Straight from the dragon's maw, fire comes, searing, burning, melting the stones around.
Mauling, crawling, dragon's claws, hear the wingbeats shake the ground.
DRAGONSWORN
"rawr"
The Dragonsworn are an obscure bunch, only suspected of being present on Azeroth. A few potential Dragonsworn are known, with many watching, waiting, keeping away from conflict, and only exercising their immense powers when it is truly necessary for their survival. For the most part, Dragonsworn are immortal, the favoured race chosen by their Dragon mentors being the night elves. However, the manipulations of Bronze dragons allow them to teach other races, and grant them the gift of immortality.
Flavor Card:
The Dragonsworn Crest was attained from zedge.net, as a generic 'dragon' crest. The creator is unknown to me. Edits were made to it.
Dragonflight:
Dragonflight is a new mechanic, which causes an effect to occur when a card with the 'Dragon' tribal tag is played. Summoned dragons from other sources such as spells and buffs do not count towards Dragonflight. Dragonflight is a repeatable effect, similar to Inspire. This is the main driving force behind the Dragon synergy in this class. While "If you are holding a Dragon, do x" is a nice thought, it isn't consistent enough, and also informs your opponent of the type of cards in your hand. Most of the pivotal dragon synergy cards will include the keyword Dragonflight, but their ranks will be bolstered by new Dragon cards that occupy all parts of the mana curve.
Aspect Mechanics
• Green Dragonflight: Focuses on the theme of "Dreaming": Adding Dream Cards to your hand for example. A new keyword (which has been implied since beta), is added. Exhaust effectively gives a minion "Can't Attack" for a turn, with the accompanying "zzz" icons that come from a just-summoned minion (that doesn't have charge). Some examples are included in the Expert Set.
• Red Dragonflight: Focuses on healing and health addition: Healing friendly characters will be themed mostly around Red Dragons and 'red' items and concepts.
• Blue Dragonflight: Spell Damage and card draw - most notably from Malygos and Azure Drake. These are but examples of the cards from this flight.
• Bronze Dragonflight: Resummoning minions, summoning minions on random turns, and mechanics based around minion summoning.
• Black Dragonflight: Raw power, direct damage, board clears, armor gain (for the most part).
• Twilight Dragonflight: Cards-in-hand mechanics, etc. etc. (see Twilight Drake).
• Exotic Dragonflights: Proto-Dragons, Infinite Dragons, Nether Dragons, etc. - these have varied and specialized effects.
Released basic set. 5 starting cards, 5 levelling rewards
4th Aug, 2015:
Become Flame changed from 2m to 3m. Range of attack gain is now 4-6 instead of a steady 6.
Dragonfury(2m div. shield, windfury this turn minion) changed to Dragonmorph(1m, minions summoned this turn are applied dragon tribal tag). This addresses OTK combo issues to do with Become Flame + Dragonfury + Arcane Golem for example.
Added Expert Set (15 cards)
Later on 4th Aug, 2015:
Blazing Dragonling from 3m 3/2 to 2m 1/2. Moved to Basic Set.
Sworn Warrior from 1m 0/2 Dragonflight: +3/+1 to 1m 1/3 Dragonflight: +1 Attack. Moved to Expert Set.
Flock changed from 'give a minion 'whenever this minion attacks, summon a 2/2 dragon with charge'' to 'for each friendly minion that died last turn, summon a 2/2 Dragon with Charge'.
Sworn Protector (2m 2/3 Dragonflight: Gain 3 Armor) removed; added Oathwrit Axe 5m 2/4 Whenever a friendly Dragon dies, gain +1 Attack.
Crimson Drake 5m 4/4 restore 5 Health --> Sanguine Drake 5m 5/4 restore 5 Health
Removed Proto-Dragon, replaced it with Mentor's Teachings.
Replaced Ultraxion name and art with Kalecgos. Sorry for the lore inaccuracy! I haven't played WoW for about 8 or 9 years, so I may be prone to mistakes.
5th Aug, 2015:
Nothing yet!
Basic Set:
Starting Cards:
v Level 2 Reward v v Level 4 Reward v v Level 6 Reward v v Level 8 Reward v v Level 10 Reward v
Basic cards range in mana cost from 0-5, with more interesting spells and minions gained later through levelling.
Become Flame: A very plain direct buff - I threw some RNG in the amount of Attack added, to make it more balanced. This card may see some rebalancing.
Phoenix Rebirth: Somewhat like the Druid spell "Soul of the Forest, but much more dependant on Dragons on the board, while providing fewer stats. Thus, this is a 0 cost spell.
Dragonmorph: This spell allows you to activate Dragonflight without actually having any dragons in your hand - while it seems a bit weird, it's relatively low power for a 1 cost spell; it only works if you have Dragonflight cards or cards that interact with dragon summoning. If you have a minion with Dragonflight on it and you cast this spell before summoning that minion, that minion's Dragonflight becomes a battlecry essentially.
Drakonid: A simple 4/4 Taunt for 4 - relatively basic, essentially competitive with Sen'jin Shieldmasta, but more punchy, with an accompanying Dragon tag.
Runed Dragonblade: Compare to Fiery War Axe, with 2 more mana and 2 more overall damage, plus armor and the ability to spread the damage.
Level Rewards:
Flock: Offset your losses from last turn - it's similar to Unleash the Hounds, but if you're board's been cleared you're in a pretty bad position anyway.
Lifebind: Holy Nova without the damage, heals your characters for twice the amount: The lack of damage justifies a 2 mana discount. do not compare this to Circle of Healing.
Extinguish: While you can use this on token Whelps (admittedly this is a pretty good deal) you're still sacrificing some board presence, which I think justifies this costing 2 less thanAssassinate.
Blazing Dragonling: Like Bluegill Warrior, but more likely to stick around. A good 2-mana dragon play - can stick around to get buffed as well. Eliminates some 1 health minions in a pinch. It's like pinging something, with better options.
Sanguine Drake: More versatile than Antique Healbot, but with better stats (somewhat).
Expert Set (15 cards - 6common, 5rare, 3epic, 1legend):
Card Discussion [Expert Set]:
Sworn Warrior: About on par with Voidwalker, with buff potential.
Dragonfuse: A way to indirectly buff minions - there are various tactics with Dragonsworn secrets - hoarding and dumping them on one turn is one!
Emerald Dream: An interesting spell: Like Frost Nova, but different lore to it. Minions with Exhaust can be given Charge and will be able to attack, whereas frozen ones cannot. See Aspect Mechanics.
Dying Dragon: Compare to Oasis Snapjaw: Costs 2 less, but by your next turn, this is a 2/5 - that is if it hasn't been dealt with. Very good early game card, trades reasonably and is sticky.
Mentor's Pact: Very simple spell, the first of the 2-mana secrets Dragonsworn has.
Aspect Culture Librarian: Pretty respectable body for the cost, given its effect. Much more reasonable as mid-game alternative to Acolyte of Pain.
Mentor's Teachings: Getting hit in the face too much for your own liking? Draw 3 cards as remunerations.
Mentor's Sacrifice: Similar to Void Terror, but you can't attack with it; very defensive secret, similar to Ice Barrier.
Viridescent Wyrm: Flavorful! Light hitter, but gives you an excellent mana-efficient card to use. See Ysera.
Oathwrit Axe: Like Assassin's Blade, but more prone to passive buffs.
Brood Invasion: Like Feral Spirit, but late game; a good stall when you're on low health and need a breather.
Sapphire Wyrm: Beefy version of Azure Drake. You draw 2 cards instead of 1, but pay an extra two mana for 1 more stat. 1stat+1card = 2mana? I think so.
Drakonid Gladiator: This is somewhat like the Tavern Brawl with Rag and Nef, there's a card Nef has that is similar in power, so I based this directly off of that - similar to Foe Reaper 4000.
Kalecgos: Yes, I know I messed up with Ultraxion. But blue Dragonflight woo! This dragon gets more and more spell damage and card draw as long as you keep playing Dragons. Can get insane eventually.
Naxxramas/Blackrock Mountain (2-4 cards):
•••
Card Discussion [Naxx+BRM]:
Bone Scavengers: A way to keep your board presence up - with the addition of minions that grant Taunt, this can be very frustrating for your opponent to get rid of.
Undying Dragon: The minion that comes from Bone Scavengers - it is collectible, but somewhat less potent when it doesn't come from Bone Scavengers. Play on 'Dying Dragon'!
Sands of Time: This introduces a mechanic that we'll see a lot more of later on. On the turn you play this, there is a 0% chance that a minion will be summoned. On the next turn, the chance of a minion being summoned is 10%. The next turn is 15%, then 20%, then 25%, then 30%, etc. etc. until eventually all your minions will be played. RNG on Mirror Entity!
Twilight Deceiver: There's you're "Holding a dragon" mechanic! Essentially you add Mark of the Wild to this 3/4 (3 cost) if you're holding a dragon. Then it becomes a 5/6 Taunt! The reason this doesn't have 1 more stat point is that you're effectively consolidated two cards into one, and in a class saturated with Dragons, it shouldn't be too hard to hold one.
GvG Set (8 cards):
Card Discussion [GvG]:
Precision Targeting: Considering changing this to "When your hero is attacked", based on how secrets are themed. Another secret that could be proc'd when you get attacked. If you fill up on secrets on turn 10, you might be able to wipe your opponent's board when you get attacked!
Wyrmic Inferno: Black Dragonflight themed spell; Direct damage like your hero power, except one more and you take 1 damage. Compare withDarkbomb.
Botdragon: Weird card. If you topdeck this late game, it's a pretty cool card. It incentivizes you to empty your hand before playing it, then to buff this or other minions with Spare Parts you get.
Bronze Construct: :D I made this first time around, then just fixed the border. I love how thematic it is.
Draconic Fury: "Everyone, get in here!" Compare to Starving Buzzard in terms of power level, but this is pretty cool anyway, because you can just start flooding your board with dragons after playing this.
Vermillion Mace: An underwhelming weapon, for sure. But if you have 6 dragons, this is a +6 health buff for a mech, which can be useful.
Decoy: Simple one drop. Decoy + Coin + Other one drop dragon (oh don't worry about that), and you have a pretty respectable board presence. On the level of Coin + Defias Ringleader.
Sinestra: Aww yeah. The dragon eggs are from BRM. As long as this remains on the board, you can do some RNG trickery or use Wild Pyromancer to get some board presence (see Dr. Boom!), as the eggs summon 2/1 Black Whelps.
TGT Set (8 cards):
(token)
Card Discussion [TGT]:
Ashen Pyromancy: Twisting Nether discounted, as you're also filling up your opponents board with minions you have to deal with. Combo with Alexstrasza's Fire on turn 10 to clear your opponent's board and restore 14 health!
Dragonclaws: Nice and simple; you breath fire on people and this gets better. The initial cost is pretty bad for what it is, but if you're opponent has no way of protecting himself/removing your weapon (hello Harrison Jones), it can get to Gorehowl level pretty quick. Necessarily midgame, and as your hero power gets worse as time goes on, this balances itself out.
Alexstrasza's Fire: Holy Nova without minion heals; instead you heal yourself. You can get back 14 Health pretty nicely from this. Very useful card, almost essential to survive aggro.
Bronze Drake: Counterpart to Volcanic Drake; this is somewhat like Sea Giant, but less beefy, only dependent on the minions you can summon, and also Dragon tagged.
Sworn Champion: This is the card everyone was looking for, I'm sure. A mid-late game refresh on your hero power, letting you use the 3 damage more easily. If paired with Justicar Trueheart, 5 damage for 2 mana!
Dragonrider: Even thoughKodorider isn't a beast, this should be a dragon. I think. It's an amazingly useful card, understatted for it's cost but very good on turn 6 if you have hero power synergies like Maiden of the Lake. The drakes that this minion can summon are; Azure Drake, Coldarra Drake, Twilight Drake, Volcanic Drake, Sanguine Drake, and Bronze Drake. Coldarra Drake is one of the best outcomes, because it isn't a battlecry drake, and can lead you to mad damage combos in late game. This card is spectacular in the very late game as it can provide easy board presence, and possibly turn your hero into a really buffed up Ping Mage.
Ruby Consort: It isn't spectacular, but it can be. Feeling like 4-8 health isn't enough for your dragons? Hell, not even 12? Then pop this out, and when you play Ysera you get a 4/16. Pretty swell, I'd say.
Chromie: This is an amazing card when you consider cards like Dragonrider and other Inspire/Battlecry minions coming in TGT. This is a must kill card. It is resistant to BGH, and when paired with Ruby Consort can make things amazing for you. Targeted battlecries that become Inspires will activate if they can, and will cancel if your turn runs out or you have no viable targets. Azure Drake; inspire, draw a card. Dragonrider summons a random drake that has inspire, when you plop it down. This card is absurd in some situations and absolutely game-winning sometimes. This is why it doesn't have much utility on the turn it is played, much like Chromaggus.
CRAZY Set (25 cards):
Card Discussion [Crazy Set]:
Impossible Goliath: You have to know how to play your cards right to make this even worth playing. It needs constant dragon summoning to pay off, and it can pay off in a big way. Summon 3 dragons and this becomes a 9/10 on that turn. On your next turn though, it becomes a 0/1 again. Your opponent has ample opportunities to destroy this after you summon it, as it's just 1 health.
Earthbound Wyrm: Random silencing that could be good or could be mediocre. Pretty easy to activate, I suppose, so it doesn't really deserve that many stats... Perhaps if it had "Can't Attack" as well...
Blackwing Labour: A random damage spell that can either help or hinder you - destroy a couple of enemy minions, or damage your own minions and give them Charge.
Bitterfrost Deceiver: The dragon holding mechanic is back! There are quite a few more of these cards in the game since TGT. It's alright for a 5-drop if its Battlecry whiffs - maybe it should have less health.
Dragon Pendant: This weapon is less focused on damage-dealing that activating your Dragonflight. In that sense, it's pretty OP, as you can activate Dragonflight twice in one attack. You do pay the price of losing board space and taking damage though.
Aspect Tamer: Really hard tech card against Dragon decks as well as Priest. You can play this against turn 10 Deathwing and be very glad of it. Your opponent wouldn't be though.
Royal Aspect Guard: Fewer stats than Drakonid (4m 4/4 Taunt) but has the potential to become a pretty big Taunt. I would say this card is probably a bit OP, and I'm considering changing it to a 1/1 or 2/2. Or maybe making the buff "+1 health".
Royal Mounted: You have to think about what minions you're playing and what they'll do to this. You could have a 3/5 or a 5/3, and buffs could make this much more interesting.
Saddled Soulrender: One-time Sap with War Golem stats. Seeing as the battlecry will almost always activate, it's pretty much power creep.
Corrupted Knight: Really I think this is what the balancing should be like on all of my cards. The battlecry whiffs if you have more than one dragon. If you have only one, you summon it and deal 2 damage to it. Which is kind of insane, depending on what dragon it is... LikeDeathwing. The more I think about it, the less balanced it is! Agh!
Dragon Knight: There we go. Mogu'shan Warden stats with a more useful class effect. Hold off on your hero power until you play this, then go wild with it, performing easy removal on enemy minions, or just going face.
Iridescent Wyrm: I'm sure McF4rtson had this in his Bard class... Was it "Momma Faerie Dragon" or something? Regardless, it's a cool effect and I had to make another "-escent" dragon!
Erubescent Wyrm: Did you know 'erubescent' means a kind of red? Now you do! Pretty much straight up power creep of Ruby Consort, but that's alright because Blizzard LOVES power creep!
Mysterious Oathtaker: Mysterious means secrets, apparently. Pop down "Mentor's Teachings", "Duel", or whatever secret you like on turn 6 after playing this and you get another one, FREE!
Hatchlings: Mini-Sinestra secret. Your minion died? Well, know you can possible summon 4 MORE MINIONS for a total of 8/4 in stats! "That's INSANE! This card is INSANE." - Kripp
Blinding Goliath: Don't tell me this is OP - it's got 1 attack, it's got to be terrible! Well, almost, except for the fact that you're rewarded with a minion for summoning a dragon, and you could possibly activate that summoned Priest minions' effect by simply playing that dragon, thus possibly dealing damage or drawing cards or gaining attack. Not that that matters. Yeah seems balanced.
Searing Claws: Blood Fury? Gorehowl? Nah mate. This is much more balanced. When a dragon dies, this becomes a 4/7, 5/6, 6/5, 7/4, 8/3, 9/2, 10/1 weapon! I'm sure that is not overpowered. LOOK AT THOSE CLAWS AREN'T THEY COOL?
Nether Wyrm: Draw a useless spell, instead get Polymorph: Boar and smorc. Draw a useless spell, instead get Fireball and destroy threats. Turn 10 draw useless spell, getPyroblast instead, win. The stealth part makes it balanced... somehow.
Duel: Because we need MORE dragonflight activators, am I right? Not even gonna try justifying this.
Dragonheart: So basically restore 16 Health to your hero for 8 mana. OR, restore 14 Health to your hero and deal 7 damage to something for 8 mana. Hmm. Legit.
Dragonmind: MORE DRAGONS. DRAGONS EVERYWHERE. 7 mana forDeathwing or something. Or 12 mana to summon TWO DeathwingS. RAWR!
Timewarden Virgil: If your opponent can't clear your minions, he gets punished by them attacking! What fun if your opponent is behind on board presence and can't do removal...
Ultraxion: 6-manaDeathwing? Seems legit. This should probably be 10 mana, lol.
Aspect Showdown: It's a standoff between the aspects! What more could you want. RNG city, as you can get all of them, none of them, half of them, three of them, 1 of them, and the person who getsDeathwing gets the most important advantage. CRAZY card!
NOTE; I haven't really considered balance too much with the Craazt Set, these are mostly just cool ideas which are subject to cost, attack, health, and text changes.
Art Sources:
To be finished.
Thanks to:
dnikko, for Hearthcards, also for hosting my custom class
aiDen, for his fantastic gallery of custom Hearthstone/WoW and related art.
vNihilism, for getting here before me! Kudos to him, go check out his take on Dragonsworn here.
Google Image Search!
Your name here (if you left feedback)
This is my first custom class, but I hope to make more! Please leave feedback. :)
Also check out my other class expansions for Shaman and Warlock - these include about 100 new cards in total, with new mechanics included. Links are in my signature!
Awesome Work :) The same way and friend and i create a Lich Hero ^.^! But at least it was a bit unbalance... :o But this Cards look most of the time solid :)
The hero power becomes too useless during late game (even mid game). And give +6 for the turn is waaaaay too strong
Don't worry - there'll be cards to deal with that soon! (i.e. TGT set, think Maiden of the Lake). Think about it though: Power Overwhelming gives a minion +4, but it kills it. This card is comparable to Rockbiter Weapon, but essentially doubled. Because it only applies to minions, and Dragonsworn isn't a Windfury based class, it should be balanced.
@Sakasa Yes, Justicar Trueheart would reset the mana cost - I'll clarify that in OP.
I can see that, but there aren't a lot of 2 mana dragons that will be played with this - It dies to a 2-3 drop if it can't get beefed up in time. I may consider dropping the health boost though.
:)
For basic spells, I was looking to make them not too spectacular, to fit in with how good higher rarity cards in other sets are. We'll see though.
Changed! Become Flame changed, Dragonfury is now Dragonmorph.
You'll see - I think with the dragon synergy that is being introduced with the expert set, it'll be difficult to say that it's a UP card.
A few quick pointers. You cannot use class keywords on basic cards. In addition, you have two secrets only. That defeats the purpose of secrets in a class. You also only have 1 weapon. That also kind of makes the weapon not a big factor in this class. All HS classes have at least 2 basic weps and at least one expert weapon.
Uhm, lol, Ultraxion is not a member of the blue dragonflight, Ultraxion is the a member of the twilight dragonflight, the fabricated guys made by Deathwing. If you want a blue dragonflight member, I would recommend Kalecgos.
On the cards:
Lifebind: Ok... people play Circle of Healing only for the damage and to buff Injured Blademaster, I don't see how a 3 mana version of it will really be all that useful.
Sworn Warrior: I'd take a look at Twilight Whelp, because I'm fairly certain that a turn 2 3/3 is highly unbalanced. and yes, there is the argument of "what if you don't have a dragon", and that's fair, to me it makes the card just feel... awkward, IMHO. I'd consider rebalancinfg the actual buff and move it up to 1 base attack.
Blazing Dragonling: Ok, that's just a better wolfrider with dragon tag. This is the classic Fen Creeper vs. Druid of the Clawargument. I'd say rebalance.
Dragonfuse: Awesome art aside, I'd rebalance this. Because, while the Haunted Creeper is worth 1 mana, it only triggers once.
Proto-Dragon: Ok, it's not piloted sky golem, but why only 4 drop dragons? It just doesn't seem too random imho, too easy to bank your plays on.
Anyhoo, I think everything else is more or less balanced. I do think the choice to have only one weapon and two secrets in the basic/expert set is a slight mistake, and would recommend moving Proto-Dragon to GVG for more space, and probably Sapphire Wyrm do to battkecry and deathrattle only really showing up then. I'll say that a Dragonflight based weapon might be neat.
Blazing Dragonling from 3m 3/2 to 2m 1/2. Moved to Basic Set.
Sworn Warrior from 1m 0/2 Dragonflight: +3/+1 to 1m 1/3 Dragonflight: +1 Attack. Moved to Expert Set.
Flock changed from 'give a minion 'whenever this minion attacks, summon a 2/2 dragon with charge'' to 'for each friendly minion that died last turn, summon a 2/2 Dragon with Charge'.
Sworn Protector (2m 2/3 Dragonflight: Gain 3 Armor) removed; added Oathwrit Axe 5m 2/4 Whenever a friendly Dragon dies, gain +1 Attack.
Crimson Drake 5m 4/4 restore 5 Health --> Sanguine Drake 5m 5/4 restore 5 Health
Removed Proto-Dragon, replaced it with Mentor's Teachings.
Replaced Ultraxion name and art with Kalecgos. Sorry for the lore inaccuracy! I haven't played WoW for about 8 or 9 years, so I may be prone to mistakes.
A few quick pointers. You cannot use class keywords on basic cards. In addition, you have two secrets only. That defeats the purpose of secrets in a class. You also only have 1 weapon. That also kind of makes the weapon not a big factor in this class. All HS classes have at least 2 basic weps and at least one expert weapon.
Edit: Also. Is exhaust pretty much freeze?
Alright, thanks for pointing that out - I've had trouble deciding on what should be basic cards and expert cards and expansion cards. Exhaust is similar to freeze, with the exception that Charge can be granted to a minion in Exhaust and they'll be able to attack. So in that sense it is pretty much Frost Nova. I suppose I could just not have it as a spell, but it seems like it fits!
Interesting work. Without going into a more detailed review, there are some points i'm uncomfortable with :
1) Maybe i'm a bit impatient, but where is the "Holding a Dragon" mechanic ? That is the main mechanic associated with dragons, so it would be a shame not to exploit it. (however, to really make it work, you need better dragons than Drakonid or your version of Crimson Drake).
2) Windfury is supposed to be a shaman gimmick, but already appear on 2 of your cards : that seems too much.
3) Rarity does NOT define the power level of a card, it's more a measure of its complexity and/or "uniqueness" (thus many Epics are crap because they are too specific). On the other hand, class cards are meant to be more powerful than their neutral counterparts. So, for example, it would be perfectly fine for Crimson Drake to be more powerfulthan a neutral equivalent, in fact it would be recommanded. Drakonid is also too weak : Sen'jin is arguably better (Health matters more than Attack on a Taunt, and it trades poorly with a shredder...), while Hunter may summon the same minion for 3 mana...
4) i may be nitpicking, but cards like Flock,Phoenix Rebirth & Runed Dragonblade are a bit complex for Free cards : these are usually quite straightforward...
Holding dragons is the main theme behind BRM, so I'm leaving that mechanic to those cards for now. There may be cards in the future that use that. Windfury is only on one card now. While I agree to a certain extent, cards like Power Overwhelming and Demonfire are quite complex for their rarity. And Demonheart - a higher rarity card, simply does the same thing as Demonfire but at a higher level. The dragons are meant to be less powerful at basic level due to the synergy being introduced; also sorry about the naming confusion... Changed it to Sanguine Drake :P
Uhm, lol, Ultraxion is not a member of the blue dragonflight, Ultraxion is the a member of the twilight dragonflight, the fabricated guys made by Deathwing. If you want a blue dragonflight member, I would recommend Kalecgos.
On the cards:
Lifebind: Ok... people play Circle of Healing only for the damage and to buff Injured Blademaster, I don't see how a 3 mana version of it will really be all that useful. Sworn Warrior: I'd take a look at Twilight Whelp, because I'm fairly certain that a turn 2 3/3 is highly unbalanced. and yes, there is the argument of "what if you don't have a dragon", and that's fair, to me it makes the card just feel... awkward, IMHO. I'd consider rebalancinfg the actual buff and move it up to 1 base attack. Blazing Dragonling: Ok, that's just a better wolfrider with dragon tag. This is the classic Fen Creeper vs. Druid of the Claw [/card]argument. I'd say rebalance. Dragonfuse: Awesome art aside, I'd rebalance this. Because, while the [card]Haunted Creeper is worth 1 mana, it only triggers once. Proto-Dragon: Ok, it's not piloted sky golem, but why only 4 drop dragons? It just doesn't seem too random imho, too easy to bank your plays on. Anyhoo, I think everything else is more or less balanced. I do think the choice to have only one weapon and two secrets in the basic/expert set is a slight mistake, and would recommend moving Proto-Dragon to GVG for more space, and probably Sapphire Wyrm do to battkecry and deathrattle only really showing up then. I'll say that a Dragonflight based weapon might be neat.
Okay, okay! I haven't played WoW in forever, but I did omit to research the lore further. Fix'd. Lifebind is more comparable to Holy Nova than to Circle of Healing, anyway, seeing as this class doesn't have cards like Auchenai Soulpriest. Sworn Warrior changed; Also changed Blazing Dragonling, but I think too much... Dragonfuse changed into a secret with completely different effects. Proto-dragon ax'd for a secret... Stay tuned for that weapon!
The hero power becomes too useless during late game (even mid game). And give +6 for the turn is waaaaay too strong
Don't worry - there'll be cards to deal with that soon! (i.e. TGT set, think Maiden of the Lake). Think about it though: Power Overwhelming gives a minion +4, but it kills it. This card is comparable to Rockbiter Weapon, but essentially doubled. Because it only applies to minions, and Dragonsworn isn't a Windfury based class, it should be balanced.
Just saw you made it an rng effect, that ways is more balanced. About the hero power, TGT will be able to deal with it, but forcing an entire class to be based on a certain strategy is not a good idea. Maybe if it increased cost every 2 uses or something like that
1. Could you please upload the removed/edited cards? I really liked some of them and now they're gone );
2. A 2/4 weapon is worth about 3.5 mana, and the effect is worth about 1/2 a mana crystal. I would say 4 mana would make it better. At the moment, it suffers from poisened blade syndrome (although, at least its playable in this class.)
3. Hero power is great 1st time, good second time, utterly useless after that. I would say 2 damage to a minion (without the increasing cost) would be perfectly balanced.
Rollback Post to RevisionRollBack
"You miss 100% of the shots you don't take. - Wayne Gretzky"
1. Could you please upload the removed/edited cards? I really liked some of them and now they're gone );
2. A 2/4 weapon is worth about 3.5 mana, and the effect is worth about 1/2 a mana crystal. I would say 4 mana would make it better. At the moment, it suffers from poisened blade syndrome (although, at least its playable in this class.)
3. Hero power is great 1st time, good second time, utterly useless after that. I would say 2 damage to a minion (without the increasing cost) would be perfectly balanced.
Rollback Post to RevisionRollBack
"You miss 100% of the shots you don't take. - Wayne Gretzky"
1. Could you please upload the removed/edited cards? I really liked some of them and now they're gone );
2. A 2/4 weapon is worth about 3.5 mana, and the effect is worth about 1/2 a mana crystal. I would say 4 mana would make it better. At the moment, it suffers from poisened blade syndrome (although, at least its playable in this class.)
3. Hero power is great 1st time, good second time, utterly useless after that. I would say 2 damage to a minion (without the increasing cost) would be perfectly balanced.
Done! You can see the album of them here.For your second point, imagine the combos! Put this down on turn 8 with something else, than turn 9 Onyxia. Any removal that occurs of your board can give you a +7 attack weapon. I think that the potential is great in that sense. There will be a lot of minions coming out that make your hero power more useful/diverse (TGT set...)
That hero power is really *puts on punglasses* uninspiring. Sorry, couldn't resist. The design is interesting in that it behaves completely differently from other hero powers. Instead of providing a source of constant value to help clean up curves it provides raw power but at the cost of reusability. I like the design space, but be aware that it definitely plays better in an aggressive deck than in a controlling one (this isn't a problem, just something worth noting).
Overall the cards seem unfocused. By having a mechanical identity for each colored dragonflight, you end up with too much going on in the class. The place where this hurts the most is in the basic cards. Taking warrior as an example, the basic cards are 3 weapon cards (arcanite reaper, fiery war axe, and heroic strike), 3 charge cards (charge, korkron elite, and warsong commander), 3 cards that play into the self damage or ping and execute strategy (cleave, whirlwind, and execute), and one armor card (shield block). Warlock is even simpler with 6 kill spells and 4 demon tribal cards (among these cards are 2 spells which show off the discard mechanic, 2 which heal to mitigate lifetap damage, and 2 cards which damage yourself to damage other things).
To fix this I would refocus the class around 3 or so mechanics with a few of the expert cards having other outside mechanics. The irreplaceable mechanic is of course the dragon tribal, which your base set already showcases well (though with a number of cards that are individually complex). I would pick another one or two basic mechanics to focus on in the base set. Maybe the black dragonflight attack gain should be your focus? Even though sworn warrior has your class mechanic on it (and should therefore usually not be in the basic set) it is an elegant design which shows how your class wants to be played. It is exactly the type of card which should be added to the base set.
On to the individual basic set cards.
Become Flame: A good clean design, perfect for the basic set. Balance comparisons include fireball and cold blood, so I think you can safely make this +6 attack. Nothing you can do with this that you can't do with cold blood.
Phoenix rebirth: This is a high complexity card with a deathrattle theme, both of which are things you shouldn't see in a basic set. I would make this the naxxramus card because of the deathrattle theme. Also, this should probably cost 1. If you get even 2 dragons with this it becomes rediculous for 0 mana. Also, phoneixes aren't dragons, so you should probably rename this to fiery rebirth or dragon hatchery or something.
Dragonmorph: this card is incredibly complex, though the effect is simple the purpose is incredibly obtuse. A card like this doesn't belong in the base set and also probably shouldn't be a common. I would make this an epic rarity card in the expert set.
Drakonid: A simple straightforward dragon design, a perfect card for the base set. If there is a mechanic you think associates with dragons more than taunt I might add a dragon with that mechanic instead, but overall this should stay where it is.
Runed Dragonblade: Complex, also very strong. the only other weapon with windfury is doomhammer and that costs 7 mana total. as valuable as the extra 4 durability is, I think this is undercosted. Also, in general windfury is a shaman mechanic, so unless there's a good reason or there's a very simple design windfury should probably not be on non-shaman class cards and definitely should not be on non-shaman basic cards. At six mana I think this card is okay as a rare or epic.
Flock: Incredibly complex, partially because it tracks things that happened the previous turn. also incredibly swingy, this can easily turn in to 10 of burst for 3 mana. not the type of card that belongs in the basic set. definitely increase the cost to 5, 4 if you really want to push this. Don't compare in cost to unleash the hounds as much as force of nature.
Lifebind: this is a nice simple design. If you decide healing is one of he class features you want to emphasize you should keep this in the basic set, if not move it to the expert set. The balance here seems fine.
Extinguish: your base set removal should say exactly how your class removes threats, be it damage (warlock/mage), weapons (warrior/rogue), etc. If this is your base set removal other removal for the class should look similar. Extinguish is a hard effect to print variations on, so I would think this should be moved to the expert set with a different removal spell in the basic set. If you want to focus around the blue dragonflight I would suggest damaging spells, if you want to focus around minion attack I would suggest a minion with charge, high attack, and low health, (4/1 charge for 2 or 3) if you want this to be a weapon using class (like warrior or rogue, not so much like shaman which has a couple weapons but does not use them centrally) I would suggest a simple weapon (4/1 perhaps, 2/3?) or a heroic strike variant (+ 5 attack this turn, + 2 attack and draw a card?). Alternately, you could just make it a 4 mana "destroy a minion, use this only if you control a dragon" though that starts to get into the realm of the overly complex.
Blazing Dragonling: A clean simple design, if charge is a mechanic you want to showcase on dragons I would definitely keep this in. It does seem a tad bit weak though, perhaps make it a 2/2? It's okay if your class cards are stronger than bluegill warrior.
Sanguine Drake: A perfect basic set design, if you focus on the heal mechanic keep this in, balance seems good as well, maybe it could even be a 5/5 (compare to earthen ring farseer)
Final thoughts on what a dragonsworn basic set should look like- I would focus on charge, healing, and attack buffing (and of course dragon tribal). I would not add weapons, dragons fight with their claws, not weapons of steel. The 10 cards I would work with are: Become flame (attack buff) Dakonid (dragon tribal, taunt?) Blazing Dragonling (dragon tribal, charge) Sanguine Drake (dragon tribal, healing) Lifebind (healing) NEW CARD Dragonstrike (attack buff): 2 mana, Give your hero +3 attck this turn, draw a card (compare to frostbolt or quickshot, worse so you get to draw a card) NEW CARD Dragonrage (attack buff): 8 mana, give all minions you control +5 attack this turn (flashy expensive bloodlust variant, may not be competitive, but it tells you what the class is about pretty clearly) NEW CARD Red Dragonwhelp (healing, dragon tribal): 2 mana, 2/3 minion, Battlcry: restore 2 health to a minion. (showcases healing mechanic) NEW CARD Drakonid Taskmaster (attack buff, Dragon tribal): 4 mana 3/4 minion, Battlecry: give a minion +4 attack this turn (a dark iron dwarf variant with more focus on the attack bonus) NEW CARD Blazewing (dragon tribal, charge): 5 mana, 5/2 charge, battlecry: give another friendly minion charge
Feel free to use any and all of these ideas. Again, the idea is to pick 2 or three mechanics and really show them off in the basic set while still using cards that are individually relatively simple.
Hrm. Undying dragon is actually underbudgeted. Since I assume he's supposed to be for constant taunt buffs and not silencing, I'd recommend buffing him to a 3/6. Do to the fact that he comes out of another dragon, you can probably budget better than Ancient Watcher.
I'd put a limit a turn limit on sands of time... otherwise it's a bit too much of a risk. Say, like within 6-8 of your own turns. I actually like the concept though, good turn one play.
Dragonfuse: Eye for an Eye on a minion, I like it much more than eye for an eye, harder to make it work but better payoff, good clean design and well balanced, works with healing theme
Emerald Dream: Frost nova but it doesn't work against charge, seems fine here
Dragonblood: unstable portal for dragons, seems fine, if it ain't broke don't fix it, could try costing 3 less but the higher chance of legendary or otherwise overpowering minions means that 2 less is a safe choice (IE seems like a playtesting thing)
Dying dragon: a cheap card which enables the "attack buff" theme and healing theme which you seem to be using, I like it, maybe a bit complex for common (compare to injured blademaster for complexity) but rarity aside nothing to change
Mentor's pact: works well with other secrets, helps protect your buffed minions, but high risk, I like the design, works well with healing theme
Aspect culture librarian: more a auctioneer than an acolyte of pain, but i'm not complaining, maybe it should be weaker (compare to buzzard in hunter)
Mentor's teachings: I have no idea how to evaluate this, it works well with the other secrets and the healing theme so that's good, might be too good? I really don't know
Mentor's Sacrifice: antithetical to the healing theme, works well with the buff theme, not entirely sure how this would be coded though because health would be 0 when it dies usually?
Viridescent Wyrm: Good design, Ysera light
Oathwrit Axe: I might reduce the durability here, too dangerous in the broken case at 4 durability without losing too much in the standard use case, remember that rogue is a heavily weapon focused class and this only needs 1 death to outclass assassin's blade at 4 durability, I would instead put this at a 2/3 or even 2/2, the design itself though is very nice, an attack buff that keys off dragons which inverts the usual theme of attack buffs being put on dragons
Brood invasion: Big flashy spell, no complaints, at 8 you can afford to cost a ton, I like the 4 health because it let's it be answered by flamestrike (or twisting nether)
Sapphire Wyrm: Azure drake v2 (electric boogaloo), good design, I like it as a late game value option comparable to ancient of lore
Drakonid Gladiator: plays very well with attack buffs, has enough health to survive hits and get healed, overal a good clean card
Kalecgos: again, clean and awesome, but you might want to increase the cost because of the risk of it being auctioneer V3, maybe a bit too close to librarian
Naxxramus/BRM-
Undying Dragon: not sure why this is a dragon card, but it is a cool design, though not being able to attack does reduce its synergy with attack buffs
Bone Scavengers: ummm, why does this cost 2 when the dragon csts 1? it's like getting the dragon on a delay, either make the dragon uncollectable or change bone scavengers
Sands of Time: this card terrifys me because it either is terrible (can't be played in an aggro deck at all) or turns the game into russian roulette (win if you get your bomb early, lose if you get it super late), I don't think games with this card will ever really be fun, because you'll basically never control if you win or lose, I would scrap this idea
Twilight Deceiver: seems fine, I like the higher variance compared to blackwing technician, I also like that it eats yetis alive, this seems in the right place, I might make it a bit bigger at base so it can be played without a dragon if you absolutely have to, spider tank on 5 is reaaaaaaaaaly sad, on the other hand, if you make it base 3/6 (still 5/6 taunt with a dragon) then not only is not completely a loss on 5 but it also has a power only buff, which plays into the power buff theme you've been using so far
Precision Targeting: Considering changing this to "When your hero is attacked", based on how secrets are themed. Another secret that could be proc'd when you get attacked. If you fill up on secrets on turn 10, you might be able to wipe your opponent's board when you get attacked!
Wyrmic Inferno: Black Dragonflight themed spell; Direct damage like your hero power, except one more and you take 1 damage. Compare withDarkbomb.
Botdragon: Weird card. If you topdeck this late game, it's a pretty cool card. It incentivizes you to empty your hand before playing it, then to buff this or other minions with Spare Parts you get.
Bronze Construct: :D I made this first time around, then just fixed the border. I love how thematic it is.
Draconic Fury: "Everyone, get in here!" Compare to Starving Buzzard in terms of power level, but this is pretty cool anyway, because you can just start flooding your board with dragons after playing this.
Vermillion Mace: An underwhelming weapon, for sure. But if you have 6 dragons, this is a +6 health buff for a mech, which can be useful.
Decoy: Simple one drop. Decoy + Coin + Other one drop dragon (oh don't worry about that), and you have a pretty respectable board presence. On the level of Coin + Defias Ringleader.
Sinestra: Aww yeah. The dragon eggs are from BRM. As long as this remains on the board, you can do some RNG trickery or use Wild Pyromancer to get some board presence (see Dr. Boom!), as the eggs summon 2/1 Black Whelps.
New GvG cards added! Again thanks for the reviews Zok :) I'm a bit swamped atm so rebalancing is something I'll have to get to next week.
Straight from the dragon's maw, fire comes, searing, burning, melting the stones around.
Mauling, crawling, dragon's claws, hear the wingbeats shake the ground.
DRAGONSWORN
"rawr"
The Dragonsworn are an obscure bunch, only suspected of being present on Azeroth. A few potential Dragonsworn are known, with many watching, waiting, keeping away from conflict, and only exercising their immense powers when it is truly necessary for their survival. For the most part, Dragonsworn are immortal, the favoured race chosen by their Dragon mentors being the night elves. However, the manipulations of Bronze dragons allow them to teach other races, and grant them the gift of immortality.
Flavor Card:
The Dragonsworn Crest was attained from zedge.net, as a generic 'dragon' crest. The creator is unknown to me. Edits were made to it.
Dragonflight:
Dragonflight is a new mechanic, which causes an effect to occur when a card with the 'Dragon' tribal tag is played. Summoned dragons from other sources such as spells and buffs do not count towards Dragonflight. Dragonflight is a repeatable effect, similar to Inspire. This is the main driving force behind the Dragon synergy in this class. While "If you are holding a Dragon, do x" is a nice thought, it isn't consistent enough, and also informs your opponent of the type of cards in your hand. Most of the pivotal dragon synergy cards will include the keyword Dragonflight, but their ranks will be bolstered by new Dragon cards that occupy all parts of the mana curve.
Aspect Mechanics
• Green Dragonflight: Focuses on the theme of "Dreaming": Adding Dream Cards to your hand for example. A new keyword (which has been implied since beta), is added. Exhaust effectively gives a minion "Can't Attack" for a turn, with the accompanying "zzz" icons that come from a just-summoned minion (that doesn't have charge). Some examples are included in the Expert Set.
• Red Dragonflight: Focuses on healing and health addition: Healing friendly characters will be themed mostly around Red Dragons and 'red' items and concepts.
• Blue Dragonflight: Spell Damage and card draw - most notably from Malygos and Azure Drake. These are but examples of the cards from this flight.
• Bronze Dragonflight: Resummoning minions, summoning minions on random turns, and mechanics based around minion summoning.
• Black Dragonflight: Raw power, direct damage, board clears, armor gain (for the most part).
• Twilight Dragonflight: Cards-in-hand mechanics, etc. etc. (see Twilight Drake).
• Exotic Dragonflights: Proto-Dragons, Infinite Dragons, Nether Dragons, etc. - these have varied and specialized effects.
Hero Emotes:
Will be filled in later!
Hero Lore:
See this link for more info on Xarantaur.
Changelog:
3rd Aug, 2015:
4th Aug, 2015:
Later on 4th Aug, 2015:
5th Aug, 2015:
Basic Set:
Starting Cards:
v Level 2 Reward v v Level 4 Reward v v Level 6 Reward v v Level 8 Reward v v Level 10 Reward v
Basic cards range in mana cost from 0-5, with more interesting spells and minions gained later through levelling.
Tokens [Basic Set]:
Dragon art: Steve Ellis
Card Discussion [Basic Set]:
Level Rewards:
Expert Set (15 cards - 6common, 5rare, 3epic, 1legend):
Card Discussion [Expert Set]:
Naxxramas/Blackrock Mountain (2-4 cards):
•••
Card Discussion [Naxx+BRM]:
GvG Set (8 cards):
Card Discussion [GvG]:
TGT Set (8 cards):
(token)
Card Discussion [TGT]:
CRAZY Set (25 cards):
Card Discussion [Crazy Set]:
NOTE; I haven't really considered balance too much with the Craazt Set, these are mostly just cool ideas which are subject to cost, attack, health, and text changes.
Art Sources:
To be finished.
Thanks to:
This is my first custom class, but I hope to make more! Please leave feedback. :)
Also check out my other class expansions for Shaman and Warlock - these include about 100 new cards in total, with new mechanics included. Links are in my signature!
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Awesome Work :) The same way and friend and i create a Lich Hero ^.^! But at least it was a bit unbalance... :o But this Cards look most of the time solid :)
The hero power becomes too useless during late game (even mid game). And give +6 for the turn is waaaaay too strong
Don't worry - there'll be cards to deal with that soon! (i.e. TGT set, think Maiden of the Lake). Think about it though: Power Overwhelming gives a minion +4, but it kills it. This card is comparable to Rockbiter Weapon, but essentially doubled. Because it only applies to minions, and Dragonsworn isn't a Windfury based class, it should be balanced.
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Nice work! Excited to see the rest later in the week
Expert Set released! BRM and Naxx cards tomorrow!
@Sakasa Yes, Justicar Trueheart would reset the mana cost - I'll clarify that in OP.
I can see that, but there aren't a lot of 2 mana dragons that will be played with this - It dies to a 2-3 drop if it can't get beefed up in time. I may consider dropping the health boost though.
:)
For basic spells, I was looking to make them not too spectacular, to fit in with how good higher rarity cards in other sets are. We'll see though.
Changed! Become Flame changed, Dragonfury is now Dragonmorph.
You'll see - I think with the dragon synergy that is being introduced with the expert set, it'll be difficult to say that it's a UP card.
@vNihilism Thanks!
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A few quick pointers. You cannot use class keywords on basic cards. In addition, you have two secrets only. That defeats the purpose of secrets in a class. You also only have 1 weapon. That also kind of makes the weapon not a big factor in this class. All HS classes have at least 2 basic weps and at least one expert weapon.
Edit: Also. Is exhaust pretty much freeze?
Ultraxion is a twilight dragon :P
Uhm, lol, Ultraxion is not a member of the blue dragonflight, Ultraxion is the a member of the twilight dragonflight, the fabricated guys made by Deathwing. If you want a blue dragonflight member, I would recommend Kalecgos.
On the cards:
Lifebind: Ok... people play Circle of Healing only for the damage and to buff Injured Blademaster, I don't see how a 3 mana version of it will really be all that useful.
Sworn Warrior: I'd take a look at Twilight Whelp, because I'm fairly certain that a turn 2 3/3 is highly unbalanced. and yes, there is the argument of "what if you don't have a dragon", and that's fair, to me it makes the card just feel... awkward, IMHO. I'd consider rebalancinfg the actual buff and move it up to 1 base attack.
Blazing Dragonling: Ok, that's just a better wolfrider with dragon tag. This is the classic Fen Creeper vs. Druid of the Clawargument. I'd say rebalance.
Dragonfuse: Awesome art aside, I'd rebalance this. Because, while the Haunted Creeper is worth 1 mana, it only triggers once.
Proto-Dragon: Ok, it's not piloted sky golem, but why only 4 drop dragons? It just doesn't seem too random imho, too easy to bank your plays on.
Anyhoo, I think everything else is more or less balanced. I do think the choice to have only one weapon and two secrets in the basic/expert set is a slight mistake, and would recommend moving Proto-Dragon to GVG for more space, and probably Sapphire Wyrm do to battkecry and deathrattle only really showing up then. I'll say that a Dragonflight based weapon might be neat.
lifebind heals the hero as well
Later on 4th Aug, 2015:
new/significantly changed cards:
Alright, thanks for pointing that out - I've had trouble deciding on what should be basic cards and expert cards and expansion cards. Exhaust is similar to freeze, with the exception that Charge can be granted to a minion in Exhaust and they'll be able to attack. So in that sense it is pretty much Frost Nova. I suppose I could just not have it as a spell, but it seems like it fits!
Holding dragons is the main theme behind BRM, so I'm leaving that mechanic to those cards for now. There may be cards in the future that use that. Windfury is only on one card now. While I agree to a certain extent, cards like Power Overwhelming and Demonfire are quite complex for their rarity. And Demonheart - a higher rarity card, simply does the same thing as Demonfire but at a higher level. The dragons are meant to be less powerful at basic level due to the synergy being introduced; also sorry about the naming confusion... Changed it to Sanguine Drake :P
Okay, okay! I haven't played WoW in forever, but I did omit to research the lore further. Fix'd. Lifebind is more comparable to Holy Nova than to Circle of Healing, anyway, seeing as this class doesn't have cards like Auchenai Soulpriest. Sworn Warrior changed; Also changed Blazing Dragonling, but I think too much... Dragonfuse changed into a secret with completely different effects. Proto-dragon ax'd for a secret... Stay tuned for that weapon!
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Just saw you made it an rng effect, that ways is more balanced.
About the hero power, TGT will be able to deal with it, but forcing an entire class to be based on a certain strategy is not a good idea. Maybe if it increased cost every 2 uses or something like that
A few things:
1. Could you please upload the removed/edited cards? I really liked some of them and now they're gone );
2. A 2/4 weapon is worth about 3.5 mana, and the effect is worth about 1/2 a mana crystal. I would say 4 mana would make it better. At the moment, it suffers from poisened blade syndrome (although, at least its playable in this class.)
3. Hero power is great 1st time, good second time, utterly useless after that. I would say 2 damage to a minion (without the increasing cost) would be perfectly balanced.
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A few things:
1. Could you please upload the removed/edited cards? I really liked some of them and now they're gone );
2. A 2/4 weapon is worth about 3.5 mana, and the effect is worth about 1/2 a mana crystal. I would say 4 mana would make it better. At the moment, it suffers from poisened blade syndrome (although, at least its playable in this class.)
3. Hero power is great 1st time, good second time, utterly useless after that. I would say 2 damage to a minion (without the increasing cost) would be perfectly balanced.
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Done! You can see the album of them here. For your second point, imagine the combos! Put this down on turn 8 with something else, than turn 9 Onyxia. Any removal that occurs of your board can give you a +7 attack weapon. I think that the potential is great in that sense. There will be a lot of minions coming out that make your hero power more useful/diverse (TGT set...)
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That hero power is really *puts on punglasses* uninspiring. Sorry, couldn't resist. The design is interesting in that it behaves completely differently from other hero powers. Instead of providing a source of constant value to help clean up curves it provides raw power but at the cost of reusability. I like the design space, but be aware that it definitely plays better in an aggressive deck than in a controlling one (this isn't a problem, just something worth noting).
Overall the cards seem unfocused. By having a mechanical identity for each colored dragonflight, you end up with too much going on in the class. The place where this hurts the most is in the basic cards. Taking warrior as an example, the basic cards are 3 weapon cards (arcanite reaper, fiery war axe, and heroic strike), 3 charge cards (charge, korkron elite, and warsong commander), 3 cards that play into the self damage or ping and execute strategy (cleave, whirlwind, and execute), and one armor card (shield block). Warlock is even simpler with 6 kill spells and 4 demon tribal cards (among these cards are 2 spells which show off the discard mechanic, 2 which heal to mitigate lifetap damage, and 2 cards which damage yourself to damage other things).
To fix this I would refocus the class around 3 or so mechanics with a few of the expert cards having other outside mechanics. The irreplaceable mechanic is of course the dragon tribal, which your base set already showcases well (though with a number of cards that are individually complex). I would pick another one or two basic mechanics to focus on in the base set. Maybe the black dragonflight attack gain should be your focus? Even though sworn warrior has your class mechanic on it (and should therefore usually not be in the basic set) it is an elegant design which shows how your class wants to be played. It is exactly the type of card which should be added to the base set.
On to the individual basic set cards.
Become Flame: A good clean design, perfect for the basic set. Balance comparisons include fireball and cold blood, so I think you can safely make this +6 attack. Nothing you can do with this that you can't do with cold blood.
Phoenix rebirth: This is a high complexity card with a deathrattle theme, both of which are things you shouldn't see in a basic set. I would make this the naxxramus card because of the deathrattle theme. Also, this should probably cost 1. If you get even 2 dragons with this it becomes rediculous for 0 mana. Also, phoneixes aren't dragons, so you should probably rename this to fiery rebirth or dragon hatchery or something.
Dragonmorph: this card is incredibly complex, though the effect is simple the purpose is incredibly obtuse. A card like this doesn't belong in the base set and also probably shouldn't be a common. I would make this an epic rarity card in the expert set.
Drakonid: A simple straightforward dragon design, a perfect card for the base set. If there is a mechanic you think associates with dragons more than taunt I might add a dragon with that mechanic instead, but overall this should stay where it is.
Runed Dragonblade: Complex, also very strong. the only other weapon with windfury is doomhammer and that costs 7 mana total. as valuable as the extra 4 durability is, I think this is undercosted. Also, in general windfury is a shaman mechanic, so unless there's a good reason or there's a very simple design windfury should probably not be on non-shaman class cards and definitely should not be on non-shaman basic cards. At six mana I think this card is okay as a rare or epic.
Flock: Incredibly complex, partially because it tracks things that happened the previous turn. also incredibly swingy, this can easily turn in to 10 of burst for 3 mana. not the type of card that belongs in the basic set. definitely increase the cost to 5, 4 if you really want to push this. Don't compare in cost to unleash the hounds as much as force of nature.
Lifebind: this is a nice simple design. If you decide healing is one of he class features you want to emphasize you should keep this in the basic set, if not move it to the expert set. The balance here seems fine.
Extinguish: your base set removal should say exactly how your class removes threats, be it damage (warlock/mage), weapons (warrior/rogue), etc. If this is your base set removal other removal for the class should look similar. Extinguish is a hard effect to print variations on, so I would think this should be moved to the expert set with a different removal spell in the basic set. If you want to focus around the blue dragonflight I would suggest damaging spells, if you want to focus around minion attack I would suggest a minion with charge, high attack, and low health, (4/1 charge for 2 or 3) if you want this to be a weapon using class (like warrior or rogue, not so much like shaman which has a couple weapons but does not use them centrally) I would suggest a simple weapon (4/1 perhaps, 2/3?) or a heroic strike variant (+ 5 attack this turn, + 2 attack and draw a card?). Alternately, you could just make it a 4 mana "destroy a minion, use this only if you control a dragon" though that starts to get into the realm of the overly complex.
Blazing Dragonling: A clean simple design, if charge is a mechanic you want to showcase on dragons I would definitely keep this in. It does seem a tad bit weak though, perhaps make it a 2/2? It's okay if your class cards are stronger than bluegill warrior.
Sanguine Drake: A perfect basic set design, if you focus on the heal mechanic keep this in, balance seems good as well, maybe it could even be a 5/5 (compare to earthen ring farseer)
Final thoughts on what a dragonsworn basic set should look like-
I would focus on charge, healing, and attack buffing (and of course dragon tribal). I would not add weapons, dragons fight with their claws, not weapons of steel. The 10 cards I would work with are:
Become flame (attack buff)
Dakonid (dragon tribal, taunt?)
Blazing Dragonling (dragon tribal, charge)
Sanguine Drake (dragon tribal, healing)
Lifebind (healing)
NEW CARD Dragonstrike (attack buff): 2 mana, Give your hero +3 attck this turn, draw a card (compare to frostbolt or quickshot, worse so you get to draw a card)
NEW CARD Dragonrage (attack buff): 8 mana, give all minions you control +5 attack this turn (flashy expensive bloodlust variant, may not be competitive, but it tells you what the class is about pretty clearly)
NEW CARD Red Dragonwhelp (healing, dragon tribal): 2 mana, 2/3 minion, Battlcry: restore 2 health to a minion. (showcases healing mechanic)
NEW CARD Drakonid Taskmaster (attack buff, Dragon tribal): 4 mana 3/4 minion, Battlecry: give a minion +4 attack this turn (a dark iron dwarf variant with more focus on the attack bonus)
NEW CARD Blazewing (dragon tribal, charge): 5 mana, 5/2 charge, battlecry: give another friendly minion charge
Feel free to use any and all of these ideas. Again, the idea is to pick 2 or three mechanics and really show them off in the basic set while still using cards that are individually relatively simple.
Thanks, Zok72! Those ideas seem really pretty good. I'll look into it around next week, when I release the Mystery set. :)
Here are the BRM and Naxx cards:
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Details are in OP!
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Hrm. Undying dragon is actually underbudgeted. Since I assume he's supposed to be for constant taunt buffs and not silencing, I'd recommend buffing him to a 3/6. Do to the fact that he comes out of another dragon, you can probably budget better than Ancient Watcher.
I'd put a limit a turn limit on sands of time... otherwise it's a bit too much of a risk. Say, like within 6-8 of your own turns. I actually like the concept though, good turn one play.
Expert set review-
Sworn Warrior: simple, clean design, well balanced, perfect common, change nothing 10/10 design
Dragonfuse: Eye for an Eye on a minion, I like it much more than eye for an eye, harder to make it work but better payoff, good clean design and well balanced, works with healing theme
Emerald Dream: Frost nova but it doesn't work against charge, seems fine here
Dragonblood: unstable portal for dragons, seems fine, if it ain't broke don't fix it, could try costing 3 less but the higher chance of legendary or otherwise overpowering minions means that 2 less is a safe choice (IE seems like a playtesting thing)
Dying dragon: a cheap card which enables the "attack buff" theme and healing theme which you seem to be using, I like it, maybe a bit complex for common (compare to injured blademaster for complexity) but rarity aside nothing to change
Mentor's pact: works well with other secrets, helps protect your buffed minions, but high risk, I like the design, works well with healing theme
Aspect culture librarian: more a auctioneer than an acolyte of pain, but i'm not complaining, maybe it should be weaker (compare to buzzard in hunter)
Mentor's teachings: I have no idea how to evaluate this, it works well with the other secrets and the healing theme so that's good, might be too good? I really don't know
Mentor's Sacrifice: antithetical to the healing theme, works well with the buff theme, not entirely sure how this would be coded though because health would be 0 when it dies usually?
Viridescent Wyrm: Good design, Ysera light
Oathwrit Axe: I might reduce the durability here, too dangerous in the broken case at 4 durability without losing too much in the standard use case, remember that rogue is a heavily weapon focused class and this only needs 1 death to outclass assassin's blade at 4 durability, I would instead put this at a 2/3 or even 2/2, the design itself though is very nice, an attack buff that keys off dragons which inverts the usual theme of attack buffs being put on dragons
Brood invasion: Big flashy spell, no complaints, at 8 you can afford to cost a ton, I like the 4 health because it let's it be answered by flamestrike (or twisting nether)
Sapphire Wyrm: Azure drake v2 (electric boogaloo), good design, I like it as a late game value option comparable to ancient of lore
Drakonid Gladiator: plays very well with attack buffs, has enough health to survive hits and get healed, overal a good clean card
Kalecgos: again, clean and awesome, but you might want to increase the cost because of the risk of it being auctioneer V3, maybe a bit too close to librarian
Naxxramus/BRM-
Undying Dragon: not sure why this is a dragon card, but it is a cool design, though not being able to attack does reduce its synergy with attack buffs
Bone Scavengers: ummm, why does this cost 2 when the dragon csts 1? it's like getting the dragon on a delay, either make the dragon uncollectable or change bone scavengers
Sands of Time: this card terrifys me because it either is terrible (can't be played in an aggro deck at all) or turns the game into russian roulette (win if you get your bomb early, lose if you get it super late), I don't think games with this card will ever really be fun, because you'll basically never control if you win or lose, I would scrap this idea
Twilight Deceiver: seems fine, I like the higher variance compared to blackwing technician, I also like that it eats yetis alive, this seems in the right place, I might make it a bit bigger at base so it can be played without a dragon if you absolutely have to, spider tank on 5 is reaaaaaaaaaly sad, on the other hand, if you make it base 3/6 (still 5/6 taunt with a dragon) then not only is not completely a loss on 5 but it also has a power only buff, which plays into the power buff theme you've been using so far
Card Discussion [GvG]:
New GvG cards added! Again thanks for the reviews Zok :) I'm a bit swamped atm so rebalancing is something I'll have to get to next week.
please consider voting for my custom class in the fan creations competition :]
• TRIALS IN AUCHINDOUN - A Custom Hearthstone Adventure (4th Wing!) • New and Interesting Hearthstone Mechanics (by me!) •