Super psyched I got past the first round. Ok, for the second challenge, I got a question. Does Art Inspired by pokemon count?
Card is a bit of a placeholder, but, say something like this. Clearly inspired by Regigigas, but not as you know Pokemon Aesthetic.
Yes, this absolutely counts. I didn't need for you to tell me that was a Regigigas for me to recognize that it was a Regigigas, so you're good to go. =)
Ah this makes me less worried about the challenge. I had no clue that was a pokemon, so I'm guessing I'll find a wide variety of interesting things to repuprose.
I just have some balancing issues with this card which is the centerpiece of my class:
Your opponent is probably forced to take care of the Moth as soon as it comes into the battlefield. If he lets the effect stacks, he will be in serious trouble. It will become harder to kill it, or trade efficiently with other minions.
It seems not too hard to play this minion, and hope that it will at least survive one turn (because of its high health and its ability). If it does, it already does a better job than Pint-Size Potion. Oh, and you still have a body left.
If you have multiple Moths on the battlefield, your opponent will absolutely need to find an AoE spell, or waste a removal spell. Otherwhise, he won't be able to play. Not fun for the opponent.
Since your opponent must interact with this minion as soon as it appears, that it is easy to get value from it, and that it may "lock" your opponent... maybe it should have 3 Health?
This solution makes the text a bit longer, but I think that along with reducing the Moonglow Moths' Health to 3, the text on them needs to be changed to "Enemy minions have -1 Attack (but not less than 1)." to prevent a locked board state from happening. At the very least, I think the text change needs to be made because the potential to lock your opponent's board makes it much harder to keep the class balanced.
“If things go exactly according to plan, then ya aren't dreaming big enough.” – Kandy Turnwrench
The Tinker knows more than anybody that to make it in this world, you’ll need some ingenuity, and to know how to work with whatever monkey-wrenches get thrown your way. This class very much enjoys getting value, something which its Hero Power especially hopes to accomplish. Much of this value is achieved through the class’s token synergy, through which the value of future cards can be increased. The class’s spells mostly interact with friendly minions (the class will only have a few direct damage spells, and indirect removal), applying effects to them which may not trigger immediately. The ride to victory might be bumpy, but that’s exactly what Kandy is counting on. (Yahoo!)
What’s in a Name?
So, who exactly is Kandy Turnwrench? Back in the day, this gnome worked in Gnomeregan as an engineer for Mekgineer Thermaplugg, but turned on him when she overheard of his plans to manipulate High Tinker Gelbin Mekkatorque into releasing a radiation bomb. However, Thermaplugg found out about her attempts to warn Mekkatorque, and forced her to flee Gnomeregan. After the irradiation of Gnomeregan, Kandy would soon meet Mekkatorque again, and would be trained by him before helping Mekkatorque to build new machines for the Alliance. It is still unknown whether Kandy or Gelbin is the “crazy” one in their engineering pair. (It's our little secret, hehe.)
A Gal Needs Her Toys!
Hero Power: The Tinker’s Hero Power is quite interesting in that the token it summons has the “On your turn” mechanic, as that mechanic will be recurrent in this class (though the example cards shown in this phase won’t have it). The Faulty Mech’s effect highly encourages your opponent to remove it on their turn in the early game, lest you get to kill their 3/2 without spending a card; so in a way, even when the minion has no Attack on your opponent’s turn, it can have a sort of pseudo-taunt.
Class Keyword: Deconstruct is similar to Battlecry, except you have to have a one-drop on the board to trigger it. Of course, the keyword has very good synergy with your Hero Power, and can be utilized to trade a token to get more mileage out of your cards (similar to how Combo uses a card to get the effect). Furthering this mechanic is the fact that the class will have several cards that summon 1-Cost tokens. However, something else to consider is that if you've got any important 1-Cost minions in play, you take a risk by using Deconstruct. (Hey,that's the cost of real engineering.)
Behold, Her Mighty Inventions!
Explanations:
Scrapyard Scavenger: An example of how the Deconstruct mechanic could be used, you could use this to curve out from turn 1 to turn 2 if you’ve played a disposable 1-drop, or you could use it with your Hero Power turn 4. While most often Deconstruct will be used to gain value, some cards in the class will use Deconstruct for a tempo gain (for instance, this card could easily be made into a tempo card if it dealt damage instead).
Rig Explosives: This card reflects another major theme in the Tinker class: applying effects to minions. However, unlike Paladin’s direct stat buffs such as Blessing of Kings, this class’s buffs (and spells in general) will often be used to indirectly set up other effects, such as AoE (in this case, it is done. In this card, you can use it on a small minion to immediately trigger the AoE (your Hero Power makes it fairly easy to keep a minion on the board), or place it on a higher Health minion to discourage your opponent from flooding the board.
Circuit Breaker: Yup, this is a Weapon class. Anyway, this card showcases another mechanic that the class uses to save up value for the future: the “The next spell/minion you play also does X” mechanic. This class mechanic allows it to essentially stack up effects on the next spell or minion you play until you play a minion or spell from your hand, allowing specific effects you don’t necessarily want to be used now to be held as a sort of threat against your opponent. In this case, Circuit Breaker, while of course functioning as weapon removal, can also let you clean up low-Health minions later by casting a spell.
(How the “Next spell/minion you play also doesX” Mechanic Might Look In-Game:)
(Excuse the lackluster editing)
In this example, let’s say you played the Circuit Breaker weapon. After the Battlecry goes off, all of your spells in your hand would have a “sparks flying” type animation to signify that all cards of that type (either spell or minion) will give off the effect described in the Battlecry in addition to the card's normal text (the additional effect itself is shown in the tooltip shown above when you mouse over the card). Once the card is played and the additional effect is used, the animation disappears on the other cards.
Thanks for reading! (Happy tinkering!)
Could I get some feedback on the cards I made for the second and third challenge?
With Dennis, I'm not sure if having the weapon as a 2/1 instead would be too weak, or whether I should change Dennis's instead of the weapon's stats.
For some context on the "Menagerie Zap-o-tron", my basic set will have a few cards to give the Tinker access to weapon tokens. (Also, thanks to SoulshifterX for the suggestion to use this Pokemon!)
In my case, it's going to be a Dark or a Ghost type. Probably going with Haunter. :)
Omg, you know what'd be totally annoyingly appropriate and hilarious with your keyword? Zubats. Because it's always Zubats. Everywhere. Idk, maybe like a 1/1 that summons another 1/1. Or maybe a 1/1 that adds a copy of itself to your hand when it dies. Or shuffles a copy of itself into your deck. Just whatever, endless Zubats.
But no, I actually like the Murkrow / Honchcrow idea, seems fitting. =)
Oh boy, the pokemon challenge part automatically limited my pokemon to water-types xD
It seems so!
In my case, it's going to be a Dark or a Ghost type. Probably going with Haunter. :)
I remember looking at your class and really digging it! You could also use Litwick for your card, gradually sapping you and eventuallly overwhelming you completely, or even Exeggcute
EDIT: Reading Asylum's comment, Zubat or Rattata would be hilarious
I just have some balancing issues with this card which is the centerpiece of my class:
Your opponent is probably forced to take care of the Moth as soon as it comes into the battlefield. If he lets the effect stacks, he will be in serious trouble. It will become harder to kill it, or trade efficiently with other minions.
It seems not too hard to play this minion, and hope that it will at least survive one turn (because of its high health and its ability). If it does, it already does a better job than Pint-Size Potion. Oh, and you still have a body left.
If you have multiple Moths on the battlefield, your opponent will absolutely need to find an AoE spell, or waste a removal spell. Otherwhise, he won't be able to play. Not fun for the opponent.
Since your opponent must interact with this minion as soon as it appears, that it is easy to get value from it, and that it may "lock" your opponent... maybe it should have 3 Health?
This solution makes the text a bit longer, but I think that along with reducing the Moonglow Moths' Health to 3, the text on them needs to be changed to "Enemy minions have -1 Attack (but not less than 1)." to prevent a locked board state from happening. At the very least, I think the text change needs to be made because the potential to lock your opponent's board makes it much harder to keep the class balanced.
The text change is, indeed, an excellent solution to prevent this problem. With the Health change, it should be a fair card.
Wasn't sure of using Pokémon from the latest generations. Glad to see others are still following everything! Not made the card yet, but Minior sounds like a good choice for the Starcaller.
I'm glad I got to round 2, and now is time to create those simple basic cards. Is there any limit on card text due to ther 'basic' nature? It seems natural, but just to make sure.
Alright well, here goes. The Spellbreaker Class and all the cards that hopefully meet this challenge.
And now the cards. In fact, a bit worried about this first one. I don't know if It fits as a basic card or not. The other two, the pokemon Card and the Legendary are last. I would love feedback on strength/balance aspects of all these cards.
Minior sounds like a good choice for the Starcaller.
Agreed! =D
Is there any limit on card text due to ther 'basic' nature?
No, just the keyword limitations discussed in the submission topic. It's sort of up to you to convince voters that your cards are both interesting enough and believably simple and straightforward enough.
That being said, here is my Basic set I made if anyone has any feedback:
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.
Possible Example cards:
Basic Set:
This seems pretty good so far. You might want to make Champion of Alterac a +2/+3 instead. That would feel better as a 2 mana spell. I've really got no other issues here aside from that. Then again I'm not sure as it does limit itself to just class minions that card may be fine as is.
Alright well, here goes. The Spellbreaker Class and all the cards that hopefully meet this challenge.
And now the cards. In fact, a bit worried about this first one. I don't know if It fits as a basic card or not. The other two, the pokemon Card and the Legendary are last. I would love feedback on strength/balance aspects of all these cards.
You have severely underpowered a number of your cards.
Inate Sense - First, it should be "Innate". Now, compare this to Mind Vision. Mind Vision costs the same, and not only does it reveal a card, but your opponent doesn't know which one and you get a copy of it. Your card is crazy weak compared to this. For 1 mana, you should reveal your opponent's entire hand.
Rune of Defense - This is very weak compared to existing cards that buff minions.Mark of the Wild costs the same. It gives 1 less health, but gives +2 attack and Taunt as well. Your card is terrible compared to this. Also, Divine Spirit straight up doubles Health for the same cost as your card. This should be like +5 Health. Or +4 at the very least.
Bloodwarder Shield - Assassin's Blade is underpowered at 5 mana 3/4. A 4/3 is arguably worse than a 3/4, and yet you have made this more expensive. Should be 5 mana, although it's worth 4.5, I think.
Healing Rune - Healing Touch restore 8 Health for 3 mana. For 6 mana, you should be restoring way more than 10. This card is only worth 4 mana, based on progression from Flash Heal to Holy Light to Healing Touch.
Rune of Shielding - For the same cost, you have Ancestral Healing, which also gives Taunt, but restores a minion to full health, and that card is never used cuz it's bad. For 1 mana, you can give a minion +2 Health and draw a card. This is really bad in comparison to both.
Ancient Guardian - You have severely undervalued how bad "Can't Attack" is. With Ancient Watcher, you can see that you get 4 mana worth of stats for just 2 mana. Your card gives 7.5 mana worth of stats for 7 mana. That's really, really bad. This should cost 5 mana, since it's a class card and so should get a better discount than Ancient Watcher.
That being said, here is my Basic set I made if anyone has any feedback:
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.
Possible Example cards:
Basic Set:
This seems pretty good so far. You might want to make Champion of Alterac a +2/+3 instead. That would feel better as a 2 mana spell. I've really got no other issues here aside from that. Then again I'm not sure as it does limit itself to just class minions that card may be fine as is.
Yeah, you might think Champion of Alterac would be too powerful since you can cast it on turn 2, but Alpine Wolf is the only 1 cost minion you can cast it on. I think limiting to class minions is more limiting than people might initially realize.
How about murkrow?
Check out my custom concept: Forests of Kalimdor
@Asylum_Rhapsody
:O I DIDNT EVEN KNOW THIS ONE EXISTED!
I feel bad that you found it for me xD but right now it's way too perfect.
Ah this makes me less worried about the challenge. I had no clue that was a pokemon, so I'm guessing I'll find a wide variety of interesting things to repuprose.
(The Tinker Phase I Submission for Context)
Could I get some feedback on the cards I made for the second and third challenge?
With Dennis, I'm not sure if having the weapon as a 2/1 instead would be too weak, or whether I should change Dennis's instead of the weapon's stats.
For some context on the "Menagerie Zap-o-tron", my basic set will have a few cards to give the Tinker access to weapon tokens. (Also, thanks to SoulshifterX for the suggestion to use this Pokemon!)
Alright well, here goes. The Spellbreaker Class and all the cards that hopefully meet this challenge.
And now the cards. In fact, a bit worried about this first one. I don't know if It fits as a basic card or not. The other two, the pokemon Card and the Legendary are last. I would love feedback on strength/balance aspects of all these cards.
@Asylum_Rhapsody : XD That is so perfect.
@Zence : Will look into it. :)
@maxlot Honestly that was the one pokemon that ever made me feel confused an triggered at the same time.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition