Ok so I have a question, are we allowed to add/change some backstory and lore for our class when we've already submitted it?
Sure thing! Minor modifications like that are typically allowed, but it is always good to ask if you have any doubt. =)
Btw Asylum (dunno how to tag people on mobile) I've removed the banner/emote thing from my submission (the trickster class). Can you remove the mod notification thingy?
So, I'm very happy with my King class and I'm gonna submit later today, but I'm just gonna show the most recent and updated variation of it so that I can make sure it's perfect for submission.
Promote is an effect to up a cards rarity whilst increasing it's stats or reducing its cost. The effect, obviously, is usually going to be targetting minions, but through the use of other cards, can promote your spells and weapons. The actual hero power is made in such a way that it's never irrelevant, being usable on an empty board, the cards can be stocked up to rapidly promote a minion or the hero power can just be used for 3 mana. With the obvious issue of Gadgetzan, the nature of the card actually requires you to have another minion on the board in order to trigger Gadgetzan more than twice, due to the fact you can't promote legendary minions. In addition, the King will have access to very few direct damage spells, and a few spells will also require additional minions due to promote effects.
These 3 cards are going to be the ones showcased as I feel they best show off my class. They are fairly strong cards in general that interact with rarities in unique ways and require deckbuilding to maximise power.
Personal trainer is a good all around card. He functions by promoting the minion, then checking it's rarity, and then going again if it isn't epic or legendary. This allows it to promote a common twice, a rare once, an epic once or a legendary not at all, because legendary minions, obviously, don't have ranks above it. Because of this he functions well in common decks as well as any of the other archetypes that have a fairly decent amount of commons, but especially epic decks, because the rarity of the card targetted will always go up to epic, unless it already is one, allowing cards which proc on epics have more consistency without even being epic itself. In comparison to houndmaster, it requires commons to be all that good, whilst houndmasters require beasts, but the action of increasing the rarity can also be a nice bonus in comparison to the taunt of the houndmaster. The stats are also more effective against smaller cards rather than bigger ones.
Lowly commoner shows off the underlying concept of Peasant King, which is small common minions which provide more small common minions in hand or on board while setting up the player with good early game control, to try and get to the late game. This card is very comparable to Dark Peddler, but instead of discovering a 1 cost card, you randomly get a minion that costs 3 or less. This allows it to get bigger cards out of the battlecry but isn't necessarily as consistent. However, the actual common you get isn't the important part, it's just the fact that it's a small common minion in your hand. This archetype allows you to use mass buff cards to turn whatever you get into something relevant. It's kind of like how an actual militia would work, the village is under attack and you don't have any knights, so you just take whoever you can get and give them an axe to help defend, regardless of who that is.
Spear of champions is a flavourful card that works with the Noble King archetype, which is a midrange deck that can be more aggressive or defensive, and uses a lot of epics, making it fairly efficient and at the same time, quite crazy, as is the nature of epic cards. It's basically an Arcanite Reaper that costs 1 more and gets to promote a couple of minions. This will make it better than the Reaper if you're not a face rush deck, but only if you trigger it's effect on epics. Thus, this card requires epic minions to work, and your deck must reflect this for it to be a reliable card, however it pays out with the reward of being a pretty damn good weapon if you pull it off.
I'd like some final feedback on the cards, before I submit, so any feedback, regardless of how negative, is appreciated. Thank you.
Ok so I have a question, are we allowed to add/change some backstory and lore for our class when we've already submitted it?
Sure thing! Minor modifications like that are typically allowed, but it is always good to ask if you have any doubt. =)
Btw Asylum (dunno how to tag people on mobile) I've removed the banner/emote thing from my submission (the trickster class). Can you remove the mod notification thingy?
I'll get right on that.
Ah, good. What about giving a deeper explanation about some of the cards/the hero power?
Need a little help here. So I was thinking about going with a Shadow Hunter, and I think it got an okay idea to a a new Hero Power (now that my first idea didn't match the "Skeleton Key" criteria). Not sure if this could work - as in be balanced? And I've made a bit more than 3 cards just to show the idea here. Which cards should I go with? And should I even go with this idea? I've really tried to capture the essence of the Shadow Hunter, but not sure if it shines through? Cheers
Shadow Hunter, Zara'zul
NOTE: The card rarity and to which the collection it belongs hasn't been decided yet, nor the card cost.
Need a little help here. So I was thinking about going with a Shadow Hunter, and I think it got an okay idea to a a new Hero Power (now that my first idea didn't match the "Skeleton Key" criteria). Not sure if this could work - as in be balanced? And I've made a bit more than 3 cards just to show the idea here. Which cards should I go with? And should I even go with this idea? I've really tried to capture the essence of the Shadow Hunter, but not sure if it shines through? Cheers
Shadow Hunter, Zara'zul
NOTE: The card rarity and to which the collection it belongs hasn't been decided yet, nor the card cost.
It seems mostly balanced, but I think the Hero Power should be changed a bit, it seems a bit better than most Hero Powers as in it forces your oponent to spend 1 mana. Maybe "While this is in your hand, at the star of you turn a random enemy minion gains Stealth until the end of this turn" so the punishment is not too huge.
3 days until voting part and we still have only 5 pages. if it keeps like this, a lot of the entries will advance to the second phase, so will the normal process still be used or will you guys (the mods) use a diferent method?
3 days until voting part and we still have only 5 pages. if it keeps like this, a lot of the entries will advance to the second phase, so will the normal process still be used or will you guys (the mods) use a diferent method?
I don't feel any compelling reason to alter the advancement method, which is defined based on proportion of valid Phase I entries to begin with. Do you have a particular concern? =)
The Shadow Hunter looks cool but I'm afraid of the Hero Power. Early game it leads to an easy way to protect aggressive minions that is hard to counter. It also can mess with your opponent's tempo which might be too much that early. I really like the idea ... but I think it needs rethinking to stay balanced.
@maxlot
I love the cards you suggested and that you went with spell cost reduction instead of spell damage. It seems like a cool class with interesting synergies. It can also lead to interesting decks focusing on specific commons at different mana costs. My only concern is how Personal Trainer works. If it buffs a Common minion is that minion getting several +1/+1 buffs? If so you might need to reduce the Trainer's stats. If it only gets the +1/+1 once no matter what, then it's perfect.
Okay, so I went and changed a few example cards for my class. Anybody have feedback?
The Medium:
Sort-Of-Lore-But-Not-Really:
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling, but such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now (I swear, they are not related in any way, shape, or form). You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
Explanations:
One of the many spirits at the Medium's beck and call is the Wisp, and the Dalaran Spiritcaller is an example of her Wisp-summoning powers. Wisps are small, easy to summon and easy to talk to, and thus the Medium makes generous use of them, unlike other, more volatile spirits, which take a bit more effort. When the cost of the Dalaran Spiritcaller is reduced, it uses the mana you saved in order to summon two of those little spirit servants. It's a rather basic example of what can be done with this kind of effect, but I think it fits well with what the class tries to do.
Mediums also make use of one-turn-only temporary effects in order to do their combos. Wind and Water is a reference to the chinese art of 风水, which translates to - you guessed it - wind and water. By reading the ley lines/other flows of energy and adjusting the positioning of her channeling devices in accordance to that, the Medium can temporarily bring out her summons with a bit more power than usual. The +1/+3 buff is great for buffing minions out of AOE range, allowing you to swing the board back in your favour in a single turn in conjunction with cards that summon multiple minions, like the Dalaran Spiritcaller. Many of her other combo cards also focus on the summoning and buffing/keeping alive of minions, or other synergies with minion summons. The golden rule of all Mediums is that if you treat spirits well, they will treat you well in return.
The Yuki-Onna (or Snow Woman) is a spirit in Japanese folklore, said to be the ghost of someone who perished in the snow. She casts Blizzard upon entering the battlefield, without discriminating between friend and foe. A vengeful and wild spirit by nature, she is difficult to control, acting as a board clear and stalling tool for the Medium, helping her survive until her big combo turns later in the game. Her Ethereal nature allows you to hold her for the opportune moment without fear of having cost reductions land on her instead of your combo pieces, but at the same time makes it difficult for you to combo her with other cards.
I love the cards you suggested and that you went with spell cost reduction instead of spell damage. It seems like a cool class with interesting synergies. It can also lead to interesting decks focusing on specific commons at different mana costs. My only concern is how Personal Trainer works. If it buffs a Common minion is that minion getting several +1/+1 buffs? If so you might need to reduce the Trainer's stats. If it only gets the +1/+1 once no matter what, then it's perfect.
The way it works is, it promotes the minion, then checks it's rarity, and if it isn't an epic or legendary (After the promotion), it repeats. Now the Personal Trainer obviously seems strong, and it is, it's one of my classes core cards. However, the same could be said for Houndmaster, and Houndmaster has a very easy to trigger effect that buffs just as much as Personal Trainer, and gives taunt, and has more offensive stats for a 4 drop than the personal trainer, which is typically better for a 4 drop because its health is less relevant when the minions are bigger, especially when you want to be comboing them. Besides, you have to consider just how many commons you'll be running in a deck. Even in a common deck you won't be running many more than hunters run beasts.
@Asylum_Rhapsody I noticed you left a note on my Titan submission on page 3 telling me to remove the banner. I noticed you removed your comments from some people who edited their posts but not mine. Is the black divide over the example cards the issue? Because that's something that I directly took from a page 1 submission and I didn't think it was a problem, especially because it actually makes my post easier to read and take up less space by having the spoiler directly under each card rather than have all 3 one under the other.
Need a little help here. So I was thinking about going with a Shadow Hunter, and I think it got an okay idea to a a new Hero Power (now that my first idea didn't match the "Skeleton Key" criteria). Not sure if this could work - as in be balanced? And I've made a bit more than 3 cards just to show the idea here. Which cards should I go with? And should I even go with this idea? I've really tried to capture the essence of the Shadow Hunter, but not sure if it shines through? Cheers
Shadow Hunter, Zara'zul
NOTE: The card rarity and to which the collection it belongs hasn't been decided yet, nor the card cost.
It seems mostly balanced, but I think the Hero Power should be changed a bit, it seems a bit better than most Hero Powers as in it forces your oponent to spend 1 mana. Maybe "While this is in your hand, at the star of you turn a random enemy minion gains Stealth until the end of this turn" so the punishment is not too huge.
The Shadow Hunter looks cool but I'm afraid of the Hero Power. Early game it leads to an easy way to protect aggressive minions that is hard to counter. It also can mess with your opponent's tempo which might be too much that early. I really like the idea ... but I think it needs rethinking to stay balanced.
Thanks for the feedback guys :) I could do it a lot more simple, but it doesn't make you want to use your hero power each turn (which might not be bad?). Maybe I could do something like "Give your Shadow Wards +1 health. Summon a 0/1 Shadow Ward." so it made sense to do it on each turn - not that you'd want to do that, but just so it wasn't a dud hero power if it was your only option. What I was thinking:
Obviously I need to change some of the cards I've created already. Do you have any better ideas for it :) ? cheers
I'm just wondering where the idea of card rarity comes in? Are you going to have cards that say; if you have two epic minions, do X? Or a questing adventurer type card that gains 1/1 every time a minion is promoted?
Need a little help here. So I was thinking about going with a Shadow Hunter, and I think it got an okay idea to a a new Hero Power (now that my first idea didn't match the "Skeleton Key" criteria). Not sure if this could work - as in be balanced? And I've made a bit more than 3 cards just to show the idea here. Which cards should I go with? And should I even go with this idea? I've really tried to capture the essence of the Shadow Hunter, but not sure if it shines through? Cheers
Shadow Hunter, Zara'zul
NOTE: The card rarity and to which the collection it belongs hasn't been decided yet, nor the card cost.
It seems mostly balanced, but I think the Hero Power should be changed a bit, it seems a bit better than most Hero Powers as in it forces your oponent to spend 1 mana. Maybe "While this is in your hand, at the star of you turn a random enemy minion gains Stealth until the end of this turn" so the punishment is not too huge.
The Shadow Hunter looks cool but I'm afraid of the Hero Power. Early game it leads to an easy way to protect aggressive minions that is hard to counter. It also can mess with your opponent's tempo which might be too much that early. I really like the idea ... but I think it needs rethinking to stay balanced.
Thanks for the feedback guys :) I could do it a lot more simple, but it doesn't make you want to use your hero power each turn (which might not be bad?). Maybe I could do something like "Give your Shadow Wards +1 health. Summon a 0/1 Shadow Ward." so it made sense to do it on each turn - not that you'd want to do that, but just so it wasn't a dud hero power if it was your only option. What I was thinking:
Obviously I need to change some of the cards I've created already. Do you have any better ideas for it :) ? cheers
I think Stealth in general is pretty problematic, especially perma-Stealth. Also, the wording of the ward means that when your minions attack and break Stealth, they immediately return to Stealth because Shadow Ward's effect is an ongoing aura. "Have Stealth" and "Gain Stealth" are two completely different things.
I would stick to temporary Stealth, one that only lasts until the start of your next turn. Even then, you have the potential to keep gigantic cards protected forever, especially if you can hoard the Shadow Wards. Look at how hated Conceal is with miracle Rogue and how it just prevents you from dealing with a 15/15 Edwin from going face twice.
Question: Would it help to think of it not as "0/1: Your other minions have Stealth." but instead as "0/1: Taunt. Your other minions can't be targeted by spells or hero powers."? I think that's functionally the same almost, with regards to how the opponent interacts and deals with it. Then it becomes an easy matter to compare that with "0/2: Taunt".
Question: Would it help to think of it not as "0/1: Your other minions have Stealth." but instead as "0/1: Taunt. Your other minions can't be targeted by spells or hero powers."? I think that's functionally the same almost, with regards to how the opponent interacts and deals with it. Then it becomes an easy matter to compare that with "0/2: Taunt".
You could think of it like that. It could be as crappy as a 0/1 Taunt, or as broken as a permanent Conceal if you manage to protect it. It also punishes classes without pings. With a ping, a Pally's 1/1 is dead. Without, you deal with a 1/1, nothing major. With a ping, the Stealth totem is dead. Without it, can can get hammered in the face hard if your opponent has a big board. It's also the kind of thing that punishes classes with weak AoE. Mage might snipe a bunch of invisible guys with a rain of fiery death, but poor Rogue has no AoE and no healing.
Master of Disguise is pretty unused but Blizzard nerfed it anyway because they didn't like how it could potentially be used to protect something too powerful. I'd rather have the Shadow Ward be something like, "Battlecry: Give adjacent minions Stealth until the start of their next turn." or even just the same effect, but only applying to adjacent minions only. I dunno, maybe I'm just really really scared of Stealth when designing cards.
3 days until voting part and we still have only 5 pages. if it keeps like this, a lot of the entries will advance to the second phase, so will the normal process still be used or will you guys (the mods) use a diferent method?
I don't feel any compelling reason to alter the advancement method, which is defined based on proportion of valid Phase I entries to begin with. Do you have a particular concern? =)
Question: Would it help to think of it not as "0/1: Your other minions have Stealth." but instead as "0/1: Taunt. Your other minions can't be targeted by spells or hero powers."? I think that's functionally the same almost, with regards to how the opponent interacts and deals with it. Then it becomes an easy matter to compare that with "0/2: Taunt".
You could think of it like that. It could be as crappy as a 0/1 Taunt, or as broken as a permanent Conceal if you manage to protect it. It also punishes classes without pings. With a ping, a Pally's 1/1 is dead. Without, you deal with a 1/1, nothing major. With a ping, the Stealth totem is dead. Without it, can can get hammered in the face hard if your opponent has a big board. It's also the kind of thing that punishes classes with weak AoE. Mage might snipe a bunch of invisible guys with a rain of fiery death, but poor Rogue has no AoE and no healing.
Master of Disguise is pretty unused but Blizzard nerfed it anyway because they didn't like how it could potentially be used to protect something too powerful. I'd rather have the Shadow Ward be something like, "Battlecry: Give adjacent minions Stealth until the start of their next turn." or even just the same effect, but only applying to adjacent minions only. I dunno, maybe I'm just really really scared of Stealth when designing cards.
Maybe "at the end of your turn, give a random friendly minion Stealth until the start of your next turn", or is it too weak? Stealth seems really powerful, so I don't know, might be a good solution. (might not, I am not an expert Hearthstoner. in fact I am quite bad at Hearthstoning)
Really appreciate the feedback. Thanks a bunch! It's definately hard to balance with Stealth. I've taken your ideas into account, and the idea with adjacent minions aint bad at all. Could you maybe do something like: "Place a Shadow Ward on your or your opponents side of the battlefield." ? I know place isn't a thing in Hearthstone, but what I mean with it is that you'd be able to choose exactly where to place it. And then the Shadow Ward would read: "Adjacent non-Shadow Ward minions have Stealth." - It might be too much if you can place it on your opponent's side of the battlefield bypassing their taunts, but I thought it seemed like a nice idea nonetheless ;)
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Sure thing! Minor modifications like that are typically allowed, but it is always good to ask if you have any doubt. =)
I'll get right on that.
So, I'm very happy with my King class and I'm gonna submit later today, but I'm just gonna show the most recent and updated variation of it so that I can make sure it's perfect for submission.
Promote is an effect to up a cards rarity whilst increasing it's stats or reducing its cost. The effect, obviously, is usually going to be targetting minions, but through the use of other cards, can promote your spells and weapons. The actual hero power is made in such a way that it's never irrelevant, being usable on an empty board, the cards can be stocked up to rapidly promote a minion or the hero power can just be used for 3 mana. With the obvious issue of Gadgetzan, the nature of the card actually requires you to have another minion on the board in order to trigger Gadgetzan more than twice, due to the fact you can't promote legendary minions. In addition, the King will have access to very few direct damage spells, and a few spells will also require additional minions due to promote effects.
These 3 cards are going to be the ones showcased as I feel they best show off my class. They are fairly strong cards in general that interact with rarities in unique ways and require deckbuilding to maximise power.
Personal trainer is a good all around card. He functions by promoting the minion, then checking it's rarity, and then going again if it isn't epic or legendary. This allows it to promote a common twice, a rare once, an epic once or a legendary not at all, because legendary minions, obviously, don't have ranks above it. Because of this he functions well in common decks as well as any of the other archetypes that have a fairly decent amount of commons, but especially epic decks, because the rarity of the card targetted will always go up to epic, unless it already is one, allowing cards which proc on epics have more consistency without even being epic itself. In comparison to houndmaster, it requires commons to be all that good, whilst houndmasters require beasts, but the action of increasing the rarity can also be a nice bonus in comparison to the taunt of the houndmaster. The stats are also more effective against smaller cards rather than bigger ones.
Lowly commoner shows off the underlying concept of Peasant King, which is small common minions which provide more small common minions in hand or on board while setting up the player with good early game control, to try and get to the late game. This card is very comparable to Dark Peddler, but instead of discovering a 1 cost card, you randomly get a minion that costs 3 or less. This allows it to get bigger cards out of the battlecry but isn't necessarily as consistent. However, the actual common you get isn't the important part, it's just the fact that it's a small common minion in your hand. This archetype allows you to use mass buff cards to turn whatever you get into something relevant. It's kind of like how an actual militia would work, the village is under attack and you don't have any knights, so you just take whoever you can get and give them an axe to help defend, regardless of who that is.
Spear of champions is a flavourful card that works with the Noble King archetype, which is a midrange deck that can be more aggressive or defensive, and uses a lot of epics, making it fairly efficient and at the same time, quite crazy, as is the nature of epic cards. It's basically an Arcanite Reaper that costs 1 more and gets to promote a couple of minions. This will make it better than the Reaper if you're not a face rush deck, but only if you trigger it's effect on epics. Thus, this card requires epic minions to work, and your deck must reflect this for it to be a reliable card, however it pays out with the reward of being a pretty damn good weapon if you pull it off.
I'd like some final feedback on the cards, before I submit, so any feedback, regardless of how negative, is appreciated. Thank you.
Need a little help here. So I was thinking about going with a Shadow Hunter, and I think it got an okay idea to a a new Hero Power (now that my first idea didn't match the "Skeleton Key" criteria). Not sure if this could work - as in be balanced? And I've made a bit more than 3 cards just to show the idea here. Which cards should I go with? And should I even go with this idea? I've really tried to capture the essence of the Shadow Hunter, but not sure if it shines through? Cheers
Shadow Hunter, Zara'zul
NOTE: The card rarity and to which the collection it belongs hasn't been decided yet, nor the card cost.
I have no Idea what I am doing, help
3 days until voting part and we still have only 5 pages. if it keeps like this, a lot of the entries will advance to the second phase, so will the normal process still be used or will you guys (the mods) use a diferent method?
I have no Idea what I am doing, help
@Lathy
The Shadow Hunter looks cool but I'm afraid of the Hero Power. Early game it leads to an easy way to protect aggressive minions that is hard to counter. It also can mess with your opponent's tempo which might be too much that early. I really like the idea ... but I think it needs rethinking to stay balanced.
@maxlot
I love the cards you suggested and that you went with spell cost reduction instead of spell damage. It seems like a cool class with interesting synergies. It can also lead to interesting decks focusing on specific commons at different mana costs. My only concern is how Personal Trainer works. If it buffs a Common minion is that minion getting several +1/+1 buffs? If so you might need to reduce the Trainer's stats. If it only gets the +1/+1 once no matter what, then it's perfect.
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, so I went and changed a few example cards for my class. Anybody have feedback?
The Medium:
Sort-Of-Lore-But-Not-Really:
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child
(hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling, but such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.Mediums are all about spirits and dark magic. By communing with the spirits of the land, her fallen ancestors, and other such spiritual bodies, Rhuna can receive 'Guidance' from them, allowing her to play her cards more cheaply and enabling combos that would otherwise be impossible, much like Emperor Thaurissan does now
(I swear, they are not related in any way, shape, or form). You can use the tokens as you get them for some immediate benefit, or save them until you have certain combo pieces in hand, and use them to reduce the cost of those. The cost reduction is randomly split amongst your hand cards, and is capable of hitting the same card once, twice, or even three times, just like Arcane Missiles can hit the same minion multiple times. 'Guidance' spells and cards with similar effects will NOT attempt to reduce the cost of cards that already cost (0), or have the Ethereal keyword. <-This is important.Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Now, for the example cards:
Explanations:
One of the many spirits at the Medium's beck and call is the Wisp, and the Dalaran Spiritcaller is an example of her Wisp-summoning powers. Wisps are small, easy to summon and easy to talk to, and thus the Medium makes generous use of them, unlike other, more volatile spirits, which take a bit more effort. When the cost of the Dalaran Spiritcaller is reduced, it uses the mana you saved in order to summon two of those little spirit servants. It's a rather basic example of what can be done with this kind of effect, but I think it fits well with what the class tries to do.
Mediums also make use of one-turn-only temporary effects in order to do their combos. Wind and Water is a reference to the chinese art of 风水, which translates to - you guessed it - wind and water. By reading the ley lines/other flows of energy and adjusting the positioning of her channeling devices in accordance to that, the Medium can temporarily bring out her summons with a bit more power than usual. The +1/+3 buff is great for buffing minions out of AOE range, allowing you to swing the board back in your favour in a single turn in conjunction with cards that summon multiple minions, like the Dalaran Spiritcaller. Many of her other combo cards also focus on the summoning and buffing/keeping alive of minions, or other synergies with minion summons. The golden rule of all Mediums is that if you treat spirits well, they will treat you well in return.
The Yuki-Onna (or Snow Woman) is a spirit in Japanese folklore, said to be the ghost of someone who perished in the snow. She casts Blizzard upon entering the battlefield, without discriminating between friend and foe. A vengeful and wild spirit by nature, she is difficult to control, acting as a board clear and stalling tool for the Medium, helping her survive until her big combo turns later in the game. Her Ethereal nature allows you to hold her for the opportune moment without fear of having cost reductions land on her instead of your combo pieces, but at the same time makes it difficult for you to combo her with other cards.
Why Rogue is my favourite class:
My submission for this week's card design competition.
The way it works is, it promotes the minion, then checks it's rarity, and if it isn't an epic or legendary (After the promotion), it repeats. Now the Personal Trainer obviously seems strong, and it is, it's one of my classes core cards. However, the same could be said for Houndmaster, and Houndmaster has a very easy to trigger effect that buffs just as much as Personal Trainer, and gives taunt, and has more offensive stats for a 4 drop than the personal trainer, which is typically better for a 4 drop because its health is less relevant when the minions are bigger, especially when you want to be comboing them. Besides, you have to consider just how many commons you'll be running in a deck. Even in a common deck you won't be running many more than hunters run beasts.
@Asylum_Rhapsody
I noticed you left a note on my Titan submission on page 3 telling me to remove the banner. I noticed you removed your comments from some people who edited their posts but not mine. Is the black divide over the example cards the issue? Because that's something that I directly took from a page 1 submission and I didn't think it was a problem, especially because it actually makes my post easier to read and take up less space by having the spoiler directly under each card rather than have all 3 one under the other.
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
My apologies, I must have missed the edit. I can't remove the note now because I'm on mobile, but let me get it when I'm at my computer next. =)
I'm just wondering where the idea of card rarity comes in? Are you going to have cards that say; if you have two epic minions, do X? Or a questing adventurer type card that gains 1/1 every time a minion is promoted?
I think Stealth in general is pretty problematic, especially perma-Stealth. Also, the wording of the ward means that when your minions attack and break Stealth, they immediately return to Stealth because Shadow Ward's effect is an ongoing aura. "Have Stealth" and "Gain Stealth" are two completely different things.
I would stick to temporary Stealth, one that only lasts until the start of your next turn. Even then, you have the potential to keep gigantic cards protected forever, especially if you can hoard the Shadow Wards. Look at how hated Conceal is with miracle Rogue and how it just prevents you from dealing with a 15/15 Edwin from going face twice.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Question: Would it help to think of it not as "0/1: Your other minions have Stealth." but instead as "0/1: Taunt. Your other minions can't be targeted by spells or hero powers."? I think that's functionally the same almost, with regards to how the opponent interacts and deals with it. Then it becomes an easy matter to compare that with "0/2: Taunt".
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
I have no Idea what I am doing, help
I have no Idea what I am doing, help
Really appreciate the feedback. Thanks a bunch! It's definately hard to balance with Stealth. I've taken your ideas into account, and the idea with adjacent minions aint bad at all. Could you maybe do something like: "Place a Shadow Ward on your or your opponents side of the battlefield." ? I know place isn't a thing in Hearthstone, but what I mean with it is that you'd be able to choose exactly where to place it. And then the Shadow Ward would read: "Adjacent non-Shadow Ward minions have Stealth." - It might be too much if you can place it on your opponent's side of the battlefield bypassing their taunts, but I thought it seemed like a nice idea nonetheless ;)