Ok, I'm pretty late to the party, but I've been on holiday and will be until the end of phase 1 but I wanted to try to submit something so I threw this together last night after seeing the post. I could go very deep but I figured since the bonus rules aren't all out yet better to not go too deep. Here is my phase 1 version of my submission. I'd just like to make sure I'm doing things to the rules. If you have more feedback about what I'm doing besides that that would be great as well, but not necessary, as I likely won't have time to go over all the posts and give people feedback, at least in this phase.
WELCOME TO MIRAGE RACEWAY!! WHERE THE SPEED ENTHUSIAST IN ALL OF US CAN GET A FIX! YOU ALL KNOW MOST OF OUR RACERS TODAY BUT WE DO HAVE A DARK HORSE FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The class I've devised is the Racer. Built mostly around Gnomes and Goblins and the races that used to happen at the Shimmering Flats at the Mirage Raceway. The class is built around comebacks in both tempo and in general. Its all about climbing back into games from behind. Winning is one of the easiest things you can do in Hearthstone, I wanted to take on the concept of not losing or coming back from behind, and not just from an absurd standpoint of healing and healing or gaining tons of armor but instead by manipulating tempo and having rewards for being behind on life total. I can't show you everything in just a hero power and 3 cards, but hopefully this interests enough people to want more.
Our first card is very Basic. But I want to point out some of the design points. This is between Flamestrike and Consecration. Its the sort of card every class has, a basic AoE. However, if you look closely at what the card does you'll not it is more Flamestrike, no face damage on the opponent and this is intentional. We want to remove our opponents minions, but we don't want to influence the health difference in hopes of maximizing that later off of different cards. So its not simply missing face damage simply to make it different than another classes AoE, it serves a purpose.
And here we have one of those purposes. Pit Stop is one of our card draw spells but it also highlight our comeback mechanics. This is one of the more basic ideas, but I think that's certainly not a bad thing. It also is one of our other Draft Enablers, though its not as certain as most of the rest of them.
Lastly we have one of our Draft beneficiaries. Drafting is a big deal, and there will be a small group of cards that gain benefits from Drafting them all the way to 0 mana.
Thanks for any and all replies.
Like another user mentioned, your Draft Mechanic could allow a Super Miracle situation where you play through nearly your entire deck. My suggestion would be to have Draft only apply to Minions or only apply to Spells or only apply to cards in your hand when the draft card is played. Applying to all cards played in a turn seems easy to abuse. Limiting the number of spells in your class would be key, but as we've seen from Hunter and Paladin lately, minion heavy classes do not seem to play well.
Draft only affects card currently in your hand, just like Emperor Thaurissan. So it doesn't somehow make your deck free, just reduces what's in your hand at the time. And if you're stocking up on Chase cards that's just real card that can't fit into your hand.
While I agree with what you say, it's still a lot of value. Emperor Thaurissan's effect is on a Legendary for a reason. Too many discounts = too much value. There's no way for your opponent to stop you from Drafting, whereas you can kill a Thaurissan before it procs again.
True, the more Chases you hoard, the fewer cards you actually discount, but even 1-2 Chases is a lot of discounts. It also closes you out of a lot of design space as you always have to be careful when thinking about card costs. Cheap burn spells = potential super burst. Imagine the kind of Miracle deck this class makes. My suggestion is to only allow one Draft effect active at a time. i.e. you can't stack them.
Again, Emperor Thaurissan's effect is on a Legendary. Yours is a keyword AND a hero power. Think about that for a sec.
I know Thaurissan is Legendary, but his effect is also permanent. Draft only lasts for your turn, so you can't reduce cards and over the course of many turns, you have to build up to a tempo turn. I do understand the danger of the mechanic, and the design constraint it entails. I also feel like your hero power is different than any other. You aren't directly affecting the board or either players health. You can't ever use your hero power to directly win the game or prevent losing, you have to have other cards for it to be of use. Drafting can lead to explosive turns, but as long as you aren't winning the game directly you likely don't have a huge follow up the next turn, because you are either unable to Draft enough, or are simply out of cards. The card draw that I showed off is going to be some of the only card draw in the whole class, as I know most classes aren't overloaded in this aspect, but I wanted to show off powerful and interesting cards. Its tough at this stage of the competition because you can't show them everything, you have to make it further to show off what it can really be. I can say I have a lot of things going on in terms of balance and I know about the strengths of decks that became problematic and led to nerfs or at least general unrest about their power level. Maybe I'll try whipping up a few more cards just so people see a bit more of the scope of what I'm trying to accomplish, but I don't want to waste a bunch of effort designing cards for no reason, IE not making it past this round.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The problem I see with Chase being a card is cards like Gatzetzan Auctioneer as imagine this Turn 6 with coin and you have 3 drafts. Auctioneer coin draft draft draft draft and likely something else as you now have a 3 mana discount. Turns like that are massive and unlike other classes you have unlimited turn like that for example Rogue has a similar turn with preps but he cna only do it once.
The reason Im saying this is because I had the same problem but i had to try find a compromise aka it was too broken and i think so is yours.
The way I made mine is by making it used once a turn to remove the broken effect that wasnt even close to as broken as yours with Auctionner. Now the only problem would be Giant and Twighlight Drake but that is not a problem asfor me if I use my Backhand Trick I dont lose a card so the Giant and Drake would cost the same when i use it.
So as someone told me before you should add a drawback to your effect and since my solution doesnt work with your example card I suggest you can add some sort of drawback or maybe make it an alternating HeroPower? like Changing Gears ---> Chase for one turn.
PS: IF You want to see my full concept click the link below.
I think a major issue with creating spells is that it does give Gadgetzan more punch, but that's also about what you let the remaining cards in your class do. I don't plan to give my class any Charge minions, minion buffs, or face burn, though there might be a few exceptions later in development, I know major pitfalls come into play with this sort of thing, but I have pretty tight design constraints in mind. Gadgetzan might be the largest issue, and maybe one I'll have to make specific points about when I post in the submission thread so people understand I'm aware of potential issues. I mean I know Malygos is an issue as well, in terms of face damage, because of discounts and chaining, so I'm very much trying to avoid face damage most of all. Otherwise my hero power generates no value, only potential tempo.
Stargazers look to the skies, studying the stars — wether they use them for tools of navigation or calendar, belief in ancient lore of the skies, or to uncover PHENOMENAL COSMIC POWER!!! Ahem.
Our Hero and power:
So the token does nothing?
Besides provide you with late game encouragement, yes! But that's not all it does. Its purpose is that the Hero Power specifically puts it at the end of your deck, so you'll draw them last, preventing you from fatigue damage. With this, the class could support both slow, fatigue decks, or draw-heavy miracle-type decks. But wait!
The keyword for the class is called Constellation
To clarify, a card with constellation will give you another at the end of your deck. But it can only happen once for each original card; you can't get infinite copies from one copies producing copies. So if you have two copies of the same constellation card in your deck, you can end up playing four in a game. If one was added to your hand, through a random effect like Spellslinger, that would also produce a copy, and so on and so forth. Some examples:
Note: the "each time you draw this" is not a part of the keyword, just an effect I thought would work nicely with it.
So, for Comet Burst, if it wasn't in your opening hand, you could end up with it dealing 6 damage. It works well for late game removal for a fatigue deck, or a finisher for a Malygos deck.
Also, I'm not sure what kind of cards would be good for examples, but I've got down a couple of basic cards down. However they are very much basic cards.
Let me know what you think!
I can't go into too much detail right now, but I love it! O.O
I think you might could work on the wording just a bit of the repetitive draw effects, and Stardust is going to be something that you're going to have to be careful of when designing your class's spells because it's far and away the cheapest source of spell damage in the game, but both your concepts and your mechanics seems solid! Just remember not to rely too much on them.
Also, with this hero power being what it is and with your class thus heavily favoring control, I would strongly consider limiting Guiding Light to minions and severely limiting your hero's access to hero-healing in general. Think Priest-like, not non-existent but also not super common.
Priest is OK in that regard because it has healing from its hero power. This class, on the other hand, doesn't, so for it to make a viable control deck it needs healing. If Guiding Light hit just minions, it would just be an almost 100% worse Circle of Healing, at least I think. There's rarely a time where healing just your minions is worth 2 mana more than healing all minions, because if you're trading, you generally want to be killing the minion you're trading into.
I was originally also planning a stargazer class, but the challenges destroyed it XD. Like Asylum, I do like it a lot, especially the little flavour text on your token.
My stuff, if anyone has feedback:
The Medium
Sort-Of-Lore-But-Not-Really:
In the depths of the Undercity there lives a girl 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.
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.
Art is just amazing. I honestly still prefer the wording of Guidance to be "Do it three times" or "Repeat three times" just to make it slightly clearer that it's not doing it to the exact same card three times, but eehhhh, you're probably sick of hearing different opinions on it all the time xD
What do you think about wording Foxfire Spirit like so, "Battlecry: If this minion costs (2) or less, do X". It feels consistent with the rest of HS's wording style. Echo Chamber feels so expensive, but probably justified in a class that reduces cost. However, the synergy with Guidance might get out of hand. Consider changing Echo Chamber to only apply to the next spell? Or even next X spells? Otherwise you can end up in a scenario of 0-cost burn spells all going face for double damage, becoming a force scarier and less interactive than Freeze Mage since you can't stop the cost reductions. Spirit Fire is nice, though not very exciting as a showcase. I suppose it does demonstrate Ethereal.
Thanks again~
Yeah, at this stage, I'm gonna stop messing around with the hero power's wording. It's ok as-is I think, and I don't want to keep changing it.
I'm worried about the wording you suggested for Foxfire Spirit, because the minion's Battlecry activates after it hits the field, and cost reductions go back to normal once the minion hits the field (Thing from Below -> Evolve -> 7 cost minion). So I'm not sure it works. I could be wrong though?
How many cards for Echo Chamber, then? 3? I say that because it's a nice number...
@The_Odinson: Since our hero powers have a similar effect (although really, completely different functions - my one is more about saving the discounts for later, your one needs to be used immediately), I'd say you might be able to get away with it if you made the token cost (2)? As people have said, Hero Powers are generally the equivalent to a (0) cost card, and I'm sure a 1 mana card that reads 'your cards cost 1 less this turn' is gonna be pretty OP.
Bonus points because it'll make your idea more unique XD most tokens I saw - mine included - cost (1)
Feedback appreciated! Thought I'd post this here before making my submission post. I'm especially interested in the wording of the keyword and hero power/token. Also, if I'm breaking any rules or format stuff, let me know.
CLASS: The Blood Mage
When the Sunwell of Daralan was destroyed by the Scourge, the elven magi of the Kirin Tor were forced to look elsewhere to sate their addiction to arcane energy. While many believe Prince Kael'thas Sunstrider to be the first blood mage, the art of siphoning arcane energy from living beings was first perfected by the Burning Legion. Little did the demons know that by teaching this art to the Blood Elves, that it would be turned against the Legion. Today, it is not just the Blood Elves who practice blood magic, but also many Naga, Fel Orcs and Satyr's have turned to this technique to free themselves from the Burning Legion. While many traditional mages consider blood magic to be no different than the infernal shadow magics of warlocks, the blood mage knows better: a demon is much more useful dead than alive.
NEW HERO: Ral'thon Morningstar
Ral'thon was a disciple of Prince Kael'thas and followed him into the Outland where he learned the art of blood magic and how to harness the arcane energy within demons and other creatures. When he learned his prince had betrayed the blood elves and was conspiring with the Burning Legion, Ral'thon was among the heroes who assaulted Tempest Keep to slay the treacherous prince. Ral'thon now wanders Azeroth, seeking to unite his fractured people and rebuild the broken alliance with the Naga.
NEW HERO POWER: Spell Flood
Not only can Blood Mages siphon mana from their foes, they can flood creatures with excess mana, causing them distress
MANA FLOOD EXPLAINED: Mana Leak is a 2 cost spell that does nothing. By filling your opponent's deck, and possibly their hand, with this nearly useless card, you reduce the consistency of their deck. While this power starts off weak, with each additional use, your opponent becomes increasingly likely to have dead draws. This lack of consistency will help disrupt nearly any deck archetype, but will punish combo and control decks the hardest. Mana flood will at times help your opponent curve out, and reduce your chances of suing Siphon cards (see below). In late game attrition situations where your foes hand size is small, continually drawing Mana Leaks can end the game. Mana Leaks do not count as duplicates, to ensure that you cannot instantly disable Reno decks.
NEW KEYWORD: Siphon
No creature can escape the taint of arcane magic, even the weakest and simplest beings carry some mana within them. Demons, monsters and even mortal heroes contain a lot of mana, just waiting to be siphoned by the blood mage.
SIPHON EXPLAINED: Siphon works similarly to Overload. You spend mana crystals you do not have, but in this case you spend the mana left over from your opponent's turn. If a card has Siphon (2), you may discount that card by 2 if your opponent has 2 unused crystals, or by just 1 if they have only one unused crystal. These discounts would appear in the usual fashion, as a green number in card's mana crystal in the upper left corner. Once you play a siphon card, you expend the appropriate amount of your opponent's crystals. You can always play Siphon cards at their full cost, if your foe has no unspent mana.
EXAMPLE CARDS
Arcane Phoenix: This card has obvious synergy with Mana Flood. With each Mana Leak you put into your opponent's deck, you increase the likelihood that your opponent draws a spell. This card also reveals information about your opponent's draw, whether it was a spell or a minion/weapon. Blood Mage decks focus on control styles like Mill and Attrition, this card has great Synergy with Coldlight Oracle. Spontaneous Combustion: A simple burn spell, this card highlights the Siphon keyword. Hungry Bloatmage: This card also has obvious synergy with Mana Flood. As you increase your opponent's deck size relative to your own, you discount this card. I balanced this card based on Thing from Below, each requires 5 uses of your hero power to reach zero cost. Though depending on whether you or your opponent is able to draw additional cards, that discount could happen faster or slower. Notably, this card does not require your opponent's deck to be larger. If they are drawing too quickly, and their deck shrinks smaller than yours, you also get the discount. This card then rewards you for identifying your opponent's deck, making you decide whether to Mana Flood them, or let them draw down.
While it's nice that you thought of a way to prevent destroying Reno decks, I still don't like how your basically deny draws. For 2 mana, you can make the start of your opponent's turn absolutely useless. Not to mention how it costs them 2 mana to get rid of it.
I would suggest something different. Have it clog up their hand instead of clogging up their deck. How? Well it could simply cost more to throw away, or have some detrimental effect. For example, "While this is in your hand, adjacent cards cost (1) more. When drawn, draw a card." or, "Deal 2 damage to your hero. When drawn, draw a card." (so that they have to pay health as well as mana to get rid of that hand-clogging card".
Alternatively, if you don't want it to automatically draw a card to replace itself, how about giving Mana Leak a very minor use? That way it's a little "fair". For example, a 2/3-mana card that says "Draw a card." Drawing a Mana Leak means you deny them a draw, but they can choose to spend even more mana to draw the card they were going to under normal circumstances.
I think there are lots of ways to clog your opponent without punishing them too much. Either a small upside if they use the card so the draw denial isn't too severe, or a downside but immediately draws another card when drawn.
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
Haha, I love the flavour behind this - it's awesome. My only concern is that I'm pretty sure a class with the almost-exact-same power has been submitted already (the 1/1 had no card text). It was called the Duelist, or something.
I'm pretty sure that since your flavour and the flavour of that class is completely different, it might be ok, but you might want to check w/ the mods first.
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
Haha, I love the flavour behind this - it's awesome. My only concern is that I'm pretty sure a class with the almost-exact-same power has been submitted already (the 1/1 had no card text). It was called the Duelist, or something.
I'm pretty sure that since your flavour and the flavour of that class is completely different, it might be ok, but you might want to check w/ the mods first.
You're right! D: There's a class called champion that has a very similar hero power. However, I've noticed there are two classes with exactly the same hero power (summon a 0/2 taunt minion), so if that's not a problem I hope mine isn't either. I'll try to get a confirmation from the mods first anyway.
I also have an idea of a keyword for my class, does anyone know how to create the keyword boxes? I don't find the option in hearthcards.
The keyword is Democracy: at the beginning of your opponents next turn he must Choose One. This is an example:
The option to create is in "more...", a button right under the "hero" button.
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
Haha, I love the flavour behind this - it's awesome. My only concern is that I'm pretty sure a class with the almost-exact-same power has been submitted already (the 1/1 had no card text). It was called the Duelist, or something.
I'm pretty sure that since your flavour and the flavour of that class is completely different, it might be ok, but you might want to check w/ the mods first.
You're right! D: There's a class called champion that has a very similar hero power. However, I've noticed there are two classes with exactly the same hero power (summon a 0/2 taunt minion), so if that's not a problem I hope mine isn't either. I'll try to get a confirmation from the mods first anyway.
I also have an idea of a keyword for my class, does anyone know how to create the keyword boxes? I don't find the option in hearthcards.
The keyword is Democracy: at the beginning of your opponents next turn he must Choose One. This is an example:
I dont know if tthe guy above me said works but you can asd /tools/ at the end of the link
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
Haha, I love the flavour behind this - it's awesome. My only concern is that I'm pretty sure a class with the almost-exact-same power has been submitted already (the 1/1 had no card text). It was called the Duelist, or something.
I'm pretty sure that since your flavour and the flavour of that class is completely different, it might be ok, but you might want to check w/ the mods first.
You're right! D: There's a class called champion that has a very similar hero power. However, I've noticed there are two classes with exactly the same hero power (summon a 0/2 taunt minion), so if that's not a problem I hope mine isn't either. I'll try to get a confirmation from the mods first anyway.
I also have an idea of a keyword for my class, does anyone know how to create the keyword boxes? I don't find the option in hearthcards.
The keyword is Democracy: at the beginning of your opponents next turn he must Choose One. This is an example:
This'll get the meme votes for sure xD Pretty flavorful hero power. I would say it's completely fine. Lots of hero powers are similar, the key is in the cards themselves, the flavor of the whole class. As long as you're not just copy pasting, you're good to go.
The Democracy theme most certainly makes it distinct from the Duelist class, so again, no problems there. I'm interested to see what you can come up with using this theme. Something cool would be a card that forces your opponent to choose the option you want, or even choose both at the same time.
Small nitpick. I would make your hero power slightly more concise + consistent with HS-style of working like so: "Draw a card. Summon a 1/1 Angry Protestor for your opponent." i.e. no need for an "and", and you should specify the stats of the token.
Just on a random note: When people said earlyer pages get many more views, I tought there wouldn't be so many more than the other pages... then I saw the 39, 41, 28 on the first page, and the 4, 5, 14 on the third. Guess it's true then.
And now I´m trying to decide which cards to showcase in my submission. I wated to have a aggro, a control and a combo card showcased. Currently I´m trying to decide between these cards:
The Aggro cards:
The second mate shows the zoo-like playstyle of the class and the requirement to have a big hand better, but the generous goblin just feelse more like a "classic" card in my opinion. Also, he continues to enforce the theme of "give your opponent resources".
Control cards:
Friends in high places seems more controlly and is just a really good card on its own, but Annoying Hawker seems more flavorful and shows the traders ability to refill its deck if neccessary. This seems like the hardest decision for me to make.
Combo card:
Here I´m pretty settled on Aggressive Marketing, I´m just not sure if I should nerf it to 3 mana or if it´s fine at 2.
So, any feedback on the balancing and on which cards you would showcase is really appreciated!
Draw two cards? That's a recipe for an aggro class right there. I would argue that you're better off drawing 1 card and only giving a smaller paycheck for your opponent.
Second Mate has a little too much value for me. Compare with Nightbane Templar, a 3-mana 2/3 that 1) requires a dragon, and 2) summons subpar 1-drops. This is a 2-mana 2/1 that can not only potentially summon a 2/4 Injured Kvaldir, but also put him back after making value trades. I would seriously rethink this card. Generous Goblin is fine, though nothing special. Friends in High Places is pretty balanced and different. I hate totally RNG effect so Annoying Hawker is... well, annoying. Aggressive Marketing's effect something I'd like to see more of in this class, something that synergizes with Paychecks.
I would say your submission needs some tuning up. It's potentially interesting, but not quite there yet. Some interesting random ideas that demonstrate the kind of cards that would showcase the feel of your class:
Burn spell. "Deal X damage. If your opponent is not holding a Paycheck, deal (X+Z) damage instead." Perhaps this can be your class' 2-mana 3 damage spell, which punishes your opponent for cashing in their Paychecks too quickly.
If you just have cards that gives your opponents things and nothing else, it's not too exciting to look at.
I totally forgot about why I even came here amongst all the brainwracking I was doing with all of your great ideas. Anyway, I've been conceptualising my class over the past few days and I would be delighted to hear your feedback. Presenting...
The King!
Boetius, King of Fireheart, a large kingdom on a small landmass off to the East of the Eastern Kingdoms. Pledges himself to the Alliance, and a good friend to Varian Wrynn.On his remote island, he can't fight The Horde, but his resentment for them grows each passing day. On his own, he prepares his forces for the day his forces storm Orgrimmar.
Hero Power!
As you can quite clearly see, my hero power, and subsequently, my keyword, is based off of giving minions a small buff... While increasing the cards rarity. Which, I know, it sounds weird to make raritie's actually important but think of it as a second Tribe. First, you have what the minion is, like, a pirate or a beast, and then you have it's social class. Of course, having a hero based off rarity sounds like it could be pay to win, but for starters, you can only promote a minion until it's a legendary, then no promotions can be given to it further. So, if you want to maximize promotions, common minions are where it's at. On top of this, there will be cards that interact specifically with epics or legendaries, BUT, to get the value you need to absolutely fill your deck to the brim with that rarity of cards (Or use promotions well) and filling your deck to the top with epics or legendaries might SOUND good, but of course, you really start to limit your choice of cards. Especially with epics almost always being situational and legendaries can only be one of's. And besides, in this class, ANYONE can be a legendary as long as they have heart and spirit!
Anyway, I'll show you a couple cards now to demonstrate some of the uses and some of the many types of decks that can be built, using card rarities as a big part of it.
Alright, so here's the thing, common minions, in this deck, aren't necessarily just "Minions which are boring", they're peasants, farmers and farmers who are used to form a militia. Which is where the common deck will come from, aptly titled as Militia or Peasant King. If you don't really get what a militia is, a militia is a force of troops, all of which will just be the regular citizens with little to no combat training, being used to defend their village or city, because people living in villages with no guards around want to not die just as much as you do. Squad Leader is one of the best representatives of this playstyle. Basically, the deck plays a bunch of small, taunt minion and heals and stuff until turn 10, in which case it starts to swarm the board with peasants and beat the hell out of the opponents with them. It's like defensive zoo. A lot of the cards will refuel your hand with random commons whilst you set up defenses, random, because you want to focus on stats rather than the generated cards value early on, and because militia's aren't made out of your own specialised selection of troops, they're made out of whoever's living in that village at that time. Oh, and also, giving new players the option of playing a budget control deck that functions with only like, one legendary, it sounds good to me.
Personal Trainer's a rare card. The rare cards will not have their own deck, they are basically going to be little independant powerhouse minions that will try to help out the other deck types as well. For example, this guy is like a Houndmaster, but instead of training up a dog or bear, he can offer his training to anyone who doesn't already know everything he knows. In other words, using this on a squad leader will promote it into a rare then into an epic, which procs its ability twice, may I add, and then doesn't have anything more to teach it. However, if you try to give your buddy Ragnaros a little training exercise (Not that you would actually ever want to do that) he won't do anything. Rag already knows his stuff. And you CERTAINLY can't expect something as skillful and strong as a Weasel Tunneler to learn anything from him, could you? This makes him a good card for common decks, but also for epic decks, as long as they run a few commons and rares as well as epics, because cards like the next one along.
Spear of Champions, suitably named, uh... Confusingly statted. I'll get to that part later though. For now all you need to know is that this card turns a high class noble into a Legendary minion while giving it a little buff. This thing also triggers on itself, making it go 3/3, 4/3, 4/2, 4/1. Or, if it triggers on something else first, maybe 3/3, 3/2, 4/2, 4/1. It is random after all. And it needs to actually kill a minion to get those buffs, and they can only go to epics, so if you're running just the weapon when it comes to epics, you'll be disappointed. Oh yeah, and of course this will be a weapons class, Boetius ain't a coward. Anyway, the stats are something I DEFINATELY want feedback on, Originally it was going to be a 5/2, but that would be run in every deck regardless of epic count, so I want you guys to help me come up with stats for it.
Also, I have made like, 3 concepts for legendaries. I'll go show you them now.
Ergeth is bad outside of a 30 Legendary deck, and in one, he tries to make the deck viable by acting as a twisting nether on legs, this is unlikely to succeed however, because 30 Legendary decks aren't very good as is, and they won't do much better in a class whose hero power does nothing to them.
Nilleuda allows the common decks to have a big, late game card to generate lots of value while refunding all commons played after her with more commons, and playing peasants onto the board. Think of it as an Illidan Auctioneer. Speaking of Auctioneer, there aren't enough cheap spells for it to work, even with the hero power, just wanted to clarify.
Finally, Lucy, Castle Mage allows you to get bigger and better spells, though with the random element will require some careful usage of spells to guarentee value out of the battlecry. Also, you can use Brann and make a legendary spell!... Not that that means much outside of one or two cards I might make in future.
Anyway, I'd appreciate it if you could give me feedback, tell me if some of my designs are completely overpowered, tell me if some of them are just stupid, and tell me which legendary is the best idea.
I totally forgot about why I even came here amongst all the brainwracking I was doing with all of your great ideas. Anyway, I've been conceptualising my class over the past few days and I would be delighted to hear your feedback. Presenting...
The King!
Boetius, King of Fireheart, a large kingdom on a small landmass off to the East of the Eastern Kingdoms. Pledges himself to the Alliance, and a good friend to Varian Wrynn.On his remote island, he can't fight The Horde, but his resentment for them grows each passing day. On his own, he prepares his forces for the day his forces storm Orgrimmar.
Hero Power!
As you can quite clearly see, my hero power, and subsequently, my keyword, is based off of giving minions a small buff... While increasing the cards rarity. Which, I know, it sounds weird to make raritie's actually important but think of it as a second Tribe. First, you have what the minion is, like, a pirate or a beast, and then you have it's social class. Of course, having a hero based off rarity sounds like it could be pay to win, but for starters, you can only promote a minion until it's a legendary, then no promotions can be given to it further. So, if you want to maximize promotions, common minions are where it's at. On top of this, there will be cards that interact specifically with epics or legendaries, BUT, to get the value you need to absolutely fill your deck to the brim with that rarity of cards (Or use promotions well) and filling your deck to the top with epics or legendaries might SOUND good, but of course, you really start to limit your choice of cards. Especially with epics almost always being situational and legendaries can only be one of's. And besides, in this class, ANYONE can be a legendary as long as they have heart and spirit!Anyway, I'll show you a couple cards now to demonstrate some of the uses and some of the many types of decks that can be built, using card rarities as a big part of it.
Alright, so here's the thing, common minions, in this deck, aren't necessarily just "Minions which are boring", they're peasants, farmers and farmers who are used to form a militia. Which is where the common deck will come from, aptly titled as Militia or Peasant King. If you don't really get what a militia is, a militia is a force of troops, all of which will just be the regular citizens with little to no combat training, being used to defend their village or city, because people living in villages with no guards around want to not die just as much as you do. Squad Leader is one of the best representatives of this playstyle. Basically, the deck plays a bunch of small, taunt minion and heals and stuff until turn 10, in which case it starts to swarm the board with peasants and beat the hell out of the opponents with them. It's like defensive zoo. A lot of the cards will refuel your hand with random commons whilst you set up defenses, random, because you want to focus on stats rather than the generated cards value early on, and because militia's aren't made out of your own specialised selection of troops, they're made out of whoever's living in that village at that time. Oh, and also, giving new players the option of playing a budget control deck that functions with only like, one legendary, it sounds good to me.
Personal Trainer's a rare card. The rare cards will not have their own deck, they are basically going to be little independant powerhouse minions that will try to help out the other deck types as well. For example, this guy is like a Houndmaster, but instead of training up a dog or bear, he can offer his training to anyone who doesn't already know everything he knows. In other words, using this on a squad leader will promote it into a rare then into an epic, which procs its ability twice, may I add, and then doesn't have anything more to teach it. However, if you try to give your buddy Ragnaros a little training exercise (Not that you would actually ever want to do that) he won't do anything. Rag already knows his stuff. And you CERTAINLY can't expect something as skillful and strong as a Weasel Tunneler to learn anything from him, could you? This makes him a good card for common decks, but also for epic decks, as long as they run a few commons and rares as well as epics, because cards like the next one along.
Spear of Champions, suitably named, uh... Confusingly statted. I'll get to that part later though. For now all you need to know is that this card turns a high class noble into a Legendary minion while giving it a little buff. This thing also triggers on itself, making it go 3/3, 4/3, 4/2, 4/1. Or, if it triggers on something else first, maybe 3/3, 3/2, 4/2, 4/1. It is random after all. And it needs to actually kill a minion to get those buffs, and they can only go to epics, so if you're running just the weapon when it comes to epics, you'll be disappointed. Oh yeah, and of course this will be a weapons class, Boetius ain't a coward. Anyway, the stats are something I DEFINATELY want feedback on, Originally it was going to be a 5/2, but that would be run in every deck regardless of epic count, so I want you guys to help me come up with stats for it.
Also, I have made like, 3 concepts for legendaries. I'll go show you them now.
Ergeth is bad outside of a 30 Legendary deck, and in one, he tries to make the deck viable by acting as a twisting nether on legs, this is unlikely to succeed however, because 30 Legendary decks aren't very good as is, and they won't do much better in a class whose hero power does nothing to them.
Nilleuda allows the common decks to have a big, late game card to generate lots of value while refunding all commons played after her with more commons, and playing peasants onto the board. Think of it as an Illidan Auctioneer. Speaking of Auctioneer, there aren't enough cheap spells for it to work, even with the hero power, just wanted to clarify.
Finally, Lucy, Castle Mage allows you to get bigger and better spells, though with the random element will require some careful usage of spells to guarentee value out of the battlecry. Also, you can use Brann and make a legendary spell!... Not that that means much outside of one or two cards I might make in future.
Anyway, I'd appreciate it if you could give me feedback, tell me if some of my designs are completely overpowered, tell me if some of them are just stupid, and tell me which legendary is the best idea.
Good potential here.
First and foremost, I think Promote should just give +1/+1. People tend to underestimate the power of Spell Power, and having one easily accessed through a hero power, especially one where you can hoard it and basically promote a Wisp into Malygos? No.
However, I think the rarity mechanic is amazing. Personal Trainer would be my favorite, as it's a lot more complex that meets the eye. I would change it to "Promote to Legendary" and nerf its stats to it pretty much becomes "Give +3/+3 to Common cards, +2/+2 to Rare, +1/+1 to Epic". It's a very minor nitpick though, feel free to ignore it.
Squad Leader would benefit from a smaller effect + a bigger body. 3-mana 1/2 baseline hurts my eyes.
Spear of Champions' effect is fine, but remember how Blizzard has fucked up every new weapon since Naxx and why. You're not going to kill anything with a 3 Attack weapon on turn 6. Keep it cheap, like a 3-mana 3/2. Also, does this proc on minions on the board or in hand? This should be made clear. I know you mentioned how it can proc on itself, but I still think it's a weird weapon. Keep things simple. The whole "3/3, 4/3, 4/2, 4/1" thing is needlessly complicated. (e.g. 3-mana 2/2 weapon. Whenever you kill a minion with this weapon, Promote a random friendly minion.)
There's a lot of design space for rarity-based buffs. e.g. A weapon that says "If this weapon is an Epic or better, it has +X Attack."
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
Actually, there are democracies in WoW. The gnomes have a democratic society, sort of, where the High Tinker, currently Mekkatorque, is voted into position. As for how long that lasts? Unfortunately we don't know, the gnomes were displaced from their home in the third war and only recently have begun reclamation of it, meaning Mekkatorque has been leading them the whole time. We've never really seen the gnomes at the height of gnomergon. We saw some of them during the second war, but Blizzard never really gave full insight on how their society works.
As for your idea, it does however, seem unlikely. There are no real true democracies as you said in WoW, only the gnomes whose society works differently from yours and mine.If you still wanted to go the political route, you could retool your idea a bit and still use Grixon up there Goblin societies are run by Trade Princes, mainly, and those seem to work more like a scheming mafia member where you blackmail, kill, etc. your way to the top. You may be able to do something with that concept and still work in your hero power.
Edit: I just had the longest WoW lore stretch of an idea, but Ragnaros the Lightlord works, so why not. There is an island called Tel'Abim, where reportedly Bananas are shipped from all around the world. It's not in game, but what if a sect of goblins lived there and their society evolved differently. You could even have a few sea-faring cards among the political democracy. It could actually make your concept work. A democratic society that is also built upon selling their Bananas and other rare goods around the world of Azeroth.
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
Haha, I love the flavour behind this - it's awesome. My only concern is that I'm pretty sure a class with the almost-exact-same power has been submitted already (the 1/1 had no card text). It was called the Duelist, or something.
I'm pretty sure that since your flavour and the flavour of that class is completely different, it might be ok, but you might want to check w/ the mods first.
You're right! D: There's a class called champion that has a very similar hero power. However, I've noticed there are two classes with exactly the same hero power (summon a 0/2 taunt minion), so if that's not a problem I hope mine isn't either. I'll try to get a confirmation from the mods first anyway.
I also have an idea of a keyword for my class, does anyone know how to create the keyword boxes? I don't find the option in hearthcards.
The keyword is Democracy: at the beginning of your opponents next turn he must Choose One. This is an example:
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
Actually, there are democracies in WoW. The gnomes have a democratic society, sort of, where the High Tinker, currently Mekkatorque, is voted into position. As for how long that lasts? Unfortunately we don't know, the gnomes were displaced from their home in the third war and only recently have begun reclamation of it, meaning Mekkatorque has been leading them the whole time. We've never really seen the gnomes at the height of gnomergon. We saw some of them during the second war, but Blizzard never really gave full insight on how their society works.
As for your idea, it does however, seem unlikely. There are no real true democracies as you said in WoW, only the gnomes whose society works differently from yours and mine.If you still wanted to go the political route, you could retool your idea a bit and still use Grixon up there Goblin societies are run by Trade Princes, mainly, and those seem to work more like a scheming mafia member where you blackmail, kill, etc. your way to the top. You may be able to do something with that concept and still work in your hero power.
Edit: I just had the longest WoW lore stretch of an idea, but Ragnaros the Lightlord works, so why not. There is an island called Tel'Abim, where reportedly Bananas are shipped from all around the world. It's not in game, but what if a sect of goblins lived there and their society evolved differently. You could even have a few sea-faring cards among the political democracy. It could actually make your concept work. A democratic society that is also built upon selling their Bananas and other rare goods around the world of Azeroth.
I have started developing a Politician class idea and I was wondering if that would be considered as fitting inside the WoW lore, as there are currently no democracies but there are similar political systems. This is what I have so far:
What do you think about the hero power? I first though of making it summon a 1/1 without any card text but I wanted to make the class feel that you can ignore protesters if they are few but not if they are too many.
I totally forgot about why I even came here amongst all the brainwracking I was doing with all of your great ideas. Anyway, I've been conceptualising my class over the past few days and I would be delighted to hear your feedback. Presenting...
The King!
Boetius, King of Fireheart, a large kingdom on a small landmass off to the East of the Eastern Kingdoms. Pledges himself to the Alliance, and a good friend to Varian Wrynn.On his remote island, he can't fight The Horde, but his resentment for them grows each passing day. On his own, he prepares his forces for the day his forces storm Orgrimmar.
Hero Power!
As you can quite clearly see, my hero power, and subsequently, my keyword, is based off of giving minions a small buff... While increasing the cards rarity. Which, I know, it sounds weird to make raritie's actually important but think of it as a second Tribe. First, you have what the minion is, like, a pirate or a beast, and then you have it's social class. Of course, having a hero based off rarity sounds like it could be pay to win, but for starters, you can only promote a minion until it's a legendary, then no promotions can be given to it further. So, if you want to maximize promotions, common minions are where it's at. On top of this, there will be cards that interact specifically with epics or legendaries, BUT, to get the value you need to absolutely fill your deck to the brim with that rarity of cards (Or use promotions well) and filling your deck to the top with epics or legendaries might SOUND good, but of course, you really start to limit your choice of cards. Especially with epics almost always being situational and legendaries can only be one of's. And besides, in this class, ANYONE can be a legendary as long as they have heart and spirit!Anyway, I'll show you a couple cards now to demonstrate some of the uses and some of the many types of decks that can be built, using card rarities as a big part of it.
Alright, so here's the thing, common minions, in this deck, aren't necessarily just "Minions which are boring", they're peasants, farmers and farmers who are used to form a militia. Which is where the common deck will come from, aptly titled as Militia or Peasant King. If you don't really get what a militia is, a militia is a force of troops, all of which will just be the regular citizens with little to no combat training, being used to defend their village or city, because people living in villages with no guards around want to not die just as much as you do. Squad Leader is one of the best representatives of this playstyle. Basically, the deck plays a bunch of small, taunt minion and heals and stuff until turn 10, in which case it starts to swarm the board with peasants and beat the hell out of the opponents with them. It's like defensive zoo. A lot of the cards will refuel your hand with random commons whilst you set up defenses, random, because you want to focus on stats rather than the generated cards value early on, and because militia's aren't made out of your own specialised selection of troops, they're made out of whoever's living in that village at that time. Oh, and also, giving new players the option of playing a budget control deck that functions with only like, one legendary, it sounds good to me.
Personal Trainer's a rare card. The rare cards will not have their own deck, they are basically going to be little independant powerhouse minions that will try to help out the other deck types as well. For example, this guy is like a Houndmaster, but instead of training up a dog or bear, he can offer his training to anyone who doesn't already know everything he knows. In other words, using this on a squad leader will promote it into a rare then into an epic, which procs its ability twice, may I add, and then doesn't have anything more to teach it. However, if you try to give your buddy Ragnaros a little training exercise (Not that you would actually ever want to do that) he won't do anything. Rag already knows his stuff. And you CERTAINLY can't expect something as skillful and strong as a Weasel Tunneler to learn anything from him, could you? This makes him a good card for common decks, but also for epic decks, as long as they run a few commons and rares as well as epics, because cards like the next one along.
Spear of Champions, suitably named, uh... Confusingly statted. I'll get to that part later though. For now all you need to know is that this card turns a high class noble into a Legendary minion while giving it a little buff. This thing also triggers on itself, making it go 3/3, 4/3, 4/2, 4/1. Or, if it triggers on something else first, maybe 3/3, 3/2, 4/2, 4/1. It is random after all. And it needs to actually kill a minion to get those buffs, and they can only go to epics, so if you're running just the weapon when it comes to epics, you'll be disappointed. Oh yeah, and of course this will be a weapons class, Boetius ain't a coward. Anyway, the stats are something I DEFINATELY want feedback on, Originally it was going to be a 5/2, but that would be run in every deck regardless of epic count, so I want you guys to help me come up with stats for it.
Also, I have made like, 3 concepts for legendaries. I'll go show you them now.
Ergeth is bad outside of a 30 Legendary deck, and in one, he tries to make the deck viable by acting as a twisting nether on legs, this is unlikely to succeed however, because 30 Legendary decks aren't very good as is, and they won't do much better in a class whose hero power does nothing to them.
Nilleuda allows the common decks to have a big, late game card to generate lots of value while refunding all commons played after her with more commons, and playing peasants onto the board. Think of it as an Illidan Auctioneer. Speaking of Auctioneer, there aren't enough cheap spells for it to work, even with the hero power, just wanted to clarify.
Finally, Lucy, Castle Mage allows you to get bigger and better spells, though with the random element will require some careful usage of spells to guarentee value out of the battlecry. Also, you can use Brann and make a legendary spell!... Not that that means much outside of one or two cards I might make in future.
Anyway, I'd appreciate it if you could give me feedback, tell me if some of my designs are completely overpowered, tell me if some of them are just stupid, and tell me which legendary is the best idea.
Good potential here.
First and foremost, I think Promote should just give +1/+1. People tend to underestimate the power of Spell Power, and having one easily accessed through a hero power, especially one where you can hoard it and basically promote a Wisp into Malygos? No.
However, I think the rarity mechanic is amazing. Personal Trainer would be my favorite, as it's a lot more complex that meets the eye. I would change it to "Promote to Legendary" and nerf its stats to it pretty much becomes "Give +3/+3 to Common cards, +2/+2 to Rare, +1/+1 to Epic". It's a very minor nitpick though, feel free to ignore it.
Squad Leader would benefit from a smaller effect + a bigger body. 3-mana 1/2 baseline hurts my eyes.
Spear of Champions' effect is fine, but remember how Blizzard has fucked up every new weapon since Naxx and why. You're not going to kill anything with a 3 Attack weapon on turn 6. Keep it cheap, like a 3-mana 3/2. Also, does this proc on minions on the board or in hand? This should be made clear. I know you mentioned how it can proc on itself, but I still think it's a weird weapon. Keep things simple. The whole "3/3, 4/3, 4/2, 4/1" thing is needlessly complicated. (e.g. 3-mana 2/2 weapon. Whenever you kill a minion with this weapon, Promote a random friendly minion.)
There's a lot of design space for rarity-based buffs. e.g. A weapon that says "If this weapon is an Epic or better, it has +X Attack."
The spell promote effect only triggers when a spell is promoted, I think you misread, it says give a minion/weapon +1/+1 OR a spell +1 Damage. Promote giving spell damage would be a little insane yeah.
And with the Personal Trainer, I don't want it to promote all the way to legendary, I want him to be a viable pick in epic quality decks.
Oh and trust me, the stat baseline of Squad Leader hurts my eyes as well. The way I wanted Peasant King to work would be to absolutely swarm the board with taunts, but my biggest problem with this is you have to keep the leader in your hand to make sure you can get a couple of promotions off, else the card is utter garbage, which, against aggro, isn't ideal. How about making him a 3/3 Taunt with the effect but only spawns one guy? Or maybe if I remove taunt from it and make it a 1/3, causing it to actually be protected by the militia, increasing it's survivability.
I do want the Spear of Champions to be a bigger card, I think ideally Epic King should be more midrange. A 3 mana weapon is something I'm not sure I like for it. I'm personally not seeing where you could get the implication that it would trigger for the hand though, like, if it said give a random friendly minion +1/+1 you'd see it as being an on board effect, right? The issue stems from the fact that it needs to kill something to work, and it shouldn't really have too much attack, else could be too strong because it provides a buff to itself, in addition, it should have more than 1 durability because that would mean the effect would only ever be able to hit one minion, which doesn't make it a bad card but in that case it's kinda just a regular weapon with a tiny buff attached to it, when I want the weapon to have that be one of it's stronger points. So, how about I remove the kill requirement? That would make it more consistent at least. Then I could make it a 5 mana 4/2 or something, and even though it won't be able to consistently kill something from there, it can at least reliably trigger the effect.
Oh and also, just so I have someone's opinion about it, which legendary would you say is the most ideal there? And although this is completely unrelated how do you put a quote in a spoiler?
@OBoily: Wasn't there a brawl already where heroes had Taunt? Also, the wording you suggested would take away the option of not attacking from enemy minions, which is not so if you were to give the hero Taunt (arguably, your opponent wouldn't not attack, but there can always be a Mortal Strike effect in the class). At any rate, I think the wording is just fine as is.
@Tomerick88
It's possible, I've certainly missed that Brawl. If you say so, then the wording is just fine.
It is true that the wording that I proposed doesn't have the same effect. But then, maybe it could serve some purpose, depending on the creator's intent.
There could be a Mortal Strike-like effect in the class, which benefits from your hero being attacked. I don't think that an effect based on the hero's life total would thematically befits the class, however. Maybe something in the lines of «Whenever an enemy minion attacks...», or «Whenever your hero is attacked...», could prove worthy.
Random question time: What is you guys' favorite class other than your own and why?
I like the Champion, I think it was called. The Hero Power is that of an aggressive deck, while the Keyword is that of a control deck. It would be interesting to see that class play out.
That being said, its hard to not like your own class, even without any bias for the competition. You were the one who designed it, of course. It would suit the type of play that you find the most fun. For me, that type is ridiculous things that shouldn't work, but do. The Alchemist has that written all over it, and so do a lot of the decks I put on this site.
Also, as a side-note, a lot of the submissions don't follow the formatting rules. Are they gonna get disqualified? Or are we just gonna put a piece of small text at the bottom of their submissions to poke fun at them like we did in the Keywords WCD?
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Why Rogue is my favourite class:
My submission for this week's card design competition.
While it's nice that you thought of a way to prevent destroying Reno decks, I still don't like how your basically deny draws. For 2 mana, you can make the start of your opponent's turn absolutely useless. Not to mention how it costs them 2 mana to get rid of it.
I would suggest something different. Have it clog up their hand instead of clogging up their deck. How? Well it could simply cost more to throw away, or have some detrimental effect. For example, "While this is in your hand, adjacent cards cost (1) more. When drawn, draw a card." or, "Deal 2 damage to your hero. When drawn, draw a card." (so that they have to pay health as well as mana to get rid of that hand-clogging card".
Alternatively, if you don't want it to automatically draw a card to replace itself, how about giving Mana Leak a very minor use? That way it's a little "fair". For example, a 2/3-mana card that says "Draw a card." Drawing a Mana Leak means you deny them a draw, but they can choose to spend even more mana to draw the card they were going to under normal circumstances.
I think there are lots of ways to clog your opponent without punishing them too much.
Either a small upside if they use the card so the draw denial isn't too severe, or a downside but immediately draws another card when drawn.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Why Rogue is my favourite class:
My submission for this week's card design competition.
I have no Idea what I am doing, help
Thank you Kanye,
Very Cool.
This'll get the meme votes for sure xD Pretty flavorful hero power.
I would say it's completely fine. Lots of hero powers are similar, the key is in the cards themselves, the flavor of the whole class. As long as you're not just copy pasting, you're good to go.
The Democracy theme most certainly makes it distinct from the Duelist class, so again, no problems there. I'm interested to see what you can come up with using this theme. Something cool would be a card that forces your opponent to choose the option you want, or even choose both at the same time.
Small nitpick. I would make your hero power slightly more concise + consistent with HS-style of working like so: "Draw a card. Summon a 1/1 Angry Protestor for your opponent." i.e. no need for an "and", and you should specify the stats of the token.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Just on a random note: When people said earlyer pages get many more views, I tought there wouldn't be so many more than the other pages... then I saw the 39, 41, 28 on the first page, and the 4, 5, 14 on the third. Guess it's true then.
I have no Idea what I am doing, help
Draw two cards? That's a recipe for an aggro class right there. I would argue that you're better off drawing 1 card and only giving a smaller paycheck for your opponent.
Second Mate has a little too much value for me. Compare with Nightbane Templar, a 3-mana 2/3 that 1) requires a dragon, and 2) summons subpar 1-drops. This is a 2-mana 2/1 that can not only potentially summon a 2/4 Injured Kvaldir, but also put him back after making value trades. I would seriously rethink this card. Generous Goblin is fine, though nothing special. Friends in High Places is pretty balanced and different. I hate totally RNG effect so Annoying Hawker is... well, annoying. Aggressive Marketing's effect something I'd like to see more of in this class, something that synergizes with Paychecks.
I would say your submission needs some tuning up. It's potentially interesting, but not quite there yet. Some interesting random ideas that demonstrate the kind of cards that would showcase the feel of your class:
Burn spell. "Deal X damage. If your opponent is not holding a Paycheck, deal (X+Z) damage instead."
Perhaps this can be your class' 2-mana 3 damage spell, which punishes your opponent for cashing in their Paychecks too quickly.
If you just have cards that gives your opponents things and nothing else, it's not too exciting to look at.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
I totally forgot about why I even came here amongst all the brainwracking I was doing with all of your great ideas. Anyway, I've been conceptualising my class over the past few days and I would be delighted to hear your feedback. Presenting...
The King!
Boetius, King of Fireheart, a large kingdom on a small landmass off to the East of the Eastern Kingdoms.
Pledges himself to the Alliance, and a good friend to Varian Wrynn.On his remote island, he can't fight The Horde, but his resentment for them grows each passing day.
On his own, he prepares his forces for the day his forces storm Orgrimmar.
Hero Power!
As you can quite clearly see, my hero power, and subsequently, my keyword, is based off of giving minions a small buff... While increasing the cards rarity. Which, I know, it sounds weird to make raritie's actually important but think of it as a second Tribe. First, you have what the minion is, like, a pirate or a beast, and then you have it's social class. Of course, having a hero based off rarity sounds like it could be pay to win, but for starters, you can only promote a minion until it's a legendary, then no promotions can be given to it further. So, if you want to maximize promotions, common minions are where it's at. On top of this, there will be cards that interact specifically with epics or legendaries, BUT, to get the value you need to absolutely fill your deck to the brim with that rarity of cards (Or use promotions well) and filling your deck to the top with epics or legendaries might SOUND good, but of course, you really start to limit your choice of cards. Especially with epics almost always being situational and legendaries can only be one of's. And besides, in this class, ANYONE can be a legendary as long as they have heart and spirit!
Anyway, I'll show you a couple cards now to demonstrate some of the uses and some of the many types of decks that can be built, using card rarities as a big part of it.
Alright, so here's the thing, common minions, in this deck, aren't necessarily just "Minions which are boring", they're peasants, farmers and farmers who are used to form a militia. Which is where the common deck will come from, aptly titled as Militia or Peasant King. If you don't really get what a militia is, a militia is a force of troops, all of which will just be the regular citizens with little to no combat training, being used to defend their village or city, because people living in villages with no guards around want to not die just as much as you do. Squad Leader is one of the best representatives of this playstyle. Basically, the deck plays a bunch of small, taunt minion and heals and stuff until turn 10, in which case it starts to swarm the board with peasants and beat the hell out of the opponents with them. It's like defensive zoo. A lot of the cards will refuel your hand with random commons whilst you set up defenses, random, because you want to focus on stats rather than the generated cards value early on, and because militia's aren't made out of your own specialised selection of troops, they're made out of whoever's living in that village at that time. Oh, and also, giving new players the option of playing a budget control deck that functions with only like, one legendary, it sounds good to me.
Personal Trainer's a rare card. The rare cards will not have their own deck, they are basically going to be little independant powerhouse minions that will try to help out the other deck types as well. For example, this guy is like a Houndmaster, but instead of training up a dog or bear, he can offer his training to anyone who doesn't already know everything he knows. In other words, using this on a squad leader will promote it into a rare then into an epic, which procs its ability twice, may I add, and then doesn't have anything more to teach it. However, if you try to give your buddy Ragnaros a little training exercise (Not that you would actually ever want to do that) he won't do anything. Rag already knows his stuff. And you CERTAINLY can't expect something as skillful and strong as a Weasel Tunneler to learn anything from him, could you? This makes him a good card for common decks, but also for epic decks, as long as they run a few commons and rares as well as epics, because cards like the next one along.
Spear of Champions, suitably named, uh... Confusingly statted. I'll get to that part later though. For now all you need to know is that this card turns a high class noble into a Legendary minion while giving it a little buff. This thing also triggers on itself, making it go 3/3, 4/3, 4/2, 4/1. Or, if it triggers on something else first, maybe 3/3, 3/2, 4/2, 4/1. It is random after all. And it needs to actually kill a minion to get those buffs, and they can only go to epics, so if you're running just the weapon when it comes to epics, you'll be disappointed. Oh yeah, and of course this will be a weapons class, Boetius ain't a coward. Anyway, the stats are something I DEFINATELY want feedback on, Originally it was going to be a 5/2, but that would be run in every deck regardless of epic count, so I want you guys to help me come up with stats for it.
Also, I have made like, 3 concepts for legendaries. I'll go show you them now.
Ergeth is bad outside of a 30 Legendary deck, and in one, he tries to make the deck viable by acting as a twisting nether on legs, this is unlikely to succeed however, because 30 Legendary decks aren't very good as is, and they won't do much better in a class whose hero power does nothing to them.
Nilleuda allows the common decks to have a big, late game card to generate lots of value while refunding all commons played after her with more commons, and playing peasants onto the board. Think of it as an Illidan Auctioneer. Speaking of Auctioneer, there aren't enough cheap spells for it to work, even with the hero power, just wanted to clarify.
Finally, Lucy, Castle Mage allows you to get bigger and better spells, though with the random element will require some careful usage of spells to guarentee value out of the battlecry. Also, you can use Brann and make a legendary spell!... Not that that means much outside of one or two cards I might make in future.
Anyway, I'd appreciate it if you could give me feedback, tell me if some of my designs are completely overpowered, tell me if some of them are just stupid, and tell me which legendary is the best idea.
Good potential here.
First and foremost, I think Promote should just give +1/+1. People tend to underestimate the power of Spell Power, and having one easily accessed through a hero power, especially one where you can hoard it and basically promote a Wisp into Malygos? No.
However, I think the rarity mechanic is amazing. Personal Trainer would be my favorite, as it's a lot more complex that meets the eye. I would change it to "Promote to Legendary" and nerf its stats to it pretty much becomes "Give +3/+3 to Common cards, +2/+2 to Rare, +1/+1 to Epic". It's a very minor nitpick though, feel free to ignore it.
Squad Leader would benefit from a smaller effect + a bigger body. 3-mana 1/2 baseline hurts my eyes.
Spear of Champions' effect is fine, but remember how Blizzard has fucked up every new weapon since Naxx and why. You're not going to kill anything with a 3 Attack weapon on turn 6. Keep it cheap, like a 3-mana 3/2. Also, does this proc on minions on the board or in hand? This should be made clear. I know you mentioned how it can proc on itself, but I still think it's a weird weapon. Keep things simple. The whole "3/3, 4/3, 4/2, 4/1" thing is needlessly complicated. (e.g. 3-mana 2/2 weapon. Whenever you kill a minion with this weapon, Promote a random friendly minion.)
There's a lot of design space for rarity-based buffs. e.g. A weapon that says "If this weapon is an Epic or better, it has +X Attack."
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Here's an alternative hero portrait to consider:
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Random question time: What is you guys' favorite class other than your own and why?
I have no Idea what I am doing, help
"The formatting rule was indeed a rule."
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed