After re reading the explanations for my class' Hero Power as well as the actual wording of the Power, I have a sneaking suspicion that it is very easily misinterpreted. Should I re-word it to something like summon a 1/1 Dummy, then set its cost equal to your remianing mana?
@McF4rtson: I can't really come up with any way to make it both clear enough and short enough at the moment, unless you want to use a keyword for it. Something within the lines of "Disguise X: Treat this card as if its Cost is X." And then make the Hero Power: Summon a 1/1 Dummy. Give it Disguise equal to your remaining mana.
I thought it would be against rule 3 for a second, but the I realized it's appliable and relevant to spells as well (particularly Summoning Stone).
@McF4rtson: I can't really come up with any way to make it both clear enough and short enough at the moment, unless you want to use a keyword for it. Something within the lines of "Disguise X: Treat this card as if its Cost is X." And then make the Hero Power: Summon a 1/1 Dummy. Give it Disguise equal to your remaining mana."
I'm trying to avoid a keyword for now but I may have to consider it since I assume a lot of people are thinking you have to pay a ton of mana for the 1/1.
@McF4rtson: Everything else I thought of ended up making the Hero Power look way too wordy. Also, isn't your HP power creeping on pally's HP by virtue of modifying the 1/1 in any way (unless it were negative, which this is not)?
I've just arrived to this competition, and I have three themes in mind.
What do you guys think will be more fun - a 'Dark Vindicator' or 'Fel Knight' class based on Tyrant Velhari from Hellfire Citadel, with unholy and fel seals and auras and stuff; a 'Chronomancer' based off the Nightborne and their timey wimey stuff; or rather a 'Lorewalker', with 'story' cards that will allow me to draw from countless stories and Legends from Azeroth's history?
I do like Salvage, however, by the sole purpose of HS's disconnect system being really bad, it will not show you anything on the History Bar if it resets. I would prefer it if there's a set limit, such as perhaps the last 5 cards being played or something like that.
That is a very true point. The issue i'm having now is that I currently can think of no good substitute for this, as memorizing the last 5 actions done should be a no go since there are other points of the match you should be paying more attention to. A work-around i'm pondering is to edit the mechanic (since also playing a Salvage minion T1 will prevent you from getting a card), by changing it to Scavenge: Copy a random card that was not added to either player's deck and add it to your hand.
This way you are guaranteed a card, and for another twist, you can never get the same card twice (although what are the odds?)
Unfortunately this would change the way the mechanic works entirely so really if anyone has a suggestion on how to fix this issue I'd be grateful.
Has anyone thought of a workaround? I still have nothing.
I've just arrived to this competition, and I have three themes in mind.
What do you guys think will be more fun - a 'Dark Vindicator' or 'Fel Knight' class based on Tyrant Velhari from Hellfire Citadel, with unholy and fel seals and auras and stuff; a 'Chronomancer' based off the Nightborne and their timey wimey stuff; or rather a 'Lorewalker', with 'story' cards that will allow me to draw from countless stories and Legends from Azeroth's history?
I believe someone has already done the 'Dark Vindicator'-esque class, and I think I've seen a few Lorewalkers as well. So far, there have been no 'Chronomancers' and I don't really know what or who the Nightborne is/are.
Would really like some feedback on this idea of mine:
Class: Trader
Personally, I'm not a huge fan of the Hero Power. One reason would be is that being able to draw 2 cards off a Hero Power is INSANE - unless you use Sir Finley Mrrgglton, you'll be keeping this Hero Power for the rest of the game. Also, there will be really bad repercussions if some classes were to somehow get a hold of this Hero Power. I also don't like the fact that Paycheck costs mana; it should be free IMO just so your opponent can benefit off of it immediately without affecting his/her mana curve.
I've made some revisions and have some doubts still, so and review is welcomed.
Moradormi is no different from other Bronze Dragons. Tasked with protecting the timelines, she will use her knowledge of the future to maximize her advantage and if needed, even manipulate time.
The Hero Power reflects the ability to look into the future, though one needs to find oneself before one can find others. The first half of the Hero Power is a simple Scry 2 (explained below) that, by itself, is not too powerful. Especially when considering the class has access to more sources of Scrying than the Hero Power. The second half, though, is much stronger, since delaying the draw of a key card from your opponent even by one turn might be game changing (mostly against combo and control). It is gated through a sheer 4 mana (you can only use Forewarning the same turn you used Foresight), which I hope makes it sufficiently balanced.
To clarify, Scry works akin to the Discover mechanic in that you're shown the Scried cards, and then you click on them to return them to the top of your deck one by one in the order of your choice (the last one you click will be at the top). Cards are not sent to the bottom of the deck with Scry, only reordered. Prophecy effects can trigger more than once unless it doesn't make sense or is stated otherwise. Prophecy effects are always random if they target something at all.
Card Explanations
Herald of Torment: I already showcased this one in an earlier post back at page 5, though it's undergone some minor wording modifications (as well as gone from Basic to Classic since I can't use Scry in Basic cards. The basic idea behind this card is to be, in a way, the class' Fire Elemental. It has a much more variable damage but since most of the time you can expect what it's gonna be thanks to Scry, I made its attack lower. This also showcases a card type akin to Druid's "Druid of the X" cards. The "Herald of X" cards all share the same base Scry (1) effect and they all do something that varies in power with the Scried card's cost.
Vision of Fire: A card I've had some trouble balancing. By default, Prophecy effects make the card weaker or more expensive to compensate for the "free" extra effect you get from it if you Scry it. I limited this card's Prophecy to just 2 damage because I felt it would be too OP otherwise for an effect you can get from your Hero Power potentially every turn (and that's ignoring other Scry cards). The card also showcases another card type, this time "Vision of X". Visions are always spells with Prophecies and are the only spells with Prophecy (that last one was an arbitrary decision from me). At the moment, Prophecy effects range from overcosted cards with a beneficial Prophecy, undercosted cards with a negative Prophecy and evenly costed card (or less overcosted) for a random Prophecy. More about that later.
Chromie: I felt I had to showcase it. It's one of the class' pseudu win conditions: flooding the board with Chromie. The effect on this one is meant to be slightly overpowered since it's a Legendary (which means there's only one copy that can be at the bottom of your deck), but if you get Chromie at the top of your deck early enough, it can easily carry the game. I'm open to suggestions about balance with this one, as long as it doesn't take from the spirit of the card.
Basic Set (because I'm mostly done)
With a grand total of 8 out of 10 cards with the word Time in their name, the Basic set is strongly Time themed. This isn't so on the classic set, which is focused on Heralds and Visions.
Overeager Whelp: This whelp just wants to play, and he wants it now. A great card to guarantee you have something to fight aggro, as well as a card that literally cannot be a dead draw in the late game. It has the added benefit of being the first card you draw instead of, say, a Prophecy card. I'm open to art suggestions on this one, since that one is all I found.
Alter Fate: Very simple card, I feel. It's pretty much a second mulligan at the cost of 1 mana and a card. Good to get rid of those pesky prophecies in your hand while trying to get Scryers instead.
Time Mirage: 1 mana cheaper than Arcane Intellect, but the cards are gone at the end of the turn. Just to clarify, the cards are returned to the top of your deck in the order they were in, regardless of whether they (are in your hand/are in play/have been casted/had charge and died). You can maximize the value of this card with Scry, but even if they're two useless cards, Alter Fate can make them solid (and they go back to the top of the deck even if they're in the deck, too).
Time Skip: Instant Doomsayer, just add water. Originally meant to end your turn and then your opponent's if you did nothing yet, but I felt this was simpler. Works in a great deal of effects including Ragnaros, Ysera, Thaurissan, but also Corruption, Mana Tide Totem, etc (yes, it also works for your opponent's cards).
Time Warp: For the times when you have a bunch of Prophecy cards in your hand. Prophecies carry over if they're shuffled back from the hand, but not after they've been cast, so stacking Prophecies are reset.
Sands of Time: Bronze Dragons can be impatient too. I'm not certain, but I hope that, as a mirrored effect, the card is balanced. It's mostly meant to be played against aggro decks since they run out of hand before they run out of mana.
Time Loop: Instead of drawing the Prophecies you've been hoarding from your deck, why not better get 2 cards you'd actually rather play?
Time Keeper: This one went through a lot of rewordings. To make it clear, this: Doesn't make the card permanently free and doesn't cast the card at all. In a game where it was mechanically possible, it would read: "Choose a card from your hand and place it at the top of your deck." And yes, this does indeed get rid of a card in your hand (unless you don't play anything and just end your turn, it's not meant to be a cost), preferably one with Prophecy you couldn't help but draw earlier on.
Rewind Time: A middle ground between Twisting Nether and Vanish, this doesn't trigger Deathrattles and lets you refill your deck with minions with strong battlecries (hopefully).
Frozen in Time: Originally read "Skip your opponent's next turn." but I like this one better. I'm not exactly sure though if I'm allowed to use the Immune keyword on Basic cards, but if I'm not this is moving to Epics. Just to keep in mind, your opponent can still remove your board with cards like Twisting Nether and Vanish, can play Taunts and draw and heal, etc, but they can't kill you or damage your minions through conventional ways.
Also, I have a specific balancing concern:
vs
So, I've been told having negative and potentially negative effects as Prophecies was not a good idea and I want opinions on that. My intention was to open up the possibility of creating a kind of deck that forsook Scrying entirely and focused on cheap but negative Prophecies that can't trigger if they aren't Scried. Is that something I should give up on?
[The Hero Power] is gated through a sheer 4 mana (you can only use Forewarning the same turn you used Foresight), which I hope makes it sufficiently balanced.
-snip-
Also, I have a specific balancing concern:
vs
So, I've been told having negative and potentially negative effects as Prophecies was not a good idea and I want opinions on that. My intention was to open up the possibility of creating a kind of deck that forsook Scrying entirely and focused on cheap but negative Prophecies that can't trigger if they aren't Scried. Is that something I should give up on?
I don't like the fact that Forewarning changes into Foresight at the end of your turn even if you didn't get to use Forewarning. Other than the fact that it's already 'gated' by 2 mana with Foresight alone, I really wouldn't want to pay 4 mana just to look at the top 2 cards of both my and my opponent's decks. Sure, you can get to rearrange to delay key cards for your opponents (and speed up yours simultaneously), but that's still not enough for 4 mana IMO.
As for your balancing concern, I don't get why you have to limit your design space. There are so much more cards to be made, and limiting the class' mechanics this early on can really hold the class back in the future. Personally, I think it's a nice and unique side to the class and something worth expanding upon. I know it's cliche, but don't let the naysayers put you down :)
@0riginator: I thought about making it just switch once per turn, but I found the situations where you'll find the second Hero Power more valuable are those in which you can afford to expend the mana (namely, those 10 mana do nothing turns control matches have). When you're going against aggro/midrange, having access to a guaranteed Prophecy trigger only every other turn makes the class even weaker to aggro. I could possibly make Forewarning's effect stronger to compensate for the 4 mana, but I don't wanna go overboard with it.
And you're right about about limiting design space, I'll keep the ones I've already made so the class has the possibility to go that route (it would be Aggro Priest level of gimmicky, though, so I'm not sure how much design space would be wise to leave for it).
Edit: Some possibilities for Forewarning. What about: "Scry (3) from your opponent's deck", "Scry (4) from your opponent's deck" or "Scry (2) from your opponent's deck. They cost (1) more." I feel the last one is way over the top but maybe I'm wrong.
@Kerdinand, I like it, but at the same time it feels like a weaker resurrect. This could work however because it alows the cards to be a bit stronger, thanks!
@Kerdinand: I mostly didn't think it would be abusive since a great portion of class cards use the Scry effects (like the Heralds), while another portion wants to be Scries (like most of the Visions). Be going the negative Prophecy route, you're pretty much running without a Hero Power and mostly on a deck comprised of negative Prophecy cards and neutral minions. It would be like having said -2 Spell Damage minion be Mage exclusive, but worse.
I did think about the Inspire synergy of a double Hero Power, but inspire is mostly limited by the fact that you have to pay for your hero power in order to trigger the effects, and my Hero Power doesn't help with that at all. This little friend though, does:
Reposting this to get more ideas. Please let me know what you guys think!
The Mad Scientist
Unique Mechanic: Latent
Gameplay: Stats Distribution, Sacrifice, Slow & Steady OR Zerg Rush, Late Game Power Plays
So how does Latent work?
Basically, the card will always be on the bottom of your deck when the game starts and even when your deck is shuffled, Latent cards will still be at the bottom 'part' of your deck. Multiple cards with Latent will all be placed at the bottom 'part' or portion of your deck, but how they are arranged is still random - it's like having a second deck beneath your initial deck.
@0riginator: I'm not really convinced by the Hero Power, at least not based off the 3 sample cards you showed. Are the sacrifice effects you mentioned like Parasitic Overseer? Because the Hero Power makes me think of bigger sacrifices (if you're gonna be pumping out 2 0/2s that do nothing every turn) and the cards I've seen don't quite convey that. Would you mind showing a stronger sacrifice effect?
Also, did you have some particular partner for Shock Therapy in mind (some minion it works specially well with, other than Frothing Berserker)?
As for the Latent keyword, I like it. It has a lot of potential if there's enough variety of latent cards available.
I've just arrived to this competition, and I have three themes in mind.
What do you guys think will be more fun - a 'Dark Vindicator' or 'Fel Knight' class based on Tyrant Velhari from Hellfire Citadel, with unholy and fel seals and auras and stuff; a 'Chronomancer' based off the Nightborne and their timey wimey stuff; or rather a 'Lorewalker', with 'story' cards that will allow me to draw from countless stories and Legends from Azeroth's history?
Id like to see the nightbourne idea as the other ones were used in one way or another. Also (im judging by the name not what i know) Chronomancers control time and if im not mistaked someone has used that idea before.
So, I spent some time thinking it over and I've come up with a few new ideas for my class, as well as refined a few of the older ones. Now, not all of these would be basic set cards or anything, but I don't believe the three you chose in Phase 1 needs to be. They have to show off your class right? Well I got a bit of a larger selection this time around to choose from. I really wanted to continue that golem theme I had, considering Blood Elves do create those, though I got a bit creative with the designs. I also wanted to show off a few tentative ideas here that may not make it entirely, just want to gauge a reaction to those cards. I'll put all my cards in a spoiler, as to not flood the page with them. So here it is Spellbreaker 2.0 The hero and the hero power has remained the same.
I appreciate all the feedback I've gotten so far. :)
Reposting this since I didn't get feedback last time. Please let me know what you guys think!
The Mad Scientist
Unique Mechanic: Latent
Gameplay: Stats Distribution, Sacrifice, Slow & Steady OR Zerg Rush, Late Game Power Plays
So how does Latent work?
Basically, the card will always be on the bottom of your deck when the game starts and even when your deck is shuffled, Latent cards will still be at the bottom 'part' of your deck. Multiple cards with Latent will all be placed at the bottom 'part' or portion of your deck, but how they are arranged is still random - it's like having a second deck beneath your initial deck.
Sorry but I think this has a looot of problems.
First, Latent doesn't seem like it's deserving of a keyword. You could've just wrote "Always at the bottom of your deck". Even then, it's not a very exciting card considering you won't ever see it most of the time. This is different when, instead of simply at the bottom of the deck, you indeed utilize the "second deck" mechanic you mentioned, e.g. "Draw a Latent card." Now THAT I would like to see. Second, There's an inherent problem to giving minions permanent Attack stat debuffs, and that's ending up with 0 Attack minions, becoming useless. You can lock your opponent's board if they have all 0 Attack minions. Third, I'm not seeing any synergy between your hero power, first, second and third cards. Because of this, it seems like your class lacks direction, just a mish mash of ideas.
See, I take issue with Latent as a keyword. I like the idea, sure enough, but here the thing. If you have a passable deck the rest of the way up, which isn't hard to imagine, you've effectively created the ability to thin your deck by an unspecified number of cards, and then, once you've gone through all of those cards, you haven't run out of power, since you still have a supply of OP cards at the bottom of your deck.
What I would do to fix this is to
A. Make the Overpowered (On their own) latent cards come from a separate card. I.E. Crazed Geneticist: 3 mana, 3/3 deathrattle shuffle a latent Aberrant Monstrosity into your deck. (Or on the bottom, you get the idea.)
B. Or make the cards less powerful. Being able to guarantee any kind of big draw late-game is pretty good, so you could make the argument that even being overpriced, they'd be worth it.
Further, I'd definitely suggest adding some buff cards to this, maybe some cards that specifically buff small minions, since that seems to be the playstyle, such as, for example: 2 mana: Set the attack of all minions with less than 3 attack to 3, for the hero-power value. Probably add something like a bigger mirror image (As in the mage card), if you were doing that.
That way, your hero-power synergizes with the buff-cards, and the buff cards synergize with certain class cards, which are, coincidentally, perfect targets for your hero-power.
With that sort of 'flood' mechanic, you could add a card, maybe 2 mana, that does 1 damage for each friendly minion? It would be OP with 7, but playing against this hero, people would try very hard to avoid giving you any traction, so it might actually be underpowered?
And, while I'm talking about it, you could definitely make the legendary something like 5 Mana: 0/8, stealth, at the start of your turn restore this minion to full health.
Maybe it's just my playstyle, but this hero seems to have a lot of potential to me.
Rollback Post to RevisionRollBack
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.
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After re reading the explanations for my class' Hero Power as well as the actual wording of the Power, I have a sneaking suspicion that it is very easily misinterpreted. Should I re-word it to something like summon a 1/1 Dummy, then set its cost equal to your remianing mana?
@McF4rtson: I can't really come up with any way to make it both clear enough and short enough at the moment, unless you want to use a keyword for it. Something within the lines of "Disguise X: Treat this card as if its Cost is X." And then make the Hero Power: Summon a 1/1 Dummy. Give it Disguise equal to your remaining mana.
I thought it would be against rule 3 for a second, but the I realized it's appliable and relevant to spells as well (particularly Summoning Stone).
@McF4rtson: Everything else I thought of ended up making the Hero Power look way too wordy. Also, isn't your HP power creeping on pally's HP by virtue of modifying the 1/1 in any way (unless it were negative, which this is not)?
I've just arrived to this competition, and I have three themes in mind.
What do you guys think will be more fun - a 'Dark Vindicator' or 'Fel Knight' class based on Tyrant Velhari from Hellfire Citadel, with unholy and fel seals and auras and stuff; a 'Chronomancer' based off the Nightborne and their timey wimey stuff; or rather a 'Lorewalker', with 'story' cards that will allow me to draw from countless stories and Legends from Azeroth's history?
"Not all those who wander are lost."
- Velen R. R. Tolkien
I've made some revisions and have some doubts still, so and review is welcomed.
Moradormi is no different from other Bronze Dragons. Tasked with protecting the timelines, she will use her knowledge of the future to maximize her advantage and if needed, even manipulate time.
The Hero Power reflects the ability to look into the future, though one needs to find oneself before one can find others. The first half of the Hero Power is a simple Scry 2 (explained below) that, by itself, is not too powerful. Especially when considering the class has access to more sources of Scrying than the Hero Power. The second half, though, is much stronger, since delaying the draw of a key card from your opponent even by one turn might be game changing (mostly against combo and control). It is gated through a sheer 4 mana (you can only use Forewarning the same turn you used Foresight), which I hope makes it sufficiently balanced.
To clarify, Scry works akin to the Discover mechanic in that you're shown the Scried cards, and then you click on them to return them to the top of your deck one by one in the order of your choice (the last one you click will be at the top). Cards are not sent to the bottom of the deck with Scry, only reordered. Prophecy effects can trigger more than once unless it doesn't make sense or is stated otherwise. Prophecy effects are always random if they target something at all.
Card Explanations
Herald of Torment: I already showcased this one in an earlier post back at page 5, though it's undergone some minor wording modifications (as well as gone from Basic to Classic since I can't use Scry in Basic cards. The basic idea behind this card is to be, in a way, the class' Fire Elemental. It has a much more variable damage but since most of the time you can expect what it's gonna be thanks to Scry, I made its attack lower. This also showcases a card type akin to Druid's "Druid of the X" cards. The "Herald of X" cards all share the same base Scry (1) effect and they all do something that varies in power with the Scried card's cost.
Vision of Fire: A card I've had some trouble balancing. By default, Prophecy effects make the card weaker or more expensive to compensate for the "free" extra effect you get from it if you Scry it. I limited this card's Prophecy to just 2 damage because I felt it would be too OP otherwise for an effect you can get from your Hero Power potentially every turn (and that's ignoring other Scry cards). The card also showcases another card type, this time "Vision of X". Visions are always spells with Prophecies and are the only spells with Prophecy (that last one was an arbitrary decision from me). At the moment, Prophecy effects range from overcosted cards with a beneficial Prophecy, undercosted cards with a negative Prophecy and evenly costed card (or less overcosted) for a random Prophecy. More about that later.
Chromie: I felt I had to showcase it. It's one of the class' pseudu win conditions: flooding the board with Chromie. The effect on this one is meant to be slightly overpowered since it's a Legendary (which means there's only one copy that can be at the bottom of your deck), but if you get Chromie at the top of your deck early enough, it can easily carry the game. I'm open to suggestions about balance with this one, as long as it doesn't take from the spirit of the card.
Basic Set (because I'm mostly done)
With a grand total of 8 out of 10 cards with the word Time in their name, the Basic set is strongly Time themed. This isn't so on the classic set, which is focused on Heralds and Visions.
Overeager Whelp: This whelp just wants to play, and he wants it now. A great card to guarantee you have something to fight aggro, as well as a card that literally cannot be a dead draw in the late game. It has the added benefit of being the first card you draw instead of, say, a Prophecy card. I'm open to art suggestions on this one, since that one is all I found.
Alter Fate: Very simple card, I feel. It's pretty much a second mulligan at the cost of 1 mana and a card. Good to get rid of those pesky prophecies in your hand while trying to get Scryers instead.
Time Mirage: 1 mana cheaper than Arcane Intellect, but the cards are gone at the end of the turn. Just to clarify, the cards are returned to the top of your deck in the order they were in, regardless of whether they (are in your hand/are in play/have been casted/had charge and died). You can maximize the value of this card with Scry, but even if they're two useless cards, Alter Fate can make them solid (and they go back to the top of the deck even if they're in the deck, too).
Time Skip: Instant Doomsayer, just add water. Originally meant to end your turn and then your opponent's if you did nothing yet, but I felt this was simpler. Works in a great deal of effects including Ragnaros, Ysera, Thaurissan, but also Corruption, Mana Tide Totem, etc (yes, it also works for your opponent's cards).
Time Warp: For the times when you have a bunch of Prophecy cards in your hand. Prophecies carry over if they're shuffled back from the hand, but not after they've been cast, so stacking Prophecies are reset.
Sands of Time: Bronze Dragons can be impatient too. I'm not certain, but I hope that, as a mirrored effect, the card is balanced. It's mostly meant to be played against aggro decks since they run out of hand before they run out of mana.
Time Loop: Instead of drawing the Prophecies you've been hoarding from your deck, why not better get 2 cards you'd actually rather play?
Time Keeper: This one went through a lot of rewordings. To make it clear, this: Doesn't make the card permanently free and doesn't cast the card at all. In a game where it was mechanically possible, it would read: "Choose a card from your hand and place it at the top of your deck." And yes, this does indeed get rid of a card in your hand (unless you don't play anything and just end your turn, it's not meant to be a cost), preferably one with Prophecy you couldn't help but draw earlier on.
Rewind Time: A middle ground between Twisting Nether and Vanish, this doesn't trigger Deathrattles and lets you refill your deck with minions with strong battlecries (hopefully).
Frozen in Time: Originally read "Skip your opponent's next turn." but I like this one better. I'm not exactly sure though if I'm allowed to use the Immune keyword on Basic cards, but if I'm not this is moving to Epics. Just to keep in mind, your opponent can still remove your board with cards like Twisting Nether and Vanish, can play Taunts and draw and heal, etc, but they can't kill you or damage your minions through conventional ways.
Also, I have a specific balancing concern:
vs
So, I've been told having negative and potentially negative effects as Prophecies was not a good idea and I want opinions on that. My intention was to open up the possibility of creating a kind of deck that forsook Scrying entirely and focused on cheap but negative Prophecies that can't trigger if they aren't Scried. Is that something I should give up on?
@0riginator: I thought about making it just switch once per turn, but I found the situations where you'll find the second Hero Power more valuable are those in which you can afford to expend the mana (namely, those 10 mana do nothing turns control matches have). When you're going against aggro/midrange, having access to a guaranteed Prophecy trigger only every other turn makes the class even weaker to aggro. I could possibly make Forewarning's effect stronger to compensate for the 4 mana, but I don't wanna go overboard with it.
And you're right about about limiting design space, I'll keep the ones I've already made so the class has the possibility to go that route (it would be Aggro Priest level of gimmicky, though, so I'm not sure how much design space would be wise to leave for it).
Edit: Some possibilities for Forewarning. What about: "Scry (3) from your opponent's deck", "Scry (4) from your opponent's deck" or "Scry (2) from your opponent's deck. They cost (1) more." I feel the last one is way over the top but maybe I'm wrong.
@Kerdinand, I like it, but at the same time it feels like a weaker resurrect. This could work however because it alows the cards to be a bit stronger, thanks!
@Kerdinand: I mostly didn't think it would be abusive since a great portion of class cards use the Scry effects (like the Heralds), while another portion wants to be Scries (like most of the Visions). Be going the negative Prophecy route, you're pretty much running without a Hero Power and mostly on a deck comprised of negative Prophecy cards and neutral minions. It would be like having said -2 Spell Damage minion be Mage exclusive, but worse.
I did think about the Inspire synergy of a double Hero Power, but inspire is mostly limited by the fact that you have to pay for your hero power in order to trigger the effects, and my Hero Power doesn't help with that at all. This little friend though, does:
Reposting this to get more ideas. Please let me know what you guys think!
The Mad Scientist
Unique Mechanic: Latent
Gameplay: Stats Distribution, Sacrifice, Slow & Steady OR Zerg Rush, Late Game Power Plays
So how does Latent work?
Basically, the card will always be on the bottom of your deck when the game starts and even when your deck is shuffled, Latent cards will still be at the bottom 'part' of your deck. Multiple cards with Latent will all be placed at the bottom 'part' or portion of your deck, but how they are arranged is still random - it's like having a second deck beneath your initial deck.
@0riginator: I'm not really convinced by the Hero Power, at least not based off the 3 sample cards you showed. Are the sacrifice effects you mentioned like Parasitic Overseer? Because the Hero Power makes me think of bigger sacrifices (if you're gonna be pumping out 2 0/2s that do nothing every turn) and the cards I've seen don't quite convey that. Would you mind showing a stronger sacrifice effect?
Also, did you have some particular partner for Shock Therapy in mind (some minion it works specially well with, other than Frothing Berserker)?
As for the Latent keyword, I like it. It has a lot of potential if there's enough variety of latent cards available.
Thank you Kanye,
Very Cool.
So, I spent some time thinking it over and I've come up with a few new ideas for my class, as well as refined a few of the older ones. Now, not all of these would be basic set cards or anything, but I don't believe the three you chose in Phase 1 needs to be. They have to show off your class right? Well I got a bit of a larger selection this time around to choose from. I really wanted to continue that golem theme I had, considering Blood Elves do create those, though I got a bit creative with the designs. I also wanted to show off a few tentative ideas here that may not make it entirely, just want to gauge a reaction to those cards. I'll put all my cards in a spoiler, as to not flood the page with them. So here it is Spellbreaker 2.0 The hero and the hero power has remained the same.
I appreciate all the feedback I've gotten so far. :)
First, Latent doesn't seem like it's deserving of a keyword. You could've just wrote "Always at the bottom of your deck". Even then, it's not a very exciting card considering you won't ever see it most of the time. This is different when, instead of simply at the bottom of the deck, you indeed utilize the "second deck" mechanic you mentioned, e.g. "Draw a Latent card." Now THAT I would like to see.
Second, There's an inherent problem to giving minions permanent Attack stat debuffs, and that's ending up with 0 Attack minions, becoming useless. You can lock your opponent's board if they have all 0 Attack minions.
Third, I'm not seeing any synergy between your hero power, first, second and third cards. Because of this, it seems like your class lacks direction, just a mish mash of ideas.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
See, I take issue with Latent as a keyword. I like the idea, sure enough, but here the thing. If you have a passable deck the rest of the way up, which isn't hard to imagine, you've effectively created the ability to thin your deck by an unspecified number of cards, and then, once you've gone through all of those cards, you haven't run out of power, since you still have a supply of OP cards at the bottom of your deck.
What I would do to fix this is to
A. Make the Overpowered (On their own) latent cards come from a separate card. I.E. Crazed Geneticist: 3 mana, 3/3 deathrattle shuffle a latent Aberrant Monstrosity into your deck. (Or on the bottom, you get the idea.)
B. Or make the cards less powerful. Being able to guarantee any kind of big draw late-game is pretty good, so you could make the argument that even being overpriced, they'd be worth it.
Further, I'd definitely suggest adding some buff cards to this, maybe some cards that specifically buff small minions, since that seems to be the playstyle, such as, for example: 2 mana: Set the attack of all minions with less than 3 attack to 3, for the hero-power value. Probably add something like a bigger mirror image (As in the mage card), if you were doing that.
That way, your hero-power synergizes with the buff-cards, and the buff cards synergize with certain class cards, which are, coincidentally, perfect targets for your hero-power.
With that sort of 'flood' mechanic, you could add a card, maybe 2 mana, that does 1 damage for each friendly minion? It would be OP with 7, but playing against this hero, people would try very hard to avoid giving you any traction, so it might actually be underpowered?
And, while I'm talking about it, you could definitely make the legendary something like 5 Mana: 0/8, stealth, at the start of your turn restore this minion to full health.
Maybe it's just my playstyle, but this hero seems to have a lot of potential to me.
So, when a warrior uses Dead Man's Hand, what does that actually mean in terms of flavor? Is he the dead man? Does he cut off his own hand? Is that why he has Tentacles for Arms? Does he think that tentacles are actually as good as arms?
These reasons and more are why I think warriors are more mysterious than people give them credit for.