Ugh, sorry, kinda found out about this at the very last moment. Really would have loved to send you off Asylum, the work and dedication you've brought to these forums is nothing short of astounding. I wish you a merry competition.
Most of the entries seem really good, looks like it'll be a fun competition!
Interesting class. I love your hero power, but I'm unsure about cards like Forge Drake. It feels like a more difficult Inspire, as 1) You'll need to spend resources to put Whelps in your deck, and 2) You might draw them before you can utilize Forge Drake-like effects. What's more, you also discard the Whelps (granted you do get a lot of armor for each, but not THAT much considering each Whelp costs 2 mana to shuffle in), meaning your second Forge Drake is significantly weaker.
I'd rather it be something like: "Discard all Whelps in your deck, gain X Armor for each" (not requiring at least three), "Discard up to three Whelps in your deck" could work if you don't want mass Whelp discards, or "If you have at least X Whelps in your deck, do something."
For now, Smokewhite Drake also seems weak as you haven't shown a lot of Armor gaining cards. 7 Armor is a lot to get for a non-Warrior class. Even if you can get armor reliably, I'd rather run other draw engines to ensure I don't just lose against aggro, who shreds my armor before I get a chance to draw.
Most of the entries seem really good, looks like it'll be a fun competition!
Interesting class. I love your hero power, but I'm unsure about cards like Forge Drake. It feels like a more difficult Inspire, as 1) You'll need to spend resources to put Whelps in your deck, and 2) You might draw them before you can utilize Forge Drake-like effects. What's more, you also discard the Whelps (granted you do get a lot of armor for each, but not THAT much considering each Whelp costs 2 mana to shuffle in), meaning your second Forge Drake is significantly weaker.
I'd rather it be something like: "Discard all Whelps in your deck, gain X Armor for each" (not requiring at least three), "Discard up to three Whelps in your deck" could work if you don't want mass Whelp discards, or "If you have at least X Whelps in your deck, do something."
For now, Smokewhite Drake also seems weak as you haven't shown a lot of Armor gaining cards. 7 Armor is a lot to get for a non-Warrior class. Even if you can get armor reliably, I'd rather run other draw engines to ensure I don't just lose against aggro, who shreds my armor before I get a chance to draw.
Not sure if you quoted the wrong person or if my link didn't work properly, but my class is the storyteller, not the dragon knight.
Most of the entries seem really good, looks like it'll be a fun competition!
Interesting class. I love your hero power, but I'm unsure about cards like Forge Drake. It feels like a more difficult Inspire, as 1) You'll need to spend resources to put Whelps in your deck, and 2) You might draw them before you can utilize Forge Drake-like effects. What's more, you also discard the Whelps (granted you do get a lot of armor for each, but not THAT much considering each Whelp costs 2 mana to shuffle in), meaning your second Forge Drake is significantly weaker.
I'd rather it be something like: "Discard all Whelps in your deck, gain X Armor for each" (not requiring at least three), "Discard up to three Whelps in your deck" could work if you don't want mass Whelp discards, or "If you have at least X Whelps in your deck, do something."
For now, Smokewhite Drake also seems weak as you haven't shown a lot of Armor gaining cards. 7 Armor is a lot to get for a non-Warrior class. Even if you can get armor reliably, I'd rather run other draw engines to ensure I don't just lose against aggro, who shreds my armor before I get a chance to draw.
Not sure if you quoted the wrong person or if my link didn't work properly, but my class is the storyteller, not the dragon knight.
Oops. So that's why I kept asking "what does a dragon have to do with Storytelling" xD
Well to correct my mistake, I'll talk about your class as well :P Your keyword is yet another of the small handful of elegantly designed ones this CCC. Your showcases are perfect, showing the classic 1) Buff card, 2) Card that extracts value and "cheats" your class mechanics, and 3) Removal.
Plot twist is like a smaller Betrayal that can potentially leave no one behind (as opposed to Betrayal which will always leave the betrayer alive, so it's perfectly balanced at 2. Fate keeper is your usual class 3-drop, and Book of the World feels like an excellent T1 play against Aggro.
Definitely a vote for me, and I hope you progress to the next stage because I want to see what kind of cards you can make. Personally, I would love some more synergy with the Characters, like transforming them to something else. It feels flavorful, because you're giving nameless background characters a bigger role. I think transforming Characters to something better would also give you a unique edge, compared to cards that simply summon things that has been done a million times before.
Please fire away with all feedback, as I said previously, this is a Necromancer based class (still deciding on a title) that draws a lot of inspiration from the Guild Wars and especially Guild Wars 2 style of Necromancer that is more a kind of dark spellsword than the undead horde driving liches that you would expect of a necromancer, with a general focus on delayed interaction, minion restoration/sacrifice and curses.
I've said and will say this about all -X/-X effects. It has an inherent problem, in that there's a possible way to lock down your opponent's board by leaving a bunch of 0 Attack minions. I would rather it be a bigger debuff but keep it temporary. If it reduces health to 0 it dies anyway, but if it reduces attack to 0, it won't be stuck being a dead card as it returns back to normal next turn.
Second thing is, is Sacrifice necessary to be a keyword? You could easily say "Battlecry: Deal X damage to your hero. Do something else." or you can avoid Battlecry anti-synergy with Brann by saying "When you play this, do X".
Finally, your cards are okay, but nothing feels super unique quite yet. You can just as easily see Reaper's Greatsword as a Warrior card, or Grim Caster as a Warlock card. If you're going for debuffs, I say go all out. Give your class a unique identity.
@thebangzats Thanks for the feedback. I agree about you with more Character synergy. I have some planned, but I forgot to add it in the class themes. I added it there now.
But, how about the submitions that don't respect the rules, what will happen to them? (literaly, the only way I pass is if the only entries that do not advance are the "illegal" ones :/ )
I can't find anywhere that says it but are we allowed to update our lore and card descriptions at all? I have already submitted my entry and my lore section is very brief. I don't explain my keyword. It may explain itself but still. I also haven't discussed any general strengths of my class.
Just submitted my Blood Mage class. Go check it out and vote for it! Now that the submission window is nearly closed, I went through and voted on my favorite entries. Lots of cool stuff! But I'm really surprised by how many rule breaking entries there are. Lots of mis-formatted posts. "Fancy" images. Some posts with dead image links. Some people still haven't revised their hero powers to create tokens. There is at least one guy who didn't create an original character. Once all of those get disqualified and purged, the competition will be fierce though!
Man, you know, this is a competition, but its mostly for fun. I don't believe there is any reason to try to throw shade at anyone, even if you're not mentioning them specifically. I know its hard to full moderate everything and the mods want to give people time to get their act together, but you can also bet that no one that hasn't followed the rules is getting through to the next round. The mods may not have deleted or openly disqualified everyone that hasn't followed the rules, but they tend to make sure when it comes down to the end everything if fair. What's even more amazing is you're using that as a reason to specifically advertise your post and ask for votes. Classy move, for the Class Creation Competition....
Those are fair points. Sorry for being rude. It wasn't my intention, I guess I'm just in disbelief about many of the entries. I'm kind of pedantic and obsessed with following rules and I get frustrated when other people aren't following the rules. I wasn't trying to criticize the mods either, I trust they'll do the right thing and I like that they've been notifying people and trying to get them to fix their entries. There are a few I'm going to be sad about if they get disqualified.
But mainly I wanted to point out how intense the competition is once those entries are gone. There are a lot of high quality ideas, and since about only 50% of entries are going to continue on, it'll be unfortunate for those of us who don't make it to Phase 2.
Just submitted my Blood Mage class. Go check it out and vote for it! Now that the submission window is nearly closed, I went through and voted on my favorite entries. Lots of cool stuff! But I'm really surprised by how many rule breaking entries there are. Lots of mis-formatted posts. "Fancy" images. Some posts with dead image links. Some people still haven't revised their hero powers to create tokens. There is at least one guy who didn't create an original character. Once all of those get disqualified and purged, the competition will be fierce though!
Man, you know, this is a competition, but its mostly for fun. I don't believe there is any reason to try to throw shade at anyone, even if you're not mentioning them specifically. I know its hard to full moderate everything and the mods want to give people time to get their act together, but you can also bet that no one that hasn't followed the rules is getting through to the next round. The mods may not have deleted or openly disqualified everyone that hasn't followed the rules, but they tend to make sure when it comes down to the end everything if fair. What's even more amazing is you're using that as a reason to specifically advertise your post and ask for votes. Classy move, for the Class Creation Competition....
Those are fair points. Sorry for being rude. It wasn't my intention, I guess I'm just in disbelief about many of the entries. I'm kind of pedantic and obsessed with following rules and I get frustrated when other people aren't following the rules. I wasn't trying to criticize the mods either, I trust they'll do the right thing and I like that they've been notifying people and trying to get them to fix their entries. There are a few I'm going to be sad about if they get disqualified.
But mainly I wanted to point out how intense the competition is once those entries are gone. There are a lot of high quality ideas, and since about only 50% of entries are going to continue on, it'll be unfortunate for those of us who don't make it to Phase 2.
Again, sorry for being rude.
Nah I don't think it's rude, it's just a misunderstanding. It's hard to convey tone in text form. There's a handful of invalid entires and that just means less people are participating where there could've been more.
...In all seriousness, I think there's some very high quality entries here, and I wish the best for everyone participating. While I hope I get through, obviously, I want you to know that I do appreciate everyone who helped me balance my class, as this is only my first time ever doing anything like this. I don't rate my chances of succeeding against this horde of actually good classes very high so I'm gonna leave this message to make out I'm not super salty when I lose.
So, I was thinking: Why does no one likes my class? And, looking into what I have right now, the Hero Power seems to be the cause, It feels bad. That's it's curent state:
does not look good, does it?
As I said on my submition, my initial plan would have it gaining +1 attack permanently, but that would be too good, a Lowly Squire as a Hero Power. But it feels bad having to use your Hero Power EVERY SINGLE TURN if you want it to be effective. So, as a last minute change, what can I do to improve it? maybe turn it into a 0/1 that can gain attack permanently?
So, I was thinking: Why does no one likes my class? And, looking into what I have right now, the Hero Power seems to be the cause, It feels bad. That's it's curent state:
does not look good, does it?
As I said on my submition, my initial plan would have it gaining +1 attack permanently, but that would be too good, a Lowly Squire as a Hero Power. But it feels bad having to use your Hero Power EVERY SINGLE TURN if you want it to be effective. So, as a last minute change, what can I do to improve it? maybe turn it into a 0/1 that can gain attack permanently?
A hero power is the equivalent of a 0-mana card, so a 0-mana Lowly Squire (with permanent Attack buff) would be a 0/1, not a 0/2. Add to that the fact that your hero power ramps in value the more tokens you have. However, making it a 0/1 makes it less reliable than Pally, even though it does ramp up.
What about: "0-mana 0/3. Inspire: Gain +1 attack until the start of your next turn" The yet here is the 3 Health that's very difficult to remove, as well as an attack buff that applies on your opponent's turn as well (There's a difference between 'this turn' and 'until your next turn').
The weakness of your hero power is that Inspire is a pretty weak keyword. You want to play cards, not use your hero power, which is why it'll most often be a 0/2 token.
Rally the Troops is a fine effect if it summoned something more reliable than more of your hero power tokens. Yes I know it has to in order to adhere to the "no tokens" rule of this phase, but perhaps you can think of another way to show off your Maneuver keyword. Glowing Long Lance is a fine card, though perhaps not ultra-unique and not very flavorful towards your class. i.e. it could just as easily be another Warrior weapon. Sub-Captain is just messy. Effect aside, the card text is an eyesore. I like things that are elegantly simple. You're cramming two effects together. I suggest just picking one.
Just remember than Inspire is a weak keyword. It was rarely used. That might be the reason you're not getting votes. Inspire is just too weak.
Most of the entries seem really good, looks like it'll be a fun competition!
Interesting class. I love your hero power, but I'm unsure about cards like Forge Drake. It feels like a more difficult Inspire, as 1) You'll need to spend resources to put Whelps in your deck, and 2) You might draw them before you can utilize Forge Drake-like effects. What's more, you also discard the Whelps (granted you do get a lot of armor for each, but not THAT much considering each Whelp costs 2 mana to shuffle in), meaning your second Forge Drake is significantly weaker.
I'd rather it be something like: "Discard all Whelps in your deck, gain X Armor for each" (not requiring at least three), "Discard up to three Whelps in your deck" could work if you don't want mass Whelp discards, or "If you have at least X Whelps in your deck, do something."
For now, Smokewhite Drake also seems weak as you haven't shown a lot of Armor gaining cards. 7 Armor is a lot to get for a non-Warrior class. Even if you can get armor reliably, I'd rather run other draw engines to ensure I don't just lose against aggro, who shreds my armor before I get a chance to draw.
Seems you were talking about me and the reason most of these cards are seems kinda weak it's because I can only show 3 cards. The reason I chose those three cards is that the show the main features of the class which is 1. Drawing to get value from your hero power, 2.Armor and 3.Dragon Synergy.I came up with about a dozens cards that interacted but only the few I showed really rely on certain cards being in the deck.For example here were some cards I came up with to make the shown cards much stronger. (and yeah your right about the Forge Drake it should be up to 3 Whelps not only 3 Whelps. Gonna fix that little mistake.)
Dragon Breeder: Pretty much a 5 drop that gives you a free hero power for having a dragon alive on the board. Simply but strong.
Hearlth, Iron-Skinned Dragon: Actually the first card alongside Smokewhite Drake to be made for the class and is the reason the Smokewhite requires so much armor as I don't wanna make it so it pretty much always draws a card on turn 3.
Armored Wyvern: It took some time but I think this is to show kinda the aggressive route the class could take by having a 3 mana 4/7 (but not as strong due to it having 2 attack only.)
Rapid Growth: This is probably the weakest of the cards shown and I'm still working how what to make of this but I think for the moment it's good where it is as it draws a card and puts 4/4 worth of stats on the board.
Violet Dragon: This classes version of Thing from Below and I think it's a good way to show how cards can interact with Whelps.
So, I was thinking: Why does no one likes my class? And, looking into what I have right now, the Hero Power seems to be the cause, It feels bad. That's it's curent state:
does not look good, does it?
As I said on my submition, my initial plan would have it gaining +1 attack permanently, but that would be too good, a Lowly Squire as a Hero Power. But it feels bad having to use your Hero Power EVERY SINGLE TURN if you want it to be effective. So, as a last minute change, what can I do to improve it? maybe turn it into a 0/1 that can gain attack permanently?
I'm pretty sure an inspire based class was pretty much turned down because of the fact inspire was added in TGT? I think you might have to change the hero power.
So, I was thinking: Why does no one likes my class? And, looking into what I have right now, the Hero Power seems to be the cause, It feels bad. That's it's curent state:
does not look good, does it?
As I said on my submition, my initial plan would have it gaining +1 attack permanently, but that would be too good, a Lowly Squire as a Hero Power. But it feels bad having to use your Hero Power EVERY SINGLE TURN if you want it to be effective. So, as a last minute change, what can I do to improve it? maybe turn it into a 0/1 that can gain attack permanently?
A hero power is the equivalent of a 0-mana card, so a 0-mana Lowly Squire (with permanent Attack buff) would be a 0/1, not a 0/2. Add to that the fact that your hero power ramps in value the more tokens you have. However, making it a 0/1 makes it less reliable than Pally, even though it does ramp up.
What about: "0-mana 0/3. Inspire: Gain +1 attack until the start of your next turn" The yet here is the 3 Health that's very difficult to remove, as well as an attack buff that applies on your opponent's turn as well (There's a difference between 'this turn' and 'until your next turn').
The weakness of your hero power is that Inspire is a pretty weak keyword. You want to play cards, not use your hero power, which is why it'll most often be a 0/2 token.
Rally the Troops is a fine effect if it summoned something more reliable than more of your hero power tokens. Yes I know it has to in order to adhere to the "no tokens" rule of this phase, but perhaps you can think of another way to show off your Maneuver keyword. Glowing Long Lance is a fine card, though perhaps not ultra-unique and not very flavorful towards your class. i.e. it could just as easily be another Warrior weapon. Sub-Captain is just messy. Effect aside, the card text is an eyesore. I like things that are elegantly simple. You're cramming two effects together. I suggest just picking one.
Just remember than Inspire is a weak keyword. It was rarely used. That might be the reason you're not getting votes. Inspire is just too weak.
Thanks a lot. I should have asked this earlyer, but there is still time to work on changes.
A hero power is the equivalent of a 0-mana card, so a 0-mana Lowly Squire (with permanent Attack buff) would be a 0/1, not a 0/2.
Not quite. Lowering attack from 1 to 0 is worth two stats points instead of just one. You can see this in action most obviously in Goldshire Footman vs Shieldbearer, but you can also see it with like Wisp vs Target Dummy (Taunt being usually worth ~1 stat point, meaning Target Dummy has 3 stat points while Wisp has only 2). A 0-mana Lowly Squire with permanent Attack buff could be a 0/2 just fine.
So, I was thinking: Why does no one likes my class? And, looking into what I have right now, the Hero Power seems to be the cause, It feels bad. That's it's curent state:
does not look good, does it?
As I said on my submition, my initial plan would have it gaining +1 attack permanently, but that would be too good, a Lowly Squire as a Hero Power. But it feels bad having to use your Hero Power EVERY SINGLE TURN if you want it to be effective. So, as a last minute change, what can I do to improve it? maybe turn it into a 0/1 that can gain attack permanently?
A hero power is the equivalent of a 0-mana card, so a 0-mana Lowly Squire (with permanent Attack buff) would be a 0/1, not a 0/2. Add to that the fact that your hero power ramps in value the more tokens you have. However, making it a 0/1 makes it less reliable than Pally, even though it does ramp up.
What about: "0-mana 0/3. Inspire: Gain +1 attack until the start of your next turn" The yet here is the 3 Health that's very difficult to remove, as well as an attack buff that applies on your opponent's turn as well (There's a difference between 'this turn' and 'until your next turn').
The weakness of your hero power is that Inspire is a pretty weak keyword. You want to play cards, not use your hero power, which is why it'll most often be a 0/2 token.
Rally the Troops is a fine effect if it summoned something more reliable than more of your hero power tokens. Yes I know it has to in order to adhere to the "no tokens" rule of this phase, but perhaps you can think of another way to show off your Maneuver keyword. Glowing Long Lance is a fine card, though perhaps not ultra-unique and not very flavorful towards your class. i.e. it could just as easily be another Warrior weapon. Sub-Captain is just messy. Effect aside, the card text is an eyesore. I like things that are elegantly simple. You're cramming two effects together. I suggest just picking one.
Just remember than Inspire is a weak keyword. It was rarely used. That might be the reason you're not getting votes. Inspire is just too weak.
Well, the "until the star of your next turn" idea is really good, so I decided to implement it.
So, I was thinking: Why does no one likes my class? And, looking into what I have right now, the Hero Power seems to be the cause, It feels bad. That's it's curent state:
does not look good, does it?
As I said on my submition, my initial plan would have it gaining +1 attack permanently, but that would be too good, a Lowly Squire as a Hero Power. But it feels bad having to use your Hero Power EVERY SINGLE TURN if you want it to be effective. So, as a last minute change, what can I do to improve it? maybe turn it into a 0/1 that can gain attack permanently?
I'm pretty sure an inspire based class was pretty much turned down because of the fact inspire was added in TGT? I think you might have to change the hero power.
Well, yes. The thing is I really wanted to make an Inspire based class, so even tought it is far from ideal, I will stick with it, and try to balance it the best I can. (yes, it would be smarter to change)
A hero power is the equivalent of a 0-mana card, so a 0-mana Lowly Squire (with permanent Attack buff) would be a 0/1, not a 0/2.
Not quite. Lowering attack from 1 to 0 is worth two stats points instead of just one. You can see this in action most obviously in Goldshire Footman vs Shieldbearer, but you can also see it with like Wisp vs Target Dummy (Taunt being usually worth ~1 stat point, meaning Target Dummy has 3 stat points while Wisp has only 2). A 0-mana Lowly Squire with permanent Attack buff could be a 0/2 just fine.
If that's so, I could have done something like that, sad. Anyway, the "new" Hero Power is done:
The Health is the same, but the effect was doubled, so the value is better. I tought of making it a 0/3, but then it would be too hard to kill. it feels a bit better now.
Also: new Sub Captain:
Since his point was really just buffing your Guard recuits, there we go:
Rollback Post to RevisionRollBack
I have no Idea what I am doing, help
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Finished and posted my storyteller class, check it out!
Most of the entries seem really good, looks like it'll be a fun competition!
Ugh, sorry, kinda found out about this at the very last moment. Really would have loved to send you off Asylum, the work and dedication you've brought to these forums is nothing short of astounding. I wish you a merry competition.
I'd rather it be something like: "Discard all Whelps in your deck, gain X Armor for each" (not requiring at least three), "Discard up to three Whelps in your deck" could work if you don't want mass Whelp discards, or "If you have at least X Whelps in your deck, do something."
For now, Smokewhite Drake also seems weak as you haven't shown a lot of Armor gaining cards. 7 Armor is a lot to get for a non-Warrior class. Even if you can get armor reliably, I'd rather run other draw engines to ensure I don't just lose against aggro, who shreds my armor before I get a chance to draw.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Well to correct my mistake, I'll talk about your class as well :P
Your keyword is yet another of the small handful of elegantly designed ones this CCC. Your showcases are perfect, showing the classic 1) Buff card, 2) Card that extracts value and "cheats" your class mechanics, and 3) Removal.
Plot twist is like a smaller Betrayal that can potentially leave no one behind (as opposed to Betrayal which will always leave the betrayer alive, so it's perfectly balanced at 2. Fate keeper is your usual class 3-drop, and Book of the World feels like an excellent T1 play against Aggro.
Definitely a vote for me, and I hope you progress to the next stage because I want to see what kind of cards you can make. Personally, I would love some more synergy with the Characters, like transforming them to something else. It feels flavorful, because you're giving nameless background characters a bigger role. I think transforming Characters to something better would also give you a unique edge, compared to cards that simply summon things that has been done a million times before.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Second thing is, is Sacrifice necessary to be a keyword? You could easily say "Battlecry: Deal X damage to your hero. Do something else." or you can avoid Battlecry anti-synergy with Brann by saying "When you play this, do X".
Finally, your cards are okay, but nothing feels super unique quite yet. You can just as easily see Reaper's Greatsword as a Warrior card, or Grim Caster as a Warlock card. If you're going for debuffs, I say go all out. Give your class a unique identity.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
@thebangzats Thanks for the feedback. I agree about you with more Character synergy. I have some planned, but I forgot to add it in the class themes. I added it there now.
Voting day guys, hope you all pass.
But, how about the submitions that don't respect the rules, what will happen to them? (literaly, the only way I pass is if the only entries that do not advance are the "illegal" ones :/ )
I have no Idea what I am doing, help
Hey Guys,
I can't find anywhere that says it but are we allowed to update our lore and card descriptions at all? I have already submitted my entry and my lore section is very brief. I don't explain my keyword. It may explain itself but still. I also haven't discussed any general strengths of my class.
Vote for my Soulmancer class in Class Design Competition #3
But mainly I wanted to point out how intense the competition is once those entries are gone. There are a lot of high quality ideas, and since about only 50% of entries are going to continue on, it'll be unfortunate for those of us who don't make it to Phase 2.
Again, sorry for being rude.
There's a handful of invalid entires and that just means less people are participating where there could've been more.
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
How about this?
If you got the coin, the Mercenaries get going. Vote for The Mercenary for CCC #3.
Good luck to everyone in the competition! And by good luck I mean vote for my class I just want love, I need more respect from my peers plz.
...In all seriousness, I think there's some very high quality entries here, and I wish the best for everyone participating. While I hope I get through, obviously, I want you to know that I do appreciate everyone who helped me balance my class, as this is only my first time ever doing anything like this. I don't rate my chances of succeeding against this horde of actually good classes very high so I'm gonna leave this message to make out I'm not super salty when I lose.
So, I was thinking: Why does no one likes my class? And, looking into what I have right now, the Hero Power seems to be the cause, It feels bad. That's it's curent state:
does not look good, does it?
As I said on my submition, my initial plan would have it gaining +1 attack permanently, but that would be too good, a Lowly Squire as a Hero Power. But it feels bad having to use your Hero Power EVERY SINGLE TURN if you want it to be effective. So, as a last minute change, what can I do to improve it? maybe turn it into a 0/1 that can gain attack permanently?
I have no Idea what I am doing, help
What about:
"0-mana 0/3. Inspire: Gain +1 attack until the start of your next turn"
The yet here is the 3 Health that's very difficult to remove, as well as an attack buff that applies on your opponent's turn as well (There's a difference between 'this turn' and 'until your next turn').
The weakness of your hero power is that Inspire is a pretty weak keyword. You want to play cards, not use your hero power, which is why it'll most often be a 0/2 token.
Rally the Troops is a fine effect if it summoned something more reliable than more of your hero power tokens. Yes I know it has to in order to adhere to the "no tokens" rule of this phase, but perhaps you can think of another way to show off your Maneuver keyword.
Glowing Long Lance is a fine card, though perhaps not ultra-unique and not very flavorful towards your class. i.e. it could just as easily be another Warrior weapon.
Sub-Captain is just messy. Effect aside, the card text is an eyesore. I like things that are elegantly simple. You're cramming two effects together. I suggest just picking one.
Just remember than Inspire is a weak keyword. It was rarely used. That might be the reason you're not getting votes. Inspire is just too weak.
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
Since his point was really just buffing your Guard recuits, there we go:
I have no Idea what I am doing, help