Sorry I haven't really been around to provide feedback and whatnot lately. Still rather salty and depressed about the Timestream Tracking disqualification. There was absolutely zero excuse for me to make that mistake: I had the entire month to think about it, I was engaging with other people for feedback the whole time, and I was the main FC moderator on duty throughout the month. Oh and don't forget, I helped make the rules in the first place; I should have noticed my error.
Anyway, it really upset me and I've just been kind of going through the motions regarding my duties. Flaking on you guys, being a member of this community.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Just a case of the HS team being inconsistant, i guess, Emeriss, but since Emeriss refers to a minion and freebooter refers to a weapon, i think attack and health is better.
@Lathy Neat idea. I don't like it as a Neutral card, though, since its power varies significantly depending on the class- doubling a 3-Mana Mage Secret is much stronger than a wimpy Paladin one.
@CecilHoshino It's a little wordy, but the wording works for me. In general, though, Secrets don't need to be worded such that they don't trigger on your turn. Redemption and Duplicate aren't so worded, yet they don't trigger on your turn because that rule is built into the game.
@simonsald No Legendaries allowed for this comp. I think it fits better in Warrior, the OG Armor class.
So I have an idea. You have to spend extra mana to create a more powerful minion. I did think about just increasing the cost just by 2, but I was worried that would create a over powered 6 drop if you had 10 mana. Anyway I would like to hear what you think.
Fixed! Open to feedback! @Lathy I really like the flavour... maybe a permanent effect instead of a Battlecry "Your Secrets trigger twice."?
Cheers! Initially it was a permanent effect, but it felt too easy to deal with, and probably wouldn't have any effect at all, so I decied to make it a one-time certain trigger :)
As for your card; great idea. Not that much into the art and name though. Could start an archetype probably.
@Lathy Neat idea. I don't like it as a Neutral card, though, since its power varies significantly depending on the class- doubling a 3-Mana Mage Secret is much stronger than a wimpy Paladin one.
Thanks! I do agree that its power varies a lot in different classes. The same could be said about Mad Scientist, and it was played in both mage and hunter (maybe also pala, can't reall?). I personally enjoy cards like this being class cards as well, but I couldn't make it fit flavorwise to a certain class. I mean, what would a gossiper have to do with mage, rogue, hunter or paladin ;) ? I' be happy for any suggestions to make it more fitting for a certain class!
I don't feel like Faulty Cloning counts as truly doubling something: it's more of an even exchange, replacing what was lost.
I love Research Enhancement, except it's kind of scary: in most cases it'll be a 6-mana "double a mech's stats and Deathrattles" because the copy will combine with its original self.
^ Vilegloom (stupid me forgot to leave a space up top)
Cursed Ogre is way too good. If he gets off a single attack, that's 20 damage to the enemy's face for 5 mana; you can counter with "well Taunts exist", but a deck that runs Cursed Ogre will plan for that contingency before they play him. Taking double damage also won't be much of an issue if a Priest plays Divine Spirit or a Paladin gives it Divine Shield to mitigate the problem. Cursed Ogre -> Blessed Champion is a two-card lethal combo, and Cursed Ogre -> Divine Spirit -> Inner Fire is a three card lethal combo.
I do like Master Hunter, though. I think the text could be worded a little more "properly", but it's fine as-is and I'm not 100% sure how best to phrase it anyway lel
Shadowy Apparition does not count for this theme: if it does manage to "double" something, it is by coincidence of the board's state and not the true intention of the card. Soul Rend isn't really doubling something, either: it's a 1-for-1 exchange. The minion dies and triggers its Deathrattle, reappearing on the enemy's side of the board; by the end of things, there's still only one of them on the board.
By default that means of the three you should go with Infusion of Fortitude. However, you misspelled "double" and you should rearrange the sentence: it should say "Whenever it attacks or is attacked, etc. etc."
Just to be clear and frank, we very-much hate when people post Golden cards: they are distracting and difficult to read properly. Please change it; if you submit this, we will delete the image.
I had these two card ideas in the back pocket. Does the spell count? Is the minion too strong, or interesting enough?
The idea of Abscond is that if your opponent plays Arcane Intellect, you get a copy of both cards. Excess Mana, just the one.
I feel like there has to be a better/cleaner way to phrase Abscond. Maybe something like "After your opponent triggers a draw effect"? The natural card draw at the start of your turn is not "triggered", so it wouldn't undermine the phrasing. As for whether or not it counts, I guess so,
Displacer Beast is tripling itself (the base card + "two copies") and would therefore not count for this competition. See:Doppelgangster, Omega Agent. We just want to double stuff :P
The proper phrasing for the Combo should say "Add a copy of it to your hand, as well." Regardless, this seems way too good. Part of what keeps the bouncing in check is that Youthful Brewmaster costs 2 on his own; cut that down to 1 and you've created a situation ripe for abuse. Not to mention the Combo's effect, which is laughably easy given the cost.
I'm currently planning to release my new custom expansion based around trolls, and this is one of the cards I wanted to show while also fulfilling the competition's requirements. I think this one is very interesting, because you can get more potential value from additional copies of your cards or get the card you probably need right now, but it's stuck on the bottom of your deck.
I hope this one counts. :)
While you technically achieved a doubling effect, the very temporary nature of said effect kind of undermines what we're looking for, in my opinion. I mean, 90-95% of your effect will erase itself at the end of the turn and never mean anything, perhaps even the full thing if you fail to pull one of the generated cards. Did you really double something, when you have basically no chance of actually seeing the full doubling effect work out in its entirety?
Not an official mod ruling, but it doesn't feel right to me :/
not sure wether or not to put the refund in your hand. also open to art sugestions (preferably a goblin or an orc exchanging coins)
It might be a lot simpler to have Refund say something like "Cancel the effect of 'The Price of Iron'", or "Your hero takes damage and gains Armor at a normal rate." Either-way, it should definitely go back into your hand: if Refund is placed at the bottom of your deck, you might have seriously screwed yourself.
I will just spam these and say wtt feedback for feedback. Thanks for your time.
The second card probably doesn't count, does it?
I think Cunning Trickster is my favorite because it's fairly simple but can also be quite powerful in its own right. You can play up its combo potential with Academic Espionage; you could even rephrase it to shuffle new copies into your deck for Augmented Elekk shenanigans.
High Moon would need to specify how it rounds the minion's Health, because you cannot halve an odd number into whole numbers. Including "rounded up/down" in parentheses and italicized like it's supposed to be might put you over the four line limit. Regardless of that, I'm not sure why a Druid would play High Moon: changing their stats at the end of the turn opens you up to being cleared, something Savage Roar doesn't have to contend with. High Moon could give you more than +2 Attack, but at quite the risk.
If you want Gnome Ghoul to keep the damage on itself for the copies, it should say "exact copy". Not sure if that's the intention, but either-way you don't need the word "second" in there.
Giving Tree would not count and Gift from Nature should be phrased like Healing Wave.
Haven't given much feedback, I know. But here's my second idea, this time not ripped from a class of mine. It's a new card.
I know it's a Wild card, but I would be concerned with how well this could combo with Ice Lance. Even then, two of these on the table and you've got a brand new Machine Gun Mage in Standard. Arcane Missiles and Frostbolt would inflict 12 damage a-piece; you could drop both of these and both Arcane Missiles with 10-mana and put C'Thun to shame.
Spell Damage is an extremely dangerous stat; if it weren't for Celestial Emissary and Cosmic Anomaly, I wouldn't even have advised you to give Jaina access to such SD in the first place lel. As it is, now that those two are available, I feel like your card would be relegated to just Quest Mage decks. They would play this and Time Warp together - with the usual mana-cheating methods like Sorcerer's Apprentice - to avoid risking the fragile body.
I think the best way to phrase it would be "Battlecry: Both players summon a copy of their Goblin Bombs. Then, trigger the Deathrattles." I would definitely not expand it to trigger *all* Deathrattles, 'cause then I would argue you're venturing into "Legendary in all but gem" territory.
Thoughts? It starts small but with certain buffs it can get really big. Shines vs token decks but weak to spells and silence (like any taunt minion let's be honest). It 3 health too much or too little? Is the mana cost ok?
Edit: Got 2 other ideas. Tell me which one of theese 3 are better.
By doubling combos i mean Edwin gaining +4/+4 for each card played or Si:7 agent dealing 4 dmg. Eviscerate i'm not sure if it would do 8 (2*4) or 6 (2 +2*2) damage. Might be broken (Preparation: this is why rogues can't have nice things).
This means you get to choise from 6 cards instead of 3. The only problem woukd be with Omega assembly but maybe you get to keep 3 out of 6 cards with it?
Between the three, the Shifting Slime is what I'd recommend building on. The Assassin's effect is basic but busted, as you figured. And the Archaeologist I don't think is functional to display 6 cards across the screen without shrinking things too much, especially on Phones.
As for the Slime itself, the wording should be "After this minion takes damage, double its health." No apostrophe, and a comma between damage and double. Other than that...the more I think about it, the more it actually looks pretty alright at that stat line and cost. Maybe have it cost 2, really push the envelope; after all, the ideal is to run it into a 1-Attack minion and get its Health to 4, at which point it really starts to snowball, but a 2 attack minion setting its health to 2, maybe in perpetuity to let it ping off 1/1 tokens, that seems right.
Faulty Cloning should have that "at the end of your turn" come first. And I assume, since cards are "summoned" to the right-most position, it'd be the mech already in play that magnetizes. I'm not too sold on non-Magnetic mechs being able to magnetize due to this effect, but, maybe that'll turn out to be what Magnetize needs if the current Magnetic minions are too puny. And Echoes of War is just the Recruit Warrior dream.
....I think I just convinced myself; Echoes of War is my favourite of the three.
Between the two, I like Master Hunter more. Much more interesting. And well designed; sturdy, gives it more of a chance to get its effect off. And I think it's usually late enough into the game before this card gets truly busted, that Hunter probably needs it to be busted.
Well, the first one fits the Clone theme Priest has got going on. But, personally, I'd have to say that the second one, "Infusion of Fortitude," is the best. I like its combo potential tucked away in its defensive theme (get a minion nice and plump soaking in damage, and then BAM! Topsy Turvey)
Master Hunter's effect is really interesting. However, it fits Spell Hunter, which benefits from having zero minions. So maybe, the card would be better as a weapon or as a spell that affects a single turn.
I like Shadow Apparition a lot, but I'm not sure if it fits the theme, as it doesn't double a minion, but multiply it by any number between one and six.
Thoughts? It starts small but with certain buffs it can get really big. Shines vs token decks but weak to spells and silence (like any taunt minion let's be honest). It 3 health too much or too little? Is the mana cost ok?
Edit: Got 2 other ideas. Tell me which one of theese 3 are better.
By doubling combos i mean Edwin gaining +4/+4 for each card played or Si:7 agent dealing 4 dmg. Eviscerate i'm not sure if it would do 8 (2*4) or 6 (2 +2*2) damage. Might be broken (Preparation: this is why rogues can't have nice things).
This means you get to choise from 6 cards instead of 3. The only problem woukd be with Omega assembly but maybe you get to keep 3 out of 6 cards with it?
Between the three, the Shifting Slime is what I'd recommend building on. The Assassin's effect is basic but busted, as you figured. And the Archaeologist I don't think is functional to display 6 cards across the screen without shrinking things too much, especially on Phones.
As for the Slime itself, the wording should be "After this minion takes damage, double its health." No apostrophe, and a comma between damage and double. Other than that...the more I think about it, the more it actually looks pretty alright at that stat line and cost. Maybe have it cost 2, really push the envelope; after all, the ideal is to run it into a 1-Attack minion and get its Health to 4, at which point it really starts to snowball, but a 2 attack minion setting its health to 2, maybe in perpetuity to let it ping off 1/1 tokens, that seems right.
Faulty Cloning should have that "at the end of your turn" come first. And I assume, since cards are "summoned" to the right-most position, it'd be the mech already in play that magnetizes. I'm not too sold on non-Magnetic mechs being able to magnetize due to this effect, but, maybe that'll turn out to be what Magnetize needs if the current Magnetic minions are too puny. And Echoes of War is just the Recruit Warrior dream.
....I think I just convinced myself; Echoes of War is my favourite of the three.
Between the two, I like Master Hunter more. Much more interesting. And well designed; sturdy, gives it more of a chance to get its effect off. And I think it's usually late enough into the game before this card gets truly busted, that Hunter probably needs it to be busted.
Well, the first one fits the Clone theme Priest has got going on. But, personally, I'd have to say that the second one, "Infusion of Fortitude," is the best. I like its combo potential tucked away in its defensive theme (get a minion nice and plump soaking in damage, and then BAM! Topsy Turvey)
I only wish this card, in same way, had some way to interact with with Della ReeseGreater Pearl Spellstone.
thanks for the feedback, i'll compete with the Master hunter, and i guess this time i'll keep it as a minion and with the card text, i prefer the body over an effect that just trigger 1 turn, and in late something can shine out of it's effect. btw, i have the play, attack, effect, death, and flavor text!
Play: "We are always around"
Attack: "GET'EM!"
Effect trigger: "in pack"
Death: "...alfa...down..."
Flavor text: "this kind of hunters are the result of Zerek being a part-time isntructor in the academy"
Thank you very much for the feedback and for replying to all users in this thread. <3
Very quick note about my cards:
I also thought about rephrasing the healing spell the same way as Healing Wave, but I was afraid that it wouldn't count towards the competition. Regarding the trickster - how can I write the text description the best way possible? Initially I had the same idea as you, which sounded like this "shuffle additional/extra copies of all spells [in your deck] into your deck". But since I wasn't confident in my English skills, I left the text as it is. Look, the last time I was good in English was when I was still attending school and I have forgotten some grammar rules. If I leave the text like this "shuffle additional copies of all spells in your deck", will it be clear enough, that the spells, which will get an additional copy, are those in the deck (and not e.g. in your hand Dead Man's Hand)?
Regarding your cards:
I prefer the second card because of the pun. Just one question - are you sure about the stat-line? Imho it feels a bit underwhelming. I understand the purpose of it - this card has the potential to snowball hard, but will it be too broken at 4 mana? Or at 5 with 4/4 in stats? Other than that - I love the design.
Thank you very much for the feedback and for replying to all users in this thread. <3
Very quick note about my cards:
I also thought about rephrasing the healing spell the same way as Healing Wave, but I was afraid that it wouldn't count towards the competition. Regarding the trickster - how can I write the text description the best way possible? Initially I had the same idea as you, which sounded like this "shuffle additional/extra copies of all spells [in your deck] into your deck". But since I wasn't confident in my English skills, I left the text as it is. Look, the last time I was good in English was when I was still attending school and I have forgotten some grammar rules. If I leave the text like this "shuffle additional copies of all spells in your deck", will it be clear enough, that the spells, which will get an additional copy, are those in the deck (and not e.g. in your hand Dead Man's Hand)?
Regarding your cards:
I prefer the second card because of the pun. Just one question - are you sure about the stat-line? Imho it feels a bit underwhelming. I understand the purpose of it - this card has the potential to snowball hard, but will it be too broken at 4 mana? Or at 5 with 4/4 in stats? Other than that - I love the design.
If you're concerned that Healing Wave doesn't count, then by extension I would say your card doesn't count either. Otherwise, I'll have to bust you for trying to subvert the rules lol :P
I think you could get away with phrasing the Trickster as "Shuffle a copy of each spell in your deck into your deck."
I'm not sure about my card's statline either lel I was concerned about its snowball potential, so I undercut the Golem's stats by a significant amount. I'd rather keep the higher cost, so I'll probably bump up its Attack + Health. Thanks for reciprocating :)
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Dunno if anyone remembers me; haven't posted in a while. Had stuff going on in my life. xP
My favorite thing about Warlock is risk vs reward and highrolling, and this fits in well with that. I doubt it could push an archetype on its own but it would be a powerful fit in certain decks, ones that don't care about health and might want to buff minions. A minion-centric control deck would be an obvious pick, but there's also potential applications as a second (kind of) Keleseth.
Dunno what you guys think but I'm mostly happy with the design, just not sure about the cost. Keleseth's effect is a lot weaker and only costs 2, but you get a minion and the drawback is a lot milder I feel. The drawback here is potentially huge, so I'm both worried 4 would be too much but also that 2 would be too little. So I went for 3. Any thoughts? Feel free to point me to your card and I'll do what I can to return the favor. xP
^^^^ Definitely this one. Only thing about it is this supposed to only affect ones on-board? Just making sure because that's how it reads. I would argue you could justify this at 3 mana. Attack buffs are usually weaker than health buffs (even though they're exactly what aggro decks want), and textless minions -- literally not even keyword abilities -- are by and large complete garbage. To even consider running them the support cards would have to kick ass, and I'm not sure Silver Hand Recruits will be enough except in a few situations that wouldn't be consistent. At 3 mana even, this might not be played, so you could consider 2, although 3 is probably the best bet considering how much this could spin out of control. I think at 4 it would be unplayable.
Grammar change, Unexpected heroes should be " For the rest of this game, the attack of your textless minions is doubled."
The idea is to buff only the minions on the board. I don't know how to write it correctly... I'll check some related cards.
Your wording is fine then to the best of my knowledge. I was just making sure myself. I think your wording does mean the minions on-board. You may want to post clarification of this when you submit it though.
Dunno what you guys think but I'm mostly happy with the design
*awkward cough* Legendary cards are not allowed for this particular competition :/
Rollback Post to RevisionRollBack
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
This is valid, actually. See Phantom Freebooter’s text
The Submission thread is now open.
Edit: Incoming Tangent alert.
Sorry I haven't really been around to provide feedback and whatnot lately. Still rather salty and depressed about the Timestream Tracking disqualification. There was absolutely zero excuse for me to make that mistake: I had the entire month to think about it, I was engaging with other people for feedback the whole time, and I was the main FC moderator on duty throughout the month. Oh and don't forget, I helped make the rules in the first place; I should have noticed my error.
Anyway, it really upset me and I've just been kind of going through the motions regarding my duties. Flaking on you guys, being a member of this community.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Just a case of the HS team being inconsistant, i guess, Emeriss, but since Emeriss refers to a minion and freebooter refers to a weapon, i think attack and health is better.
@Lathy Neat idea. I don't like it as a Neutral card, though, since its power varies significantly depending on the class- doubling a 3-Mana Mage Secret is much stronger than a wimpy Paladin one.
@CecilHoshino It's a little wordy, but the wording works for me. In general, though, Secrets don't need to be worded such that they don't trigger on your turn. Redemption and Duplicate aren't so worded, yet they don't trigger on your turn because that rule is built into the game.
@simonsald No Legendaries allowed for this comp. I think it fits better in Warrior, the OG Armor class.
I change it to epic rarity and fix the statline. I have this another idea, more of a combo enabler and arena card. Don't know which is better.
It has to be snakes.
So I have an idea. You have to spend extra mana to create a more powerful minion. I did think about just increasing the cost just by 2, but I was worried that would create a over powered 6 drop if you had 10 mana. Anyway I would like to hear what you think.
My Entry for this week's Card Design Competition - Season 8.16:
Cheers! Initially it was a permanent effect, but it felt too easy to deal with, and probably wouldn't have any effect at all, so I decied to make it a one-time certain trigger :)
As for your card; great idea. Not that much into the art and name though. Could start an archetype probably.
Thanks! I do agree that its power varies a lot in different classes. The same could be said about Mad Scientist, and it was played in both mage and hunter (maybe also pala, can't reall?). I personally enjoy cards like this being class cards as well, but I couldn't make it fit flavorwise to a certain class. I mean, what would a gossiper have to do with mage, rogue, hunter or paladin ;) ? I' be happy for any suggestions to make it more fitting for a certain class!
I like the idea of your Tank Crusader, but it's simply insanely overpowered. This could be a 4-mana spell, and I'd still see it as overpowered.
thanks for the feedback, i'll compete with the Master hunter, and i guess this time i'll keep it as a minion and with the card text, i prefer the body over an effect that just trigger 1 turn, and in late something can shine out of it's effect. btw, i have the play, attack, effect, death, and flavor text!
Play: "We are always around"
Attack: "GET'EM!"
Effect trigger: "in pack"
Death: "...alfa...down..."
Flavor text: "this kind of hunters are the result of Zerek being a part-time isntructor in the academy"
Thank you very much for the feedback and for replying to all users in this thread. <3
Very quick note about my cards:
I also thought about rephrasing the healing spell the same way as Healing Wave, but I was afraid that it wouldn't count towards the competition. Regarding the trickster - how can I write the text description the best way possible? Initially I had the same idea as you, which sounded like this "shuffle additional/extra copies of all spells [in your deck] into your deck". But since I wasn't confident in my English skills, I left the text as it is. Look, the last time I was good in English was when I was still attending school and I have forgotten some grammar rules. If I leave the text like this "shuffle additional copies of all spells in your deck", will it be clear enough, that the spells, which will get an additional copy, are those in the deck (and not e.g. in your hand Dead Man's Hand)?
Regarding your cards:
I prefer the second card because of the pun. Just one question - are you sure about the stat-line? Imho it feels a bit underwhelming. I understand the purpose of it - this card has the potential to snowball hard, but will it be too broken at 4 mana? Or at 5 with 4/4 in stats? Other than that - I love the design.
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
My last take. Which one looks better?
Dunno if anyone remembers me; haven't posted in a while. Had stuff going on in my life. xP
My favorite thing about Warlock is risk vs reward and highrolling, and this fits in well with that. I doubt it could push an archetype on its own but it would be a powerful fit in certain decks, ones that don't care about health and might want to buff minions. A minion-centric control deck would be an obvious pick, but there's also potential applications as a second (kind of) Keleseth.
Dunno what you guys think but I'm mostly happy with the design, just not sure about the cost. Keleseth's effect is a lot weaker and only costs 2, but you get a minion and the drawback is a lot milder I feel. The drawback here is potentially huge, so I'm both worried 4 would be too much but also that 2 would be too little. So I went for 3. Any thoughts? Feel free to point me to your card and I'll do what I can to return the favor. xP
^^^^ Definitely this one. Only thing about it is this supposed to only affect ones on-board? Just making sure because that's how it reads. I would argue you could justify this at 3 mana. Attack buffs are usually weaker than health buffs (even though they're exactly what aggro decks want), and textless minions -- literally not even keyword abilities -- are by and large complete garbage. To even consider running them the support cards would have to kick ass, and I'm not sure Silver Hand Recruits will be enough except in a few situations that wouldn't be consistent. At 3 mana even, this might not be played, so you could consider 2, although 3 is probably the best bet considering how much this could spin out of control. I think at 4 it would be unplayable.
Grammar change, Unexpected heroes should be " For the rest of this game, the attack of your textless minions is doubled."
Oof, if that's the intent instead of the ones on-board, then the cost is either fair or too cheap. xP
The idea is to buff only the minions on the board. I don't know how to write it correctly... I'll check some related cards.
Your wording is fine then to the best of my knowledge. I was just making sure myself. I think your wording does mean the minions on-board. You may want to post clarification of this when you submit it though.
The text already is written correctly (Mark of the Lotus, Glitter Moth, etc.)
Click the image to go to my custom Time Traveler class.
*awkward cough* Legendary cards are not allowed for this particular competition :/
Behold, foolish interlopers! I am commanding this mortal to spread the will of the Scourge throughout the interwebs, encouraging you to seek out me, Archlich Kel'Thuzad! Now coming to you as the tenth class of Hearthstone!
I am a finalist in this Class Creation Competition, so if you could give it a look I would be greatly appreciative <3
Oop, missed that. Sorry. Thanks. xP Will post some kind of nonlegendary revision or something else later.