Many thanks to Teknician for his Spiritwalker border!
PRIESTESS OF THE MOON
"The elite, night elf clergy are made up of these worthy women. The priestesses of the moon epitomize the power and grace of their race's ancient moon goddess, Elune. The priestesses of the moon, equipped with silvery, glowing armor, ride the fearless Winterspring Frostsabers into battle. Charged with the safekeeping of the night elf lands and armed with magical energy bows — the priestesses of the moon will stop at nothing to rid their ancient land of evil."
"Valuable as healers during wartime, priestesses of the moon can also use their divine magic spells to hinder or harm the enemy. They are also inspirational leaders and excellent archers. Priestesses of the moon often keep to the rear, protecting the wounded with ranged weapons. Guided by Elune, priestesses of the moon serve as a morale boost for troops, assuring them that they will be healed, protected for or, at worst, blessed during their final journey."
An imitation of her beloved, Malfurion, Tyrande's hero power imbues the target with Elune's Blessing, healing its wounds and inspiring it in battle.
Changelog:
Aug 15
Shadowmeld: Cost increased from (1) to (3).
Moon Rider: Attack increased from 3 to 4.
Starshards: Adjusted wording to be working with Spell Damage as initially intended.
Classis Cards added.
Aug 19
Naxx, GvG and BRM added.
Quickening Blessing: Cost increased from (3) to (4). Devotion cost increased from (1) to (2).
Aug 21
TGT added.
Sep 19
Owl Scout: Cost increased from (0) to (1). New artwork.
Plagued Sister: Wording adjusted to work as intended.
Basic Cards
Brief explanations:
Darnassus Sentinel: An exceptional 1-drop, Darnassus Sentinel can deal with most 2-drops easily, except minions like Haunted Creeper.
Owl Scout: Νothing too great, just a new type of effect in the game and one that suits the Priestess. I doubt it would see any play.
Searing Arrow: One of Priestess's signature abilities, the Searing Arrow can boost her Attack and deal with an enemy minion for cheap.
Light of Elune: Elune never abandons your troops and grants you the ability to fully heal them, reinvigorating their power.
Shadowmeld: Another signature ability, Shadowmeld lets your minions stay hidden in the night, while detecting enemy hiding minions.
Winterspring Bow: 3 damage on the first attack, 4 on the second, a total of 7. Just what a vanilla 3-mana weapon should be.
Trueshot Aura: Share your great fighting skills with your minions. It gives them +2 attack for this AND your opponent's next turn. Note that Tyrande keeps the bonus, too, so every minion that attacks her next turn will take 2 damage.
Moon Rider: With her glaive throwing attack, the Moon Rider can also damage nearby enemies without engaging with them in battle.
Starshards: Useful against Divine Shields, underwhelming against minions which benefit from taking damage.
Lunar Flare: Simple and effective. I was going to make it 7 mana, to be exactly between Fireball and Pyroblast, but seemed slightly OP.
Classic Cards
I present to you the new keyword, Devotion!
Cards with Devotion, include Devotion: (X) in their card text. The moment they are drawn, they have a light blue glow, while their cost is reduced, which indicates that they can be played for that cost. ONLY and ONLY the very moment they are drawn. That will prove your true devotion to the Goddess Elune. If you do ANYTHING else, even attack or hero power, Elune will judge your devotion as insufficient and you'll miss the chance!
Devotion costs are lower than the normal costs. Since you're forced to play the card before you do anything else, sometimes it won't be the ideal play for you.
Tokens:
Brief explanations:
Elune's Reward: Possibly very powerful in certain moments, this card is our own Preparation. It is much more based on luck, as you can't control the next card drawn, but if it hits a card with normal cost (4) or more, it's far better than Preparation.
Overflowing Light: Simple healing spell, along with card draw. Useful and efficient.
Brotherhood Initiate: Haven't you heard? The Sisters of Elune have begun accepting males in their lower ranks! This initiate is one of them. It's in the power level of Earthen Ring Farseer, with the possibility of Devotion added! And the healing cards continue with...
Moonwell: The cousin of Lightwell, this one has a slightly weaker effect so I gave it +1 Health to compensate.
Euphoria: So, what's with all this healing thing? Where's the synergy? Euphoria is such a card, which benefits fully healed minions. Healthful minions are happy, and this card makes them even happier. It brings "euphoria".
Νοrdrassil Scout: This one is our own Kirin Tor Mage for weapons.
Silencing Shot: Not much to say here, simple and effective card, usually no setup needed for its Devotion.
Αshenvale Huntress: Just exactly what you want from a Stealth minion. A Shade of Naxxramas which can re-enter Stealth at will! Only Tyrande could have taught such tricks to her!
Goddess's Troops: Board control and buffing combined in one card. The target minion will be gaining or losing stats depending on the number of other friendly minions.
Quickening Blessing: Another card which benefits from fully healed minions and also our main card draw.
Echo of Tyrande: Just like Echo of Medivh doubles your minions, Echo of Tyrande doubles your spells' damage and healing. I could not put another normal or Devotion cost on this card, as if it costed more than 4 it would be nearly useless, and if its Devotion costed less than 3, it would pose a big threat along with Lunar Flare.
Celestial Wrath: Four asteroids fall on random minions on the board, each dealing 4 damage. The same minion may be damaged multiple times.
Bow of Piercing Light: This bow has been enhanced with the power of the light, and its attacks are penetrating the enemy minions, also damaging the enemy hero sitting behind them.
Dusk Predator: Usually only matters when it damages heroes. No healing for them next turn, that's it, nothing fancy. Other than that, it has the stats of a vanilla 6 mana weapon. Hey, it's cool after all!
Shandris Feathermoon: Our best and most devoted student. She laughs at the poor Ravenholdt Assassin. Great follow up play after a Dusk Predator and GREAT combo with Shadowmeld or WInterspring Bow.
Goblins vs Gnomes
Brief Explanations:
Elune's Gift: The truth is that I'm not sure about the playability of this card. It's there to set up your next draw, be it a Devotion or not. Synergy with Elune's Reward or any card draw. Clearly weaker than Tracking which also draws you the card for just 1 more mana.
Moon Powered Bot: This one just reveals the cards without changing their order. Additionally, it gives you information for your opponent, though they are also given.
Leap of Faith: Is your faith strong enough? Do you have trust in Goddess Elune? This card DRAWS you a card, so you will play it for its Devotion cost. The problem is that... you MUST play it (if you have the mana of course). Theoretically, you can gain a nice tempo boost. The thing is that almost all cards with Devotion aren't always the ideal play for you (that's why you get the discount). Imagine being forced to equip a weapon while you have another already. Or if you must cast Celestial Wrath while you control the board.
Crystal Bow of Life: Just an ordinary 4 mana weapon, with some extra flexibility. Most of the time it will be used just to attack.
Templar Ranger: I don't see this triggering often more than once. You must first play it, then (probably next turn) draw a card with Devotion and play that, too. Even in this case, it's a nice card to be around.
Battle Momentum: Probably the best of this set. In line with Assassinate with just 1 undamaged character. With 2 and above: Just great.
Belysra Starbreeze: Elune's Reward with a nice body. Fits best in a dedicated deck with lots of set up cards and Devotion synergy, which this set promotes.
Lunar Mysticism: Ok, it probably seems frightening at first glance and only testing would show if it's properly balanced. This is how I costed it: Took the most profitable case, where you play an aggro deck vs a control deck. On average you'll have 2 cards in hand vs your opponent's 6. You cast this and you draw 6 cards (10 mana), your opponent draws 2 (-4 mana). Total of 6 mana. In order to involve Devotion, I made the normal cost 9 and the Devotion cost 5. Hope you find it balanced.
The Grand Tournament
Βrief Explanations:
Ferocity: It essentially renders Stealth meaning less, but it needed some limitation to justify its cheap cost. Works great with our new legendary.
Novice Rider: Again, nothing too fancy, this was my choice for the class's joust minion. To speak the truth, I made it because I loved its art.
Lunar Bow: I think it could be easily a 3/2, because it isn't a stable turn 3 play. Still, it's fairly balanced by the numbers.
Selfish Priest: A priest that heals only himself. With 4 Health, it's nothing fascinating, but can gain you some advantage if it survives.
Warrior of the Night: Assemble! Old Warcraft III players will recall that. Of course the effect fits perfectly. I had a hard time balancing this. Ended up with the version you see.
Ranger's Fury: Kind of board clear, at the cost of taking damage. Maybe it's overcosted, I just wanted to be sure and careful with this one specifically. Oh, it bypasses Taunt.
Flame Launcher: A mini Justicar. In my opinion, it's even better than Justicar. 3 attack is more effective than the choice of 2 health or 2 attack (which you can see below).
Ash'alah: Tyrande's mount could not be missing! Of course it shares its mistress's power and awaits for her call to strike!
Celestial Knowledge: Fun card, potentially powerful, balanced in the numbers. Best when played though Devotion synergy cards.
Plagued Sister: A taunt with a very nice body, but with a... probable cost. You must essentially skip your next draw when it dies. But, the way it's worded, you're given the chance to play a card in your hand for its Devotion cost.
Dragonsworn Sister: A card made straight for a Dragon deck. No synergy with other cards.
Maybe give your hero Immune with Searing Arrow so its not just a bad Rockbiter? Meanwhile Shadowmeld is very powerful when compared to Rogue's Conceal.
Also Trueshot Aura is the exact same effect as Savage Roar, maybe consider changing some aspect of it, like the attack bonus or what minions are affected.
Maybe give your hero Immune with Searing Arrow so its not just a bad Rockbiter?
Meanwhile Shadowmeld is very powerful when compared to Rogue's Conceal.
Also Trueshot Aura is the exact same effect as Savage Roar, maybe consider changing some aspect of it, like the attack bonus or what minions are affected.
Initially, I wanted it to be a weapon buff. But this is not Rogue, who can equip a weapon just from the hero power. I decided to go this way, it fits thematically and the classes are different to one another anyway :) Paladin's Blessing of Might only targets minions (but as a bonus, the buff is permanent).
My only concern with Shadowmeld is the interaction with Malygos, because the Stealth is permanent, so I'll consider changing it to 2 mana.
Trueshot Aura has a bonus over Savage Roar, that the buff stays active during your opponent's next turn. There is no problem for a card being similar to another class's card, just consider Arcane Shot and Holy Smite. On the other hand, I have no problem readjusting the buff to 1 or 3 attack.
Your points are all correct, though, and I will look into them. Thank you!
yea its always good to see more people making traynde class decks. i made one myself too a few months ago and im making a new one soon too.
my thoughts i think starshards could be a 5 cost spell with the way it deals damage too its useless against patrons making it almost bad removal.
i dont really get the winterspring bow i can only see its affect mattering if your minions get misdirection into your self but besides that not a whole lot of a point to not make a 4/2 for 3
i also think moon rider is cool being a mini foe reaper.
finale thoughts i would like to see more cards cause these guys are pretty well made also what im doing in my tyrande deck is giving my night elves the tribe night elf so they can have synergy there if you want to try that i would recommend it, it pretty fun to work with a tribe concept.
no it would make a 4 damage spell think arcane missiles all spell damage does is add more missiles it dosent make each missle do more damage. if that was the case arcance missless would the most op 1 cost spell in the game.
I really like your concept, but i see some balance problems:
Shadowmeld: Is a way better Conceal and you can't make a card way better than an existing one. Do it like with Darkbomb and Quickshot. I think "Give your minions Stealth until your next turn. Enemy minions lose Stealth." would be balanced.
Brotherhood Initiate: what your text says: "You can heal a character of your choice for at least 2." If it would only heal your hero, it would still be a good card and the new keyword makes this card broken.
You're the 2nd telling me about Shadowmeld. Giving all minions a permanent Stealth is indeed a very powerful effect and I will consider increasing its cost. But I want it to be permanent.
I've already decided how to fix Brotherhood Initiate, this is just a quick made preview ;)
I really like the concept ! I have created à Tyrande concept class too but I think your Healing point of view can be closes of what she is really that what I proposed !
good balance and cool cards
Lunar Flare is not really mana efficient. Devotion is Very interesting but à bit OP IMO
Nice, I'll check it out and comment on it! Lunar Flare is in Pyroblast category, more a finisher than a removal, so I decided to be careful with it. I will try to be very careful with Devotion, since it can be powerful, as you said.
yea its always good to see more people making traynde class decks. i made one myself too a few months ago and im making a new one soon too.
my thoughts i think starshards could be a 5 cost spell with the way it deals damage too its useless against patrons making it almost bad removal.
i dont really get the winterspring bow i can only see its affect mattering if your minions get misdirection into your self but besides that not a whole lot of a point to not make a 4/2 for 3
i also think moon rider is cool being a mini foe reaper.
finale thoughts i would like to see more cards cause these guys are pretty well made also what im doing in my tyrande deck is giving my night elves the tribe night elf so they can have synergy there if you want to try that i would recommend it, it pretty fun to work with a tribe concept.
About Starshards: Actually, Kthuloo made a really good point that I didn't think of. Spell Damage will indeed affect all of the three waves and I'm puzzled now since that makes it broken :S I'll consider changing it a bit to bypass this.
Think of Winterspring Bowlike a vanilla 3-mana weapon. It should be between a 3/2 and a 4/2. And that's a way to do it.
Also the idea of implementing a new race to work with a class, just like Warlock works with Demons and Hunter with Beasts, is very interesting and I will look into it for my next class :) Night elves are more of a race than a tribe. Undead is a both a race and a creature type in WoW, so it's a possible tribe candidate.
Nice concept! But I'm wondering how Owl scout isn't completely insane. For 0 mana you get to basically counter whatever your opponent has, making their hand way more ineffective. Might not be as important in the early game, but if timed correctly at a crucial stage in the game, it's game-winning. Really good against combo/otk classes like freeze mage, patron, rogue, but isn't bad against other classes either.
Nice concept! But I'm wondering how Owl scout isn't completely insane. For 0 mana you get to basically counter whatever your opponent has, making their hand way more ineffective. Might not be as important in the early game, but if timed correctly at a crucial stage in the game, it's game-winning. Really good against combo/otk classes like freeze mage, patron, rogue, but isn't bad against other classes either.
I think that a good player who knows how to read the opponent, will rarely need this card. I mean, does it even worth a slot in the deck? Why wouldn't you prefer to play something better in its place? Space is very tight in Hearthstone.
I thinklunar flare is to expensiv fireball 4mana 6dmg lunarflare maybe 6 or 7mana but not 8
And i see u play wc3 so u are allready a cool guy
Nice work love tyrande and yoir ideas well done :3
I initially wanted to make Lunar Flare a 7 mana so that it is exactly between Fireball and Pyroblast, both in terms of damage and cost. But just like Pyroblast, Lunar Flare slightly falls into the finishing spells category, rather into the removal category. So I chose to make it 8 mana. Remember that Pyroblast itself was 8 mana pre-nerf and it was proved OP. I wouldn't like to remake such a mistake.
Thank you for your words! Yes, I've played wc3 more than any other game in my life!
Starshards: Adjusted wording to be working with Spell Damage as initially intended.
Classis Cards added.
I hope that you have been waiting for this. There are some users who were really excited by this concept. Tyrande is a widely loved character and I'm sure every one of you will have something to comment. Thank you!
I'll start from Celestial Wrath. Yes, it can hit your own minions, too. I was also thinking of changing the wording to "Deal 4 damage to a random minion. Repeat 3 times."
Goddess's Troops gives a minion a dynamic buff, not a static one. IF you have 3 other minions the buffed minion will have +3/+3. If you summon two more, it will gain another +2/+2. If one dies, it will lose -1/-1. The buff changes continously.
Quickening Blessing: you're probably right about this one and I will consider your advice.
Finally, the difficult thing when designing a custom class is making bad cards. We all want our cards to be cool and strong, that's why you see so many OP concepts in custom classes. Anyway, I have a new mechanic in my mind which will have good synergy with Elune's Reward, and also a minion with a similar ability.
* * * The new cards focus more on Stealth and combat tactics * * *
Thanks to everyone for their suggestions, especially SpacePower. I received a lot of help trying to balance the cards and make them work as intended. Give me your impressions about TGT. Minor tweaks may still be made to older cards.
Stay tuned for my reworks on Wizard and Demon Hunter. And of course for my 4th concept.
P.S. I'm aware that Crystal Bow of Life needs rewording. I've just not come up with something ideal yet.
Blood Moon wont work because it is an effect that you have to target and you can't target enemies in stealth. If you make it "destroy a random minion in stealth..." then it will work.
I think it's easy to make an exception for this. The card would be programmed accordingly so that it could target them.
Hey Lord. First of all, great job! I really like this hero, and devotion is a really cool mechanic.
As for the TGT cards, the only two cards that bother me a bit are the Blood moon and Ranger's Fury.
For Blood Moon, I think 0 is too low of a cost. I know that the minion needs Stealth and there are not so many with it, but 0 seems still too low. But the idea is cool, maybe change to cost or make the spell deal damage instead of destroying the minion.
Ranger's Fury is a cool concept, but it seems really risky. I'm not sure how many times this can be an effective spell. Personally i'd make a little change and instead of making it "force him to attack", I would say something like "Your hero can attack any number of targets this turn only." Like this you don't have to worry about taking too much damage. But really cool concept, keep up the good work!
This is a very interesting class that I would play if it was in the game. My thoughts from a first glance at the cards are...
There is no way in hell Owl Scout should be 0 mana. I feel that you severely underestimate the advantage a player could get from revealing the enemy hand at the right time. I would prefer this card did not exist when thinking about playing against Moon Priestess but I think there would need to be a cost to play it so that it doesn't become super cheap. It might be balanced if it was implemented at 3 mana.
Light of Elune's mana cost is way out of line. Compare it to other Area of Effect healing spells. Circle of Healing restores 4 health to all minions and is mainly used to combo with Auchenai Soulpriest. Holy nova is a 5 mana trading card that only restores 2 health. Tree of Life is 9 mana and restores the minions on both side's and also both heroes to full health. Those are the only AOE healing cards in the game. Having a 2 mana full heal allows you to trade your entire board for free and come out massively ahead. I would put this card at 8 mana with devotion 6 mana.
Lunar Flare wouldn't see any play at 8 mana. It is in an awkward spot to price between a 4 mana fireball and 10 mana pyroblast. I would make it 8 with 4 devotion.
Blood Moon wouldn't work with hearthstone's mechanics. The idea of a card to deal with stealth is cool but I think a better version would be something like 1 mana: you are able to target enemy minions with stealth this turn, give friendly minions with stealth +1/+1. A stealth counter card will never be played by itself but with this you can also combo it with Lunar Bow and other class stealth synergy cards.
I feel you are missing a gameplay opportunity with your devotion cards. Looking at the devotion cards you made the formula seems to be, balanced mana cost cards that get a small mana. That is a good idea for lower impact cards, but it misses a big opportunity to make devotion into a higher risk, higher reward mechanic like overload or demon stuff. The idea is you make higher impact cards that cost more mana than they should but have the devotion cost make the card very good if you played it with devotion. My example would be having Lunar Flare be an 8 cost card with a devotion cost of 4. I would also add a card or two to help with card draw and devotion, Card ideas off the top of my head would be:
4 mana: draw two cards, reduce the devotion cost on cards drawn by 1 3 mana: the next card you play with devotion costs 4 less. Playing this card does not count against being able to use devotion. 6 mana: the next card you play with devotion costs 0. Playing this card does not count against being able to use devotion.
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Many thanks to Teknician for his Spiritwalker border!
PRIESTESS OF THE MOON
"The elite, night elf clergy are made up of these worthy women. The priestesses of the moon epitomize the power and grace of their race's ancient moon goddess, Elune. The priestesses of the moon, equipped with silvery, glowing armor, ride the fearless Winterspring Frostsabers into battle. Charged with the safekeeping of the night elf lands and armed with magical energy bows — the priestesses of the moon will stop at nothing to rid their ancient land of evil."
"Valuable as healers during wartime, priestesses of the moon can also use their divine magic spells to hinder or harm the enemy. They are also inspirational leaders and excellent archers. Priestesses of the moon often keep to the rear, protecting the wounded with ranged weapons. Guided by Elune, priestesses of the moon serve as a morale boost for troops, assuring them that they will be healed, protected for or, at worst, blessed during their final journey."
An imitation of her beloved, Malfurion, Tyrande's hero power imbues the target with Elune's Blessing, healing its wounds and inspiring it in battle.
Changelog:
Aug 15
Aug 19
Aug 21
TGT added.
Sep 19
Basic Cards
Brief explanations:
Darnassus Sentinel: An exceptional 1-drop, Darnassus Sentinel can deal with most 2-drops easily, except minions like Haunted Creeper.
Owl Scout: Νothing too great, just a new type of effect in the game and one that suits the Priestess. I doubt it would see any play.
Searing Arrow: One of Priestess's signature abilities, the Searing Arrow can boost her Attack and deal with an enemy minion for cheap.
Light of Elune: Elune never abandons your troops and grants you the ability to fully heal them, reinvigorating their power.
Shadowmeld: Another signature ability, Shadowmeld lets your minions stay hidden in the night, while detecting enemy hiding minions.
Winterspring Bow: 3 damage on the first attack, 4 on the second, a total of 7. Just what a vanilla 3-mana weapon should be.
Trueshot Aura: Share your great fighting skills with your minions. It gives them +2 attack for this AND your opponent's next turn. Note that Tyrande keeps the bonus, too, so every minion that attacks her next turn will take 2 damage.
Moon Rider: With her glaive throwing attack, the Moon Rider can also damage nearby enemies without engaging with them in battle.
Starshards: Useful against Divine Shields, underwhelming against minions which benefit from taking damage.
Lunar Flare: Simple and effective. I was going to make it 7 mana, to be exactly between Fireball and Pyroblast, but seemed slightly OP.
Classic Cards
I present to you the new keyword, Devotion!
Cards with Devotion, include Devotion: (X) in their card text. The moment they are drawn, they have a light blue glow, while their cost is reduced, which indicates that they can be played for that cost. ONLY and ONLY the very moment they are drawn. That will prove your true devotion to the Goddess Elune. If you do ANYTHING else, even attack or hero power, Elune will judge your devotion as insufficient and you'll miss the chance!
Devotion costs are lower than the normal costs. Since you're forced to play the card before you do anything else, sometimes it won't be the ideal play for you.
Tokens:
Brief explanations:
Elune's Reward: Possibly very powerful in certain moments, this card is our own Preparation. It is much more based on luck, as you can't control the next card drawn, but if it hits a card with normal cost (4) or more, it's far better than Preparation.
Overflowing Light: Simple healing spell, along with card draw. Useful and efficient.
Brotherhood Initiate: Haven't you heard? The Sisters of Elune have begun accepting males in their lower ranks! This initiate is one of them. It's in the power level of Earthen Ring Farseer, with the possibility of Devotion added! And the healing cards continue with...
Moonwell: The cousin of Lightwell, this one has a slightly weaker effect so I gave it +1 Health to compensate.
Euphoria: So, what's with all this healing thing? Where's the synergy? Euphoria is such a card, which benefits fully healed minions. Healthful minions are happy, and this card makes them even happier. It brings "euphoria".
Νοrdrassil Scout: This one is our own Kirin Tor Mage for weapons.
Silencing Shot: Not much to say here, simple and effective card, usually no setup needed for its Devotion.
Αshenvale Huntress: Just exactly what you want from a Stealth minion. A Shade of Naxxramas which can re-enter Stealth at will! Only Tyrande could have taught such tricks to her!
Goddess's Troops: Board control and buffing combined in one card. The target minion will be gaining or losing stats depending on the number of other friendly minions.
Quickening Blessing: Another card which benefits from fully healed minions and also our main card draw.
Echo of Tyrande: Just like Echo of Medivh doubles your minions, Echo of Tyrande doubles your spells' damage and healing. I could not put another normal or Devotion cost on this card, as if it costed more than 4 it would be nearly useless, and if its Devotion costed less than 3, it would pose a big threat along with Lunar Flare.
Celestial Wrath: Four asteroids fall on random minions on the board, each dealing 4 damage. The same minion may be damaged multiple times.
Bow of Piercing Light: This bow has been enhanced with the power of the light, and its attacks are penetrating the enemy minions, also damaging the enemy hero sitting behind them.
Dusk Predator: Usually only matters when it damages heroes. No healing for them next turn, that's it, nothing fancy. Other than that, it has the stats of a vanilla 6 mana weapon. Hey, it's cool after all!
Shandris Feathermoon: Our best and most devoted student. She laughs at the poor Ravenholdt Assassin. Great follow up play after a Dusk Predator and GREAT combo with Shadowmeld or WInterspring Bow.
Goblins vs Gnomes
Brief Explanations:
Elune's Gift: The truth is that I'm not sure about the playability of this card. It's there to set up your next draw, be it a Devotion or not. Synergy with Elune's Reward or any card draw. Clearly weaker than Tracking which also draws you the card for just 1 more mana.
Moon Powered Bot: This one just reveals the cards without changing their order. Additionally, it gives you information for your opponent, though they are also given.
Leap of Faith: Is your faith strong enough? Do you have trust in Goddess Elune? This card DRAWS you a card, so you will play it for its Devotion cost. The problem is that... you MUST play it (if you have the mana of course). Theoretically, you can gain a nice tempo boost. The thing is that almost all cards with Devotion aren't always the ideal play for you (that's why you get the discount). Imagine being forced to equip a weapon while you have another already. Or if you must cast Celestial Wrath while you control the board.
Crystal Bow of Life: Just an ordinary 4 mana weapon, with some extra flexibility. Most of the time it will be used just to attack.
Templar Ranger: I don't see this triggering often more than once. You must first play it, then (probably next turn) draw a card with Devotion and play that, too. Even in this case, it's a nice card to be around.
Battle Momentum: Probably the best of this set. In line with Assassinate with just 1 undamaged character. With 2 and above: Just great.
Belysra Starbreeze: Elune's Reward with a nice body. Fits best in a dedicated deck with lots of set up cards and Devotion synergy, which this set promotes.
Lunar Mysticism: Ok, it probably seems frightening at first glance and only testing would show if it's properly balanced. This is how I costed it: Took the most profitable case, where you play an aggro deck vs a control deck. On average you'll have 2 cards in hand vs your opponent's 6. You cast this and you draw 6 cards (10 mana), your opponent draws 2 (-4 mana). Total of 6 mana. In order to involve Devotion, I made the normal cost 9 and the Devotion cost 5. Hope you find it balanced.
The Grand Tournament
Βrief Explanations:
Ferocity: It essentially renders Stealth meaning less, but it needed some limitation to justify its cheap cost. Works great with our new legendary.
Novice Rider: Again, nothing too fancy, this was my choice for the class's joust minion. To speak the truth, I made it because I loved its art.
Lunar Bow: I think it could be easily a 3/2, because it isn't a stable turn 3 play. Still, it's fairly balanced by the numbers.
Selfish Priest: A priest that heals only himself. With 4 Health, it's nothing fascinating, but can gain you some advantage if it survives.
Warrior of the Night: Assemble! Old Warcraft III players will recall that. Of course the effect fits perfectly. I had a hard time balancing this. Ended up with the version you see.
Ranger's Fury: Kind of board clear, at the cost of taking damage. Maybe it's overcosted, I just wanted to be sure and careful with this one specifically. Oh, it bypasses Taunt.
Flame Launcher: A mini Justicar. In my opinion, it's even better than Justicar. 3 attack is more effective than the choice of 2 health or 2 attack (which you can see below).
Ash'alah: Tyrande's mount could not be missing! Of course it shares its mistress's power and awaits for her call to strike!
Celestial Knowledge: Fun card, potentially powerful, balanced in the numbers. Best when played though Devotion synergy cards.
Improved Hero Power triggered by Justicar Trueheart:
Naxxramas Blackrock Mountain
Βrief Explanations:
Plagued Sister: A taunt with a very nice body, but with a... probable cost. You must essentially skip your next draw when it dies. But, the way it's worded, you're given the chance to play a card in your hand for its Devotion cost.
Dragonsworn Sister: A card made straight for a Dragon deck. No synergy with other cards.
Rejuvenation: Typical BRM card, costed based on Dragon's Breath and Solemn Vigil.
If you liked my Class, make sure you have a look at my entire Card Factory.
Also, you're welcome to have a look at my Wizard class, represented by Magna Aegwynn
or at my Demon Hunter class, represented by none other than Illidan Stormrage!
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Maybe give your hero Immune with Searing Arrow so its not just a bad Rockbiter? Meanwhile Shadowmeld is very powerful when compared to Rogue's Conceal.
Also Trueshot Aura is the exact same effect as Savage Roar, maybe consider changing some aspect of it, like the attack bonus or what minions are affected.
Initially, I wanted it to be a weapon buff. But this is not Rogue, who can equip a weapon just from the hero power. I decided to go this way, it fits thematically and the classes are different to one another anyway :) Paladin's Blessing of Might only targets minions (but as a bonus, the buff is permanent).
My only concern with Shadowmeld is the interaction with Malygos, because the Stealth is permanent, so I'll consider changing it to 2 mana.
Trueshot Aura has a bonus over Savage Roar, that the buff stays active during your opponent's next turn. There is no problem for a card being similar to another class's card, just consider Arcane Shot and Holy Smite. On the other hand, I have no problem readjusting the buff to 1 or 3 attack.
Your points are all correct, though, and I will look into them. Thank you!
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yea its always good to see more people making traynde class decks. i made one myself too a few months ago and im making a new one soon too.
my thoughts i think starshards could be a 5 cost spell with the way it deals damage too its useless against patrons making it almost bad removal.
i dont really get the winterspring bow i can only see its affect mattering if your minions get misdirection into your self but besides that not a whole lot of a point to not make a 4/2 for 3
i also think moon rider is cool being a mini foe reaper.
finale thoughts i would like to see more cards cause these guys are pretty well made also what im doing in my tyrande deck is giving my night elves the tribe night elf so they can have synergy there if you want to try that i would recommend it, it pretty fun to work with a tribe concept.
very nice concept i like the artworks very much <3
no it would make a 4 damage spell think arcane missiles all spell damage does is add more missiles it dosent make each missle do more damage. if that was the case arcance missless would the most op 1 cost spell in the game.
You're the 2nd telling me about Shadowmeld. Giving all minions a permanent Stealth is indeed a very powerful effect and I will consider increasing its cost. But I want it to be permanent.
I've already decided how to fix Brotherhood Initiate, this is just a quick made preview ;)
Nice, I'll check it out and comment on it! Lunar Flare is in Pyroblast category, more a finisher than a removal, so I decided to be careful with it. I will try to be very careful with Devotion, since it can be powerful, as you said.
About Starshards: Actually, Kthuloo made a really good point that I didn't think of. Spell Damage will indeed affect all of the three waves and I'm puzzled now since that makes it broken :S I'll consider changing it a bit to bypass this.
Think of Winterspring Bow like a vanilla 3-mana weapon. It should be between a 3/2 and a 4/2. And that's a way to do it.
Also the idea of implementing a new race to work with a class, just like Warlock works with Demons and Hunter with Beasts, is very interesting and I will look into it for my next class :) Night elves are more of a race than a tribe. Undead is a both a race and a creature type in WoW, so it's a possible tribe candidate.
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it was super cool stuff though. I also love the card art you got for tyrande too its very nice and dramatic.
Nice concept! But I'm wondering how Owl scout isn't completely insane. For 0 mana you get to basically counter whatever your opponent has, making their hand way more ineffective. Might not be as important in the early game, but if timed correctly at a crucial stage in the game, it's game-winning. Really good against combo/otk classes like freeze mage, patron, rogue, but isn't bad against other classes either.
I think that a good player who knows how to read the opponent, will rarely need this card. I mean, does it even worth a slot in the deck? Why wouldn't you prefer to play something better in its place? Space is very tight in Hearthstone.
I initially wanted to make Lunar Flare a 7 mana so that it is exactly between Fireball and Pyroblast, both in terms of damage and cost. But just like Pyroblast, Lunar Flare slightly falls into the finishing spells category, rather into the removal category. So I chose to make it 8 mana. Remember that Pyroblast itself was 8 mana pre-nerf and it was proved OP. I wouldn't like to remake such a mistake.
Thank you for your words! Yes, I've played wc3 more than any other game in my life!
My custom classes : /// / My Card Factory!
! ! ! UPDATE ! ! !
15 Classic Cards added
Changelog:
I hope that you have been waiting for this. There are some users who were really excited by this concept. Tyrande is a widely loved character and I'm sure every one of you will have something to comment. Thank you!
My custom classes : /// / My Card Factory!
Hello SpacePower and thank you for your comment!
I'll start from Celestial Wrath. Yes, it can hit your own minions, too. I was also thinking of changing the wording to "Deal 4 damage to a random minion. Repeat 3 times."
Goddess's Troops gives a minion a dynamic buff, not a static one. IF you have 3 other minions the buffed minion will have +3/+3. If you summon two more, it will gain another +2/+2. If one dies, it will lose -1/-1. The buff changes continously.
Quickening Blessing: you're probably right about this one and I will consider your advice.
Finally, the difficult thing when designing a custom class is making bad cards. We all want our cards to be cool and strong, that's why you see so many OP concepts in custom classes. Anyway, I have a new mechanic in my mind which will have good synergy with Elune's Reward, and also a minion with a similar ability.
Stay tuned.
My custom classes : /// / My Card Factory!
! ! ! UPDATE ! ! !
Naxx, GvG and BRM added
Quickening Blessing: Cost increased from (3) to (4). Devotion cost increased from (1) to (2).
My custom classes : /// / My Card Factory!
[ Class updated with TGT ]
* * * The new cards focus more on Stealth and combat tactics * * *
Thanks to everyone for their suggestions, especially SpacePower. I received a lot of help trying to balance the cards and make them work as intended. Give me your impressions about TGT. Minor tweaks may still be made to older cards.
Stay tuned for my reworks on Wizard and Demon Hunter. And of course for my 4th concept.
P.S. I'm aware that Crystal Bow of Life needs rewording. I've just not come up with something ideal yet.
My custom classes : /// / My Card Factory!
Hi :). I want to create cards and I wondered how did you created the borders of the cards ?
Really cool idea and original. I hope some day blizzard adds a new class to the game like this.
Just visit www.hearthcards.net !
I think it's easy to make an exception for this. The card would be programmed accordingly so that it could target them.
Well, since we saw Demon Hunter, everything is possible! A Moon Priest hero class would be great and unique.
My custom classes : /// / My Card Factory!
I think Owl Scout should be nerfed from 0 mana to 2. If you find out what your opponent has in his hand, you can play around it and win the game.
Hey Lord. First of all, great job! I really like this hero, and devotion is a really cool mechanic.
As for the TGT cards, the only two cards that bother me a bit are the Blood moon and Ranger's Fury.
For Blood Moon, I think 0 is too low of a cost. I know that the minion needs Stealth and there are not so many with it, but 0 seems still too low. But the idea is cool, maybe change to cost or make the spell deal damage instead of destroying the minion.
Ranger's Fury is a cool concept, but it seems really risky. I'm not sure how many times this can be an effective spell. Personally i'd make a little change and instead of making it "force him to attack", I would say something like "Your hero can attack any number of targets this turn only." Like this you don't have to worry about taking too much damage. But really cool concept, keep up the good work!
This is a very interesting class that I would play if it was in the game. My thoughts from a first glance at the cards are...
There is no way in hell Owl Scout should be 0 mana. I feel that you severely underestimate the advantage a player could get from revealing the enemy hand at the right time. I would prefer this card did not exist when thinking about playing against Moon Priestess but I think there would need to be a cost to play it so that it doesn't become super cheap. It might be balanced if it was implemented at 3 mana.
Light of Elune's mana cost is way out of line. Compare it to other Area of Effect healing spells. Circle of Healing restores 4 health to all minions and is mainly used to combo with Auchenai Soulpriest. Holy nova is a 5 mana trading card that only restores 2 health. Tree of Life is 9 mana and restores the minions on both side's and also both heroes to full health. Those are the only AOE healing cards in the game. Having a 2 mana full heal allows you to trade your entire board for free and come out massively ahead. I would put this card at 8 mana with devotion 6 mana.
Lunar Flare wouldn't see any play at 8 mana. It is in an awkward spot to price between a 4 mana fireball and 10 mana pyroblast. I would make it 8 with 4 devotion.
Blood Moon wouldn't work with hearthstone's mechanics. The idea of a card to deal with stealth is cool but I think a better version would be something like 1 mana: you are able to target enemy minions with stealth this turn, give friendly minions with stealth +1/+1. A stealth counter card will never be played by itself but with this you can also combo it with Lunar Bow and other class stealth synergy cards.
I feel you are missing a gameplay opportunity with your devotion cards. Looking at the devotion cards you made the formula seems to be, balanced mana cost cards that get a small mana. That is a good idea for lower impact cards, but it misses a big opportunity to make devotion into a higher risk, higher reward mechanic like overload or demon stuff. The idea is you make higher impact cards that cost more mana than they should but have the devotion cost make the card very good if you played it with devotion. My example would be having Lunar Flare be an 8 cost card with a devotion cost of 4. I would also add a card or two to help with card draw and devotion, Card ideas off the top of my head would be:
4 mana: draw two cards, reduce the devotion cost on cards drawn by 1
3 mana: the next card you play with devotion costs 4 less. Playing this card does not count against being able to use devotion.
6 mana: the next card you play with devotion costs 0. Playing this card does not count against being able to use devotion.