Just putting my Wizard class back here, with some newer cards.
Wizard
Basic
Classic
Naxxramas
Goblins vs Gnomes
Ini's Tokens
What happens when Puppetry works on a hero
Augmented Cards
I'm going to mostly review the class overall, and comment on a few cards in particular as I do so. It will be in the spoiler to avoid flooding the page. Also note that I think it's generally a pretty good class, although I'm going to be focusing on what negatives there are in my review.
Starting with the basic set, I think a few of the cards are too complicated. The "If you have no empty Mana Crystals" mechanic is sort of strange and took me a while to understand, and I don't really see why it's there as none of the other cards seem to have effects or anything to synergize with it (cards like Refill your mana crystals, or the first card you play costs less). I'd say that the best solution here is to maybe rework those two cards into something really simple, honestly I think a 1 mana 1/3 with Spell Damage +1 and no condition is a fine card - it's simple, it's powerful, it's versatile, it fits the class, without being gamebreakingly overpowered. Not sure what you'd want to do with enchantress. While having one 4-line card might be okay, I think having both Selfish Guardian and Armored Igniter is a bit too much. I don't really see the flavor connection of selfish guardian to this class, and Armored Igniter is really just a Faerie Dragon that's immune to AoE - an effect that I don't really think is worth the extra lines of card text. I think you should consider changes to both of them, but Selfish Guardian needs more work, as Armored Igniter is alright.
Second, I have to point out that your basic set has too many minions, although I understand why, since I'm assuming that your Spellcraft mechanic is worded like "Your next Basic spell functions differently," so you can only really have basic spells that interact with that. What I would do is to change the wording of the mechanic to "Your next Incantation functions differently" and then adding the "Incantation" tribe to all the spells that are applicable (with whatever word you want in place of Incantation). That way you can maybe trim your minions down to 2 or 3 and introduce some new spells into the basic set without worrying about Spellcraft confusion.
As for the spellcraft base spells themselves, I really only have some minor gripes. I think Shining Light should just be called "Light" for consistency with the other one-word names, and the wording of the effect is extremely confusing for new players as well as probably too powerful with the AoE spellcrafts. I would just make it "Deal 2 damage. If this kills a minion, draw a card." I think shadow could also use a nudge to -4/-4 for the aesthetics, as well as the fact that I think an extra 1 attack doesn't make it much stronger and it could really use the buff compared to Heat. Other than that I really like the basic spells.
Overall the classic set is really nice, and as I said before spellcraft is a really cool mechanic. I'd say the only problem is that aside from spellcast your themes are rather weak. Spell Damage is a nice theme and you should do something with that, but splitting damage among friendly characters and having no unspent mana seem kinda meh. Maybe if you had a better way of stating the "no empty mana" effect, and you had more cards to synergize it (like mana refreshing/refilling) it could work as a mechanic, but I really don't like splitting among friendly characters. Another concern is that Hammer feels like it's strictly better than knife, and maybe too good in and of itself (none of the basic spells seem like they actually do anything nuanced when they activate twice as opposed to double damage, except in edge cases) so I would consider a rework. Maybe one that returns a copy of the spell you cast to your hand so that you can use it later? Not sure.
One thing - Ventriloquism is basically treason to hearthstone design and it breaks a LOT of design principles by allowing you to attack your opponent's deck and hand. I think it's impossible to balance and you should just stay away from that type of thing.
The legendary is kinda meh, but that's alright since legendaries are by far the hardest thing to design. I'd say it's good enough, gives the class a finisher, but I think it already has a finisher with heat + hammer/knife and stuff like that so I'm not sure how necessary it is.
In the GvG set, having two cards which effectively do the same thing is rather lazy design. I'd try to push the 1-cost spell theme or "whenever you cast a spell" synergy as that is the biggest intersection between this class and GvG flavor. I don't really understand why puppetry would ever be able to target a hero, though, but I think that having these tokens with a ton of different effects is a huge burden of knowledge for a non-legendary card.
The legendary seems kinda cool but I don't get how it fits into your class's themes. It also seems like it could use some tuning, as what's the point of attacking with puppets if they have the same attack as her?
Overall, good job. I think this class is like a diamond in the rough. Spellcraft is a really neat mechanic, although it's one that's very hard to implement. I'd say your main goal right now is to help your class fit better in to hearthstone - more simple cards, more consistent themes, more spells in the basic set. Your class is like a less extreme version of the Pokemon Trainer that was competing with my Bard, which ultimately failed because it functioned so radically differently from any other class that it didn't feel like it fit into hearthstone.
Also - I think you could have gotten away with using the same art for each augmented card, and you probably didn't *have* to make all of those tokens, but damn, you did a good job.
Hey! Okay, so, I was wondering if you have any themes/mechanics planned for your class, and how they might relate to your hero power. I just want to make sure that with essentially a Whirlwind hero power, you don't go towards the 'enrage' / 'damaged minions' place, since that's going to feel too much like Warrior.
Ra Worshipper - I'm not sure what you mean by this... if you mean 'use your hero power' I'd recommend changing the wording to "Your hero power costs (0) this turn only."
Blessing of Ra - to balance this in line with Blessing of Kings, I'd make the buff +3/+3. Well done on including the helper text since this is a basic card, just make sure to italicize it.
Eternal Flame - ah, it's like my Chilled mechanic! teehee. I like it. If you compare this to Shadow Bolt, it seems well balanced.
Ra's Phoenix - first of all, fix the spelling ;) I also feel like the art could be better. Otherwise, works for me.
Supernova - if you compare this to Consecration, you can see that this should cost 6 mana.
A good start! At this point, I strongly encourage you to flesh out your themes. Is this a buff class? A 'burn spell' class? will it have a unique keyword introduced in the classic set? What makes it interesting versus the existing classes?
just a question what is the wrong spelling in ra phoenix ? also before making blessing of ra i checked out blessing of kings text and it wasent italicize it so i thought they would be the same thing however i will change ra worshipper to what you suggested, also i compared Supernova to Hola Nova you get 1 extra damage instead of healing 2 health, i will post the next 5 basic cards after few mins.
just a question what is the wrong spelling in ra phoenix ? also before making blessing of ra i checked out blessing of kings text and it wasent italicize it so i thought they would be the same thing however i will change ra worshipper to what you suggested, i will post the next 5 basic cards after few mins.
check Blessing of Kings again ;) and the correct spelling is Phoenix (your card says Pheonix)
Hi! Just wanted to say that I think that your class idea sounds really cool! I'll review the cards you've posted!
Mark of Ra - I think this is cool. Gathering the vibe from your class it sounds like its all about buffing minions up, and dealing AoE damage. It works imo. I'm also assuming that your class has no healing capabilities like Rogue? Thats also great because it has stuff its good at, and stuff its not. Also you pointed out the italics thing... were you planning on doing that?
Ra Worshiper - First, the spelling needs to be fixed on the name. Then I want to point out that this card doesn't seem to fit here. While it is a fine card, it should be in TGT, when hero power interactions and buffs were introduced, not in Basic.
Blessing of Ra - I agree with Livienna. The buff may be too strong compared to Blessing of Kings, and Pally is also a buff class. Also Italics? :)
Eternal Flame - Cool card! I wish this was real.
Staff Blast - If you don't want the class to have cheap removal, then don't stifle a cheap card to accomplish that. If you really want to dedicate it to that then this should be a pretty costly spell that deals a ton of damage (like a smaller Pyroblast).
Ra's Phoenix - Pretty powerful, cool addition for Basic!
Judgement - Another perfect basic card.
Supernova - Consecration costs 1 less but only does 2 damage to every enemy. This should either only hit minions, or make it 6 mana and hit all enemies.
Ra's Speaker - This is a good idea for a card imo, hopefully this isn't the last of this drawbuff mechanic?
Sun Prophet - Nice big buff. Nuff said.
So in all I can see that you want the class to have a lot of AoE, a lot of buffs, and a lack of healing. This is great, but it would be nice if you explained this in a short blurb so we can better understand the direction you want to take the class in and get accurate feedback (i.e. "We don't like *insert card here* because its not/overly doing this" when it was a major characteristic of your class).
COMING THROUGH! No one dare cross the path of the dashing and reckless ruler of the seas of Azeroth, Captain Immo! He and his motley crew travel around the lands in his ship, the Nemesis, with the sole purpose of finding and collecting all the precious treasure his crew can fit in their chests, so that they can be known throughout the lands as the richest and most dangerous ship around.
Armed with many dangerous allies (and many more enraged enemies) with unique abilities on both Nemesis and Azeroth, Immo will fight to the death, take all your treasure, and steal your girl. Steal precious resources, find new allies, and protect you and your treasure for those who seek to destroy it,
Adventure never stops for the Nemesis, so the choice is up to you:Join, or Die.
Class Mechanics:
Consistent Card Generation
Card Stealing
Nemesis Summoning/Buffing
Card Duplication
Strong Combo
Value Summoning
Class Weaknessess:
Random Genereation
Inconsistent
Lack of consistent Healing
Lack of consistent Damaging Spells (Mostly relies on minion combat)
Lack of direct Card Draw
Mechanics in Detail:
(i.e. "Snatch a spell." Finds the next spell your opponent will draw and adds a copy to your hand.)
(Will only have one copy at a time on the board. Starting stats when summoned varies on the card that summons it)
Basic Set:
Tokens:
Cast off! Rodanpa's Curse Bilge Lurker
Flavor
Loot Swiper - Forget Need or Greed, he'll just take it!
Rickety Cannon - 100 years and still going strong!
Enchanted Amulet - Sealing it was the easy part. Escaping the witch? Not so much
Jeer - "Our hull is cleaner than yours, Bottom-feeder!"
Rodanpa's Curse - NEVER. OPEN. THE. BOX.
Bilge Lurker - They stay in the ship to escape all the seemingly hungry animals, and free scraps are always a plus!
Cast Off! - "Hoist the sails! All hands on deck!... GET OFF THE MAST!"
Who Goes Tharr? - Hmm, they seem to have the shape of a female... And are wearing a big feathery hat... Hmm....
Rogue Witchdoctor - Don't even bother requesting a specific potion. The guy gives you what he wants to give you.
Trusty Hook - Actually this is Trusty Hook #2. The first was lost after battling a strange green oozing monstrosity...
Basic Cards Notes
While Voodoo Juju looks like a 3 mana mind control, its actually not as good as it looks. You can't kill your target on your turn when you play it, and your opponent has a full turn to trade it into something or mess it up for you when you get it. It acts more like a disruption more than anything else.
Strength Stealing Juju only affects minions on the board at the time it was cast.
Life Potion Juju looks like the potato of the group, but it may be the most useful. You can't draw out heals as easier as other classes, so often you will be extremely happy to have Witchdoctor produce this.
Warding Juju is self explanatory. It looks like it can grow out of control, but in a class that lacks healing, really all this will be doing is making your minion trade-able for a longer period of time.
Nemesis won't always be a 1/3 on summon. Other cards have stronger Nemesis Buff effects, and therefore will accommodate by summoning a vanilla Nemesis equal to the cost of the spell.
Expert Set
Tokens
Animated Anchor A Mage's Treasure A Rogue's Treasure
Gale Force Winds
Rogue Witchdoctor
Flavor
Tidal Wave! - "Everyone! Grab on to something!"
Captain's Mate Catheria - If I hear anything about me and Immo, I will personally have you Keelhauled ~ Love, Catheria
Assemble! - Unite and Conquer!
North Sea Betrayer - With his dying breath, he said, "I was never one of you, but one of you will join me, at the bottom of the ocean..."
Sea Elemental - He doesn't take trespassers lightly.
Charrrge! - Enough dilly-dallying, get yer swords and take them out! Arrggh!'
Animated Anchor - What in blue blazes is this?? And why is it helping Immo?
Swirling Blade - Stormwind will NOT be happy about this.
Take Cut - "You give me half, and I'll give you Quarter."
Rigged Explosives - Who got the last laugh now?
A Mage's Treasure - Out of all the spells they chose it had to be the one that makes icicles...
A Rogue's Treasure - As they snuck out of the Rogue alcove, a subtle "Watch... your... back..." could be heard.
Gale Force Winds - She wasn't designed to go this fast!
Kidnap - "Wait, wha? When did we snatch two of you??"
Nemesis Swordsman - Always the first to a fight.
Expert Cards Notes
Captain's Mate Catheria is NOT dating Immo. Get that image out of your head.
Assemble! cannot hit the same minion twice.
North Sea Betrayer killed off one of Immo's crew and destroyed some loot. How sad.
Sea Elemental gains the Elemental tag immediately to save time later on once this class hits Un'Goro
Charrrge! works like a mass Charge. Good synergy for a minion combat based class.
Animated Anchor has gotten a rework and a name change (Asylum better not see this >_>). Now balanced and can work for aggressive playstyles as well.
Swirling Blade is purposely powerful (first powerful weapon for the class). May RNGesus be with you.
Pilfer - Nice spell generating (and intel giving) card. Works similarly to Thoughtsteal but fits this class better :)
Rigged Explosives is the first single target spell for removal, but balanced by being hand dependent. Don't expect many others in future releases.
A Mage's Treasure is a good way to get some much needed damage dealt to objectives. Class treasures such as this one is one of the only ways to draw cards in this class besides neutral cards.
A Rogue's Treasure is a good way to trigger bigger combo turns, or save for more tempo gaining later on. Cost is you're paying 2 mana for each coin in advance. Again: Class treasures such as this one is one of the only ways to draw cards in this class besides neutral cards.
Gale Force Winds - Nemesis is here to stay! Immo's prized ship will be featured in future cards with some cool effects!
Jeer gives more support for minion combat based matches.
Kidnap is a really quick and easy way to generate more cards for your hand and deck. Also supports minion fights.
Nemesis Swordsman will join Northshire Cleric and Co. with the 1 mana 1/3 triggered effects minion type.
Skeleton Crewmember - Even after death he is loyal to only Immo.
Set Cards
Tokens
Mecha-Nemesis
Flavor
Hidden Explosives - When Immo said to hide the explosives where it was least expected he didn't mean for him!
Retrofitted Charm Bot - Cleverly disguised as a simple barrel, this little guy will sit at the gangway and "greet" anyone who want to get a closer look at Nemesis.
There Goes the Boat - WHAT DID HE SAY ABOUT BOMBS ON DECK?!?!?
Stolen Battle Shield - Ogres sure are clumsy and forgetful fellows.
Bewildered Ogre - Where did he come from? Where did he go? Why is he attacking us and our foes?
Gnomeregan Intel - Step 1: Sneak into research facility. Step 2: Steal Schematics. Step 3: Blow the joint. Step 4: Profit $$$
Baron Revilgaz - You may think he looks ridiculous, but he only travels in style.
Ratchet Sea Terror - The enemy of my enemy... Is my friend.
GVG Set Notes
Hidden Explosives - Aggro support? Yay!
Retrofitted Charm Bot - OP 2 drop Mech class card? Check.
There Goes the Boat - Giving Mech Pillager a shot. Allows further synergy within class, and a good activator for mech synergy cards like Baron. A great minion to play on curve as it forces removal.
Stolen Battle Shield - Interesting mechanic IMO. Now your enemies pay a small price for hitting you in the face. Good for Controlling the board but not necessarily a powerhouse.
Bewildered Ogre - Another unfriendly soul for Immo's collection. He has a more detrimental effect than Ogre Ninja, but he has huge stats and Taunt to boot. May use him only as a wall in most cases.
Gnomeregan Intel - Great card generator, especially for Mech Pillager decks. As cards that are mechs vary in cost this is mostly a good effect but can also not be so useful. Also if against a mech deck you're gonna want to be able to play one of them right after in case it takes up all 10 hand slots. And Rigged Explosives support :D
Baron Revilgaz - Huge Legendary, Huge effect, just like the rest of GvG. Heavily favoring Mech Pillager decks, and it has great stats. Poor to play on a weak Mech board or without any future support of dropping mechs. All in all, looks almost too strong, but really is just a super late game win-more card that has no synergy with anything other than Mechs.
Ratchet Sea Terror - Another giant minion, essentially acting as the slots machine. Either you and your opponent gets your attacks in, or everyone dies trying.
Set Cards
Tokens
A Warrior's Treasure
Flavor
A Warrior's Treasure - They had better hope that sea water won't rust it!
Fallen Blade - How did they die when they were weilding something so AWSOME?!
BRM Set Notes
A Warrior's Treasure - The next treasure has arrived! Immo can stock up a bit of Health now thanks to this! :D
Fallen Blade - While the Battlecry isn't swinging the game, since you had to clear out some minions before equpping it anyways, its good for putting extra heat into your opponent's face, or finishing off any straglers on the board.
Upgraded Hero Power
Set Cards
Tokens
Rampaging Vixen A Paladin's Treasure Captain Cookie
Flavor
Rampaging Vixen - You really expected them to pay to get in?
Razzmatazz Lass - There to warm up the audience... and the Judges score sheets.
A Paladin's Treasure - "I thought they were all about fighting! Man, Paladins are no fun."
Dock - Hopefully the Charm-Bot will scare away any potential intruders
Mana Augmentation - Enhance their mana, enhance their muscles.... You say potato, I say potato.
Moxie - "I swear it seemed like a good idea at the time!"
Deception - Rule 1: Never underestimate a pirate.
Captain Cookie - He ditched the Defias after accidentally giving them the rotten food. Now he sails a sister ship filled with Murloc companions.
Greenskin's Champion - No one said bringing a buddy was against the rules!
TGT Set Notes
Pillage - Ultimately settled on this feeling right for an upgrade. You sacrifice being able to Loot! 5 Tidal Waves at once (LOL), in exchange for actually being able to dig through your deck for needed resources.
Rampaging Vixen - More Aggro support, because sometimes you want the game to move along a little faster!
Razzmatazz Lass - This is one card you do NOT want to underestimate. It may not seem much but even the 1/1 buff can shut opponents down at the right time.
A Paladin's Treasure - Give your minions more sustain when you need it! Great for Midrange and Control archetypes.
Dock - Very serious card to mess with. Can give you a quick Annoy-o-Tron in a pinch, or if you had already been buffing your nemesis, you can get a super-wall.
Mana Augmentation - Get that burst damage! Combo it with stuff like Enchanted Amulet and some damaging spells to get your mana's worth.
Moxie - Huge weapon buff. It would end up being the biggest in game actually. While it looks expensive you can see why it is what it is. Adding a Fiery War Axe on your Stolen Battle Shield (which has been reverted to 4 Durability... will explain why later) for a 3/6 that deals 2 damage to any attacker is no laughing matter. Prepare your Oozes.
Deception - A big expensive AoE buff that gets stronger the more minions you have on board. This, Enchanted Amulet and Bilge Lurker is now a giant counter folks :D
Captain Cookie - Big deal in Control and Midrange type decks. If you can keep him alive and stack up some inspires on him, you can find him summoning even three 3/5's with taunt for you, which is a HUGE swing on a deathrattle minion.
Greenskin's Champion - Another extremely powerful swing card, being able to find a perfectly suitable home in Midrange Pillager. Combo him up with big threats like Ysera and watch your opponent cower in fear at the mighty 2/1 you dropped.
Set Cards
Tokens
Flavor
Lost Things - They say the Murlocs here like to swipe your stuff and scatter them throughout the forest.
Ancient Stone Watcher - On the bright side you can become one of his prized possessions.
I Got A Feeling - Immo can feel someone watching him... Now he can't enjoy his tea!
LOE Set Notes
Lost Things - Finally this class can obtain a spell without having to consult RNGesus. Now you can strategically deal with a pesky enemy using used cards. It gets harder to get the one you want the more cards you play, so be careful! Also extremely useful for Reno decks.
Ancient Stone Watcher - Woah! Soft removal! This is the first in the class as well! Now you don't have to always try to out-muscle your opponent to shut down a tricky board. Just turn them into a statue! This also doubles as a quick taunt when you need to sacrifice a minion to protect your face. Also this is the same token for Rodanpa's Curse.
I Got A Feeling - Probably the most impactful card you can ever see for Pillager decks relying on Hero Power. By playing the Surveillance Drone, you can now reliably use your Loot! cards when you need them most, allowing you to take back some control when piloting your own deck!
Set Cards
Flavor
Vexed Prophet - He always manages to getY'shaarj's object stolen. No wonder they're always so mad.
Betrayer of Darkshire - She has gone her own path and will take down any tentacle that gets in her way.
Recruit - Finally eyes 292 - 306 on C'thun have something decent to watch!
Recovered Lexicon - Its almost like it speaks to you... And follows you... Weird... Hey, here it is again!
Qiraji Battle Tank - If they wanted to help why did they only send one person?!?
Whispering Storm - Nemesis is no more. Now its called the Yoggisis!
Forbidden Power - With great power comes with great bolts of lightning.
Corrupt - Running for his life, Dr. Boom cursed as his Boom Bots clung to him instead of fighting his enemy.
Xolijaz, the Forsaken - "I swear N'zoth, if you tell me to go to some barren landscape ONE MORE TIME..."
Betrayer of Darkshire - While she looks like a weird minion to play, if you can survive long enough to play her, you can shut down Token and Aggro decks while furthering your midrange agenda. Can backfire pretty hard sometimes though, so be careful.
Recruit - There may be questions on design choice, but it was deliberately made a weaker than normal card. Its easy to activate, but it uses all your mana and fills your deck with stuff you might not want, as it normally ruins deck synergy and good C'thun draws (kinda like Prince Malchezaar). On the other hand it negates Deathrattles. This card can wipe out N'zoth and Anyfin for you to hopefully play later on for yourself! Just make sure you already drew C'Thun before playing this xD.
Recovered Lexicon - Largest C'Thun buff, and it keeps on coming back... Rack up the C'thun buffs all game. B)
Qiraji Battle Tank - He has the ability to summon some pretty useful minions. even Argent Squire is a great card to win off this.
Whispering Storm - This can become a strong finisher for a lot of Pillager decks. The temporary Windfury could be all thats needed to finish off your opponent. Only catch is that you need to sacrifice an already existing Nemesis to do so, so it does require you do add some Nemesis spells to your deck.
Forbidden Power - Who needs Forbidden Fireball, Forbidden RNG Minion maker, or Forbidden Token, when you have the ability to superbuff anything you want, for how much you want to spend on it. Pallies are jealous B)
Corrupt - OKAY! I need to establish how this mechanic would work, for those who are wondering.
In the case of Discover, as a Deathrattle you would discover a random matching card and it would be added to your hand, similarly to if your turn ended while you were choosing.
In the case of a target, as a Deathrattle a random target would instead be selected from all valid targets according to card text (C'thun's Apprentice may hit ANY character, including you!
This card is very tricky to use, many cards have neat Deathrattles that would become exceptionally strong Battlecries, especially with Brann around (Sylvanas Windrunner is a CRAZY combo). Other times it may hurt more than help (rip C'thun, N'zoth, and Yogg Saron). Also Rat Pack would laugh at a Bilge Lurker thats been Corrupted. Just sayin'
Xolijaz, the Forsaken - This card is a huge addition for N'Zoth Pillager. Being able to discover a 2nd Captain's Mate Catheria could be what you need to win the game, and it helps increase the changes of N'Zoth bringing back the minions you WANT back!
Also an interaction with Corrupt, if you played Corrupt and then this, and this was your only Deathrattle minion, it will add a 6/6 copy of itself when it dies! talk about value! However, as it didn't start as a Deathrattle minion, you wouldn't be able to discover it, so its not the most reliable combo.
Set Cards
Flavor
Medivh's Bubble Wand - Mana not included.
Nimble Knife - Knifey, I choose you!
Rob Them Blind - Catheria may or may not have also been responsible for the gold stolen at the Stormwind Ball.......
Set Notes
Medivh's Bubble Wand - Spell synergy hits this class as well! This allows you to also let your minions stay on the board longer, although randomly targeted.
Nimble Knife - This would be the first and only card in HS that has the Auto-Attack mechanic and is collectible. Its random, but its pretty powerful, especially with a certain association of thugs that will be making a big appearence soon ;)
Rob Them Blind - Versatility, allowing you to hopefully get something that may be of use to you. It is considered weaker than other spells that grant 3 cards, and it may only get 2 cards if your opponent has no weapons, but it may have its uses.
Set Cards
Flavor
Grimestreet Initiator - Shaping the next generation for a tougher future!
Dockyard Shuttle - Becomes the Dockyard Express when the Kabal or Jade are on their tail.
Dockyard Daredevil - People still don't know why he can go a fight without jumping into the water...
Dockyard Defender - The one Pirate she ever regretted recruiting was the one who always insisted on being shot out of a cannon.
Grimestreet Supply Tower - Right above the Casino, down the street from the Auction House... the perfect stashing spot!
Call Crew - "WHERE IS EVERYONE???"
Auctioned Morningstar - Looks like someone is losing their job over at the Black Market Aution House......
Decoy Trade Ship - An extremely daring and complete waste of their time, but they do it because its fun!
First all, I just want to clarify the mechanic. A lot of the brainstorming process was finding a Goons-style buff that would be unique to the Pillager class. In the end it was decided to give buffs that were targetable! Once a card that buffs a minion in your hand goes off, you then would choose which minions you want the buffs to go to! This may have been what the Goons needed to be viable.
In all honestly, if this class existed, Jade Druid probably wouldn't have been such an issue as it was. With chosen targets and natural counters like Tidal Wave, Jade wouldn't have stood a chance... Exactly how it should have been.
Grimestreet Initiator - While this looks simple, it is really deceptively powerful. While it won't do an AoE buff like Grimestreet Smuggler, you are granted the ability to give a minion +2/+2, a minion +1/+1, or give one minion +3/+3. A true MVP.
Dockyard Shuttle - Another deceptively good card. The flexibility with this class's handbuffs are unmatched, and the ability to split your buffs will definitely come in handy.
Dockyard Daredevil - Pirate Synergy is real! Now I know what you're thinking, "Pirate are BAD and OP!" Well, I'll have you know that every single card with pirate synergy this expansion promotes midrange, instead of aggro. No more weapons to the face, its time for real fighting!
Dockyard Defender - This is an extremely valuable minion in any Pirate Pillager deck. It has a fairly low cost, and a great effect, especially when you consider you get a powerful pool of minions including Captain's Mate Catheria, Greenskin's Champion, Captain Cookie, and more!
Grimestreet Supply Tower - This is probably the greatest challenge for your opponent to face. While it may look weak, the fact that this can be buffed and hidden, means you could potentially have a steady stream of +2/+2 buffs at whatever target you want! Goons may finally be viable!
Call Crew - While this may look weak, compared to cards like Far Sight, you are actually getting a lot for what you pay for. A copy of a minion in your deck, and the ability to see what you would eventually draw. This card can help determine plays. And it has nice synergy for Hand Buffs :)
Auctioned Morningstar - A pretty straightforward weapon. The more this sits and gathers attack, the bigger your attack power will be! Good for Tempo and Control.
Decoy Trade Ship - Here comes the next Nemesis buff! This one has some pretty good uses. First of all, once you copy the minion, EVERY buff the Nemesis had on the field, including keywords, will be transferred to the copy! Also remember the Nemesis has a cost equal to the cost of the spell that summoned it, so if you had a Nemesis that was summoned from a 2 cost like this spell, you could have a potential extremely dangerous minion to completely wipe out your opponent. And while in your hand the Nemesis can get hand buffs. ANOTHER useful thing about it, is if you have both Nemesis on the board, playing a Nemesis buff spell will trigger on BOTH of them! This card is as crazy as crazy goes.
G-R-I-M-E 2000 - Finally we get to the buff card to end all buffs. This minion is extremely dangerous to leave on the board. After a few buffs, this could be spitting out 6 +1/+1 buffs to your minion out of nowhere! And because it can hit himself, if he's by himself he will give himself a super buff! This is the kind of minion that can grow out of control very quickly, and a great asset to have in any hand buff set.
Set Cards
Tokens
Inclement Weather
A Hunter's Treasure
Flavor
Grumpjaw - He decided to leave the Halcyond Fold after hearing about Un'Goro's all you can eat buffet!
Inclement Weather - The reason why trees go bare so early is because Sage & co. rip them off.
Gazing Longneck - At this point he sees so far that he reaches the future!
River Stalker - Playing Whack-A-Monster was not on the agenda.
Defensive Dinomancer - Note to self: Dinomancers are not friendly.
Primal Dinohearder - Note to self: Dinoherders like to eat pirates.
The Jungle Whispers - "Hey! Call C'thun, and tell him he's FIRED for coming a year late to work!!"
A Hunter's Treasure - What's that? Dino Buddy is evolving!
Gorishi Scout - The Charm-Bot blew up, the mechanical owl turned out to be working against them, the sentient fork got left behind at a party... Hopefully this guy can stick around.
Shipwrecked - Whover though bringing a bunch of sentient flames on the ship was a good idea deserves to drown with Nemesis.
JTU Set Notes
Grumpjaw - This would definitely be the most hated card in Hearthstone, but you know its balanced and a good card ;)
Inclement Weather - A hard to quickly pull off quest that grants you an immortal minion! Stormwatcher will protect you while Sage is dormant. Extreme late-game value, but it is very slow.
ALSO I AM AWARE THAT DORMANT SAGE HAS THE SHAMAN CARD SKIN. IT IS A BUG ON HEARTHCARDS I APOLOGIZE
Gazing Longneck - The first of the cross-synergy cards in the set! This expansion focuses heavily on Beasts and Elementals, and they all feedback on each other to help make both kinds of decks usable.
River Stalker - Gigantic conditional infinite minion. It is good Quest/Reward food and helps activate both, and good late-game closer for Arena if you can pull off the initial trigger.
Defensive Dinomancer - So, basically any dino-people are against Immo. This guy is one of the ways to discover a class beast (which can range from a Bilge Lurker, to a Gazing Longneck etc). You can get a laundry list of useful Beasts, including class ones which can start a major chain reaction!
Primal Dinohearder - Again, all Dino-People hate Immo. This one gets straight to the point letting you discover a Elemental. But while this feels like Quest food exclusively, you can also get your trusty Sea Elemental from Basic Set to completely freeze out your enemy and prepare for your next turn :D
The Jungle Whispers - Cool tech removal thats useful in a number of situations. While it cant take out giant minions, it does deal with the tiny problematic ones that escalate quickly (you see the Murloc on the art right? No coincidence ;). Also take that Vicious Fledgling!!)
A Hunter's Treasure - Pretty basic card that brings in Adapt, only random! The Dino Buddies can end up being quite useful, giving itself Stealth, or Poisionous, or Taunt and making it a headache for your opponent.
Shipwrecked - QUEST FUDEEEE. But also good for when you need minions on board for buffs or other stuff like Rodanpa's Curse ;D
Un'Goro has finally arrived! With Beasts and Elementals to spare! With the most intimidating Reward Quest and Legendary, this set isn't playing any games. Hope you enjoy!
Also now that this is the current final set, i'm most likely going to make a thread for it (after the final reviews of course). There everything will be mostly the same as this ongoing thread, but i'll try to make the interface consistent to how it has been set up for the newest expansions(DONE! This interface has been upgraded for a smoother experience :D).Very excited!
Also before making an independent thread I will also be thoroughly checking my class for any type of synergies that are broken... just in case. If anyone else is interested in being a 2nd pair of eyes that would be great!
What were your favorite cards from my class? Let me know and why. Personally my favorite card to create was Ratchet Sea Terror, from the GVG set. I know the card was a giant gamble that wasn't actually helping anyone, but the idea of everything being rammed out of nowhere by a giant sea creature seemed hilarious. Also imagine a board with more than 1 of them, and one end up attacking... LOL
Favorite Set to make as a whole would have to be this one! Un'Goro was a lot of fun to create because it got me thinking of all the ways a bunch of Looters can get wrapped up in the affairs of Elementals and Beasts. Interweaving synergy was a pretty cool experience.
For those of you who were keeping track of the class treasures, one has been made up to this point for:
ROGUE, MAGE, WARRIOR, PALADIN, and HUNTER.
THE PILLAGER CLASS IS COMPLETE!! (For now, anyway)
@Zensu This whole thing is just for fun and what not, thus the only limit on what you can make is your imagination!
@Zence Don't have much time so I'm just gonna comment on a few of your Un'Goro cards now. I'll do a full review at some point though.
Sage the Stormguard: This guy feels way to vulnerable to a simple hex or polymorth for a quest reward imo. Making his effect "Battlecry and deathrattle" might work. It does kinda make him faster as the turn you play him you'll end up with 2 Stormwatchers rather than a 5/5 but that's fine imo.
River Stalker: This guy is game breakingly overpowered. Since he himself is an elemental you only need to trigger his effect once and you now have literally infinite minions that your opponent can't do anything about. He pays no stats for basically "If you played an Elemental last turn, add infinite 7 mana 6/8s to your hand". The only real fix is to remove the elemental tag but that probably goes against why you made him. Even if you did he'd still be too good imo. Maybe as a 7 mana 6/7 he'd be fine without the tag.
Defensive Dinomancer: The name is weird given he is extremely offensive and terrible for defense given the drawback.
Thanks for reviewing some of these cards. Based on your feedback
Sage the Stormguard - Idk I kinda knew he'd be pretty vulnerable, but the payoff is pretty sweet. He used to have Taunt but it felt OP that way. And I can't squeeze in the Battlecry and Deathrattle due to line issues. I'm okay with him not being the best quest though. He has his uses, and can be problematic for your opponent in the right siituation. Seeing Sherazin is fine reassures me he would be okay too, although your opponent would try to hold removal for him.
TL:DR Do you have any other suggestions that don't make him too powerful? The double Stormwatcher is supposed to compensate for his removability.
River Stalker - I totally get why you would say that. A way to get infinite 6/8's sounds insane, right? Well thats where his stats come into play. I deliberately made him huge because its kinda hard to drop a bunch of 6/8's on the board that don't actually do anything to your opponent. It doesn't even have taunt. So while it looks infinite, in reality you can only maybe play 2 at a time because that 3rd turn you'd need to take care of the board somehow (The same issue Anub'arak has).
Its honestly too slow for the Quest too. You gotta wait until T7 until you can actually play one. By then you should already be close to finishing the Quest.
Defensive Dinomancer - Look at the flavor and set notes. This is another example of minions that hates the Pillager Hero. He's being defensive against you ;)
(i.e. North Sea Betrayer - Expert, Vexed Prophet - Old Gods, Bewildered Ogre - Goblins v Gnomes, Primal Dinohearder - Un'Goro, *Technically* Ancient Stone Watcher - Explorers, and Rodanpa's Curse - Basic. It was a little recurring theme I added to give the class personality... Its even written in the blurb :D )
just a question what is the wrong spelling in ra phoenix ? also before making blessing of ra i checked out blessing of kings text and it wasent italicize it so i thought they would be the same thing however i will change ra worshipper to what you suggested, i will post the next 5 basic cards after few mins.
check Blessing of Kings again ;) and the correct spelling is Phoenix (your card says Pheonix)
*cries* Why can nobody spell my name these days?
@AcidicDelta One more thing. If you EVER need help with pictures of phoenixes, I'm happy to help. I think I've aquired like 60 different pictures for phoenixes for my Phoenician Class...
blizzard said it before, they won't create any cards that don't fit into WoW lore. while Ra is actually an NPC, he's not the mythological sun god. don't waste your time and keep that in mind.
Fan creation stuff is all about fun, not about actual implementation. I made my slayer class (completely based on buffy lore) for fun, not caring that it would never be in the game. So it's not 'wasting time'. relax. xD
blizzard said it before, they won't create any cards that don't fit into WoW lore. while Ra is actually an NPC, he's not the mythological sun god. don't waste your time and keep that in mind.
Fan creation stuff is all about fun, not about actual implementation. I made my slayer class (completely based on buffy lore) for fun, not caring that it would never be in the game. So it's not 'wasting time'. relax. xD
Yeah. Like what Livianna just said, all of this is just for fun. Blizzard won't actually weave our classes into the game (probably), but it's interesting to create your own parody about it. Heck, you can make a 1-Cost 30/30 Charge that has no debuffs if you want. This is just a place to let your imagination free and let the ideas, no matter how strange or unrealistic, flow.
Rollback Post to RevisionRollBack
Wished to be pink.
Then did.
Then fired myself.
Then did again.
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I also think the blood mage border works well for a sun god concept :)
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Starting with the basic set, I think a few of the cards are too complicated. The "If you have no empty Mana Crystals" mechanic is sort of strange and took me a while to understand, and I don't really see why it's there as none of the other cards seem to have effects or anything to synergize with it (cards like Refill your mana crystals, or the first card you play costs less). I'd say that the best solution here is to maybe rework those two cards into something really simple, honestly I think a 1 mana 1/3 with Spell Damage +1 and no condition is a fine card - it's simple, it's powerful, it's versatile, it fits the class, without being gamebreakingly overpowered. Not sure what you'd want to do with enchantress. While having one 4-line card might be okay, I think having both Selfish Guardian and Armored Igniter is a bit too much. I don't really see the flavor connection of selfish guardian to this class, and Armored Igniter is really just a Faerie Dragon that's immune to AoE - an effect that I don't really think is worth the extra lines of card text. I think you should consider changes to both of them, but Selfish Guardian needs more work, as Armored Igniter is alright.
Second, I have to point out that your basic set has too many minions, although I understand why, since I'm assuming that your Spellcraft mechanic is worded like "Your next Basic spell functions differently," so you can only really have basic spells that interact with that. What I would do is to change the wording of the mechanic to "Your next Incantation functions differently" and then adding the "Incantation" tribe to all the spells that are applicable (with whatever word you want in place of Incantation). That way you can maybe trim your minions down to 2 or 3 and introduce some new spells into the basic set without worrying about Spellcraft confusion.
As for the spellcraft base spells themselves, I really only have some minor gripes. I think Shining Light should just be called "Light" for consistency with the other one-word names, and the wording of the effect is extremely confusing for new players as well as probably too powerful with the AoE spellcrafts. I would just make it "Deal 2 damage. If this kills a minion, draw a card." I think shadow could also use a nudge to -4/-4 for the aesthetics, as well as the fact that I think an extra 1 attack doesn't make it much stronger and it could really use the buff compared to Heat. Other than that I really like the basic spells.
Overall the classic set is really nice, and as I said before spellcraft is a really cool mechanic. I'd say the only problem is that aside from spellcast your themes are rather weak. Spell Damage is a nice theme and you should do something with that, but splitting damage among friendly characters and having no unspent mana seem kinda meh. Maybe if you had a better way of stating the "no empty mana" effect, and you had more cards to synergize it (like mana refreshing/refilling) it could work as a mechanic, but I really don't like splitting among friendly characters. Another concern is that Hammer feels like it's strictly better than knife, and maybe too good in and of itself (none of the basic spells seem like they actually do anything nuanced when they activate twice as opposed to double damage, except in edge cases) so I would consider a rework. Maybe one that returns a copy of the spell you cast to your hand so that you can use it later? Not sure.
One thing - Ventriloquism is basically treason to hearthstone design and it breaks a LOT of design principles by allowing you to attack your opponent's deck and hand. I think it's impossible to balance and you should just stay away from that type of thing.
The legendary is kinda meh, but that's alright since legendaries are by far the hardest thing to design. I'd say it's good enough, gives the class a finisher, but I think it already has a finisher with heat + hammer/knife and stuff like that so I'm not sure how necessary it is.
In the GvG set, having two cards which effectively do the same thing is rather lazy design. I'd try to push the 1-cost spell theme or "whenever you cast a spell" synergy as that is the biggest intersection between this class and GvG flavor. I don't really understand why puppetry would ever be able to target a hero, though, but I think that having these tokens with a ton of different effects is a huge burden of knowledge for a non-legendary card.
The legendary seems kinda cool but I don't get how it fits into your class's themes. It also seems like it could use some tuning, as what's the point of attacking with puppets if they have the same attack as her?
Overall, good job. I think this class is like a diamond in the rough. Spellcraft is a really neat mechanic, although it's one that's very hard to implement. I'd say your main goal right now is to help your class fit better in to hearthstone - more simple cards, more consistent themes, more spells in the basic set. Your class is like a less extreme version of the Pokemon Trainer that was competing with my Bard, which ultimately failed because it functioned so radically differently from any other class that it didn't feel like it fit into hearthstone.
Also - I think you could have gotten away with using the same art for each augmented card, and you probably didn't *have* to make all of those tokens, but damn, you did a good job.
REMOVED
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
just a question what is the wrong spelling in ra phoenix ? also before making blessing of ra i checked out blessing of kings text and it wasent italicize it so i thought they would be the same thing however i will change ra worshipper to what you suggested, also i compared Supernova to Hola Nova you get 1 extra damage instead of healing 2 health, i will post the next 5 basic cards after few mins.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
REMOVED
oh your right my bad.
@AcidicDelta
Hi! Just wanted to say that I think that your class idea sounds really cool! I'll review the cards you've posted!
Mark of Ra - I think this is cool. Gathering the vibe from your class it sounds like its all about buffing minions up, and dealing AoE damage. It works imo. I'm also assuming that your class has no healing capabilities like Rogue? Thats also great because it has stuff its good at, and stuff its not. Also you pointed out the italics thing... were you planning on doing that?
Ra Worshiper - First, the spelling needs to be fixed on the name. Then I want to point out that this card doesn't seem to fit here. While it is a fine card, it should be in TGT, when hero power interactions and buffs were introduced, not in Basic.
Blessing of Ra - I agree with Livienna. The buff may be too strong compared to Blessing of Kings, and Pally is also a buff class. Also Italics? :)
Eternal Flame - Cool card! I wish this was real.
Staff Blast - If you don't want the class to have cheap removal, then don't stifle a cheap card to accomplish that. If you really want to dedicate it to that then this should be a pretty costly spell that deals a ton of damage (like a smaller Pyroblast).
Ra's Phoenix - Pretty powerful, cool addition for Basic!
Judgement - Another perfect basic card.
Supernova - Consecration costs 1 less but only does 2 damage to every enemy. This should either only hit minions, or make it 6 mana and hit all enemies.
Ra's Speaker - This is a good idea for a card imo, hopefully this isn't the last of this drawbuff mechanic?
Sun Prophet - Nice big buff. Nuff said.
So in all I can see that you want the class to have a lot of AoE, a lot of buffs, and a lack of healing. This is great, but it would be nice if you explained this in a short blurb so we can better understand the direction you want to take the class in and get accurate feedback (i.e. "We don't like *insert card here* because its not/overly doing this" when it was a major characteristic of your class).
Blurb
COMING THROUGH! No one dare cross the path of the dashing and reckless ruler of the seas of Azeroth, Captain Immo! He and his motley crew travel around the lands in his ship, the Nemesis, with the sole purpose of finding and collecting all the precious treasure his crew can fit in their chests, so that they can be known throughout the lands as the richest and most dangerous ship around.
Armed with many dangerous allies (and many more enraged enemies) with unique abilities on both Nemesis and Azeroth, Immo will fight to the death, take all your treasure, and steal your girl. Steal precious resources, find new allies, and protect you and your treasure for those who seek to destroy it,
Adventure never stops for the Nemesis, so the choice is up to you: Join, or Die.
Class Mechanics:
Class Weaknessess:
Mechanics in Detail:
(i.e. "Snatch a spell." Finds the next spell your opponent will draw and adds a copy to your hand.)
(Will only have one copy at a time on the board. Starting stats when summoned varies on the card that summons it)
Basic Set:
Tokens:
Cast off! Rodanpa's Curse Bilge Lurker
Flavor
Basic Cards Notes
Expert Set
Tokens
Rogue Witchdoctor
Flavor
Expert Cards Notes
Set Cards
Tokens
Mecha-Nemesis
GVG Set Notes
Set Cards
Tokens
A Warrior's Treasure
Flavor
BRM Set Notes
Upgraded Hero Power
Set Cards
Tokens
Rampaging Vixen A Paladin's Treasure Captain Cookie
Flavor
TGT Set Notes
LOE Set Notes
Set Cards
Flavor
WOG Set Notes
Vexed Prophet - A Chillwind Yeti with Y'shaarj synergy! It also works with Corrupt, Barnes, Madam Goya........
Betrayer of Darkshire - While she looks like a weird minion to play, if you can survive long enough to play her, you can shut down Token and Aggro decks while furthering your midrange agenda. Can backfire pretty hard sometimes though, so be careful.
Recruit - There may be questions on design choice, but it was deliberately made a weaker than normal card. Its easy to activate, but it uses all your mana and fills your deck with stuff you might not want, as it normally ruins deck synergy and good C'thun draws (kinda like Prince Malchezaar). On the other hand it negates Deathrattles. This card can wipe out N'zoth and Anyfin for you to hopefully play later on for yourself! Just make sure you already drew C'Thun before playing this xD.
Recovered Lexicon - Largest C'Thun buff, and it keeps on coming back... Rack up the C'thun buffs all game. B)
Qiraji Battle Tank - He has the ability to summon some pretty useful minions. even Argent Squire is a great card to win off this.
Whispering Storm - This can become a strong finisher for a lot of Pillager decks. The temporary Windfury could be all thats needed to finish off your opponent. Only catch is that you need to sacrifice an already existing Nemesis to do so, so it does require you do add some Nemesis spells to your deck.
Forbidden Power - Who needs Forbidden Fireball, Forbidden RNG Minion maker, or Forbidden Token, when you have the ability to superbuff anything you want, for how much you want to spend on it. Pallies are jealous B)
Corrupt - OKAY! I need to establish how this mechanic would work, for those who are wondering.
This card is very tricky to use, many cards have neat Deathrattles that would become exceptionally strong Battlecries, especially with Brann around (Sylvanas Windrunner is a CRAZY combo). Other times it may hurt more than help (rip C'thun, N'zoth, and Yogg Saron). Also Rat Pack would laugh at a Bilge Lurker thats been Corrupted. Just sayin'
Xolijaz, the Forsaken - This card is a huge addition for N'Zoth Pillager. Being able to discover a 2nd Captain's Mate Catheria could be what you need to win the game, and it helps increase the changes of N'Zoth bringing back the minions you WANT back!
Also an interaction with Corrupt, if you played Corrupt and then this, and this was your only Deathrattle minion, it will add a 6/6 copy of itself when it dies! talk about value! However, as it didn't start as a Deathrattle minion, you wouldn't be able to discover it, so its not the most reliable combo.
Set Cards
Flavor
Set Notes
Set Cards
Flavor
Set Notes
First all, I just want to clarify the mechanic. A lot of the brainstorming process was finding a Goons-style buff that would be unique to the Pillager class. In the end it was decided to give buffs that were targetable! Once a card that buffs a minion in your hand goes off, you then would choose which minions you want the buffs to go to! This may have been what the Goons needed to be viable.
In all honestly, if this class existed, Jade Druid probably wouldn't have been such an issue as it was. With chosen targets and natural counters like Tidal Wave, Jade wouldn't have stood a chance... Exactly how it should have been.
Set Cards
Tokens
Inclement Weather
A Hunter's Treasure
Flavor
JTU Set Notes
ALSO I AM AWARE THAT DORMANT SAGE HAS THE SHAMAN CARD SKIN. IT IS A BUG ON HEARTHCARDS I APOLOGIZE
Un'Goro has finally arrived! With Beasts and Elementals to spare! With the most intimidating Reward Quest and Legendary, this set isn't playing any games. Hope you enjoy!
Also now that this is the current final set, i'm most likely going to make a thread for it (after the final reviews of course). There everything will be mostly the same as this ongoing thread,
but i'll try to make the interface consistent to how it has been set up for the newest expansions(DONE! This interface has been upgraded for a smoother experience :D).Very excited!Also before making an independent thread I will also be thoroughly checking my class for any type of synergies that are broken... just in case. If anyone else is interested in being a 2nd pair of eyes that would be great!
What were your favorite cards from my class? Let me know and why. Personally my favorite card to create was Ratchet Sea Terror, from the GVG set. I know the card was a giant gamble that wasn't actually helping anyone, but the idea of everything being rammed out of nowhere by a giant sea creature seemed hilarious. Also imagine a board with more than 1 of them, and one end up attacking... LOL
Favorite Set to make as a whole would have to be this one! Un'Goro was a lot of fun to create because it got me thinking of all the ways a bunch of Looters can get wrapped up in the affairs of Elementals and Beasts. Interweaving synergy was a pretty cool experience.
For those of you who were keeping track of the class treasures, one has been made up to this point for:
ROGUE, MAGE, WARRIOR, PALADIN, and HUNTER.
THE PILLAGER CLASS IS COMPLETE!! (For now, anyway)
should i change staff blast to 1 mana and deal 2 damage instead ?
@Zence congrats!!!!! I'll take a good look at ur new set tomorrow ;D
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
i dont think i am doing this to get it implemented to hearthstone this is just all fan creation
@Zensu
This whole thing is just for fun and what not, thus the only limit on what you can make is your imagination!
@Zence
Don't have much time so I'm just gonna comment on a few of your Un'Goro cards now. I'll do a full review at some point though.
Sage the Stormguard: This guy feels way to vulnerable to a simple hex or polymorth for a quest reward imo. Making his effect "Battlecry and deathrattle" might work. It does kinda make him faster as the turn you play him you'll end up with 2 Stormwatchers rather than a 5/5 but that's fine imo.
River Stalker: This guy is game breakingly overpowered. Since he himself is an elemental you only need to trigger his effect once and you now have literally infinite minions that your opponent can't do anything about. He pays no stats for basically "If you played an Elemental last turn, add infinite 7 mana 6/8s to your hand". The only real fix is to remove the elemental tag but that probably goes against why you made him. Even if you did he'd still be too good imo. Maybe as a 7 mana 6/7 he'd be fine without the tag.
Defensive Dinomancer: The name is weird given he is extremely offensive and terrible for defense given the drawback.
Check out my Custom Classes (Scribe, Alchemist, and Battlemage)!
@Turkeybag
Thanks for reviewing some of these cards. Based on your feedback
Sage the Stormguard - Idk I kinda knew he'd be pretty vulnerable, but the payoff is pretty sweet. He used to have Taunt but it felt OP that way. And I can't squeeze in the Battlecry and Deathrattle due to line issues. I'm okay with him not being the best quest though. He has his uses, and can be problematic for your opponent in the right siituation. Seeing Sherazin is fine reassures me he would be okay too, although your opponent would try to hold removal for him.
TL:DR Do you have any other suggestions that don't make him too powerful? The double Stormwatcher is supposed to compensate for his removability.
River Stalker - I totally get why you would say that. A way to get infinite 6/8's sounds insane, right? Well thats where his stats come into play. I deliberately made him huge because its kinda hard to drop a bunch of 6/8's on the board that don't actually do anything to your opponent. It doesn't even have taunt. So while it looks infinite, in reality you can only maybe play 2 at a time because that 3rd turn you'd need to take care of the board somehow (The same issue Anub'arak has).
Its honestly too slow for the Quest too. You gotta wait until T7 until you can actually play one. By then you should already be close to finishing the Quest.
Defensive Dinomancer - Look at the flavor and set notes. This is another example of minions that hates the Pillager Hero. He's being defensive against you ;)
(i.e. North Sea Betrayer - Expert, Vexed Prophet - Old Gods, Bewildered Ogre - Goblins v Gnomes, Primal Dinohearder - Un'Goro, *Technically* Ancient Stone Watcher - Explorers, and Rodanpa's Curse - Basic. It was a little recurring theme I added to give the class personality... Its even written in the blurb :D )
Wished to be pink.
Then did.
Then fired myself.
Then did again.
"The Slayer" custom class
"The Great Thaw" expansion competition finalist
Wished to be pink.
Then did.
Then fired myself.
Then did again.