For Blue Exorcist, how do you merge two minions into two minions? Isn't that transform? If you unmerge one of the tokens, do you get back both original minions?
Merge is basically destroying, so you'd destroy Exorcist and your rare, then get two 3/4. I wasn't sure if merging two minions into two new ones makes a lot of sense, but it comboes really well with unmerging effects, so I thought I'd try it out.
And yes, if you unmerge with Butterfly, you'd get both back. I'm a bit on the fence for now, which is why I changed the minion to an Epic.
Think I'm about ready to submit. I've changed the wording on Reanimated Dragon though and wanted to see if people thought it was clear:
OLD -------> NEW
How the new one is meant to work is that if your holding a dragon the effect works as normal but if your not concoct (1) will still trigger the effect. Is that clear from the text or should I keep the old version?
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Think I'm about ready to submit. I've changed the wording on Reanimated Dragon though and wanted to see if people thought it was clear:
OLD -------> NEW
How the new one is meant to work is that if your holding a dragon the effect works as normal but if your not concoct (1) will still trigger the effect. Is that clear from the text or should I keep the old version?
I think that the new one would be a disaster to code, and is overly complicated. I also think the wording should likely be, "Battlecry: Change your "If you're holding a Dragon" effects to Concoct (1)." If you stick with the second one you don't need to change anything, as its probably fine balance wise.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Hmm, guess your right. I went with 'stuff stuff' instead of "stuff stuff" based on Shadowform. Double quotes seem to only be used when applying card text to minions such as Explorer's Hat or Ancestral Spirit. Mine could really fit either but I think single quotes make more sense with the examples I've seen.
Hmm, guess your right. I went with 'stuff stuff' instead of "stuff stuff" based on Shadowform. Double quotes seem to only be used when applying card text to minions such as Explorer's Hat or Ancestral Spirit. Mine could really fit either but I think single quotes make more sense with the examples I've seen.
What do you think out of these?
OLD -------> NEW
Yeah I guess I have no examples to back up my statement. So I guess yours is the better wording.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
The new one I actually think is clearer and that's your wording with only minor changes :P I will probably go with it unless I've missed something that makes it more confusing than the old version.
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So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Gonna submit probably tomorrow, so I'm gonna put my set out here for a sec. I need to make sure I'm not making any horrible mistakes in my balancing...
Blackrock Mountain:
Dark Iron Judge: A pair of of 1 mana effects on a 1.5 mana minion. It has a lot of impact when it hits the board so he's severely understatted.
Dragon Harbinger: Not enough damage spells to justify Malygos king, but it certainly synergises with Chromaggus, Ysera, Chillmaw and Deathwing, Dragonlord! Nozdormu can always be a bit of a shock as well, and there are currently a couple cards that can promote cards in your deck or hand, allowing you to get the guy to bring out something like Scaled Nightmare.
The Grand Tournament:
Ambitious Grunt: Decievingly simple card. You need to combo it with a bunch of promote effects for it to work, yet to get its effect, you need to play it before you hero power. Which means it's a minion which requires you to usually set it up for about 3 turns before the effect starts working, but when it starts working, it needs to be put down immediately.
Equal Opportunity: Reset minions rarity and heal all minions to full. This means that common synergy cards like Riot and Huge Swing can continue to function after promoting minions, you can use it to promote legendaries, including ones who used to be of other rarities, and it can also be used as a heal. This avoids the problem of the card being too situational to be reliably useful, whilst still being really specified in its use.
Penniless Jouster: Tokens, most specifically, in common king, are a theme of the king class. The kings token decks are supposed to control the game, so this guy represents both of those ideas using reverse jousting. Is its effect strong enough for the cost?
King of the Hill: A really gimmicky card that only really works if you have a tonne of high cost minions in your deck. Keep in mind, legendaries can't be promoted, so this is a real deckbuilding reliant card.
Trident of Glory: This weapon seems garbage until you look at the token. This weapon can constantly refuel itself, at the cost of you dedicating your hero power to its tokens. In exchange you'll get a 2/2 each turn, which is pretty nifty. It can also be used as removal... Not that that's gonna happen often.
Fireheart Champion: Very simple "tribal" rarity card that supports any rarity you want it to.
Tuskarr Spearman: In order to get a big heal early enough, you need to be running an epic deck. This, alongside Pompous Noble, both are built around being huge threats in any deck that runs a bunch of epics, that have a jade lotus esque effect where they get more powerful for each one you play throughout the course of the game, but more focused on control and less oppressive against control decks.
Hit and Run: This card is an infinite one, just like Headcrack. Unlike Headcrack, however, this card doesn't have insane spell damage synergy and costs 1 more. You're paying for a 1 mana effect and spending 3 more to get it back. This has obvious synergies with the epic king archetype, gaining more value for your Tuskarr Spearmen and Pompous Nobles, whilst generating a lot of card advantage itself.
Robin, Military Strategist: This guy is like a second hero. He can summon his own army that'll keep you both safe, should you give him the word. I've played around with him a bit and he's quite slow, and it's hard to snowball with him, but he'll keep you safe for a couple of turns and can potentially win the game for you.
Gonna submit probably tomorrow, so I'm gonna put my set out here for a sec. I need to make sure I'm not making any horrible mistakes in my balancing...
Blackrock Mountain:
Dark Iron Judge: A pair of of 1 mana effects on a 1.5 mana minion. It has a lot of impact when it hits the board so he's severely understatted.
Dragon Harbinger: Not enough damage spells to justify Malygos king, but it certainly synergises with Chromaggus, Ysera, Chillmaw and Deathwing, Dragonlord! Nozdormu can always be a bit of a shock as well, and there are currently a couple cards that can promote cards in your deck or hand, allowing you to get the guy to bring out something like Scaled Nightmare.
The Grand Tournament:
Ambitious Grunt: Decievingly simple card. You need to combo it with a bunch of promote effects for it to work, yet to get its effect, you need to play it before you hero power. Which means it's a minion which requires you to usually set it up for about 3 turns before the effect starts working, but when it starts working, it needs to be put down immediately.
Equal Opportunity: Reset minions rarity and heal all minions to full. This means that common synergy cards like Riot and Huge Swing can continue to function after promoting minions, you can use it to promote legendaries, including ones who used to be of other rarities, and it can also be used as a heal. This avoids the problem of the card being too situational to be reliably useful, whilst still being really specified in its use.
Penniless Jouster: Tokens, most specifically, in common king, are a theme of the king class. The kings token decks are supposed to control the game, so this guy represents both of those ideas using reverse jousting. Is its effect strong enough for the cost?
King of the Hill: A really gimmicky card that only really works if you have a tonne of high cost minions in your deck. Keep in mind, legendaries can't be promoted, so this is a real deckbuilding reliant card.
Trident of Glory: This weapon seems garbage until you look at the token. This weapon can constantly refuel itself, at the cost of you dedicating your hero power to its tokens. In exchange you'll get a 2/2 each turn, which is pretty nifty. It can also be used as removal... Not that that's gonna happen often.
Fireheart Champion: Very simple "tribal" rarity card that supports any rarity you want it to.
Tuskarr Spearman: In order to get a big heal early enough, you need to be running an epic deck. This, alongside Pompous Noble, both are built around being huge threats in any deck that runs a bunch of epics, that have a jade lotus esque effect where they get more powerful for each one you play throughout the course of the game, but more focused on control and less oppressive against control decks.
Hit and Run: This card is an infinite one, just like Headcrack. Unlike Headcrack, however, this card doesn't have insane spell damage synergy and costs 1 more. You're paying for a 1 mana effect and spending 3 more to get it back. This has obvious synergies with the epic king archetype, gaining more value for your Tuskarr Spearmen and Pompous Nobles, whilst generating a lot of card advantage itself.
Robin, Military Strategist: This guy is like a second hero. He can summon his own army that'll keep you both safe, should you give him the word. I've played around with him a bit and he's quite slow, and it's hard to snowball with him, but he'll keep you safe for a couple of turns and can potentially win the game for you.
Tokens:
Didn't notice any typos or weird wording. Everything looks good.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Bronze Watcher - I agree that the original is too weak. I think the 1 mana 1/3 is the safest way to go. It's got good stats, but it's Health won't grow, so it can be countered relatively easily, like nerfed Undertaker.
Slow Motion - I think this is a really bad idea. This would make 10 Cost spells unplayable, which isn't fair, even if they aren't used very often. Whenever Blizzard has made an offensive cost increase, it's been temporary. The one exception is Freezing Trap, but you know that's out there, so it's your own fault if you run into it. I think you also need to make this temporary. I think you should make it just that all Spells for the next X turns costs Y more. That would make for easy wording, too.
Haunted Memories - The problem with this is that it's unplayable unless you have had minions die. The existing cards with this mechanic (e.g., Solemn Vigil) are still playable, albeit inefficient, if no minions have died. Your card just wastes mana if you cast it normally, like in a topdeck.
Injured Guardian - Good inversion of the holding a Dragon mechanic. I'd make this an example card if you weren't planning to already.
Echoed Explosion - I think you should word this like Fist of Jaraxxus: "When you play or draw this, deal 1 damage to all characters". Hard to tell if it's balanced. It might be on the weak side, but that's OK.
Wandering Time Traveler - This is pretty powerful, considering you get to cast Wild Growth every turn. I think it needs lower stats to compensate.
Wormhole Technician - This card is kinda clunky, and it seems a little forced. I can see where you were going with the flavor here, but you had to cancel out part of the Basic card to make this one work. I think you could preserve the flavor and make it much simpler if you made it "Deathrattle: Add an Unstable Wormhole to your hand". The implication is that the Wormhole Technician got sucked in.
Divination - This would be a pretty hard card to use, but it's a good niche design.
Temporal Echo - This is the kind of card that would limit design space. It's really easy to do cheap combos with a card like this in your set, so I would just be careful.
Preserve the Timeline - I don't like how this is open ended. You can just cast this whenever and you have a get-out-of-jail free card. It would require some actual strategy if you made it only for the next turn.
Kairoz - I don't like how this gives you perpetual free card draw. It's only 1 net card each time, but still. I would like if better if it was a stronger effect, but it Silenced itself so it was a one-time thing.
I'm not a native speaker. Is this wording of legit grammar?
Spelling and grammar seem fine. Cost shouldn't be capitalized. It should be "cost" like on Holy Wrath. I think you could get away with another stat given how unpredictable the effect is, though.
I'm not a native speaker. Is this wording of legit grammar?
Spelling and grammar seem fine. Cost shouldn't be capitalized. It should be "cost" like on Holy Wrath. I think you could get away with another stat given how unpredictable the effect is, though.
I'm not sure about balance though, even given that there are cards from my class letting you know what's your topdeck card. I feel that it's better to have lower stats instead of higher ones if I'm not sure which one is balanced. A 5 mana 5/5 Drakonid Operative might be something balanced, but if it were fan creations people absolutely would criticize it for being OP. I'm just trying to avoid distaste from voters for balancing issues.
After the feedback I got last time, I've made some changes to my cards:
Reminder about my 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, shown in the tooltip.
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. Also note that other classes are always considered to be in Human form, so they can always use cards they acquire with the Human keyword.
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.
First, here are the two cards I made for the challenges in Phase II. They're both TGT, so they're locked in and I can't change them:
Blackrock Mountain Set:
Heated Brawler - I switched the rarity with Scorched Earth. Also, I changed it so that you only get the AOE effect when you attack minions, making it much harder to use. How is the power level now? Note that it's really hard to kill large or single minions with this, because the Attack is always at least split with the enemy hero.
Scorched Earth - Switched Rarity with Heated Brawler. Also, I got some feedback that this is too weak. I'm afraid that it would be too strong if I took its cost down, though. It's 2 mana more than Consecration, but it messes with your opponent's curve. It's especially strong if your opponent wants to play multiple cards next turn, because each one would cost more mana. Does it need a buff?
The Grand Tournament Set:
Justicar Trueheart Hero Power:
Changes:
I swapped the rarities of Hark Quartermaster, Grizzled Weaponmaster, and Winter Hunt.
Frenzied Attack - I changed it so that the Windfury on the friendly minion is temporary. It's not too weak now, is it?
Hark Quartermaster - I changed it so that the card you draw costs (1) more, so that you have to make a choice between free card draw and playing your cards efficiently if you include this card. Also, I buffed the health by one to address the criticism that it was a really bad play after you drew it. Now it's on curve. Is it still too strong? I figure it's not auto-include because the cost increase could mess you up.
Prepare for Combat - This was 3 mana and 8 Armor before, which may have been too good compared to Healing Touch. I decreased the cost and the Armor you get to make it compare favorably to Holy Light.
Flank - I got feedback that this sucked, so I decreased the cost by 1. Does it still suck?
Classic Set:
Basic Set:
Expert Set:
There are two things I'd like feedback on in particular:
I got feedback that this card was too weak without the Human trigger. I'm not sure how I can get the power level right, because I can't change the Basic minion at all. The left one is the original and the right one is my proposed change. This might be a pretty good play without the Human trigger, although I'm not sure. You seem to get a discount when summoning a lot of minions with a spell. So, are either of these balanced?
I'm also not sure about Flank, so I came up with a replacement:
I figured Pep Talk was balanced against Power of the Wild, but I'm open to feedback on it. Which one of these do you like better? My set is lacking in buffs, so I think I might go with Pep Talk.
I haven't read as many custom classes as single card designs, but it seems to me that, when making TGT expansion part, most people would include some Joust cards. It's quite strange since there are only 3 existing classes with Joust cards in TGT (Hunter, Paladin, Shaman), and each one of them does have a certain deck where Jousts would work (Lock and Load Hunter, Holy Wrath Paladin, Malygos Shaman; all three of them contain very few low cost minions).
I wonder whether you have certain decks in mind when you make Joust cards.
Winter Hunt - the first version is definitely very weak without the human trigger. The second one might be too strong, though - Force of Nature currently sees no play, but your one also comes with a built-in mini-Frost Nova, and the tokens themselves are stronger (although not by much).
I'm not sure how much you're valuing Human or Worgen effects at (my gut instinct is half the mana cost for the effect if it were a battlecry, since you have two forms switching). Looking at Consecration & Volcanic Potion, generally an AOE loses 1 mana of cost when it hits both players. So a two-player frost nova would cost (2), making it valued at (1) as part of a Human/Worgen effect. The minions all together are probably worth about 5 mana, so I guess it'd be balanced at (6). It'd make it probably a little weak, but all classes have some weak cards.
Pep Talk - My gut instinct is that it's too slow. Like, wayyyy to slow. Like most inspire effects, which is kinda sad (but that's getting off topic). If you've got a board full of tokens you want to buff them IMMEDIATELY, just to get out of AOE range. If you manage to dodge AOE with a board full of buffed tokens for a turn or two, you've won anyways. This requires 5 mana to have any immediate effect, and while it does compound later, I don't think it'll be useful.
I haven't read as many custom classes as single card designs, but it seems to me that, when making TGT expansion part, most people would include some Joust cards. It's quite strange since there are only 3 existing classes with Joust cards in TGT (Hunter, Paladin, Shaman), and each one of them does have a certain deck where Jousts would work (Lock and Load Hunter, Holy Wrath Paladin, Malygos Shaman; all three of them contain very few low cost minions).
I wonder whether you have certain decks in mind when you make Joust cards.
How does King's Elekk play into Lock and Load Hunter? King's Elekk saw a lot of play in different decks, so I wouldn't say it's particularly suited to one deck. With my Joust card in particular, it's design would synergize with control, which runs larger minions.
I also think most people want to make both an Inspire and a Joust for flavor purposes.
I haven't read as many custom classes as single card designs, but it seems to me that, when making TGT expansion part, most people would include some Joust cards. It's quite strange since there are only 3 existing classes with Joust cards in TGT (Hunter, Paladin, Shaman), and each one of them does have a certain deck where Jousts would work (Lock and Load Hunter, Holy Wrath Paladin, Malygos Shaman; all three of them contain very few low cost minions).
I wonder whether you have certain decks in mind when you make Joust cards.
How does King's Elekk play into Lock and Load Hunter? King's Elekk saw a lot of play in different decks, so I wouldn't say it's particularly suited to one deck. With my Joust card in particular, it's design would synergize with control, which runs larger minions.
I also think most people want to make both an Inspire and a Joust for flavor purposes.
You remember the Tavern Brawl before TGT launch where we play Lock and Load Hunter against Inspire Mage? That deck built by Blizzard included two King's Elekks. I think Lock and Load Hunter was what Blizzard tried to push in the Hunter class cards of TGT, considering Ben Brode's words that Lock and Load and Mysterious Challenger are his most favorite cards in TGT.
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To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Think I'm about ready to submit. I've changed the wording on Reanimated Dragon though and wanted to see if people thought it was clear:
OLD -------> NEW
How the new one is meant to work is that if your holding a dragon the effect works as normal but if your not concoct (1) will still trigger the effect. Is that clear from the text or should I keep the old version?
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.
@The_Odinson
Hmm, guess your right. I went with 'stuff stuff' instead of "stuff stuff" based on Shadowform. Double quotes seem to only be used when applying card text to minions such as Explorer's Hat or Ancestral Spirit. Mine could really fit either but I think single quotes make more sense with the examples I've seen.
What do you think out of these?
OLD -------> NEW
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.
@The_Odinson
The new one I actually think is clearer and that's your wording with only minor changes :P I will probably go with it unless I've missed something that makes it more confusing than the old version.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
So hopefully this will be the last balance pass. I've been toying around with several ideas about the direction I should take with Bronze Watcher and finally decided I should have a second opinion. Let me know which one you think is best:
These 3 are pretty similar, but I've been told that the first one is weak compared with Questing Adventurer, which barely sees play as it is. I'm hoping either of the other two are balanced, but I'm a little worried about having a turn 3 4/4 or turn 4 5/5 (because of the hero power)
The first one here is basically the original idea minus having it grow once played, but this one can get out of control much more easily, to be honest, since you can wait until it's grown enough before playing it. The second one is more like Mana Wyrm or Tunnel Trogg, though I'm afraid its attack might get out of control more easily than the other two.
Also, I have a wording doubt:
I determined the original wording was too ambiguous, but I'm trying to go for the shortest possible text (which would be the second, though not by much) since I don't like, aesthetically, cards with too tight a text. Let me know which of the two is better in your opinion.
The rest of the set:
Again, I think Injured Guardian, Echoed Explosion, Wandering Time Traveler, Wormhole Technician, Temporal Echo, Kairoz, Event Horizon are balanced.
Haunting Memories: Havent' found better art for this one so far.
Divination: Haven't changed this one despite the slightly off-curve vibe it has. I hope it's fine.
Preserve the Timeline: Changed the cost and the art. Hopefully it's better now.
Any and all feedback appreciated.
Gonna submit probably tomorrow, so I'm gonna put my set out here for a sec. I need to make sure I'm not making any horrible mistakes in my balancing...
Blackrock Mountain:
Dark Iron Judge: A pair of of 1 mana effects on a 1.5 mana minion. It has a lot of impact when it hits the board so he's severely understatted.
Dragon Harbinger: Not enough damage spells to justify Malygos king, but it certainly synergises with Chromaggus, Ysera, Chillmaw and Deathwing, Dragonlord! Nozdormu can always be a bit of a shock as well, and there are currently a couple cards that can promote cards in your deck or hand, allowing you to get the guy to bring out something like Scaled Nightmare.
The Grand Tournament:
Ambitious Grunt: Decievingly simple card. You need to combo it with a bunch of promote effects for it to work, yet to get its effect, you need to play it before you hero power. Which means it's a minion which requires you to usually set it up for about 3 turns before the effect starts working, but when it starts working, it needs to be put down immediately.
Equal Opportunity: Reset minions rarity and heal all minions to full. This means that common synergy cards like Riot and Huge Swing can continue to function after promoting minions, you can use it to promote legendaries, including ones who used to be of other rarities, and it can also be used as a heal. This avoids the problem of the card being too situational to be reliably useful, whilst still being really specified in its use.
Penniless Jouster: Tokens, most specifically, in common king, are a theme of the king class. The kings token decks are supposed to control the game, so this guy represents both of those ideas using reverse jousting. Is its effect strong enough for the cost?
King of the Hill: A really gimmicky card that only really works if you have a tonne of high cost minions in your deck. Keep in mind, legendaries can't be promoted, so this is a real deckbuilding reliant card.
Trident of Glory: This weapon seems garbage until you look at the token. This weapon can constantly refuel itself, at the cost of you dedicating your hero power to its tokens. In exchange you'll get a 2/2 each turn, which is pretty nifty. It can also be used as removal... Not that that's gonna happen often.
Fireheart Champion: Very simple "tribal" rarity card that supports any rarity you want it to.
Tuskarr Spearman: In order to get a big heal early enough, you need to be running an epic deck. This, alongside Pompous Noble, both are built around being huge threats in any deck that runs a bunch of epics, that have a jade lotus esque effect where they get more powerful for each one you play throughout the course of the game, but more focused on control and less oppressive against control decks.
Hit and Run: This card is an infinite one, just like Headcrack. Unlike Headcrack, however, this card doesn't have insane spell damage synergy and costs 1 more. You're paying for a 1 mana effect and spending 3 more to get it back. This has obvious synergies with the epic king archetype, gaining more value for your Tuskarr Spearmen and Pompous Nobles, whilst generating a lot of card advantage itself.
Robin, Military Strategist: This guy is like a second hero. He can summon his own army that'll keep you both safe, should you give him the word. I've played around with him a bit and he's quite slow, and it's hard to snowball with him, but he'll keep you safe for a couple of turns and can potentially win the game for you.
Tokens:
I'm not a native speaker. Is this wording of legit grammar?
THERE IS NO GAME.
To crush your enemies, to see them driven before you, and to hear the lamentations of the women.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
THERE IS NO GAME.
After the feedback I got last time, I've made some changes to my cards:
Reminder about my 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, shown in the tooltip.
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. Also note that other classes are always considered to be in Human form, so they can always use cards they acquire with the Human keyword.
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.
First, here are the two cards I made for the challenges in Phase II. They're both TGT, so they're locked in and I can't change them:
Blackrock Mountain Set:
Heated Brawler - I switched the rarity with Scorched Earth. Also, I changed it so that you only get the AOE effect when you attack minions, making it much harder to use. How is the power level now? Note that it's really hard to kill large or single minions with this, because the Attack is always at least split with the enemy hero.
Scorched Earth - Switched Rarity with Heated Brawler. Also, I got some feedback that this is too weak. I'm afraid that it would be too strong if I took its cost down, though. It's 2 mana more than Consecration, but it messes with your opponent's curve. It's especially strong if your opponent wants to play multiple cards next turn, because each one would cost more mana. Does it need a buff?
The Grand Tournament Set:
Justicar Trueheart Hero Power:
Changes:
I swapped the rarities of Hark Quartermaster, Grizzled Weaponmaster, and Winter Hunt.
Frenzied Attack - I changed it so that the Windfury on the friendly minion is temporary. It's not too weak now, is it?
Hark Quartermaster - I changed it so that the card you draw costs (1) more, so that you have to make a choice between free card draw and playing your cards efficiently if you include this card. Also, I buffed the health by one to address the criticism that it was a really bad play after you drew it. Now it's on curve. Is it still too strong? I figure it's not auto-include because the cost increase could mess you up.
Prepare for Combat - This was 3 mana and 8 Armor before, which may have been too good compared to Healing Touch. I decreased the cost and the Armor you get to make it compare favorably to Holy Light.
Flank - I got feedback that this sucked, so I decreased the cost by 1. Does it still suck?
Classic Set:
Basic Set:
Expert Set:
There are two things I'd like feedback on in particular:
I got feedback that this card was too weak without the Human trigger. I'm not sure how I can get the power level right, because I can't change the Basic minion at all. The left one is the original and the right one is my proposed change. This might be a pretty good play without the Human trigger, although I'm not sure. You seem to get a discount when summoning a lot of minions with a spell. So, are either of these balanced?
I'm also not sure about Flank, so I came up with a replacement:
I figured Pep Talk was balanced against Power of the Wild, but I'm open to feedback on it. Which one of these do you like better? My set is lacking in buffs, so I think I might go with Pep Talk.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
I haven't read as many custom classes as single card designs, but it seems to me that, when making TGT expansion part, most people would include some Joust cards. It's quite strange since there are only 3 existing classes with Joust cards in TGT (Hunter, Paladin, Shaman), and each one of them does have a certain deck where Jousts would work (Lock and Load Hunter, Holy Wrath Paladin, Malygos Shaman; all three of them contain very few low cost minions).
I wonder whether you have certain decks in mind when you make Joust cards.
THERE IS NO GAME.
About your two 'problem cards':
Winter Hunt - the first version is definitely very weak without the human trigger. The second one might be too strong, though - Force of Nature currently sees no play, but your one also comes with a built-in mini-Frost Nova, and the tokens themselves are stronger (although not by much).
I'm not sure how much you're valuing Human or Worgen effects at (my gut instinct is half the mana cost for the effect if it were a battlecry, since you have two forms switching). Looking at Consecration & Volcanic Potion, generally an AOE loses 1 mana of cost when it hits both players. So a two-player frost nova would cost (2), making it valued at (1) as part of a Human/Worgen effect. The minions all together are probably worth about 5 mana, so I guess it'd be balanced at (6). It'd make it probably a little weak, but all classes have some weak cards.
Pep Talk - My gut instinct is that it's too slow. Like, wayyyy to slow. Like most inspire effects, which is kinda sad (but that's getting off topic). If you've got a board full of tokens you want to buff them IMMEDIATELY, just to get out of AOE range. If you manage to dodge AOE with a board full of buffed tokens for a turn or two, you've won anyways. This requires 5 mana to have any immediate effect, and while it does compound later, I don't think it'll be useful.
Just my two cents.
Why Rogue is my favourite class:
My submission for this week's card design competition.
Come Play Make the Keyword!!!
Check out my Worgen Class in the Class Competition
THERE IS NO GAME.