Hey guys, dont have time to give feedback or work on my set till Monday the soonest, but i have some notes for Turkeybag, u should have probably try and get more feedback on your cards before submitting, cause there r a few issues and i didnt even check all cards properly:
When you use "Until" on (most) Tomes etc., it should probably read "While"
Scroll of Lightning: only Mad Bomber and Madder Bomber use the phrase "split between", other cards use the (arguably) proper phrasing "split among", but thats not even the important part, you completely dropped the word "randomly", which is included on all those cards ... i suppose for obvious reason, to satisfy the #6 challenge, but still ... the card is not worder properly as it is now.
I know waiting for feedback is usually a good idea but it's around the time in the comp where I hit the feedback brickwall (feedback becomes much much harder to get due to lack of remaining contestants) so I decided since I already had my set done I might as well try be the first post as I've never actually done that before. Hopefully I wont regret it.
I wanted the tomes to be consistent so I had to decide between using while or until. I think until makes the most sense with how the keyword is worded and also more tomes used that when I was using either.
As for Scroll of Lightning, I dropped randomly because it was never gonna fit in the card as I'd need to use it twice. I added it to my legendary for the challenge but I would gladly take it off him and put it onto this if it'd fit. The class has a few of these style effects in basic so people will get what the card does without the random part. I will change it from between to among though (balance and wording changes are allowed after you've submitted).
Edit: Actually changing between to among gives me more room but it's still weird to word. Do you think this is good?
I know waiting for feedback is usually a good idea but it's around the time in the comp where I hit the feedback brickwall (feedback becomes much much harder to get due to lack of remaining contestants) so I decided since I already had my set done I might as well try be the first post as I've never actually done that before. Hopefully I wont regret it.
I wanted the tomes to be consistent so I had to decide between using while or until. I think until makes the most sense with how the keyword is worded and also more tomes used that when I was using either.
As for Scroll of Lightning, I dropped randomly because it was never gonna fit in the card as I'd need to use it twice. I added it to my legendary for the challenge but I would gladly take it off him and put it onto this if it'd fit. The class has a few of these style effects in basic so people will get what the card does without the random part. I will change it from between to among though (balance and wording changes are allowed after you've submitted).
Edit: Actually changing between to among gives me more room but it's still weird to word. Do you think this is good?
To be honest, the spell is pretty awkward to begin with, should have probably mention it as well before. I would bump it to 2-cost and remove the friendly part to simplify things. Or mby even 3-cost and up the dmg to 5.
The self damage part is important though as the class uses that here and there. With the power of MS paint I can show you what the card would look like in game and that should make it seem far more clear and less awkward.
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Man I'm surprised that I've made it this far, even if it was by a Wild Card. So as the sets roll out, I'll probably drop the random aspect of the Pyromaniac and focus more on really powerful spells with some other drawback. I'll also set this class apart from mage with Spell Damage synergy, minion support, mana-spending, and spell-damaging synergy.
Class Reminder
Basic Set reminder:
So here's the Classic set so far:
Common cards
Rare Cards
Epic Cards
Legendary Card
Some notes:
I'm experimenting a little bit with the Consume mechanic. Hence, Blast Burn and Dark Iron Seer. They both gain the consume effect while being in hand. If other cards have a similar effect, it will be specified that it has to be in-hand. Otherwise, it happens in the battlefield.
Manaphagous Sorcerer's supposed to be able to trigger Consume effects. So whenever it takes damage, any consume effect you control or hold will activate. But also, if you have spare mana, it can trigger during your opponent's turn as well.
I'm not sure of including Consume and Doomsday.
Right now I'm thinking of including a bit more minion support and some Spell Damage synergy.
Arcane Conflagration is not affected by both damage, like Unstable Flames, or destruction, like Doomsday.
Kael'thas Sunstrider's supposed to support for both aggro and spell-synergy, however another version of this would be "Consume: Gain Spell Damage +1".
I'd up the cost on Enflame by 1 or change it to a 4/4.
-1 Attack on Flamecaller
Blast burn is pretty awesome as is. I like the "in hand" concept.
Arsonist's wording is a little strange. I'd change it to "Whenever a spell damages minions, gain +1/+1"
Must Living Bomb target friendly minions?
How does Doomsday work?
I don't see the card that follows the second and third challenge, although I might be missing something.
Thanks for the feedback! I don't see yours around here, so I'll keep an eye out for that.
On your feedback:
Living Bomb is supposed to do just that. Would it be better if it could be any minion?
Doomsday si supposed to work like a countdown spell. Once you play it, it does nothing. But, when you reach 10 Crystals, everything blows up. A true doomsday. That was what I had intended, that of an impending doom type of card. But now I see it's a bit complicated.
Manaphagous Sorcerer is supposed to be for the 2nd challenge. It does interact since whenever it takes damage, a Consume effect will trigger sinc eit makes you spend (1) mana. I may have misunderstood it, however; it could have meant to literally interact with the keyword itself. Please clarify?
Ah ok, I see. The weapon is fine then, and I meant to type Cursed Child.
Here's my class, for you or anyone else who wants to comment.
Hero, Hero Power + Keyword:
Commons
Rares
Epics
Legendary
Tokens:
Last notes: The last common card is a spell with Reservoir. I am debating whether the Brine Crossbolter should be a 4/4. I am 100% aware this card is the defining card in "Crossbolter Sea Witch", where the player would stall until you can smash face, or, in BRM, get a Thaurissian tick off and use Battlemaiden + Crossbolter. Steamvault Bruiser is another card I am looking at, but I feel all it needs is a slight tweak to it's Health, and I'm thinking 5/4. In fact, 5/5 is probably fine. Fire Elemental has a 5-mana worth of stats, and a deal 3 damage, which is 2 mana. You get 7 mana packed for 6. Savannah Highmane gives you 6/5, again, 5-mana, and a deathrattle of 4/4 which is about 3 mana. 8 mana for 6 mana. Temple Enforcer is a 6/6, 5.5 mana, and a an extra 3 Health on top of that. 6/9 is 7 mana, packed in 6 mana. Furthermore, Faceless Summoner is a 4.5 mana body + a 3-mana minion, 7.5 mana's worth. tl;dr: Every class needs an "op" 6-mana minion. It's just Hearthstone design. With Charge, 5/2 is 6 mana, and you get 3 Health, 1.5 mana. 7.5 mana for 6 mana is reasonable. With Taunt, you get a 5/9 Taunt, 7 mana exactly.
Here's my class, for you or anyone else who wants to comment.
Hero, Hero Power + Keyword:
Commons
Rares
Epics
Legendary
Tokens:
Last notes: The last common card is a spell with Reservoir. I am debating whether the Brine Crossbolter should be a 4/4. I am 100% aware this card is the defining card in "Crossbolter Sea Witch", where the player would stall until you can smash face, or, in BRM, get a Thaurissian tick off and use Battlemaiden + Crossbolter. Steamvault Bruiser is another card I am looking at, but I feel all it needs is a slight tweak to it's Health, and I'm thinking 5/4. In fact, 5/5 is probably fine. Fire Elemental has a 5-mana worth of stats, and a deal 3 damage, which is 2 mana. You get 7 mana packed for 6. Savannah Highmane gives you 6/5, again, 5-mana, and a deathrattle of 4/4 which is about 3 mana. 8 mana for 6 mana. Temple Enforcer is a 6/6, 5.5 mana, and a an extra 3 Health on top of that. 6/9 is 7 mana, packed in 6 mana. Furthermore, Faceless Summoner is a 4.5 mana body + a 3-mana minion, 7.5 mana's worth. tl;dr: Every class needs an "op" 6-mana minion. It's just Hearthstone design. With Charge, 5/2 is 6 mana, and you get 3 Health, 1.5 mana. 7.5 mana for 6 mana is reasonable. With Taunt, you get a 5/9 Taunt, 7 mana exactly.
i'm not sure ablout the Gilbin, especially since the tokens draw you a card;
Battlemaiden's effect is better fit on a legendary, maybe swap it with your actual legendary and tweak the numbers?
Coming up with the last Common card is annoying! (help) Update time: I completely reworked Temporal Golem because I wasn't utilizing the mechanic of utilizing the top cards of your deck very much. ??? Epic spell also added (Need name for that). Timewalker also re-added due to positive feedback.
The sad thing is that 200x272 is just BARELY too large to fit 4 cards in one line on. You can do it just fine when writing the post, but not in the actual post itself. I'm using 180x244 for this post to fit 4 cards in one line. It makes the image quality significantly worse but there's so many cards to showcase so it'll take less space.
EDIT: Looking at it now, it's actually not that bad. It just looks really bad when making the post.
Dumping some ideas before bed. Some class info below, the Basic set in the signature.
If you have no Patchworks, the hero power summons one. If you have 1, give it +1/+1. If you have 2, give the leftmost Patchwork +1/+1.
Mutate is like Choose One, but you can't pick. Its random which choice of active when you draw it, At the start of your turn, it changes.
Disgusting Oozeling - I love this guy's art. That's all. Strengthening Tonic - Tonic just fits better than Potion. Simple buff card. Indecisive Chemist - Playing Off-Key challenge, and gives more control to Mutate and plan ahead. Unlabeled Tonic - Buff or removal. Mutagenic Tonic - I love the idea of shoving an assortment of effects on something. This might need to cost more. Could be an OG card. Patchwork Giant - Sticky minion. Compare with Harvest Golem. Very good with Monstercraft. Patchwork Colossus - Super sticky minion, but very slow. Might be an OG or KotFT card. Monstercraft - 4 mana 7/7. Might be too good? Malpractitioner - I like his name. No other comment. Outbreak - Too much removal when compared to Acid Bath in Basic? Maybe. Hulking Monstrosity - You've seen that before. Also, potential 6 mana 4/8 taunt. Everyone has one of those now! Master Faranell - Not sure about stats. Cast a 3 mana spell, summon a 3/3 Patchwork.
I quiet like most of your cards and honestly the biggest problem that I have are with Mutagenic Tonic and Patchwork Giant and the problem is mostly with the words and no the mechanics. In Mutagenic Tonic you have and extra "," after Spell Damage and Patchwork Giant isn't an 8/8 like all other ones so I recommend changing the name to something else like Patchwork Amalgame/Golem or something like Patched-up Patchwork. And I believe that you need a card with random, dude.
Hey there everyone! I have a fairly decent set of 15 cards made, and would like your opinions on them. Happy to give anyone feedback, just ask for it, and if anyone has any questions about the challenges feel free to ask those too.
As you may or may not remember, my class is an Experimenter, who is all about buffing minions, unlocking the hidden power of 0-Attack minions, and swapping minions stats around. The React keyword is the Tar Creeper effect. I plan on using it significantly less than keywords like Overload or Choose One, but more so than say, Enrage in Warrior.
A reminder of the Basic Set, so I can refer to it:
And now, my Classic cards!
Common
Ouroboros Amulet: A super simple way of comboing with Magical Experimenter, as an example, but it can also be used in more creative ways - used on something like a Magma Rager, it becomes a 1/5 on your opponent's turn, and then a 5/1 again on your turn. It also combos well with the Legendary.
Elemental Infusion: My way of meeting "Playing Off-Key". This could be played in a Taunt-heavy deck, or simply as a way to make your minions harder to trade into for your opponent. It also works with Ouroboros Amulet, changing the +2 Attack to permanent +2 Health at the end of the turn.
Animate: Super simple 0-Attack synergy, for a board flood deck. A cheaper Bloodlust, but the 0-Attack restriction means that it's harder to use as a finisher.
Broken Images: Experimenters love to try and emulate spellwork via more scientific means, but they aren't always successful. Of course, it could be argued that having 0-Attack copies would actually be better in some decks. The copies are summoned on either side of the original minion, I don't know if that's clear in this wording - maybe I should restrict it to friendly minions only to avoid confusion?
Transportal: My use of the word 'random'. Good to combo with your Hero Power token or something like Zephyr Construct. Gets a cost reduction of 3 from Mind Control for two reasons: firstly, you need a friendly minion to give to your opponent, which at worst means you need to pay 9 mana for it to combo with the Hero Power; secondly, you get a random enemy minion, so while you can roll high or manipulate the board in your favour, that won't always be the case.
Rare
Test Subject: This is an odd one. Can use it to give a minion that can attack this turn slightly less Attack, only to buff it with something like Verdant Vial. Could also swap with something that can self-buff like Magical Experimenter to off-set the Attack loss.
Overdose: Hey, it's Power Overwhelming! Except we're slightly better at power control than those silly Warlocks, so we can hold ourselves together until we attack. Only then do we die. Horribly. Good on a Taunt minion, or as a quick way to trade up.
Sludgy Strike: Super weak damaging spell, that becomes a slightly worse Fireball when combined with the Hero Power. Could also be compared to Kill Command, without the option to go face. Being slightly worse than these cards is fine, since the Experimenter shouldn't have too good damaging spells.
Mixer Elixir: This art is just fantastic for this class. Slightly weaker Velen's Chosen that... isn't necessarily better, just different for 0-Attack minions. I think 0-Attack minions would prefer the +4/+2 to +2/+4, especially against Priests =P
Shattering Golem: This one seems weird at first, until you remember Rapid Acid exists. That might seem like a really good combo - and it is - but I think it's comparable to similar combos, such as the literal combo Vilespine Slayer, or Humility and Stampeding Kodo.
Epic
Lab Rat: I love playing with the theme of this class. This card is designed to go hand-in-hand with Bottled Life, producing three bodies for it to buff. It also just generally works well in a widespread flood deck.
Myopic Monster: Epics exist to be weird, sometimes. This guy can see your opponent's hand with all his eyes, but only on your opponent's turn - he's a bit shortsighted you see. Encourages your opponent to play faster so you don't have time to think about what they're going to do in the future with their cards.
Mossy Summon: Big ol' stat monster. While not powerful on its own, it buffs its allies and can easily grow out of control if not dealt with. Works well with Taunts.
Legendary
Dr. Jackal Seek: Yes, that's a really convoluted Jeckyl and Hyde reference. Our first legendary experimented on himself a tad too much, and now Worgs out on your opponent's turn. My inspiration for this card was other simple Classic legendaries, like King Krush, Edwin VanCleef and Grommash Hellscream. Works really well when combod with class cards like Broken Images to conjure more of him, or Ouroboros Amulet to carry the buff over to your turn, or existing cards like Sunfury Protector to force attacks.
Review time! Hopefully it won't take me as much time as in phase 2 because we're only 27 now.
NOTE: When I don't comment on an individual card, it means it's good.
NOTE2: I didn't look at other's feedback before doing mine.
@Demonxz95
Individual cards
Darude Sandstorm: Probably too good.
Parallell Dimensions: This could honestly cost 1 or even 0.
Cube of Memories: Unbalanced compared to Echo of Medivh and can be a part of a broken combo very easily.
Kara Shellen: I HAVE A MINION WITH THE SAME EFFECT IN MY SET THAT'S UNFAIR. That being said, mine isn't a legendary and costs 1. Unless your class has tons of draw/tutor effects, I wouldn't make this effect legendary.
Timewalker: No, it's too good. A Sen'jin Shieldmasta at best and an overstatted minion at worst.
Temporal Golem: An interesting card, keep it.
Overall
Well, this classic set looks solid. You have all the most elementary Quicktime effects in it, which is what you should expect from a classic set.
@BlackCipher
Individual cards
Elven Hunters: Dangerous. If it only gave other minions Stealth, it would be balanced. Right now there's too many to abuse this.
Panther Rider: Card text is badly centered, add a line break. Otherwise decent card.
Sink your Fangs: No poisonous on classic cards as per the rules (though, maybe wording them completely would be allowed? I don't know)
Sneak Attack: It costs 3 mana and is worse than Corruption which doesn't see play at 1 mana.
The Lost Blade: The "max 4" should be more elaborate. Otherwise good card.
Rush: I don't like any of the iterations to be honest.
Overall
Your class feels too similar to Hunter. I advise you to put more cards that shows how your class works, and also add some more Hunt cards. Also be warned that your Hunt keyword is strictly identical to the "Melody" keyword of the Bard class that won CCC #2. Check it out, you NEED to make your class original.
@thepowerofcheese
Individual cards
Strengthening Tonic: It's a less reliable Blessing of Might. Yes, you may prefer the +3 Health sometines but you're looking for consistency when you build your deck. I love the concept though, but I don't know how to balance it.
Mutagenic Tonic: Windfury + Elusive on a card = super dangerous.
Malpractictioner: Make it 2/3. Otherwise decent card.
Hulking Monstrosity: Same thing as Strengthening Tonic. It's not consistent.
Overall
I only notice it now, but your keyword introduces inconsistency in your class and therefore makes it hard to balance. Be super careful that your effects don't introduce too much variance, unless maybe in particular cases to give it a unique playstyle.
Also your Hero Power is better worded as "Summon a 1/1 Patchwork. If you already have one, give it +1/+1 instead" (but maybe it doesn't fit?)
@Mewdrops
Individual cards
Blood Revelry: You may as well make this cost (0) and reduce the discounts by 1 accordingly. It's easier to understand this way.
Soul Crush: +2 Attack is underwhelming. +3 Attack makes the card more interesting.
Bloodfire Blade: Wow, that's too inconsistent. Make the base attack higher and the Revelry effect weaker!
Bloodrage Berserker: Can become cancer pretty quickly.
Angel of Flame: NO.
Awakening: Powercreep on Bite. I know Bite sucks but your card is too powerful. It's pretty much either an Ice Block or a Frost Nova depending on what your opponent does with it.
Overall
A very complete and flavorful set for the moment, but oh boy I still fear the broken SMOrc emanating from this class. I mean it should have some other qualities beyond this.
@erjclee101 - Second one. The first is underpowered.
@Turkeybag
Individual cards
Tome of Equality: Does it only affect your hero? If so, it's underpowered. If not, it's overpowered.
Shock Therapist: Looks broken to me.
Power Transcription: It's weird and can quickly become broken.
Scroll of Seclusion. I don't see the point. Your opponent can play around it very easily.
Tome of Archmage: Wouldn't "2 or MORE" actually make more sense?
Scroll of Equalization: I still think this is super dangerous
Overall
Tomes are an interesting concept but they're very hard to balance, and must have a purpose. For this set you managed to do this rather well. Overall an interesting set.
@Vilegloom
Individual cards
Inflame: It's OP. You can't make cards that summon Flames for 1 mana with this.
Blast Burn: Restrict it to minions.
Living Bomb: Could cost 2 considering you need a non-sleeping minion to use this.
Manaphagous Sorcerer: That's a 3mana 3/5 considering how easily you can play around the drawback.
Doomsay: Weird and useless after turn 10. I advise you to drop this card.
Kael'Thas Sunstrider: Text ergonomy issue. Try to make Spell Damage +1 fit on a single line. Apart from that, I would bump his stats given that it's Kael'Fucking'Thas and not a random asshole. BTW you DEFINITELY should have a "Merely a setback" card in your set with this xD
Overall
Your set is very good, my favorite so far! Your class really has a unique and consistent gameplay and flavor that makes it awesome, and there's no cards that feels off except Doomsday.
My only criticism is that your consume cards will become complicated if they can trigger either from your hand or the field. Also, I advise you to make cards that generate other cards because they're synergy with your Consume keyword, something like Razorpetal Volley.
@McF4rtson
I've already given some feedback but here's more.
Individual cards
Nazjatar Seahorseman. I would drop the Reservoir condition. If you go first it will be disabled on turn 7 which is attainable for an aggro deck.
Highborne Grace: The Reservoir effect isn't a huge bonus from the base effect, especially given how restrictive it is.
Riptide: does "reduce it's Cost by (2)" make the card text too long?
Steamvault Bruiser: Both option are OP. The fact that you don't always have the effect you want is little compensation.
Overall
A well-rounded Classic set. My only criticism is that these Reservoir cards can quickly become complicated. I would do the most simple and easily imaginable synergies for the classic set, and keep the most complicated stuff for later (I'm confident there will indeed be a "later" for your class. In fact I think this class is the future winner).
Overall, what I noticed is that you can now really sort the good from the not-so-good keywords. This phase will be the ultimate test for the global pertinence of all classes. You could get away with having a bad base concept in phase 2, but now it's not the case anymore.
I will post my own shit tomorrow.
EDIT: Oh well, I missed your post while I was writing mine Shadows.
Hey there everyone! I have a fairly decent set of 15 cards made, and would like your opinions on them. Happy to give anyone feedback, just ask for it, and if anyone has any questions about the challenges feel free to ask those too.
As you may or may not remember, my class is an Experimenter, who is all about buffing minions, unlocking the hidden power of 0-Attack minions, and swapping minions stats around. The React keyword is the Tar Creeper effect. I plan on using it significantly less than keywords like Overload or Choose One, but more so than say, Enrage in Warrior.
A reminder of the Basic Set, so I can refer to it:
And now, my Classic cards!
Common
Ouroboros Amulet: A super simple way of comboing with Magical Experimenter, as an example, but it can also be used in more creative ways - used on something like a Magma Rager, it becomes a 1/5 on your opponent's turn, and then a 5/1 again on your turn. It also combos well with the Legendary.
Elemental Infusion: My way of meeting "Playing Off-Key". This could be played in a Taunt-heavy deck, or simply as a way to make your minions harder to trade into for your opponent. It also works with Ouroboros Amulet, changing the +2 Attack to permanent +2 Health at the end of the turn.
Animate: Super simple 0-Attack synergy, for a board flood deck. A cheaper Bloodlust, but the 0-Attack restriction means that it's harder to use as a finisher.
Broken Images: Experimenters love to try and emulate spellwork via more scientific means, but they aren't always successful. Of course, it could be argued that having 0-Attack copies would actually be better in some decks. The copies are summoned on either side of the original minion, I don't know if that's clear in this wording - maybe I should restrict it to friendly minions only to avoid confusion?
Transportal: My use of the word 'random'. Good to combo with your Hero Power token or something like Zephyr Construct. Gets a cost reduction of 3 from Mind Control for two reasons: firstly, you need a friendly minion to give to your opponent, which at worst means you need to pay 9 mana for it to combo with the Hero Power; secondly, you get a random enemy minion, so while you can roll high or manipulate the board in your favour, that won't always be the case.
Rare
Test Subject: This is an odd one. Can use it to give a minion that can attack this turn slightly less Attack, only to buff it with something like Verdant Vial. Could also swap with something that can self-buff like Magical Experimenter to off-set the Attack loss.
Overdose: Hey, it's Power Overwhelming! Except we're slightly better at power control than those silly Warlocks, so we can hold ourselves together until we attack. Only then do we die. Horribly. Good on a Taunt minion, or as a quick way to trade up.
Sludgy Strike: Super weak damaging spell, that becomes a slightly worse Fireball when combined with the Hero Power. Could also be compared to Kill Command, without the option to go face. Being slightly worse than these cards is fine, since the Experimenter shouldn't have too good damaging spells.
Mixer Elixir: This art is just fantastic for this class. Slightly weaker Velen's Chosen that... isn't necessarily better, just different for 0-Attack minions. I think 0-Attack minions would prefer the +4/+2 to +2/+4, especially against Priests =P
Shattering Golem: This one seems weird at first, until you remember Rapid Acid exists. That might seem like a really good combo - and it is - but I think it's comparable to similar combos, such as the literal combo Vilespine Slayer, or Humility and Stampeding Kodo.
Epic
Lab Rat: I love playing with the theme of this class. This card is designed to go hand-in-hand with Bottled Life, producing three bodies for it to buff. It also just generally works well in a widespread flood deck.
Myopic Monster: Epics exist to be weird, sometimes. This guy can see your opponent's hand with all his eyes, but only on your opponent's turn - he's a bit shortsighted you see. Encourages your opponent to play faster so you don't have time to think about what they're going to do in the future with their cards.
Mossy Summon: Big ol' stat monster. While not powerful on its own, it buffs its allies and can easily grow out of control if not dealt with. Works well with Taunts.
Legendary
Dr. Jackal Seek: Yes, that's a really convoluted Jeckyl and Hyde reference. Our first legendary experimented on himself a tad too much, and now Worgs out on your opponent's turn. My inspiration for this card was other simple Classic legendaries, like King Krush, Edwin VanCleef and Grommash Hellscream. Works really well when combod with class cards like Broken Images to conjure more of him, or Ouroboros Amulet to carry the buff over to your turn, or existing cards like Sunfury Protector to force attacks.
Off the bat, I want to say that most of this seems pretty good and I'm interested to see this class's future (especially if it gets to MSoG, this class just screams Kabal to me). Here we go:
Ouroboros Amulet is awesome! Definitely one of my favorite cards from this set. Lots of applications and overall very creative and well thought. Two thumbs up from me! (If I experimented with myself and gave myself more thumbs, I would probably be giving more thumbs up).
Elemental Infusion sounds maybe a bit too Un'Goro-ish for a Classic card, but you could make that argument with most of the pre-Un'Goro Elementals so it seems fine. Beyond that, it's a pretty nice React card that plays into the "Playing Off-Key" challenge better than would've though. Simple, but nice and I like that.
Animate is nice for those 0-Attack synergies, but feels weak when compared to Blessing of Might.
Broken Images is another pretty cool card for the 0-Attack stuff and I like how it can be used with Magical Experimenter to off-set to pseudo-downside of having 0 Attack.
Catalyst Mixer fits your class. It's just a bigger Crazed Alchemist/Kooky Chemist. A bit boring, but it works nice and it is a Classic Common after all. I love the pun as well.
Transportal is almost exactly like an old card I once made but I don't think I ever posted. So yeah, a bit biased but I like it.
Test Subject is another really awesome card for your class. I like it a lot.
Overdose is like an idea I've had, but I do like it being put to good use. Flexible (although you'd probably use it on your own stuff 95% of the time), flavorful. I like it. Not sure if the effect really fits your class, but it's still pretty cool regardless.
Sludgy Strike is another good card for the 0-Attack theme.
Mixer Elixir has an awesome name, an awesome effect and awesome flavor. I like it a lot.
Shattering Golem is probably my least favorite card of the set. It only really works with Rapid Acid. Other time, it feels like a situational effect that hurts you unless you're against another Experimenter.
Lab Rat has awesome flavor, but I'm not really sure how its effect is intended to fit your class. It's also a bit boring for an Epic (granted, post-nerf Force of Nature is a thing, but yeah).
I love Myopic Monster. Revealing your opponent's hand is an effect I think should be tested by Team 5 (assuming they haven't already) and the side-effect of making your opponent rush is good.
Mossy Summon is a neat buffer card that fits your 0-Attack theme pretty well as well as your swapping theme.
Dr. Jackal Seek is interestingly simple. I agree with your choice of making a simple class Legendary and if you look at Kara Shellen in my class, I had the same idea. It just feels right given that it fits with most of the Classic Legendaries in simplicity (Lord Jaraxxus being the one exception). The effect is cool and fits though I'm not sure how balanced it is.
If you want to look at my set, it's post 33. Still missing a Common and I need to name the unnamed Epic.
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Click the image to go to my custom Time Traveler class.
All right, Imma just post my updated set right here and then I'll get to reviewing stuff (might take me a few hours, I'm not sure, since I need to go out soon - but trust me, I'll get to it)! The rarities are all over the place right now, so just ignore the gems and go by the title. Name suggestions for un-named cards are welcome.
Also, Mods, can someone confirm if I'm allowed to edit my keyword like I have? The original one was 'Do something whenever a minion dies'.
Commons (6 of 6):
I'm on the fence about making the Jester summon Cultists, buff minions, or both.
Rares (5 of 5):
Ring of Fire should say 'Give a character +2 Attack this turn'.
Is Bloodrage Berserker still OP?
Cursed Child might get an art change at some point.
Epics (3 of 3):
I am aware that the stats of the Colossus token is wrong. It's supposed to be a 6/8 like the card says. Is she OP?
Maybe I'll make her effect Revelry instead of Deathrattle. Along with Immortal Devil, I'm hoping that it can make a sort of grinder/fatigue Harbinger deck - something other than 'Broken Smorc'.
Maybe Crimson Sceptre should cost 6.
Legendary (1 of 1):
I'm not sure how strong she is TBH. Especially with weapons available she can easily come down and clear stuff on 5. I'm tempted to buff her stats like McF4rtson suggested but I'm still not quite sure. I'm also considering giving her 'Revelry: Charge' or something.
Hey guys, dont have time to give feedback or work on my set till Monday the soonest, but i have some notes for Turkeybag, u should have probably try and get more feedback on your cards before submitting, cause there r a few issues and i didnt even check all cards properly:
- Click Here To Join Us On Discord! -
@Sinti
I know waiting for feedback is usually a good idea but it's around the time in the comp where I hit the feedback brickwall (feedback becomes much much harder to get due to lack of remaining contestants) so I decided since I already had my set done I might as well try be the first post as I've never actually done that before. Hopefully I wont regret it.
I wanted the tomes to be consistent so I had to decide between using while or until. I think until makes the most sense with how the keyword is worded and also more tomes used that when I was using either.
As for Scroll of Lightning, I dropped randomly because it was never gonna fit in the card as I'd need to use it twice. I added it to my legendary for the challenge but I would gladly take it off him and put it onto this if it'd fit. The class has a few of these style effects in basic so people will get what the card does without the random part. I will change it from between to among though (balance and wording changes are allowed after you've submitted).
Edit: Actually changing between to among gives me more room but it's still weird to word. Do you think this is good?
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
- Click Here To Join Us On Discord! -
@Sinti
The self damage part is important though as the class uses that here and there. With the power of MS paint I can show you what the card would look like in game and that should make it seem far more clear and less awkward.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Man I'm surprised that I've made it this far, even if it was by a Wild Card. So as the sets roll out, I'll probably drop the random aspect of the Pyromaniac and focus more on really powerful spells with some other drawback. I'll also set this class apart from mage with Spell Damage synergy, minion support, mana-spending, and spell-damaging synergy.
Class Reminder
Basic Set reminder:
So here's the Classic set so far:
Common cards
Rare Cards
Epic Cards
Legendary Card
Some notes:
@Vilegloom - A few suggestions
Wished to be pink.
Then did.
Then fired myself.
Then did again.
Here's my class, for you or anyone else who wants to comment.
Hero, Hero Power + Keyword:
Commons
Rares
Epics
Legendary
Tokens:
Last notes:
The last common card is a spell with Reservoir.
I am debating whether the Brine Crossbolter should be a 4/4. I am 100% aware this card is the defining card in "Crossbolter Sea Witch", where the player would stall until you can smash face, or, in BRM, get a Thaurissian tick off and use Battlemaiden + Crossbolter.
Steamvault Bruiser is another card I am looking at, but I feel all it needs is a slight tweak to it's Health, and I'm thinking 5/4. In fact, 5/5 is probably fine. Fire Elemental has a 5-mana worth of stats, and a deal 3 damage, which is 2 mana. You get 7 mana packed for 6. Savannah Highmane gives you 6/5, again, 5-mana, and a deathrattle of 4/4 which is about 3 mana. 8 mana for 6 mana. Temple Enforcer is a 6/6, 5.5 mana, and a an extra 3 Health on top of that. 6/9 is 7 mana, packed in 6 mana. Furthermore, Faceless Summoner is a 4.5 mana body + a 3-mana minion, 7.5 mana's worth. tl;dr: Every class needs an "op" 6-mana minion. It's just Hearthstone design.
With Charge, 5/2 is 6 mana, and you get 3 Health, 1.5 mana. 7.5 mana for 6 mana is reasonable.
With Taunt, you get a 5/9 Taunt, 7 mana exactly.
oh man. im nervous i wont have time to finish my classic set.... eek! It's due next Saturday right? Feb 3?
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
I want a new title, but Flux won't let me have one,
Coming up with the last Common card is annoying! (help) Update time: I completely reworked Temporal Golem because I wasn't utilizing the mechanic of utilizing the top cards of your deck very much. ??? Epic spell also added (Need name for that). Timewalker also re-added due to positive feedback.
The sad thing is that 200x272 is just BARELY too large to fit 4 cards in one line on. You can do it just fine when writing the post, but not in the actual post itself. I'm using 180x244 for this post to fit 4 cards in one line. It makes the image quality significantly worse but there's so many cards to showcase so it'll take less space.
EDIT: Looking at it now, it's actually not that bad. It just looks really bad when making the post.
Click the image to go to my custom Time Traveler class.
Hey there everyone! I have a fairly decent set of 15 cards made, and would like your opinions on them. Happy to give anyone feedback, just ask for it, and if anyone has any questions about the challenges feel free to ask those too.
As you may or may not remember, my class is an Experimenter, who is all about buffing minions, unlocking the hidden power of 0-Attack minions, and swapping minions stats around. The React keyword is the Tar Creeper effect. I plan on using it significantly less than keywords like Overload or Choose One, but more so than say, Enrage in Warrior.
A reminder of the Basic Set, so I can refer to it:
And now, my Classic cards!
Common
Ouroboros Amulet: A super simple way of comboing with Magical Experimenter, as an example, but it can also be used in more creative ways - used on something like a Magma Rager, it becomes a 1/5 on your opponent's turn, and then a 5/1 again on your turn. It also combos well with the Legendary.
Elemental Infusion: My way of meeting "Playing Off-Key". This could be played in a Taunt-heavy deck, or simply as a way to make your minions harder to trade into for your opponent. It also works with Ouroboros Amulet, changing the +2 Attack to permanent +2 Health at the end of the turn.
Animate: Super simple 0-Attack synergy, for a board flood deck. A cheaper Bloodlust, but the 0-Attack restriction means that it's harder to use as a finisher.
Broken Images: Experimenters love to try and emulate spellwork via more scientific means, but they aren't always successful. Of course, it could be argued that having 0-Attack copies would actually be better in some decks. The copies are summoned on either side of the original minion, I don't know if that's clear in this wording - maybe I should restrict it to friendly minions only to avoid confusion?
Catalyst Mixer: Haha, purrfect puns. Just a basic upgrade to Crazed Alchemist (and later Kooky Chemist).
Transportal: My use of the word 'random'. Good to combo with your Hero Power token or something like Zephyr Construct. Gets a cost reduction of 3 from Mind Control for two reasons: firstly, you need a friendly minion to give to your opponent, which at worst means you need to pay 9 mana for it to combo with the Hero Power; secondly, you get a random enemy minion, so while you can roll high or manipulate the board in your favour, that won't always be the case.
Rare
Test Subject: This is an odd one. Can use it to give a minion that can attack this turn slightly less Attack, only to buff it with something like Verdant Vial. Could also swap with something that can self-buff like Magical Experimenter to off-set the Attack loss.
Overdose: Hey, it's Power Overwhelming! Except we're slightly better at power control than those silly Warlocks, so we can hold ourselves together until we attack. Only then do we die. Horribly. Good on a Taunt minion, or as a quick way to trade up.
Sludgy Strike: Super weak damaging spell, that becomes a slightly worse Fireball when combined with the Hero Power. Could also be compared to Kill Command, without the option to go face. Being slightly worse than these cards is fine, since the Experimenter shouldn't have too good damaging spells.
Mixer Elixir: This art is just fantastic for this class. Slightly weaker Velen's Chosen that... isn't necessarily better, just different for 0-Attack minions. I think 0-Attack minions would prefer the +4/+2 to +2/+4, especially against Priests =P
Shattering Golem: This one seems weird at first, until you remember Rapid Acid exists. That might seem like a really good combo - and it is - but I think it's comparable to similar combos, such as the literal combo Vilespine Slayer, or Humility and Stampeding Kodo.
Epic
Lab Rat: I love playing with the theme of this class. This card is designed to go hand-in-hand with Bottled Life, producing three bodies for it to buff. It also just generally works well in a widespread flood deck.
Myopic Monster: Epics exist to be weird, sometimes. This guy can see your opponent's hand with all his eyes, but only on your opponent's turn - he's a bit shortsighted you see. Encourages your opponent to play faster so you don't have time to think about what they're going to do in the future with their cards.
Mossy Summon: Big ol' stat monster. While not powerful on its own, it buffs its allies and can easily grow out of control if not dealt with. Works well with Taunts.
Legendary
Dr. Jackal Seek: Yes, that's a really convoluted Jeckyl and Hyde reference. Our first legendary experimented on himself a tad too much, and now Worgs out on your opponent's turn. My inspiration for this card was other simple Classic legendaries, like King Krush, Edwin VanCleef and Grommash Hellscream. Works really well when combod with class cards like Broken Images to conjure more of him, or Ouroboros Amulet to carry the buff over to your turn, or existing cards like Sunfury Protector to force attacks.
You can find me here! Good luck everyone!
Review time! Hopefully it won't take me as much time as in phase 2 because we're only 27 now.
NOTE: When I don't comment on an individual card, it means it's good.
NOTE2: I didn't look at other's feedback before doing mine.
@Demonxz95
Individual cards
Overall
Well, this classic set looks solid. You have all the most elementary Quicktime effects in it, which is what you should expect from a classic set.
@BlackCipher
Individual cards
Overall
Your class feels too similar to Hunter. I advise you to put more cards that shows how your class works, and also add some more Hunt cards. Also be warned that your Hunt keyword is strictly identical to the "Melody" keyword of the Bard class that won CCC #2. Check it out, you NEED to make your class original.
@thepowerofcheese
Individual cards
Overall
I only notice it now, but your keyword introduces inconsistency in your class and therefore makes it hard to balance. Be super careful that your effects don't introduce too much variance, unless maybe in particular cases to give it a unique playstyle.
Also your Hero Power is better worded as "Summon a 1/1 Patchwork. If you already have one, give it +1/+1 instead" (but maybe it doesn't fit?)
@Mewdrops
Individual cards
Overall
A very complete and flavorful set for the moment, but oh boy I still fear the broken SMOrc emanating from this class. I mean it should have some other qualities beyond this.
@erjclee101 - Second one. The first is underpowered.
@Turkeybag
Individual cards
Overall
Tomes are an interesting concept but they're very hard to balance, and must have a purpose. For this set you managed to do this rather well. Overall an interesting set.
@Vilegloom
Individual cards
Overall
Your set is very good, my favorite so far! Your class really has a unique and consistent gameplay and flavor that makes it awesome, and there's no cards that feels off except Doomsday.
My only criticism is that your consume cards will become complicated if they can trigger either from your hand or the field. Also, I advise you to make cards that generate other cards because they're synergy with your Consume keyword, something like Razorpetal Volley.
@McF4rtson
I've already given some feedback but here's more.
Individual cards
Overall
A well-rounded Classic set. My only criticism is that these Reservoir cards can quickly become complicated. I would do the most simple and easily imaginable synergies for the classic set, and keep the most complicated stuff for later (I'm confident there will indeed be a "later" for your class. In fact I think this class is the future winner).
Overall, what I noticed is that you can now really sort the good from the not-so-good keywords. This phase will be the ultimate test for the global pertinence of all classes. You could get away with having a bad base concept in phase 2, but now it's not the case anymore.
I will post my own shit tomorrow.
EDIT: Oh well, I missed your post while I was writing mine Shadows.
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
If you want to look at my set, it's post 33. Still missing a Common and I need to name the unnamed Epic.
Click the image to go to my custom Time Traveler class.
@Demonxz95
Maybe you could call the epic Mirror Mockery or Mirror Match?.
Click the image to go to my custom Time Traveler class.
All right, Imma just post my updated set right here and then I'll get to reviewing stuff (might take me a few hours, I'm not sure, since I need to go out soon - but trust me, I'll get to it)! The rarities are all over the place right now, so just ignore the gems and go by the title. Name suggestions for un-named cards are welcome.
Also, Mods, can someone confirm if I'm allowed to edit my keyword like I have? The original one was 'Do something whenever a minion dies'.
Commons (6 of 6):
I'm on the fence about making the Jester summon Cultists, buff minions, or both.
Rares (5 of 5):
Ring of Fire should say 'Give a character +2 Attack this turn'.
Is Bloodrage Berserker still OP?
Cursed Child might get an art change at some point.
Epics (3 of 3):
I am aware that the stats of the Colossus token is wrong. It's supposed to be a 6/8 like the card says. Is she OP?
Maybe I'll make her effect Revelry instead of Deathrattle. Along with Immortal Devil, I'm hoping that it can make a sort of grinder/fatigue Harbinger deck - something other than 'Broken Smorc'.
Maybe Crimson Sceptre should cost 6.
Legendary (1 of 1):
I'm not sure how strong she is TBH. Especially with weapons available she can easily come down and clear stuff on 5. I'm tempted to buff her stats like McF4rtson suggested but I'm still not quite sure. I'm also considering giving her 'Revelry: Charge' or something.
Why Rogue is my favourite class:
My submission for this week's card design competition.