A couple notes since I'm at work atm. First the Artifact / Dig class identity is complicated. It's clever, but it might need to be simplified. Something like putting the artifact at the bottom, or shuffling it into your deck. If another class steals a Dig card, it'll do nothing for them if it doesn't also generate an Artifact.
I like the legendary and the tokens. Most of your cards are balanced, but there are too many that deal with card draw. I realize that card draw is essential to your theme, but it's too single focused. I'd put some focus in other themes of the class besides card draw and looking at our opponent's hand.
Wrath is extremely strong, and might need to be nerfed. Or have it target minions only and you can easily reduce the cost. Eagle should be a Beast. Overall though I like the idea and it does seem like fun to play! It just needs to have some more going for it besides card draw, imo.
That can reference many things, and unfortunately I don't get it sorry xD
For flavor's sake don't change the singer to make it more convenient, honestly its fine just drawing minions. And showcasing Ruins seems like a good idea to show the class's control potential.
So I tearfully scrapped my GVG legendary Baron Revilgaz's original design because he felt too out of place with current Standard expansions/adventures. I made a rework, with the closest to his lore being one for Gadgetzan. Is it okay as a card? Also this reveals which faction my class would be in if that pops up in later weeks...
EDIT: Fixed
Inspire is only in TGT, so I'd make it a TGT minion instead.
Fair point, I guess it's one way to keep it away from Gadgetzan. Ty for the feedback
Ok, I submitted already, seems that I will be a bit delayed in these competitions since of the speed of the submissions and their votes go, so I go by the sure way instead of beign "first" as I commonly was, but, finally, here it is if you want to check it out (And give feedback if you want to)
And 3 days left to submit, seems that not everybody its gonna, but definitively there are a lot of good entries in there, and that scares me off a bit, if I could just have a bit of faith of myself, I could have submitted it earlier, but not, its always good to be prepared for the good (or bad).
But good luck to all of you guys! You are really great!
Okay so here's my last post (hopefully) before I submit my class for this phase. Any and all feedback is welcome!
My hero and his power:
The Dragon Knight
Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transform into a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.
The New Hero:
Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.
The Hero Power:
As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of Whelps to fight for him.
This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Ground.
However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.
Dragonscale Greatsword: A big weapon that heals like Truesilver Champion but only when used to kill minions so it encourages using the weapon as removal.
Searing Breath: Really the only damage spell this class is getting and with few Whelps is sub par at best, but if you get at least 4 Whelps into the deck it turns into a 3 mana Fireball.
Dragonstrike Commander: A big late game minion that not only puts a big minion on the board but also shuffles some Whelps into the deck in order to keep activating cards that rely on Whelps being in the deck.
Now here's the rest of the basic set
Dragon's Flight: Basic core card that gets some Whelps into the deck to help activate cards. Simple but effective.
Plated Dragon Armor: A strong card that does 2 things in 1. Stabilizing the board with a high health taunt and 2. Stabilizing your health with some armor to help survive vs spells or burst.
Dull Claws: A simple 2 mana 2/2 weapon that if enough Whelps get into the deck turns into a powerful 4/2 weapon. (Note: This is a constant effect meaning if you draw Whelps and no longer have at least 5 the +2 attack is lost. Think of something like Small-Time Buccaneer.)
Scorched Earth: A cheap and very powerful aoe that has downsides in hurting your own board and also damages you in order to justify the power of a 4 mana aoe.
Searing Strike: Every class has a 1 mana spell and this is the Dragon Knights. It offers a ping and some armor gain and is very similar to Mortal Coil.
Armored Wyvern: Very basic minion that offers some armor gain on a decent 4 drop.
Scales of Gold: Strong draw with certain cards that generate armor rapidly but generally would draw only maybe 1 or 2 cards which is still a discounted Arcane Intellect.
Now here's the challenge cards:
Sky Serpent: A basic 4 drop dragon that if left alive will turn into a powerful creature that is strong in trading or pushing damage.
Sitora, The Dragon Mother: A very important card that gives this class a Lord Jaraxxus type affect although you'll see in the spoiler below you'll see its different in several ways.
Sky serpent token:
Sitora, The Dragon Mother cards:
(Note: True Form has 10 Health on top of the 10 armor gained.)
Flame Breath: A powerful removal weapon that allows you to gain control of the board by killing or wounding 3 minions but isn't as good when you need to hit your opponent due to the low durability.
Dragon's Might: A hero power that is slower than Jarraxxus but offers some direct affect thorugh powerful pings but then requires you to play the minion from your hand. (The drakes include all drakes like Azure Drake, Volcanic Drake and Emerald Drake.
I just submitted. If anyone has any final feedback, here is my post:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
I really like your class concept, and where are you going, but, Sky Serpent seems pretty scary, the effect is too easy to activate if it survives, and if it is, its very powerfull, 10 Damage everyturn is scary, maybe a 4/6 instead of 5/6? Compared to Windfury Harpy?
And also, Dragonstrike Commander is missing a Battlecry at the start.
I just submitted. If anyone has any final feedback, here is my post:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
Hey nurgling,
So I was just about to respond to you asking feedback on your class, but I simply don't have any comments. It's just really really good and could be a real contender in this competition. It's flavorful, unique etc. etc. Some cards are a bit on the strong side but that's balanced by others that are a bit weaker. One minor (very minor) piece of advise (or rather, idea) is you might want to add some niche cards in your set that only serve a purpose in one specific goal and is only used in one archetype. Basically cards that suck in any other deck, other than that specific archetype. The classic set can be used for 1 or 2 of these cards.
Thanks for the praise. I don't think niche cards belong in the Basic set, though. In my mind, the Basic set should be the foundation of the class, so the cards should be pretty generally useful. But I'll keep that in mind for Classic.
Woha, this thread moves on fast. I'll come back with reviews in a bit, if you got any specifics that you'd like feedback on do tell me! In the meanwhile I'll throw out the changed concept of the Operator:
Class: The Operative
Agent: Ms Sparkeye Status: Alive 'n kicking! Origin: Gnomeregan Age: 27 Useful Attributes: Stealth, Tinkerer, Brave, Deadly Precision Successful Operations: 482 Last Known Location: Deathknell, Lordaeron Bio: Ms Sparkeye is our most esteemed agent, a true cornerstone of G.I.S. and with over 400 successful operations she carries the record for the most field time of all operators. Thanks to Ms Sparkeye's work we have gotten to field test the Chronogun 8.1 with great results and the entire Cryotech division has her to thanks. Without her work on <redacted> we would not have known the dangers of the technology, and thus lord regent <redacted> may still be alive. Other notable feats of Ms Sparkeye include the assassination of Warlord <redacted> and the development of the Visuatech programme, which we have used to great effect on our missions, and has become a personal favourite of Ms Sparkeye's. Her latest mission was on the Dynowaves division, as she was testing a prototype tool against the curse of undeath, in a hope of weakening the Deathstalker presence in Lordaeron. The microfractures of the wavedisorganiser proved most usable.
Sizzy's hero power generates a token for your opponent, placing it to the far right in their hand. This spell, inspired by Curse of Rafaam then serves as a tool for most of the Operative's playstyles. For the aggressive decks Spybot serves as a small damage leeway while forcing your opponent to play below the curve or they might suddenly find themselves with a well known hand, and no health. The more midrange decks can cause issues with early game hero powers, and then knowing more accurately what to play in order to outvalue their opponent and the use of a hero power that grants you information in a control styled decks are almost too obvious to mention. Know of that AoE is coming, or if they are sitting on their bomb. Overall Mechanical Eye places itself as a powerful but not game deciding hero power, with the capacity of out damage Steady Shot, but also the ability to be worthless against an opponent with a mostly empty hand, and much like Life Tap it does nothing in fatigue.Things to note about Mechanical Eye is that a fatigue card is not a drawn card, Spybot counts as spell and is revealed in your opponent's hand. Cards such as Sorcerer's Apprentice and Lorewalker Cho interacts as one would expect.It should be noted that a card revealed by Spybot has its cost permanently revealed, as to not need any third party trackers for it.
Example Cards
Mail Bomb is the staple damage card of The Operative. It is a low cost nuke that removes early game threats at a price, or can be used to finish of the opposing hero. With enough Spybots in your opponent's hand the drawback turns into an upside making the card even more powerful. Along with its obvious power it also sets a theme for what you can expect from the operative: card draw. Sizzy doesn't care if your opponent has an extra card, because thanks to the rest of her set she's sure to have the best tools either way.
Ironbeard Support is the class's go to AoE. Comparable to Volcanic Potion but with the drawback of being unpredictable and one mana more expensive. The Operative isn't a class that floods the board very often and thus the downside of also damaging your own minions is lesser than for a druid. In addition to this it shows of the "When you draw..." mechanic of the Operative, and the fire support the gnomes can get from the Ironbeards, elite Ironforge agents.
Marker 0.3 finishes the cycle of showcase cards from the basic set, and shows several things. First of all it notes that Sizzy uses weapons, and that she wants to have one elite agent on the field. While weaker than a Fiery War Axe it does let you trade upwards when in a control oriented game, or push for 3 more damage in a more aggresive game. While Sizzy doesn't have as good weapons as the Warrior or Rogue class, she does have some utility in hers.
Neurocast Golem acts as many tools in one. It is a cheap card advantage engine that also lets you find out the cost of a card in hand. If you already know it, say for example through a Spybot it becomes an even more skill intensive card. Do you take the safe bet, or hope that you hit a good cost? Overall it makes use of both card reveal and discover, having many options.
Serela is the first legendary for the Operative and one that lets you dictate entire games if played correctly. Despite her low cost she can often be kept for longer games where resources are scarse and those extra one drops can change everything. She also has obvious combos with your hero power, Mechanical Eye, and gives you crucial information in certain matchups.
Other cards
I'm going to start the way I've started a lot of these. I think your hero power sucks. Its fine in terms of experienced players, but in terms of the new player experience its a mess. The active player isn't even going to know what the hero power does fully. The tooltip gives little information, and the card goes into your opponents hand not yours, so you have no idea what is going on with it until they cast it, and then if you're not that experienced you may miss seeing it fully or even really understanding what it does. I also think its too powerful. I know that probably seems stupid. This card does damage every time your opponent draws a card, and always cost them 1 mana to cast, and also reveals extra information to you on top of that. So, your hero power costs you 2 mana to cost your opponent 1 mana and at least 1 damage, and if they don't spend that mana it just keeps going, and at some point they have to spend the mana to get rid of them. So you always get to deal damage, steal tempo and gain information, that a lot for 2 mana.
Second, you have 11 Basic cards atm, instead of 10. I guess that's a potentially easy thing to mess up, but you'll need to remove something.
Mail Bomb seems fine, but considering your hero power this might actually almost be an advantage.
Ironbeard Support is not a card I like in Basic. When Blizzard introduced the Draw trigger in GvG they gave a long explanation about it. They've continued to make cards with it, but I don't personally feel like it belong in Basic. Its also pretty annoying how close you made the draw trigger to Flame Leviathan. I like what you were aiming for though.
Marker 0.3 looks good.
Daring Escape seems fine.
Eyes in the Sky is unique, I like that. Probably a touch weak, but that isn't a bad thing at all.
Field Report is again probably fine, but you want to watch out about cheap card draw, and how hard you go in on the mill synergy/hero power synergy.
Jetpack Assault seems fine, but I don't get what about a jet pack gives you extra attack or armor. Typically jetpacks explode and kill you when shot....
Single Out is weird. I feel like its a bit easier to activate than Kill Command, but its probably not too bad. I am seeing a lot of 3s on your cards. Is that a subtheme?
G.I.S. Neuralyser again seems fine, but like I said, you've gone super heavy on the forced draw already, and I have a feeling you aren't going to stop. Considering how much synergy it has with your hero power (dealing damage, even more hand filling, and tempo loss for the opponent) I feel like you're going way too deep. One of the things that makes mill decks "fair" or "balanced" is they only have a few options, and most of them aren't naturally strong. With your class its almost like milling is the only strategy and that doesn't seem "fun".
Vested Squaddie is another card I'm not sure I like in Basic, but its not quite as obtuse as Ironbeard Support. The effect is fairly low value and the minion is fine.
Orbital Strike is nuts. The Average single target removal is balanced around 5 mana, this tacks on a 3 damage ALL ENEMIES aoe, for just 3 mana! This is better than a doubled up Swipe, as it kills anything and deals 1 more total AoE damage. Reconsider your numbers.
Neurocast Golem seems fine.
Serela Warpsprocket again pushes all your themes to the max. One her own she doesn't seem that oppressive but considering how much synergy you've pushed this might be the nail in the coffin.
I know I've been somewhat intense with my analysis, and at the end of the day its all on you and the voters. I hope anything I said helped.
I just submitted. If anyone has any final feedback, here is my post:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
Hey nurgling,
So I was just about to respond to you asking feedback on your class, but I simply don't have any comments. It's just really really good and could be a real contender in this competition. It's flavorful, unique etc. etc. Some cards are a bit on the strong side but that's balanced by others that are a bit weaker. One minor (very minor) piece of advise (or rather, idea) is you might want to add some niche cards in your set that only serve a purpose in one specific goal and is only used in one archetype. Basically cards that suck in any other deck, other than that specific archetype. The classic set can be used for 1 or 2 of these cards.
Thanks for the praise. I don't think niche cards belong in the Basic set, though. In my mind, the Basic set should be the foundation of the class, so the cards should be pretty generally useful. But I'll keep that in mind for Classic.
I think what he means is that nearly every class has a few niche/gimmicky cards that aren't necessarily good. Cards like Tundra Rhino, Windspeaker, Divine Spirit, Warsong Commander, Mind Blast, Corruption, Charge, Ancestral Healing, Totemic Might, and Sacrificial Pact are prime exaples of this. @The_Odinson made a very interesting point to me that not every single card in the basic set has to be good. Some cards are designed yo be a little bad but cool and open up new kinds of decks. If every card in the basic set is really good then deckbuilding just becomes 2 of each basic card +10 other cards and decks stay stale. There should definitely be a few staples in the basic set but in almost any Worgen deck you make you're gonna want 2 Leap, Grievous Wounds, Frostbite, Winter Has Come, and Worgen Assasin. And most midrange/control decks are gonna want Gilnean Reinforcements, Krennan's Potion, and Hunted. My point is that you should look over the basic sets of each class. Each class only has about 2-3 maybe 4 staple cards. Every other card is tailored toward a specific playstyle. You're not gonna want Heroic Strike in your Control Warrior and likewise you won't want Shield Block in your Aggro Warrior. Even paladin gets by with only 2 staples, Consecration and Truesilver Champion. Every other card is tailored toward a specific playstyle. Aggro (Blessing of Might, Hand of Protection), Midrange (Blessing of Kings, Hammer of Wrath), or Control (Humility, Holy Light, Guardian of Kings.)
I just submitted. If anyone has any final feedback, here is my post:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
Hey nurgling,
So I was just about to respond to you asking feedback on your class, but I simply don't have any comments. It's just really really good and could be a real contender in this competition. It's flavorful, unique etc. etc. Some cards are a bit on the strong side but that's balanced by others that are a bit weaker. One minor (very minor) piece of advise (or rather, idea) is you might want to add some niche cards in your set that only serve a purpose in one specific goal and is only used in one archetype. Basically cards that suck in any other deck, other than that specific archetype. The classic set can be used for 1 or 2 of these cards.
Thanks for the praise. I don't think niche cards belong in the Basic set, though. In my mind, the Basic set should be the foundation of the class, so the cards should be pretty generally useful. But I'll keep that in mind for Classic.
I think what he means is that nearly every class has a few niche/gimmicky cards that aren't necessarily good. Cards like Tundra Rhino, Windspeaker, Divine Spirit, Warsong Commander, Mind Blast, Corruption, Charge, Ancestral Healing, Totemic Might, and Sacrificial Pact are prime exaples of this. @The_Odinson made a very interesting point to me that not every single card in the basic set has to be good. Some cards are designed yo be a little bad but cool and open up new kinds of decks. If every card in the basic set is really good then deckbuilding just becomes 2 of each basic card +10 other cards and decks stay stale. There should definitely be a few staples in the basic set but in almost any Worgen deck you make you're gonna want 2 Leap, Grievous Wounds, Frostbite, Winter Has Come, and Worgen Assasin. And most midrange/control decks are gonna want Gilnean Reinforcements, Krennan's Potion, and Hunted. My point is that you should look over the basic sets of each class. Each class only has about 2-3 maybe 4 staple cards. Every other card is tailored toward a specific playstyle. You're not gonna want Heroic Strike in your Control Warrior and likewise you won't want Shield Block in your Aggro Warrior. Even paladin gets by with only 2 staples, Consecration and Truesilver Champion. Every other card is tailored toward a specific playstyle. Aggro (Blessing of Might, Hand of Protection), Midrange (Blessing of Kings, Hammer of Wrath), or Control (Humility, Holy Light, Guardian of Kings.)
I think we might mean different things when we say niche. I mean cards that are only good in very specific situations. Like, you need to build a deck around them. I don't mean cards that are meant for specific general archetypes like Aggro or Control. Also, I don't think any of your examples are niche (at least not the Basic ones). Well, Warsong Commander is now, but remember, it's been changed (twice!). Originally, it just gave all of your minions Charge.
Sure, most of your examples are bad, but I think they were intended to be generally useful. Some of them were better when there weren't any expansions in existence. I used to use Tundra Rhino (which is generally useful for Hunter cuz they have so many Beasts) and Windspeaker back when Classic and Basic was all there was. Windspeaker combos well with Fire Elemental, for example. Or with Bloodlust as a finisher. With some of the others, like Corruption, Sacrificial Pact, and Ancestral Healing, I think Blizzard just did a poor job of balancing them, back when they didn't know how the meta would run or anything like that. It's also funny that you say Control Warrior would never use Heroic Strike, cuz I think this was intended to be a control card. But, now, only Aggro uses it.
What I think the moral of the story is, is that it's hard to foresee how cards will be used.
I didn't get much feedback when I posted earlier on and I've been a little busy irl the past few days, but I thought I'd try once more before submitting anything.
The Hero:
I originally had the idea of using Celebi as both a Legendary and normal minion, but I've been told it doesn't really fit the wow theme, so I came up with something else:
Explanations:
Past Moradormi: The closest comparison I can think of for this is a weapon, or a reverse Bolf. You will lose the game (by losing all your Health) before this is destroyed by damage, but any other destruction effect will get rid of it. It also leaves you vulnerable to burn from spells that target only minions, so there's that.
Temporal Anomaly: That's GIratina (both Alternate and Origin Forme) for anyone that doesn't recognize it. I'm open to balance suggestions on this one. I'm considering making its effect into a Battlecry/Latent effect to make it weaker, although I don't expect it to survive often.
Original Celebi cards I'd made:
Example Basic Cards:
Time Skip: I'm rather proud of this one. It's a spell that works in a myriad of different situations. It can be used like Frost Nova with Doomsayer, but if it's past turn 4, you can still play stuff afterwards. Turn 8+ with Ragnaros for an extra Fireball. It will affect cards with Latent making them trigger one turn earlier. It also works with the next card by cancelling the debuff it places in the drawn cards.
Time Mirage: A cheaper Arcane Intellect with a drawback (much like Ancestral Knowledge) which synergizes pretty well with positive latent effects as well as "Each turn this is/was in your hand" cards.
Sand Guardian: Reworked from its original version into a battlecry to make it more straightforward. Its mechanic is similar to Latent effects, but this one scales with the amount of turns instead of being fixed.
The rest of the Basic Set:
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. It's meant as a counterpart for Time Mirage and isn't meant to be run in the same deck.
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 Warp: This works pretty well with anything you wouldn't mind having extra copies of.
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.
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. Originally 7 mana, but I saw Asylum's review on a similar card so I adjusted it.
I'm almost finished with my Basic Set, but I wanted some help with the remaining two cards (which I wanted to be of higher cost, since all cards so far cost below 3 mana), my Legendary (which is probably not going to change much from what it is right now, simply because I don't think it's really that good and I'll explain it) and especially my Pokémon card, which I have no clue what it should be.
My hero portrait and power:
The cards I intend to showcase and why:
Throwing Axe: Pretty simple piece of removal and the only card with the signature "deckbuilding" mechanic of the Varangian in this Set. Also one of the few, if not the only direct damage spell I plan to give the class (I'll focus on attack-based damage).
Curse of the Sea: This is an interesting concept but probably not that good of a card. I compare it to Deadly Shot.
Forge Will: Most val'kyr and kvaldir that came out in TGT had effects which somehow were related to buffs, and so I decided this would be a major theme of my class. This is a whatever buff by itself, but it has the benefit of being playable when you have no minions at all, just like your Hero Power, to give you board presence. "If you can't" in this card's text means when you can't target a friendly minion, which is either when you don't have one or when the one(s) you have have Elusive.
Yorg Stormheart: This is a crappy card you'd normally not want to put in your deck, but it allows you to run a second copy of a good one you otherwise cannot run 2-of. I think that's probably a fair trade; there are actually not that many neutral Legendaries you'd want to put another one in your deck, since they either win the game when you play them most of the times (like with the Old Gods) or you can already have their effects duplicated through interactions with other cards that are more versatile (like Brann/Brewmaster/Soulcaster + Kazakus/Reno or whatever).
The tokens:
The rest of the Basic Set:
Sharpen Edge: Balanced against Power Word: Shield. The effect is arguably more useful, but you can't use on enemy minions just for the cycle.
Raiding Party: Simple 2-drop that's maybe a bit too powerful, I'm not sure yet. The token is the same as the Hero Power's.
Shield and Sword: Attack-based removal with some healing to make up for the damage you take. Worded somewhat like and balanced against Seal of Light.
Stranded on Ice: Stall for slower decks, mostly combo. Probably much weaker than Frost Nova than it might seem at first glance. Unfortunately I couldn't find a better-fitting art, so I had to resort to this one, which is pretty good, but I'd much rather have one depicting a ship that resembled a drakkar.
Iron Flesh: Healing spell with a twist. I figured this class would need plenty of healing and some defensive options, otherwise it would struggle a lot like Rogue (back before they had Buccaneer), but I'm probably not adding anymore because of the Classic Legendary.
That's it, I hope to get some feedback on these before tomorrow.
I just submitted. If anyone has any final feedback, here is my post:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
Hey nurgling,
So I was just about to respond to you asking feedback on your class, but I simply don't have any comments. It's just really really good and could be a real contender in this competition. It's flavorful, unique etc. etc. Some cards are a bit on the strong side but that's balanced by others that are a bit weaker. One minor (very minor) piece of advise (or rather, idea) is you might want to add some niche cards in your set that only serve a purpose in one specific goal and is only used in one archetype. Basically cards that suck in any other deck, other than that specific archetype. The classic set can be used for 1 or 2 of these cards.
Thanks for the praise. I don't think niche cards belong in the Basic set, though. In my mind, the Basic set should be the foundation of the class, so the cards should be pretty generally useful. But I'll keep that in mind for Classic.
@nurgling13 I don't understand this. Almost every class has some niche/archtype-centric cards. Niche doesn't strictly have to mean 1 and only one situation, just a smaller part of your overall class. Almost every class has cards that are good for aggro or control specifically, even when those archtypes aren't fully supported within the class.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I didn't get much feedback when I posted earlier on and I've been a little busy irl the past few days, but I thought I'd try once more before submitting anything.
The Hero:
I originally had the idea of using Celebi as both a Legendary and normal minion, but I've been told it doesn't really fit the wow theme, so I came up with something else:
Explanations:
Past Moradormi: The closest comparison I can think of for this is a weapon, or a reverse Bolf. You will lose the game (by losing all your Health) before this is destroyed by damage, but any other destruction effect will get rid of it. It also leaves you vulnerable to burn from spells that target only minions, so there's that.
Temporal Anomaly: That's GIratina (both Alternate and Origin Forme) for anyone that doesn't recognize it. I'm open to balance suggestions on this one. I'm considering making its effect into a Battlecry/Latent effect to make it weaker, although I don't expect it to survive often.
Original Celebi cards I'd made:
Example Basic Cards:
Time Skip: I'm rather proud of this one. It's a spell that works in a myriad of different situations. It can be used like Frost Nova with Doomsayer, but if it's past turn 4, you can still play stuff afterwards. Turn 8+ with Ragnaros for an extra Fireball. It will affect cards with Latent making them trigger one turn earlier. It also works with the next card by cancelling the debuff it places in the drawn cards.
Time Mirage: A cheaper Arcane Intellect with a drawback (much like Ancestral Knowledge) which synergizes pretty well with positive latent effects as well as "Each turn this is/was in your hand" cards.
Sand Guardian: Reworked from its original version into a battlecry to make it more straightforward. Its mechanic is similar to Latent effects, but this one scales with the amount of turns instead of being fixed.
The rest of the Basic Set:
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. It's meant as a counterpart for Time Mirage and isn't meant to be run in the same deck.
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 Warp: This works pretty well with anything you wouldn't mind having extra copies of.
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.
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. Originally 7 mana, but I saw Asylum's review on a similar card so I adjusted it.
Infinite value cards like Temporal Anomaly are really tricky to balance. I would suggest moving the stats more towards the defensive and making it trigger at the start of your turn; this at least allows your opponent to try to counteract it rather than you simply getting infinite minions.
I would also say that Temporal Echo, Time Warp, and Time Loop belong in the classic set, as they're a fair bit more complicated than existing basic cards.
For Sand Guardian, you don't need to make it a battlecry (unless you explicitly want Battlecry syngergy). Check out the wording on Nerubian Prophet. Yours would be: At the start of your turn, give this minion +1/+1.
I'm almost finished with my Basic Set, but I wanted some help with the remaining two cards (which I wanted to be of higher cost, since all cards so far cost below 3 mana), my Legendary (which is probably not going to change much from what it is right now, simply because I don't think it's really that good and I'll explain it) and especially my Pokémon card, which I have no clue what it should be.
My hero portrait and power:
The cards I intend to showcase and why:
Throwing Axe: Pretty simple piece of removal and the only card with the signature "deckbuilding" mechanic of the Varangian in this Set. Also one of the few, if not the only direct damage spell I plan to give the class (I'll focus on attack-based damage).
Curse of the Sea: This is an interesting concept but probably not that good of a card. I compare it to Deadly Shot.
Forge Will: Most val'kyr and kvaldir that came out in TGT had effects which somehow were related to buffs, and so I decided this would be a major theme of my class. This is a whatever buff by itself, but it has the benefit of being playable when you have no minions at all, just like your Hero Power, to give you board presence. "If you can't" in this card's text means when you can't target a friendly minion, which is either when you don't have one or when the one(s) you have have Elusive.
Yorg Stormheart: This is a crappy card you'd normally not want to put in your deck, but it allows you to run a second copy of a good one you otherwise cannot run 2-of. I think that's probably a fair trade; there are actually not that many neutral Legendaries you'd want to put another one in your deck, since they either win the game when you play them most of the times (like with the Old Gods) or you can already have their effects duplicated through interactions with other cards that are more versatile (like Brann/Brewmaster/Soulcaster + Kazakus/Reno or whatever).
The tokens:
The rest of the Basic Set:
Sharpen Edge: Balanced against Power Word: Shield. The effect is arguably more useful, but you can't use on enemy minions just for the cycle.
Raiding Party: Simple 2-drop that's maybe a bit too powerful, I'm not sure yet. The token is the same as the Hero Power's.
Shield and Sword: Attack-based removal with some healing to make up for the damage you take. Worded somewhat like and balanced against Seal of Light.
Stranded on Ice: Stall for slower decks, mostly combo. Probably much weaker than Frost Nova than it might seem at first glance. Unfortunately I couldn't find a better-fitting art, so I had to resort to this one, which is pretty good, but I'd much rather have one depicting a ship that resembled a drakkar.
Iron Flesh: Healing spell with a twist. I figured this class would need plenty of healing and some defensive options, otherwise it would struggle a lot like Rogue (back before they had Buccaneer), but I'm probably not adding anymore because of the Classic Legendary.
That's it, I hope to get some feedback on these before tomorrow.
Curse of the Sea - As you said, this card is bad compared to Deadly Shot, which is just better. Just as Deadly Shot is 2 mana cheaper than Assassinate, this should be 2 mana cheaper than Polymorph. Make it 2 mana.
Yorg Stormheart - You're selling yourself short on this card. It's a good design. Putting 2 of a Neutral Legendary in a deck is something that a lot of people would want to do. Requiring this card is a good trade-off for that effect.
Sharpen Sword - I'm not sure this is balanced against Power Word: Shield. Giving something attack is better than giving it health.
I think the rest of the Basic set is fine. For a Pokemon, I think Dhelmise would fit well. You can call it an Animated Anchor, or something like that. You could also maybe use Bronzong and pass it off as some sort of Vyrkul idol. Glacie also has a kind of sinister look that could fit with your class.
I just submitted. If anyone has any final feedback, here is my post:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
Hey nurgling,
So I was just about to respond to you asking feedback on your class, but I simply don't have any comments. It's just really really good and could be a real contender in this competition. It's flavorful, unique etc. etc. Some cards are a bit on the strong side but that's balanced by others that are a bit weaker. One minor (very minor) piece of advise (or rather, idea) is you might want to add some niche cards in your set that only serve a purpose in one specific goal and is only used in one archetype. Basically cards that suck in any other deck, other than that specific archetype. The classic set can be used for 1 or 2 of these cards.
Thanks for the praise. I don't think niche cards belong in the Basic set, though. In my mind, the Basic set should be the foundation of the class, so the cards should be pretty generally useful. But I'll keep that in mind for Classic.
@nurgling13 I don't understand this. Almost every class has some niche/archtype-centric cards. Niche doesn't strictly have to mean 1 and only one situation, just a smaller part of your overall class. Almost every class has cards that are good for aggro or control specifically, even when those archtypes aren't fully supported within the class.
I think I misunderstood what you meant by niche. I did try to make cards that would be useful for more than one archetype, because part of Worgen's thing is that it's made for hybrid styles of play.
@nurgling13 Hey man, thanks for the quick feedback. I'm glad you like Yorg; I wanted all my Legendaries to have something to do with the way you build your deck, and when most people see such an effect they just call it unbalanced or prejudicial.
When I made Curse of the Sea I tried to account for the Silence effect that comes with it; it's better than Deadly Shot against Deathrattle minions and the like, but not that worse against everything else 'cus it's probably going to be much easier for a Varangian to ping a 1/1 than for a Hunter. Maybe it needs a buff, but I wouldn't feel bad about leaving it the way it is.
Sharpen Edge is kind of a mix between Abusive Sergeant and PW:S; it's indeed on the stronger side, probably better than both, but I think it's fine this way. It's probably the strongest card of the set, which is overall pretty average so far.
Concerning the Pokémon card: I really wanted to make one from the 1st/2nd/3rd gen, which are my favorites. The first one that came to my mind was Gyarados and then Magikarp (I thought of giving it an effect where you could fill your deck with just Magikarps and if you had that many of them they would evolve or something like that; I remember you had to catch a billion Magikarps in Pokémon GO to get a Gyarados), but I'm not sure they're good enough. I personally don't like Dhelmise; it feels strange. Glalie on the other hand seems more interesting.
Woha, this thread moves on fast. I'll come back with reviews in a bit, if you got any specifics that you'd like feedback on do tell me! In the meanwhile I'll throw out the changed concept of the Operator:
Class: The Operative
Agent: Ms Sparkeye Status: Alive 'n kicking! Origin: Gnomeregan Age: 27 Useful Attributes: Stealth, Tinkerer, Brave, Deadly Precision Successful Operations: 482 Last Known Location: Deathknell, Lordaeron Bio: Ms Sparkeye is our most esteemed agent, a true cornerstone of G.I.S. and with over 400 successful operations she carries the record for the most field time of all operators. Thanks to Ms Sparkeye's work we have gotten to field test the Chronogun 8.1 with great results and the entire Cryotech division has her to thanks. Without her work on <redacted> we would not have known the dangers of the technology, and thus lord regent <redacted> may still be alive. Other notable feats of Ms Sparkeye include the assassination of Warlord <redacted> and the development of the Visuatech programme, which we have used to great effect on our missions, and has become a personal favourite of Ms Sparkeye's. Her latest mission was on the Dynowaves division, as she was testing a prototype tool against the curse of undeath, in a hope of weakening the Deathstalker presence in Lordaeron. The microfractures of the wavedisorganiser proved most usable.
Sizzy's hero power generates a token for your opponent, placing it to the far right in their hand. This spell, inspired by Curse of Rafaam then serves as a tool for most of the Operative's playstyles. For the aggressive decks Spybot serves as a small damage leeway while forcing your opponent to play below the curve or they might suddenly find themselves with a well known hand, and no health. The more midrange decks can cause issues with early game hero powers, and then knowing more accurately what to play in order to outvalue their opponent and the use of a hero power that grants you information in a control styled decks are almost too obvious to mention. Know of that AoE is coming, or if they are sitting on their bomb. Overall Mechanical Eye places itself as a powerful but not game deciding hero power, with the capacity of out damage Steady Shot, but also the ability to be worthless against an opponent with a mostly empty hand, and much like Life Tap it does nothing in fatigue.Things to note about Mechanical Eye is that a fatigue card is not a drawn card, Spybot counts as spell and is revealed in your opponent's hand. Cards such as Sorcerer's Apprentice and Lorewalker Cho interacts as one would expect.It should be noted that a card revealed by Spybot has its cost permanently revealed, as to not need any third party trackers for it.
Example Cards
Mail Bomb is the staple damage card of The Operative. It is a low cost nuke that removes early game threats at a price, or can be used to finish of the opposing hero. With enough Spybots in your opponent's hand the drawback turns into an upside making the card even more powerful. Along with its obvious power it also sets a theme for what you can expect from the operative: card draw. Sizzy doesn't care if your opponent has an extra card, because thanks to the rest of her set she's sure to have the best tools either way.
Ironbeard Support is the class's go to AoE. Comparable to Volcanic Potion but with the drawback of being unpredictable and one mana more expensive. The Operative isn't a class that floods the board very often and thus the downside of also damaging your own minions is lesser than for a druid. In addition to this it shows of the "When you draw..." mechanic of the Operative, and the fire support the gnomes can get from the Ironbeards, elite Ironforge agents.
Marker 0.3 finishes the cycle of showcase cards from the basic set, and shows several things. First of all it notes that Sizzy uses weapons, and that she wants to have one elite agent on the field. While weaker than a Fiery War Axe it does let you trade upwards when in a control oriented game, or push for 3 more damage in a more aggresive game. While Sizzy doesn't have as good weapons as the Warrior or Rogue class, she does have some utility in hers.
Neurocast Golem acts as many tools in one. It is a cheap card advantage engine that also lets you find out the cost of a card in hand. If you already know it, say for example through a Spybot it becomes an even more skill intensive card. Do you take the safe bet, or hope that you hit a good cost? Overall it makes use of both card reveal and discover, having many options.
Serela is the first legendary for the Operative and one that lets you dictate entire games if played correctly. Despite her low cost she can often be kept for longer games where resources are scarse and those extra one drops can change everything. She also has obvious combos with your hero power, Mechanical Eye, and gives you crucial information in certain matchups.
Other cards
I'm going to start the way I've started a lot of these. I think your hero power sucks. Its fine in terms of experienced players, but in terms of the new player experience its a mess. The active player isn't even going to know what the hero power does fully. The tooltip gives little information, and the card goes into your opponents hand not yours, so you have no idea what is going on with it until they cast it, and then if you're not that experienced you may miss seeing it fully or even really understanding what it does. I also think its too powerful. I know that probably seems stupid. This card does damage every time your opponent draws a card, and always cost them 1 mana to cast, and also reveals extra information to you on top of that. So, your hero power costs you 2 mana to cost your opponent 1 mana and at least 1 damage, and if they don't spend that mana it just keeps going, and at some point they have to spend the mana to get rid of them. So you always get to deal damage, steal tempo and gain information, that a lot for 2 mana.
Second, you have 11 Basic cards atm, instead of 10. I guess that's a potentially easy thing to mess up, but you'll need to remove something.
Mail Bomb seems fine, but considering your hero power this might actually almost be an advantage.
Ironbeard Support is not a card I like in Basic. When Blizzard introduced the Draw trigger in GvG they gave a long explanation about it. They've continued to make cards with it, but I don't personally feel like it belong in Basic. Its also pretty annoying how close you made the draw trigger to Flame Leviathan. I like what you were aiming for though.
Marker 0.3 looks good.
Daring Escape seems fine.
Eyes in the Sky is unique, I like that. Probably a touch weak, but that isn't a bad thing at all.
Field Report is again probably fine, but you want to watch out about cheap card draw, and how hard you go in on the mill synergy/hero power synergy.
Jetpack Assault seems fine, but I don't get what about a jet pack gives you extra attack or armor. Typically jetpacks explode and kill you when shot....
Single Out is weird. I feel like its a bit easier to activate than Kill Command, but its probably not too bad. I am seeing a lot of 3s on your cards. Is that a subtheme?
G.I.S. Neuralyser again seems fine, but like I said, you've gone super heavy on the forced draw already, and I have a feeling you aren't going to stop. Considering how much synergy it has with your hero power (dealing damage, even more hand filling, and tempo loss for the opponent) I feel like you're going way too deep. One of the things that makes mill decks "fair" or "balanced" is they only have a few options, and most of them aren't naturally strong. With your class its almost like milling is the only strategy and that doesn't seem "fun".
Vested Squaddie is another card I'm not sure I like in Basic, but its not quite as obtuse as Ironbeard Support. The effect is fairly low value and the minion is fine.
Orbital Strike is nuts. The Average single target removal is balanced around 5 mana, this tacks on a 3 damage ALL ENEMIES aoe, for just 3 mana! This is better than a doubled up Swipe, as it kills anything and deals 1 more total AoE damage. Reconsider your numbers.
Neurocast Golem seems fine.
Serela Warpsprocket again pushes all your themes to the max. One her own she doesn't seem that oppressive but considering how much synergy you've pushed this might be the nail in the coffin.
I know I've been somewhat intense with my analysis, and at the end of the day its all on you and the voters. I hope anything I said helped.
Thanks for your, dare I say honest, feedback. I'll try to meet and discuss some of the points here, while silently accepting others.
First of all, the hero power. I do agree with you that at glance it can feel a bit complex, but I don't feel that it is that much more complicated for new players than Totemic Call. While I would gladly add a "...that spies on them..." or similar clause to the hero power itself I don't feel obligated to explain what the token does in the button itself. Something that should probably be clarified a bit more, and I'm sorry if this comes too late, is that the Spybot would be constantly revealed for both players with a very obvious border. Think a more obvious Curse of Rafaam or Grimy Goons effect. I think that the most important thing to remember about Mechanical Eye is that, like most other Hero Powers, is a fire-and-forget kind of thing. It doesn't change your plan, it doesn't alter your opponent's plan too much and it doesn't even interact with the board.
When we're on the topic of the Hero Power I'm a bit lost when it comes to balance, and I've been trying to fix this. I love your opinion on it but would like to ask where you think the Hero Power is balanced if it didn't reveal. In my eyes 1 damage and 1 mana cost only is too weak, while 1 damage and 2 cost is obviously too limiting. For me 1 damage, 1 cost, and reveal cost is the sweet spot. Revealing only type is weaker and thus the next step down, and I've had people tell me both that its too powerful and too weak. I'll have to look out for it and I'm glad you took your time to add your input.
When it comes to your feedback on my cards I agree on most points, and once again I thank you for the time you took to write everything down.
Ironbeard Support is the card that pushes complexity most in my set, mostly due to how it interacts when drawn on your opponent's turn. It is however also one of the most important cards for me, and thus I am split about it. I'll see what I submit in the final product.
Orbital Strike will probably go down to 2 damage to all enemies, but I'd like to note that while yes it is more powerful than two swipes, it is also an 8 mana removal spell. Against a board you're losing on it is a worse Twisting Nether and against one that you're winning it is (in most cases) most comparable to Mind Control. I'll have to see how I balance it.
I would like to make a general note about forcing your opponent to draw cards, and that is that I don't agree with the assessment of mill being the only viable archetype, nor that it wouldn't be fun or interesting. One of the most frustrating feelings in card games is the feeling of not drawing your answers and threats. This is why mana flooding is such a terrible feeling in Magic the Gathering, and why alpha version Illidan changed. People want to draw their cards and that's why I don't worry about letting your opponent draw cards, especially not when it is one at a time. Even with 2 Mail Bombs, 2 Field Reports, and 2 G.I.S. Neurolyser in hand you aren't overdrawing your opponent that much, and you aren't even putting them ahead in fatigue. Sure you are dealing 14 burst damage, but that's at 14 mana and 6 cards plus hero power. Maybe I'm not scared enough about mill, but in my head everybody is panicking at the sight of forcing your opponent into drawing cards and forgetting that it also enables them to play the way they want.
Serela will change. She isn't that interesting.
That said, do you want feedback on your basic or expert set?
Ok, so, this is where you hit dangerous territory with your own explanation. You compare you hero power to Curse of Rafaam. I know Curse of Rafaam isn't a good card, but its a 2 mana card. Your card is more than half of that effect, so its worth at least 1 mana, while every other hero power is considered to be worth 0 mana. But like I said, your hero power is actually more than half, Curse deals it damage once per turn, yours deals damage every time the opponent draws, that means not only does your forced draw potentially add damage, it also means they will always have to spend the 1 mana before they use any of their own card draw. The reveal part is hard to evaluate and doesn't mean that much IMO, without that at all I think your hero power is too strong. I will link a suggested change in a spoiler below.
This change makes your hero power kind of like the hunter hero power, except your opponent can pay to cut off part of the damage, and it keeps everything in tact. It limits the damage the should generally take and allow them to avoid the tempo loss after doing so. I think its a great change, but its up to you.
On the topic of Orbital Strike, Its true that Twisting Nether is more powerful if you're completely behind on board, but its both Epic, and fairly uncommon effect, but its also symmetric, which means its never good to use when you're ahead, this is good ahead or behind. It also deals face damage, which is a big deal. I want to point out as well cards tend to lose efficiency as they increase in cost. Arcane Shot deals 1 for 1 mana but almost all 2 mana damage spells deal 3, then at 3 mana you have the 4-5 range, and 4 mana you have 6, but you don't get to keep scaling perfectly. Pyroblast only deals 10 for 10 mana, not that fair, but because its such a large effect in one card its how it works. I think 2 damage is much better, but you might also consider cutting the face damage.
On the topic of Mill, the other super scary thing that you might be forgetting is you add do nothing cards to your opponents hand. So not only can you force a lot of draws, if they get a high hand count 8-9 cards, you can easily burn 1 or 2 and one of the cards you gave them was just a stupid hero power card, that not only dealt them damage, needs to be cast to prevent further damage. Very few cards or effects add "filler" cards to your opponents hand can that can be dangerous when its an easy repetitive effect.
That said, I like your concepts and I like a lot of your flavor, but you're already so steeped in synergy in the basic set I feel like you're going to just keep going overboard and I want you to consider how you can open your class up. Also, at this point I'd rather my Classic set get looked at. I think the Basic set and previews are pretty good.
I just submitted. If anyone has any final feedback, here is my post:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
Hey nurgling,
So I was just about to respond to you asking feedback on your class, but I simply don't have any comments. It's just really really good and could be a real contender in this competition. It's flavorful, unique etc. etc. Some cards are a bit on the strong side but that's balanced by others that are a bit weaker. One minor (very minor) piece of advise (or rather, idea) is you might want to add some niche cards in your set that only serve a purpose in one specific goal and is only used in one archetype. Basically cards that suck in any other deck, other than that specific archetype. The classic set can be used for 1 or 2 of these cards.
Thanks for the praise. I don't think niche cards belong in the Basic set, though. In my mind, the Basic set should be the foundation of the class, so the cards should be pretty generally useful. But I'll keep that in mind for Classic.
@nurgling13 I don't understand this. Almost every class has some niche/archtype-centric cards. Niche doesn't strictly have to mean 1 and only one situation, just a smaller part of your overall class. Almost every class has cards that are good for aggro or control specifically, even when those archtypes aren't fully supported within the class.
I think I misunderstood what you meant by niche. I did try to make cards that would be useful for more than one archetype, because part of Worgen's thing is that it's made for hybrid styles of play.
I think I was trying to point out that I think you're using the word Niche incorrectly. I also think there are clearly niche cards in many classes Basic sets. They aren't even strictly bad cards, but considering those archtypes aren't highly supported within the class the cards are Niche, as they are only useful for limited applications and won't appear in the majority of decks. Its fine if you personally feel like you don't want to create any Niche cards but you might have already without realising it, based on how you continue to develop your class.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
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@Pride_PM
A couple notes since I'm at work atm. First the Artifact / Dig class identity is complicated. It's clever, but it might need to be simplified. Something like putting the artifact at the bottom, or shuffling it into your deck. If another class steals a Dig card, it'll do nothing for them if it doesn't also generate an Artifact.
I like the legendary and the tokens. Most of your cards are balanced, but there are too many that deal with card draw. I realize that card draw is essential to your theme, but it's too single focused. I'd put some focus in other themes of the class besides card draw and looking at our opponent's hand.
Wrath is extremely strong, and might need to be nerfed. Or have it target minions only and you can easily reduce the cost. Eagle should be a Beast. Overall though I like the idea and it does seem like fun to play! It just needs to have some more going for it besides card draw, imo.
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
Ok, I submitted already, seems that I will be a bit delayed in these competitions since of the speed of the submissions and their votes go, so I go by the sure way instead of beign "first" as I commonly was, but, finally, here it is if you want to check it out (And give feedback if you want to)
Link to the Submission (Well, as Doctor Whoops did ;) )
And 3 days left to submit, seems that not everybody its gonna, but definitively there are a lot of good entries in there, and that scares me off a bit, if I could just have a bit of faith of myself, I could have submitted it earlier, but not, its always good to be prepared for the good (or bad).
But good luck to all of you guys! You are really great!
The joke is you.
Okay so here's my last post (hopefully) before I submit my class for this phase. Any and all feedback is welcome!
My hero and his power:
The Dragon Knight
Throughout all recorded history dragons have been the image of power in the eyes of all races. Their massive bodies covered in thick armored scales, the strength to tear a man in half with ease, and to top it all off a breath of flame that can melt the strongest of metals. For these reasons many have looked to slaying a dragon as their greatest achievement by overcoming the flaming behemoths. However for some the dragons are seen as the way to take their growing power to new, previously unreachable levels. They have through unknown means found a way to transform into a mighty dragon themselves. With this new technique under their belt they have come to call themselves Dragon Knights and have gained a reputation of being ruthless in their quest for ever growing power. After some time several Dragon Knights came together to form the Dragon Order and with it they managed to hide the secrets of transforming into a Dragon. Due to the secrets of becoming a dragon being so hidden to those outside the Order many have come to suspect the Knights gained their power through dark places such as the Old Gods or the Burning Legion. However most knights are veterans from wars fighting to contain the Old Gods and wars to drive back the Burning Legion and many seem to defiant towards both groups and as such their goals and motives are still largely unknown.
The New Hero:
Yvon was young when he became fascinated with dragons and throughout his life has sought to harness their power for his own. Through still largely unknown methods Yvon managed to Transform himself into a dragon and would become the first dragon knight in existence. He would move on to recruit and teach others to become Dragon Knights and would eventually become the founder and ruler of the Dragon Order. Naming himself the Dragon Master he moved to extend his influence and power but would suddenly disappear after The Shattering and the death of Deathwing. However with the return of the Legion Yvon has returned with immense new powers and an entire army of dragons seemingly to continue where he left off so long ago.
The Hero Power:
As Yvon returned with a massive army of dragons and he showed that he had mastered the breeding and growth of dragons that allowed him to quickly grow an endless army of Whelps to fight for him.
This hero power is similar to the paladin but instead of directly summoning a 1/1 to the board you delay the affect by several rounds for a 2/2 along with that several cards as you'll see below are affected by having a certain number of Whelps in your deck. As a side note the Whelps act just like the cards made from Beneath the Ground.
However you may be asking yourself if the hero power is so slow then how in the world will you survive against aggressive decks to get value out of it? It's quite simple actually, this class uses armor! That's right we have a second class to relies on/interacts with armor to survive. He has several cards that grant armor in order to live long enough for the hero power to start taking affect.
Dragonscale Greatsword: A big weapon that heals like Truesilver Champion but only when used to kill minions so it encourages using the weapon as removal.
Searing Breath: Really the only damage spell this class is getting and with few Whelps is sub par at best, but if you get at least 4 Whelps into the deck it turns into a 3 mana Fireball.
Dragonstrike Commander: A big late game minion that not only puts a big minion on the board but also shuffles some Whelps into the deck in order to keep activating cards that rely on Whelps being in the deck.
Now here's the rest of the basic set
Dragon's Flight: Basic core card that gets some Whelps into the deck to help activate cards. Simple but effective.
Plated Dragon Armor: A strong card that does 2 things in 1. Stabilizing the board with a high health taunt and 2. Stabilizing your health with some armor to help survive vs spells or burst.
Dull Claws: A simple 2 mana 2/2 weapon that if enough Whelps get into the deck turns into a powerful 4/2 weapon. (Note: This is a constant effect meaning if you draw Whelps and no longer have at least 5 the +2 attack is lost. Think of something like Small-Time Buccaneer.)
Scorched Earth: A cheap and very powerful aoe that has downsides in hurting your own board and also damages you in order to justify the power of a 4 mana aoe.
Searing Strike: Every class has a 1 mana spell and this is the Dragon Knights. It offers a ping and some armor gain and is very similar to Mortal Coil.
Armored Wyvern: Very basic minion that offers some armor gain on a decent 4 drop.
Scales of Gold: Strong draw with certain cards that generate armor rapidly but generally would draw only maybe 1 or 2 cards which is still a discounted Arcane Intellect.
Now here's the challenge cards:
Sky Serpent: A basic 4 drop dragon that if left alive will turn into a powerful creature that is strong in trading or pushing damage.
Sitora, The Dragon Mother: A very important card that gives this class a Lord Jaraxxus type affect although you'll see in the spoiler below you'll see its different in several ways.
Sky serpent token:
Sitora, The Dragon Mother cards:
(Note: True Form has 10 Health on top of the 10 armor gained.)
Flame Breath: A powerful removal weapon that allows you to gain control of the board by killing or wounding 3 minions but isn't as good when you need to hit your opponent due to the low durability.
Dragon's Might: A hero power that is slower than Jarraxxus but offers some direct affect thorugh powerful pings but then requires you to play the minion from your hand. (The drakes include all drakes like Azure Drake, Volcanic Drake and Emerald Drake.
I just submitted. If anyone has any final feedback, here is my post:
The Worgen Class
Lore:
Centuries ago, the Lords of Winter’s Fall fell victim to the Worgen curse. The exact circumstances are shrowded in mystery, but the lord who brought the curse upon his family was a renowned mage. A small, secluded principality in the Alterac Mountains, Winter’s Fall was completely cut off from the outside world after this calamity, to hide their lord’s embarassment. In time, the lords learned to control their Worgen curse, shapeshifting at will between human and wolf form, but the curse was never lifted, nor could they remain as humans for long, and so their kingdom’s long isolation continued. Recently, the new lord of Winter’s Fall, Howe Hark, has learned that a new kingdom of Worgen, Gilneas. With the threat posed by the Forsaken, he has ended his seclusion and brought his forces to the aid of Gilneas and the alliance. The Young Wolf, as he is known, is known for both his brilliant military strategy and savagery on the field of battle. Mastery of his Worgen form means he is alternately rallying his loyal men into battle and tearing out the hearts of his enemies.
Reminder about how the class works:
The Worgen class centers around shifting between Worgen and Human form. Using the Worgen Form hero power (which you start the game with) gives you +1 Attack that turn and transforms you into a Worgen. This changes your hero power to Human Form, but you can’t use it until the next turn. When Human Form is used, your Hero heals 2 health and transforms into a human. The unique keywords of the class are Worgen and Human:
Cards with these keywords trigger an extra effect if you play them while you're in that form. Human/Worgen keyword cards are inefficient if played in the wrong form and extra efficient if played while in the right form. One of the key mechanics of the class is switching between forms at the right times to efficiently play cards.
There is a binary theme to the class, based on the two forms you switch between. Howe Hark has cards that focus on the savagery of his Worgen form, dealing damage or buffing attack, similar to Druid shapeshift-themed cards, and also cards that focus on supporting or buffing his minions, representing how he inspires and leads his men while in human form. There are also several secondary themes. The class has cards themed to snowy Alterac homeland of Howe Hark (including Freeze cards). There are also going to be cards that focus on class cards, representing the solidarity of Worgen.
Because of the hero power and binary theme, the class is well-suited for hybrid playstyles, and lots of cards will be versatile. If the hero power is used effectively, Worgen excels at tempo, since Human/Worgen cards are mana efficient when in the right form. This is also a weapon class, and both cards and your hero power buff your attack and restore health, so it is good at controlling the board, as well. Some of these control tools could be repurposed for Aggro, as well, especially in a Pirate deck.
Example cards:
Hunted - This is one removal option for Worgen, similar to Hunter's Mark. You play this and follow it up with another source of damage that normally would not have killed your target. The effect is permanent, so all damage from then on is doubled for that minion.
Gilnean Reinforcements - This is Worgen’s card draw. A number of classes have variations of this spell (Arcane Intellect, Ancestral Knowledge, Burgle, Thoughtsteal). This take reflects Worgen’s focus on class cards. This makes the spell both more restrictive, since it can only draw certain cards in your deck, and is useless if you have too few class cards, and more reliable, since you have a better idea of what it will give you.
Leap - Direct damage spells are going to be very limited for Worgen, since the class focuses more on dealing damage with weapons and buffing your hero’s attack. This card can be used both for removal, and to protect your minions. When you play this, your hero has Taunt during your opponent’s next turn, which means your minions can’t be attacked. It’s like half of a Conceal, because your minions can still be targeted by spells and Battlecries.
Basic Set:
Alpine Wolf - With Champion of Alterac, it’s important that there’s a 1-Cost class minion as a potential target. This is basically just the same as Enchanted Raven. “Cannot be Frozen” is not worth anything, because it’s almost never relevant. There will be at least one source of Freezing allies in later sets, so it will have some relevance.
Grievous Wounds - This is the Basic direct removal card. It’s a cheap card, but with a very restrictive limitation. While Execute can be paired with any source of damage, and it is often paired with spell damage or minion AOEs, you can only play this after attacking a minion. Execute was too strong at 1, but this would not be. It does combine well with the Worgen Form hero power.
Champion of Alterac - This card is reflective of the Worgen class’ support side, which represents Howe Hark’s human side. It’s a mana-efficient buff spell, but you can only cast it on a class minion. That’s more restrictive than you might initially think. The only way to play it on turn 2 is if you played Alpine Wolf on Turn 1. I don’t plan on making any other 1-Cost minions.
Frost’s Bite - Worgen is a weapon class. Howe Hark is not just all about tearing things up with his claws. I mean, he doesn’t have any when he’s in human form, anyway. Weapons will not be as strong a focus as in Warrior. It will be more like in Shaman. You can see that here, as this is not as strong a weapon as Fiery War Axe, but it has more utility in being able to Freeze, which is a secondary theme of the class, based on Howe Hark’s Alterac homeland.
Krennan’s Potion - Worgen focuses on using their Hero Power to switch forms regularly, so they need some support for that. This card can both help you recover health, which you may lose from attacking minions, and switch forms more easily, either on this turn or the next.
Winter Has Come - This is Worgen’s AOE option. It’s pretty efficient for its cost, because it will damage any neutral minions you have in play. This also reflects Worgen’s focus on class minions. It represents the hardiness of your Worgen and Alterac followers.
Worgen Assassin - With the lack of direct damage spells, Worgen needs a card like this. Similar to Fire Elemental, you can play this later in the game as a removal option, although it lacks Fire Elemental’s ability as a finisher. There was a lot of debate about this card, and I think we reached the consensus that, in its current form, it is as powerful as Fire Elemental. It’s a strong card, but Worgen needs this as a substitute for damage spells.
To keep my Basic set realistic, I tried to keep card text to under three lines. If you look at real Basic sets, you can see that there are only a few Basic cards with 3 or 4 lines of text. When someone presents you a Basic set where almost everything has 3 or 4 lines of text, it isn't really a Basic set.
Here are my other Challenge cards:
Stout Hound - This is based off of some nice artwork of the Pokemon Herdier. Herdiers are known to be very loyal with thick fur that protects them, so I think this fits with protecting your minions from damage. It fits in well with my class because of both the canine theme and Howe Hark’s noble Alterac background. This card exemplifies the support theme of Howe Hark’s Human side. You can play this card similarly to Argent Protector to help trade efficiently. You can also just drop this on turn 2 by itself and it will prevent your opponent from trading into it on their turn.
Krennan Aranas - This is the guy that invented the partial Worgen cure. This fits well with the Worgen hero power, which represents you changing forms between a Human and Worgen. Because regularly using your hero power to take advantage of the Human/Worgen keyword is a central mechanic of the class, a card like this is very useful to the class. It’s worded differently from Coldarra Drake because of the unique way the Worgen hero power works. Every time you use the hero power, you get a different one. Also, Coldarra Drake’s wording is too long.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@FunPolice749
I really like your class concept, and where are you going, but, Sky Serpent seems pretty scary, the effect is too easy to activate if it survives, and if it is, its very powerfull, 10 Damage everyturn is scary, maybe a 4/6 instead of 5/6? Compared to Windfury Harpy?
And also, Dragonstrike Commander is missing a Battlecry at the start.
The joke is you.
Been busy the last few days but I'll hopefully have time to make the rest of my set before the deadline now. I'd like some feedback on this card:
He's a pretty obvious Lovecraft parody. Here's the tokens you can Discover
Tried to base them off of the old gods. As can be seen from C'thun's Gaze and Y'shaarj's Wrath, Fates can be applied as a Deathrattle or a Battlecry.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Be sure to check out the new class creation contest by Asylum Rhapsody! If you like my class be sure to give it a like!
http://www.hearthpwn.com/forums/hearthstone-general/fan-creations/183880-asylums-gauntlet-class-creation-competition-3?page=2#c30
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I didn't get much feedback when I posted earlier on and I've been a little busy irl the past few days, but I thought I'd try once more before submitting anything.
The Hero:
I originally had the idea of using Celebi as both a Legendary and normal minion, but I've been told it doesn't really fit the wow theme, so I came up with something else:
Explanations:
Past Moradormi: The closest comparison I can think of for this is a weapon, or a reverse Bolf. You will lose the game (by losing all your Health) before this is destroyed by damage, but any other destruction effect will get rid of it. It also leaves you vulnerable to burn from spells that target only minions, so there's that.
Temporal Anomaly: That's GIratina (both Alternate and Origin Forme) for anyone that doesn't recognize it. I'm open to balance suggestions on this one. I'm considering making its effect into a Battlecry/Latent effect to make it weaker, although I don't expect it to survive often.
Original Celebi cards I'd made:
Example Basic Cards:
Time Skip: I'm rather proud of this one. It's a spell that works in a myriad of different situations. It can be used like Frost Nova with Doomsayer, but if it's past turn 4, you can still play stuff afterwards. Turn 8+ with Ragnaros for an extra Fireball. It will affect cards with Latent making them trigger one turn earlier. It also works with the next card by cancelling the debuff it places in the drawn cards.
Time Mirage: A cheaper Arcane Intellect with a drawback (much like Ancestral Knowledge) which synergizes pretty well with positive latent effects as well as "Each turn this is/was in your hand" cards.
Sand Guardian: Reworked from its original version into a battlecry to make it more straightforward. Its mechanic is similar to Latent effects, but this one scales with the amount of turns instead of being fixed.
The rest of the Basic Set:
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. It's meant as a counterpart for Time Mirage and isn't meant to be run in the same deck.
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 Warp: This works pretty well with anything you wouldn't mind having extra copies of.
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.
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. Originally 7 mana, but I saw Asylum's review on a similar card so I adjusted it.
I'm almost finished with my Basic Set, but I wanted some help with the remaining two cards (which I wanted to be of higher cost, since all cards so far cost below 3 mana), my Legendary (which is probably not going to change much from what it is right now, simply because I don't think it's really that good and I'll explain it) and especially my Pokémon card, which I have no clue what it should be.
My hero portrait and power:
The cards I intend to showcase and why:
Throwing Axe: Pretty simple piece of removal and the only card with the signature "deckbuilding" mechanic of the Varangian in this Set. Also one of the few, if not the only direct damage spell I plan to give the class (I'll focus on attack-based damage).
Curse of the Sea: This is an interesting concept but probably not that good of a card. I compare it to Deadly Shot.
Forge Will: Most val'kyr and kvaldir that came out in TGT had effects which somehow were related to buffs, and so I decided this would be a major theme of my class. This is a whatever buff by itself, but it has the benefit of being playable when you have no minions at all, just like your Hero Power, to give you board presence. "If you can't" in this card's text means when you can't target a friendly minion, which is either when you don't have one or when the one(s) you have have Elusive.
Yorg Stormheart: This is a crappy card you'd normally not want to put in your deck, but it allows you to run a second copy of a good one you otherwise cannot run 2-of. I think that's probably a fair trade; there are actually not that many neutral Legendaries you'd want to put another one in your deck, since they either win the game when you play them most of the times (like with the Old Gods) or you can already have their effects duplicated through interactions with other cards that are more versatile (like Brann/Brewmaster/Soulcaster + Kazakus/Reno or whatever).
The tokens:
The rest of the Basic Set:
Sharpen Edge: Balanced against Power Word: Shield. The effect is arguably more useful, but you can't use on enemy minions just for the cycle.
Raiding Party: Simple 2-drop that's maybe a bit too powerful, I'm not sure yet. The token is the same as the Hero Power's.
Shield and Sword: Attack-based removal with some healing to make up for the damage you take. Worded somewhat like and balanced against Seal of Light.
Stranded on Ice: Stall for slower decks, mostly combo. Probably much weaker than Frost Nova than it might seem at first glance. Unfortunately I couldn't find a better-fitting art, so I had to resort to this one, which is pretty good, but I'd much rather have one depicting a ship that resembled a drakkar.
Iron Flesh: Healing spell with a twist. I figured this class would need plenty of healing and some defensive options, otherwise it would struggle a lot like Rogue (back before they had Buccaneer), but I'm probably not adding anymore because of the Classic Legendary.
That's it, I hope to get some feedback on these before tomorrow.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@nurgling13 Hey man, thanks for the quick feedback. I'm glad you like Yorg; I wanted all my Legendaries to have something to do with the way you build your deck, and when most people see such an effect they just call it unbalanced or prejudicial.
When I made Curse of the Sea I tried to account for the Silence effect that comes with it; it's better than Deadly Shot against Deathrattle minions and the like, but not that worse against everything else 'cus it's probably going to be much easier for a Varangian to ping a 1/1 than for a Hunter. Maybe it needs a buff, but I wouldn't feel bad about leaving it the way it is.
Sharpen Edge is kind of a mix between Abusive Sergeant and PW:S; it's indeed on the stronger side, probably better than both, but I think it's fine this way. It's probably the strongest card of the set, which is overall pretty average so far.
Concerning the Pokémon card: I really wanted to make one from the 1st/2nd/3rd gen, which are my favorites. The first one that came to my mind was Gyarados and then Magikarp (I thought of giving it an effect where you could fill your deck with just Magikarps and if you had that many of them they would evolve or something like that; I remember you had to catch a billion Magikarps in Pokémon GO to get a Gyarados), but I'm not sure they're good enough. I personally don't like Dhelmise; it feels strange. Glalie on the other hand seems more interesting.
This change makes your hero power kind of like the hunter hero power, except your opponent can pay to cut off part of the damage, and it keeps everything in tact. It limits the damage the should generally take and allow them to avoid the tempo loss after doing so. I think its a great change, but its up to you.
On the topic of Orbital Strike, Its true that Twisting Nether is more powerful if you're completely behind on board, but its both Epic, and fairly uncommon effect, but its also symmetric, which means its never good to use when you're ahead, this is good ahead or behind. It also deals face damage, which is a big deal. I want to point out as well cards tend to lose efficiency as they increase in cost. Arcane Shot deals 1 for 1 mana but almost all 2 mana damage spells deal 3, then at 3 mana you have the 4-5 range, and 4 mana you have 6, but you don't get to keep scaling perfectly. Pyroblast only deals 10 for 10 mana, not that fair, but because its such a large effect in one card its how it works. I think 2 damage is much better, but you might also consider cutting the face damage.
On the topic of Mill, the other super scary thing that you might be forgetting is you add do nothing cards to your opponents hand. So not only can you force a lot of draws, if they get a high hand count 8-9 cards, you can easily burn 1 or 2 and one of the cards you gave them was just a stupid hero power card, that not only dealt them damage, needs to be cast to prevent further damage. Very few cards or effects add "filler" cards to your opponents hand can that can be dangerous when its an easy repetitive effect.
That said, I like your concepts and I like a lot of your flavor, but you're already so steeped in synergy in the basic set I feel like you're going to just keep going overboard and I want you to consider how you can open your class up. Also, at this point I'd rather my Classic set get looked at. I think the Basic set and previews are pretty good.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.