Behold, the Faerie Dragon class. Her name means "captivating power" and she is from deep within Ashenvale. She was Brightwing's best friend in childhood but they grew distant when Brightwing left to fight in the Nexus while Alysia stayed in Ashenvale to protect the Emerald Dream. Unlike most Faerie Dragons, Alysia has an uncanny bond with other Dragons and acts as an emissary for Ysera when necessary.
The class focuses on controlling both sides of the board, including summoning weak minions to the opponent's side as a drawback but also using them to your advantage. The hero power has obvious synergy with Dragon support, providing you with a means to always have a Dragon in hand guaranteeing value from those cards. Despite there being other classes with a Dragon focus (Priest in particular) this will be the only class which actually supports Dragons on the battlefield (all other Dragon support only involves Dragons in hand) so don't worry, that 1/1 Faerie Whelp could end up quite a threat.
(Say "Whelp Laid" out loud!)
I chose 3 cards whose purpose is very clear given the above description. Not all cards in the class will be like this but it's some simple examples of the mechanics I'm pursuing. For clarification, the Whelps summoned will always be the existing vanilla 1/1 Whelp token unless stated otherwise.
Yes, Brightwing will be this class' legendary ^_^ but I'm sure there'll be some sort of restriction in a later phase to fit her in.
So I guess now is the perfect time to make Brightwing! Here's some other spells I've also designed. Please let me know your thoughts.
Lost Whelp is worded in just the right way to not have to say Deathrattle. I'm fine with it but I'm not sure if it is evading the rules.
Overpower, appropriately enough, might be overpowered. The wording might need to be looked at. If your opponent has 3 more minions, you give your's +3/+3. Not an issue if you have 1 vs 4, but it's a HUGE swing if you have 4 vs 7. Giving it 1 more cost or only attack or only health might fix it. This balancing might depend on how many cards you have that give your opponent more minions.
Dragonrage and Brightwing are excellent and I wouldn't change them.
OK so here is the updated version of my Pokemon minion-thanks to whoever recommended it I've decided to use Sableye. In the story he robs enemies he defeats, so in this case every time it kills a minion he robs them of their gold!
My legendary is a redeemed Sylvanas. It is able to defend against most early threats and preserve an early lead, with Anticipate she becomes even more effective as a kind of sniper.
Your Sylvannas has a lot of redundant text. It can probably be worded 'Whenever an enemy attacks, deal 3 damage to it. Anticipate: Gain Stealth'. It also seems very strong, but I'm not sure. It kinda just shuts down decks that don't run a lot of removal or big minions.
Alright here's the updated version along with some other basic cards. Sylvanas is meant to be a way to slow down the early onslaught of aggro and allow the player to find answers.
Rollback Post to RevisionRollBack
I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
Basically, I've got 3 variations currently, for my pokemon. I need help deciding on which one to actually use.
The two core aspects of Tsareena, for my class, is that she has Queenly majesty, both in an ability and in looks, thus making her a good Nobility card. In addition, her signature move is Trop Kick, which lowers attack. Controlling the board through strength is also a fairly big part of the class as well, which causes her attack lowering effect to work well with the class. Example...
Is this overcosted btw?
Basically, the first card works with Epic decks, but doesn't have Trop kick. However, it shows off the value of promotions, allowing you to proc the effect with a rare minion as well as help to refill the hand. It's definately a good card for epic decks.
The second card goes all the way with the whole trop kick theme but doesn't show off my rarity theme at all, while this is the only card that I will have the oppurtunity to show off my core class concept on.
The third card is a card that shows off both the themes of attack reduction and epic decks quite well, and it is an epic itself. It guarentees a little value of 2 attack reduction, comparable to shrinkmeister, however, it can be a lot more if you use promotions correctly and build your deck accordingly, she can give someone no attack for that turn, allowing for some insane value trades or a strong Display of Strength.
Also, how should I balance this card?
Gonna need to bump this, I really need feedback on it.
First, what is a Fraiad? I googled it real quick and got nothing of value. For Domesticated Fraiad, I like the first one the best. It doesn't involve the Pokemon's signature ability, but most people voting might not recognize that signature ability anyway. The first card fits in well with your promotion theme and fits the idea of a noble, upperclass card. It also works REALLY well if you have any cards that promote within your hand, so it can trigger itself.
I like Display of Strength as is. Your promotion effects and buffs will synergize (Google says I'm spelling this word right, damn autocorrect!) with this well. The wording is a bit odd. I assume you mean a friendly minion with the highest attack? It's confusing to write all that out though, so its probably fine as is.
The Jester looks so sad! But I like the art and the ability, I have a few copy effects in my cards as well. Since it needs to attack to trigger a copy, I think the 3rd one's stats, or even make it a 3/3 or 3/4. It's a legendary after all, and the effect does nothing if it doesn't have the chance to attack. Or you can have it with lower stats and let it's copies make copies, since again, they also need to attack to get value. If you promote it and then attack, would the copies also get the buff?
Ima be honest with you here, I have no clue, at all, what to call it. A fraiad was basically a combination of the words fruit and naiad, which is a mythological spirit of nature that inhibits rivers and waterfalls and ponds. Should I just call her a nymph? That makes more sense, right? I suppose your reasoning that nobody would know about her signiture move makes sense, so really version 1 would be better, though my personal preferance, as someone who knows it, would be the third one. But I want a class that everyone will enjoy really.
Display of strength doesn't care about which minion of yours has the most attack, it cares if the minion being destroyed has a lower attack value than any of your minions.
Briona is a Gadgetzan card. The King is a grimy goons class. She's basically a win con for the class. The thing is, I'm not sure if the base stats are as relevant for her, because she's going to come out huge anyway. I think I agree that it should be a 2/3 regardless though, it does need to attack to get the effect, and it should be counterable once the balls rolling. Also, you cannot promote a legendary, for a legendary is already the highest rarity card you can get, so the effect can't target it. However, if you play a hand promote (An effect I am planning on adding on one of my goons cards), a Doppelgangster will summon two epics alongside it. I hope that answers your question about promotions..?
I havent made the pokemon and the legend card yet (too be added soon :P)
Blinding Rage: I think the wording is a bit off. It should say something like "Destroy a random minion for each player", as in Void Crusher
Eyes of Insanity: similar probem. It loses a bit of coolness, but I think it should say "Deal damage to a minion equal to that minion's Attack".
Feral Impulse: when does the double damage taken effect end? If it works like I think, it should be "Give your hero +7 Attack and double all damage taken this turn". I don't really like the card because it will only be used to go face and 6 mana for 14 damage is a bit low. I'd up the cost to 4 or lower the Attack gain.
Spine Spike: too complicated. I don't know how to fix it, and the effect is cool, but it is very complex for a basic card at least.
The rest of the cards seem flavorful and more or less balanced. I like the concept!
So, I don't have my basic set completed just yet but I'm looking for some feedback on my process.
The Class:
I was actually thinking about making a "moonstone" card, so the second challenge was pretty funny to see. I'm not totally sure about the best way to represent the Pokémon, but what I've come up with:
Inspired from the Animated Armor effect. I think it's fair to consider it worth the same as taunt, so this would be on par with Voidwalker. The only concern I'd think of is having two of them on the board at once would be considerably stronger, but I kind of like that aspect because I was thinking of that one episode where the Clefairies all came out together.
For the Legendary card, I was thinking of making Sayge from the Darkmoon Fair. For those familiar with it, Sayge has a little game where she'll give you a fortune based off different choices you make in a story she tells you. I wanted to mirror this effect, but I'm not sure what the best implementation would be without it being to similar to Kazakus.
Also, I have a few basic cards I'd appreciate any feedback on:
And of course, congratulations to everyone for making it!
I can't find it anymore, but somebody was asking if you could make just one minion that was a Pokemon AND was a 3-or-less-cost Legendary minion and have that fill both challenges. The answer is no. If you want your entry for the Pokemon challenge to be a Legendary that costs 3-or-less-mana, that's fine, and if you want your entry for the Legendary challenge to be a Pokemon, that's also fine, but you must still have 5 example cards.
"Can't be targeted by spells, Hero Powers, or Battlecries, and neither can your hero."
That keeps the familiar structure from "Elusive" more intact, and I think that'd be more intuitive.
Also, can I suggest that you give your hero power s slight buff? Right now, you're paying a whole (1) more than Paladin for a 1/1 minion, and all you're getting in return is the "Elusive"card text. I feel like it can get away with being a little better. Maybe make it a 2/1 rather than a 1/1? That would be fairly comparable to Faerie Dragon itself, having -1/-1 in comparison but also costing (1) less.
Everybody already commented on its mechanical underpoweredness, but I do want to say that I LOVE the theme and I hope you keep it and just buff it a little, haha.
Does anyone know of a pokemon that fits the flavour of my Marksman class? Something that's like a sniper or something? Haven't played a pokemon game since gen 4, and as far as I'm concerned the best pokemon is Alakazam.
Decidueye. It is an archer.
If you're more keen on guns, though, there's Remoraid and Clawitzer, as well as just Blastoise with its cannons.
@RoboLeg, I just wanted to repost this because it looks like you might have missed it before. Maybe I'm wrong and you just disagree, but I legit think Decidueye s the perfect Pokemon for your class. It's an archer, so it's definitely a marksman and could make use of your Bullseye keyword, and it's also a forst-dwelling Ghost-type that you could easily do Stealth stuff with. Just look up Decidueye on Google Images or something, there's TONS of great fanart of it. And it's an anthropomorphic owl, so you could name it like "Moonkin Archer" or something.
I think I've finalized everything for my submission, save for the Legendary. I'll post the whole thing for one last round of feedback. Everything's in a spoiler so as not to clog up the discussion topic.
The Class:
Challenge Cards:
Basic Cards:
Any opinions are greatly appreciated, especially on the Legendary and which basic cards I should put out in the open. Thanks in advance :)
I have to say I really like your Basic Set. It's the first one I've seen in this thread that actually feels basic and not purposely overcomplicated. It has its fair share of average to below average cards and gives a good idea of what the main mechanic of the class is supposed to be. I'm only concerned about Death's Flask: it seems too slow to see play at 4-mana, but still, I think the effect should have a clause indicating it can't reduce the Attack of the minions below 1.
The Legendary seems pretty fun, though unreliable. I think it's appropriately costed for the effect.
The idea of Death's Flask is a flipped (hehe) Consecration. I don't think giving your opponent 0-attack creatures should be much of an issue. What creatures are even ran that have 2 or less Attack? Loot Hoarder? 1-drop Pirates? It's not like you're going to leave a 0-attack Bloodmage Thalnos alive either. The board rarely gets full anyways, and when it does, it's off an effect like N'Zoth, the Corruptor or Anyfin Can Happen.
TL;DR: Death's Flask is actually one of the cards I didn't see a problem with.
I am really realising of what you want to do with your class, I understand it a lot, and I like the concept, I identify your legendary, its that guy of Skylanders ;),
Although I have a small complain of Skylanders Siggy, it feels a bit UP though on a side note, but I like the effect, maybe like a "Discover" thing? Feels tad risky but I like it, no complains (Did I just contradicted myself?)
Thats the only card I have an opinion, the other ones are pretty much balanced (That Brew Addict combo tho) although Firebloom Potion is a powercreep of Shadow Bolt, but since its almost like... err... non-fittable... its balanced in a way.
Hey, good potion art is hard to come by, so I pretty much have to use any art that has a potion in it :P
Anyways, the reason Firebloom Potion is stronger than Shadow Bolt is because Warlock cards are generally slightly weaker because of the strong Hero Power (see Darkbomb vs. Quick Shot or Frostbolt).
Thank you both for the feedback. I think I've finalized my cards then. Could you guys also give me an idea on which three Basic cards to showcase as examples? The only one I'm pretty sure about is Brew Addict, and I'm not even sure about him because he was in my Phase I submission.
"Can't be targeted by spells, Hero Powers, or Battlecries, and neither can your hero."
That keeps the familiar structure from "Elusive" more intact, and I think that'd be more intuitive.
Also, can I suggest that you give your hero power s slight buff? Right now, you're paying a whole (1) more than Paladin for a 1/1 minion, and all you're getting in return is the "Elusive"card text. I feel like it can get away with being a little better. Maybe make it a 2/1 rather than a 1/1? That would be fairly comparable to Faerie Dragon itself, having -1/-1 in comparison but also costing (1) less.
I was actually going to change it to "This and your hero can't be targeted except by attacks." so that it also dodges pseudo-battlecries like Choose One and Combo. Would you recommend still changing it around to "Can't be targeted except by attacks and neither can your hero."?
I think you're right about the hero power, I'll change Faerie Whelp into a 2/1. Thanks for the feedback!
@freddoccino Fabled Fairy seems extremely overpowered to me. You play it before you trade and all your minions gain something close to immune. And yeah playing two of them with any buffs is almost an auto win. Not too sure on how to go about balancing it. Maybe make it a 1/1 or have the effect only active during your opponents turn.
I'm not done with my cards yet, but wanted to post them anyway. Here's my class as a reminder.
Here are my cards so far! I need 1 more basic, but I'm still balancing them and deciding what to use in what set. I'm also not sure about Soridormi's balance and ability yet. She is meant to use her Battlecry on a minion you have on the board, then pull all other ones from your hand, then deck, as long as there is still room in the battlefield.
I'm not done with my cards yet, but wanted to post them anyway. Here's my class as a reminder.
Here are my cards so far! I need 1 more basic, but I'm still balancing them and deciding what to use in what set. I'm also not sure about Soridormi's balance and ability yet. She is meant to use her Battlecry on a minion you have on the board, then pull all other ones from your hand, then deck, as long as there is still room in the battlefield.
-I think Timewalker Elite is underpowered, you could just make it "Battlecry: Next turn your cards cost (1) less". -Paradox could probably be worded "Summon a copy of an enemy minion." -Soridormi is hard to word clearly and eloquently, maybe "Battlecry: Put all copies (from your hand and deck) of a friendly minion onto the battlefield."
I really like Sand Breath, Living Glyphs and Foresight. Cool stuff!
This is an effect I'd REALLY like to include in my class but I'm having trouble figuring out a good way to express it. I intend for the effect to also copy Battlecries (targets chosen randomly). Also, should the name just be "Chosen" since you're allowed two in your deck?
This is an effect I'd REALLY like to include in my class but I'm having trouble figuring out a good way to express it. I intend for the effect to also copy Battlecries (targets chosen randomly). Also, should the name just be "Chosen" since you're allowed two in your deck?
Card is somwhat powerful. Using the dragon from BRM and Grand tournament. This cards can be a 4/7, 5/4 taunt, or have effects from dragons like deathwing ysera and nefarion. Pretty good but can be broken if used with bran because u can get two effect ifu use it with luck. So this card can be a 5 Mana ysera and chromagus
@freddoccino Fabled Fairy seems extremely overpowered to me. You play it before you trade and all your minions gain something close to immune. And yeah playing two of them with any buffs is almost an auto win. Not too sure on how to go about balancing it. Maybe make it a 1/1 or have the effect only active during your opponents turn.
Yeah, you're right. I totally didn't consider it from the attacking side. Having it only on your opponent's turn is pretty much what I think it should be. Thanks.
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
My Basic Set Highlights
Thematic single target removal. Inneffective on most 1-2 drops but can deal with a lot of 3-5 drops and is devastating against large enemy minions seeing how must high cost minions have less health than their cost. (Sylvannas Windrunner, Azure Drake, Gadgetzan Auctioneer etc.)
The First 3/3/3 weapon (No, King's Defender, Cogmaster's Wrench, and Eaglehorn Bow don't count.) Strong for it's cost but has a downside but with the Titan class you can use it to your advantage.
A suped up Mana Wraith but unlike Mana Wraith this increases the cost of ALL cards, not just minions. Even though 4/6 for 6 is pretty badly understatted, if this is played while you're ahead on board dealing with it can be difficult making the opponent spend more mana than necessary and also increasing the power of your cards. (4 mana Execute, 4 mana Sap, 6 mana Fireball)
The Rest of my Basic Set
A core card of the class. Much like Innervate in Druid. Only nets you 1 mana but triggers your Ascended effects and increases the power of certain cards.
I love exploring new statlines for cards and I think a vanilla 3/1 weapon is pretty strong. (Rockbiter Weapon). It's a great card but without too many weapon synergies I don't expect it to be too overpowered for a basic set card.
The only basic set card that gets better the higher it costs. I wanted to focus on making reasonably powerful basic cards without insane synergies to prevent the class from being competetive with only basic cards. Although the cards are thematic and revolve around cost, most of them don't get better with higher cost. This is the one card that does and it is very powerful when ramped up to high costs. (3 mana Fireball, 5 mana Pyroblast)
Thematic soft removal or buff. A versatile card that can cripple an enemy minion (Tunnel Trogg, Totem Golem, Flamewreath Faceless, Flame Imp, Mana Wraith etc.) or buff your guys. Trading a 6 mana 4/6 into their 5/4 and then using this can bring your 4/1 up to a 6/6. (Similar to Inner Fire in Priest. Lots of potential but situational.)
A 1 mana discount on Arcane Intellect but at a heavy cost. Many basic Titan cards are very powerful for their mana cost which is why card draw is their weak suit. Essentially paying 6 mana for a draw 2 is terrible but you only have to front 2 mana immediately and with any luck you hit cards that benefit from costing more. (Considering making it increase their costs by (1) instead making it essentially a 4 mana draw 2. Comparable to Ancestral Knowledge.)
Every class excluding Shaman has some sort of AOE in the basic set. A situational AOE that is powerful against aggro but pretty useless in the control matchup. Even so it can get rid of a lot of pesky zoo cards and kill things like Acolyte of Pain, Doomsayer and Dirty Rat. (Considered making it 4 mana destroy all enemy minons that cost 2 or less but thought that seemed too much like consecration and didn't hit enough cards to be relevant. Also considered 6 mana destroy all 4 cost minions or less but that seemed a little powerful.
A powerful midrange minion. resonable bulk, (2 attack under vanilla stats) and with a powerful combo of Charge and Taunt. Basically a Fen Creeper with Charge. Yes this card is probably overstatted (Considered making it a 3/5 or make it cost 6.) But many Basic cards are very powerful (Fire Elemental only being 2 stats off vanilla stats.) And it's not that unreasonable considering it's 1 more mana than Stormwind Knight and only gets +1/+1 and taunt. +1/+1 and taunt is strong but not gamebreaking. It deals with early minions easily and can be used to stop late game pushes. Also 3 damage burst and comboed with balance of power it becomes pretty strong. Although for 6 mana you can get a 6/6 charge taunt you have to remember that it's a 2 card combo and things a 4/4 charge taunt is strong too but you didn't see priest's playing Gnomeregan Infantry + Inner Fire.
Cards that didn't make the cut, but I thought were interesting.
Hand of the Titan- Might be a little weak. 2 mana deal 2 and give a minion 2 health isn't that strong. Considering making it draw a card instead for the ascended effect, or giving a minion +3 health. A good classic card I think.
Aspiring Knight- An easy intro card to how Ascended works and how you can generate strong tempo by having overcosted cards. Considering making it a 3/4 that gains +2/+2 when ascended but I like unexplored statlines (2/5 hasn't been used on vanilla 3 drop minions which is what this card is on turn 3.) Probably a classic card.
Wrathful Titan- Vanilla stats for its mana cost, and the first Ascended card that I thought up that requires it to cost 2 more than its original cost. Increasing costs by more than 1 is difficult (Requiring combo cards or hero powering twice and positioning properly) the effect is enormous. For 4 mana you get vanilla 4 drop stats and for 2 more mana you get a 5 mana card value (Holy Wrath). Probably a classic card.
Aspiring Knight- I realized I used this name twice, considering of changing the first one to something else. Awkward wording, I know but this is the second draft of a card I couldn't properly balance in my original design. At 1 mana it's a 1/3, 2 mana 2/4, 3 maan 3/5 etc. Pretty strong as on turns 2-5 after that it suffers from not being anything but stats, a 6 mana 6/8 is strong but not amazing in constructed play. Great flavor effect and strong flexible tempo card. Considering making it a classic card.
Sword of Fire and Ice- Should probably deal 1 damage (burn) then freeze because freeze then burn is just a little redundant... But anyways this is just a draft. Essentially it's a 4/2 (deals 3 damage on attack then 1 more) that freezes anything it hits. Now that I think about it there's not really any benefit to making it a 3/2 that deals 1 damage when it amounts to the same thing... I thought it might be too strong as a 4/2. Hmm... Might have to think on this one a bit lol. I like the freezing and burning idea though.
The Intimidator- Considered putting this in the basic set but didn't want too many of the same kinds of effects.
Unbound Spellcaster- Considered making this a Legendary that deals targeted damage. Ex 2 mana 2/2 battlecry deal damage equal to its cost. So deals 2 damage at 2, 3 and 3 etc. A 5 mana 2/2 that deals 5 damage isn't terrible (Bomb Lobber and the other one) Although getting it that high isn't easy when it does get big it can be powerful. Also considered making it a 2 mana 1/1 and not having it be a legendary. I don't think the effect is so powerful it has to be limited to 1 per deck if it's only a 1/1. The random damage idea just seemed like a safer but doesn't get much better at higher costs. 2 random damage for 2 mana is better than 5 random damage for 5 mana for example because on turn 5 that random damage isn't really gonna kill much but on turn 2 if you're lucky you can kill a 2 drop.
Mana Monster- I like the idea of this card and feel that ramp is important to the class but felt that having a psuedo innervate and a psuedo wild growth made the class seem too much like druid. I'm considering making this a classic card though.
Tyrant in Training- A really powerful early game minion that activates most Ascended effects. Powerful early game drop. Too strong for classic I think, maybe TGT or LOE?
My WToG legendary
Did someone say infinite value? (Looking at you Jade Idol). Potential infinite value because yes, it can discover itself. It is a 1 mana increase on Jeweled Scarab for +2/+2. I considered making it only discover a titan card but I'm not sure how balanced that would be considering it increases his chances of pulling himself greatly. Either way, the reason this has Jeweled Scarab beat is because it actually has somewhat of a body. 1/1 for 2 is 3 stats off vanilla, 3/3 for 3 is only 1 stat off. Considering some balance changes with what he discovers. Maybe he only discovers Ascended cards? As I'm writing this I kind of like that idea.
Pokemon Legendary Explanation. Zygarde and tokens. (Names are just placeholders.)
Not sure if this is allowed (My legendary making 2 token cards) and feel free to let me know @Asylum_Rhapsody if it isn't. When I saw we had to have a Pokemon and I thought of my Titan's theme "Ascending" to a higher level, Zygarde immediately came to mind along with this card concept. A Stonetusk Boar is pretty bad. But a 5/5 taunt is pretty good but not really Legendary good without some added effect ex White Eyes. Although White Eyes as the drawback of shuffling the card into your deck rather than straight up drawing it, getting a 10 mana 10/10 isn't as good as getting a 5 mana 10/10 taunt. This is a great control card although I considered making it cost more mana possibly? (3 mana 3/2 charge, 7 mana 6/7 taunt) Or making the 5/5 add a 3 cost spell to your hand that adds the 10/10 to your hand, although that seems a little complex... My idea with this card was to have a really powerful value card that evolves over time and gets stronger every time it gets beaten. Thematic card, still just an idea. Probably gonna have to tweak it a bit.
Comparing your Unown to Gnomish Inventor, I don't think shuffling two random cards into your deck is worth 2 health. My suggestion would be to lower your Living Glyphs' cost to (3).
The wording of Soridormi is confusing. After thinking about it for a bit, I thiiink you mean that you target a friendly minion that's already on the battlefield and it's to it that the effect applies? I might reword that to make it more clear. "Battlecry: Choose a friendly minion. Summon all copies of it in your hand or deck." I know stuff pulled from hand or deck is usually "put into the battlefield" rather than "summoned", but the distinction, in my opinion, is largely arbitrary, and this would help you cut down on unnecessary complexity and verbosity.
I'm not sure about this. Comparing Assassinate and Sap to Twisting Nether and Vanish, and then comparing Recycle to your card, I feel like it should cost more than just (7). I want to say (9).
Alright, I've made the Necromancer's Basic set. The class ended up with very poor early game removal options, despite killing many minions being one of its main goals. Probably for the best. It would be op to give class amazing removal AND lots of synergies with minion death.
The closest thing to cheap removal the Necromancer has right now.
Similar to Mind Vision, but can't be played on Turn 1 and you have a bit more control of what you might get out of it.
Has good value even with just one single Tombstone. Tombstones are the 0/3s summoned by the Necromancer's Hero Power.
Some healing that obviously works best when having a board full of small minions.
A good way to fill your hand. Best used without tokens on the board.
Like Consume Life, but with 2/2 tokens instead of healing.
Similar to Mind Control, but triggers Deathrattles and removes buffs. On the other hand, this now lets you try to Reawaken the minion later.
And here's the challenge minions:
Dusknoir in Pokemon is said to travel to and from the spirit world, and here the spirit world is represented by your hand.
A minion with great stats for his cost and that will continuously fill your deck with himself, but gives your opponent a Betrayal every time. So position with caution.
Bumping since I don't think anyone commented on this one. I didn't get any comments during the previous phase either, so...
After much thought, I finally decided on my Pokemon Ninja minion:
@MarioToast All of your cards seem pretty good, but I think Death Command can be 4 mana, since some things slightly similar are Soul of the Forest and Poison Seeds. The former is probably more useful in balancing, even if it only affects your minions, and requires a board already.
@Asylum_Rhapsody: I was the one who asked about having the Pokemon be a Legendary. Also, you said we could use gimmicks on our TGT Legendaries, so is this okay?
OR
Also, seems my post was missed and I'd really like some feedback on my basic cards:
So, regarding the second challenge and given the theme of my class, I just can't go with anything other than the Time Travel Pokemon itself: Celebi (I could go for Dialga but I'm not really a fan of that one). I've been looking for some art but I'm not sold on anything just yet so if anyone's got something good please let me know.
Also, I'm considering (nothing certain as of yet) maybe making Celebi the Legendary card for Challenge 3, since it's a Legendary Pokemon an all (Mythical, technically, but it's pretty close). Is that allowed? And if it is, do I only show 4 cards? I feel it might actually be disadvantageous to do so, but I wanted to ask anyway.
Reminder of the Class idea:
As for the Basic Set itself, this is what I've gotten so far:
You might or might not have noticed, but I've salvaged some of my earlier ideas for this one.
Temporal Echo: This card works just like Shifter Zerus, in that it doesn't forget what it originally was. It will always be the last spell you played and will change as you play more spells. It also has its own internal Latent counter, so if you had it on your hand for X turn and play it as a Latent: X card, it will trigger the Latent effect even if the original card didn't. It also retains costs reductions.
Alter Fate: Pretty straightforward. This one works with negative Latent effects you don't want in your hand. It also serves to refresh your hand if you having nothing good.
Bronze Apprentice: I'm not sure if this one fits in the Basic Set, nor whether it's balanced at 1 mana. Its mirror effect doesn't really inconveniences the opponent give that they choose when to use the draw provided, so it's not really trying to be a fatigue card.
Time Skip: Instant Doomsayer, just add water. This card I feel is extremely versatile, while also not too complicated. It works with a myriad of cards, and also, I must note, with the Latent countdown of cards in your hand (it adds 1 turn to them when played) and also with "Each turn this is in your hand"cards.
Time Warp: This works pretty well with anything you wouldn't mind having extra copies of.
Time Mirage: The classic Oracle/Time Travel draw niche is "Draw X cards during your next turn", but that doesn't really mesh well with the class' mechanics that want cards to be in your hands asap. So we have this, which does pretty much the same while enabling Latent and "Each turn this is in your hand" effects.
Sands of Time: This card works much like Nourish for both players, so technically the net cost of the card is only 1 mana. It helps at pushing into the late game against faster decks that don't care about their mana but rather their cards, but it's not really the same as ramp Druid cards since this one can backfire if played carelessly.
Time Loop: Another card draw, of sortsm though this one is never useful standalone.
Oceanic Diver: This works like Shifter Zerus or Nerubian Prophet, and it's not "Battlecry: Gain +1/+1 for each turn this was in your hand" so cards like Dirty Rat won't nullify the buff by pulling it out of your hand. I'm not convinced on the name for this one card, but I can't quite come up with something better at the momemt. Let's call it a Placeholder for the time being. I'm open and looking for suggestions.
Rewind Time: Right in-between Vanish and Twisting Nether. Allows you to get the most value from played Battlecries and similar effects while clearing the board.
As it stands, my most likely example cards will be these, though I'm not sure on the third one yet. Any feedback appreciated.
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Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
The rest of the cards seem flavorful and more or less balanced. I like the concept!
So, I don't have my basic set completed just yet but I'm looking for some feedback on my process.
The Class:
I was actually thinking about making a "moonstone" card, so the second challenge was pretty funny to see. I'm not totally sure about the best way to represent the Pokémon, but what I've come up with:
Inspired from the Animated Armor effect. I think it's fair to consider it worth the same as taunt, so this would be on par with Voidwalker. The only concern I'd think of is having two of them on the board at once would be considerably stronger, but I kind of like that aspect because I was thinking of that one episode where the Clefairies all came out together.
For the Legendary card, I was thinking of making Sayge from the Darkmoon Fair. For those familiar with it, Sayge has a little game where she'll give you a fortune based off different choices you make in a story she tells you. I wanted to mirror this effect, but I'm not sure what the best implementation would be without it being to similar to Kazakus.
Also, I have a few basic cards I'd appreciate any feedback on:
And of course, congratulations to everyone for making it!
I can't find it anymore, but somebody was asking if you could make just one minion that was a Pokemon AND was a 3-or-less-cost Legendary minion and have that fill both challenges. The answer is no. If you want your entry for the Pokemon challenge to be a Legendary that costs 3-or-less-mana, that's fine, and if you want your entry for the Legendary challenge to be a Pokemon, that's also fine, but you must still have 5 example cards.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
I think you're right about the hero power, I'll change Faerie Whelp into a 2/1. Thanks for the feedback!
@freddoccino Fabled Fairy seems extremely overpowered to me. You play it before you trade and all your minions gain something close to immune. And yeah playing two of them with any buffs is almost an auto win. Not too sure on how to go about balancing it. Maybe make it a 1/1 or have the effect only active during your opponents turn.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I'm not done with my cards yet, but wanted to post them anyway. Here's my class as a reminder.
Here are my cards so far! I need 1 more basic, but I'm still balancing them and deciding what to use in what set. I'm also not sure about Soridormi's balance and ability yet. She is meant to use her Battlecry on a minion you have on the board, then pull all other ones from your hand, then deck, as long as there is still room in the battlefield.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
-Paradox could probably be worded "Summon a copy of an enemy minion."
-Soridormi is hard to word clearly and eloquently, maybe "Battlecry: Put all copies (from your hand and deck) of a friendly minion onto the battlefield."
I really like Sand Breath, Living Glyphs and Foresight. Cool stuff!
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This is an effect I'd REALLY like to include in my class but I'm having trouble figuring out a good way to express it. I intend for the effect to also copy Battlecries (targets chosen randomly). Also, should the name just be "Chosen" since you're allowed two in your deck?
Asylum's Gauntlet Competition!
GO CHECK OUT MY HERO -->GI'LLAX THE LIFESTEALER
Yeah, you're right. I totally didn't consider it from the attacking side. Having it only on your opponent's turn is pretty much what I think it should be. Thanks.
My Class, the Titan as a reminder.
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
My Basic Set Highlights
Thematic single target removal. Inneffective on most 1-2 drops but can deal with a lot of 3-5 drops and is devastating against large enemy minions seeing how must high cost minions have less health than their cost. (Sylvannas Windrunner, Azure Drake, Gadgetzan Auctioneer etc.)
The First 3/3/3 weapon (No, King's Defender, Cogmaster's Wrench, and Eaglehorn Bow don't count.) Strong for it's cost but has a downside but with the Titan class you can use it to your advantage.
A suped up Mana Wraith but unlike Mana Wraith this increases the cost of ALL cards, not just minions. Even though 4/6 for 6 is pretty badly understatted, if this is played while you're ahead on board dealing with it can be difficult making the opponent spend more mana than necessary and also increasing the power of your cards. (4 mana Execute, 4 mana Sap, 6 mana Fireball)
The Rest of my Basic Set
A core card of the class. Much like Innervate in Druid. Only nets you 1 mana but triggers your Ascended effects and increases the power of certain cards.
I love exploring new statlines for cards and I think a vanilla 3/1 weapon is pretty strong. (Rockbiter Weapon). It's a great card but without too many weapon synergies I don't expect it to be too overpowered for a basic set card.
Thematic soft removal or buff. A versatile card that can cripple an enemy minion (Tunnel Trogg, Totem Golem, Flamewreath Faceless, Flame Imp, Mana Wraith etc.) or buff your guys. Trading a 6 mana 4/6 into their 5/4 and then using this can bring your 4/1 up to a 6/6. (Similar to Inner Fire in Priest. Lots of potential but situational.)
A 1 mana discount on Arcane Intellect but at a heavy cost. Many basic Titan cards are very powerful for their mana cost which is why card draw is their weak suit. Essentially paying 6 mana for a draw 2 is terrible but you only have to front 2 mana immediately and with any luck you hit cards that benefit from costing more. (Considering making it increase their costs by (1) instead making it essentially a 4 mana draw 2. Comparable to Ancestral Knowledge.)
A powerful midrange minion. resonable bulk, (2 attack under vanilla stats) and with a powerful combo of Charge and Taunt. Basically a Fen Creeper with Charge. Yes this card is probably overstatted (Considered making it a 3/5 or make it cost 6.) But many Basic cards are very powerful (Fire Elemental only being 2 stats off vanilla stats.) And it's not that unreasonable considering it's 1 more mana than Stormwind Knight and only gets +1/+1 and taunt. +1/+1 and taunt is strong but not gamebreaking. It deals with early minions easily and can be used to stop late game pushes. Also 3 damage burst and comboed with balance of power it becomes pretty strong. Although for 6 mana you can get a 6/6 charge taunt you have to remember that it's a 2 card combo and things a 4/4 charge taunt is strong too but you didn't see priest's playing Gnomeregan Infantry + Inner Fire.
Cards that didn't make the cut, but I thought were interesting.
Hand of the Titan- Might be a little weak. 2 mana deal 2 and give a minion 2 health isn't that strong. Considering making it draw a card instead for the ascended effect, or giving a minion +3 health. A good classic card I think.
Aspiring Knight- An easy intro card to how Ascended works and how you can generate strong tempo by having overcosted cards. Considering making it a 3/4 that gains +2/+2 when ascended but I like unexplored statlines (2/5 hasn't been used on vanilla 3 drop minions which is what this card is on turn 3.) Probably a classic card.
Wrathful Titan- Vanilla stats for its mana cost, and the first Ascended card that I thought up that requires it to cost 2 more than its original cost. Increasing costs by more than 1 is difficult (Requiring combo cards or hero powering twice and positioning properly) the effect is enormous. For 4 mana you get vanilla 4 drop stats and for 2 more mana you get a 5 mana card value (Holy Wrath). Probably a classic card.
Aspiring Knight- I realized I used this name twice, considering of changing the first one to something else. Awkward wording, I know but this is the second draft of a card I couldn't properly balance in my original design. At 1 mana it's a 1/3, 2 mana 2/4, 3 maan 3/5 etc. Pretty strong as on turns 2-5 after that it suffers from not being anything but stats, a 6 mana 6/8 is strong but not amazing in constructed play. Great flavor effect and strong flexible tempo card. Considering making it a classic card.
Sword of Fire and Ice- Should probably deal 1 damage (burn) then freeze because freeze then burn is just a little redundant... But anyways this is just a draft. Essentially it's a 4/2 (deals 3 damage on attack then 1 more) that freezes anything it hits. Now that I think about it there's not really any benefit to making it a 3/2 that deals 1 damage when it amounts to the same thing... I thought it might be too strong as a 4/2. Hmm... Might have to think on this one a bit lol. I like the freezing and burning idea though.
The Intimidator- Considered putting this in the basic set but didn't want too many of the same kinds of effects.
Unbound Spellcaster- Considered making this a Legendary that deals targeted damage. Ex 2 mana 2/2 battlecry deal damage equal to its cost. So deals 2 damage at 2, 3 and 3 etc. A 5 mana 2/2 that deals 5 damage isn't terrible (Bomb Lobber and the other one) Although getting it that high isn't easy when it does get big it can be powerful. Also considered making it a 2 mana 1/1 and not having it be a legendary. I don't think the effect is so powerful it has to be limited to 1 per deck if it's only a 1/1. The random damage idea just seemed like a safer but doesn't get much better at higher costs. 2 random damage for 2 mana is better than 5 random damage for 5 mana for example because on turn 5 that random damage isn't really gonna kill much but on turn 2 if you're lucky you can kill a 2 drop.
Mana Monster- I like the idea of this card and feel that ramp is important to the class but felt that having a psuedo innervate and a psuedo wild growth made the class seem too much like druid. I'm considering making this a classic card though.
Tyrant in Training- A really powerful early game minion that activates most Ascended effects. Powerful early game drop. Too strong for classic I think, maybe TGT or LOE?
My WToG legendary
Did someone say infinite value? (Looking at you Jade Idol). Potential infinite value because yes, it can discover itself. It is a 1 mana increase on Jeweled Scarab for +2/+2. I considered making it only discover a titan card but I'm not sure how balanced that would be considering it increases his chances of pulling himself greatly. Either way, the reason this has Jeweled Scarab beat is because it actually has somewhat of a body. 1/1 for 2 is 3 stats off vanilla, 3/3 for 3 is only 1 stat off. Considering some balance changes with what he discovers. Maybe he only discovers Ascended cards? As I'm writing this I kind of like that idea.
Pokemon Legendary Explanation. Zygarde and tokens. (Names are just placeholders.)
Not sure if this is allowed (My legendary making 2 token cards) and feel free to let me know @Asylum_Rhapsody if it isn't. When I saw we had to have a Pokemon and I thought of my Titan's theme "Ascending" to a higher level, Zygarde immediately came to mind along with this card concept. A Stonetusk Boar is pretty bad. But a 5/5 taunt is pretty good but not really Legendary good without some added effect ex White Eyes. Although White Eyes as the drawback of shuffling the card into your deck rather than straight up drawing it, getting a 10 mana 10/10 isn't as good as getting a 5 mana 10/10 taunt. This is a great control card although I considered making it cost more mana possibly? (3 mana 3/2 charge, 7 mana 6/7 taunt) Or making the 5/5 add a 3 cost spell to your hand that adds the 10/10 to your hand, although that seems a little complex... My idea with this card was to have a really powerful value card that evolves over time and gets stronger every time it gets beaten. Thematic card, still just an idea. Probably gonna have to tweak it a bit.
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Comparing your Unown to Gnomish Inventor, I don't think shuffling two random cards into your deck is worth 2 health. My suggestion would be to lower your Living Glyphs' cost to (3).
The wording of Soridormi is confusing. After thinking about it for a bit, I thiiink you mean that you target a friendly minion that's already on the battlefield and it's to it that the effect applies? I might reword that to make it more clear. "Battlecry: Choose a friendly minion. Summon all copies of it in your hand or deck." I know stuff pulled from hand or deck is usually "put into the battlefield" rather than "summoned", but the distinction, in my opinion, is largely arbitrary, and this would help you cut down on unnecessary complexity and verbosity.
I'm not sure about this. Comparing Assassinate and Sap to Twisting Nether and Vanish, and then comparing Recycle to your card, I feel like it should cost more than just (7). I want to say (9).
After much thought, I finally decided on my Pokemon Ninja minion:
@MarioToast All of your cards seem pretty good, but I think Death Command can be 4 mana, since some things slightly similar are Soul of the Forest and Poison Seeds. The former is probably more useful in balancing, even if it only affects your minions, and requires a board already.
@Asylum_Rhapsody: I was the one who asked about having the Pokemon be a Legendary. Also, you said we could use gimmicks on our TGT Legendaries, so is this okay?
OR
Also, seems my post was missed and I'd really like some feedback on my basic cards: