have sworn the prompt didn't allow it when I first saw it, I usually pay close attention to those things). There's a lot of beast synergy in the set, especially summoning beasts with rush and rewarding attacking with beasts. Savannah Highmane is a mob that is found in the barrens, and a commonly played cared back in the day, so I thought it would be a nice reward.

    This one is more of a thought experiment than one I intend to sumbit. It is intended to help self-destruction warlock without being too reliant on specific cards. Drawing the card for the turn counts as one, so drawing or removing at least two cards from your deck for the turn will help meet the requirement.

    Feedback:

    Demonxz95
    Cool idea! Maybe for added flavor, have the hero power swap based on casting a spell from the other school, like having a holy spell swap to the holy version and a shadow spell swap to the shadow version.

    linkblade91
    There isn't too much support for token druid in the barrens set overall, but I do think that this is a creative idea.

    BloodMeFist
    I like the second version of the hero power better because the first doesn't seem impactful enough and would require the deck-destruction warlock to build in another direction of top just to get any benefit without access to life tap.

    Wailor
    As far as I know, deathrattle demon hunter is more tempo oriented, so I would prefer the first option slightly over the second which is more value oriented. I think they are both good ideas, though.

    Lundy
    I think the payoff for the warrior quest needs to be much higher. There aren't many frenzy minions with big effects unlike Ossirian Tear which provides large amounts of value.

    I'm not a big fan of Embrace Insanity because the optimal play is to hold in your hand until you can fulfill the requirement immediately. It no longer functions much like a quest and plays more like a regular spell or a sigil.

    I like the idea of the adventuring quest, but it would require having to imagine more adventurer cards in the game that don't currently exist.

    Anchorm4n
    I like it. The optimal play might be to hold on to it until the turn before you fulfill the requirement rather than a turn one play to hide information, but I guess that its fitting for rogue to be sneaky about its adventures. I prefer the hero power as the reward because it not likely for many cards to be left in the player's hand once the quest is complete.

     

     

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 11 months ago

    Thanks linkblade and anchorm4n!

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 11 months, 3 weeks ago

    I'm not sure this counts as a scaleable effect? It does get better the more beasts you control.

    I also have this, which I think definitely fits the prompt.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 11 months, 4 weeks ago

    More feedback:

    Nirast
    I find stealth and taunt on a minion too anti-synergistic. Unless it hits face, the Taunt is useless because the minion is most likely going to die. I do like the beast quite a bit though.

    linkblade91
    I didn't think the initial art was bad but I think the card looks better with the new art.

    I think its fair to increase the cost and stats if you don't want it to draw itself, but I don't think it makes much of a difference if you leave it as is. I like it how flavorfully fits Rastakhan's flavor and power level lol.

    Wailor
    I do agree that priest does have some time-related effects, such as Temporus and Murozond the Infinite that make it a better fit in priest than in warlock. I also agree that it is better utilized in warlock than in priest, because priest has many removal spells already.

    demonxz95
    I do have another wording to consider: "Your Hero Power always summons a Taunt totem". Some people might not know that Stoneclaw Totem is the one with Taunt, and this would make it clear. It might be a bit ambiguous if there's some other non-basic taunt totem, but adding the word basic in the text would make it too wordy to fit the prompt.

    KANSAS
    Seems balanced. I think I like the second version better. If I remember correctly, this character announced legendary minions in the Blackrock Mountain adventure.

    BasilAnguis
    I find the first version of Kobold Miner a little too broad. There's a lot of jank from old sets and its likely that all three options are bad. Flavorfully, the minion is uncovering hidden objects, so uncovering a spell or even a minion doesn't really make sense. I would also buff it to a 2/2 or even a 3/2 because it is a little low on the power level.

    Arkasaur
    The synergy between the battlecry and poisonous is cute. I don't find the card all that interesting, but as a common it does the job well enough.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 11 months, 4 weeks ago

    Congrats, Arkasaur!

    Maybe I misread the card, but shouldn't it say corrupt endlessly because corrupt is a one-time effect?

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 11 months, 4 weeks ago
    Quote From Wailor

    Very cool card, my favorite so far.

    I agree with Longshadow that it is probably a bit weak. I think it should be fine at 7 mana, though.

    I was trying not to blatantly power creep cards like Overflow or Valdris Felgorge, but I guess we're at that point in the game where those cards are too weak :/

    My feedback:

    Demonxz95
    But what if I'm a weirdo and want only Healing Totem XD

    I think it might be more appealing to be able to choose any basic totem. Currently, I'm not sure that its enough of an upside to run, and some people might not read it as an upside. I've tried "Your Hero Power summons a Totem of your choice." and that fit within 2 lines without changes, so there aren't any text issues.

    linkblade91
    You might want to add in the word "combined" just to make it crystal clear what it does, going off by Amalgamate. That might not fit, so maybe "total" instead?

    Wailor
    Hmm, that is very clever. I think that you could get away with it being 3 mana, given that the baseline for unconditional removal is 4 mana and the downside is more relevent than it seems at first glance.

    anchorm4n
    I also read it flavorfully as the squire is too lazy to fetch the weapon for you as a battlecry, so you have to cast a spell to get him to do it for you :)

    The only change I would make is to cut the second line of text, as cards these days just say draw ~, instead of draw ~ from your deck.

    KANSAS
    Draining Imp is missing a period in the card text.

    I like them both. Draining Imp is an intersting Flame Imp variant, and High Justice Grimstone is both fitting for the character and is elegant.

    BasilAnguis
    I'm not sure the name fits the effect. Rush implies speed and decisive action, but flying could mean gliding in the air slowly.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 12 months ago

    The game takes you to the starting hand screen with the drawn cards. You choose to keep or replace any number of them like you do with your opening hand.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 12 months ago

    24 hours left to sumbit!

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 12 months ago

    Quote From Demonxz95

    Off of feedback that the flavor of Shield of Souls was not perfect, I decided to make a new card. I've seen a few "Paladin turn evil" cards, but what if I flipped that idea of its head like Renounce Darkness.

    Seems cool to me! I don't have much else to say.

    Quote From Arkasaur

    Hi Everyone,

    I've got one main idea and a backup idea this time that I'm looking for some thoughts on:

    Heart of Y'ShaarjToxic Twister

    Heart of Y'Shaarj is my main idea I'm looking for feedback on - it makes it so you can scale all of your minions up through a game if you're able to hold them. It also can turn Y'Shaarj into a full hand refill of minions.

    Toxic Twister is the backup idea, just proving a semi-chaotic flexible removal tool for shaman. Inspired by the Dark Shamans in Siege of Orgrimmar that used corrupted elemental spells.

    The warrior card is certainly interesting, but I can't help but think it compares unfavorably to Invigorating Sermon. It makes sense to reduce the cost by half by removing the board buff, but it seems like jumping through many hoops to give the other minions the same bonus. If it gave the ability to corrupt endlessly (like Horrendous Growth) I think it would be powerful enough to build a deck around.

    The shaman is solid and I think the effect matches with the flavor of the card very well. Because Blizzard is based in America, they would use "neighbors" instead of "neighbours", not that it matters or anything.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 1 year ago

    I checked some card interactions and I think my card could be buffed a bit. Do you think it should be 2 or 3 damage, or better left at 1 mana? It requires using the hero power to get the damage, which costs mana, and it is not affected by spell damage unlike Moonfire.

    More feedback:

    Wailor
    I like both Purging Flames or new Hibernate. I think Hibernate could get higher ratings, but maybe some lower ones as well, while Purging Flames will be more in the middle.

    allthehype
    I like the Renounce Darkness version better. I agree with Wailor that it would better for them to replaced with shadow or frost spells because it suits the flavor better. A hand full of nature or arcane spells doesn't feel much like a fall from grace flavorwise. I would go with shadow spells personally as there is more variety and a lot of freeze spells would be annoying to face against.

    ilphelkiir
    The problem with this card is that your have board advantage, your opponent is completely helpless. You don't need to care about the drawback since your opponent doesn't have any mana left to respond.

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 1 year ago

    Mage is the only class that I haven't submitted a card for this season, so I decided to go with that. My first thought was that of blood mages who incorporate elements of demonic magic into the usual mage abilites. This represents your hero delving into dark magic for a bit, providing efficient damage at the cost of health. This is also hero power support in mage that it could some more of.

    Feedback - I have more time these next few weeks so I'll try to be more active:

    Wailor
    Purging Flame isn't too innovative, but it works well flavorfully and mechanically.

    The biggest issue with Hibernate is that it is a secret that only affects beasts, which makes it narrow. Normally, secrets refer to minions or spells in general so your opponent can reasonbly activate them. Also, the minion dying and coming back to life doesn't seem like the best fit for the flavor.

    Forest Fire has a cool effect and good flavor, but I think giving Druid that much AOE is a bit too far outside their class identity in my opinion. The sacrificing part is fine as a bend, as I expect some of that for this week to fit the flavor. However, I think clearing the enemy board undermines Druid's weaknesses a bit too much. I find Poison Seeds a bit questionable from a class identity standpoint currently.

    Linkblade91
    I think this could be read as giving all your minions the buffs, not just the ones that lose divine shield, which also stack. For instance, removing 2 divine shields results in giving all your minions +2/+4 for only 1 mana! I'm not sure if that that's what you intended. I've attached a wording change that shows what I think the card is supposed to do, but it seems kind of weak so maybe I read it wrong. Overall, I think the idea is great and very flavorful!

    Some other people have suggested that it could be too strong with Lothraxion the Redeemed, but I don't see how a +1/+2 board buff for 1 mana that takes away divine shield is too strong later in the game unless I read the card wrong. 

    Show Spoiler

    Demonxz95
    I could see this fitting a shadow spell. It makes your hero more likely to take damage, and a lot of shadow stuff is in warlock which likes to take self damage. Since the taunt effect is more of a sidegrade, as it is sometimes good to protect the board but can also be bad if you just want to stay alive longer, I think the card could be buffed up a bit. 

    R
    Felocity should probably cost 2. I don't see any part of the card that suggests that it fits better in mage than in warlock, either by flavor or mechanics, but that's not necessarily a bad thing.

    I'm not sure how powerful Magnifincent is, but I appreciate bridgeing between two different shaman archetypes and the pun.

    anchorm4n
    I don't mean to sound harsh, but I feel like the card is trying to do a bit too much and as a result the different parts don't fit well as a result. Right now, it looks like three disjointed effects that demand a lot of conditions for it to work. It seems unplayable outside of a few specific scenarios and the high roll potential may be unfun for the opponent. I would try to find one effect that satifies all the synergies you were looking for, which is hard to find, or try to satisfy two of these instead of three.

    Hordaki
    I like the flavor and idea. If Paladin wasn't such a strong class in constructed, I would have suggested lowering the cost to 4, but I think its ok to leave it as is. Paladin also doesn't really get AOE outside of Consecration, but I don't think it undermines its weakness that much so its ok.

    Nirast
    I think I like Forged in Frost more. It is a flavorful way for warrior to have a freeze spell works differently from mage and shaman. I think Frostbite could be annoying to deal with and make people think a lot of Frost Nova even if it is symmetrical.

     

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 1 year ago

    Good luck to all finalists! Only 7 this time - were there really that few entries this week not to allow an eighth?

     

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 1 year ago

    I would like to join in as well!

  • grumpymonk's Avatar
    360 137 Posts Joined 04/02/2020
    Posted 1 year ago

    Congrats to MathU!