Ok so I think I am close to being ready for submission. Before I make it I just wanted to post what I have come up with and make sure I'm submitting the right 3 cards.
The Orator
The cards I intend to submit are:
The other possible choices that I have come up with are in the spoiler. Are any of them better examples?
Go with Coerce and Provoke, they feel like they belong in the Orator class. Really like Coerce. It feels like you convince your opponent's minions to join your cause when they are weakened. «Look, you're losing, come to our side.»
The third card could be a minion. Angry Mob is not flashy, but it works well with Provoke. And convincing crowds that your cause is just is something that Orators do.
The problem with Angry Mob is that your example cards can't produce any tokens unless they are the same as your hero power.
So I haven't been able to shake the thought that my originalidea is inherently too self-centered (and by that I mean that it doesn't want anything to do with neutral cards) by design and, since there's still time, I've been toying around with some other ideas that might be more in line with what you'd expect from the real classes:
First and foremost the Hero Power works better (in my opinion) with rule 2, though I fear it may be too similar to something that's already been done. Draw 2 cards in a card that's been shuffled into your deck means it's pretty much Life Tap without the life loss but with a delay, while the extra effect felt like a nice compensation if you're willing to wait yet another turn to get the card. I'm always open to balancing concerns, though.
I like the keyword because it (mostly) encourages drawing cards and hoarding them much like a control/combo deck would, while it can also function inversely (by having the Latent effect be negative, it's easy to make cards that are better to play the turn you draw them). It's meant to reflect the Bronze Dragon's ability of being 'just in time'.
Soridormi: This is meant to synergize specifically with the Hero Power without depending on it. It helps combat the randomness of shuffling the card draw into your deck, but it will probably only go off once most of the time.
Incoming Meteor: A simple example of a Latent effect that becomes stronger if you wait for the perfect moment, but can always work in a pinch.
Uncertain Death: An obligatory example of a reverse latent effect. It's either a 4 mana Assassinate or a 4 mana Deadly Shot, depending on whether you play it right away or wait for a better opportunity.
I think this keyword could be explained a bit more, it feels a bit complicated (it might be just me being dumb, but I am not sure I get exactly what it does).
Here is what I am kicking around at the moment. Not sure if the hero power is overcomplicated, but I was trying to justify having a named keyword on a heropower minion, while also keeping it on par should another hero GET this hero power. Any input appreciated.
WIP ---
Hero:
Matheron Petrosa
Scarlet Crusader
The Commander of a Refugee envoy sent to resettle on a distant Island, Matheron has been recalled to the bolster the front-lines in the Crusade's never-ending fight to purge evil from the land, and from the hearts of men.
Lore:
The Scarlet Crusade is an religious military organization originally dedicated to the destruction of all undead. They are infamously known for resorting to extreme measures, and for allowing their zealotry and fanaticism to impede their ability to distinguish friend from foe -- or even innocent from enemy.
Sample Cards:
New Keyword:
Zeal serves three distinct functions for a Scarlet Crusader.
Additional Cost -- The represents the Scarlet Crusade's willingness to go to extreme measures to get a job done. Similar to Overload, Zeal allows for cards to have a stronger effect while assessing a cost in addition to mana.
Status-- This represents the fanaticism of the Scarlet Crusade. Zeal can offer the player a unique form of Spell Damage, by having effects that can be stipulated or augmented by the Zeal rating of permanents in play.
Example:
"[1] Righteous Fury - Deal damage to a minion equal to your Zeal."
Cost Reduction/Self Reinforcement -- This represents the collective bond the Scarlet Crusade has with each other and often is the reason the seem so cloistered by outsiders. The second half of the Keyword allows for the LIFE cost paid for effects with "Zeal:(x)" to be reduced if you already have minions with Zeal in play.
Example:
If you have nothing in play, the cost of Zealot's Fire is 1 Mana and 2 Life.
If you have a Scarlet Hand Initiate in play, the cost of Zealot's Fire is 1 Mana and 1 Life.
If you have TWOScarlet Hand Initiates in play Zealot's Fire is 1 Mana (and 0 life).
***Special Note -- "paying life" for Zeal (or your Hero Power) would ignore Armor and Immunity, and you can still lose the game if paying that cost drops your health to 0.
Ok so I think I am close to being ready for submission. Before I make it I just wanted to post what I have come up with and make sure I'm submitting the right 3 cards.
The Orator
The cards I intend to submit are:
The other possible choices that I have come up with are in the spoiler. Are any of them better examples?
Go with Coerce and Provoke, they feel like they belong in the Orator class. Really like Coerce. It feels like you convince your opponent's minions to join your cause when they are weakened. «Look, you're losing, come to our side.»
The third card could be a minion. Angry Mob is not flashy, but it works well with Provoke. And convincing crowds that your cause is just is something that Orators do.
The problem with Angry Mob is that your example cards can't produce any tokens unless they are the same as your hero power.
"He'll do anything and everything for the best cards, at the best value"
The concept around this hero and hero power is constantly refining a deck throughout the match. The hero power comes at a steep price. Similar to the hunter card, Tracking, You get to discover a card but the other two will be discarded. This allows you to play with expert precision, however, you will soon reach fatigue.
Bulk Haul:
This card demonstrates the synergy you can build during a match. It is also one of the few cards that will replenish your deck.
Trouble and Double:
These mercenaries formed a bond that runs deep... into your deck. Play one and summon another. This card runs into the issue of being discarded due to your hero power. You never want two copies of it in your hand and if you discard a copy with your hero power it functions poorly on its own.
Bundled Tome:
You can see the potential synergy for this card and a card like Bulk Haul. This card can be as powerful as eviscerate, without the combo, However, as you refine your deck further with your hero power the other copy has the risk of being discarded. Then it's an overpriced Arcane Shot. DISCLAIMER: Spell power only works for the overall damage of this card. Because it takes some time to set up the combo pieces with a card like malygos, the impact of the combo will be reduced whenever a copy is drawn.
Haste:
It works similarly to Shadow word: shield. But it draws a card that is always the same. The value of this card can be lost if you don't carefully plan out your hero power turns, turning out to be a very poor buff.
Shackled Brute:
This one synergises with your hero power. There's a risk in drawing him, although. It just isn't his time to be unleashed upon the world, He'll be sent to the bottom of your deck and deny you a card draw. You want to strike a deal with him using your hero power, in which case he is discovered, not drawn, allowing him to stay in your hand.
Please let me know what you think before I post onto the submission forums. Tell me which 3 cards are the best for the first submission.
@Aelxer : Love the Latent mechanic. Superb use with Incoming Meteor and Uncertain Death. Either the card can become better, or worse, over time. The names, and artworks, are well chosen too. Good card balance. Good design.
Soridormi's end of turn effect happens while she is on the battlefield, right? Is there a reason why she's always in your starting hand?
About your hero's power, if you feel that it is hard to balance, or that similar hero powers have already been created, maybe you could keep a transformational hero power like in your first design.
The first half could do something like "Put a minion on top of your deck." and the other, "Put a spell on top of your deck". You like scrying and filtering abilities, maybe this is something that you will appreciate. It is not too powerful, but it lets you prepare your next turn. Some cards could work well with that kind of hero power (like Gnomish Experimenter, or if you build your deck in a certain way, Holy Wrath).
I love your class and concept and I'm gonna go a little bit into detail about what I think are the pros and cons of it. I like the keyword latent I think it's creative and good and promotes some well thought out plays. I don't like the hero power. I think that it, like many shuffle into deck hero powers is pretty weak. I like that you tried to balance is out with Sordormi but Sordormi's concept makes the class a little one dimensional. A card that is always in your starting hand is pretty nuts especially when it has such a powerful effect and great stat line.
incoming Meteor- Great card definitely a good showcase. Easy example of how latent works and just a good aoein general. Reminds me a lot of a card I used for my Titan class.
uncertain death- another card that's a really good showcase. I like the anti synergy and the way the class can make a player want to wait to play a card or want to play it immediately.
soridormi- I like the latent idea but I feel like sordormi and the hero power don't exactly fit in with the other two cards. Sordormi for one is ridiculously op. A card that is always in your hand and can be used to tutor for specific cards is nuts. You can always have incoming Meteor on turn 4 by just not hero powering and playing Sordormi.
I had a whole post written up when my computer crashed...
@OBoily: I was doubtful myself about the names and artworks, so I appreciate the input on that front. Soridormi's effect does indeed only happens when she's on the battlefield. As for her being in the starting hand, I felt it was an effect flavorful enough for her to have, and it helps combat the inherent RNG from the Hero Power (it's no use if they're all at the bottom except for fatigue).
As for the other Hero Power ideas you suggested, I'm taking you mean put a minion/spell that's already in your deck on top of your deck rather than just put a minion that exists on top of your deck (rearrange vs generate a card), correct? While I don't particularly mind that idea, I feel it would be harder to balance than the current one, and I wanted something with a draw effect in the Hero Power to support the Latent synergy. I will consider it though if I can come up with some variation I particularly like.
@kamanchee1: I was uncertain myself when trying to pinpoint how much value I should give Soridormi's effect, so I went for a decent body since it is a Legendary. My main thought regarding Soridormi though was that, most of the time, it's as much of a priority target as Thaurissan so it's unlikely she'll get more than one draw off. I don't know if the Hero Power is as much weak as it's RNG-y and swingy, which is why I wanted to give it some consistency with Soridormi, but if that proves to be too troublesome I could always just make the Hero Power place the token at the top of the deck instead of shuffling it (hopefully that still wouldn't make it too over the top, but I'd rather err on the safe side, which is why I made Soridormi).
I don't fully agree that the Hero Power doesn't fit with the Latent effect, since positive Latent effects want to be drawn asap so they can be powered up. Also, while it's true that you could build your deck and use Soridormi in order to fetch exactly what you want (again, most of the time only once), you'd have to be running only that one spell (and so far the class has plenty of 2 and 3 mana spells that aren't particularly bad). As for the always in your starting hand, it was a gimmick I allowed myself since it was on a Legendary minion, but maybe getting rid of that or nerfing the stats would help balancing it. Other than that, I could make the effect more specific, but I didn't want it to be only useful for the Hero Power (maybe fetching only 1-mana spells or 1-mana cards). I don't know what you think would be more balanced (or removing the effect altogether and changing the Hero Power as I menioned earlier).
First off, the class seems well defined -- it knows what it wants to do and the example cards are good, well, examples. I would agree with thebangzats that denying a card draw might actually be too much. I think the idea of it going into their deck is important if you had cards like Bloatmage in mind. I don't have any much better ideas, though. Since it would be more of a problem in the late game where you have more opportunities to push the button and your topdecks are that much more important, I think it would make sense to have it draw a card but still cost some mana. As for the text space: maybe "Draw a card. (Multiple copies of this do not count as "Duplicates.")"?
Other than that, the Phoenix is an interesting way to get information about your opponent's class. It might be able to do with one more health considering the condition is pretty specific, but it's balanced as is. Also, I don't know if it was intentional, but it's not a beast, and IIRC it wasn't in WoW either.
Combustion is a good example of the Siphon keyword being that it's worse than Mind Blast without it, but worth much more with it, like Eviscerate. I don't think there's anything to change here. It's the kind of card that's meant to be used as a finisher, and it would be at that point in the game you could count on it costing 0. Nice.
I think the idea behind Bloatmage is really cool, and a good way to show the class's synergy. However, I think if you're going second, it will always cost 4 if no additional cards have been drawn or the hero power hasn't been used, since you start with 4 cards rather than 3 and draw at the beginning of your turn. It is a very variable condition so 5 might be okay, though I wouldn't say it's unreasonable to cost 6, or possibly lose one stat point somewhere.
Overall, it's a cool class and a good take on the Bloodmage. I like it.
I like your new wording for Mana Leak. I'm probably going to run something like that. Phoenix's are Elementals in WoW, not beasts, so that was intentional.
I double checked the math on the deck size. The second player gets a bonus card, but the first player also immediately draws a card. Going first, the Bloatmage gets no discount. Going second, the bloatmage gets no discount. Until people start playing Draw card effects or shuffling cards into the deck, there is no discount. I'm comfortable with this. Depending on the deck, it might get a faster discount than the Thing from Below, but that seems unlikely. It's also a nice, albeit slow, counter to Patches!
@ZardozSpeaks : Your class concept looks really good. You've put some excellent work there.
Spell Flood : Well made hero power. I like the fact that you take Reno decks into consideration.
Siphon : It's an interesting, versatile and clear mechanic. Also very strong. I just hope that you will balance your cards accordingly. It seems to force your opponent to play cards, even if he doesn't intend to. A deck with Malygos and 2 Spontaneous Combustion would be pretty scary to play against! You could never leave 4 mana open, during late game, for fear of receiving 18 damage out of nowhere!
Should some of your cards with Siphon X cost more than X, so that they can never be free?
Your example cards seem all fine.
A last word : Don't put too much emphasis on the fact that your class may play as a Mill class. It's not a popular deck archetype. Trust me, the last time I participated in the CCC, it was something that was hated about my class.
Thanks for pointing out Malygos. That is indeed a big problem! While plently of classes (mostly Druid, but also Rogue and Mage) can pull of big Malygos combos, they require some finesse and generally some cost discounts. This is way to easy to get 18 damage. I'm going to rebalance Spontaneous Combustion with your suggestions in mind. THANKS.
@ZardozSpeaks: I'm liking your Blood Mage class so far! Siphon is an effect I've been wanting to see, and your implementation is just perfect. Its simple and elegant.
Your Hero Power is interesting. I'm glad you've set it to prevent Reno annihilation, but at the same time adding dead draws to your opponent's deck may be too strong. I like the suggestions made to add a card to your opponent's hand that had some minor but frustrating effect, With this change you'd probably have to rework Bloatmage.
My only big concern is that none of the cards you've posted really feel 'Blood Mage' to me. Mana manipulation, fire, great. That's all that the WC 3 Blood Mage had anyway. But I don't see the 'blood' aspect, unless by 'blood' you mean 'manipulating the mana infused blood of others.' Overall, I like the idea and I'm excited to see where it goes.
Thanks for the feedback. I'm sensing a trend that my hero power might be no good as written.
My last thought I would like to spread regards ZardozSpeaks's Blood Mage class and more precisely its Hero Power. While the idea is cute and the execution extremely clean I worry that the effect is too much of a feel bad mechanic. Players love drawing cards and while your mechanic doesn't say discard it plays much in the same way, as it removes a draw for your opponent. It isn't as feel bad but I think you see the point here. Sadly I haven't got any more direct feedback on it than this, I do hope I don't come of as too negative.
And again, another person that doesn't like the dead draw. I think calling it "cute" tells me everything I need to know. It's probably broken as written.
I'm going to do some card revisions and post Blood Mage v2 in a bit. Thanks again for the feedback.
@SgtFailure: I like your operative class! Heropower: Spybot is a neat mechanic, but I wouldn't overcomplicate it. Instead of dealing damage, I'd have it reveal the card and increase it's mana cost to 2. Hero Powers are supposed to be the equivalent of a Zero mana effect. You've got half a Curse of Rafaam + an extra effect. Hero powers should also be simple, so I'd cut the damage in favor of simplicity alone. Increasing the mana cost to 2 will make ditching it from your hand a tougher decision. I'm a fan of mill decks, so seeing a mill card with hero power synergy is neat. I also like the flavor of Mail Bomb. Chronogun Operative is a neat idea, I've kind of wondered why HS doesn't have any "shuffle it back into your deck" mechanics. My only thought is that you'd need to be careful with adding any class cards that let you duplicate cards, like Gang Up or Thistle Tea. It's probably a bit overstatted for a cycle card too. I'd considering making it a 2/2 or a 2/1 or something. GIS Cryotech : That effect is huge for a 3 mana card. Considering it's power, I wouldn't want to see it out on the board until a turn 5 or 6. I'd up the stats just a bit (probably the attack over the health). Maybe a 3/5 5 mana or something.
@cheeseeatingsurrendermonkey I don't think there is such a rule. I think there have been Deathrattle Hero Power tokens already as well.
@omgnametakenwtf In general I agree with this. There are a lot of Hero Powers submitted that just generate a card to fit the challenge requirements. However, there are some that are planned that way. My Hero Power is intended to let you hold onto the 0 mana spell for when you need it, and the synergy with Auctioneer is absolutely intended.
Here are three versions of my Past and Future, Present spell. They don't have to have Charge and Taunt but I really love the dicotamy and flavor between them. (Imagine they all say Charge and Taunt.) Mana costs and exact wording are debatable, but which of the three seems best? I'm liking the 1st one the most.
Managing this forum and imagur from phone Ian literally the worst.
First, you're going to need to adjust the hero power to fit in with the challenge requirements. Namely, it needs to create a unique token/card, and I don't think we're allowed to use Keywords before the expansion where they first appeared, thus you won't be able to have Discover before we get to TGT. Off the top of my head, I think a quick fix is have the HP add a (1)-Cost Tracking-like card to your hand, maybe alter it so that it allows you to get a copy of a card from your deck, rather than drawing it. while discarding the others. Note: I'm not actually sure if that would be kosher since it mimics Discovery, but then so doesTracking. Best to ask a mod for clarification.
As to your actual cards, if Bulk Haul is one of the few cards that will replenish your deck it seems like between the HP and the other cards tutoring for duplicates you'll be gunning for fatigue pretty often? I don't have the maths off the top of my head, but the discarding and tutoring would seem to be working against one another.
Okay! Blood Mage v2. You can see my original post in the spoiler below for lore and what the final formatting might look like. Let me know which version of the hero power you think is better balanced.
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.
Okay! Blood Mage v2. You can see my original post in the spoiler below for lore and what the final formatting might look like. Let me know which version of the hero power you think is better balanced.
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.
Here are three versions of my Past and Future, Present spell. They don't have to have Charge and Taunt but I really love the dicotamy and flavor between them. (Imagine they all say Charge and Taunt.) Mana costs and exact wording are debatable, but which of the three seems best? I'm liking the 1st one the most.
Managing this forum and imagur from phone Ian literally the worst.
@thepowrofcheese: Yeah, I like the first one the most as well, both in terms of mechanics and flavor. Quick interaction question though: is the copy an exact copy like with Faceless Manipulator? If so, being able to double-up on the effect at 5 Mana cost could be too good: At 10 Mana, copy a big minion with the first copy of "Past and Future, Present", then use the second copy of "Past and Future, Present" on the minion that gained Charge so that both copies from that have Charge; the end result is you get three Charge copies of a big minion (10 Mana quadruple a minion's Attack, essentially). So unless the card doesn't interact like Faceless Manipulator, it would probably be safest to have it cost 6 Mana. Besides that crazy combo, though, I still like the first version the most.
Edit: Now that I think about it, that combo might not actually be that strong, considering Paladin basically has it with double Blessed Champion, which isn't exactly dominating the meta.
Okay! Blood Mage v2. You can see my original post in the spoiler below for lore and what the final formatting might look like. Let me know which version of the hero power you think is better balanced.
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.
Ral'thon Morningstar: Blood Mage
Hero Power v 2.1
Hero Power v2.2
And my 3 Example Cards
@ZardozSpeaks: The second version is definitely better (and the Hero Power description fits more nicely); it's better to add a Mana Cost to your opponent's next draw instead of replacing it with a dead card.
Your cards all seem fair to me, except for "Hungry Bloatmage", which I feel is overstatted: a 5-Mana 5/5 with Spell Damage +1 is a pretty solid body already, and it's quite likely to be discounted by at least one (and may not even require you to Hero Power to get that discount since they could be drawing more than you), meaning that you're quite likely to be able to play a 5/5 with Spell Damage +1 by turn 3 or 4. I think either increasing the Cost by 1 (I think this is preferable) or reducing it's Health by 1 would make it more balanced.
Okay! Blood Mage v2. You can see my original post in the spoiler below for lore and what the final formatting might look like. Let me know which version of the hero power you think is better balanced.
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.
Ral'thon Morningstar: Blood Mage
Hero Power v 2.1
Hero Power v2.2
And my 3 Example Cards
You can't gp with the first Hero Power because it's a deck attack. The second one is better but it is incredibly weak. It's not worth paying 2 mana to eventually at some point in the future add a dead card to your opponent's hand. It's such a slow hero power. No one would choose it from Sir Finley Mrrgglton over any other hero power. It needs some additional effect to be worth using.
Any last thoughts before I submit? Is 3 spells an OK number for Echo Chamber? Is Spirit Fire a bit too plain? how can I centre that damn tooltip, which goes back to the side no matter what I do?
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, simultaneously, (to prevent Echo Chamber into Echo Chamber into INFINITE LOOP! Casting two echo chambers followed by a spell would cause the spell to be cast 4 times) 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 if you choose to use it that way.
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.
@mewdrops Eh... not sure I'm liking the direction you're going with medium. I'm not sure cost discounts are something to build a class around. Discounts aren't a deck/style archetype, they generally just make a deck run smoother, though combo decks need discounts the most. But until we know what we're discounting, all I can imagine are typical Malygos or Reno OTK combos.
Foxfire: no need to rewarded a discounted carded. It just means you have to over-cost the card to balance it. Echo Chamber: Until I know what kinds of spells your class has, it's impossible to judge this. Are you a minion buffing class? a removal/counter/secret class? A burn or AOE class? And really, the next 3 spells? A spell that duplicates the next spell would be OP enough. Spirit Fire: Seems like a bad example card. We want to know what we can be discounting, not the cards we can't be discounting.
Ethereal is a strange keyword choice. I understand the need for the effect, but it's kind of a pain. If the class is about discounting, shouldn't most of its cards be open to discounts? Also, if you decide you really need this mechanic, ethereal is a poor choice of word. I'd pick something that speaks more to the keywords concept like "Fixed" or "Stable" or "Immutable". "Absolute" something along those lines.
But yeah... to reiterate: card discounts aren't something to build a class around.
Okay, 4th version, what do you guys think of these 3 options?
This 3 version is an "auto-cast" on-draw effect, similar to Beneath the Grounds and Ambush or Ancient Shade and Ancient Curse. It doesn't count as a spell cast (for Gadgetzan Auctioneer or Yogg) and it doesn't trigger if i'ts an overdraw discard when the hand is full.
Of the 3 versions, I think I like the first best (pay 2 life, potential dead draw for the opponent). I love how simple it is. The second seems the safest. The 3rd has good flavor but seems too complex for a hero power.
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I have no Idea what I am doing, help
So I haven't been able to shake the thought that my original idea is inherently too self-centered (and by that I mean that it doesn't want anything to do with neutral cards) by design and, since there's still time, I've been toying around with some other ideas that might be more in line with what you'd expect from the real classes:
First and foremost the Hero Power works better (in my opinion) with rule 2, though I fear it may be too similar to something that's already been done. Draw 2 cards in a card that's been shuffled into your deck means it's pretty much Life Tap without the life loss but with a delay, while the extra effect felt like a nice compensation if you're willing to wait yet another turn to get the card. I'm always open to balancing concerns, though.
I like the keyword because it (mostly) encourages drawing cards and hoarding them much like a control/combo deck would, while it can also function inversely (by having the Latent effect be negative, it's easy to make cards that are better to play the turn you draw them). It's meant to reflect the Bronze Dragon's ability of being 'just in time'.
Soridormi: This is meant to synergize specifically with the Hero Power without depending on it. It helps combat the randomness of shuffling the card draw into your deck, but it will probably only go off once most of the time.
Incoming Meteor: A simple example of a Latent effect that becomes stronger if you wait for the perfect moment, but can always work in a pinch.
Uncertain Death: An obligatory example of a reverse latent effect. It's either a 4 mana Assassinate or a 4 mana Deadly Shot, depending on whether you play it right away or wait for a better opportunity.
Zeal serves three distinct functions for a Scarlet Crusader.
***Special Note -- "paying life" for Zeal (or your Hero Power) would ignore Armor and Immunity, and you can still lose the game if paying that cost drops your health to 0.
Hero: Ajax, The Collector.
"He'll do anything and everything for the best cards, at the best value"
The concept around this hero and hero power is constantly refining a deck throughout the match. The hero power comes at a steep price. Similar to the hunter card, Tracking, You get to discover a card but the other two will be discarded. This allows you to play with expert precision, however, you will soon reach fatigue.
Bulk Haul:
This card demonstrates the synergy you can build during a match. It is also one of the few cards that will replenish your deck.
Trouble and Double:
These mercenaries formed a bond that runs deep... into your deck. Play one and summon another. This card runs into the issue of being discarded due to your hero power. You never want two copies of it in your hand and if you discard a copy with your hero power it functions poorly on its own.
Bundled Tome:
You can see the potential synergy for this card and a card like Bulk Haul. This card can be as powerful as eviscerate, without the combo, However, as you refine your deck further with your hero power the other copy has the risk of being discarded. Then it's an overpriced Arcane Shot. DISCLAIMER: Spell power only works for the overall damage of this card. Because it takes some time to set up the combo pieces with a card like malygos, the impact of the combo will be reduced whenever a copy is drawn.
Haste:
It works similarly to Shadow word: shield. But it draws a card that is always the same. The value of this card can be lost if you don't carefully plan out your hero power turns, turning out to be a very poor buff.
Shackled Brute:
This one synergises with your hero power. There's a risk in drawing him, although. It just isn't his time to be unleashed upon the world, He'll be sent to the bottom of your deck and deny you a card draw. You want to strike a deal with him using your hero power, in which case he is discovered, not drawn, allowing him to stay in your hand.
Please let me know what you think before I post onto the submission forums. Tell me which 3 cards are the best for the first submission.
@Aelxer : Love the Latent mechanic. Superb use with Incoming Meteor and Uncertain Death. Either the card can become better, or worse, over time. The names, and artworks, are well chosen too. Good card balance. Good design.
Soridormi's end of turn effect happens while she is on the battlefield, right? Is there a reason why she's always in your starting hand?
About your hero's power, if you feel that it is hard to balance, or that similar hero powers have already been created, maybe you could keep a transformational hero power like in your first design.
The first half could do something like "Put a minion on top of your deck." and the other, "Put a spell on top of your deck". You like scrying and filtering abilities, maybe this is something that you will appreciate. It is not too powerful, but it lets you prepare your next turn. Some cards could work well with that kind of hero power (like Gnomish Experimenter, or if you build your deck in a certain way, Holy Wrath).
@Aexler
I love your class and concept and I'm gonna go a little bit into detail about what I think are the pros and cons of it. I like the keyword latent I think it's creative and good and promotes some well thought out plays. I don't like the hero power. I think that it, like many shuffle into deck hero powers is pretty weak. I like that you tried to balance is out with Sordormi but Sordormi's concept makes the class a little one dimensional. A card that is always in your starting hand is pretty nuts especially when it has such a powerful effect and great stat line.
incoming Meteor- Great card definitely a good showcase. Easy example of how latent works and just a good aoein general. Reminds me a lot of a card I used for my Titan class.
uncertain death- another card that's a really good showcase. I like the anti synergy and the way the class can make a player want to wait to play a card or want to play it immediately.
soridormi- I like the latent idea but I feel like sordormi and the hero power don't exactly fit in with the other two cards. Sordormi for one is ridiculously op. A card that is always in your hand and can be used to tutor for specific cards is nuts. You can always have incoming Meteor on turn 4 by just not hero powering and playing Sordormi.
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
Is there a rule against the hero power token having a deathrattle ?
Custom cards :
CLASSES : Alchemist (CCC#5 | Phase V) | Chef (CCC#4)
EXPANSIONS : Year of the Scorpion (Year Comp)
I had a whole post written up when my computer crashed...
@OBoily: I was doubtful myself about the names and artworks, so I appreciate the input on that front. Soridormi's effect does indeed only happens when she's on the battlefield. As for her being in the starting hand, I felt it was an effect flavorful enough for her to have, and it helps combat the inherent RNG from the Hero Power (it's no use if they're all at the bottom except for fatigue).
As for the other Hero Power ideas you suggested, I'm taking you mean put a minion/spell that's already in your deck on top of your deck rather than just put a minion that exists on top of your deck (rearrange vs generate a card), correct? While I don't particularly mind that idea, I feel it would be harder to balance than the current one, and I wanted something with a draw effect in the Hero Power to support the Latent synergy. I will consider it though if I can come up with some variation I particularly like.
@kamanchee1: I was uncertain myself when trying to pinpoint how much value I should give Soridormi's effect, so I went for a decent body since it is a Legendary. My main thought regarding Soridormi though was that, most of the time, it's as much of a priority target as Thaurissan so it's unlikely she'll get more than one draw off. I don't know if the Hero Power is as much weak as it's RNG-y and swingy, which is why I wanted to give it some consistency with Soridormi, but if that proves to be too troublesome I could always just make the Hero Power place the token at the top of the deck instead of shuffling it (hopefully that still wouldn't make it too over the top, but I'd rather err on the safe side, which is why I made Soridormi).
I don't fully agree that the Hero Power doesn't fit with the Latent effect, since positive Latent effects want to be drawn asap so they can be powered up. Also, while it's true that you could build your deck and use Soridormi in order to fetch exactly what you want (again, most of the time only once), you'd have to be running only that one spell (and so far the class has plenty of 2 and 3 mana spells that aren't particularly bad). As for the always in your starting hand, it was a gimmick I allowed myself since it was on a Legendary minion, but maybe getting rid of that or nerfing the stats would help balancing it. Other than that, I could make the effect more specific, but I didn't want it to be only useful for the Hero Power (maybe fetching only 1-mana spells or 1-mana cards). I don't know what you think would be more balanced (or removing the effect altogether and changing the Hero Power as I menioned earlier).
Alright, digging back to page 33 and 34, I've been mulling over criticism to my Blood Mage class. I got some good feedback.
I like your new wording for Mana Leak. I'm probably going to run something like that.
Phoenix's are Elementals in WoW, not beasts, so that was intentional.
I double checked the math on the deck size. The second player gets a bonus card, but the first player also immediately draws a card. Going first, the Bloatmage gets no discount. Going second, the bloatmage gets no discount. Until people start playing Draw card effects or shuffling cards into the deck, there is no discount. I'm comfortable with this. Depending on the deck, it might get a faster discount than the Thing from Below, but that seems unlikely. It's also a nice, albeit slow, counter to Patches!
I'm going to do some card revisions and post Blood Mage v2 in a bit. Thanks again for the feedback.
Heropower: Spybot is a neat mechanic, but I wouldn't overcomplicate it. Instead of dealing damage, I'd have it reveal the card and increase it's mana cost to 2. Hero Powers are supposed to be the equivalent of a Zero mana effect. You've got half a Curse of Rafaam + an extra effect. Hero powers should also be simple, so I'd cut the damage in favor of simplicity alone. Increasing the mana cost to 2 will make ditching it from your hand a tougher decision.
I'm a fan of mill decks, so seeing a mill card with hero power synergy is neat. I also like the flavor of Mail Bomb.
Chronogun Operative is a neat idea, I've kind of wondered why HS doesn't have any "shuffle it back into your deck" mechanics. My only thought is that you'd need to be careful with adding any class cards that let you duplicate cards, like Gang Up or Thistle Tea. It's probably a bit overstatted for a cycle card too. I'd considering making it a 2/2 or a 2/1 or something.
GIS Cryotech : That effect is huge for a 3 mana card. Considering it's power, I wouldn't want to see it out on the board until a turn 5 or 6. I'd up the stats just a bit (probably the attack over the health). Maybe a 3/5 5 mana or something.
@cheeseeatingsurrendermonkey I don't think there is such a rule. I think there have been Deathrattle Hero Power tokens already as well.
@omgnametakenwtf In general I agree with this. There are a lot of Hero Powers submitted that just generate a card to fit the challenge requirements. However, there are some that are planned that way. My Hero Power is intended to let you hold onto the 0 mana spell for when you need it, and the synergy with Auctioneer is absolutely intended.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Here are three versions of my Past and Future, Present spell. They don't have to have Charge and Taunt but I really love the dicotamy and flavor between them. (Imagine they all say Charge and Taunt.) Mana costs and exact wording are debatable, but which of the three seems best? I'm liking the 1st one the most.
Managing this forum and imagur from phone Ian literally the worst.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Okay! Blood Mage v2. You can see my original post in the spoiler below for lore and what the final formatting might look like. Let me know which version of the hero power you think is better balanced.
Ral'thon Morningstar: Blood Mage
Hero Power v 2.1
Hero Power v2.2
And my 3 Example Cards
THERE IS NO GAME.
@thepowrofcheese: Yeah, I like the first one the most as well, both in terms of mechanics and flavor. Quick interaction question though: is the copy an exact copy like with Faceless Manipulator? If so, being able to double-up on the effect at 5 Mana cost could be too good: At 10 Mana, copy a big minion with the first copy of "Past and Future, Present", then use the second copy of "Past and Future, Present" on the minion that gained Charge so that both copies from that have Charge; the end result is you get three Charge copies of a big minion (10 Mana quadruple a minion's Attack, essentially). So unless the card doesn't interact like Faceless Manipulator, it would probably be safest to have it cost 6 Mana. Besides that crazy combo, though, I still like the first version the most.
Edit: Now that I think about it, that combo might not actually be that strong, considering Paladin basically has it with double Blessed Champion, which isn't exactly dominating the meta.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Any last thoughts before I submit? Is 3 spells an OK number for Echo Chamber? Is Spirit Fire a bit too plain? how can I centre that damn tooltip, which goes back to the side no matter what I do?
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, simultaneously, (to prevent Echo Chamber into Echo Chamber into INFINITE LOOP! Casting two echo chambers followed by a spell would cause the spell to be cast 4 times) 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 if you choose to use it that way.
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.
Why Rogue is my favourite class:
My submission for this week's card design competition.
@mewdrops
Eh... not sure I'm liking the direction you're going with medium. I'm not sure cost discounts are something to build a class around. Discounts aren't a deck/style archetype, they generally just make a deck run smoother, though combo decks need discounts the most. But until we know what we're discounting, all I can imagine are typical Malygos or Reno OTK combos.
Foxfire: no need to rewarded a discounted carded. It just means you have to over-cost the card to balance it.
Echo Chamber: Until I know what kinds of spells your class has, it's impossible to judge this. Are you a minion buffing class? a removal/counter/secret class? A burn or AOE class? And really, the next 3 spells? A spell that duplicates the next spell would be OP enough.
Spirit Fire: Seems like a bad example card. We want to know what we can be discounting, not the cards we can't be discounting.
Ethereal is a strange keyword choice. I understand the need for the effect, but it's kind of a pain. If the class is about discounting, shouldn't most of its cards be open to discounts? Also, if you decide you really need this mechanic, ethereal is a poor choice of word. I'd pick something that speaks more to the keywords concept like "Fixed" or "Stable" or "Immutable". "Absolute" something along those lines.
But yeah... to reiterate: card discounts aren't something to build a class around.
This 3 version is an "auto-cast" on-draw effect, similar to Beneath the Grounds and Ambush or Ancient Shade and Ancient Curse. It doesn't count as a spell cast (for Gadgetzan Auctioneer or Yogg) and it doesn't trigger if i'ts an overdraw discard when the hand is full.