Before I decide to go to sleep because it's 3:30 and I probably should have gone to bed by now, I'm gonna post my current MSoG stuff... I'm doing Karazhan after, don't question me.
The Faction: The Nightingales!
The Nightingales are a group of men and women of all races who are tired of all the fighting and chaos on the streets, and have banded together to make it through the gang wars as a community. Among the actual fighters and combatants that help defend the rest of the faction, you'll find many strangely adorned, elusive individuals. That's not to say they're not still a huge community though, everyone loves them. Through this sense of community comes their keyword.
In the Nightingales, your minions can help support their other minions to help attain victory. Of course, if the one helping dies, the one recieving help is, well, no longer recieving help. This class is taking a Grimy Goons approach to faction synergies. The actual effects don't directly synergise like Jade Lotus, but some cards out there can get a little extra kick out of these cards.
This legendary is completely a placeholder one, I need to continue coming up with ideas on how to make her more unique. However, Nightingale Scout is a bit more interesting. Should she be interesting though? I thought she didn't have to be too general because all 3 classes she can be used in can appreciate a little bit of taunt. Her effect is clearly huge for her cost and body, but that said, if that body goes down, so does the effect, so it's going to be stronger than a Shattered Sun Cleric, for example.
Goblin Bartender gives off a lot of little buffs to anyone that enters the board after him, but he really needs to be kept alive, because you can't get much immediate value from the guy. This reminds me! The idea behind The King in terms of MSoG is that he's been caught up travelling through Gadgetzan back home, and can't leave until the place calms down a little. So he's helped form the Nightingales and is getting help from towns, rather than his huge luxurious kingdom full of humans.
Imperial Chef is a promising cook who's been chosen to come work in the Kings own kitchens... If he ever gets back there. She can start supplying food to a minion, making it extra sturdy, but if she goes down, the minion's max health will go back down to normal.
Town Crier is the first of a few synergy cards available for the King. This guy spreads the word of the Nightingales like the plague, causing the Ally effects to chain to everyone. This has huge effects, however if he is taken out, the entire network of allies you just set up goes down. Protect him with your life.
This giant is of noble blood. Just look at him, with that chiseled face, his chiseled pillar and his literally chiselled face, being carried in his arms. Basically, epic king has Pompous Noble, but maybe you want a couple more threats in your deck to beat up your opponents with. Highborn Giant is the solution. Is his costing fair?
Princess Vanessa is a huge minion who rewards something equally huge: A permanent effect. Her current tokens are here:
I'm well aware Capitalism is a tad strong, considering Promote is a thing, but it's hard to get the balancing right... I think they need different, non-real world names though... I also need another token. Any thoughts?
Gonna bump this because it was at the bottom of the last page and it's unlikely it will get any attention now.
Nightingales - I feel like the class needs some more flavor. For the existing factors, the leader is an important part of the flavor, so I think you need to come up with who this person is, what their motivation is for banding everyone together (something more than just being sick of violence is important), and how they plan on doing it. Something like a rogue Naaru would be perfect, and would give a backstory for the Ally buffs.
Goblin Barkeeper - Probably balanced against Addled Grizzly, since you can get rid of all the buffs by killing one minion.
Imperial Chef - Love the flavor on this one. I think you nailed it.
Town Crier - This one is confusing. What effects are spread exactly? What if you have 2 town criers and they ally with themselves? What happens? It kinda sounds like this could create infinite loops, but maybe because I don't understand it at all.
Highborn Giant - This one doesn't really fit WoW lore. Giants can't be highborn, because they aren't like normal people are all. They aren't just big people like in other fantasy tropes. Also, I don't like the idea of class giants.
Princess Vanessa - Why is a princess discovering a non-monarchy ideology? Might I suggest the name Vanessa the Reformer. It still implies she's nobility. Also, for your third epic-based ideology, how about Meritocracy? Some other possibilities are the almost-synonym Technocracy, or Oligarchy.
I was bored so I started on another class. Probably not gonna be working on it much aside from the classic/basic set though as I'm using it to test really out there mechanics that probably wouldn't be worth doing expansions with. The hero is basically a super smart and philosophical AI. The class focuses on zoo and midrange winning with snowball style effects. Not a clue what to name the class though.
Bassic Set:
Classic Set:
Tokens:
Let me know if you guys think the class looks promising or if it looks like it'd end up being too one dimensional/only using class cards.
For your hero power, you should have it be able to do something when there is nothing on the board. Several people had similar ideas this contest, where it put a 1/1 in your hand in that case or something like that. Also, your tooltip does not explain the keyword very well at all.
Rapid fire - You should write out the 2 as two.
Electromagnetic Pulse - This is pretty weak. It should be 0 mana.
New and Improved - This is like a total power creep of my Rally card from Worgen. Either yours is way too powerful, or mine is way too weak:
City Breaker - You shouldn't have to choose a friendly minion. It should be "If you control a friendly minion..." and it won't let you cast it if you don't, like how Multishot won't cast if you don't meet the criteria.
Bullet Rain - This is just like a power creep of Fireball, which I think is something you shouldn't do. Nothing should beat Fireball, because Mage is the best at damage spells. This should cost 5.
Before I decide to go to sleep because it's 3:30 and I probably should have gone to bed by now, I'm gonna post my current MSoG stuff... I'm doing Karazhan after, don't question me.
The Faction: The Nightingales!
The Nightingales are a group of men and women of all races who are tired of all the fighting and chaos on the streets, and have banded together to make it through the gang wars as a community. Among the actual fighters and combatants that help defend the rest of the faction, you'll find many strangely adorned, elusive individuals. That's not to say they're not still a huge community though, everyone loves them. Through this sense of community comes their keyword.
In the Nightingales, your minions can help support their other minions to help attain victory. Of course, if the one helping dies, the one recieving help is, well, no longer recieving help. This class is taking a Grimy Goons approach to faction synergies. The actual effects don't directly synergise like Jade Lotus, but some cards out there can get a little extra kick out of these cards.
This legendary is completely a placeholder one, I need to continue coming up with ideas on how to make her more unique. However, Nightingale Scout is a bit more interesting. Should she be interesting though? I thought she didn't have to be too general because all 3 classes she can be used in can appreciate a little bit of taunt. Her effect is clearly huge for her cost and body, but that said, if that body goes down, so does the effect, so it's going to be stronger than a Shattered Sun Cleric, for example.
Goblin Bartender gives off a lot of little buffs to anyone that enters the board after him, but he really needs to be kept alive, because you can't get much immediate value from the guy. This reminds me! The idea behind The King in terms of MSoG is that he's been caught up travelling through Gadgetzan back home, and can't leave until the place calms down a little. So he's helped form the Nightingales and is getting help from towns, rather than his huge luxurious kingdom full of humans.
Imperial Chef is a promising cook who's been chosen to come work in the Kings own kitchens... If he ever gets back there. She can start supplying food to a minion, making it extra sturdy, but if she goes down, the minion's max health will go back down to normal.
Town Crier is the first of a few synergy cards available for the King. This guy spreads the word of the Nightingales like the plague, causing the Ally effects to chain to everyone. This has huge effects, however if he is taken out, the entire network of allies you just set up goes down. Protect him with your life.
This giant is of noble blood. Just look at him, with that chiseled face, his chiseled pillar and his literally chiselled face, being carried in his arms. Basically, epic king has Pompous Noble, but maybe you want a couple more threats in your deck to beat up your opponents with. Highborn Giant is the solution. Is his costing fair?
Princess Vanessa is a huge minion who rewards something equally huge: A permanent effect. Her current tokens are here:
I'm well aware Capitalism is a tad strong, considering Promote is a thing, but it's hard to get the balancing right... I think they need different, non-real world names though... I also need another token. Any thoughts?
Gonna bump this because it was at the bottom of the last page and it's unlikely it will get any attention now.
Nightingales - I feel like the class needs some more flavor. For the existing factors, the leader is an important part of the flavor, so I think you need to come up with who this person is, what their motivation is for banding everyone together (something more than just being sick of violence is important), and how they plan on doing it. Something like a rogue Naaru would be perfect, and would give a backstory for the Ally buffs.
Goblin Barkeeper - Probably balanced against Addled Grizzly, since you can get rid of all the buffs by killing one minion.
Imperial Chef - Love the flavor on this one. I think you nailed it.
Town Crier - This one is confusing. What effects are spread exactly? What if you have 2 town criers and they ally with themselves? What happens? It kinda sounds like this could create infinite loops, but maybe because I don't understand it at all.
Highborn Giant - This one doesn't really fit WoW lore. Giants can't be highborn, because they aren't like normal people are all. They aren't just big people like in other fantasy tropes. Also, I don't like the idea of class giants.
Princess Vanessa - Why is a princess discovering a non-monarchy ideology? Might I suggest the name Vanessa the Reformer. It still implies she's nobility. Also, for your third epic-based ideology, how about Meritocracy? Some other possibilities are the almost-synonym Technocracy, or Oligarchy.
I see you're replying to my previous post, some things have been updated since then, but I guess I'll just clarify some things and respond to the points that are still valid.
Nightingales - I completely agree with you here, but the reason I had absolutely no flavour or explanation of the leader is because the leader was a placeholder and I was just throwing out ideas. Now that I've gotten it to the state I want it to be in, I'm gonna start working on flavour and explanations and all that stuff, and I'll share it when I feel it's okay.
Town Crier - Don't worry, the card's fine, you just don't understand it. I'll explain the effect in a sec, but I'm gonna need some suggestions on possibly rewording it, because I fear, seeing as two of you so far haven't understood the card, that its text is too hard to figure out.
Anyway, the way the card works, it allies itself with every minion on the board, tying his effects to them, meaning all his text will be on them as well. His second effect isn't really a SECOND effect per se, so if he ties with a Nightingale Scout, the Scout will not be sharing her buffs with her ally, it's purely minions hit by his first effect that the second effect... effects. Too many "effects" in that sentence but whatever, hope that's understandable.
Since all minions hit by his battlecry would already have to be on the board, their newly acquired Battlecries wouldn't do anything. so that means a pair of Town Criers wouldn't go infinite, as the second one played wouldn't be recieving the first Town Criers buffs... Allying is purely a 1-way system. However they will have any new effects you give him, such as attaching a Nightingale Scout to him, meaning that all the minions he targetted when he came in would ALSO get +2/+2 and Taunt. Of course, a 5 mana 4/4 Taunt, a 2/3 and a board buff for +2/+2 and Taunt is exceptionally powerful. That said, if your opponent kills the Crier or the Scout, both quite easy with their tiny health bars, the entire system that you just played will be shut down.
Interesting to note, playing 2 Town Criers will cause the first Town Crier and everything else to have all the buffs the second Crier has, and the first Crier will pass on the buffs he, and everyone else, got, to everyone else, excluding the second Crier, meaning that everyone but the criers gets double the buffs. Which is insane, unless they kill the second Town Crier and everything powers down.
Anyway, those were just a couple examples on top of a full explanation of how it works in different scenarios, sorry it was so lengthy.
Highborn Giant - I am quite conflicted on this card... I was coming up with a new Epic tribal card for this expansion, each one's supposed to have one, it's king tradition, and then I came across this art of a giant man with a calm, refined look on his face holding a marble pillar and bust and it just seemed like a cool idea. I know giants aren't like that in WoW, and honestly I don't really like class giants all that much either, but the art just seemed too perfect. I think I'll drop him.
Oh, by the way, I'll take any suggestions possible for a new "For each Epic card you have played this game," card, if you or anyone reading this has a suggestion.
Princess Vanessa - That's a good question, and it has a stupid answer. I came up with the effect after the art I found, and now I feel silly for looking over the clear mistake there. Also, Oligarchy has already been decided on the epic choice for her since I posted that, so... Yeah. Anyway, that's a good name for her, thanks.
First of all, I want to say, I admire the choice you made to take a relatively kid-friendly card game, and made a faction called "The Silverknob" which is an underground prostitution service. I am not so sure about their ABSURD power though, might be a bit much. Silverknob mistress, as the most basic example, is a 3 mana minion for 5, so the effect of Seduce is valued at about 2, surely? That seems a little low for an effect that makes it swing into another friendly minion, seeing as they both take damage from eachother and the one that swung has to wait until the next turn to act again. I dunno, seems too good.
Your faction leader is terrifying, she's statted like her effect is a slightly better frost nova, yet it's so much more horrifying than that, it can often be a board wipe.
Your 3 common cards seem pretty balanced, the Pole Dancer needs to be comboed a little to work all that much, not much to say about the other two.
Silverknob crest is cool and rather balanced, same with the bouncer, and Bewitchment seems fine. Definately weak in comparison to your other seduce cards, but it adds potentially 2 damage onto a 2-3 mana effect, which is balanced.
Jexazy's Ledger doesn't seem exceptionally strong, needs 3 enemy minions to come up to par with Innervate, and it gets better from there... Seems fair.
Head Mistress Elysa doesn't seem like a card belonging to your class, but rather a second faction legendary. I'd advise making its relation to the faction purely synergistic rather than just slapping the effect on her twice, in a fairly boring fashion, sorta like the grimy goons legendaries, even if Hobbart has an effect similar to his factions, he doesn't function in the same way as the other cards of the faction.
Also, your faction has no synergy. If you want to make a Grimy Goons deck, you include a bunch of handbuff cards, Doppelgangsters, maybe some Fight Promoters and cards like Dispatch Kodo, Meanstreet Marshal and Alley Armorsmith. If you want a Jade Golem deck, you put all the Jade Golem cards in it and they synergize by themselves. To make Kabal decks, you don't include duplicates and you fill it with all the board clears and removal they gave you this expansion that allows you to make your deck more consistent. That then begs the question, how do you make a Silverknob deck? There aren't any synergies to make the deck it's own archetype, it just looks like something that strengthens Dancer control decks slightly. At least add in a couple cards that maybe trigger off enemies attacking or something.
Gonna quickly post this here, I just finished coming up with my last few minions for the Mean Streets of Gadgetzan. I'm taking the rogue approach where I will have only 2 spells throughout the entire set, and no weapons. Anyway...
Ancestral Guardian is a quality 1 drop. Obviously, a 2/2 for 1 is very strong, but when Mistress of Mixtures isn't being run outside of N'Zoth and Reno decks, that shouldn't be completely crazy. His effect allows him to be unsilencible, which means little unless you buff him. Also, when an ally dies, he won't lose their buff. Thematically, he's like an ancient spirit who's lived for many years, and the effects go straight into the soul, for that's all he is, meaning they can't be lost... Or something like that. I swear it makes sense to me.
Stubborn Goliah kills any minion with 3 or less attack as soon as he hits the board. He can be buffed in hand with things like Celebrations, and he's an all around great card. He doesn't fit in with a king class as much as he's based on the faction. Basically, the factions all about charismatic chaps who prefer talking to violence, and he's the direct opposite of that idea. This is combining the Kings theme of strength with the faction itself.
Dead Corsair has the same cost and total stats as Dread Corsair... I don't care if you aren't, I'm proud of the name. Anyway, attaching an Ancestral Spirit to a 4/2 for 4 is great, as he should cost about 2 less mana for that, yet if he dies before the other one does, it's lost, meaning the effect should be used for value rather than insurance. He also synergizes with cards like the previous sets Slippery First Mate.
Veruca has an updated name, so... There.
EDIT: Just realised the spelling error in my legendary and sub-par capitalisation of the name, just fixed that.
I also looked at your Kara stuff too, so I'll just cover everything here. I have to say, I'm not a huge fan of your Faction. HS isn't really that sexually charged, and in fact its probably one of the least offensive games out there in those terms. There are far more bare male chests and bulging biceps than plunging necklines or bodacious bottoms. That isn't to say women aren't portrayed as attractive, but sexuality just isn't a selling point like many many other games. And this faction is all about that. Its could just be called Whores, or Call Girls. That's not all bad, but it just doesn't hit me the right way. Its not a big thing in WoW really either. There is a lot of lore and crazy stuff going on and they pretty much never try to sell sex as part of that. I do also think Seduce is very powerful. Forcing a minion into attacking another random friendly minion can't ever really go that poorly for you. Even if you can't kill the larger minion, you not only waste its attack for that turn, you also use it as removal on a smaller minion. That's a huge amount of versatility. Freeze keeps the minion kind of safe in a way, this just creates mass murder. There are a few ups and downs though. First off, if they only have one minion, it seems like this shouldn't do anything. As minions can't attack themselves. You haven't clarified this entirely so I don't know all the details. There also seems to be some amount of variance in the effects value. Sometimes it appears to be worth as much as 2 mana other times its worth barely 1, so that makes it fairly hard to judge. Flavor has gotten pretty good, art is on point for what you're aiming for, but balance is spiralling badly out of control.
Dance with Magic - I am not a fan of this, but its probably fine in terms of actual balanced. I just hate cheap spell damage.
Live Audition - This seems very very powerful. The tokens are weak, but unlike other cards that do something, these tokens take on the abilities of the targets. Giving you things like Sylvanas Windrunner deathrattle, Ragnaros the Firelord super shots, Emperor Thaurissan reductions, a super cheap Malygos, a dirty cheap Archmage Antonidas or any number of other sneaky sneaky things. I'd almost rather see this cost more and make larger tokens just because of how dangerous getting a powerful copy cheaply can be.
Party Rager - This is fun. Your class was meant to use that challenge to great effect and this is it for sure.
Silverknob Mistress - Of all the Seduce cards this one is the most fair. That said I'm still not sure if 2 mana is right. If 2 mana is worth 3 damage, this is worth way more than that even in the worst case. You save whatever damage your side would take from that attacker, and it trades damage with one of your opponents 1/1 or 0/2s or something. That's still better than freezing one guy by a large margin. I'd say the effect is worth at least 3 mana. That's Hex or Deadly Shot range. This seems about that good.
Silverknob Barmaid - fine, you know the drill.
Jexazy Silverknob - So here we have the AoE version, so you gain 1 more base stats, but you go aoe for just 2.5 more mana. Typically a base effect going aoe triples the cost, but I think this was undercost to begin with. Now it being legendary probably lets that slide a bit, but honestly, if your opponent has a board this effectively wipes it out.
Silverknob Pole Dancer - Here the effect is worth what appears to be roughly 1.5 mana, if you only trigger it once, but its repeatable, and through your hero power no less, so you can potentially stick this and then just start locking your opponent to only being able to have 1 minion at a time.
Loyal Customer - So this is a 2 mana 3/3 with no major drawback.....seems OP.
Dance with the Murloc - So a 3/2 Charge is worth roughly 3 mana and you get a shift, almost all of these dance cards have just gotten progressively stronger.
Silverknob Crest - Another +2/+2 buff at 2 mana, this one throws in some taunt. This one is less pushed than the other one for sure.
Silverknob Bouncer - Blizzard doesn't really do the fluctuating stat thing, because of how health is tracked. Its either growing or flat. This doesn't seem overly powerful, but its still going to be confusing and annoying if it were a real card.
Bewitchment - Gain, seduce seems to come in around 2 mana with a nice little twist that you can hopefully force a better outcome. Not too OP, but certainly strong.
Silverknob Enchantress - This one is really weird. The biggest thing is how easily you can strong adjacency and how many minions you can apply this affect to or get it away from when you don't need it. That makes it pretty much super strong, almost soul crushingly hard to come back from if you get a good turn off it.
Jexazy's Ledger - This is sooooo weird and out of place to me. This random ramp spell. I don't get it! I also don't like it. Its one of those things that's just grossly good sometimes. It also leads to a lot of really stupid combos because of Leeroy Jenkins.
Head Mistress Elysa - I am not the biggest fan of the class legendary using the faction keyword. They did end up doing that with the Kabal, but the Highlander mechanic only appears on legendaries and they didn't have another major thing besides kind of potions, which really didn't have that much emphasis. 1 card to be exact. That just lets you create a second super powerful card for your faction to make it look fancy. And this is pretty damn powerful.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Gonna quickly post this here, I just finished coming up with my last few minions for the Mean Streets of Gadgetzan. I'm taking the rogue approach where I will have only 2 spells throughout the entire set, and no weapons. Anyway...
Ancestral Guardian is a quality 1 drop. Obviously, a 2/2 for 1 is very strong, but when Mistress of Mixtures isn't being run outside of N'Zoth and Reno decks, that shouldn't be completely crazy. His effect allows him to be unsilencible, which means little unless you buff him. Also, when an ally dies, he won't lose their buff. Thematically, he's like an ancient spirit who's lived for many years, and the effects go straight into the soul, for that's all he is, meaning they can't be lost... Or something like that. I swear it makes sense to me.
Stubborn Goliah kills any minion with 3 or less attack as soon as he hits the board. He can be buffed in hand with things like Celebrations, and he's an all around great card. He doesn't fit in with a king class as much as he's based on the faction. Basically, the factions all about charismatic chaps who prefer talking to violence, and he's the direct opposite of that idea. This is combining the Kings theme of strength with the faction itself.
Dead Corsair has the same cost and total stats as Dread Corsair... I don't care if you aren't, I'm proud of the name. Anyway, attaching an Ancestral Spirit to a 4/2 for 4 is great, as he should cost about 2 less mana for that, yet if he dies before the other one does, it's lost, meaning the effect should be used for value rather than insurance. He also synergizes with cards like the previous sets Slippery First Mate.
Veruca has an updated name, so... There.
EDIT: Just realised the spelling error in my legendary and sub-par capitalisation of the name, just fixed that.
I don't get Ancestral Guardian fully. Making an minion immune to Silence in this way is weird. I'm also curious about how it would work along side something like Entomb, Recycle, Freezing Trap, or Sap.
Stubborn Goliath seems kind of interesting, its a single shot version of your legendary prince guy.
Dead Corsair is a bit strong mostly because of how good it is when actively trading. Its like the chef girl on steroids.
New name and that is cool on the legendary.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@Giz4Gamer just wanted to say that I adore your faction. I think the Silverknob is hilarious and awesome, and I mean yeah it's too racy to actually be in the game but that's why we're doing custom stuff, right? xD
Gonna quickly post this here, I just finished coming up with my last few minions for the Mean Streets of Gadgetzan. I'm taking the rogue approach where I will have only 2 spells throughout the entire set, and no weapons. Anyway...
Ancestral Guardian is a quality 1 drop. Obviously, a 2/2 for 1 is very strong, but when Mistress of Mixtures isn't being run outside of N'Zoth and Reno decks, that shouldn't be completely crazy. His effect allows him to be unsilencible, which means little unless you buff him. Also, when an ally dies, he won't lose their buff. Thematically, he's like an ancient spirit who's lived for many years, and the effects go straight into the soul, for that's all he is, meaning they can't be lost... Or something like that. I swear it makes sense to me.
Stubborn Goliah kills any minion with 3 or less attack as soon as he hits the board. He can be buffed in hand with things like Celebrations, and he's an all around great card. He doesn't fit in with a king class as much as he's based on the faction. Basically, the factions all about charismatic chaps who prefer talking to violence, and he's the direct opposite of that idea. This is combining the Kings theme of strength with the faction itself.
Dead Corsair has the same cost and total stats as Dread Corsair... I don't care if you aren't, I'm proud of the name. Anyway, attaching an Ancestral Spirit to a 4/2 for 4 is great, as he should cost about 2 less mana for that, yet if he dies before the other one does, it's lost, meaning the effect should be used for value rather than insurance. He also synergizes with cards like the previous sets Slippery First Mate.
Veruca has an updated name, so... There.
EDIT: Just realised the spelling error in my legendary and sub-par capitalisation of the name, just fixed that.
I don't get Ancestral Guardian fully. Making an minion immune to Silence in this way is weird. I'm also curious about how it would work along side something like Entomb, Recycle, Freezing Trap, or Sap.
Stubborn Goliath seems kind of interesting, its a single shot version of your legendary prince guy.
Dead Corsair is a bit strong mostly because of how good it is when actively trading. Its like the chef girl on steroids.
New name and that is cool on the legendary.
I don't think Dead Corsair is TOO strong, even though he has excellent value when you trade. In comparison to Ancestral Spirit, he costs 2 more and has the stats of a 2.5 mana minion, which is of course really strong, but he can lose the effect if you aren't able to immediately trade it in, he's harder to combo with, and the Imperial Chef is a lot more versatile, you can guarentee mitigating at least 3 damage with her.
Anyway, Ancestral Guardian, I have decided, doesn't fit in well enough with with the king class. His effect will remain the same, but it's gonna be a new character. Anyway, the reason he's immune to silence in this way is because he fills a similarish role to Town Crier. If he simply said "Can't be silenced" that would defeat the point, as he's supposed to benefit more from ally effects. In other words, it needs to function like that, else he'll still lose effects upon whoever's allied with him dying. Anyway, I too, am intrested in how it would work bringing the card back to the hand. I, for one, am not too opposed, not in the slightest, with him keeping the effects. Since there's no card quite like him yet in Hearthstone, I guess we get to decide on this situation. I like the idea of it because it seems interesting, especially if you play this guy after a town crier and some ally effects on that crier. If he gets returned to your hand at that point, he'll have the criers battlecry and effect, and all of a sudden, all of your cards have his stuff, including his base effect, which is insane in a Nightingale deck. Of course, since that would be hard to pull off, it's nice to think about that kind of a cool combo of sorts.
So... Do you think he should keep his effects upon being returned to your hand or nah?
Hi all! As you can see, I've tweaked the Basic and Classic sets and added Naxx and GvG. Looking forward to your feedback :D
eta: deck recipes, even though they're still a WIP.
Wardens of Winterspring
a custom class by Livienna
Lil’lyn Windsong has taken her father’s place as the chief of the Wardens, and is a fierce, loyal leader. Stalwart in her devotion to the Goddess Elune, Lil’lyn relies on Elune’s guiding Light to show the way forward. The Wardens use ancient elemental magic to Chill their enemies and are adept at archery and beast mastery.
Background
Original Lore:
Many years ago, a select group of night elves led by Weoryn Windsong sought sanctuary in a snowy valley east of their homeland after the Great Sundering. They soon learned that they had inadvertently settled in a land of perpetual winter. Not ones to give up hope, they named their valley Winterspring, and dubbed themselves its Wardens.
Since those times, the night elves welcomed various other groups into their fold, especially Gnomes, Humans, and Draenei, all of whom were seeking sanctuary within the natural protection of the valley. Calling on the knowledge of all their combined ancestors, The Wardens of Winterspring took in masteries of both hunters and spellcasters. They are adept at potion-making, marksmanship, and mastery of beasts, and they practice an ancient magic connected to the elemental powers of Air and Ice. They also have a distinct advantage over their enemies due to their unwavering ability to make good use of what is dealt them, while others are left burning their resources. Strong and wise, the Wardens are ready to defend Winterspring from the forces that threaten it.
Class Play Style:
The Warden is a versatile class and can thus be played in many different ways. A control Warden uses removal to control the board and overpower their opponent in the late game with hard-to-remove minions and burst damage. An aggressive Warden uses these burst spells in addition to a strong early game, often taking advantage of the class’s Beast synergy. The Warden also supports a Mill style of play with ways to add cards to your opponent’s hand and draw cards for your opponent. And with good ways to hero their hero, Wardens are able to keep up with aggressive opponents that benefit from extra draws. Finally, the Warden-only keyword “Chill” (introduced in the Expert/Classic set) helps to control the board with a damage-over-time mechanic.
Card Sets
Basic:
Classic:
Tokens:
Curse of Naxxramas:
Goblins vs Gnomes:
Deck Recipes (WIP)
Classic Warden:
This Classic Warden deck is a mid-range build utilizing Beast synergy and the Chill mechanic for board control. Includes basic and classic cards.
2x Spirit of the Saber
2x Snowy Owl
2x Dire Wolf Alpha
2x Sabertooth Stalker
1x Elune's Blessing
1x Frigid Form
2x Chilling Gaze
2x Winter's Arrow
2x Winterspring Stag
2x Stalwart Sentry
1x Frosted Longbow
2x Ranger's Crossbow
1x Tempestria's Blessing
2x Glacial Archer
2x Stranglethorn Tiger
1x Iceshard Elemental
2x Frostmaul Pack Leader
1x Princess Tempestria
Mill Warden:
This Mill Warden deck is a fun build that stalls the game and wins either in fatigue after making the opponent draw their deck quickly, or through burst damage plus the Flight of the Condors/Spirit of the Saber/Sabertooth Stalker combo. Includes basic and classic cards.
Gonna quickly post this here, I just finished coming up with my last few minions for the Mean Streets of Gadgetzan. I'm taking the rogue approach where I will have only 2 spells throughout the entire set, and no weapons. Anyway...
Ancestral Guardian is a quality 1 drop. Obviously, a 2/2 for 1 is very strong, but when Mistress of Mixtures isn't being run outside of N'Zoth and Reno decks, that shouldn't be completely crazy. His effect allows him to be unsilencible, which means little unless you buff him. Also, when an ally dies, he won't lose their buff. Thematically, he's like an ancient spirit who's lived for many years, and the effects go straight into the soul, for that's all he is, meaning they can't be lost... Or something like that. I swear it makes sense to me.
Stubborn Goliah kills any minion with 3 or less attack as soon as he hits the board. He can be buffed in hand with things like Celebrations, and he's an all around great card. He doesn't fit in with a king class as much as he's based on the faction. Basically, the factions all about charismatic chaps who prefer talking to violence, and he's the direct opposite of that idea. This is combining the Kings theme of strength with the faction itself.
Dead Corsair has the same cost and total stats as Dread Corsair... I don't care if you aren't, I'm proud of the name. Anyway, attaching an Ancestral Spirit to a 4/2 for 4 is great, as he should cost about 2 less mana for that, yet if he dies before the other one does, it's lost, meaning the effect should be used for value rather than insurance. He also synergizes with cards like the previous sets Slippery First Mate.
Veruca has an updated name, so... There.
EDIT: Just realised the spelling error in my legendary and sub-par capitalisation of the name, just fixed that.
I don't get Ancestral Guardian fully. Making an minion immune to Silence in this way is weird. I'm also curious about how it would work along side something like Entomb, Recycle, Freezing Trap, or Sap.
Stubborn Goliath seems kind of interesting, its a single shot version of your legendary prince guy.
Dead Corsair is a bit strong mostly because of how good it is when actively trading. Its like the chef girl on steroids.
New name and that is cool on the legendary.
I don't think Dead Corsair is TOO strong, even though he has excellent value when you trade. In comparison to Ancestral Spirit, he costs 2 more and has the stats of a 2.5 mana minion, which is of course really strong, but he can lose the effect if you aren't able to immediately trade it in, he's harder to combo with, and the Imperial Chef is a lot more versatile, you can guarentee mitigating at least 3 damage with her.
Anyway, Ancestral Guardian, I have decided, doesn't fit in well enough with with the king class. His effect will remain the same, but it's gonna be a new character. Anyway, the reason he's immune to silence in this way is because he fills a similarish role to Town Crier. If he simply said "Can't be silenced" that would defeat the point, as he's supposed to benefit more from ally effects. In other words, it needs to function like that, else he'll still lose effects upon whoever's allied with him dying. Anyway, I too, am intrested in how it would work bringing the card back to the hand. I, for one, am not too opposed, not in the slightest, with him keeping the effects. Since there's no card quite like him yet in Hearthstone, I guess we get to decide on this situation. I like the idea of it because it seems interesting, especially if you play this guy after a town crier and some ally effects on that crier. If he gets returned to your hand at that point, he'll have the criers battlecry and effect, and all of a sudden, all of your cards have his stuff, including his base effect, which is insane in a Nightingale deck. Of course, since that would be hard to pull off, it's nice to think about that kind of a cool combo of sorts.
So... Do you think he should keep his effects upon being returned to your hand or nah?
I don't think Corsair is too strong, but its definitely strong. Its got the upside of hitting non-common minions as well, so things like Sylvanas or Cairne or IDK other random just bigger minions. He's more versatile in that way. He's obviously much worse if you can't set up the right moments, where the Chef is much easier to get value off of.
I think Ancestral Guardian being a 1 mana 2/2 with this sort of power effect is scary. That's my issue. That ability is very new, very dynamic and you're valuing it at 0 mana as if it means nothing at all. That's what I'm more worried about. You said you're thinking of changing it, and I think that's good because that ability has to hold some value. I think all the other things working with it is great, it makes it interesting, but I think that also makes it feel much less like a common. Considering how wild the ability is it feel much more epic or at least rare. I'm not sure it needs to be the highest possible synergy all things considered.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
This type of the deck relies on swarming speed via the combination of returning one card on your field to your hand and Chi effects ( When this card on the field returns to the hand) .
This type of the deck relies on swarming speed via the combination of returning one card on your field to your hand and Chi effects ( When this card on the field returns to the hand) .
Umm, this isn't exactly a class. I have no idea exactly what these cards even do. You've created a Hero, a Hero power that doesn't make any sense, and 5 cards that also are extremely confusing. I have no clue what the purpose of anything is or what the class is doing. There are some very important things though that you probably need to understand about designing cards and classes before you start, since you don't really seem to even know exactly what you're doing. You should come up with a hero and a hero power that have some kind of lore and basic understandable concept. The hero power itself should be balanced around the fact that it could be a 0 mana spell. Like, summoning a 1/1, dealing 1 damage, or restoring 2 Health. Then you have to create an identity for your class. This includes up to 1 unique class related keyword, and 2-3 other keywords that will be primary to your class and help flesh out its identity, like Stealth, Windfury, or Enrage. Then you can create some other concepts that link things together, such as mana ramp, dealing damage, enchancement/buff effects, or weapons. Once you have this you can start designing more and more cards, but just like Blizzard you need to take the different sets and their structures into consideration. Basic for example only has access to a limited number of keywords, which puts pretty major restrictions on what kind of cards you can create for a Basic set. Then you have to consider the flavor and themes of the other expansions and fit some of those into your class as you design the newer cards for them. Right now, it looks like you've got only the most simple structure, but its so abstract and limited currently its hard to even tell what's going on.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Okay, so I was going to write a long post with explanations and everything, but then google chrome quit on me 3 GOD DAMN TIMES, and I'm just too fed up to try again. I apologise for not being around to give feedback, but I swear I'll get to it over the weekend (as well as hopefully make the majority of classic). That said, lemme just drop my class's new-and-hopefully-improved basic set here:
Okay, then, don't mind me! (Although I would like feedback XD)
I've decided to rework my Medium class, because I was quite attached to some concepts, and not to others. Since we're no longer part of the competition, I've decided to just go all-in with all the stuff I liked but other people didn't, as well as some stuff the competition didn't allow.
This class isn't going to tie in a lot with WoW lore since IDK much about it and I'm too lazy to do research, and is probably going to be based more on Chinese/Japanese folklore - mainly Chinese, since I'm more familiar with that.
I'll just stick this here for now and add stuff as I go.
The Shrine Maiden
'Lore':
In the mountains a mile or so away from town, there exists an empty shrine to an unknown god, tended to by a white haired, red eyed girl. Nobody knows why she lives there - nor do they know why she never leaves except to buy food and water from the village market. Those suffering from ailments incurable by the apothecary or the priest turn to her for relief, travelling to her dwelling for treatment and returning healed. Few have tried to uncover the mysteries behind her power, but there are rumours that if you tried to visit her shrine at night, you would find ghostly voices echoing in the air.
Class Mechanics:
Like my original Medium class, the Shrine Maiden focuses on combo plays, with a ramp aspect. Her hero power, while it doesn't allow her to dig for answers like Warlock, does allow her to draw through her deck faster and refill her hand, making her a versatile class that, while being more combo-based, can also play a zoo or aggro style.
Her keyword allows her to pull of powerful Combo plays in one turn, or simply ramp out big threats - sort of like a reverse Overload that can let her go over 10 mana, up to 20. I imagine the extra crystals being added on a separate bar, and coloured a jade-like green. The delayed nature of Channel and Communion rewards you for planning out your next turn in advance.
Basic set w/ real quick explanations, because GOOGLE CHROME:
Lantern Prayers: Send out prayers in a lantern, god grants spell damage. Aura effect lasting one turn. Imagine the sick combos.
Spirit Blaze: Hellfire w/o face damage.
Wind and Water: Because fengshui and all that stuff, your minions get stronger. Yay.
Eye of Er Lang: Er Lang Shen is chinese god with 3 eyes. His third eye is cool. So is this card. Removal w/ added effect. Probably OP. Maybe lower damage to 2.
Earthbound Spirit: Based on the Di Fu Ling, spirits bound to a certain place in the earth. Beefy taunt guy who can't hit stuff. I probably understatted him. Should maybe be a 7/8.
Crimson Oni: Oni = Japanese Ogre, basically. 'A giant Knife Juggler that only goes face' - The_Odinson, a page or two ago.
Light of Amaterasu: Amaterasu = Japanese goddess of sun. 'Priest of the Feast: the Spell' - The_Odinson, a page or two ago.
Chi Infusion: Because Chi heals you and makes you stronger. The Shrine Maiden can heal. Yayyy. More healing to come later. Normally for minions.
Focus Energy: Because I ran out of ideas. Good for Malygos combos. Great if you plan ahead. Not sure if OP.
Chi ==> When this card returns to the hand : <effect>
This is such a huge improvement. Well done.
A few things: spend some time looking at existing cards so that you make sure to match things like wording and Capitalization. It makes a big difference. For example, there should be no space after the word Chi and before the colon. Then, the first word after that should be Capitalized ;) Health and Attack should also always be capitalized.
I don't really get Mist Dragon and Wind Tiger... basically if you return it to your hand you summon a better version of it? The problem with that is you have a source of infinite value... i.e. keep playing the version that returns to your hand, keep hero powering it, and it never ends. Too good. Also, make sure to change your typos of 'with' ;)
Final note: remember that you can make custom keyword tooltips at Hearthcards.net... so you can have your definition of Chi in an image as it would appear in the game.
eta: forgot to mention I really love your art!!! Only one that could definitely improve is the one for your Roll hero power.
Okay, so I was going to write a long post with explanations and everything, but then google chrome quit on me 3 GOD DAMN TIMES, and I'm just too fed up to try again. I apologise for not being around to give feedback, but I swear I'll get to it over the weekend (as well as hopefully make the majority of classic). That said, lemme just drop my class's new-and-hopefully-improved basic set here:
Okay, then, don't mind me! (Although I would like feedback XD)
I've decided to rework my Medium class, because I was quite attached to some concepts, and not to others. Since we're no longer part of the competition, I've decided to just go all-in with all the stuff I liked but other people didn't, as well as some stuff the competition didn't allow.
This class isn't going to tie in a lot with WoW lore since IDK much about it and I'm too lazy to do research, and is probably going to be based more on Chinese/Japanese folklore - mainly Chinese, since I'm more familiar with that.
I'll just stick this here for now and add stuff as I go.
The Shrine Maiden
'Lore':
In the mountains a mile or so away from town, there exists an empty shrine to an unknown god, tended to by a white haired, red eyed girl. Nobody knows why she lives there - nor do they know why she never leaves except to buy food and water from the village market. Those suffering from ailments incurable by the apothecary or the priest turn to her for relief, travelling to her dwelling for treatment and returning healed. Few have tried to uncover the mysteries behind her power, but there are rumours that if you tried to visit her shrine at night, you would find ghostly voices echoing in the air.
Class Mechanics:
Like my original Medium class, the Shrine Maiden focuses on combo plays, with a ramp aspect. Her hero power, while it doesn't allow her to dig for answers like Warlock, does allow her to draw through her deck faster and refill her hand, making her a versatile class that, while being more combo-based, can also play a zoo or aggro style.
Her keyword allows her to pull of powerful Combo plays in one turn, or simply ramp out big threats - sort of like a reverse Overload that can let her go over 10 mana, up to 20. I imagine the extra crystals being added on a separate bar, and coloured a jade-like green. The delayed nature of Channel and Communion rewards you for planning out your next turn in advance.
Basic set w/ real quick explanations, because GOOGLE CHROME:
Lantern Prayers: Send out prayers in a lantern, god grants spell damage. Aura effect lasting one turn. Imagine the sick combos.
Spirit Blaze: Hellfire w/o face damage.
Wind and Water: Because fengshui and all that stuff, your minions get stronger. Yay.
Eye of Er Lang: Er Lang Shen is chinese god with 3 eyes. His third eye is cool. So is this card. Removal w/ added effect. Probably OP. Maybe lower damage to 2.
Earthbound Spirit: Based on the Di Fu Ling, spirits bound to a certain place in the earth. Beefy taunt guy who can't hit stuff. I probably understatted him. Should maybe be a 7/8.
Crimson Oni: Oni = Japanese Ogre, basically. 'A giant Knife Juggler that only goes face' - The_Odinson, a page or two ago.
Light of Amaterasu: Amaterasu = Japanese goddess of sun. 'Priest of the Feast: the Spell' - The_Odinson, a page or two ago.
Chi Infusion: Because Chi heals you and makes you stronger. The Shrine Maiden can heal. Yayyy. More healing to come later. Normally for minions.
Focus Energy: Because I ran out of ideas. Good for Malygos combos. Great if you plan ahead. Not sure if OP.
First of all, I'm loving the style/flavor you've got going on. Very cool. I think Communion is an interesting hero power, and I like how you're going to use the "next turn" mechanic in other ways. I'm new to class creation, so I don't trust my opinion too much especially on balance haha but I can def give you my thoughts, and take what you want :) let me go card by card.
Lantern Prayers: I like this, but damn is it strong. Obviously it gives the opponent a chance to deal with the minions (which I love) but I still feel like it miiight be more balanced at 2. Also the art is PERFECT and GORGEOUS.
Spirit Blaze: hehehe, I have "Spirit's Vengeance" as a basic card, which is 6 mana deal 4 to all minions. xD works for me!
Wind and Water: I like this. Not sure how much summoning your class is going to do, but will def have to be thinking of potential combos with this is you have any force-of-nature type spells.
Eye of Er Lang: yeeeessss. I adore anything that gives info on what's in your opponent's hand or deck. Hope to see more of this in your next sets! Also, seems balanced to me.
Earthbound Spirit: this is an interesting card to include in your basic set. Will 'can't attack' be a theme? And I actually think 7/7 is fine for this.
Crimson Oni: Works for me!
Light of Amaterasu: This feels slightly too strong to me. Maybe make this 3 mana? Not sure, it might be fine. I was thinking that you may have too many 2 mana spells in this set, so this might be one to change. I'm also not loving the art so much here.
Chi Infusion: Again, this feels very strong (compare to Mark of the Wild). I think this would be balanced at 3 mana.
Focus Energy: Love this. The whole prep-for-next-turn thing is fantastic, and feels quite unique.
Hearthside Altar: This seems fair. Very strong combo with Wind and Water... also with Crimson Oni. Perhaps increase Crimson Oni to a 6 mana 6/6 simply so that all 3 cards can't be played in 1 turn? (as is, this is 10 mana to get a 6/8, three 2/4s, and deal 6 damage to opponent.) This might be fine, though, since it does take 3 cards. I dunno, just thought I'd point it out, although I bet you knew this already haha.
Like i said, my thoughts are kind of all over the place xD overall I'm super excited to see your next set. Oh, and a silly nitpicky thing: def put the cards in some sort of order, prob by mana ;)
Chi ==> When this card returns to the hand : <effect>
This is such a huge improvement. Well done.
A few things: spend some time looking at existing cards so that you make sure to match things like wording and Capitalization. It makes a big difference. For example, there should be no space after the word Chi and before the colon. Then, the first word after that should be Capitalized ;) Health and Attack should also always be capitalized.
I don't really get Mist Dragon and Wind Tiger... basically if you return it to your hand you summon a better version of it? The problem with that is you have a source of infinite value... i.e. keep playing the version that returns to your hand, keep hero powering it, and it never ends. Too good. Also, make sure to change your typos of 'with' ;)
Final note: remember that you can make custom keyword tooltips at Hearthcards.net... so you can have your definition of Chi in an image as it would appear in the game.
eta: forgot to mention I really love your art!!! Only one that could definitely improve is the one for your Roll hero power.
Chi ==> When this card returns to the hand : <effect>
This is such a huge improvement. Well done.
A few things: spend some time looking at existing cards so that you make sure to match things like wording and Capitalization. It makes a big difference. For example, there should be no space after the word Chi and before the colon. Then, the first word after that should be Capitalized ;) Health and Attack should also always be capitalized.
I don't really get Mist Dragon and Wind Tiger... basically if you return it to your hand you summon a better version of it? The problem with that is you have a source of infinite value... i.e. keep playing the version that returns to your hand, keep hero powering it, and it never ends. Too good. Also, make sure to change your typos of 'with' ;)
Final note: remember that you can make custom keyword tooltips at Hearthcards.net... so you can have your definition of Chi in an image as it would appear in the game.
eta: forgot to mention I really love your art!!! Only one that could definitely improve is the one for your Roll hero power.
now? ty
You've definitely refined what you have to post, however what you have to post isn't really that much. We all definitely get the idea, but what else is going on besides Chi and a hero power interaction? Each class has 10 Basic cards, and 15 Classic cards, that's the single largest selections of cards that really set up the identity of a class. Without really seeing a bit more we only have what is more or less an example of your class. Its never much past a conceptual stage. Second of all, while you have made this keyword and created a number of minions that interact with it, its worth noting that your Hero Power is kind of terrible otherwise. What happens when you go into Arena and Draft a deck and end up getting only a few Chi minions? How often if ever are you doing to be able to really use this Hero Power as opposed to other classes who can use theirs for value constantly. You really want a hero power that you can use almost any turn. Not only does your hero power require a minion to even be on board to activate, it only positively interacts with with a selection of cards at the right time. So its very limiting. That isn't very attractive for a Hero Power. As I said before, in the Basic set you aren't able to use custom keywords at all, so new players aren't really going to have any Chi minions at all in their deck, this leads new players to dislike the Hero Power and he class almost instantly. Once Classic comes in you can have upwards of 10 cards with your Keyword, but since your keyword only works on minions its going to likely end up being a much smaller number, since almost no class has anywhere near 10 minions in their classic set, since setting up a large pool of spells, something class cards are the only source of, is very important in the those first 2 sets.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
i need more cards, but ... wind fury is a keyword, battlecries is a keyword, why not, once again? The rouge have 10 cards non-minion, why not a class with more non-spell? The power of the hero is not only for chi since it can explode with battlecries and other variables as a charge
City Breaker - You shouldn't have to choose a friendly minion. It should be "If you control a friendly minion..." and it won't let you cast it if you don't, like how Multishot won't cast if you don't meet the criteria.
Bullet Rain - This is just like a power creep of Fireball, which I think is something you shouldn't do. Nothing should beat Fireball, because Mage is the best at damage spells. This should cost 5.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I've made changes to my Dancer's MSoG Set:
Tri-Class Cards:
Class Cards:
Token:
Anyway, the way the card works, it allies itself with every minion on the board, tying his effects to them, meaning all his text will be on them as well. His second effect isn't really a SECOND effect per se, so if he ties with a Nightingale Scout, the Scout will not be sharing her buffs with her ally, it's purely minions hit by his first effect that the second effect... effects. Too many "effects" in that sentence but whatever, hope that's understandable.
Since all minions hit by his battlecry would already have to be on the board, their newly acquired Battlecries wouldn't do anything. so that means a pair of Town Criers wouldn't go infinite, as the second one played wouldn't be recieving the first Town Criers buffs... Allying is purely a 1-way system. However they will have any new effects you give him, such as attaching a Nightingale Scout to him, meaning that all the minions he targetted when he came in would ALSO get +2/+2 and Taunt. Of course, a 5 mana 4/4 Taunt, a 2/3 and a board buff for +2/+2 and Taunt is exceptionally powerful. That said, if your opponent kills the Crier or the Scout, both quite easy with their tiny health bars, the entire system that you just played will be shut down.
Interesting to note, playing 2 Town Criers will cause the first Town Crier and everything else to have all the buffs the second Crier has, and the first Crier will pass on the buffs he, and everyone else, got, to everyone else, excluding the second Crier, meaning that everyone but the criers gets double the buffs. Which is insane, unless they kill the second Town Crier and everything powers down.
Gonna quickly post this here, I just finished coming up with my last few minions for the Mean Streets of Gadgetzan. I'm taking the rogue approach where I will have only 2 spells throughout the entire set, and no weapons. Anyway...
Ancestral Guardian is a quality 1 drop. Obviously, a 2/2 for 1 is very strong, but when Mistress of Mixtures isn't being run outside of N'Zoth and Reno decks, that shouldn't be completely crazy. His effect allows him to be unsilencible, which means little unless you buff him. Also, when an ally dies, he won't lose their buff. Thematically, he's like an ancient spirit who's lived for many years, and the effects go straight into the soul, for that's all he is, meaning they can't be lost... Or something like that. I swear it makes sense to me.
Stubborn Goliah kills any minion with 3 or less attack as soon as he hits the board. He can be buffed in hand with things like Celebrations, and he's an all around great card. He doesn't fit in with a king class as much as he's based on the faction. Basically, the factions all about charismatic chaps who prefer talking to violence, and he's the direct opposite of that idea. This is combining the Kings theme of strength with the faction itself.
Dead Corsair has the same cost and total stats as Dread Corsair... I don't care if you aren't, I'm proud of the name. Anyway, attaching an Ancestral Spirit to a 4/2 for 4 is great, as he should cost about 2 less mana for that, yet if he dies before the other one does, it's lost, meaning the effect should be used for value rather than insurance. He also synergizes with cards like the previous sets Slippery First Mate.
Veruca has an updated name, so... There.
EDIT: Just realised the spelling error in my legendary and sub-par capitalisation of the name, just fixed that.
Dance with Magic - I am not a fan of this, but its probably fine in terms of actual balanced. I just hate cheap spell damage.
Live Audition - This seems very very powerful. The tokens are weak, but unlike other cards that do something, these tokens take on the abilities of the targets. Giving you things like Sylvanas Windrunner deathrattle, Ragnaros the Firelord super shots, Emperor Thaurissan reductions, a super cheap Malygos, a dirty cheap Archmage Antonidas or any number of other sneaky sneaky things. I'd almost rather see this cost more and make larger tokens just because of how dangerous getting a powerful copy cheaply can be.
Party Rager - This is fun. Your class was meant to use that challenge to great effect and this is it for sure.
Silverknob Mistress - Of all the Seduce cards this one is the most fair. That said I'm still not sure if 2 mana is right. If 2 mana is worth 3 damage, this is worth way more than that even in the worst case. You save whatever damage your side would take from that attacker, and it trades damage with one of your opponents 1/1 or 0/2s or something. That's still better than freezing one guy by a large margin. I'd say the effect is worth at least 3 mana. That's Hex or Deadly Shot range. This seems about that good.
Silverknob Barmaid - fine, you know the drill.
Jexazy Silverknob - So here we have the AoE version, so you gain 1 more base stats, but you go aoe for just 2.5 more mana. Typically a base effect going aoe triples the cost, but I think this was undercost to begin with. Now it being legendary probably lets that slide a bit, but honestly, if your opponent has a board this effectively wipes it out.
Silverknob Pole Dancer - Here the effect is worth what appears to be roughly 1.5 mana, if you only trigger it once, but its repeatable, and through your hero power no less, so you can potentially stick this and then just start locking your opponent to only being able to have 1 minion at a time.
Loyal Customer - So this is a 2 mana 3/3 with no major drawback.....seems OP.
Dance with the Murloc - So a 3/2 Charge is worth roughly 3 mana and you get a shift, almost all of these dance cards have just gotten progressively stronger.
Silverknob Crest - Another +2/+2 buff at 2 mana, this one throws in some taunt. This one is less pushed than the other one for sure.
Silverknob Bouncer - Blizzard doesn't really do the fluctuating stat thing, because of how health is tracked. Its either growing or flat. This doesn't seem overly powerful, but its still going to be confusing and annoying if it were a real card.
Bewitchment - Gain, seduce seems to come in around 2 mana with a nice little twist that you can hopefully force a better outcome. Not too OP, but certainly strong.
Silverknob Enchantress - This one is really weird. The biggest thing is how easily you can strong adjacency and how many minions you can apply this affect to or get it away from when you don't need it. That makes it pretty much super strong, almost soul crushingly hard to come back from if you get a good turn off it.
Jexazy's Ledger - This is sooooo weird and out of place to me. This random ramp spell. I don't get it! I also don't like it. Its one of those things that's just grossly good sometimes. It also leads to a lot of really stupid combos because of Leeroy Jenkins.
Head Mistress Elysa - I am not the biggest fan of the class legendary using the faction keyword. They did end up doing that with the Kabal, but the Highlander mechanic only appears on legendaries and they didn't have another major thing besides kind of potions, which really didn't have that much emphasis. 1 card to be exact. That just lets you create a second super powerful card for your faction to make it look fancy. And this is pretty damn powerful.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@Giz4Gamer just wanted to say that I adore your faction. I think the Silverknob is hilarious and awesome, and I mean yeah it's too racy to actually be in the game but that's why we're doing custom stuff, right? xD
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Anyway, I too, am intrested in how it would work bringing the card back to the hand. I, for one, am not too opposed, not in the slightest, with him keeping the effects. Since there's no card quite like him yet in Hearthstone, I guess we get to decide on this situation. I like the idea of it because it seems interesting, especially if you play this guy after a town crier and some ally effects on that crier. If he gets returned to your hand at that point, he'll have the criers battlecry and effect, and all of a sudden, all of your cards have his stuff, including his base effect, which is insane in a Nightingale deck. Of course, since that would be hard to pull off, it's nice to think about that kind of a cool combo of sorts.
Hi all! As you can see, I've tweaked the Basic and Classic sets and added Naxx and GvG. Looking forward to your feedback :D
eta: deck recipes, even though they're still a WIP.
Wardens of Winterspring
a custom class by Livienna
Lil’lyn Windsong has taken her father’s place as the chief of the Wardens, and is a fierce, loyal leader. Stalwart in her devotion to the Goddess Elune, Lil’lyn relies on Elune’s guiding Light to show the way forward. The Wardens use ancient elemental magic to Chill their enemies and are adept at archery and beast mastery.
Background
Original Lore:
Many years ago, a select group of night elves led by Weoryn Windsong sought sanctuary in a snowy valley east of their homeland after the Great Sundering. They soon learned that they had inadvertently settled in a land of perpetual winter. Not ones to give up hope, they named their valley Winterspring, and dubbed themselves its Wardens.
Since those times, the night elves welcomed various other groups into their fold, especially Gnomes, Humans, and Draenei, all of whom were seeking sanctuary within the natural protection of the valley. Calling on the knowledge of all their combined ancestors, The Wardens of Winterspring took in masteries of both hunters and spellcasters. They are adept at potion-making, marksmanship, and mastery of beasts, and they practice an ancient magic connected to the elemental powers of Air and Ice. They also have a distinct advantage over their enemies due to their unwavering ability to make good use of what is dealt them, while others are left burning their resources. Strong and wise, the Wardens are ready to defend Winterspring from the forces that threaten it.
Class Play Style:
The Warden is a versatile class and can thus be played in many different ways. A control Warden uses removal to control the board and overpower their opponent in the late game with hard-to-remove minions and burst damage. An aggressive Warden uses these burst spells in addition to a strong early game, often taking advantage of the class’s Beast synergy. The Warden also supports a Mill style of play with ways to add cards to your opponent’s hand and draw cards for your opponent. And with good ways to hero their hero, Wardens are able to keep up with aggressive opponents that benefit from extra draws. Finally, the Warden-only keyword “Chill” (introduced in the Expert/Classic set) helps to control the board with a damage-over-time mechanic.
Card Sets
Basic:
Classic:
Tokens:
Curse of Naxxramas:
Goblins vs Gnomes:
Deck Recipes (WIP)
Classic Warden:
Mill Warden:
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Well here's my class as a whole.
Playing style
This type of the deck relies on swarming speed via the combination of returning one card on your field to your hand and Chi effects ( When this card on the field returns to the hand) .
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Okay, so I was going to write a long post with explanations and everything, but then google chrome quit on me 3 GOD DAMN TIMES, and I'm just too fed up to try again. I apologise for not being around to give feedback, but I swear I'll get to it over the weekend (as well as hopefully make the majority of classic). That said, lemme just drop my class's new-and-hopefully-improved basic set here:
Class Summary:
Basic set w/ real quick explanations, because GOOGLE CHROME:
Lantern Prayers: Send out prayers in a lantern, god grants spell damage. Aura effect lasting one turn. Imagine the sick combos.
Spirit Blaze: Hellfire w/o face damage.
Wind and Water: Because fengshui and all that stuff, your minions get stronger. Yay.
Eye of Er Lang: Er Lang Shen is chinese god with 3 eyes. His third eye is cool. So is this card. Removal w/ added effect. Probably OP. Maybe lower damage to 2.
Earthbound Spirit: Based on the Di Fu Ling, spirits bound to a certain place in the earth. Beefy taunt guy who can't hit stuff. I probably understatted him. Should maybe be a 7/8.
Crimson Oni: Oni = Japanese Ogre, basically. 'A giant Knife Juggler that only goes face' - The_Odinson, a page or two ago.
Light of Amaterasu: Amaterasu = Japanese goddess of sun. 'Priest of the Feast: the Spell' - The_Odinson, a page or two ago.
Chi Infusion: Because Chi heals you and makes you stronger. The Shrine Maiden can heal. Yayyy. More healing to come later. Normally for minions.
Focus Energy: Because I ran out of ideas. Good for Malygos combos. Great if you plan ahead. Not sure if OP.
Hearthside Altar: Forbidden Ritual at 3 mana, for 2. Compare w/ Holy Light (Forbidden Healing), Darkbomb (Forbidden Flame). Synergy 10/10. Loosely based on the little shrines to the 'zao shen', or hearth god (IDK what the official translation is XD).
Why Rogue is my favourite class:
My submission for this week's card design competition.
Now? ty for help
Chi ==> When this card returns to the hand : <effect>
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Like i said, my thoughts are kind of all over the place xD overall I'm super excited to see your next set. Oh, and a silly nitpicky thing: def put the cards in some sort of order, prob by mana ;)
Cheers!!
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
i need more cards, but ... wind fury is a keyword, battlecries is a keyword, why not, once again?
The rouge have 10 cards non-minion, why not a class with more non-spell?
The power of the hero is not only for chi since it can explode with battlecries and other variables as a charge
sorry, my bad