Oh man, I got 22nd in phase 1 AND in phase 2. Also, my birthday is on the 22nd. This has got to be some kind astrology thing. O_O
Congratulations to everyone who made it, and I hope a few of you who didn't make it to phase 3, take the opportunity to post your class in its own thread, and keep developing it.
Glad you made it through in the end! Though you can't really afford to be 22nd this time.
The challenges this time are really cool! I especially like the flavor text, since I did it already for Phase II. It might be a bit big because of the Classic Set's size, but as you say, the more the merrier!
Also, since I already said I was gonna play around with auras, I had challenge 1 done already.
Last round, we counted Spells that solely summon minions as minions, does that count for this challenge as well or must it be an actual minion? I can work with the minion part if I have to, but I want to know before I change a card.
That sounds perfectly reasonable. Sure, I could count Call of the Wild for this, yeah. I'll clarify in the challenge rules. =)
Personally, I think anyone who already made a 7+ cost minion in Basic should have an alternate (probably optional, in case you want to make multiple 7+ cost minions for your class) challenge. You've already fulfilled what Asylum was trying to get you to do for your set. And being forced to have multiple 7+ minions gives your set the opposite problem, in that you now maybe don't have enough low-cost minions.
It's only one out of fifteen cards, and that would be a total of two out of twenty-five cards. If the Basic and Classic set are so delicate that they cannot handle a couple of high-cost minions, that's a problem with the class.
Yo, Asylum, I've seen you mentioning violating the spirit versus the letter of the rule, so I'm wondering how much it would be an issue to post cost reducing neutral minions. An example from an earlier iteration of swarmlord I was messing around with was, for example, a beast that cost less if you had a friendly beast, from like 7 to 5. Obviously this fits the actual text of the rule, HOWEVER. However. Obviously it's just meant to be an overcosted 5-drop. How it do my main man? How it do?
Good question! Well, the intent here is to create later-game minions for later-game decks, so you're right that that would be a subversion of the intent of the challenge. I'll all that clarification to the rules. IF, however, you had something that normally costed (9) but had that same conditional discount to (7), that's still fine with me. So cost-reduction isn't completely out; it's only out if it can reduce the cost below (7). And, of course, if you reduce the card's cost in outside ways, that's a completely different thing and not a problem, like I know many of you have cost-reducing hero powers.
I think the Musical challenge is too broad. I made a card for my Classic Set called "Beast Within". Googling that, it turns out there are tons of songs with that name, such as one by Madonna. Have I technically already fulfilled this challenge? It doesn't seem like there's any reasonable way to enforce against people just finding some random song with a name for a card they were already going to make. I think this challenge needs to be changed to make it meaningful.
Well, I did say popular. And yes, that's as subjective as the thematic element in general, but there are few enough of you now and you should all I hope know better than to not put in the effort. Because if I look at your cards and have no idea what the musical theme is and then even after it's explained I have never heard of it and look it up and nothing that was ever big, I'm gonna ask you to do better.
As for the challenges this phase being easy, yes, but also keep in mind that this is the first poll phase and you only get 4 example cards for voters to look at initially. Two of your cards, half of them, are challenge cards, freeing you up for only two entirely of your choice to show voters. Unless you feel like being very bold and folding the first two challenges into one, which I have noted as being allowed, but even that then potentially makes for a harder and more specific challenge.
Before I delve into things I'd just like an opinion on a few cards.
The first one I came up with for the Basic set, but then thought the effect was kind of a unique one, something more fitting of a rare. Now with the first challenge, I'm wondering, could this be a common? For the card itself, is 4 enough of a discount? Too much? The condition seems relatively hard to meet but I'm not sure.
The second one I'm concerned that it would just be a very problematic card. The idea is it would help Malygos decks, but it may be too flexible. Also, giving enemy minions Stealth is something that you might want to do, for say, bypass taunt. I was thinking maybe give Stealth until the end of your next turn, but I don't think that totally solves the issue.
Before I delve into things I'd just like an opinion on a few cards.
The first one I came up with for the Basic set, but then thought the effect was kind of a unique one, something more fitting of a rare. Now with the first challenge, I'm wondering, could this be a common? For the card itself, is 4 enough of a discount? Too much? The condition seems relatively hard to meet but I'm not sure.
The second one I'm concerned that it would just be a very problematic card. The idea is it would help Malygos decks, but it may be too flexible. Also, giving enemy minions Stealth is something that you might want to do, for say, bypass taunt. I was thinking maybe give Stealth until the end of your next turn, but I don't think that totally solves the issue.
Thanks!
I think the owl is ok, but is it even reasonable to think you're ever going to have no cards left in your deck before you win?
Eclipse is a card that I think a lot of people get trapped into thinking is balanced. You can attack into all your opponents minions and cast all your spells and then you effectively have a free Conceal. Yes, it puts their minions into stealth, but its just for their turn, you already get to do everything you want. It looks symmetric and fair, but its just a 0 mana Conceal, no bueno.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Before I delve into things I'd just like an opinion on a few cards.
The first one I came up with for the Basic set, but then thought the effect was kind of a unique one, something more fitting of a rare. Now with the first challenge, I'm wondering, could this be a common? For the card itself, is 4 enough of a discount? Too much? The condition seems relatively hard to meet but I'm not sure.
The second one I'm concerned that it would just be a very problematic card. The idea is it would help Malygos decks, but it may be too flexible. Also, giving enemy minions Stealth is something that you might want to do, for say, bypass taunt. I was thinking maybe give Stealth until the end of your next turn, but I don't think that totally solves the issue.
Thanks!
I think the owl is ok, but is it even reasonable to think you're ever going to have no cards left in your deck before you win?
Eclipse is a card that I think a lot of people get trapped into thinking is balanced. You can attack into all your opponents minions and cast all your spells and then you effectively have a free Conceal. Yes, it puts their minions into stealth, but its just for their turn, you already get to do everything you want. It looks symmetric and fair, but its just a 0 mana Conceal, no bueno.
Not only is it a 0 mana Conceal, it also lets you bypass enemy Taunts after you're done with their minions. So I dunno if even at 1 mana it would be fairly costed for the effect.
The first one I came up with for the Basic set, but then thought the effect was kind of a unique one, something more fitting of a rare. Now with the first challenge, I'm wondering, could this be a common? For the card itself, is 4 enough of a discount? Too much? The condition seems relatively hard to meet but I'm not sure.
Somebody above asked if cost discount effects were a subversion of the rules, and I clarified that they would be if they reduced a card's cost below (7)... But the condition on this is so niche, your deck being empty, like can that literally even happen not-late-game unless you're being milled or something? Idk, I feel like that's so specific it shouldn't be a Common card to begin with. =P
Doomsday Clock: The name comes from the Doomsday Clock song by the Smashing Pumpkins, I dunno how well known that is (I myself didn't know Everyfin is Awesome was a song reference until now >.>). It's effect is inspired by Shield Slam, but instead of using armor, this one gets stronger with time.
Phasing Defender: I'm open to balance suggestions on this one. In case you didn't get it by the wording, this card isn't meant to attack ever unless it's silenced, and if it survives the turn then you can 'heal' it by repaying its cost. I wanted it to have better stats than a card of the same costs considering it technically cannot attack, and started off looking at Ancient of War's stats (5/10 with Taunt, because noone Uproots). It kinda feels lackluster at 5/12 for 8, but anything bigger feels too strong.
Bronze Shield: This one introduces another class theme: conditions that trigger in the hand (which is different from effect that trigger each turn they're in the hand). This brand of cards work much like secrets in that they have a specific trigger condition, though unlike secrets they may be recurrent effects.
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.
It's not even an initial Classic set, because I've made too many cards. Helping Hand and Hark Steward are two versions of the same card, even. So, please tell me if you think some of the cards are boring or bad ideas, or they belong in later sets. One thing I'd like feedback on in particular, though, is Greymane's Guard:
I was thinking I would make this my 7+ challenge card by making it cost 7 and upping the Health by 2. Is that a good fit? Is it too complex for a common? It doesn't really do anything that complicated. It's effectively just a big Taunt minion to begin with. The reason I made it was so my class would have a larger size minion, anyway.
I've having some trouble with the music challenge. (my class is a scourge alchemist) This is my best go at it so far:
Of course it's based off of Wagner - Ride of the Valkyries. My class does have heavy links to the scourge but I'm thinking Val'kyr is kinda pushing it as up till this point my class has only used stuff it's created (like mutated beasts and undead). The flavor is the that my alchemist calls in the Val'kry to collect the corpses/souls of anything that dies, allowing him to study them (hence giving cards and potions). I could see Val'kyr doing that seeing as they tend to watch over things and revive the fallen, so collecting useful parts of them or bringing their now mindless reanimated body back seems reasonable.
Mechanically it's a awesome card draw and the only huge potion gain card if you can pull it off but you need to be really careful as you can overdraw extremely easily, especially with aoe since it basically draws 2 cards. The effect seems balanced based on DOOM!.
Do you guys think I'm pushing my theme a bit or is this reasonable?
Two alchemist classes having trouble, huh? Well, first thing that comes to mind is Love Potion No. 9. Or maybe Purple Haze. Y'all's challenge is more that y'all probably shouldn't both do the same thing. But remember that it can be more indirect... Oh, how about a Mix Tape?
Two alchemist classes having trouble, huh? Well, first thing that comes to mind is Love Potion No. 9. Or maybe Purple Haze. Y'all's challenge is more that y'all probably shouldn't both do the same thing. But remember that it can be more indirect... Oh, how about a Mix Tape?
Huh. I guess I was just overthinking it. Thanks guys :D
I think since TurkeyBag is doing a Scourge Alchemist and I'm just doing a normal Alchemist, he should get the Purple Haze. Maybe he could do something like Hate Potion No. 9 as well, that might fit. I really like the Mix Tape idea, and my class is generally more fun-oriented, so I think I'll go with that.
Two alchemist classes having trouble, huh? Well, first thing that comes to mind is Love Potion No. 9. Or maybe Purple Haze. Y'all's challenge is more that y'all probably shouldn't both do the same thing. But remember that it can be more indirect... Oh, how about a Mix Tape?
Take it your not a fan of the Val'kyr idea?
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
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.
It's not even an initial Classic set, because I've made too many cards. Helping Hand and Hark Steward are two versions of the same card, even. So, please tell me if you think some of the cards are boring or bad ideas, or they belong in later sets. One thing I'd like feedback on in particular, though, is Greymane's Guard:
I was thinking I would make this my 7+ challenge card by making it cost 7 and upping the Health by 2. Is that a good fit? Is it too complex for a common? It doesn't really do anything that complicated. It's effectively just a big Taunt minion to begin with. The reason I made it was so my class would have a larger size minion, anyway.
Everything seems pretty good (though usually on the strong side). Only things I'll mention are:
Reinforce: Unsure if this triggers before or after the attack. E.G. If a 3/2 attacks will it die before it lands the attack? If it trades and dies anyway will the effect basically become null?
Inspiration: I assume it's a random adjacent minion? Might pay to add that to the text.
Rake: Seems too strong. It is really weak normally but insanely strong in worgen. I'd make it a 2 mana and make the worgen effect 1 damage. Makes it less terrible in human and it's still really strong in worgen.
Before I delve into things I'd just like an opinion on a few cards.
The first one I came up with for the Basic set, but then thought the effect was kind of a unique one, something more fitting of a rare. Now with the first challenge, I'm wondering, could this be a common? For the card itself, is 4 enough of a discount? Too much? The condition seems relatively hard to meet but I'm not sure.
The second one I'm concerned that it would just be a very problematic card. The idea is it would help Malygos decks, but it may be too flexible. Also, giving enemy minions Stealth is something that you might want to do, for say, bypass taunt. I was thinking maybe give Stealth until the end of your next turn, but I don't think that totally solves the issue.
Thanks!
How are you even supposed to go to fatigue with your hero power? I mean, you could just not use it, but is that even worth the potential of this card costing 4 less?
Also, Eclipse is just Conceal for 0.
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@Asylum, are we allowed to make GvG cards and put them in a spoiler? It's just that I have a ton of art and some good references, is all.
Yeah! Phase III!
The challenges this time are really cool! I especially like the flavor text, since I did it already for Phase II. It might be a bit big because of the Classic Set's size, but as you say, the more the merrier!
Also, since I already said I was gonna play around with auras, I had challenge 1 done already.
Obviously, a flipped (hehe) Stormwind Champion.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Before I delve into things I'd just like an opinion on a few cards.
The first one I came up with for the Basic set, but then thought the effect was kind of a unique one, something more fitting of a rare. Now with the first challenge, I'm wondering, could this be a common? For the card itself, is 4 enough of a discount? Too much? The condition seems relatively hard to meet but I'm not sure.
The second one I'm concerned that it would just be a very problematic card. The idea is it would help Malygos decks, but it may be too flexible. Also, giving enemy minions Stealth is something that you might want to do, for say, bypass taunt. I was thinking maybe give Stealth until the end of your next turn, but I don't think that totally solves the issue.
Thanks!
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Ok, this is what I've got so far:
Doomsday Clock: The name comes from the Doomsday Clock song by the Smashing Pumpkins, I dunno how well known that is (I myself didn't know Everyfin is Awesome was a song reference until now >.>). It's effect is inspired by Shield Slam, but instead of using armor, this one gets stronger with time.
Phasing Defender: I'm open to balance suggestions on this one. In case you didn't get it by the wording, this card isn't meant to attack ever unless it's silenced, and if it survives the turn then you can 'heal' it by repaying its cost. I wanted it to have better stats than a card of the same costs considering it technically cannot attack, and started off looking at Ancient of War's stats (5/10 with Taunt, because noone Uproots). It kinda feels lackluster at 5/12 for 8, but anything bigger feels too strong.
Bronze Shield: This one introduces another class theme: conditions that trigger in the hand (which is different from effect that trigger each turn they're in the hand). This brand of cards work much like secrets in that they have a specific trigger condition, though unlike secrets they may be recurrent effects.
Reminder of the Hero and Hero Power:
Ok, this is what I've come up with so far:
And here's a reminder about what my class does:
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.
It's not even an initial Classic set, because I've made too many cards. Helping Hand and Hark Steward are two versions of the same card, even. So, please tell me if you think some of the cards are boring or bad ideas, or they belong in later sets. One thing I'd like feedback on in particular, though, is Greymane's Guard:
I was thinking I would make this my 7+ challenge card by making it cost 7 and upping the Health by 2. Is that a good fit? Is it too complex for a common? It doesn't really do anything that complicated. It's effectively just a big Taunt minion to begin with. The reason I made it was so my class would have a larger size minion, anyway.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I've having some trouble with the music challenge. (my class is a scourge alchemist) This is my best go at it so far:
Of course it's based off of Wagner - Ride of the Valkyries. My class does have heavy links to the scourge but I'm thinking Val'kyr is kinda pushing it as up till this point my class has only used stuff it's created (like mutated beasts and undead). The flavor is the that my alchemist calls in the Val'kry to collect the corpses/souls of anything that dies, allowing him to study them (hence giving cards and potions). I could see Val'kyr doing that seeing as they tend to watch over things and revive the fallen, so collecting useful parts of them or bringing their now mindless reanimated body back seems reasonable.
Mechanically it's a awesome card draw and the only huge potion gain card if you can pull it off but you need to be really careful as you can overdraw extremely easily, especially with aoe since it basically draws 2 cards. The effect seems balanced based on DOOM!.
Do you guys think I'm pushing my theme a bit or is this reasonable?
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Ugh. The music challenge is really giving me trouble. My class is a literal Crazed Alchemist, so I really can't think of anything that relates to it.
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Two alchemist classes having trouble, huh? Well, first thing that comes to mind is Love Potion No. 9. Or maybe Purple Haze. Y'all's challenge is more that y'all probably shouldn't both do the same thing. But remember that it can be more indirect... Oh, how about a Mix Tape?
Explosive Shot => Meteor
Power Word: Tentacles => Spikeridged Steed
Was I seriously 1 vote off
I hate everything
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Reinforce: Unsure if this triggers before or after the attack. E.G. If a 3/2 attacks will it die before it lands the attack? If it trades and dies anyway will the effect basically become null?
Inspiration: I assume it's a random adjacent minion? Might pay to add that to the text.
Rake: Seems too strong. It is really weak normally but insanely strong in worgen. I'd make it a 2 mana and make the worgen effect 1 damage. Makes it less terrible in human and it's still really strong in worgen.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!