I posted a card on this competition,but has this minion good wording ? Can I use this mechanic ? Is this balanced ? Please leave some feedback, I appreciate any comment. Thank You and good luck !
I posted a card on this competition,but has this minion good wording ? Can I use this mechanic ? Is this balanced ? Please leave some feedback, I appreciate any comment. Thank You and good luck !
Too strong, I'd say. It's basically a combination of Recruit and Grand Archivist. Recruit alone is worth 6 Mana as a separate spell (Gather Your Party). And apparently this one ever triggers Battlecries. Needs to cost way more.
@Cooler: Yes, it would be a good idea to add one more "number of minions" synergy card but Clash of Earth is fine to me (though 5-7 is better). If you replace a card, it should be the 4/8 Taunt since it's not very original as someone pointed out earlier.
@SunnoxPL: It's not only OP, it doesn't fit the basic set at all. I advise you to scrap it completely.
@Cooler: I would go with something simplier like "Deal damage equal to your number of minions" (it fits on 2 lines, I checked) or something similar to this priest card I made a long time ago (when priest sucked) which is meant to guarantee having a minion on the board.
@Vilegloom: Looks good to me, excpet the art for the flame which is ugly. I would take the elemental on this art instead. EDIT: For Kindle, it depends on whether you intend to give your class a "swarm" (zoo/token) playstyle or not. If so, take the first one. If not, take the second.
As for me, I've decided to go with the simplier "Restore 15 Health" and the Cooking that adds a card to the hand. Currently writing my post on a notepad.
I really don't like this phase... there are so many classes I can feel brimming with potential, but which won't advance (despite my upvote :p) because their basic set isn't that alluring.
I mean, Priests and Shamans woulnd't be in the game with this kind of judgement :p
It's difficult because the very nature of the basic set is that your cards are supposed to be well... Basic and a bit boring but by doing that properly you end up not standing out compared to those who have over complicated their basic set.
@Opal736 - Yes, I like this Hero Power much better than the old one. It's still very good but much easier to manage. Gaining the weapon on your next turn was a bit odd. I could also see it working with Grimy Goon buffs if you join them in Gadgetzhan.
After an entire week of mind-numbing midterms and back-braking errands...I can finally return!...for like a few days because I have some more midterms coming up...
If you want a review, presentation help, or clarifications, please reply! If I don't respond, PM me to give me a holler! I might've either a) didn't notice you or b) I'm busy doing other stuff...(sorry...)
I prefer the 2nd Kindle out of these two. It's more burst-y and fits better in the class. Thoughts?
To end this, here's a list of what I have planned for the classic set and other future sets:
- AoE are going to be either lackluster, compared to other board clears, or, in the case of the more powerful ones, expensive.
- There's going to be Spell Damage synergy, though not that much now that the HP summons a minion with it.
- "If you damaged a minion with spells (this turn)... " synergy.
- Some Aggro synergy and Flame token synergy.
BTW, are name changes to cards and mechanics (I changed Manaphagous to Consume) allowed?
Smother: Is this targetable or random? If it is random (which I assume) you should probably say that. Flame Mastery: Cool but ambiguous. Not sure how you'd give a spell Spell Damage haha. Maybe change it to 'draw a MINION'... Conflagrating Mark: Fair. Interestingly the effect appears niche but I like how it can be used as a spell taunt for your opponent. Burst: Interesting. Seeing how Executeis balanced at 2 mana I think 1 mana is fine for this. Living Flame: Really like this tbh. Adding a new side to a monodimensional ability is pretty sweet. Make more in the classic set pls. Unstable Flames: I'm really not sure about this. Although you can direct it with Conflagrating Mark I'm worried that this is too much of an RNG card for the basic set. I do understand that it is quite flavourful for the class. I like the second Kindle too. It's an interesting option for removal and I feel like the first version is going to go in every aggro list. Class concept looks cool though. We don't have enough senseless destruction in Hearthstone.
Just a comment about how worried I am to have my post on the same page as McF4rtson's Sea Witch (really good job btw. Sorry I never got around to reviewing it) . Jori feels overshadowed :(.
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I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
After an entire week of mind-numbing midterms and back-braking errands...I can finally return!...for like a few days because I have some more midterms coming up...
If you want a review, presentation help, or clarifications, please reply! If I don't respond, PM me to give me a holler! I might've either a) didn't notice you or b) I'm busy doing other stuff...(sorry...)
Yus me :3. A review, because yus. And because.... dunno.
I prefer the 2nd Kindle out of these two. It's more burst-y and fits better in the class. Thoughts?
To end this, here's a list of what I have planned for the classic set and other future sets:
- AoE are going to be either lackluster, compared to other board clears, or, in the case of the more powerful ones, expensive.
- There's going to be Spell Damage synergy, though not that much now that the HP summons a minion with it.
- "If you damaged a minion with spells (this turn)... " synergy.
- Some Aggro synergy and Flame token synergy.
BTW, are name changes to cards and mechanics (I changed Manaphagous to Consume) allowed?
Flame Mastery: Cool but ambiguous. Not sure how you'd give a spell Spell Damage haha. Maybe change it to 'draw a MINION'...
Agree that is ambiguos though, but I think that it would give it +1 Spell Damage to the spell, like, it deals 1 extra damage, I think kinda that was the intention.
Oh also I'm gonna review it :3.
@Vilegloom
Smother: Wording issues, though balanced comparing to Preparation, since you spend a card AND you are probably going to lose tempo.
Unstable Flames: I wouldn't reccomend you to put this as basic though, it's balanced, but, it's a bit too powerfull on your Basic Set. I would change it to Classic.
Infernal Shower: "Deal 2 damage to three random enemy minions", and actually I think it gives a 2 lined text! Since I got a similar card around there. Still, I like this card.
Kindle: Second Version, you can handle it better than the 1st one, since you would need to be controlling almost everyone of your cards, like pre-nerf Force of Nature.
Changes of cards should be allowed, yours is lighter, just a name change, cool, I guess it's allowed because I radically changed a card on my Basic Set from Phase I, and nothing wrong happened so probably would go for Consume ;)
It seems pretty weak. Ancestral Healing exists, and that card is terrible and sees exactly 0 play. +3 Health is definitely better than Taunt, but probably not by 3 mana. Personally, I'd cost it at (1).
After an entire week of mind-numbing midterms and back-braking errands...I can finally return!...for like a few days because I have some more midterms coming up...
If you want a review, presentation help, or clarifications, please reply! If I don't respond, PM me to give me a holler! I might've either a) didn't notice you or b) I'm busy doing other stuff...(sorry...)
me! the cards are in the spoiler within the spiler below; i've changed some of them from the original post.
final draft of my class, i'll probably post tommorow; i've made the cards i'm thinking of showcassing a little larger than the rest, what do you think about them?
also, here are some ideas i have for the classic set (please ignore the text spacing for now):
Portal Disruptor basically prevents any minions from being summoned; if your opponents plays a firelands portal, for exemple, he just deals 5 damage; minions can still be played as usual; careful thaough, it also affects you.*
Lord Anduin Lothar i've shown before, but he had some additional effects; i've decided to make them simpler.
This Is Personal enables you to attack you opponent despite taunts and you can play some small minions that he won't be able to attack until his next turn, but walls won't protect you either;*
Prototype: Explosive Trap is my old Flashbangturned into a Secret; (click the name to see the old card);
Prototype: Battle Armor gives you a verry big minion for relatively cheap, but there's a risk it will die if it attacks or is attacked; i'm not sure about the balance on this one, should i increase the chance to 15 or 20%?*
* i'm open to art suggestions.
also also, can someone get in contact with @dnikko? he hasn't answered my messege about the DK borders, and i'd like to maybe subbmit my own class.
I'm gonna review it too, cause I'm probably going to do nothing today :v
Repair: You should change this into the Classic Set, it doesn't feels right with the amount of low-durability weapons in your Basic Set, since the only weapon you could use this is the Molten Core Scimitar, which just gives a little damage bonus.
Tongs could be "Draw a weapon. Then draw a card", for maybe further simplicity, still, the actual wording is fine.
This is Personal is very UP, could even cost 1 and probably draw a card. Oh, and this artwork might work.
Prototype: Battle Armor: I don't like this, since it's like, TOO random, or its insanely strong or insanely weak. Still, if you want to save this, you could move it into KOFT and name it Prototype: Bone Armor, for probably maybe a bit more of flavour (Since Bones are resistant, but might just fall off and "die").
But in general the Basic Set looks pretty solid and simple, and that's important because it's like the hardest Set to work in.
I'm gonna review it too, cause I'm probably going to do nothing today :v
Repair: You should change this into the Classic Set, it doesn't feels right with the amount of low-durability weapons in your Basic Set, since the only weapon you could use this is the Molten Core Scimitar, which just gives a little damage bonus.
Tongs could be "Draw a weapon. Then draw a card", for maybe further simplicity, still, the actual wording is fine.
This is Personal is very UP, could even cost 1 and probably draw a card. Oh, and this artwork might work.
Prototype: Battle Armor: I don't like this, since it's like, TOO random, or its insanely strong or insanely weak. Still, if you want to save this, you could move it into KOFT and name it Prototype: Bone Armor, for probably maybe a bit more of flavour (Since Bones are resistant, but might just fall off and "die").
But in general the Basic Set looks pretty solid and simple, and that's important because it's like the hardest Set to work in.
thanks for the feedback;
i think i'll move repair to the classic as a 2 mana rare; that means i need another card in basic, suggestions? (i'm thinking of a weapon)
i really like the art you sugested, got anything for the portal disruptor?
Never caught unarmed, a Soulknife is a skilled fighter who's able to shape weapons with his mind. He's a fierce adaptive fighter who learns from the opponent's mistakes to step up his play. His power comes from his spiritual/psionic energy, which he had to train through both fighting and meditating.
I feel like I'm close to choosing the hero power, so here are 3 new choices:
First idea (old/current one):
Second idea:
This seems much better than the previous one to me, also I might change Razor Blades to make it add a Mind Sword to the hand instead.
Third idea:
Missing images as it was a last minute entry, credits to NiRaSt for the idea. Might avoid spamming Mind Swords too much as you can't equip it if you have already attacked that turn. Still it feels like an incredibly strong power in early game.
So which one do you prefer?
Now, to the set.
Basic Set:
Cards I'm quite confident about:
Chain: Being able to shape his energy at will, a mind-Chain is fitting for our Soulknife as a great double-edged neutralization. It can save you in a difficult situation, but only with a good follow up. Also giving taunt to a big crystal elemental might be an interesting tool too.
Mind Shield: Yet another use of your multi-shaping mind blade that will allow you to trade big guys without being scared of losing too much health. It might also be a useful defensive tool in certain match-ups. Might feel an odd card in the basic set, but it's a rather basic mechanic, and it will be a recurring one too. The use of the divine shield connects to the spiritual energy from which a Soulknife draws his power.
Razor Blades: A core card of the class: single removal with weapon generation to allow weapon synergies next turn. If the hero power is changed I might make this cost 3 and add the weapon to the hand. The token is also the same as the hero power's. It's also a pretty interesting use of shaping mind blades in the morning. Provided you are precise enough, of course... or that you don't really care about your face.
Violet Crusher: Psionic constructs are another base theme of the class as I've already said in the first submission, and this crystalline giant can be quite a pain to deal with if you haven't got the right answer ready. The trick is to give him something he likes. The problem is that everything makes him angry though. (Again divine shield connects to the psionic powers and also the properties of the crystals).
Reaction: A way to show the adaptive fighting of the Soulknife without using the class keyword. If your opponent keeps filling his board with minions he will have to be prepared to much more than this though. Also... Chain Reaction. It's an outburst of psionic power.
Forging The Mind: Yet another use for your swords is just to... dump them to do something better. No seriously. Like to activate one of the card draws of this class. The Soulknife has low-cost card draws that come often with a disadvantage. Still with so much weapon generation you won't mind using one charge of your Mind Sword for this, right? (Note that it can't be used on curve without wasting a coin though).
Consuming Blade: An energy-hungry weapon that consumes everything on its path. Even other fellow Consuming Blades, if needed. Might seem a bit strong at first, but to play this consistently on turn 3 your opponent has to trigger your hero power, or you have to waste your turn 2. In both cases your opponent should be able to get ahead of you.
Newly changed cards (with both versions):
First Hidden Blade: I liked this card quite a lot, but if I really want to reduce weapon synergy I might change it. The second version is still a removal, but instead of costing less than average and having a restriction, it costs more and makes your next blade spells more powerful. Might be too powerful right now, if needed I might increase the cost to 7.
The second one was the original Soulbolt Trainee, with the new one I went for a reactive effect to avoid betting too much on weapon synergy. That said it might be too powerful, in case I can reduce its health to 2.
The last one is the good old Storm Of Blades. As the comments were mostly negative or neutral about this one, I'm giving two alternative versions. The first one is a slow aoe, your opponent can freely trade before it activates, still it does block your opponent for one turn (unless he wants to play a big minion and doesn't mind it receiving 2 damage). The other one is a card that received quite good reviews, so I might want to swap it in (still Storm Of Blades was one of my example cards, so I don't know if it's allowed). So... which versions do you prefer?
I hope you'll like the card changes and that my class has become a bit simpler and with a wider variety of effects.
i'm not sure how much feedbakc you'll get, since the thread seems pretty... dead;
i must say, the version of the hp where you add the weapon in the hand is quite interesting; not very sure;
the cards you're set on i like for the most part, not very sure about the crusher, it might be a little strong; (i want that card in the game just so people backstab it to remove the shield only to gain it pack :)) )
i preffer hidden over deadly; however, if you chose to go with the latter, i suggest you remove the "until the end of turn", since, if you play this on 6 mana, the spell damage is useless;
pick the first trainee, and make it damage only minions that are played.
Considering there's 48 possible submissions and 15 left, it looks like we'll either have a lot of people submitting in between today and yesterday, or a lot of drop outs...
Considering there's 48 possible submissions and 15 left, it looks like we'll either have a lot of people submitting in between today and yesterday, or a lot of drop outs...
there are 50 entries; you didn't count the wild cards;
After an entire week of mind-numbing midterms and back-braking errands...I can finally return!...for like a few days because I have some more midterms coming up...
If you want a review, presentation help, or clarifications, please reply! If I don't respond, PM me to give me a holler! I might've either a) didn't notice you or b) I'm busy doing other stuff...(sorry...)
Yus me :3. A review, because yus. And because.... dunno.
I prefer the 2nd Kindle out of these two. It's more burst-y and fits better in the class. Thoughts?
To end this, here's a list of what I have planned for the classic set and other future sets:
- AoE are going to be either lackluster, compared to other board clears, or, in the case of the more powerful ones, expensive.
- There's going to be Spell Damage synergy, though not that much now that the HP summons a minion with it.
- "If you damaged a minion with spells (this turn)... " synergy.
- Some Aggro synergy and Flame token synergy.
BTW, are name changes to cards and mechanics (I changed Manaphagous to Consume) allowed?
Flame Mastery: Cool but ambiguous. Not sure how you'd give a spell Spell Damage haha. Maybe change it to 'draw a MINION'...
Agree that is ambiguos though, but I think that it would give it +1 Spell Damage to the spell, like, it deals 1 extra damage, I think kinda that was the intention.
Oh also I'm gonna review it :3.
@Vilegloom
Smother: Wording issues, though balanced comparing to Preparation, since you spend a card AND you are probably going to lose tempo.
Unstable Flames: I wouldn't reccomend you to put this as basic though, it's balanced, but, it's a bit too powerfull on your Basic Set. I would change it to Classic.
Infernal Shower: "Deal 2 damage to three random enemy minions", and actually I think it gives a 2 lined text! Since I got a similar card around there. Still, I like this card.
Kindle: Second Version, you can handle it better than the 1st one, since you would need to be controlling almost everyone of your cards, like pre-nerf Force of Nature.
Changes of cards should be allowed, yours is lighter, just a name change, cool, I guess it's allowed because I radically changed a card on my Basic Set from Phase I, and nothing wrong happened so probably would go for Consume ;)
Ooooh Mercenaries! Neat! I'm sure Deathwing would love to eat befriend this class!Some Quick Notes
There are 2 different versions of Mercenary Ambush, one in your "Quarnassian Reminder" and one in your "Rest of the Basic Set" spoiler. :P
Although there's nothing you can really do about this, I'm not sure if I'm a fan of Mark or not. On one hand, it's a very flavourful and sweet mechanic. On the other hand, it's quite useless in any other class that gains a Mark card (all class mechanics can be used by any class), and this may have a strange effect with other Hero Powers. For example, if I was a Priest who played Thoughtsteal and I played a card that Marked a minion, would Lesser Heal always have to heal that minion? An explanation about this would be nice
Your Cards!
Distract: I like it! It's a weakening card that relies on timing in order to kill the right big minion, and it has that Mercany-esk feel where you're targeting your victim and killing them swiftly at the perfect moment.
Meatshield: Oh I love the flavour on this one! It's a nice little spell that provides a foundation for an Aggro deck, but it also doubles down as a great Midrange-y stall card that allows you to push damage for a couple of turns. I quite like how it works best in an Aggro deck that has a few large minions so that the Taunt effect actually has some use; it encourages a deck that lies between extreme Aggro and Midrange.
Westlands Mugger: Hmmm...this does seem a bit powerful when compared when to Gilded Gargoyle because you're likely to get 1-2 coins, especially against Aggro decks, and one of your class weakness's is that it supposed to get "overrun by small minions", but this card kinda already covers it. Then again, this card also is kinda useless in the late game. This isn't necessary, but you might want to make this a 4/2.
Loot the Victim: Cool! It's a fantastic draw card that emphasizes the playstyle of marking and killing a single minion, which pairs nicely with your class's single-target removal theme, and the Mercenary flavour of killing your target for a profit is also sweet!
Dead or Alive: It's simple card that shows off the Coin and single-target removal theme nicely.
Multiple Strike: Although it's a fine AoE version of Arcane Missiles, something important to note is that you can ONLY cast this card if there's 3 enemy minions on the board (like how you cannot cast Cleave if there's less than 2 enemy minions on the board)...which is less than ideal. Because of how difficult it is to actually cast it, you may want to make it deal 2 damage to three random enemy minions and make it cost 3.
Demand: It's a fine damage card that showcases the Coin theme. Not much to say here...
Supply: It's simple yet solid buff card that also helps you to cycle a bit, similar to Power Word: Shield. Again, I can't talk about much here. :P
Drakonid Brute: Seems like an excellent Dragon! This also opens up some potential for future Dragon synergies, so that's neat.
Mercenary Ambush: Summoning a 12/12 for only 8 mana seems pretty OP (Savage Roar + Force of Nature flashbacks). You could just a target a minion and fill your board with strong minions or just downright kill a minion while simultaneously summoning a 4/4. I think that you should make this summon only two 4/4 minions (that attack a chosen minion) and make this cost 7.
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Hi !
I posted a card on this competition,but has this minion good wording ? Can I use this mechanic ? Is this balanced ? Please leave some feedback, I appreciate any comment. Thank You and good luck !
HERE'S MY ENTRY FOR THE "DEATHWING NEEDS A FRIENDWING" COMPETITION
...Soul of Wyrm. Soul of Root. Heart of Void...
@Cooler: Yes, it would be a good idea to add one more "number of minions" synergy card but Clash of Earth is fine to me (though 5-7 is better). If you replace a card, it should be the 4/8 Taunt since it's not very original as someone pointed out earlier.
@SunnoxPL: It's not only OP, it doesn't fit the basic set at all. I advise you to scrap it completely.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
Okay, looking for some final feedback here.
The Pyromaniac
--->
The Cards
The last card
I prefer the 2nd Kindle out of these two. It's more burst-y and fits better in the class. Thoughts?
To end this, here's a list of what I have planned for the classic set and other future sets:
- AoE are going to be either lackluster, compared to other board clears, or, in the case of the more powerful ones, expensive.
- There's going to be Spell Damage synergy, though not that much now that the HP summons a minion with it.
- "If you damaged a minion with spells (this turn)... " synergy.
- Some Aggro synergy and Flame token synergy.
BTW, are name changes to cards and mechanics (I changed Manaphagous to Consume) allowed?
@Cooler: I would go with something simplier like "Deal damage equal to your number of minions" (it fits on 2 lines, I checked) or something similar to this priest card I made a long time ago (when priest sucked) which is meant to guarantee having a minion on the board.
@Vilegloom: Looks good to me, excpet the art for the flame which is ugly. I would take the elemental on this art instead. EDIT: For Kindle, it depends on whether you intend to give your class a "swarm" (zoo/token) playstyle or not. If so, take the first one. If not, take the second.
As for me, I've decided to go with the simplier "Restore 15 Health" and the Cooking that adds a card to the hand. Currently writing my post on a notepad.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@Opal736 - Yes, I like this Hero Power much better than the old one. It's still very good but much easier to manage. Gaining the weapon on your next turn was a bit odd. I could also see it working with Grimy Goon buffs if you join them in Gadgetzhan.
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
After an entire week of mind-numbing midterms and back-braking errands...I can finally return!...for like a few days because I have some more midterms coming up...
If you want a review, presentation help, or clarifications, please reply! If I don't respond, PM me to give me a holler! I might've either a) didn't notice you or b) I'm busy doing other stuff...(sorry...)
Flame Mastery: Cool but ambiguous. Not sure how you'd give a spell Spell Damage haha. Maybe change it to 'draw a MINION'...
Conflagrating Mark: Fair. Interestingly the effect appears niche but I like how it can be used as a spell taunt for your opponent.
Burst: Interesting. Seeing how Executeis balanced at 2 mana I think 1 mana is fine for this.
Living Flame: Really like this tbh. Adding a new side to a monodimensional ability is pretty sweet. Make more in the classic set pls.
Unstable Flames: I'm really not sure about this. Although you can direct it with Conflagrating Mark I'm worried that this is too much of an RNG card for the basic set. I do understand that it is quite flavourful for the class.
I like the second Kindle too. It's an interesting option for removal and I feel like the first version is going to go in every aggro list. Class concept looks cool though. We don't have enough senseless destruction in Hearthstone.
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Wow thought Nuts // Bolts was the challenge people were gonna mess up the most.
BOY I WAS WRONGTurned out to be the easiest one.
wUt
The joke is you.
I post one more card, with the same questions. Is it balanced ? Too cheap ? Too strong ? I appreciate every comment. Thank You and good luck !
HERE'S MY ENTRY FOR THE "DEATHWING NEEDS A FRIENDWING" COMPETITION
...Soul of Wyrm. Soul of Root. Heart of Void...
Why Rogue is my favourite class:
My submission for this week's card design competition.
Submitted! Thanks to everyone for the help, though I've spent WAY TOO MUCH time on this thread. I hope it will be worth it.
Decided to go with Vegan Diet over Butcher at the very last minute, but dammit nurgling13 why did you have to do "Taunt Can't attack" stuff as well?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
@NiRaSt
I'm gonna review it too, cause I'm probably going to do nothing today :v
Repair: You should change this into the Classic Set, it doesn't feels right with the amount of low-durability weapons in your Basic Set, since the only weapon you could use this is the Molten Core Scimitar, which just gives a little damage bonus.
Tongs could be "Draw a weapon. Then draw a card", for maybe further simplicity, still, the actual wording is fine.
I'm still bursting with Big Fkin Hammer XDPortal Disruptor could even be 5/5, since it acts like a Tech Card, like Hungry Crab or Mind Control Tech.
This is Personal is very UP, could even cost 1 and probably draw a card. Oh, and this artwork might work.
Prototype: Battle Armor: I don't like this, since it's like, TOO random, or its insanely strong or insanely weak. Still, if you want to save this, you could move it into KOFT and name it Prototype: Bone Armor, for probably maybe a bit more of flavour (Since Bones are resistant, but might just fall off and "die").
But in general the Basic Set looks pretty solid and simple, and that's important because it's like the hardest Set to work in.
The joke is you.
Considering there's 48 possible submissions and 15 left, it looks like we'll either have a lot of people submitting in between today and yesterday, or a lot of drop outs...
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •
eatbefriend this class!Some Quick Notes
Your Cards!