I don't think a guaranteed 1/1 is that OP, as it'll usually just get pounded by a higher quality 1-drop or a Hero Power. As for the artwork, I think this has the same feel as your card's effect: http://i.imgur.com/xdBjAFR.jpg
The last one I came up with as an example of something that Freezes your own minions, after feedback from Alpine Wolf. I thought it would be good to make a cheap card with lots of downsides. Are the downsides good enough for this though?
Forcing your opponent to draw isn't always a draw back, especially for mill decks. Most mill effects are symmetrical, forcing both players to draw. Only 3 cards in HS do not have symmetrical mill, that's Dancing Sword, Deathlord [/card] and [card]Naturalize. Sometimes Desert Camel can cause an asymmetric draw, if you've got no 1 drops, though I've never heard of a Hunter Mill deck before. Not saying asymmetric mill is completely off limits, I'd just recognize that it's rare and consider whether your card opens up broken Mill combos.
Drawing cards for your opponent is always valued as a drawback in Hearthstone. Dancing Swords and Deathlord both have stats above the mana curve because of this, and Naturalize is much cheaper than Assassinate because of the draw. Every card that does asymetrical draw gives a mana discount, so I should get a mana discount, too. I don't see how you could possibly draw a different conclusion.
I wasn't clear. Forcing your opponent to draw isn't always a drawback. Sometimes it is, but in the case of a mill deck, it's desirable. From playing mill decks myself, there is a really careful balance of how much forced card draw is available. This seems like a very purposeful decision from blizzard, if a mill deck ever came to dominate or define the meta, that'd probably be a bad thing. I can't judge your card fully, it could be balanced, it could be bad. Once you've got a fuller picture of how your basic and classic set looks, try and build a mill deck similar to Mill Druid or Mill Rogue and see how it compares. If this was a Rogue card or a Druid card, I'd immediately put it into the corresponding mill deck. It fills a hole in those decks, a threatening minion I can play without losing speed on my mill strategy. But without Gang Up or Naturalize to support it, maybe it's fine.
Ok, so here are my initial ideas... It isn't all of them but for right now I feel like these can cover the class:
Rogue Witchdoctor Tokens:
Bilge Lurker Token:
So yeah, if you check the blurb below Immo's portrait you can see that I mentioned that he's a bit reckless (and he STEALS EVERYTHING! AHHH *rage mode activate*). These are definitely strong cards, but its hard to be able to play them by duplicating it with your hero power and then spitting them out at the same time (with the exception of the obvious Pilfer combo.
I made that especially the case with the board clear. 9 mana deal that much damage and then steal what survives is no doubt probably the most powerful card this class will ever get, control wise, but unless you HP Pilfer into a 7 cost Tidal Wave! and play The Coin, its never gonna happen (that draw out a life saving board clear can only happen T10 btw).
I also made sure that you can acquire really good cards, but very scarcely (As seen from the 1/4 chance to get the burst heal from Rogue Witchdoctor). Again I say this class will be hitting all tribes, and all the general mechanics (not class ones), but they won't be too easy to acquire, and hopefully I can roll with that in the future.
Of course I also want to allow better Tempo plays, as stockpiling the Loot! cards can make the aforementioned hard to play much easier to play and much more beneficial. Just focus your plays so you don't give too much, and the rewards will flood in. And who doesn't like a mass Bilge Lurker infestation ;)
What do you guys think of the cards? Also I can't decide if any of these are showcase worthy yet, besides Tidal Wave! of course.
OMG, I love this. The way you can use it to significantly thin your own deck is super unique. My only complaint is that I think it might could go for a more... cult-y name? But then again, Snowchugger doesn't sound very Mage-y either, so maybe it's fine.
I guess Asylum needs to weigh in on that. The 'Elusive' Keyword doesn't show up on any basic set cards. It wasn't in that list but I don't know. I figured it wouldn't count.
It is not against the rules. On the one hand, I wouldn't do it because it still doesn't appear on any Basic cards. On the other hand, Divine Shield doesn't appear on any Basic cards but Hand of Protection, and I think you could get away with "Elusive" cards because (a) the effect really isn't very complex, and it's still believably "Basic" to me, and (b) your class has more thematic justification for it than any existing class, so it's not like it'd be weird for your class to have basic access while others don't.
@Asylum_Rhapsody oops forgot that part... welp, back to the board
Also
Dhelmise isn't really talked about besides the fact that players want it to become the president... Here's a concept of what I got so far. Trying to incorperate its Ghost/Grass typing.
I'm actually genuinely surprised you didn't go with Lycanroc, like literally the werewolf Pokemon. Too obvious? =)
I didn't use it for several reasons. First, I've only played through Black and White, so I don't know the newer pokemon. And, also, yeah, it's too obvious. My class is supposed to have more themes than just Worgen, and I thought a hound pokemon fit the Alterac Noble theme well. Plus, Herdier is way cuter. And it looks like an actual dog, while Lycanroc looks nothing like Warcraft Worgen.
@Asylum_Rhapsody oops forgot that part... welp, back to the board
Also
Dhelmise isn't really talked about besides the fact that players want it to become the president... Here's a concept of what I got so far. Trying to incorperate its Ghost/Grass typing.
To be honest, seems both weak and overly convoluted to me. Two directions to consider:
1) Instead of its typing, focus more on its lore. Dhelmise is actually a ghostly algae that possesses wreckage, and the anchor is not part of itself. That being the case, maybe it just has a Deathrattle that leaves you the anchor behind as a weapon, either equipping it immediately or adding it to your hand. Or maybe as a Battlecry, it destroys whatever weapon you have equipped if you have one and gains Attack and Health as it possesses it.
2) Rather that focusing on the thematic aspect of the Pokemon, focus on what it is that you want to show us from the future of your class. For example, if you don't get to show of Snatch on one of your basic cards, maybe you can show it off on Dhelmise. That way, your new keyword can make it into your Phase II example cards. Maybe as a battlecry or deathrattle it snatches a weapon from your opponent's deck or something. That Dhelmise possesses objects is a great excuse to use Snatch.
I know, but the keyword restrictions are kinda arbitrary basing it upon what keywords are already in use by basic cards. Charge is fine, but stealth is not? Stealth is my only real gripe, cause it is somewhat important to the flavour of my class, and is also a very simple mechanic.
I know, but the keyword restrictions are kinda arbitrary basing it upon what keywords are already in use by basic cards. Charge is fine, but stealth is not? Stealth is my only real gripe, cause it is somewhat important to the flavour of my class, and is also a very simple mechanic.
There's 59 Basic minions and not a single one has Stealth, though. Stealth is actually not that simple for new players because it has a not necessarily intuitive interaction with Taunt. When the game first came out, do you know how many times people came on the forums saying there was a bug where they could attack past a minion with Taunt? Because, you know, they had gone and given a Stealth minion Taunt with something like Mark of the Wild and thought that meant the opponent couldn't attack anything on their side of the table.
Also, how many cards do you want to make that give Stealth? Your class doesn't look like it needs a ton of them. Surely they can wait until Classic.
Thank you very much to ShadowsOfSense for giving me a Wild Card!
Was wondering if this is too boring (since it's very similar to Thing From Below) but remember its cost reduces off opponent's Dragons too (ie the Whelps you summon for them off other class cards)
I know, but the keyword restrictions are kinda arbitrary basing it upon what keywords are already in use by basic cards. Charge is fine, but stealth is not? Stealth is my only real gripe, cause it is somewhat important to the flavour of my class, and is also a very simple mechanic.
I know that the basic card keyword restrictions can be somewhat frustrating, but they're in place to force you both to be more realistic with your base cards and to ensure that your class isn't overly dependent on one specialized mechanical gimmick.
I'm going to say the same thing that I said for the past two competitions, and I know it sounds a little shady, but it's not supposed to: If your class concept is so intrinsically dependent on just one keyword or mechanic that you feel like your class can't perform well without it, then your class concept may be too narrow and may need some reevaluation. There are zero existing classes in the game so dependent, because classes are supposed to be broad and general enough that you can do multiple sorts of things with them. If the Rogue can get along just perfectly fine without Stealth in its Basic set, then so should you.
Come on, your Marksman has tons else going for it both mechanically and conceptually. You can do this. ^_~
Edit: AND this is also exactly why I added the two extra non-Basic example cards to this round. If you feel like you must show off something with Stealth or Bullseye to properly communicate your class, then you can now! But if you can't design 10 simple cards for your class without those at all, that may be problematic. We are here to help, though, if you need some guidance or inspiration. =)
No way.. is that.... an actual Pokemon?? I knew there was a reason I stopped following Pokemon after the first set, Thanks for reminding me xD
Dhelmise is not actually the anchor, if that's what you're thinking. Its the algae. It's a Grass/Ghost type that possesses sunken objects, like anchors and other shipwreck material.
So, regarding the second challenge and given the theme of my class, I just can't go with anything other than the Time Travel Pokemon itself: Celebi (I could go for Dialga but I'm not really a fan of that one). I've been looking for some art but I'm not sold on anything just yet so if anyone's got something good please let me know.
Also, I'm considering (nothing certain as of yet) maybe making Celebi the Legendary card for Challenge 3, since it's a Legendary Pokemon an all (Mythical, technically, but it's pretty close). Is that allowed? And if it is, do I only show 4 cards? I feel it might actually be disadvantageous to do so, but I wanted to ask anyway.
Reminder of the Class idea:
As for the Basic Set itself, this is what I've gotten so far:
You might or might not have noticed, but I've salvaged some of my earlier ideas for this one.
Temporal Echo: This card works just like Shifter Zerus, in that it doesn't forget what it originally was. It will always be the last spell you played and will change as you play more spells. It also has its own internal Latent counter, so if you had it on your hand for X turn and play it as a Latent: X card, it will trigger the Latent effect even if the original card didn't. It also retains costs reductions.
Alter Fate: Pretty straightforward. This one works with negative Latent effects you don't want in your hand. It also serves to refresh your hand if you having nothing good.
Bronze Apprentice: I'm not sure if this one fits in the Basic Set, nor whether it's balanced at 1 mana. Its mirror effect doesn't really inconveniences the opponent give that they choose when to use the draw provided, so it's not really trying to be a fatigue card.
Time Skip: Instant Doomsayer, just add water. This card I feel is extremely versatile, while also not too complicated. It works with a myriad of cards, and also, I must note, with the Latent countdown of cards in your hand (it adds 1 turn to them when played) and also with "Each turn this is in your hand"cards.
Time Warp: This works pretty well with anything you wouldn't mind having extra copies of.
Time Mirage: The classic Oracle/Time Travel draw niche is "Draw X cards during your next turn", but that doesn't really mesh well with the class' mechanics that want cards to be in your hands asap. So we have this, which does pretty much the same while enabling Latent and "Each turn this is in your hand" effects.
Sands of Time: This card works much like Nourish for both players, so technically the net cost of the card is only 1 mana. It helps at pushing into the late game against faster decks that don't care about their mana but rather their cards, but it's not really the same as ramp Druid cards since this one can backfire if played carelessly.
Time Loop: Another card draw, of sortsm though this one is never useful standalone.
Oceanic Diver: This works like Shifter Zerus or Nerubian Prophet, and it's not "Battlecry: Gain +1/+1 for each turn this was in your hand" so cards like Dirty Rat won't nullify the buff by pulling it out of your hand. I'm not convinced on the name for this one card, but I can't quite come up with something better at the momemt. Let's call it a Placeholder for the time being. I'm open and looking for suggestions.
Rewind Time: Right in-between Vanish and Twisting Nether. Allows you to get the most value from played Battlecries and similar effects while clearing the board.
As it stands, my most likely example cards will be these, though I'm not sure on the third one yet. Any feedback appreciated.
Wow okay time to get the early idea up so I can start balancing based on the feedback. Here's a reminder of what my hero is.
Anyway here is a very early idea of what I'm gonna submit:
Dragonscale Greatsword: A powerful control weapon that can be used to gain armor by killing small minions or to heal a little when killing big minions but also has the possibility of being used as an aggressive deck's finisher.
Plated Dragon Armor: A strong defensive card that can turn a dragon into a large wall the opponent has to get through and also gains you a small amount of armor. (This one could also be +1/+3 and Taunt if the card is to weak I need feedback on this one.)
Strength in Number: A very power removal option as the game continues on and more Whelps get into the deck and I made it not able able to attack heroes to push a more control focus instead of a massive burst attack. (Although I'm thinking about reducing the cost to 4 but it depends on what others think is balanced.)
Sky Serpent: A card that is strong should it be able to kill any minion as it doesn't need to attack in order to transform. (Needs balnce in stats I know. I was tired and as of writing of this I still am.)
Sitora, The Dragon Mother: A extremely powerful card that provides something early game but is mainly to get a Jarraxxus like affect that you'll see in one of the spoilers below.
Now here's the rest of the basic cards.
Dragon's Flight: Basic card that gets Whelp into the deck. Nothing more to really say.
Dull claws: A weapon that can become a stronger Fiery War Axe but I made sure you can't get it until the very soonest at turn 4.
Scorched Earth: One of the Dragons Knights few board clears and man does it offer alot of damge for it's cost however it has two downsides in 1. Dealing 6 damage to yourself but you get the benefit of having a (hopefully) clear board and 2. Killing your own board which is also a problem sometimes.
Heated Armor: The 1 cost spell that literally every class in game has it offers some ping damage and gains some health back should you kill something.
Scales of Gold: A card that helps give control some draw and encourages gaining tons of armor in a controlling deck.
Dragonstrike Commander: Big late game card that although doesn't put a lot onto the board instead allows for many more Whelps to be shuffled into the deck than what you might normally do.
Armored Wyvern: A basic example of how aggro would be played in this deck. Just think of it as a 3 mana 4/7 draw card for a easy to achieve requirement.
Now here's the tokens for the other non-basic cards
(True Form also gains you 10 armor)
\
Sky Wyvern: Maybe a 6/7 instead? I don't really know as I said earlier I got tired and made this kinda sloppily so I'm gonna remakle this later.
True Form: An extremely cool affect in my opinion similar to Nefarian in his boss battle and also a way to win the late game but in more of a grindy type style instead of Lord Jarraxxus who is kinda you either win or lose in a few turns due to his hero power. I also made him not be able to pull big dragons like Ysera and Deathwing as I want this to be more grindy than Jarraxxus.
Anyway that is my designed in 2 hours round two cards. Any thoughts or feedback on all of this as I appreciate any and all feedback. :)
No way.. is that.... an actual Pokemon?? I knew there was a reason I stopped following Pokemon after the first set, Thanks for reminding me xD
Dhelmise is not actually the anchor, if that's what you're thinking. Its the algae. It's a Grass/Ghost type that possesses sunken objects, like anchors and other shipwreck material.
Oohhhhhh so the blue thing is actually the Pokemon? To be honest, this could really be a challenge for me.. I just played Pokemon Soulsilver and like 50% of the Pokemons were completely new to me.. For my Dryad class (that has a unique tribe; insects) I am thinking a bug type Pokemon, or like a Sudowoodo?? Thats basically all I can think off because I dont know any other that might fit...
If I understood correctly, your class was also very plant-themed, no? In that case, a Grass type creature could be fitting. And dryads being fairies, maybe the Grass/Fairy "Whimsicott" could be a good fit. Leafeon or Roselia might also fit. Alternatively, maybe work backwards. What's a mechanic you really want to show off that you don't think fits in your Basic set. You had the poisonous keyword, right? Maybe Vileplume or maybe consider then one of the mushroom Pokemon like Amoongus, or Parasect if you also want to show off an insect minion.
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@Zanywoop
I don't think a guaranteed 1/1 is that OP, as it'll usually just get pounded by a higher quality 1-drop or a Hero Power. As for the artwork, I think this has the same feel as your card's effect: http://i.imgur.com/xdBjAFR.jpg
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
THE SECOND CHALLENGE
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
Ok, so here are my initial ideas... It isn't all of them but for right now I feel like these can cover the class:
Rogue Witchdoctor Tokens:
Bilge Lurker Token:
So yeah, if you check the blurb below Immo's portrait you can see that I mentioned that he's a bit reckless (and he STEALS EVERYTHING! AHHH *rage mode activate*). These are definitely strong cards, but its hard to be able to play them by duplicating it with your hero power and then spitting them out at the same time (with the exception of the obvious Pilfer combo.
I made that especially the case with the board clear. 9 mana deal that much damage and then steal what survives is no doubt probably the most powerful card this class will ever get, control wise, but unless you HP Pilfer into a 7 cost Tidal Wave! and play The Coin, its never gonna happen (that draw out a life saving board clear can only happen T10 btw).
I also made sure that you can acquire really good cards, but very scarcely (As seen from the 1/4 chance to get the burst heal from Rogue Witchdoctor). Again I say this class will be hitting all tribes, and all the general mechanics (not class ones), but they won't be too easy to acquire, and hopefully I can roll with that in the future.
Of course I also want to allow better Tempo plays, as stockpiling the Loot! cards can make the aforementioned hard to play much easier to play and much more beneficial. Just focus your plays so you don't give too much, and the rewards will flood in. And who doesn't like a mass Bilge Lurker infestation ;)
What do you guys think of the cards? Also I can't decide if any of these are showcase worthy yet, besides Tidal Wave! of course.
@Asylum_Rhapsody oops forgot that part... welp, back to the board
Also
Dhelmise isn't really talked about besides the fact that players want it to become the president... Here's a concept of what I got so far. Trying to incorperate its Ghost/Grass typing.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
This whole "You can't use almost any mechanic for basic cards" thing is really annoying
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I know, but the keyword restrictions are kinda arbitrary basing it upon what keywords are already in use by basic cards. Charge is fine, but stealth is not? Stealth is my only real gripe, cause it is somewhat important to the flavour of my class, and is also a very simple mechanic.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Thank you very much to ShadowsOfSense for giving me a Wild Card!
Was wondering if this is too boring (since it's very similar to Thing From Below) but remember its cost reduces off opponent's Dragons too (ie the Whelps you summon for them off other class cards)
If your class concept is so intrinsically dependent on just one keyword or mechanic that you feel like your class can't perform well without it, then your class concept may be too narrow and may need some reevaluation. There are zero existing classes in the game so dependent, because classes are supposed to be broad and general enough that you can do multiple sorts of things with them.
If the Rogue can get along just perfectly fine without Stealth in its Basic set, then so should you.
Huh, I really cut it close there.
So, regarding the second challenge and given the theme of my class, I just can't go with anything other than the Time Travel Pokemon itself: Celebi (I could go for Dialga but I'm not really a fan of that one). I've been looking for some art but I'm not sold on anything just yet so if anyone's got something good please let me know.
Also, I'm considering (nothing certain as of yet) maybe making Celebi the Legendary card for Challenge 3, since it's a Legendary Pokemon an all (Mythical, technically, but it's pretty close). Is that allowed? And if it is, do I only show 4 cards? I feel it might actually be disadvantageous to do so, but I wanted to ask anyway.
Reminder of the Class idea:
As for the Basic Set itself, this is what I've gotten so far:
You might or might not have noticed, but I've salvaged some of my earlier ideas for this one.
Temporal Echo: This card works just like Shifter Zerus, in that it doesn't forget what it originally was. It will always be the last spell you played and will change as you play more spells. It also has its own internal Latent counter, so if you had it on your hand for X turn and play it as a Latent: X card, it will trigger the Latent effect even if the original card didn't. It also retains costs reductions.
Alter Fate: Pretty straightforward. This one works with negative Latent effects you don't want in your hand. It also serves to refresh your hand if you having nothing good.
Bronze Apprentice: I'm not sure if this one fits in the Basic Set, nor whether it's balanced at 1 mana. Its mirror effect doesn't really inconveniences the opponent give that they choose when to use the draw provided, so it's not really trying to be a fatigue card.
Time Skip: Instant Doomsayer, just add water. This card I feel is extremely versatile, while also not too complicated. It works with a myriad of cards, and also, I must note, with the Latent countdown of cards in your hand (it adds 1 turn to them when played) and also with "Each turn this is in your hand"cards.
Time Warp: This works pretty well with anything you wouldn't mind having extra copies of.
Time Mirage: The classic Oracle/Time Travel draw niche is "Draw X cards during your next turn", but that doesn't really mesh well with the class' mechanics that want cards to be in your hands asap. So we have this, which does pretty much the same while enabling Latent and "Each turn this is in your hand" effects.
Sands of Time: This card works much like Nourish for both players, so technically the net cost of the card is only 1 mana. It helps at pushing into the late game against faster decks that don't care about their mana but rather their cards, but it's not really the same as ramp Druid cards since this one can backfire if played carelessly.
Time Loop: Another card draw, of sortsm though this one is never useful standalone.
Oceanic Diver: This works like Shifter Zerus or Nerubian Prophet, and it's not "Battlecry: Gain +1/+1 for each turn this was in your hand" so cards like Dirty Rat won't nullify the buff by pulling it out of your hand. I'm not convinced on the name for this one card, but I can't quite come up with something better at the momemt. Let's call it a Placeholder for the time being. I'm open and looking for suggestions.
Rewind Time: Right in-between Vanish and Twisting Nether. Allows you to get the most value from played Battlecries and similar effects while clearing the board.
As it stands, my most likely example cards will be these, though I'm not sure on the third one yet. Any feedback appreciated.
Wow okay time to get the early idea up so I can start balancing based on the feedback. Here's a reminder of what my hero is.
Anyway here is a very early idea of what I'm gonna submit:
Dragonscale Greatsword: A powerful control weapon that can be used to gain armor by killing small minions or to heal a little when killing big minions but also has the possibility of being used as an aggressive deck's finisher.
Plated Dragon Armor: A strong defensive card that can turn a dragon into a large wall the opponent has to get through and also gains you a small amount of armor. (This one could also be +1/+3 and Taunt if the card is to weak I need feedback on this one.)
Strength in Number: A very power removal option as the game continues on and more Whelps get into the deck and I made it not able able to attack heroes to push a more control focus instead of a massive burst attack. (Although I'm thinking about reducing the cost to 4 but it depends on what others think is balanced.)
Sky Serpent: A card that is strong should it be able to kill any minion as it doesn't need to attack in order to transform. (Needs balnce in stats I know. I was tired and as of writing of this I still am.)
Sitora, The Dragon Mother: A extremely powerful card that provides something early game but is mainly to get a Jarraxxus like affect that you'll see in one of the spoilers below.
Now here's the rest of the basic cards.
Dragon's Flight: Basic card that gets Whelp into the deck. Nothing more to really say.
Dull claws: A weapon that can become a stronger Fiery War Axe but I made sure you can't get it until the very soonest at turn 4.
Scorched Earth: One of the Dragons Knights few board clears and man does it offer alot of damge for it's cost however it has two downsides in 1. Dealing 6 damage to yourself but you get the benefit of having a (hopefully) clear board and 2. Killing your own board which is also a problem sometimes.
Heated Armor: The 1 cost spell that literally every class in game has it offers some ping damage and gains some health back should you kill something.
Scales of Gold: A card that helps give control some draw and encourages gaining tons of armor in a controlling deck.
Dragonstrike Commander: Big late game card that although doesn't put a lot onto the board instead allows for many more Whelps to be shuffled into the deck than what you might normally do.
Armored Wyvern: A basic example of how aggro would be played in this deck. Just think of it as a 3 mana 4/7 draw card for a easy to achieve requirement.
Now here's the tokens for the other non-basic cards
(True Form also gains you 10 armor)
\
Sky Wyvern: Maybe a 6/7 instead? I don't really know as I said earlier I got tired and made this kinda sloppily so I'm gonna remakle this later.
True Form: An extremely cool affect in my opinion similar to Nefarian in his boss battle and also a way to win the late game but in more of a grindy type style instead of Lord Jarraxxus who is kinda you either win or lose in a few turns due to his hero power. I also made him not be able to pull big dragons like Ysera and Deathwing as I want this to be more grindy than Jarraxxus.
Anyway that is my designed in 2 hours round two cards. Any thoughts or feedback on all of this as I appreciate any and all feedback. :)