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'm going to stick my review in a Spoiler because that's a lot of cards. Now that we are in your Classic set and showing off your keyword I'm already worried. I feel like more of your early game cards (3 mana and under) need to say Worgen, as you start Human, and aren't that likely to use your hero power anyway, meaning high impact Human cards are just naturally that much stronger when drawn early, and easier to make strong when drawn late. If they are Worgen tagged you have to decide between tempo and value. Also, I know you have this big dynamic thing going on, but your keyword is literally everywhere. There are 8 appearances of both keywords, and its used on a total of 10 of your 15 cards, and your legendary enhances one of those. No class has 8 keyworded cards, let alone 10. Its like hyper saturation. There probably isn't anything that can ever change it because of how you have designed the class and the direction you want it to be led by those keywords, but its certainly a touch overwhelming. It seems like it would make the Arena process kind of a nightmare.
Furious Swipe - I think considering the fact that you start out as a Human, so this is automatically going to require you to use your hero power to full effect, and that the effect limits targeting, this could be +2 attack. It doesn't allow you get good value out of it as a clear, but you have to take the face damage to do it which also seems like a fair trade. Your weapons aren't particularly high durability either so its not like you can abuse this without multiple weapons.
Reinforce - I think typically keyword abilities come after stats modifications, but that's fairly easy to change. The Human trigger however feels a bit odd. I get that its kind of like these new troops are ready to attack, they are getting that extra damage in, but its still a touch clunky.
Alterac Strike Force - This card seems super brutal. You start Human, so this naturally triggers on turn 2, and then you can follow it up with one of your classes 3 cheap buffs and you just take the game over, especially if you had a 1 drop to start.
Beast Within - This is less enjoyable/fun than Furious Swipe and a touch redundant when you look at Leap. This is the card I want to see go the most.
Helping Hand - I like this, I really like the Human/Worgen split cards idea, though its one of the major saturation points of the keyword. I find the art to be odd/out of place though.
Inspiration - This card seems dangerous. As good as Champion of Alterac might already be at 2 mana, this has even more upside. It makes aggro seem like the only thing you really care about. I would much rather see this at 3 mana if at all.
Skinning Knife - I like this less than I have in other classes that can't reliably increase their ability to kill. You already are likely going to attack minions, so this just gives you a bit of extra umph and a double cantrip. I don't think its op, but its pretty nasty value.
Hark Guardsman - Cool concept. I like the protection idea. I like the stat balance. Looks very much like an epic blizzard would design haha. IDK if that's praise or a knock, HAHA.
Rake - This Night Elf Druid art is a dead giveaway. I don't like it. I like the Worgen tag here and I like the balance.
Bestial Vanguard - Don't like this one. I am not a fan of Charge in HS, and this just screams at you to run away. The base body is almost definitely fine, but that Worgen keyword is gross. That's mostly my personal bias. Balance wise I think the card is likely fine.
Hark Steward - Its a bummer this is exactly Helping Hand on a stick, and its the one that's the common. Boring, backwards design.
Iron Claws - Love this, everything about it makes me happy. Great use of keyword, good art, can't fault this.
Moonglade Emissary - This card I find interesting because so far all the Human cards have seemed aggressive and then this is very defensive. Not a bad card, good balance, fine trigger.
Overpower - Overpower is very interesting. Cool design space, very medium with the trigger, great at killing those big neutral legendary minions.
Rally - This scares me. I talked about this to someone else, and their card was a bit better than yours but I'll make a point. Cards like Savage Roar and Bloodlust are kind of surprise big pop finish cards, or use in a pinch for trading cards, and they just give temporary attack. Here you have a card, that is just +2 attack to some guys, that's not even 1 Blessing of Might, how can this be a bad thing. The problem is, these cards can not only generate those big fast kills, but if the attack increase is permanent it allows you to be more wreckless when using it. You can be near parity on health, cast this and hit 2-3 guys and just go face. You gained a bit damage swing and now your opponent has to trade, likely losing any minions they have because your guys still deal extra damage and if the can't you get all the damage again next turn. Cheap single use buffs are low value, this is high wide value. If you're in Human form this is just game over.
Outmaneuver - Interesting take on an AoE type of effect or pseudo removal. I am not sure how to feel about it on the whole, its almost seems out of place.
Greymane's Guard - I like your idea to make this your 7 cost minion, I think its fine at common as well.
Lord Darius Crowley - This is interesting, and I guess its what make the Worgen deck a thing, because otherwise Human does seem stronger from a base perspective. Its a bummer that this guy kind of pushes out Human, and 3 of your Worgen Triggers don't appear to work with him, at least in a positive manner.
You have a lot of cool stuff going on and a lot of weird/redundant things going on. There is definitely room to grow.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
First of all I have to thank Asylum for giving me a second chance. I'll try to refine my class even more and put up some better content.
Ok down to business. A problem that has been presented to me is that my hero power is far too underpowered. Currently it is ADD A SPY GLASS TO YOUR HAND, with the SPYGLASS having the effect DISCOVER A CARD FROM YOUR DECK AND PUT IT ON TOP OF IT for 1mana. Im considering changing it to 0 mana but it feels really OP especially when comboed with Auctioneer and other cards like that. Can I have some opinions on this? Thanks all.
P.S: I'll endeavour to help more in this thread this time. Sorry for being a selfish son of a cow last time.
Why not make it just flat out Discover a card from your deck? Or just Discover a card from your deck and draw if if you're worried about duplicate problems. I'm not sure that'd be OP. Also, any spell-making hero powers are basically screwed by auctioneer (me as well, which is why I wanna change it), regardless of wether they're 1 or (0) mana, though (0) mana ones get screwed more.
So, I was thinking of making my hero power add this to your hand instead of 'Guidance' (Spell that reduces the cost of 3 cards in your hand by (1), Arcane Missiles-style). It dodges Auctioneer, and gives a lot more combo potential to the minion-summoning-synergy cards the Medium has.
That seems fair. I think I might end up doing something like that too. If you dont mind me using the same battlecry mechanic then Ill put it onto a token.
If you dont want me to copy that I can just add a 1/1 to my hand and give my HP that discover effect.
Here are some of my ideas so far (sorry but they're only going to be text rn. I dont want to make a card until I know i'll be good)
Temple Guardian *common*: 8M 4/9. Taunt, Can't Attack. Whenever this minion deals damage restore that much health to your hero. (I wanted this to be a strong late game card to hold down the fort in a control deck. This allows so much sustain as well as usually one must choose between healing or stabilising the board but this allows both)
March of the Raiders: 3M Common Summon a 1/1 Raider for each card drawn this turn. Anticipate: Summon a 2/2 Raider instead. (Please tell me you guys get this) I want an Unleash theme, but Im not too sure ow this will work out. rn I feel this will combo well with the draw my class has or WILL HAVE as a good midrange card.
@Mewdrops: I like the idea for your Hero Power. You could also make the Hero Power summon it instead of adding it to your hand and make it a 0/1 with a "At the end of your turn, reduce the cost of X random cards in your hand by (1)."
@Mewdrops: I like the idea for your Hero Power. You could also make the Hero Power summon it instead of adding it to your hand and make it a 0/1 with a "At the end of your turn, reduce the cost of X random cards in your hand by (1)."
Yeah Mewdrops that sounds much better. Just 1 card for 1 less can already make a difference.
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I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
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?
Bumping as post got buried.
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Check out my Custom Classes(Scribe, Alchemist, and Battlemage)!
Do you guys think I'm pushing my theme a bit or is this reasonable?
Bumping as post got buried.
I understand Val'kyr have a connection to the Scourge, but I'm not really buying a connection to alchemy, and since you only have 4 example cards this phase, I wouldn't risk anything where the thematic connection is a stretch.
Also I think people are looking at the 0/1 mana spell hero powers with Gadgetzan Auctioneer the wrong way. In my case, lets assume you use the damage aspect. Auctioneer would basically let my hero power be 3 mana for draw a card and deal 1 damage with the downside of the effect being massively delayed, likely till I'm at 8+ mana. Doesn't seem broken at all really especially since if you wanted draw from your hero power you'd just go warlock and avoid needing to wait ages and play a really weak 6 drop. Unless your class also has some form of temporary mana gain like Preparation, Counterfeit Coin or Innervate along with an OTK combo (so there's actually a point to digging through half your deck), auctioneer likely wont be that great in your class.
Also I think people are looking at the 0/1 mana spell hero powers with Gadgetzan Auctioneer the wrong way. In my case, lets assume you use the damage aspect. Auctioneer would basically let my hero power be 3 mana for draw a card and deal 1 damage with the downside of the effect being massively delayed, likely till I'm at 8+ mana. Doesn't seem broken at all really especially since if you wanted draw from your hero power you'd just go warlock and avoid needing to wait ages and play a really weak 6 drop. Unless your class also has some form of temporary mana gain like Preparation, Counterfeit Coin or Innervate along with an OTK combo (so there's actually a point to digging through half your deck), auctioneer likely wont be that great in your class.
My hero power token for reference:
Yes, but in my case my token discovers a card from the deck and puts it on top, which pretty much gives you any card on demand. My problem is it is underpowered as a hero power at 1 mana, but if I change it to 0 it is too OP with Auctioneer.
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I'm Playing: Evenlock and Mill Rogue in Wild HS, Azami Control in EDH
Ohooo, I'm having a lot of fun with the Classic set and the challenges. How is my "Common Goal" requirement? I'm a little hesitant to keep it as a common card, though.
Flavour: Looks like Master of Disguise did a real number on Ragnaros. Not that the old fellow minds the new look or anything.
Alright well, let me show you guys what I got. I got the complete set but I think the power level and mechanics may be off on a few. Do they comply to all the rules? Just really need to hear y'alls thoughts.
And because Flavor Text is a part of our examples for a challenge this phase, here is some for every card.
Spellbreaker Apprentice: I should have apprenticed in something that actually pays.
Careless Spellbreaker: Whoops, I dropped one.
Forge Anew: It's new AND improved!
Recruitment Poster: I Want you to be here in the next five minutes!
Deluxe Spellbreaker; The only difference is one is marginally better.
Ogre Spellbasher : "I'm telling you, he just ate my Fireball." -an exasperated mage
Sentry Golem: So it looks like a mech, it walks like a mech...but it isn't a mech?
Thought Retention: Yoink!
Stoneform: Just shrug it off.
Backline Infiltrator: Using their playbook against them.
Bronze Guardian: Turning back the clock one card at a time.
Thought Architect: Always cheating off someone else's test in school.
Spellstopper: He charges a modest fee to remove the effect.
Song of Silence: I haven't come to speak to you again.
Kael'thas Sunstrider; Popular to common belief, one actually can not 'Stride' upon the sun.
To, start I don't know how much input I gave you until now, I know some but probably didn't go too deep, so I might start there. Your hero power is tough. Blizzard has said one of the things they dislike most is how "feels bad" Silence is, so your class is kind of like, Feelsbad.class. Want to play good cards with cool effects deathrattles or abilities? Nope. Want to try to play a bunch of Taunts or buff effects? Nope. I think its going to end up being unfun. Secondly your big mechanic is "Spells don't work on my stuff." That means not only are you totally hosing a lot of things your opponent might want to do with your hero power, your now turning off a bunch of their targeted removal and forcing them into minion combat. It also means a lot of your design space is also a bit limited because a majority of your minions aren't viable targets. You have Shielding Rune as a Basic, then your classic set rolls out and 4 more of your minions, including your Legendary can't be targeted, making it now 5 of your class minions that this spell doesn't work on. That seems so lame. One top of your hero power you still threw in 2 more Silence effects, one of which is tacked onto your massive AoE. Also, Spellbreakers are specifically Blood Elves. Its not like you can teach other races to have the natural traits that Blood Elves have, that's what makes them so good at that particular task. Countering spells, silencing foes and absorbing mana to gain power. I always thought the Fun Police was just a funny joke, now I know its real. Anyway, let's look at some cards. I'm going to chuck this into a spoiler from here.
Spellbreaker Apprentice - Fine. Its a thing, I get it. Much like Faerie Dragon this isn't that crazy, still easily dies to AoE and every other 1 drop and every hero power that deals 1 damage except Mage.
Forge Anew - Its super weird you have this and almost no weapons. I know your hero power makes one, but this just sticks out like a sore thumb as almost pointless.
Careless Spellbreaker - This card is terrible. I mean maybe you can choose not to play any spells, but you probably want to play at least some and this has no benefit at all for its downside. I wouldn't make it a 4/3 or 3/4 but a 3/3 is probably fine.
Recruitment Poster - The name of the card is recruitment poster, the image on the card is a wanted poster. I'm so confused. Otherwise, fine, maybe a touch under powered. I know you probably don't want to make it an Arcane Intellect clone but meh. No one wants to pay 4 mana for this.
Deluxe Spellbreaker - I'm not sure what exactly makes him "Deluxe". I guess maybe Veteran or Experienced or Senior or Master Spellbreaker weren't flashy enough names. Nothing much else to say, balanced if not boring.
Ogre Spellbasher - Cool name, decent art, same boring ability. This is the first big middle finger minion. If you have initiative on board this is just a game over. Almost no spell and do much about this and it ends the game FAST.
Sentry Golem - Its weird to me that this and Shielding Rune are both at 3 mana. Smaller cheaper bodies with this statline are generally fine.
Thought Retention - This seems rather overpriced. I think 2 mana is more than fine, and even then there is a chance 1 is as well.
Stoneform - I can't seem to figure out exactly why this can't give Divine Shield. There are a few very fringe cases where the minion would still take damage, but for the most part I feel like you just want to give Immune when you don't need to. I also don't get why this Dwarf racial ability shows up as some sort of spell in your almost pure Blood Elf class.
Backline Infiltrator - This card is weird, but fine. I'm glad it doesn't have Spell in the name anywhere at least, only the text. I'm not sure how Infiltrating gets you the ability to cast an enemy spell.
Bronze Guardian - This should likely have a Dragon tag, unless I'm crazy. The card is interesting but I don't understand its flavor in your set atm.
Thought Architect - We have now hit our second card that reveals cards, but we still have no major reason for that besides information. I'm not sure if you ever plan for this to be something or if you just like the idea of potentially being able to play around everything.
Spellstopper - I have no idea how you expect this card to work. ATM the inactive play can't take actions on the active players turn because of turn timers, so there is no way for this to actually give them a functional choice. Also, the ability itself is just one of the most dramatically mean spirited I've ever seen, and it does nothing at all after turn 10. I can't say I like anything about this card.
Song of Silence - The big brown sound. I get the music theme and blah blah, but I think this card is really over powered. The only AoE Silence is Mass Dispel, and if you cut out the 1 mana the card draw is worth, that leaves 3 mana for this effect, you could maybe cut it to 2 in a pinch, and then its a 5 point aoe, worth at least 9 mana if not 10 on its own. So you have an 11-13 mana effect for 9 mana in a class that doesn't even really need it.
Kael'thas the Sunstrider - And now the card that makes the least sense to me. Kael'thas is a super powerful Mage, but he's a boss, and so he's certainly not untargetable. He's notably killable haha. Besides him being a major figure his abilities are very off flavor for me, and his presence in your class makes almost no sense.
I'm not getting almost any sense of fun or excitement from most of your cards. Many cards are on theme for what you wanted to create, but they are boring. And anything that isn't on theme is way off base. Its a hodge podge of ideas that don't fit into a cohesive picture.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
OKay small post time. Here's my card that I hope counts for challenges #1 and #2. The card is based off the song "Monster" by Skillet but I'm not hundred percent if this is obvious enough. I hope it is since it kinda follows the lyrics but maybe it's too specific music wise.
I think my class will be exempt from the Gadgetzan Auctioneer problem because the class itself is based mostly on minions and buffs, so there's no real reason to play a tiny minion or draw through half your deck. My token, for reference:
Also, I came up with a better music pun. Would it be better if the monkey had headphones?
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:
I think Doomsday Clock could use a wordings change. "Deal 1 damage to a minion. At the start of your turn increase this spells damage by 1." This way you can show the damage on the card, and get across that you want to hold it.
Phasing Defender is very interesting. It can function much like a permanent heal. It can't ever really kill your opponent, unless you Silence it, and its it weak to a enough damage or removal. I'm not sure it feels simple enough to be a common, but its also not strictly too complex.
Bronze Shield is tricky. That isn't a difficult trigger and its now effectively the second taunt minion that you have that can't attack. That seems like it could already be too many. I like Phasing Defender more than this particular card, and I really think the art is very medium. I think you could make it a minion, like an actual person and not some weird animated object, and still make it work, but you I also think you might want to really think about having 2 taunts that can't in your Classic set.
I was thinking about the wording on Doomsday Clock and some similar cards and I agree that being able to show the current value does have merit. I had a problem with a card that got too wordy when I tried to do that though so I instinctively went for the shorter wording, but I'll change it for the cards where I can afford the space.
I'm not too worried about the complexity of Phasing Defender particularly, but I'm having a hard time balancing its stats. Any input in that front is welcome.
About Bronze Shield, the fact that the trigger isn't really difficult at all is one of the main reasons why I added the Can't Attack tag on it (it originally didn't have it). I could let it attack and nerf its stats so it's not too unbalanced, or I might just rework it or remove it altogether (I had this one in mind before Phasing Defender, I came up with that one for the Challenge really, but I like it better than this one if I had to choose). About the art, I couldn't really find anything better at the moment, I'm always open to suggestions on the art front since it's not a strong one for me.
What about this one instead of Bronze Shield:
I'll clarify because I'm not sure if it's clear, but the minion taking damage gets the Health.
I think that the new card is scary. If you end up with both these gals in hand and can start the ball rolling it snowball into a crazy situation. Recurring from hand effects seem pretty dangerous. Maybe at +1 health this could work.
I also still think the Bronze Shield or whatever it ends up being could work as an attacker, its just the 2 taunts that can't attack that is weird.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Do you guys think I'm pushing my theme a bit or is this reasonable?
Bumping as post got buried.
I understand Val'kyr have a connection to the Scourge, but I'm not really buying a connection to alchemy, and since you only have 4 example cards this phase, I wouldn't risk anything where the thematic connection is a stretch.
Fair point. Take two!
Closes art I could find to what I wanted. The idea is your releasing your "Purple Haze" concoction over all your minions, mutating and strengthening them. This also plays a very different role to most of my class cards, being more aggro orientated and that's good. And yes I brought back Concoct (X)! Thoughts?
Here are a few of my initial ideas. Titanic Watcher is the 1st challenge, and Turn Back Time is the 2nd. Specifically for that one, it compares to Ancestral Spirit but works with Sandstorm (Shuffle all minions into their owner's decks) and other shuffle / remove effects. The higher cost also works with the Chronomancer's ramping abilities. The last one, Anachronism, might be too weird for Classic. Let me know what you think!
Avert is cool. Maybe the right cost, the biggest issue is how many spells cost more than this, so even if you know its coming its a 1 for 1 where you get tempo, or at least don't lose it.
Timestream Meddler is cool. Good cost to effect ratio.
Titanic Watcher is odd. Its barely worth more than its downside, but I guess that's kind of how typical scaling works. This would probably be fine at 7, though its true I wouldn't want to see the stats go any higher.
Turn Back Time is also scary. The fact that this effect isn't weak to Silence and can be hard to keep track of makes it sketchy to me. I mean imagine playing 1-2 of these on turn 7 and then casting Ragnaros on turn 8 and your opponent now has to win the game or almost assuredly lose. This effect is very very very hard to judge.
Anachronism is also super weird. I really really like it though. Its different, its thought provoking. Its not blindly over power or notably underpowered. A++.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
OKay small post time. Here's my card that I hope counts for challenges #1 and #2. The card is based off the song "Monster" by Skillet but I'm not hundred percent if this is obvious enough. I hope it is since it kinda follows the lyrics but maybe it's too specific music wise.
I think its worth noting that tokens don't have to be 100% accurate in name to what the card says. Sometimes its simplified just to get the point across. I also think since your actual class is Dragon Knight, having minions with that exact name is weird. And of course the name is Monster Within, but I don't think it has to summon a Monstrosity, or even a Monster. I think you can just use the word Dragon there. Also this is a lot of stats for that mana. Twilight Summoner is only a 1/1 for 4, that then makes a 5/5. This more than doubles the base body, meaning you can't try to ignore them really, they can still kill you, and then they still become big ass 5/5s. Cost needs to go up on the base spell or stat points need to go down somewhere else.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I think my class will be exempt from the Gadgetzan Auctioneer problem because the class itself is based mostly on minions and buffs, so there's no real reason to play a tiny minion or draw through half your deck. My token, for reference:
Also, I came up with a better music pun. Would it be better if the monkey had headphones?
This is probably fine. I mean its just a bigger Spellbook right? I do still kind of feel like this is just slightly over balanced and I'd much rather it be a 2/1 or 1/2 but that's just me.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Okay, here's the set so far (@The_Odinson: I reworked Bronze Shield into Protector of Memories below, let me know what you think):
Phasing Defender: He likes to pretend he's not a Hearthstone minion, but it's just a phase. Again, I'm open to suggestions on balancing for this one.
Eternal Healer: She actually only works six hours a day. I'm not really confident on the balancing on this one, so I'd like some opinions if possible. For now I've changed it from +2 Health to +1 Health, but I might change it to healing instead of Health increase.
Doomsday Clock: Doomsday never does seem to clock in on time. Changed the wording from the original version, though I'm not sure about its interaction with another card in the basic set now. It's also the song reference (Doomsday Clock from Smashing Pumpkins).
Rest of the classic set:
Temporal Echo: Originally in the basic set. This is the reason I'm not convinced on the wording of Doomsday Clock, since it won't get any benefit from transforming into it with the current wording.
Timeless Whelp: This does have the same effect than Temporal Anomaly from my example cards from last Phase, though it has a smaller body and a shorter delay.
Fading Fireball: Roaring Torch right away or Forgotten Torch any other time. It synergizes with Alter Fate from the basic set if you didn't get to play it right away.
Incoming Meteor: This one showed up on Phase I, a simple Latent card for board clear.
Timeless Miracle: Another musical reference, this time from the band of the same name. Just like with Doomsday Clock, I'm not sure about the wording on this one.
Protector of Memories: An undercosted minion with a special summoning condition.
Uncertain Death: Cheap Assassinate or overcosted Deadly Shot. Already showcased in Phase I.
Volatile Magic: A "When drawn" card. This mechanic on spells seems to be too wordy, so I'll probably stick to minions from here on out.
Unstable Energy: Overcosted card draw if you're out of options, or also a decent board clear if you wait for it.
Harbinger of Doom: The biggest Latent effect so far (though there are bigger). It's an understated or dead card for a good 5 turns, but then enables a complete board wipe while leaving you the initiative.
Frozen in Time: Originally "Skip your opponent's turn". This felt more balanced. Your opponent cannot interact with your board but can still set up defences or heal up or play Twisting Nether/Vanish and completely ignore this card. It's mostly meant to give you a free turn with whatever you already have on board (note that the Immune is only during your opponent's turn).
I'm having trouble deciding which Legendary to use for the Classic set and which one for latter between these two:
Soridormi: Obviously inspired by Fandral, this one was meant to go on the Classic set originally, but the set ended up having less Latent effects than I anticipated (and some are even negative) so I feel that maybe, like Fandral, it would do better on a latter set.
Sayge: Someone might recognize the inspiration for this one from a Pokemon card, actually (GE Claydol). This one is more well rounded, I think, but it's actually more beneficial for negative Latent effect decks (though normal decks can still get rid of anything that is too costly and doesn't benefit from staying in hand, and also opens up using both kinds of cards, imo). I'm hovering towards this one for the Classic set, but I'm not sure about its theme.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
@Mewdrops: I like the idea for your Hero Power. You could also make the Hero Power summon it instead of adding it to your hand and make it a 0/1 with a "At the end of your turn, reduce the cost of X random cards in your hand by (1)."
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
Also I think people are looking at the 0/1 mana spell hero powers with Gadgetzan Auctioneer the wrong way. In my case, lets assume you use the damage aspect. Auctioneer would basically let my hero power be 3 mana for draw a card and deal 1 damage with the downside of the effect being massively delayed, likely till I'm at 8+ mana. Doesn't seem broken at all really especially since if you wanted draw from your hero power you'd just go warlock and avoid needing to wait ages and play a really weak 6 drop. Unless your class also has some form of temporary mana gain like Preparation, Counterfeit Coin or Innervate along with an OTK combo (so there's actually a point to digging through half your deck), auctioneer likely wont be that great in your class.
My hero power token for reference:
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
I'm Playing:
Evenlock and Mill Rogue in Wild HS,
Azami Control in EDH
Current Warframe Main: Mesa Prime
Ohooo, I'm having a lot of fun with the Classic set and the challenges. How is my "Common Goal" requirement? I'm a little hesitant to keep it as a common card, though.
Flavour: Looks like Master of Disguise did a real number on Ragnaros. Not that the old fellow minds the new look or anything.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
OKay small post time. Here's my card that I hope counts for challenges #1 and #2. The card is based off the song "Monster" by Skillet but I'm not hundred percent if this is obvious enough. I hope it is since it kinda follows the lyrics but maybe it's too specific music wise.
I think my class will be exempt from the Gadgetzan Auctioneer problem because the class itself is based mostly on minions and buffs, so there's no real reason to play a tiny minion or draw through half your deck. My token, for reference:
Also, I came up with a better music pun. Would it be better if the monkey had headphones?
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.
Closes art I could find to what I wanted. The idea is your releasing your "Purple Haze" concoction over all your minions, mutating and strengthening them. This also plays a very different role to most of my class cards, being more aggro orientated and that's good. And yes I brought back Concoct (X)! Thoughts?
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.
Btw, this is what your entries will look like in the poll at the end of this phase:
HERO! by ThisLinksToYourSubmissionPost (post#_)
Example Card #1: Hi! I'm flavor text.
Example Card #2: Look at how tasty I am.
Explosive Sheep
Example Song #3: It occurs to me that I could use this to back up or clarify the music reference more.
Example Card #4: So clever and witty.
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.
Okay, here's the set so far (@The_Odinson: I reworked Bronze Shield into Protector of Memories below, let me know what you think):
Phasing Defender: He likes to pretend he's not a Hearthstone minion, but it's just a phase. Again, I'm open to suggestions on balancing for this one.
Eternal Healer: She actually only works six hours a day. I'm not really confident on the balancing on this one, so I'd like some opinions if possible. For now I've changed it from +2 Health to +1 Health, but I might change it to healing instead of Health increase.
Doomsday Clock: Doomsday never does seem to clock in on time. Changed the wording from the original version, though I'm not sure about its interaction with another card in the basic set now. It's also the song reference (Doomsday Clock from Smashing Pumpkins).
Rest of the classic set:
Temporal Echo: Originally in the basic set. This is the reason I'm not convinced on the wording of Doomsday Clock, since it won't get any benefit from transforming into it with the current wording.
Timeless Whelp: This does have the same effect than Temporal Anomaly from my example cards from last Phase, though it has a smaller body and a shorter delay.
Fading Fireball: Roaring Torch right away or Forgotten Torch any other time. It synergizes with Alter Fate from the basic set if you didn't get to play it right away.
Incoming Meteor: This one showed up on Phase I, a simple Latent card for board clear.
Timeless Miracle: Another musical reference, this time from the band of the same name. Just like with Doomsday Clock, I'm not sure about the wording on this one.
Protector of Memories: An undercosted minion with a special summoning condition.
Uncertain Death: Cheap Assassinate or overcosted Deadly Shot. Already showcased in Phase I.
Volatile Magic: A "When drawn" card. This mechanic on spells seems to be too wordy, so I'll probably stick to minions from here on out.
Unstable Energy: Overcosted card draw if you're out of options, or also a decent board clear if you wait for it.
Harbinger of Doom: The biggest Latent effect so far (though there are bigger). It's an understated or dead card for a good 5 turns, but then enables a complete board wipe while leaving you the initiative.
Frozen in Time: Originally "Skip your opponent's turn". This felt more balanced. Your opponent cannot interact with your board but can still set up defences or heal up or play Twisting Nether/Vanish and completely ignore this card. It's mostly meant to give you a free turn with whatever you already have on board (note that the Immune is only during your opponent's turn).
I'm having trouble deciding which Legendary to use for the Classic set and which one for latter between these two:
Soridormi: Obviously inspired by Fandral, this one was meant to go on the Classic set originally, but the set ended up having less Latent effects than I anticipated (and some are even negative) so I feel that maybe, like Fandral, it would do better on a latter set.
Sayge: Someone might recognize the inspiration for this one from a Pokemon card, actually (GE Claydol). This one is more well rounded, I think, but it's actually more beneficial for negative Latent effect decks (though normal decks can still get rid of anything that is too costly and doesn't benefit from staying in hand, and also opens up using both kinds of cards, imo). I'm hovering towards this one for the Classic set, but I'm not sure about its theme.