Okay, so I went and made my Pokemon and Legendary. The art for Izanami is temporary - I think the current one doesn't look goddess-y enough, and seems a bit too anime-like for hearthstone (found it after a quick google search). I realised that I'm taking a more oriental sort of route with the Medium, but I guess it was just what I was interested in (being chinese myself), and I felt that it worked better with all the spirit-y things going on in the mythology/folk tales, etc.
It kinda sucks that I can't have deathrattles yet, since a large part of the combos surrounding the class can be done with deathrattles, but that's just life, I guess. Deathrattles have so much combo potential...
Entombed Horror is Cofragigus, if you couldn't tell. It's a sort of moat-lurker effect. It's supposed to symbolise the dude attacking the unsuspecting tomb raider and mummifying him, as it is known to do. I really like the flavour of the coffin 'eating' the person, and spitting the poor soul back out. Mummy token - Mummy Zombie. Gotta change the wording on the card XD.
Izanami is the Japanese goddess of creation and death (I did some research), so I think the effect sort of suits her. You know, destroy (death) and resummon (creation). She's Ethereal because she's a goddess. It allows you to trigger deathrattles on your minions, heal them, remove buffs from enemy minions, and also triggers effects that depend on you summoning minions, like Wind and Water or Stonepeak Mystic.
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!
Good cards! My only feedback is on wording.
Toxic Muk is worded awkwardly compared to other cards that use your keyword. Concoct seems to be a passive keyword, so maybe "Concoct (1): If a minion damaged by Toxic Muk survives, destroy it."? Aside from the wording, it's a good and balanced card.
Decay seems unintuitive with spell damage. Does it take the spell damage from the turn you cast it and "lock it in"? Does it use your current amount of spell damage each time it ticks? I think the spell is strong enough that you don't need it to benefit from spell damage, and I think it makes the card better for the basic set without the unneeded complexity.
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. :)
Right, I was going to respond to yours but I forgot. Anywho...
Dragonscale Greatsword - Cool card, comparable to Truesilver Champion. You pay 2 more for a bonus durability, as well as getting 4 armor in comparison to 2 health, which is a huge upgrade. I think since it's a lot slower it's not quite as good, but Truesilver champion is an insane card really, so I think that's fine.
Plated Dragon Armor - It's not overcomplicated, it's cheap, it's defensive. I think it's pretty alright, it helps in 2 aspects that are important in a control deck. It allows you to stabilise on both your health AND the board. When you need to beat an aggressive deck, you can't just keep the board clear and hope that's enough, charge minions and spells will take you down if you don't win quick. This card will allow you do just that, and it's immediately accessible to new players.
Strength in Numbers - This one's kinda wierd. I don't think it's that good, as well. Compare it to Bite. Bite is a bad card, and for 4 mana, it gives +4 attack, and +4 armor. This card really has to give 5 attack and 5 armor, else it's worse than Bite. And the likelihood of you having 5 whelps in your deck, especially by turn 5. is quite low, and even if you do, having invested so much into hero powers and dragon's flight deserves a better reward than that mediocre card, especially when considering the amount of times you'l just draw the whelps after you fill your deck with them.
Sky Serpent - Seems like it's pretty cool. I don't really know what to say about it besides it seeming a bit like a win more card, and maybe a bit boring... Maybe if it could gain a cooler effect upon actually transforming, it might make the card itself cooler.
Sitora, The Dragon Mother - Really cool card. Late game win condition available for control decks. I think the True Form card should have a class card background, should be less obscure, and just tell the player what they're playing. Also, I think you want it to have more impact than value at that point of the game, especially considering you've had to get the one legendary in your deck that generates the card, and then you have to get that one card after whatever stage of the game you got that card at. Having it have significantly less impact than Juraxxus after all that isn't really.. Good. Maybe you could mke the card give you a weapon, or a hero power that summons random big dragons. How about you make the form give you 3 random secrets purely for that form. Ultimately it's completely up to you, but I feel like the current form just doesn't do enough to justify the trek getting to it.
Your basics are all fine, I don't have the time right now to review them all, but all of them seem balanced but one. Dragonstrike Commander costs WAAY too much for his effect. His body of that of a 4.5 mana minion but dragonflight being added to your hand with him adds 3.5 mana?! That effect is pretty much just drawing a card but knowing that it will be a slow, lategame card that you won't be able to play immediately after and will have no impact once you do play it. You're paying 11 mana over two turns to make a 4/6, activate your hero power twice, and draw a card. That isn't good enough for it's cost at all. My advice is to make him put whelps into your deck rather than have him give you the means to do so.
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!
Good cards! My only feedback is on wording.
Toxic Muk is worded awkwardly compared to other cards that use your keyword. Concoct seems to be a passive keyword, so maybe "Concoct (1): If a minion damaged by Toxic Muk survives, destroy it."? Aside from the wording, it's a good and balanced card.
Decay seems unintuitive with spell damage. Does it take the spell damage from the turn you cast it and "lock it in"? Does it use your current amount of spell damage each time it ticks? I think the spell is strong enough that you don't need it to benefit from spell damage, and I think it makes the card better for the basic set without the unneeded complexity.
I didn't like how Muk was worded but I couldn't think of a better way to put it. Yours works perfectly, thanks!
Your correct about Advanced Study. I balanced it compared to Mark of the Lotus. It gives an extra stat but is far more specific and in some rare cases can buff some minions more than once.
I wanted to kinda push the spell power theme with decay but I think your right. Having the spell power part is weird, especially for a basic card. Thanks for the feedback, I appreciate it!
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.
Overall the cards look complicated and specific for a basic set, but balanced. Scene Illuminator feels weak compared to Fireball, but it is very hard to evaluate with all the synergy from other cards. EDIT: Also, why not use the wording from Arcane Missiles?
Owl scout looks a bit strong since it has stealth and thus its effect is semi-permanent similar to Moroes. I would maybe reduce it to 1 Health.
Your first weapon is missing a class-colored stripe.
@LarryMoments Love the theme and mechanics! Everything seems balanced. Owl Scout is on the strong side but that's fine for LoE.
Maybe replace him with something like: 3 mana - Deal 1 damage to all enemy minions. Any bonus damage they take is doubled. So if you play Sonar Scanner before this it'd deal 3 damage to everything.
I think I've finalized everything for my submission, save for the Legendary. I'll post the whole thing for one last round of feedback. Everything's in a spoiler so as not to clog up the discussion topic.
The Class:
Challenge Cards:
Basic Cards:
Any opinions are greatly appreciated, especially on the Legendary and which basic cards I should put out in the open. Thanks in advance :)
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.
(True Form also gains you 10 armor)
Hey I like where your class is headed. For feedback, I think some of these might be too complex for basic cards and many should probably be in your classic set. I think most sets I've looked at are too complex so far. Stare at the existing 9 classes basic cards and try to get down to that level of simplicty, but also value. Here's a rundown card by card.
Dragonscale Greatsword: Too complex for a basic. I'd instead give them a big five or six mana weapon with good stats.
Strength in Numbers: Maybe too complex for a basic, but not too extreme. The wording isn't clear, do you mean "Fore every whelp in your deck, gain +1 attack and +1 armor"? As it's written you could see it being just +1 attack and variable armor. You might just consider 2 cards, one "gain +1 armor per whelp" and another "+1 attack per whelp".
Plated Dragon Armor: I kind of feel that 3 things is too much for a basic card. Consider what you really want this card to do.
Dragon's Flight: perfect, good basic card.
Dull Claws: again, maybe a little too complex for a basic card. Maybe just "if you have a whelp in your deck, gain +2 attack" or whatever the balance is.
Scorched Earth: A great concept for a basic card, but I'd recost the mana and self-inflicted damage. Flamestrike is an amazing card, giving a 2 mana flame strike is probably broken. The self inflicted damage is offset by armor, so I'm not sure how much you can really discount. Maybe 4 or 5 mana, deal 4 damage to self? That'd still be a really good card.
Heated Armor: I feel like there is probably a better card design for the name Heated Armor than this. Again, i think if/then conditionals might be too much for basic cards. Consider a basic card that just grants 2 attack and 2 armor, similar to Claw. some variation on those numbers
Scales of Gold: Too greedy for a basic card. Basic cards need to be easy to use. They might be used in combos with complex cards, but they should function outside of combos too.
Dragonstrike Commander: A card which grants another card which is already mimicking your hero power. I'd avoid this design in general.
Armored Wyvern: Again, too combo oriented for a basic card. Basic cards should be the building blocks for combos, but be functional enough on their own. I do think a design like this is appropriate for your classic deck, as you'll need a way to thin your deck of whelps, allowing you to draw into your actual deck.
The Legendary with True Form. I like this idea, transforming into a true dragon, it appeals to me from a flavor sense. Mechanically, there are some things to consider.
Typically, transforming into a hero resets life and armor. I think you should follow this model, but add an exception. The card text of True Form might read "Transform into your true form, but retain any armor you have". Maybe give the true form 10 or 15 hp. I don't like the hero power at all though. There are too many legendary dragons and otherwise OP dragons. Granting them essentially a 4 cost discount doesn't seem like a great idea.
Consider Jarraxus. He's more than just a really neat card, he fits an important niche in the warlock. When the game goes late, and the warlocks deck is low or empty, or their hp is low, then their hero power Life Tap becomes useless. Jaraxxus fixes that problem, allowing a Warlock to play the long game.
Similarly, your hero power to shuffle whelps into your deck becomes kind of useless in a late game situation, when the last thing you want to do is fill your deck with weak chaff and reduce the chances you draw important big cards. When your deck is empty, paying 2 mana to avoid fatigue damage is nice though, so the player might want that. Not sure how to redesign the transformation, except it should probably give a nice big weapon (dragon breath as a weapon? maybe even aoe?). It'd be kind of uninteresting to turn into a dragon and then just summon other dragons (something you've been doing all game). When you become a dragon, your hero should be star, killing things directly with a weapon or hero power.
I think I've finalized everything for my submission, save for the Legendary. I'll post the whole thing for one last round of feedback. Everything's in a spoiler so as not to clog up the discussion topic.
The Class:
Challenge Cards:
Basic Cards:
Any opinions are greatly appreciated, especially on the Legendary and which basic cards I should put out in the open. Thanks in advance :)
I have to say I really like your Basic Set. It's the first one I've seen in this thread that actually feels basic and not purposely overcomplicated. It has its fair share of average to below average cards and gives a good idea of what the main mechanic of the class is supposed to be. I'm only concerned about Death's Flask: it seems too slow to see play at 4-mana, but still, I think the effect should have a clause indicating it can't reduce the Attack of the minions below 1.
The Legendary seems pretty fun, though unreliable. I think it's appropriately costed for the effect.
Thanks for the Feedback Raptor (Aka: My Biggest Predicting Apprentice) and Turkeybag.
On a note side, Scene Illuminator was a thing I thought in mind with that competition where you made a worse version of a card that were usefull, but on a note, there´s a lot of synergy in there, and in my competition post, I also said also that is a worse Fireball but its effectivity can be increased a lot with its synergy, but on the other side, may be useless on a deck that doesn´t synergises, its not hard to balance, but later it can be realizable ;)
And about the Owl Scout, I HAD in mind of doing it at 1 Health, since I had in mind Twisted Worgen + Sonar Scanner, maybe a 2/1 or... 3/1 but I was trying only with the 2/2 though, definitively going for 1 Health, but not sure about the attack though.
Feedback to @Dxiled
I am really realising of what you want to do with your class, I understand it a lot, and I like the concept, I identify your legendary, its that guy of Skylanders ;),
Although I have a small complain of Skylanders Siggy, it feels a bit UP though on a side note, but I like the effect, maybe like a "Discover" thing? Feels tad risky but I like it, no complains (Did I just contradicted myself?)
Thats the only card I have an opinion, the other ones are pretty much balanced (That Brew Addict combo tho) although Firebloom Potion is a powercreep of Shadow Bolt, but since its almost like... err... non-fittable... its balanced in a way.
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.
(True Form also gains you 10 armor)
Hey I like where your class is headed. For feedback, I think some of these might be too complex for basic cards and many should probably be in your classic set. I think most sets I've looked at are too complex so far. Stare at the existing 9 classes basic cards and try to get down to that level of simplicty, but also value. Here's a rundown card by card.
Dragonscale Greatsword: Too complex for a basic. I'd instead give them a big five or six mana weapon with good stats.
Strength in Numbers: Maybe too complex for a basic, but not too extreme. The wording isn't clear, do you mean "Fore every whelp in your deck, gain +1 attack and +1 armor"? As it's written you could see it being just +1 attack and variable armor. You might just consider 2 cards, one "gain +1 armor per whelp" and another "+1 attack per whelp".
Plated Dragon Armor: I kind of feel that 3 things is too much for a basic card. Consider what you really want this card to do.
Dragon's Flight: perfect, good basic card.
Dull Claws: again, maybe a little too complex for a basic card. Maybe just "if you have a whelp in your deck, gain +2 attack" or whatever the balance is.
Scorched Earth: A great concept for a basic card, but I'd recost the mana and self-inflicted damage. Flamestrike is an amazing card, giving a 2 mana flame strike is probably broken. The self inflicted damage is offset by armor, so I'm not sure how much you can really discount. Maybe 4 or 5 mana, deal 4 damage to self? That'd still be a really good card.
Heated Armor: I feel like there is probably a better card design for the name Heated Armor than this. Again, i think if/then conditionals might be too much for basic cards. Consider a basic card that just grants 2 attack and 2 armor, similar to Claw. some variation on those numbers
Scales of Gold: Too greedy for a basic card. Basic cards need to be easy to use. They might be used in combos with complex cards, but they should function outside of combos too.
Dragonstrike Commander: A card which grants another card which is already mimicking your hero power. I'd avoid this design in general.
Armored Wyvern: Again, too combo oriented for a basic card. Basic cards should be the building blocks for combos, but be functional enough on their own. I do think a design like this is appropriate for your classic deck, as you'll need a way to thin your deck of whelps, allowing you to draw into your actual deck.
The Legendary with True Form. I like this idea, transforming into a true dragon, it appeals to me from a flavor sense. Mechanically, there are some things to consider.
Typically, transforming into a hero resets life and armor. I think you should follow this model, but add an exception. The card text of True Form might read "Transform into your true form, but retain any armor you have". Maybe give the true form 10 or 15 hp. I don't like the hero power at all though. There are too many legendary dragons and otherwise OP dragons. Granting them essentially a 4 cost discount doesn't seem like a great idea.
Consider Jarraxus. He's more than just a really neat card, he fits an important niche in the warlock. When the game goes late, and the warlocks deck is low or empty, or their hp is low, then their hero power Life Tap becomes useless. Jaraxxus fixes that problem, allowing a Warlock to play the long game.
Similarly, your hero power to shuffle whelps into your deck becomes kind of useless in a late game situation, when the last thing you want to do is fill your deck with weak chaff and reduce the chances you draw important big cards. When your deck is empty, paying 2 mana to avoid fatigue damage is nice though, so the player might want that. Not sure how to redesign the transformation, except it should probably give a nice big weapon (dragon breath as a weapon? maybe even aoe?). It'd be kind of uninteresting to turn into a dragon and then just summon other dragons (something you've been doing all game). When you become a dragon, your hero should be star, killing things directly with a weapon or hero power.
I'm a so dumb! I didn't post the token for my hero power and that makes a few cards different. I also saw the feedback and I'm gonna make some changes that'll be up soon. Anyway here's the Whelp.
Also in response to some of your arguments:
Plated Dragon Armor: My main argument is that technically Mark of the Wild gives you three affects in attack, health, and taunt. Mine just changes the attack for armor and increases the affect which isn't to radical of a change in my opinion.
Heated Armor: Yeah the name is bad so any suggestions would be welcome. However the main inspiration for this card is actually Mortal Coil which is a basic card so I think its fine as is.
Dragonscale Greatsword: I think the card is fine due to it being pretty much a bigger Truesilver Champion which just has a different time for when its healing is activated. (When you attack compared to when you kill a minion.)
Otherwise I mostly agree with what you said. Thanks for the feedback!
@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.
I don't know, I think knowing all the cards in your opponents hand would be pretty powerful. Sure, it would punish classes that inherently hold cards but people complain about stream sniping and such. Knowing all cards, I feel, is a bit too much for just one basic card to do. I think people underestimate how much value you get from pure knowledge. I'll make a few alternate versions and see how people react.
So, what do you all think is most fair for a basic card? Version 1, version 2, or version 3. OR something else entirely?
Basically, I've got 3 variations currently, for my pokemon. I need help deciding on which one to actually use.
The two core aspects of Tsareena, for my class, is that she has Queenly majesty, both in an ability and in looks, thus making her a good Nobility card. In addition, her signature move is Trop Kick, which lowers attack. Controlling the board through strength is also a fairly big part of the class as well, which causes her attack lowering effect to work well with the class. Example...
Is this overcosted btw?
Basically, the first card works with Epic decks, but doesn't have Trop kick. However, it shows off the value of promotions, allowing you to proc the effect with a rare minion as well as help to refill the hand. It's definately a good card for epic decks.
The second card goes all the way with the whole trop kick theme but doesn't show off my rarity theme at all, while this is the only card that I will have the oppurtunity to show off my core class concept on.
The third card is a card that shows off both the themes of attack reduction and epic decks quite well, and it is an epic itself. It guarentees a little value of 2 attack reduction, comparable to shrinkmeister, however, it can be a lot more if you use promotions correctly and build your deck accordingly, she can give someone no attack for that turn, allowing for some insane value trades or a strong Display of Strength.
Also, how should I balance this card?
Gonna need to bump this, I really need feedback on it.
@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.
I don't know, I think knowing all the cards in your opponents hand would be pretty powerful. Sure, it would punish classes that inherently hold cards but people complain about stream sniping and such. Knowing all cards, I feel, is a bit too much for just one basic card to do. I think people underestimate how much value you get from pure knowledge. I'll make a few alternate versions and see how people react.
So, what do you all think is most fair for a basic card? Version 1, version 2, or version 3. OR something else entirely?
Also, what about this change to Pouncey?
Innate sense doesn't change board state, generate cards, or change healths of either hero. It's effect also doesn't matter at all sometimes, because it doesn't usually change the way you'll play your turn. I think version 2 and 3 are both decent choices.
Pouncy is a more balanced card than the one before, but it's basically a frost nova attached to a 2/2.
OK so here is the updated version of my Pokemon minion-thanks to whoever recommended it I've decided to use Sableye. In the story he robs enemies he defeats, so in this case every time it kills a minion he robs them of their gold!
My legendary is a redeemed Sylvanas. It is able to defend against most early threats and preserve an early lead, with Anticipate she becomes even more effective as a kind of sniper.
Rollback Post to RevisionRollBack
I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
OK so here is the updated version of my Pokemon minion-thanks to whoever recommended it I've decided to use Sableye. In the story he robs enemies he defeats, so in this case every time it kills a minion he robs them of their gold!
My legendary is a redeemed Sylvanas. It is able to defend against most early threats and preserve an early lead, with Anticipate she becomes even more effective as a kind of sniper.
Your Sylvannas has a lot of redundant text. It can probably be worded 'Whenever an enemy attacks, deal 3 damage to it. Anticipate: Gain Stealth'. It also seems very strong, but I'm not sure. It kinda just shuts down decks that don't run a lot of removal or big minions.
@LarryMoments I'd keep Scene Illuminator as is. It's INSANELY powerful with a lot of your synergies. As for it being useless without the synergies, still better than fireball vs decks that just flood the board so it still has it's uses. As for the Owl Scout, I'd go for 2 attack since the debuff from him will let him deal 3 damage to whatever he attacks. If he had 3 attack he'd be a pseudo 4/1 stealth with his effect and that's a bit much.
@Wishmaster333 The reason I don't value seeing their whole hand that highly is because all it really does is let you know exactly what to play around and it's useless if they have no hand. People will largely only be using it to see what removal they have. You may be able to make risky moves by checking they don't have aoe but that isn't worth as much as you think given streamers often win against snipers who permanently see their hand and likely deck. Plus if you couldn't see their whole hand you couldn't be sure they don't have the removal your checking for so it'd make the card rather pointless in my opinion. With that said, the third option is the best!
Basically, I've got 3 variations currently, for my pokemon. I need help deciding on which one to actually use.
The two core aspects of Tsareena, for my class, is that she has Queenly majesty, both in an ability and in looks, thus making her a good Nobility card. In addition, her signature move is Trop Kick, which lowers attack. Controlling the board through strength is also a fairly big part of the class as well, which causes her attack lowering effect to work well with the class. Example...
Is this overcosted btw?
Basically, the first card works with Epic decks, but doesn't have Trop kick. However, it shows off the value of promotions, allowing you to proc the effect with a rare minion as well as help to refill the hand. It's definately a good card for epic decks.
The second card goes all the way with the whole trop kick theme but doesn't show off my rarity theme at all, while this is the only card that I will have the oppurtunity to show off my core class concept on.
The third card is a card that shows off both the themes of attack reduction and epic decks quite well, and it is an epic itself. It guarentees a little value of 2 attack reduction, comparable to shrinkmeister, however, it can be a lot more if you use promotions correctly and build your deck accordingly, she can give someone no attack for that turn, allowing for some insane value trades or a strong Display of Strength.
Also, how should I balance this card?
Gonna need to bump this, I really need feedback on it.
First, what is a Fraiad? I googled it real quick and got nothing of value. For Domesticated Fraiad, I like the first one the best. It doesn't involve the Pokemon's signature ability, but most people voting might not recognize that signature ability anyway. The first card fits in well with your promotion theme and fits the idea of a noble, upperclass card. It also works REALLY well if you have any cards that promote within your hand, so it can trigger itself.
I like Display of Strength as is. Your promotion effects and buffs will synergize (Google says I'm spelling this word right, damn autocorrect!) with this well. The wording is a bit odd. I assume you mean a friendly minion with the highest attack? It's confusing to write all that out though, so its probably fine as is.
The Jester looks so sad! But I like the art and the ability, I have a few copy effects in my cards as well. Since it needs to attack to trigger a copy, I think the 3rd one's stats, or even make it a 3/3 or 3/4. It's a legendary after all, and the effect does nothing if it doesn't have the chance to attack. Or you can have it with lower stats and let it's copies make copies, since again, they also need to attack to get value. If you promote it and then attack, would the copies also get the buff?
Behold, the Faerie Dragon class. Her name means "captivating power" and she is from deep within Ashenvale. She was Brightwing's best friend in childhood but they grew distant when Brightwing left to fight in the Nexus while Alysia stayed in Ashenvale to protect the Emerald Dream. Unlike most Faerie Dragons, Alysia has an uncanny bond with other Dragons and acts as an emissary for Ysera when necessary.
The class focuses on controlling both sides of the board, including summoning weak minions to the opponent's side as a drawback but also using them to your advantage. The hero power has obvious synergy with Dragon support, providing you with a means to always have a Dragon in hand guaranteeing value from those cards. Despite there being other classes with a Dragon focus (Priest in particular) this will be the only class which actually supports Dragons on the battlefield (all other Dragon support only involves Dragons in hand) so don't worry, that 1/1 Faerie Whelp could end up quite a threat.
(Say "Whelp Laid" out loud!)
I chose 3 cards whose purpose is very clear given the above description. Not all cards in the class will be like this but it's some simple examples of the mechanics I'm pursuing. For clarification, the Whelps summoned will always be the existing vanilla 1/1 Whelp token unless stated otherwise.
Yes, Brightwing will be this class' legendary ^_^ but I'm sure there'll be some sort of restriction in a later phase to fit her in.
So I guess now is the perfect time to make Brightwing! Here's some other spells I've also designed. Please let me know your thoughts.
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Why Rogue is my favourite class:
My submission for this week's card design competition.
Advanced Study: Would this give Bloodmage Thalnos +1/+2, Malygos +5/+10, and Ysera +0/+0?
Decay seems unintuitive with spell damage. Does it take the spell damage from the turn you cast it and "lock it in"? Does it use your current amount of spell damage each time it ticks? I think the spell is strong enough that you don't need it to benefit from spell damage, and I think it makes the card better for the basic set without the unneeded complexity.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Your correct about Advanced Study. I balanced it compared to Mark of the Lotus. It gives an extra stat but is far more specific and in some rare cases can buff some minions more than once.
I wanted to kinda push the spell power theme with decay but I think your right. Having the spell power part is weird, especially for a basic card. Thanks for the feedback, I appreciate it!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@LarryMoments Love the theme and mechanics! Everything seems balanced. Owl Scout is on the strong side but that's fine for LoE.
Maybe replace him with something like:
3 mana - Deal 1 damage to all enemy minions. Any bonus damage they take is doubled. So if you play Sonar Scanner before this it'd deal 3 damage to everything.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I think I've finalized everything for my submission, save for the Legendary. I'll post the whole thing for one last round of feedback. Everything's in a spoiler so as not to clog up the discussion topic.
The Class:
Challenge Cards:
Basic Cards:
Any opinions are greatly appreciated, especially on the Legendary and which basic cards I should put out in the open. Thanks in advance :)
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
The Legendary with True Form. I like this idea, transforming into a true dragon, it appeals to me from a flavor sense. Mechanically, there are some things to consider.
Typically, transforming into a hero resets life and armor. I think you should follow this model, but add an exception. The card text of True Form might read "Transform into your true form, but retain any armor you have". Maybe give the true form 10 or 15 hp. I don't like the hero power at all though. There are too many legendary dragons and otherwise OP dragons. Granting them essentially a 4 cost discount doesn't seem like a great idea.
Consider Jarraxus. He's more than just a really neat card, he fits an important niche in the warlock. When the game goes late, and the warlocks deck is low or empty, or their hp is low, then their hero power Life Tap becomes useless. Jaraxxus fixes that problem, allowing a Warlock to play the long game.
Similarly, your hero power to shuffle whelps into your deck becomes kind of useless in a late game situation, when the last thing you want to do is fill your deck with weak chaff and reduce the chances you draw important big cards. When your deck is empty, paying 2 mana to avoid fatigue damage is nice though, so the player might want that. Not sure how to redesign the transformation, except it should probably give a nice big weapon (dragon breath as a weapon? maybe even aoe?). It'd be kind of uninteresting to turn into a dragon and then just summon other dragons (something you've been doing all game). When you become a dragon, your hero should be star, killing things directly with a weapon or hero power.
Thanks for the Feedback Raptor
(Aka: My Biggest Predicting Apprentice)and Turkeybag.On a note side, Scene Illuminator was a thing I thought in mind with that competition where you made a worse version of a card that were usefull, but on a note, there´s a lot of synergy in there, and in my competition post, I also said also that is a worse Fireball but its effectivity can be increased a lot with its synergy, but on the other side, may be useless on a deck that doesn´t synergises, its not hard to balance, but later it can be realizable ;)
And about the Owl Scout, I HAD in mind of doing it at 1 Health, since I had in mind Twisted Worgen + Sonar Scanner, maybe a 2/1 or... 3/1 but I was trying only with the 2/2 though, definitively going for 1 Health, but not sure about the attack though.
Feedback to @Dxiled
I am really realising of what you want to do with your class, I understand it a lot, and I like the concept,
I identify your legendary, its that guy of Skylanders ;),Although I have a small complain of
SkylandersSiggy, it feels a bit UP though on a side note, but I like the effect, maybe like a "Discover" thing? Feels tad risky but I like it, no complains (Did I just contradicted myself?)Thats the only card I have an opinion, the other ones are pretty much balanced (That Brew Addict combo tho) although Firebloom Potion is a powercreep of Shadow Bolt, but since its almost like... err... non-fittable... its balanced in a way.
The joke is you.
OK so here is the updated version of my Pokemon minion-thanks to whoever recommended it I've decided to use Sableye. In the story he robs enemies he defeats, so in this case every time it kills a minion he robs them of their gold!
My legendary is a redeemed Sylvanas. It is able to defend against most early threats and preserve an early lead, with Anticipate she becomes even more effective as a kind of sniper.
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Why Rogue is my favourite class:
My submission for this week's card design competition.
@LarryMoments I'd keep Scene Illuminator as is. It's INSANELY powerful with a lot of your synergies. As for it being useless without the synergies, still better than fireball vs decks that just flood the board so it still has it's uses. As for the Owl Scout, I'd go for 2 attack since the debuff from him will let him deal 3 damage to whatever he attacks. If he had 3 attack he'd be a pseudo 4/1 stealth with his effect and that's a bit much.
@Wishmaster333 The reason I don't value seeing their whole hand that highly is because all it really does is let you know exactly what to play around and it's useless if they have no hand. People will largely only be using it to see what removal they have. You may be able to make risky moves by checking they don't have aoe but that isn't worth as much as you think given streamers often win against snipers who permanently see their hand and likely deck. Plus if you couldn't see their whole hand you couldn't be sure they don't have the removal your checking for so it'd make the card rather pointless in my opinion. With that said, the third option is the best!
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
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
Class reference from phase I
Behold, the Faerie Dragon class. Her name means "captivating power" and she is from deep within Ashenvale. She was Brightwing's best friend in childhood but they grew distant when Brightwing left to fight in the Nexus while Alysia stayed in Ashenvale to protect the Emerald Dream. Unlike most Faerie Dragons, Alysia has an uncanny bond with other Dragons and acts as an emissary for Ysera when necessary.
The class focuses on controlling both sides of the board, including summoning weak minions to the opponent's side as a drawback but also using them to your advantage. The hero power has obvious synergy with Dragon support, providing you with a means to always have a Dragon in hand guaranteeing value from those cards. Despite there being other classes with a Dragon focus (Priest in particular) this will be the only class which actually supports Dragons on the battlefield (all other Dragon support only involves Dragons in hand) so don't worry, that 1/1 Faerie Whelp could end up quite a threat.
(Say "Whelp Laid" out loud!)
I chose 3 cards whose purpose is very clear given the above description. Not all cards in the class will be like this but it's some simple examples of the mechanics I'm pursuing. For clarification, the Whelps summoned will always be the existing vanilla 1/1 Whelp token unless stated otherwise.
Yes, Brightwing will be this class' legendary ^_^ but I'm sure there'll be some sort of restriction in a later phase to fit her in.
So I guess now is the perfect time to make Brightwing! Here's some other spells I've also designed. Please let me know your thoughts.