Right, I've gotten a little feedback and given my hero some thought, so before I submit I'd like to quickly present my hero over here again.
To reiterate, the class uses rarity to its advantage, allowing rarity to count as something like a second tribe, rather than the interestingness of the minion. This allows more interesting gameplay for new players and also has a Peasant King deck that allows new players to get into control without needing epic and legendary rated minions. In addition, it can also function as a regular control and aggro deck, and allows gimmicky epic and legendary decks to be made, though they intentionally won't be at the top of the tier list.
Now, onto the cards.
Squad Leader - Removed Taunt, Increased health to 2. I realised this card needed a heavy buff during it's creation, but I showed it off as it was regardless. With an emphasis on the minions survivabilty and with little attack, this minion can reliably get out a couple of 1/1's on turn 4 as well as becoming a 2/5. This requires investment from the hero power, which against aggro decks, the card that this is designed to face, allows the card to be balanced. Meanwhile, this thing does little against control due to the militiamen being really small, and with promote inheritly not working on legendaries, getting a maximum of 6 1/1's and a 4/7 with many uses of the hero power won't bother control too much. And the turn after it's put down, you can get off a personal trainer or just another hero power as well as a 2-drop, which will allow stabilisation, especially since it would be difficult for an aggro deck to kill the 2/5.
Personal Trainer - This card has not been changed, I'm happy with how it is. It allows a minion to become just slightly more "Skilled" (That's in terms of flavour, not power) than him by making it an epic minion with +2/+2 more than before, in exchange he'll be heavily behind on stats and the effect quickly deteriorates on higher rarity cards. This makes it a good general card and a good card for common decks, as well as a good card for epic decks because it allows a non-epic to go up to epic and trigger the effect of things like Spear of Champions. Speaking of that...
Spear of Champions - Reworked stats from 6 mana 3/3 to 6 mana 5/2, no longer triggers on weapons, triggers without killing minions. The previous spear triggered off of itself, which I wanted because I wanted to make cards which could promote weapons, however I might have to limit that to some pirate in a different expansion in future or something, because that made this thing one of the hardest things to balance the stats of, especially with a minion killing reliance. Too much attack, and the durability and damage buff makes it a stronger Reaper by quite a bit. Too little attack, you can't trigger the effect, like, ever. Plus high durability makes the self buffing effect close to being overpowered and too little means the effect will only trigger once or twice, and the card should ideally be played FOR the buff.
And so, I've reworked the effect. Now it's a slightly costier Reaper that will buff two of your epics over two turns. In comparison to Sword of Justice, the card is faster as the effect is immediate and isn't PURELY for the buffs, so it might actually be played. It's also more flavourful, making your epics become "Champions" (Legendaries) was the entire premise of the card in terms of flavour, making itself a legendary makes little sense. Is it good, is it bad? I'd like feedback on this card more than the others really.
The only problem is, again, example cards can't summon any exclusive tokens (in yhis case, the two 1/1 militiamen), so you should consider showing another card instead.
Oh, damn, didn't catch that. I guess I'll go get one of my other cards... How about these?
These cards work with the basic mechanics of the Peasant King. You want to fill your hand and board with peasants and you want your wall of peasants to keep you safe.
Rations allows you to give your peasant swarm a huge buff to their health whilst allowing you to stabilise from your opponents burst. It costs 2 because triggering on only 1 minion isn't brilliant, so you really need 2 or 3 to justify using it. And having it only give health doesn't cause minions to become big and strong, it only helps to keep them from dying. Sure you may have given all of your tiny little Militiamen +0/+3, but 1/4's still don't do anything. Again, your goal is to make a wall of little guys that the opponents little guys will die on, not gain huge early game power to beat up the opponents.
To help refuel your hand while generating a little board prescence, the Lowly Commoner fits the flavour of Peasant King and is fairly strong in terms of value. Basically, in a Militia, you take what you get, be it the tailor, the innkeeper, or some farmer, and you take them to the frontline, because you need to. You use whoever's at hand, you don't get picky. For the actual archetype of Peasant King, it is cheap and sacrifices effect for stats, which is what you prioritise in the early game, against aggro. Meanwhile it helps you swarm minions, which is also part of the archetype, and can potentially fetch bigger minions, like a Faceless Behemoth. Also since it doesn't draw from the deck, it does help considering that this is a late game focused deck. Preventing yourself from fatigueing is very helpful in control. This card does not take cards from outside the reach of the King class.
Shieldwall is a card designed to work with the whole token-control theme as well. It gives everything you have a promotion for all their hard work on the frontline, making them stronger, sturdier, and most importantly, teaches them to co-ordinate, so that they can protect you. Basically, it's Mark of the Lotus with the added effect of taunting them up. This Promotes minions first, THEN adds the taunt effect to all minions promoted. Therefore any minions added between the buff and the taunt being added wouldn't gain the taunt, as well as any legendary minions.
Rations seems fine, Shield Wall seems potentially dangerous but fine, however Lowly Commoner seems very strong. I know it only draws you common minion, but there are plenty of extremely strong common minions in this game, on top of that its a 2/2. Its pretty much crazy value for its cost, even if that value might be high variance, even blizzard hasn't made a 2/2 that draws you a card for 2 yet. I also think a Lowly Peasant that has a better statline than a number of not so lowly non-peasants is rather odd.
King's Elekk, Undercity Huckster, Dark Peddler, and the actual cost and stats are rarely accurate to the real thing. Bloodmage Thalnos is a legendary mage who should be pretty big, but he's a 1/1. And Kazakus, who's the leader of the Kabal and actually a big scary dragon, will die to a puddlestomper... Anyway I have decided I may limit it's cost to only give you a cheap card, like "Battlecry: Add a random common minion to your hand that costs (5) or less." Any idea what the max cost should be?
I do understand that the mechanic would be weak or broken if it could increase any kind of numerical value, like restored Health or cards drawn. However, it seems unnatural that a keyword must work differently on different types of spells. Moreover, that it only works with spells which deal damage. Sure, the keyword may apply to a spell, but the effect seems limited. Other already existing keywords, like Combo or Choose One, works well independently of the card's text and type.
My initial idea was to make it work on multiple things, but I resorted to spell damage to stop the effect being broken. I think I might just resort to an additional effect of a 1 damage AoE being added onto the card, seems fairly balanced considering the one card that can actually promote spells is a 6 mana 6/5.
Sure, he has excellent combo potential. But with a restricted number of cards; common cards which benefit from being promoted. Most of the time, the effect will be fair. A Health buff is fine, too. (I edited my previous comment, if you want to read it again.)
Ok, I am posting this hear mostly to proof read and finalize it. Anyone feedback is still appreciated, I know I'm doing something many people this is crazy/drastic/extremely difficult to balance, and I believe that is very true myself. I do however, want to take on that challenge, to make a hero power that seems highly abusable, but making it balanced and still fun. Anyway, let's get to the main post, then I have some other cards I could really really use feedback on.
I am putting the main post into a spoiler, since it was already posted, though with slightly different versions of cards and explanations. I don't want to flood the forum with a repeat post.
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 FIRST TIME ENTRANT FROM OUR FINAL QUALIFIER, GYRO AND SIRI QUIKREV! TODAY'S RACE SHOULD BE EXCITING!! LADIES AND GENTLEMAN, START YOUR ENGINES!!!
The Racer
The Draft mechanic is probably a touch confusing to new players, and its very very likely it shouldn't show up on my hero power and related effects. I do want to push the idea of tempo though and I think the mechanic is extremely vital to that and my vision. For clarification, Draft only effects the cards in your hand and only for the current turn. Its not going to make your deck free and allow you to play your whole deck at any point. Its not going to reduced cards over a period of time, thus it can only be used to gain tempo at that moment. I feel like while the effect is powerful, its properly balanced around its weakness and the cards I plan to create for the class.
My inspiration was to try to find something that had minor development in WoW but also broad spectrum appeal. Therefore I want with Racing. We don't see tons of it, Shimmering Flats and the Mirage Raceway aren't the same as when I started playing WoW 10 years ago, and its also certainly wasn't the Mario Kart-esque concept chose to create here, but I think we all enjoy a good battle racer. Also I wanted to explore the idea of tempo and comebacks, which led me to the Draft mechanic and some of the other underlying concepts within the class. I hope you find it both interesting and unique and perhaps you can have an open mind about what I plan to do after seeing just these few cards. I am aware of Combo fear and burst potential, and I already have plenty of "safe" but cool options created if I could just get past this round to show you. On to my example cards.
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 notice 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, and I don't want you to think they will all be about gaining life or drafting, there will be a number of variation of possible effects. I feel like the mana cost and base effect are a bit over priced, while triggering the secondary affect will lead to a decent mana advantage, though you may not be able to maximize the Draft unless you play this later in the game.
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. Now, obviously Draft won't show itself on tons and tons of cards, as it is also tied to our hero power, it will however show up often enough to allow you try to set up powerful dynamic turns, potentially turning what look like lost games into fighting chances. I don't want to over do anything, and there is a large amount of balance to be considered.
I hope you're not only interested but excited to see what I've got in store. Thank you for any votes.
Now, I also want to share my current first round draft for my full basic set. I say first round for a reason, rules may shift what I can do, and of course there is always room for more balance. I will hide these in a spoiler, so only people truly interested in them can make the choice to check them out and those that don't really have time can easily move on.
Last Ditch Effort - I wanted to make a form of removal that also had a drawback and didn't use damage. This class will only have a few damaging spells, and I don't plan on letting any of them go face, so that is why I went with this design. I am worried its still under cost or overly specific, I thought about having it just kill a completely random minion. Thanks for feedback.
Caution - This is one of the first conceptual buff ideas for the class and its meant to really queue into the racing concept. I felt like 2 mana for a symmetric effect might still be too good, but I would love to know what other people think.
Speed Freak - This is just one of our basic minions. Its vanilla, but its a unique stat line. The class itself isn't massively aggressive, but I though a nice basic minion would still help cement the class and its identity.
Clumsy Mechanic - Much like Warlock I want to throw drawbacks on a few of the class cards but give them tempo upside. This is one of those cards that I felt like had enough variance and disadvantage to be good but not over powered.
Start Your Engines! - The second of our group buffs and major theme pushers. Again, we are taking a basic card from another class and changing it to fit our needs. This is something that is almost necessary, as there are only so many ideas. This card is a bit difficult to play and might be overly frustrating as a basic card simply because the Can't Attack Heroes clause does apply to your whole side no matter what, meaning you have to make your attacks correctly.
Fall Back - This is our first major defensive card, and I'm not sure if the cost and effect are correct. I'm fine with it being pushed toward weak though, ever class has good and bad cards and a niche card is completely fine to me.
Tactical Maneuver - This is one of two Basics with the health related text. I am not sure if people feel like that is overly complicated for basic, but there are other cards with a fair amount of text in that range, like Kill Command or wordy cards like Mind Vision and Tracking.
Crowd Favorite - This card might seem somewhat odd in but I felt like it was a great concept card. The Crowd Favorite is a winner, he's tough and he's dangerous, but he's also the one almost all the other racers are looking to knock off. This led me to make a large Taunt minion to embody that.
Qualifier - This is the card I'm the most concerned with. The effect is highly dynamic and the balance of the cost and effect are something I spent a long time on. I know that the "Reno" effect is on a legendary, and it came out well into the games development but I don't think that should discredit this card or that fact it could be in the basic set. It is a very strong heal, though not massively cost efficient, and it does nothing but heal. Either way, I would really love feedback on this card most of all, as its the one I worry about the most. I could likely come up with so different solutions and potential replacements.
Thanks for any and all replies.
My previous reply was too lengthy for the forum to handle so I'll just give a run down of my points.
Last Ditch Effort - Interesting, yet should really be random, as a self harming deadly shot, a little too strong otherwise.
Caution - Win more if you don't use in conjunction with Start Your Engines! but doesn't need a redesign because that's a cool combo right there.
Speed Freak - There are no vanilla class cards, you have to give it something, because even with an interesting stat line, it's boring.
Clumsy Mechanic - Can it hit face? No = pretty mediocre. Yes = pretty damn good with an empty board.
Start Your Engines - Draft x3, bunch of minions, Caution, Start Your Engines. Now that's a cool combo. Not quite as cool as Draft x3, Mogor's Champion x2, Faceless Manipulator x2, Start your Engines lethal but pretty cool.
Fall Back - Keep in mind mark of the lotus provides the same amount of stats, sits in a class with lots of token generation and costs 1. The only reason you'd use this is if you were to put it at the end of a giant draft chain, in which case it's... Alright.
Tactical Manuever - Effect is almost guarenteed in a self-harming control deck, and 5 mana, deal 7, draw is insane.
Crowd Favorite - Wear no glasses and get confused about why the crowd favorite is a man in a rocket powered wheelchair, he ain't winning. Other than that, change the name, that's already taken.
Qualifier - Effect is insane, not necessarily too good, not necessarily too bad, but too insane for a basic. Also, I'm guessing you mustn't play a huge lot of arena.
Hey guys, how's it going, Kripparian here. So, today in arena I drafted 10 Qualifiers and laughed as my opponents will to live drained away.
Yeah, Last Ditch effort was a tough one. I had issues with it being full random but you're almost definitely right that's the call.
Caution, Start Your Engines and Fall Back might need to all shift costs either up or down slightly. And I do think giving mass taunt is worth something, that isn't a 0 mana effect, though its probably true it could cost less, maybe buff less and costs less. I'll work on it.
With Speed Freak, its true there are no vanilla minions, but that doesn't strictly mean there can't be any. Maybe you're right and it doesn't give the class enough identity, but I find it extremely hard to design class specific minions at this point. A lot of ideas are already out there, its very easy to make a class cards that's 100% a better version of a Neutral card, its something different to find something new and unique, especially in the low cost minions.
Clumsy Mechanic does hit your face when you play it on an empty board. There is potential that the damage needs to go up 1 point.
Tactical Maneuver might be fairly strong, but 7 damage doesn't kill every minion, and of course it can't go face. Its true that there is a decent likelihood you can trigger it but nothing is assured. I don't plan to give the class too many self damage sources.
I totally missed the Crowd Favorite name, thanks for that. Also, that's a Fonzie goblin on a motorcycle, not a grandpa in a wheelchair. I thought that was good art.
I know Qualifier is pretty crazy. Its something I spent a long time deciding on. I have played a fair amount of Arena, and I know that spending your whole turn to go back to full health without impacting the board doesn't win that many games. Its true that the strength of the effect at common probably means you're right, I simply can't leave it as a basic card. I'll come up with something else.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Right, I've gotten a little feedback and given my hero some thought, so before I submit I'd like to quickly present my hero over here again.
To reiterate, the class uses rarity to its advantage, allowing rarity to count as something like a second tribe, rather than the interestingness of the minion. This allows more interesting gameplay for new players and also has a Peasant King deck that allows new players to get into control without needing epic and legendary rated minions. In addition, it can also function as a regular control and aggro deck, and allows gimmicky epic and legendary decks to be made, though they intentionally won't be at the top of the tier list.
Now, onto the cards.
Squad Leader - Removed Taunt, Increased health to 2. I realised this card needed a heavy buff during it's creation, but I showed it off as it was regardless. With an emphasis on the minions survivabilty and with little attack, this minion can reliably get out a couple of 1/1's on turn 4 as well as becoming a 2/5. This requires investment from the hero power, which against aggro decks, the card that this is designed to face, allows the card to be balanced. Meanwhile, this thing does little against control due to the militiamen being really small, and with promote inheritly not working on legendaries, getting a maximum of 6 1/1's and a 4/7 with many uses of the hero power won't bother control too much. And the turn after it's put down, you can get off a personal trainer or just another hero power as well as a 2-drop, which will allow stabilisation, especially since it would be difficult for an aggro deck to kill the 2/5.
Personal Trainer - This card has not been changed, I'm happy with how it is. It allows a minion to become just slightly more "Skilled" (That's in terms of flavour, not power) than him by making it an epic minion with +2/+2 more than before, in exchange he'll be heavily behind on stats and the effect quickly deteriorates on higher rarity cards. This makes it a good general card and a good card for common decks, as well as a good card for epic decks because it allows a non-epic to go up to epic and trigger the effect of things like Spear of Champions. Speaking of that...
Spear of Champions - Reworked stats from 6 mana 3/3 to 6 mana 5/2, no longer triggers on weapons, triggers without killing minions. The previous spear triggered off of itself, which I wanted because I wanted to make cards which could promote weapons, however I might have to limit that to some pirate in a different expansion in future or something, because that made this thing one of the hardest things to balance the stats of, especially with a minion killing reliance. Too much attack, and the durability and damage buff makes it a stronger Reaper by quite a bit. Too little attack, you can't trigger the effect, like, ever. Plus high durability makes the self buffing effect close to being overpowered and too little means the effect will only trigger once or twice, and the card should ideally be played FOR the buff.
And so, I've reworked the effect. Now it's a slightly costier Reaper that will buff two of your epics over two turns. In comparison to Sword of Justice, the card is faster as the effect is immediate and isn't PURELY for the buffs, so it might actually be played. It's also more flavourful, making your epics become "Champions" (Legendaries) was the entire premise of the card in terms of flavour, making itself a legendary makes little sense. Is it good, is it bad? I'd like feedback on this card more than the others really.
The only problem is, again, example cards can't summon any exclusive tokens (in yhis case, the two 1/1 militiamen), so you should consider showing another card instead.
Oh, damn, didn't catch that. I guess I'll go get one of my other cards... How about these?
These cards work with the basic mechanics of the Peasant King. You want to fill your hand and board with peasants and you want your wall of peasants to keep you safe.
Rations allows you to give your peasant swarm a huge buff to their health whilst allowing you to stabilise from your opponents burst. It costs 2 because triggering on only 1 minion isn't brilliant, so you really need 2 or 3 to justify using it. And having it only give health doesn't cause minions to become big and strong, it only helps to keep them from dying. Sure you may have given all of your tiny little Militiamen +0/+3, but 1/4's still don't do anything. Again, your goal is to make a wall of little guys that the opponents little guys will die on, not gain huge early game power to beat up the opponents.
To help refuel your hand while generating a little board prescence, the Lowly Commoner fits the flavour of Peasant King and is fairly strong in terms of value. Basically, in a Militia, you take what you get, be it the tailor, the innkeeper, or some farmer, and you take them to the frontline, because you need to. You use whoever's at hand, you don't get picky. For the actual archetype of Peasant King, it is cheap and sacrifices effect for stats, which is what you prioritise in the early game, against aggro. Meanwhile it helps you swarm minions, which is also part of the archetype, and can potentially fetch bigger minions, like a Faceless Behemoth. Also since it doesn't draw from the deck, it does help considering that this is a late game focused deck. Preventing yourself from fatigueing is very helpful in control. This card does not take cards from outside the reach of the King class.
Shieldwall is a card designed to work with the whole token-control theme as well. It gives everything you have a promotion for all their hard work on the frontline, making them stronger, sturdier, and most importantly, teaches them to co-ordinate, so that they can protect you. Basically, it's Mark of the Lotus with the added effect of taunting them up. This Promotes minions first, THEN adds the taunt effect to all minions promoted. Therefore any minions added between the buff and the taunt being added wouldn't gain the taunt, as well as any legendary minions.
Rations seems fine, Shield Wall seems potentially dangerous but fine, however Lowly Commoner seems very strong. I know it only draws you common minion, but there are plenty of extremely strong common minions in this game, on top of that its a 2/2. Its pretty much crazy value for its cost, even if that value might be high variance, even blizzard hasn't made a 2/2 that draws you a card for 2 yet. I also think a Lowly Peasant that has a better statline than a number of not so lowly non-peasants is rather odd.
King's Elekk, Undercity Huckster, Dark Peddler, and the actual cost and stats are rarely accurate to the real thing. Bloodmage Thalnos is a legendary mage who should be pretty big, but he's a 1/1. And Kazakus, who's the leader of the Kabal and actually a big scary dragon, will die to a puddlestomper... Anyway I have decided I may limit it's cost to only give you a cheap card, like "Battlecry: Add a random common minion to your hand that costs (5) or less." Any idea what the max cost should be?
King's Elekk isn't a guaranteed card, and Huckster is a deathrattle not a battlecry, which means it can be silenced, even if that isn't very common. Peddler you kind of have me on, but Peddle only gets 1 drops, your card could get Fire Elemental or Water Elemental or any number of other powerful mid to late game value cards. I think anything up to 3 mana should be ok, when you get over 4 mana you can get into a lot of powerful class commons.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Right, I've gotten a little feedback and given my hero some thought, so before I submit I'd like to quickly present my hero over here again.
To reiterate, the class uses rarity to its advantage, allowing rarity to count as something like a second tribe, rather than the interestingness of the minion. This allows more interesting gameplay for new players and also has a Peasant King deck that allows new players to get into control without needing epic and legendary rated minions. In addition, it can also function as a regular control and aggro deck, and allows gimmicky epic and legendary decks to be made, though they intentionally won't be at the top of the tier list.
Now, onto the cards.
Squad Leader - Removed Taunt, Increased health to 2. I realised this card needed a heavy buff during it's creation, but I showed it off as it was regardless. With an emphasis on the minions survivabilty and with little attack, this minion can reliably get out a couple of 1/1's on turn 4 as well as becoming a 2/5. This requires investment from the hero power, which against aggro decks, the card that this is designed to face, allows the card to be balanced. Meanwhile, this thing does little against control due to the militiamen being really small, and with promote inheritly not working on legendaries, getting a maximum of 6 1/1's and a 4/7 with many uses of the hero power won't bother control too much. And the turn after it's put down, you can get off a personal trainer or just another hero power as well as a 2-drop, which will allow stabilisation, especially since it would be difficult for an aggro deck to kill the 2/5.
Personal Trainer - This card has not been changed, I'm happy with how it is. It allows a minion to become just slightly more "Skilled" (That's in terms of flavour, not power) than him by making it an epic minion with +2/+2 more than before, in exchange he'll be heavily behind on stats and the effect quickly deteriorates on higher rarity cards. This makes it a good general card and a good card for common decks, as well as a good card for epic decks because it allows a non-epic to go up to epic and trigger the effect of things like Spear of Champions. Speaking of that...
Spear of Champions - Reworked stats from 6 mana 3/3 to 6 mana 5/2, no longer triggers on weapons, triggers without killing minions. The previous spear triggered off of itself, which I wanted because I wanted to make cards which could promote weapons, however I might have to limit that to some pirate in a different expansion in future or something, because that made this thing one of the hardest things to balance the stats of, especially with a minion killing reliance. Too much attack, and the durability and damage buff makes it a stronger Reaper by quite a bit. Too little attack, you can't trigger the effect, like, ever. Plus high durability makes the self buffing effect close to being overpowered and too little means the effect will only trigger once or twice, and the card should ideally be played FOR the buff.
And so, I've reworked the effect. Now it's a slightly costier Reaper that will buff two of your epics over two turns. In comparison to Sword of Justice, the card is faster as the effect is immediate and isn't PURELY for the buffs, so it might actually be played. It's also more flavourful, making your epics become "Champions" (Legendaries) was the entire premise of the card in terms of flavour, making itself a legendary makes little sense. Is it good, is it bad? I'd like feedback on this card more than the others really.
The only problem is, again, example cards can't summon any exclusive tokens (in yhis case, the two 1/1 militiamen), so you should consider showing another card instead.
Oh, damn, didn't catch that. I guess I'll go get one of my other cards... How about these?
These cards work with the basic mechanics of the Peasant King. You want to fill your hand and board with peasants and you want your wall of peasants to keep you safe.
Rations allows you to give your peasant swarm a huge buff to their health whilst allowing you to stabilise from your opponents burst. It costs 2 because triggering on only 1 minion isn't brilliant, so you really need 2 or 3 to justify using it. And having it only give health doesn't cause minions to become big and strong, it only helps to keep them from dying. Sure you may have given all of your tiny little Militiamen +0/+3, but 1/4's still don't do anything. Again, your goal is to make a wall of little guys that the opponents little guys will die on, not gain huge early game power to beat up the opponents.
To help refuel your hand while generating a little board prescence, the Lowly Commoner fits the flavour of Peasant King and is fairly strong in terms of value. Basically, in a Militia, you take what you get, be it the tailor, the innkeeper, or some farmer, and you take them to the frontline, because you need to. You use whoever's at hand, you don't get picky. For the actual archetype of Peasant King, it is cheap and sacrifices effect for stats, which is what you prioritise in the early game, against aggro. Meanwhile it helps you swarm minions, which is also part of the archetype, and can potentially fetch bigger minions, like a Faceless Behemoth. Also since it doesn't draw from the deck, it does help considering that this is a late game focused deck. Preventing yourself from fatigueing is very helpful in control. This card does not take cards from outside the reach of the King class.
Shieldwall is a card designed to work with the whole token-control theme as well. It gives everything you have a promotion for all their hard work on the frontline, making them stronger, sturdier, and most importantly, teaches them to co-ordinate, so that they can protect you. Basically, it's Mark of the Lotus with the added effect of taunting them up. This Promotes minions first, THEN adds the taunt effect to all minions promoted. Therefore any minions added between the buff and the taunt being added wouldn't gain the taunt, as well as any legendary minions.
Rations seems fine, Shield Wall seems potentially dangerous but fine, however Lowly Commoner seems very strong. I know it only draws you common minion, but there are plenty of extremely strong common minions in this game, on top of that its a 2/2. Its pretty much crazy value for its cost, even if that value might be high variance, even blizzard hasn't made a 2/2 that draws you a card for 2 yet. I also think a Lowly Peasant that has a better statline than a number of not so lowly non-peasants is rather odd.
King's Elekk, Undercity Huckster, Dark Peddler, and the actual cost and stats are rarely accurate to the real thing. Bloodmage Thalnos is a legendary mage who should be pretty big, but he's a 1/1. And Kazakus, who's the leader of the Kabal and actually a big scary dragon, will die to a puddlestomper... Anyway I have decided I may limit it's cost to only give you a cheap card, like "Battlecry: Add a random common minion to your hand that costs (5) or less." Any idea what the max cost should be?
King's Elekk isn't a guaranteed card, and Huckster is a deathrattle not a battlecry, which means it can be silenced, even if that isn't very common. Peddler you kind of have me on, but Peddle only gets 1 drops, your card could get Fire Elemental or Water Elemental or any number of other powerful mid to late game value cards. I think anything up to 3 mana should be ok, when you get over 4 mana you can get into a lot of powerful class commons.
"This card does not take cards from outside the reach of the King class."
With no bonus to getting commons for its own class, it'll probably rarely ever get any of the King commons as well. I think the limit should be about 3 or 4 mana, usually it'll make something smaller.
Hi! Not sure if you saw my previous comments on this, but I genuinely think this is very underpowered and that the effect should be increase from (1) less to (2) less. Hero Powers generally are about as powerful as 0-cost cards (easy comparisons include Reinforce to Wisp or Fireblast to Moonfire), so the relevant cards for comparison here are going to be Counterfeit Coin, Innervate, and Preparation. Your Borrowed Time is pretty much objectively weaker than all of them. Yes, even weaker than the Counterfeit Coin because that you can stack with itself for a bigger overall effect, which you can't do with Borrowed Time because playing two in a row will just make one a complete waste.
The Merchant, one of the classes that tied as winner of our first CCC, had a hero power that added The Coin to their hand, and this was generally agreed to be balanced; it was a net mana loss still, but it could be saved and stacked on later turns such that if it were equivalent to Innervate it would have been too good. But your Hero Power's token doesn't give temporary Mana Crystals like the Innervate, so just as your current version is still worse than the Coin, so would a version that were (2) less still be worse than Innervate because it still wouldn't be able to be stacked with itself. Being a slight bit worse than Innervate isn't bad, though, because generating Innervates on command would be problematic, so this non-stacking function actually serve to balance it.
This would admittedly lead to one problem though: Yours would be the only hero power in the game that there would be literally no point to using every single turn. At worst, you could use your hero power and then just immediately play the token for a net loss of zero, the benefit being not only to anything with spell synergy but also to Frost Giant or anything with Inspire.
So, this leaves you in sort of a weird place where the current version is pretty easily underpowered but beefing it up even a little could cause a lot of problems too. I think part of the way this can be fixed is to make the token not cost (0). I recognize that the function of this hero power makes it different from other 0-cost hero power tokens I've taken issue with, but you still might want to reconsider for the other reasons stated.
I want to say that I think you could get away with a 1-cost token that reduced cost by (3), but that'd still run into the Inspire issue mentioned above, so I have potential solution that I think might also better evoke your temporal theme:
"At the end of your turn, add a Borrowed Time to your hand."
This prevents all of the most potentially problematic interactions because it'll always result in some tempo loss. With this added limitation, that you can't play the token on the same turn that you use your hero power, you can easily get away with a 0-cost that reduces by (2), a 1-cost that reduces by (3), or, dare I say it, even very arguably a 0-cost that reduces by (3) like Preparation, the extra mana produced over net zero coming as compensation for the inherent tempo loss.
Okay, maybe (3) for 0 is too much. It sounds right to me, but I might be missing something. But either way, even if you want to be conservative, you definitely shouldn't be scared of (2) for 0.
So I thought it over and decided to change my hero power so it would be less reliant on the class legendary for consistency, but increased its costs to balance the added inherent consistency:
->
This way the Hero Power won't feel like it's not doing anything for potentially long stretches of time, but I didn't want to go on without getting an opinion about the balance anyway.
For reference, original post, keyword and previous class Legendary meant to synergize with the original Hero Power:
Do you guys this is interesting/ powerful/ balanced enough? I want to establish a sort of sick, twisted, demonic pain/ pleasure theme here.
The hero power doesn't seem balanced at first because you're paying 2-mana for a symmetrical effect, but you could argue that you'd be having the initiative. e.g. you can do it before anyone attacks and remove the opponent's 0/2 immediately, or you could do it after you've attacked and not have to deal with it until later. It becomes even more balanced when your cards gain value from your opponent's 0/2 as well.
That said, while I think Screaming Talons is a good card, your other two cards are weaker. Not that they're bad, but you're not demonstrating what makes your class unique. They're very vanilla feeling. What is your class identity? What playstyle are you encouraging with your cards? These are all something you need to figure out before submitting.
That goes double for these competitions, as you're not just trying to make good cards, you're trying to make a good impression.
Do you guys this is interesting/ powerful/ balanced enough? I want to establish a sort of sick, twisted, demonic pain/ pleasure theme here.
First off, your Hero Power would be balanced even if you didn't summon anything for your opponent, so you could either consider making the token stronger or removing the enemy summon altogether. That depends on whether your Class benefits from your opponent having more minions with MCTech-like effects or trying to fill their board so they can't summon stuff, but otherwise I'd say it's not worth it.
Going off Naturalize, I'd say Sadistic Succubus is balanced, so long as you don't have too many effects that draw your opponent cards (otherwise milling would be TOO easy). Steaming Talons seems to be the reason your Hero Power summons minions for your opponent, but if that's the only card that benefits from it, I'd reconsider the Hero Power. As for the card itself, and with the Hero Power unchanged, it's a 6/3 at 5 mana which feels a little on the strong side, but having Taunt, your own slaves aren't likely to live long so I'm not sure if it's completely off balance. I'd wait for a second opinion on this one.
Torture Dungeon also feels a little strong, mostly because of the card draw. Siphon Soul only destroys the minion and then restores 3 Health, both of which are weaker that your respective effects, and it even trumps Entomb because of the card draw. I'd change the card draw to something else or maybe increase the mana cost if you want to keep the card draw. I suppose it would be balanced if your class lacked mostly any other kind of card draw, though.
Do you guys this is interesting/ powerful/ balanced enough? I want to establish a sort of sick, twisted, demonic pain/ pleasure theme here.
I like the hero power, but it seems a little weak. Summoning a 0/2 taunt as a hero power is more or less balanced, and since you're giving it to your opponent as well, it just seems kinda bad. Unless you have lots of effects that benefit from your opponent having Slaves, it might be better to have it just summon them for yourself. Of course, if your cards gain value from that (like thebangzats said), it should be OK, maybe. About the class's theme - I personally really dig all of this dark, twisted, demonic stuff, but Hearthstone has always been a bit more a lighthearted game, so try not to go too far XD. My class isn't exactly let's-be-happy-together either, but I just wanted to throw this out there. Just something to keep in mind.
Looking at your example cards, Sadistic Succubus could easily have been a Warlock card, which means you should probably submit something else. Torture Dungeon seems all right, but it's not particularly interesting. Screaming Talons is pretty good - 5 mana 5/3 weapon is preeettty damn good. Maybe even a bit too good. What if the weapon had 4 attack and just gained durability? I'm not sure. All in all, the other two just aren't really unique.
About my stuff:
I've been thinking a bit, and I was just wondering if these would make better showcase cards in place of Echo Chamber or Spirit Fire. I'm afraid people will look at my hero power and Echo Chamber and think 'This is an OTK class I hate it'. Like I said before, I wanted the class to focus more on summoning and buffing minions, and using those to combo instead of just going pew-pew-pew spells-to-the-face. There are a few healing options in there as well:
The class itself is here (copy-pasting is hard):
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.
I'm also kinda regretting waiting so long. Competitions gonna get really tough now because all the people who've been refining their ideas for ages are gonna be posting...
I have come up with a minion that I will likely use for my submission of the Orator class. Just want some quick feedback before I post it please.
The idea is that the minion has talked to some people and found out some useful information for you.
I think you might want to nerf the stats at least a tiny bit. (-1 attack or -1 health). A vanilla minion that discovers a card you can't normally put in your deck? Seems good to me. Probably too good.
I also don't really think 'Wise Guy' is a nice card name. What about something that makes the flavour more obvious, like maybe 'Clever Investigator' or something like that? Just a suggestion.
I have come up with a minion that I will likely use for my submission of the Orator class. Just want some quick feedback before I post it please.
The idea is that the minion has talked to some people and found out some useful information for you.
I think you might want to nerf the stats at least a tiny bit. (-1 attack or -1 health). A vanilla minion that discovers a card you can't normally put in your deck? Seems good to me. Probably too good.
I also don't really think 'Wise Guy' is a nice card name. What about something that makes the flavour more obvious, like maybe 'Clever Investigator' or something like that? Just a suggestion.
I called it Wise Guy because it would be a gadgetzan card along the lines of Dirty Rat. I'll come up with something else before I submit. Don't fancy my chances on the current page anyway lol
Hi! Not sure if you saw my previous comments on this, but I genuinely think this is very underpowered and that the effect should be increase from (1) less to (2) less. Hero Powers generally are about as powerful as 0-cost cards (easy comparisons include Reinforce to Wisp or Fireblast to Moonfire), so the relevant cards for comparison here are going to be Counterfeit Coin, Innervate, and Preparation. Your Borrowed Time is pretty much objectively weaker than all of them. Yes, even weaker than the Counterfeit Coin because that you can stack with itself for a bigger overall effect, which you can't do with Borrowed Time because playing two in a row will just make one a complete waste.
The Merchant, one of the classes that tied as winner of our first CCC, had a hero power that added The Coin to their hand, and this was generally agreed to be balanced; it was a net mana loss still, but it could be saved and stacked on later turns such that if it were equivalent to Innervate it would have been too good. But your Hero Power's token doesn't give temporary Mana Crystals like the Innervate, so just as your current version is still worse than the Coin, so would a version that were (2) less still be worse than Innervate because it still wouldn't be able to be stacked with itself. Being a slight bit worse than Innervate isn't bad, though, because generating Innervates on command would be problematic, so this non-stacking function actually serve to balance it.
This would admittedly lead to one problem though: Yours would be the only hero power in the game that there would be literally no point to using every single turn. At worst, you could use your hero power and then just immediately play the token for a net loss of zero, the benefit being not only to anything with spell synergy but also to Frost Giant or anything with Inspire.
So, this leaves you in sort of a weird place where the current version is pretty easily underpowered but beefing it up even a little could cause a lot of problems too. I think part of the way this can be fixed is to make the token not cost (0). I recognize that the function of this hero power makes it different from other 0-cost hero power tokens I've taken issue with, but you still might want to reconsider for the other reasons stated.
I want to say that I think you could get away with a 1-cost token that reduced cost by (3), but that'd still run into the Inspire issue mentioned above, so I have potential solution that I think might also better evoke your temporal theme:
"At the end of your turn, add a Borrowed Time to your hand."
This prevents all of the most potentially problematic interactions because it'll always result in some tempo loss. With this added limitation, that you can't play the token on the same turn that you use your hero power, you can easily get away with a 0-cost that reduces by (2), a 1-cost that reduces by (3), or, dare I say it, even very arguably a 0-cost that reduces by (3) like Preparation, the extra mana produced over net zero coming as compensation for the inherent tempo loss.
Okay, maybe (3) for 0 is too much. It sounds right to me, but I might be missing something. But either way, even if you want to be conservative, you definitely shouldn't be scared of (2) for 0.
Thanks Asylum for the feedback! I didn't see your previous comments, and your explanation and solution not only sound great but definitely fit the idea of a time based class. (2) for 0 sounds best to me ((3) for 1 can get confusing), and (3) for 0 is a potential idea for an upgraded version. I'll update my submission later today.
Okay, I've revised a few things on my Incubus class, based on your feedback:
INCUBUS
REVISED Cards:
I feel like I'm getting somewhere with this... it feels like I'm basically creating what is to Paladin that Warlock is to Priest. The class I think will be thematically centered around these tokens in a way like Paladin synergizes with Silver Hand Recruits. Improvement?
Updated concept, mocking up what my submission will look like. Any input appreciated.
Hero:
Matheron Petrosa. Scarlet Crusader
The Commander of a Refugee envoy sent to resettle on a distant Island, Matheron has been recalled to bolster the front-lines in the Scarlet Crusade's never-ending fight to purge evil from both, the land and hearts of men.
Lore:
The WoW equivalent of the Spanish Inquisition, the Scarlet Crusade is a religious-military organization originally dedicated to the destruction of all undead/evil. They are infamously known for resorting to extreme measures as their zealotry and fanaticism has been rumored to impede their ability to distinguish friend from foe -- or even innocent from enemy.
Sample Cards:
Unique Keyword:
*Note: Paying life is unaffected by Armor or Immunity
Zeal serves three distinct functions for the Scarlet Crusade:
Additional Costs -- 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 by assessing a cost in addition to mana. Paying life also reinforces the pyrrhic nature of the Crusade's strength, their willingness to sacrifice anything (even their own humanity) to get the job done.
Example:
versus
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. For good or ill, Zealotry is a unique bond that ties the Scarlet Crusade tightly together and gives them strength in numbers.
Example:
versus
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 Ire is 1 Mana and 2 Life.
If you have a Scarlet Flame Initiate in play, the cost of Zealot's Ire is 1 Mana and 1 Life.
If you have TWOScarlet Flame Initiates in play, Zealot's Ire costs 1 Mana (and 0 life).
Okay, I've revised a few things on my Incubus class, based on your feedback:
INCUBUS
REVISED Cards:
I feel like I'm getting somewhere with this... it feels like I'm basically creating what is to Paladin that Warlock is to Priest. The class I think will be thematically centered around these tokens in a way like Paladin synergizes with Silver Hand Recruits. Improvement?
Your class is looking good. The flavour, hero power and card concepts come together well.
Maybe the stats of Sadistic Succubus are too good. If we look at Hungry Dragon, it should cost 5 mana based on its stats alone. It gives a 1 mana minion to your opponent, and thus it costs 1 less mana. Seems fair. In your case, Sadistic Succubus should cost 2.5-3 mana, if we look only at its stats. It gives a 0-0.5 mana worth minion to your opponent (a Target Dummy), and thus should cost 2-2.5 mana. Moreover, your class is able to take advantage of the minion that is given to your opponent.
I believe a 2/3 Sadistic Succubus for 1 mana would be okay.
Torture Dungeon looks good. Maybe it should cost 4-5 mana. Cards that have an effect based on the number of minions your opponent controls are on-par when your opponent has 3 minions (like Protect the King!) and excellent when your opponent has 4 or more minions (like Mind Control Tech). As it is, Torture Dungeon is on-par when your opponent has 2 minions, really good at 3 minions, and absurd at 4 or more minions. Also, your class will probably include an AoE effect. Being able to combine an AoE and a strong card draw is pretty good, and could potentially win you a game. Finally, your class is able to abuse this mechanic; it shouldn't be hard to give minions to your opponent.
So, the cost of Torture Dungeon should be increased. Not too much, it can still miss, but it seems too good an effect at 3 mana.
Screaming Talon looks excellent and I wouldn't change anything about it.
So, apart from card balance, this class concept is excellent and will surely get my vote.
P.S. : Do you feel that Slave's artwork is too oversexualised?
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My initial idea was to make it work on multiple things, but I resorted to spell damage to stop the effect being broken. I think I might just resort to an additional effect of a 1 damage AoE being added onto the card, seems fairly balanced considering the one card that can actually promote spells is a 6 mana 6/5.
3/4 it is then.
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.
With no bonus to getting commons for its own class, it'll probably rarely ever get any of the King commons as well. I think the limit should be about 3 or 4 mana, usually it'll make something smaller.
Don't worry, the art's fine, I just wasn't wearing glasses and the images are small. It just looked hilarious when I first saw it is all.
Yours would be the only hero power in the game that there would be literally no point to using every single turn. At worst, you could use your hero power and then just immediately play the token for a net loss of zero, the benefit being not only to anything with spell synergy but also to Frost Giant or anything with Inspire.
So I thought it over and decided to change my hero power so it would be less reliant on the class legendary for consistency, but increased its costs to balance the added inherent consistency:
->
This way the Hero Power won't feel like it's not doing anything for potentially long stretches of time, but I didn't want to go on without getting an opinion about the balance anyway.
For reference, original post, keyword and previous class Legendary meant to synergize with the original Hero Power:
->
What do you all think of my Incubus class?
INCUBUS
Showcased Cards:
Do you guys this is interesting/ powerful/ balanced enough? I want to establish a sort of sick, twisted, demonic pain/ pleasure theme here.
The hero power doesn't seem balanced at first because you're paying 2-mana for a symmetrical effect, but you could argue that you'd be having the initiative. e.g. you can do it before anyone attacks and remove the opponent's 0/2 immediately, or you could do it after you've attacked and not have to deal with it until later. It becomes even more balanced when your cards gain value from your opponent's 0/2 as well.
That said, while I think Screaming Talons is a good card, your other two cards are weaker. Not that they're bad, but you're not demonstrating what makes your class unique. They're very vanilla feeling. What is your class identity? What playstyle are you encouraging with your cards? These are all something you need to figure out before submitting.
That goes double for these competitions, as you're not just trying to make good cards, you're trying to make a good impression.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
The class itself is here (copy-pasting is hard):
I'm also kinda regretting waiting so long. Competitions gonna get really tough now because all the people who've been refining their ideas for ages are gonna be posting...
Why Rogue is my favourite class:
My submission for this week's card design competition.
I have come up with a minion that I will likely use for my submission of the Orator class. Just want some quick feedback before I post it please.
The idea is that the minion has talked to some people and found out some useful information for you.
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.
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, I've revised a few things on my Incubus class, based on your feedback:
INCUBUS
REVISED Cards:
I feel like I'm getting somewhere with this... it feels like I'm basically creating what is to Paladin that Warlock is to Priest. The class I think will be thematically centered around these tokens in a way like Paladin synergizes with Silver Hand Recruits. Improvement?
Updated concept, mocking up what my submission will look like. Any input appreciated.
Hero:
Matheron Petrosa. Scarlet Crusader
The Commander of a Refugee envoy sent to resettle on a distant Island, Matheron has been recalled to bolster the front-lines in the Scarlet Crusade's never-ending fight to purge evil from both, the land and hearts of men.
Lore:
The WoW equivalent of the Spanish Inquisition, the Scarlet Crusade is a religious-military organization originally dedicated to the destruction of all undead/evil. They are infamously known for resorting to extreme measures as their zealotry and fanaticism has been rumored to impede their ability to distinguish friend from foe -- or even innocent from enemy.
Sample Cards:
Unique Keyword:
*Note: Paying life is unaffected by Armor or Immunity
Zeal serves three distinct functions for the Scarlet Crusade:
Example:
versus
Example:
versus
Example:
Your class is looking good. The flavour, hero power and card concepts come together well.
Maybe the stats of Sadistic Succubus are too good. If we look at Hungry Dragon, it should cost 5 mana based on its stats alone. It gives a 1 mana minion to your opponent, and thus it costs 1 less mana. Seems fair. In your case, Sadistic Succubus should cost 2.5-3 mana, if we look only at its stats. It gives a 0-0.5 mana worth minion to your opponent (a Target Dummy), and thus should cost 2-2.5 mana. Moreover, your class is able to take advantage of the minion that is given to your opponent.
I believe a 2/3 Sadistic Succubus for 1 mana would be okay.
Torture Dungeon looks good. Maybe it should cost 4-5 mana. Cards that have an effect based on the number of minions your opponent controls are on-par when your opponent has 3 minions (like Protect the King!) and excellent when your opponent has 4 or more minions (like Mind Control Tech). As it is, Torture Dungeon is on-par when your opponent has 2 minions, really good at 3 minions, and absurd at 4 or more minions. Also, your class will probably include an AoE effect. Being able to combine an AoE and a strong card draw is pretty good, and could potentially win you a game. Finally, your class is able to abuse this mechanic; it shouldn't be hard to give minions to your opponent.
So, the cost of Torture Dungeon should be increased. Not too much, it can still miss, but it seems too good an effect at 3 mana.
Screaming Talon looks excellent and I wouldn't change anything about it.
So, apart from card balance, this class concept is excellent and will surely get my vote.
P.S. : Do you feel that Slave's artwork is too oversexualised?