@cheeseeatingsurrendermonkey I don't think there is such a rule. I think there have been Deathrattle Hero Power tokens already as well.
@omgnametakenwtf In general I agree with this. There are a lot of Hero Powers submitted that just generate a card to fit the challenge requirements. However, there are some that are planned that way. My Hero Power is intended to let you hold onto the 0 mana spell for when you need it, and the synergy with Auctioneer is absolutely intended.
Agreed. My Hero Power produces a 0 mana card and that gives it a much different function than if it were to produce the effect of the card itself. The tokens are intended to be saved up and it is designed with gadgetzan in my thinking. It will allow card draw but should not give a miracle rogue kind of situation because there won't be many damage dealing spells.
@mewdrops Eh... not sure I'm liking the direction you're going with medium. I'm not sure cost discounts are something to build a class around. Discounts aren't a deck/style archetype, they generally just make a deck run smoother, though combo decks need discounts the most. But until we know what we're discounting, all I can imagine are typical Malygos or Reno OTK combos.
Foxfire: no need to rewarded a discounted carded. It just means you have to over-cost the card to balance it. Echo Chamber: Until I know what kinds of spells your class has, it's impossible to judge this. Are you a minion buffing class? a removal/counter/secret class? A burn or AOE class? And really, the next 3 spells? A spell that duplicates the next spell would be OP enough. Spirit Fire: Seems like a bad example card. We want to know what we can be discounting, not the cards we can't be discounting.
Ethereal is a strange keyword choice. I understand the need for the effect, but it's kind of a pain. If the class is about discounting, shouldn't most of its cards be open to discounts? Also, if you decide you really need this mechanic, ethereal is a poor choice of word. I'd pick something that speaks more to the keywords concept like "Fixed" or "Stable" or "Immutable". "Absolute" something along those lines.
But yeah... to reiterate: card discounts aren't something to build a class around.
Okay, thanks for the feedback! As for your suggestions:
I'm not planning on building this class entirely around the idea of discounting cards - it's simply just what makes it unique when compared to other combo classes (Rogue). Just like Warrior is not built around the idea of gaining armour. Armour is just a tool that allows the warrior to survive, which makes it unique when compared to other classes that can play control, like Paladin, for instance.. Discounts are just a tool that allows the Medium to access her combos/play big stuff early. Hopefully there isn't anything wrong with my logic - maybe there is, and I'm just not seeing it.
Of course, the idea of cost reductions was my starting point when I was thinking about this. I thought 'I want to make some stuff that makes stuff cost less', then went 'okay, that would work in a combo/ramp deck', and etc, and everything else came afterwards. I'm not gonna lie and say that I didn't start designing the class with 'lets make stuff cheaper!' in my head, but there's no reason I can't branch out from that afterwards.
Foxfire Spirit is a way for me to have synergy with the class's hero power. I feel like it's all right to reward the player for doing what the class is capable of doing. Just like warrior rewards the player for gaining armour through Shield Slam, or Priest rewards the player for healing things through cards like Northshire Cleric. Although especially with the new hero power token (the original only reduced a single card by (2)). it becomes significantly easier to discount it, so maybe I ought to make it weaker.
Echo Chamber: I know that this is a hard card to balance, and you're right - it's probably not a great idea to show this when I'm not showing a lot of other spells. Also, duplicating spells isn't that OP. It might be a bit too strong in its current form, but I don't think the idea of duplicating spells should just be immediately dismissed as overpowered. It's not like you can play it now and duplicate your spells the turn after - that might be very strong. Maybe it'd be better to show another card here - I'll think about it.
Spirit Fire: I named the keyword Ethereal because the entire flavour of the Medium is essentially 'borrowing or 'channelling' the power of greater entities. When something is Ethereal it's hard to control/channel, making it impossible to reduce it's cost. As for the card itself, the idea is to show that Ethereal can be used for more than just 'this'll be busted without Ethereal', which everyone sees, but it can also be used to focus your discounts onto cards that you want discounted more - your combo pieces. I understand that it's a little plain, and may not make for a good example card. I'll see if I can come up with something else.
As for her spells, I plan on having many of her spells having summoning/buffing effects (things like 'minions you summon this turn gain +2/+2', 'summon two 3/3s', etc), with some removal ('Destroy an enemy minion that costs more than this card') and AOE (Spirit Fire) as well. Burn isn't supposed to be a massive part of her playstyle, due to OTKs and stuff with the hero power. Instead, the hero power is meant as more of a way to create swings on the board/generate value using combinations of cards.
About your class and its hero power: - I like your second hero power the most - it's simple, and it works. Like you said, the 3rd one is super-complex and probably not that good as a hero power. The first one runs into the problem of being a 'deck attack', something that a lot of people dislike.
Okay, 4th version, what do you guys think of these 3 options?
This 3 version is an "auto-cast" on-draw effect, similar to Beneath the Grounds and Ambush or Ancient Shade and Ancient Curse. It doesn't count as a spell cast (for Gadgetzan Auctioneer or Yogg) and it doesn't trigger if i'ts an overdraw discard when the hand is full.
Of the 3 versions, I think I like the first best (pay 2 life, potential dead draw for the opponent). I love how simple it is. The second seems the safest. The 3rd has good flavor but seems too complex for a hero power.
What if the second mana leak version said: "Draw a card. It costs (5) more this turn."
I buffed Human Form from 2 to 3 Health, which I think may be good. If you compare it to Shapeshift, then, you get 1 attack and 3 healing every two casts, compared to 2 attack and 2 armor, so it's comparable. Is that still too weak, though? Restoring 4 Health might be too good. What if Worgen form have +2 attack and Human form restored 2 Health? Or did I get it right with the version I made?
I buffed Human Form from 2 to 3 Health, which I think may be good. If you compare it to Shapeshift, then, you get 1 attack and 3 healing every two casts, compared to 2 attack and 2 armor, so it's comparable. Is that still too weak, though? Restoring 4 Health might be too good. What if Worgen form have +2 attack and Human form restored 2 Health? Or did I get it right with the version I made?
I think putting worgen form at +2 Attack is pushing it a bit too much, as no other Hero Power right now can deal with 2 health minions easily. I don't know if Human form is too weak either, it is very hard to judge. I haven't read into your class from the start too much, so I'll have to excuse myself if this question has already been answered, but does the Hero Powers refresh upon cast? Can you go back and forth in a turn. Also, Human Form could be 1 mana, or any other cost, right?
My second thought regarding your class is whatever or not you've considered making the keyword only on one side, such that it isn't Human/Worgen, but rather only Worgen. This would let your class cards be used by other classes, much like Combo, Choose One, and Overload, without actually changing anything about your class. Hark Steward would go from its current wording into: "Battlecry: Restore 5 Health. If you're a Worgen, deal 2 damage instead." This would also let you do more stuff with your ability as it can now be a part of a battlecry, a deathrattle, or even an aura. In my opinion it also flows better. Since several people have expressed worries about my Hero Power I've made a few alterations to it that I'd like opinions on. I'd like to note that I think I need to keep the damage and that I'd rather avoid increasing the cost of the cards drawn, as that is way more unfun and only lets me play the slow game. With the current Hero Power of damage + effect you can play an early game pushing game as well, as it would leave your opponent with either less mana as they play the spybot, or with ramping damage.
Current Token
Alternative #1
Alternative #2
I worded the Hero Power in that way so that it wouldn't refresh when used. It can only be used once per turn. Also, other players can use Human cards, since all other Heroes are considered to permanently be in Human form. I also want to make sure the Hero Power is balanced on its own, though. Like, would other classes want to take it from Sir Finley under the right circumstances, or is it too UP for them?
As for your hero power, I think the current version is fine. The other two are kinda useless in comparison.
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.
Oh yeah, and, independant from the actual submission it may be, I haven't had any feedback on the Legendaries I made, and I would like to know which one would be appropriate, keeping in mind only one is allowed in the classic set.
Ergeth has to be included in a 30 legendary deck with a hero power that doesn't work on legendary minions and the other two class legendaries (Should those be the ones added) both don't work with 30 legendary decks. 30 legendary decks are also mostly joke decks. That is the reason as to why he has such a ridiculously strong effect.
Lucy has an effect which will only be put on one card I make which is spell promoting. Spell promoting is there because having access to legendary spells would be pretty cool, she's a decent midrange minion and her effect requires you to use non-damaging spells beforehand to lower the chance of her effect fizzling on something like a Mukla Banana. However putting a promotion on an AoE spell which can be saved for later is pretty good, because the problem with spell damage minions is they have to be comboed with spells to guarentee their effects. She doesn't have this problem.
Nillueda is someone who works best in cheap decks, and it adds a nice win-con legendary that makes Peasant King more interesting, isn't necessary for the deck to be good, and can give newer players a legendary they can save towards, and progression is what allows a game to live.
Again, I would appreciate feedback on which one should be classic as well as some advice as to whether they are good. And if you know who Ergeth's name in combination to his upper class attitude is referencing, you get a cookie.
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.
@maxlot : Hi maxlot, nice class! I think it's the first class that I see which is (partly) based on cards rarity. Very creative.
Promote : Works well on minions and weapons. However, how does it work on spells? On a spell which deals 2 damage, for example, the effect is easy to understand; the spell now deals 3 damage. But what if the spell reads "Restore 2 Health"? Or "Draw 2 cards"?
How does Promote work on cards with no rarity (i.e. cards in the Basic set)? Do they become commons? Do they stay the same?
Promote is a really nice mechanic, seems fun to play.
Squad Leader : Nice card. Can't be showcased in phase I, however, because it creates a new kind of token.
Personal Trainer : Nice concept. At first glance, I didn't understand the card's wording. Why would it mention «or a Legendary»? Oh, right, you can use it on an Epic card and it will become Legendary. So a common is buffed twice, a rare and an epic, once, and a legendary, not at all.
Best used with a common (even in that case, it's worse than Houndmaster). Poor with any other rarity (worse than Shattered Sun Cleric). Could use a stat buff; 4/3 seems already better.
Another idea would be to change the text to "Promote a minion twice." Easier to understand, almost the same functionnality. Works better with more cards. Doesn't need to have too much commons and cards which benefit from being promoted in your deck (which may be hard to achieve).
Is it a problem that a card may "skip" a rarity? If a common is promoted twice, like Squad Leader, then its effect will trigger twice. Does it seems too fast or is it intended, as a possible combo?
Epic (and Legendary) must be capitalized and in bold (see Rend Blackhand).
Spear of Champions : Flavorful. The effect and stats seem balanced.
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.
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.
@maxlot : Go with Lowly Commoner. It's a card without Promote (or that isn't directly related), so it shows another aspect of your creative process. Also, it highlights really well your Peasant King archetype. When we see this card, we clearly see your intent.
However, the card should be balanced. It may add ANY common minion to your hand. Which can be a North Sea Kraken, for example. (See Dark Peddler on a way to balance your card.)
@maxlot : Hi maxlot, nice class! I think it's the first class that I see which is (partly) based on cards rarity. Very creative.
Promote : Works well on minions and weapons. However, how does it work on spells? On a spell which deals 2 damage, for example, the effect is easy to understand; the spell now deals 3 damage. But what if the spell reads "Restore 2 Health"? Or "Draw 2 cards"?
How does Promote work on cards with no rarity (i.e. cards in the Basic set)? Do they become commons? Do they stay the same?
Promote is a really nice mechanic, seems fun to play.
Squad Leader : Nice card. Can't be showcased in phase I, however, because it creates a new kind of token.
Personal Trainer : Nice concept. At first glance, I didn't understand the card's wording. Why would it mention «or a Legendary»? Oh, right, you can use it on an Epic card and it will become Legendary. So a common is buffed twice, a rare and an epic, once, and a legendary, not at all.
Best used with a common (even in that case, it's worse than Houndmaster). Poor with any other rarity (worse than Shattered Sun Cleric). Could use a stat buff; 4/3 seems already better. (The card should be okay even if you don't have a minion like Squad Leader in play.)
Is it a problem that a card may "skip" a rarity? If a common is promoted twice, like Squad Leader, then its effect will trigger twice. Does it seems too fast or is it intended, as a possible combo?
Epic (and Legendary) must be capitalized and in bold (see Rend Blackhand).
Spear of Champions : Flavorful. The effect and stats seem balanced.
Heyyyy, thanks for the feedback.
The spell specifically gains 1 damage on any instance of the card that deals damage. Though heal buffs did seem like it might be cool while I was theorising, I figured keeping consistency with how Spell Damage works already, because heal buffs wouldn't make for a huge buff regardless. Gaining 9 health from a Healing Touch instead of 8? Is that really worth it? And buffing drawing, which sounds like a good idea, is almost always much better than a damage buff on a card, thus if I have like, 2 card draw spells in my class, those would be the only cards anyone would use spell promoting on. Compare the costs and effects of Shadow Bolt and Sprint. And although Flamestrike and Sprint have the same damage and effect there is additionally a spell I've made, focusing on control king that deals damage and draws cards. In other words, I'm being careful about that.
Anyway, forgot to talk about basics, but basic minions and cards are, for all intents and purposes, regarded as commons. Just like how they are in the arena draft.
Personal Trainer is a card I'm fairly happy with but I have been considering a buff. The thing is, is has some insane cards to combo with like Squad Leader, (and yes, it doesn't go straight up to epic, it goes to rare THEN epic, causing it to trigger twice) and some others that I currently have conceptualised, whilst arguably having an easier target requirement in common cards. However, I'm thinking about giving him +1 health, because, as you say, he might just be understatted.
Oh, and I'll go update my cards with some borders now.
Oh and could you please go give some recommendations on what my Squad Leader replacement should be? I made a post about it just a while ago.
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.
I'm curious as to how Promote works exactly, especially on something like Spear of Champions. You mention in the Ability tooltip that it either gives +1/+1 or +1 Spell Damage, which would work similar to choose one when you play the Promote! but is that the intention or is the buff always one of the 2 at random? If you are supposed to pick how does that work with Personal Trainer and Spear? Most of the time when you talk about the ability you only mention the +1/+1 side of it, so maybe you are not really planning on using that +1 spelldamage anyway. I do think the Spell Damage is going to be very hard to balance around.
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.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The spell specifically gains 1 damage on any instance of the card that deals damage. Though heal buffs did seem like it might be cool while I was theorising, I figured keeping consistency with how Spell Damage works already, because heal buffs wouldn't make for a huge buff regardless. Gaining 9 health from a Healing Touch instead of 8? Is that really worth it? And buffing drawing, which sounds like a good idea, is almost always much better than a damage buff on a card, thus if I have like, 2 card draw spells in my class, those would be the only cards anyone would use spell promoting on. Compare the costs and effects of Shadow Bolt and Sprint. And although Flamestrike and Sprint have the same damage and effect there is additionally a spell I've made, focusing on control king that deals damage and draws cards. In other words, I'm being careful about that.
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.
Maybe you could go with "Decrease the spell's Cost by (1)". It's not too strong and can go on any kind of spell. Even if you try to break the mechanic, there will be a maximum of times the card's cost can be reduced.
Anyway, forgot to talk about basics, but basic minions and cards are, for all intents and purposes, regarded as commons. Just like how they are in the arena draft.
Ah, yeah, good point.
Personal Trainer is a card I'm fairly happy with but I have been considering a buff. The thing is, is has some insane cards to combo with like Squad Leader, (and yes, it doesn't go straight up to epic, it goes to rare THEN epic, causing it to trigger twice) and some others that I currently have conceptualised, whilst arguably having an easier target requirement in common cards. However, I'm thinking about giving him +1 health, because, as you say, he might just be understatted.
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.)
Oh, and I'll go update my cards with some borders now.
Oh and could you please go give some recommendations on what my Squad Leader replacement should be? I made a post about it just a while ago.
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.
I think last ditch effort should probably be random target. In comparison to deadly shot, think of assassinate, it costs 4 more to kill the same target as this (At least, the grand majority of the time) yet this cards downside isn't as big against control decks due to the lack of damage against your face, and unlike assassinate, it's fast and works against aggro. And if YOU are the aggressor and the opponent plays a giant taunt to keep you at bay... Take Zoolock for an example of this, that aggressive decks care a little less about their own health, after all they'll always be ahead in it.
Caution is very much a win more card. Not that that's necessarily a bad thing of course, basic cards aren't usually ran in heaps so including a couple that fare badly in losing situations doesn't mean much for the class as a whole. After all, this card is still interesting, fun and balanced, even if it does only really benefit you while very ahead.
Dusk boar and the rager family already want to die, how could you? In all seriousness though, this card won't really be played competitively, it isn't refined enough (Obviously, it's a basic after all) and it is a nice vanilla minion. That said, it is a class card, so it shouldn't really be a vanilla card. Think, how many vanilla class minions are there in hearthstone? That's right, none. So I think in order to better refine your class, you should just a little pizzazz to it. Maybe just give it charge or spell damage or something?
Clumsy mechanic is a card that aims to hit face or be a weak card. You're technically paying for a 3 mana 4/2 if this hits anything but face, which is preeeeetty bad, especially if the damage kills an important friendly minion. At the same time, having it do 1 would make it insane. That all said, can it target itself? If so, this card's pretty unreliable, maybe bad, and if not the card is really good on turn 3 with no other minions.
Start your engines would be bad if draft wasn't a thing. With draft, however, you can play your whole hand, give them all charge, and then, make caution actually pretty good. I think it's balanced though because that "combo" of sorts requires investment in earlier turns, you have to be behind somewhat, you have to have a huge hand of minions, and you need to be running a card that without "Start your Engines" doesn't work too well while behind. Also, Mogor's champion OTK decks will be absolutely hilarious.
Fall back.. Ehhhhhhh, compare it to defender of argus. Defender is only really run in warlock, replaces 1 attack with 1 health, and produces a body. If your class couldn't swarm out a bunch of minions on the same turn with rapid drafting, I'd say it would be pretty bad. With drafting though... It's alright. I wouldn't say it's exactly insane though.
Tactical manuever is kinda stupid. The thing is, 5 mana deal 7 damage to a minion is honestly quite good but with the card draw, which is almost always going to trigger unless you're against a mirror match or warlock, pushes this card too far, just compare it to starfire. 1 mana less, 2 damage more, effect likely to trigger anyway, can't do face damage. Maybe just tone it down a LITTLE.
Not much to say about crowd favourite... He's a taunting jormungar. He'd be real good in arena. I suppose I could add that the first time I saw him I wasn't wearing my glasses and thought he was in a rocket-powered wheelchair, but eh, it's a nice card.
I've been waiting to talk about this card. Fully healing your hero conditionally is not a basic card effect. It really shouldn't be. As for the actual balance of the card, I think it's alright. It's probably gonna trigger, because self damage control deck isn't gonna be all that healthy, ever, and in comparisson to forbidden healing it's probably gonna heal the same amount anyway whilst being much less flexible. But again, forbidden healing? Epic. Tree of life? Epic. Reno? Legendary. You don't make this a common because it's too strange of an effect, impacts new players who will completely blow it's power level out of proportion anyway, and uh, outside of constructed, in a little land called arena...
Hey how's it going guys, Kripparian here. Today, in arena, I drafted 7 Qualifier's.
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.
Last Ditch Effort
I think last ditch effort should probably be random target. In comparison to deadly shot, think of assassinate, it costs 4 more to kill the same target as this (At least, the grand majority of the time) yet this cards downside isn't as big against control decks due to the lack of damage against your face, and unlike assassinate, it's fast and works against aggro. And if YOU are the aggressor and the opponent plays a giant taunt to keep you at bay... Take Zoolock for an example of this, that aggressive decks care a little less about their own health, after all they'll always be ahead in it.
Caution
Caution is very much a win more card. Not that that's necessarily a bad thing of course, basic cards aren't usually ran in heaps so including a couple that fare badly in losing situations doesn't mean much for the class as a whole. After all, this card is still interesting, fun and balanced, even if it does only really benefit you while very ahead.
Speed Freak
Dusk boar and the rager family already want to die, how could you? In all seriousness though, this card won't really be played competitively, it isn't refined enough (Obviously, it's a basic after all) and it is a nice vanilla minion. That said, it is a class card, so it shouldn't really be a vanilla card. Think, how many vanilla class minions are there in hearthstone? That's right, none. So I think in order to better refine your class, you should just a little pizzazz to it. Maybe just give it charge or spell damage or something?
Clumsy Mechanic
Clumsy mechanic is a card that aims to hit face or be a weak card. You're technically paying for a 3 mana 4/2 if this hits anything but face, which is preeeeetty bad, especially if the damage kills an important friendly minion. At the same time, having it do 1 would make it insane. That all said, can it target itself? If so, this card's pretty unreliable, maybe bad, and if not the card is really good on turn 3 with no other minions.
Start Your Engines
Start your engines would be bad if draft wasn't a thing. With draft, however, you can play your whole hand, give them all charge, and then, make caution actually pretty good. I think it's balanced though because that "combo" of sorts requires investment in earlier turns, you have to be behind somewhat, you have to have a huge hand of minions, and you need to be running a card that without "Start your Engines" doesn't work too well while behind. Also, Mogor's champion OTK decks will be absolutely hilarious.
Fall Back
Fall back.. Ehhhhhhh, compare it to defender of argus. Defender is only really run in warlock, replaces 1 attack with 1 health, and produces a body. If your class couldn't swarm out a bunch of minions on the same turn with rapid drafting, I'd say it would be pretty bad. With drafting though... It's alright. I wouldn't say it's exactly insane though.
Tactical Manuever
Tactical manuever is kinda stupid. The thing is, 5 mana deal 7 damage to a minion is honestly quite good but with the card draw, which is almost always going to trigger unless you're against a mirror match or warlock, pushes this card too far, just compare it to starfire. 1 mana less, 2 damage more, effect likely to trigger anyway, can't do face damage. Maybe just tone it down a LITTLE.
Crowd Favorite
Not much to say about crowd favorite... He's a taunting jormungar. He'd be real good in arena. I suppose I could add that the first time I saw him I wasn't wearing my glasses and thought he was in a rocket-powered wheelchair, but eh, it's a nice card. Oh and crowd favorite already exists in Hearthstone, he needs a new name. I understand why you forgot him though, he's a Grand Tournament card after all.
Qualifier
I've been waiting to talk about this card. Fully healing your hero conditionally is not a basic card effect. It really shouldn't be. As for the actual balance of the card, I think it's alright. It's probably gonna trigger, because self damage control deck isn't gonna be all that healthy, ever, and in comparisson to forbidden healing it's probably gonna heal the same amount anyway whilst being much less flexible. But again, forbidden healing? Epic. Tree of life? Epic. Reno? Legendary. You don't make this a common because it's too strange of an effect, impacts new players who will completely blow it's power level out of proportion anyway, and also...
Hey how's it going guys, Kripparian here. Today, in arena, I drafted 7 Qualifier's.
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.
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.
I'm curious as to how Promote works exactly, especially on something like Spear of Champions. You mention in the Ability tooltip that it either gives +1/+1 or +1 Spell Damage, which would work similar to choose one when you play the Promote! but is that the intention or is the buff always one of the 2 at random? If you are supposed to pick how does that work with Personal Trainer and Spear? Most of the time when you talk about the ability you only mention the +1/+1 side of it, so maybe you are not really planning on using that +1 spelldamage anyway. I do think the Spell Damage is going to be very hard to balance around.
If a spell's being promoted, it's a damage boost, if a minion or weapon gets promoted, stat boost. Is it something to do with how I've worded it that's confusing?
- I like your second hero power the most - it's simple, and it works. Like you said, the 3rd one is super-complex and probably not that good as a hero power. The first one runs into the problem of being a 'deck attack', something that a lot of people dislike.
Why Rogue is my favourite class:
My submission for this week's card design competition.
What if the second mana leak version said: "Draw a card. It costs (5) more this turn."
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Okay, I submitted my class, but I realized my hero power may be underpowered:
I buffed Human Form from 2 to 3 Health, which I think may be good. If you compare it to Shapeshift, then, you get 1 attack and 3 healing every two casts, compared to 2 attack and 2 armor, so it's comparable. Is that still too weak, though? Restoring 4 Health might be too good. What if Worgen form have +2 attack and Human form restored 2 Health? Or did I get it right with the version I made?
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
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.
Oh yeah, and, independant from the actual submission it may be, I haven't had any feedback on the Legendaries I made, and I would like to know which one would be appropriate, keeping in mind only one is allowed in the classic set.
Ergeth has to be included in a 30 legendary deck with a hero power that doesn't work on legendary minions and the other two class legendaries (Should those be the ones added) both don't work with 30 legendary decks. 30 legendary decks are also mostly joke decks. That is the reason as to why he has such a ridiculously strong effect.
Lucy has an effect which will only be put on one card I make which is spell promoting. Spell promoting is there because having access to legendary spells would be pretty cool, she's a decent midrange minion and her effect requires you to use non-damaging spells beforehand to lower the chance of her effect fizzling on something like a Mukla Banana. However putting a promotion on an AoE spell which can be saved for later is pretty good, because the problem with spell damage minions is they have to be comboed with spells to guarentee their effects. She doesn't have this problem.
Nillueda is someone who works best in cheap decks, and it adds a nice win-con legendary that makes Peasant King more interesting, isn't necessary for the deck to be good, and can give newer players a legendary they can save towards, and progression is what allows a game to live.
Again, I would appreciate feedback on which one should be classic as well as some advice as to whether they are good. And if you know who Ergeth's name in combination to his upper class attitude is referencing, you get a cookie.
I have no Idea what I am doing, help
@maxlot : Hi maxlot, nice class! I think it's the first class that I see which is (partly) based on cards rarity. Very creative.
Promote : Works well on minions and weapons. However, how does it work on spells? On a spell which deals 2 damage, for example, the effect is easy to understand; the spell now deals 3 damage. But what if the spell reads "Restore 2 Health"? Or "Draw 2 cards"?
How does Promote work on cards with no rarity (i.e. cards in the Basic set)? Do they become commons? Do they stay the same?
Promote is a really nice mechanic, seems fun to play.
Squad Leader : Nice card. Can't be showcased in phase I, however, because it creates a new kind of token.
Personal Trainer : Nice concept. At first glance, I didn't understand the card's wording. Why would it mention «or a Legendary»? Oh, right, you can use it on an Epic card and it will become Legendary. So a common is buffed twice, a rare and an epic, once, and a legendary, not at all.
Best used with a common (even in that case, it's worse than Houndmaster). Poor with any other rarity (worse than Shattered Sun Cleric). Could use a stat buff; 4/3 seems already better.
Another idea would be to change the text to "Promote a minion twice." Easier to understand, almost the same functionnality. Works better with more cards. Doesn't need to have too much commons and cards which benefit from being promoted in your deck (which may be hard to achieve).
Is it a problem that a card may "skip" a rarity? If a common is promoted twice, like Squad Leader, then its effect will trigger twice. Does it seems too fast or is it intended, as a possible combo?
Epic (and Legendary) must be capitalized and in bold (see Rend Blackhand).
Spear of Champions : Flavorful. The effect and stats seem balanced.
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.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@maxlot : Go with Lowly Commoner. It's a card without Promote (or that isn't directly related), so it shows another aspect of your creative process. Also, it highlights really well your Peasant King archetype. When we see this card, we clearly see your intent.
However, the card should be balanced. It may add ANY common minion to your hand. Which can be a North Sea Kraken, for example. (See Dark Peddler on a way to balance your card.)
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.
@Maxlot
Already done. :)
I think last ditch effort should probably be random target. In comparison to deadly shot, think of assassinate, it costs 4 more to kill the same target as this (At least, the grand majority of the time) yet this cards downside isn't as big against control decks due to the lack of damage against your face, and unlike assassinate, it's fast and works against aggro. And if YOU are the aggressor and the opponent plays a giant taunt to keep you at bay... Take Zoolock for an example of this, that aggressive decks care a little less about their own health, after all they'll always be ahead in it.
Caution is very much a win more card. Not that that's necessarily a bad thing of course, basic cards aren't usually ran in heaps so including a couple that fare badly in losing situations doesn't mean much for the class as a whole. After all, this card is still interesting, fun and balanced, even if it does only really benefit you while very ahead.
Dusk boar and the rager family already want to die, how could you? In all seriousness though, this card won't really be played competitively, it isn't refined enough (Obviously, it's a basic after all) and it is a nice vanilla minion. That said, it is a class card, so it shouldn't really be a vanilla card. Think, how many vanilla class minions are there in hearthstone? That's right, none. So I think in order to better refine your class, you should just a little pizzazz to it. Maybe just give it charge or spell damage or something?
Clumsy mechanic is a card that aims to hit face or be a weak card. You're technically paying for a 3 mana 4/2 if this hits anything but face, which is preeeeetty bad, especially if the damage kills an important friendly minion. At the same time, having it do 1 would make it insane. That all said, can it target itself? If so, this card's pretty unreliable, maybe bad, and if not the card is really good on turn 3 with no other minions.
Start your engines would be bad if draft wasn't a thing. With draft, however, you can play your whole hand, give them all charge, and then, make caution actually pretty good. I think it's balanced though because that "combo" of sorts requires investment in earlier turns, you have to be behind somewhat, you have to have a huge hand of minions, and you need to be running a card that without "Start your Engines" doesn't work too well while behind. Also, Mogor's champion OTK decks will be absolutely hilarious.
Fall back.. Ehhhhhhh, compare it to defender of argus. Defender is only really run in warlock, replaces 1 attack with 1 health, and produces a body. If your class couldn't swarm out a bunch of minions on the same turn with rapid drafting, I'd say it would be pretty bad. With drafting though... It's alright. I wouldn't say it's exactly insane though.
Tactical manuever is kinda stupid. The thing is, 5 mana deal 7 damage to a minion is honestly quite good but with the card draw, which is almost always going to trigger unless you're against a mirror match or warlock, pushes this card too far, just compare it to starfire. 1 mana less, 2 damage more, effect likely to trigger anyway, can't do face damage. Maybe just tone it down a LITTLE.
Not much to say about crowd favorite... He's a taunting jormungar. He'd be real good in arena. I suppose I could add that the first time I saw him I wasn't wearing my glasses and thought he was in a rocket-powered wheelchair, but eh, it's a nice card. Oh and crowd favorite already exists in Hearthstone, he needs a new name. I understand why you forgot him though, he's a Grand Tournament card after all.
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.
If a spell's being promoted, it's a damage boost, if a minion or weapon gets promoted, stat boost. Is it something to do with how I've worded it that's confusing?