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.
I think Owl Scout should cost 1 mana, because than you can't make every play after you played Owl Scout to figure out what your opponent has and then it also involves much more skill to know when to play Owl Scout. I think 3 mana is way too much, because you loose a card by playing Owl Scout and if you play Owl Scout for 3 mana to play around something your opponent has, then you could have most likely just played your card.
Light of Elune is fine.
I already told him that Blood Moon won't work with the Hearthstone mechanics, but he said that he would make an exception for that card.
I agree that Lunar Flare should have a Devotion cost, but i think (6) would be more balanced than (4).
@Lord_HS I know that you want your hero power to heal and give attack, but the hero power is currently to strong. (stronger than the Druid hero power), so here are some suggestions for a hero power: (wording might be a bit wrong)
Restore 1 Health to a friendly character and give your hero +1 Attack this turn only. (still a bit better than the Druid Hero Power but so slight that it could be balanced)
Give a character +1 Attack this turn. (No healing, but it would be balanced)
Restore a minion to full Health. (No Attack, but great class synergy and would fit the theme)
And if you don't want to change it drastically (and leave it OP) then make it at least only for friendly characters.
And i think Elune's Reward should be better to push the Devotion mechanic a bit. Suggestions:
0 mana: The next card you play has its cost reduced to its Devotion cost.
The next card you draw has Devotion (x). (Mana cost and effect of this card have to be balanced. Not quite sure what it should be)
1 mana: Draw a card if it has Devotion, reduce its Devotion cost to (0).
2 mana: same card, but added draw a card.
Thank you everyone for your interest in my class! It is my favorite out of the three I designed, but also the one that needs the most work!
I have decided to completely rework Blood Moon. To be honest, it was the last card I designed. I was missing just 1 card to finish the class and post it, and I didn't put much thought into it.
I was trying to be very careful with Ranger's Fury, as it has great possibilities. The original design of this card is Bladestorm, found in my Card Factory. It's essentially a Blade Flurry that also deals damage to you. Much more damage, of course. I will probably lower its Cost but leave the effect as it is.
I will agree with SpacePower for Owl Scout. 1 mana seems logical, you shouldn't be able to cast it for free. My opinion is that it's on the same power level as Tracking.
I'm fine with the cost of Light of Elune. I based my evaluation on Ancestral Healing.
Lunar Flare could be 7 mana, just between Fireball and Pyroblast. It's the most logical thing to do. Only testing could show this card's power, just like testing showed Pyroblast's true power. I cannot give it Devotion, as it is a Basic card, and Basic cards don't contain their class's exclusive keywords.
Finally, a class's hero power is, in my opinion, the most important and defining aspect of the class. I want it to be simple (few words) and useful any time (always provide a small amount of value). Option 1 seems to wordy, option 2 too weak and option 3 not always useful. I'm aware that it's stronger than Druid's in most cases. I just want to combine these two things: attack and healing. Until I find the ideal combination, I'll stick to the current one.
You need to change Plagued Sister. In Hearthstone there are only two times you are allowed to make decisions: during your turn in response to nothing, and during your turn in response to playing a card. You cannot make a decision in response to a minion dying, and that is a restriction that you should not be trying to remove.
You need to change Plagued Sister. In Hearthstone there are only two times you are allowed to make decisions: during your turn in response to nothing, and during your turn in response to playing a card. You cannot make a decision in response to a minion dying, and that is a restriction that you should not be trying to remove.
Actually, you're VERY right. The easiest change is making it trigger at the start of your turn. I will look into it.
Plagued Sister: Wording adjusted to work as intended.
Your advice was really helpful guys. I'm still looking into the Hero Power, though. It's too versatile, but I want it to focus on Attack and healing, while being simple, balanced and usable any time.
Honestly Owl Scout is hard to judge since there hasn't ever be a revealing the enemy hand ability before.
Why is Light of Elune fine? Please explain this shit.
Idea of devotion 4 lunar flare is that if you play it right away it becomes a more powerful fireball.
Hello guys, I see your posts but no time to answer this week. I'll answer as soon as possible next week :)
My custom classes : /// / My Card Factory!
Thank you everyone for your interest in my class! It is my favorite out of the three I designed, but also the one that needs the most work!
I have decided to completely rework Blood Moon. To be honest, it was the last card I designed. I was missing just 1 card to finish the class and post it, and I didn't put much thought into it.
I was trying to be very careful with Ranger's Fury, as it has great possibilities. The original design of this card is Bladestorm, found in my Card Factory. It's essentially a Blade Flurry that also deals damage to you. Much more damage, of course. I will probably lower its Cost but leave the effect as it is.
I will agree with SpacePower for Owl Scout. 1 mana seems logical, you shouldn't be able to cast it for free. My opinion is that it's on the same power level as Tracking.
I'm fine with the cost of Light of Elune. I based my evaluation on Ancestral Healing.
Lunar Flare could be 7 mana, just between Fireball and Pyroblast. It's the most logical thing to do. Only testing could show this card's power, just like testing showed Pyroblast's true power. I cannot give it Devotion, as it is a Basic card, and Basic cards don't contain their class's exclusive keywords.
Finally, a class's hero power is, in my opinion, the most important and defining aspect of the class. I want it to be simple (few words) and useful any time (always provide a small amount of value). Option 1 seems to wordy, option 2 too weak and option 3 not always useful. I'm aware that it's stronger than Druid's in most cases. I just want to combine these two things: attack and healing. Until I find the ideal combination, I'll stick to the current one.
Stay tuned for the next update!
My custom classes : /// / My Card Factory!
You need to change Plagued Sister. In Hearthstone there are only two times you are allowed to make decisions: during your turn in response to nothing, and during your turn in response to playing a card. You cannot make a decision in response to a minion dying, and that is a restriction that you should not be trying to remove.
Actually, you're VERY right. The easiest change is making it trigger at the start of your turn. I will look into it.
My custom classes : /// / My Card Factory!
Blood Moon defeats the concept of stealth
!!! UPDATE !!!
Your advice was really helpful guys. I'm still looking into the Hero Power, though. It's too versatile, but I want it to focus on Attack and healing, while being simple, balanced and usable any time.
My custom classes : /// / My Card Factory!