Thanks, again! I am really struggling with the hero power :( I've had several ideas but none really do it for me. One example: a 1/1 weapon with Poisonous (1) or a 1/1 weapon with Your hero is immune while attacking. But I don't know, my ideas go from very boring to much too complicated :( I guess I need more thinking :)
Referring to your class cards as "Dryad" is perfectly fine. Quite a few cards specifically mention a certain class, such as Cabalist's Tome, the new Goons/Cabal/Lotus Discover cards, and Renounce Darkness.
As for the two ideas you posted, 1/1 weapon with Poisonous is the better option but I am not a fan of using keywords in a Hero Power. The Immune while attacking is basically just an inferior Fireblast in nearly every situation, and "Immune while attacking" has only ever appeared on an Epic weapon, so it may be too complex/unique.
You seem to focus on cards that deal damage over time; why not add a card that costs 1 mana to your opponent that reads "While this is in your hand, take 1 damage at the start of your turn.", much like the Cursed! card. Since this is poison that affects the hero directly, you could very well the Hero Power "Neurotoxin", or something. Hopefully this helps.
Any feedback on my entry's hero power? I was stuck for a long time on that, and still somewhat am. I can't seem to pin down the exact wording I want down.
Lol awesome, a Cursed! card was my second idea (actually a friend helped me with that) :D. I think its really cool and fits the theme of the class perfectly. The reason I am still doubting is that it might make your opponent overdraw too easily.. What do you think? And, If you happen to convince me :p, What will be better: Take one damage at the start of your turn, or at the start of your turn a random friendly character takes 1 damage?
As for your hero power, I think is fine the way it is. Really like the concept of your class. Minor suggestions: Id change the wording into "its cost is equal to your empty mana crystals". At least I think/hope thats What you mean (not ALL mana crystals). Also, I'd put that text on the token: "This minions cost is equal to your empty mana crystals". That way, it easier to understand its effect, and also when that minion would be bounced back to your hand (Sap), it will have a variable mana cost.
Only one class has the potential to overdraw and that's Warlock. Rogue and Mage wouldn't love, exactly, but wouldn't mind all you giving them cheap 1-mana spells, specifically MSOG-era Tempo Mage and modern Miracle/get-VanCleef-or-die Rogue. Priests don't like the burn but Dragon Priest can apply pressure while slowly healing back up later on. And Aggro classes just don't care.
I think you should leave it as deal 1 damage to the face. One damage to a random enemy is far too weak in the long run.
My Hero Power actually summons a token based on your remaining FULL mana crystals.
@ Mewdrops and thebangzats Alright, thanks. Glad to hear that.
EDIT: Actuuuuualllly... I sort of like having the Dummy having a variable mana cost... I'll keep that idea in mind.
Alright, well, considering all the feedback I got thought my hero power is a bit over-powered, I decided to change it up a slight bit and make it give the token as a weapon you need to play instead instead. The older version just equipped it.
So now you pay 3 mana for a 1/1 weapon that silences, as opposed to two. Is that more in line with the general hero power levels?
Well, technically... mathematically speaking, yes, this is balanced. You take damage, and you pay 3 mana for a silence, which is fairly in line with the nerfed Ironbeak.
But having Silence on-demand... man, that is really, really good. And sort of frustrating to play against. Even if you do take quite a bit of damage from whacking minions, having a Silence always ready doesn't allow your opponent to play Hearthstone.
You know guys, im so happy plagiarism isnt allowed and that people cant take your ideas. [SARCASM ALERT]
If you look a while back i posted this idea about Quest and Reward and right now the latest submission is... you guessed it Quest and Reward. I mean i wasnt going to use it anyway but still what if I was? The reason i wasnt going to use it is that there was a similar idea posted before so I might have been disqualified since that idea was first. While the Hero Power and Hero in our classes are different the Icon on the Hero Power is virtually the same. The KeyWord would be identical if he/she didnt split it up into 2 keyword boxxes. Im just saying I could have atleast been asked...
1. You're not the only one who's thought up Quest and Reward. 2. An idea cannot be copyrighted, not something like this anyway. You want to make sure no one takes your ideas? Don't post them anywhere. Keep it secret until you want to reveal it.
If all their cards is the same as your cards, then sure. Plagiarism, if even that. A very vague idea that's been thought up before by a LOT of others? Plagiarism? Hardly.
Its not even about the idea im more annoyed at the fact that this is supposed to be a place where you DO share your ideas and where you are supposed to be feedback. If everyone comes in here with the fear of having their idea taken this place would fail.
Also someone a while back was having trouble finding an idea and had the decsency not to use ideas used and clearly said something along the lines of "The rules are preety restricting all the obvious ideas were already taken. Going to have to think some more". Again i dont rememebrt his exact words but you get the point.
As i said i wasnt going to use the idea anyway. I posted one but probably going to take it down as I thought of some juicy shiet.
You know guys, im so happy plagiarism isnt allowed and that people cant take your ideas. [SARCASM ALERT]
If you look a while back i posted this idea about Quest and Reward and right now the latest submission is... you guessed it Quest and Reward. I mean i wasnt going to use it anyway but still what if I was? The reason i wasnt going to use it is that there was a similar idea posted before so I might have been disqualified since that idea was first. While the Hero Power and Hero in our classes are different the Icon on the Hero Power is virtually the same. The KeyWord would be identical if he/she didnt split it up into 2 keyword boxxes. Im just saying I could have atleast been asked...
1. You're not the only one who's thought up Quest and Reward. 2. An idea cannot be copyrighted, not something like this anyway. You want to make sure no one takes your ideas? Don't post them anywhere. Keep it secret until you want to reveal it.
If all their cards is the same as your cards, then sure. Plagiarism, if even that. A very vague idea that's been thought up before by a LOT of others? Plagiarism? Hardly.
Its not even about the idea im more annoyed at the fact that this is supposed to be a place where you DO share your ideas and where you are supposed to be feedback. If everyone comes in here with the fear of having their idea taken this place would fail.
Also someone a while back was having trouble finding an idea and had the decsency not to use ideas used and clearly said something along the lines of "The rules are preety restricting all the obvious ideas were already taken. Going to have to think some more". Again i dont rememebrt his exact words but you get the point.
As i said i wasnt going to use the idea anyway. I posted one but probably going to take it down as I thought of some juicy shiet.
ANd i just checked the rules again and this is a direct quote.
Plagiarism. Many people post their ideas here before finalizing them in the submission topic. Directly plagiarizing those ideas to post in the submission topic yourself is absolutely not acceptable.
Alright, well, considering all the feedback I got thought my hero power is a bit over-powered, I decided to change it up a slight bit and make it give the token as a weapon you need to play instead instead. The older version just equipped it.
So now you pay 3 mana for a 1/1 weapon that silences, as opposed to two. Is that more in line with the general hero power levels?
Well, technically... mathematically speaking, yes, this is balanced. You take damage, and you pay 3 mana for a silence, which is fairly in line with the nerfed Ironbeak.
But having Silence on-demand... man, that is really, really good. And sort of frustrating to play against. Even if you do take quite a bit of damage from whacking minions, having a Silence always ready doesn't allow your opponent to play Hearthstone.
(RIP, just noticed I double posted. Sorry.)
I guess this is just where I have to disagree. . If I hit a minion with it, I still have to deal with the minion, it's not like I have an on hand hard removal tool or anything there. Silence is a half-removal at best. I can't think this is any more frustrating to play against than anything else in the game, and silence, as it stands, is practically non-existent, despite having classes with easy cheap silences. You can argue that's because they compete with a deck-slot, but even still I find people are too worried about this. Can you provide me with examples as to why a class with an easier access to silence is too powerful? It's an early game survival tool to a degree. In late-game there are plenty of scenarios where this hero power is essentially useless.
Sure, I can remove taunt, deathrattle, etc, for a cost of health, but in a game like hearthstone Health is a valuable resource, a lot more valuable than I think people give it credit in a place where a ton of burst damage is entirely possible to shove out on turns. It's not as valuable in most card games where you can interact on your opponents turn. However, you can't do that in hearthstone and it really just shows that health does matter. Kripp has a whole video series detailing how it can come down to just 1 point of health or so mattering for a win. It's not like I'm designing an invincible class here. It will have weaknesses.
I'm not going to provide it with easy access to heals either, meaning your choices of what to attack is that much more important. People haven't even seen the whole kit of the class but are already worrying just about the hero power. It's truly a RIsk Vs Reward hero power, much like Warlocks is.
Alright, well, considering all the feedback I got thought my hero power is a bit over-powered, I decided to change it up a slight bit and make it give the token as a weapon you need to play instead instead. The older version just equipped it.
So now you pay 3 mana for a 1/1 weapon that silences, as opposed to two. Is that more in line with the general hero power levels?
Well, technically... mathematically speaking, yes, this is balanced. You take damage, and you pay 3 mana for a silence, which is fairly in line with the nerfed Ironbeak.
But having Silence on-demand... man, that is really, really good. And sort of frustrating to play against. Even if you do take quite a bit of damage from whacking minions, having a Silence always ready doesn't allow your opponent to play Hearthstone.
(RIP, just noticed I double posted. Sorry.)
I guess this is just where I have to disagree. . If I hit a minion with it, I still have to deal with the minion, it's not like I have an on hand hard removal tool or anything there. Silence is a half-removal at best. I can't think this is any more frustrating to play against than anything else in the game, and silence, as it stands, is practically non-existent, despite having classes with easy cheap silences. You can argue that's because they compete with a deck-slot, but even still I find people are too worried about this. Can you provide me with examples as to why a class with an easier access to silence is too powerful? It's an early game survival tool to a degree. In late-game there are plenty of scenarios where this hero power is essentially useless.
Sure, I can remove taunt, deathrattle, etc, for a cost of health, but in a game like hearthstone Health is a valuable resource, a lot more valuable than I think people give it credit in a place where a ton of burst damage is entirely possible to shove out on turns. It's not as valuable in most card games where you can interact on your opponents turn. However, you can't do that in hearthstone and it really just shows that health does matter. Kripp has a whole video series detailing how it can come down to just 1 point of health or so mattering for a win. It's not like I'm designing an invincible class here. It will have weaknesses.
I'm not going to provide it with easy access to heals either, meaning your choices of what to attack is that much more important. People haven't even seen the whole kit of the class but are already worrying just about the hero power. It's truly a RIsk Vs Reward hero power, much like Warlocks is.
Your Hero Power would certainly depend on the other cards you have in your class. If you have less heals, that helps, but Antique Healbot did exist for quite a while. Still though. I do think it's balanced, as I said, but I'm just not entirely sure how good it is for the game. Examples of scenarios: Loot Hoarder, Mana Wyrm, Kindly Grandmother, Tunnel Trogg, Northshire Cleric, Twilight Drake, Thalnos, Malchezaar's Imp, Possesed Villager, Imp Gang Boss
So I decided to do a complete overhaul on my class, as although fun, it didn't feel like it had a lot of skill, despite the fact that the class is completely unpredicatable. So I resolved to use that to my advantage and try to give it a stronger Identity.
So without much ado, I present the
PILLAGER CLASS
COMING THROUGH! No one dare cross the path of the courageous (more reckless) ruler of the seas of Azeroth, Captain Immo!He and his motley crew travel around the lands in his ship, the Nemesis, with the sole purpose of finding and collecting all the precious treasure his crew can fit in their chests, so that they can be known throughout the lands as the richest and most dangerous ship around.Armed with many dangerous allies (and enraged enemies he stole from) with unique abilities on both Nemesis and Azeroth, Immo will fight to the death... on a slow day. Mostly he likes to use his charms (and a few bribes) to convince his enemies to join the winning side. Steal precious resources, find new allies, and protect you and your treasure for those who seek to destroy it, Adventure never stops for the Nemesis, so the choice is up to you:Join, or Die.
Hero Power Explained:
Immo has a seemingly endless supply of resources at his disposal, so naturally his Hero Power reflects this. Use it to stockpile Loot! cards when you can, so if you play one and you get something very favorable, you can add multiple copies to your hand! Also extremely useful in a pinch, if you ever run low on cards (which should almost never happen), you can use it to draw out a copy of a card to play that turn. So for example, you can play this to draw out the Ragnaros the Firelord you desperately needed to clear out some minions, and then draw him again the turn after for double value.
The Hero Power can also be used to tell what card you are about to draw next, so you can prepare your defenses accordingly. Immo might have a tendency to rush into battle, but don't think he didn't come prepared!
``
Mechanic
Mechanic Explained:
A pretty straightforward mechanic, the card that you play determines what card you copy. So if for example a card has an effect that Snatches a minion, it will add the next minion that shows up to your opponents deck to your hand. Very useful for generating more cards to play, and although the cards you get will be random, you are most likely not getting something that hurts your deck, and simultaneously gives you info about what kind of heat your opponent is packing. Snatched cards will have a blue sparkle effect on them to both players. Beware how you use stolen cards, because as soon as you play it your opponent WILL know what card they get next and can use that info against you.
Example Cards:
Example Cards Explained:
Soul Stealer:
This card takes a twist on the new mechanic. If you manage to Snatch a minion, this card suddenly becomes much more. You can gain much tempo by playing a 3 mana 4/4, especially in the early game. If not its still a 3 mana 2/2 that gives you a card, with isn't optimal but passable on curve. Overall it is a very capable and dangerous minion that could easily find a home in many Tempo or Control Pillager decks.
Assemble!:
Easy to use for pulling out the many minions you have in your deck. When having to play cards manually starts getting too slow, you can use this to instantly draw out some much needed minions. A strong class card, it can easily turn the tides on a losing battle (Imagine, a 2/2 Bloodmage Thalnos! Free Dream card from Ysera! and other combos). Another thing like a lot of other Pillager cards is that it allows you to preview your incoming cards, and in the case of Immo and the Nemesis crew, knowing is half the battle.
North Sea Betrayer:
Here is an example of one of the people Immo has crossed paths with that didn't end well. Obviously this pirate wants all the precious artifacts to himself and will sacrifice any of Immo's crew to get there. He's a very capable minion, able to deal a lot of damage to an enemy for a cheap price (whether she wanted to or not). Good at securing damage and better at countering cards that opponents may have gotten more value than normal on, even with the risk he is a very capable and dangerous assailant.
Damn this thread is moving fast! While I haven't got any requests for individual entries I'd like to extend a word of advice. Don't make a class that only relies on their hero power. While Pokémon Trainer tells you can, no other entry in previous contests does. You want a hero power that showcases what you can do with the class, and where you want to take it, not one that requires you to spend two mana every turn. I'd also like to advise you against using unique keywords in your hero powers, or their tokens, as you're locking yourself in a lot. Even with minor edits you're well dug into your mechanic, making you susceptible to a single use type of class, and nobody wants a class that can only be played in one way.
That said I made an update on my entry. Thanks Nurgling for pointing out how to avoid the Rogue feel while still maintaining the spy concept, and thanks to Asylum for clarifying about the wording of spybot. I've added the core concept, a banner, three example cards, and cleaned some things up below, feedback is much appreciated.
Enter Sizzy Sparkeye, the Operative. An elite agent of Gnomeregan Intelligence Service she is as much a spy as a test pilot for whatever crazy tools the gnomes wishes to test. Armed to the teeth with high-tech gadgetry, an impeccable sense of duty, and most of all her unmatched intellect Sizzy is ready to bring the fight. Mark your target, freeze their assets, call on backup from base, or why not send a mail bomb to your opponent? With the operative no task is too large, no gnome too small, and no gadget too advanced.
--->
Sizzy's hero power is Mechanical Eye. While the description is deceptively simple, the Spybot is a gnomish spycraft masterpiece. Once whirred into action this little robot takes note of any card your opponent draws, sending small packages of hurt as they do so. While easy to remove, they quickly become a pest if ignored.
As a mechanic Spybot hints towards what Sizzy does best, namely hand interaction. Being able to swap cards from her hand for new ones, and to freeze cards in your opponent's hand indefinitely, knowledge is everything to an agent. It allows her to play quick punishing decks that wants to be ahead of curve, or to play slow reactive decks where information is everything.
Play Style
Sizzy has no unique mechanic of her own, but she introduces an action never before seen in Hearthstone; She can manipulate cards in hand. A well played Operative can have full control of the game, avoiding common pitfalls such as not knowing what your opponent holds, while still doing their own thing. Spybot let aggressive decks avoid blowout cards while letting more midrange deck know just what to expect, and if your opponent isn't keen on paying one mana to get rid of the damned bot, expect games running out of hand.
In addition to the normal style of game Sizzy's strengths lay in her ability to exchange cards in her hand, her powerful gadgets, and her many cards that let you and your opponent draw cards. She lacks the healing of Priest but is otherwise a jack-of-all-trades kind of game, where the strength of her cards come not from individual value, but correct timing. As she got the ability to remove useless cards from her hand, you will see a lot of cards that are cery strong in the correct situation, while notably weaker otherwise.
Example Cards
Mail Bomb: Mail bomb is a deceptively powerful burst card, and works well with pretty much any archetype the Operative chooses to play. Combo with your hero power to reveal more cards, or burn down that taunt while pushing for tempo. A mix between Naturalise and Darkbomb, this is a core tool for Sizzy.
Chronogun Operative: Another experimental tool from G.I.S. the Chronogun lets Sizzy turn one tool into another. Turn your late game bombs into early game threats, or take a look for that card you need to finish your opponent. Especially interesting in the mirror matchup as it lets you remove revealed cards, and combos well with <redacted> as seen in Naxxramas.
G.I.S. Cryotech: The Cryotech is a wing of, you guessed it, blue bearded gnomes! Experts when it comes to locking things in place and time the Cryotech can cause your foes to shudder. While the effect is far from permanent it can remove key cards such as Brawl or Fireball from the equation for a while. Works well with Spybot to remove randomness.
There is a typo here : "...you will see a lot of cards that are very strong in the correct situation, while notably weaker otherwise."
Now for the more pertinent comments. This is a splendid class design and a well-made submission. It's original, clear, informative and thrilling. I think that the only part you have to truly adress is card balance.
Mail Bomb is really good.
Chronogun Operative is... probably slightly too strong? A 3/2 2-mana minion is always good on turn 2. The effect only makes it better, at any point in the game. You can swap the worst card in your hand for, let's say, something that should be okay on average, or at least playable. In that general case, the effect is a pseudo-draw, which is pretty good. Also, in some cases, you will need a specific answer, right away, and you won't care about the card disadvantage. Being able to dig into your deck is good. Cantrip cards that are underpriced usually come with a serious disadvantage. Chronogun could be a 2/2 minion with a pseudo-draw ability.
G.I.S. Cryotech works on already revealed cards, only? It doesn't seem to make sense to target a card at random in your opponent hand. In that case, the card is well balanced. The stats are on-par, the effect is strong, but it isn't permanent and it is limited in card choice.
Or does it reveal your opponent entire hand, then you choose a card?
And you could enlarge the hero power and the token pictures, the texts are a bit small to read. Otherwise, everything is high-quality content.
After spending some time working on my hero and more example cards, this is what I've come up with... The Void Doctor.
Lore
Gendan was once a high ranking officer of the Scarlet Crusade as a Priest of the Light. He worked devoutly trying to purge the undead from the world, and was renown for his skills in torture and alchemy, particularly when combining the two. He served at Hearthglen until the Lich King and his Death Knights slew nearly everyone there. Gendan was one of the few who escaped, only to be taken prisoner by the forsaken. Tortured for his crimes against their people, he eventually forsook the light, believing it had failed him. Eventually falling into darker practices, Gendan became a shadow priest much like the forsaken he despises. During the Cataclysm, as the world tore itself apart, Gendan managed to make his escape. Tormented both by his past and what he became, he gathered what few followers he could corrupt, and began a new Inquisition, lead by Void Doctors. While little better than the Old Gods themselves, the Void Doctors still work to eradicate the undead using the powers of the void and dark alchemical practices.
Hero Power
Example cards:
Blight - Basic set Escaped Leper - Classic set Inquisition Doctor - Whispers of the Old Gods set
After spending some time working on my hero and more example cards, this is what I've come up with... The Void Doctor.
Lore
Gendan was once a high ranking officer of the Scarlet Crusade as a Priest of the Light. He worked devoutly trying to purge the undead from the world, and was renown for his skills in torture and alchemy, particularly when combining the two. He served at Hearthglen until the Lich King and his Death Knights slew nearly everyone there. Gendan was one of the few who escaped, only to be taken prisoner by the forsaken. Tortured for his crimes against their people, he eventually forsook the light, believing it had failed him. Eventually falling into darker practices, Gendan became a shadow priest much like the forsaken he despises. During the Cataclysm, as the world tore itself apart, Gendan managed to make his escape. Tormented both by his past and what he became, he gathered what few followers he could corrupt, and began a new Inquisition, lead by Void Doctors. While little better than the Old Gods themselves, the Void Doctors still work to eradicate the undead using the powers of the void and dark alchemical practices.
Hero Power
Example cards:
Blight - Basic set Escaped Leper - Classic set Inquisition Doctor - Whispers of the Old Gods set
Are you still sure you're ok with crushing reno decks? Also, if you do have Inquisition Doctor as an example card, is the 2/2 slime a vanilla token? Otherwise, you're not allowed custom tokens in your example cards.
This is tough. I have absolutely NO idea so far, that's the first time it happens to me.
Well, there are lots of ways to approach the challenges from.
What's a cool class concept? Figure out the rest based around that.
Do you have some cool art lying around you think would make for a cool original Hearthstone character? Maybe work from there.
Can you think of a particularly compelling hero power concept that fits the challenge? Maybe it can inspire the rest.
Or, you still have over a week to think about it. Something will come to you. =)
The second and third restriction aren't too hard to fulfill taken independently, but they are when taken together. All potential ideas are killed by either two. The "original character" is easy to fulfill though since it's not mechanical.
After spending some time working on my hero and more example cards, this is what I've come up with... The Void Doctor.
Lore
Gendan was once a high ranking officer of the Scarlet Crusade as a Priest of the Light. He worked devoutly trying to purge the undead from the world, and was renown for his skills in torture and alchemy, particularly when combining the two. He served at Hearthglen until the Lich King and his Death Knights slew nearly everyone there. Gendan was one of the few who escaped, only to be taken prisoner by the forsaken. Tortured for his crimes against their people, he eventually forsook the light, believing it had failed him. Eventually falling into darker practices, Gendan became a shadow priest much like the forsaken he despises. During the Cataclysm, as the world tore itself apart, Gendan managed to make his escape. Tormented both by his past and what he became, he gathered what few followers he could corrupt, and began a new Inquisition, lead by Void Doctors. While little better than the Old Gods themselves, the Void Doctors still work to eradicate the undead using the powers of the void and dark alchemical practices.
Hero Power
Example cards:
Blight - Basic set Escaped Leper - Classic set Inquisition Doctor - Whispers of the Old Gods set
Are you still sure you're ok with crushing reno decks? Also, if you do have Inquisition Doctor as an example card, is the 2/2 slime a vanilla token? Otherwise, you're not allowed custom tokens in your example cards.
What do you mean with crushing reno decks? You mean designing an OP Reno deck, or countering Reno decks? And yeah Slime is already a token which is summoned by Blood To Ichor and Mire Keeper
What do you mean with crushing reno decks? You mean designing an OP Reno deck, or countering Reno decks? And yeah Slime is already a token which is summoned by Blood To Ichor and Mire Keeper
The minute you shuffle in two of your hero power tokens, Reno is dead. Kazakus is dead. My word, I just played a game against a Reno Mage and I got Weasel Tunneler off of Maelstrom Portal. Then I N'Zothed it and he forgot about and dropped his Kazakus.
Ok so I went back to the drawing board to come up with something more original and this is what I have come up with. The cards are not necessarily what will go in the submission but I would appreciate feedback on it all:
The Orator
As an Orator Kaila is blessed with the gift of the gab. While her strength and magical ability may be lacking she is able to use the power of words to manipulate the battlefield. This may come from a rallying speech to buff her minions or a well placed insult to Taunt a foe and keep others safe.
The class will revolve around shuffling cards into the deck, buffs/debuffs and control
These are the ideas I have come up with for cards:
Ok so I went back to the drawing board to come up with something more original and this is what I have come up with. The cards are not necessarily what will go in the submission but I would appreciate feedback on it all:
The Orator
As an Orator Kaila is blessed with the gift of the gab. While her strength and magical ability may be lacking she is able to use the power of words to manipulate the battlefield. This may come from a rallying speech to buff her minions or a well placed insult to Taunt a foe and keep others safe.
The class will revolve around shuffling cards into the deck, buffs/debuffs and control
These are the ideas I have come up with for cards:
I'm almost worried your hero power is a bit too strong right now, but I'm not sure. Especially with the fact that you can save Cliff Notes up for a single turn, coupled with their (0) mana cost. can be pretty busted. But then again, my hero power is actually quite similar to yours, (It's on page 24, if anyone wants to give feedback) so I'm not sure I'm in a position to be saying that XD. Maybe get someone else to look at it?
A problem I see is that I don't really understand how the flavour of your class transitions into the cards you show. You say that she uses a 'rallying speech to buff her minions or a well placed insult to Taunt a foe and keep others safe', but none of the cards you're showing show that at all. Or, if they do, I don't get it.
I'm pretty sure Mimic is pretty bad. I honestly think it can cost (1) and still be balanced. Shuffling stuff into your deck is generally not a very strong mechanic, especially if you have to wait for your opponent to play a spell you want to copy first. For 3 mana as well.
The Harbringer also seems pretty bad to me. It's super-swingy, because you can get stuff like Twisting Nether, which can save your ass, and also stuff like Moonfire, which will screw you over by denying you a draw for an almost-useless card. Spells have a lot of variety. Could be interesting in fatigue decks I guess? I'm not particularly against the idea of shuffling things into your deck, but I'm just not sure this is the best way to do it. I could be completely off the mark here, though.
Coerce is OK. It really depends on how many pings/damaging effects the class has access to.
Ok so I went back to the drawing board to come up with something more original and this is what I have come up with. The cards are not necessarily what will go in the submission but I would appreciate feedback on it all:
The Orator
As an Orator Kaila is blessed with the gift of the gab. While her strength and magical ability may be lacking she is able to use the power of words to manipulate the battlefield. This may come from a rallying speech to buff her minions or a well placed insult to Taunt a foe and keep others safe.
The class will revolve around shuffling cards into the deck, buffs/debuffs and control
These are the ideas I have come up with for cards:
Your Hero Power, as of now, seems very strong, as it is essentially a Sorcerer's Apprentice on demand. Or a Thaurissian tick, in some situations. However, we'll see just how good it is when you include more spells in your class. Care to give us one or two tentative examples?
Mimic is rather weak, even if you reduced it's cost. And in certain matchups, it's just a dead card. I think 2 mana should be good.
Coerce is fine. Coerce makes the most sense, flavour-wise, as well.
Finally, Harbinger is very weak. If mages get Cabalist's Tome which adds them straight to their hand, then shuffling them into the deck is rather lackluster. Try to balance the Harbinger against something like Rhonin. (Sort of close? I guess? XD)
Thank you Kanye,
Very Cool.
Thank you Kanye,
Very Cool.
Make the Card: The biggest thread on the site!
My mandibles which are capable of pressing down and tearing, my talons which are known to intercept and hold.
So I decided to do a complete overhaul on my class, as although fun, it didn't feel like it had a lot of skill, despite the fact that the class is completely unpredicatable. So I resolved to use that to my advantage and try to give it a stronger Identity.
So without much ado, I present the
PILLAGER CLASS
COMING THROUGH! No one dare cross the path of the courageous (more reckless) ruler of the seas of Azeroth, Captain Immo! He and his motley crew travel around the lands in his ship, the Nemesis, with the sole purpose of finding and collecting all the precious treasure his crew can fit in their chests, so that they can be known throughout the lands as the richest and most dangerous ship around. Armed with many dangerous allies (and enraged enemies he stole from) with unique abilities on both Nemesis and Azeroth, Immo will fight to the death... on a slow day. Mostly he likes to use his charms (and a few bribes) to convince his enemies to join the winning side. Steal precious resources, find new allies, and protect you and your treasure for those who seek to destroy it, Adventure never stops for the Nemesis, so the choice is up to you: Join, or Die.
Hero Power Explained:
Immo has a seemingly endless supply of resources at his disposal, so naturally his Hero Power reflects this. Use it to stockpile Loot! cards when you can, so if you play one and you get something very favorable, you can add multiple copies to your hand! Also extremely useful in a pinch, if you ever run low on cards (which should almost never happen), you can use it to draw out a copy of a card to play that turn. So for example, you can play this to draw out the Ragnaros the Firelord you desperately needed to clear out some minions, and then draw him again the turn after for double value.
The Hero Power can also be used to tell what card you are about to draw next, so you can prepare your defenses accordingly. Immo might have a tendency to rush into battle, but don't think he didn't come prepared!
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Mechanic
Mechanic Explained:
A pretty straightforward mechanic, the card that you play determines what card you copy. So if for example a card has an effect that Snatches a minion, it will add the next minion that shows up to your opponents deck to your hand. Very useful for generating more cards to play, and although the cards you get will be random, you are most likely not getting something that hurts your deck, and simultaneously gives you info about what kind of heat your opponent is packing. Snatched cards will have a blue sparkle effect on them to both players. Beware how you use stolen cards, because as soon as you play it your opponent WILL know what card they get next and can use that info against you.
Example Cards:
Example Cards Explained:
Soul Stealer:
This card takes a twist on the new mechanic. If you manage to Snatch a minion, this card suddenly becomes much more. You can gain much tempo by playing a 3 mana 4/4, especially in the early game. If not its still a 3 mana 2/2 that gives you a card, with isn't optimal but passable on curve. Overall it is a very capable and dangerous minion that could easily find a home in many Tempo or Control Pillager decks.
Assemble!:
Easy to use for pulling out the many minions you have in your deck. When having to play cards manually starts getting too slow, you can use this to instantly draw out some much needed minions. A strong class card, it can easily turn the tides on a losing battle (Imagine, a 2/2 Bloodmage Thalnos! Free Dream card from Ysera! and other combos). Another thing like a lot of other Pillager cards is that it allows you to preview your incoming cards, and in the case of Immo and the Nemesis crew, knowing is half the battle.
North Sea Betrayer:
Here is an example of one of the people Immo has crossed paths with that didn't end well. Obviously this pirate wants all the precious artifacts to himself and will sacrifice any of Immo's crew to get there. He's a very capable minion, able to deal a lot of damage to an enemy for a cheap price (whether she wanted to or not). Good at securing damage and better at countering cards that opponents may have gotten more value than normal on, even with the risk he is a very capable and dangerous assailant.
Long time lurker, first time participant. This was super fun! Love to see all the creativity so far.
Good luck all!
After spending some time working on my hero and more example cards, this is what I've come up with... The Void Doctor.
Lore
Gendan was once a high ranking officer of the Scarlet Crusade as a Priest of the Light. He worked devoutly trying to purge the undead from the world, and was renown for his skills in torture and alchemy, particularly when combining the two. He served at Hearthglen until the Lich King and his Death Knights slew nearly everyone there. Gendan was one of the few who escaped, only to be taken prisoner by the forsaken. Tortured for his crimes against their people, he eventually forsook the light, believing it had failed him. Eventually falling into darker practices, Gendan became a shadow priest much like the forsaken he despises. During the Cataclysm, as the world tore itself apart, Gendan managed to make his escape. Tormented both by his past and what he became, he gathered what few followers he could corrupt, and began a new Inquisition, lead by Void Doctors. While little better than the Old Gods themselves, the Void Doctors still work to eradicate the undead using the powers of the void and dark alchemical practices.
Hero Power
Example cards:
Blight - Basic set Escaped Leper - Classic set Inquisition Doctor - Whispers of the Old Gods set
RedneckBudha
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
RedneckBudha
Ok so I went back to the drawing board to come up with something more original and this is what I have come up with. The cards are not necessarily what will go in the submission but I would appreciate feedback on it all:
The Orator
As an Orator Kaila is blessed with the gift of the gab. While her strength and magical ability may be lacking she is able to use the power of words to manipulate the battlefield. This may come from a rallying speech to buff her minions or a well placed insult to Taunt a foe and keep others safe.
The class will revolve around shuffling cards into the deck, buffs/debuffs and control
These are the ideas I have come up with for cards:
Ignore this comment I reread the rules and
I'm just dumb soI'm gonna fix what was wrong and post it later in another comment.(It's on page 24, if anyone wants to give feedback)so I'm not sure I'm in a position to be saying that XD. Maybe get someone else to look at it?Why Rogue is my favourite class:
My submission for this week's card design competition.