@Shatterstar1998 : Cool, a Waterspeaker. And there are Murlocs, too!
Whisper counter will decrease by 1 at the start of your turn. Unless otherwise noted, Whisper effect is optional and can only be activated once per effect. The card that can activate its Whisper effect will glow a yellow light like Reno. Minions and Weapons need to be alive in order to activate its Whisper effect while Spells will always activate its Whisper effect. When the Whisper effect of spells can be activated, that spell will be stored at the right side of your Hero (next to your Health) and your hero will glow a yellow light.
I love the fact the Whisper is another take on the «next turn» keyword. There are some things that you should clarify, however.
Since the keyword must apply to all card types (competition rule), and that a spell can't be in play, I deduce that the Whisper counter is decreased at the start of your turn while the card is in your hand, right?
When a Whisper effect is active on a minion (like Jinyu Champion), does it happen as a battlecry? Sometime after the minion has been summoned?
A spell always activate its Whisper effect? Then why does it need to have the keyword?
What happens when an active card is «stored» at the right of your hero?
I would want to better understand your keyword, as it seems pretty interesting.
Hero:
I love your hero power. It's versatile and it doesn't force you to use the Whisper synergy. It looks well balanced, too.
Hydrolance : The wording should be "Reduce a card's Whisper by (1)..." A hero is considered a character and it can't have Whisper.
Cards:
Jinyu Champion : I don't understand your keyword, so I won't comment on this card. But it looks good. Love the artwork.
Lady Vashj : The wording should be : "Add 3 Hydrolance to your hand..." Adding three cards at once to your hand can be a reeeally strong effect, in a class that hopes to play multiple spells each turn. Be sure to validate this card's strenght.
Murl-volve : Like Polymorph: Boar, but with more synergy potential. Will your class support Murloc tribal? If so, then it gives you another reason to showcase this card.
Other cards I consider showcasing:
Frozen Lance : That's a very interesting card. Well made. I would add "...as well." to clarify the fact that the two effects stack together, but that's only a preference.
Deap Sea Murloc : The effect needs a random target, to be consistent with HS mechanics : "At the start of your turn, deal 1 damage to a random enemy minion." I would not present this card in the first phase, because it doesn't highlight something special about your class.
Sand Crab : It's another card that you can keep for further phases. It's simple and effective. But it doesn't show something else about your class.
A few weakness I plan to add to the class:
Lack of active card: Jinyu Champion and Frozen Lance are great removal tools, but they heavily focus on reacting to what your opponent play rather than place an active threat on the board. This might be mitigated in expansions and Neutral cards, but this class can never really play Aggro.
High skill cap: The Whisper mechanic really punish bad decision making or unable to predict the playstyle of the opponent. Activate Jinyu Champion on a bad time can leave him out of Stealth and waste 3 damage or let him be cleared out through board clear.
I think those should not be seen as weaknesses, but as class features. Your cards are not pro-active? No! Your cards are meant to be versatile, to offer an effect that is adapted to the situation. You can wait to activate powerful effects, or use the card right away to get immediate value.
Don't say that Whisper will punish the player! Say that Whisper will teach the player how to make good decision making. That each card must be used efficiently, that the player is provided with interesting and challenging decisions during his game.
Be positive about your class. It's cool and I hope to see it perform well!
Thank you for your constructive criticism. It's one of my worry that the keyword won't be cleared.
The keyword only activate after you pay the mana to summon the minion / equip the weapon / play the spell. This is the reason why the effect is OP as well as you can activate it anytime and the fact that I'll design this class with many stall cards like Frozen Lance (which I think is a better card to put in instead of Jinyu Champion right now to demonstrate the stall / control playstyle).
Hopefully, after I explain, you'd understand more of my Hero Power (the Hero is still counted as a character).
I'll probably reworded my keyword to be "After (X) or more turn this card is played, do something" aka delayed but dynamic Battlecry. Spells casted by Yogg won't activate their Whisper effect.
When you move your mouse over a card, it should reflect your Whisper counter. So, for example, if you move your mouse to Frozen Lance after you cast it, it will read Whisper (2): Deal 2 damage to all enemy minions. The next turn, it will read Whisper (1): Deal 2 damage to all enemy minions. (I'll make an accompany card to better explain this effect), When Whisper is reduced to (0), the character will glow yellow like Combo cards.
Since you're confused by the "store" spell mechanic, I made a shitty image to better explain it (the card is Frozen Lance):
Whisper effect by spells is considered a 0 mana spell that "stored" into your hero until you activated it, so it can be interact with spells mechanic in HS (like Spell Damage, Flamewalker etc.)
I originally want to make Deep Sea Murloc to be able to select target for its damage (like Moonfire or Mage's ping), but then realize how OP it'd be, so I nerf it to random damage to an enemy minion.
@Shatterstar1998 : Cool, a Waterspeaker. And there are Murlocs, too!
Whisper counter will decrease by 1 at the start of your turn. Unless otherwise noted, Whisper effect is optional and can only be activated once per effect. The card that can activate its Whisper effect will glow a yellow light like Reno. Minions and Weapons need to be alive in order to activate its Whisper effect while Spells will always activate its Whisper effect. When the Whisper effect of spells can be activated, that spell will be stored at the right side of your Hero (next to your Health) and your hero will glow a yellow light.
I love the fact the Whisper is another take on the «next turn» keyword. There are some things that you should clarify, however.
Since the keyword must apply to all card types (competition rule), and that a spell can't be in play, I deduce that the Whisper counter is decreased at the start of your turn while the card is in your hand, right?
When a Whisper effect is active on a minion (like Jinyu Champion), does it happen as a battlecry? Sometime after the minion has been summoned?
A spell always activate its Whisper effect? Then why does it need to have the keyword?
What happens when an active card is «stored» at the right of your hero?
I would want to better understand your keyword, as it seems pretty interesting.
Hero:
I love your hero power. It's versatile and it doesn't force you to use the Whisper synergy. It looks well balanced, too.
Hydrolance : The wording should be "Reduce a card's Whisper by (1)..." A hero is considered a character and it can't have Whisper.
Cards:
Jinyu Champion : I don't understand your keyword, so I won't comment on this card. But it looks good. Love the artwork.
Lady Vashj : The wording should be : "Add 3 Hydrolance to your hand..." Adding three cards at once to your hand can be a reeeally strong effect, in a class that hopes to play multiple spells each turn. Be sure to validate this card's strenght.
Murl-volve : Like Polymorph: Boar, but with more synergy potential. Will your class support Murloc tribal? If so, then it gives you another reason to showcase this card.
Other cards I consider showcasing:
Frozen Lance : That's a very interesting card. Well made. I would add "...as well." to clarify the fact that the two effects stack together, but that's only a preference.
Deap Sea Murloc : The effect needs a random target, to be consistent with HS mechanics : "At the start of your turn, deal 1 damage to a random enemy minion." I would not present this card in the first phase, because it doesn't highlight something special about your class.
Sand Crab : It's another card that you can keep for further phases. It's simple and effective. But it doesn't show something else about your class.
A few weakness I plan to add to the class:
Lack of active card: Jinyu Champion and Frozen Lance are great removal tools, but they heavily focus on reacting to what your opponent play rather than place an active threat on the board. This might be mitigated in expansions and Neutral cards, but this class can never really play Aggro.
High skill cap: The Whisper mechanic really punish bad decision making or unable to predict the playstyle of the opponent. Activate Jinyu Champion on a bad time can leave him out of Stealth and waste 3 damage or let him be cleared out through board clear.
I think those should not be seen as weaknesses, but as class features. Your cards are not pro-active? No! Your cards are meant to be versatile, to offer an effect that is adapted to the situation. You can wait to activate powerful effects, or use the card right away to get immediate value.
Don't say that Whisper will punish the player! Say that Whisper will teach the player how to make good decision making. That each card must be used efficiently, that the player is provided with interesting and challenging decisions during his game.
Be positive about your class. It's cool and I hope to see it perform well!
Thank you for your constructive criticism. It's one of my worry that the keyword won't be cleared.
The keyword only activate after you pay the mana to summon the minion / equip the weapon / play the spell. This is the reason why the effect is OP as well as you can activate it anytime and the fact that I'll design this class with many stall cards like Frozen Lance (which I think is a better card to put in instead of Jinyu Champion right now to demonstrate the stall / control playstyle).
Hopefully, after I explain, you'd understand more of my Hero Power (the Hero is still counted as a character).
I'll probably reworded my keyword to be "After (X) or more turn this card is played, do something" aka delayed but dynamic Battlecry. Spells casted by Yogg won't activate their Whisper effect.
When you move your mouse over a card, it should reflect your Whisper counter. So, for example, if you move your mouse to Frozen Lance after you cast it, it will read Whisper (2): Deal 2 damage to all enemy minions. The next turn, it will read Whisper (1): Deal 2 damage to all enemy minions. (I'll make an accompany card to better explain this effect), When Whisper is reduced to (0), the character will glow yellow like Combo cards.
Since you're confused by the "store" spell mechanic, I made a shitty image to better explain it (the card is Frozen Lance):
Whisper effect by spells is considered a 0 mana spell that "stored" into your hero until you activated it, so it can be interact with spells mechanic in HS (like Spell Damage, Flamewalker etc.)
I originally want to make Deep Sea Murloc to be able to select target for its damage (like Moonfire or Mage's ping), but then realize how OP it'd be, so I nerf it to random damage to an enemy minion.
Ok, I'm starting to understand your keyword. Correct me if I'm wrong :
While a minion or a weapon is in play, its Whisper counter decreases. When a spell is played, its Whisper counter also decreases.
When a Whisper is active (i.e. it has no counters left), your hero is granted a one-time effect that you may use at any time, for no mana.
The new "mechanic" is called Kegs. It's like mana, but different. You can still gain as much mana as you want, but instead of gaining one at the start of your turn, you lose a Keg at the start of each turn. It also works differently, in that you don't lose any Kegs from playing cards that need the Kegs. It's just a requirement for the card to be played. Below is a poorly drawn image of what Kegs could look like in the current hud of the game.
Hero and Hero Power
Example cards for now
Yeah, above all this is the current stuff, and the hero for the details of that. I'm using these 2 weeks we have, so here's 4 more card ideas. Are they better than the current example cards? And I know the legendary is the same guy, just a different effect, but it's fine. It just saves some art ;)
Feedback plz
I like your example cards, but Gunhild Gouldstout is bothering me. Its easy to tell by the Enthusiast and the spell that it gets easier to hold on to your kegs in the late game, and at the sacrifice of tempo, but because Gouldstout needs so little kegs it shouldn't even really be a problem in most cases to play him, which is good. However at the same time I feel that he's a bit too strong to be giving you a Justicar-esque effect with that body, I think he needs to drop a stat point or two. Keep the 4 keg requirement though because its more favorable to make it easier to play than to give it a bigger body.
Also when you're submitting I think the one that should be left out is the Drinker. Yeah its a good card that lines up with the other Triggered Effect 1 drops in some of the other classes, but at the same time it doesn't really showcase your class, only lets us know that it can be synergized with.
@Shatterstar1998 : Cool, a Waterspeaker. And there are Murlocs, too!
Whisper counter will decrease by 1 at the start of your turn. Unless otherwise noted, Whisper effect is optional and can only be activated once per effect. The card that can activate its Whisper effect will glow a yellow light like Reno. Minions and Weapons need to be alive in order to activate its Whisper effect while Spells will always activate its Whisper effect. When the Whisper effect of spells can be activated, that spell will be stored at the right side of your Hero (next to your Health) and your hero will glow a yellow light.
I love the fact the Whisper is another take on the «next turn» keyword. There are some things that you should clarify, however.
Since the keyword must apply to all card types (competition rule), and that a spell can't be in play, I deduce that the Whisper counter is decreased at the start of your turn while the card is in your hand, right?
When a Whisper effect is active on a minion (like Jinyu Champion), does it happen as a battlecry? Sometime after the minion has been summoned?
A spell always activate its Whisper effect? Then why does it need to have the keyword?
What happens when an active card is «stored» at the right of your hero?
I would want to better understand your keyword, as it seems pretty interesting.
Hero:
I love your hero power. It's versatile and it doesn't force you to use the Whisper synergy. It looks well balanced, too.
Hydrolance : The wording should be "Reduce a card's Whisper by (1)..." A hero is considered a character and it can't have Whisper.
Cards:
Jinyu Champion : I don't understand your keyword, so I won't comment on this card. But it looks good. Love the artwork.
Lady Vashj : The wording should be : "Add 3 Hydrolance to your hand..." Adding three cards at once to your hand can be a reeeally strong effect, in a class that hopes to play multiple spells each turn. Be sure to validate this card's strenght.
Murl-volve : Like Polymorph: Boar, but with more synergy potential. Will your class support Murloc tribal? If so, then it gives you another reason to showcase this card.
Other cards I consider showcasing:
Frozen Lance : That's a very interesting card. Well made. I would add "...as well." to clarify the fact that the two effects stack together, but that's only a preference.
Deap Sea Murloc : The effect needs a random target, to be consistent with HS mechanics : "At the start of your turn, deal 1 damage to a random enemy minion." I would not present this card in the first phase, because it doesn't highlight something special about your class.
Sand Crab : It's another card that you can keep for further phases. It's simple and effective. But it doesn't show something else about your class.
A few weakness I plan to add to the class:
Lack of active card: Jinyu Champion and Frozen Lance are great removal tools, but they heavily focus on reacting to what your opponent play rather than place an active threat on the board. This might be mitigated in expansions and Neutral cards, but this class can never really play Aggro.
High skill cap: The Whisper mechanic really punish bad decision making or unable to predict the playstyle of the opponent. Activate Jinyu Champion on a bad time can leave him out of Stealth and waste 3 damage or let him be cleared out through board clear.
I think those should not be seen as weaknesses, but as class features. Your cards are not pro-active? No! Your cards are meant to be versatile, to offer an effect that is adapted to the situation. You can wait to activate powerful effects, or use the card right away to get immediate value.
Don't say that Whisper will punish the player! Say that Whisper will teach the player how to make good decision making. That each card must be used efficiently, that the player is provided with interesting and challenging decisions during his game.
Be positive about your class. It's cool and I hope to see it perform well!
Thank you for your constructive criticism. It's one of my worry that the keyword won't be cleared.
The keyword only activate after you pay the mana to summon the minion / equip the weapon / play the spell. This is the reason why the effect is OP as well as you can activate it anytime and the fact that I'll design this class with many stall cards like Frozen Lance (which I think is a better card to put in instead of Jinyu Champion right now to demonstrate the stall / control playstyle).
Hopefully, after I explain, you'd understand more of my Hero Power (the Hero is still counted as a character).
I'll probably reworded my keyword to be "After (X) or more turn this card is played, do something" aka delayed but dynamic Battlecry. Spells casted by Yogg won't activate their Whisper effect.
When you move your mouse over a card, it should reflect your Whisper counter. So, for example, if you move your mouse to Frozen Lance after you cast it, it will read Whisper (2): Deal 2 damage to all enemy minions. The next turn, it will read Whisper (1): Deal 2 damage to all enemy minions. (I'll make an accompany card to better explain this effect), When Whisper is reduced to (0), the character will glow yellow like Combo cards.
Since you're confused by the "store" spell mechanic, I made a shitty image to better explain it (the card is Frozen Lance):
Whisper effect by spells is considered a 0 mana spell that "stored" into your hero until you activated it, so it can be interact with spells mechanic in HS (like Spell Damage, Flamewalker etc.)
I originally want to make Deep Sea Murloc to be able to select target for its damage (like Moonfire or Mage's ping), but then realize how OP it'd be, so I nerf it to random damage to an enemy minion.
Ok, I'm starting to understand your keyword. Correct me if I'm wrong :
While a minion or a weapon is in play, its Whisper counter decreases. When a spell is played, its Whisper counter also decreases.
When a Whisper is active (i.e. it has no counters left), your hero is granted a one-time effect that you may use at any time, for no mana.
The second one only applied to spells, the minion and weapon needs to survive in order activate the effect. Which is why this class needs to know which time to activate their effect to extract value out of their minion and weapon before removal / board clear.
I'm in debate to whether or not the Whisper effect of the spells is considered a spell itself in order to interact with other spell dynamic (Spell Damage, Flamewaker, Gadgetzan Auctioneer) or would that be too powerful. I'm open to suggestion.
I'm going to swapped out Jinyu Champion for Frozen Lance because I think Frozen Lance is a more interesting card. Plus, it demonstrate the main focus of the class more.
I'd like some feedback on this class mechanic that i thought. Ar first glance it seems too Rng based but after some thought i decided i liked it enough to keep as is ill explain why below.
This is very staight forward if you want something to visualise it think of a Ragnaros having 2 targts. It can only hit one. Here is an example of a spell a minion and an answer to the pieple who told me it was too rng based.
The reason i dont think this mechanic is too rng based is because it is almost like a Joust that doesnt require high mana minions to make a spot in your deck. I do not wish to reveal the pther class cards yet but this is only the tip of the iceberg and the true power of the class lies in deck manipulation(your own deck) to gain tempo boosts. I might post some of ttose depending on the feedback i get on this.
Murloc Mascot:
I think the vanilla stats do not punish you too hard and if you land on tails it gives you a good tempoboost to control the board.
Life or Death:
This card is a good value for a defensive card and i am debsting kn if it should deal damage to face or if it should heal for less if it lands on heads. In tough spots comboing this with weighted coin could tirn the game around as it only costs 3 mana for 10 health giving you quite a bit off free mana to pkay around with.
Okay another revision of my class. I tried to make cards more thematic and balanced. My class is Titan and revolves around increasing the costs of cards in my own hand and having higher cost cards than my opponent. Titan Chronos was once a powerful King who sought out higher power. He reached a higher level of being, surpassing his mortal limits being reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential. Titans welcome any and all who strive for true greatness.
Ascended X: After rearranging bulky text on multiple cards I decided it might be easier to add a keyword. Several cards in the deck rely on having their cost increased in order to gain stats or some additional effect.
Ascension: I went through several iterations of this hero power and settled on one suggested by some feedback. Adding a card to your hand that increases the cost of adjacent cards.
Realm of Titans: Increasing the cost of other cards is a difficult effect to balance. I settled on an underwhelming heal that costs 1 mana coupled with increasing adjacent minions costs. This functions as an activator for ascension cards but since you don't have complete control over where the card is placed in your hand, you have to plan accordingly and sometimes might just play it out as a 1 mana heal in a pinch or to reduce the cost of cards you don't want increased.
Rising Power: A prime example of the class's scaling power with increasing costs. 1 mana 2 damage is pretty weak but 2 mana 4 damage is above average. 3 mana 6 damage is nuts. I understand that a 4 mana deal 8 is pretty op but increasing cards more than 2 or 3 higher than their original mana cost isn't very easy for this deck. Most cards function optimally with 1-2 mana increase. Giant's Wrath:Arcane Explosion... But with a 1 mana increase it becomes a better Lightning Storm. Great thematic AOE and a simple introduction to Ascended mechanics. Warcaller: Decent stats, taunt card draw, cost increasing. Compared to Sen'jin Shieldmasta it has 1 less health but draws a card and increases the cost by 1. Drawing a card and increasing the cost by 1 isn't as good as drawing a card but it's better than 1 health so this is a pretty solid card for the archtype but possibly just a little overpowered but all classes have a few cards that are overvalued.
There are two main kinds of cards in this class that synergize with being overcosted. 1: Cards that do an additional effect when they cost more than a certain amount. These kinds of cards have very strong effects that only work well at specific mana costs. Utilizing these cards requires planning and often manipulating your hand to make sure you only make them cost 1 or 2 more as they usually have a specific cost that gives them the most value. Ex Giant's Wrath, pretty bad effect at 2 mana and ridiculously powerful effect at 3 mana but no additional boosts past 3 mana. These cards push the class towards a tempo/midrange playstyle. 2: Cards that get stronger the more they cost. For example Rising Power is strong across the board at any mana cost above 1. These cards get increasingly powerful and can push the class to a control oriented playstyle.
I made this distinction to make the class less one dimensional. Overcosting cards is the theme but not all cards will revolve around being overcosted specifically. Some cards will increase the costs of enemy cards or specifically dealing damage to or destroying enemy minions that have low costs or high costs. Also toying with the idea of a mechanic similar to the "holding a dragon" mechanic where if you hold a card that costs "x" or more do this effect.
I chose these 3 cards for now as my showcase cards because I think each one shows off a slightly different aspect of the class but I have a few other ideas I've been toying around with.
Some other card ideas I had but I think the first 3 help showcase the class's theme the best although if anyone thinks any of these do it better be sure to let me know :) First the minions.
Tyrant in Training:Enchanted Raven showed that 1 mana 2/2s aren't too game breaking and this one serves as an early board presence and an activator for cards. Unbound Spellcaster: 1 stat off of Flame Juggler but it shoots 2 bolts instead of 1. At 3 mana it's a 2/2 with arcane missiles tagged onto it. A decent card on turn 2-3. Aspiring Knight: 3 mana 3/4s and 4/3s with upsides exist so I figure it's not too much of a stretch to make a 3 mana 2/5 with an upside. On turn 3 it's a 2/5 which isn't bad but with a 1 mana increase its a 4 mana 5/6.
Faceless Titan: 3/3 for 3 but can generate mana when you play Ascended minions considered adding a coin to your hand instead of just flat out gaining a mana crystal but the coin has negative synergy with increasing the cost of cards in your hand. Wrathful Titan: Good vanilla stats on 4. Needs a 2 mana increase to go off which is a little hard to do but it's well worth it. For 2 extra mana you get a 5 mana effect (Holy Wrath) The Intimidator: Disruption similar to Loatheb. Strong body for 5 mana and a powerful effect to slow down aggro if ramped out or to ruin control combos.
Mana Monster: Similar to Darnassus Aspirant a 2/3 that ramps although instead of losing a mana crystal when it dies it increases the cost of cards in hand as long as it's alive. A little too strong maybe? Gigantify: +3 mana and + 2 cost = The Coin. Essentially gains you 1 mana but used in conjunction with other cards it can be pretty powerful. Ex: turn 3 gigantify + wrathful titan. Hand of the Titan: 1 mana deal 2 damage, 2 mana deal 2 and buff a minion by 2 health. Not a terrible card, decent card if you already have a board. Possibly a basic set card? considered making it give +3 health when ascended to make it a little stronger.
Inner Strength: Another card that gets better the more it costs. 2 mana +1/3 is meh. 4 mana +3/6 is a 1 mana discount on Power Word: Tentacles. Clash of the Titans: The Jade Golem killer. Deals decent damage to big minions and completely destroys small ones although at 3 mana you don't really want to hit too many 1 or 2 drops unless you're up against aggro. Annihilation: Doesn't synergize with Ascended because minions don't keep level modifications on the field but it's really strong against big boards of pirates.
Manipulate: My attempt at a holding dragonesque mechanic. Sword in Stone: 2/2 for 2 is worse than Fiery War Axe but 3/4 for 3 is a 2 mana discount on Assassin's Blade .
Please feel free to give suggestion on balance changes or whether or not I should use any of these 3 as my Phase 1 cards and which I should swap out.
Okay another revision of my class. I tried to make cards more thematic and balanced. My class is Titan and revolves around increasing the costs of cards in my own hand and having higher cost cards than my opponent. Titan Chronos was once a powerful King who sought out higher power. He reached a higher level of being, surpassing his mortal limits being reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential. Titans welcome any and all who strive for true greatness.
Ascended X: After rearranging bulky text on multiple cards I decided it might be easier to add a keyword. Several cards in the deck rely on having their cost increased in order to gain stats or some additional effect.
Ascension: I went through several iterations of this hero power and settled on one suggested by some feedback. Adding a card to your hand that increases the cost of adjacent cards.
Realm of Titans: Increasing the cost of other cards is a difficult effect to balance. I settled on an underwhelming heal that costs 1 mana coupled with increasing adjacent minions costs. This functions as an activator for ascension cards but since you don't have complete control over where the card is placed in your hand, you have to plan accordingly and sometimes might just play it out as a 1 mana heal in a pinch or to reduce the cost of cards you don't want increased.
Rising Power: A prime example of the class's scaling power with increasing costs. 1 mana 2 damage is pretty weak but 2 mana 4 damage is above average. 3 mana 6 damage is nuts. I understand that a 4 mana deal 8 is pretty op but increasing cards more than 2 or 3 higher than their original mana cost isn't very easy for this deck. Most cards function optimally with 1-2 mana increase. Giant's Wrath:Arcane Explosion... But with a 1 mana increase it becomes a better Lightning Storm. Great thematic AOE and a simple introduction to Ascended mechanics. Warcaller: Decent stats, taunt card draw, cost increasing. Compared to Sen'jin Shieldmasta it has 1 less health but draws a card and increases the cost by 1. Drawing a card and increasing the cost by 1 isn't as good as drawing a card but it's better than 1 health so this is a pretty solid card for the archtype but possibly just a little overpowered but all classes have a few cards that are overvalued.
There are two main kinds of cards in this class that synergize with being overcosted. 1: Cards that do an additional effect when they cost more than a certain amount. These kinds of cards have very strong effects that only work well at specific mana costs. Utilizing these cards requires planning and often manipulating your hand to make sure you only make them cost 1 or 2 more as they usually have a specific cost that gives them the most value. Ex Giant's Wrath, pretty bad effect at 2 mana and ridiculously powerful effect at 3 mana but no additional boosts past 3 mana. These cards push the class towards a tempo/midrange playstyle. 2: Cards that get stronger the more they cost. For example Rising Power is strong across the board at any mana cost above 1. These cards get increasingly powerful and can push the class to a control oriented playstyle.
I made this distinction to make the class less one dimensional. Overcosting cards is the theme but not all cards will revolve around being overcosted specifically. Some cards will increase the costs of enemy cards or specifically dealing damage to or destroying enemy minions that have low costs or high costs. Also toying with the idea of a mechanic similar to the "holding a dragon" mechanic where if you hold a card that costs "x" or more do this effect.
I chose these 3 cards for now as my showcase cards because I think each one shows off a slightly different aspect of the class but I have a few other ideas I've been toying around with.
Some other card ideas I had but I think the first 3 help showcase the class's theme the best although if anyone thinks any of these do it better be sure to let me know :) First the minions.
Tyrant in Training:Enchanted Raven showed that 1 mana 2/2s aren't too game breaking and this one serves as an early board presence and an activator for cards. Unbound Spellcaster: 1 stat off of Flame Juggler but it shoots 2 bolts instead of 1. At 3 mana it's a 2/2 with arcane missiles tagged onto it. A decent card on turn 2-3. Aspiring Knight: 3 mana 3/4s and 4/3s with upsides exist so I figure it's not too much of a stretch to make a 3 mana 2/5 with an upside. On turn 3 it's a 2/5 which isn't bad but with a 1 mana increase its a 4 mana 5/6.
Faceless Titan: 3/3 for 3 but can generate mana when you play Ascended minions considered adding a coin to your hand instead of just flat out gaining a mana crystal but the coin has negative synergy with increasing the cost of cards in your hand. Wrathful Titan: Good vanilla stats on 4. Needs a 2 mana increase to go off which is a little hard to do but it's well worth it. For 2 extra mana you get a 5 mana effect (Holy Wrath) The Intimidator: Disruption similar to Loatheb. Strong body for 5 mana and a powerful effect to slow down aggro if ramped out or to ruin control combos.
Mana Monster: Similar to Darnassus Aspirant a 2/3 that ramps although instead of losing a mana crystal when it dies it increases the cost of cards in hand as long as it's alive. A little too strong maybe? Gigantify: +3 mana and + 2 cost = The Coin. Essentially gains you 1 mana but used in conjunction with other cards it can be pretty powerful. Ex: turn 3 gigantify + wrathful titan. Hand of the Titan: 1 mana deal 2 damage, 2 mana deal 2 and buff a minion by 2 health. Not a terrible card, decent card if you already have a board. Possibly a basic set card? considered making it give +3 health when ascended to make it a little stronger.
Inner Strength: Another card that gets better the more it costs. 2 mana +1/3 is meh. 4 mana +3/6 is a 1 mana discount on Power Word: Tentacles. Clash of the Titans: The Jade Golem killer. Deals decent damage to big minions and completely destroys small ones although at 3 mana you don't really want to hit too many 1 or 2 drops unless you're up against aggro. Annihilation: Doesn't synergize with Ascended because minions don't keep level modifications on the field but it's really strong against big boards of pirates.
Manipulate: My attempt at a holding dragonesque mechanic. Sword in Stone: 2/2 for 2 is worse than Fiery War Axe but 3/4 for 3 is a 2 mana discount on Assassin's Blade .
Please feel free to give suggestion on balance changes or whether or not I should use any of these 3 as my Phase 1 cards and which I should swap out.
This is a definite improvement over your first. The new art also makes it more likely to get voted, as the last ones were an eyesore for me.
I think you balanced the hero power pretty well. I guess the only suggestion I would make it consider replacing Giant's Wrath with a mechanic that you said you wanted to experiment with, the "If you're holding a card that costs (X)" thing. Reason being that Giant's Wrath and Rising Power feels pretty similar, a spell that does more damage the more it costs. But this is a very very very minor thing.
EDIT: If you are going that route, the cost of the card would have to be either pretty high or pretty specific, else you'll be triggering it all the time. e.g. "costs (8) or more" would probably require you to build a topheavy deck, but "costs (2) or more" will basically trigger every time.
Well this is kinda my idea for a class but so I'm iffy on the hero power still but here I go:
THE DRAGON KNIGHT
When Yvon was still very young he learned of Gallakrond's almost world ending power and of his defeat at the hands of the Dragon Aspects. However what Yvon was most interested in was how Gallakrond gained said power. It didn't take long for Yvon to discover it was from Gallakrond consuming other dragon's flesh and blood. So at the young age of 23 he set out to find, kill, and consume a dragon to gain power. He eventually found several towns had been under attack by a powerful drake that had killed many and destroyed entire harvests of crops. Seeing his chance he would go on to slay the drake and become the savior of said towns all while secretly consuming the now dead drake. This would continue for some time but the evil gained from consuming so many dragons eventually corrupted him and as he was human his body could no longer contain the corruption so through unknown means he transformed himself into a dragon and continued his feast now openly to those that he hid it from previously.
Eventually the people who claimed him a hero when he began would rise against the now corrupted Yvon and seemingly vanquished him. However he managed to barley cling to life according to the Dragon Knights that would arise later. It is unknown where Yvon went and even how long he lived but soon after his supposed demise a group called the Dragon Knights appeared using dark magic to turn themselves into dragons similar to Yvon and it is assumed Yvon was the founder and leader of this group until his unknown death or his departure from the group. This group mostly disappeared after Deathwing's demise during the Shattering.
Anyway now that I fleshed the character out a little let me tell you about the class. The main idea is synergy with dragons (No surprise there) but he is a very control oriented with a big focus on drawing the game out in order to reap the rewards of his hero power which is...
This hero power is quite slow but has a powerful effect should you drag the game on long enough and there would be certain cards that could beef up the whelps into bigger threats like 3/3s. Anyway you may be wondering how practically having no hero power early on would mean you survive early on versus aggressive decks, well he simply uses the classes other main focus armor! For example take a look at these cards that focus on stalling the game out and gaining armor and benefiting from having said armor.
Dragon Flight: A slow card that can offer a lot of value should you start draw the Whelps it shuffles in.
Herald, Iron-Skinned Dragon: A key card in the class offering a maximum of 40 health from the start of the game slowing aggressive decks by forcing them to go through 10 more health allowing your hero power and some cards like Dragon Flight to affect the match and hopefully win the board for you.
Smokewhite Drake: A card that nicely fits with Herald as should you keep your armor early you can draw a card and put a good 3 drop on the board.
Anyway that was my idea for the class and although it seems kinda weak do realize that I have alot of ideas that would benefit from things like having a certain number of whelps in the deck or having a certain amount of armor like the Snowwhite Drake. Anyway thoughts on the class?
Hello freddoccino, the idea to shuffle a card into your deck is good. (I too work on a similar concept.) However, as you mention, the hero power is too weak. Fatigue happens during the late game, if it happens at all. And the hero power does nothing the turn it is played. So, you are right to want an upgrade to your hero power. Here are some examples :
"Shuffle a bad card into your deck. Draw a card" : You draw a card, but you encumber your deck with bad stuff. It feels like a greedy, or agressive hero power.
"Shuffle a better than usual card into your deck" : This is the approach I use. The card you shuffle into your deck is underpriced for what it does. It will be drawn later, but it will be better.
"Shuffle a card into your deck. Heal 2 Health to your hero." : The restored Health lets you survive long enough to actually draw the card. The two effects fit well together.
Thanks for this, I actually decided to go with the 2 Health exactly -- it's just what I was looking for.
This is tough. I have absolutely NO idea so far, that's the first time it happens to me.
Something that helped me was that in WoW, classes have three different specializations (except Druid IIRC) and classes in Hearthstone take aspects from each spec, so if you get any general idea for a class it could help add depth to think of what specs would look like.
Gonna try to look over some classes later, there are some really good ideas here
I guess the only suggestion I would make it consider replacing Giant's Wrath with a mechanic that you said you wanted to experiment with, the "If you're holding a card that costs (X)" thing. Reason being that Giant's Wrath and Rising Power feels pretty similar, a spell that does more damage the more it costs. But this is a very very very minor thing.
Well there are 2 pretty big differences between Giant's Wrath and Rising Power. First off Giant's Wrath is minion only AOE while Rising Power is single target that can hit face. Most of the time Rising Power is gonna be a burst finisher or used to deal with a really big minion. Giant's wrath is just a tempo AOE at 3 mana. Second Giant's wrath is only good on a 1 mana increase, Rising Power can grow to insane amounts of damage. At 5 mana Rising Power is a pyroblast. Although getting it to cost 4 more mana is pretty difficult.
I guess the only suggestion I would make it consider replacing Giant's Wrath with a mechanic that you said you wanted to experiment with, the "If you're holding a card that costs (X)" thing. Reason being that Giant's Wrath and Rising Power feels pretty similar, a spell that does more damage the more it costs. But this is a very very very minor thing.
Well there are 2 pretty big differences between Giant's Wrath and Rising Power. First off Giant's Wrath is minion only AOE while Rising Power is single target that can hit face. Most of the time Rising Power is gonna be a burst finisher or used to deal with a really big minion. Giant's wrath is just a tempo AOE at 3 mana. Second Giant's wrath is only good on a 1 mana increase, Rising Power can grow to insane amounts of damage. At 5 mana Rising Power is a pyroblast. Although getting it to cost 4 more mana is pretty difficult.
Yep I'm aware of that, which is why I said this was a very very very minor nitpick.
Thanks for the feedback btw and yeah it's not a huge problem but I think it's kind of important now that you mention it. I don't want my showcase cards to seem too similar. I considered replacing Rising Power with something else but I don't know what yet. I wanted to show off a card that gets better the more it costs, a card without Ascended. Maybe I could make something else up. Although I'm getting a little antsy about posting. I see some posts already have 30+upvotes. This is my first time posting though so I'm not sure exactly how the system works but even though the deadline is the 16th seems like posting too late puts you at a disadvantage. I might just post it in the next few hours.
In the depths of the Undercity there lives a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling, but such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now (I swear, they are not related in any way, shape, or form). You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
Explanations:
One of the many spirits at the Medium's beck and call is the Foxfire Spirit, loosely related to the Kitsunes of Japanese folklore (those ones are a little more... wild, and harder to please). When it's cost is reduced, it gains a powerful buff, becoming a 4/5. It's one of the ways that the Medium can use her cost reduction effects to create synergies. This is a rather basic example of how such synergies can work, but many other things can be done with this effect.
Mediums are also capable of calling on the assistance of powerful entities in order to create temporary pocket dimensions like the Echo Chamber, one of her potential combo pieces. Unfortunately, these entities are difficult to control and converse with, so they lend their assistance only temporarily - one of the Medium's other mechanics, effects that are temporary. The second spell will be cast on the same target as the first spell, and can lead to some pretty insane combos especially with the Medium's cost reduction effects. Also note that it will cause 'Guidance' to cast twice as well, allowing for some crazy cost reductions. I've thought about what would happen if you cast Echo Chamber while you already have an Echo Chamber up, but I think it'd just be the same as casting 3 Echo Chambers separately (so all your cards cast 4 times, yay).
And what use is a Medium if they are unable to fight for themselves when their friends aren't around to help them? Spirit Fire is a simple board clear spell, making use of the blue fire so typical of Yokai, Ghosts, and other such creatures. It's Ethereal, allowing you to hold it in your hand until the optimal moment to unleash upon your opponents, without fear of taking away discounts your other cards need. As a combo/control based class, board clears such as this one are incredibly useful.
Any feedback for this? Do you guys think this wording is better for Guidance, or is it OK as-is?
In the depths of the Undercity there lives a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling, but such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now (I swear, they are not related in any way, shape, or form). You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
Explanations:
One of the many spirits at the Medium's beck and call is the Foxfire Spirit, loosely related to the Kitsunes of Japanese folklore (those ones are a little more... wild, and harder to please). When it's cost is reduced, it gains a powerful buff, becoming a 4/5. It's one of the ways that the Medium can use her cost reduction effects to create synergies. This is a rather basic example of how such synergies can work, but many other things can be done with this effect.
Mediums are also capable of calling on the assistance of powerful entities in order to create temporary pocket dimensions like the Echo Chamber, one of her potential combo pieces. Unfortunately, these entities are difficult to control and converse with, so they lend their assistance only temporarily - one of the Medium's other mechanics, effects that are temporary. The second spell will be cast on the same target as the first spell, and can lead to some pretty insane combos especially with the Medium's cost reduction effects. Also note that it will cause 'Guidance' to cast twice as well, allowing for some crazy cost reductions. I've thought about what would happen if you cast Echo Chamber while you already have an Echo Chamber up, but I think it'd just be the same as casting 3 Echo Chambers separately (so all your cards cast 4 times, yay).
And what use is a Medium if they are unable to fight for themselves when their friends aren't around to help them? Spirit Fire is a simple board clear spell, making use of the blue fire so typical of Yokai, Ghosts, and other such creatures. It's Ethereal, allowing you to hold it in your hand until the optimal moment to unleash upon your opponents, without fear of taking away discounts your other cards need. As a combo/control based class, board clears such as this one are incredibly useful.
Any feedback for this? Do you guys think this wording is better for Guidance, or is it OK as-is?
It's really hard to make Arcane Missiles-like wording for anything other than 1 damage spread out. I mean, look at how awkward Greater Arcane Missiles is.
I would argue this is even worse. I think you should take the lesser evil and return to "Reduce the cost of a random card in your hand by (X). Do this X times."
I love the idea of your class and the Ethereal keyword does encourage a balanced playstyle. I think Guidance was fine in the first iteration of the effect I think the second one just looks a little confusing.
In the depths of the Undercity there lives a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling, but such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now (I swear, they are not related in any way, shape, or form). You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
Explanations:
One of the many spirits at the Medium's beck and call is the Foxfire Spirit, loosely related to the Kitsunes of Japanese folklore (those ones are a little more... wild, and harder to please). When it's cost is reduced, it gains a powerful buff, becoming a 4/5. It's one of the ways that the Medium can use her cost reduction effects to create synergies. This is a rather basic example of how such synergies can work, but many other things can be done with this effect.
Mediums are also capable of calling on the assistance of powerful entities in order to create temporary pocket dimensions like the Echo Chamber, one of her potential combo pieces. Unfortunately, these entities are difficult to control and converse with, so they lend their assistance only temporarily - one of the Medium's other mechanics, effects that are temporary. The second spell will be cast on the same target as the first spell, and can lead to some pretty insane combos especially with the Medium's cost reduction effects. Also note that it will cause 'Guidance' to cast twice as well, allowing for some crazy cost reductions. I've thought about what would happen if you cast Echo Chamber while you already have an Echo Chamber up, but I think it'd just be the same as casting 3 Echo Chambers separately (so all your cards cast 4 times, yay).
And what use is a Medium if they are unable to fight for themselves when their friends aren't around to help them? Spirit Fire is a simple board clear spell, making use of the blue fire so typical of Yokai, Ghosts, and other such creatures. It's Ethereal, allowing you to hold it in your hand until the optimal moment to unleash upon your opponents, without fear of taking away discounts your other cards need. As a combo/control based class, board clears such as this one are incredibly useful.
Any feedback for this? Do you guys think this wording is better for Guidance, or is it OK as-is?
It's really hard to make Arcane Missiles-like wording for anything other than 1 damage spread out. I mean, look at how awkward Greater Arcane Missiles is.
I would argue this is even worse. I think you should take the lesser evil and return to "Reduce the cost of a random card in your hand by (X). Do this X times."
I think if you're going to go for wording like that, you might as well just shorten it to "Reduce the cost of a random card in your hand by (1), three times.".
This comes from the videogame Xenoblade Chronicles X, where you play as a BLADE, which is basically a soldier, but high ranking soldiers can become Skell Pilots.
BLADE Sniper Just a simple niche card.
Overdrive! This card is a general Buff card to everything, similar to how overdrive works in the game.
X-S9001 Tank You So this is the big deal about this class. The Pilots are able to use Exoskeletons. What happens when you play one of these powerful weapons is your hero is replaced with it, and it will have inherent attack on your turn, as if a card like Heroic Strike or Rockbiter Weapon had been used. These heroes do not have health, and thusly cannot be healed, but they do have armor to gauge when they are destroyed, and some give new hero powers. This one for example gives you the following Hero Power:
After the Exoskeleton hero is destroyed, your hero returns in the state it previously was in, minus any weapons it may have had. When Tank You is destroyed, your hero returns to how it was, but 8 health is restored to it also.
As a side note all Exoskeleton Weapons are treated as Mechs. Unfortunately there isn't any option for this on Hearthcards.net, so I can't actually put it on there, but for example Exoskeletons can be discovered by Gorillabot, and can be cheapened by Mechwarper.
I will especially probably need help with just figuring out how to word these Exoskeleton cards. I mean, I guess technically I could just have it say, Replace your Hero with WHATEVER.SKELL
With all of the finishing touches, here's my entry so far:
Keyword:
Whisper effect of a card activated after it is PLAYED (meaning that effects like Deathlord or Yogg-Saron, Hope's End won't activate it).
Whisper counter will decrease by 1 at the start of your turn.
Unless otherwise noted, Whisper effect is optional and can only be activated once per effect.
When a character is able to activate their Whisper effect, they will glow yellow like Combo cards.
When you click on a character, they will show how many turn left to wait before the Whisper effect can be activated.
Minions and Weapon need to exist on the field to activate the effect. Spells, however, always activated their Whisper effect with a new mechanic: the spell, after being casted, will be "stored" into your hero according to their casting order!
Note that activating Whisper effect does NOT counted as casting a spell but the spell Whisper's effect will interact with Spell Damage.
Here's an example of all those in motion:
After casting and activating this card first effect, the Whisper effect will be "stored" into your Hero:
When you hover a mouse over the effects, they will show these cards, at the end of the turn cast, the next turn and the turns onward, respectively:
When the third card is available, your Hero will glow yellow and you can cast the effect at anytime and it got buffed by Spell Damage.
(Whew, that's a lot of words. Does anyone have any idea how I can shorten it?)
The Class: Waterspeaker
Hero: Shui Lee
Waterspeaker (from WoW.Gamepedia): In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".
Shui Lee is a waterspeaker living peacefully near the Vale of the Eternal Blossoms. However, his live one day is changed forever when the True Horde led by Garrosh attacked, not only killed many of his friends and creatures, they also corrupted the Vale - the thing that gave him the wisdom and hope to go on with his life. While the Vale has been cleansed, the damage to him has been done and Shui Lee now only live for vengeance by hunting down every single Horde members that he came across.
(I'll skip the Justicar upgrade since no one post theirs and my entry to explain the keyword is already long as it is)
The cards:
As a Waterspeaker, you also seek to hear and control the element. However, unlike those Shaman overachiever, you hear the art of the water along with the creatures that live in them and achieve absolute control over those domain. By waiting for the water to align, you will use their power to turn the tide of the battle.
With Whisper is a slow keywords, this class will need careful planning and stalling tools to survive! Frozen Lance demonstrate this flavor for the class with many stall / heal / board clear / removal / 1-for-2 or sticky minions.
However, with enough water, you can turn them into a tsunami! Lady Vashj along with your Hero Power will help you cast many spells at once and combine with your combo pieces to sweep away your opponent.
As a member of the Jinyu, a race that came from the Murloc lived near the Eternal Blossom, you don't stray as far from your root as you think. Murlocs synergy is a core part of your strategy. However, like Murl-volve, the cards you have available will be more beneficial playing control / combo rather than a rush deck.
Strategy:
Because of the slow but powerful nature of your Keywords, you will have many dynamic decision making that came from playing, set up and predicting your opponent move. Will you activate your effect right away to survive or wait in order to extract value? Remember that Whisper minions and weapons are still vulnerable to board clear and removal!
Your Murloc synergy might make it tempting to play a rush deck, but your class draw mechanic is mostly lacking or add a pretty useless card for aggro decks to your hand as well as the lack of an active card. You can never really run an effective rush or aggro deck for this class's core cards. This might be mitigated in later expansions and neutral cards but this class will be more beneficial running combo, token or control decks. And control Murloc decks aren't impossible if Anyfin Paladin is anything to go by.
On the contrary, your class has excellent combo tools through smart playing and casting of Hydroblast and class spell cards. Spell synergy like Spell Damage, Gadgetzan Auctioneer, Violet Teacher, Yogg-Saron, Hope's End etc. will open up an interesting playstyle to your deck.
The lack of buff in your deck meaning that you'll need to know the best time to leave a minion you control alive or to extract their Whisper value. On the other hand, Weapon removal and Spells counter are rare enough in the game that you'll more often than not allows to make riskier moves regarding these cards in both playing and deck building.
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community:
I'd like to know from Asylum (or any other judge) if my Hero Power is valid in this form:
I'd like some feedback on this class mechanic that i thought. Ar first glance it seems too Rng based but after some thought i decided i liked it enough to keep as is ill explain why below.
This is very staight forward if you want something to visualise it think of a Ragnaros having 2 targts. It can only hit one. Here is an example of a spell a minion and an answer to the pieple who told me it was too rng based.
The reason i dont think this mechanic is too rng based is because it is almost like a Joust that doesnt require high mana minions to make a spot in your deck. I do not wish to reveal the pther class cards yet but this is only the tip of the iceberg and the true power of the class lies in deck manipulation(your own deck) to gain tempo boosts. I might post some of ttose depending on the feedback i get on this.
Murloc Mascot:
I think the vanilla stats do not punish you too hard and if you land on tails it gives you a good tempoboost to control the board.
Life or Death:
This card is a good value for a defensive card and i am debsting kn if it should deal damage to face or if it should heal for less if it lands on heads. In tough spots comboing this with weighted coin could tirn the game around as it only costs 3 mana for 10 health giving you quite a bit off free mana to pkay around with.
Thank you Kanye,
Very Cool.
Okay another revision of my class. I tried to make cards more thematic and balanced.
My class is Titan and revolves around increasing the costs of cards in my own hand and having higher cost cards than my opponent.
Titan
Chronos was once a powerful King who sought out higher power. He reached a higher level of being, surpassing his mortal limits being reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential. Titans welcome any and all who strive for true greatness.
Ascended X: After rearranging bulky text on multiple cards I decided it might be easier to add a keyword. Several cards in the deck rely on having their cost increased in order to gain stats or some additional effect.
Ascension: I went through several iterations of this hero power and settled on one suggested by some feedback. Adding a card to your hand that increases the cost of adjacent cards.
Realm of Titans: Increasing the cost of other cards is a difficult effect to balance. I settled on an underwhelming heal that costs 1 mana coupled with increasing adjacent minions costs. This functions as an activator for ascension cards but since you don't have complete control over where the card is placed in your hand, you have to plan accordingly and sometimes might just play it out as a 1 mana heal in a pinch or to reduce the cost of cards you don't want increased.
Rising Power: A prime example of the class's scaling power with increasing costs. 1 mana 2 damage is pretty weak but 2 mana 4 damage is above average. 3 mana 6 damage is nuts. I understand that a 4 mana deal 8 is pretty op but increasing cards more than 2 or 3 higher than their original mana cost isn't very easy for this deck. Most cards function optimally with 1-2 mana increase.
Giant's Wrath: Arcane Explosion... But with a 1 mana increase it becomes a better Lightning Storm. Great thematic AOE and a simple introduction to Ascended mechanics.
Warcaller: Decent stats, taunt card draw, cost increasing. Compared to Sen'jin Shieldmasta it has 1 less health but draws a card and increases the cost by 1. Drawing a card and increasing the cost by 1 isn't as good as drawing a card but it's better than 1 health so this is a pretty solid card for the archtype but possibly just a little overpowered but all classes have a few cards that are overvalued.
There are two main kinds of cards in this class that synergize with being overcosted.
1: Cards that do an additional effect when they cost more than a certain amount. These kinds of cards have very strong effects that only work well at specific mana costs. Utilizing these cards requires planning and often manipulating your hand to make sure you only make them cost 1 or 2 more as they usually have a specific cost that gives them the most value. Ex Giant's Wrath, pretty bad effect at 2 mana and ridiculously powerful effect at 3 mana but no additional boosts past 3 mana. These cards push the class towards a tempo/midrange playstyle.
2: Cards that get stronger the more they cost. For example Rising Power is strong across the board at any mana cost above 1. These cards get increasingly powerful and can push the class to a control oriented playstyle.
I made this distinction to make the class less one dimensional. Overcosting cards is the theme but not all cards will revolve around being overcosted specifically. Some cards will increase the costs of enemy cards or specifically dealing damage to or destroying enemy minions that have low costs or high costs. Also toying with the idea of a mechanic similar to the "holding a dragon" mechanic where if you hold a card that costs "x" or more do this effect.
I chose these 3 cards for now as my showcase cards because I think each one shows off a slightly different aspect of the class but I have a few other ideas I've been toying around with.
Some other card ideas I had but I think the first 3 help showcase the class's theme the best although if anyone thinks any of these do it better be sure to let me know :)
First the minions.
Tyrant in Training: Enchanted Raven showed that 1 mana 2/2s aren't too game breaking and this one serves as an early board presence and an activator for cards.
Unbound Spellcaster: 1 stat off of Flame Juggler but it shoots 2 bolts instead of 1. At 3 mana it's a 2/2 with arcane missiles tagged onto it. A decent card on turn 2-3.
Aspiring Knight: 3 mana 3/4s and 4/3s with upsides exist so I figure it's not too much of a stretch to make a 3 mana 2/5 with an upside. On turn 3 it's a 2/5 which isn't bad but with a 1 mana increase its a 4 mana 5/6.
Faceless Titan: 3/3 for 3 but can generate mana when you play Ascended minions considered adding a coin to your hand instead of just flat out gaining a mana crystal but the coin has negative synergy with increasing the cost of cards in your hand.
Wrathful Titan: Good vanilla stats on 4. Needs a 2 mana increase to go off which is a little hard to do but it's well worth it. For 2 extra mana you get a 5 mana effect (Holy Wrath)
The Intimidator: Disruption similar to Loatheb. Strong body for 5 mana and a powerful effect to slow down aggro if ramped out or to ruin control combos.
Mana Monster: Similar to Darnassus Aspirant a 2/3 that ramps although instead of losing a mana crystal when it dies it increases the cost of cards in hand as long as it's alive. A little too strong maybe?
Gigantify: +3 mana and + 2 cost = The Coin. Essentially gains you 1 mana but used in conjunction with other cards it can be pretty powerful. Ex: turn 3 gigantify + wrathful titan.
Hand of the Titan: 1 mana deal 2 damage, 2 mana deal 2 and buff a minion by 2 health. Not a terrible card, decent card if you already have a board. Possibly a basic set card? considered making it give +3 health when ascended to make it a little stronger.
Inner Strength: Another card that gets better the more it costs. 2 mana +1/3 is meh. 4 mana +3/6 is a 1 mana discount on Power Word: Tentacles.
Clash of the Titans: The Jade Golem killer. Deals decent damage to big minions and completely destroys small ones although at 3 mana you don't really want to hit too many 1 or 2 drops unless you're up against aggro.
Annihilation: Doesn't synergize with Ascended because minions don't keep level modifications on the field but it's really strong against big boards of pirates.
Manipulate: My attempt at a holding dragonesque mechanic.
Sword in Stone: 2/2 for 2 is worse than Fiery War Axe but 3/4 for 3 is a 2 mana discount on Assassin's Blade .
Please feel free to give suggestion on balance changes or whether or not I should use any of these 3 as my Phase 1 cards and which I should swap out.
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
This is a definite improvement over your first. The new art also makes it more likely to get voted, as the last ones were an eyesore for me.
I think you balanced the hero power pretty well. I guess the only suggestion I would make it consider replacing Giant's Wrath with a mechanic that you said you wanted to experiment with, the "If you're holding a card that costs (X)" thing. Reason being that Giant's Wrath and Rising Power feels pretty similar, a spell that does more damage the more it costs. But this is a very very very minor thing.
EDIT: If you are going that route, the cost of the card would have to be either pretty high or pretty specific, else you'll be triggering it all the time. e.g. "costs (8) or more" would probably require you to build a topheavy deck, but "costs (2) or more" will basically trigger every time.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Well this is kinda my idea for a class but so I'm iffy on the hero power still but here I go:
THE DRAGON KNIGHT
When Yvon was still very young he learned of Gallakrond's almost world ending power and of his defeat at the hands of the Dragon Aspects. However what Yvon was most interested in was how Gallakrond gained said power. It didn't take long for Yvon to discover it was from Gallakrond consuming other dragon's flesh and blood. So at the young age of 23 he set out to find, kill, and consume a dragon to gain power. He eventually found several towns had been under attack by a powerful drake that had killed many and destroyed entire harvests of crops. Seeing his chance he would go on to slay the drake and become the savior of said towns all while secretly consuming the now dead drake. This would continue for some time but the evil gained from consuming so many dragons eventually corrupted him and as he was human his body could no longer contain the corruption so through unknown means he transformed himself into a dragon and continued his feast now openly to those that he hid it from previously.
Eventually the people who claimed him a hero when he began would rise against the now corrupted Yvon and seemingly vanquished him. However he managed to barley cling to life according to the Dragon Knights that would arise later. It is unknown where Yvon went and even how long he lived but soon after his supposed demise a group called the Dragon Knights appeared using dark magic to turn themselves into dragons similar to Yvon and it is assumed Yvon was the founder and leader of this group until his unknown death or his departure from the group. This group mostly disappeared after Deathwing's demise during the Shattering.
Anyway now that I fleshed the character out a little let me tell you about the class. The main idea is synergy with dragons
(No surprise there)but he is a very control oriented with a big focus on drawing the game out in order to reap the rewards of his hero power which is...This hero power is quite slow but has a powerful effect should you drag the game on long enough and there would be certain cards that could beef up the whelps into bigger threats like 3/3s. Anyway you may be wondering how practically having no hero power early on would mean you survive early on versus aggressive decks, well he simply uses the classes other main focus armor! For example take a look at these cards that focus on stalling the game out and gaining armor and benefiting from having said armor.
Dragon Flight: A slow card that can offer a lot of value should you start draw the Whelps it shuffles in.
Herald, Iron-Skinned Dragon: A key card in the class offering a maximum of 40 health from the start of the game slowing aggressive decks by forcing them to go through 10 more health allowing your hero power and some cards like Dragon Flight to affect the match and hopefully win the board for you.
Smokewhite Drake: A card that nicely fits with Herald as should you keep your armor early you can draw a card and put a good 3 drop on the board.
Anyway that was my idea for the class and although it seems kinda weak do realize that I have alot of ideas that would benefit from things like having a certain number of whelps in the deck or having a certain amount of armor like the Snowwhite Drake. Anyway thoughts on the class?
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Thanks for the feedback btw and yeah it's not a huge problem but I think it's kind of important now that you mention it. I don't want my showcase cards to seem too similar. I considered replacing Rising Power with something else but I don't know what yet. I wanted to show off a card that gets better the more it costs, a card without Ascended. Maybe I could make something else up. Although I'm getting a little antsy about posting. I see some posts already have 30+upvotes. This is my first time posting though so I'm not sure exactly how the system works but even though the deadline is the 16th seems like posting too late puts you at a disadvantage. I might just post it in the next few hours.
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Why Rogue is my favourite class:
My submission for this week's card design competition.
I would argue this is even worse. I think you should take the lesser evil and return to "Reduce the cost of a random card in your hand by (X). Do this X times."
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
I love the idea of your class and the Ethereal keyword does encourage a balanced playstyle. I think Guidance was fine in the first iteration of the effect I think the second one just looks a little confusing.
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Ok, i've decided on this:
CLASS: Pilot
This comes from the videogame Xenoblade Chronicles X, where you play as a BLADE, which is basically a soldier, but high ranking soldiers can become Skell Pilots.
BLADE Sniper
Just a simple niche card.
Overdrive!
This card is a general Buff card to everything, similar to how overdrive works in the game.
X-S9001 Tank You
So this is the big deal about this class. The Pilots are able to use Exoskeletons. What happens when you play one of these powerful weapons is your hero is replaced with it, and it will have inherent attack on your turn, as if a card like Heroic Strike or Rockbiter Weapon had been used. These heroes do not have health, and thusly cannot be healed, but they do have armor to gauge when they are destroyed, and some give new hero powers. This one for example gives you the following Hero Power:
After the Exoskeleton hero is destroyed, your hero returns in the state it previously was in, minus any weapons it may have had. When Tank You is destroyed, your hero returns to how it was, but 8 health is restored to it also.
As a side note all Exoskeleton Weapons are treated as Mechs. Unfortunately there isn't any option for this on Hearthcards.net, so I can't actually put it on there, but for example Exoskeletons can be discovered by Gorillabot, and can be cheapened by Mechwarper.
I will especially probably need help with just figuring out how to word these Exoskeleton cards. I mean, I guess technically I could just have it say, Replace your Hero with WHATEVER.SKELL
so . . . any suggestions?
I like to make cards and discuss game balance.
I enjoy when "No similar decks were found."
My latest deck: http://www.hearthpwn.com/decks/1366184-scholomance-charge-rez-priest-wild
With all of the finishing touches, here's my entry so far:
Keyword:
After casting and activating this card first effect, the Whisper effect will be "stored" into your Hero:
When you hover a mouse over the effects, they will show these cards, at the end of the turn cast, the next turn and the turns onward, respectively:
When the third card is available, your Hero will glow yellow and you can cast the effect at anytime and it got buffed by Spell Damage.
(Whew, that's a lot of words. Does anyone have any idea how I can shorten it?)
The Class: Waterspeaker
Hero: Shui Lee
Waterspeaker (from WoW.Gamepedia): In the days before the Sundering, legend has it that all rivers flowed to Pandaria. Few were more aware of this than the clever jinyu. Over time the wisest of their people learned to commune with the waters of the river and listen for the future and news it would bring. These elders were respected by most races and earned their title of "Waterspeakers".
Shui Lee is a waterspeaker living peacefully near the Vale of the Eternal Blossoms. However, his live one day is changed forever when the True Horde led by Garrosh attacked, not only killed many of his friends and creatures, they also corrupted the Vale - the thing that gave him the wisdom and hope to go on with his life. While the Vale has been cleansed, the damage to him has been done and Shui Lee now only live for vengeance by hunting down every single Horde members that he came across.
(I'll skip the Justicar upgrade since no one post theirs and my entry to explain the keyword is already long as it is)
The cards:
As a Waterspeaker, you also seek to hear and control the element. However, unlike those Shaman overachiever, you hear the art of the water along with the creatures that live in them and achieve absolute control over those domain. By waiting for the water to align, you will use their power to turn the tide of the battle.
Strategy:
Click here to visit my Timestream Tracking Finalist Year of the Dragon in collaboration with Demonxz95
Class Creation Finalist: The Astromancer
Best cards vote by community: