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    posted a message on Weekly Card Design Competition 8.06 - Submission Topic

    Here's my card

    The minion under the spell is highlited with yellow light on the opponent's hand (like active battlecry in your hand). When you hover to it, it reveal the minion. This card is a more powerfull destructive card then Dirty Rat . This card is pay 6 mana doing nothing, but it force your opponent to pay the minion cost for you. Hiting a low cost minion is a miss, but if you can get a big combo piece like Malygos or Shudderwock , you hit the jackpot.

    Posted in: Fan Creations
  • 1

    posted a message on New Shaman Spell - Eureka

    Is this a comeback for Malygos Shaman? A deck with this, Malygos, Electra Stormsurge and many burn card might work well.

    Posted in: Card Discussion
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    posted a message on New Druid Legendary Card Reveal - Splintergraft

    Use this with Corridor Creeper, giant or other minion that have self discount then you can get a cheap 10/10 minion.

    Posted in: News
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    posted a message on Weekly Card Design Competition 7.12 - Submission Topic

    A card for deck builder out there. Combining Pirate and Murloc in one deck. Echo on Murloc means you can stack the Murloc synergy effect (Playing multiple Murloc Warleader or multiple Coldlight Seer for example). I hope you like my card.

    Posted in: Fan Creations
  • 7

    posted a message on Weekly Card Design Competition 7.11 - Submission Topic

    This card can help you get two 1/1 copies of good battlecry or deathrattle minion. Getting two 1/1 copies of good legendary for Rogue in Arena (Like Aya Blackpaw or The Lich King for example) is also a good deal IMO. Basically a good resource gain card for Rogue in Arena.

    Posted in: Fan Creations
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    posted a message on Weekly Card Design Competition 7.10 - Submission Topic

    A cheap dormant card that need a synergy to be good. You play this with Fal'dorei Strider and bounce card to be effective.

    Posted in: Fan Creations
  • 8

    posted a message on Weekly Card Design Competition 7.02 - Submission Topic

    Creating a Zombeast from frozen carcass seems like a cool concept for our Hunter Deathknight, Deathstalker Rexxar .

    Posted in: Fan Creations
  • 8

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Submission Topic]

    THE SUMMONER

    Deathwing wants to make a friend? Why not create a contract with a Summoner class? The Summoner class can be a worthy companion for all lonelly monster out there. Need other new friend? Don't worry, it's always a party if you bond with this class. This class can summon almost any creature given you can provide their true name to the Summoner. Any creature from the one resting on Twisting Nether or event the unknown creature roaming the vast Great Dark Beyond can also be summoned. There is also a rummor that a powerful Summoner can summon creature from different universe and timeline. Other then creating a bond with contract and summoning, this class can also boost the power of all creature it bonds with. I heard that Deathwing need more power and minion, so why wait? Create a contract with the Summoner class and enjoy your boosted power with many new friend.

    THE HERO POWER:

    This Hero Power shows that a normal minion can also became strong if it has a connection with the Summoner. This Hero Power can be used as an investment when you play minion on later turn. For example you Hero Power on turn two then pass, on turn three you Hero Power again and play a 1-Cost minion, that minion now gain double the buff of your Hero Power (+2/+2).
                                                       

    MONSTROSITY KEYWORD:

    This keyword will show that creature can unlock its true power by the help of Summoner class. This class can buff the creature by spell or Hero Power to trigger its monstrosity. This keyword mosly works like the "at end of your turn" effect but you need a buff to activate it. Green Attack value means that a minion has more Attack value then the original stats. I used the "green Attack value" to be more intuitive. Some card can make a 1/1 copy of minion, when people buff the 1/1 copy sometimes people will think "why Monstrosity is not active? I already buff the 1/1 into 2/2." This happend because many people will think the base value of the copy is 1/1. The green Attack value is more clear in this case because even if it became a 2/2 (higher then the base value of the 1/1 copy) if the Attack is not turned green the Monstrosity will not activated.

    CLASS SUMMARY:

    • This class mostly relly on minion battle, like Paladin and Hunter class.
    • This class lack spell removal but many of its class minion provide a decent tool to control the board.
    • Many of its spell have a buff and other effect that change the behaviour of the minion on the board.
    • This class lack burn damage, it reduce the opponents life to 0 mostly by attacking using a minion or its hero.
    • This class can pressure your opponent with big minion that came out on early turn like Ramp Druid, it either grow into a big minion by itself or you play a buff on it.
    • This class have a great synergy with minion with on going effect and high Health.

    EXAMPLE CARDS:

        

                                        

    • Gentle Oddities (Basic): Provide a card draw if you keep him buffed and healthy. This card also show how Monstrosity mechanic work.
    • Body Merge! (Classic): Your hero merge with your summoned minion and giving the hero extra protection. This card can also be used to save your minion for your next turn, it works like psudo Shadowstep without the benefit of triggering a Battlecry effect.
    • Abyss Jester (Old Gods): This card show a basic synergy that can benefit you if you create a deck that focused on keeping your buffed (green Attack value) minion alive.
    • Horror from the Deep (MSG): This card is a card draw to fecth more treat in your deck. This card can buff your small minion into a 5/5 body or make your expesive minion into a 5-Cost card.
    • Daedalus, Devouring Earth (Un'goro): An artificial elemental created by the Titan using an Old God sample. This card provide control play style for Summoner that rely on minion like Swamp King Dred for Hunter. This card also showing the synergy with bufffed (green Attack value) minion.
    Posted in: Fan Creations
  • 1

    posted a message on DEATHWING NEEDS A FRIENDWING (Class Creation Competition #4) - Phase I [Discussion Topic]
    Quote from Haileystraza >>

    Welcome to the big 3 part post ðŸ¤”

    Firstly, quick shout out to my favorite heroes I've seen so far, Thomas Temporison and Jori-En. I love the concepts for both of them and I hope you both get far uwu.


    Secondly, feedback on the past ~2 pages for you all uwu. Edit: I see some more posted while writing this post, fear not, I'll update it shortly. Edited them in!!! I hope you both see it!

    "The Summoner"

    I really like the hero power, its more versatile than just a flat +1/+1 for minions, though I would personally be concerned by plays like coin hero power t1, hero power t2, play a 3 mana 6/6 or (effectively) 5/7 taunt on turn 3. I think its cool that the hero power can carry between turns, and preventing it from stacking might get a bit too complex, so you decide if its an issue I guess. Either way, a strong class to emote+hero power turn 2.

    Monstrosity is interesting, but would probably be better worded as "If it's attack is higher than it's base value." In general, a lot of your cards could do with some proof reading, if you want to submit I recommend finding someone to proof read all of them because presentation is worth a lot of points. I'd also suggest focusing on really polishing a few cards instead of churning out a lot early - Daedalus and abyss jester are examples of cards that sells the class's unique playstyle, whereas stuff like Out of Control is very underwhelming. 

    Last point is that there is very little counterplay that lowers minion's attack, so decks may struggle to find interactive ways to stop those boosted effects. Thus, how fun the class would be to play against is a concern. Perhaps we can assume if the class existed, techs would be printed.

     

    "The Gunner"

    Out of all of the endless tinker-y classes, this one might actually be the most interesting as a theme concept, even if its far more loosely tied to engineering. However, as it is, the hero power is a direct upgrade to mage, and should be powered down. My suggestion would be something along the lines of "Deal 1 damage to minions adjacent to a target", if you want to keep the splintered theme and positional mechanics.

    Grounded doesn't feel very gunner-y. You're also gonna run into issues on the way minions are differently spaced depending on how many you have on board. I can see what you're going for, and I like the interactions, but I'm not sold on how they fit into the class. The fact that there's no counterplay at all is going to make balancing the effects a pain too, you end up with something which will either be overpoweredly swingy, or not come into play.

    I think the class concept has a lot of potential if you work on it though.

     

    "Weaponsmith"

    Active is cute, especially as a weapon exclusive keyword. My main question is - does dealing damage with Active consume durability (It probably should, it makes things more interactive). If so, defend yourself could potentially be buffed to a 1/2, with the same destroy self effect. That's definitely my favourite hero power of the two, although it is admittedly quite passive and has anti-synergy with weapons. Perhaps another option is to do something similar to the classic rogue hero power, where it will buff already equipped weapons instead? 

    Living weapon seems way too strong at 4 mana. It's guaranteed to attack twice with no counterplay, so you're slapping 8 free damage on the board over 2 turns for 4 mana. *the value* I kinda like the concept, but it could do with being costed up or started differently, or even a different condition. Keep in mind, this minion can be targeted with health buffs and heals, which would make it an unkillable monster. 

    The other cards aren't much to write home about, but they sell the basic flavor of the class. I definitely prefer plasma blade to mithril claw and I don't think you need to show off both. I'd really focus on showing more cards which make your class's identity stand out, not just the keyword.

     

    "Xel Grimwarden"

    I don't wanna be a party pooper, but... I've never been a fan of new keywords which just rename existing mechanics. Its okay when those mechanics are really wordy, like "whenever this minion deals damage restore the same amount as health to your hero". But something as small as "During your opponent's turn" or, as an ingame example "summon a minion from your deck", it feels kinda unnecessary when you consider the number of things in hearthstone that remain as card text. 

    My other worry for the keyword is, although it's interesting flavor, it might limit the class a bit. What if you want to include a minion which is stronger on your turn, but weaker on your opponent's? Would you have to word it the other way around with no keyword? Likewise, the hero power feels like a generally worse silver hand recruit - it might have synergies, but so do silver hand recruits themselves. Unlike recruits, summoning 0/1s for 2 mana is gonna feel bad most of the time, so you're forced to build around it even more than hunter if you want to use that hero power. Both these things could limit design for the class in the long run.

    Don't get me wrong though, I really like some of the interactions and cards you have here and they sell the class's flavor well. Rapid acid is indeed great, I really like the possibilities forbidden experiment opens up too. I'd like to say the same for voracious reader, but I'd have to see a card that synergises well with it in order to be sold on it. The 0-attack synergy is interesting, but with the current hero power it feels like the only option the class has, I guess. I'd like to see more ways to play with the class in the example cards.

     

    "The Scribbler"

    As I mentioned above, I feel that keywords which just shorten very simple bits of card text are fairly pointless. "when you draw a card" is super short. If anything, I would have made the draw-overload a keyword instead, and included it as a drawback on more cards. Procrastination is the deadliest of all sins =p. That or, a mulligan keyword, which is also a pretty interesting idea. Mulliganing your hand at will to try to get the cards you want. "Mulligan the rightmost card" or even combining that into Mulligan would let you redraw essentially. OP? Hard to say without playtesting (which we don't have), so...

    Outside of that, a non-warlock class that can run more draw-focused decks is interesting, (nice pun on drawing btw c;) but I imagine it'll be hard to balance around powerful neutral cards. Cards like details show how it can be more combo focused, though it's not clear what you'd combo it with (yet). I guess using draw synergy cards with the (almost over the top) card draw options the class has is at least one game plan, and it's open ended enough to fit other packages and neutral card strategies in, or play at different speeds.

     

    The Chef

    I thought the racer one was cute, but this is cuter (honestly, i like profession themed classes) and gets away from that engineering overload.

    Possibly the main downside is, unlike warlock, you flat out can't rely on the hero power to play control (with the cards you've revealed, anyway). That's not an awful thing, as hunter was pretty much only a aggro class for a very long time, and it was still fun, and this deck seeems to have some midrange potential with unsatisfied customer, inedible ghoul and spicy elemental. The one thing I'd watch is how powerful cards that trigger on roasting are, the player has a pretty good chance of triggering them (better than drawing) and so effects that trigger on roasting have a good chance of being very op. Inedible ghoul for instance might be better if it damaged all minions, because then the player has to build around it more rather than it being auto-include as an on curve drop and potential huge value early/mid game removal.

    On the flip side, unorthodox cook looks really unimpressive, i'd personally recommend reworking him or switching the guy out with something that sells your class more and shows a bit more variety in what the class can do. 

    In terms of balancing your cards, I'd say that roasting 1 is worth about half of a discard in the long run. It doesn't remove card advantage in hand, but it eats into a more valuable and limited resource than HP.

     

    Tekahn the Dark Pharaoh

    I like the life tap to summon a more powerful hero power minion thing, BUT I think the taunt is a bit much. It kind of cheapens the HP cost by protecting your face every turn for likely more than 2 points of damage. Pretty much any other keyword (bar lifesteal or poisonous) would probably be cool though. Even a 2/2 might be interesting, if a bit bland and encroachy on paladin.

    Rise seems like a very situational mechanic (or at least, one which forces you into very specific builds to access the majority of currently revealed class cards), and doesn't gain much from being a keyword either. "If this has two adjacent minions" or "if this is between two minions" are pretty simple things to fit in card text. Having some cards with the mechanic in the class as part of its 'class identity', to work with the hero power minions would be cool, but I think building the whole class around it will be very limiting for you.

    Taunt is also something warrior and druid are already doing, and building super hard around taunt not only feels samey, but further cheapens any HP cost on the hero power. 

    If you want ideas for more interesting interactions outside of mainly bland taunt synergy and generic spell effects, how about minions or spells with effects which modify the minion summoned by your hero power? An ungoro card that gives a free adapt to hero power minions on summon, a spell which permanently gives them +1 to a stat. Building upon your hero power could fit in well with the building theme you're trying to show off with Rise!

     

     "The Swindler"

    One of the main issues I have with coin-based mechanics is that the winrate gets significantly skewed depending on if you go first or second. Going second with this hero, you get an extra trigger for his keyword which you wouldn't usually get. Also to consider is the MAD DEELZ that you're gonna get with Gadgetzan Auctioneer, which without careful balancing could be potentially more game breaking than miracle rogue.

    On the plus side, the hero power doesn't force you to just run bribe cards, and it offers a fairly interesting ramping tool. Polished pewter dagger is a really good example of how the bribe mechanic can enable access to more powerful effects, and be used situationally so you don't have to spend coins if you don't need the effect. Definitely show that card. I also really like the flavor of beneath your dignity, and I'd be interested to see how the class might develop around minion position manipulation. Shanty Choir is also a really cool card, but i'd tread carefully with the cost/statting when you could play turn 3 double coin into shanty choir + southsea captain + patches for 3/6 + 3/3 + 2/2 on board on your third turn. I don't know how likely that is, and the opponent might be able to come back with something like hellfire, but it seems quite punishing.

    The Illusionist

    I keep repeating myself, but alter (while a cool class mechanic) definitely feels like something that can be summed up in less words with "if your hero has less than 15 health". I'd say keep the mechanic if you like it but you could probably add another keyword which sells the illusion flavour more. Low health doesn't scream illusions, especially when it has anti-synergy with your taunts.

    That said, taunt hero power. I'm not a huge fan of infinite taunts (no other hero power hard counters certain strategies on its own), but perhaps the fact that they die makes them more balanced. Personally, I'd suggest making them 1HP instead, as the resulting minion would be a little easier to ping off (it'll still sap resources of course.) but arguably that could make it too weak.

    I also see more 0-attack synergy, which seems to be a thing in this competition now. Out of all of the cards, I think Phantom Sorcerer is probably op as-is, it consumes an ungodly amount of resources unless the opponent has a silence or hard removal. Maybee that's okay, but its stats are so good for that cost and effect. 

    4 mana secrets is definitely something I can get behind and something that sells the class theme well I think, illusion of expulsion is a really neat card that fits the cost and forces opponents to think hard about removing minions with active effects or deathrattles. I can imagine dupeing a strong deathrattle 4 times miiiight be kind of insane (mainly cairne bloodhoof), but those kind of telegraphed plays tend to be fairly open to techs.

    The floor is lava is also pretty cool, though again I'm not seeing the illusionist-y part of it, I like the semi-doomsayer mechanic it has. 

     


     

    Thirdly, I'd like to know what class idea people think I should go with before I go in deep with building and polishing cards. I've been mulling over the following:

    Bright Friendwing, Faerie Dragon

    Pacify (Hero Power Reduce a minion's attack by 1, and restore 1 HP to your hero.)

    Class identity: Healing, debuffing, Wild-god theming, Emerald-dream theming, tribe support (likely mainly dragons).

    Keyword: Phased (Cannot be targeted by minions or weapons.) Used very sparingly.

    Aki the Chosen, Pet Tamer

    Hero Power: potentially something pet-summon based? Making it flat Call a Pet seems OP, but I like the pet mechanic.

    Keyword: Call a Pet (The player is shown 3 of 9 possible pets, and chooses one to summon. (One pet for each type in pet battles, with abilities mimicking their passives.) This technically works like adapt, so wouldn't be considered using the later-added discover mechanic.)

    Class Identity: Summoning pets, general pet-battle things (like capturing minions), minions with active/triggered abilities and triggered ability synergies, beast, mech, dragon and elemental tribal synergy.

    Odyn, The Keeper

    Secrets of Creation (Hero Power): The next card you play returns to your hand at the end of the turn.

    Keyword: Destiny (Each time a card with destiny is played, it has an effect based on the 'destiny counter'. If 'heads', the first effect triggers, if 'tails', the second effect triggers. After playing a card with destiny, the 'destiny counter' is flipped.)

    EG: Destiny: Deal 3 damage, or give a minion +3 Health and taunt.

    Class Identity: Long-game, macro plays, planning ahead, titan artifacts, servants, and magic. (Think vrykul, other watchers, mogu, mechagnomes and other titan-forged.)

     

     Thanks for the feedback on the summoner class! Yes I'm really bad at gramar that's why I posted the cards here before I submit it. I really need feedback on the wording, so far I really appreciate Sinti and CheeseEtc for pointing out the error.
    For the hero power, I think it will not be a 6/6 but a 5/5 on turn 3 mostly. Turn 1 coin HP, turn 2 coin HP will stack into +2/+2 if and if you play a 3/3 minion it will be a 5/5. If you compare it with other class I think druid can already done this with it's ramp. Turn 1 Coin Wild Growth, turn 2 Jade Blossom, turn 3 he ramp into 5 mana and can play a 5/5 minion.
    There is many concern about big minion on early turn but this hero power mechanic is similar to hand buff paladin mechanic and I think the mechanic is quite balance. You stack the hero power early turn but you lose tempo and vulnerable against agro, if you play the minion early you lose the benefit of stacking buff from your hero power. The Paladin always want the handbuff early to hit his small minion but he will be vulnerable when facing agro deck this way.
    I think it should be "If its Attack is higher than its base value." (it's = it is, attack should be capital). I already concidered that wording and many feedback also have pointed it out but I think green Attack value is more intuitive. When the minion have higher Attack than its base base value it will always turn to green and new player will know right away. Some card can make a 1/1 copy of minion, when people buff the 1/1 copy sometimes people will think "why Monstrosity not active? I already buff the 1/1 into 2/2." because many people will think the base value of the copy is 1/1. The green Attack value is more clear in this case because even if it became a 2/2 (higher then the base value of the 1/1 copy) if the Attack is not turned green the Monstrosity will not activated. I wil consider changing it if I get another feedback on this.
    Most people have concern about the counter of Monstrosity but I think like most minion with ongoing effect (Hogger for example) most people will just kill it. I aready make the minion to be understated so that even if you buff it, it will still can be dealt with. For the big minion, I think people can already dealt with it if they can already face Ramp Druid. 

    For your class idea , I like the pet base class. I suggest hero power like Shaman that can summon a random pet. A class base on minion interaction can be interesting depending on how the minion effect goes so I will wait and see how you handle the pet effect. For now you can create the pet first then the card that suported it. If you manage the hero power to create the token, you allowed to create a card that can summon that token. Also a pet base I think you open up the synergy with any tribal card (Beast, Murloc, Dragon, etc) without restriction like Hunter or Warlock. Overall I like Aki the Choosen Pet Tamer the most.
    Posted in: Fan Creations
  • 2

    posted a message on Paladin mains - Do you like where Blizzard is taking Paladin this expansion?

    I hope there is a card that give Paladin Hero Taunt effect, maybe in form of Weapon Card? This way he can lose enough HP to get healed and activate Blackguard. Giving the Hero Taunt also protect your minion so they can be buffed safely without worries of minion trade. I think Paladin can outlast the damage he take early on with many of his healing card.

    I'm okay with the Dev focusing Paladin on Healing and Silver Hand Recruit mechanic, but please no more Murloc please.

    Posted in: Paladin
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