I can´t believe I actually passed, now I like more the challenges, however, there is one that difficults me, 3 minions, cause my class "The Reporter" has 3 minions and 1 as spell, however, I am thinking of removing one, that is this one, but I am unsure about another spell to change it.
Card I want to remove:
Recap of the Class:
The Rest of the Basic Set:
And also, I had just before the Required Legendary, here it is:
And with the Pokemon, I went with Rowlet, an easy example of a simple and yet effective explorer, unsure about the stat distribution though.
P.S: Your computer erroed and´didn´t closed the 1st submission thread Ayslum.
I'm reposting this because my original post seemed to have been buried before anyone could give feedback (and I also updated a few things). Here's a reminder of my hero.
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: Kinda iffy on this card as to whether this is interesting enough or not so I'm opening to any ideas with this one.
True Form: A late game win condition that isn't as op as Lord Jaraxxus's Hero Power as it takes longer to get less but the upside is that you keep your health and armor for the trade off of a less powerful hero power. I'm really curios what people think of this.
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. :)
Well, for a storyteller, you can go for the traditional 'familiar' and maybe base a card on Hoot-Hoot, Murkrow or something like that. Zoroark is a Pokemon that disguises himself and uses illusions, and you could maybe link that ability to the fact that you summon the events of your stories and tales. There is also Ninetales, with a sweet pun in his name and legends attached to it. Nearly every legendary can be used as sort of a mythical beast, as you would a dragon or other great foe. Unown take the form of letters, and could maybe form a story that tore itself out of the book or something like that.
Those are my first ideas. If you are not sure I will think about it again!
Thanks for your suggestions, I like the idea of using Unown maybe. It'll depend on what effect I can think of.
Asylum, can you help me choose a pokemon for my Tinker class?
Togepi - Togepi had little to none damaging moves (thus it's 0 attack), so most of his fighting capabilities comes from "metronome" which is represented in his effect. I really like the flavor of his ability. Besides being my favorite pokemon, this fits mechanically well as being comically unreliable. Check out the 2nd spoiler for the Experiment card (I hope "target chosen randomly" is not considered a real expansion restricted mechanic). Thematically, this pokemon fits somewhat vaguely, but tinkers use chickens for experiments.
Klink - This fits better thematically (my heroes name is even Spark McClank) but is just universal mechanically. I like the idea of pokemon having inspire effects since the hero commands them to attack. The effect represents his signature move gear grind (hitting twice per use).
Electrode - Pretty self explanatory. And self destructive. Was thinking about making this an inspire effect which also destroys the minion but this is simpler.
Here is my phase I submission:
New cards for my basic set so far to get the "feel" for my class:
I'm thinking about making Arm Extensions classic because having 2 basic weapons feels too much. Also, I hope Experiment does not violate phase II rules because of the "target chosen randomly".
I wanted to see what people thought of this Basic card of mine before I got home and finished the set. It's meant to stall for a Fatigue or control match, but I worry it might be too good or just not fun. Keep in mind that the Chronomancer will have no other Health changing or healing effects, and also very limited damage. Instead they will rely on various removals to hand or deck, 'can't attack unless...' effects, and really good card draw and cost reductions.
Omg, so you're not going to believe this, but I've had an almost identical card planned for my Seer class.
Hindsight
5-Cost Spell
"Set both heroes' remaining Health to 20."
I was even going to submit it to the current Weekly Card Design Competition theme. Since it fits your class so well, I'd suggest going with it. As the others have said, 30 is potentially very problematic, but 20 less so. And the name is obviously a perfect pun and also fits well with your class's theme.
@FunPolice749 I think Sky Serpent should have to attack to transform as it's far to easy to get a 4 mana 7/7 with the dragon tag otherwise, especially against minion based decks. You could also have it transform at the end of the turn that it kills a minion instead. Makes no difference if you attack but gives your opponent a chance trade into it without it instantly transforming. I'd also mention it has to survive so it doesn't transform once it's at or below 0 health to escape death (not necessary if it transforms at the end of the turn).
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The "flavour" of the card is based on the magical statues from D&D: you could activate them and they transform into a creature, and then back into a statue when the creature dies (also, I really wanted to use a Pokeball in the art!). The card has worse stats than Bog Creeper and Ancient of War, but makes up for it with the delayed awkward AOE. I'm not entirely sold on what effect to put on the Figurine; went with an AOE, because flavourwise, if you shattered the figurine, the stored magical energy would be violently released.
I wanted to see what people thought of this Basic card of mine before I got home and finished the set. It's meant to stall for a Fatigue or control match, but I worry it might be too good or just not fun. Keep in mind that the Chronomancer will have no other Health changing or healing effects, and also very limited damage. Instead they will rely on various removals to hand or deck, 'can't attack unless...' effects, and really good card draw and cost reductions.
Omg, so you're not going to believe this, but I've had an almost identical card planned for my Seer class.
Hindsight
5-Cost Spell
"Set both heroes' remaining Health to 20."
I was even going to submit it to the current Weekly Card Design Competition theme. Since it fits your class so well, I'd suggest going with it. As the others have said, 30 is potentially very problematic, but 20 less so. And the name is obviously a perfect pun and also fits well with your class's theme.
What pun? I don't see the... oh... oh my god that's perfect.
Thanks everyone for the feedback! I definitely had tunnel vision with this card, and 20 Health sounds great. I'll probably word it so it doesn't drop the opponent's Health if they are higher than 20.
I think I have my classes Basic set done, the only issue I see is they might be too basic. It also kind of messes with Kabal Chemist, but making a class at all messes with Gadgetzan's tri-class factions so I don't think it matters too much.
Overall, I think it reflects the Alchemist's buff focus and health sustain very well. Obviously, I'll have no weapons, so having a lot of health shouldn't gain too much value.
I also have my Pokemon done but I can't think of a cheap Legendary right now.
Flavor text: Still not a Dragon
Any feedback on the basicness of my Basic set or the balance of the Spitfire Kraken would be greatly appreciated.
Starflower brew is a bit too strong in my opinion. Perhaps make it a 4 cost spell instead. I think that would be more balanced, but it would still provide a relatively strong effect for the cost. Other than that, I don't really have many issues here. I don't think clashing with the Kabal is going to be a large problem here.
Alright, I've made the Necromancer's Basic set. The class ended up with very poor early game removal options, despite killing many minions being one of its main goals. Probably for the best. It would be op to give class amazing removal AND lots of synergies with minion death.
The closest thing to cheap removal the Necromancer has right now.
Similar to Mind Vision, but can't be played on Turn 1 and you have a bit more control of what you might get out of it.
Has good value even with just one single Tombstone. Tombstones are the 0/3s summoned by the Necromancer's Hero Power.
Some healing that obviously works best when having a board full of small minions.
A good way to fill your hand. Best used without tokens on the board.
Like Consume Life, but with 2/2 tokens instead of healing.
Similar to Mind Control, but triggers Deathrattles and removes buffs. On the other hand, this now lets you try to Reawaken the minion later.
And here's the challenge minions:
Dusknoir in Pokemon is said to travel to and from the spirit world, and here the spirit world is represented by your hand.
A minion with great stats for his cost and that will continuously fill your deck with himself, but gives your opponent a Betrayal every time. So position with caution.
Interesting. I see you provide no easy way to have tombstones destroyed meaning you are at a Disadvantage, at least in the basic showcase. No one is willingly going to just attack a 0/3 minion, it's not happening. Sure you can control when you play them but without solid removal on your side I think you're hurting yourself with that hero power. Perhaps make hands from below work on all minons and make it cost 5.
Okay, I did a quick flash-draft of my class's basic cards. I haven't made the pokemon (most likely using Cofragigus) and the legendary yet, but I'm getting to that. I tried making sure that the class has some nice tools for survival (board clears, removal,healing, Taunt, etc), as well as some minion buffs and stuff that synergises with her hero power. They're a bit weak in the flavour department, but I haven't had time to look into that yet.
@Mewdrops. I really like the cards and ideas held within. Seems to be pretty balanced to me. I wish I could be more constructive but, honestly I've got no qualms here. Except the card art for future sight bothers me. It just...creeps me out. I can't explain why either. I think I'd avoid including it my decks. The art just seems off. I know that's not going to be an actual issue for most people though. Heck, I may be alone in that line of thinking. I can't explain why it unnerves me, it just does. Doesn't mean you need to change it or anything, just putting it out there.
I'm reposting this because my original post seemed to have been buried before anyone could give feedback (and I also updated a few things). Here's a reminder of my hero.
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: Kinda iffy on this card as to whether this is interesting enough or not so I'm opening to any ideas with this one.
True Form: A late game win condition that isn't as op as Lord Jaraxxus's Hero Power as it takes longer to get less but the upside is that you keep your health and armor for the trade off of a less powerful hero power. I'm really curios what people think of this.
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. :)
Dull Claws' text implies that it only triggers if you have exactly 5 whelps on your deck. If that's true, ok, but if it requires at least 5, it should be changed to "If you have at least 5 Whealps in your deck, gain +1/+1".
Even tough you can gain a lot of armor, Scales of Gold will probably just draw you one card. Which, for 4 mana, is a little bad. Maybe reduce the amount of armor required, or reduce it's mana cost.
4/6 is about the value of a 5 cost minion, and adding a 3 cost spell to your hand, without any cost reduction, is not worth 3 mana, so Dragonstrike Commander is a bit overpriced. Maybe make him a 6 or 7 drop would be the solution, or give him more stats. if you like him being 8 mana 4/6, you could make the Dragon's Flight it gives you cost less.
Sky Wyvern: This class' 4 mana 7/7. Yes, the 4 mana 7/7 is funny, but maybe make him a 5/5 with Windfury? Don't know, just tought it might be a good idea (or not).
About True Form, you could say it gives you 10 armor in the card, if you want to, but it's not 100% nescessary.
The idea behind the hero power is that at the cost of the versatility you have to pay an extra mana. On the plus side you can stack the cards in your hand, they benefit from spell damage, and you get access to the Concoct class specific keyword!
This essentially allows you to empower your cards by investing in them on prior turns with your hero power. This leads to many swings within the game as you fall behind while stocking up on potions only to use them all at once to reclaim the bored with unfathomable power! You never know how games will turn out when an alchemist is involved. Concoct will always trigger if possible so a good alchemist will plan out their potions to get the results they want.
Bottled cards like Bottled Death are largely going to be removal with powerful Concoct bonuses. This makes it really hard to come back if they manage to get Putricide off on several potions, a sort of win condition for the control alchemist. While Concoct effects may seem a lot stronger than your typical 0 mana effect from other hero powers, it's an investment much like Beneath the Grounds and Corruption so that gives it a bit more power. Plus the effects are more so on the cards than the hero power!
Other basic cards:
Any feedback would be appreciated!
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I spend 22 minutes and almost get it all formatted so I can post my class. And what happens? My firefox spasms out and goes back one page meaning I need to redo it all because it wouldn't restore properly. Ah well. Just going to keep on trucking. So, here goes the Spellbreaker Class. Most cards had changes to them from the last go around. As a reminder here is my hero and power.
And now my three basic cards I intend to showcase as well as the pokemon and the legendary.
And now the rest of the basic cards held within the spoiler.
The idea behind the hero power is that at the cost of the versatility you have to pay an extra mana. On the plus side you can stack the cards in your hand, they benefit from spell damage, and you get access to the Concoct class specific keyword!
This essentially allows you to empower your cards by investing in them on prior turns with your hero power. This leads to many swings within the game as you fall behind while stocking up on potions only to use them all at once to reclaim the bored with unfathomable power! You never know how games will turn out when an alchemist is involved. Concoct will always trigger if possible so a good alchemist will plan out their potions to get the results they want.
Bottled cards like Bottled Death are largely going to be removal with powerful Concoct bonuses. This makes it really hard to come back if they manage to get Putricide off on several potions, a sort of win condition for the control alchemist. While Concoct effects may seem a lot stronger than your typical 0 mana effect from other hero powers, it's an investment much like Beneath the Grounds and Corruption so that gives it a bit more power. Plus the effects are more so on the cards than the hero power!
Other basic cards:
Any feedback would be appreciated!
Decay looks weak compared to hard removals already in the game. I think this could even be a 2-cost spell as it deals 3 damage to a minion. edit: Actually 3 mana because it also reduces Attack. It can kill bigger minions but I'm not sure how many times something with -3/-3 will survive another turn and it already has the downside of not being able to target heroes. Wrath therefore has 2 options. Your opponent can often ram the minion into something big, that's why Corruption only cost 1.
Boiling Cauldron should be 1 mana. Synergies aside, on it's own it is a 4 mana deal 2 damage or give 4 Health.
Leon has ugly wording, "give it +5/+5 and..." should be set apart with a comma or point instead of having "and" two times in a sentence.
I spend 22 minutes and almost get it all formatted so I can post my class. And what happens? My firefox spasms out and goes back one page meaning I need to redo it all because it wouldn't restore properly. Ah well. Just going to keep on trucking. So, here goes the Spellbreaker Class. Most cards had changes to them from the last go around. As a reminder here is my hero and power.
And now my three basic cards I intend to showcase as well as the pokemon and the legendary.
And now the rest of the basic cards held within the spoiler.
Looks all pretty clean and has the basic feel. Icebound rune has a neutral border instead of class colors. Ancient Guardian looks expensive compared to Ancient Watcher.
@Wishmaster333 Innate Sense - seems rather weak. You see two more cards but you don't get a card when compared to Mind Vision. I'd go the whole way and just reveal the whole hand.
Pouncey Sylderoy - Completely preventing minions from attack is very questionable as you could eventually give them a field of unusable minions and auto win. Think if rogue stole the card, brann and shadowstep would be enough. Same reason why nothing can set a minions attack to 0.
Defensive Rune - This card is really weak. It gives 2 stats to all your minions, same as Mark of the Lotus but for 3 more mana. Health is better than attack with a card like that unless your aggro and since it's basic maybe 2 mana.
Took me way too long to get back to you xD. Thanks for the feedback though!
Anyways, I've been thinking about how to do the Attack debuff without treading on Paladin's or Priest's toes and I've figured that a straight permanent Attack debuff of X would be the way to go.
That being said, I'm probably going to make Death's Flask an AoE Attack debuff for flavor reasons (as the "brother" of Death's Vial). I've already thought of another possible hard removal that will be even more flavorful than a literal skull potion.
However, to fit the hard removal in, I would need to cut one of my existing cards. Right now, I'm leaning towards Sunlight Alchemist, since it was originally intended to be a more powerful Earthen Ring Farseer, but I realized that's probably not right for the Basic set.
Decay looks weak compared to hard removals already in the game. I think this could even be a 2-cost spell as it deals 3 damage to a minion. edit: Actually 3 mana because it also reduces Attack. It can kill bigger minions but I'm not sure how many times something with -3/-3 will survive another turn and it already has the downside of not being able to target heroes. Wrath therefore has 2 options. Your opponent can always ram the minion into something big, that's why Corruption only cost 1.
Boiling Cauldron should be 1 mana. Synergies aside, on it's own it is a 4 mana deal 2 damage or give 4 Health.
Leon has ugly wording, "give it +5/+5 and..." should be set apart with a comma or point instead of having "and" two times in a sentence.
Rest looks fine.
Your probably right about Decay. The idea was that it's kinda like Corruption but on the turn they can use the minion it has 3 less attack. Once it goes back to their next turn it will have -9/-9 so it's probably dead. Though the extra 3 mana to save 3 health is too much. 3 mana seems perfect!
Each Versatile Potion is worth just under 2 mana when it comes to Concoct so I figured it'd be similar to innovate but given you can't ramp anything out I guess 1 mana would be fine. Also makes sense compared to Preparation since they both give you an extra 3 mana with a condition. Kinda :P
I'll see what I can do about Leon. Thanks for your feedback!
The "flavour" of the card is based on the magical statues from D&D: you could activate them and they transform into a creature, and then back into a statue when the creature dies (also, I really wanted to use a Pokeball in the art!). The card has worse stats than Bog Creeper and Ancient of War, but makes up for it with the delayed AOE. I'm not entirely sold on what effect to put on the Figurine; went with an AOE, because flavourwise, if you shattered the figurine, the stored magical energy would be violently released.
I can´t believe I actually passed, now I like more the challenges, however, there is one that difficults me, 3 minions, cause my class "The Reporter" has 3 minions and 1 as spell, however, I am thinking of removing one, that is this one, but I am unsure about another spell to change it.
Card I want to remove:
Recap of the Class:
The Rest of the Basic Set:
And also, I had just before the Required Legendary, here it is:
And with the Pokemon, I went with Rowlet, an easy example of a simple and yet effective explorer, unsure about the stat distribution though.
P.S: Your computer erroed and´didn´t closed the 1st submission thread Ayslum.
Bumping (Again dammit) for a bit of feedback, I can´t really think of an easy example for a spell replacement :"(
PD: Just ignore the P.S
EDIT: Putted the basic cards in a spoiler, I didn´t wanted to fill the page.
The "flavour" of the card is based on the magical statues from D&D: you could activate them and they transform into a creature, and then back into a statue when the creature dies (also, I really wanted to use a Pokeball in the art!). The card has worse stats than Bog Creeper and Ancient of War, but makes up for it with the delayed AOE. I'm not entirely sold on what effect to put on the Figurine; went with an AOE, because flavourwise, if you shattered the figurine, the stored magical energy would be violently released.
Bumping this, any feedback?
Overall, seems good. I can't exactly remeber what Empower is, but I think it is "pay extra mana, get extra effect", so, if it is that, the cards are good.
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I have no Idea what I am doing, help
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I can´t believe I actually passed, now I like more the challenges, however, there is one that difficults me, 3 minions, cause my class "The Reporter" has 3 minions and 1 as spell, however, I am thinking of removing one, that is this one, but I am unsure about another spell to change it.
Card I want to remove:
Recap of the Class:
The Rest of the Basic Set:
And also, I had just before the Required Legendary, here it is:
And with the Pokemon, I went with Rowlet, an easy example of a simple and yet effective explorer, unsure about the stat distribution though.
P.S: Your computer erroed and´didn´t closed the 1st submission thread Ayslum.
The joke is you.
I'm reposting this because my original post seemed to have been buried before anyone could give feedback (and I also updated a few things). Here's a reminder of my hero.
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: Kinda iffy on this card as to whether this is interesting enough or not so I'm opening to any ideas with this one.
True Form: A late game win condition that isn't as op as Lord Jaraxxus's Hero Power as it takes longer to get less but the upside is that you keep your health and armor for the trade off of a less powerful hero power. I'm really curios what people think of this.
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. :)
Asylum, can you help me choose a pokemon for my Tinker class?
Togepi - Togepi had little to none damaging moves (thus it's 0 attack), so most of his fighting capabilities comes from "metronome" which is represented in his effect. I really like the flavor of his ability. Besides being my favorite pokemon, this fits mechanically well as being comically unreliable. Check out the 2nd spoiler for the Experiment card (I hope "target chosen randomly" is not considered a real expansion restricted mechanic). Thematically, this pokemon fits somewhat vaguely, but tinkers use chickens for experiments.
Klink - This fits better thematically (my heroes name is even Spark McClank) but is just universal mechanically. I like the idea of pokemon having inspire effects since the hero commands them to attack. The effect represents his signature move gear grind (hitting twice per use).
Electrode - Pretty self explanatory. And self destructive. Was thinking about making this an inspire effect which also destroys the minion but this is simpler.
Here is my phase I submission:
New cards for my basic set so far to get the "feel" for my class:
I'm thinking about making Arm Extensions classic because having 2 basic weapons feels too much. Also, I hope Experiment does not violate phase II rules because of the "target chosen randomly".
@FunPolice749 I think Sky Serpent should have to attack to transform as it's far to easy to get a 4 mana 7/7 with the dragon tag otherwise, especially against minion based decks. You could also have it transform at the end of the turn that it kills a minion instead. Makes no difference if you attack but gives your opponent a chance trade into it without it instantly transforming. I'd also mention it has to survive so it doesn't transform once it's at or below 0 health to escape death (not necessary if it transforms at the end of the turn).
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Attempt #2 at the Pokemon card.
The "flavour" of the card is based on the magical statues from D&D: you could activate them and they transform into a creature, and then back into a statue when the creature dies (also, I really wanted to use a Pokeball in the art!). The card has worse stats than Bog Creeper and Ancient of War, but makes up for it with the delayed awkward AOE. I'm not entirely sold on what effect to put on the Figurine; went with an AOE, because flavourwise, if you shattered the figurine, the stored magical energy would be violently released.
Made some changes to these cards as they were overly complicated for the basic set:
They have been reworked/replaced to:
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Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
@Mewdrops. I really like the cards and ideas held within. Seems to be pretty balanced to me. I wish I could be more constructive but, honestly I've got no qualms here. Except the card art for future sight bothers me. It just...creeps me out. I can't explain why either. I think I'd avoid including it my decks. The art just seems off. I know that's not going to be an actual issue for most people though. Heck, I may be alone in that line of thinking. I can't explain why it unnerves me, it just does. Doesn't mean you need to change it or anything, just putting it out there.
I have no Idea what I am doing, help
Here are my current cards!
Reminder of my class:
Other basic cards:
Any feedback would be appreciated!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I spend 22 minutes and almost get it all formatted so I can post my class. And what happens? My firefox spasms out and goes back one page meaning I need to redo it all because it wouldn't restore properly. Ah well. Just going to keep on trucking. So, here goes the Spellbreaker Class. Most cards had changes to them from the last go around. As a reminder here is my hero and power.
And now my three basic cards I intend to showcase as well as the pokemon and the legendary.
And now the rest of the basic cards held within the spoiler.
@Wishmaster333
Innate Sense - seems rather weak. You see two more cards but you don't get a card when compared to Mind Vision. I'd go the whole way and just reveal the whole hand.
Pouncey Sylderoy - Completely preventing minions from attack is very questionable as you could eventually give them a field of unusable minions and auto win. Think if rogue stole the card, brann and shadowstep would be enough. Same reason why nothing can set a minions attack to 0.
Defensive Rune - This card is really weak. It gives 2 stats to all your minions, same as Mark of the Lotus but for 3 more mana. Health is better than attack with a card like that unless your aggro and since it's basic maybe 2 mana.
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@Zence
Took me way too long to get back to you xD. Thanks for the feedback though!
Anyways, I've been thinking about how to do the Attack debuff without treading on Paladin's or Priest's toes and I've figured that a straight permanent Attack debuff of X would be the way to go.
That being said, I'm probably going to make Death's Flask an AoE Attack debuff for flavor reasons (as the "brother" of Death's Vial). I've already thought of another possible hard removal that will be even more flavorful than a literal skull potion.
However, to fit the hard removal in, I would need to cut one of my existing cards. Right now, I'm leaning towards Sunlight Alchemist, since it was originally intended to be a more powerful Earthen Ring Farseer, but I realized that's probably not right for the Basic set.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Each Versatile Potion is worth just under 2 mana when it comes to Concoct so I figured it'd be similar to innovate but given you can't ramp anything out I guess 1 mana would be fine. Also makes sense compared to Preparation since they both give you an extra 3 mana with a condition. Kinda :P
I'll see what I can do about Leon. Thanks for your feedback!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
The joke is you.
I have no Idea what I am doing, help