Thank you all for checking my class; I really appreciated your feedback. I would like to ask again if my new iteration is better than before.
THE INFILTRATOR
Summary of changes:
Hero Power Breach: I removed the 1/1 taunt guard token and now just reads: "The next card your opponent plays costs (1) more."
I changed all the "look and look at" term as most are confused. I'll try Reveal for now. However, I'm still a bit unsatisfied as Reveal shows cards from the deck and are also shown to the opponent. Existing cards that used look are : Curious Glimmerroot and Tracking which fits the infiltrator playstyle - the opponent doesn't know what you've looked at. But if reveal is way clearer, I can compromise for a simpler mechanic.
Showcased Basic Cards:
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Changed from: "Look at 2 cards" to "Reveal 3 cards"
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Altered my AOE to a simpler version, but hurts friendly characters too.
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Altered my class specific to deal more damage against revealed minions. My spells are now more versatile but becomes brutal against minions you've revealed if Scarlet Inquisitor is on the plate.
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Altered my useless weapon into a more disguise-ier, fancier weapon. Attacking a revealed minion with this deals 2 more damage instead if Scarlet Inquisitor is on board too.
====>
Removed Encryption as I already have Deauthorize. Will put it maybe in Classic. Replaced with Mind Binding; I find it to be one of the win condition for the class. 1 cost cheaper compared to the closed beta-nerfed Mind Control. It may be too cheap, but I find the "reveal" mechanic very RNG based. Thoughts?
Remaining Cards:
===>
Retained the Refresh Hero Power, but at 0 cost and +1 armor.
Nothing changed.
===>
Single target damage now hits hard or weak! Increased damage to revealed minions if Scarlet Inquisitor is on board.
===>
Removed "Secrets" as it feels classicy while retaining Weapon Removal as a tech card with card draw.
Situational removal. Nothing changed.
Any suggestions and comments are welcome:) thanks again hearthpwn community!
The knight looks soooo adorable! Most of cards seem balanced :)
Pure Defenses should read: Gain 4 Armor, twice.
I don't know why Precise Forging needs the (+2 Attack/+2 Durability). It's pretty clear without that since Captain Greenskin does without.
Parry art looks way better. Is this your artwork?
Monarch Wings: I myself am having a hard time balancing draw. (Idk if 1 card draw is worth 3 points or 3.5 points?) Anyways, the destroy requirement is a nice add on to the spell to prevent it from being OP.
Thanks for feedback !
Yes, I have to change the wording on Pure Defense (just forgort how to spell it correctly)
(Parry) No, it's not my artwork, but I agree the new one is much better :)
I really like the first version of Monarch Wings, but many people think it's too complex for a basic card. This is the hardest decision to make when it comes to my basic set.
The knight looks soooo adorable! Most of cards seem balanced :)
Pure Defenses should read: Gain 4 Armor, twice.
I don't know why Precise Forging needs the (+2 Attack/+2 Durability). It's pretty clear without that since Captain Greenskin does without.
Parry art looks way better. Is this your artwork?
Monarch Wings: I myself am having a hard time balancing draw. (Idk if 1 card draw is worth 3 points or 3.5 points?) Anyways, the destroy requirement is a nice add on to the spell to prevent it from being OP.
Thanks for feedback !
Yes, I have to change the wording on Pure Defense (just forgort how to spell it correctly)
(Parry) No, it's not my artwork, but I agree the new one is much better :)
I really like the first version of Monarch Wings, but many people think it's too complex for a basic card. This is the hardest decision to make when it comes to my basic set.
OH! I didn't know about explaining when it comes to basic buffs. Thanks for sharing :)
Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.
THE COMMANDER
For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.
Here are a couple examples so you can grasp how it works.
Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.
But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.
Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
Defend the Gates is just some good token generation with some protection.
Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
Rain of Arrows is just good AOE.
Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.
And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.
Night Watch should probably read "end your turn." instead
Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?
Here's a mock-up of my submission, barring any additional changes. Feedback as always is appreciated; still not sure about the Kel'Thuzad roleplay. Makes it hard to talk plainly about archetypes and combos. Let me know if I should change up which cards I showcase, as well.
The Lich
You are a foolish mortal, you know that? You dare to come before the great ArchlichKel'Thuzad, keeper of the cold and deliverer of death? I should turn you into an icicle, a statue frozen in time to remain a symbol for what happens to my enemies! ...oh? You've come to learn the ways of the dead and dying? You are bold, but I approve. Come, my new apprentice, come and see the power of the Lich! The might of the Scourge can be yours, and more, if you but lay down your life and serve me...in death!
Example Cards
Rise Again - If you want to be a competent necromancer, bringing minions back from the dead is step one. Obviously. Minions freshly killed are the easiest to resummon, rewarding them for a job well done after trading into enemy forces or defending you from attack.
Detonate Mana - Ah, a classic spell. Why simply blow up an enemy when you cause them to blow up their friends, then watch in satisfaction as guilt tears them down? They already think you're the evil one; might as well enjoy it.
Freezing Wind - Occasionally the mortals attack in large groups; you'll need to be ready for these "raids" on your inner sanctum. Thankfully they tend not to dress for the weather: a cold gust of air and they'll be frozen solid.
Skeletal Guard - Steven the Skeleton has always been there for me. Strong and sturdy, he makes for a fine guardian...although, given how many times I've revived him, I'm starting to wonder if he resents the position.
Frozen Soul - When we Freeze our enemies, the heat escapes and must go somewhere. We capture it and...I'm just messing with you, the healing comes from magic. Dark magic.
Other Cards
Frost Orb - I haven't yet determined how the Orb actually Freezes people. Is it so cold they turn to ice when it touches them, or do they lose their minds staring into the Orb itself? Either way, it works for me.
Shattering Blast - If I kept every statue of a wannabe-crusader that came through my doorstep, I wouldn't have any room to move. I make the interns sweep up after I've taken my day out on the icicles. It's just like popping bubble-wrap.
Shadow Fissure - It never ceases to amaze me how often the fools don't bother to look down. They're too busy attacking you, so they fail to notice the spell charging beneath their feet. Endlessly entertaining.
Dark Binding - Look, it's a lot easier to just patch up the forces you have instead of constantly trying to revive the fallen. Duct tape will keep a skeleton together, but it won't rip a soul back to the realm of the living.
Frost Armor - Sometimes Steven is not enough, talented though he may be. Apply a bit of the old Frost Armor on a minion, and they too can stand in the way of an oncoming enemy. Your sacrifice will be acknowledged, peon whose name I have forgotten!
I wanted to give some feedback, but everything seems great for me ! Cards are well balanced, explanations (which are more like flavor texts) are also good. I don't think any changes are necessarry. The only thing I want to point out is that Frost Orb is basically your Hero Power with card draw (so much better). I don't say it's bad - it just drew my attention :)
The Bug
Unchanged cards:
Here are some of my changed cards:
====>>>>
====>>>> (it changed to the better quality art)
I'm still not sure about Monarch Wings. I have an idea for a rework
====>>>> (?)
However, I still don't know if the second version is better.
Feedback really appreciated ! :)
Maybe for Monarch Wings you use the same effect of the Armored Baldur? "Spend 6 Armor to draw 3 cards" something like that?
Probably a stupid question, but I thought I might as well ask... Is it too late for new entries? I missed the start of the competition.
Unfortunately yes.
Bugger. This is a once-a-year thing, right?
Big competitions like this happen twice a year. The first one is always a Class Competition. The second one is something else (like an Expansion or Year competition).
Rollback Post to RevisionRollBack
Click the image to go to my custom Time Traveler class.
Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.
THE COMMANDER
For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.
Here are a couple examples so you can grasp how it works.
Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.
But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.
Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
Defend the Gates is just some good token generation with some protection.
Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
Rain of Arrows is just good AOE.
Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.
And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.
Night Watch should probably read "end your turn." instead
Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?
Other than that, the other cards look fine to me.
Yeah I agree with you on Nightwatch and Inspiring Blade, I'll go fix them right now. Now about Charging Knight, are you sure that it wouldn't bypass Taunt? If a minion with Taunt can't be attacked (by being Immune or by having Stealth) the Taunt effect doesn't apply. Also Rush minions will bypass a hero with taunt (check The Curator fight in One Night in Karazan.
Regarding Surrender I guess I could find a better name for it. The idea is that after dealing so much damage to a minion, it chooses to surrender and fight at your side. I don't know if there's a better word for it but I'll consider your options.
Lastly I forgot to mention this in my original post but what are the 5 cards that you think I should showcase? I'm still trying to decide that. Anyways thanks for replying, I really appreciate the feedback.
Probably a stupid question, but I thought I might as well ask... Is it too late for new entries? I missed the start of the competition.
Unfortunately yes.
Bugger. This is a once-a-year thing, right?
Big competitions like this happen twice a year. The first one is always a Class Competition. The second one is something else (like an Expansion or Year competition).
Lesson Training I think is too strong for Basic / Classic, even if it is balanced. Compare with Microtech Controller.
Rip and Tear is your 3rd example card, but the 5th card described. I'd make sure that matches.
Good cards overall.
Ashkrell - The Infiltrator
I like the changes to your cards that involve looking at your opponent's cards. I know you hoped to use that as a mechanic for your class, but it also makes for some super efficient removal, if you get lucky and see the right cards. If your opponent didn't know which cards you saw, it would feel real unfair for them. Will revealed cards have any icon on them to show that they've been revealed, thus making it easier for both players to track? I hope so.
Because of the above, new Peek is much better. But since it does nothing else on its own, I see no reason it can't cost 0.
Scarlet Inquisitor - What deals the 2 more damage? Based on Pocket Pipe and Untrained Ambush, it sounds like anything you do. Minions, too? Would your opponent's Hellfire deal 2 more damage? I'd reword this, or explain it more. And again, I hope there's a way to track which cards were revealed by your cards.
Crypto-Portal - Adding 1 Armor is kinda pointless. I'd rather see this give more armor and cost 1, or no armor and stay at 0.
Untrained Ambush - Random amounts of damage isn't fun to play with. Lightning Storm, for example, can win or lose games based on that 1 point of damage. If you keep it, it'd rather it say "Deal 1 or 4 damage to a minion."
Everything else looks good. I love the idea of the Pocket Pipe, being a 'disguise' that combos with your other cards. Really cool set so far.
Klipce - The Hexer (Good name choice)
I like the single target Curse of Spirits best. I also have negative spell damage in my class, but not in the Basic set. Debuffing ALL minions might break spells and fill hands with now-useless cards, which isn't fun. If it's on 1 minion its easier to manage.
Voodoo Master is basically the same as Microtech Controller but costs 1 less and has 1 less Attack. Also your tokens aren't Mechs, but that's a minor point. Your card should probbaly cost 3, as 3 1/1s for 2 is real strong for Classic / Basic.
Ritual of Strength is far too strong for 3 mana. It is MUCH stronger than Savage Roar. Everyfin is Awesome and Cenarius are the first cards I could think of with this effect, and cost a LOT more. I'd say at least 5 mana, probably 6.
Strong Medicine, Fuming Chant, and Wild Healing Mix are all the same effect and match your hero power. I know you mentioned somewhere that they are all different levels, which is true. But I'd love to see one or two of them replaced with new, different effects. I'd suggest keeping Fuming Chant, having Wild Healing Mix go in a later set, and replace it and Strong Medicine with some other effects. You don't have any aoe, so that's one option.
Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.
THE COMMANDER
For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.
Here are a couple examples so you can grasp how it works.
Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.
But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.
Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
Defend the Gates is just some good token generation with some protection.
Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
Rain of Arrows is just good AOE.
Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.
And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.
Night Watch should probably read "end your turn." instead
Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?
Other than that, the other cards look fine to me.
Yeah I agree with you on Nightwatch and Inspiring Blade, I'll go fix them right now. Now about Charging Knight, are you sure that it wouldn't bypass Taunt? If a minion with Taunt can't be attacked (by being Immune or by having Stealth) the Taunt effect doesn't apply. Also Rush minions will bypass a hero with taunt (check The Curator fight in One Night in Karazan.
Regarding Surrender I guess I could find a better name for it. The idea is that after dealing so much damage to a minion, it chooses to surrender and fight at your side. I don't know if there's a better word for it but I'll consider your options.
Lastly I forgot to mention this in my original post but what are the 5 cards that you think I should showcase? I'm still trying to decide that. Anyways thanks for replying, I really appreciate the feedback.
I'm 75% sure about it, If I'm not wrong stealth and immunity makes you unable to target the minion, that's why you can bypass taunt. And for the Curator fight i can only said small indie company hahahaha. Maybe to be sure you could put "can bypass taunt" instead?
And personally I would go for: Reinforce-Trained for combat-Defend the gates- backline strategist and Inspiring blade, for the showcase cards.
Alright, so I've just finished the basic set for my class and I thought I should get some feedback on it before posting it in the submissions thread.
THE COMMANDER
For the purposes of this post I want to focus on card balance less than lore/fantasy so I'll just go straight to it. The hero power is quite simple and can look kind of weak at first but this class is based on buffing and is very board centric so that's where it gets its strength. The unique keyword of the class also synergizes quite well with it.
Here are a couple examples so you can grasp how it works.
Train cards can give pretty significant buffs to your minions at the expense of not attacking the enemy. As you can see, this is something you don't want to do all the time, it's supposed to make them more versatile and interesting. Notice how 0 attack minions such as the hero power's token are very easily trained since they don't deal damage to the trainer.
But enough of that. The basic set can't actually make use of this mechanic so let's just dive right into it.
Priority Target is a very versatile card since you can use it with your minions for protection or with your opponent's ones to target them when they're hiding behind other taunts.
Reinforce is just a standard single target damage spell that also puts some pressure on the board in the form of a New Recruit.
Nightwatch introduces a new mechanic I plan to expand which is cards that are better than normal but have to be the last thing you play. Drawing 2 for 2 is extremely good but you don't get to use the cards you draw that turn.
Trained for Combat is just a good buff spell. Very good on curve after hero powering on 2.
Charging Knight is a weird one. If I'm right it should be able to attack everything including the enemy hero even if your opponent has minions with Taunt. Correct me if I'm wrong on this please.
Defend the Gates is just some good token generation with some protection.
Backline Strategist is very good if you have a lot of minions and makes you think about minion placement which is one of the themes of the class.
Inspiring Blade is also insanely good if you have a lot of minions and also goes well with Defend the Gates after playing it on 4.
Rain of Arrows is just good AOE.
Surrender is a very interesting removal card that extremely punishes big minions. I'm a bit worried about it because one of my classic cards restores your minions to full health for 2 (and ends the turn as well) so mind controlling a minion for 8 with 2 cards might be a bit broken. Please tell me if that's the case.
And that's it. I'd really like to get some feedback before I get this posted since my first phase post didn't get many upvotes. Thanks for reading.
Night Watch should probably read "end your turn." instead
Right now Charging Knight is worse Kor'kron Elite, it doesn't allow you to bypass Taun
This is mostly a personal opinion, but surrender is kinda a weird name, , maybe something like "Forced Enlistment" or "Conscription" could work better?
Other than that, the other cards look fine to me.
Yeah I agree with you on Nightwatch and Inspiring Blade, I'll go fix them right now. Now about Charging Knight, are you sure that it wouldn't bypass Taunt? If a minion with Taunt can't be attacked (by being Immune or by having Stealth) the Taunt effect doesn't apply. Also Rush minions will bypass a hero with taunt (check The Curator fight in One Night in Karazan.
Regarding Surrender I guess I could find a better name for it. The idea is that after dealing so much damage to a minion, it chooses to surrender and fight at your side. I don't know if there's a better word for it but I'll consider your options.
Lastly I forgot to mention this in my original post but what are the 5 cards that you think I should showcase? I'm still trying to decide that. Anyways thanks for replying, I really appreciate the feedback.
I'm 75% sure about it, If I'm not wrong stealth and immunity makes you unable to target the minion, that's why you can bypass taunt. And for the Curator fight i can only said small indie company hahahaha. Maybe to be sure you could put "can bypass taunt" instead?
And personally I would go for: Reinforce-Trained for combat-Defend the gates- backline strategist and Inspiring blade, for the showcase cards.
The way I see it is the following. First the game checks what you can target when you attack. Then if any of those targets have Taunt they must be attacked instead of the ones that don't. Because of this ordering, Taunt can never make a minion unable to attack. Think about why they added those 'Taunt doesn't affect minions with Stealth or Immune' "rules" for a moment. They could have perfectly just said: 'No, if a Taunt minion can't be targeted your minions can't attack anything else.' But it makes more sense, both from a game design perspective and from a flavour one (you're supposed to attack it because it is taunting you) that Taunt only works on the things that you can attack in the first place.
Regarding the showcase cards I think those are the best ones to show. Thanks for that!
@linkblade91 @Wailor, thanks for the feedback. Here's my submission draft. I'll post it tomorrow morning if people seem to say it's alright.
THE METAMORPER
Metamorphers are warriors who use the 3 fundamental forces of nature - Storm, Earth and Fire - as armor and weapons to crush their enemies. For some lore on the representative of the class, Brion, open the spoiler bellow.
Brion Fireheart is a simple soldier of a kingdom whose name was lost to time. During the First War, fearing that the invading orcs would overwhelm their city, Brion's king ordered his mages to find find a way to strengthen his people to survive the Horde. What they came up with was the ability to tap into the Elemental forces of the world and use it to their advantage. However, those who would gain such power would become more stone and fire than flesh and bones.
Brion, volunteered to be the first to undergo the procedure. He wanted to serve his king right and this power was just the means to do it. However, something went wrong. While his body accepted the powers of the Storm and the Earth, when the mages tried to give him the Fire, Ragnaros felt it. And he didn't like what he felt. "YOU WOULD DARE TRY AND USE MY POWER, INSECTS!?" Brion heard in his mind. "YOU WILL ALL BURN!"
By the time he came out of the rage inflicted upon him by the Firelord, it was too late. Brion's kingdom was nothing more than ash and rubble. The people he swore to protect , turned to nothing by his own hand. He couldn't even join them in death, for he body was no longer mortal, and it would regenerate every stab and slash he inflicted upon him. Perhaps it was better this way. A monster such as himself did not deserve the sweet embrace of death, not after what he had done. This would be his eternal punishment...
No. NO! He will not stand by while those who were also responsible for his kingdom's death walked Azeroth! He will find them, and deliver righteous justice! To Ragnaros, who made him loose control and destroy his brethren! To the Horde, without whom he wouldn't have had to turn into this abomination! And to any others who would dare stand in his way!
For he is POWER! He is JUSTICE! HE. IS . FIREHEART!
This section won't actually exist on the submission itself, but I'll take this opportunity to ask: can I add my keyword in Phase III?Example Cards
I'll explain what the cards do in the actual submission, instead I'll ask what people think of Frozen Warden (formely Living Ice Prison).
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
The Tinker
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
I'm taking out Scrap Armor (going to Classic, too complex) and I've got a couple cards to fit the slot. I might replace some others too. Also, why no 1-cost cards? Because some will be Secrets, and some will use the class keyword, Synchronize.
Currently I have Tinker and Pay Day. Tinker is a fun card, but as someone said, targeting weapons is weird. I also need a better name. I considered making it just swap your weapon's stats, but there's very few weapons that would work with...unless you include Tune Up.
Pay Day I don't really like, and someone else has the exact same effect and cost in their submission, so I don't mind dropping it.
Tune Up and Overclock are two ideas I had for later sets. They would work well in Basic as well, provided that doesn't mean I have too many weapon cards. Both fit in the fantasy of building and upgrading some crazy weapons, and Overclock can help with bursting down the enemy. My original thought incorporated the Tinker card. Give your weapon a bunch of Durability, swap stats, then Windfury. But 5 weapon cards in Basic is too many.
So I'm leaning toward dropping Tinker and Pay Day and using Tune Up and Overclock. What do you think? Too many weapon cards? Below are the other 8 Basic cards, with notes. Of the other 8 cards, 2 are weapons and 1 generates a weapon.
Chainsword - Balanced Fiery War Axe. Is it too strong with Tune Up, above? Maybe? Safety Second - Armor version of Holy Light. Replaces Scrap Armor. Simple card. Why the name? Because Safety is not 1st! Probably not 2nd either. Between this and Mechanized Armor and Secrets in Classic, Tinker won't be getting much more survival. Dynamite Toss - Light aoe. The class will have some aoe but not a lot to balance the other effects it has. Gnomish Mechanic - Missing link between Novice Engineer and Gnomish Inventor.
Rocket Hammer - More weird weapons. Again, lots of weapons for this class, maybe too many for Basic? I can move this one to Classic if need be. I plan to make at most 1 more weapon for Classic, using the keyword. Scrap Bomb - Damage, hero power tokens. Scrapbots will start doing more in Classic. Brass Bodyguard - Big mech that's also a decent taunt. Sadly I can't do any real Mech synergy until later as Mechs didn't exist before GvG! Mechanized Armor - Obligatory 'big spell' for the class. You climb in a mech suit and gain a bunch of armor and a decent weapon. Good burst with Overclock, but it also burns a weapon if you have one, so be careful with your weapon buffs!
Tokens
Other cards
There's no hand synergy in the Basic set! If I need to drop one or more weapon related cards I may add one of these.
Thanks for all the comments and ideas! Basically trying out the format for the Submission here to make sure everything works.
THE SWINDLER
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking. And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well. So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his ressources.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Additional explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card" . This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell : You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
New Keyword
I deliberately chose a keyword that is not directly related to carddraw, but rather captures the Swindler's aspect of manipulation and his trying to talk or buy his way out of trouble.
When a Bribe -card is played, you'll get two alternative options (technically similar to Druid's "choose one") to select, if you wish to activate the optional effect, by that granting your opponent additional Mana Crystals.
Because this will set you into an inferior position in the game, the gained effects will usually be rather strong. (People were worrying about the effect in later phases of the game. I think at 10+ Mana the opponent will be given Excess Mana - so basically a free draw.)
You'll find example cards to show the effect in the link to the Phase I
Example Cards
Human Shield: Example of the Swindler's ambivalent card effects. Versatile early control-card, but also usable for buffing a friendly minion.
Small Change Nabber: Shows possible synergies with the Hero Power.
Pillory: A basic defense-tool, that might also be usable to turn a friendly minion into an obstacle.
Beneath your Dignity: The Swindler's Basic removal tool. Won't leave the opponent completely stripped, though...
Dress up: As the Swindler is not supposed to carry "Heavy Weaponry", his weapons are rather clothes and pieces of equipment. (See Spoiler for possible tokens).
Tokens:
Stunt Double:
Accessories:
Remaining Cards
The remaining five Basic cards. Surely nothing too fancy here, but still tried to stay with the flavor.
When do you plan on posting your submission? There are still around 2 weeks left, but 11 people already posted. Everything seems to be moving faster than the first stage.
Also, what do you look for in a basic set? What decides whether you upvote or not? In phase 1 it was the concept and the potential of the class that was the most important thing. What should i try to do here to make my class more like-able?
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Good day,
Thank you all for checking my class; I really appreciated your feedback. I would like to ask again if my new iteration is better than before.
THE INFILTRATOR
Summary of changes:
Showcased Basic Cards:
====>
Changed from: "Look at 2 cards" to "Reveal 3 cards"
====>
Altered my AOE to a simpler version, but hurts friendly characters too.
====>
Altered my class specific to deal more damage against revealed minions. My spells are now more versatile but becomes brutal against minions you've revealed if Scarlet Inquisitor is on the plate.
====>
Altered my useless weapon into a more disguise-ier, fancier weapon. Attacking a revealed minion with this deals 2 more damage instead if Scarlet Inquisitor is on board too.
====>
Removed Encryption as I already have Deauthorize. Will put it maybe in Classic. Replaced with Mind Binding; I find it to be one of the win condition for the class. 1 cost cheaper compared to the closed beta-nerfed Mind Control. It may be too cheap, but I find the "reveal" mechanic very RNG based. Thoughts?
Remaining Cards:
===>
Retained the Refresh Hero Power, but at 0 cost and +1 armor.
Nothing changed.
===>
Single target damage now hits hard or weak! Increased damage to revealed minions if Scarlet Inquisitor is on board.
===>
Removed "Secrets" as it feels classicy while retaining Weapon Removal as a tech card with card draw.
Situational removal. Nothing changed.
Any suggestions and comments are welcome:) thanks again hearthpwn community!
Thanks for feedback !
Yes, I have to change the wording on Pure Defense (just forgort how to spell it correctly)
Captain Greenskin is a classic card. Basic cards have explanations to buffs (see Blessing of Kings)
(Parry) No, it's not my artwork, but I agree the new one is much better :)
I really like the first version of Monarch Wings, but many people think it's too complex for a basic card. This is the hardest decision to make when it comes to my basic set.
...Soul of Wyrm. Soul of Root. Heart of Void...
hey what do you guys think
Link to my phase II submission
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
OH! I didn't know about explaining when it comes to basic buffs. Thanks for sharing :)
Probably a stupid question, but I thought I might as well ask... Is it too late for new entries? I missed the start of the competition.
Other than that, the other cards look fine to me.
Maybe for Monarch Wings you use the same effect of the Armored Baldur? "Spend 6 Armor to draw 3 cards" something like that?
Unfortunately yes.
Click the image to go to my custom Time Traveler class.
Bugger. This is a once-a-year thing, right?
If you don't make a Huge guts card, I will be deeply disappointed with ya
Big competitions like this happen twice a year. The first one is always a Class Competition. The second one is something else (like an Expansion or Year competition).
Click the image to go to my custom Time Traveler class.
Yeah I agree with you on Nightwatch and Inspiring Blade, I'll go fix them right now. Now about Charging Knight, are you sure that it wouldn't bypass Taunt? If a minion with Taunt can't be attacked (by being Immune or by having Stealth) the Taunt effect doesn't apply. Also Rush minions will bypass a hero with taunt (check The Curator fight in One Night in Karazan.
Regarding Surrender I guess I could find a better name for it. The idea is that after dealing so much damage to a minion, it chooses to surrender and fight at your side. I don't know if there's a better word for it but I'll consider your options.
Lastly I forgot to mention this in my original post but what are the 5 cards that you think I should showcase? I'm still trying to decide that. Anyways thanks for replying, I really appreciate the feedback.
Check out my Hearthstone expansion: The Shifting Sands
Cool, thanks for clarifying that.
it will be done
Vote for the Fist Fighter https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/229960-trials-and-errors-class-creation-competition-5?comment=3 😎🤜
Reviews, then posting my updated cards.
krowski-nall - The Fist Fighter
Lesson Training I think is too strong for Basic / Classic, even if it is balanced. Compare with Microtech Controller.
Rip and Tear is your 3rd example card, but the 5th card described. I'd make sure that matches.
Good cards overall.
Ashkrell - The Infiltrator
I like the changes to your cards that involve looking at your opponent's cards. I know you hoped to use that as a mechanic for your class, but it also makes for some super efficient removal, if you get lucky and see the right cards. If your opponent didn't know which cards you saw, it would feel real unfair for them. Will revealed cards have any icon on them to show that they've been revealed, thus making it easier for both players to track? I hope so.
Because of the above, new Peek is much better. But since it does nothing else on its own, I see no reason it can't cost 0.
Scarlet Inquisitor - What deals the 2 more damage? Based on Pocket Pipe and Untrained Ambush, it sounds like anything you do. Minions, too? Would your opponent's Hellfire deal 2 more damage? I'd reword this, or explain it more. And again, I hope there's a way to track which cards were revealed by your cards.
Crypto-Portal - Adding 1 Armor is kinda pointless. I'd rather see this give more armor and cost 1, or no armor and stay at 0.
Untrained Ambush - Random amounts of damage isn't fun to play with. Lightning Storm, for example, can win or lose games based on that 1 point of damage. If you keep it, it'd rather it say "Deal 1 or 4 damage to a minion."
Everything else looks good. I love the idea of the Pocket Pipe, being a 'disguise' that combos with your other cards. Really cool set so far.
Klipce - The Hexer (Good name choice)
I like the single target Curse of Spirits best. I also have negative spell damage in my class, but not in the Basic set. Debuffing ALL minions might break spells and fill hands with now-useless cards, which isn't fun. If it's on 1 minion its easier to manage.
Voodoo Master is basically the same as Microtech Controller but costs 1 less and has 1 less Attack. Also your tokens aren't Mechs, but that's a minor point. Your card should probbaly cost 3, as 3 1/1s for 2 is real strong for Classic / Basic.
Ritual of Strength is far too strong for 3 mana. It is MUCH stronger than Savage Roar. Everyfin is Awesome and Cenarius are the first cards I could think of with this effect, and cost a LOT more. I'd say at least 5 mana, probably 6.
Strong Medicine, Fuming Chant, and Wild Healing Mix are all the same effect and match your hero power. I know you mentioned somewhere that they are all different levels, which is true. But I'd love to see one or two of them replaced with new, different effects. I'd suggest keeping Fuming Chant, having Wild Healing Mix go in a later set, and replace it and Strong Medicine with some other effects. You don't have any aoe, so that's one option.
Overall, solid set.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
I'm 75% sure about it, If I'm not wrong stealth and immunity makes you unable to target the minion, that's why you can bypass taunt. And for the Curator fight i can only said small indie company hahahaha. Maybe to be sure you could put "can bypass taunt" instead?
And personally I would go for: Reinforce-Trained for combat-Defend the gates- backline strategist and Inspiring blade, for the showcase cards.
The way I see it is the following. First the game checks what you can target when you attack. Then if any of those targets have Taunt they must be attacked instead of the ones that don't. Because of this ordering, Taunt can never make a minion unable to attack. Think about why they added those 'Taunt doesn't affect minions with Stealth or Immune' "rules" for a moment. They could have perfectly just said: 'No, if a Taunt minion can't be targeted your minions can't attack anything else.' But it makes more sense, both from a game design perspective and from a flavour one (you're supposed to attack it because it is taunting you) that Taunt only works on the things that you can attack in the first place.
Regarding the showcase cards I think those are the best ones to show. Thanks for that!
Check out my Hearthstone expansion: The Shifting Sands
This section won't actually exist on the submission itself, but I'll take this opportunity to ask: can I add my keyword in Phase III?
Example Cards
Remaining Cards
Previous Phase
Click here for what was and what may be.
Thanks to everyone who's reviewed my cards so far. I've made a few updates and I've got a few I'm not sure about. First, my class.
The Tinker
Welcome to Blasthammer's Garage! Allow me to introduce myself. Bork Blasthammer, Tinker extraordinaire! Here I- eh? What's a Tinker? Wait, seriously? Then why are you in... ahem. Well, you came to the right place! Let me show you what we Tinkers can do!
We Tinkers are crafty thinkers that make all kinds of wonderful toys. Weapons, mechs, missiles, bombs, anything you could want... and quite a few you don't! We're constantly wracking our brains for the newest ideas, filling our workshops with Scrapbots from all the leftover parts and half-baked plans.
I'm taking out Scrap Armor (going to Classic, too complex) and I've got a couple cards to fit the slot. I might replace some others too. Also, why no 1-cost cards? Because some will be Secrets, and some will use the class keyword, Synchronize.
Currently I have Tinker and Pay Day. Tinker is a fun card, but as someone said, targeting weapons is weird. I also need a better name. I considered making it just swap your weapon's stats, but there's very few weapons that would work with...unless you include Tune Up.
Pay Day I don't really like, and someone else has the exact same effect and cost in their submission, so I don't mind dropping it.
Tune Up and Overclock are two ideas I had for later sets. They would work well in Basic as well, provided that doesn't mean I have too many weapon cards. Both fit in the fantasy of building and upgrading some crazy weapons, and Overclock can help with bursting down the enemy. My original thought incorporated the Tinker card. Give your weapon a bunch of Durability, swap stats, then Windfury. But 5 weapon cards in Basic is too many.
So I'm leaning toward dropping Tinker and Pay Day and using Tune Up and Overclock. What do you think? Too many weapon cards? Below are the other 8 Basic cards, with notes. Of the other 8 cards, 2 are weapons and 1 generates a weapon.
Chainsword - Balanced Fiery War Axe. Is it too strong with Tune Up, above? Maybe?
Safety Second - Armor version of Holy Light. Replaces Scrap Armor. Simple card. Why the name? Because Safety is not 1st! Probably not 2nd either. Between this and Mechanized Armor and Secrets in Classic, Tinker won't be getting much more survival.
Dynamite Toss - Light aoe. The class will have some aoe but not a lot to balance the other effects it has.
Gnomish Mechanic - Missing link between Novice Engineer and Gnomish Inventor.
Rocket Hammer - More weird weapons. Again, lots of weapons for this class, maybe too many for Basic? I can move this one to Classic if need be. I plan to make at most 1 more weapon for Classic, using the keyword.
Scrap Bomb - Damage, hero power tokens. Scrapbots will start doing more in Classic.
Brass Bodyguard - Big mech that's also a decent taunt. Sadly I can't do any real Mech synergy until later as Mechs didn't exist before GvG!
Mechanized Armor - Obligatory 'big spell' for the class. You climb in a mech suit and gain a bunch of armor and a decent weapon. Good burst with Overclock, but it also burns a weapon if you have one, so be careful with your weapon buffs!
Tokens
Other cards
There's no hand synergy in the Basic set! If I need to drop one or more weapon related cards I may add one of these.
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
Thanks for all the comments and ideas! Basically trying out the format for the Submission here to make sure everything works.
THE SWINDLER
The Swindler's primary ability lies in people-skills. He's no ambitious warrior, nor is he able to cast real magic. He's always trying to talk himself out of unpleasant situations and to persuade others to act to his liking.
And he's an ambivalent character. While surely trying to turn everything to his benefit, he doesn't really like to upset anyone. Who knows? Maybe he'll need that person's favor in the future? So when doing something negative to the opponent, he'll mostly try to give it a little "upside" as well.
So many of his classcards will have a combination of positive and negative effects.
His Hero-Power grants him the ability to adapt flexibly to the situation, but also shortens his ressources.
Regarding the overall flavor, I'm thinking of the travelling entertainers of the middleages (I don't like the term "gipsy", but I guess you'll get the idea). So it's about entertaining and manipulating people. Card-themes could be related to shows, acting, fortune-telling - but also selling useless junk or snatching something from your opponent.
Additional explanations and considerations regarding the Hero Power:
I know that selection of cards in your hand is deemed impossible at the moment. I still think that the same effect could be created at the current state of HS. Technically it could be put as "The next card you play costs (0). It is destroyed when played without triggering its effects. Draw a new card" . This is very complicated, of course. But I hope we can agree, that this is how the Hero Power could actually work. (Basically identical to the effect of Counterspell : You play a card, it doesn't do anything and vanishes. In this case without any Mana spent, that is.)
There were proposals that it should be changed to "Discard your leftmost card" or something. But I think, that would be too weak, as it limits your range of action considerably. So I would still go for my initial version. I might have to work on the wording, though, to keep it simple enough.
New Keyword
I deliberately chose a keyword that is not directly related to carddraw, but rather captures the Swindler's aspect of manipulation and his trying to talk or buy his way out of trouble.
When a Bribe -card is played, you'll get two alternative options (technically similar to Druid's "choose one") to select, if you wish to activate the optional effect, by that granting your opponent additional Mana Crystals.
Because this will set you into an inferior position in the game, the gained effects will usually be rather strong. (People were worrying about the effect in later phases of the game. I think at 10+ Mana the opponent will be given Excess Mana - so basically a free draw.)
You'll find example cards to show the effect in the link to the Phase I
Example Cards
Tokens:
Stunt Double:
Accessories:
Remaining Cards
The remaining five Basic cards. Surely nothing too fancy here, but still tried to stay with the flavor.
Previous Phase
https://www.hearthpwn.com/forums/hearthstone-general/fan-creations/228747-trials-and-errors-class-creation-competition-5?page=2#c27
When do you plan on posting your submission? There are still around 2 weeks left, but 11 people already posted. Everything seems to be moving faster than the first stage.
Also, what do you look for in a basic set? What decides whether you upvote or not? In phase 1 it was the concept and the potential of the class that was the most important thing. What should i try to do here to make my class more like-able?