Thanks for the feedback everyone! This is pretty much the last post I'm doing here before I post in the Submission thread. My only concern is that I think the Chosen One maybe should cost 10 mana rather than 9 but I'm hesitant to make 10 mana cards especially in the basic set when my Hero Power makes them unplayable sometimes and the class in general has bad synergy with 10 mana cards. The Titan
Lore
Chronos was once a powerful King who sought out higher power. He reached a higher level of being. Chronos surpassed his mortal limits and was reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential! Titans welcome any and all who strive for true greatness.
What the Titan is all about
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
Although no cards in the basic set have Ascended, as is with all class keywords, the set shows the multifaceted aspects and themes of the Titan class.
Healing Titan's tend to have high health to deal with powerful enemies. After battles they tend to heal up.
Buffing Minions Titans just love getting bigger and bigger, both in cost and stats!
Weapons Titan's are fighters so they tend to wield powerful weapons.
Cost Mechanics The key factor that separates this class from other buffing classes like Paladin or Priest. These guys love to cost more and tend to have insanely high valued cards that cost a lot of mana.
The Basics
An example of Titan's never ending quest for higher power. Ascended cards gain a flat bonus when they cost a certain amount more but cards like Rising Power can soar to insane heights. Although this card can potentially be a 5 mana Pyroblast, increasing cards costs by more than 1 or 2 will be very difficult for this class.
This powerful leader inspires his troops to keep on fighting! Every time an allied minion attacks, they gain an additional point of Health to live on in this battle and all battles to come!
This spell judges any minion and sets its stats to the cost that was paid for them. This card serves as psuedo-removal of pesky cards like Flamewreathed Faceless, Doomsayer, and any overstatted or buffed up cards.
But wait, there's more! 7 More Basic cards below :)
Radiant Warrior is a powerful 1 cost minion that gives his allies a boost! He is a powerful early game card with an impactful effect but unlike cards like Tunnel Trogg, Northshire Cleric, and Mana Wyrm you don't get to use his effect if you want to play him turn 1. Since he only costs 1 mana you can fit him in on curve to buff up your valuable minions. At worst you can still play him on turn 1 as a respectably statted 1/3.
An ancient weapon with mysterious runes engraved upon it. This weapon serves as a powerful early game removal dealing 2 damage total and having the potential of drawing 2 cards! Two Mortal Coils in 1 card with the downside of paying health to use. Unlike Coil if you want to kill that enemy 5/1 you're gonna have to take some hefty damage.
This Titan aims for the heart and as the saying goes, the bigger they are the harder they fall. Most minions have less health than their cost so in most situations this is a 4 mana Execute! The only downside is cards like Ysera, Drakonid Operative, Deathwing, and cards with Divine Shield or Buffs don't die to it.
Titans use their weapons often and without caution, using their weapons until they break. When their hammers break they reforge them with their own two hands. This reforged hammer can take down 3 minions for 4 mana! This card trades off the 1 attack and 4 healing offered by Truesilver Champion for 1 durability.
Powerful and straight to the point. This titan comes charging at enemies while simultaneously defending his allies. The best defense is a great offense!
Titan's gain power from ascending but even without ascending it is possible to harness a small portion of that power to unleash upon your enemies!
Potentially the most powerful buff in all of hearthstone history! At a whopping 9 mana however this card requires a strong investment in a single minion.
Challenge Cards
Zygarde: The Classic Legendary
Zygarde is the classic set Titan Legendary. He is an insane powerhouse of value but takes time and, like all Titans, a ton of mana. The Wanderer is a 1/1 charge that adds the Earthbound to the top of your deck when he dies. A great turn 1 card to draw which lets you have a powerful turn 5 later. Earthbound is a 5/5 taunt which is good tempo on turn 5. When he dies you get the Ruler added to the top of your deck. The Ruler is a 10 mana powerhouse! For 10 mana you get to destroy an an enemy minion completely and the bigger they are the more you heal for! For a total of 16 mana over 3 turns you get 16/16 worth of taunts, deal 1 damage, partial taunt, destroy a minion, and a powerful heal. This minion does a lot but takes a lot of time and a lot of mana. I feel like this powerhouse helps solidify the identity of the Titan class.
Zygarde began his life as a wandering beast, charging into battles and often losing. Despite the countless defeats, his quest for greatness continued unabated.
As he matured he learned from his countless defeats. He grew to be more powerful! Tales of his greatness grew! He no longer had to look for enemies to defeat, foes sought after him and he accepted all challenges.
After countless victories, Zygarde's strength became unparalleled. Zygarde ascended to new heights! Zygarde crushes all who stand in his path and absorbs their power. Many still challenge him to this day but none live to tell the tale...
Jupiter: The Whispers of the Old Gods Legendary
Jupiter, a powerful new God that aspires to be as great as the Titans. Upon Discovering the secrets to Ascension Jupiter began to quest to unlock his own hidden power.
Jupiter is a strong thematic legendary minion that lets you discover an Ascended card and most times the 1 mana increase activates the Ascended effect! Even if it doesn't it brings the card 1 mana closer to activating their powerful effects.
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.
For some reason, my thought for you was Lapras. Water/Ice seems like a consistent theme for your class, and Lapras's whole lore is about how it ferries people around. It's the iconic Pokemon you "Surf" around on, and it's literally known as the "Transport Pokemon". There's some good, more hardcore-looking Lapras art out there that I think would fit your aesthetic well.
@Malencia: I thought about having it at the start of the turn, but I don't like how it destroys the point of the card most of the time. I'll probably make it into a Latent effect with similar stats so that you can't spam it. At any rate, the card itself doesn't fight fatigue and you always have to pay full mana for it, maybe I should look at that and increase the cost. I had a previous version on the Time Sprite which had the infinite minion be a much smaller 2/1, which feels much more balanced too.
I'll concede Temporal Echo is on the more complicated side, so I'll move it to Classic, but I didn't feel the other 2 were complicated enough to warrant barring them from the Basic Set. Off the top of my head Mind Vision is a Basic card of similar complexity. I'd even say Bronze Apprentice is on the same level of complexity (though not in the same way).
I had an original iteration that was much like Nerubian Prophet and I can probably go back to that. My class doesn't have specific interactions with Battlecries so far, so it shouldn't make much of a difference other than against Dirty Rat or with Alarm-o-Bot. Though I cannot use the exact same wording as Nerubian Prophet, as that would imply it'd keep growing even after being played.
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.
Your hero power is cool, and the fact that it has additional effect no your cards I think helps make it balanced. I know you had issues with it feeling underpowered, but I like it as is.
Hunted is a great 0 mana card. It might be the first good use of 0 mana "removal".
Gilnean Reinforcements is kind of scary. On average your class cards are your most powerful and important cards and this seems a bit more powerful than Arcane Intellect. That said I don't think increasing the cost to 4 would be correct either so its just going to be a strong card.
Leap is weird to me. We've never seen this effect on a card, and I'm not 100% sure what how Leaping does damage and gives you Taunt. Other than that I don't think its imbalanced.
I feel like I've reviewed most of the rest of your commons before and I think they are all pretty well balanced. I still have concerns that Champion of Alterac is a bad Basic, because when you unlock it its not going to be very good, considering how few class minions you have in your basic set.
I think the (3) in Stout Hound should just be a normal 3, they parentheses are used to denote mana. Otherwise its fine. I like your Legend and I think your wording is fine.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Also, still @waterwalker, I pretty much agree that your Basic set looks great! =) I love Throwing Axe and Forge Will and think they look like a great card to show off that are still believably Basic, but I also think you could easily get away with lowering the cost of Curse of the Sea. I really don't have any complaints that I can think of about your Basic set. =D
I will admit, though, that I'm having a bit of a knee-jerk reaction to your Legendary, but I'm gonna try to think over it more, because you may be right that it's not as bad as it sounds, especially because many of the more powerful legendaries you actually wouldn't want more than one of in your deck anyway. I guess the most abusable it could get off of the top of my head is Bloodmage Thalnos, maybe Sylvanas Windrunner. I'd have to think about it more...
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling. But such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
One of the Medium's specialities is cost-reductions, allowing her to manifest spirits and cast spells with greater ease. Her main source of discounts is her hero power - 'Communion', which allows her to receive 'Guidance' from the spirits. 'Guidance' spells can be used immediately to receive immediate benefit, or they can be hoarded in order to reduce the cost of certain combo pieces later in the game. The discount is split randomly very much like Arcane Missiles (can hit the same card more than once), except this reduces the cost of cards instead of dealing 1 damage. They will not attempt to reduce the cost of cards that cost (0) or have the Ethereal keyword:
Explanation:
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Basic Cards Showcase:
The Stonepeak Mystic is the first healing option the Medium has access to. Like many of her cards, it synergises with the summoning of minions, which her main combos are centred around. Every class that aims for the long game requires some sort of healing option, and this card provides it. You can either play it as a tempo card and slowly heal up your hero, or you can save it for burst healing when you need it.
Banish is an example of a card that can synergise with the Medium's hero power. It starts out as a slightly-cheaper situational Assassinate, but as it's cost is reduced, it can kill more and more things. After 1 discount, it's comparable to Shadow Word: Death. After two, it gets pretty damn good.
Channeling is another way for the Medium to discount her cards beyond the use of her hero power, which is important if you want a bit more consistency with your reduction effects due to the random nature of 'Guidance'. The card draw takes place after the discount.
Other Basics + Explanations:
Bloodbolt: Serves as the class's 2-mana removal spell. Deals 1 more damage at the cost of 2 health. Can be good for combos, but remember - if you use Malygos with this, you'll be smashing yourself for 7 damage.
Ancestral Strength: By appealing for aid from the ancestors of her minions, the Medium can allow them access to the strength of their forefathers! Obviously, stronger cards have stronger forefathers. A Stonetusk Boar's dad was probably another Stonetusk Boar, after all.
Demon Mentor: At times, the messages from the spirits are strangely cryptic and hard to decipher. Fear not! The Demon Mentor is here to help you. She allows you to cast your 'Guidance' spells for free, rewarding you for hoarding them. They will also no longer waste their discounts on each other!
Wind and Water: I showed off this card during the first phase, and it's another card that synergises with summoning minions. Even in the basic set, cards like Murloc Tidehunter and Razorfen Hunter allow people to take advantage of this kind of synergy. +3 health is great for buffing minions out of AOE range.
Soul Burst: A board clear for the class! By manipulating the energy contained within one's soul, the Medium can cause things to EXPLODE! Stronger than Lightbomb, but still weaker than Twisting Nether.
Future Sight: Just because you can see the future (and if you can't, you're a sorry excuse for a Medium) doesn't mean you can make it come sooner! Future Sight allows you to draw cards, but you won't be able to play them until your next turn. Don't forget to plan ahead.
Screaming Spirit: Most likely a terrible singer in life, the Screaming Spirit screams so loud that people just have to kill it in order to concentrate, which is why it has Taunt. It offers a Taunt minion for the Medium, as well as a smaller board-clear when Soul Burst is too expensive for the job.
Pokemon + Legendary:
The Entombed Horror is found in the League of Explorers adventure - a ghost, locked within the confines of a rather stuffy coffin. Vengeful and generally easily-annoyed, it will violently attack anything and Mummify it for you, so that it may share the same horrible fate as itself! (Token: Mummy Zombie). Which version do you guys like better?
Whispers of the Old Gods brings the Medium another powerful combo tool in the form of Izanami, the Japanese goddess of death (Kill everything!) and rebirth (Reincarnate them!), ruling over the underworld. She allows you to remove buffs from enemy minions, heal friendly ones, and trigger deathrattles, all while giving N'zoth extra fuel and synergising with cards that trigger based on minion deaths/summons (Volcanic Drake, Wind and Water).
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.
Your hero power is cool, and the fact that it has additional effect no your cards I think helps make it balanced. I know you had issues with it feeling underpowered, but I like it as is.
Hunted is a great 0 mana card. It might be the first good use of 0 mana "removal".
Gilnean Reinforcements is kind of scary. On average your class cards are your most powerful and important cards and this seems a bit more powerful than Arcane Intellect. That said I don't think increasing the cost to 4 would be correct either so its just going to be a strong card.
Leap is weird to me. We've never seen this effect on a card, and I'm not 100% sure what how Leaping does damage and gives you Taunt. Other than that I don't think its imbalanced.
I feel like I've reviewed most of the rest of your commons before and I think they are all pretty well balanced. I still have concerns that Champion of Alterac is a bad Basic, because when you unlock it its not going to be very good, considering how few class minions you have in your basic set.
I think the (3) in Stout Hound should just be a normal 3, they parentheses are used to denote mana. Otherwise its fine. I like your Legend and I think your wording is fine.
What Leap is supposed to represent is leaping into the midst of the enemy's ranks. You attack an enemy, and then the enemies have to attack you, because you're right in the middle of them, as opposed to your other minions.
For Gilnean Reinforcements, I think it is balanced against Arcane Intellect because the drawing is restrictive. If you don't have enough class cards in your deck, this could actually become a bad card. Like, a zoo deck might not want to use this. In a number of decks, this card would be unlikely to draw you a minion. Conversely, that would also mean this is likely to draw you a spell, so it could be a good or bad thing, depending on the deck and situation.
I think the concerns you raised Champion of Alterac are a good point, although I think they are somewhat mitigated by the combo with Alpine Wolf and with Gilnean Reinforcements. I am reluctant to take this out of Basic and into Classic, though, because I want to save room for cards that use my Keyword. Plus, it shouldn't be hard for new players to get a common minion to combo with this. I already have one planned for Classic that would work well with it.
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling. But such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
One of the Medium's specialities is cost-reductions, allowing her to manifest spirits and cast spells with greater ease. Her main source of discounts is her hero power - 'Communion', which allows her to receive 'Guidance' from the spirits. 'Guidance' spells can be used immediately to receive immediate benefit, or they can be hoarded in order to reduce the cost of certain combo pieces later in the game. The discount is split randomly very much like Arcane Missiles (can hit the same card more than once), except this reduces the cost of cards instead of dealing 1 damage. They will not attempt to reduce the cost of cards that cost (0) or have the Ethereal keyword:
Explanation:
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Basic Cards Showcase:
The Stonepeak Mystic is the first healing option the Medium has access to. Like many of her cards, it synergises with the summoning of minions, which her main combos are centred around. Every class that aims for the long game requires some sort of healing option, and this card provides it. You can either play it as a tempo card and slowly heal up your hero, or you can save it for burst healing when you need it.
Banish is an example of a card that can synergise with the Medium's hero power. It starts out as a slightly-cheaper situational Assassinate, but as it's cost is reduced, it can kill more and more things. After 1 discount, it's comparable to Shadow Word: Death. After two, it gets pretty damn good.
Channeling is another way for the Medium to discount her cards beyond the use of her hero power, which is important if you want a bit more consistency with your reduction effects due to the random nature of 'Guidance'. The card draw takes place after the discount.
Other Basics + Explanations:
Bloodbolt: Serves as the class's 2-mana removal spell. Deals 1 more damage at the cost of 2 health. Can be good for combos, but remember - if you use Malygos with this, you'll be smashing yourself for 7 damage.
Ancestral Strength: By appealing for aid from the ancestors of her minions, the Medium can allow them access to the strength of their forefathers! Obviously, stronger cards have stronger forefathers. A Stonetusk Boar's dad was probably another Stonetusk Boar, after all.
Demon Mentor: At times, the messages from the spirits are strangely cryptic and hard to decipher. Fear not! The Demon Mentor is here to help you. She allows you to cast your 'Guidance' spells for free, rewarding you for hoarding them. They will also no longer waste their discounts on each other!
Wind and Water: I showed off this card during the first phase, and it's another card that synergises with summoning minions. Even in the basic set, cards like Murloc Tidehunter and Razorfen Hunter allow people to take advantage of this kind of synergy. +3 health is great for buffing minions out of AOE range.
Soul Burst: A board clear for the class! By manipulating the energy contained within one's soul, the Medium can cause things to EXPLODE! Stronger than Lightbomb, but still weaker than Twisting Nether.
Future Sight: Just because you can see the future (and if you can't, you're a sorry excuse for a Medium) doesn't mean you can make it come sooner! Future Sight allows you to draw cards, but you won't be able to play them until your next turn. Don't forget to plan ahead.
Screaming Spirit: Most likely a terrible singer in life, the Screaming Spirit screams so loud that people just have to kill it in order to concentrate, which is why it has Taunt. It offers a Taunt minion for the Medium, as well as a smaller board-clear when Soul Burst is too expensive for the job.
Pokemon + Legendary:
The Entombed Horror is found in the League of Explorers adventure - a ghost, locked within the confines of a rather stuffy coffin. Vengeful and generally easily-annoyed, it will violently attack anything and Mummify it for you, so that it may share the same horrible fate as itself! (Token: Mummy Zombie). Which version do you guys like better?
Whispers of the Old Gods brings the Medium another powerful combo tool in the form of Izanami, the Japanese goddess of death (Kill everything!) and rebirth (Reincarnate them!), ruling over the underworld. She allows you to remove buffs from enemy minions, heal friendly ones, and trigger deathrattles, all while giving N'zoth extra fuel and synergising with cards that trigger based on minion deaths/summons (Volcanic Drake, Wind and Water).
Bumping for some feedback.
It looks like the biggest thing you need feedback on is Entombed Horror. Left version looks a lot like Keeper of Uldamann and right version looks like Moat Lurker. That being said, it might be difficult to do it without treading too much on either card's toes.
If you're going to go the Moat Lurker route, which I personally like better, the Deathrattle should be worded "summon a 3/3 Mummy for its owner." Your current wording suggests that the original minion comes back, which it doesn't.
I like the card though, I just find it hard to balance for some reason. Maybe someone else will have more luck.
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.
For some reason, my thought for you was Lapras. Water/Ice seems like a consistent theme for your class, and Lapras's whole lore is about how it ferries people around. It's the iconic Pokemon you "Surf" around on, and it's literally known as the "Transport Pokemon". There's some good, more hardcore-looking Lapras art out there that I think would fit your aesthetic well.
Here's a hardcore Lapras. The art makes it look similar to a Thresher from Warcraft, so it could be called "Armored Thresher" or something like that. I also found a good picture of Glalie, which is something that wouldn't look out of place in a crypt in Skyrim, so it also works for Vrykul.
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.
Your hero power seems good. I don't do think on average its stronger than the paladin hero power, but not so much that its unfair.
I don't like Throwing Axe as a Basic. I don't think Basic cards should break the Basic rules of the game, like deck limit. Otherwise its fine.
Curse of the Sea is perfectly tuned. Well done.
Forge Will is a touch scary. One of the reasons buffs tend to be below average stats for their cost, even though they require another minion to be playable, is because they can be added a surprise, function almost like Haste, and can drastically change how trades go. They can improve smaller easy to kill minions that are designed with stronger effects because of their weak statline. This doesn't suffer at all from the required target drawback though, it can just double as a minion on its own, making it much stronger than the average buff. If your hero power didn't generate tokens I think this would make more sense, but I understand your approach and flavor and that you likely won't change the card.
Yorg Stormheart only hitting neutrals was a great call. I do still think there are some really busted neutrals that would make this highly played though, including Leeroy Jenkins, Sylvanas Windrunner, Ragnaros the Firelord, Emperor Thaurissan, Twin Emperor Vek'lor, Brann Bronzebeard, and while not part of our main concern, stuff like Loatheb and Dr. Boom are worth running this for. Its true that many neutral legendaries don't fit into every deck, but there are definitely some good cards here. That said, I think you're right, its a very close balance and likely not too busted, but it would obviously take actual testing to know.
I think Sharpen Edge is close to ok. The fact that the buff isn't permanent like Power Word: Shield means you likely aren't just throwing this out early unless its to help you trade. Requiring an active minion I think keeps it just fair.
Raiding Party is fine, I wish the art didn't depict skeletons, but its not bad art.
Shield and Sword is good. It does indicate weapons of some sort though. Is that something you actually plan to do or not? If not, I think its somewhat out of place, if so, I think you need at least 1 weapon in your Basics.
Stranded on Ice is very well balanced, and has great art.
Iron Flesh is cool. Very very defensive, but not as boring as just a bunch of armor.
You only have 2 card spots left but I feel like you have room for a weapon, another card raw or an AoE effect. I wouldn't try to make all 3 fit into your last 2 cards though you could.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ok, I know we aren't there yet, but I've finished my Classic set. I now I already posted this, but things get buried quickly. If anyone is interested in checking it out and giving me feedback thanks. If not, no worries. Obviously, its in the spoiler.
I'm going to further hide my explanations to keep things manageable.
EMP Generator - I feel like Silence is kind of forgotten, and it would be kind of nice to play into my wide theme. Since you have a fair few vanilla and battlecry minions in your Basic and Classic set this isn't that much of a negative for you, and that might make it too strong. I'd love some feedback on what people think of the balance.
Old Friend - I just loved this art and designed this card around it. It effectively two 2/1 for 2, but I wanted to make the base a 2/3 and have a fun interaction where the Older Friend hits him when he comes in.
Smoke Screen - I almost gave my class Secrets, but I was frustrated that honestly I have to step on another classes design space unless I make the cost of them 0 or 4. 0 offers little design space and 4 makes them much worse on tempo. So I settled on this design for this card. I'm mostly curious if the effect seems fair for the cost, and if the wording is ok.
Wormhole Shortcut - This is similar to a few other cards I've seen, but it was a card I was interesting in for my Classic set, since my reduction effect is a keyword. I also wanted to highlight my life difference mechanic. A key to that was to make this less powerful for aggro decks.
Air Race Veteran - The second big "vanilla" minion. This one goes on the defensive side rather than Speed Freaks offensive side. I almost made this a 4 mana 2/8 but I decided it felt odd to have both my big vanilla minions at 4 mana.
The Gobsquad - I'll be honest. I was running out of ideas for Classic commons. I initially had this make 3 5/2 minions, and maybe that is still the correct place to be.
Magne-TNT - I wanted a second AoE, and this one is a weird one. Let me know what you think.
Pit Crew Leader - This is my second Drift Synergy card. I initially wanted more of these, but I decided it would be better to leave room for 1-2 in each set and not over do it.
Masterful Engineer - This was my Pokemon preview card, and again, I feel like it really smooths everything out.
Ride or Die - When I was designing my Legendary minion I came up with the idea of cards being Immune to Drift. This would allow me to create some interesting cards that would otherwise be dangerous. I still think I have to avoid cheap burn spells, since all the other combo pieces could be drastically reduced.
Pit Stop - Another original preview card. This is our big card draw/control comeback card. One of the first cards I designed that made me want to keep pushing this idea.
Noemthaniel Summers - Ok, I know this guy is weird. I flipped and flopped about whether or not to put a G at the front of his name. Otherwise I felt like his design was fun. He's based on the Marvel character Cable, who is known for abusing time travel to constantly avoid death.
Careless Rocket Jockey - Its probably odd to see this at Epic, but I felt like it was where I wanted it. This is our "cheap" removal, but it comes as a 1 mana 3 damage to minions effect. I felt like the fact that it couldn't be affect by spell damage, couldn't go face but could be blocked by taunts in some cases, made up for the fact that it had some bonus interaction with our buff spells.
Rocket Fuel Tech - This was one of my original preview cards. I still like it a lot.
Qualified! - This was a card I tried out early on in my Basic set that didn't fit. I hope here it feels like it works and isn't too good or too bad.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@Broeck1 My Dragon's Might Hero power I figured that the Drakes could be grouped up similar to the Dream Cards from Ysera as the main reason why it isn't just dragons is that the power would vary wildy in power as some Dragons cost 1 mana like Twilight Whelp and others cost 10 like Deathwing and it's just to random to be consistent. With just drakes the power is much closer and consistent since most tend to hover around 5 mana and have decent stats.
Okay changed some cards in order to fit more into the basic set and I need feedback on them:
Corrupted Flame: Very similar to Soulfire but can only be used on minions and the discard is specific but since most cards interact with Whelps being in the deck this slows down future plays by possibly not having enough Whelps in the deck.
Warcall: A basic aggro card that doesn't offer insane damage since most dragons don't have more than 5 attack and those that do are 6+ mana which usually in an aggro deck is when you wanna be close to winning then. It also gives your hero some attack to either help in burst or to kill a minion so your board stays alive longer.
Sky Serpent: Rebalanced a bunch of stats to make it not so insane but I need feedback as to whether this is good or should I make it even weaker due to it's power?
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling. But such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
One of the Medium's specialities is cost-reductions, allowing her to manifest spirits and cast spells with greater ease. Her main source of discounts is her hero power - 'Communion', which allows her to receive 'Guidance' from the spirits. 'Guidance' spells can be used immediately to receive immediate benefit, or they can be hoarded in order to reduce the cost of certain combo pieces later in the game. The discount is split randomly very much like Arcane Missiles (can hit the same card more than once), except this reduces the cost of cards instead of dealing 1 damage. They will not attempt to reduce the cost of cards that cost (0) or have the Ethereal keyword:
Explanation:
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Basic Cards Showcase:
The Stonepeak Mystic is the first healing option the Medium has access to. Like many of her cards, it synergises with the summoning of minions, which her main combos are centred around. Every class that aims for the long game requires some sort of healing option, and this card provides it. You can either play it as a tempo card and slowly heal up your hero, or you can save it for burst healing when you need it.
Banish is an example of a card that can synergise with the Medium's hero power. It starts out as a slightly-cheaper situational Assassinate, but as it's cost is reduced, it can kill more and more things. After 1 discount, it's comparable to Shadow Word: Death. After two, it gets pretty damn good.
Channeling is another way for the Medium to discount her cards beyond the use of her hero power, which is important if you want a bit more consistency with your reduction effects due to the random nature of 'Guidance'. The card draw takes place after the discount.
Other Basics + Explanations:
Bloodbolt: Serves as the class's 2-mana removal spell. Deals 1 more damage at the cost of 2 health. Can be good for combos, but remember - if you use Malygos with this, you'll be smashing yourself for 7 damage.
Ancestral Strength: By appealing for aid from the ancestors of her minions, the Medium can allow them access to the strength of their forefathers! Obviously, stronger cards have stronger forefathers. A Stonetusk Boar's dad was probably another Stonetusk Boar, after all.
Demon Mentor: At times, the messages from the spirits are strangely cryptic and hard to decipher. Fear not! The Demon Mentor is here to help you. She allows you to cast your 'Guidance' spells for free, rewarding you for hoarding them. They will also no longer waste their discounts on each other!
Wind and Water: I showed off this card during the first phase, and it's another card that synergises with summoning minions. Even in the basic set, cards like Murloc Tidehunter and Razorfen Hunter allow people to take advantage of this kind of synergy. +3 health is great for buffing minions out of AOE range.
Soul Burst: A board clear for the class! By manipulating the energy contained within one's soul, the Medium can cause things to EXPLODE! Stronger than Lightbomb, but still weaker than Twisting Nether.
Future Sight: Just because you can see the future (and if you can't, you're a sorry excuse for a Medium) doesn't mean you can make it come sooner! Future Sight allows you to draw cards, but you won't be able to play them until your next turn. Don't forget to plan ahead.
Screaming Spirit: Most likely a terrible singer in life, the Screaming Spirit screams so loud that people just have to kill it in order to concentrate, which is why it has Taunt. It offers a Taunt minion for the Medium, as well as a smaller board-clear when Soul Burst is too expensive for the job.
Pokemon + Legendary:
The Entombed Horror is found in the League of Explorers adventure - a ghost, locked within the confines of a rather stuffy coffin. Vengeful and generally easily-annoyed, it will violently attack anything and Mummify it for you, so that it may share the same horrible fate as itself! (Token: Mummy Zombie). Which version do you guys like better?
Whispers of the Old Gods brings the Medium another powerful combo tool in the form of Izanami, the Japanese goddess of death (Kill everything!) and rebirth (Reincarnate them!), ruling over the underworld. She allows you to remove buffs from enemy minions, heal friendly ones, and trigger deathrattles, all while giving N'zoth extra fuel and synergising with cards that trigger based on minion deaths/summons (Volcanic Drake, Wind and Water).
Bumping for some feedback.
Your hero power might is more crazy than mine haha. We both decided that some cards needed immunity to the effect though which is a cool conclusion to come to. Are you concerned at all that your hero power is mana neutral, and that the discounts last forever?
Stonepeak Mystic seems like a fine card. I'm curious, how much healing do you plan to have?
Banish is curious. I feel like you never really want to cast this on something cheap anyway, even when its very cheap itself. Considering your class I feel like this should cost 5, even though I know that makes it a worse Assassinate.
I have a card just like Channeling in my Classic set with a bit of a twist. I think 3 is the right cost for this effect and I think the card draw should come second.
Bloodbolt looks fair, though I think the wording should be, "Deal 4 damage and 2 damage to your hero." Your wording does save like 2 characters, but makes the reading of the card a bit sloppy IMO. I also don't full know why a Medium is using her bolt to cast damaging spells. Spiritbolt or Soulblast or something might make a bit or sense.
Ancestral Strength combines Blessed Champion and Divine Spirit but also gives you a 1 mana discount. I know separately neither of those cards is highly played but I still think this should cost 7.
Mentor Demon is probably fine. IDK if you plan to allow other cards to generate Guidance spells.
Wind and Water seems a touch expensive. I know you can do a lot of discounting, but this only affects minions you summon this turn and not ones you already have in play. I think 3 mana would be fine.
Soul Burst is cool, but might be too good for Basic. This very close to a 7 mana Twisting Nether, since you can target the largest minion on the board period, but it has the added upside of using a small minion to keep your larger ones alive. I know there are a few low attack high very high health minions this isn't good against, but for a Basic I feel like its really pushing the boundary.
I like Future Sight a lot. It allows you to dig but not to dig for instant answers.
I'm not a huge fan of Screaming Spirit hitting the enemy player, but that's just a personal thing. Well balanced, good art.
I like the first Entombed Horror. If you compare it to Keeper of Uldaman, you're paying that 1 extra mana for a Silence, seems fair. The second one is just a bit sloppy.
Izanami is cool as well, though I think a 3/3 wouldn't be over powered. She doesn't work well with Sylvanas Windrunner, one of the big offenders of these sorts of effects, and because she affects both sides, she could be helping your opponents N'Zoth, the Corruptor.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Can I get some feedback on how to word this little guy.
Old Text was "All minions cost health instead of mana", had to make this change for the fact you could just North Sea Kraken it and your opponent may not be able to deal with the might beast. Yes you'd take 9 damage for summoning.
I'd like to give the opponent a chance to benefit from this minion.
Can I get some feedback on how to word this little guy.
Old Text was "All minions cost health instead of mana", had to make this change for the fact you could just North Sea Kraken it and your opponent may not be able to deal with the might beast. Yes you'd take 9 damage for summoning.
I'd like to give the opponent a chance to benefit from this minion.
I think you need to make the effect simpler, not the wording.
Thanks for the feedback everyone! This is pretty much the last post I'm doing here before I post in the Submission thread. My only concern is that I think the Chosen One maybe should cost 10 mana rather than 9 but I'm hesitant to make 10 mana cards especially in the basic set when my Hero Power makes them unplayable sometimes and the class in general has bad synergy with 10 mana cards. The Titan
Lore
Chronos was once a powerful King who sought out higher power. He reached a higher level of being. Chronos surpassed his mortal limits and was reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential! Titans welcome any and all who strive for true greatness.
What the Titan is all about
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
Although no cards in the basic set have Ascended, as is with all class keywords, the set shows the multifaceted aspects and themes of the Titan class.
Healing Titan's tend to have high health to deal with powerful enemies. After battles they tend to heal up.
Buffing Minions Titans just love getting bigger and bigger, both in cost and stats!
Weapons Titan's are fighters so they tend to wield powerful weapons.
Cost Mechanics The key factor that separates this class from other buffing classes like Paladin or Priest. These guys love to cost more and tend to have insanely high valued cards that cost a lot of mana.
The Basics
An example of Titan's never ending quest for higher power. Ascended cards gain a flat bonus when they cost a certain amount more but cards like Rising Power can soar to insane heights. Although this card can potentially be a 5 mana Pyroblast, increasing cards costs by more than 1 or 2 will be very difficult for this class.
This powerful leader inspires his troops to keep on fighting! Every time an allied minion attacks, they gain an additional point of Health to live on in this battle and all battles to come!
This spell judges any minion and sets its stats to the cost that was paid for them. This card serves as psuedo-removal of pesky cards like Flamewreathed Faceless, Doomsayer, and any overstatted or buffed up cards.
But wait, there's more! 7 More Basic cards below :)
Radiant Warrior is a powerful 1 cost minion that gives his allies a boost! He is a powerful early game card with an impactful effect but unlike cards like Tunnel Trogg, Northshire Cleric, and Mana Wyrm you don't get to use his effect if you want to play him turn 1. Since he only costs 1 mana you can fit him in on curve to buff up your valuable minions. At worst you can still play him on turn 1 as a respectably statted 1/3.
An ancient weapon with mysterious runes engraved upon it. This weapon serves as a powerful early game removal dealing 2 damage total and having the potential of drawing 2 cards! Two Mortal Coils in 1 card with the downside of paying health to use. Unlike Coil if you want to kill that enemy 5/1 you're gonna have to take some hefty damage.
This Titan aims for the heart and as the saying goes, the bigger they are the harder they fall. Most minions have less health than their cost so in most situations this is a 4 mana Execute! The only downside is cards like Ysera, Drakonid Operative, Deathwing, and cards with Divine Shield or Buffs don't die to it.
Titans use their weapons often and without caution, using their weapons until they break. When their hammers break they reforge them with their own two hands. This reforged hammer can take down 3 minions for 4 mana! This card trades off the 1 attack and 4 healing offered by Truesilver Champion for 1 durability.
Powerful and straight to the point. This titan comes charging at enemies while simultaneously defending his allies. The best defense is a great offense!
Titan's gain power from ascending but even without ascending it is possible to harness a small portion of that power to unleash upon your enemies!
Potentially the most powerful buff in all of hearthstone history! At a whopping 9 mana however this card requires a strong investment in a single minion.
Challenge Cards
Zygarde: The Classic Legendary
Zygarde is the classic set Titan Legendary. He is an insane powerhouse of value but takes time and, like all Titans, a ton of mana. The Wanderer is a 1/1 charge that adds the Earthbound to the top of your deck when he dies. A great turn 1 card to draw which lets you have a powerful turn 5 later. Earthbound is a 5/5 taunt which is good tempo on turn 5. When he dies you get the Ruler added to the top of your deck. The Ruler is a 10 mana powerhouse! For 10 mana you get to destroy an an enemy minion completely and the bigger they are the more you heal for! For a total of 16 mana over 3 turns you get 16/16 worth of taunts, deal 1 damage, partial taunt, destroy a minion, and a powerful heal. This minion does a lot but takes a lot of time and a lot of mana. I feel like this powerhouse helps solidify the identity of the Titan class.
Zygarde began his life as a wandering beast, charging into battles and often losing. Despite the countless defeats, his quest for greatness continued unabated.
As he matured he learned from his countless defeats. He grew to be more powerful! Tales of his greatness grew! He no longer had to look for enemies to defeat, foes sought after him and he accepted all challenges.
After countless victories, Zygarde's strength became unparalleled. Zygarde ascended to new heights! Zygarde crushes all who stand in his path and absorbs their power. Many still challenge him to this day but none live to tell the tale...
Jupiter: The Whispers of the Old Gods Legendary
Jupiter, a powerful new God that aspires to be as great as the Titans. Upon Discovering the secrets to Ascension Jupiter began to quest to unlock his own hidden power.
Jupiter is a strong thematic legendary minion that lets you discover an Ascended card and most times the 1 mana increase activates the Ascended effect! Even if it doesn't it brings the card 1 mana closer to activating their powerful effects.
Repost for attention :p Need help balancing this card. I've been thinking it should cost either 7, 8, 9, or 10. I can think of an argument for each but I'm not sure which is better balanced. I think 7 might be a little too low cost for such a powerful basic card but 10 might be too much. I'm debating mainly between 8 and 9. I think it might be a little too weak at such a high cost though. It's basically Divine Strength and Blessed Champion put together. Doubling attack is such a strong cost that I think just adding the costs together (5 + 2) is a bit too little. I think 8 might be balanced but not too abusable?
@Asylum_Rhapsody Thanks for the compliments and especially the suggestion for my Pokémon card. I think Lapras is a really neat idea; I'll probably go with it indeed.
I understand your reaction to Yorg (soon to be Brann Blackbeard, my WotOG Legendary), I was expecting something like that. I actually think you'd have to run a very slow deck and duplicate a Legendary with lots of value for this to be worth the slot in your deck, maybe a C'Thun Control with double Emperor?
@nurgling13 Hm... I had never heard of these threshers (I don't really know WoW lore besides what I've researched), but holy crap, that Glalie looks so cool. Still, I think I'm just gonna go with Lapras. Thanks for showing me these pieces bro.
@The_Odinson My HP was originally going to be "Give +1 Attack to a minion and +1 to your hero this turn." or something like that, but then I got screwed by the challenge and had to change it. I think I can get away with giving strong buffs to this class if I don't give it too many permanent and/or low cost ones to restrict a bit its potential burst. With that in mind, maybe the Iron Vrykul could be a little weaker. I'll consider changing it.
I have to say I don't like Throwing Axe as a Basic either. Originally I wasn't gonna put cards with such an effect in this set so the Varangian wouldn't need to have 3 copies of each to put in the deck, but then I realized my Classic Legendary would require that anyway and I really wanted to show these core mechanics in this phase of the competition, so I changed my mind.
Do you have any suggestions for Raiding Party? I wanted the artwork to relate to undead vrykuls (as close to kvaldir as possible), since they are the actual sailors, not the living ones.
EDIT: I forgot to adress your comment on weapons. No, this class won't have weapons because I wanted to give it a different feel in comparison to Pirates. Sure, both them and kvaldir are sailors, but I think just sticking with attack buffs keeps it fresh and more in line with the kvaldir in-game.
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child (hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling. But such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.
One of the Medium's specialities is cost-reductions, allowing her to manifest spirits and cast spells with greater ease. Her main source of discounts is her hero power - 'Communion', which allows her to receive 'Guidance' from the spirits. 'Guidance' spells can be used immediately to receive immediate benefit, or they can be hoarded in order to reduce the cost of certain combo pieces later in the game. The discount is split randomly very much like Arcane Missiles (can hit the same card more than once), except this reduces the cost of cards instead of dealing 1 damage. They will not attempt to reduce the cost of cards that cost (0) or have the Ethereal keyword:
Explanation:
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Basic Cards Showcase:
The Stonepeak Mystic is the first healing option the Medium has access to. Like many of her cards, it synergises with the summoning of minions, which her main combos are centred around. Every class that aims for the long game requires some sort of healing option, and this card provides it. You can either play it as a tempo card and slowly heal up your hero, or you can save it for burst healing when you need it.
Banish is an example of a card that can synergise with the Medium's hero power. It starts out as a slightly-cheaper situational Assassinate, but as it's cost is reduced, it can kill more and more things. After 1 discount, it's comparable to Shadow Word: Death. After two, it gets pretty damn good.
Channeling is another way for the Medium to discount her cards beyond the use of her hero power, which is important if you want a bit more consistency with your reduction effects due to the random nature of 'Guidance'. The card draw takes place after the discount.
Other Basics + Explanations:
Bloodbolt: Serves as the class's 2-mana removal spell. Deals 1 more damage at the cost of 2 health. Can be good for combos, but remember - if you use Malygos with this, you'll be smashing yourself for 7 damage.
Ancestral Strength: By appealing for aid from the ancestors of her minions, the Medium can allow them access to the strength of their forefathers! Obviously, stronger cards have stronger forefathers. A Stonetusk Boar's dad was probably another Stonetusk Boar, after all.
Demon Mentor: At times, the messages from the spirits are strangely cryptic and hard to decipher. Fear not! The Demon Mentor is here to help you. She allows you to cast your 'Guidance' spells for free, rewarding you for hoarding them. They will also no longer waste their discounts on each other!
Wind and Water: I showed off this card during the first phase, and it's another card that synergises with summoning minions. Even in the basic set, cards like Murloc Tidehunter and Razorfen Hunter allow people to take advantage of this kind of synergy. +3 health is great for buffing minions out of AOE range.
Soul Burst: A board clear for the class! By manipulating the energy contained within one's soul, the Medium can cause things to EXPLODE! Stronger than Lightbomb, but still weaker than Twisting Nether.
Future Sight: Just because you can see the future (and if you can't, you're a sorry excuse for a Medium) doesn't mean you can make it come sooner! Future Sight allows you to draw cards, but you won't be able to play them until your next turn. Don't forget to plan ahead.
Screaming Spirit: Most likely a terrible singer in life, the Screaming Spirit screams so loud that people just have to kill it in order to concentrate, which is why it has Taunt. It offers a Taunt minion for the Medium, as well as a smaller board-clear when Soul Burst is too expensive for the job.
Pokemon + Legendary:
The Entombed Horror is found in the League of Explorers adventure - a ghost, locked within the confines of a rather stuffy coffin. Vengeful and generally easily-annoyed, it will violently attack anything and Mummify it for you, so that it may share the same horrible fate as itself! (Token: Mummy Zombie). Which version do you guys like better?
Whispers of the Old Gods brings the Medium another powerful combo tool in the form of Izanami, the Japanese goddess of death (Kill everything!) and rebirth (Reincarnate them!), ruling over the underworld. She allows you to remove buffs from enemy minions, heal friendly ones, and trigger deathrattles, all while giving N'zoth extra fuel and synergising with cards that trigger based on minion deaths/summons (Volcanic Drake, Wind and Water).
Bumping for some feedback.
Your hero power might is more crazy than mine haha. We both decided that some cards needed immunity to the effect though which is a cool conclusion to come to. Are you concerned at all that your hero power is mana neutral, and that the discounts last forever?
Stonepeak Mystic seems like a fine card. I'm curious, how much healing do you plan to have?
Banish is curious. I feel like you never really want to cast this on something cheap anyway, even when its very cheap itself. Considering your class I feel like this should cost 5, even though I know that makes it a worse Assassinate.
I have a card just like Channeling in my Classic set with a bit of a twist. I think 3 is the right cost for this effect and I think the card draw should come second.
Bloodbolt looks fair, though I think the wording should be, "Deal 4 damage and 2 damage to your hero." Your wording does save like 2 characters, but makes the reading of the card a bit sloppy IMO. I also don't full know why a Medium is using her bolt to cast damaging spells. Spiritbolt or Soulblast or something might make a bit or sense.
Ancestral Strength combines Blessed Champion and Divine Spirit but also gives you a 1 mana discount. I know separately neither of those cards is highly played but I still think this should cost 7.
Mentor Demon is probably fine. IDK if you plan to allow other cards to generate Guidance spells.
Wind and Water seems a touch expensive. I know you can do a lot of discounting, but this only affects minions you summon this turn and not ones you already have in play. I think 3 mana would be fine.
Soul Burst is cool, but might be too good for Basic. This very close to a 7 mana Twisting Nether, since you can target the largest minion on the board period, but it has the added upside of using a small minion to keep your larger ones alive. I know there are a few low attack high very high health minions this isn't good against, but for a Basic I feel like its really pushing the boundary.
I like Future Sight a lot. It allows you to dig but not to dig for instant answers.
I'm not a huge fan of Screaming Spirit hitting the enemy player, but that's just a personal thing. Well balanced, good art.
I like the first Entombed Horror. If you compare it to Keeper of Uldaman, you're paying that 1 extra mana for a Silence, seems fair. The second one is just a bit sloppy.
Izanami is cool as well, though I think a 3/3 wouldn't be over powered. She doesn't work well with Sylvanas Windrunner, one of the big offenders of these sorts of effects, and because she affects both sides, she could be helping your opponents N'Zoth, the Corruptor.
Thanks for the feedback!
I don't exactly plan for the Medium to be super-heal-heavy, but it'll need some heal if you want to pull of your combo turns and not just die immediately afterwards. Banish did originally cost (5), but nobody ran Assassinate, and nobody would run an even-worse one. I guess I will go and cost Ancestral Strength at (7), although I think nobody would play it even at (6). I've always wanted to cost Wind and Water at (3), but I was worried it'd be OP. Thanks for the feedback on Bloodbolt - I'll change the name. I'll considering replacing Soul Burst with some other AOE, but I'll need to think something up.
EDIT: I'm kind of worried about the hero power as well. Asylum and others have said that it's OK as it currently is, but it still seems kinda OP whenever I start to think about it. Do you guys think it's balanced?
@kamanchee1: I have that exact same card, and I initially costed it at (6), and I think it'd be balanced at (6). If you're uncomfortable, I'd cot it at (7). (8) or (9) is a bit too much.
Thanks for the feedback everyone! This is pretty much the last post I'm doing here before I post in the Submission thread. My only concern is that I think the Chosen One maybe should cost 10 mana rather than 9 but I'm hesitant to make 10 mana cards especially in the basic set when my Hero Power makes them unplayable sometimes and the class in general has bad synergy with 10 mana cards.
The Titan
Lore
Chronos was once a powerful King who sought out higher power. He reached a higher level of being. Chronos surpassed his mortal limits and was reborn as a Titan. Anyone, be they orcs, humans, elves, elementals, even dwarfs can ascend to become titans. Even the weakest in the world can unlock their hidden potential! Titans welcome any and all who strive for true greatness.
What the Titan is all about
Hero Power, Ascension - To become a Titan, you must ascend. This power gives your cards a chance to enter the Realm of Titans. Realm of TItans has a unique effect of increasing the costs of cards in your hand. Unlike most cards, Titans love increasing their mana cost! The bigger they are, the more powerful they can be. Since Realm of Titans only increases the cost of adjacent cards it will take careful planning and positioning cards in your hand to utilize properly. And if you don't need to increase the costs of cards in your hand you can always play it out to heal up your minions and even save yourself.
Keyword, Ascended: X - The Titan keyword. For example, a 3 mana card with "Ascended: (2)" would only trigger it's Ascended effect when it costs 5 or more. Many cards in the Titan class gain additional bonuses when they are cost more than their original mana cost. While cards may be decent on their own, getting them to Ascend increases their power dramatically!
Although no cards in the basic set have Ascended, as is with all class keywords, the set shows the multifaceted aspects and themes of the Titan class.
Healing
Titan's tend to have high health to deal with powerful enemies. After battles they tend to heal up.
Buffing Minions
Titans just love getting bigger and bigger, both in cost and stats!
Weapons
Titan's are fighters so they tend to wield powerful weapons.
Cost Mechanics
The key factor that separates this class from other buffing classes like Paladin or Priest. These guys love to cost more and tend to have insanely high valued cards that cost a lot of mana.
An example of Titan's never ending quest for higher power. Ascended cards gain a flat bonus when they cost a certain amount more but cards like Rising Power can soar to insane heights.
Although this card can potentially be a 5 mana Pyroblast, increasing cards costs by more than 1 or 2 will be very difficult for this class.
This powerful leader inspires his troops to keep on fighting! Every time an allied minion attacks, they gain an additional point of Health to live on in this battle and all battles to come!
This spell judges any minion and sets its stats to the cost that was paid for them. This card serves as psuedo-removal of pesky cards like Flamewreathed Faceless, Doomsayer, and any overstatted or buffed up cards.
But wait, there's more! 7 More Basic cards below :)
Radiant Warrior is a powerful 1 cost minion that gives his allies a boost! He is a powerful early game card with an impactful effect but unlike cards like Tunnel Trogg, Northshire Cleric, and Mana Wyrm you don't get to use his effect if you want to play him turn 1. Since he only costs 1 mana you can fit him in on curve to buff up your valuable minions. At worst you can still play him on turn 1 as a respectably statted 1/3.
An ancient weapon with mysterious runes engraved upon it. This weapon serves as a powerful early game removal dealing 2 damage total and having the potential of drawing 2 cards! Two Mortal Coils in 1 card with the downside of paying health to use. Unlike Coil if you want to kill that enemy 5/1 you're gonna have to take some hefty damage.
This Titan aims for the heart and as the saying goes, the bigger they are the harder they fall. Most minions have less health than their cost so in most situations this is a 4 mana Execute! The only downside is cards like Ysera, Drakonid Operative, Deathwing, and cards with Divine Shield or Buffs don't die to it.
Titans use their weapons often and without caution, using their weapons until they break. When their hammers break they reforge them with their own two hands. This reforged hammer can take down 3 minions for 4 mana! This card trades off the 1 attack and 4 healing offered by Truesilver Champion for 1 durability.
Powerful and straight to the point. This titan comes charging at enemies while simultaneously defending his allies. The best defense is a great offense!
Titan's gain power from ascending but even without ascending it is possible to harness a small portion of that power to unleash upon your enemies!
Potentially the most powerful buff in all of hearthstone history! At a whopping 9 mana however this card requires a strong investment in a single minion.
Challenge Cards
Zygarde: The Classic Legendary
Zygarde is the classic set Titan Legendary. He is an insane powerhouse of value but takes time and, like all Titans, a ton of mana. The Wanderer is a 1/1 charge that adds the Earthbound to the top of your deck when he dies. A great turn 1 card to draw which lets you have a powerful turn 5 later. Earthbound is a 5/5 taunt which is good tempo on turn 5. When he dies you get the Ruler added to the top of your deck. The Ruler is a 10 mana powerhouse! For 10 mana you get to destroy an an enemy minion completely and the bigger they are the more you heal for! For a total of 16 mana over 3 turns you get 16/16 worth of taunts, deal 1 damage, partial taunt, destroy a minion, and a powerful heal. This minion does a lot but takes a lot of time and a lot of mana. I feel like this powerhouse helps solidify the identity of the Titan class.
Zygarde began his life as a wandering beast, charging into battles and often losing. Despite the countless defeats, his quest for greatness continued unabated.
As he matured he learned from his countless defeats. He grew to be more powerful! Tales of his greatness grew! He no longer had to look for enemies to defeat, foes sought after him and he accepted all challenges.
After countless victories, Zygarde's strength became unparalleled. Zygarde ascended to new heights! Zygarde crushes all who stand in his path and absorbs their power. Many still challenge him to this day but none live to tell the tale...
Jupiter, a powerful new God that aspires to be as great as the Titans. Upon Discovering the secrets to Ascension Jupiter began to quest to unlock his own hidden power.
Jupiter is a strong thematic legendary minion that lets you discover an Ascended card and most times the 1 mana increase activates the Ascended effect! Even if it doesn't it brings the card 1 mana closer to activating their powerful effects.
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
@Malencia: I thought about having it at the start of the turn, but I don't like how it destroys the point of the card most of the time. I'll probably make it into a Latent effect with similar stats so that you can't spam it. At any rate, the card itself doesn't fight fatigue and you always have to pay full mana for it, maybe I should look at that and increase the cost. I had a previous version on the Time Sprite which had the infinite minion be a much smaller 2/1, which feels much more balanced too.
I'll concede Temporal Echo is on the more complicated side, so I'll move it to Classic, but I didn't feel the other 2 were complicated enough to warrant barring them from the Basic Set. Off the top of my head Mind Vision is a Basic card of similar complexity. I'd even say Bronze Apprentice is on the same level of complexity (though not in the same way).
I had an original iteration that was much like Nerubian Prophet and I can probably go back to that. My class doesn't have specific interactions with Battlecries so far, so it shouldn't make much of a difference other than against Dirty Rat or with Alarm-o-Bot. Though I cannot use the exact same wording as Nerubian Prophet, as that would imply it'd keep growing even after being played.
Thanks very much for the feedback.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I love Throwing Axe and Forge Will and think they look like a great card to show off that are still believably Basic, but I also think you could easily get away with lowering the cost of Curse of the Sea. I really don't have any complaints that I can think of about your Basic set. =D
Class: The Medium
'Sort-of-lore':
In the depths of the Undercity there lives a girl a blind girl with unnaturally pale skin, said to be able to see the future and talk to the well-and-truly dead like they are still in the land of the living. Although she can not see, her things are always meticulously arranged, and those that visit her for advice or fortunes say that runes are painted all around the room she lives in, in a script too delicate to have been drawn by a blind girl. Rumours say that she lives with a demon disguised as a child
(hint hint classic legendary hint hint), that she has never aged for fifty years, that unnatural, ghostly sounds echo in the night as eerie lights fly about in her dwelling. But such rumours and others like them have never been proven, and those that have tried to verify them are prone to disappear without a trace, never to be heard of again.One of the Medium's specialities is cost-reductions, allowing her to manifest spirits and cast spells with greater ease. Her main source of discounts is her hero power - 'Communion', which allows her to receive 'Guidance' from the spirits. 'Guidance' spells can be used immediately to receive immediate benefit, or they can be hoarded in order to reduce the cost of certain combo pieces later in the game. The discount is split randomly very much like Arcane Missiles (can hit the same card more than once), except this reduces the cost of cards instead of dealing 1 damage. They will not attempt to reduce the cost of cards that cost (0) or have the Ethereal keyword:
Explanation:
Now, why this particular keyword? Well, it serves two purposes. The most obvious one is that it prevents potentially unbalanced super-wombo-combos using certain cards, giving me a bit more freedom when designing so that I don't always have to be terrified of Malygos or similar cards. Another, less obvious one is that it allows you more consistency with an otherwise random effect, since Ethereal cards won't have their costs reduced. Spirits are fickle creatures. They rarely allow you to do as you please with them - and that includes their mana costs.
Basic Cards Showcase:
The Stonepeak Mystic is the first healing option the Medium has access to. Like many of her cards, it synergises with the summoning of minions, which her main combos are centred around. Every class that aims for the long game requires some sort of healing option, and this card provides it. You can either play it as a tempo card and slowly heal up your hero, or you can save it for burst healing when you need it.
Banish is an example of a card that can synergise with the Medium's hero power. It starts out as a slightly-cheaper situational Assassinate, but as it's cost is reduced, it can kill more and more things. After 1 discount, it's comparable to Shadow Word: Death. After two, it gets pretty damn good.
Channeling is another way for the Medium to discount her cards beyond the use of her hero power, which is important if you want a bit more consistency with your reduction effects due to the random nature of 'Guidance'. The card draw takes place after the discount.
Other Basics + Explanations:
Bloodbolt: Serves as the class's 2-mana removal spell. Deals 1 more damage at the cost of 2 health. Can be good for combos, but remember - if you use Malygos with this, you'll be smashing yourself for 7 damage.
Ancestral Strength: By appealing for aid from the ancestors of her minions, the Medium can allow them access to the strength of their forefathers! Obviously, stronger cards have stronger forefathers. A Stonetusk Boar's dad was probably another Stonetusk Boar, after all.
Demon Mentor: At times, the messages from the spirits are strangely cryptic and hard to decipher. Fear not! The Demon Mentor is here to help you. She allows you to cast your 'Guidance' spells for free, rewarding you for hoarding them. They will also no longer waste their discounts on each other!
Wind and Water: I showed off this card during the first phase, and it's another card that synergises with summoning minions. Even in the basic set, cards like Murloc Tidehunter and Razorfen Hunter allow people to take advantage of this kind of synergy. +3 health is great for buffing minions out of AOE range.
Soul Burst: A board clear for the class! By manipulating the energy contained within one's soul, the Medium can cause things to EXPLODE! Stronger than Lightbomb, but still weaker than Twisting Nether.
Future Sight: Just because you can see the future (and if you can't, you're a sorry excuse for a Medium) doesn't mean you can make it come sooner! Future Sight allows you to draw cards, but you won't be able to play them until your next turn. Don't forget to plan ahead.
Screaming Spirit: Most likely a terrible singer in life, the Screaming Spirit screams so loud that people just have to kill it in order to concentrate, which is why it has Taunt. It offers a Taunt minion for the Medium, as well as a smaller board-clear when Soul Burst is too expensive for the job.
Pokemon + Legendary:
The Entombed Horror is found in the League of Explorers adventure - a ghost, locked within the confines of a rather stuffy coffin. Vengeful and generally easily-annoyed, it will violently attack anything and Mummify it for you, so that it may share the same horrible fate as itself! (Token: Mummy Zombie). Which version do you guys like better?
Whispers of the Old Gods brings the Medium another powerful combo tool in the form of Izanami, the Japanese goddess of death (Kill everything!) and rebirth (Reincarnate them!), ruling over the underworld. She allows you to remove buffs from enemy minions, heal friendly ones, and trigger deathrattles, all while giving N'zoth extra fuel and synergising with cards that trigger based on minion deaths/summons (Volcanic Drake, Wind and Water).
Bumping for some feedback.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
@Mewdrops Though probably too late, I thought that you would have gone for Gothitelle. Psychic and her clothing seems to fit your class.
Check out my custom concept: Forests of Kalimdor
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ok, I know we aren't there yet, but I've finished my Classic set. I now I already posted this, but things get buried quickly. If anyone is interested in checking it out and giving me feedback thanks. If not, no worries. Obviously, its in the spoiler.
I'm going to further hide my explanations to keep things manageable.
EMP Generator - I feel like Silence is kind of forgotten, and it would be kind of nice to play into my wide theme. Since you have a fair few vanilla and battlecry minions in your Basic and Classic set this isn't that much of a negative for you, and that might make it too strong. I'd love some feedback on what people think of the balance.
Old Friend - I just loved this art and designed this card around it. It effectively two 2/1 for 2, but I wanted to make the base a 2/3 and have a fun interaction where the Older Friend hits him when he comes in.
Smoke Screen - I almost gave my class Secrets, but I was frustrated that honestly I have to step on another classes design space unless I make the cost of them 0 or 4. 0 offers little design space and 4 makes them much worse on tempo. So I settled on this design for this card. I'm mostly curious if the effect seems fair for the cost, and if the wording is ok.
Wormhole Shortcut - This is similar to a few other cards I've seen, but it was a card I was interesting in for my Classic set, since my reduction effect is a keyword. I also wanted to highlight my life difference mechanic. A key to that was to make this less powerful for aggro decks.
Air Race Veteran - The second big "vanilla" minion. This one goes on the defensive side rather than Speed Freaks offensive side. I almost made this a 4 mana 2/8 but I decided it felt odd to have both my big vanilla minions at 4 mana.
The Gobsquad - I'll be honest. I was running out of ideas for Classic commons. I initially had this make 3 5/2 minions, and maybe that is still the correct place to be.
Magne-TNT - I wanted a second AoE, and this one is a weird one. Let me know what you think.
Pit Crew Leader - This is my second Drift Synergy card. I initially wanted more of these, but I decided it would be better to leave room for 1-2 in each set and not over do it.
Masterful Engineer - This was my Pokemon preview card, and again, I feel like it really smooths everything out.
Ride or Die - When I was designing my Legendary minion I came up with the idea of cards being Immune to Drift. This would allow me to create some interesting cards that would otherwise be dangerous. I still think I have to avoid cheap burn spells, since all the other combo pieces could be drastically reduced.
Pit Stop - Another original preview card. This is our big card draw/control comeback card. One of the first cards I designed that made me want to keep pushing this idea.
Noemthaniel Summers - Ok, I know this guy is weird. I flipped and flopped about whether or not to put a G at the front of his name. Otherwise I felt like his design was fun. He's based on the Marvel character Cable, who is known for abusing time travel to constantly avoid death.
Careless Rocket Jockey - Its probably odd to see this at Epic, but I felt like it was where I wanted it. This is our "cheap" removal, but it comes as a 1 mana 3 damage to minions effect. I felt like the fact that it couldn't be affect by spell damage, couldn't go face but could be blocked by taunts in some cases, made up for the fact that it had some bonus interaction with our buff spells.
Rocket Fuel Tech - This was one of my original preview cards. I still like it a lot.
Qualified! - This was a card I tried out early on in my Basic set that didn't fit. I hope here it feels like it works and isn't too good or too bad.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@Broeck1 My Dragon's Might Hero power I figured that the Drakes could be grouped up similar to the Dream Cards from Ysera as the main reason why it isn't just dragons is that the power would vary wildy in power as some Dragons cost 1 mana like Twilight Whelp and others cost 10 like Deathwing and it's just to random to be consistent. With just drakes the power is much closer and consistent since most tend to hover around 5 mana and have decent stats.
Okay changed some cards in order to fit more into the basic set and I need feedback on them:
Corrupted Flame: Very similar to Soulfire but can only be used on minions and the discard is specific but since most cards interact with Whelps being in the deck this slows down future plays by possibly not having enough Whelps in the deck.
Warcall: A basic aggro card that doesn't offer insane damage since most dragons don't have more than 5 attack and those that do are 6+ mana which usually in an aggro deck is when you wanna be close to winning then. It also gives your hero some attack to either help in burst or to kill a minion so your board stays alive longer.
Sky Serpent: Rebalanced a bunch of stats to make it not so insane but I need feedback as to whether this is good or should I make it even weaker due to it's power?
Ok, I just edited my post. Should be good now.
Check here for my new cards!Pokemon HS class!All the Pokemon as HS cards!
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Can I get some feedback on how to word this little guy.
Old Text was "All minions cost health instead of mana", had to make this change for the fact you could just North Sea Kraken it and your opponent may not be able to deal with the might beast. Yes you'd take 9 damage for summoning.
I'd like to give the opponent a chance to benefit from this minion.
Need help balancing this card. I've been thinking it should cost either 7, 8, 9, or 10. I can think of an argument for each but I'm not sure which is better balanced. I think 7 might be a little too low cost for such a powerful basic card but 10 might be too much. I'm debating mainly between 8 and 9. I think it might be a little too weak at such a high cost though. It's basically Divine Strength and Blessed Champion put together. Doubling attack is such a strong cost that I think just adding the costs together (5 + 2) is a bit too little. I think 8 might be balanced but not too abusable?
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
@Asylum_Rhapsody Thanks for the compliments and especially the suggestion for my Pokémon card. I think Lapras is a really neat idea; I'll probably go with it indeed.
I understand your reaction to Yorg (soon to be Brann Blackbeard, my WotOG Legendary), I was expecting something like that. I actually think you'd have to run a very slow deck and duplicate a Legendary with lots of value for this to be worth the slot in your deck, maybe a C'Thun Control with double Emperor?
@nurgling13 Hm... I had never heard of these threshers (I don't really know WoW lore besides what I've researched), but holy crap, that Glalie looks so cool. Still, I think I'm just gonna go with Lapras. Thanks for showing me these pieces bro.
@The_Odinson My HP was originally going to be "Give +1 Attack to a minion and +1 to your hero this turn." or something like that, but then I got screwed by the challenge and had to change it. I think I can get away with giving strong buffs to this class if I don't give it too many permanent and/or low cost ones to restrict a bit its potential burst. With that in mind, maybe the Iron Vrykul could be a little weaker. I'll consider changing it.
I have to say I don't like Throwing Axe as a Basic either. Originally I wasn't gonna put cards with such an effect in this set so the Varangian wouldn't need to have 3 copies of each to put in the deck, but then I realized my Classic Legendary would require that anyway and I really wanted to show these core mechanics in this phase of the competition, so I changed my mind.
Do you have any suggestions for Raiding Party? I wanted the artwork to relate to undead vrykuls (as close to kvaldir as possible), since they are the actual sailors, not the living ones.
EDIT: I forgot to adress your comment on weapons. No, this class won't have weapons because I wanted to give it a different feel in comparison to Pirates. Sure, both them and kvaldir are sailors, but I think just sticking with attack buffs keeps it fresh and more in line with the kvaldir in-game.
EDIT: I'm kind of worried about the hero power as well. Asylum and others have said that it's OK as it currently is, but it still seems kinda OP whenever I start to think about it. Do you guys think it's balanced?
Why Rogue is my favourite class:
My submission for this week's card design competition.