Uh I might have an issue with my post as I accidentally deleted an example card of mine from the source. S I'm worried ppl won't be able to see it. Any chance I can repost it or an admin can so people can see the actual card? (It was the Forge Drake btw) Here is the reloaded version:
How does the poll work? It's split in two? are you only competing against the people in your poll or will the results be combined?
The results are combined. We'll be looking at the percentages at the end, so they'll be comparable even if there's variation in the number of voters.
Eh... I guess that's okay. I mean, comparing percentages isn't perfect. Lets say 20 people vote in round 1, and in round 2 we also have 20 people who vote or chose not to vote. Those people who abstain from voting entirely aren't really being counted. Comparing percentages would work better if we could vote yes/no on every entry.
Edit: I suppose this exact same problem could occur with the previous voting methods and comparing percentage of the page, so I don't know why I'm suddenly thinking about this now.
Edit2: Maybe an option at the bottom like: "I don't want to vote on any of these"? Not that i'd be picking that option myself, but its a thought.
Damn I think I did a goof. I didn't put any card explanations in my submission topic as I was just thinking that it wouldn't matter since they wouldn't be in the poll, but since the poll links back to the submission page I guess I probably should have. Oh well, my cards aren't really combo orientated so they should be self explanatory. Minor missed opportunity I guess.
Well anyway since phase 3 is locked in, I might as well post some cool ideas I have for phase 4 assuming I make it. The competition is definitely tough!
Reminder of my Hero Power and class keyword:
Bottled Dragonfire: Weaker than Fireball but with a really cool concoct effect that'll have players seriously considering the placement of their minions.
Reanimated Dragon: Full dragon classes already exist so I didn't want dragon alchemist to be similar to them. This card would make a type of dragon alchemist possible but it'd probably only run really powerful dragon effects like Chillmaw and Rend Blackhand. Figured it'd be something pretty cool for people to try out!
Epidemus, Flesh Shaper: Unsure on the name. This may seem really OP at first but it might fool you. The class has a hero power that can heal the hero, this is clearly a control card and the control legendary (Professor Putricide) is able to give you sometimes multiple cards that can heal you, a staple control card draw (Relentless Research) is attached to a heal, and then you can't run any other heals of course. Given all that you may start with more health but without this guy even with a normal control deck you could definitely heal more than 15 if the game goes on for awhile. The idea is that if you ran this card you'd probably run a very different style of control deck that's probably a lot faster as longer games work better without this guy. He'd also be great to tech in if decks every got as aggressive as they are now. Note that Alexstrasza can still pseudo heal you and also take you down a full 30 health if your undamaged so this card doesn't counter freeze mage, in fact it's terrible vs them.
Slime Overtime: Permanent effects with a condition is another theme this class has, though it isn't used much as you couldn't use many of them in a deck. The only current other one is Relentless Research. Anyway getting 2 versatile potions per turn is an insane advantage for my class given how powerful some concoct effects are, that's why it costs 4. This card is balanced because you have to use the overcosted hero power every turn or you lose it. And since your using a card for it you only really get value if you use your hero power at least 3 times. (2 potions is worth about a card in my mind). If you manage to keep using it for ages then it'll definitely pay off with cards like Watchful Gargoyle that resummon themselves with concoct 2. Also if your wondering Justicar Trueheart just doubles the damage/healing of the potions rather than given you two.
Elixir of Luck: Double the cost of Tracking but you see 2 more cards and they aren't discarded. This will heavily reward thinking ahead and if your reckless with it you can screw yourself over. I feel it's a very important card for control since aggro basically always draws what they need since everything is cheap and there are few dead cards while control often loses because they couldn't get the right answer. This should help control from auto losing due to bad hands.
Damn I think I did a goof. I didn't put any card explanations in my submission topic as I was just thinking that it wouldn't matter since they wouldn't be in the poll, but since the poll links back to the submission page I guess I probably should have. Oh well, my cards aren't really combo orientated so they should be self explanatory. Minor missed opportunity I guess.
Well anyway since phase 3 is locked in, I might as well post some cool ideas I have for phase 4 assuming I make it. The competition is definitely tough!
Reminder of my Hero Power and class keyword:
Bottled Dragonfire: Weaker than Fireball but with a really cool concoct effect that'll have players seriously considering the placement of their minions.
Reanimated Dragon: Full dragon classes already exist so I didn't want dragon alchemist to be similar to them. This card would make a type of dragon alchemist possible but it'd probably only run really powerful dragon effects like Chillmaw and Rend Blackhand. Figured it'd be something pretty cool for people to try out!
Epidemus, Flesh Shaper: Unsure on the name. This may seem really OP at first but it might fool you. The class has a hero power that can heal the hero, this is clearly a control card and the control legendary (Professor Putricide) is able to give you sometimes multiple cards that can heal you, a staple control card draw (Relentless Research) is attached to a heal, and then you can't run any other heals of course. Given all that you may start with more health but without this guy even with a normal control deck you could definitely heal more than 15 if the game goes on for awhile. The idea is that if you ran this card you'd probably run a very different style of control deck that's probably a lot faster as longer games work better without this guy. He'd also be great to tech in if decks every got as aggressive as they are now. Note that Alexstrasza can still pseudo heal you and also take you down a full 30 health if your undamaged so this card doesn't counter freeze mage, in fact it's terrible vs them.
Slime Overtime: Permanent effects with a condition is another theme this class has, though it isn't used much as you couldn't use many of them in a deck. The only current other one is Relentless Research. Anyway getting 2 versatile potions per turn is an insane advantage for my class given how powerful some concoct effects are, that's why it costs 4. This card is balanced because you have to use the overcosted hero power every turn or you lose it. And since your using a card for it you only really get value if you use your hero power at least 3 times. (2 potions is worth about a card in my mind). If you manage to keep using it for ages then it'll definitely pay off with cards like Watchful Gargoyle that resummon themselves with concoct 2. Also if your wondering Justicar Trueheart just doubles the damage/healing of the potions rather than given you two.
Elixir of Luck: Double the cost of Tracking but you see 2 more cards and they aren't discarded. This will heavily reward thinking ahead and if your reckless with it you can screw yourself over. I feel it's a very important card for control since aggro basically always draws what they need since everything is cheap and there are few dead cards while control often loses because they couldn't get the right answer. This should help control from auto losing due to bad hands.
Hey, someone else that is kind of already going. Cool I posted my stuff ages ago, but I didn't really do it with the intention of talking about it yet, more so to save the images in a format I could get to and copy+paste at a later time, because laziness. I'll go over individual cards in a spoiler.
Bottled Dragonfire - To start, I hate the name. Its soooooo close to Dragonfire Potion. I know its probably hard to come up with anything else, but I think even Bottle Dragon's Breath is better, if a bit wordy. The Concoct also seems a touch high. Explosive Shot costs 1 more than this and always deals 2 to adjacent minions. I think this could be Concoct 2.
Reanimated Dragon - I like the idea of pushing the Dragon mechanic in a different direct, and I like that the card itself is a Dragon, so you can hold it and use it to trigger other Dragon effects until you have enough potions that you can reliably Concoct once you cast it.
Epidermus - Its funny that you felt like this was a control card, because I instantly saw it as an aggro/midrange style of card. I think the base body is too cheap. 6 mana isn't your favorite cost in aggro, but its not unplayable. I mean Dr. Boom made it into every single deck, and Secret Paladin was built on a 6 drop, and also often played Tirion Fordring, so even though it was an aggro deck it played two 6 drops, a 7 and an 8. I think the body needs to be made less viable for aggro. They would still likely play this as an 8 mana 8/9 or whatever, but at least it wouldn't be as good for them. I do like it as a control option though I do worry 15 might be too much health. That's obviously hard to really test though, but that's what makes me see it as an aggro card, because you just can't race someone that's 15 health ahead.
Slime Overtime - I think its an odd choice to have this in the same set as Justicar Trueheart. I'm not against the card but I think it feels like a card that should have been in your GvG set, but we never did that and now you want it here but it doesn't make a lot of sense. I'm not saying scrap it, in fact I like the card a lot. I want to mention something else. Justicar Trueheart doesn't have to have to double the effect of your hero power. The warlock power, Soul Tap is a great example, and I think you have a great chance to have the Trueheart version of your hero power be free rather than a simple doubling effect. That would give you a weaker growth, just like Hunter, Shaman and Rogue, where the effect isn't great, it still does something dynamic, and I think actually playable, without it needed to generate a token with the same name but a different effect, which hasn't ever happened. If the hero power tooltip just made your Versatile Potions free as a static effect then it wouldn't be all weird.
Elixir of Luck - This is a cool card. Seems fair, considering you don't really know what you'll actually want 2-3 turns later, you're just guessing.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I also have a couple of cards planned for future Phases; one for TGT and one for WOG.
Since I probably won't make it past here, I might as well post them. The Tournament card is copied from one of my WCDC submissions, and the Old Gods card was actually rejected from my Classic set because there are no Classic class Murlocs. So nothing you guys haven't seen before.
Damn I think I did a goof. I didn't put any card explanations in my submission topic as I was just thinking that it wouldn't matter since they wouldn't be in the poll, but since the poll links back to the submission page I guess I probably should have. Oh well, my cards aren't really combo orientated so they should be self explanatory. Minor missed opportunity I guess.
Well anyway since phase 3 is locked in, I might as well post some cool ideas I have for phase 4 assuming I make it. The competition is definitely tough!
Reminder of my Hero Power and class keyword:
Bottled Dragonfire: Weaker than Fireball but with a really cool concoct effect that'll have players seriously considering the placement of their minions.
Reanimated Dragon: Full dragon classes already exist so I didn't want dragon alchemist to be similar to them. This card would make a type of dragon alchemist possible but it'd probably only run really powerful dragon effects like Chillmaw and Rend Blackhand. Figured it'd be something pretty cool for people to try out!
Epidemus, Flesh Shaper: Unsure on the name. This may seem really OP at first but it might fool you. The class has a hero power that can heal the hero, this is clearly a control card and the control legendary (Professor Putricide) is able to give you sometimes multiple cards that can heal you, a staple control card draw (Relentless Research) is attached to a heal, and then you can't run any other heals of course. Given all that you may start with more health but without this guy even with a normal control deck you could definitely heal more than 15 if the game goes on for awhile. The idea is that if you ran this card you'd probably run a very different style of control deck that's probably a lot faster as longer games work better without this guy. He'd also be great to tech in if decks every got as aggressive as they are now. Note that Alexstrasza can still pseudo heal you and also take you down a full 30 health if your undamaged so this card doesn't counter freeze mage, in fact it's terrible vs them.
Slime Overtime: Permanent effects with a condition is another theme this class has, though it isn't used much as you couldn't use many of them in a deck. The only current other one is Relentless Research. Anyway getting 2 versatile potions per turn is an insane advantage for my class given how powerful some concoct effects are, that's why it costs 4. This card is balanced because you have to use the overcosted hero power every turn or you lose it. And since your using a card for it you only really get value if you use your hero power at least 3 times. (2 potions is worth about a card in my mind). If you manage to keep using it for ages then it'll definitely pay off with cards like Watchful Gargoyle that resummon themselves with concoct 2. Also if your wondering Justicar Trueheart just doubles the damage/healing of the potions rather than given you two.
Elixir of Luck: Double the cost of Tracking but you see 2 more cards and they aren't discarded. This will heavily reward thinking ahead and if your reckless with it you can screw yourself over. I feel it's a very important card for control since aggro basically always draws what they need since everything is cheap and there are few dead cards while control often loses because they couldn't get the right answer. This should help control from auto losing due to bad hands.
I think I goofed as well. I didn't really show off how to correctly utilise promotions or rarities in my example cards enough. I think I showed off my Epic subtype pretty well, I think Rule The World would have been shown regardless of the challenge. I shouldn't have shown off my legendary, but rather a card that works with the hero power. I really think that the 7+ mana common challenge messed with me a little, honestly. I already had Stalwart Butcher as a 7 mana common, but it doesn't represent common king at all. It's just a strong, fast control card, rather than a common card that shows off token control. But hey, beside that, I want to review your cards.
Bottled Dragonfire: Oh my god I love this card. One of my favourite gimmick decks I made in Hearthstone was Fatigue Hunter (No, it doesn't work, don't ask), and Explosive Shot has become a card that I adore. This card, like Explosive Shot, punishes bad positioning, can be used as a mediocre removal if need be, and can potentially be one of the most satisfying cards in the game, should the stars align. The big difference is, this card shows off your Concoct keyword excellently, it's more thematic, and it requires more investment. I think the balance is perfectly fine, as well.
Reanimated Dragon: I don't like this card too much. You need to consider... How would you build a dragon alchemist? This is a dragon alchemist card that modifies dragon synergy cards in such a way that's bad if you have lots of dragons, but good if you have very few. The way the card works right now, it wouldn't be used in a full on dragon alchemist because it has anti-synergy, forcing you to expend hero power tokens rather than just playing the cards and having them work, so the only reason you'd use it is if your deck contained tonnes of cards like Blackwing Technician and Netherspite Historian, but had little dragons. In other words, a dragon deck that fully relies on 2 cards in your deck to even function, and if you don't draw either, loss is guarenteed. I think making a Dragon Alchemist deck shouldn't disuade running proper dragon synergy.
Epidemus, Flesh Shaper: This card is beyond terrifying, but that doesn't make me any less excited by the idea of it. Basically, this card narrowly follows, in it's own unique way, a golden rule for card games. Cards that provide an effect from just being in the deck and don't even need to be drawn shouldn't be 100% advantageous, otherwise the only reason you wouldn't run that card would be the fear of drawing it. Of course, the folks making Hearthstone clearly haven't heard that rule, because they decided to make a card that not only breaks it, but goes the extra mile and almost nullifies the fear of drawing it by removing it from the deck as soon as it triggers. And thus Pirate Warrior immediately blows up on ladder because it basically got straight up buffed. This card gives you 15 more health just for running it, breaking that rule, but at the same time, has a huge disadvantage. While an aggro deck will initially be scared at the thought of 45 health opponents, removing any hope of them fully stabilising while you burst them to death without fear is quite a bit more relieving. That said, my main concern is actually it's potential position in an aggro deck. Aggro decks don't care for spending recources on much beyond enemy face and minions, so the healing penalty is negligible. In a fight against control, it could potentially provide a teeny bit of late game but it's obviously a bad draw in most cases for the class. However, against an aggro mirror match, having 50% more health than the opponent with no real downside is like literally just going into ranked and facing a heroic boss. I think you need to consider that even if your class is focused on control, aggro versions of it will likely be made, and having this be a strict advantage when you think of the 0 healing cards in your deck and 0 hero power tokens to be used on anything but concoctions, is literally just a flat out buff to aggro alchemist, as there is no reason to not run it. Even though you could say there's no reason to not use Drakonid Operative in Dragon Priest, that card requires you to draw it and spend mana on it, like every other non-Patches the Pirate card in the game, so there is at least a cost.
Slime Overtime: I like this card, but think it could be changed a little. I think including an initial cost of 2 or 3 but having the hero power cost only 2 or 3 would greatly improve its viability. As it stands, paying 4 mana a turn for things with no immediate value... Ehhhhhhhh, it's far too slow. Especially since that your 7+ mana cost cards will immediately cancel the effect. I think you might just have to rebalance it in some way.
Elixir of Luck: Excellent card, effectiveness depends on player skill, reduces RNG a little, doesn't make you auto-lose games going to fatigue like Tracking does. It might be a little too good, yet 3 mana seems to be a bad cost for this.
I also have a couple of cards planned for future Phases; one for TGT and one for WOG.
Since I probably won't make it past here, I might as well post them. The Tournament card is copied from one of my WCDC submissions, and the Old Gods card was actually rejected from my Classic set because there are no Classic class Murlocs. So nothing you guys haven't seen before.
Hey, over half of us make it through. 15 out of the 25 submission and then I think he'll probably to 1-2 wild cards, so you have a better than 50% chance to get through, don't see yourself short. I remember your murloc and I really like it especially since murlocs are buff heavy already. The aspirant is also cool, because while your hero power isn't terrible, its much less good for other players most of the time. Its not super great, but just a nice fun card.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Good luck to everyone! These votes are going to be close. I, too will continue to make my Chronomancer regardless of if I make it or not. Here are a few ideas for future cards, that are in no way yet balanced.
Good luck to everyone! These votes are going to be close. I, too will continue to make my Chronomancer regardless of if I make it or not. Here are a few ideas for future cards, that are in no way yet balanced.
I know a lot of people like your class, and its not to be mean, but I really can't stand the huge number of dragons and synergy. I don't think your design is poor, or your cards are imbalanced, but I feel like there is no way it would ever be the way a class were designed from inception. The only reason I'm saying this is I don't want you to misunderstand my criticism or anything as being targeted against you. I personally just don't like the design direction you pushed your class into. You've very much kept flavor in tact, you've made some very very interesting spells and you've pushed the boundaries on power level. Anyway, individual cards in the spoiler.
Infinite Captain - Balance is fine, art is good. I'd really need to see your whole next round to really know how to feel about this though.
Time Keeper - Interesting idea. Considering Murozond I think this is reasonable card if not for that I think it would be somewhat weak. I feel like going too far in on this, beyond the 2 current minions could really make it over powerful.
Destined Champion - Interesting take to push Joust. I'm not 100% sure how to feel about it though. I feel like you're already the strongest Dragon class and now you're setting yourself up to be the strongest Joust class. Not that Joust every was that good, but I think it clearly showed how powerful it could be on the occasion where you won a lot of Jousts. Considering this beats the majority of of minions, as naturally the higher you go in mana cost the fewer minions there are proportionally, it seems like it might be too good. But again, there is no real way to test that and see if it matters at all. The choices you make with class based Joust options will probably be the larges deciding factor.
Time-Lost Proto-Drake - If this is your only class Joust I feel like things are going to be fine. Though I'm concerned by how similar this is to The Skeleton Knight. Like this is soooooo close to that card.
Burn Out the Clock - I love this card. I've always wanted a spell version of the Nozdormu effect. The "End your turn" clause however seems pointless, even if it means you don't have to click "end turn" and its burning like whatever 1/2 or 1 extra second, that seems like a cheeky thing and not a real reasonable drawback. You can always cast this last, so that doesn't really mean anything, its just there, except it completely hoses people that trigger this randomly off of something like Yogg-Saron, Hope's End.
Murozond - This guy is cool. Like I said earlier with Time Keeper, the biggest question is how many times are you going to go into this synergy, because if its overly pushed it obviously makes the card a more or less autowin, but as is, its cool. Fair and different.
The Eternal Game - This is interesting. It has some very cool uses and is just a fun card. Obviously it hits that ONIK theme perfectly. A+.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Well, others have started, so I may as well dig mine out. This is fairly complete, but obviously the challenges have been set forth yet, and I have a feeling I'll need to change a lot moving forward.
BRM
TGT
Octo-Bot options, still need to pick one, and our Ogre.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Bottled Dragonfire: I feel the name's fine as is. It is very close to Dragonfire Potion but as Bottled Dragon's Breath it's really close to Dragon's Breath. Given both dragonfire cards deal a similar amount of damage it should work but if I can think of I better name I'll change it. As for the concoct, I'll test it in some simulations to decide between 2 and 3. At 2 it'd be valued closer to Betrayal while at 3 it's costed more so on the max possible damage. Hard to tell what's right without testing.
Reanimated Dragon: I would've loved to have had it only use the concoct if you didn't have a dragon in hand but couldn't word that in 4 lines. I think priest/pally/warrior are good as the full dragon decks. The idea behind this is that the alchemist has been able to study the corpse of a dragon and has learnt how to simulate the power of a dragon with potions. Hence dragon alchemist has little dragons but many cards that use their power. I expect you'd likely see these guys being run with Rend Blackhand (who may actually be useful in this deck), Chillmaw, and maybe Blackwing Corruptor seeing as even if your hands empty and you topdeck one of them you can still get the effect. I doubt the deck would ever be a top deck but it'd more so be a fun thing to test out and try make work, something I think hearthstone needs.
Epidemus, Flesh Shaper: So the big concern is of this being used in aggro and that is very valid. Most the cards for the class are for control but I am still adding in a few specifically for midrange and zoo style decks so this guy may be an issue with that. I do feel however that it may not be as bad as we think given this classes best attempt at aggro is zoo as the class has no charge or face damage cards. This means it can't really do the face race as you can't just smorc someone down, thus it will become a battle for the board. Also since the class isn't made for fast decks this guy might get away with being really strong in that style of deck to push a deck that isn't normally used, similarly to how Menagerie Warden is insane but also only usable in a subpar deck. If I make it into the next phase I will go all out on testing weird deck ideas in simulations as this guy is too hard to judge without actually testing.
Slime Overload: I agree with you guys. I think I'll make it cost 2 and alter your hero power to cost 1 more and give an extra versatile potion. That way it makes sense with Justicar and other hero powers. If your hero power got changed to Life Tap it'd cost 3, deal 2 damage to you, draw a card, and add a versatile potion to your hand. Also that idea with Justicar is pretty cool. I'll have to think on it and test it out.
Elixir of Luck: Happy with this as is. It's probably strong but definitely not overpowered. Lucky draws are better than this after all.
I'll give feedback on your cards at some point tomorrow, just don't have time right now.
Damn I think I did a goof. I didn't put any card explanations in my submission topic as I was just thinking that it wouldn't matter since they wouldn't be in the poll, but since the poll links back to the submission page I guess I probably should have. Oh well, my cards aren't really combo orientated so they should be self explanatory. Minor missed opportunity I guess.
Well anyway since phase 3 is locked in, I might as well post some cool ideas I have for phase 4 assuming I make it. The competition is definitely tough!
Reminder of my Hero Power and class keyword:
Bottled Dragonfire: Weaker than Fireball but with a really cool concoct effect that'll have players seriously considering the placement of their minions.
Reanimated Dragon: Full dragon classes already exist so I didn't want dragon alchemist to be similar to them. This card would make a type of dragon alchemist possible but it'd probably only run really powerful dragon effects like Chillmaw and Rend Blackhand. Figured it'd be something pretty cool for people to try out!
Epidemus, Flesh Shaper: Unsure on the name. This may seem really OP at first but it might fool you. The class has a hero power that can heal the hero, this is clearly a control card and the control legendary (Professor Putricide) is able to give you sometimes multiple cards that can heal you, a staple control card draw (Relentless Research) is attached to a heal, and then you can't run any other heals of course. Given all that you may start with more health but without this guy even with a normal control deck you could definitely heal more than 15 if the game goes on for awhile. The idea is that if you ran this card you'd probably run a very different style of control deck that's probably a lot faster as longer games work better without this guy. He'd also be great to tech in if decks every got as aggressive as they are now. Note that Alexstrasza can still pseudo heal you and also take you down a full 30 health if your undamaged so this card doesn't counter freeze mage, in fact it's terrible vs them.
Slime Overtime: Permanent effects with a condition is another theme this class has, though it isn't used much as you couldn't use many of them in a deck. The only current other one is Relentless Research. Anyway getting 2 versatile potions per turn is an insane advantage for my class given how powerful some concoct effects are, that's why it costs 4. This card is balanced because you have to use the overcosted hero power every turn or you lose it. And since your using a card for it you only really get value if you use your hero power at least 3 times. (2 potions is worth about a card in my mind). If you manage to keep using it for ages then it'll definitely pay off with cards like Watchful Gargoyle that resummon themselves with concoct 2. Also if your wondering Justicar Trueheart just doubles the damage/healing of the potions rather than given you two.
Elixir of Luck: Double the cost of Tracking but you see 2 more cards and they aren't discarded. This will heavily reward thinking ahead and if your reckless with it you can screw yourself over. I feel it's a very important card for control since aggro basically always draws what they need since everything is cheap and there are few dead cards while control often loses because they couldn't get the right answer. This should help control from auto losing due to bad hands.
Dragonfire is probably overcosted at Concoct (3). Reanimated Dragon is really cool. To clarify, you should say "This game" or "in your hand" or something, it's unclear ATM. Epidemus: Ewww... should be Old Gods.
Slime overtime: A 4-cost Hero Power would be incredibly difficult to use every turn. I suggest upping the card's cost and decreasing the Hero Power's cost. Elixir of Luck: Probably unsafe to do just because of the difficulty of actually ordering the cards.
Good luck to everyone! These votes are going to be close. I, too will continue to make my Chronomancer regardless of if I make it or not. Here are a few ideas for future cards, that are in no way yet balanced.
Most of these cards are pretty simple. Again, love the Fatigue synergy.
Destined Champion: Love it! Time-Lost Proto-Drake: is this not exactly The Skeleton Knight? Run Out the Clock: Combo Breaker! Great way to deal with Gadgetzan Auctioneer + Conceal. Love it! The Eternal Game: Also really cool. In line with Unleash and Protect the King.
Well, others have started, so I may as well dig mine out. This is fairly complete, but obviously the challenges have been set forth yet, and I have a feeling I'll need to change a lot moving forward.
BRM
TGT
Octo-Bot options, still need to pick one, and our Ogre.
Your holding a Dragon cards are pretty OP. Ride or Die is exactly Deadly Shot, and Compliant Protodrake would probably be played even without the Dragon effect. Most of the holding a Dragon cards have some sort of stat penalty if played without a Dragon. Ride or Die should be 4 mana. Protodrake is pretty difficult to balance.
Also, the third Octobot freaks me out. I like the first one the best.
Well, others have started, so I may as well dig mine out. This is fairly complete, but obviously the challenges have been set forth yet, and I have a feeling I'll need to change a lot moving forward.
BRM
TGT
Octo-Bot options, still need to pick one, and our Ogre.
Your holding a Dragon cards are pretty OP. Ride or Die is exactly Deadly Shot, and Compliant Protodrake would probably be played even without the Dragon effect. Most of the holding a Dragon cards have some sort of stat penalty if played without a Dragon. Ride or Die should be 4 mana. Protodrake is pretty difficult to balance.
Also, the third Octobot freaks me out. I like the first one the best.
IDK if I really think Ride or Die is OP. Its certainly pushed, but as a class card and not a neutral I don't think its totally out of line. I guess its true that most Dragon cards aren't 100% of a normal card though if they don't meet the requirement. I did have this at 4 at one point, but I felt like I had too many cards at the mana cost and decided to change it, probably the wrong decision.
I think that Compliant Proto-Drake is fine. Yes, a 7 mana 9/9 is strong, but the drawback isn't completely worthless. In an aggro deck without enough dragons that drawback is very very real, making the card all but unplayable IMO. In control, yes its a very large mid-late game minion, but against aggro taking 2 damage is relevant and the body isn't particularly helpful at stopping an aggro rush. Against control its probably less of a drawback but they also almost certainly have an answer for at least a few single large minions. I also really like the shifted dynamic. A lot of the Dragon cards that non-priest classes got didn't ever really make it into major competitive decks. Even Dragon Paladin literally never made it out of the fun category and Dragon Warrior had a few minutes to shine but was never considered a true powerhouse. Even Dragon Priest had a lot of ups and down in viability. I'd rather see my one dragon card go a slightly different direction and be at least marginally playable without other dragons. I feel like the drawback is balanced and the card itself is otherwise vanilla enough to not be gamebreaking.
I too am keen on the first Octo-bot. I ordered them based on my preference, but I wanted to get some opinions. The third one is actually the first art I found but I didn't like it enough and kept on digging and digging until I found 2 options I liked more.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Well, others have started, so I may as well dig mine out. This is fairly complete, but obviously the challenges have been set forth yet, and I have a feeling I'll need to change a lot moving forward.
BRM
TGT
Octo-Bot options, still need to pick one, and our Ogre.
Your holding a Dragon cards are pretty OP. Ride or Die is exactly Deadly Shot, and Compliant Protodrake would probably be played even without the Dragon effect. Most of the holding a Dragon cards have some sort of stat penalty if played without a Dragon. Ride or Die should be 4 mana. Protodrake is pretty difficult to balance.
Also, the third Octobot freaks me out. I like the first one the best.
IDK if I really think Ride or Die is OP. Its certainly pushed, but as a class card and not a neutral I don't think its totally out of line. I guess its true that most Dragon cards aren't 100% of a normal card though if they don't meet the requirement. I did have this at 4 at one point, but I felt like I had too many cards at the mana cost and decided to change it, probably the wrong decision.
I think that Compliant Proto-Drake is fine. Yes, a 7 mana 9/9 is strong, but the drawback isn't completely worthless. In an aggro deck without enough dragons that drawback is very very real, making the card all but unplayable IMO. In control, yes its a very large mid-late game minion, but against aggro taking 2 damage is relevant and the body isn't particularly helpful at stopping an aggro rush. Against control its probably less of a drawback but they also almost certainly have an answer for at least a few single large minions. I also really like the shifted dynamic. A lot of the Dragon cards that non-priest classes got didn't ever really make it into major competitive decks. Even Dragon Paladin literally never made it out of the fun category and Dragon Warrior had a few minutes to shine but was never considered a true powerhouse. Even Dragon Priest had a lot of ups and down in viability. I'd rather see my one dragon card go a slightly different direction and be at least marginally playable without other dragons. I feel like the drawback is balanced and the card itself is otherwise vanilla enough to not be gamebreaking.
I too am keen on the first Octo-bot. I ordered them based on my preference, but I wanted to get some opinions. The third one is actually the first art I found but I didn't like it enough and kept on digging and digging until I found 2 options I liked more.
I think Ride or Die is pushed a tad bit too much. Deadly Shot is a card that is run, and this card is strictly better, in a class with more reason to run it. And when you do have a dragon, it's pretty nuts.
Also, 7 mana 9/9 Draft dragon with what'll usually just be 2 damage to your own face, if not that, no damage at all? I really think you are pushing dragon racer a bit too much, this thing makes Drakonid Operative seem like a meme card. A dragon control racer is going to be a very dominant thing, with these cards. 2 damage to your own face is so weak, even against aggro.
Well, others have started, so I may as well dig mine out. This is fairly complete, but obviously the challenges have been set forth yet, and I have a feeling I'll need to change a lot moving forward.
BRM
TGT
Octo-Bot options, still need to pick one, and our Ogre.
Your holding a Dragon cards are pretty OP. Ride or Die is exactly Deadly Shot, and Compliant Protodrake would probably be played even without the Dragon effect. Most of the holding a Dragon cards have some sort of stat penalty if played without a Dragon. Ride or Die should be 4 mana. Protodrake is pretty difficult to balance.
Also, the third Octobot freaks me out. I like the first one the best.
IDK if I really think Ride or Die is OP. Its certainly pushed, but as a class card and not a neutral I don't think its totally out of line. I guess its true that most Dragon cards aren't 100% of a normal card though if they don't meet the requirement. I did have this at 4 at one point, but I felt like I had too many cards at the mana cost and decided to change it, probably the wrong decision.
I think that Compliant Proto-Drake is fine. Yes, a 7 mana 9/9 is strong, but the drawback isn't completely worthless. In an aggro deck without enough dragons that drawback is very very real, making the card all but unplayable IMO. In control, yes its a very large mid-late game minion, but against aggro taking 2 damage is relevant and the body isn't particularly helpful at stopping an aggro rush. Against control its probably less of a drawback but they also almost certainly have an answer for at least a few single large minions. I also really like the shifted dynamic. A lot of the Dragon cards that non-priest classes got didn't ever really make it into major competitive decks. Even Dragon Paladin literally never made it out of the fun category and Dragon Warrior had a few minutes to shine but was never considered a true powerhouse. Even Dragon Priest had a lot of ups and down in viability. I'd rather see my one dragon card go a slightly different direction and be at least marginally playable without other dragons. I feel like the drawback is balanced and the card itself is otherwise vanilla enough to not be gamebreaking.
I too am keen on the first Octo-bot. I ordered them based on my preference, but I wanted to get some opinions. The third one is actually the first art I found but I didn't like it enough and kept on digging and digging until I found 2 options I liked more.
I think Ride or Die is pushed a tad bit too much. Deadly Shot is a card that is run, and this card is strictly better, in a class with more reason to run it. And when you do have a dragon, it's pretty nuts.
Also, 7 mana 9/9 Draft dragon with what'll usually just be 2 damage to your own face, if not that, no damage at all? I really think you are pushing dragon racer a bit too much, this thing makes Drakonid Operator seem like a meme card. A dragon control racer is going to be a very dominant thing, with these cards. 2 damage to your own face is so weak, even against aggro.
Also, 1st Octo bot is the best one.
Man, I must totally misunderstand people view of the game. I thought almost everyone felt like low cost minions were too powerful and high cost minions on average were too weak. I mean is a 7 mana 9/9 with a drawback really that crazy with 1 mana 3/2s and growing 1/3, and 4 mana 7/7s already in existance? The current aggro decks kill by turn 6 most of the time, you never even get to play this card. Also, this card only ever goes 1 for 1. Drakonid Operative is a 5 mana 5/6 draw a card. That means in can come down on a semi-relevant turn and gets you value. My card comes down toward the end of the game and has no other "value" attached. Draft does maybe give you some tempo options, but no value. I also said I was wrong to change Ride or Die to 3 mana, as I had it at 4, and I never defended it fully at 3 mana and said I wouldn't change it. Also, let's consider that the only 2 Dragon decks that ever really worked, Dragon Warrior and Dragon Priest, did so based on insanely powerful Dragon related 1 and 2 drops, not just the high end stuff, and their classes efficient removal. Paladin was the most lategame style Dragon and it never worked.
I'm certainly not saying I designed my cards perfectly, but look back at cards like Dr. Boom or Mysterious Challenger. Dr. Boom was a 7 mana 9/9 with upside, always upside. and Mysterious Challenger was often effectively a 6 mana 10/9 or 12/10 that also help filter out your deck. I really don't think the card is that strong and I don't have a huge amount of dynamic early game stuff like Dragon Priest to help me gain early advantage. I have one removal spell and a late game minion.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Thanks for the feedback, @The_Odinson and @Dxiled!
I forgot about The Skeleton Knight! So TimeLost might be changed or scrapped. I knew when I started designing the set that I wanted Dragon synergy with Bronze and Infinite dragons, but I'm wary about adding too many. Besides Murozond, most of my Dragons are midrange. I'm also going to remove the dragon tag from Chromie. I also plan to add at most 1 more Fatigue generating card. I love the effect but don't want it to be oppressive.
I am nervous about this week. There are SO many good entries. If I don't make it I will follow along with the challenges and keep making the set.
Thanks for the feedback, @The_Odinson and @Dxiled!
I forgot about The Skeleton Knight! So TimeLost might be changed or scrapped. I knew when I started designing the set that I wanted Dragon synergy with Bronze and Infinite dragons, but I'm wary about adding too many. Besides Murozond, most of my Dragons are midrange. I'm also going to remove the dragon tag from Chromie. I also plan to add at most 1 more Fatigue generating card. I love the effect but don't want it to be oppressive.
I am nervous about this week. There are SO many good entries. If I don't make it I will follow along with the challenges and keep making the set.
I mean I think Blizzard clearly messed up by not putting the Dragon tag on Wrathion. I mean almost all the major dragons can assume a human form, but that doesn't make them any less of a Dragon.
Rollback Post to RevisionRollBack
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Well, others have started, so I may as well dig mine out. This is fairly complete, but obviously the challenges have been set forth yet, and I have a feeling I'll need to change a lot moving forward.
BRM
TGT
Octo-Bot options, still need to pick one, and our Ogre.
Ride or Die: Better than Deadly Shot but only for a specific deck, it's a few expansions later, and a higher rarity. Plus deadly shot isn't that great to begin with when you look at Polymorph so it should be fine.
Runaway Aspirant: Love it! Really cool use of the costing (0) effect.
Compliant Proto-Drake: Love it! Again a cool twist on an existing mechanic.
Always be Prepared: Unsure on the name and art but the effect is fine.
Bitter Rivalry: I don't think this is a safe card to make. If they have a full field and you use this you can win off of fatigue.
Control the Action: I think it'd be more clear as "Choose an enemy minion. It attacks a random character at the start of your opponents turns." or "Give an enemy minion "At the start of your turn, attack a random character."" (damn double quotes)
Big-Time Promoter: He seems rather weak for being that conditional but I guess if you can pull the condition off he's fine. Not sure on him.
Dr. Autto, Octo-Engineer: Love the art. Seems a tad weak though tbh since he'll likely be a 10 drop. Since he's a class legendary I'm sure you'd get away with him being an 8/9.
Damn I think I did a goof. I didn't put any card explanations in my submission topic as I was just thinking that it wouldn't matter since they wouldn't be in the poll, but since the poll links back to the submission page I guess I probably should have. Oh well, my cards aren't really combo orientated so they should be self explanatory. Minor missed opportunity I guess.
Well anyway since phase 3 is locked in, I might as well post some cool ideas I have for phase 4 assuming I make it. The competition is definitely tough!
Reminder of my Hero Power and class keyword:
Bottled Dragonfire: Weaker than Fireball but with a really cool concoct effect that'll have players seriously considering the placement of their minions.
Reanimated Dragon: Full dragon classes already exist so I didn't want dragon alchemist to be similar to them. This card would make a type of dragon alchemist possible but it'd probably only run really powerful dragon effects like Chillmaw and Rend Blackhand. Figured it'd be something pretty cool for people to try out!
Epidemus, Flesh Shaper: Unsure on the name. This may seem really OP at first but it might fool you. The class has a hero power that can heal the hero, this is clearly a control card and the control legendary (Professor Putricide) is able to give you sometimes multiple cards that can heal you, a staple control card draw (Relentless Research) is attached to a heal, and then you can't run any other heals of course. Given all that you may start with more health but without this guy even with a normal control deck you could definitely heal more than 15 if the game goes on for awhile. The idea is that if you ran this card you'd probably run a very different style of control deck that's probably a lot faster as longer games work better without this guy. He'd also be great to tech in if decks every got as aggressive as they are now. Note that Alexstrasza can still pseudo heal you and also take you down a full 30 health if your undamaged so this card doesn't counter freeze mage, in fact it's terrible vs them.
Slime Overtime: Permanent effects with a condition is another theme this class has, though it isn't used much as you couldn't use many of them in a deck. The only current other one is Relentless Research. Anyway getting 2 versatile potions per turn is an insane advantage for my class given how powerful some concoct effects are, that's why it costs 4. This card is balanced because you have to use the overcosted hero power every turn or you lose it. And since your using a card for it you only really get value if you use your hero power at least 3 times. (2 potions is worth about a card in my mind). If you manage to keep using it for ages then it'll definitely pay off with cards like Watchful Gargoyle that resummon themselves with concoct 2. Also if your wondering Justicar Trueheart just doubles the damage/healing of the potions rather than given you two.
Elixir of Luck: Double the cost of Tracking but you see 2 more cards and they aren't discarded. This will heavily reward thinking ahead and if your reckless with it you can screw yourself over. I feel it's a very important card for control since aggro basically always draws what they need since everything is cheap and there are few dead cards while control often loses because they couldn't get the right answer. This should help control from auto losing due to bad hands.
Dragonfire is probably overcosted at Concoct (3). Reanimated Dragon is really cool. To clarify, you should say "This game" or "in your hand" or something, it's unclear ATM. Epidemus: Ewww... should be Old Gods.
Slime overtime: A 4-cost Hero Power would be incredibly difficult to use every turn. I suggest upping the card's cost and decreasing the Hero Power's cost. Elixir of Luck: Probably unsafe to do just because of the difficulty of actually ordering the cards.
Dragonfire: I'm starting to agree. I'll test it at Concoct (2) and see if it feels too good but it'll probably be balanced. Plus at 2 you'll have to be more careful not to accidentally use the effect when you don't want to :P
Epidemus: I already made my old gods legendary for the phase II challenge though I feel he'd fit more here anyway. He's one of the things people at the tournament were training to fight so it makes sense that he'd be in the tournament set. Also no old gods mutation on him, just scourge shenanigans!
Slime Overtime: The change shall be made!
Elixir of Luck: I don't think it'd be hard to just drag the cards around or even click on them and have a (1) (2) etc pop up on them. Every other TCG I can think of has something similar so I don't see why it'd be too complicated for HS.
Well, others have started, so I may as well dig mine out. This is fairly complete, but obviously the challenges have been set forth yet, and I have a feeling I'll need to change a lot moving forward.
BRM
TGT
Octo-Bot options, still need to pick one, and our Ogre.
Ride or Die: Better than Deadly Shot but only for a specific deck, it's a few expansions later, and a higher rarity. Plus deadly shot isn't that great to begin with when you look at Polymorph so it should be fine.
Runaway Aspirant: Love it! Really cool use of the costing (0) effect.
Compliant Proto-Drake: Love it! Again a cool twist on an existing mechanic.
Always be Prepared: Unsure on the name and art but the effect is fine.
Bitter Rivalry: I don't think this is a safe card to make. If they have a full field and you use this you can win off of fatigue.
Control the Action: I think it'd be more clear as "Choose an enemy minion. It attacks a random character at the start of your opponents turns." or "Give an enemy minion "At the start of your turn, attack a random character."" (damn double quotes)
Big-Time Promoter: He seems rather weak for being that conditional but I guess if you can pull the condition off he's fine. Not sure on him.
Dr. Autto, Octo-Engineer: Love the art. Seems a tad weak though tbh since he'll likely be a 10 drop. Since he's a class legendary I'm sure you'd get away with him being an 8/9.
Thanks for taking the time to reply. Its interesting you don't find as many issues with my dragon cards as some. I'll throw my reply in a spoiler.
I do still believe Ride or Die should probably be 4 mana, and I'm ok with that, but I definitely think Compliant Proto-Drake is staying as is for now.
I'm glad you like Runaway Aspirant. At first I was going to give it Ignore Draft, but I thought, my not instead do something different.
Always Be Prepared has an intentional joke art. Its obviously stupid to bring a duck floaty, but I just thought that art was funny and created the card around it. It made me think of Towely from South Park.
Bitter Rivalry to me is something that people would be aware of. Its like playing around Mind Control Tech when you know its popular in the meta. Or just not overextending into AoE. Also, you could use this to win through fatigue potentially, but most other players hero powers heal or deal damage, so you'd have to figure out a way to not only be behind on cards but to survive even their incremental damage or life gain, since as soon as you play a minion they can free up spaces and my class doesn't have burn style damage.
Control the Action triggers over and over, not just one time. As long as that minion is alive it keeps attacking randomly.
I wanted Big-Time Promoter to be weak unless triggered. It started out "fine" when played alone and that made it super strong when triggered, this makes it strong but not over powered.
Dr. Autto is an 8/8 for flavor reasons.... I also thought about letting him make more than 2 tokens I felt like it
had to be 2 or 4 and 4 seemed like way too many. I mean I guess it could be 3, but then I think all the tokens would have to generate to one side instead of one on each side.
I do still think there is room to adjust though, and I plan to try to change things around once I know the challenges, because I'm sure I'll have to change something.
Ah, I forgot I still had a copy of this! This was mostly a joke card I made for Gadgetzan after I made A Round of Drinks, but I might as well put it here anyways.
Uh I might have an issue with my post as I accidentally deleted an example card of mine from the source. S I'm worried ppl won't be able to see it. Any chance I can repost it or an admin can so people can see the actual card? (It was the Forge Drake btw) Here is the reloaded version:
Damn I think I did a goof. I didn't put any card explanations in my submission topic as I was just thinking that it wouldn't matter since they wouldn't be in the poll, but since the poll links back to the submission page I guess I probably should have. Oh well, my cards aren't really combo orientated so they should be self explanatory. Minor missed opportunity I guess.
Well anyway since phase 3 is locked in, I might as well post some cool ideas I have for phase 4 assuming I make it. The competition is definitely tough!
Reminder of my Hero Power and class keyword:
Bottled Dragonfire: Weaker than Fireball but with a really cool concoct effect that'll have players seriously considering the placement of their minions.
Reanimated Dragon: Full dragon classes already exist so I didn't want dragon alchemist to be similar to them. This card would make a type of dragon alchemist possible but it'd probably only run really powerful dragon effects like Chillmaw and Rend Blackhand. Figured it'd be something pretty cool for people to try out!
Epidemus, Flesh Shaper: Unsure on the name. This may seem really OP at first but it might fool you. The class has a hero power that can heal the hero, this is clearly a control card and the control legendary (Professor Putricide) is able to give you sometimes multiple cards that can heal you, a staple control card draw (Relentless Research) is attached to a heal, and then you can't run any other heals of course. Given all that you may start with more health but without this guy even with a normal control deck you could definitely heal more than 15 if the game goes on for awhile. The idea is that if you ran this card you'd probably run a very different style of control deck that's probably a lot faster as longer games work better without this guy. He'd also be great to tech in if decks every got as aggressive as they are now. Note that Alexstrasza can still pseudo heal you and also take you down a full 30 health if your undamaged so this card doesn't counter freeze mage, in fact it's terrible vs them.
Slime Overtime: Permanent effects with a condition is another theme this class has, though it isn't used much as you couldn't use many of them in a deck. The only current other one is Relentless Research. Anyway getting 2 versatile potions per turn is an insane advantage for my class given how powerful some concoct effects are, that's why it costs 4. This card is balanced because you have to use the overcosted hero power every turn or you lose it. And since your using a card for it you only really get value if you use your hero power at least 3 times. (2 potions is worth about a card in my mind). If you manage to keep using it for ages then it'll definitely pay off with cards like Watchful Gargoyle that resummon themselves with concoct 2. Also if your wondering Justicar Trueheart just doubles the damage/healing of the potions rather than given you two.
Elixir of Luck: Double the cost of Tracking but you see 2 more cards and they aren't discarded. This will heavily reward thinking ahead and if your reckless with it you can screw yourself over. I feel it's a very important card for control since aggro basically always draws what they need since everything is cheap and there are few dead cards while control often loses because they couldn't get the right answer. This should help control from auto losing due to bad hands.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Bottled Dragonfire - To start, I hate the name. Its soooooo close to Dragonfire Potion. I know its probably hard to come up with anything else, but I think even Bottle Dragon's Breath is better, if a bit wordy. The Concoct also seems a touch high. Explosive Shot costs 1 more than this and always deals 2 to adjacent minions. I think this could be Concoct 2.
Reanimated Dragon - I like the idea of pushing the Dragon mechanic in a different direct, and I like that the card itself is a Dragon, so you can hold it and use it to trigger other Dragon effects until you have enough potions that you can reliably Concoct once you cast it.
Epidermus - Its funny that you felt like this was a control card, because I instantly saw it as an aggro/midrange style of card. I think the base body is too cheap. 6 mana isn't your favorite cost in aggro, but its not unplayable. I mean Dr. Boom made it into every single deck, and Secret Paladin was built on a 6 drop, and also often played Tirion Fordring, so even though it was an aggro deck it played two 6 drops, a 7 and an 8. I think the body needs to be made less viable for aggro. They would still likely play this as an 8 mana 8/9 or whatever, but at least it wouldn't be as good for them. I do like it as a control option though I do worry 15 might be too much health. That's obviously hard to really test though, but that's what makes me see it as an aggro card, because you just can't race someone that's 15 health ahead.
Slime Overtime - I think its an odd choice to have this in the same set as Justicar Trueheart. I'm not against the card but I think it feels like a card that should have been in your GvG set, but we never did that and now you want it here but it doesn't make a lot of sense. I'm not saying scrap it, in fact I like the card a lot. I want to mention something else. Justicar Trueheart doesn't have to have to double the effect of your hero power. The warlock power, Soul Tap is a great example, and I think you have a great chance to have the Trueheart version of your hero power be free rather than a simple doubling effect. That would give you a weaker growth, just like Hunter, Shaman and Rogue, where the effect isn't great, it still does something dynamic, and I think actually playable, without it needed to generate a token with the same name but a different effect, which hasn't ever happened. If the hero power tooltip just made your Versatile Potions free as a static effect then it wouldn't be all weird.
Elixir of Luck - This is a cool card. Seems fair, considering you don't really know what you'll actually want 2-3 turns later, you're just guessing.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I also have a couple of cards planned for future Phases; one for TGT and one for WOG.
Since I probably won't make it past here, I might as well post them. The Tournament card is copied from one of my WCDC submissions, and the Old Gods card was actually rejected from my Classic set because there are no Classic class Murlocs. So nothing you guys haven't seen before.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
This card gives you 15 more health just for running it, breaking that rule, but at the same time, has a huge disadvantage. While an aggro deck will initially be scared at the thought of 45 health opponents, removing any hope of them fully stabilising while you burst them to death without fear is quite a bit more relieving. That said, my main concern is actually it's potential position in an aggro deck. Aggro decks don't care for spending recources on much beyond enemy face and minions, so the healing penalty is negligible. In a fight against control, it could potentially provide a teeny bit of late game but it's obviously a bad draw in most cases for the class. However, against an aggro mirror match, having 50% more health than the opponent with no real downside is like literally just going into ranked and facing a heroic boss.
I think you need to consider that even if your class is focused on control, aggro versions of it will likely be made, and having this be a strict advantage when you think of the 0 healing cards in your deck and 0 hero power tokens to be used on anything but concoctions, is literally just a flat out buff to aggro alchemist, as there is no reason to not run it. Even though you could say there's no reason to not use Drakonid Operative in Dragon Priest, that card requires you to draw it and spend mana on it, like every other non-Patches the Pirate card in the game, so there is at least a cost.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Good luck to everyone! These votes are going to be close. I, too will continue to make my Chronomancer regardless of if I make it or not. Here are a few ideas for future cards, that are in no way yet balanced.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
Infinite Captain - Balance is fine, art is good. I'd really need to see your whole next round to really know how to feel about this though.
Time Keeper - Interesting idea. Considering Murozond I think this is reasonable card if not for that I think it would be somewhat weak. I feel like going too far in on this, beyond the 2 current minions could really make it over powerful.
Destined Champion - Interesting take to push Joust. I'm not 100% sure how to feel about it though. I feel like you're already the strongest Dragon class and now you're setting yourself up to be the strongest Joust class. Not that Joust every was that good, but I think it clearly showed how powerful it could be on the occasion where you won a lot of Jousts. Considering this beats the majority of of minions, as naturally the higher you go in mana cost the fewer minions there are proportionally, it seems like it might be too good. But again, there is no real way to test that and see if it matters at all. The choices you make with class based Joust options will probably be the larges deciding factor.
Time-Lost Proto-Drake - If this is your only class Joust I feel like things are going to be fine. Though I'm concerned by how similar this is to The Skeleton Knight. Like this is soooooo close to that card.
Burn Out the Clock - I love this card. I've always wanted a spell version of the Nozdormu effect. The "End your turn" clause however seems pointless, even if it means you don't have to click "end turn" and its burning like whatever 1/2 or 1 extra second, that seems like a cheeky thing and not a real reasonable drawback. You can always cast this last, so that doesn't really mean anything, its just there, except it completely hoses people that trigger this randomly off of something like Yogg-Saron, Hope's End.
Murozond - This guy is cool. Like I said earlier with Time Keeper, the biggest question is how many times are you going to go into this synergy, because if its overly pushed it obviously makes the card a more or less autowin, but as is, its cool. Fair and different.
The Eternal Game - This is interesting. It has some very cool uses and is just a fun card. Obviously it hits that ONIK theme perfectly. A+.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Well, others have started, so I may as well dig mine out. This is fairly complete, but obviously the challenges have been set forth yet, and I have a feeling I'll need to change a lot moving forward.
BRM
TGT
Octo-Bot options, still need to pick one, and our Ogre.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
@The_Odinson and maxlot
Thanks for the feedback! Replies in spoiler:
Bottled Dragonfire: I feel the name's fine as is. It is very close to Dragonfire Potion but as Bottled Dragon's Breath it's really close to Dragon's Breath. Given both dragonfire cards deal a similar amount of damage it should work but if I can think of I better name I'll change it. As for the concoct, I'll test it in some simulations to decide between 2 and 3. At 2 it'd be valued closer to Betrayal while at 3 it's costed more so on the max possible damage. Hard to tell what's right without testing.
Reanimated Dragon: I would've loved to have had it only use the concoct if you didn't have a dragon in hand but couldn't word that in 4 lines. I think priest/pally/warrior are good as the full dragon decks. The idea behind this is that the alchemist has been able to study the corpse of a dragon and has learnt how to simulate the power of a dragon with potions. Hence dragon alchemist has little dragons but many cards that use their power. I expect you'd likely see these guys being run with Rend Blackhand (who may actually be useful in this deck), Chillmaw, and maybe Blackwing Corruptor seeing as even if your hands empty and you topdeck one of them you can still get the effect. I doubt the deck would ever be a top deck but it'd more so be a fun thing to test out and try make work, something I think hearthstone needs.
Epidemus, Flesh Shaper: So the big concern is of this being used in aggro and that is very valid. Most the cards for the class are for control but I am still adding in a few specifically for midrange and zoo style decks so this guy may be an issue with that. I do feel however that it may not be as bad as we think given this classes best attempt at aggro is zoo as the class has no charge or face damage cards. This means it can't really do the face race as you can't just smorc someone down, thus it will become a battle for the board. Also since the class isn't made for fast decks this guy might get away with being really strong in that style of deck to push a deck that isn't normally used, similarly to how Menagerie Warden is insane but also only usable in a subpar deck. If I make it into the next phase I will go all out on testing weird deck ideas in simulations as this guy is too hard to judge without actually testing.
Slime Overload: I agree with you guys. I think I'll make it cost 2 and alter your hero power to cost 1 more and give an extra versatile potion. That way it makes sense with Justicar and other hero powers. If your hero power got changed to Life Tap it'd cost 3, deal 2 damage to you, draw a card, and add a versatile potion to your hand. Also that idea with Justicar is pretty cool. I'll have to think on it and test it out.
Elixir of Luck: Happy with this as is. It's probably strong but definitely not overpowered. Lucky draws are better than this after all.
I'll give feedback on your cards at some point tomorrow, just don't have time right now.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Reanimated Dragon is really cool. To clarify, you should say "This game" or "in your hand" or something, it's unclear ATM.
Epidemus: Ewww... should be Old Gods.
Elixir of Luck: Probably unsafe to do just because of the difficulty of actually ordering the cards.
Time-Lost Proto-Drake: is this not exactly The Skeleton Knight?
Run Out the Clock: Combo Breaker! Great way to deal with Gadgetzan Auctioneer + Conceal. Love it!
The Eternal Game: Also really cool. In line with Unleash and Protect the King.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Thanks for the feedback, @The_Odinson and @Dxiled!
I forgot about The Skeleton Knight! So TimeLost might be changed or scrapped. I knew when I started designing the set that I wanted Dragon synergy with Bronze and Infinite dragons, but I'm wary about adding too many. Besides Murozond, most of my Dragons are midrange. I'm also going to remove the dragon tag from Chromie. I also plan to add at most 1 more Fatigue generating card. I love the effect but don't want it to be oppressive.
I am nervous about this week. There are SO many good entries. If I don't make it I will follow along with the challenges and keep making the set.
Currently working on the Tinker! K&C and WW / JUG and KotFT / Classic / Basic / Introduction
My Previous Classes: Apothecary (unfinished) / Chronomancer / Death Knight (old)
My Previous Expansions: Hallow's End
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Runaway Aspirant: Love it! Really cool use of the costing (0) effect.
Compliant Proto-Drake: Love it! Again a cool twist on an existing mechanic.
Always be Prepared: Unsure on the name and art but the effect is fine.
Bitter Rivalry: I don't think this is a safe card to make. If they have a full field and you use this you can win off of fatigue.
Control the Action: I think it'd be more clear as "Choose an enemy minion. It attacks a random character at the start of your opponents turns." or "Give an enemy minion "At the start of your turn, attack a random character."" (damn double quotes)
Big-Time Promoter: He seems rather weak for being that conditional but I guess if you can pull the condition off he's fine. Not sure on him.
Dr. Autto, Octo-Engineer: Love the art. Seems a tad weak though tbh since he'll likely be a 10 drop. Since he's a class legendary I'm sure you'd get away with him being an 8/9.
Epidemus: I already made my old gods legendary for the phase II challenge though I feel he'd fit more here anyway. He's one of the things people at the tournament were training to fight so it makes sense that he'd be in the tournament set. Also no old gods mutation on him, just scourge shenanigans!
Slime Overtime: The change shall be made!
Elixir of Luck: I don't think it'd be hard to just drag the cards around or even click on them and have a (1) (2) etc pop up on them. Every other TCG I can think of has something similar so I don't see why it'd be too complicated for HS.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ah, I forgot I still had a copy of this! This was mostly a joke card I made for Gadgetzan after I made A Round of Drinks, but I might as well put it here anyways.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed