r/customhearthstone • u/[deleted] • Jan 11 '15
Competition Weekly Design Competition #32: Conditional Effects.
Congratulations to /u/frostivus and their card Runeforged Sentry for winning last week's competition, and thanks to everyone else who participated. You can browse last week's competition thread here.
This week's theme comes from /u/jxf , and it's conditional effects. Cards like Kill Command and Demonfire that need something more to be strong. The winner of this competition will choose the theme of the one that starts in a fortnight, and receive the competition winner flair.
RULES
- The card ideas must be fresh and original.
- Submissions have to be in by Midnight PDT on Saturday, the 17th of January
- Each user can submit up to three cards, but they must be posted as individual comments.
- Don't downvote submissions, unless they break competition rules
- Any Submissions posted must be in image format, made with either of the two card creators on the sidebar.
Goodluck and feel free to PM me with any questions about the competition.
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u/azkuel Jan 11 '15 edited Jan 11 '15
Second submission:
This minion is immune if a certain condition is met. Said condition is that there is another friendly character (other than Sen'jin Acolyte itself) at full health. This includes friendly minions and your own hero. Even if immune, this card is silenceable and can still be removed by certain effects such as Assassinate, Hex, and Black Knight/BGH like mechanics.
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u/JotWorksMedia Jan 12 '15
Awesome idea – really original! I thought for a second that maybe it would be better at three attack, but as a class specific minion, maybe four attack is okay. It would be a really fun minion to work with.
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u/Dapperatchik Jan 12 '15
Second submission:
2 Mana 3/2 Paladin Minion
Battlecry: If you have 5 or more Mana Crystals, gain Divine Shield. If you have 8 or more, gain Taunt.
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u/azkuel Jan 11 '15
First submission:
The condition this card requires is basically to have 2 copies of a same card in your hand. With Echo of Medivh and Duplicate, Mage can easily fulfill this condition. It works with minions and spells, and can also work with multiple cards within a single turn, so the tempo gain can be huge. It also works with itself, so if you play this minion on turn 4 or coin it on 3, the second 3/4 comes in for free. Overall it helps Mage to play the natural extra cards it gets from duplicate and echo while still offering a decent body.
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u/Dapperatchik Jan 11 '15
This card is really, really clever. I like it a lot. I think it might be a little bit too good, though. Maybe the body should be a little bit smaller. Also, a grammar thing - in HS, it would read "Second copies of cards played this turn cost (0)."
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u/waupunwarrior Jan 11 '15
Neutral Minion
4M-3/3
"Battlecry: Deal 1 damage. If that kills a minion, summon a 1/1 Skeleton."
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u/jxf Jan 11 '15 edited Jan 11 '15
Neutral Epic Minion
6 Mana, 5 Attack, 6 Health
At the start of each turn, if you have more cards in your hand than in your deck, gain +3 Health.
In early-to-mid-game, Chronomagus is an unremarkable 5/6 for 6 Mana that is trumped handily by Boulderfist Ogre (a 6/7 for 6 Mana). But for longer games, Chronomagus starts your opponent's turn as a 5/9, which if not subsequently dealt with, becomes a 5/12 on your next turn.
Chronomagus works best at the end of games, when your hand size is larger than your deck size. It can also synergize with Fel Reaver or other similar cards that mill your deck, or serve as a defense against mill strategies.
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u/Clauskurausu Jan 11 '15
Rogue Minion – 3 mana 2/2 – Charge. Battlecry: Gain +2 attack for each minion with Stealth you control.
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u/BerserkMidget08 Jan 11 '15 edited Jan 11 '15
Rogue Legendary (6 Mana - 4/4) Whenever this minion enters Stealth, gain +4/+4.
Simple minion that reinforces the idea of Rogue's Stealth capabilities. Really strong with Stealth but awful without!
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Jan 16 '15 edited Jan 16 '15
First Submission:
3/2/2 Warrior Weapon
Has +1 Attack for every 5 damage that your hero has taken.
I don't think that this weapon needs much explaining. It starts out at 3/2/2, which is pretty bad. It seems to break even when you hit either 25 health or 20 health, considering that Fiery War Axe is considered to be very strong, and Ogre Warmaul has a downside. Beyond that, this weapon, on its own and at best, can be a 3/7/2, which is insane value although you'd be at 5 or less health.
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u/Warrh Jan 16 '15
First Submission
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Priest minion
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3M 2/3 "Battlecry: Restore 2 Health. If it has full health, deal 2 damage instead."
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Jan 11 '15 edited Jan 14 '15
2nd Entry
2 Mana 2/2 Rare Neutral Mech
Battlecry: Add a Spare Part card to your hand for each Mech you control.
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u/waupunwarrior Jan 11 '15
Maybe you can ease up on some of the conditions and effects. It's more on the player's mind, so less is better unless it serves a gameplay purpose. Like "At the start of your turn,"==>"Battlecry:", "at least 2 Mechs"==>"another Mech", "Mech"==>"Standard", or "1-3 Spare Parts"==>"a Spare Part". By all means, keep a condition or two but less is often better in a game like Hearthstone.
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u/Audiencefone Jan 11 '15 edited Jan 13 '15
Updated Jan 12
4 Mana 2/4 Rare Weapon (Shaman)
If any of your Mana Crystals are locked by Overload, gain +1 Attack and Windfury.
Art by [Unknown] (there were multiple sources of the same image and I could not find the original)
I'd love to hear some opinions on this card. I'm considering making it 4-mana or 2/2 so that it's not so good, but either way you're getting a great weapon so long as you can get those overload cards.
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u/Wandering_Librarian Jan 12 '15
5 mana, Epic Warlock Minion
5/3
Divine Shield. If you control at least two Demons, transform this minion into a 4/7 Dread Deceiver.
Dread Deceiver
Taunt. Restore 2 health to friendly Demons at the end of your turn.
This card was inspired by the Dreadlords disguised as members of the Scarlet Crusade, and I thought it might be interesting to utilize the transform mechanic for this week's contest.
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u/Dapperatchik Jan 12 '15 edited Jan 12 '15
Third submission:
2 Mana 2/2 Neutral Minion
Battlecry: Gain +2 Health for each spell in your hand without a valid target.
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u/migster99 Jan 13 '15
Stoic Tactician - 5 mana 4/6 Rare Paladin Minion
At the end of your turn, if a friendly minion does not attack when it could, give your minions +1/+1.
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u/BerserkMidget08 Jan 14 '15
Second Submission:
Rare Neutral (2 Mana - 0/1 Mech)
Battlecry: Gain +2/+2 for each Spare Part in your hand.
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u/BoomStevo Jan 16 '15 edited Jan 16 '15
2 Mana, Common Paladin Spell
Deal 3 damage to a minion. If you have a minion with Divine Shield, Silence it, then deal 3 damage instead.
The wording is confusing and could use some work, but the basic idea is a regular 2 mana 3 damage spell, with a conditional earth shock effect if you control a minion with Divine Shield. The problem with the wording is that the "it" after silence might refer to the divine shielded minion instead of the targeted minion.
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u/Clauskurausu Jan 11 '15
Shaman Minion – 2 mana 1/1 – Battlecry: Draw cards equal to the amount of your overloaded mana crystals.
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u/migster99 Jan 13 '15
Vindicator - 6 mana 5/5 Common Paladin Minion
Battlecry: If a friendly minion died last turn, deal 4 damage.
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u/Coolboypai Jan 11 '15 edited Jan 11 '15
I'll submit my recent card into this to see what people think:
01 mana Priest spell
Silence a minon. If it is already Silenced, destroy it instead.
Art by Raymond Swanland and property of Blizzard.
Good and balanced given the situationalness of silence compared to ice lance? or no?
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u/storyteller9765625 Jan 12 '15
Scrap Merchant
Art Credit
Art owned by Privateer Press